namespace = religious_decision ######################### # Seek Aid of Spirits # # by Sean Hughes # # 0001-0009 # ######################### religious_decision.0001 = { type = character_event title = religious_decision.0001.t desc = { first_valid = { triggered_desc = { trigger = { has_government = landless_adventurer_government } desc = religious_decision.0001.desc_landless } desc = religious_decision.0001.desc } } theme = faith override_background = { reference = fp3_cave } left_portrait = { character = root triggered_animation = { trigger = { NOT = { exists = scope:realm_priest } } animation = personality_zealous } triggered_animation = { trigger = { NOT = { has_trait = cynical } } animation = disbelief } animation = personality_coward } right_portrait = { trigger = { exists = scope:realm_priest } character = scope:realm_priest animation = personality_zealous } trigger = { NOT = { has_character_flag = flag_sought_aid_of_spirits } } weight_multiplier = { base = 1 } immediate = { if = { limit = { exists = cp:councillor_court_chaplain } cp:councillor_court_chaplain = { save_scope_as = realm_priest } } } option = { trigger = { OR = { is_ai = no short_term_gold > major_gold_value } } name = religious_decision.0001.a remove_short_term_gold = major_gold_value custom_tooltip = religious_decision.0001.a.tt.1 custom_tooltip = religious_decision.0001.a.tt.2 save_scope_value_as = { name = offering value = flag:expensive } stress_impact = { greedy = medium_stress_gain cynical = medium_stress_gain } trigger_event = { id = religious_decision.0002 days = { 2 3 } } ai_chance = { base = 0 ai_value_modifier = { ai_zeal = 10 ai_greed = -10 } } } option = { trigger = { OR = { is_ai = no short_term_gold > minor_gold_value } } name = religious_decision.0001.b remove_short_term_gold = minor_gold_value custom_tooltip = religious_decision.0001.b.tt save_scope_value_as = { name = offering value = flag:traditional } trigger_event = { id = religious_decision.0002 days = { 2 3 } } ai_chance = { base = 100 } } option = { name = religious_decision.0001.c custom_tooltip = religious_decision.0001.c.tt save_scope_value_as = { name = offering value = flag:none } stress_impact = { generous = medium_stress_gain humble = medium_stress_gain } trigger_event = { id = religious_decision.0002 days = { 2 3 } } ai_chance = { base = 0 ai_value_modifier = { ai_boldness = 5 ai_greed = 5 ai_zeal = -10 } modifier = { add = 980 has_trait = arrogant } } } option = { name = religious_decision.0001.d flavor = religious_decision.0001.d.flavor remove_character_flag = flag_sought_aid_of_spirits ai_chance = { base = 0 } } } religious_decision.0002 = { type = character_event title = religious_decision.0002.t desc = { first_valid = { triggered_desc = { trigger = { exists = scope:realm_priest scope:offering = flag:none } desc = religious_decision.0002.desc.start_no_offering } triggered_desc = { trigger = { scope:offering = flag:none } desc = religious_decision.0002.desc.start_no_offering_alone } triggered_desc = { trigger = { exists = scope:realm_priest } desc = religious_decision.0002.desc.start_offering } desc = religious_decision.0002.desc.start_offering_alone } first_valid = { triggered_desc = { trigger = { exists = scope:realm_priest } desc = religious_decision.0002.desc } desc = religious_decision.0002.desc_alone } first_valid = { triggered_desc = { trigger = { scope:outcome = flag:no_effect } desc = religious_decision.0002.desc.end_no_change } desc = religious_decision.0002.desc.end_changed } } theme = faith override_background = { reference = fp3_cave } left_portrait = { character = root triggered_animation = { trigger = { scope:outcome = flag:shrewd } animation = personality_rational } triggered_animation = { trigger = { OR = { scope:outcome = flag:strong scope:outcome = flag:wind_spirit scope:outcome = flag:water_spirit scope:outcome = flag:tree_spirit scope:outcome = flag:bush_spirit scope:outcome = flag:rock_spirit } } animation = ecstasy } triggered_animation = { trigger = { OR = { scope:outcome = flag:possessed scope:outcome = flag:impotent } } animation = paranoia } triggered_animation = { trigger = { scope:outcome = flag:ill } animation = sick } triggered_animation = { trigger = { scope:outcome = flag:infirm } animation = personality_irrational } animation = disbelief } right_portrait = { trigger = { exists = scope:realm_priest } character = scope:realm_priest animation = personality_zealous } trigger = { trigger_if = { limit = { exists = scope:realm_priest } scope:realm_priest = { is_available_adult = yes } } } # Refund the player's money if the ritual fails for some reason. on_trigger_fail = { if = { limit = { scope:offering = flag:expensive } add_gold = major_gold_value } else_if = { limit = { scope:offering = flag:traditional } add_gold = minor_gold_value } } immediate = { # Character cannot take this decision again for 5 years. add_character_flag = { flag = flag_sought_aid_of_spirits years = 5 } # Determine what the impact of the ritual will be. if = { #Realm Priest, don't fail me now limit = { exists = scope:realm_priest } random_list = { # Positive Effect 40 = { # Maximum ~85% chance of a good effect (Expensive offering nullifies no outcome; 60 weight good vs. 10 weight bad) compare_modifier = { value = { value = scope:realm_priest.learning subtract = 10 } } modifier = { add = 10 scope:realm_priest = { has_trait = lifestyle_mystic } } random_list = { # Permanent Skill Boost 10 = { # Minimum chance of ~0%. Maximum chance of ~40% (Miracle Worker RP with 20 Learning and an Expensive Offering) compare_modifier = { value = { value = scope:realm_priest.learning subtract = 10 } } modifier = { add = 10 scope:realm_priest = { has_trait = lifestyle_mystic } } modifier = { add = 10 scope:realm_priest = { has_trait = lifestyle_mystic has_trait_xp = { trait = lifestyle_mystic value >= 50 } } } modifier = { add = 10 scope:realm_priest = { has_trait = lifestyle_mystic has_trait_xp = { trait = lifestyle_mystic value >= 100 } } } modifier = { add = 40 scope:offering = flag:expensive } trigger = { NAND = { has_trait = shrewd has_trait_rank = { trait = intellect_bad rank > 0 } has_trait = strong has_trait_rank = { trait = physique_bad rank > 0 } } } random_list = { 50 = { trigger = { NOR = { has_trait = shrewd has_trait_rank = { trait = intellect_bad rank > 0 } } } save_scope_value_as = { name = outcome value = flag:shrewd } } 50 = { trigger = { NOR = { has_trait = strong has_trait_rank = { trait = physique_bad rank > 0 } } } save_scope_value_as = { name = outcome value = flag:strong } } } } # Temporary Skill Boost 90 = { random_list = { 20 = { save_scope_value_as = { name = outcome value = flag:wind_spirit } } 20 = { save_scope_value_as = { name = outcome value = flag:water_spirit } } 20 = { save_scope_value_as = { name = outcome value = flag:bush_spirit } } 20 = { save_scope_value_as = { name = outcome value = flag:rock_spirit } } 20 = { save_scope_value_as = { name = outcome value = flag:tree_spirit } } } } } } # No Effect 40 = { # Offering modifiers only effect the 'None' chance. modifier = { # 0% chance with expensive offering. add = -40 scope:offering = flag:expensive } modifier = { # 40% chance with standard offering. add = 0 scope:offering = flag:traditional } modifier = { # 66% chance with no offering. add = 80 scope:offering = flag:none NOT = { has_trait = arrogant } } # Since the effects of the ritual could be explained through belief alone (placebo effect), a character's skepticism influences if they receive a bonus or not. modifier = { # Cynical characters less likely to believe in the ritual. add = 40 has_trait = cynical } modifier = { # Zealous characters more likely to believe in the ritual. add = -20 has_trait = zealous } save_scope_value_as = { name = outcome value = flag:no_effect } } # Negative Effect 20 = { modifier = { add = 20 scope:offering = flag:none } compare_modifier = { value = { value = 10 subtract = scope:realm_priest.learning min = -10 } } random_list = { 25 = { trigger = { NOT = { has_trait = possessed } } modifier = { add = 100 scope:offering = flag:expensive } save_scope_value_as = { name = outcome value = flag:possessed } } 25 = { trigger = { NOT = { has_trait = impotent } } save_scope_value_as = { name = outcome value = flag:impotent } } 25 = { trigger = { can_contract_disease_trigger = { DISEASE = ill } } save_scope_value_as = { name = outcome value = flag:ill } } 25 = { trigger = { NOT = { has_trait = infirm } } save_scope_value_as = { name = outcome value = flag:infirm } } } } } } #... we're on our own else = { random_list = { # Positive Effect 40 = { # Maximum ~85% chance of a good effect (Expensive offering nullifies no outcome; 60 weight good vs. 10 weight bad) compare_modifier = { value = { value = learning subtract = 10 } } modifier = { add = 10 has_trait = lifestyle_mystic } random_list = { # Permanent Skill Boost 10 = { # Minimum chance of ~0%. Maximum chance of ~40% (Miracle Worker RP with 20 Learning and an Expensive Offering) compare_modifier = { value = { value = learning subtract = 10 } } modifier = { add = 10 has_trait = lifestyle_mystic } modifier = { add = 10 has_trait = lifestyle_mystic has_trait_xp = { trait = lifestyle_mystic value >= 50 } } modifier = { add = 10 has_trait = lifestyle_mystic has_trait_xp = { trait = lifestyle_mystic value >= 100 } } modifier = { add = 40 scope:offering = flag:expensive } trigger = { NAND = { has_trait = shrewd has_trait_rank = { trait = intellect_bad rank > 0 } has_trait = strong has_trait_rank = { trait = physique_bad rank > 0 } } } random_list = { 50 = { trigger = { NOR = { has_trait = shrewd has_trait_rank = { trait = intellect_bad rank > 0 } } } save_scope_value_as = { name = outcome value = flag:shrewd } } 50 = { trigger = { NOR = { has_trait = strong has_trait_rank = { trait = physique_bad rank > 0 } } } save_scope_value_as = { name = outcome value = flag:strong } } } } # Temporary Skill Boost 90 = { random_list = { 20 = { save_scope_value_as = { name = outcome value = flag:wind_spirit } } 20 = { save_scope_value_as = { name = outcome value = flag:water_spirit } } 20 = { save_scope_value_as = { name = outcome value = flag:bush_spirit } } 20 = { save_scope_value_as = { name = outcome value = flag:rock_spirit } } 20 = { save_scope_value_as = { name = outcome value = flag:tree_spirit } } } } } } # No Effect 40 = { # Offering modifiers only effect the 'None' chance. modifier = { # 0% chance with expensive offering. add = -40 scope:offering = flag:expensive } modifier = { # 40% chance with standard offering. add = 0 scope:offering = flag:traditional } modifier = { # 66% chance with no offering. add = 80 scope:offering = flag:none NOT = { has_trait = arrogant } } # Since the effects of the ritual could be explained through belief alone (placebo effect), a character's skepticism influences if they receive a bonus or not. modifier = { # Cynical characters less likely to believe in the ritual. add = 40 has_trait = cynical } modifier = { # Zealous characters more likely to believe in the ritual. add = -20 has_trait = zealous } save_scope_value_as = { name = outcome value = flag:no_effect } } # Negative Effect 20 = { modifier = { add = 20 scope:offering = flag:none } compare_modifier = { value = { value = 10 subtract = learning min = -10 } } random_list = { 25 = { trigger = { NOT = { has_trait = possessed } } modifier = { add = 100 scope:offering = flag:expensive } save_scope_value_as = { name = outcome value = flag:possessed } } 25 = { trigger = { NOT = { has_trait = impotent } } save_scope_value_as = { name = outcome value = flag:impotent } } 25 = { trigger = { can_contract_disease_trigger = { DISEASE = ill } } save_scope_value_as = { name = outcome value = flag:ill } } 25 = { trigger = { NOT = { has_trait = infirm } } save_scope_value_as = { name = outcome value = flag:infirm } } } } } } # If we failed to set the outcome flag, set it now. if = { limit = { NOT = { exists = scope:outcome } } save_scope_value_as = { name = outcome value = flag:no_effect } } } option = { # Custom name text based on ritual outcome. name = { trigger = { scope:outcome = flag:shrewd } text = religious_decision.0002.shrewd } name = { trigger = { scope:outcome = flag:strong } text = religious_decision.0002.strong } name = { trigger = { OR = { scope:outcome = flag:wind_spirit scope:outcome = flag:water_spirit scope:outcome = flag:rock_spirit scope:outcome = flag:bush_spirit scope:outcome = flag:tree_spirit } } text = religious_decision.0002.good } name = { trigger = { OR = { scope:outcome = flag:ill scope:outcome = flag:impotent scope:outcome = flag:infirm } } text = religious_decision.0002.bad } name = { trigger = { scope:outcome = flag:possessed } text = religious_decision.0002.possessed } name = { trigger = { scope:outcome = flag:no_effect has_trait = zealous } text = religious_decision.0002.no_change.zealous } name = { trigger = { scope:outcome = flag:no_effect NOT = { has_trait = zealous } } text = religious_decision.0002.no_change } # Apply the actual outcome effects: # Good Outcomes if = { limit = { scope:outcome = flag:shrewd } if = { limit = { has_trait = dull } remove_trait = dull } else = { add_trait = shrewd } } else_if = { limit = { scope:outcome = flag:strong } if = { limit = { has_trait = weak } remove_trait = weak } else = { add_trait = strong } } else_if = { limit = { scope:outcome = flag:wind_spirit } add_character_modifier = { modifier = wind_spirit_blessing years = 20 } } else_if = { limit = { scope:outcome = flag:water_spirit } add_character_modifier = { modifier = water_spirit_blessing years = 20 } } else_if = { limit = { scope:outcome = flag:tree_spirit } add_character_modifier = { modifier = tree_spirit_blessing years = 20 } } else_if = { limit = { scope:outcome = flag:bush_spirit } add_character_modifier = { modifier = bush_spirit_blessing years = 20 } } else_if = { limit = { scope:outcome = flag:rock_spirit } add_character_modifier = { modifier = rock_spirit_blessing years = 20 } } # Bad Outcomes else_if = { limit = { scope:outcome = flag:possessed } add_trait = possessed_1 } else_if = { limit = { scope:outcome = flag:impotent } add_trait = impotent } else_if = { limit = { scope:outcome = flag:ill } contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes } } else_if = { limit = { scope:outcome = flag:infirm } add_trait = infirm } } } ######################### # Select Personal God # # by Sean Hughes # # 0101-0120 # ######################### religious_decision.0101 = { type = character_event title = religious_decision.0101.t desc = { desc = religious_decision.0101.desc.start first_valid = { triggered_desc = { trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism } } } desc = religious_decision.0101.desc.vaishnavism } triggered_desc = { trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } } } desc = religious_decision.0101.desc.shaivism } triggered_desc = { trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism } } } desc = religious_decision.0101.desc.smartism } desc = religious_decision.0101.desc.generic } desc = religious_decision.0101.desc.end } theme = faith left_portrait = { character = root animation = personality_rational } # 'Generic' Hinduism option = { name = religious_decision.0101.ganga trigger = { NOR = { # vaishnavism includes this one faith = { OR = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism } } } has_character_modifier = bhakti_hinduism_ganga } } set_bhakti_effect = { BHAKTI = bhakti_hinduism_ganga } } option = { name = religious_decision.0101.saraswati trigger = { NOR = { faith = { OR = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism } portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism } } } has_character_modifier = bhakti_hinduism_saraswati } } set_bhakti_effect = { BHAKTI = bhakti_hinduism_saraswati } } option = { name = religious_decision.0101.kali trigger = { NOR = { faith = { OR = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism } portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism } } } has_character_modifier = bhakti_hinduism_kali } } set_bhakti_effect = { BHAKTI = bhakti_hinduism_kali } } option = { name = religious_decision.0101.kubera trigger = { NOR = { faith = { OR = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism } portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } } } # smartism includes this one has_character_modifier = bhakti_hinduism_kubera } } set_bhakti_effect = { BHAKTI = bhakti_hinduism_kubera } } # Vaishnavism option = { name = religious_decision.0101.lakishmi trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism } } NOT = { has_character_modifier = bhakti_vaishnavism_lakishmi } } set_bhakti_effect = { BHAKTI = bhakti_vaishnavism_lakishmi } } option = { name = religious_decision.0101.jagganath trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism } } NOT = { has_character_modifier = bhakti_vaishnavism_jagganath } } set_bhakti_effect = { BHAKTI = bhakti_vaishnavism_jagganath } } option = { name = religious_decision.0101.hayagriva trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism } } NOT = { has_character_modifier = bhakti_vaishnavism_hayagriva } } set_bhakti_effect = { BHAKTI = bhakti_vaishnavism_hayagriva } } # Shaivism option = { name = religious_decision.0101.parvati trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } } NOT = { has_character_modifier = bhakti_shaivism_parvati } } set_bhakti_effect = { BHAKTI = bhakti_shaivism_parvati } } option = { name = religious_decision.0101.virabhadra trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } } NOT = { has_character_modifier = bhakti_shaivism_virabhadra } } set_bhakti_effect = { BHAKTI = bhakti_shaivism_virabhadra } } option = { name = religious_decision.0101.munishwarar trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } } NOT = { has_character_modifier = bhakti_shaivism_munishwarar } } set_bhakti_effect = { BHAKTI = bhakti_shaivism_munishwarar } } option = { name = religious_decision.0101.dakshinamoorthy trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism } } NOT = { has_character_modifier = bhakti_shaivism_dakshinamoorthy } } set_bhakti_effect = { BHAKTI = bhakti_shaivism_dakshinamoorthy } } # Smartism option = { name = religious_decision.0101.ganesha trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism } } NOT = { has_character_modifier = bhakti_smartism_ganesha } } set_bhakti_effect = { BHAKTI = bhakti_smartism_ganesha } } option = { name = religious_decision.0101.vishnu trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism } } NOT = { has_character_modifier = bhakti_smartism_vishnu } } set_bhakti_effect = { BHAKTI = bhakti_smartism_vishnu } } option = { name = religious_decision.0101.shiva trigger = { faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism } } NOT = { has_character_modifier = bhakti_smartism_shiva } } set_bhakti_effect = { BHAKTI = bhakti_smartism_shiva } } # Opt-Out option = { name = religious_decision.0101.optout flavor = religious_decision.0101.flavor ai_chance = { base = 0 } } } religious_decision.0102 = { type = character_event title = religious_decision.0102.t desc = religious_decision.0102.desc theme = faith left_portrait = { character = root animation = personality_rational } # Odin option = { name = religious_decision.0102.odin trigger = { NOT = { has_character_modifier = bhakti_germanic_generic_odin } } set_bhakti_effect = { BHAKTI = bhakti_germanic_generic_odin } } # Ullr option = { name = religious_decision.0102.ullr trigger = { is_vaguely_danish_bhakti_trigger = no NOT = { has_character_modifier = bhakti_germanic_not_danish_ullr } } set_bhakti_effect = { BHAKTI = bhakti_germanic_not_danish_ullr } } # Tyr option = { name = religious_decision.0102.tyr trigger = { is_vaguely_danish_bhakti_trigger = yes NOT = { has_character_modifier = bhakti_germanic_danish_tyr } } set_bhakti_effect = { BHAKTI = bhakti_germanic_danish_tyr } } # Thor option = { name = religious_decision.0102.thor trigger = { NOT = { has_character_modifier = bhakti_germanic_generic_thor } } set_bhakti_effect = { BHAKTI = bhakti_germanic_generic_thor } } # Freyr option = { name = religious_decision.0102.freyr trigger = { NOT = { has_character_modifier = bhakti_germanic_generic_freyr } } set_bhakti_effect = { BHAKTI = bhakti_germanic_generic_freyr } } # Opt-Out option = { name = religious_decision.0102.optout flavor = religious_decision.0102.flavor ai_chance = { base = 0 } } } ######################### # Meditate in Seclusion # # by Sean Hughes # # 0201-0299 # ######################### # If the player exits the travel planning UI, this event fires reseting the decision cooldown and removing variables religious_decision.0200 = { hidden = yes trigger = { OR = { exists = var:meditation_location has_character_flag = meditation_character_flag } } immediate = { current_travel_plan ?= { if = { limit = { can_cancel = yes } cancel_travel_plan = yes } } remove_decision_cooldown = meditate_in_seclusion_decision remove_variable = meditation_location remove_character_flag = meditation_character_flag } } scripted_trigger religious_decision_0201_can_meditate_in_terrain_trigger = { religious_decision_0201_has_two_meditation_options_trigger = no any_sub_realm_barony = { this != root.capital_barony title_province = { terrain = $TERRAIN$ } } } scripted_trigger religious_decision_0201_has_two_meditation_options_trigger = { # Stops after we've found 2 good places for meditation (don't want to overload the player). calc_true_if = { amount >= 2 has_character_flag = meditation_option_plains has_character_flag = meditation_option_hills has_character_flag = meditation_option_steppe has_character_flag = meditation_option_forest has_character_flag = meditation_option_drylands has_character_flag = meditation_option_mountains has_character_flag = meditation_option_wetlands has_character_flag = meditation_option_jungle has_character_flag = meditation_option_desert } } scripted_effect save_meditation_option_effect = { add_character_flag = meditation_option_$TERRAIN$ random_sub_realm_barony = { limit = { this != root.capital_barony title_province = { terrain = $TERRAIN$ } } title_province = { save_scope_as = $TERRAIN$_location } } } scripted_effect meditate_at_location_effect = { set_variable = { name = meditation_location value = scope:$TERRAIN$_location } scope:$TERRAIN$_location = { #to show the location name in the difficulty custom tooltip save_scope_as = tooltip_loc } start_travel_plan = { destination = var:meditation_location on_travel_planner_cancel_event = religious_decision.0200 on_arrival_event = religious_decision.0210 on_arrival_destinations = all_but_last } add_character_modifier = { modifier = meditating_in_seclusion_modifier days = meditation_duration } add_character_flag = meditation_character_flag } religious_decision.0201 = { type = character_event title = religious_decision.0201.t desc = religious_decision.0201.desc theme = faith override_background = { reference = throne_room } left_portrait = { character = root animation = personality_rational } immediate = { # Stop characters from planning multiple activities at once. add_character_flag = { flag = planning_an_activity days = 30 } # Save the character's capital scope for meditation capital_barony.title_province = { save_scope_as = capital_location } # Generate options for meditation based on terrain in character's realm. if = { limit = { religious_decision_0201_has_two_meditation_options_trigger = no any_sub_realm_barony = { this != root.capital_barony title_province = { OR = { terrain = mountains terrain = desert_mountains } } } } add_character_flag = meditation_option_mountains random_sub_realm_barony = { limit = { this != root.capital_barony title_province = { OR = { terrain = mountains terrain = desert_mountains } } } title_province = { save_scope_as = mountains_location } } } if = { limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = steppe}} save_meditation_option_effect = { TERRAIN = steppe } } if = { limit = { religious_decision_0201_has_two_meditation_options_trigger = no any_sub_realm_barony = { this != root.capital_barony title_province = { OR = { terrain = forest terrain = taiga } } } } add_character_flag = meditation_option_forest random_sub_realm_barony = { limit = { this != root.capital_barony title_province = { OR = { terrain = forest terrain = taiga } } } title_province = { save_scope_as = forest_location } } } if = { limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = desert}} save_meditation_option_effect = { TERRAIN = desert } } if = { limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = hills}} save_meditation_option_effect = { TERRAIN = hills } } if = { limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = drylands}} save_meditation_option_effect = { TERRAIN = drylands } } if = { limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = plains}} save_meditation_option_effect = { TERRAIN = plains } } if = { limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = jungle}} save_meditation_option_effect = { TERRAIN = jungle } } if = { limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = wetlands}} save_meditation_option_effect = { TERRAIN = wetlands } } } # Option 1: Meditate at home. Lowest risk, lowest reward. option = { name = religious_decision.0201.home set_variable = { name = meditation_location value = scope:capital_location } add_character_flag = meditation_character_flag add_character_modifier = { modifier = meditating_in_seclusion_modifier days = meditation_duration } scope:capital_location = { #to show the location name in the difficulty custom tooltip save_scope_as = tooltip_loc } custom_tooltip = religious_decision.0201.difficulty.easy trigger_event = { id = religious_decision.0211 days = meditation_duration } } # Option 2-A: Meditate in the plains. Low risk, low reward. option = { trigger = { has_character_flag = meditation_option_plains } name = religious_decision.0201.plains meditate_at_location_effect = { TERRAIN = plains } custom_tooltip = religious_decision.0201.difficulty.easy custom_tooltip = religious_decision.0201.stress } # Option 2-B: Meditate in the hills. Low risk, low reward. option = { trigger = { has_character_flag = meditation_option_hills } name = religious_decision.0201.hills meditate_at_location_effect = { TERRAIN = hills } custom_tooltip = religious_decision.0201.difficulty.easy custom_tooltip = religious_decision.0201.learning } # Option 2-C: Meditate in the steppe. Low risk, medium reward. option = { trigger = { has_character_flag = meditation_option_steppe } name = religious_decision.0201.steppe meditate_at_location_effect = { TERRAIN = steppe } custom_tooltip = religious_decision.0201.difficulty.easy custom_tooltip = religious_decision.0201.trait } # Option 2-D: Meditate in the forest. Medium risk, medium reward. option = { trigger = { has_character_flag = meditation_option_forest } name = religious_decision.0201.forest meditate_at_location_effect = { TERRAIN = forest } custom_tooltip = religious_decision.0201.difficulty.medium custom_tooltip = religious_decision.0201.stress } # Option 2-E: Meditate in the drylands. Medium risk, medium reward. option = { trigger = { has_character_flag = meditation_option_drylands } name = religious_decision.0201.drylands meditate_at_location_effect = { TERRAIN = drylands } custom_tooltip = religious_decision.0201.difficulty.medium custom_tooltip = religious_decision.0201.learning } # Option 2-F: Meditate in the mountains. High risk, high reward. option = { trigger = { has_character_flag = meditation_option_mountains } name = religious_decision.0201.mountains meditate_at_location_effect = { TERRAIN = mountains } custom_tooltip = religious_decision.0201.difficulty.hard custom_tooltip = religious_decision.0201.stress custom_tooltip = religious_decision.0201.trait } # Option 2-G: Meditate in the desert. High risik, high reward. option = { trigger = { has_character_flag = meditation_option_desert } name = religious_decision.0201.desert meditate_at_location_effect = { TERRAIN = desert } custom_tooltip = religious_decision.0201.difficulty.hard custom_tooltip = religious_decision.0201.learning } # Option 2-H: Meditate in the swamp. High risk, low reward. option = { trigger = { has_character_flag = meditation_option_wetlands } name = religious_decision.0201.wetlands meditate_at_location_effect = { TERRAIN = wetlands } custom_tooltip = religious_decision.0201.difficulty.hard } # Option 2-I: Meditate in the jugnle. High risk, low reward. option = { trigger = { has_character_flag = meditation_option_jungle } name = religious_decision.0201.jungle meditate_at_location_effect = { TERRAIN = jungle } custom_tooltip = religious_decision.0201.difficulty.hard } # Option 3: Opt-out option = { name = religious_decision.0201.optout flavor = religious_decision.0201.optout.flavor ai_chance = { base = 0 } remove_decision_cooldown = meditate_in_seclusion_decision } after = { remove_character_flag = meditation_option_plains remove_character_flag = meditation_option_hills remove_character_flag = meditation_option_steppe remove_character_flag = meditation_option_forest remove_character_flag = meditation_option_drylands remove_character_flag = meditation_option_mountains remove_character_flag = meditation_option_wetlands remove_character_flag = meditation_option_jungle remove_character_flag = meditation_option_desert remove_character_flag = planning_an_activity } } scripted_effect improve_meditation_skill = { if = { limit = { has_variable = meditation_experience } change_variable = { name = meditation_experience add = 1 } } else = { set_variable = { name = meditation_experience value = 1 } } custom_tooltip = religious_decision.0211.experience } religious_decision.0210 = { hidden = yes immediate = { send_interface_toast = { title = religious_decision.0210.toast left_icon = root current_travel_plan = { delay_travel_plan = { days = meditation_duration } } } trigger_event = { id = religious_decision.0211 days = meditation_duration } } } religious_decision.0211 = { type = character_event title = religious_decision.0211.t desc = { first_valid = { triggered_desc = { trigger = { scope:at_home = yes } desc = religious_decision.0211.desc.beginning.home } triggered_desc = { trigger = { var:meditation_location = { OR = { terrain = mountains terrain = desert_mountains } } } desc = religious_decision.0211.desc.beginning.mountains } triggered_desc = { trigger = { var:meditation_location = { OR = { terrain = forest terrain = taiga } } } desc = religious_decision.0211.desc.beginning.forest } triggered_desc = { trigger = {var:meditation_location = { terrain = plains }} desc = religious_decision.0211.desc.beginning.plains } triggered_desc = { trigger = {var:meditation_location = { terrain = hills }} desc = religious_decision.0211.desc.beginning.hills } triggered_desc = { trigger = {var:meditation_location = { terrain = steppe }} desc = religious_decision.0211.desc.beginning.steppe } triggered_desc = { trigger = {var:meditation_location = { terrain = drylands }} desc = religious_decision.0211.desc.beginning.drylands } triggered_desc = { trigger = {var:meditation_location = { terrain = wetlands }} desc = religious_decision.0211.desc.beginning.wetlands } triggered_desc = { trigger = {var:meditation_location = { terrain = jungle }} desc = religious_decision.0211.desc.beginning.jungle } triggered_desc = { trigger = {var:meditation_location = { terrain = desert }} desc = religious_decision.0211.desc.beginning.desert } } first_valid = { triggered_desc = { trigger = { has_character_flag = meditation_minor_stress_loss } desc = religious_decision.0211.desc.result.minor_stress } triggered_desc = { trigger = { has_character_flag = meditation_medium_stress_loss } desc = religious_decision.0211.desc.result.medium_stress } triggered_desc = { trigger = { has_character_flag = meditation_major_stress_loss } desc = religious_decision.0211.desc.result.major_stress } triggered_desc = { trigger = { has_character_flag = meditation_reflection } desc = religious_decision.0211.desc.result.reflection } triggered_desc = { trigger = { has_character_flag = meditation_fugue } desc = religious_decision.0211.desc.result.fugue } triggered_desc = { trigger = { has_character_flag = meditation_epiphany } desc = religious_decision.0211.desc.result.epiphany } triggered_desc = { trigger = { has_character_flag = meditation_impatient } desc = religious_decision.0211.desc.result.impatient } triggered_desc = { trigger = { has_character_flag = meditation_secret } desc = religious_decision.0211.desc.result.secret } triggered_desc = { trigger = { has_character_flag = meditation_hungry } desc = religious_decision.0211.desc.result.hungry } triggered_desc = { trigger = { has_character_flag = meditation_thirsty } desc = religious_decision.0211.desc.result.thirsty } triggered_desc = { trigger = { has_character_flag = meditation_headache } desc = religious_decision.0211.desc.result.headache } triggered_desc = { trigger = { has_character_flag = meditation_distraction } desc = religious_decision.0211.desc.result.distraction } } } theme = faith override_background = { trigger = { scope:at_home = yes } reference = sitting_room } override_background = { trigger = { scope:at_home = no } reference = wilderness_scope } override_background = { trigger = { has_character_flag = meditation_thirsty } reference = bp1_crossroads_inn } left_portrait = root immediate = { if = { limit = { NOT = { exists = var:meditation_location } } set_variable = { name = meditation_location value = root.location } } var:meditation_location = { save_scope_as = meditation_location save_scope_as = background_wilderness_scope } # Check if we are meditating in our capital (will be checked frequently when determining outcomes). if = { limit = { exists = capital_province scope:meditation_location = root.capital_province } save_scope_value_as = { name = at_home value = yes } } else = { save_scope_value_as = { name = at_home value = no } } # Determine what the outcome of the meditation journey will be. random_list = { # Positive Outcomes 80 = { # Double positive chance for meditating at home (though the benefits will be small). modifier = { add = 80 trigger = { scope:at_home = yes } } random_list = { # Stress Reduction 60 = { modifier = { add = 40 scope:meditation_location = { OR = { terrain = mountains terrain = desert_mountains terrain = forest terrain = taiga } } } random_list = { # Lower stress loss when meditating at home. 100 = { trigger = { scope:at_home = yes } add_character_flag = meditation_minor_stress_loss } # Higher stress loss when meditating in the wilderness 66 = { trigger = { scope:at_home = no } add_character_flag = meditation_medium_stress_loss } 33 = { trigger = { scope:at_home = no } modifier = { add = 121 scope:meditation_location = { OR = { terrain = desert_mountains terrain = mountains } } } add_character_flag = meditation_major_stress_loss } } } # Replace Negative Trait 20 = { trigger = { scope:at_home = no # Must have a negative trait to replace. OR = { has_trait = greedy has_trait = lustful has_trait = gluttonous has_trait = deceitful has_trait = ambitious has_trait = impatient has_trait = sadistic has_trait = wrathful } } # Greater chance when meditating in one of these terrains. modifier = { add = 75 scope:meditation_location = { terrain = steppe } } modifier = { add = 150 scope:meditation_location = { OR = { terrain = mountains terrain = desert_mountains } } } add_character_flag = meditation_reflection } # Gain Learning 20 = { trigger = { scope:at_home = no } modifier = { add = 50 scope:meditation_location = { terrain = hills } } add_character_flag = meditation_epiphany } # Gain extra Learning 50 = { trigger = { scope:at_home = no # Only in hot regions. scope:meditation_location = { OR = { terrain = desert terrain = drylands } } } modifier = { add = 100 scope:meditation_location = { terrain = desert } } add_character_flag = meditation_fugue } } } # Negative Outcomes 20 = { # Location modifiers. modifier = { # Failure increases from 20% to 25%. Still relatively easy. add = 7 # Total 27 scope:at_home = no } modifier = { # Failure increases from 25% to 40%. Moderate difficulty. add = 26 # Total 53 scope:at_home = no scope:meditation_location = { OR = { terrain = forest terrain = taiga terrain = drylands } } } modifier = { # Failure increases from 25% to 60%. Hard difficulty. add = 93 # Total 120 scope:at_home = no scope:meditation_location = { OR = { terrain = desert terrain = desert_mountains terrain = mountains terrain = wetlands terrain = jungle } } } # Positive Personality Modifiers. modifier = { factor = 0.86 has_trait = patient } modifier = { factor = 0.90 has_trait = calm } modifier = { factor = 0.92 has_trait = temperate } # Negative Personality Modifiers. modifier = { factor = 1.13 has_trait = impatient } modifier = { factor = 1.10 has_trait = gluttonous } modifier = { factor = 1.08 has_trait = wrathful } # Reduces failure chance by 10 points per previous successful meditation. modifier = { add = { subtract = var:meditation_experience multiply = 10 } has_variable = meditation_experience } random_list = { 25 = { trigger = { NOT = { has_trait = patient } } modifier = { add = 50 var:meditation_location = { terrain = wetlands } } modifier = { add = 75 has_trait = impatient } add_character_flag = meditation_impatient } 25 = { trigger = { any_secret = { } } modifier = { add = 75 any_secret = { is_criminal_for = root } } add_character_flag = meditation_secret } 75 = { trigger = { scope:meditation_location = { terrain = jungle } } add_character_flag = meditation_distraction } 25 = { modifier = { add = -20 has_trait = temperate } modifier = { add = 75 has_trait = gluttonous } add_character_flag = meditation_hungry } 100 = { trigger = { scope:meditation_location = { OR = { terrain = desert terrain = drylands } } } add_character_flag = meditation_thirsty } 100 = { trigger = { scope:meditation_location = { OR = { terrain = mountains terrain = desert_mountains } } } add_character_flag = meditation_headache } } } } } option = { name = { trigger = { OR = { has_character_flag = meditation_epiphany has_character_flag = meditation_fugue has_character_flag = meditation_major_stress_loss } } text = religious_decision.0211.a.critical_success } name = { trigger = { OR = { has_character_flag = meditation_reflection has_character_flag = meditation_medium_stress_loss has_character_flag = meditation_minor_stress_loss } } text = religious_decision.0211.a.success } name = { trigger = { OR = { has_character_flag = meditation_secret has_character_flag = meditation_impatient has_character_flag = meditation_hungry has_character_flag = meditation_thirsty has_character_flag = meditation_distraction has_character_flag = meditation_headache } } text = religious_decision.0211.a.failure } if = { limit = { has_character_flag = meditation_minor_stress_loss } add_stress = minor_stress_loss improve_meditation_skill = yes } else_if = { limit = { has_character_flag = meditation_medium_stress_loss } add_stress = medium_stress_loss improve_meditation_skill = yes } else_if = { limit = { has_character_flag = meditation_major_stress_loss } add_stress = major_stress_loss improve_meditation_skill = yes } else_if = { limit = { has_character_flag = meditation_reflection } random_list = { 1 = { trigger = { has_trait = gluttonous } remove_trait = gluttonous add_trait_force_tooltip = temperate } 1 = { trigger = { has_trait = greedy } remove_trait = greedy add_trait_force_tooltip = generous } 1 = { trigger = { has_trait = ambitious } remove_trait = ambitious add_trait_force_tooltip = content } 1 = { trigger = { has_trait = lustful } remove_trait = lustful add_trait_force_tooltip = chaste } 1 = { trigger = { has_trait = deceitful } remove_trait = deceitful add_trait_force_tooltip = honest } 1 = { trigger = { has_trait = sadistic } remove_trait = sadistic add_trait_force_tooltip = compassionate } 1 = { trigger = { has_trait = impatient } remove_trait = impatient add_trait_force_tooltip = patient } 1 = { trigger = { has_trait = wrathful } remove_trait = wrathful add_trait_force_tooltip = calm } } improve_meditation_skill = yes } else_if = { limit = { has_character_flag = meditation_fugue } add_learning_skill = 2 improve_meditation_skill = yes } else_if = { limit = { has_character_flag = meditation_epiphany } add_learning_skill = 1 improve_meditation_skill = yes } else_if = { limit = { has_character_flag = meditation_impatient } add_stress = minor_stress_gain } else_if = { limit = { has_character_flag = meditation_secret } add_stress = minor_stress_gain } else_if = { limit = { has_character_flag = meditation_hungry } add_stress = minor_stress_gain } else_if = { limit = { has_character_flag = meditation_thirsty } add_stress = minor_stress_gain } else_if = { limit = { has_character_flag = meditation_headache } add_stress = minor_stress_gain } else_if = { limit = { has_character_flag = meditation_distraction } add_stress = minor_stress_gain } } after = { # Remove character remove_character_flag = meditation_secret remove_character_flag = meditation_impatient remove_character_flag = meditation_epiphany remove_character_flag = meditation_fugue remove_character_flag = meditation_reflection remove_character_flag = meditation_major_stress_loss remove_character_flag = meditation_medium_stress_loss remove_character_flag = meditation_minor_stress_loss # Run the clean-up event. trigger_event = { id = religious_decision.0291 days = 30 } } } religious_decision.0291 = { hidden = yes immediate = { send_interface_toast = { title = religious_decision.0291.toast left_icon = root current_travel_plan ?= { if = { limit = { is_paused = yes } resume_travel_plan = yes } } } remove_variable = meditation_location remove_character_flag = meditation_character_flag } } ######################### # Sky Burials # # by Sean Hughes # # 0301-0302 # ######################### religious_decision.0301 = { hidden = yes # Faiths with Sky Burial need to have this character saved as a variable on their successor. trigger = { exists = player_heir faith = { has_doctrine_parameter = sky_burials_active } } immediate = { player_heir = { if = { limit = { faith = root.faith OR = { is_child_of = root is_grandchild_of = root is_great_grandchild_of = root } } set_variable = { name = ancestor_to_bury value = root years = 5 } } } } } religious_decision.0302 = { type = character_event title = religious_decision.0302.t desc = { triggered_desc = { trigger = { NOR = { religion = religion:zoroastrianism_religion religion = religion:zunism_religion } } desc = religious_decision.0302.desc.wilderness } triggered_desc = { trigger = { OR = { religion = religion:zoroastrianism_religion religion = religion:zunism_religion } } desc = religious_decision.0302.desc.zoroastrian } } theme = faith override_background = { trigger = { NOR = { religion = religion:zoroastrianism_religion religion = religion:zunism_religion } } reference = wilderness } override_background = { trigger = { OR = { religion = religion:zoroastrianism_religion religion = religion:zunism_religion } } reference = temple } left_portrait = { character = var:ancestor_to_bury } immediate = { add_piety = major_piety_value if = { limit = { any_vassal = { faith = { has_doctrine_parameter = sky_burials_active } } } every_vassal = { limit = { faith = { has_doctrine_parameter = sky_burials_active } } custom = give_sky_burial_vassals add_opinion = { modifier = pleased_opinion target = root opinion = 20 } } } } option = { name = religious_decision.0302.a } after = { remove_variable = ancestor_to_bury } } ################################# # Raise Runestone Maintenance # # by Linnéa Thimrén # # 0311 # ################################# religious_decision.0311 = { hidden = yes # Faiths that can raise a runestone need to have this character saved as a variable on their successor. trigger = { player_heir ?= { is_close_family_of = root is_alive = yes } dynasty = player_heir.dynasty # Has access to a valid method of raising runestones. fp1_can_raise_stele_trigger = yes } immediate = { player_heir = { set_variable = { name = ancestor_to_bury value = root years = 5 } } } } #New holder of the county with a runestone religious_decision.0312 = { hidden = yes orphan = yes trigger = { scope:title = { exists = var:ancestor_to_bury } dynasty != scope:previous_holder.dynasty #We only have to change something if the new holder is of a different dynasty # Use expanded version if we have FP1. has_fp1_dlc_trigger = no } immediate = { if = { limit = { scope:title = { NOT = { var:ancestor_to_bury.dynasty = root.dynasty } } } scope:title = { remove_county_modifier = county_raised_runestone_modifier remove_variable = ancestor_to_bury } } } } ######################### # Divine the Stars # # by Sean Hughes # # 0401 # ######################### religious_decision.0401 = { type = character_event title = religious_decision.0401.t desc = { desc = religious_decision.0401.desc.beginning first_valid = { triggered_desc = { trigger = { scope:divination_outcome = flag:great_battle } desc = religious_decision.0401.desc.great_battle } triggered_desc = { trigger = { scope:divination_outcome = flag:new_friends } desc = religious_decision.0401.desc.new_friends } triggered_desc = { trigger = { scope:divination_outcome = flag:hard_work } desc = religious_decision.0401.desc.hard_work } triggered_desc = { trigger = { scope:divination_outcome = flag:betrayal } desc = religious_decision.0401.desc.betrayal } triggered_desc = { trigger = { scope:divination_outcome = flag:new_beginnings } desc = religious_decision.0401.desc.new_beginnings } } } theme = faith override_background = { trigger = { is_landless_adventurer = no } reference = corridor_night } override_background = { trigger = { has_government = landless_adventurer_government } reference = bp1_bonfire } left_portrait = root immediate = { random_list = { 20 = { save_scope_value_as = { name = divination_outcome value = flag:great_battle } } 20 = { save_scope_value_as = { name = divination_outcome value = flag:new_friends } } 20 = { save_scope_value_as = { name = divination_outcome value = flag:hard_work } } 20 = { save_scope_value_as = { name = divination_outcome value = flag:betrayal } } 20 = { save_scope_value_as = { name = divination_outcome value = flag:new_beginnings } } } } option = { name = religious_decision.0401.a if = { limit = { scope:divination_outcome = flag:great_battle } add_character_modifier = { modifier = astrology_great_battle years = 10 } } else_if = { limit = { scope:divination_outcome = flag:new_friends } add_character_modifier = { modifier = astrology_new_friends years = 10 } } else_if = { limit = { scope:divination_outcome = flag:hard_work } add_character_modifier = { modifier = astrology_hard_work years = 10 } } else_if = { limit = { scope:divination_outcome = flag:betrayal } add_character_modifier = { modifier = astrology_betrayal years = 10 } } else_if = { limit = { scope:divination_outcome = flag:new_beginnings } add_character_modifier = { modifier = astrology_new_beginnings years = 10 } } # Remove the blocking flag. remove_character_flag = divining_the_stars } } ######################### # Reforming Kabarism # # by James Beaumont # # 0501-0502 # ######################### religious_decision.0501 = { type = character_event title = religious_decision.0501.t desc = { desc = religious_decision.0501.desc } theme = faith override_background = { reference = temple_generic } left_portrait = root right_portrait = root.faith.religious_head immediate = { save_scope_as = khazar_khan } option = { name = religious_decision.0501.a trigger = { OR = { NOT = { exists = scope:bwow_chosen_people } scope:bwow_chosen_people = no } OR = { NOT = { exists = scope:bwow_esotericism } scope:bwow_esotericism = no } OR = { NOT = { exists = scope:bwow_fundementalist } scope:bwow_fundementalist = no } } root.faith = { remove_doctrine = unreformed_faith_doctrine } custom_description_no_bullet = { text = can_never_reform_kuzarism_tt subject = root } root.faith.religious_head = { add_opinion = { target = root modifier = insult_opinion opinion = -40 } } every_vassal = { custom = religious_decision.0501.jewish.tt limit = { has_religion = religion:judaism_religion } add_opinion = { target = root modifier = disappointed_opinion opinion = -10 } } every_vassal = { custom = religious_decision.0501.nonjewish.tt limit = { NOT = { has_religion = religion:judaism_religion } } add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } stress_impact = { zealous = major_stress_impact_gain cynical = minor_stress_impact_loss } } option = { name = religious_decision.0501.d trigger = { scope:bwow_chosen_people ?= yes } root.faith = { break_with_old_ways_become_chosen_people = yes } every_vassal = { custom = religious_decision.0501.diff_culture.tt limit = { culture != root.culture } add_opinion = { target = root modifier = disappointed_opinion opinion = -10 } } hidden_effect = { every_ruler = { limit = { this != root OR = { is_vassal_of = root has_faith = faith:kabarism } } trigger_event = religious_decision.0502 } } ai_chance = { base = 100 } stress_impact = { zealous = minor_stress_impact_loss } } option = { name = religious_decision.0501.b trigger = { scope:bwow_esotericism ?= yes } root.faith = { break_with_old_ways_become_righteous = yes } every_vassal = { custom = religious_decision.0501.nonjewish.tt limit = { NOT = { has_religion = religion:judaism_religion } } add_opinion = { target = root modifier = disappointed_opinion opinion = -10 } } hidden_effect = { every_ruler = { limit = { this != root OR = { is_vassal_of = root has_faith = faith:kabarism } } trigger_event = religious_decision.0502 } } ai_chance = { base = 100 } stress_impact = { zealous = minor_stress_impact_loss } } option = { name = religious_decision.0501.c trigger = { scope:bwow_fundementalist ?= yes } root.faith = { break_with_old_ways_become_fundamentalist = yes } every_vassal = { custom = religious_decision.0501.nonjewish.tt limit = { NOT = { has_religion = religion:judaism_religion } } add_opinion = { target = root modifier = scared_opinion opinion = -25 } } every_vassal = { limit = { has_religion = religion:judaism_religion } custom = religious_decision.0501.jewish.tt add_opinion = { target = root modifier = respect_opinion opinion = 20 } } hidden_effect = { every_ruler = { limit = { this != root OR = { is_vassal_of = root has_faith = faith:kabarism } } trigger_event = religious_decision.0502 } } stress_impact = { zealous = major_stress_impact_loss gregarious = minor_stress_impact_gain } } } #Event notifying vassals and Kabarites of the changes religious_decision.0502 = { type = character_event title = religious_decision.0502.t desc = { desc = religious_decision.0502.desc.intro desc = religious_decision.0502.desc.body triggered_desc = { trigger = { scope:khazar_khan.faith = { NOT = { has_doctrine = doctrine_pluralism_fundamentalist } } } desc = religious_decision.0502.desc.righteous } triggered_desc = { trigger = { scope:khazar_khan.faith = { has_doctrine = doctrine_pluralism_fundamentalist } } desc = religious_decision.0502.desc.fundamentalist } } theme = faith override_background = { reference = temple_generic } left_portrait = scope:khazar_khan right_portrait = root option = { name = religious_decision.0502.a trigger = { NOT = { has_faith = faith:kabarism } scope:khazar_khan.faith = { NOT = { has_doctrine = doctrine_pluralism_fundamentalist } } } ai_chance = { base = 10 } show_as_tooltip = { scope:khazar_khan.faith = { break_with_old_ways_become_righteous = yes } } } option = { name = religious_decision.0502.a trigger = { NOT = { has_faith = faith:kabarism } scope:khazar_khan.faith = { has_doctrine = doctrine_pluralism_fundamentalist } } show_as_tooltip = { scope:khazar_khan.faith = { break_with_old_ways_become_fundamentalist = yes } } } option = { name = religious_decision.0502.b trigger = { has_faith = faith:kabarism scope:khazar_khan.faith = { NOT = { has_doctrine = doctrine_pluralism_fundamentalist } } } ai_chance = { base = 10 } show_as_tooltip = { scope:khazar_khan.faith = { break_with_old_ways_become_righteous = yes } } } option = { name = religious_decision.0502.b trigger = { has_faith = faith:kabarism scope:khazar_khan.faith = { has_doctrine = doctrine_pluralism_fundamentalist } } show_as_tooltip = { scope:khazar_khan.faith = { break_with_old_ways_become_fundamentalist = yes } } } } ######################### # Adopt Hebrew Language # # by James Beaumont # # 0503 # ######################### #Event notifying vassals and Kabarites of the changes religious_decision.0503 = { type = character_event title = religious_decision.0503.t desc = religious_decision.0503.desc theme = faith override_background = { reference = temple_generic } left_portrait = scope:hebrew_language_adopter_scope option = { # Ah heck yeah name = { trigger = { root.faith.religion = religion:judaism_religion } text = religious_decision.0503.a.jewish } name = religious_decision.0503.a.non_jewish custom_tooltip = switch_to_israelite_language_tt } option = { # Ah heck no trigger = { NOT = { root.faith.religion = religion:judaism_religion } this != scope:hebrew_language_adopter_scope exists = scope:target_other_culture } name = religious_decision.0503.b create_divergent_culture = yes custom_tooltip = { text = switch_to_original_language_tt root.culture = { set_language_from = scope:target_other_culture } } } } ############################# # Schisming the Caliphate # # by Ewan Cowhig Croft # # 0601 - 0610 # ############################# scripted_effect religious_decision_0601_count_converts_effect = { if = { limit = { exists = var:schismed_caliphate_major_ruler_converted_count } custom_tooltip = religious_decision.0601.tt.some_rulers_converted_away } else = { custom_tooltip = religious_decision.0601.tt.all_rulers_stayed } } # Scope:founder's POV - you're the new caliph! religious_decision.0601 = { type = character_event title = religious_decision.0601.t desc = religious_decision.0601.desc theme = faith left_portrait = { character = scope:founder animation = personality_bold } right_portrait = { character = scope:old_caliph animation = fear } immediate = { play_music_cue = "mx_cue_faith_conversion" # Execute the actual effects. appoint_a_righteous_caliph_scripted_effect = yes } # This is a heavy burden I now bear... option = { name = religious_decision.0601.a # Inform scope:founder how many, if any, folks rejected their coup. religious_decision_0601_count_converts_effect = yes # No stress impact, choice is narrative. ai_chance = { # AI chance is irrelevant, as the options are cosmetic. base = 100 } } # Hah, take *that* scope:old_caliph! option = { name = religious_decision.0601.b # Inform scope:founder how many, if any, folks rejected their coup. religious_decision_0601_count_converts_effect = yes # No stress impact, choice is narrative. ai_chance = { # AI chance is irrelevant, as the options are cosmetic. base = 100 } } after = { # Clean up the variable count, if required. if = { limit = { exists = var:schismed_caliphate_major_ruler_converted_count } remove_variable = schismed_caliphate_major_ruler_converted_count } } } # Co-faithist POV - uhhh, there's a new HoF in town? religious_decision.0602 = { type = character_event title = religious_decision.0602.t desc = religious_decision.0602.desc theme = faith left_portrait = { character = scope:founder animation = personality_zealous } right_portrait = { character = scope:old_caliph animation = rage } immediate = { play_music_cue = "mx_cue_faith_conversion" # Plus grab the current faith for loc. faith = { save_scope_as = current_faith } # Show the effects of the schism. show_as_tooltip = { scope:founder = { appoint_a_righteous_caliph_scripted_effect = yes } } } # Scope:founder shall lead us to PositiveAfterLife! option = { name = religious_decision.0602.a custom_tooltip = religious_decision.0602.a.tt # No stress impact, as zealous and cynical could come down on either side here. ai_chance = { base = 0 opinion_modifier = { opinion_target = scope:founder multiplier = 5 } # Distant caliphs are less respected. modifier = { add = 100 NOT = { in_diplomatic_range = scope:old_caliph } } } } # Never: my loyalty to scope:old_caliph outweighs my loyalty to scope:current_faith! option = { name = religious_decision.0602.b # We're not fussed about much, but very young kids don't really get a choice in this. trigger = { age >= 8 } # Convert to scope:old_caliph's faith. set_character_faith_with_conversion = scope:old_caliph.faith # Make a note that a major character chose to convert rather than toe the line. scope:founder = { if = { limit = { NOT = { exists = var:schismed_caliphate_major_ruler_converted_count } } set_variable = { name = schismed_caliphate_major_ruler_converted_count value = 1 } } else = { change_variable = { name = schismed_caliphate_major_ruler_converted_count add = 1 } } } # No stress impact, as zealous and cynical could come down on either side here. ai_chance = { base = 0 opinion_modifier = { opinion_target = scope:old_caliph multiplier = 5 } # Caliphs within writing distance are more respected. modifier = { add = 100 in_diplomatic_range = scope:old_caliph } # Heirs to scope:founder won't voluntarily disinherit themselves unless they're zealous. modifier = { factor = 0 NOT = { has_trait = zealous } any_heir_title = { holder = scope:founder } } } } # People seem desperate for a true leader... option = { name = religious_decision.0602.c trigger = { is_ai = no } # It becomes cheaper to make your own faith for a while. add_character_modifier = { modifier = fp2_opportunistic_schismatic_modifier years = 25 } # No stress impact, as zealous and cynical could come down on either side here. ai_chance = { # AI chance irrelevant, since the AI doesn't use the relevant feature. base = 100 } } } # Other POV - bit dramatic, mate. religious_decision.0603 = { type = character_event title = religious_decision.0603.t desc = religious_decision.0603.desc theme = faith left_portrait = { character = scope:founder animation = personality_zealous } right_portrait = { character = scope:old_caliph animation = rage } immediate = { play_music_cue = "mx_cue_faith_conversion" # Show the effects of the schism. show_as_tooltip = { scope:founder = { appoint_a_righteous_caliph_scripted_effect = yes } } } # Scope:old_caliph's POV - Fiend! Cur! Blasphemer! option = { name = religious_decision.0603.a trigger = { this = scope:old_caliph } # No stress impact, choice is narrative. ai_chance = { # AI chance is irrelevant, since the choice is narrative. base = 100 } } # Other co-religionist's POV - Scope:old_caliph cannot keep HerHis house in order... option = { name = religious_decision.0603.b trigger = { this != scope:old_caliph religion = religion:islam_religion } # No stress impact, choice is narrative. ai_chance = { # AI chance is irrelevant, since the choice is narrative. base = 100 } } # Neighbouring Ruler POV: Ha! What high drama! option = { name = religious_decision.0603.c trigger = { NOT = { religion = religion:islam_religion } } # No stress impact, choice is narrative. ai_chance = { # AI chance is irrelevant, since the choice is narrative. base = 100 } } }