########################## # GOVERNOR CONTRACT EVENTS ########################## namespace = governor_contract_event ### Overdue Taxes # Intro event governor_contract_event.1000 = { type = character_event title = governor_contract_event.1000.t desc = governor_contract_event.1000.desc theme = administrative left_portrait = { character = root animation = thinking } immediate = { # Save the contract random_character_active_contract = { task_contract_type = overdue_taxes save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = tax_destination } } } option = { name = governor_contract_event.1000.a custom_tooltip = governor_contract_event.1001.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:tax_destination ARRIVAL_EVENT = governor_contract_event.1001 } ai_chance = { base = 100 } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } # Arrival at the village location governor_contract_event.1001 = { type = character_event title = governor_contract_event.1000.t desc = governor_contract_event.1001.desc theme = administrative override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes } } reference = wilderness_desert } override_background = { trigger = { root.location = { OR = { terrain = forest terrain = taiga } NOR = { geographical_region = world_africa geographical_region = world_india geographical_region = world_europe_west_iberia geographical_region = world_middle_east } } } reference = ep2_hunt_forest_hut } override_background = { trigger = { root.location = { OR = { terrain = forest terrain = taiga } OR = { geographical_region = world_africa geographical_region = world_india geographical_region = world_europe_west_iberia geographical_region = world_middle_east } } } reference = wilderness_forest } override_background = { trigger = { root.location = { graphical_wilderness_jungle_trigger = yes } } reference = wilderness_jungle } override_background = { trigger = { root.location = { graphical_wilderness_steppe_trigger = yes } } reference = ep2_travel_settlement_steppe } override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes county = { OR = { culture = { culture_has_archer_cavalry_maa = yes } holder ?= { mpo_can_recruit_nomad_maa_trigger = yes } } } } } reference = ep2_travel_nomad_settlement_desert } override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes county = { NOR = { culture = { culture_has_archer_cavalry_maa = yes } holder ?= { mpo_can_recruit_nomad_maa_trigger = yes } } } } } reference = ep2_travel_settlement_desert } override_background = { trigger = { root.location = { graphical_hills_trigger = yes } } reference = ep2_travel_settlement_hills } override_background = { trigger = { root.location = { graphical_wilderness_mountains_trigger = yes } } reference = ep2_travel_settlement_mountains } override_background = { trigger = { root.location = { OR = { terrain = farmlands terrain = plains terrain = floodplains } } } reference = ep2_travel_settlement_farm } left_portrait = { character = root animation = disapproval } immediate = { random_character_active_contract = { task_contract_type = overdue_taxes save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = tax_destination } } } option = { name = governor_contract_event.1001.a duel = { skill = diplomacy value = 10 60 = { desc = governor_contract_event.1001.a.success compare_modifier = { value = scope:duel_value multiplier = 2.5 } save_scope_value_as = { name = governor_contract_event_1003_diplomacy value = yes } trigger_event = { id = governor_contract_event.1003 } custom_tooltip = governor_contract_event.1001.success } 40 = { desc = governor_contract_event.1001.a.failure compare_modifier = { value = scope:duel_value multiplier = -2.5 } trigger_event = { id = governor_contract_event.1004 } custom_tooltip = governor_contract_event.1001.failure } } ai_chance = { base = 10 modifier = { factor = 2 has_trait = education_diplomacy } modifier = { factor = 2 has_trait = patient } modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 1.5 has_trait = trusting } modifier = { factor = 1.5 has_trait = compassionate } } } option = { name = governor_contract_event.1001.b duel = { skill = stewardship value = 10 60 = { desc = governor_contract_event.1001.b.success compare_modifier = { value = scope:duel_value multiplier = 2.5 } save_scope_value_as = { name = governor_contract_event_1003_stewardship value = yes } trigger_event = { id = governor_contract_event.1003 } custom_tooltip = governor_contract_event.1001.success } 40 = { desc = governor_contract_event.1001.b.failure compare_modifier = { value = scope:duel_value multiplier = -2.5 } trigger_event = { id = governor_contract_event.1004 } custom_tooltip = governor_contract_event.1001.failure } } ai_chance = { base = 10 modifier = { factor = 2 has_trait = education_stewardship } modifier = { factor = 2 has_trait = greedy } modifier = { factor = 2 has_trait = diligent } modifier = { factor = 1.5 has_trait = shy } modifier = { factor = 1.5 has_trait = paranoid } } } } # Success event governor_contract_event.1003 = { type = character_event title = governor_contract_event.1003.t desc = { first_valid = { triggered_desc = { trigger = { exists = scope:governor_contract_event_1003_diplomacy } desc = governor_contract_event.1003.desc_diplomacy } triggered_desc = { trigger = { exists = scope:governor_contract_event_1003_stewardship } desc = governor_contract_event.1003.desc_stewardship } } desc = governor_contract_event.1003.desc_outro } theme = administrative left_portrait = { character = root animation = thinking } override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes } } reference = wilderness_desert } override_background = { trigger = { root.location = { OR = { terrain = forest terrain = taiga } NOR = { geographical_region = world_africa geographical_region = world_india geographical_region = world_europe_west_iberia geographical_region = world_middle_east } } } reference = ep2_hunt_forest_hut } override_background = { trigger = { root.location = { OR = { terrain = forest terrain = taiga } OR = { geographical_region = world_africa geographical_region = world_india geographical_region = world_europe_west_iberia geographical_region = world_middle_east } } } reference = wilderness_forest } override_background = { trigger = { root.location = { graphical_wilderness_jungle_trigger = yes } } reference = wilderness_jungle } override_background = { trigger = { root.location = { graphical_wilderness_steppe_trigger = yes } } reference = ep2_travel_settlement_steppe } override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes county = { OR = { culture = { culture_has_archer_cavalry_maa = yes } holder ?= { mpo_can_recruit_nomad_maa_trigger = yes } } } } } reference = ep2_travel_nomad_settlement_desert } override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes county = { NOR = { culture = { culture_has_archer_cavalry_maa = yes } holder ?= { mpo_can_recruit_nomad_maa_trigger = yes } } } } } reference = ep2_travel_settlement_desert } override_background = { trigger = { root.location = { graphical_hills_trigger = yes } } reference = ep2_travel_settlement_hills } override_background = { trigger = { root.location = { graphical_wilderness_mountains_trigger = yes } } reference = ep2_travel_settlement_mountains } override_background = { trigger = { root.location = { OR = { terrain = farmlands terrain = plains terrain = floodplains } } } reference = ep2_travel_settlement_farm } immediate = { generate_governance_outcome_effect = { OPTIONS = 6 } } option = { # Special governor trait option name = governor_contract_event.1003.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = taxes_governor } } option = { name = governor_contract_event.1003.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = taxes_paid_in_full } } option = { name = governor_contract_event.1003.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = taxes_paid_partially } } option = { name = governor_contract_event.1003.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = taxes_station_troops } } option = { name = governor_contract_event.1003.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = taxes_assign_administrator } } option = { name = governor_contract_event.1003.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = taxes_lower_taxes } } } # Failure governor_contract_event.1004 = { type = character_event title = governor_contract_event.1004.t desc = governor_contract_event.1004.desc theme = administrative left_portrait = { character = root animation = dismissal } override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes } } reference = wilderness_desert } override_background = { trigger = { root.location = { OR = { terrain = forest terrain = taiga } NOR = { geographical_region = world_africa geographical_region = world_india geographical_region = world_europe_west_iberia geographical_region = world_middle_east } } } reference = ep2_hunt_forest_hut } override_background = { trigger = { root.location = { OR = { terrain = forest terrain = taiga } OR = { geographical_region = world_africa geographical_region = world_india geographical_region = world_europe_west_iberia geographical_region = world_middle_east } } } reference = wilderness_forest } override_background = { trigger = { root.location = { graphical_wilderness_jungle_trigger = yes } } reference = wilderness_jungle } override_background = { trigger = { root.location = { graphical_wilderness_steppe_trigger = yes } } reference = ep2_travel_settlement_steppe } override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes county.culture = { culture_has_archer_cavalry_maa = yes } } } reference = ep2_travel_nomad_settlement_desert } override_background = { trigger = { root.location = { graphical_wilderness_desert_trigger = yes county.culture = { NOT = { culture_has_archer_cavalry_maa = yes } } } } reference = ep2_travel_settlement_desert } override_background = { trigger = { root.location = { graphical_hills_trigger = yes } } reference = ep2_travel_settlement_hills } override_background = { trigger = { root.location = { graphical_wilderness_mountains_trigger = yes } } reference = ep2_travel_settlement_mountains } override_background = { trigger = { root.location = { OR = { terrain = farmlands terrain = plains terrain = floodplains } } } reference = ep2_travel_settlement_farm } option = { name = governor_contract_event.1004.a scope:ongoing_contract ?= { complete_task_contract = failure_standard } } } ### Hoarding Mayor # Intro event governor_contract_event.1010 = { type = character_event title = governor_contract_event.1010.t desc = governor_contract_event.1010.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = worry } immediate = { # Save the contract random_character_active_contract = { task_contract_type = hoarding_mayor save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = mayor_destination } # Save the employer task_contract_employer = { save_scope_as = hoarding_mayor } } } option = { name = governor_contract_event.1010.a custom_tooltip = governor_contract_event.1010.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:mayor_destination ARRIVAL_EVENT = governor_contract_event.1011 } } } # Arrival at mayor's residence governor_contract_event.1011 = { type = character_event title = governor_contract_event.1010.t desc = { desc = governor_contract_event.1011.desc_intro first_valid = { triggered_desc = { trigger = { scope:hoarding_mayor = { OR = { has_trait = craven has_trait = shy } } } desc = governor_contract_event.1011.desc_fear } triggered_desc = { trigger = { scope:hoarding_mayor = { OR = { has_trait = brave has_trait = arrogant has_trait = greedy } } } desc = governor_contract_event.1011.desc_upset } desc = governor_contract_event.1011.desc_worried } } theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = debating } right_portrait = { character = scope:hoarding_mayor triggered_animation = { trigger = { scope:hoarding_mayor = { OR = { has_trait = craven has_trait = shy } } } animation = fear } triggered_animation = { trigger = { scope:hoarding_mayor = { OR = { has_trait = brave has_trait = arrogant has_trait = greedy } } } animation = anger } animation = shock } immediate = { # Save the contract random_character_active_contract = { task_contract_type = hoarding_mayor save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = mayor_destination } # Save the employer task_contract_employer = { save_scope_as = hoarding_mayor } } generate_governance_outcome_effect = { OPTIONS = 6 } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } } option = { # Special governor trait option name = governor_contract_event.1011.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = mayor_governor } } option = { name = governor_contract_event.1011.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = mayor_claim_gold } } option = { name = governor_contract_event.1011.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = mayor_invest_in_buildings } } option = { name = governor_contract_event.1011.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = mayor_hold_festivities } } option = { name = governor_contract_event.1011.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = mayor_reprimand } } option = { name = governor_contract_event.1011.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = mayor_hook } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } } } } # Cancel travel plan confirmation - Do you really want to forgoe the contract? governor_contract_event.1012 = { type = character_event title = governor_contract_event.1012.t desc = governor_contract_event.1012.desc theme = administrative left_portrait = { character = root animation = thinking } immediate = { # Save the contract random_character_active_contract = { save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } # Save the employer task_contract_employer ?= { save_scope_as = contract_employer } # Save your character task_contract_taker = { save_scope_as = contract_taker } } } option = { # On second thought, let's go! name = governor_contract_event.1012.a custom_tooltip = governor_contract_event.1012.a_tt start_travel_plan = { destination = scope:ongoing_destination on_arrival_event = governor_contract_event.1013 on_travel_planner_cancel_event = governor_contract_event.1012 on_arrival_destinations = all_but_last } } option = { # I have more important matters to deal with. name = governor_contract_event.1012.b scope:ongoing_contract = { complete_task_contract = failure_standard } } } governor_contract_event.1013 = { hidden = yes immediate = { scope:ongoing_contract = { switch = { trigger = has_task_contract_type overdue_taxes = { scope:contract_taker = { trigger_event = governor_contract_event.1001 } } hoarding_mayor = { scope:contract_taker = { trigger_event = governor_contract_event.1011 } } rampant_bandits = { scope:contract_taker = { trigger_event = governor_contract_event.1031 } } inept_mayor = { scope:contract_taker = { trigger_event = governor_contract_event.2011 } } raiding_peasants = { scope:contract_taker = { trigger_event = governor_contract_event.2031 } } wild_predators = { scope:contract_taker = { trigger_event = governor_contract_event.2041 } } evil_presence = { scope:contract_taker = { trigger_event = governor_contract_event.2051 } } buried_treasure = { scope:contract_taker = { trigger_event = governor_contract_event.2071 } } public_land = { scope:contract_taker = { trigger_event = governor_contract_event.2081 } } mad_prophet = { scope:contract_taker = { trigger_event = governor_contract_event.2091 } } hungry_times = { scope:contract_taker = { trigger_event = governor_contract_event.2111 } } } } } } ### Bountiful Harvest # Intro event governor_contract_event.1020 = { type = character_event title = governor_contract_event.1020.t desc = governor_contract_event.1020.desc theme = administrative override_background = { reference = bp1_wine_cellar } left_portrait = { character = root animation = happiness } immediate = { # Save the contract random_character_active_contract = { task_contract_type = bountiful_harvest save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = mayor_destination } } generate_governance_outcome_effect = { OPTIONS = 6 } } option = { # Special governor trait option name = governor_contract_event.1020.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = harvest_governor } } option = { name = governor_contract_event.1020.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = harvest_distribute } } option = { name = governor_contract_event.1020.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = harvest_capital } } option = { name = governor_contract_event.1020.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = harvest_charity } } option = { name = governor_contract_event.1020.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = harvest_sell_excess } } option = { name = governor_contract_event.1020.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = harvest_claim_it_yourself } } } ### Rampaging Bandits # Intro event governor_contract_event.1030 = { type = character_event title = governor_contract_event.1030.t desc = governor_contract_event.1030.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = worry } immediate = { # Save the contract random_character_active_contract = { task_contract_type = rampant_bandits save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = bandit_destination } } show_as_tooltip = { # To make sure the player sees it scope:bandit_destination.county = { add_county_modifier = { modifier = ep3_governance_rampant_bandits years = 40 } } } } option = { name = governor_contract_event.1030.a custom_tooltip = governor_contract_event.1038.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:bandit_destination ARRIVAL_EVENT = governor_contract_event.1031 } ai_chance = { base = 100 modifier = { factor = 0 is_available = no } modifier = { factor = 0.5 has_trait = lazy } } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 100 has_trait = lazy } } } } # Arrival at bandit camp governor_contract_event.1031 = { type = character_event title = governor_contract_event.1030.t desc = governor_contract_event.1031.desc theme = administrative override_background = { reference = wilderness } left_portrait = { character = root animation = marshal } immediate = { add_character_flag = need_military_outfit # Save the contract random_character_active_contract = { task_contract_type = rampant_bandits save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = bandit_destination } } hidden_effect = { current_travel_plan ?= { delay_travel_plan = { days = 180 } } } } option = { # Overwhelm the bandits! name = governor_contract_event.1031.a random_list = { 60 = { # Success trigger_event = { id = governor_contract_event.1032 days = 3 } custom_tooltip = governor_contract_event.1031.success modifier = { factor = 1.2 has_trait = brave } modifier = { factor = 1.2 has_trait = reckless } modifier = { factor = 1.2 has_trait = aggressive_attacker } modifier = { factor = 1.4 OR = { has_trait = zealous has_trait = holy_warrior } scope:bandit_destination.county = { faith != root.faith } } } 40 = { # Failure trigger_event = { id = governor_contract_event.1033 days = 3 } custom_tooltip = governor_contract_event.1031.failure modifier = { factor = 1.2 scope:ongoing_contract.task_contract_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER scope:ongoing_contract.task_contract_tier < define:NTaskContract|HIGH_TASK_CONTRACT_TIER } modifier = { factor = 1.4 scope:ongoing_contract.task_contract_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER } } } ai_chance = { base = 10 modifier = { factor = 2 has_trait = brave } modifier = { factor = 2 has_trait = reckless } modifier = { factor = 1.5 has_trait = aggressive_attacker } modifier = { factor = 1.5 has_trait = wrathful } } } option = { # Let's lay out a tactic before we attack. name = governor_contract_event.1031.b duel = { skill = martial value = 10 60 = { desc = governor_contract_event.1031.b.success compare_modifier = { value = scope:duel_value multiplier = 2.5 } save_scope_value_as = { name = governor_contract_event_1031_tactical value = yes } trigger_event = { id = governor_contract_event.1032 days = 3 } custom_tooltip = governor_contract_event.1031.success } 40 = { desc = governor_contract_event.1031.b.failure compare_modifier = { value = scope:duel_value multiplier = -2.5 } trigger_event = { id = governor_contract_event.1033 days = 3 } custom_tooltip = governor_contract_event.1031.failure } } ai_chance = { base = 10 modifier = { factor = 2 has_trait = education_martial } modifier = { factor = 2 has_trait = patient } modifier = { factor = 1.5 has_trait = ambitious } } } option = { # Lure them into a trap. name = governor_contract_event.1031.c duel = { skill = intrigue value = 10 60 = { desc = governor_contract_event.1031.c.success compare_modifier = { value = scope:duel_value multiplier = 2.5 } save_scope_value_as = { name = governor_contract_event_1031_trap value = yes } trigger_event = { id = governor_contract_event.1032 days = 3 } custom_tooltip = governor_contract_event.1031.success } 40 = { desc = governor_contract_event.1031.c.failure compare_modifier = { value = scope:duel_value multiplier = -2.5 } trigger_event = { id = governor_contract_event.1033 days = 3 } custom_tooltip = governor_contract_event.1031.failure } } ai_chance = { base = 10 modifier = { factor = 2 has_trait = education_intrigue } modifier = { factor = 2 has_trait = deceitful } modifier = { factor = 1.5 has_trait = paranoid } modifier = { factor = 1.5 has_trait = craven } } } } # Success! governor_contract_event.1032 = { type = character_event title = governor_contract_event.1030.t desc = { first_valid = { triggered_desc = { trigger = { exists = scope:governor_contract_event_1031_tactical } desc = governor_contract_event.1032.desc_tactical } triggered_desc = { trigger = { exists = scope:governor_contract_event_1031_trap } desc = governor_contract_event.1032.desc_trap } desc = governor_contract_event.1032.desc_charge } desc = governor_contract_event.1032.desc_outro } theme = administrative override_background = { reference = ep2_hunt_poachers_camp } left_portrait = { character = root triggered_animation = { trigger = { exists = scope:governor_contract_event_1031_tactical } animation = inspect_weapon } triggered_animation = { trigger = { exists = scope:governor_contract_event_1031_trap } animation = scheme } animation = celebrate_sword camera = camera_event_left_forward } immediate = { # Save the contract random_character_active_contract = { task_contract_type = rampant_bandits save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = bandit_destination } } generate_governance_outcome_effect = { OPTIONS = 6 } scope:bandit_destination.county = { if = { limit = { has_county_modifier = ep3_governance_rampant_bandits } remove_county_modifier = ep3_governance_rampant_bandits } } } option = { # Special governor trait option name = governor_contract_event.1032.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = bandit_governor } } option = { name = governor_contract_event.1032.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = bandit_pardon } } option = { name = governor_contract_event.1032.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = bandit_recruit } } option = { name = governor_contract_event.1032.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = bandit_payment } } option = { name = governor_contract_event.1032.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = bandit_execute } } option = { name = governor_contract_event.1032.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = bandit_gold } } after = { hidden_effect = { #current_travel_plan ?= { resume_travel_plan = yes } } current_travel_plan ?= { resume_travel_plan = yes } remove_character_flag = need_military_outfit } } # Failure! governor_contract_event.1033 = { type = character_event title = governor_contract_event.1030.t desc = governor_contract_event.1033.desc theme = administrative override_background = { reference = ep2_hunt_poachers_camp } left_portrait = { character = root animation = debating } immediate = { # Save the contract random_character_active_contract = { task_contract_type = rampant_bandits save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = bandit_destination } } } option = { name = governor_contract_event.1033.a scope:ongoing_contract = { complete_task_contract = failure_standard } current_travel_plan ?= { resume_travel_plan = yes } } after = { hidden_effect = { #current_travel_plan ?= { resume_travel_plan = yes } } remove_character_flag = need_military_outfit } } ### Discontent Soldiers # Intro event governor_contract_event.2000 = { type = character_event title = governor_contract_event.2000.t desc = governor_contract_event.2000.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = worry } immediate = { # Save the contract random_character_active_contract = { task_contract_type = discontent_soldiers save_scope_as = ongoing_contract } random_neighboring_and_across_water_realm_same_rank_owner = { limit = { liege = root.liege } save_scope_as = other_gov } scope:ongoing_contract = { # Save other gov for reward effects set_variable = { name = other_gov value = scope:other_gov } } generate_governance_outcome_effect = { OPTIONS = 5 } } option = { # Special governor trait option name = governor_contract_event.2000.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = soldiers_land } ai_chance = { base = 200 } } option = { name = governor_contract_event.2000.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = soldiers_rival } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 } } } option = { name = governor_contract_event.2000.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = soldiers_break } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } option = { name = governor_contract_event.2000.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = soldiers_punish } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 0.5 ai_greed = 0.5 } } } option = { name = governor_contract_event.2000.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = soldiers_pay } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 } } } } ### Inept Mayor # Intro event governor_contract_event.2010 = { type = character_event title = governor_contract_event.2010.t desc = governor_contract_event.2010.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = reading } immediate = { # Save the contract random_character_active_contract = { task_contract_type = inept_mayor save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = mayor_destination } # Save the employer task_contract_employer = { save_scope_as = inept_mayor } } } option = { name = governor_contract_event.2010.a custom_tooltip = governor_contract_event.1010.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:mayor_destination ARRIVAL_EVENT = governor_contract_event.2011 } } } # Arrival at mayor's residence governor_contract_event.2011 = { type = character_event title = governor_contract_event.2010.t desc = { desc = governor_contract_event.2011.desc_intro first_valid = { triggered_desc = { trigger = { scope:inept_mayor = { OR = { has_trait = lazy has_trait = craven has_trait = loyal has_trait = contrite has_trait = honest } } } desc = governor_contract_event.2011.desc_fear } triggered_desc = { trigger = { scope:inept_mayor = { OR = { has_trait = brave has_trait = arrogant has_trait = diligent } } } desc = governor_contract_event.2011.desc_upset } desc = governor_contract_event.2011.desc_worried } } theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = debating } right_portrait = { character = scope:inept_mayor triggered_animation = { trigger = { scope:inept_mayor = { OR = { has_trait = craven has_trait = shy } } } animation = fear } triggered_animation = { trigger = { scope:inept_mayor = { OR = { has_trait = brave has_trait = arrogant has_trait = greedy } } } animation = anger } animation = shock } immediate = { # Save the contract random_character_active_contract = { task_contract_type = inept_mayor save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = mayor_destination } # Save the employer task_contract_employer = { save_scope_as = inept_mayor } } generate_governance_outcome_effect = { OPTIONS = 4 } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } } option = { # Special governor trait option name = governor_contract_event.2011.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = mayor_in_govt } ai_chance = { base = 200 } } option = { name = governor_contract_event.2011.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = mayor_in_fire } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = governor_contract_event.2011.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = mayor_in_help } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 } } } option = { name = governor_contract_event.2011.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = mayor_in_punish } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } } } } ### Provincial Investment # Intro event governor_contract_event.2020 = { type = character_event title = governor_contract_event.2020.t desc = governor_contract_event.2020.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = betting } immediate = { # Save the contract random_character_active_contract = { task_contract_type = prov_investment save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } liege = { save_scope_as = emperor } generate_governance_outcome_effect = { OPTIONS = 6 } } option = { # Special governor trait option name = governor_contract_event.2020.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = invest_infrastructure } add_character_flag = { flag = admin_invest_infrastructure days = 5 } ai_chance = { base = 200 } } option = { name = governor_contract_event.2020.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = invest_church } add_character_flag = { flag = admin_invest_church days = 5 } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } option = { name = governor_contract_event.2020.c flavor = governor_contract_event.2020.c_tt trigger = { exists = scope:governance_option_c } duel = { skill = intrigue value = average_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { has_trait = governor add = 25 } save_scope_value_as = { name = governor_contract_event_2020_duel value = flag:invest_monument } desc = governor_contract_event.2020.success show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = invest_monument } } add_character_flag = { flag = admin_invest_monument_success days = 5 } trigger_event = governor_contract_event.2021 } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = governor_contract_event.2020.failure show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } } add_character_flag = { flag = admin_invest_monument_fail days = 5 } trigger_event = governor_contract_event.2022 } } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -0.5 ai_boldness = 0.5 } } } option = { name = governor_contract_event.2020.d trigger = { exists = scope:governance_option_d } duel = { skill = stewardship value = average_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { has_trait = governor add = 25 } save_scope_value_as = { name = governor_contract_event_2020_duel value = flag:invest_traders } desc = governor_contract_event.2020.success show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = invest_traders } } add_character_flag = { flag = admin_invest_traders_success days = 5 } trigger_event = governor_contract_event.2021 } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = governor_contract_event.2020.failure show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } } add_character_flag = { flag = admin_invest_traders_fail days = 5 } trigger_event = governor_contract_event.2022 } } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } option = { name = governor_contract_event.2020.e trigger = { exists = scope:governance_option_e } duel = { skill = martial value = average_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { has_trait = governor add = 25 } save_scope_value_as = { name = governor_contract_event_2020_duel value = flag:invest_military } desc = governor_contract_event.2020.success show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = invest_military } } add_character_flag = { flag = admin_invest_military_success days = 5 } trigger_event = governor_contract_event.2021 } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = governor_contract_event.2020.failure show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } } add_character_flag = { flag = admin_invest_military_fail days = 5 } trigger_event = governor_contract_event.2022 } } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 ai_boldness = 0.5 } } } option = { name = governor_contract_event.2020.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = invest_food } add_character_flag = { flag = admin_invest_food days = 5 } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } } #Success governor_contract_event.2021 = { type = character_event title = governor_contract_event.2021.t desc = { first_valid = { triggered_desc = { trigger = { has_character_flag = admin_invest_infrastructure } desc = governor_contract_event.2021.desc_infrastructure } triggered_desc = { trigger = { has_character_flag = admin_invest_church } desc = governor_contract_event.2021.desc_church } triggered_desc = { trigger = { has_character_flag = admin_invest_monument_success } desc = governor_contract_event.2021.desc_monument } triggered_desc = { trigger = { has_character_flag = admin_invest_traders_success } desc = governor_contract_event.2021.desc_traders } triggered_desc = { trigger = { has_character_flag = admin_invest_military_success } desc = governor_contract_event.2021.desc_military } triggered_desc = { trigger = { has_character_flag = admin_invest_food } desc = governor_contract_event.2021.desc_food } } desc = governor_contract_event.2021.desc } theme = administrative override_background = { reference = study } left_portrait = { character = root animation = personality_bold } option = { name = governor_contract_event.2021.a if = { limit = { scope:governor_contract_event_2020_duel ?= flag:invest_monument } scope:ongoing_contract = { complete_task_contract = invest_monument } } else_if = { limit = { scope:governor_contract_event_2020_duel ?= flag:invest_traders } scope:ongoing_contract = { complete_task_contract = invest_traders } } else_if = { limit = { scope:governor_contract_event_2020_duel ?= flag:invest_military } scope:ongoing_contract = { complete_task_contract = invest_military } } } } #Failure governor_contract_event.2022 = { type = character_event title = governor_contract_event.2022.t desc = { first_valid = { triggered_desc = { trigger = { has_character_flag = admin_invest_monument_fail } desc = governor_contract_event.2022.desc_monument } triggered_desc = { trigger = { has_character_flag = admin_invest_traders_fail } desc = governor_contract_event.2022.desc_traders } triggered_desc = { trigger = { has_character_flag = admin_invest_military_fail } desc = governor_contract_event.2022.desc_military } } desc = governor_contract_event.2022.desc } theme = administrative override_background = { reference = study } left_portrait = { character = root animation = disapproval } option = { name = governor_contract_event.2022.a scope:ongoing_contract = { complete_task_contract = failure_standard } } } ### Raiding Peasants # Intro event governor_contract_event.2030 = { type = character_event title = governor_contract_event.2030.t desc = governor_contract_event.2030.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = worry } immediate = { # Save the contract random_character_active_contract = { task_contract_type = raiding_peasants save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } scope:ongoing_destination.county = { random_neighboring_county = { limit = { holder.top_liege = { this != root.top_liege } } holder.top_liege = { save_scope_as = neighbor } } } } option = { name = governor_contract_event.2030.a custom_tooltip = governor_contract_event.2030.a.tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:ongoing_destination ARRIVAL_EVENT = governor_contract_event.2031 } ai_chance = { base = 100 modifier = { factor = 0 is_available = no } modifier = { factor = 0.5 has_trait = lazy } } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 100 has_trait = lazy } } } } # Arrival at the village governor_contract_event.2031 = { type = character_event title = governor_contract_event.2030.t desc = governor_contract_event.2031.desc theme = administrative override_background = { reference = ep2_hunt_poachers_camp } left_portrait = { character = root animation = debating } right_portrait = { character = scope:peasant animation = celebrate_spear } immediate = { # Save the contract random_character_active_contract = { task_contract_type = raiding_peasants save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } hidden_effect = { random_pool_character = { province = root.location limit = { has_dynasty = no martial >= 8 can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } save_scope_as = peasant } scope:peasant ?= { add_trait = peasant_leader } if = { limit = { NOT = { exists = scope:peasant } } create_character = { template = peasant_faction_leader_template location = root.location culture = scope:ongoing_destination.county.culture faith = scope:ongoing_destination.county.faith gender_female_chance = root_soldier_female_chance save_scope_as = peasant } if = { limit = { is_ai = yes } scope:peasant = { add_character_flag = generated } } } } generate_governance_outcome_effect = { OPTIONS = 5 } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } } option = { # Special governor trait option name = governor_contract_event.2031.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:peasant = { add_to_court_and_entourage_only_effect = yes } if = { limit = { maa_regiments_count < maa_regiments_max_count } create_maa_regiment = { type = light_footmen check_can_recruit = yes size = 3 } } scope:ongoing_contract = { complete_task_contract = peasant_enroll } scope:peasant = { remove_character_flag = generated } ai_chance = { base = 200 } } option = { name = governor_contract_event.2031.b trigger = { exists = scope:governance_option_b } scope:peasant = { death = { death_reason = death_execution killer = root } } scope:ongoing_contract = { complete_task_contract = peasant_punish } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 0.5 ai_vengefulness = 0.5 } } } option = { name = governor_contract_event.2031.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = peasant_encourage } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -0.5 } } } option = { name = governor_contract_event.2031.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = peasant_work } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } option = { name = governor_contract_event.2031.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = peasant_take } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } if = { limit = { scope:peasant ?= { has_character_flag = generated } } scope:peasant = { silent_disappearance_effect = yes } } } } } ### Wild Predators # Intro event governor_contract_event.2040 = { type = character_event title = governor_contract_event.2040.t desc = governor_contract_event.2040.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = reading } immediate = { # Save the contract random_character_active_contract = { task_contract_type = wild_predators save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } select_local_animal_effect = { TYPE = prowling } } option = { name = governor_contract_event.2040.a custom_tooltip = governor_contract_event.2030.a.tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:ongoing_destination ARRIVAL_EVENT = governor_contract_event.2041 } ai_chance = { base = 100 modifier = { factor = 0 is_available = no } modifier = { factor = 0.5 has_trait = lazy } } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 100 has_trait = lazy } } } } # Arrival at the place governor_contract_event.2041 = { type = character_event title = governor_contract_event.2040.t desc = governor_contract_event.2041.desc theme = administrative override_background = { reference = ep2_hunt_poachers_camp } left_portrait = { character = root animation = personality_bold } immediate = { # Save the contract random_character_active_contract = { task_contract_type = wild_predators save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 6 } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } } option = { # Special governor trait option name = governor_contract_event.2041.a flavor = governor_contract_event.2041.a.tt trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = predators_poisoners } ai_chance = { base = 200 } } option = { name = governor_contract_event.2041.b trigger = { exists = scope:governance_option_b } duel = { skill = prowess value = decent_skill_rating 50 = { desc = governor_contract_event.2041.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { has_trait = lifestyle_hunter add = 20 } modifier = { has_trait_xp = { trait = lifestyle_hunter track = hunter value >= trait_second_level } add = 20 } save_scope_value_as = { name = governor_contract_event_2041_duel value = flag:predators_hunt } trigger_event = governor_contract_event.2042 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = predators_hunt } } } 50 = { desc = governor_contract_event.2041.b.fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } trigger_event = governor_contract_event.2043 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } increase_wounds_no_death_effect = { REASON = wild_animal } } add_character_flag = { flag = governor_contract_event_2043_wounded days = 5 } } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } } } option = { name = governor_contract_event.2041.c trigger = { exists = scope:governance_option_c } duel = { skill = stewardship value = average_skill_rating 50 = { desc = governor_contract_event.2041.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } save_scope_value_as = { name = governor_contract_event_2041_duel value = flag:predators_hunters } trigger_event = governor_contract_event.2042 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = predators_hunters } } } 50 = { desc = governor_contract_event.2041.c.fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } trigger_event = governor_contract_event.2043 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } } } } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_boldness = -0.5 } } } option = { name = governor_contract_event.2041.d trigger = { exists = scope:governance_option_d } random_list = { 50 = { desc = governor_contract_event.2041.d.success modifier = { scope:ongoing_destination.county = { development_level >= medium_development_level } add = 10 } modifier = { add = scope:ongoing_destination.holder.prowess exists = scope:ongoing_destination.holder } save_scope_value_as = { name = governor_contract_event_2041_duel value = flag:predators_locals } trigger_event = governor_contract_event.2042 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = predators_locals } } } 50 = { desc = governor_contract_event.2041.d.fail modifier = { scope:ongoing_destination.county = { development_level <= bad_development_level } add = 10 } trigger_event = governor_contract_event.2043 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 } } } option = { name = governor_contract_event.2041.e flavor = governor_contract_event.2041.e.tt trigger = { exists = scope:governance_option_e } duel = { skill = martial value = decent_skill_rating 50 = { desc = governor_contract_event.2041.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } save_scope_value_as = { name = governor_contract_event_2041_duel value = flag:predators_capture } trigger_event = governor_contract_event.2042 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = predators_capture } } } 50 = { desc = governor_contract_event.2041.e.fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } trigger_event = governor_contract_event.2043 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } } } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_rationality = -0.5 } } } option = { name = governor_contract_event.2041.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = predators_preys } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_greed = -0.5 } } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } } } } #Success governor_contract_event.2042 = { type = character_event title = governor_contract_event.2040.t desc = governor_contract_event.2042.desc theme = administrative override_background = { reference = ep2_hunt_poachers_camp } left_portrait = { character = root animation = personality_bold } option = { name = governor_contract_event.2042.a scope:ongoing_contract = { if = { limit = { scope:governor_contract_event_2041_duel ?= flag:predators_hunt } complete_task_contract = predators_hunt } else_if = { limit = { scope:governor_contract_event_2041_duel ?= flag:predators_hunters } complete_task_contract = predators_hunters } else_if = { limit = { scope:governor_contract_event_2041_duel ?= flag:predators_locals } complete_task_contract = predators_locals } else_if = { limit = { scope:governor_contract_event_2041_duel ?= flag:predators_capture } complete_task_contract = predators_capture } } } } #Failure governor_contract_event.2043 = { type = character_event title = governor_contract_event.2040.t desc = governor_contract_event.2043.desc theme = administrative override_background = { trigger = { has_character_flag = governor_contract_event_2043_wounded } reference = wilderness } override_background = { trigger = { NOT = { has_character_flag = governor_contract_event_2043_wounded } } reference = ep2_hunt_poachers_camp } left_portrait = { character = root triggered_animation = { trigger = { has_character_flag = governor_contract_event_2043_wounded } animation = stayback } triggered_animation = { trigger = { NOT = { has_character_flag = governor_contract_event_2043_wounded } } animation = disapproval } } option = { name = governor_contract_event.2043.a scope:ongoing_contract = { complete_task_contract = failure_standard } if = { limit = { has_character_flag = governor_contract_event_2043_wounded } increase_wounds_no_death_effect = { REASON = wild_animal } } } } ### Evil Presence # Intro event governor_contract_event.2050 = { type = character_event title = governor_contract_event.2050.t desc = { desc = governor_contract_event.2050.desc random_valid = { desc = governor_contract_event.2051.desc_a desc = governor_contract_event.2051.desc_b desc = governor_contract_event.2051.desc_c desc = governor_contract_event.2051.desc_d desc = governor_contract_event.2051.desc_e } random_valid = { desc = governor_contract_event.2051.desc_f desc = governor_contract_event.2051.desc_g desc = governor_contract_event.2051.desc_h desc = governor_contract_event.2051.desc_i } random_valid = { desc = governor_contract_event.2051.desc_l desc = governor_contract_event.2051.desc_m desc = governor_contract_event.2051.desc_n desc = governor_contract_event.2051.desc_o desc = governor_contract_event.2051.desc_p desc = governor_contract_event.2051.desc_q } desc = governor_contract_event.2051.desc_end } theme = administrative override_background = { reference = study } left_portrait = { character = root animation = worry } immediate = { # Save the contract random_character_active_contract = { task_contract_type = evil_presence save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } } option = { name = governor_contract_event.2050.a custom_tooltip = governor_contract_event.2030.a.tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:ongoing_destination ARRIVAL_EVENT = governor_contract_event.2051 } ai_chance = { base = 100 modifier = { factor = 0 is_available = no } modifier = { factor = 0.5 has_trait = lazy } } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 100 has_trait = lazy } } } } # Arrival at the place governor_contract_event.2051 = { type = character_event title = governor_contract_event.2050.t desc = governor_contract_event.2051.desc theme = administrative override_background = { reference = ep2_hunt_foggy_forest } override_effect_2d = { reference = fog } left_portrait = { character = root animation = worry } immediate = { # Save the contract random_character_active_contract = { task_contract_type = evil_presence save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } } option = { # Special governor trait option name = governor_contract_event.2051.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = presence_official } ai_chance = { base = 200 } } option = { name = governor_contract_event.2051.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = presence_exorcize } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } option = { name = governor_contract_event.2051.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = presence_sorcerer } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.5 ai_vengefulness = 0.5 ai_rationality = -0.5 } } } option = { name = governor_contract_event.2051.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = presence_local } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -0.5 ai_sociability = 0.5 } } } option = { name = governor_contract_event.2051.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = presence_rationalize } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } } } } ### Miraculous Healing # Intro event governor_contract_event.2060 = { type = character_event title = governor_contract_event.2060.t desc = governor_contract_event.2060.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:scammer animation = beg } immediate = { # Save the contract random_character_active_contract = { task_contract_type = miraculous_healing save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } random_pool_character = { province = scope:ongoing_destination limit = { is_adult = yes OR = { has_trait = eccentric has_trait = deceitful has_trait = zealous has_trait = lifestyle_mystic } intrigue >= 12 } save_scope_as = scammer } if = { limit = { NOT = { exists = scope:scammer } } create_character = { location = root.location template = scammer_template save_scope_as = scammer after_creation = { add_character_flag = created } } } generate_governance_outcome_effect = { OPTIONS = 6 } scope:scammer = { assign_quirk_effect = yes } } option = { # Special governor trait option name = governor_contract_event.2060.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = healing_example } # We blind the scammer as punishment scope:scammer = { add_trait = blind } ai_chance = { base = 200 } } option = { name = governor_contract_event.2060.b trigger = { exists = scope:governance_option_b } scope:scammer = { remove_character_flag = created_character } add_courtier = scope:scammer scope:ongoing_contract = { complete_task_contract = healing_hire } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_honor = -0.5 } } } option = { name = governor_contract_event.2060.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = healing_relic } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -0.5 ai_greed = 0.5 } } } option = { name = governor_contract_event.2060.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = healing_fine } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } option = { name = governor_contract_event.2060.e trigger = { exists = scope:governance_option_e } scope:scammer = { remove_character_flag = created_character } rightfully_imprison_character_effect = { TARGET = scope:scammer IMPRISONER = root } scope:ongoing_contract = { complete_task_contract = healing_imprison } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } option = { name = governor_contract_event.2060.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = healing_faith } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } after = { scope:scammer = { silent_disappearance_ai_if_created_effect = yes } } } ### Buried Treasure # Intro event governor_contract_event.2070 = { type = character_event title = governor_contract_event.2070.t desc = governor_contract_event.2070.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = reading } immediate = { # Save the contract random_character_active_contract = { task_contract_type = buried_treasure save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } } option = { name = governor_contract_event.2070.a custom_tooltip = governor_contract_event.2030.a.tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:ongoing_destination ARRIVAL_EVENT = governor_contract_event.2071 } ai_chance = { base = 100 modifier = { factor = 0 is_available = no } modifier = { factor = 0.5 has_trait = lazy } } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 100 has_trait = lazy } } } } # Arrival at the place governor_contract_event.2071 = { type = character_event title = governor_contract_event.2070.t desc = { desc = governor_contract_event.2071.desc first_valid = { triggered_desc = { trigger = { liege = { has_title = title:e_byzantium } } desc = governor_contract_event.2071.desc.byz } desc = governor_contract_event.2071.desc.fallback } desc = governor_contract_event.2071.desc.end } theme = administrative override_background = { reference = market } left_portrait = { character = root triggered_animation = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } animation = acknowledging # anim uses crucifix scepter } animation = war_over_tie } right_portrait = { character = scope:peasant animation = beg } immediate = { # Save the contract random_character_active_contract = { task_contract_type = buried_treasure save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } random_pool_character = { province = scope:ongoing_destination limit = { is_adult = yes has_dynasty = no } save_scope_as = peasant } if = { limit = { NOT = { exists = scope:peasant } } create_character = { location = root.location template = generic_peasant_character save_scope_as = peasant } if = { limit = { is_ai = yes } scope:peasant = { add_character_flag = created_character } } } hidden_effect = { scope:peasant = { add_gold = root.medium_gold_value } } generate_governance_outcome_effect = { OPTIONS = 5 } } option = { # Special governor trait option name = governor_contract_event.2071.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = treasure_invest } ai_chance = { base = 200 } } option = { name = governor_contract_event.2071.b trigger = { exists = scope:governance_option_b } scope:peasant = { pay_treasury_or_gold = { target = root value = root.minor_treasury_or_gold_value } } scope:ongoing_contract = { complete_task_contract = treasure_tax } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } option = { name = governor_contract_event.2071.c trigger = { exists = scope:governance_option_c } scope:peasant = { pay_treasury_or_gold = { target = root value = root.medium_treasury_or_gold_value } } scope:ongoing_contract = { complete_task_contract = treasure_commandeer } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.5 ai_honor = -0.5 } } } option = { name = governor_contract_event.2071.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = treasure_acknowledge } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } option = { name = governor_contract_event.2071.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = treasure_distribute } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } after = { scope:peasant = { if = { limit = { has_character_flag = created_character } silent_disappearance_effect = yes } } hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } } } } ### Public Land # Intro event governor_contract_event.2080 = { type = character_event title = governor_contract_event.2080.t desc = governor_contract_event.2080.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = reading } lower_right_portrait = scope:magnate immediate = { # Save the contract random_character_active_contract = { task_contract_type = public_land save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } task_contract_employer = { save_scope_as = magnate } } } option = { name = governor_contract_event.2080.a custom_tooltip = governor_contract_event.2030.a.tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:ongoing_destination ARRIVAL_EVENT = governor_contract_event.2081 } ai_chance = { base = 100 modifier = { factor = 0 is_available = no } modifier = { factor = 0.5 has_trait = lazy } } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 100 has_trait = lazy } } } } # Arrival at the place governor_contract_event.2081 = { type = character_event title = governor_contract_event.2080.t desc = governor_contract_event.2081.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:magnate animation = beg } immediate = { # Save the contract random_character_active_contract = { task_contract_type = buried_treasure save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } task_contract_employer = { save_scope_as = magnate } } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } generate_governance_outcome_effect = { OPTIONS = 5 } } option = { # Special governor trait option name = governor_contract_event.2081.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:magnate = { add_opinion = { target = root modifier = disrespect_opinion opinion = -20 } } scope:ongoing_contract = { complete_task_contract = land_reinstate } ai_chance = { base = 200 } } option = { name = governor_contract_event.2081.b trigger = { exists = scope:governance_option_b } scope:magnate = { add_opinion = { target = root modifier = disrespect_opinion opinion = -20 } } scope:ongoing_contract = { complete_task_contract = land_confiscate } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } option = { name = governor_contract_event.2081.c trigger = { exists = scope:governance_option_c } scope:magnate = { pay_short_term_gold = { target = root gold = medium_gold_value } } scope:ongoing_contract = { complete_task_contract = land_bribe } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.5 ai_honor = -0.5 } } } option = { name = governor_contract_event.2081.d trigger = { exists = scope:governance_option_d } add_hook = { target = scope:magnate type = favor_hook } scope:ongoing_contract = { complete_task_contract = land_favor } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 0.5 ai_vengefulness = 0.5 } } } option = { name = governor_contract_event.2081.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = land_people } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } } } } ### The Mad Prophet # Intro event governor_contract_event.2090 = { type = character_event title = governor_contract_event.2090.t desc = governor_contract_event.2090.desc theme = administrative override_background = { reference = study } left_portrait = { character = root animation = reading } immediate = { # Save the contract random_character_active_contract = { task_contract_type = mad_prophet save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } } option = { name = governor_contract_event.2090.a custom_tooltip = governor_contract_event.2030.a.tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:ongoing_destination ARRIVAL_EVENT = governor_contract_event.2091 } ai_chance = { base = 100 modifier = { factor = 0 is_available = no } modifier = { factor = 0.5 has_trait = lazy } } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 100 has_trait = lazy } } } } # Arrival at the place governor_contract_event.2091 = { type = character_event title = governor_contract_event.2090.t desc = governor_contract_event.2091.desc theme = administrative override_background = { trigger = { location.county.culture = { OR = { has_graphical_mediterranean_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } location.barony.holder = { NOT = { government_has_flag = government_is_tribal } } } reference = ep3_city_gate } override_background = { trigger = { OR = { location.county.culture = { NOR = { has_graphical_mediterranean_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } location.barony.holder = { government_has_flag = government_is_tribal } } } reference = market } left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:prophet animation = rage outfit_tags = { beggar_rags } } immediate = { # Save the contract random_character_active_contract = { task_contract_type = mad_prophet save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } random_pool_character = { province = root.location limit = { is_adult = yes has_trait = zealous learning >= 12 faith = scope:ongoing_destination.county.faith } save_scope_as = prophet } if = { limit = { NOT = { exists = scope:prophet } } create_character = { location = root.location template = local_saint_template faith = root.location.faith culture = root.location.culture save_scope_as = prophet after_creation = { add_character_flag = created } } } hidden_effect = { scope:prophet = { give_nickname = nick_the_prophet add_trait = eccentric } } generate_governance_outcome_effect = { OPTIONS = 6 } } option = { # Special governor trait option name = governor_contract_event.2091.a flavor = governor_contract_event.2091.a.tt trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = prophet_reassure } ai_chance = { base = 200 } } option = { name = governor_contract_event.2091.b trigger = { exists = scope:governance_option_b } duel = { skill = martial value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } save_scope_value_as = { name = governor_contract_event_2091_duel value = flag:prophet_persecute } trigger_event = governor_contract_event.2092 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = prophet_persecute } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } save_scope_value_as = { name = governor_contract_event_2091_duel value = flag:prophet_persecute } trigger_event = governor_contract_event.2093 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } } } } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = governor_contract_event.2091.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = prophet_arrest } rightfully_imprison_character_less_verbose_effect = { TARGET = scope:prophet IMPRISONER = root } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 0.5 ai_honor = 0.5 } } } option = { name = governor_contract_event.2091.d trigger = { exists = scope:governance_option_d } duel = { skill = learning target = scope:prophet 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } save_scope_value_as = { name = governor_contract_event_2091_duel value = flag:prophet_debate } trigger_event = governor_contract_event.2092 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = prophet_debate } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } save_scope_value_as = { name = governor_contract_event_2091_duel value = flag:prophet_debate } trigger_event = governor_contract_event.2093 show_as_tooltip = { scope:ongoing_contract = { complete_task_contract = failure_standard } } } } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } option = { name = governor_contract_event.2091.e flavor = governor_contract_event.2091.e.tt trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = prophet_ceremonies } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } option = { name = governor_contract_event.2091.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = prophet_clergy } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.5 ai_energy = -0.5 } } } after = { hidden_effect = { if = { limit = { NOT = { exists = scope:governor_contract_event_2091_duel } } current_travel_plan ?= { resume_travel_plan = yes } } } scope:prophet = { silent_disappearance_ai_if_created_effect = yes } } } #Success governor_contract_event.2092 = { type = character_event title = governor_contract_event.2090.t desc = { first_valid = { triggered_desc = { trigger = { scope:governor_contract_event_2091_duel ?= flag:prophet_persecute } desc = governor_contract_event.2092.desc_persecute } desc = governor_contract_event.2092.desc_debate } } theme = administrative override_background = { reference = market } left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:prophet animation = war_over_loss outfit_tags = { beggar_rags } } option = { name = governor_contract_event.2092.a scope:ongoing_contract = { if = { limit = { scope:governor_contract_event_2091_duel ?= flag:prophet_persecute } complete_task_contract = prophet_persecute } else_if = { limit = { scope:governor_contract_event_2091_duel ?= flag:prophet_debate } complete_task_contract = prophet_debate } } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } } } } #Failure governor_contract_event.2093 = { type = character_event title = governor_contract_event.2090.t desc = { first_valid = { triggered_desc = { trigger = { scope:governor_contract_event_2091_duel ?= flag:prophet_persecute } desc = governor_contract_event.2093.desc_persecute } desc = governor_contract_event.2093.desc_debate } } theme = administrative override_background = { reference = market } left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:prophet animation = personality_bold outfit_tags = { beggar_rags } } option = { name = governor_contract_event.2093.a scope:ongoing_contract = { complete_task_contract = failure_standard } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } } } } ### Titles for Sale # Intro event governor_contract_event.2100 = { type = character_event title = governor_contract_event.2100.t desc = governor_contract_event.2100.desc theme = administrative override_background = { reference = holy_site_generic } left_portrait = { character = root triggered_animation = { trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } animation = emotion_thinking_scepter } animation = thinking } right_portrait = { character = scope:priest animation = sadness } immediate = { # Save the contract random_character_active_contract = { task_contract_type = titles_sale save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } random_pool_character = { province = root.location limit = { is_adult = yes learning >= 10 intrigue >= 10 NOR = { has_trait = honest has_trait = generous has_trait = zealous } faith = root.faith trigger_if = { limit = { faith = { has_doctrine_parameter = clergy_must_be_male } } is_female = no } trigger_else_if = { limit = { faith = { has_doctrine_parameter = clergy_must_be_female } } is_female = yes } trigger_else = { always = yes } } save_scope_as = priest add_character_flag = need_priest_outfit } if = { limit = { NOT = { exists = scope:priest } } create_character = { location = root.location template = priest_character_template save_scope_as = priest } scope:priest = { add_character_flag = created } } generate_governance_outcome_effect = { OPTIONS = 4 } } option = { # Special governor trait option name = governor_contract_event.2100.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = titles_repay } ai_chance = { base = 200 } } option = { name = governor_contract_event.2100.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = titles_commandeer } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } option = { name = governor_contract_event.2100.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = titles_back } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } option = { name = governor_contract_event.2100.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = titles_bribe } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 } } } after = { if = { limit = { is_ai = yes scope:priest = { has_character_flag = created } } scope:priest = { silent_disappearance_effect = yes } } } } ### Hungry Times # Intro event governor_contract_event.2110 = { type = character_event title = governor_contract_event.2110.t desc = { desc = governor_contract_event.2110.desc first_valid = { triggered_desc = { trigger = { any_character_active_contract = { task_contract_type = hungry_times task_contract_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER } } desc = governor_contract_event.2110.desc_murder } triggered_desc = { trigger = { any_character_active_contract = { task_contract_type = hungry_times task_contract_tier = define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER } } desc = governor_contract_event.2110.desc_cannibal } desc = governor_contract_event.2110.desc_animal } } theme = administrative override_background = { reference = study } left_portrait = { character = root animation = reading } immediate = { # Save the contract random_character_active_contract = { task_contract_type = hungry_times save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } } option = { name = governor_contract_event.2110.a custom_tooltip = governor_contract_event.2030.a.tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:ongoing_destination ARRIVAL_EVENT = governor_contract_event.2111 } ai_chance = { base = 100 modifier = { factor = 0 is_available = no } modifier = { factor = 0.5 has_trait = lazy } } } option = { name = governor_contract_event.1030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 100 has_trait = lazy } } } } # Arrival at the place governor_contract_event.2111 = { type = character_event title = governor_contract_event.2110.t desc = governor_contract_event.2111.desc theme = administrative override_background = { reference = market } left_portrait = { character = root animation = disgust } right_portrait = { character = scope:cannibal animation = prisondungeon } immediate = { # Save the contract random_character_active_contract = { task_contract_type = hungry_times save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } hidden_effect = { current_travel_plan ?= { pause_travel_plan = yes } } random_pool_character = { province = root.location limit = { is_adult = yes culture = scope:ongoing_destination.county.culture faith = scope:ongoing_destination.county.faith has_dynasty = no } save_scope_as = cannibal add_character_flag = peasant_outfit } if = { limit = { NOT = { exists = scope:cannibal } } create_character = { location = root.location template = generic_peasant_character save_scope_as = cannibal } scope:cannibal = { add_character_flag = created } } generate_governance_outcome_effect = { OPTIONS = 5 } } option = { # Special governor trait option name = governor_contract_event.2111.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = hungry_support } ai_chance = { base = 200 } } option = { name = governor_contract_event.2111.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = hungry_amnesty } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } option = { name = governor_contract_event.2111.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = hungry_punish } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -0.5 ai_vengefulness = 0.5 } } } option = { name = governor_contract_event.2111.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = hungry_persecute } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = governor_contract_event.2111.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = hungry_control } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } after = { hidden_effect = { current_travel_plan ?= { resume_travel_plan = yes } scope:cannibal = { if = { limit = { has_character_flag = created root = { is_ai = yes } } silent_disappearance_effect = yes } } } } } ### Wartime Measures # Intro event governor_contract_event.2120 = { type = character_event title = governor_contract_event.2120.t desc = governor_contract_event.2120.desc theme = administrative left_portrait = { character = root animation = reading } immediate = { # Save the contract random_character_active_contract = { task_contract_type = wartime_measures save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 6 } } option = { # Special governor trait option name = governor_contract_event.2120.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = wartime_support } ai_chance = { base = 200 } } option = { name = governor_contract_event.2120.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = wartime_supplies } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_energy = 0.5 } } } option = { name = governor_contract_event.2120.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = wartime_lodgings } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_honor = 0.5 } } } option = { name = governor_contract_event.2120.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = wartime_gold } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 } modifier = { gold <= major_gold_value factor = 0 } } } option = { name = governor_contract_event.2120.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = wartime_lookouts } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_boldness = -0.5 } modifier = { gold <= medium_gold_value factor = 0 } } } option = { name = governor_contract_event.2120.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = wartime_compensations } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } }