namespace = iberia_north_africa #decision_form_portugal events #0001 - Tell founder about portugal #0002 - Tell everyone in diplo range about portugal (and convert people in portugal to portuguese culture) #decision_unite_the_spanish_thrones #0005 - Tell uniter about united thrones #0006 - Tell everyone in diplo range about united thrones (and destroy titles) #decision_unite_africa #0010 - I united Africa #0011 - Someone united Frica #decision_avenge_the_battle_of_tours #0015 - I avenged the battle of Tours #0016 - Someone avenged the battle of tours #decision_build_grand_church #1001 - I built a church! #1002 - Someone built a church ## FP2 #golden_age_jewish_science_in_iberia_decision #2001 - Book Seller #2002 - Eye Surgery #2003 - Fighting Scholars #2105 - Notification for Mediterranean decision #build_holy_pilgrim_roads_decision #2011 - Wandering Warrior #2012 - Relatable Scholar #2013-2014 - Gift from HoF #I formed Portugal! iberia_north_africa.0001 = { #by Mathilda Bjarnehed type = character_event title = iberia_north_africa.0001.t desc = { desc = iberia_north_africa.0001.start.desc first_valid = { triggered_desc = { trigger = { game_start_date >= 789.1.1 #The end of Umayyad Conquest faith = { religion_tag = christianity_religion } } desc = iberia_north_africa.0001.christian.desc } triggered_desc = { trigger = { game_start_date >= 789.1.1 #The end of Umayyad Conquest faith = { religion_tag = islam_religion } } desc = iberia_north_africa.0001.muslim.desc } } desc = iberia_north_africa.0001.end.desc } theme = realm left_portrait = { character = scope:portugal_former animation = admiration } immediate = { play_music_cue = "mx_cue_positive_effect" form_portugal_decision_effects = yes #Title changes, prestige, culture swap legend_seed_new_title_effect = yes } option = { name = iberia_north_africa.0001.a set_nickname_effect = { NICKNAME = nick_the_great } } } scripted_trigger iberia_north_africa_0002_is_in_portugal_trigger = { capital_province = { county = { any_this_title_or_de_jure_above = { this = title:k_portugal } } } } #Someone formed Portugal! iberia_north_africa.0002 = { #by Mathilda Bjarnehed type = character_event title = iberia_north_africa.0001.t desc = { desc = iberia_north_africa.0002.start.desc first_valid = { triggered_desc = { trigger = { has_RelationToMe_relation = { CHARACTER = scope:portugal_former } } desc = iberia_north_africa.0002.relation_former.desc } desc = iberia_north_africa.0002.former.desc } desc = iberia_north_africa.0002.end.desc } theme = realm left_portrait = { character = scope:portugal_former animation = admiration } immediate = { #If in Portugal, play the appropriate sound effect. if = { limit = { iberia_north_africa_0002_is_in_portugal_trigger = yes } play_music_cue = "mx_cue_positive_effect" } } #OK option = { trigger = { iberia_north_africa_0002_is_in_portugal_trigger = no } name = { trigger = { faith = scope:portugal_former.faith } text = iberia_north_africa.0002.a1 } name = { trigger = { faith != scope:portugal_former.faith } text = name_i_see } } #Convert to portuguese option = { trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes } name = iberia_north_africa.0002.b every_courtier = { limit = { has_same_culture_as = root } add_to_list = convert_list } set_culture = culture:portuguese every_in_list = { list = convert_list custom = portguese_convert_list_court set_culture = culture:portuguese } ai_chance = { base = 1 } } #Keep my culture option = { trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes } name = iberia_north_africa.0002.c reverse_add_opinion = { target = scope:portugal_former modifier = disappointed_opinion opinion = -15 } ai_chance = { base = 0 } } } #I have united the Spanish thrones! iberia_north_africa.0005 = { #by Mathilda Bjarnehed type = character_event title = iberia_north_africa.0005.t desc = iberia_north_africa.0005.desc theme = realm left_portrait = { character = scope:spain_uniter animation = personality_bold } immediate = { play_music_cue = "mx_cue_positive_effect" unite_the_spanish_thrones_decision_effects = yes legend_seed_great_deed_title_effect = { TITLE = root.primary_title } } option = { name = iberia_north_africa.0005.a give_nickname = nick_the_motherfather_of_spain } } #Someone united the spanish thrones! iberia_north_africa.0006 = { #by Mathilda Bjarnehed type = character_event title = iberia_north_africa.0005.t desc = { desc = iberia_north_africa.0006.start.desc first_valid = { triggered_desc = { trigger = { has_RelationToMe_relation = { CHARACTER = scope:spain_uniter } } desc = iberia_north_africa.0006.relation_former.desc } desc = iberia_north_africa.0006.former.desc } desc = iberia_north_africa.0006.end.desc } theme = realm left_portrait = { character = scope:spain_uniter animation = personality_bold } option = { name = name_i_see } } #I have united Africa! iberia_north_africa.0010 = { #by Mathilda Bjarnehed type = character_event title = iberia_north_africa.0010.t desc = { desc = iberia_north_africa.0010.start.desc triggered_desc = { trigger = { exists = scope:vassal_1 exists = scope:vassal_2 } desc = iberia_north_africa.0010.vassals.desc } first_valid = { triggered_desc = { trigger = { faith = { religion_tag = west_african_bori_religion } } desc = iberia_north_africa.0010.spirits.desc } triggered_desc = { trigger = { faith = { OR = { religion_tag = west_african_roog_religion religion_tag = west_african_religion } } } desc = iberia_north_africa.0010.ancestors.desc } desc = iberia_north_africa.0010.generic.desc } } theme = realm left_portrait = { character = scope:africa_uniter animation = personality_honorable } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" unite_africa_decision_effects = yes legend_seed_great_deed_region_effect = { REGION = geographical_region:world_africa } #For description random_vassal = { limit = { highest_held_title_tier = tier_kingdom } alternative_limit = { highest_held_title_tier = tier_duchy } alternative_limit = { highest_held_title_tier = tier_county } save_scope_as = vassal_1 } random_vassal_or_below = { limit = { NOR = { has_culture = scope:vassal_1.culture highest_held_title_tier = scope:vassal_1.highest_held_title_tier } highest_held_title_tier = tier_county } alternative_limit = { NOR = { has_culture = scope:vassal_1.culture highest_held_title_tier = scope:vassal_1.highest_held_title_tier } highest_held_title_tier = tier_duchy } alternative_limit = { NOR = { has_culture = scope:vassal_1.culture highest_held_title_tier = scope:vassal_1.highest_held_title_tier } } save_scope_as = vassal_2 } } option = { name = iberia_north_africa.0010.a give_nickname = nick_the_unifier_of_africa } } #Someone united Africa! iberia_north_africa.0011 = { #by Mathilda Bjarnehed type = character_event title = iberia_north_africa.0010.t desc = { desc = iberia_north_africa.0011.start.desc first_valid = { triggered_desc = { trigger = { has_RelationToMe_relation = { CHARACTER = scope:africa_uniter } } desc = iberia_north_africa.0011.relation_former.desc } desc = iberia_north_africa.0011.former.desc } desc = iberia_north_africa.0011.end.desc } theme = realm left_portrait = { character = scope:africa_uniter animation = personality_honorable } immediate = { show_as_tooltip = { scope:africa_uniter.faith = { change_fervor = { value = medium_fervor_gain desc = fervor_gain_united_africa } } } } option = { name = { trigger = { faith = scope:africa_uniter.faith } text = iberia_north_africa.0002.a1 } name = { trigger = { faith != scope:africa_uniter.faith } text = name_alas } } } #I have avenged the Battle of Tours iberia_north_africa.0015 = { #by Mathilda Bjarnehed type = character_event title = iberia_north_africa.0015.t desc = { desc = iberia_north_africa.0015.part1.desc desc = iberia_north_africa.0015.part2.desc } theme = realm left_portrait = { character = scope:avenger animation = personality_vengeful } immediate = { play_music_cue = "mx_cue_combat_2" avenge_the_battle_of_tours_decision_effects = yes legend_seed_great_deed_faith_effect = { ANTAGONIST = scope:frankish_christian_faith.religious_head OLD_FAITH = scope:frankish_christian_faith } } option = { name = iberia_north_africa.0015.a } } #Someone avenged the Battle of Tours iberia_north_africa.0016 = { #by Mathilda Bjarnehed type = character_event title = { first_valid = { triggered_desc = { trigger = { faith = { religion_tag = islam_religion } } desc = iberia_north_africa.0015.t } desc = iberia_north_africa.0016.t } } desc = { first_valid = { triggered_desc = { trigger = { faith = { religion_tag = islam_religion } } desc = { desc = iberia_north_africa.0015.part1.desc first_valid = { triggered_desc = { trigger = { has_RelationToMe_relation = { CHARACTER = scope:avenger } } desc = iberia_north_africa.0016.relation_former.desc } desc = iberia_north_africa.0016.former.desc } desc = iberia_north_africa.0015.islam.desc } } desc = iberia_north_africa.0016.generic.desc } } theme = realm left_portrait = { character = scope:avenger animation = personality_vengeful } immediate = { play_music_cue = "mx_cue_combat_3" if = { limit = { exists = scope:frankish_christian_faith } show_as_tooltip = { scope:avenger = { faith = { change_fervor = { value = major_fervor_gain desc = fervor_gain_avenged_battle_of_tours } } } scope:frankish_christian_faith = { change_fervor = { value = major_fervor_loss desc = fervor_loss_avenged_battle_of_tours } } } } } option = { name = { trigger = { faith = { religion_tag = islam_religion } } text = iberia_north_africa.0015.a } name = { trigger = { faith = { religion_tag = christianity_religion } } text = iberia_north_africa.0016.christianity.a } name = { trigger = { faith = { NOR = { religion_tag = christianity_religion religion_tag = islam_religion } } } text = name_alas } } } #I formed Canarias! iberia_north_africa.9101 = { #by James Beaumont type = character_event title = iberia_north_africa.9101.t desc = { desc = iberia_north_africa.9101.desc.intro first_valid = { triggered_desc = { trigger = { NOT = { religion = religion:north_african_religion } } desc = iberia_north_africa.9101.desc.iberian } triggered_desc = { trigger = { religion = religion:north_african_religion } desc = iberia_north_africa.9101.desc.guanche } } desc = iberia_north_africa.9101.desc.outro } theme = realm left_portrait = { character = scope:canarias_former animation = admiration } immediate = { play_music_cue = "mx_cue_positive_effect" declare_canarias_decision_effects = yes legend_seed_new_title_effect = yes } option = { name = iberia_north_africa.9101.a trigger = { NOT = { culture = { has_cultural_pillar = heritage_iberian } } } set_nickname_effect = { NICKNAME = nick_the_great } } option = { name = iberia_north_africa.9101.b trigger = { NAND = { culture = { has_cultural_pillar = heritage_berber } religion = religion:north_african_religion } } set_nickname_effect = { NICKNAME = nick_the_great } title:k_canarias = { set_de_jure_liege_title = title:e_spain } } } ################################################## # Loyalty to St. Peter's Throne # by Ewan Cowhig Croft # 0101 - 0110 ################################################## # Mozarabic Christianity reaffirms its place amongst the ecumenical churches. iberia_north_africa.0101 = { type = character_event title = iberia_north_africa.0101.t desc = iberia_north_africa.0101.desc theme = faith left_portrait = { character = scope:religious_leader animation = personality_zealous } right_portrait = { character = scope:pope animation = flirtation } immediate = { play_music_cue = "mx_cue_faith_conversion" } # One people, one faith: swap Rite for Communal Identity. option = { name = iberia_north_africa.0101.a flavor = iberia_north_africa.0101.a.tt # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = mozarabic_choice value = flag:righteous } stress_impact = { shy = minor_stress_impact_gain cynical = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 ai_zeal = 0.5 } } } # We cannot be afraid to seize power in order to defend our own: swap Rite for Pursuit of Power. option = { name = iberia_north_africa.0101.b flavor = iberia_north_africa.0101.b.tt # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = mozarabic_choice value = flag:fundamentalist } stress_impact = { compassionate = medium_stress_impact_loss craven = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 } } } # The GetHolyBooks will still need interpretation: swap Rite for Religious Law. option = { name = iberia_north_africa.0101.c flavor = iberia_north_africa.0101.c.tt # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = mozarabic_choice value = flag:pluralist } stress_impact = { lazy = medium_stress_impact_loss arbitrary = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.5 } } } after = { # Now take care of notification events for players. every_player = { limit = { this != scope:religious_leader OR = { faith = faith:mozarabic_church any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege } } } trigger_event = iberia_north_africa.0102 } # And finally, actually apply the effects. if = { limit = { exists = scope:mozarabic_choice scope:mozarabic_choice = flag:fundamentalist } mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes } if = { limit = { exists = scope:mozarabic_choice scope:mozarabic_choice = flag:righteous } mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes } if = { limit = { exists = scope:mozarabic_choice scope:mozarabic_choice = flag:pluralist } mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes } } } # Notification event for relevant players. iberia_north_africa.0102 = { type = character_event title = iberia_north_africa.0102.t desc = { desc = iberia_north_africa.0102.desc.intro # Fundamentalist triggered_desc = { trigger = { scope:mozarabic_choice = flag:fundamentalist } desc = iberia_north_africa.0102.desc.fundamentalist } # Righteous triggered_desc = { trigger = { scope:mozarabic_choice = flag:righteous } desc = iberia_north_africa.0102.desc.righteous } # Pluralist triggered_desc = { trigger = { scope:mozarabic_choice = flag:pluralist } desc = iberia_north_africa.0102.desc.pluralist } } theme = faith left_portrait = { character = scope:religious_leader animation = personality_zealous } right_portrait = { character = scope:pope animation = flirtation } immediate = { play_music_cue = "mx_cue_faith_conversion" } # Fundamentalist path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = faith:mozarabic_church } desc = iberia_north_africa.0102.a.same_faith } triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = iberia_north_africa.0102.a.same_religion } desc = iberia_north_africa.0102.a.misc } } } trigger = { scope:mozarabic_choice = flag:fundamentalist } show_as_tooltip = { scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } # Righteous path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = faith:mozarabic_church } desc = iberia_north_africa.0102.b.same_faith } triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = iberia_north_africa.0102.b.same_religion } desc = iberia_north_africa.0102.b.misc } } } trigger = { scope:mozarabic_choice = flag:righteous } show_as_tooltip = { scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } # Pluralist path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = faith:mozarabic_church } desc = iberia_north_africa.0102.c.same_faith } triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = iberia_north_africa.0102.c.same_religion } desc = iberia_north_africa.0102.c.misc } } } trigger = { scope:mozarabic_choice = flag:pluralist } show_as_tooltip = { scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } } ################################################## # An Iberian Rite # by Ewan Cowhig Croft # 0111 - 0120 ################################################## # Mozarabic Christianity breaks away from Rome's strictures. iberia_north_africa.0111 = { type = character_event title = iberia_north_africa.0111.t desc = iberia_north_africa.0111.desc theme = faith left_portrait = { character = scope:religious_leader animation = personality_vengeful } right_portrait = { character = scope:pope animation = fear } immediate = { play_music_cue = "mx_cue_faith_conversion" } # Jesus taught peace, and we shall follow: swap Rite for Pacifism. option = { name = iberia_north_africa.0111.a flavor = iberia_north_africa.0111.a.tt # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = mozarabic_choice value = flag:righteous } stress_impact = { shy = minor_stress_impact_gain cynical = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 ai_zeal = 0.5 } } } # Even without Rome, we know the value of defending our own: swap Rite for Armed Pilgrimages. option = { name = iberia_north_africa.0111.b flavor = iberia_north_africa.0111.b.tt # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = mozarabic_choice value = flag:fundamentalist } stress_impact = { compassionate = medium_stress_impact_loss craven = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 } } } # Is Islam not a religion of the Book too?: swap Rite for Islamic Syncretism. option = { name = iberia_north_africa.0111.c flavor = iberia_north_africa.0111.c.tt # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = mozarabic_choice value = flag:pluralist } stress_impact = { lazy = medium_stress_impact_loss arbitrary = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.5 } } } after = { mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes # Now take care of notification events for players. every_player = { limit = { this != scope:religious_leader OR = { faith = faith:mozarabic_church any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege } } } trigger_event = iberia_north_africa.0112 } # And finally, actually apply the effects. if = { limit = { exists = scope:mozarabic_choice scope:mozarabic_choice = flag:fundamentalist } mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes } if = { limit = { exists = scope:mozarabic_choice scope:mozarabic_choice = flag:righteous } mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes } if = { limit = { exists = scope:mozarabic_choice scope:mozarabic_choice = flag:pluralist } mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes } } } # Notification event for relevant players. iberia_north_africa.0112 = { type = character_event title = iberia_north_africa.0112.t desc = { desc = iberia_north_africa.0112.desc.intro # Fundamentalist triggered_desc = { trigger = { scope:mozarabic_choice = flag:fundamentalist } desc = iberia_north_africa.0112.desc.fundamentalist } # Righteous triggered_desc = { trigger = { scope:mozarabic_choice = flag:righteous } desc = iberia_north_africa.0112.desc.righteous } # Pluralist triggered_desc = { trigger = { scope:mozarabic_choice = flag:pluralist } desc = iberia_north_africa.0112.desc.pluralist } } theme = faith left_portrait = { character = scope:religious_leader animation = personality_vengeful } right_portrait = { character = scope:pope animation = fear } immediate = { play_music_cue = "mx_cue_faith_conversion" } # Fundamentalist path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = faith:mozarabic_church } desc = iberia_north_africa.0112.a.same_faith } triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = iberia_north_africa.0112.a.same_religion } desc = iberia_north_africa.0112.a.misc } } } trigger = { scope:mozarabic_choice = flag:fundamentalist } show_as_tooltip = { scope:religious_leader = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } # Righteous path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = faith:mozarabic_church } desc = iberia_north_africa.0112.b.same_faith } triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = iberia_north_africa.0112.b.same_religion } desc = iberia_north_africa.0112.b.misc } } } trigger = { scope:mozarabic_choice = flag:righteous } show_as_tooltip = { scope:religious_leader = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } # Pluralist path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = { OR = { this = faith:mozarabic_church has_doctrine = tenet_islamic_syncretism } } } desc = iberia_north_africa.0112.c.same_faith } triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = iberia_north_africa.0112.c.same_religion } triggered_desc = { trigger = { religion = religion:islam_religion } desc = iberia_north_africa.0112.c.same_religion } desc = iberia_north_africa.0112.c.misc } } } trigger = { scope:mozarabic_choice = flag:pluralist } show_as_tooltip = { scope:religious_leader = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } after = { show_as_tooltip = { mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes } } } ################################################## # A Return to the Countryside # ^Geddit GEDDIT [not-actually-particularly-clever chortling] # by Ewan Cowhig Croft # 0121 - 0130 ################################################## # A disillusioned ruler seeks out and sponsors the remnant pagan aspects of the Pyrenees. iberia_north_africa.0121 = { type = character_event title = iberia_north_africa.0121.t desc = { desc = iberia_north_africa.0121.desc.intro # Nab the rationalisation. desc = { # We order these according to approximate rarity level/importance. ## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales. first_valid = { # Excommunicated triggered_desc = { trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes } desc = iberia_north_africa.0121.desc.excommunicated } # Rivalry with HoF triggered_desc = { trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes } desc = iberia_north_africa.0121.desc.rivalry_with_hof } # Negative Piety Level triggered_desc = { trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes } desc = iberia_north_africa.0121.desc.negative_piety_level } # Easter egg: the Lorgar special triggered_desc = { trigger = { has_trait = zealous } desc = iberia_north_africa.0121.desc.lorgar } # Sinful Traits triggered_desc = { trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes } desc = iberia_north_africa.0121.desc.sinful_traits } # Virtuous Basque pagan traits triggered_desc = { trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes } desc = iberia_north_africa.0121.desc.virtuous_basque_pagan_traits } # Naked cynicism; we use this as the fallback. desc = iberia_north_africa.0121.desc.naked_cynicism } } desc = iberia_north_africa.0121.desc.outro } theme = faith left_portrait = { character = scope:religious_leader animation = scheme } right_portrait = { character = scope:scandalised_cleric animation = stress } override_background = { reference = wilderness_mountains } immediate = { play_music_cue = "mx_cue_faith_conversion" } # scope:basque_faith shall be a warrior's faith again!: swap Christian Syncretism for Warmonger. option = { name = iberia_north_africa.0121.a flavor = iberia_north_africa.0121.a.tt # The AI should only really be doing this if they're coming out of the Vikings or otherwise have suitable traits. trigger = { OR = { is_ai = no scope:old_faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed } has_trait = wrathful has_trait = crusader_king has_trait = faith_warrior } } # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = basque_choice value = flag:righteous } stress_impact = { base = major_stress_impact_gain wrathful = miniscule_stress_impact_loss calm = minor_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_energy = 0.5 } } } # It is more important to live in harmony with nature than with neighbours: swap Christian Syncretism for Sanctity of Nature. option = { name = iberia_north_africa.0121.b flavor = iberia_north_africa.0121.b.tt # The AI should only be doing this if they're self-assured about what it'll likely do to them, or it's something they're already in to. trigger = { OR = { is_ai = no faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible } AND = { OR = { has_trait = stubborn has_trait = patient has_trait = lifestyle_gardener } has_trait = calm has_trait = brave } } } # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = basque_choice value = flag:fundamentalist } stress_impact = { base = major_stress_impact_gain # I mean, you *know* this one is gonna come back to bite you, hard. craven = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_vengefulness = -1 } } } # There are more worthy religions to share traditions with...: swap Christian Syncretism for Islamic Syncretism. option = { name = iberia_north_africa.0121.c flavor = iberia_north_africa.0121.c.tt # The AI should only really be doing this if it means they're adopting *less* traditions, not more. trigger = { OR = { is_ai = no faith = { has_doctrine_parameter = islamic_syncretic_actor_opinion_active religion = religion:islam_religion } } } # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = basque_choice value = flag:pluralist } # Zealous Muslims & syncretics gain less stress from this. if = { limit = { faith = { has_doctrine_parameter = islamic_syncretic_actor_opinion_active religion = religion:islam_religion } } stress_impact = { base = major_stress_impact_gain zealous = medium_stress_impact_loss fickle = minor_stress_impact_gain drunkard = major_stress_impact_gain } } # But everyone else doesn't. else = { stress_impact = { base = major_stress_impact_gain fickle = minor_stress_impact_gain drunkard = major_stress_impact_gain } } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_boldness = 1 } } } # If I try to force change, am I any less corrupt than scope:old_faith?: leave the faith as you found it. option = { name = iberia_north_africa.0121.d flavor = iberia_north_africa.0121.d.tt # Apply the effects in the after block to keep future notifications from erroring. show_as_tooltip = { favour_the_countryside_basques_decision_default_path_scripted_effect = yes } # Flag our choice. save_scope_value_as = { name = basque_choice value = flag:unchanged } stress_impact = { lazy = minor_stress_impact_loss arbitrary = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = -0.5 } } } after = { legend_seed_great_deed_faith_effect = { OLD_FAITH = scope:old_faith ANTAGONIST = scope:scandalised_cleric } # Now take care of notification events for players. every_player = { limit = { this != scope:religious_leader OR = { favour_the_countryside_basques_counts_as_basque_trigger = yes any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege } } } trigger_event = iberia_north_africa.0122 } # And finally, actually apply the effects. ## Our default stuff. favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes ## Then our changes/lack of changes. if = { limit = { exists = scope:basque_choice scope:basque_choice = flag:fundamentalist } favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes } else_if = { limit = { exists = scope:basque_choice scope:basque_choice = flag:righteous } favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes } else_if = { limit = { exists = scope:basque_choice scope:basque_choice = flag:pluralist } favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes } else_if = { limit = { exists = scope:basque_choice scope:basque_choice = flag:unchanged } favour_the_countryside_basques_decision_default_path_scripted_effect = yes } } } # Notification event for relevant players. iberia_north_africa.0122 = { type = character_event title = iberia_north_africa.0122.t desc = { desc = iberia_north_africa.0122.desc.intro # Nab the rationalisation. desc = { # We order these according to approximate rarity level/importance. ## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales. first_valid = { # Excommunicated triggered_desc = { trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes } desc = iberia_north_africa.0122.desc.excommunicated } # Rivalry with HoF triggered_desc = { trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes } desc = iberia_north_africa.0122.desc.rivalry_with_hof } # Negative Piety Level triggered_desc = { trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes } desc = iberia_north_africa.0122.desc.negative_piety_level } # Easter egg: the Lorgar special triggered_desc = { trigger = { has_trait = zealous } desc = iberia_north_africa.0122.desc.lorgar } # Sinful Traits triggered_desc = { trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes } desc = iberia_north_africa.0122.desc.sinful_traits } # Virtuous Basque pagan traits triggered_desc = { trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes } desc = iberia_north_africa.0122.desc.virtuous_basque_pagan_traits } # Naked cynicism; we use this as the fallback. desc = iberia_north_africa.0122.desc.naked_cynicism } } desc = iberia_north_africa.0122.desc.midtro # What direction is the faith going? first_valid = { # Fundamentalist triggered_desc = { trigger = { scope:basque_choice = flag:fundamentalist } desc = iberia_north_africa.0122.desc.fundamentalist } # Righteous triggered_desc = { trigger = { scope:basque_choice = flag:righteous } desc = iberia_north_africa.0122.desc.righteous } # Pluralist triggered_desc = { trigger = { scope:basque_choice = flag:pluralist } desc = iberia_north_africa.0122.desc.pluralist } # Unchanged triggered_desc = { trigger = { scope:basque_choice = flag:unchanged } desc = iberia_north_africa.0122.desc.unchanged } } } theme = faith left_portrait = { character = scope:religious_leader animation = scheme } right_portrait = { character = scope:scandalised_cleric animation = stress } override_background = { reference = wilderness_mountains } immediate = { play_music_cue = "mx_cue_faith_conversion" } # Culturally Basque or Basque-adjacent player; join in? option = { name = iberia_north_africa.0122.a trigger = { is_ai = no favour_the_countryside_basques_counts_as_basque_trigger = yes } set_character_faith_with_conversion = scope:religious_leader.faith show_as_tooltip = { scope:religious_leader = { favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 0 } } # Fundamentalist path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = scope:old_faith } desc = iberia_north_africa.0122.b.same_faith } triggered_desc = { trigger = { religion = scope:old_faith.religion } desc = iberia_north_africa.0122.b.same_religion } triggered_desc = { trigger = { faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed } } desc = iberia_north_africa.0122.b.respects_fellow_warmongers } desc = iberia_north_africa.0122.b.misc } } } trigger = { scope:basque_choice = flag:fundamentalist } show_as_tooltip = { scope:religious_leader = { favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } # Righteous path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = scope:old_faith } desc = iberia_north_africa.0122.c.same_faith } triggered_desc = { trigger = { religion = scope:old_faith.religion } desc = iberia_north_africa.0122.c.same_religion } triggered_desc = { trigger = { faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible } } desc = iberia_north_africa.0122.c.believes_in_harmony_with_nature } desc = iberia_north_africa.0122.c.misc } } } trigger = { scope:basque_choice = flag:righteous } show_as_tooltip = { scope:religious_leader = { favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } # Pluralist path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith.religion = religion:islam_religion } desc = iberia_north_africa.0122.d.muslim } triggered_desc = { trigger = { faith = scope:old_faith } desc = iberia_north_africa.0122.d.same_faith } triggered_desc = { trigger = { religion = scope:old_faith.religion } desc = iberia_north_africa.0122.d.same_religion } triggered_desc = { trigger = { faith = { has_doctrine_parameter = islamic_syncretic_actor_opinion_active } } desc = iberia_north_africa.0122.d.syncretised_with_islam } desc = iberia_north_africa.0122.d.misc } } } trigger = { scope:basque_choice = flag:pluralist } show_as_tooltip = { scope:religious_leader = { favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } # Unchanged path. option = { # We're using a broken-out block because the auto-magical first_valid name stuff was borking. name = { text = { first_valid = { triggered_desc = { trigger = { faith = scope:old_faith } desc = iberia_north_africa.0122.e.same_faith } triggered_desc = { trigger = { religion = scope:old_faith.religion } desc = iberia_north_africa.0122.e.same_religion } triggered_desc = { trigger = { faith = { has_doctrine_parameter = christian_syncretic_actor_opinion_active } } desc = iberia_north_africa.0122.e.syncretised_with_christianity } desc = iberia_north_africa.0122.e.misc } } } trigger = { scope:basque_choice = flag:unchanged } show_as_tooltip = { scope:religious_leader = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes } } # No stress impact for a notification event. ai_chance = { # AI chance isn't relevant for a notification event. base = 100 } } } ################################################## # A Kingdom around the Aragon # by Ewan Cowhig Croft # 0131 - 0140 ################################################## scripted_trigger convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = { tier = tier_county NOT = { culture = culture:aragonese } } scripted_effect copy_over_new_cultural_pillars_to_aragonese_effect = { culture:aragonese = { # Language. if = { limit = { NOT = { has_same_culture_language = scope:founder_culture } } set_language_from = scope:founder_culture } # Martial Tradition. if = { limit = { NOT = { has_same_culture_martial_tradition = scope:founder_culture } } set_martial_custom_from = scope:founder_culture } # We don't do heritage because we don't want to shift Aragonese out of the Iberian block. } } scripted_effect calculate_controlled_aragonese_duchies_effect = { random_list = { 100 = { trigger = { completely_controls = title:d_valencia trigger_if = { limit = { exists = scope:duchy_a } NOT = { scope:duchy_a = title:d_valencia } } trigger_if = { limit = { exists = scope:duchy_b } NOT = { scope:duchy_a = title:d_valencia } } trigger_if = { limit = { exists = scope:duchy_c } NOT = { scope:duchy_a = title:d_valencia } } } title:d_valencia = { if = { limit = { NOT = { exists = scope:duchy_a } } save_scope_as = duchy_a } else_if = { limit = { NOT = { this = scope:duchy_a exists = scope:duchy_b } } save_scope_as = duchy_b } else_if = { limit = { NOT = { this = scope:duchy_a this = scope:duchy_b exists = scope:duchy_c } } save_scope_as = duchy_c } } } 100 = { trigger = { completely_controls = title:d_barcelona trigger_if = { limit = { exists = scope:duchy_a } NOT = { scope:duchy_a = title:d_barcelona } } trigger_if = { limit = { exists = scope:duchy_b } NOT = { scope:duchy_a = title:d_barcelona } } trigger_if = { limit = { exists = scope:duchy_c } NOT = { scope:duchy_a = title:d_barcelona } } } title:d_barcelona = { if = { limit = { NOT = { exists = scope:duchy_a } } save_scope_as = duchy_a } else_if = { limit = { NOT = { this = scope:duchy_a exists = scope:duchy_b } } save_scope_as = duchy_b } else_if = { limit = { NOT = { this = scope:duchy_a this = scope:duchy_b exists = scope:duchy_c } } save_scope_as = duchy_c } } } 100 = { trigger = { completely_controls = title:d_navarra trigger_if = { limit = { exists = scope:duchy_a } NOT = { scope:duchy_a = title:d_navarra } } trigger_if = { limit = { exists = scope:duchy_b } NOT = { scope:duchy_a = title:d_navarra } } trigger_if = { limit = { exists = scope:duchy_c } NOT = { scope:duchy_a = title:d_navarra } } } title:d_navarra = { if = { limit = { NOT = { exists = scope:duchy_a } } save_scope_as = duchy_a } else_if = { limit = { NOT = { this = scope:duchy_a exists = scope:duchy_b } } save_scope_as = duchy_b } else_if = { limit = { NOT = { this = scope:duchy_a this = scope:duchy_b exists = scope:duchy_c } } save_scope_as = duchy_c } } } } } scripted_effect convert_aragonese_counties_to_aragonese_effect = { # Several counties within d_aragon will convert. while = { custom = form_the_kingdom_of_aragon_decision.tt.x_random_counties_in_d_aragon count = 3 title:d_aragon = { random_in_de_jure_hierarchy = { # If scope:founder has their capital in the area, make sure we grab it first. limit = { convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes this = scope:founder.capital_county } # Otherwise, go for c_alto_aragon, but we want it to *look* random. alternative_limit = { convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes this = title:c_alto_aragon this != scope:founder.capital_county } # Then we grab any local county held by scope:founder. alternative_limit = { convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes holder = scope:founder any_neighboring_county = { culture = culture:aragonese } } set_county_culture = culture:aragonese } } } } # Aragon, and the Aragonese, has/have emerged. iberia_north_africa.0131 = { type = character_event title = iberia_north_africa.0131.t desc = { desc = iberia_north_africa.0131.desc.intro first_valid = { # Only has the minimum one duchy. triggered_desc = { trigger = { NOT = { exists = scope:duchy_b } } desc = iberia_north_africa.0131.desc.duchy.one } # Has an extra duchy. triggered_desc = { trigger = { NOT = { exists = scope:duchy_c } } desc = iberia_north_africa.0131.desc.duchy.two } # Has all three duchies! desc = iberia_north_africa.0131.desc.duchy.three } desc = iberia_north_africa.0131.desc.outro } theme = crown left_portrait = { character = scope:founder animation = personality_bold } override_background = { reference = farmland } trigger = { # Account for ruler designer'd Aragonese cultures. NOT = { culture = culture:aragonese } } on_trigger_fail = { # If you ruler designer'd in an Aragonese character, everything in this event is irrelevant to ye appart from the culture converting, so we just do that silently. convert_aragonese_counties_to_aragonese_effect = yes } immediate = { play_music_cue = "mx_cue_succession_instrumental" # Calculate scopes for the desc loc. calculate_controlled_aragonese_duchies_effect = yes calculate_controlled_aragonese_duchies_effect = yes calculate_controlled_aragonese_duchies_effect = yes # Flip scope:founder's culture. set_culture = culture:aragonese # Change the culture a bit. culture:aragonese = { # Innovations are transferred over. get_all_innovations_from = scope:founder_culture # And the creation of the culture is adjusted. reset_culture_creation_date = yes } # Several counties within d_aragon will convert. convert_aragonese_counties_to_aragonese_effect = yes legend_seed_new_title_effect = yes } # Vanilla: just the regular Aragonese culture, please. option = { name = iberia_north_africa.0131.a # No other effects. # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars. ai_chance = { # The AI should basically always opt for vanilla. base = 100 } } # Take Pillars: not all the trappings of scope:founder_culture are so bad... option = { name = iberia_north_africa.0131.b trigger = { culture:aragonese = { OR = { NOT = { has_same_culture_language = scope:founder_culture } NOT = { has_same_culture_martial_tradition = scope:founder_culture } } } } # Copy over the salient pillars. copy_over_new_cultural_pillars_to_aragonese_effect = yes # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars. ai_chance = { # The AI should basically always opt for vanilla. base = 0 } } # Take Ethos: what's important to us hasn't changed. option = { name = iberia_north_africa.0131.c trigger = { culture:aragonese = { NOT = { has_same_culture_ethos = scope:founder_culture } } } # Copy over the ethos. culture:aragonese = { set_ethos_from = scope:founder_culture } # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars. ai_chance = { # The AI should basically always opt for vanilla. base = 0 } } # Take Both: we cannot forget our roots! option = { name = iberia_north_africa.0131.d trigger = { culture:aragonese = { NOT = { has_same_culture_ethos = scope:founder_culture } OR = { NOT = { has_same_culture_language = scope:founder_culture } NOT = { has_same_culture_martial_tradition = scope:founder_culture } } } } # Copy over the ethos. culture:aragonese = { set_ethos_from = scope:founder_culture } # Copy over the salient pillars. copy_over_new_cultural_pillars_to_aragonese_effect = yes # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars. ai_chance = { # The AI should basically always opt for vanilla. base = 0 # ... *basically* always. modifier = { add = 100 has_trait = stubborn } } } } # No notification event for this'un, as it's a small decision. # Secure the Mediterranean notif iberia_north_africa.2105 = { type = character_event title = iberia_north_africa.2105.t desc = iberia_north_africa.2105.desc theme = crown override_background = { reference = throne_room_mediterranean } left_portrait = root immediate = { show_as_tooltip = { house = { add_house_modifier = { modifier = fp2_controls_the_mediterranean_house_modifier years = 100 } } dynasty = { add_dynasty_prestige = major_prestige_gain } } } option = { name = iberia_north_africa.2105.a custom_tooltip = secure_mediterranean_decision.a } } ######################################################## # golden_age_jewish_science_in_iberia_decision events # By Hugo Cortell # # Note: These events are all additional # rewards for sponsoring a golden age, # therefore they are not much of a challenge. # Just some cool free stuff for players! ######################################################## iberia_north_africa.2001 = { # Jewish translator of old books (reward: skill boost) type = character_event title = iberia_north_africa.2001.t desc = iberia_north_africa.2001.desc theme = learning override_background = { reference = throne_room } left_portrait = { character = root animation = personality_content } right_portrait = { character = scope:generated_actor animation = admiration } immediate = { create_character = { age = { 24 51 } location = root.capital_province gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = faith:rabbinism random_traits = yes trait = education_learning_2 learning = { 6 12 } dynasty = none after_creation = { add_prestige = { minor_prestige_gain major_prestige_gain } add_piety = { minor_piety_gain medium_piety_gain } } save_scope_as = generated_actor } get_lowest_player_skill_effect = yes } option = { # Request a book that will make up for your weaknesses - for a price flavor = iberia_north_africa.2001.a.a name = { text = { desc = iberia_north_africa.2001.a desc = { first_valid = { triggered_desc = { trigger = { scope:lowest_player_skill = flag:martial } desc = iberia_north_africa.2001.a.martial } triggered_desc = { trigger = { scope:lowest_player_skill = flag:learning } desc = iberia_north_africa.2001.a.learning } triggered_desc = { trigger = { scope:lowest_player_skill = flag:stewardship } desc = iberia_north_africa.2001.a.stewardship } desc = iberia_north_africa.2001.a.diplointrigue } } desc = iberia_north_africa.2001.a.end } } send_interface_message = { type = event_learning_good title = iberia_north_africa.2001.t right_icon = scope:generated_actor pay_short_term_gold = { target = scope:generated_actor gold = medium_gold_value } if = { limit = { scope:lowest_player_skill = flag:diplomacy } add_character_modifier = { modifier = fp2_translated_skill_book_diplomacy_modifier years = 20 } } else_if = { limit = { scope:lowest_player_skill = flag:martial } add_character_modifier = { modifier = fp2_translated_skill_book_martial_modifier years = 20 } } else_if = { limit = { scope:lowest_player_skill = flag:stewardship } add_character_modifier = { modifier = fp2_translated_skill_book_stewardship_modifier years = 20 } } else_if = { limit = { scope:lowest_player_skill = flag:intrigue } add_character_modifier = { modifier = fp2_translated_skill_book_intrigue_modifier years = 20 } } else = { add_character_modifier = { modifier = fp2_translated_skill_book_learning_modifier years = 20 } } } ai_chance = { base = 20 modifier = { add = -50 short_term_gold < medium_gold_value } } } option = { # Sure give me anything (no control over outcome, but always positive - and at a lower cost) name = iberia_north_africa.2001.b show_as_tooltip = { pay_short_term_gold = { target = scope:generated_actor gold = minor_gold_value } custom_tooltip = iberia_north_africa.2001.b.a } hidden_effect = { send_interface_message = { type = event_learning_good title = iberia_north_africa.2001.t right_icon = scope:generated_actor pay_short_term_gold = { target = scope:generated_actor gold = minor_gold_value } random_list = { 1 = { add_character_modifier = { modifier = fp2_translated_skill_book_diplomacy_modifier years = 20 } } 1 = { add_character_modifier = { modifier = fp2_translated_skill_book_martial_modifier years = 20 } } 1 = { add_character_modifier = { modifier = fp2_translated_skill_book_stewardship_modifier years = 20 } } 1 = { add_character_modifier = { modifier = fp2_translated_skill_book_intrigue_modifier years = 20 } } 1 = { add_character_modifier = { modifier = fp2_translated_skill_book_learning_modifier years = 20 } } } } } ai_chance = { base = 80 modifier = { add = -50 short_term_gold < minor_gold_value } } } option = { # History is dumb name = iberia_north_africa.2001.c send_interface_message = { type = event_learning_good title = fp2_rejection_of_old_thoughts_modifier right_icon = root capital_county = { add_county_modifier = { modifier = fp2_rejection_of_old_thoughts_modifier years = 5 } } } ai_chance = { base = 35 } } after = { scope:generated_actor = { silent_disappearance_effect = yes } } } iberia_north_africa.2002 = { # Cataract surgery event (reward: free doctor) type = character_event title = iberia_north_africa.2002.t desc = iberia_north_africa.2002.desc theme = learning override_background = { reference = throne_room } left_portrait = { character = scope:patientzero animation = beg } lower_left_portrait = root right_portrait = { character = scope:generated_actor animation = disapproval } trigger = { any_vassal_or_below = { age > 48 # Cataracts begin to develop at 40 years of age and usually finish by 60, therefore 50 seems like a decent value for a medieval high-society member NOT = { has_trait = blind } } } immediate = { create_character = { age = { 21 44 } location = root.capital_province gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = faith:rabbinism random_traits = yes trait = scholar trait = lifestyle_physician learning = { 8 12 } dynasty = none after_creation = { add_gold = minor_gold_value add_prestige = { medium_prestige_gain major_prestige_gain } add_piety = minor_piety_gain add_trait_xp = { trait = lifestyle_physician value = 100 } } save_scope_as = generated_actor } random_vassal_or_below = { limit = { age > 48 NOT = { has_trait = blind } } save_scope_as = patientzero } if = { limit = { any_child = { is_child_of = root age < 15 } } random_child = { limit = { is_child_of = root age < 15 } save_scope_as = child_offering } } } option = { # Offer your child as an assistant, ~50% chance of learning medicine, 10% chance of dying. (good odds by lunatic trait option standards) name = iberia_north_africa.2002.a flavor = iberia_north_africa.2002.a.flavor trigger = { is_ai = no exists = scope:child_offering OR = { has_trait = lunatic_1 has_trait = lunatic_genetic has_trait = lifestyle_physician has_trait = torturer } } random_list = { 50 = { modifier = { add = scope:child_offering.learning always = yes } send_interface_message = { type = event_court_physician_good title = iberia_north_africa.2002.a.b left_icon = scope:patientzero right_icon = scope:generated_actor random_list = { desc = iberia_north_africa.2002.a.a 45 = {} # Assistant helps, but fails to learn anything 45 = { modifier = { add = { value = scope:child_offering.learning divide = 1.25 round = yes } always = yes } scope:child_offering = { if = { # For really, really odd cases limit = { has_trait = lifestyle_physician } add_learning_lifestyle_xp = medium_lifestyle_experience add_trait_xp = { trait = lifestyle_physician value = 5 } } add_trait = lifestyle_physician } } 10 = { scope:child_offering = { death = { death_reason = death_training_accident } } } } scope:patientzero = { add_character_modifier = { modifier = fp2_removed_cataracts_modifier years = 30 } } add_courtier = scope:generated_actor add_prestige = medium_prestige_gain } } 50 = { send_interface_message = { type = event_court_physician_bad title = iberia_north_africa.2002.a.b left_icon = scope:child_offering right_icon = scope:patientzero random_list = { desc = iberia_north_africa.2002.a.a 45 = {} # Assistant helps, but fails to learn anything 45 = { scope:child_offering = { add_trait = lifestyle_physician } } 10 = { scope:child_offering = { death = { death_reason = death_training_accident } } } } scope:patientzero = { add_trait = blind } } } } } option = { # "Did you just "well actually" the entire field of astrology?" option, removes the risk of the doctor running away if the operation is botched name = iberia_north_africa.2002.d trigger = { OR = { has_trait = theologian has_trait = scholar } } random_list = { 50 = { send_interface_message = { type = event_court_physician_good title = iberia_north_africa.2002.a.b left_icon = scope:patientzero right_icon = scope:generated_actor scope:patientzero = { add_character_modifier = { modifier = fp2_removed_cataracts_modifier years = 30 } } add_courtier = scope:generated_actor add_prestige = medium_prestige_gain } } 50 = { send_interface_message = { type = event_court_physician_bad title = iberia_north_africa.2002.a.b left_icon = scope:patientzero right_icon = scope:generated_actor scope:patientzero = { add_trait = blind } add_courtier = scope:generated_actor add_prestige = minor_prestige_loss hidden_effect = { scope:patientzero = { set_relation_rival = { target = scope:generated_actor reason = rival_failed_cataract_surgery } } } # Reasonably upset } } } } option = { # Take the risk, gamble away the doctor for some renown name = iberia_north_africa.2002.b random_list = { 50 = { send_interface_message = { type = event_court_physician_good title = iberia_north_africa.2002.a.b left_icon = scope:patientzero right_icon = scope:generated_actor scope:patientzero = { add_character_modifier = { modifier = fp2_removed_cataracts_modifier years = 30 } } add_courtier = scope:generated_actor add_prestige = medium_prestige_gain } } 50 = { send_interface_message = { type = event_court_physician_bad title = iberia_north_africa.2002.a.b right_icon = scope:patientzero scope:patientzero = { add_trait = blind } } } } ai_chance = { base = 50 } } option = { # Safe choice, ask the doctor to say (get free doctor) name = iberia_north_africa.2002.c send_interface_message = { type = send_interface_message title = court_physician_court_position right_icon = scope:generated_actor add_courtier = scope:generated_actor add_prestige = medium_prestige_loss scope:patientzero = { add_opinion = { target = root modifier = disappointed_opinion opinion = -25 } } } ai_chance = { base = 50 } } after = { if = { limit = { NOT = { scope:generated_actor = { is_courtier_of = root } } } scope:generated_actor = { silent_disappearance_effect = yes } } } } iberia_north_africa.2003 = { # Two scholars are fighting over misc stuff (reward: one scholar or two grumpy scholars) type = character_event title = iberia_north_africa.2003.t desc = iberia_north_africa.2003.desc theme = learning override_background = { reference = throne_room } left_portrait = { character = scope:generated_actor_r animation = disapproval } right_portrait = { character = scope:generated_actor_k animation = dismissal } lower_center_portrait = root immediate = { create_character = { age = { 26 51 } location = root.capital_province gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = faith:rabbinism random_traits = yes trait = scholar trait = diplomatic_court_1 learning = { 8 14 } dynasty = none after_creation = { add_prestige = { minor_prestige_gain major_prestige_gain } add_piety = { minor_piety_gain medium_piety_gain } } save_scope_as = generated_actor_r } create_character = { age = { 23 43 } location = root.capital_province gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = faith:karaism random_traits = yes trait = theologian trait = scholarly_court_1 learning = { 8 14 } dynasty = none after_creation = { add_prestige = { minor_prestige_gain major_prestige_gain } add_piety = { minor_piety_gain medium_piety_gain } } save_scope_as = generated_actor_k } hidden_effect = { # Let the drama begin add_courtier = scope:generated_actor_r add_courtier = scope:generated_actor_k scope:generated_actor_r = { add_opinion = { target = scope:generated_actor_k modifier = angry_opinion opinion = -80 } } scope:generated_actor_k = { add_opinion = { target = scope:generated_actor_r modifier = angry_opinion opinion = -80 } } } # Loc capital_county = { save_scope_as = playerprovince } } option = { name = iberia_north_africa.2003.a flavor = iberia_north_africa.2003.a.flavor trigger = { # NOTE: You can type bypass_requirements to bypass requirements on options, very useful! is_ai = no OR = { has_trait = bastard_founder has_trait = saoshyant has_trait = sayyid has_trait = savior has_trait = augustus has_trait = chakravarti has_trait = heresiarch has_trait = crusader_king has_trait = order_member has_trait = faith_warrior has_trait = saint has_trait = irritable has_trait = bossy has_trait = august } } send_interface_message = { type = event_learning_good title = yearly.0001.learning right_icon = scope:generated_actor_r left_icon = scope:generated_actor_k show_as_tooltip = { add_courtier = scope:generated_actor_r add_courtier = scope:generated_actor_k } scope:generated_actor_r = { add_opinion = { target = root modifier = feast_sided_against_me_in_my_fight_opinion opinion = -60 } } scope:generated_actor_k = { add_opinion = { target = root modifier = feast_sided_against_me_in_my_fight_opinion opinion = -60 } } } } # NOTE: Neither faith is more progressive than the other, therefore this is just the personal opinion of the characters rather than a greater religious feud option = { # Side with philosophers name = iberia_north_africa.2003.b send_interface_message = { type = event_learning_good title = yearly.0001.learning right_icon = scope:generated_actor_k show_as_tooltip = { add_courtier = scope:generated_actor_k } remove_courtier_or_guest = scope:generated_actor_r scope:generated_actor_k = { add_opinion = { target = root modifier = feast_sided_with_me_in_my_fight_opinion opinion = 25 } } } ai_chance = { base = 50 } } option = { # Side with prophets name = iberia_north_africa.2003.c send_interface_message = { type = event_learning_good title = yearly.0001.learning right_icon = scope:generated_actor_r show_as_tooltip = { add_courtier = scope:generated_actor_r } remove_courtier_or_guest = scope:generated_actor_k scope:generated_actor_r = { add_opinion = { target = root modifier = feast_sided_with_me_in_my_fight_opinion opinion = 25 } } } ai_chance = { base = 50 } } } ######################################################## # build_holy_pilgrim_roads_decision events # By Hugo Cortell ######################################################## iberia_north_africa.2011 = { # Holy Warrior type = character_event title = iberia_north_africa.2011.t desc = { desc = iberia_north_africa.2011.desc first_valid = { triggered_desc = { trigger = { scope:generated_actor = { has_trait = order_member } } desc = iberia_north_africa.2011.desc_captain } desc = iberia_north_africa.2011.desc_soldier } } theme = faith override_background = { reference = terrain } left_portrait = { character = root animation = personality_cynical } right_portrait = { character = scope:generated_actor animation = personality_zealous } trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root } immediate = { scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } } random_list = { 70 = { # A missguided holy warrior create_character = { age = { 19 34 } location = scope:pilgrim_spawn_location gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = root.faith random_traits = yes trait = holy_warrior trait = pilgrim martial = { 7 12 } dynasty = none after_creation = { add_gold = minor_gold_value add_prestige = minor_prestige_gain add_piety = { minor_piety_gain medium_piety_gain } if = { limit = { has_trait = cynical } remove_trait = cynical add_trait = zealous } random_list = { # Simple backstory 1 = { add_trait = murderer } 2 = { add_trait = wounded_1 } 2 = { add_trait = wounded_2 } 5 = { add_trait = adventurer } 1 = { add_trait = lifestyle_hunter } } } save_scope_as = generated_actor } } 30 = { # Missguided former holy order captain create_character = { age = { 27 46 } location = scope:pilgrim_spawn_location gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = root.faith random_traits = yes trait = warlike_court_2 trait = holy_warrior trait = order_member trait = devoted trait = pilgrim trait = brave martial = { 10 20 } dynasty = none after_creation = { add_gold = medium_gold_value add_prestige = { minor_prestige_gain medium_prestige_gain } add_piety = { value = major_piety_gain multiply = { 1 5 } round = yes } if = { limit = { has_trait = cynical } remove_trait = cynical add_trait = zealous } random_list = { # Spicy backstory (why would someone in such a cushy position wander off?) 10 = { add_trait = murderer } 5 = { add_trait = kinslayer_1 } 5 = { if = { limit = { faith = { has_doctrine = tenet_communion } } add_trait = excommunicated random_list = { 70 = { add_trait = depressed_1 } # This is the worst thing that can happen to a holy warrior after all 30 = {} } } else = { add_trait = wounded_2 } } 6 = { add_trait = adulterer } 4 = { add_trait = fornicator } 5 = { add_trait = drunkard } } } save_scope_as = generated_actor } } } } option = { # Join me (free warrior) name = iberia_north_africa.2011.a send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2011.t left_icon = ROOT right_icon = scope:generated_actor add_courtier = scope:generated_actor } ai_chance = { base = 25 } } option = { # Spread the word of me (gain modifier) name = iberia_north_africa.2011.b flavor = iberia_north_africa.2011.b.flavor send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2011.t left_icon = ROOT add_character_modifier = { modifier = fp2_trusted_by_pilgrim_warriors_modifier years = 20 } } ai_chance = { base = 25 } scope:generated_actor = { silent_disappearance_effect = yes } } option = { # Finish your duty to the lord (gain piety) name = iberia_north_africa.2011.c flavor = iberia_north_africa.2011.c.flavor send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2011.t left_icon = ROOT add_piety = major_piety_gain } ai_chance = { base = 50 } scope:generated_actor = { silent_disappearance_effect = yes } } } iberia_north_africa.2012 = { # Broke student (theology or architecture) type = character_event title = iberia_north_africa.2012.t desc = { desc = iberia_north_africa.2012.desc first_valid = { triggered_desc = { trigger = { scope:generated_actor = { has_trait = theologian } } desc = iberia_north_africa.2012.desc_student } desc = iberia_north_africa.2012.desc_architect } } theme = faith override_background = { reference = terrain } left_portrait = { character = root animation = personality_content } right_portrait = { character = scope:generated_actor animation = admiration } trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root } immediate = { scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } } random_list = { 50 = { # Scholar create_character = { age = { 18 22 } location = scope:pilgrim_spawn_location gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = root.faith random_traits = yes trait = theologian trait = improvident trait = scholarly_court_1 trait = pilgrim learning = { 9 12 } dynasty = none after_creation = { add_gold = { 0 28 } remove_short_term_gold = 20 # You cannot add a negative number for gold, therefore we do this add_prestige = minor_prestige_gain add_piety = { minor_piety_gain medium_piety_gain } if = { limit = { has_trait = cynical } remove_trait = cynical add_trait = zealous } } save_scope_as = generated_actor } } 50 = { # Architect create_character = { age = { 18 22 } location = scope:pilgrim_spawn_location gender_female_chance = root_faith_dominant_gender_female_chance culture = root.culture faith = root.faith random_traits = yes trait = architect trait = contrite trait = administrative_court_1 trait = pilgrim learning = { 8 13 } dynasty = none after_creation = { add_gold = { 0 22 } remove_short_term_gold = 10 add_prestige = minor_prestige_gain add_piety = minor_piety_gain if = { limit = { has_trait = cynical } remove_trait = cynical add_trait = zealous } } save_scope_as = generated_actor } } } } option = { # Buy journal name = iberia_north_africa.2012.a send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2012.t left_icon = ROOT add_learning_lifestyle_xp = major_lifestyle_experience remove_short_term_gold = minor_gold_value } ai_chance = { base = 35 } scope:generated_actor = { silent_disappearance_effect = yes } } option = { # Perhaps instead you should get a job name = iberia_north_africa.2012.b flavor = iberia_north_africa.2012.b.flavor # (okay, where? / at the [chosen_holy_site_for_pilgrim_roads.GetNameNoTier] / I have some good news for both of you) send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2012.t left_icon = ROOT right_icon = scope:generated_actor add_courtier = scope:generated_actor add_hook_if_possible_effect = { TARGET = scope:generated_actor TYPE = indebted_hook YEARS = 12 } } ai_chance = { base = 35 } } option = { # Charity action name = iberia_north_africa.2012.c send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2012.t left_icon = ROOT add_piety = major_piety_gain remove_short_term_gold = minor_gold_value } ai_chance = { base = 35 } scope:generated_actor = { silent_disappearance_effect = yes } } } iberia_north_africa.2013 = { # Warmup check to ensure you meet the conditions for 2014, otherwise do something else hidden = yes trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root } immediate = { if = { limit = { faith = { exists = religious_head religious_head != root } } faith.religious_head = { save_scope_as = fp2_iberia_north_africa_2013_head_of_faith } trigger_event = iberia_north_africa.2014 } else = { random_list = { 15 = { trigger_event = iberia_north_africa.2011 } 15 = { trigger_event = iberia_north_africa.2012 } # 30 = Removed third outcome } } } } iberia_north_africa.2014 = { # Getting a high five (and a gift) from your HOF type = letter_event sender = scope:fp2_iberia_north_africa_2013_head_of_faith opening = iberia_north_africa.2013.t desc = iberia_north_africa.2013.desc immediate = { } option = { # Butter your HOF up with complements name = iberia_north_africa.2013.a send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2013.notif.t right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith scope:fp2_iberia_north_africa_2013_head_of_faith = { add_opinion = { target = root modifier = pious_opinion opinion = 40 } } } ai_chance = { base = 10 } } option = { # Give me the piety!! name = iberia_north_africa.2013.b send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2013.notif.t right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith add_piety = major_piety_gain } ai_chance = { base = 50 } } option = { # Give me men! name = iberia_north_africa.2013.c send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2013.notif.t right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith add_character_modifier = { modifier = fp2_trusted_by_pilgrim_warriors_modifier years = 20 } } ai_chance = { base = 30 } } option = { # Gift me a relic worthy of (location) - Does not req ROCO because it is a trinket name = iberia_north_africa.2013.d show_as_tooltip = { custom_tooltip = iberia_north_africa.2013.d.tooltip } # Can cause strange behavior where a button is unselectable hidden_effect = { scope:fp2_iberia_north_africa_2013_head_of_faith = { set_up_trinket_adjective_effect = yes random_list = { 2 = { create_artifact = { name = fp2_blessed_junk description = fp2_blessed_junk_desc type = miscellaneous visuals = small_box modifier = artifact_monthly_piety_1_modifier save_scope_as = random_trinket } } 1 = { create_artifact = { name = fp2_blessed_junk description = fp2_blessed_junk_desc type = miscellaneous visuals = pouch modifier = artifact_monthly_piety_1_modifier save_scope_as = random_trinket } } 1 = { create_artifact = { name = fp2_blessed_junk description = fp2_blessed_junk_desc type = miscellaneous visuals = medallion modifier = artifact_monthly_piety_1_modifier save_scope_as = random_trinket } } 2 = { create_artifact = { name = fp2_blessed_junk description = fp2_blessed_junk_desc type = miscellaneous visuals = medium_box modifier = artifact_monthly_piety_1_modifier save_scope_as = random_trinket } } 1 = { create_artifact = { name = fp2_blessed_junk description = fp2_blessed_junk_desc type = miscellaneous visuals = fabric_roll modifier = artifact_monthly_piety_1_modifier save_scope_as = random_trinket } } } scope:random_trinket = { add_durability = { value = artifact_durability multiply = { -0.45 -0.1 } # This is nice, very nice. } } if = { # Cleanup limit = { exists = var:trinket_adjective_followup } remove_variable = trinket_adjective_followup } } } send_interface_toast = { type = event_toast_effect_good title = iberia_north_africa.2013.notif.t right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith left_icon = scope:random_trinket scope:random_trinket = { set_owner = root } } ai_chance = { base = 10 } } } ################ # Restore Old Vasconia # by Joe Parkin ################ #The kingdom revived. iberia_north_africa.2100 = { type = character_event title = iberia_north_africa.2100.t desc = iberia_north_africa.2100.desc theme = realm left_portrait = { character = scope:founder animation = personality_bold } immediate = { play_music_cue = "mx_cue_positive_effect" restore_old_vasconia_decision_scripted_effect = yes restore_old_vasconia_decision_tooltip_scripted_effect = yes #Notify other players. every_player = { limit = { #this != scope:founder in_diplomatic_range = root } trigger_event = iberia_north_africa.2101 } } #Well done Nickname option = { name = iberia_north_africa.2100.a give_nickname = nick_the_great add_prestige = minor_prestige_gain } #Well done. option = { name = iberia_north_africa.2100.b add_prestige = medium_prestige_gain } } #Inform any players. iberia_north_africa.2101 = { type = character_event title = iberia_north_africa.2100.t desc = iberia_north_africa.2101.desc theme = realm theme = diplomacy left_portrait = { character = scope:founder animation = personality_bold } immediate = { if = { limit = { culture = { OR = { this = culture:basque AND = { any_parent_culture_or_above = { this = culture:basque } has_cultural_pillar = heritage_iberian } } } } play_music_cue = "mx_cue_positive_effect" } restore_old_vasconia_decision_tooltip_scripted_effect = yes } option = { name = { #Basques are happy. trigger = { culture = { OR = { this = culture:basque AND = { any_parent_culture_or_above = { this = culture:basque } has_cultural_pillar = heritage_iberian } } } } text = iberia_north_africa.2100.b } name = { #Iberians and Franks/Occitans are outraged. trigger = { NOT = { culture = { OR = { this = culture:basque AND = { any_parent_culture_or_above = { this = culture:basque } has_cultural_pillar = heritage_iberian } } } } culture = { OR = { has_cultural_pillar = heritage_frankish has_cultural_pillar = heritage_iberian } } } text = iberia_north_africa.2101.b } name = { #Noone else especially cares. trigger = { culture = { NOR = { has_cultural_pillar = heritage_iberian has_cultural_pillar = heritage_frankish } } } text = iberia_north_africa.2101.c } } }