# Standard Values @pos_compat_high = 30 @pos_compat_medium = 15 @pos_compat_low = 5 @neg_compat_high = -30 @neg_compat_medium = -15 @neg_compat_low = -5 # INTRIGUE OUTCOMES education_intrigue_1 = { minimum_age = 16 intrigue = 2 category = education monthly_intrigue_lifestyle_xp_gain_mult = 0.1 domain_limit = -1 ruler_designer_cost = 0 culture_modifier = { parameter = poorly_educated_leaders_distrusted feudal_government_opinion = -10 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_intrigue_1_desc } desc = trait_education_intrigue_1_character_desc } } group = education_intrigue level = 1 flag = level_1_education flag = civilian_province } education_intrigue_2 = { minimum_age = 16 intrigue = 4 category = education monthly_intrigue_lifestyle_xp_gain_mult = 0.2 ruler_designer_cost = 20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_intrigue_2_desc } desc = trait_education_intrigue_2_character_desc } } group = education_intrigue level = 2 flag = level_2_education flag = civilian_province } education_intrigue_3 = { minimum_age = 16 intrigue = 6 category = education monthly_intrigue_lifestyle_xp_gain_mult = 0.3 domain_limit = 1 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_intrigue_3_desc } desc = trait_education_intrigue_3_character_desc } } group = education_intrigue level = 3 flag = level_3_education flag = civilian_province } education_intrigue_4 = { minimum_age = 16 intrigue = 8 category = education monthly_intrigue_lifestyle_xp_gain_mult = 0.4 domain_limit = 2 ruler_designer_cost = 80 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_intrigue_4_desc } desc = trait_education_intrigue_4_character_desc } } group = education_intrigue level = 4 flag = level_4_education flag = civilian_province } education_intrigue_5 = { minimum_age = 16 intrigue = 10 diplomacy = 3 category = education monthly_intrigue_lifestyle_xp_gain_mult = 0.5 monthly_diplomacy_lifestyle_xp_gain_mult = 0.25 owned_hostile_scheme_success_chance_max_add = 10 flag = agent_acceptance_25 domain_limit = 3 ruler_designer_cost = 150 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_intrigue_5_desc } desc = trait_education_intrigue_5_character_desc } } random_creation_weight = 0 group = education_intrigue level = 5 flag = level_5_education flag = civilian_province } # DIPLOMACY OUTCOMES education_diplomacy_1 = { minimum_age = 16 diplomacy = 2 category = education monthly_diplomacy_lifestyle_xp_gain_mult = 0.1 domain_limit = -1 ruler_designer_cost = 0 culture_modifier = { parameter = poorly_educated_leaders_distrusted feudal_government_opinion = -10 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_diplomacy_1_desc } desc = trait_education_diplomacy_1_character_desc } } group = education_diplomacy level = 1 flag = level_1_education flag = civilian_province } education_diplomacy_2 = { minimum_age = 16 diplomacy = 4 category = education monthly_diplomacy_lifestyle_xp_gain_mult = 0.2 ruler_designer_cost = 20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_diplomacy_2_desc } desc = trait_education_diplomacy_2_character_desc } } group = education_diplomacy level = 2 flag = level_2_education flag = civilian_province } education_diplomacy_3 = { minimum_age = 16 diplomacy = 6 category = education monthly_diplomacy_lifestyle_xp_gain_mult = 0.3 domain_limit = 1 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_diplomacy_3_desc } desc = trait_education_diplomacy_3_character_desc } } group = education_diplomacy level = 3 flag = level_3_education flag = civilian_province } education_diplomacy_4 = { minimum_age = 16 diplomacy = 8 category = education monthly_diplomacy_lifestyle_xp_gain_mult = 0.4 domain_limit = 2 ruler_designer_cost = 80 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_diplomacy_4_desc } desc = trait_education_diplomacy_4_character_desc } } culture_modifier = { parameter = elephant_bonuses_for_rank_4_education elephant_cavalry_damage_mult = 0.1 elephant_cavalry_toughness_mult = 0.1 elephant_cavalry_recruitment_cost_mult = -0.1 elephant_cavalry_maintenance_mult = -0.1 jungle_construction_gold_cost = -0.1 } group = education_diplomacy level = 4 flag = level_4_education flag = civilian_province } education_diplomacy_5 = { minimum_age = 16 diplomacy = 10 martial = 3 category = education monthly_diplomacy_lifestyle_xp_gain_mult = 0.5 monthly_martial_lifestyle_xp_gain_mult = 0.25 owned_personal_scheme_success_chance_max_add = 10 flag = offer_vassalisation_25 flag = better_war_hostages domain_limit = 3 ruler_designer_cost = 150 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_diplomacy_5_desc } desc = trait_education_diplomacy_5_character_desc } } culture_modifier = { parameter = elephant_bonuses_for_rank_4_education elephant_cavalry_damage_mult = 0.1 elephant_cavalry_toughness_mult = 0.1 elephant_cavalry_recruitment_cost_mult = -0.1 elephant_cavalry_maintenance_mult = -0.1 jungle_construction_gold_cost = -0.1 } random_creation_weight = 0 group = education_diplomacy level = 5 flag = level_5_education flag = civilian_province } # STEWARDSHIP OUTCOMES education_stewardship_1 = { #Indulgent wastrel minimum_age = 16 stewardship = 2 category = education monthly_stewardship_lifestyle_xp_gain_mult = 0.1 domain_limit = -1 ruler_designer_cost = 0 culture_modifier = { parameter = poorly_educated_leaders_distrusted feudal_government_opinion = -10 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_stewardship_1_desc } desc = trait_education_stewardship_1_character_desc } } group = education_stewardship level = 1 flag = level_1_education flag = civilian_province } education_stewardship_2 = { #Thrifty clerk minimum_age = 16 stewardship = 4 category = education monthly_stewardship_lifestyle_xp_gain_mult = 0.2 ruler_designer_cost = 20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_stewardship_2_desc } desc = trait_education_stewardship_2_character_desc } } group = education_stewardship level = 2 flag = level_2_education flag = civilian_province } education_stewardship_3 = { #Fortune builder minimum_age = 16 stewardship = 6 category = education monthly_stewardship_lifestyle_xp_gain_mult = 0.3 domain_limit = 1 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_stewardship_3_desc } desc = trait_education_stewardship_3_character_desc } } group = education_stewardship level = 3 flag = level_3_education flag = civilian_province } education_stewardship_4 = { minimum_age = 16 stewardship = 8 category = education monthly_stewardship_lifestyle_xp_gain_mult = 0.4 domain_limit = 2 culture_modifier = { parameter = elephant_bonuses_for_rank_4_education world_innovation_elephants_development_growth_factor = 0.3 elephant_cavalry_recruitment_cost_mult = -0.2 elephant_cavalry_maintenance_mult = -0.2 jungle_construction_gold_cost = -0.2 } ruler_designer_cost = 80 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_stewardship_4_desc } desc = trait_education_stewardship_4_character_desc } } group = education_stewardship level = 4 flag = level_4_education flag = civilian_province } education_stewardship_5 = { minimum_age = 16 stewardship = 10 learning = 3 category = education monthly_stewardship_lifestyle_xp_gain_mult = 0.5 monthly_learning_lifestyle_xp_gain_mult = 0.25 vassal_tax_mult = 0.25 domain_limit = 3 culture_modifier = { parameter = elephant_bonuses_for_rank_4_education world_innovation_elephants_development_growth_factor = 0.3 elephant_cavalry_recruitment_cost_mult = -0.2 elephant_cavalry_maintenance_mult = -0.2 jungle_construction_gold_cost = -0.2 } ruler_designer_cost = 150 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_stewardship_5_desc } desc = trait_education_stewardship_5_character_desc } } random_creation_weight = 0 group = education_stewardship level = 5 flag = level_5_education flag = civilian_province } # MARTIAL OUTCOMES education_martial_1 = { minimum_age = 16 martial = 2 category = education monthly_martial_lifestyle_xp_gain_mult = 0.1 domain_limit = -1 culture_modifier = { parameter = poorly_educated_leaders_distrusted feudal_government_opinion = -10 } culture_modifier = { parameter = prowess_from_martial_education prowess = 1 } culture_modifier = { parameter = martial_education_more_valued same_culture_opinion = 1 attraction_opinion = 4 } ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_1_desc } desc = trait_education_martial_1_character_desc } } group = education_martial level = 1 flag = level_1_education flag = military_province add_commander_trait = yes } education_martial_2 = { #Tough soldier minimum_age = 16 martial = 4 category = education monthly_martial_lifestyle_xp_gain_mult = 0.2 culture_modifier = { parameter = prowess_from_martial_education prowess = 2 } culture_modifier = { parameter = martial_education_more_valued same_culture_opinion = 2 attraction_opinion = 6 } ruler_designer_cost = 20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_2_desc } desc = trait_education_martial_2_character_desc } } group = education_martial level = 2 flag = level_2_education flag = military_province add_commander_trait = yes } education_martial_3 = { #Skilled tactician minimum_age = 16 martial = 6 category = education monthly_martial_lifestyle_xp_gain_mult = 0.3 domain_limit = 1 culture_modifier = { parameter = prowess_from_martial_education prowess = 3 } culture_modifier = { parameter = martial_education_more_valued same_culture_opinion = 3 attraction_opinion = 8 } ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_3_desc } desc = trait_education_martial_3_character_desc } } group = education_martial level = 3 flag = level_3_education flag = military_province add_commander_trait = yes } education_martial_4 = { #Brilliant strategist minimum_age = 16 martial = 8 category = education monthly_martial_lifestyle_xp_gain_mult = 0.4 domain_limit = 2 culture_modifier = { parameter = prowess_from_martial_education prowess = 4 } culture_modifier = { parameter = martial_education_more_valued same_culture_opinion = 4 attraction_opinion = 10 } culture_modifier = { parameter = elephant_bonuses_for_rank_4_education elephant_cavalry_damage_mult = 0.2 elephant_cavalry_toughness_mult = 0.1 elephant_cavalry_pursuit_add = 20 jungle_advantage = 5 } ruler_designer_cost = 80 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_4_desc } desc = trait_education_martial_4_character_desc } } group = education_martial level = 4 flag = level_4_education flag = military_province add_commander_trait = yes } education_martial_5 = { minimum_age = 16 martial = 10 stewardship = 3 category = education monthly_martial_lifestyle_xp_gain_mult = 0.5 monthly_stewardship_lifestyle_xp_gain_mult = 0.25 army_siege_value_mult = 0.5 movement_speed = 0.2 domain_limit = 3 culture_modifier = { parameter = prowess_from_martial_education prowess = 5 } culture_modifier = { parameter = martial_education_more_valued same_culture_opinion = 5 attraction_opinion = 10 } culture_modifier = { parameter = elephant_bonuses_for_rank_4_education elephant_cavalry_damage_mult = 0.2 elephant_cavalry_toughness_mult = 0.1 elephant_cavalry_pursuit_add = 20 jungle_advantage = 5 } ruler_designer_cost = 150 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_5_desc } desc = trait_education_martial_5_character_desc } } random_creation_weight = 0 group = education_martial level = 5 flag = level_5_education flag = military_province add_commander_trait = yes } # LEARNING OUTCOMES education_learning_1 = { minimum_age = 16 learning = 2 category = education monthly_learning_lifestyle_xp_gain_mult = 0.1 domain_limit = -1 culture_modifier = { parameter = poorly_educated_leaders_distrusted feudal_government_opinion = -10 } culture_modifier = { parameter = prowess_from_religious_traits prowess = 1 } culture_modifier = { parameter = innovation_from_learning_traits cultural_head_fascination_mult = 0.05 } faith_modifier = { parameter = neow_innovation_from_learning_traits cultural_head_fascination_mult = 0.05 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_speed = -0.05 church_holding_holding_build_speed = -0.05 } ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_learning_1_desc } desc = trait_education_learning_1_character_desc } } group = education_learning level = 1 flag = level_1_education flag = civilian_province } education_learning_2 = { minimum_age = 16 learning = 4 category = education monthly_learning_lifestyle_xp_gain_mult = 0.2 culture_modifier = { parameter = prowess_from_religious_traits prowess = 2 } culture_modifier = { parameter = innovation_from_learning_traits cultural_head_fascination_mult = 0.1 } faith_modifier = { parameter = neow_innovation_from_learning_traits cultural_head_fascination_mult = 0.1 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_speed = -0.1 church_holding_holding_build_speed = -0.1 } ruler_designer_cost = 20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_learning_2_desc } desc = trait_education_learning_2_character_desc } } group = education_learning level = 2 flag = level_2_education flag = civilian_province } education_learning_3 = { minimum_age = 16 learning = 6 category = education monthly_learning_lifestyle_xp_gain_mult = 0.3 domain_limit = 1 culture_modifier = { parameter = prowess_from_religious_traits prowess = 3 } culture_modifier = { parameter = innovation_from_learning_traits cultural_head_fascination_mult = 0.15 } faith_modifier = { parameter = neow_innovation_from_learning_traits cultural_head_fascination_mult = 0.15 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_speed = -0.15 church_holding_holding_build_speed = -0.15 } ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_learning_3_desc } desc = trait_education_learning_3_character_desc } } group = education_learning level = 3 flag = level_3_education flag = civilian_province } education_learning_4 = { minimum_age = 16 learning = 8 category = education monthly_learning_lifestyle_xp_gain_mult = 0.4 domain_limit = 2 culture_modifier = { parameter = prowess_from_religious_traits prowess = 4 } culture_modifier = { parameter = innovation_from_learning_traits cultural_head_fascination_mult = 0.2 } faith_modifier = { parameter = neow_innovation_from_learning_traits cultural_head_fascination_mult = 0.2 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_speed = -0.2 church_holding_holding_build_speed = -0.2 church_holding_build_gold_cost = -0.05 } culture_modifier = { parameter = elephant_bonuses_for_rank_4_education world_innovation_elephants_development_growth_factor = 0.3 elephant_cavalry_maintenance_mult = -0.2 elephant_cavalry_toughness_mult = 0.1 elephant_cavalry_screen_add = 20 jungle_attrition_mult = -0.35 } ruler_designer_cost = 80 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_learning_4_desc } desc = trait_education_learning_4_character_desc } } group = education_learning level = 4 flag = level_4_education flag = civilian_province } education_learning_5 = { minimum_age = 16 learning = 10 intrigue = 3 category = education monthly_learning_lifestyle_xp_gain_mult = 0.5 monthly_intrigue_lifestyle_xp_gain_mult = 0.25 development_growth = 0.1 county_fertility_growth_mult = small_county_fertility_growth_gain domain_limit = 3 culture_modifier = { parameter = prowess_from_religious_traits prowess = 4 } culture_modifier = { parameter = innovation_from_learning_traits cultural_head_fascination_mult = 0.25 } faith_modifier = { parameter = neow_innovation_from_learning_traits cultural_head_fascination_mult = 0.25 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_speed = -0.2 church_holding_holding_build_speed = -0.2 church_holding_build_gold_cost = -0.05 } culture_modifier = { parameter = elephant_bonuses_for_rank_4_education world_innovation_elephants_development_growth_factor = 0.3 elephant_cavalry_maintenance_mult = -0.2 elephant_cavalry_toughness_mult = 0.1 elephant_cavalry_screen_add = 20 jungle_attrition_mult = -0.35 } ruler_designer_cost = 150 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_learning_5_desc } desc = trait_education_learning_5_character_desc } } random_creation_weight = 0 group = education_learning level = 5 flag = level_5_education flag = civilian_province } ################### LIFESTYLE ################## diplomat = { category = lifestyle diplomacy = 3 personal_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value independent_ruler_opinion = 20 monthly_influence = 1 ruler_designer_cost = 50 culture_modifier = { parameter = astute_diplomat_bonus diplomacy = 2 independent_ruler_opinion = 10 vassal_opinion = 10 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_diplomat_desc } desc = trait_diplomat_character_desc } } #AI Values ai_energy = 20 ai_sociability = low_positive_ai_value ai_amenity_target_baseline = 0.2 compatibility = { diplomat = @pos_compat_medium family_first = @pos_compat_medium august = @pos_compat_medium gregarious = @pos_compat_low shy = @neg_compat_low } } family_first = { category = lifestyle fertility = 0.2 dynasty_house_opinion = 10 close_relative_opinion = 15 stress_loss_mult = 0.2 domain_limit = 1 ruler_designer_cost = 50 name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_family_first_neutral } triggered_desc = { trigger = { is_female = yes } desc = trait_family_first_female } desc = trait_family_first_male } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_family_first_desc } desc = trait_family_first_character_desc } } #AI Values ai_energy = 20 ai_sociability = low_positive_ai_value culture_modifier = { parameter = bonuses_from_patriarch_matriarch_trait levy_size = 0.1 monthly_prestige = 1 } compatibility = { diplomat = @pos_compat_medium family_first = @pos_compat_medium august = @pos_compat_medium gregarious = @pos_compat_low shy = @neg_compat_low } } august = { category = lifestyle diplomacy = 2 martial = 1 monthly_prestige = 1 flag = initial_legitimacy_boost ruler_designer_cost = 50 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_august_desc } desc = trait_august_character_desc } } #AI Values ai_energy = 20 ai_amenity_target_baseline = 0.2 ai_amenity_spending = 0.1 compatibility = { diplomat = @pos_compat_medium family_first = @pos_compat_medium august = @pos_compat_medium gregarious = @pos_compat_low shy = @neg_compat_low } } lifestyle_reveler = { category = lifestyle icon = reveler.dds # Modifiers courtly_opinion = 5 intrigue = 1 same_opinion = 15 culture_modifier = { parameter = reveler_traits_more_valued monthly_prestige = 0.25 } track = { 50 = { courtly_opinion = 5 diplomacy = 1 intrigue = 1 culture_modifier = { parameter = reveler_traits_more_valued monthly_prestige = 0.5 } } 100 = { courtly_opinion = 5 diplomacy = 2 intrigue = 1 owned_hostile_scheme_success_chance_add = 10 culture_modifier = { parameter = reveler_traits_more_valued monthly_prestige = 0.75 } } } ruler_designer_cost = 20 # AI Values ai_greed = 25 ai_sociability = medium_positive_ai_value ai_amenity_target_baseline = 0.2 # Loc name = { first_valid = { #Legendary Reveler triggered_desc = { trigger = { exists = this has_trait_xp = { trait = lifestyle_reveler value >= 100 } } desc = trait_reveler_3 } #Famous Reveler triggered_desc = { trigger = { exists = this has_trait_xp = { trait = lifestyle_reveler value >= 50 } } desc = trait_reveler_2 } #Eager Reveler desc = trait_reveler_1 } } # Loc desc = { first_valid = { #The trait can never go higher than the first level if it's not assigned to a character triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_reveler_1_desc } triggered_desc = { trigger = { has_trait_xp = { trait = lifestyle_reveler value >= 100 } } desc = trait_reveler_3_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = lifestyle_reveler value >= 50 } } desc = trait_reveler_2_character_desc } desc = trait_reveler_1_character_desc } } compatibility = { gregarious = @pos_compat_low shy = @neg_compat_low lustful = @pos_compat_low chaste = @neg_compat_low drunkard = @pos_compat_low temperate = @neg_compat_low gluttonous = @pos_compat_low } } lifestyle_blademaster = { category = lifestyle icon = blademaster.dds # Modifiers negate_health_penalty_add = 0.25 prowess = 3 culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 2 } culture_modifier = { parameter = blademaster_trait_bonuses attraction_opinion = 5 monthly_prestige = 0.25 } culture_modifier = { parameter = blademaster_traits_give_learning learning = 2 } track = { 50 = { negate_health_penalty_add = 0.25 prowess = 3 culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 3 } culture_modifier = { parameter = blademaster_trait_bonuses attraction_opinion = 5 monthly_prestige = 0.25 } culture_modifier = { parameter = blademaster_traits_give_learning learning = 2 } } 100 = { negate_health_penalty_add = 0.5 prowess = 6 culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 5 } culture_modifier = { parameter = blademaster_trait_bonuses attraction_opinion = 5 monthly_prestige = 0.5 } culture_modifier = { parameter = blademaster_traits_give_learning learning = 2 } } } ruler_designer_cost = 20 # Loc name = { first_valid = { #Legendary Blademaster triggered_desc = { trigger = { exists = this has_trait_xp = { trait = lifestyle_blademaster value >= 100 } } desc = trait_blademaster_3 } #Blademaster triggered_desc = { trigger = { exists = this has_trait_xp = { trait = lifestyle_blademaster value >= 50 } } desc = trait_blademaster_2 } #Aspiring Blademaster desc = trait_blademaster_1 } } # Loc desc = { first_valid = { #The trait can never go higher than the first level if it's not assigned to a character triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_blademaster_1_desc } triggered_desc = { trigger = { has_trait_xp = { trait = lifestyle_blademaster value >= 100 } } desc = trait_blademaster_3_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = lifestyle_blademaster value >= 50 } } desc = trait_blademaster_2_character_desc } desc = trait_blademaster_1_character_desc } } compatibility = { brave = @pos_compat_low craven = @neg_compat_low } } lifestyle_hunter = { icon = hunter.dds category = lifestyle same_opinion = 10 ruler_designer_cost = 20 stress_loss_mult = 0.05 prowess = 1 culture_modifier = { parameter = hunting_traits_more_valued monthly_prestige = 0.5 } culture_modifier = { parameter = hunting_traits_more_pious monthly_piety = 0.3 } culture_modifier = { parameter = forest_trait_bonuses forest_advantage = 1 taiga_advantage = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_advantage = 1 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lifestyle_hunter_desc } desc = trait_lifestyle_hunter_character_desc } } tracks = { hunter = { 50 = { stress_loss_mult = 0.05 prowess = 1 health = 0.05 learning = 1 glory_hound_opinion = 5 culture_modifier = { parameter = hunting_traits_more_valued monthly_prestige = 0.5 glory_hound_same_culture_opinion = 5 } culture_modifier = { parameter = hunting_traits_more_pious monthly_piety = 0.3 glory_hound_same_faith_opinion = 5 } culture_modifier = { parameter = forest_trait_bonuses forest_advantage = 1 taiga_advantage = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_advantage = 1 } } 100 = { stress_loss_mult = 0.1 prowess = 2 health = 0.15 learning = 1 glory_hound_opinion = 10 culture_modifier = { parameter = hunting_traits_more_valued monthly_prestige = 0.5 glory_hound_same_culture_opinion = 5 } culture_modifier = { parameter = hunting_traits_more_pious monthly_piety = 0.4 glory_hound_same_faith_opinion = 5 } culture_modifier = { parameter = forest_trait_bonuses forest_advantage = 1 taiga_advantage = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_advantage = 1 } } } falconer = { 50 = { attraction_opinion = 5 stewardship = 1 learning = 1 courtly_opinion = 5 monthly_prestige = 0.25 culture_modifier = { parameter = hunting_traits_more_valued monthly_prestige = 0.5 courtly_same_culture_opinion = 5 } culture_modifier = { parameter = hunting_traits_more_pious monthly_piety = 0.15 courtly_same_faith_opinion = 5 } } 100 = { attraction_opinion = 5 stewardship = 2 learning = 1 courtly_opinion = 10 monthly_prestige = 0.5 culture_modifier = { parameter = hunting_traits_more_valued monthly_prestige = 0.5 courtly_same_culture_opinion = 5 } culture_modifier = { parameter = hunting_traits_more_pious monthly_piety = 0.4 courtly_same_faith_opinion = 5 } } } } compatibility = { brave = @pos_compat_low diligent = @pos_compat_low craven = @neg_compat_low lazy = @neg_compat_low } ai_energy = 15 } strategist = { category = lifestyle martial = 3 diplomacy = 1 enemy_hard_casualty_modifier = 0.25 no_water_crossing_penalty = yes culture_modifier = { parameter = formation_fighting_strategist max_combat_roll = 4 enemy_terrain_advantage = -0.2 } culture_modifier = { parameter = martial_traits_give_out_hcav_bonus heavy_cavalry_damage_mult = 0.1 } ruler_designer_cost = 50 ai_rationality = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_strategist_desc } desc = trait_strategist_character_desc } } compatibility = { strategist = @pos_compat_medium overseer = @pos_compat_medium gallant = @pos_compat_medium brave = @pos_compat_low craven = @neg_compat_low } } overseer = { category = lifestyle stewardship = 2 martial = 2 monthly_county_control_growth_add = 0.5 epidemic_resistance = 5 culture_modifier = { parameter = martial_traits_give_out_hcav_bonus heavy_cavalry_recruitment_cost_mult = -0.1 heavy_cavalry_maintenance_mult = -0.1 } ruler_designer_cost = 50 ai_rationality = 20 compatibility = { strategist = @pos_compat_medium overseer = @pos_compat_medium gallant = @pos_compat_medium brave = @pos_compat_low craven = @neg_compat_low } } gallant = { category = lifestyle martial = 2 prowess = 4 attraction_opinion = 20 accolade_glory_gain_mult = 0.2 monthly_prestige_gain_mult = 0.2 culture_modifier = { parameter = poet_trait_romance_bonuses courting_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value } culture_modifier = { parameter = martial_traits_give_out_hcav_bonus heavy_cavalry_toughness_mult = 0.1 } ruler_designer_cost = 50 ai_boldness = medium_positive_ai_value ai_honor = low_positive_ai_value ai_sociability = low_positive_ai_value ai_amenity_target_baseline = 0.1 ai_amenity_spending = 0.05 compatibility = { strategist = @pos_compat_medium overseer = @pos_compat_medium gallant = @pos_compat_medium brave = @pos_compat_low craven = @neg_compat_low } } architect = { category = lifestyle stewardship = 2 build_speed = -0.15 holding_build_speed = -0.15 domicile_build_speed = -0.15 build_gold_cost = -0.1 holding_build_gold_cost = -0.1 domicile_build_gold_cost = -0.1 culture_modifier = { parameter = architect_trait_prestige monthly_prestige = 0.5 } culture_modifier = { parameter = stewardship_traits_give_out_cav_bonus archer_cavalry_toughness_add = 4 heavy_cavalry_toughness_add = 4 light_cavalry_toughness_add = 4 } ruler_designer_cost = 50 ai_rationality = 10 ai_energy = 5 compatibility = { architect = @pos_compat_medium administrator = @pos_compat_medium avaricious = @pos_compat_medium diligent = @pos_compat_low lazy = @neg_compat_low lifestyle_gardener = @pos_compat_low } } administrator = { category = lifestyle stewardship = 3 diplomacy = 1 parochial_opinion = 10 vassal_opinion = 5 tributary_opinion = 5 epidemic_resistance = 10 ruler_designer_cost = 50 culture_modifier = { parameter = legalistic_administrator_bonuses long_reign_bonus_mult = 0.25 } culture_modifier = { parameter = stewardship_traits_give_out_cav_bonus archer_cavalry_max_size_add = 4 #change it heavy_cavalry_max_size_add = 4 light_cavalry_max_size_add = 4 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_administrator_desc } desc = trait_administrator_character_desc } } ai_rationality = 20 ai_energy = 10 ai_amenity_spending = 0.1 compatibility = { architect = @pos_compat_medium administrator = @pos_compat_medium avaricious = @pos_compat_medium diligent = @pos_compat_low lazy = @neg_compat_low } } avaricious = { category = lifestyle stewardship = 2 tax_mult = 0.15 culture_modifier = { parameter = maritime_mercantilism_avaricious_bonus stewardship = 2 tax_mult = 0.10 } culture_modifier = { parameter = stewardship_traits_give_out_cav_bonus archer_cavalry_maintenance_mult = -0.4 heavy_cavalry_maintenance_mult = -0.4 light_cavalry_maintenance_mult = -0.4 } ruler_designer_cost = 50 ai_rationality = -20 ai_greed = 30 ai_honor = -20 ai_compassion = -30 ai_energy = 20 ai_amenity_spending = -0.1 compatibility = { architect = @pos_compat_medium administrator = @pos_compat_medium avaricious = @pos_compat_medium diligent = @pos_compat_low lazy = @neg_compat_low } } schemer = { category = lifestyle intrigue = 5 hostile_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value ruler_designer_cost = 50 ai_honor = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_schemer_desc } desc = trait_schemer_character_desc } } compatibility = { schemer = @pos_compat_medium seducer = @pos_compat_medium torturer = @pos_compat_medium deceitful = @pos_compat_low honest = @neg_compat_low } } seducer = { category = lifestyle intrigue = 3 attraction_opinion = 40 fertility = 0.2 ruler_designer_cost = 50 name = { first_valid = { triggered_desc = { trigger = { exists = this is_female = yes } desc = trait_seducer_female } desc = trait_seducer } } ai_honor = -10 ai_sociability = low_positive_ai_value compatibility = { schemer = @pos_compat_medium seducer = @pos_compat_medium torturer = @pos_compat_medium deceitful = @pos_compat_low honest = @neg_compat_low } } torturer = { category = lifestyle dread_gain_mult = 0.5 prowess = 4 levy_size = 0.1 enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value ruler_designer_cost = 50 ai_honor = -30 ai_vengefulness = 20 ai_boldness = 20 compatibility = { schemer = @pos_compat_medium seducer = @pos_compat_medium torturer = @pos_compat_medium deceitful = @pos_compat_low honest = @neg_compat_low } } whole_of_body = { category = lifestyle health = 0.5 fertility = 0.2 stress_gain_mult = -0.2 ruler_designer_cost = 75 ai_energy = 20 compatibility = { whole_of_body = @pos_compat_medium scholar = @pos_compat_medium theologian = @pos_compat_medium intellect_good_1 = @pos_compat_low intellect_good_2 = @pos_compat_low intellect_good_3 = @pos_compat_low pensive = @pos_compat_low shrewd = @pos_compat_low diligent = @pos_compat_low lazy = @neg_compat_low intellect_bad_1 = @neg_compat_low intellect_bad_2 = @neg_compat_low intellect_bad_3 = @neg_compat_low } } scholar = { category = lifestyle learning = 3 owned_personal_scheme_success_chance_add = 10 owned_hostile_scheme_success_chance_add = 10 development_growth_factor = 0.15 development_decline_factor = -0.15 county_fertility_growth_mult = 0.15 ruler_designer_cost = 50 culture_modifier = { parameter = prowess_from_religious_traits prowess = 2 } culture_modifier = { parameter = innovation_from_learning_traits cultural_head_fascination_mult = 0.1 } faith_modifier = { parameter = neow_innovation_from_learning_traits cultural_head_fascination_mult = 0.1 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_speed = -0.1 church_holding_holding_build_speed = -0.1 church_holding_build_gold_cost = -0.05 church_holding_holding_build_gold_cost = -0.05 } culture_modifier = { #for FP3's "Irrigation Expert" tradition parameter = innovative_traits_more_valued drylands_tax_mult = 0.1 desert_tax_mult = 0.1 desert_mountains_tax_mult = 0.1 } ai_rationality = 30 compatibility = { whole_of_body = @pos_compat_medium scholar = @pos_compat_medium theologian = @pos_compat_medium lifestyle_gardener = @pos_compat_medium intellect_good_1 = @pos_compat_low intellect_good_2 = @pos_compat_low intellect_good_3 = @pos_compat_low pensive = @pos_compat_low shrewd = @pos_compat_low diligent = @pos_compat_low lazy = @neg_compat_low intellect_bad_1 = @neg_compat_low intellect_bad_2 = @neg_compat_low intellect_bad_3 = @neg_compat_low } } theologian = { category = lifestyle learning = 3 monthly_piety_gain_mult = 0.2 domain_limit = 1 ruler_designer_cost = 50 culture_modifier = { parameter = prowess_from_religious_traits prowess = 2 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_gold_cost = -0.1 church_holding_holding_build_gold_cost = -0.1 } ai_rationality = 10 ai_zeal = 20 compatibility = { whole_of_body = @pos_compat_medium scholar = @pos_compat_medium theologian = @pos_compat_medium intellect_good_1 = @pos_compat_low intellect_good_2 = @pos_compat_low intellect_good_3 = @pos_compat_low pensive = @pos_compat_low shrewd = @pos_compat_low diligent = @pos_compat_low lazy = @neg_compat_low intellect_bad_1 = @neg_compat_low intellect_bad_2 = @neg_compat_low intellect_bad_3 = @neg_compat_low } } lifestyle_mystic = { category = lifestyle icon = mystic.dds # Modifiers learning = 1 culture_modifier = { parameter = prowess_from_religious_traits prowess = 1 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_gold_cost = -0.05 church_holding_holding_build_gold_cost = -0.05 } culture_modifier = { parameter = mystic_trait_gives_bonuses monthly_income_mult = 0.02 } track = { 50 = { learning = 1 culture_modifier = { parameter = prowess_from_religious_traits prowess = 1 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_gold_cost = -0.05 church_holding_holding_build_gold_cost = -0.05 } culture_modifier = { parameter = mystic_trait_gives_bonuses monthly_income_mult = 0.02 } } 100 = { learning = 2 culture_modifier = { parameter = prowess_from_religious_traits prowess = 1 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_gold_cost = -0.05 church_holding_holding_build_gold_cost = -0.05 } culture_modifier = { parameter = mystic_trait_gives_bonuses monthly_income_mult = 0.04 } } } ruler_designer_cost = 20 # AI Values ai_rationality = -10 ai_zeal = -10 # Loc name = { first_valid = { #Miracle Worker triggered_desc = { trigger = { exists = this has_trait_xp = { trait = lifestyle_mystic value >= 100 } } desc = trait_mystic_3 } #Mystic triggered_desc = { trigger = { exists = this has_trait_xp = { trait = lifestyle_mystic value >= 50 } } desc = trait_mystic_2 } #Wise Woman/Man triggered_desc = { trigger = { exists = this is_female = yes } desc = trait_mystic_female_1 } desc = trait_mystic_male_1 } } # Loc desc = { first_valid = { #The trait can never go higher than the first level if it's not assigned to a character triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_mystic_1_desc } triggered_desc = { trigger = { has_trait_xp = { trait = lifestyle_mystic value >= 100 } } desc = trait_mystic_3_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = lifestyle_mystic value >= 50 } } desc = trait_mystic_2_character_desc } desc = trait_mystic_1_character_desc } } } lifestyle_physician = { category = lifestyle icon = physician.dds # Modifiers learning = 1 negate_health_penalty_add = 0.25 track = { 50 = { learning = 1 negate_health_penalty_add = 0.25 } 100 = { learning = 2 negate_health_penalty_add = 0.5 } } ruler_designer_cost = 20 # AI Values ai_rationality = 10 # Loc name = { first_valid = { #Renowned Physician triggered_desc = { trigger = { exists = this has_trait_xp = { trait = lifestyle_physician value >= 100 } } desc = trait_physician_3 } #Physician triggered_desc = { trigger = { exists = this has_trait_xp = { trait = lifestyle_physician value >= 50 } } desc = trait_physician_2 } #Novice Physician desc = trait_physician_1 } } # Loc desc = { first_valid = { #The trait can never go higher than the first level if it's not assigned to a character triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_physician_1_desc } triggered_desc = { trigger = { has_trait_xp = { trait = lifestyle_physician value >= 100 } } desc = trait_physician_3_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = lifestyle_physician value >= 50 } } desc = trait_physician_2_character_desc } desc = trait_physician_1_character_desc } } compatibility = { whole_of_body = @pos_compat_low scholar = @pos_compat_low theologian = @pos_compat_low } } #Herbalist has been made into a 1 tiered lifestyle trait because no lvl up system exists in the game lifestyle_herbalist = { index = 256 category = lifestyle # Modifiers learning = 2 intrigue = 2 negate_health_penalty_add = 0.5 culture_modifier = { parameter = forest_trait_bonuses forest_attrition_mult = -0.5 taiga_attrition_mult = -0.5 } culture_modifier = { parameter = jungle_trait_bonuses jungle_attrition_mult = -0.5 } culture_modifier = { parameter = herbalist_trait_gives_bonuses monthly_prestige_gain_mult = 0.05 monthly_learning_lifestyle_xp_gain_mult = 0.05 diplomacy = 1 } ruler_designer_cost = 50 # AI Values ai_rationality = 10 # Loc desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = lifestyle_herbalist_desc } desc = lifestyle_herbalist_character_desc } } compatibility = { lifestyle_mystic = @pos_compat_medium whole_of_body = @pos_compat_low scholar = @pos_compat_low theologian = @pos_compat_low zealous = @neg_compat_low lifestyle_gardener = @pos_compat_medium } } #Gardener has been made into a 1 tiered lifestyle trait because no lvl up system exists in the game lifestyle_gardener = { category = lifestyle icon = gardener.dds stewardship = 2 stress_gain_mult = -0.2 courtier_and_guest_opinion = 10 culture_modifier = { #for FP3's "Irrigation Expert" tradition parameter = innovative_traits_more_valued drylands_tax_mult = 0.1 desert_tax_mult = 0.1 desert_mountains_tax_mult = 0.1 } ruler_designer_cost = 50 # Loc desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = lifestyle_gardener_desc } desc = lifestyle_gardener_character_desc } } # AI Values ai_rationality = 10 compatibility = { lifestyle_gardener = @pos_compat_medium lifestyle_herbalist = @pos_compat_medium scholar = @pos_compat_medium architect = @pos_compat_low } } ################ PERSONALITY ############### lustful = { category = personality opposites = { chaste } #Asexual characters may still have the lustful trait. This is intended to represent asexuals who, whilst not generally experiencing attraction to other people, might still have a high libido. fertility = 0.25 intrigue = 2 seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value same_opinion = 10 opposite_opinion = -10 ruler_designer_cost = 25 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lustful_desc } desc = trait_lustful_character_desc } } ai_honor = very_low_negative_ai_value ai_greed = low_positive_ai_value ai_energy = very_low_positive_ai_value ai_zeal = very_low_negative_ai_value ai_sociability = medium_positive_ai_value ai_amenity_target_baseline = 0.15 ai_amenity_spending = 0.1 compatibility = { lustful = @pos_compat_high gregarious = @pos_compat_low lifestyle_reveler = @pos_compat_low seducer = @pos_compat_low chaste = @neg_compat_high celibate = @neg_compat_high shy = @neg_compat_low } } chaste = { category = personality opposites = { lustful } fertility = -0.25 seduce_scheme_phase_duration_add = major_scheme_phase_duration_malus_value learning = 2 same_opinion = 10 opposite_opinion = -10 ruler_designer_cost = 20 culture_modifier = { parameter = introverted_trait_bonuses same_culture_opinion = 10 monthly_piety_gain_mult = 0.1 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_chaste_desc } desc = trait_chaste_character_desc } } ai_honor = low_positive_ai_value ai_greed = low_negative_ai_value ai_energy = very_low_positive_ai_value ai_zeal = very_low_positive_ai_value ai_sociability = low_negative_ai_value compatibility = { chaste = @pos_compat_medium celibate = @pos_compat_medium temperate = @pos_compat_low calm = @pos_compat_low lustful = @neg_compat_high deviant = @neg_compat_high lovers_pox = @neg_compat_low early_great_pox = @neg_compat_low great_pox = @neg_compat_low lifestyle_reveler = @neg_compat_low seducer = @neg_compat_low } } gluttonous = { category = personality opposites = { temperate } stewardship = -2 stress_loss_mult = 0.1 attraction_opinion = -5 same_opinion = 10 opposite_opinion = -10 ruler_designer_cost = 20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_gluttonous_desc } desc = trait_gluttonous_character_desc } } ai_greed = medium_positive_ai_value ai_energy = very_low_negative_ai_value ai_amenity_target_baseline = 0.2 compatibility = { gluttonous = @pos_compat_medium drunkard = @pos_compat_low greedy = @pos_compat_low ambitious = @pos_compat_low lifestyle_reveler = @pos_compat_medium temperate = @neg_compat_medium } } temperate = { category = personality opposites = { gluttonous } stewardship = 2 health = 0.25 courtly_opinion = -10 same_opinion = 10 opposite_opinion = -10 ruler_designer_cost = 40 culture_modifier = { parameter = introverted_trait_bonuses same_culture_opinion = 10 monthly_piety_gain_mult = 0.1 } culture_modifier = { parameter = temperate_trait_bonuses same_culture_opinion = 10 monthly_piety = 0.5 } culture_modifier = { parameter = stress_loss_bonus_from_harmonious_traits stress_loss_mult = 0.15 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_temperate_desc } desc = trait_temperate_character_desc } } ai_greed = medium_negative_ai_value ai_energy = very_low_positive_ai_value ai_vengefulness = very_low_negative_ai_value compatibility = { temperate = @pos_compat_medium calm = @pos_compat_low content = @pos_compat_low chaste = @pos_compat_low gluttonous = @neg_compat_medium drunkard = @neg_compat_low greedy = @neg_compat_low lustful = @neg_compat_low lifestyle_reveler = @neg_compat_medium } } greedy = { category = personality opposites = { generous } diplomacy = -2 monthly_income_mult = 0.05 monthly_income_per_stress_level_mult = 0.1 courtly_opinion = -15 ai_war_chance = 0.5 ai_amenity_spending = -0.25 ai_amenity_target_baseline = -0.4 ruler_designer_cost = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_greedy_desc } desc = trait_greedy_character_desc } } ai_honor = very_low_negative_ai_value ai_greed = dominant_positive_ai_value ai_compassion = low_negative_ai_value compatibility = { greedy = @pos_compat_low ambitious = @pos_compat_low generous = @neg_compat_high content = @neg_compat_medium compassionate = @neg_compat_medium } } generous = { category = personality opposites = { greedy } diplomacy = 3 monthly_income_mult = -0.1 courtly_opinion = 15 opposite_opinion = -15 ruler_designer_cost = 20 culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 5 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_generous_desc } desc = trait_generous_character_desc } } ai_honor = low_positive_ai_value ai_greed = dominant_negative_ai_value ai_compassion = medium_positive_ai_value ai_sociability = very_low_positive_ai_value ai_amenity_spending = 0.2 compatibility = { generous = @pos_compat_high compassionate = @pos_compat_medium content = @pos_compat_low forgiving = @pos_compat_low greedy = @neg_compat_high ambitious = @neg_compat_low } } lazy = { category = personality opposites = { diligent } diplomacy = -1 intrigue = -1 stewardship = -1 martial = -1 learning = -1 character_travel_speed = -10 stress_loss_mult = 0.5 ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lazy_desc } desc = trait_lazy_character_desc } } ai_vengefulness = very_low_negative_ai_value ai_greed = very_low_positive_ai_value ai_energy = high_negative_ai_value ai_boldness = low_negative_ai_value ai_compassion = very_low_negative_ai_value ai_sociability = very_low_negative_ai_value compatibility = { lazy = @pos_compat_medium content = @pos_compat_low calm = @pos_compat_low gluttonous = @pos_compat_low diligent = @neg_compat_medium ambitious = @neg_compat_low eccentric = @neg_compat_low } } diligent = { category = personality opposites = { lazy } diplomacy = 2 stewardship = 3 learning = 3 parochial_opinion = 5 stress_loss_mult = -0.5 culture_modifier = { parameter = hard_working_traits_more_valued farmlands_tax_mult = 0.2 floodplains_tax_mult = 0.2 } culture_modifier = { parameter = pragmatic_traits_county_opinion_modifiers county_opinion_add = 10 } culture_modifier = { parameter = honorable_trait_bonuses same_culture_opinion = 10 monthly_prestige_gain_mult = 0.05 } same_opinion = 10 opposite_opinion = -10 flag = can_improve_capital_decision culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 5 } culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = dry_trait_bonuses drylands_min_combat_roll = 2 desert_min_combat_roll = 2 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_speed = -0.2 church_holding_holding_build_speed = -0.2 } ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_diligent_desc } desc = trait_diligent_character_desc } } ai_vengefulness = very_low_positive_ai_value ai_rationality = low_positive_ai_value ai_energy = very_high_positive_ai_value ai_boldness = medium_positive_ai_value ai_amenity_target_baseline = 0.1 ai_amenity_spending = 0.1 compatibility = { diligent = @pos_compat_medium ambitious = @pos_compat_low patient = @pos_compat_low whole_of_body = @pos_compat_low scholar = @pos_compat_low theologian = @pos_compat_low pensive = @pos_compat_low architect = @pos_compat_low administrator = @pos_compat_low avaricious = @pos_compat_low lazy = @neg_compat_medium content = @neg_compat_low } } wrathful = { category = personality opposites = { calm } diplomacy = -1 martial = 3 intrigue = -1 parochial_opinion = -10 glory_hound_opinion = 5 courtly_opinion = -10 dread_baseline_add = 20 culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 2 taiga_max_combat_roll = 2 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 2 } culture_modifier = { parameter = mountain_trait_bonuses mountains_max_combat_roll = 2 desert_mountains_max_combat_roll = 2 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 2 desert_max_combat_roll = 2 } ai_war_chance = 0.25 flag = can_duel_criminals_interaction ruler_designer_cost = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_wrathful_desc } desc = trait_wrathful_character_desc } } ai_rationality = medium_negative_ai_value ai_energy = very_low_positive_ai_value ai_boldness = medium_positive_ai_value ai_compassion = low_negative_ai_value ai_vengefulness = low_positive_ai_value compatibility = { wrathful = @pos_compat_low stubborn = @pos_compat_low honest = @pos_compat_low vengeful = @pos_compat_low calm = @neg_compat_medium patient = @neg_compat_medium forgiving = @neg_compat_low compassionate = @neg_compat_low eccentric = @neg_compat_low } } calm = { category = personality opposites = { wrathful } diplomacy = 1 intrigue = 1 enemy_scheme_secrecy_add = -10 opposite_opinion = -10 same_opinion = 10 stress_loss_mult = 0.1 dread_decay_mult = 0.5 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 3 } culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_min_combat_roll = 2 desert_mountains_min_combat_roll = 2 } culture_modifier = { parameter = dry_trait_bonuses drylands_min_combat_roll = 2 desert_min_combat_roll = 2 } culture_modifier = { parameter = stress_loss_bonus_from_harmonious_traits stress_loss_mult = 0.15 } ai_war_chance = -0.25 ruler_designer_cost = 25 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_calm_desc } desc = trait_calm_character_desc } } ai_rationality = very_high_positive_ai_value ai_energy = very_low_negative_ai_value ai_boldness = low_negative_ai_value ai_vengefulness = very_low_negative_ai_value compatibility = { calm = @pos_compat_medium patient = @pos_compat_medium chaste = @pos_compat_low temperate = @pos_compat_low lazy = @pos_compat_low wrathful = @neg_compat_high impatient = @neg_compat_medium } } patient = { category = personality opposites = { impatient } learning = 2 enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value parochial_opinion = 10 liege_opinion = 5 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 3 } culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 2 taiga_min_combat_roll = 2 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 2 } culture_modifier = { parameter = hard_working_traits_more_valued farmlands_tax_mult = 0.2 floodplains_tax_mult = 0.2 } culture_modifier = { #for FP3's "Irrigation Expert" tradition parameter = innovative_traits_more_valued drylands_tax_mult = 0.1 desert_tax_mult = 0.1 desert_mountains_tax_mult = 0.1 } culture_modifier = { parameter = stress_loss_bonus_from_harmonious_traits stress_loss_mult = 0.15 } opposite_opinion = -15 ai_war_cooldown = 0.5 ruler_designer_cost = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_patient_desc } desc = trait_patient_character_desc } } ai_rationality = medium_positive_ai_value ai_energy = very_low_negative_ai_value ai_boldness = low_negative_ai_value ai_vengefulness = very_low_positive_ai_value compatibility = { patient = @pos_compat_medium calm = @pos_compat_medium stubborn = @pos_compat_low temperate = @pos_compat_low eccentric = @pos_compat_low impatient = @neg_compat_high wrathful = @neg_compat_low fickle = @neg_compat_low } } impatient = { category = personality opposites = { patient } learning = -2 monthly_prestige_gain_mult = 0.2 hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value character_travel_speed_mult = 0.25 character_travel_safety = -10 courtly_opinion = -10 parochial_opinion = -10 opinion_of_liege = -5 opposite_opinion = -15 culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } ai_war_cooldown = -0.5 flag = can_accelerate_schemes_decision ruler_designer_cost = 25 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_impatient_desc } desc = trait_impatient_character_desc } } ai_rationality = medium_negative_ai_value ai_energy = very_low_positive_ai_value ai_boldness = low_positive_ai_value ai_vengefulness = very_low_negative_ai_value ai_amenity_target_baseline = 0.15 ai_amenity_spending = 0.1 compatibility = { impatient = @pos_compat_low wrathful = @pos_compat_low brave = @pos_compat_low patient = @neg_compat_medium calm = @neg_compat_low temperate = @neg_compat_low eccentric = @neg_compat_high } } arrogant = { category = personality opposites = { humble } monthly_prestige = 1 owned_scheme_secrecy_add = -10 opinion_of_liege = -5 opinion_of_vassal = -5 opposite_opinion = -15 ruler_designer_cost = 20 culture_modifier = { parameter = mountain_trait_bonuses mountains_advantage = 2 desert_mountains_advantage = 2 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_arrogant_desc } desc = trait_arrogant_character_desc } } ai_honor = low_negative_ai_value ai_greed = low_positive_ai_value ai_rationality = low_negative_ai_value ai_boldness = medium_positive_ai_value ai_energy = very_low_positive_ai_value ai_compassion = low_negative_ai_value ai_sociability = low_positive_ai_value ai_amenity_target_baseline = 1 compatibility = { arrogant = @pos_compat_low greedy = @pos_compat_medium ambitious = @pos_compat_medium beauty_good_1 = @pos_compat_low beauty_good_2 = @pos_compat_low beauty_good_3 = @pos_compat_low humble = @neg_compat_medium content = @neg_compat_medium generous = @neg_compat_low beauty_bad_1 = @neg_compat_low beauty_bad_2 = @neg_compat_low beauty_bad_3 = @neg_compat_low } } humble = { category = personality opposites = { arrogant } monthly_piety = 0.5 clergy_opinion = 10 zealot_opinion = 10 opinion_of_liege = 10 opinion_of_vassal = 10 opposite_opinion = -15 ruler_designer_cost = 20 culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult = -0.25 desert_mountains_attrition_mult = -0.25 } culture_modifier = { parameter = dry_trait_bonuses drylands_attrition_mult = -0.2 desert_attrition_mult = -0.2 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_gold_cost = -0.15 church_holding_holding_build_gold_cost = -0.15 } culture_modifier = { parameter = introverted_trait_bonuses same_culture_opinion = 10 monthly_piety_gain_mult = 0.1 } culture_modifier = { parameter = honorable_trait_bonuses same_culture_opinion = 10 monthly_prestige_gain_mult = 0.05 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_humble_desc } desc = trait_humble_character_desc } } ai_honor = low_positive_ai_value ai_greed = high_negative_ai_value ai_energy = very_low_negative_ai_value ai_compassion = low_positive_ai_value ai_amenity_target_baseline = -0.2 compatibility = { humble = @pos_compat_high content = @pos_compat_low generous = @pos_compat_low compassionate = @pos_compat_low just = @pos_compat_low arrogant = @neg_compat_high greedy = @neg_compat_medium ambitious = @neg_compat_medium } } deceitful = { category = personality opposites = { honest } diplomacy = -2 intrigue = 4 culture_modifier = { parameter = forest_trait_bonuses forest_advantage = 2 taiga_advantage = 2 } culture_modifier = { parameter = jungle_trait_bonuses jungle_advantage = 2 } culture_modifier = { parameter = palace_politics_trait_bonuses monthly_influence = 0.25 } opposite_opinion = -10 flag = can_improve_hostile_schemes_decision ruler_designer_cost = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_deceitful_desc } desc = trait_deceitful_character_desc } } ai_honor = high_negative_ai_value ai_compassion = very_low_negative_ai_value ai_rationality = very_low_positive_ai_value ai_boldness = very_low_negative_ai_value compatibility = { deceitful = @pos_compat_medium charming = @pos_compat_medium ambitious = @pos_compat_low honest = @neg_compat_medium just = @neg_compat_medium trusting = @neg_compat_medium #"Why are they so gullible?!" paranoid = @neg_compat_low #"Why are they so hard to fool?!" compassionate = @neg_compat_low eccentric = @neg_compat_low #"What even is this person" } } honest = { category = personality opposites = { deceitful } diplomacy = 2 intrigue = -4 courtly_opinion = 5 opposite_opinion = -10 same_opinion = 10 culture_modifier = { parameter = dry_trait_bonuses drylands_attrition_mult = -0.15 desert_attrition_mult = -0.15 } culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 5 } ruler_designer_cost = 20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_honest_desc } desc = trait_honest_character_desc } } ai_honor = high_positive_ai_value ai_boldness = very_low_positive_ai_value ai_compassion = very_low_positive_ai_value ai_sociability = low_positive_ai_value compatibility = { honest = @pos_compat_high just = @pos_compat_medium trusting = @pos_compat_medium compassionate = @pos_compat_low deceitful = @neg_compat_high charming = @neg_compat_medium paranoid = @neg_compat_medium } } craven = { category = personality opposites = { brave } martial = -2 prowess = -3 intrigue = 2 attraction_opinion = -10 glory_hound_opinion = -15 courtly_opinion = -5 same_opinion = 20 owned_scheme_secrecy_add = 10 enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value character_travel_safety_mult = 0.25 culture_modifier = { parameter = craven_and_content_traits_looked_down_upon same_culture_opinion = -15 } culture_modifier = { parameter = craven_trait_costs_prestige monthly_prestige = -0.5 } ruler_designer_cost = -10 flag = lower_chance_of_dying_in_combat desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_craven_desc } desc = trait_craven_character_desc } } ai_energy = low_negative_ai_value ai_boldness = dominant_negative_ai_value ai_rationality = very_low_positive_ai_value ai_sociability = low_negative_ai_value compatibility = { craven = @pos_compat_low patient = @pos_compat_low calm = @pos_compat_low content = @pos_compat_low brave = @neg_compat_medium wrathful = @neg_compat_high sadistic = @neg_compat_high callous = @neg_compat_medium impatient = @neg_compat_low ambitious = @neg_compat_low deceitful = @neg_compat_low } } brave = { category = personality opposites = { craven } martial = 2 prowess = 3 attraction_opinion = 10 glory_hound_opinion = 10 opposite_opinion = -10 same_opinion = 10 culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 10 } culture_modifier = { parameter = mountain_trait_bonuses mountains_max_combat_roll = 3 desert_mountains_max_combat_roll = 3 } culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = hill_trait_bonuses hills_advantage = 4 hills_attrition_mult = -0.25 } culture_modifier = { parameter = honorable_trait_bonuses same_culture_opinion = 10 monthly_prestige_gain_mult = 0.05 } ruler_designer_cost = 40 flag = higher_chance_of_dying_in_battle desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_brave_desc } desc = trait_brave_character_desc } } ai_energy = low_positive_ai_value ai_boldness = dominant_positive_ai_value ai_rationality = low_negative_ai_value ai_sociability = low_positive_ai_value ai_amenity_target_baseline = 0.1 compatibility = { brave = @pos_compat_high ambitious = @pos_compat_medium rowdy = @pos_compat_medium gallant = @pos_compat_low lifestyle_blademaster = @pos_compat_low strategist = @pos_compat_low overseer = @pos_compat_low gallant = @pos_compat_low craven = @neg_compat_high lazy = @neg_compat_medium calm = @neg_compat_low content = @neg_compat_low } } shy = { category = personality opposites = { gregarious } diplomacy = -2 learning = 1 enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value personal_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value character_travel_safety_mult = 0.25 epidemic_resistance = 5 attraction_opinion = -5 same_opinion = 10 parochial_opinion = 10 flag = trait_unlocks_t4_withdraw_from_view culture_modifier = { parameter = introverted_trait_bonuses same_culture_opinion = 10 monthly_piety_gain_mult = 0.1 } culture_modifier = { parameter = palace_politics_trait_maluses monthly_influence = -0.25 } ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_shy_desc } desc = trait_shy_character_desc } } ai_boldness = low_negative_ai_value ai_zeal = very_low_negative_ai_value ai_vengefulness = very_low_negative_ai_value ai_sociability = dominant_negative_ai_value ai_amenity_target_baseline = -0.1 compatibility = { shy = @pos_compat_medium content = @pos_compat_low calm = @pos_compat_low craven = @pos_compat_low chaste = @pos_compat_low celibate = @pos_compat_low eccentric = @pos_compat_low gregarious = @neg_compat_high curious = @neg_compat_medium wrathful = @neg_compat_medium ambitious = @neg_compat_low lustful = @neg_compat_low } } gregarious = { category = personality opposites = { shy } diplomacy = 2 personal_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value attraction_opinion = 5 same_opinion = 10 courtly_opinion = 5 monthly_influence = 0.1 culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 5 } culture_modifier = { parameter = gregarious_trait_gives_bonuses monthly_diplomacy_lifestyle_xp_gain_mult = 0.1 } ruler_designer_cost = 30 culture_modifier = { parameter = life_is_a_joke_trait_same_culture_opinion same_culture_opinion = 5 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_gregarious_desc } desc = trait_gregarious_character_desc } } ai_boldness = low_positive_ai_value ai_compassion = medium_positive_ai_value ai_sociability = dominant_positive_ai_value ai_amenity_target_baseline = 0.5 compatibility = { gregarious = @pos_compat_high curious = @pos_compat_medium charming = @pos_compat_high compassionate = @pos_compat_medium honest = @pos_compat_medium lustful = @pos_compat_medium lifestyle_reveler = @pos_compat_medium diplomat = @pos_compat_medium family_first = @pos_compat_medium august = @pos_compat_medium gallant = @pos_compat_medium eccentric = @pos_compat_medium trusting = @pos_compat_low shy = @neg_compat_medium callous = @neg_compat_medium sadistic = @neg_compat_medium chaste = @neg_compat_low celibate = @neg_compat_low craven = @neg_compat_low } } ambitious = { category = personality opposites = { content } intrigue = 1 stewardship = 1 diplomacy = 1 martial = 1 learning = 1 prowess = 1 culture_modifier = { parameter = mountain_trait_bonuses mountains_advantage = 2 desert_mountains_advantage = 2 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 3 desert_max_combat_roll = 3 } culture_modifier = { parameter = ambitious_trait_penalty same_culture_opinion = -15 } culture_modifier = { parameter = palace_politics_trait_bonuses monthly_influence = 0.35 } opinion_of_liege = -15 same_opinion = -15 glory_hound_opinion = 10 stress_gain_mult = 0.25 ai_war_cooldown = -0.25 ai_war_chance = 1 ai_amenity_target_baseline = 0.25 ai_amenity_spending = 0.1 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_ambitious_desc } desc = trait_ambitious_character_desc } } ai_honor = low_negative_ai_value ai_greed = very_high_positive_ai_value ai_energy = very_high_positive_ai_value ai_boldness = high_positive_ai_value ai_zeal = very_low_positive_ai_value ai_sociability = low_positive_ai_value compatibility = { ambitious = @pos_compat_low diligent = @pos_compat_low greedy = @pos_compat_low brave = @pos_compat_low rowdy = @pos_compat_low content = @neg_compat_medium lazy = @neg_compat_medium craven = @neg_compat_medium generous = @neg_compat_low trusting = @neg_compat_low } } content = { category = personality opposites = { ambitious } intrigue = -1 learning = 2 opinion_of_liege = 20 opinion_of_vassal = 10 same_opinion = 20 parochial_opinion = 10 stress_loss_mult = 0.1 ai_war_chance = -0.25 ruler_designer_cost = 20 culture_modifier = { parameter = craven_and_content_traits_looked_down_upon same_culture_opinion = -15 } culture_modifier = { parameter = hill_trait_bonuses hills_advantage = 2 } culture_modifier = { parameter = introverted_trait_bonuses same_culture_opinion = 10 monthly_piety_gain_mult = 0.1 } culture_modifier = { parameter = life_is_a_joke_trait_same_culture_opinion same_culture_opinion = 5 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_content_desc } desc = trait_content_character_desc } } ai_honor = very_low_positive_ai_value ai_greed = high_negative_ai_value ai_energy = medium_negative_ai_value ai_boldness = medium_negative_ai_value ai_zeal = very_low_negative_ai_value ai_vengefulness = very_low_negative_ai_value ai_sociability = very_low_negative_ai_value ai_amenity_spending = -0.1 compatibility = { content = @pos_compat_medium lazy = @pos_compat_low calm = @pos_compat_low generous = @pos_compat_low forgiving = @pos_compat_low ambitious = @neg_compat_medium diligent = @neg_compat_low greedy = @neg_compat_low brave = @neg_compat_low vengeful = @neg_compat_low } } arbitrary = { category = personality opposites = { just } stewardship = -2 learning = -1 intrigue = 3 stress_gain_mult = -0.5 dread_baseline_add = 15 culture_modifier = { parameter = palace_politics_trait_bonuses monthly_influence = 0.15 } vassal_opinion = -5 flag = can_dismiss_hooks_interaction flag = trait_unlocks_t2_arbitrary_arrests ruler_designer_cost = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_arbitrary_desc } desc = trait_arbitrary_character_desc } } ai_honor = dominant_negative_ai_value ai_rationality = low_negative_ai_value ai_zeal = very_low_negative_ai_value ai_compassion = very_low_negative_ai_value ai_boldness = very_low_positive_ai_value compatibility = { eccentric = @pos_compat_medium arbitrary = @pos_compat_low fickle = @pos_compat_low just = @neg_compat_medium zealous = @neg_compat_low stubborn = @neg_compat_low honest = @neg_compat_low } } just = { category = personality opposites = { arbitrary } stewardship = 2 learning = 1 intrigue = -3 parochial_opinion = 15 minority_opinion = 15 opposite_opinion = -10 same_opinion = 10 flag = initial_legitimacy_boost culture_modifier = { parameter = just_trait_gives_bonuses monthly_prestige_gain_mult = 0.05 diplomacy_per_prestige_level = 1 } culture_modifier = { parameter = honorable_trait_bonuses same_culture_opinion = 10 monthly_prestige_gain_mult = 0.05 } ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_just_desc } desc = trait_just_character_desc } } ai_honor = dominant_positive_ai_value ai_zeal = very_low_positive_ai_value ai_vengefulness = very_low_positive_ai_value ai_rationality = low_positive_ai_value ai_amenity_target_baseline = 0.05 ai_amenity_spending = 0.05 compatibility = { just = @pos_compat_high zealous = @pos_compat_medium honest = @pos_compat_medium compassionate = @pos_compat_medium gallant = @pos_compat_medium trusting = @pos_compat_low brave = @pos_compat_low arbitrary = @neg_compat_high deceitful = @neg_compat_medium sadistic = @neg_compat_medium callous = @neg_compat_medium fickle = @neg_compat_low greedy = @neg_compat_low eccentric = @neg_compat_low } } cynical = { category = personality opposites = { zealous } intrigue = 2 learning = 2 monthly_piety_gain_mult = -0.2 faith_conversion_piety_cost_mult = -0.2 opposite_opinion = -10 same_opinion = 10 zealot_opinion = -15 culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_gold_cost = 0.2 church_holding_holding_build_gold_cost = 0.2 } culture_modifier = { parameter = life_is_a_joke_trait_same_culture_opinion same_culture_opinion = 5 } ruler_designer_cost = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_cynical_desc } desc = trait_cynical_character_desc } } ai_rationality = medium_positive_ai_value ai_energy = low_negative_ai_value ai_zeal = dominant_negative_ai_value ai_compassion = very_low_negative_ai_value compatibility = { cynical = @pos_compat_high whole_of_body = @pos_compat_medium scholar = @pos_compat_medium theologian = @pos_compat_medium honest = @pos_compat_low intellect_good_1 = @pos_compat_low intellect_good_2 = @pos_compat_low intellect_good_3 = @pos_compat_low shrewd = @pos_compat_low zealous = @neg_compat_high intellect_bad_1 = @neg_compat_medium intellect_bad_2 = @neg_compat_medium intellect_bad_3 = @neg_compat_medium trusting = @neg_compat_low } } zealous = { category = personality opposites = { cynical } martial = 2 monthly_piety_gain_mult = 0.2 faith_conversion_piety_cost_mult = 0.2 opposite_opinion = -10 same_opinion_if_same_faith = 15 opinion_of_different_faith = -35 zealot_opinion = 15 culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 2 desert_advantage = 2 } culture_modifier = { parameter = build_bonuses_on_religious_traits church_holding_build_gold_cost = -0.25 church_holding_holding_build_gold_cost = -0.25 } ruler_designer_cost = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_zealous_desc } desc = trait_zealous_character_desc } } ai_rationality = low_negative_ai_value ai_energy = low_positive_ai_value ai_zeal = dominant_positive_ai_value compatibility = { zealous = @pos_compat_high just = @pos_compat_medium devoted = @pos_compat_medium ambitious = @pos_compat_low trusting = @pos_compat_low whole_of_body = @pos_compat_low scholar = @pos_compat_low theologian = @pos_compat_low cynical = @neg_compat_high craven = @neg_compat_medium content = @neg_compat_low paranoid = @neg_compat_low drunkard = @neg_compat_low lifestyle_herbalist = @neg_compat_low lifestyle_mystic = @neg_compat_low eccentric = @neg_compat_low } } paranoid = { category = personality opposites = { trusting } diplomacy = -1 intrigue = 3 stress_gain_mult = 1 dread_gain_mult = 0.25 enemy_scheme_secrecy_add = -10 enemy_personal_scheme_success_chance_add = -25 character_travel_speed = -10 character_travel_safety = 10 flag = trait_unlocks_t2_countermeasures culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 2 taiga_min_combat_roll = 2 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 2 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 2 } culture_modifier = { parameter = palace_politics_trait_bonuses monthly_influence = 0.15 } opinion_of_vassal = -10 ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_paranoid_desc } desc = trait_paranoid_character_desc } } ai_honor = low_negative_ai_value ai_boldness = low_negative_ai_value ai_rationality = low_negative_ai_value ai_vengefulness = low_positive_ai_value ai_compassion = very_low_negative_ai_value ai_sociability = medium_negative_ai_value ai_amenity_target_baseline = -0.1 compatibility = { paranoid = @pos_compat_low cynical = @pos_compat_low honest = @pos_compat_low trusting = @neg_compat_high forgiving = @neg_compat_medium deceitful = @neg_compat_high sadistic = @neg_compat_high callous = @neg_compat_high vengeful = @neg_compat_high gregarious = @neg_compat_medium lustful = @neg_compat_medium greedy = @neg_compat_medium ambitious = @neg_compat_medium eccentric = @neg_compat_medium } } trusting = { category = personality opposites = { paranoid } diplomacy = 2 intrigue = -2 enemy_hostile_scheme_success_chance_add = 15 opinion_of_liege = 15 opinion_of_vassal = 15 character_travel_safety = -10 flag = can_offer_strong_hook_to_agents culture_modifier = { parameter = palace_politics_trait_maluses monthly_influence = -0.25 } ruler_designer_cost = 10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_trusting_desc } desc = trait_trusting_character_desc } } ai_honor = medium_positive_ai_value ai_rationality = low_negative_ai_value ai_vengefulness = low_negative_ai_value ai_compassion = low_positive_ai_value ai_sociability = medium_positive_ai_value compatibility = { trusting = @pos_compat_medium honest = @pos_compat_medium compassionate = @pos_compat_low paranoid = @neg_compat_medium deceitful = @neg_compat_medium callous = @neg_compat_low sadistic = @neg_compat_low vengeful = @neg_compat_low } } compassionate = { category = personality opposites = { callous sadistic } diplomacy = 2 intrigue = -2 minority_opinion = 15 courtly_opinion = 10 dread_decay_mult = 1 dread_baseline_add = -15 opposite_opinion = -15 attraction_opinion = 5 culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 5 } culture_modifier = { parameter = stress_loss_bonus_from_harmonious_traits stress_loss_mult = 0.15 } ruler_designer_cost = 10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_compassionate_desc } desc = trait_compassionate_character_desc } } ai_honor = medium_positive_ai_value ai_greed = low_negative_ai_value ai_compassion = dominant_positive_ai_value ai_sociability = medium_positive_ai_value ai_amenity_target_baseline = 0.1 ai_amenity_spending = 0.05 compatibility = { compassionate = @pos_compat_high generous = @pos_compat_high honest = @pos_compat_medium just = @pos_compat_medium forgiving = @pos_compat_medium trusting = @pos_compat_low gregarious = @pos_compat_low curious = @pos_compat_medium calm = @pos_compat_low patient = @pos_compat_low eccentric = @pos_compat_low callous = @neg_compat_high sadistic = @neg_compat_high deceitful = @neg_compat_medium arbitrary = @neg_compat_medium vengeful = @neg_compat_medium greedy = @neg_compat_low paranoid = @neg_compat_low wrathful = @neg_compat_low torturer = @neg_compat_low } } callous = { category = personality opposites = { compassionate sadistic } diplomacy = -2 intrigue = 2 courtly_opinion = -10 tyranny_gain_mult = -0.2 dread_gain_mult = 0.25 dread_decay_mult = -0.25 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } attraction_opinion = -5 close_relative_opinion = -5 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_callous_desc } desc = trait_callous_character_desc } } ai_honor = medium_negative_ai_value ai_rationality = very_low_positive_ai_value ai_compassion = dominant_negative_ai_value ai_sociability = very_low_negative_ai_value compatibility = { callous = @pos_compat_low arbitrary = @pos_compat_low compassionate = @neg_compat_high curious = @neg_compat_low generous = @neg_compat_high just = @neg_compat_medium forgiving = @neg_compat_medium trusting = @neg_compat_low } } sadistic = { category = personality opposites = { compassionate callous } intrigue = 2 prowess = 4 dread_baseline_add = 35 general_opinion = -10 courtly_opinion = -10 ruler_designer_cost = 40 flag = can_murder_own_children desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_sadistic_desc } desc = trait_sadistic_character_desc } } ai_honor = very_high_negative_ai_value ai_compassion = dominant_negative_ai_value compatibility = { sadistic = @pos_compat_medium torturer = @pos_compat_low callous = @pos_compat_low arbitrary = @pos_compat_low compassionate = @neg_compat_high generous = @neg_compat_high just = @neg_compat_medium forgiving = @neg_compat_medium trusting = @neg_compat_low curious = @neg_compat_low } } stubborn = { category = personality opposites = { fickle eccentric } stewardship = 3 negate_health_penalty_add = 0.25 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_min_combat_roll = 2 desert_mountains_min_combat_roll = 2 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 5 } liege_opinion = -5 minority_opinion = -5 parochial_opinion = -10 courtly_opinion = -10 ruler_designer_cost = 30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_stubborn_desc } desc = trait_stubborn_character_desc } } ai_honor = medium_positive_ai_value ai_rationality = very_low_negative_ai_value ai_vengefulness = medium_positive_ai_value ai_amenity_target_baseline = 0.1 ai_amenity_spending = 0.05 compatibility = { patient = @pos_compat_low forgiving = @neg_compat_low fickle = @neg_compat_low } } fickle = { category = personality opposites = { stubborn eccentric } intrigue = 1 diplomacy = 2 stewardship = -2 culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 2 taiga_max_combat_roll = 2 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 2 } culture_modifier = { parameter = life_is_a_joke_trait_same_culture_opinion same_culture_opinion = 5 } enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value ruler_designer_cost = 25 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_fickle_desc } desc = trait_fickle_character_desc } } ai_honor = low_negative_ai_value ai_rationality = low_negative_ai_value ai_boldness = low_positive_ai_value ai_vengefulness = low_negative_ai_value compatibility = { fickle = @pos_compat_low forgiving = @pos_compat_low stubborn = @neg_compat_medium } } eccentric = { category = personality opposites = { fickle stubborn } learning = 2 diplomacy = -2 stress_gain_mult = 0.5 stress_loss_mult = 0.5 monthly_lifestyle_xp_gain_mult = 0.2 same_opinion = 10 flag = trait_unlocks_t2_withdraw_from_view culture_modifier = { parameter = life_is_a_joke_trait_same_culture_opinion same_culture_opinion = 5 } ruler_designer_cost = 15 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_eccentric_desc } desc = trait_eccentric_character_desc } } ai_rationality = dominant_negative_ai_value ai_honor = low_negative_ai_value ai_boldness = very_high_positive_ai_value ai_sociability = low_negative_ai_value compatibility = { patient = @pos_compat_high arbitrary = @pos_compat_low shy = @pos_compat_low gregarious = @pos_compat_low compassionate = @pos_compat_low stubborn = @neg_compat_medium fickle = @neg_compat_medium zealous = @neg_compat_medium just = @neg_compat_medium wrathful = @neg_compat_medium impatient = @neg_compat_medium deceitful = @neg_compat_medium paranoid = @neg_compat_medium } random_creation_weight = 0.05 } vengeful = { category = personality opposites = { forgiving } diplomacy = -2 intrigue = 2 prowess = 2 dread_gain_mult = 0.15 culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 3 desert_advantage = 3 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 5 } culture_modifier = { parameter = vengeful_positive_forgiving_negative same_culture_opinion = 15 hostile_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value } ruler_designer_cost = 30 flag = extra_scheme_success_chance_vs_rivals flag = can_fabricate_hooks_on_rivals desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_vengeful_desc } desc = trait_vengeful_character_desc } } ai_honor = very_low_negative_ai_value ai_rationality = very_low_negative_ai_value ai_energy = very_low_positive_ai_value ai_vengefulness = dominant_positive_ai_value ai_compassion = low_negative_ai_value compatibility = { forgiving = @neg_compat_high content = @neg_compat_medium compassionate = @neg_compat_low } } forgiving = { category = personality opposites = { vengeful } diplomacy = 2 intrigue = -2 learning = 1 prisoner_opinion = 15 opposite_opinion = -10 same_opinion = 10 minority_opinion = 15 flag = can_abandon_hooks_interaction ruler_designer_cost = 25 culture_modifier = { parameter = trait_county_opinion_modifiers county_opinion_add = 5 } culture_modifier = { parameter = vengeful_positive_forgiving_negative same_culture_opinion = -10 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_forgiving_desc } desc = trait_forgiving_character_desc } } ai_honor = low_positive_ai_value ai_rationality = very_low_positive_ai_value ai_energy = very_low_negative_ai_value ai_vengefulness = dominant_negative_ai_value ai_compassion = medium_positive_ai_value compatibility = { forgiving = @pos_compat_high compassionate = @pos_compat_medium honest = @pos_compat_medium generous = @pos_compat_low just = @pos_compat_low trusting = @pos_compat_low gregarious = @pos_compat_low calm = @pos_compat_low patient = @pos_compat_low vengeful = @neg_compat_high callous = @neg_compat_medium sadistic = @neg_compat_medium deceitful = @neg_compat_medium arbitrary = @neg_compat_low paranoid = @neg_compat_low wrathful = @neg_compat_low } } ############### Child Personality ############## rowdy = { category = childhood minimum_age = 3 maximum_age = 15 martial = 1 intrigue = 1 ruler_designer_cost = 5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_rowdy_desc } desc = trait_rowdy_character_desc } } ai_energy = 25 ai_boldness = 25 ai_rationality = -15 ai_compassion = -15 ai_vengefulness = 15 ai_honor = -15 ai_sociability = 15 compatibility = { rowdy = @pos_compat_high brave = @pos_compat_high ambitious = @pos_compat_high bossy = @pos_compat_low curious = @pos_compat_low pensive = @neg_compat_low craven = @neg_compat_low calm = @neg_compat_low } } charming = { category = childhood minimum_age = 3 maximum_age = 15 intrigue = 1 diplomacy = 1 learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value ruler_designer_cost = 5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_charming_desc } desc = trait_charming_character_desc } } ai_vengefulness = 15 ai_greed = 25 ai_honor = -15 ai_rationality = 15 ai_compassion = 15 ai_sociability = 25 ai_amenity_target_baseline = 0.1 ai_amenity_spending = 0.05 compatibility = { charming = @pos_compat_low gregarious = @pos_compat_medium deceitful = @pos_compat_low ambitious = @pos_compat_low bossy = @pos_compat_low curious = @neg_compat_medium honest = @neg_compat_medium content = @neg_compat_medium just = @neg_compat_medium shy = @neg_compat_high } } curious = { category = childhood minimum_age = 3 maximum_age = 15 diplomacy = 1 learning = 1 learn_language_scheme_phase_duration_add = major_scheme_phase_duration_bonus_value ruler_designer_cost = 5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_curious_desc } desc = trait_curious_character_desc } } ai_compassion = 25 ai_honor = 15 ai_vengefulness = -15 ai_boldness = 25 ai_energy = 15 ai_sociability = 15 compatibility = { curious = @pos_compat_high gregarious = @pos_compat_medium compassionate = @pos_compat_medium rowdy = @pos_compat_medium charming = @pos_compat_low shy = @neg_compat_high callous = @neg_compat_medium sadistic = @neg_compat_medium deceitful = @neg_compat_low } } pensive = { category = childhood minimum_age = 3 maximum_age = 15 learning = 1 stewardship = 1 learn_language_scheme_phase_duration_add = major_scheme_phase_duration_bonus_value ruler_designer_cost = 5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_pensive_desc } desc = trait_pensive_character_desc } } ai_rationality = 25 ai_greed = -15 ai_energy = 15 ai_boldness = -15 ai_honor = 15 ai_sociability = -25 compatibility = { pensive = @pos_compat_high whole_of_body = @pos_compat_high scholar = @pos_compat_high theologian = @pos_compat_high diligent = @pos_compat_low intellect_good_1 = @pos_compat_low intellect_good_2 = @pos_compat_low intellect_good_3 = @pos_compat_low shrewd = @pos_compat_low rowdy = @neg_compat_medium bossy = @neg_compat_low lazy = @neg_compat_low } } bossy = { category = childhood minimum_age = 3 maximum_age = 15 stewardship = 1 martial = 1 ruler_designer_cost = 5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_bossy_desc } desc = trait_bossy_character_desc } } ai_boldness = 25 ai_greed = 25 ai_vengefulness = 15 ai_honor = 15 ai_rationality = 15 compatibility = { bossy = @pos_compat_low ambitious = @pos_compat_low greedy = @pos_compat_low rowdy = @pos_compat_low content = @neg_compat_low pensive = @neg_compat_low } } ############### Stress Traits ############## drunkard = { # Substance Abuse (Alcohol) category = fame stewardship = -2 prowess = -2 health = -0.15 stress_loss_mult = 0.2 same_opinion = 10 character_travel_safety = -10 ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_drunkard_desc } desc = trait_drunkard_character_desc } } ai_rationality = -10 ai_energy = -15 compatibility = { temperate = @neg_compat_low } } hashishiyah = { # Substance Abuse (Hashish) category = fame stewardship = -2 learning = -2 stress_loss_mult = 0.2 same_opinion = 10 ruler_designer_cost = 5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_hashishiyah_desc } desc = trait_hashishiyah_character_desc } } ai_energy = -15 ai_vengefulness = -10 compatibility = { temperate = @neg_compat_low } } rakish = { # Brothel-frequenter. category = fame intrigue = 1 diplomacy = -1 stress_loss_mult = 0.2 same_opinion = 5 attraction_opinion = -5 ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_rakish_desc } desc = trait_rakish_character_desc } } ai_honor = -10 ai_greed = 10 ai_energy = -10 ai_zeal = -10 ai_sociability = low_positive_ai_value compatibility = { chaste = @neg_compat_low } } reclusive = { # Hides away from relationships and responsibilities. category = fame diplomacy = -2 stewardship = -1 stress_loss_mult = 0.2 epidemic_resistance = 10 ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_reclusive_desc } desc = trait_reclusive_character_desc } } flag = trait_unlocks_t3_withdraw_from_view ai_energy = -10 ai_boldness = -10 ai_sociability = medium_negative_ai_value compatibility = { gregarious = @neg_compat_low } } irritable = { # Prone to outbursts and tantrums. category = fame diplomacy = -2 martial = -1 prowess = 2 dread_gain_mult = 0.1 stress_loss_mult = 0.2 ai_war_chance = 0.25 ai_war_cooldown = -0.25 flag = can_duel_anyone_interaction ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_irritable_desc } desc = trait_irritable_character_desc } } attraction_opinion = -5 ai_rationality = -20 ai_energy = 10 ai_boldness = 10 ai_vengefulness = 10 ai_compassion = -10 compatibility = { compassionate = @neg_compat_low gregarious = @neg_compat_low calm = @neg_compat_low } } flagellant = { # Habitually self-harms; whipping is the 'primary' one but cutting, burning, etc. could also be options. category = fame prowess = -2 health = -0.15 stress_loss_mult = 0.2 ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_flagellant_desc } desc = trait_flagellant_character_desc } } ai_honor = 10 ai_zeal = 25 ai_boldness = 5 compatibility = { cynical = @neg_compat_low } } profligate = { # Subject to compulsive spending. Maybe also gambling? category = fame opposites = { improvident } monthly_prestige = 0.5 monthly_income_mult = -0.10 stress_loss_mult = 0.2 courtly_opinion = 10 ruler_designer_cost = 10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_profligate_desc } desc = trait_profligate_character_desc } } ai_greed = 10 ai_compassion = -10 ai_amenity_target_baseline = 0.15 ai_amenity_spending = 0.2 compatibility = { generous = @neg_compat_low } } improvident = { # Habitually gives money to charity. category = fame opposites = { profligate } monthly_income_mult = -0.15 monthly_piety = 0.5 diplomacy = 1 stress_loss_mult = 0.2 zealot_opinion = 10 ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_improvident_desc } desc = trait_improvident_character_desc } } ai_greed = -10 ai_compassion = 10 ai_amenity_spending = 0.15 compatibility = { greedy = @neg_compat_low } } contrite = { # Compulsively reveals own/other's Secrets. If no known Secrets, may reveal 'minor secrets', e.g., things which aren't true Secrets but may harm other's Opinions of the character. category = fame intrigue = -2 stress_loss_mult = 0.2 ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_contrite_desc } desc = trait_contrite_character_desc } } ai_honor = 10 ai_zeal = 10 ai_vengefulness = -10 ai_compassion = 10 compatibility = { gregarious = @neg_compat_low deceitful = @neg_compat_low } } comfort_eater = { # Eats food to relieve stress. category = fame opposites = { inappetetic } stewardship = -1 stress_loss_mult = 0.2 ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_comfort_eater_desc } desc = trait_comfort_eater_character_desc } } ai_greed = 5 ai_energy = -5 compatibility = { temperate = @neg_compat_low } } inappetetic = { # Avoids eating food when stressed category = fame opposites = { comfort_eater } diplomacy = -1 prowess = -3 stress_loss_mult = 0.2 ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_inappetetic_desc } desc = trait_inappetetic_character_desc } } ai_greed = -5 ai_energy = -10 compatibility = { gluttonous = @neg_compat_low } } journaller = { # Writes down thoughts to relieve stress (Healthy) category = fame learning = 1 stress_loss_mult = 0.2 ruler_designer_cost = 15 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_journaller_desc } desc = trait_journaller_character_desc } } ai_rationality = 10 } confider = { # Has a close friend to relieve stress (Healthy) diplomacy = 1 stress_loss_mult = 0.2 ruler_designer_cost = 15 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_confider_desc } desc = trait_confider_character_desc } } ai_compassion = 10 ai_sociability = low_positive_ai_value } athletic = { # Exercises to relieve stress (Healthy) category = fame prowess = 1 health = 0.25 stress_loss_mult = 0.2 culture_modifier = { parameter = hard_working_traits_more_valued farmlands_development_growth_factor = 0.2 floodplains_development_growth_factor = 0.2 county_fertility_growth_mult = tiny_county_fertility_growth_gain } ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_athletic_desc } desc = trait_athletic_character_desc } } ai_energy = 25 ai_boldness = 5 } ############### Health ############## pregnant = { category = health prowess = -2 flag = no_message shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_pregnant_desc } desc = trait_pregnant_character_desc } } ai_energy = -15 } depressed_1 = { category = health group_equivalence = depressed level = 1 diplomacy = -1 stewardship = -1 martial = -1 intrigue = -1 health = -0.5 fertility = -0.1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_depressed_1_desc } desc = trait_depressed_1_character_desc } } ai_energy = -15 ai_sociability = medium_negative_ai_value } depressed_genetic = { birth = 0.5 random_creation = 0.5 genetic = yes category = health group_equivalence = depressed level = 2 diplomacy = -1 stewardship = -1 martial = -1 intrigue = -1 health = -0.5 fertility = -0.1 shown_in_encyclopedia = no ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_depressed_genetic_desc } desc = trait_depressed_genetic_character_desc } } ai_energy = -15 #ai_sociability = medium_negative_ai_value } lunatic_1 = { # Highly event driven, Schizophrenia group_equivalence = lunatic level = 1 vassal_opinion = -10 attraction_opinion = -10 same_opinion = 10 enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value health = -0.25 category = health shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lunatic_1_desc } desc = trait_lunatic_1_character_desc } } ai_honor = -10 ai_rationality = -200 ai_boldness = 50 } lunatic_genetic = { # Highly event driven, Schizophrenia birth = 0.5 random_creation = 0.5 genetic = yes category = health group_equivalence = lunatic level = 2 health = -0.25 vassal_opinion = -10 attraction_opinion = -10 enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value same_opinion = 10 shown_in_encyclopedia = no ruler_designer_cost = -15 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lunatic_genetic_desc } desc = trait_lunatic_genetic_character_desc } } ai_honor = -10 ai_rationality = -200 ai_boldness = 50 } possessed_1 = { # Highly event driven, Temporal lobe epilepsy group_equivalence = possessed level = 1 category = health monthly_learning_lifestyle_xp_gain_mult = 0.1 health = -0.5 attraction_opinion = -10 same_opinion = 15 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_possessed_1_desc } desc = trait_possessed_1_character_desc } } ai_rationality = -30 ai_boldness = 25 ai_vengefulness = 25 } possessed_genetic = { # Highly event driven, Temporal lobe epilepsy birth = 0.5 random_creation = 0.5 genetic = yes category = health group_equivalence = possessed level = 2 monthly_learning_lifestyle_xp_gain_mult = 0.1 health = -0.5 attraction_opinion = -10 same_opinion = 15 shown_in_encyclopedia = no ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_possessed_genetic_desc } desc = trait_possessed_genetic_character_desc } } ai_rationality = -30 ai_boldness = 25 ai_vengefulness = 25 } ill = { opposites = { pneumonic } health = -1 elderly_health = -1 prowess_mult = -0.4 fertility = -0.2 category = health dread_baseline_add = -10 dread_loss_mult = 1 ruler_designer_cost = 0 flag = illness flag = debilitating_illness flag = blocks_getting_non_epidemic_disease flag = is_healthy_trigger_flag desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_ill_desc } desc = trait_ill_character_desc } } ai_energy = -25 } pneumonic = { opposites = { ill } diplomacy = -2 stewardship = -2 martial = -2 intrigue = -2 learning = -2 health = -3 elderly_health = -2 prowess_mult = -0.8 fertility = -0.5 category = health dread_baseline_add = -10 dread_loss_mult = 1 ruler_designer_cost = 0 flag = illness flag = debilitating_illness flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_pneumonic_desc } desc = trait_pneumonic_character_desc } } ai_energy = -50 } great_pox = { #Syphilis inherit_chance = 10 diplomacy = -1 stewardship = -1 martial = -1 intrigue = -1 learning = -1 health = -1 fertility = -0.2 category = health dread_baseline_add = -20 dread_loss_mult = 1 attraction_opinion = -10 ruler_designer_cost = -10 flag = illness flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_great_pox_desc } desc = trait_great_pox_character_desc } } ai_energy = -15 } early_great_pox = { #Great pox, but looks like lover's pox dread_baseline_add = -5 #Mimic's Lover's Pox loss at this stage. attraction_opinion = -20 category = health shown_in_ruler_designer = no shown_in_encyclopedia = no flag = illness desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_early_great_pox_desc } desc = trait_early_great_pox_character_desc } } } lovers_pox = { inherit_chance = 10 dread_baseline_add = -5 attraction_opinion = -20 category = health ruler_designer_cost = 0 flag = illness desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lovers_pox_desc } desc = trait_lovers_pox_character_desc } } } leper = { health = -1.5 prowess_mult = -0.8 fertility = -0.95 category = health dread_baseline_add = -20 dread_loss_mult = 1 attraction_opinion = -35 general_opinion = -10 ruler_designer_cost = -30 flag = illness flag = debilitating_illness flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_leper_desc } desc = trait_leper_character_desc } } ai_energy = -15 } # 'Wounded' wounded_1 = { martial = -1 intrigue = -1 health = -1 prowess = -2 category = health dread_baseline_add = -10 dread_loss_mult = 1 disables_combat_leadership = yes shown_in_ruler_designer = no flag = no_message desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_wounded_1_desc } desc = trait_wounded_1_character_desc } } ai_energy = -20 group = wounded level = 1 } # 'Severly Injured' wounded_2 = { martial = -2 intrigue = -2 health = -2 prowess = -4 fertility = -0.25 category = health dread_baseline_add = -15 dread_loss_mult = 1 attraction_opinion = -10 disables_combat_leadership = yes shown_in_ruler_designer = no flag = no_message flag = is_healthy_trigger_flag desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_wounded_2_desc } desc = trait_wounded_2_character_desc } } ai_energy = -30 group = wounded level = 2 } # 'Near Death' wounded_3 = { martial = -4 intrigue = -4 health = -4 prowess = -8 fertility = -0.75 category = health dread_baseline_add = -20 dread_loss_mult = 1 attraction_opinion = -20 disables_combat_leadership = yes shown_in_ruler_designer = no flag = no_message flag = is_healthy_trigger_flag desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_wounded_3_desc } desc = trait_wounded_3_character_desc } } ai_energy = -40 group = wounded level = 3 } maimed = { diplomacy = -2 martial = -2 stewardship = -2 intrigue = -2 learning = -2 prowess = -4 culture_modifier = { parameter = wounds_and_scars_give_bonuses monthly_prestige_gain_mult = 0.2 same_culture_opinion = 15 } culture_modifier = { parameter = palace_politics_trait_maluses monthly_influence = -0.35 } category = health dread_baseline_add = -15 dread_loss_mult = 1 attraction_opinion = -10 same_opinion = 5 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_maimed_desc } desc = trait_maimed_character_desc } } } one_eyed = { category = health learning = 1 prowess = -2 dread_baseline_add = 10 attraction_opinion = -5 culture_modifier = { parameter = wounds_and_scars_give_bonuses monthly_prestige_gain_mult = 0.1 same_culture_opinion = 5 } culture_modifier = { parameter = palace_politics_trait_maluses monthly_influence = -0.35 } ruler_designer_cost = 10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_one_eyed_desc } desc = trait_one_eyed_character_desc } } ai_energy = -10 } one_legged = { category = health learning = 1 prowess = -4 dread_baseline_add = -10 attraction_opinion = -10 culture_modifier = { parameter = wounds_and_scars_give_bonuses monthly_prestige_gain_mult = 0.15 same_culture_opinion = 10 } culture_modifier = { parameter = palace_politics_trait_maluses monthly_influence = -0.35 } ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_one_legged_desc } desc = trait_one_legged_character_desc } } ai_energy = -10 } disfigured = { category = health diplomacy = -4 fertility = -0.2 #No dread loss: you're not actually worse for wear physically or mentally. attraction_opinion = -20 culture_modifier = { parameter = wounds_and_scars_give_bonuses monthly_prestige_gain_mult = 0.15 same_culture_opinion = 10 } culture_modifier = { parameter = palace_politics_trait_maluses monthly_influence = -1 } ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_disfigured_desc } desc = trait_disfigured_character_desc } } ai_sociability = low_negative_ai_value } infirm = { diplomacy = -1 martial = -1 prowess_mult = -0.2 health = -0.25 fertility = -0.1 ai_energy = -10 flag = infirm_random_xp_gain flag = age_related_ailment flag = is_healthy_trigger_flag category = health disables_combat_leadership = yes ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_infirm_desc } desc = trait_infirm_character_desc } } tracks = { infirm = { 25 = { diplomacy = -1 martial = -1 stewardship = -1 prowess_mult = -0.2 health = -0.25 fertility = -0.1 dread_baseline_add = -5 dread_loss_mult = 0.25 attraction_opinion = -5 ai_energy = -10 } 50 = { diplomacy = -2 martial = -2 stewardship = -2 prowess_mult = -0.2 health = -0.25 fertility = -0.1 dread_baseline_add = -10 dread_loss_mult = 0.25 attraction_opinion = -5 ai_energy = -10 } 75 = { diplomacy = -2 martial = -2 stewardship = -2 prowess_mult = -0.2 health = -0.25 fertility = -0.1 dread_baseline_add = -10 dread_loss_mult = 0.25 attraction_opinion = -5 ai_energy = -10 } 100 = { diplomacy = -2 martial = -2 stewardship = -2 prowess_mult = -0.2 health = -0.25 fertility = -0.1 dread_baseline_add = -10 dread_loss_mult = 0.25 attraction_opinion = -5 ai_energy = -10 } } } } withering_mind = { learning = -2 monthly_lifestyle_xp_gain_mult = -0.25 stress_gain_mult = 0.2 ai_rationality = -25 flag = withering_mind_random_xp_gain flag = incapable_on_max_level flag = age_related_ailment flag = is_healthy_trigger_flag category = health ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_withering_mind_desc } desc = trait_withering_mind_character_desc } } tracks = { withering_mind = { 25 = { diplomacy_mult = -0.25 martial_mult = -0.25 stewardship_mult = -0.25 intrigue_mult = -0.25 learning_mult = -0.25 monthly_lifestyle_xp_gain_mult = -0.25 stress_gain_mult = 0.2 ai_rationality = -25 } 50 = { diplomacy_mult = -0.25 martial_mult = -0.25 stewardship_mult = -0.25 intrigue_mult = -0.25 learning_mult = -0.25 monthly_lifestyle_xp_gain_mult = -0.25 stress_gain_mult = 0.2 ai_rationality = -25 } 75 = { diplomacy_mult = -0.25 martial_mult = -0.25 stewardship_mult = -0.25 intrigue_mult = -0.25 learning_mult = -0.25 monthly_lifestyle_xp_gain_mult = -0.5 stress_gain_mult = 0.2 ai_rationality = -25 } 100 = { diplomacy_mult = -0.25 martial_mult = -0.25 stewardship_mult = -0.25 intrigue_mult = -0.25 learning_mult = -0.25 monthly_lifestyle_xp_gain_mult = -0.5 stress_gain_mult = 0.2 ai_rationality = -25 } } } } clouded_eyes = { martial = -1 prowess = -2 flag = clouded_eyes_random_xp_gain flag = age_related_ailment flag = is_healthy_trigger_flag flag = blind_on_max_level category = health ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_clouded_eyes_desc } desc = trait_clouded_eyes_character_desc } } tracks = { clouded_eyes = { 25 = { martial = -1 prowess = -2 } 50 = { martial = -1 prowess = -2 } 75 = { martial = -1 stewardship = -1 intrigue = -1 prowess = -2 dread_baseline_add = -5 attraction_opinion = -5 } 100 = { martial = -2 stewardship = -1 intrigue = -1 prowess = -2 health = -0.25 dread_baseline_add = -5 attraction_opinion = -5 } } } } faltering_heart = { health = -0.1 prowess = -1 character_travel_safety = -2 stress_gain_mult = 0.2 stress_loss_mult = -0.2 flag = faltering_heart_random_xp_gain flag = age_related_ailment flag = is_healthy_trigger_flag flag = death_on_max_level category = health ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_faltering_heart_desc } desc = trait_faltering_heart_character_desc } } tracks = { faltering_heart = { 25 = { health = -0.1 prowess = -1 character_travel_safety = -2 stress_gain_mult = 0.2 stress_loss_mult = -0.2 } 50 = { health = -0.1 prowess = -1 character_travel_safety = -2 stress_gain_mult = 0.2 stress_loss_mult = -0.2 } 75 = { health = -0.1 prowess = -1 character_travel_safety = -2 stress_gain_mult = 0.2 stress_loss_mult = -0.2 } 100 = { health = -100 } } } } fragile_bones = { character_travel_speed_mult = -0.1 prowess_mult = -0.1 advantage = -3 life_expectancy = -3 enemy_hostile_scheme_success_chance_max_add = 5 flag = fragile_bones_random_xp_gain flag = age_related_ailment flag = is_healthy_trigger_flag flag = wounds_twice_as_bad category = health ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_fragile_bones_desc } desc = trait_fragile_bones_character_desc } } tracks = { fragile_bones = { 25 = { character_travel_speed_mult = -0.1 prowess_mult = -0.1 advantage = -3 life_expectancy = -3 enemy_hostile_scheme_success_chance_max_add = 10 } 50 = { character_travel_speed_mult = -0.1 prowess_mult = -0.1 advantage = -3 life_expectancy = -3 enemy_hostile_scheme_success_chance_max_add = 10 } 75 = { character_travel_speed_mult = -0.1 prowess_mult = -0.1 advantage = -5 life_expectancy = -5 enemy_hostile_scheme_success_chance_max_add = 15 } 100 = { character_travel_speed_mult = -0.1 prowess_mult = -0.1 advantage = -10 life_expectancy = -10 enemy_hostile_scheme_success_chance_max_add = 15 } } } } incapable = { diplomacy_mult = -1 martial_mult = -1 stewardship_mult = -1 intrigue_mult = -1 learning_mult = -1 prowess_mult = -1 health = -2 dread_baseline_add = -25 dread_loss_mult = 1 category = health incapacitating = yes can_have_children = no disables_combat_leadership = yes shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_incapable_desc } desc = trait_incapable_character_desc } } ai_energy = -100 flag = is_healthy_trigger_flag } gout_ridden = { diplomacy_mult = -0.1 martial_mult = -0.1 prowess_mult = -0.2 health = -1 dread_baseline_add = -5 category = health attraction_opinion = -15 ruler_designer_cost = -5 flag = illness flag = debilitating_illness flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_gout_ridden_desc } desc = trait_gout_ridden_character_desc } } ai_energy = -15 } consumption = { # Tuberculosis diplomacy = -2 stewardship = -1 intrigue = -2 prowess_mult = -0.4 health = -2.5 child_health = -1 elderly_health = -2 category = health dread_baseline_add = -10 dread_loss_mult = 1 attraction_opinion = -10 ruler_designer_cost = 0 flag = illness flag = debilitating_illness flag = contagious_deadly_disease flag = epidemic_disease flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_consumption_desc } desc = trait_consumption_character_desc } } ai_energy = -50 } cancer = { health = -3 elderly_health = -1 fertility = -0.20 category = health dread_baseline_add = -15 dread_loss_mult = 1 ruler_designer_cost = -10 flag = illness flag = debilitating_illness flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_cancer_desc } desc = trait_cancer_character_desc } } ai_energy = -25 } typhus = { diplomacy = -1 stewardship = -2 intrigue = -1 learning = -2 prowess_mult = -0.8 health = -4.5 elderly_health = -1 fertility = -0.2 category = health dread_baseline_add = -15 dread_loss_mult = 1 attraction_opinion = -10 ruler_designer_cost = 0 flag = illness flag = debilitating_illness flag = contagious_deadly_disease flag = epidemic_disease flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_typhus_desc } desc = trait_typhus_character_desc } } ai_energy = -50 } bubonic_plague = { diplomacy = -2 martial = -3 stewardship = -2 intrigue = -3 learning = -2 prowess_mult = -0.8 health = -7 elderly_health = -2 fertility = -0.50 category = health dread_baseline_add = -30 dread_loss_mult = 1 attraction_opinion = -30 shown_in_ruler_designer = no flag = illness flag = debilitating_illness flag = contagious_deadly_disease flag = epidemic_disease flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_bubonic_plague_desc } desc = trait_bubonic_plague_character_desc } } ai_energy = -75 } smallpox = { diplomacy = -2 stewardship = -1 learning = -2 prowess_mult = -0.8 health = -4.5 elderly_health = -1.5 fertility = -0.25 category = health dread_baseline_add = -15 dread_loss_mult = 1 attraction_opinion = -10 ruler_designer_cost = 0 flag = illness flag = debilitating_illness flag = contagious_deadly_disease flag = epidemic_disease flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_smallpox_desc } desc = trait_smallpox_character_desc } } ai_energy = -75 } measles = { diplomacy = -2 stewardship = -1 intrigue = -1 learning = -2 prowess_mult = -0.4 health = -3 child_health = -3 category = health dread_baseline_add = -5 attraction_opinion = -10 ruler_designer_cost = 0 flag = illness flag = debilitating_illness flag = contagious_deadly_disease flag = epidemic_disease flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_measles_desc } desc = trait_measles_character_desc } } ai_energy = -75 } dysentery = { # Bloody Flux diplomacy = -2 martial = -1 intrigue = -2 prowess_mult = -0.8 health = -3.5 elderly_health = -2 category = health dread_baseline_add = -50 attraction_opinion = -5 ruler_designer_cost = 0 flag = illness flag = debilitating_illness flag = contagious_deadly_disease flag = epidemic_disease flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_dysentery_desc } desc = trait_dysentery_character_desc } } ai_energy = -75 } ergotism = { # Holy Fire diplomacy = -6 stewardship = -1 intrigue = -2 learning = -2 health = -3.5 category = health dread_baseline_add = -25 attraction_opinion = -10 ruler_designer_cost = 0 flag = illness flag = debilitating_illness flag = epidemic_disease flag = blocks_getting_non_epidemic_disease desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_ergotism_desc } desc = trait_ergotism_character_desc } } ai_energy = -75 } # Young children only sickly = { maximum_age = 6 child_health = -2.5 category = health dread_baseline_add = -20 dread_loss_mult = 1 shown_in_ruler_designer = no flag = illness flag = debilitating_illness desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_sickly_desc } desc = trait_sickly_character_desc } } ai_energy = -30 } # The character is visibly scarred from an old wound scarred = { name = { first_valid = { triggered_desc = { trigger = { trigger_if = { limit = { NOT = { exists = this } } } trigger_else_if = { limit = { has_trait = scarred } has_trait_xp = { trait = scarred track = scarred value < 50 } } trigger_else = { NOT = { has_trait = scarred } } } desc = trait_scarred } triggered_desc = { trigger = { has_trait = scarred has_trait_xp = { trait = scarred track = scarred value = 100 } } desc = trait_scarred_3 } desc = trait_scarred_2 } } monthly_prestige = 0.1 attraction_opinion = 5 culture_modifier = { parameter = wounds_and_scars_give_bonuses monthly_prestige_gain_mult = 0.1 same_culture_opinion = 5 } category = health ruler_designer_cost = 10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_scarred_desc } desc = trait_scarred_character_desc } } tracks = { scarred = { trait_second_level = { # Gnarled monthly_prestige = 0.05 attraction_opinion = -5 child_opinion = -10 health = -0.1 } trait_third_level = { # Marred attraction_opinion = -20 child_opinion = -20 health = -0.1 dread_gain_mult = 0.1 } } } } #This is the normal eunuch trait (for eunuchs castrated as teens/adults) eunuch_1 = { category = health group_equivalence = eunuch attraction_opinion = -10 glory_hound_opinion = -10 flag = can_not_marry inheritance_blocker = all claim_inheritance_blocker = all can_have_children = no opposites = { beardless_eunuch #You can't have both } valid_sex = male shown_in_ruler_designer = yes culture_modifier = { parameter = eunuch_trait_bonuses # Eunuchs were historically considered to be both innocuous as well as duplicitous. This semi-paradoxical belief made rulers favor them for various court positions, especially ones close to their family. liege_opinion = 10 ai_honor = -10 # Simultaneously, eunuchs were seen as unfit to hold leadership positions, as they are impotent. vassal_opinion = -10 ai_greed = -10 # Eunuchs in this society have various privileges (due to their assumed innocuousness) that make them better at both spying as well as administrative tasks and scholastic pursuits. stewardship = 2 intrigue = 2 learning = 2 monthly_influence_mult = 0.5 } culture_modifier = { parameter = court_machinations_eunuch_trait_bonuses # In China Eunuchs have a similar role to the one described above but they also serve as commanders, governors and be accomplished scholars. They still had a clear rivalry with the other scholar officials of the empire. liege_opinion = 15 #Emperors loyal subjects and often agents same_culture_opinion = -15 #Everyone else distrusts them ai_honor = -10 martial = 1 intrigue = 3 learning = 2 monthly_influence_mult = 0.5 monthly_merit_mult = 0.5 monthly_merit = 0.1 } ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_eunuch_1_desc } desc = trait_eunuch_1_character_desc } } ai_energy = -15 level = 1 } beardless_eunuch = { category = health group_equivalence = eunuch attraction_opinion = -10 glory_hound_opinion = -20 opposites = { eunuch_1 #You can't have both } flag = can_not_marry inheritance_blocker = all claim_inheritance_blocker = all can_have_children = no valid_sex = male shown_in_ruler_designer = yes prowess = -4 culture_modifier = { parameter = eunuch_trait_bonuses # Eunuchs were historically considered to be both innocuous as well as duplicitous. This semi-paradoxical belief made rulers favor them for various court positions, especially ones close to their family. liege_opinion = 20 ai_honor = -15 # Simultaneously, eunuchs were seen as unfit to hold leadership positions, as they are impotent. vassal_opinion = -10 ai_greed = -15 # Eunuchs in this society have various privileges (due to their assumed innocuousness) that make them better at both spying as well as administrative tasks and scholastic pursuits. martial = 1 intrigue = 3 learning = 2 monthly_influence_mult = 0.5 monthly_influence = 0.1 } culture_modifier = { parameter = court_machinations_eunuch_trait_bonuses # In China Eunuchs have a similar role to the one described above but they also serve as commanders, governors and be accomplished scholars. They still had a clear rivalry with the other scholar officials of the empire. liege_opinion = 15 #Emperors loyal subjects and often agents same_culture_opinion = -15 #Everyone else distrusts them ai_honor = -10 stewardship = 2 intrigue = 2 learning = 2 monthly_influence_mult = 0.5 monthly_merit_mult = 0.5 monthly_merit = 0.1 } ruler_designer_cost = -15 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_beardless_eunuch_desc } desc = trait_beardless_eunuch_character_desc } } ai_energy = -25 ai_boldness = -10 level = 2 } blind = { category = health martial = -6 stewardship = -2 intrigue = -2 prowess = -10 health = -0.25 dread_baseline_add = -10 attraction_opinion = -10 ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_blind_desc } desc = trait_blind_character_desc } } } ############### Physical ############## # Beauty (-1) - Homely beauty_bad_1 = { opposites = { beauty_good beauty_bad_2 beauty_bad_3 } diplomacy = -1 fertility = -0.1 birth = 0.5 random_creation = 0.5 attraction_opinion = -10 group = beauty_bad level = 1 genetic = yes physical = yes portrait_extremity_shift = 0.1 ugliness_portrait_extremity_shift = 0.4 ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_beauty_bad_1_desc } desc = trait_beauty_bad_1_character_desc } } } # Beauty (-2) - Ugly beauty_bad_2 = { opposites = { beauty_good beauty_bad_3 beauty_bad_1 } diplomacy = -2 fertility = -0.2 birth = 0.25 random_creation = 0.25 attraction_opinion = -20 group = beauty_bad level = 2 genetic = yes physical = yes portrait_extremity_shift = 0.18 ugliness_portrait_extremity_shift = 0.6 ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_beauty_bad_2_desc } desc = trait_beauty_bad_2_character_desc } } } # Beauty (-3) - Hideous beauty_bad_3 = { opposites = { beauty_good beauty_bad_2 beauty_bad_1 } birth = 0.15 random_creation = 0.15 diplomacy = -3 fertility = -0.3 attraction_opinion = -30 group = beauty_bad level = 3 genetic = yes physical = yes portrait_extremity_shift = 0.27 ugliness_portrait_extremity_shift = 0.8 ruler_designer_cost = -30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_beauty_bad_3_desc } desc = trait_beauty_bad_3_character_desc } } } # Beauty (+1) - Comely beauty_good_1 = { opposites = { beauty_bad beauty_good_2 beauty_good_3 } diplomacy = 1 fertility = 0.1 birth = 0.5 random_creation = 0.5 attraction_opinion = 10 group = beauty_good level = 1 genetic = yes physical = yes good = yes genetic_constraint_all = beauty_1 genetic_constraint_men = male_beauty_1 genetic_constraint_women = female_beauty_1 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_beauty_good_1_desc } desc = trait_beauty_good_1_character_desc } } } # Beauty (+2) - Pretty (f) / Handsome (m) beauty_good_2 = { opposites = { beauty_bad beauty_good_1 beauty_good_3 } diplomacy = 2 fertility = 0.2 birth = 0.25 random_creation = 0.25 attraction_opinion = 20 # pretty if female # handsome if male group = beauty_good level = 2 ruler_designer_cost = 80 name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_beauty_good_male_2 } triggered_desc = { trigger = { is_female = yes } desc = trait_beauty_good_female_2 } desc = trait_beauty_good_male_2 } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_beauty_good_2_desc } desc = trait_beauty_good_2_character_desc } } genetic = yes physical = yes good = yes genetic_constraint_all = beauty_2 genetic_constraint_men = male_beauty_2 genetic_constraint_women = female_beauty_2 } # Beauty (+3) - Beautiful beauty_good_3 = { opposites = { beauty_bad beauty_good_2 beauty_good_1 } birth = 0.15 random_creation = 0.15 diplomacy = 3 fertility = 0.3 attraction_opinion = 30 group = beauty_good level = 3 genetic = yes physical = yes good = yes genetic_constraint_all = beauty_3 genetic_constraint_men = male_beauty_3 genetic_constraint_women = female_beauty_3 ruler_designer_cost = 120 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_beauty_good_3_desc } desc = trait_beauty_good_3_character_desc } } } # Intellect (-1) - Slow intellect_bad_1 = { opposites = { shrewd intellect_good intellect_bad_2 #To prevent multiple tiers of the same congenital trait intellect_bad_3 } diplomacy = -2 martial = -2 stewardship = -2 intrigue = -2 learning = -2 monthly_lifestyle_xp_gain_mult = -0.1 birth = 0.5 random_creation = 0.5 group = intellect_bad level = 1 ai_rationality = high_negative_ai_value genetic = yes physical = yes ruler_designer_cost = -15 compatibility = { intellect_bad_1 = @pos_compat_medium intellect_bad_2 = @pos_compat_medium intellect_bad_3 = @pos_compat_medium dull = @pos_compat_medium intellect_good_1 = @neg_compat_medium intellect_good_2 = @neg_compat_medium intellect_good_3 = @neg_compat_medium shrewd = @neg_compat_medium } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_intellect_bad_1_desc } desc = trait_intellect_bad_1_character_desc } } } # Intellect (-2) - Stupid intellect_bad_2 = { opposites = { shrewd intellect_good intellect_bad_3 #To prevent multiple tiers of the same congenital trait intellect_bad_1 } diplomacy = -4 martial = -4 stewardship = -4 intrigue = -4 learning = -4 monthly_lifestyle_xp_gain_mult = -0.2 birth = 0.25 random_creation = 0.25 group = intellect_bad level = 2 ai_rationality = very_high_negative_ai_value genetic = yes physical = yes ruler_designer_cost = -30 compatibility = { intellect_bad_1 = @pos_compat_medium intellect_bad_2 = @pos_compat_medium intellect_bad_3 = @pos_compat_medium dull = @pos_compat_medium intellect_good_1 = @neg_compat_medium intellect_good_2 = @neg_compat_medium intellect_good_3 = @neg_compat_medium shrewd = @neg_compat_medium } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_intellect_bad_2_desc } desc = trait_intellect_bad_2_character_desc } } } # Intellect (-3) - Imbecile intellect_bad_3 = { opposites = { shrewd intellect_good intellect_bad_2 #To prevent multiple tiers of the same congenital trait intellect_bad_1 } birth = 0.05 random_creation = 0.05 diplomacy = -8 martial = -8 stewardship = -8 intrigue = -8 learning = -8 monthly_lifestyle_xp_gain_mult = -0.3 group = intellect_bad level = 3 ai_rationality = dominant_negative_ai_value genetic = yes physical = yes ruler_designer_cost = -45 compatibility = { intellect_bad_1 = @pos_compat_medium intellect_bad_2 = @pos_compat_medium intellect_bad_3 = @pos_compat_medium dull = @pos_compat_medium intellect_good_1 = @neg_compat_medium intellect_good_2 = @neg_compat_medium intellect_good_3 = @neg_compat_medium shrewd = @neg_compat_medium } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_intellect_bad_3_desc } desc = trait_intellect_bad_3_character_desc } } } # Intellect (+1) - Quick intellect_good_1 = { opposites = { dull intellect_bad intellect_good_2 #To prevent multiple tiers of the same congenital trait intellect_good_3 } diplomacy = 1 martial = 1 stewardship = 1 intrigue = 1 learning = 1 monthly_lifestyle_xp_gain_mult = 0.1 birth = 0.5 random_creation = 0.5 group = intellect_good level = 1 ai_rationality = high_positive_ai_value genetic = yes good = yes physical = yes ruler_designer_cost = 80 compatibility = { intellect_good_1 = @pos_compat_medium intellect_good_2 = @pos_compat_medium intellect_good_3 = @pos_compat_medium shrewd = @pos_compat_medium intellect_bad_1 = @neg_compat_medium intellect_bad_2 = @neg_compat_medium intellect_bad_3 = @neg_compat_medium dull = @neg_compat_medium } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_intellect_good_1_desc } desc = trait_intellect_good_1_character_desc } } } # Intellect (+2) - Intelligent intellect_good_2 = { opposites = { dull intellect_bad intellect_good_3 #To prevent multiple tiers of the same congenital trait intellect_good_1 } diplomacy = 3 martial = 3 stewardship = 3 intrigue = 3 learning = 3 monthly_lifestyle_xp_gain_mult = 0.2 birth = 0.25 random_creation = 0.25 group = intellect_good level = 2 ai_rationality = very_high_positive_ai_value genetic = yes good = yes physical = yes ruler_designer_cost = 160 compatibility = { intellect_good_1 = @pos_compat_medium intellect_good_2 = @pos_compat_medium intellect_good_3 = @pos_compat_medium shrewd = @pos_compat_medium intellect_bad_1 = @neg_compat_medium intellect_bad_2 = @neg_compat_medium intellect_bad_3 = @neg_compat_medium dull = @neg_compat_medium } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_intellect_good_2_desc } desc = trait_intellect_good_2_character_desc } } } # Intellect (+3) - Genius intellect_good_3 = { opposites = { dull intellect_bad intellect_good_2 #To prevent multiple tiers of the same congenital trait intellect_good_1 } birth = 0.05 random_creation = 0.05 diplomacy = 5 martial = 5 stewardship = 5 intrigue = 5 learning = 5 monthly_lifestyle_xp_gain_mult = 0.3 group = intellect_good level = 3 ai_rationality = dominant_positive_ai_value genetic = yes good = yes physical = yes ruler_designer_cost = 240 compatibility = { intellect_good_1 = @pos_compat_medium intellect_good_2 = @pos_compat_medium intellect_good_3 = @pos_compat_medium shrewd = @pos_compat_medium intellect_bad_1 = @neg_compat_medium intellect_bad_2 = @neg_compat_medium intellect_bad_3 = @neg_compat_medium dull = @neg_compat_medium } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_intellect_good_3_desc } desc = trait_intellect_good_3_character_desc } } } # Physique (-1) - Delicate physique_bad_1 = { opposites = { strong physique_good physique_bad_2 physique_bad_3 } prowess = -2 health = -0.25 birth = 0.5 random_creation = 0.5 group = physique_bad level = 1 ruler_designer_cost = -15 culture_modifier = { parameter = weak_traits_looked_down_upon same_culture_opinion = -10 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_physique_bad_1_desc } desc = trait_physique_bad_1_character_desc } } ai_energy = -10 genetic = yes physical = yes } # Physique (-2) - Frail physique_bad_2 = { opposites = { strong physique_good physique_bad_3 physique_bad_1 } prowess = -4 health = -0.5 birth = 0.25 random_creation = 0.25 attraction_opinion = -5 group = physique_bad level = 2 culture_modifier = { parameter = weak_traits_looked_down_upon same_culture_opinion = -15 } ruler_designer_cost = -30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_physique_bad_2_desc } desc = trait_physique_bad_2_character_desc } } ai_energy = -20 genetic = yes physical = yes } # Physique (-3) - Feeble physique_bad_3 = { opposites = { strong physique_good physique_bad_2 physique_bad_1 } birth = 0.15 random_creation = 0.15 prowess = -6 health = -1 attraction_opinion = -10 culture_modifier = { parameter = weak_traits_looked_down_upon same_culture_opinion = -20 } group = physique_bad level = 3 ruler_designer_cost = -45 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_physique_bad_3_desc } desc = trait_physique_bad_3_character_desc } } ai_energy = -30 genetic = yes physical = yes } # Physique (+1) - Hale physique_good_1 = { opposites = { weak spindly physique_bad physique_good_2 physique_good_3 } prowess = 2 health = 0.25 birth = 0.5 random_creation = 0.5 attraction_opinion = 5 culture_modifier = { parameter = strong_traits_more_valued monthly_prestige = 0.25 } group = physique_good level = 1 ruler_designer_cost = 60 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_physique_good_1_desc } desc = trait_physique_good_1_character_desc } } ai_energy = 10 genetic = yes physical = yes good = yes } # Physique (+2) - Robust physique_good_2 = { opposites = { weak spindly physique_bad physique_good_1 physique_good_3 } physical = yes prowess = 4 health = 0.5 birth = 0.25 random_creation = 0.25 attraction_opinion = 10 culture_modifier = { parameter = strong_traits_more_valued monthly_prestige = 0.5 } group = physique_good level = 2 ruler_designer_cost = 120 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_physique_good_2_desc } desc = trait_physique_good_2_character_desc } } ai_energy = 20 genetic = yes good = yes } # Physique (+3) - Amazonian (f) / Herculean (m) physique_good_3 = { opposites = { weak spindly physique_bad physique_good_1 physique_good_2 } birth = 0.15 random_creation = 0.15 prowess = 8 health = 1 attraction_opinion = 15 culture_modifier = { parameter = strong_traits_more_valued monthly_prestige = 1 } # amazonian if female # herculean if male ruler_designer_cost = 180 name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_physique_good_male_3 } triggered_desc = { trigger = { is_female = yes } desc = trait_physique_good_female_3 } desc = trait_physique_good_male_3 } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_physique_good_3_desc } desc = trait_physique_good_3_character_desc } } group = physique_good level = 3 ai_energy = 20 genetic = yes physical = yes good = yes } ################# PHYSICAL (GOOD) ################ pure_blooded = { physical = yes fertility = 0.1 health = 0.25 inbreeding_chance = -0.5 inherit_chance = 15 both_parent_has_trait_inherit_chance = 75 good = yes ruler_designer_cost = 50 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_pure_blooded_desc } desc = trait_pure_blooded_character_desc } } } fecund = { opposites = { infertile } fertility = 0.5 life_expectancy = 5 years_of_fertility = 5 #inherit_chance = 15 physical = yes genetic = yes good = yes ruler_designer_cost = 50 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_fecund_desc } desc = trait_fecund_character_desc } } } strong = { opposites = { weak physique_bad } prowess = 4 health = 0.5 physical = yes culture_modifier = { parameter = strong_traits_more_valued monthly_prestige = 1 } ruler_designer_cost = 50 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_strong_desc } desc = trait_strong_character_desc } } ai_energy = 20 } shrewd = { opposites = { intellect_bad dull } diplomacy = 2 martial = 2 stewardship = 2 intrigue = 2 learning = 2 physical = yes ruler_designer_cost = 50 culture_modifier = { parameter = pragmatic_traits_county_opinion_modifiers county_opinion_add = 10 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_shrewd_desc } desc = trait_shrewd_character_desc } } ai_rationality = high_positive_ai_value compatibility = { intellect_good_1 = @pos_compat_medium intellect_good_2 = @pos_compat_medium intellect_good_3 = @pos_compat_medium shrewd = @pos_compat_medium intellect_bad_1 = @neg_compat_medium intellect_bad_2 = @neg_compat_medium intellect_bad_3 = @neg_compat_medium dull = @neg_compat_medium } } ################# PHYSICAL (BAD) ################ clubfooted = { prowess = -2 #inherit_chance = 15 genetic = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 attraction_opinion = -10 same_opinion = 10 physical = yes ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_clubfooted_desc } desc = trait_clubfooted_character_desc } } } hunchbacked = { prowess = -2 #inherit_chance = 15 genetic = yes physical = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 attraction_opinion = -30 same_opinion = 10 vassal_opinion = -10 ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_hunchbacked_desc } desc = trait_hunchbacked_character_desc } } } lisping = { diplomacy = -2 #inherit_chance = 15 genetic = yes physical = yes birth = 0.5 random_creation = 0.5 same_opinion = 10 ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lisping_desc } desc = trait_lisping_character_desc } } ai_sociability = low_negative_ai_value } stuttering = { diplomacy = -2 #inherit_chance = 15 genetic = yes physical = yes birth = 0.5 random_creation = 0.5 same_opinion = 10 ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_stuttering_desc } desc = trait_stuttering_character_desc } } ai_sociability = low_negative_ai_value } dwarf = { prowess = -4 opposites = { giant } #inherit_chance = 25 #both_parent_has_trait_inherit_chance = 100 genetic = yes physical = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 attraction_opinion = -20 same_opinion = 20 ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_dwarf_desc } desc = trait_dwarf_character_desc } } } giant = { opposites = { dwarf } prowess = 6 health = -0.25 #inherit_chance = 25 #both_parent_has_trait_inherit_chance = 50 genetic = yes physical = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 attraction_opinion = -5 tribal_government_opinion = 10 glory_hound_opinion = 10 same_opinion = 20 culture_modifier = { parameter = strong_traits_more_valued monthly_prestige = 0.5 } ruler_designer_cost = 20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_giant_desc } desc = trait_giant_character_desc } } } inbred = { physical = yes diplomacy = -5 martial = -5 stewardship = -5 intrigue = -5 learning = -5 prowess = -2 fertility = -0.5 health = -1.5 inherit_chance = 15 attraction_opinion = -30 vassal_opinion = -10 ruler_designer_cost = -30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_inbred_desc } desc = trait_inbred_character_desc } } flag = initial_legitimacy_nerf ai_rationality = -50 ai_energy = -75 } weak = { opposites = { strong physique_good } prowess = -2 health = -0.5 physical = yes attraction_opinion = -10 vassal_opinion = -10 culture_modifier = { parameter = weak_traits_looked_down_upon same_culture_opinion = -15 } ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_weak_desc } desc = trait_weak_character_desc } } ai_energy = -20 } dull = { opposites = { intellect_good shrewd } diplomacy = -2 martial = -2 stewardship = -2 intrigue = -2 learning = -2 physical = yes ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_dull_desc } desc = trait_dull_character_desc } } ai_rationality = high_negative_ai_value compatibility = { intellect_bad_1 = @pos_compat_medium intellect_bad_2 = @pos_compat_medium intellect_bad_3 = @pos_compat_medium dull = @pos_compat_medium intellect_good_1 = @neg_compat_medium intellect_good_2 = @neg_compat_medium intellect_good_3 = @neg_compat_medium shrewd = @neg_compat_medium } } # Non-genetic impotency impotent = { fertility = -0.5 ai_energy = -10 physical = yes shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_impotent_desc } desc = trait_impotent_character_desc } } } spindly = { #Marfan's Syndrome opposites = { physique_good } prowess = -1 health = -0.25 #inherit_chance = 100 # dominant genetic = yes physical = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 attraction_opinion = -10 culture_modifier = { parameter = weak_traits_looked_down_upon same_culture_opinion = -15 } ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_spindly_desc } desc = trait_spindly_character_desc } } ai_energy = -20 } scaly = { fertility = -0.2 #inherit_chance = 100 # dominant genetic = yes physical = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 attraction_opinion = -30 vassal_opinion = -10 same_opinion = 10 dread_baseline_add = 10 ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_scaly_desc } desc = trait_scaly_character_desc } } } albino = { #inherit_chance = 100 # recessive genetic = yes physical = yes birth = 0.5 random_creation = 0.5 general_opinion = -10 same_opinion = 10 dread_baseline_add = 15 ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_albino_desc } desc = trait_albino_character_desc } } } wheezing = { #asthma physical = yes health = -0.15 #inherit_chance = 100 # recessive genetic = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 vassal_opinion = -10 ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_wheezing_desc } desc = trait_wheezing_character_desc } } ai_energy = -15 } bleeder = { #Haemophilia physical = yes health = -1.5 #inherit_chance = 50 # 100 for male, 50 for female, recessive genetic = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 vassal_opinion = -10 ruler_designer_cost = -20 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_bleeder_desc } desc = trait_bleeder_character_desc } } ai_energy = -15 } # Barren (f) / Sterile (m) infertile = { physical = yes fertility = -0.5 opposites = { fecund } ruler_designer_cost = 0 name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_infertile_male } triggered_desc = { trigger = { is_female = yes } desc = trait_infertile_female } desc = trait_infertile_male } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_infertile_desc } triggered_desc = { trigger = { is_female = yes } desc = trait_infertile_female_desc } desc = trait_infertile_male_desc } } #inherit_chance = 50 genetic = yes enables_inbred = yes birth = 0.5 random_creation = 0.5 } ############# RELIGION ############ celibate = { category = fame opposites = { seducer } can_have_children = no monthly_piety = 1 clergy_opinion = 10 opposite_opinion = -10 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_celibate_desc } desc = trait_celibate_character_desc } } ai_zeal = 30 ai_sociability = medium_negative_ai_value compatibility = { chaste = @pos_compat_low celibate = @pos_compat_low temperate = @pos_compat_low calm = @pos_compat_low lustful = @neg_compat_low deviant = @neg_compat_low lovers_pox = @neg_compat_low early_great_pox = @neg_compat_low great_pox = @neg_compat_low seducer = @neg_compat_low } } pilgrim = { category = fame character_travel_speed = 5 character_travel_safety = 5 culture_modifier = { parameter = prowess_from_religious_traits prowess = 2 } faith_modifier = { parameter = basic_pilgrimage_rewards monthly_piety_gain_mult = 0.05 zealot_opinion = 5 } faith_modifier = { parameter = mandatory_pilgrimage monthly_piety_gain_mult = 0.35 #offset the -0.25 and add 0.1 same_faith_opinion = 5 zealot_opinion = 5 clergy_opinion = 5 } track = { 50 = { culture_modifier = { parameter = prowess_from_religious_traits prowess = 3 } faith_modifier = { parameter = basic_pilgrimage_rewards monthly_piety_gain_mult = 0.1 zealot_opinion = 10 learning = 1 } faith_modifier = { parameter = mandatory_pilgrimage monthly_piety_gain_mult = 0.4 #offset the -0.25 and add 0.15 zealot_opinion = 20 clergy_opinion = 10 } ai_zeal = 10 } 100 = { culture_modifier = { parameter = prowess_from_religious_traits prowess = 3 } faith_modifier = { parameter = basic_pilgrimage_rewards monthly_piety_gain_mult = 0.1 zealot_opinion = 20 different_culture_opinion = 5 learning = 2 } faith_modifier = { parameter = mandatory_pilgrimage monthly_piety_gain_mult = 0.4 #offset the -0.25 and add 0.15 zealot_opinion = 40 clergy_opinion = 10 } ai_zeal = 15 } } ruler_designer_cost = 30 # Loc name = { first_valid = { #Prolific Pilgrim triggered_desc = { trigger = { exists = this has_trait_xp = { trait = pilgrim value >= 100 } } desc = trait_pilgrim_3 } #Experienced Pilgrim triggered_desc = { trigger = { exists = this has_trait_xp = { trait = pilgrim value >= 50 } } desc = trait_pilgrim_2 } #Pilgrim desc = trait_pilgrim } } # Loc desc = { first_valid = { #The trait can never go higher than the first level if it's not assigned to a character triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_pilgrim_desc } triggered_desc = { trigger = { has_trait_xp = { trait = pilgrim value >= 100 } } desc = trait_pilgrim_3_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = pilgrim value >= 50 } } desc = trait_pilgrim_2_character_desc } desc = trait_pilgrim_character_desc } } ai_zeal = 5 } hajjaj = { category = fame culture_modifier = { parameter = prowess_from_religious_traits prowess = 2 } islam_religion_opinion = 5 character_travel_speed = 5 character_travel_safety = 5 faith_modifier = { parameter = mandatory_hajj monthly_piety_gain_mult = 0.35 #offset the -0.25 and add 0.1 same_faith_opinion = 5 #offset the -5 zealot_opinion = 10 } ruler_designer_cost = 30 name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_hajji } triggered_desc = { trigger = { is_male = yes } desc = trait_hajji } triggered_desc = { trigger = { is_female = yes } desc = trait_hajjah } } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_hajjaj_neutral_desc } desc = trait_hajjaj_desc } } ai_zeal = 10 } excommunicated = { category = fame monthly_piety_gain_mult = -0.5 zealot_opinion = -50 shown_in_ruler_designer = no triggered_opinion = { parameter = excommunication_active opinion_modifier = tenet_excommunicated_crime same_faith = yes } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_excommunicated_desc } desc = trait_excommunicated_character_desc } } } # Monk for christian male, Nun for christian female. Devoted for others. devoted = { category = fame monthly_piety = 0.3 same_faith_opinion = 5 culture_modifier = { parameter = prowess_from_religious_traits prowess = 3 } culture_modifier = { parameter = devoted_trait_bonuses learning = 3 } flag = can_not_marry inheritance_blocker = all shown_in_ruler_designer = no ai_sociability = very_low_negative_ai_value name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_devoted_male } triggered_desc = { trigger = { is_adult = no } desc = trait_devoted_child } triggered_desc = { trigger = { faith ?= { faith:theravada.religion ?= religion } culture ?= { has_cultural_pillar = language_japonic } is_female = no } desc = trait_devoted_buddhism_japanese_male } triggered_desc = { trigger = { faith ?= { faith:theravada.religion ?= religion } culture ?= { has_cultural_pillar = language_japonic } is_female = yes } desc = trait_devoted_buddhism_japanese_female } triggered_desc = { trigger = { exists = faith.religion faith.religion = faith:theravada.religion is_female = no } desc = trait_devoted_buddhism_male } triggered_desc = { trigger = { exists = faith.religion faith.religion = faith:theravada.religion is_female = yes } desc = trait_devoted_buddhism_female } triggered_desc = { trigger = { exists = faith.religion faith.religion = faith:vaishnavism.religion is_female = no } desc = trait_devoted_hinduism_male } triggered_desc = { trigger = { exists = faith.religion faith.religion = faith:vaishnavism.religion is_female = yes } desc = trait_devoted_hinduism_female } triggered_desc = { trigger = { exists = faith.religion faith.religion = faith:digambara.religion is_female = no } desc = trait_devoted_jainism_male } triggered_desc = { trigger = { exists = faith.religion faith.religion = faith:digambara.religion is_female = yes } desc = trait_devoted_jainism_female } triggered_desc = { trigger = { is_female = yes } desc = trait_devoted_female } desc = trait_devoted_male } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_devoted_desc } triggered_desc = { trigger = { is_adult = no } desc = trait_devoted_child_desc } desc = trait_devoted_character_desc } } } # Muslim version of the Blood of the Prophet-trait. Muslim agnatically descended from Muhammed. Female version is localized 'Sayyida' sayyid = { category = fame islam_religion_opinion = 5 flag = initial_legitimacy_boost ruler_designer_cost = 25 name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_sayyid } triggered_desc = { trigger = { is_female = yes } desc = trait_sayyida } desc = trait_sayyid } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_sayyid_desc } desc = trait_sayyid_character_desc } } inherit_chance = 100 parent_inheritance_sex = male inherit_from_real_father = no } # Zoroastrian version of the Savior-trait. saoshyant = { category = fame opposites = { saoshyant_descendant } diplomacy = 1 learning = 2 prowess = 2 zoroastrianism_religion_opinion = 10 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_saoshyant_desc } desc = trait_saoshyant_character_desc } } ai_zeal = 100 } # Zoroastrian version of the Divine Blood-trait. saoshyant_descendant = { category = fame opposites = { saoshyant } learning = 1 zoroastrianism_religion_opinion = 5 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_saoshyant_descendant_desc } desc = trait_saoshyant_descendant_character_desc } } } # Generic version of Saoshyant, Mahdi, Messiah, etc. savior = { category = fame opposites = { divine_blood } same_faith_opinion = 10 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_savior_desc } desc = trait_savior_character_desc } } ai_zeal = 100 } # Generic version of Descendant of Saoshyant, Mahdi, Messiah, etc. This is automatically granted to all members of a dynasty with "Divine Blood". divine_blood = { category = fame opposites = { savior } same_faith_opinion = 5 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_divine_blood_desc } desc = trait_divine_blood_character_desc } } } # Generic version of Sayyid. Dynasties can now be marked with "Prophetic Blood", which will automatically grant this trait to all members. blood_of_prophet = { category = fame same_faith_opinion = 5 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_blood_of_prophet_desc } desc = trait_blood_of_prophet_character_desc } } # Sayyid has different effects } # Generic version of Crusader and Mujahid faith_warrior = { category = fame martial = 2 prowess = 3 culture_modifier = { parameter = faith_warrior_traits_more_valued monthly_prestige = 1 } clergy_opinion = 15 same_faith_opinion = 5 ruler_designer_cost = 50 icon = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = faith_warrior.dds } triggered_desc = { trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } } desc = crusader.dds } triggered_desc = { trigger = { faith = { religion_tag = islam_religion } } desc = mujahid.dds } desc = faith_warrior.dds } } name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_faith_warrior } triggered_desc = { trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = protestant_religion religion_tag = catholic_religion } } } desc = trait_crusader } triggered_desc = { trigger = { faith = { religion_tag = islam_religion } } desc = trait_mujahid } triggered_desc = { trigger = { faith = { religion_tag = bon_religion } } desc = trait_crusader_bon } triggered_desc = { trigger = { faith = { religion_tag = buddhism_religion } } desc = trait_crusader_buddhism } triggered_desc = { trigger = { faith = { religion_tag = dualism_religion } } desc = trait_crusader_dualism } triggered_desc = { trigger = { faith = { religion_tag = folkgerman_religion } } desc = trait_crusader_germanic } triggered_desc = { trigger = { faith = { religion_tag = hellenism_religion } } desc = trait_crusader_hellenism } triggered_desc = { trigger = { faith = { religion_tag = hinduism_religion } } desc = trait_crusader_hinduism } triggered_desc = { trigger = { faith = { religion_tag = jainism_religion } } desc = trait_crusader_jainism } triggered_desc = { trigger = { faith = { religion_tag = judaism_religion } } desc = trait_crusader_judaism } triggered_desc = { trigger = { faith = { religion_tag = magyar_religion } } desc = trait_crusader_magyar } triggered_desc = { trigger = { faith = { religion_tag = baltic_religion } } desc = trait_crusader_baltic } triggered_desc = { trigger = { faith = { religion_tag = slavic_religion } } desc = trait_crusader_slavic } triggered_desc = { trigger = { faith = { religion_tag = finno_ugric_religion } } desc = trait_crusader_finno_ugric } triggered_desc = { trigger = { faith = { religion_tag = siberian_religion } } desc = trait_crusader_siberian } triggered_desc = { trigger = { faith = { religion_tag = tengrism_religion } } desc = trait_crusader_tengrism } triggered_desc = { trigger = { faith = { religion_tag = west_african_religion } } desc = trait_crusader_west_african } triggered_desc = { trigger = { faith = { religion_tag = west_african_bori_religion } } desc = trait_crusader_west_african_bori } triggered_desc = { trigger = { faith = { religion_tag = west_african_roog_religion } } desc = trait_crusader_west_african_roog } triggered_desc = { trigger = { faith = { religion_tag = zoroastrianism_religion } } desc = trait_crusader_zoroastrianism } triggered_desc = { trigger = { faith = { religion_tag = zunism_religion } } desc = trait_crusader_zunism } desc = trait_faith_warrior } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_faith_warrior_desc } triggered_desc = { trigger = { faith = { religion_tag = islam_religion } } desc = trait_mujahid_character_desc } triggered_desc = { trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } } desc = trait_crusader_character_desc } desc = trait_faith_warrior_character_desc } } ai_zeal = 10 } saint = { category = fame monthly_piety = 2 legitimacy_gain_mult = 0.25 shown_in_ruler_designer = no name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_venerated_ancestor } triggered_desc = { trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } } desc = trait_saint } desc = trait_venerated_ancestor } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_saint_desc } desc = trait_saint_character_desc } } ai_zeal = 50 } historical_character = { category = fame diplomacy = 2 learning = 2 enemy_hostile_scheme_success_chance_growth_add = -1 health = 0.25 desc = { first_valid = { triggered_desc = { trigger = { exists = this has_variable = karunakara } desc = historical_character.karunakara } triggered_desc = { trigger = { exists = this has_variable = sekkilhar } desc = historical_character.sekkilhar } triggered_desc = { trigger = { exists = this has_variable = omar_khayyam } desc = historical_character.omar_khayyam } triggered_desc = { trigger = { exists = this has_variable = bhaskaracharya } desc = historical_character.bhaskaracharya } triggered_desc = { trigger = { exists = this has_variable = joseph_rabban } desc = historical_character.joseph_rabban } triggered_desc = { trigger = { exists = this has_variable = atisha } desc = historical_character.atisha } triggered_desc = { trigger = { exists = this has_variable = hemachandra } desc = historical_character.hemachandra } triggered_desc = { trigger = { exists = this has_variable = kshemendra } desc = historical_character.kshemendra } triggered_desc = { trigger = { exists = this has_variable = akka_mahadevi } desc = historical_character.akka_mahadevi } triggered_desc = { trigger = { exists = this has_variable = namdev } desc = historical_character.namdev } triggered_desc = { trigger = { exists = this has_variable = madhvacharya } desc = historical_character.madhvacharya } triggered_desc = { trigger = { exists = this has_variable = vidyapati } desc = historical_character.vidyapati } triggered_desc = { trigger = { exists = this has_variable = abhinavagupta } desc = historical_character.abhinavagupta } triggered_desc = { trigger = { exists = this has_variable = basava } desc = historical_character.basava } triggered_desc = { trigger = { exists = this has_variable = hildegard } desc = historical_character.hildegard } triggered_desc = { trigger = { exists = this has_variable = thomas_aquinas } desc = historical_character.thomas_aquinas } triggered_desc = { trigger = { exists = this has_variable = dante_alighieri } desc = historical_character.dante_alighieri } triggered_desc = { trigger = { exists = this has_variable = thomas_becket } desc = historical_character.thomas_becket } triggered_desc = { trigger = { exists = this has_variable = maimonides } desc = historical_character.maimonides } triggered_desc = { trigger = { exists = this has_variable = chretien_de_troyes } desc = historical_character.chretien_de_troyes } triggered_desc = { trigger = { exists = this has_variable = egil_skallagrimrsson } desc = historical_character.egil_skallagrimrsson } triggered_desc = { trigger = { exists = this has_variable = gunnlaug_ormstunga } desc = historical_character.gunnlaug_ormstunga } triggered_desc = { trigger = { exists = this has_variable = torbjorg_the_seeress } desc = historical_character.torbjorg_the_seeress } triggered_desc = { trigger = { exists = this has_variable = erik_rode } desc = historical_character.erik_rode } triggered_desc = { trigger = { exists = this has_variable = alhazen } desc = historical_character.alhazen } triggered_desc = { trigger = { exists = this has_variable = ibn_battuta } desc = historical_character.ibn_battuta } triggered_desc = { trigger = { exists = this has_variable = william_of_ockham } desc = historical_character.william_of_ockham } triggered_desc = { trigger = { exists = this has_variable = geoffrey_chaucer } desc = historical_character.geoffrey_chaucer } triggered_desc = { trigger = { exists = this has_variable = aaron_of_lincoln } desc = historical_character.aaron_of_lincoln } triggered_desc = { trigger = { exists = this has_variable = john_wycliffe } desc = historical_character.john_wycliffe } triggered_desc = { trigger = { exists = this has_variable = roger_bacon } desc = historical_character.roger_bacon } triggered_desc = { trigger = { exists = this has_variable = heloise_dargenteuil } desc = historical_character.heloise_dargenteuil } triggered_desc = { trigger = { exists = this has_variable = peter_abelard } desc = historical_character.peter_abelard } triggered_desc = { trigger = { exists = this has_variable = petrarch } desc = historical_character.petrarch } triggered_desc = { trigger = { exists = this has_variable = christine_pizan } desc = historical_character.christine_pizan } triggered_desc = { trigger = { exists = this has_variable = giotto_di_bondone } desc = historical_character.giotto_di_bondone } triggered_desc = { trigger = { exists = this has_variable = fibonacci } desc = historical_character.fibonacci } triggered_desc = { trigger = { exists = this has_variable = giovanni_boccaccio } desc = historical_character.giovanni_boccaccio } triggered_desc = { trigger = { exists = this has_variable = snorri_sturluson } desc = historical_character.snorri_sturluson } triggered_desc = { trigger = { exists = this has_variable = hrotsvitha } desc = historical_character.hrotsvitha } triggered_desc = { trigger = { exists = this has_variable = ramanuja } desc = historical_character.ramanuja } triggered_desc = { trigger = { exists = this has_variable = arnaldus_de_villa_nova } desc = historical_character.arnaldus_de_villa_nova } triggered_desc = { trigger = { exists = this has_variable = ibn_khaldun } desc = historical_character.ibn_khaldun } triggered_desc = { trigger = { exists = this has_variable = rumi } desc = historical_character.rumi } triggered_desc = { trigger = { exists = this has_variable = avicenna } desc = historical_character.avicenna } triggered_desc = { trigger = { exists = this has_variable = averroes } desc = historical_character.averroes } triggered_desc = { trigger = { exists = this has_variable = al_biruni } desc = historical_character.al_biruni } triggered_desc = { trigger = { exists = this has_variable = rashi } desc = historical_character.rashi } triggered_desc = { trigger = { exists = this has_variable = yehuda_halevi } desc = historical_character.yehuda_halevi } triggered_desc = { trigger = { exists = this has_variable = shaprut } desc = historical_character.shaprut } triggered_desc = { trigger = { exists = this has_variable = gersonides } desc = historical_character.gersonides } triggered_desc = { trigger = { exists = this has_variable = ezra } desc = historical_character.ezra } triggered_desc = { trigger = { exists = this has_variable = gabriol } desc = historical_character.gabriol } triggered_desc = { trigger = { exists = this has_variable = nachmanides } desc = historical_character.nachmanides } triggered_desc = { trigger = { exists = this has_variable = crescas } desc = historical_character.crescas } triggered_desc = { trigger = { exists = this has_variable = saadia } desc = historical_character.saadia } triggered_desc = { trigger = { exists = this has_variable = awkal } desc = historical_character.awkal } triggered_desc = { trigger = { exists = this has_variable = benjamin_of_tudela } desc = historical_character.benjamin_of_tudela } triggered_desc = { trigger = { exists = this has_variable = marco_polo } desc = historical_character.marco_polo } triggered_desc = { trigger = { exists = this has_variable = bridget_of_sweden } desc = historical_character.bridget_of_sweden } triggered_desc = { trigger = { exists = this has_variable = meister_eckhart } desc = historical_character.meister_eckhart } triggered_desc = { trigger = { exists = this has_variable = jangar } desc = historical_character.jangar } triggered_desc = { trigger = { exists = this has_variable = zawisza } desc = historical_character.zawisza } triggered_desc = { trigger = { exists = this has_variable = theophanes_the_greek } desc = historical_character.theophanes_the_greek } triggered_desc = { trigger = { exists = this has_variable = nicetas_choniates } desc = historical_character.nicetas_choniates } triggered_desc = { trigger = { exists = this has_variable = michael_psellos } desc = historical_character.michael_psellos } triggered_desc = { trigger = { exists = this has_variable = john_tzetzes } desc = historical_character.john_tzetzes } triggered_desc = { trigger = { exists = this has_variable = theophylact_of_ohrid } desc = historical_character.theophylact_of_ohrid } triggered_desc = { trigger = { exists = this has_variable = eustathius_of_thessalonica } desc = historical_character.eustathius_of_thessalonica } triggered_desc = { trigger = { exists = this has_variable = nicephorus_blemmydes } desc = historical_character.nicephorus_blemmydes } triggered_desc = { trigger = { exists = this has_variable = georgius_pachymeres } desc = historical_character.georgius_pachymeres } triggered_desc = { trigger = { exists = this has_variable = manuel_moschopoulos } desc = historical_character.manuel_moschopoulos } triggered_desc = { trigger = { exists = this has_variable = theodore_metochites } desc = historical_character.theodore_metochites } triggered_desc = { trigger = { exists = this has_variable = michael_choniates } desc = historical_character.michael_choniates } triggered_desc = { trigger = { exists = this has_variable = joseph_tarchaneiotes } desc = historical_character.joseph_tarchaneiotes } triggered_desc = { trigger = { exists = this has_variable = gemistus_pletho } desc = historical_character.gemistus_pletho } triggered_desc = { trigger = { exists = this has_variable = arethas_of_caesarea } desc = historical_character.arethas_of_caesarea } triggered_desc = { trigger = { exists = this has_variable = basil_lekapenos } desc = historical_character.basil_lekapenos } triggered_desc = { trigger = { exists = this has_variable = john_the_orphanotrophos } desc = historical_character.john_the_orphanotrophos } triggered_desc = { trigger = { exists = this has_variable = samonas } desc = historical_character.samonas } triggered_desc = { trigger = { exists = this has_variable = peter_the_eunuch } desc = historical_character.peter_the_eunuch } triggered_desc = { trigger = { exists = this has_variable = constantine_the_paphlagonian } desc = historical_character.constantine_the_paphlagonian } triggered_desc = { trigger = { exists = this has_variable = peter_the_stratopedarches } desc = historical_character.peter_the_stratopedarches } triggered_desc = { trigger = { exists = this has_variable = basilios_bessarion } desc = historical_character.basilios_bessarion } triggered_desc = { trigger = { exists = this has_variable = demetrios_kydones } desc = historical_character.demetrios_kydones } triggered_desc = { trigger = { exists = this has_variable = manuel_holobolos } desc = historical_character.manuel_holobolos } triggered_desc = { trigger = { exists = this has_variable = john_axuch } desc = historical_character.john_axuch } triggered_desc = { trigger = { exists = this has_variable = mkhitar_gosh } desc = historical_character.mkhitar_gosh } triggered_desc = { trigger = { exists = this has_variable = shota_rustaveli } desc = historical_character.shota_rustaveli } triggered_desc = { trigger = { exists = this has_variable = grigor_tatevatsi } desc = historical_character.grigor_tatevatsi } triggered_desc = { trigger = { exists = this has_variable = sargis_pitsak } desc = historical_character.sargis_pitsak } triggered_desc = { trigger = { exists = this has_variable = medici } desc = historical_character.medici } triggered_desc = { trigger = { exists = this has_variable = borgia } desc = historical_character.borgia } triggered_desc = { trigger = { exists = this has_variable = william_wallace } desc = historical_character.william_wallace } triggered_desc = { trigger = { exists = this has_variable = la_hire } desc = historical_character.la_hire } triggered_desc = { trigger = { exists = this has_variable = bar_sauma } desc = historical_character.bar_sauma } triggered_desc = { trigger = { exists = this has_variable = hodja } desc = historical_character.hodja } triggered_desc = { trigger = { exists = this has_variable = widukind_of_corvey } desc = historical_character.widukind_of_corvey } triggered_desc = { trigger = { exists = this has_variable = roger_de_flor } desc = historical_character.roger_de_flor } triggered_desc = { trigger = { exists = this has_variable = regino_of_prum } desc = historical_character.regino_of_prum } triggered_desc = { trigger = { exists = this has_variable = geoffrey_of_monmouth } desc = historical_character.geoffrey_of_monmouth } triggered_desc = { trigger = { exists = this has_variable = raiktor } desc = historical_character.raiktor } triggered_desc = { trigger = { exists = this has_variable = nichiren } desc = historical_character.nichiren } triggered_desc = { trigger = { exists = this has_variable = dogen } desc = historical_character.dogen } triggered_desc = { trigger = { exists = this has_variable = kokan_shiren } desc = historical_character.kokan_shiren } triggered_desc = { trigger = { exists = this has_variable = jeong_mong_ju } desc = historical_character.jeong_mong_ju } triggered_desc = { trigger = { exists = this has_variable = yi_saek } desc = historical_character.yi_saek } triggered_desc = { trigger = { exists = this has_variable = jinul } desc = historical_character.jinul } triggered_desc = { trigger = { exists = this has_variable = prapanca } desc = historical_character.prapanca } triggered_desc = { trigger = { exists = this has_variable = tantular } desc = historical_character.tantular } triggered_desc = { trigger = { exists = this has_variable = kanwa } desc = historical_character.kanwa } triggered_desc = { trigger = { exists = this has_variable = sedah } desc = historical_character.sedah } triggered_desc = { trigger = { exists = this has_variable = panuluh } desc = historical_character.panuluh } triggered_desc = { trigger = { exists = this has_variable = dharmaja } desc = historical_character.dharmaja } triggered_desc = { trigger = { exists = this has_variable = monaguna } desc = historical_character.monaguna } triggered_desc = { trigger = { exists = this has_variable = kuturan } desc = historical_character.kuturan } triggered_desc = { trigger = { exists = this has_variable = dwijendra } desc = historical_character.dwijendra } triggered_desc = { trigger = { exists = this has_variable = kavindrarimathana } desc = historical_character.kavindrarimathana } triggered_desc = { trigger = { exists = this has_variable = daun_penh } desc = historical_character.daun_penh } triggered_desc = { trigger = { exists = this has_variable = yue_fei } desc = historical_character.yue_fei } triggered_desc = { trigger = { exists = this has_variable = wen_tianxiang } desc = historical_character.wen_tianxiang } triggered_desc = { trigger = { exists = this has_variable = fan_zhongyan } desc = historical_character.fan_zhongyan } triggered_desc = { trigger = { exists = this has_variable = li_qingzhao } desc = historical_character.li_qingzhao } triggered_desc = { trigger = { exists = this has_variable = qiu_chuji } desc = historical_character.qiu_chuji } triggered_desc = { trigger = { exists = this has_variable = chu_van_an } desc = historical_character.chu_van_an } triggered_desc = { trigger = { exists = this has_variable = nguyen_thuyen } desc = historical_character.nguyen_thuyen } triggered_desc = { trigger = { exists = this has_variable = pham_ngu_lao } desc = historical_character.pham_ngu_lao } triggered_desc = { trigger = { exists = this has_variable = sakata_kintoki } desc = historical_character.sakata_kintoki } triggered_desc = { trigger = { exists = this has_variable = takezaki_suenaga } desc = historical_character.takezaki_suenaga } triggered_desc = { trigger = { exists = this has_variable = eisai } desc = historical_character.eisai } triggered_desc = { trigger = { exists = this has_variable = ippen } desc = historical_character.ippen } triggered_desc = { trigger = { exists = this has_variable = myoe } desc = historical_character.myoe } triggered_desc = { trigger = { exists = this has_variable = honen } desc = historical_character.honen } triggered_desc = { trigger = { exists = this has_variable = shinran } desc = historical_character.shinran } triggered_desc = { trigger = { exists = this has_variable = mibu_tadamine } desc = historical_character.mibu_tadamine } triggered_desc = { trigger = { exists = this has_variable = murasaki } desc = historical_character.murasaki } desc = generic_importance } } shown_in_ruler_designer = no } legend = { category = fame monthly_prestige = 2 legitimacy_gain_mult = 0.25 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_legend_desc } desc = trait_legend_character_desc } } shown_in_ruler_designer = no ai_zeal = 50 } order_member = { category = fame flag = can_not_marry inheritance_blocker = all martial = 1 prowess = 4 culture_modifier = { parameter = faith_warrior_traits_more_valued monthly_prestige = 1 } same_opinion_if_same_faith = 15 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_order_member_desc } desc = trait_order_member_character_desc } } ai_zeal = 10 ai_honor = 5 ai_greed = -10 } ########### FAME ########## berserker = { category = fame diplomacy = -2 martial = 2 prowess = 5 dread_baseline_add = 15 same_opinion = 10 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_berserker_desc } desc = trait_berserker_character_desc } } ai_rationality = medium_negative_ai_value ai_energy = 20 ai_boldness = medium_positive_ai_value } shieldmaiden = { category = fame martial = 3 prowess = 3 same_opinion = 10 ruler_designer_cost = 40 name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_shieldmaiden_female } triggered_desc = { trigger = { is_male = yes } desc = trait_shieldmaiden_male } desc = trait_shieldmaiden_female } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_shieldmaiden_desc } triggered_desc = { trigger = { is_male = yes } desc = trait_shieldmaiden_male_character_desc } desc = trait_shieldmaiden_female_character_desc } } ai_boldness = high_positive_ai_value ai_energy = high_positive_ai_value } varangian = { category = fame diplomacy = 1 martial = 2 prowess = 2 same_opinion = 10 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_varangian_desc } desc = trait_varangian_character_desc } } ai_energy = 10 ai_boldness = 10 } lifestyle_poet = { category = lifestyle diplomacy_per_prestige_level = 1 stress_loss_mult = 0.1 culture_modifier = { parameter = poet_trait_gives_bonuses monthly_prestige_gain_mult = 0.05 owned_personal_scheme_success_chance_add = 10 } culture_modifier = { parameter = poet_trait_romance_bonuses attraction_opinion = 15 courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value } track = { 50 = { diplomacy = 1 courtly_opinion = 5 } 100 = { diplomacy = 2 courtly_opinion = 5 } } ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lifestyle_poet_desc } desc = trait_lifestyle_poet_character_desc } } ai_boldness = low_positive_ai_value ai_sociability = low_positive_ai_value } bastard = { opposites = { legitimized_bastard child_of_concubine wild_oat disputed_heritage } diplomacy = -1 same_opinion = 5 dynasty_opinion = -15 legitimacy_gain_mult = -0.1 inheritance_blocker = all claim_inheritance_blocker = all category = fame bastard = illegitimate ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_bastard_desc } desc = trait_bastard_character_desc } } ai_honor = -10 ai_energy = 15 } legitimized_bastard = { opposites = { bastard child_of_concubine wild_oat disputed_heritage } diplomacy = -1 legitimacy_gain_mult = -0.05 bastard = legitimate dynasty_opinion = -10 category = fame ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_legitimized_bastard_desc } desc = trait_legitimized_bastard_character_desc } } ai_honor = -5 ai_energy = 15 } disputed_heritage = { category = fame opposites = { bastard wild_oat legitimized_bastard } diplomacy = -1 legitimacy_loss_mult = 0.1 dynasty_house_opinion = -10 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_disputed_heritage_desc } desc = trait_disputed_heritage_character_desc } } ai_energy = 10 } # Separate male and female versions of this traits due to different desc child_of_concubine_female = { category = fame group = child_of_concubine level = 1 opposites = { bastard legitimized_bastard wild_oat } diplomacy = -1 shown_in_ruler_designer = no name = trait_child_of_concubine desc = { # mother was a concubine (at time of birth) first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_child_of_concubine_desc } desc = trait_child_of_concubine_character_desc } } icon = child_of_concubine.dds ai_energy = 15 } child_of_concubine_male = { category = fame group = child_of_concubine level = 2 opposites = { bastard legitimized_bastard wild_oat } diplomacy = -1 shown_in_ruler_designer = no name = trait_child_of_concubine desc = { # father was a concubine (at time of birth) first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_child_of_male_concubine_desc } desc = trait_child_of_male_concubine_character_desc } } icon = child_of_concubine.dds ai_energy = 15 } #Children born out of wedlock in religions without bastardy wild_oat = { category = fame opposites = { bastard legitimized_bastard child_of_concubine } diplomacy = -1 ruler_designer_cost = 0 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_wild_oat_desc } desc = trait_wild_oat_character_desc } } } bastard_founder = { opposites = { bastard legitimized_bastard child_of_concubine wild_oat } inheritance_blocker = all claim_inheritance_blocker = all category = fame diplomacy = -1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_bastard_founder_desc } desc = trait_bastard_founder_character_desc } } ai_energy = 15 } twin = { category = fame twin_opinion = 15 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_twin_desc } desc = trait_twin_character_desc } } } kinslayer_1 = { dynasty_opinion = -5 category = fame group = kinslayer level = 1 shown_in_ruler_designer = no # Criminal for dynasty triggered_opinion = { parameter = kinslaying_close_kin_crime opinion_modifier = kinslayer_crime_dynasty same_dynasty = yes } # Opinion hit for everyone triggered_opinion = { parameter = kinslaying_close_kin_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_extended_family_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_any_dynasty_member_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_shunned opinion_modifier = kinslayer_intolerant } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_kinslayer_1_desc } desc = trait_kinslayer_1_character_desc } } } kinslayer_2 = { dynasty_opinion = -5 close_relative_opinion = -5 category = fame group = kinslayer level = 2 shown_in_ruler_designer = no # Criminal for extended family triggered_opinion = { parameter = kinslaying_close_kin_crime opinion_modifier = kinslayer_crime_dynasty same_dynasty = yes } triggered_opinion = { parameter = kinslaying_extended_family_crime opinion_modifier = kinslayer_crime_dynasty same_dynasty = yes } # Opinion hit for everyone triggered_opinion = { parameter = kinslaying_close_kin_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_extended_family_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_any_dynasty_member_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_shunned opinion_modifier = kinslayer_intolerant } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_kinslayer_2_desc } desc = trait_kinslayer_2_character_desc } } } kinslayer_3 = { dynasty_opinion = -5 close_relative_opinion = -10 category = fame group = kinslayer level = 3 shown_in_ruler_designer = no # Criminal for close family triggered_opinion = { parameter = kinslaying_close_kin_crime opinion_modifier = kinslayer_crime_dynasty same_dynasty = yes } # Criminal for extended family triggered_opinion = { parameter = kinslaying_extended_family_crime opinion_modifier = kinslayer_crime_dynasty same_dynasty = yes } # Criminal for dynasty triggered_opinion = { parameter = kinslaying_any_dynasty_member_crime opinion_modifier = kinslayer_crime_dynasty same_dynasty = yes } # Opinion hit for everyone triggered_opinion = { parameter = kinslaying_close_kin_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_extended_family_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_any_dynasty_member_crime opinion_modifier = kinslayer_intolerant } triggered_opinion = { parameter = kinslaying_shunned opinion_modifier = kinslayer_intolerant } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_kinslayer_3_desc } desc = trait_kinslayer_3_character_desc } } } deviant = { category = fame stress_loss_mult = 0.25 same_opinion = 35 ruler_designer_cost = -5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_deviant_desc } desc = trait_deviant_character_desc } } ai_zeal = -25 triggered_opinion = { parameter = deviancy_illegal opinion_modifier = deviant_crime ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = deviancy_shunned opinion_modifier = deviant_intolerant ignore_opinion_value_if_same_trait = yes } compatibility = { deviant = @pos_compat_high lustful = @pos_compat_medium chaste = @neg_compat_medium celibate = @neg_compat_medium } } cannibal = { category = fame prowess = 2 same_opinion = 35 stress_loss_mult = 0.15 dread_baseline_add = 20 ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_cannibal_desc } desc = trait_cannibal_character_desc } } ai_rationality = -20 ai_honor = -10 ai_compassion = -10 triggered_opinion = { parameter = cannibalism_legal opinion_modifier = cannibal_crime check_missing = yes ignore_opinion_value_if_same_trait = yes } } sodomite = { category = fame same_opinion = 10 shown_in_ruler_designer = no triggered_opinion = { parameter = homosexuality_illegal opinion_modifier = sodomite_crime ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = homosexuality_shunned opinion_modifier = sodomite_intolerant ignore_opinion_value_if_same_trait = yes } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_sodomite_desc } desc = trait_sodomite_character_desc } } } incestuous = { category = fame same_opinion = 20 ruler_designer_cost = 0 triggered_opinion = { parameter = allows_unrestricted_marriage opinion_modifier = incest_intolerant check_missing = yes ignore_opinion_value_if_same_trait = yes } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_incestuous_desc } desc = trait_incestuous_character_desc } } } adulterer = { same_opinion = 10 category = fame ruler_designer_cost = -5 culture_modifier = { parameter = adulterer_fornicator_penalties same_culture_opinion = -15 } triggered_opinion = { parameter = adultery_male_crime male_only = yes opinion_modifier = adulterer_crime ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = adultery_male_shunned male_only = yes opinion_modifier = adulterer_intolerant ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = adultery_female_crime female_only = yes opinion_modifier = adulterer_crime ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = adultery_female_shunned female_only = yes opinion_modifier = adulterer_intolerant ignore_opinion_value_if_same_trait = yes } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_adulterer_desc } desc = trait_adulterer_character_desc } } } fornicator = { category = fame same_opinion = 10 ruler_designer_cost = -5 culture_modifier = { parameter = adulterer_fornicator_penalties same_culture_opinion = -10 } triggered_opinion = { parameter = adultery_male_crime male_only = yes opinion_modifier = fornicator_crime ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = adultery_male_shunned male_only = yes opinion_modifier = fornicator_intolerant ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = adultery_female_crime female_only = yes opinion_modifier = fornicator_crime ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = adultery_female_shunned female_only = yes opinion_modifier = fornicator_intolerant ignore_opinion_value_if_same_trait = yes } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_fornicator_desc } desc = trait_fornicator_character_desc } } } murderer = { general_opinion = -15 category = fame ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_murderer_desc } desc = trait_murderer_character_desc } } } born_in_the_purple = { monthly_prestige = 0.1 short_reign_duration_mult = -0.25 monthly_influence = 0.75 category = fame culture_succession_prio = children_can_be_born_in_the_purple flag = initial_legitimacy_boost ruler_designer_cost = 40 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_born_in_the_purple_desc } desc = trait_born_in_the_purple_character_desc } } } augustus = { vassal_opinion = 10 category = fame monthly_prestige = 0.5 monthly_influence = 1.5 same_opinion = 25 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_augustus_desc } desc = trait_augustus_character_desc } } } viking = { category = fame martial = 2 prowess = 3 monthly_prestige = 0.3 same_opinion = 5 ruler_designer_cost = 25 name = { first_valid = { triggered_desc = { trigger = { exists = this culture = { has_innovation = innovation_longboats } } desc = trait_viking_has_longships } desc = trait_viking_fallback } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_viking_desc } desc = trait_viking_character_desc } } ai_energy = 10 ai_boldness = 10 } # Character is seen as a reincarnation of another character. reincarnation = { category = fame same_faith_opinion = 5 monthly_piety = 1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_reincarnation_desc } desc = trait_reincarnation_desc_ancestor } } } adventurer = { category = fame opposites = { adventurer_follower } general_opinion = -10 martial_per_prestige_level = 1 prowess_per_prestige_level = 1 men_at_arms_maintenance = -0.5 ignore_negative_culture_opinion = yes ignore_negative_opinion_of_culture = yes same_opinion = 20 opposite_opinion = 20 ai_war_chance = 1 ruler_designer_cost = 50 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_adventurer_desc } desc = trait_adventurer_character_desc } } ai_energy = low_positive_ai_value ai_boldness = low_positive_ai_value ai_honor = low_negative_ai_value } # Just here so you can see who _used_ to be one of your followers. adventurer_follower = { category = fame opposites = { adventurer } diplomacy = 1 same_opinion = 20 opposite_opinion = 20 ruler_designer_cost = 10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_adventurer_follower_desc } triggered_desc = { trigger = { has_variable = former_camp_leader } desc = trait_adventurer_follower_remembers_leader_desc } desc = trait_adventurer_follower_character_desc } } ai_energy = low_positive_ai_value ai_boldness = low_positive_ai_value ai_honor = low_negative_ai_value } heresiarch = { category = fame martial = 2 learning = 2 prowess = 2 same_faith_opinion = 10 monthly_influence = 0.75 advantage_against_coreligionists = 5 ai_war_chance = 1 ruler_designer_cost = 50 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_heresiarch_desc } desc = trait_heresiarch_character_desc } } ai_zeal = 20 } peasant_leader = { category = fame same_opinion = 25 general_opinion = -10 county_opinion_add = 10 army_maintenance_mult = -0.5 ruler_designer_cost = 100 culture_modifier = { parameter = grants_to_lowborns_bonuses development_growth_factor = 0.2 county_fertility_growth_mult = medium_county_fertility_growth_gain } track = { 33 = { enemy_terrain_advantage = -0.25 } 66 = { advantage = 1 levy_siege = 0.1 } 100 = { advantage = 2 county_opinion_add = 20 ignore_negative_culture_opinion = yes ignore_different_faith_opinion = yes } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = peasant_leader value >= 100 } } desc = trait_peasant_leader_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = peasant_leader value >= 66 } } desc = trait_peasant_leader_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = peasant_leader value >= 33 } } desc = trait_peasant_leader_1 } desc = trait_peasant_leader } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_peasant_leader_desc } desc = trait_peasant_leader_character_desc } } } populist_leader = { category = fame icon = "populist_leader.dds" county_opinion_add = 15 courtly_opinion = -30 parochial_same_faith_opinion = 10 parochial_same_culture_opinion = 10 army_maintenance_mult = -0.5 ruler_designer_cost = 150 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_populist_leader_desc } desc = trait_populist_leader_character_desc } } } witch = { category = fame diplomacy = -1 intrigue = 1 learning = 1 same_opinion = 20 ruler_designer_cost = 10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_witch_desc } desc = trait_witch_character_desc } } ai_compassion = very_low_negative_ai_value ai_boldness = very_low_positive_ai_value ai_rationality = very_low_positive_ai_value triggered_opinion = { parameter = witchcraft_illegal opinion_modifier = witchcraft_crime ignore_opinion_value_if_same_trait = yes } triggered_opinion = { parameter = witchcraft_shunned opinion_modifier = witchcraft_intolerant ignore_opinion_value_if_same_trait = yes } } disinherited = { category = fame inheritance_blocker = dynasty dynasty_opinion = -5 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_disinherited_desc } desc = trait_disinherited_character_desc } } } denounced = { category = fame diplomacy = -1 monthly_prestige = -1 shown_in_ruler_designer = no triggered_opinion = { opinion_modifier = denounced_trait_crime same_faith = yes same_dynasty = yes } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_denounced_desc } desc = trait_denounced_character_desc } } } decadent = { category = fame opposites = { extolled } dynasty_house_opinion = -15 same_opinion = 25 monthly_piety = -1 stress_gain_mult = 0.25 owned_hostile_scheme_success_chance_add = 10 owned_scheme_secrecy_add = 10 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_decadent_desc } desc = trait_decadent_character_desc } } } extolled = { category = fame opposites = { decadent } dynasty_house_opinion = 15 monthly_piety = 1 enemy_hostile_scheme_success_chance_add = 25 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_extolled_desc } desc = trait_extolled_character_desc } } } gallivanter = { category = fame # It's deliberate that this doesn't conflict with disinherit: you can turn it off at any point, which you can't with disinherit, so they're allowed to overlap even if they're redundant when both applied. inheritance_blocker = all claim_inheritance_blocker = all stress_gain_mult = -0.1 stress_loss_mult = 0.1 courtly_opinion = -30 parochial_opinion = -20 dynasty_opinion = -10 flag = cannot_inherit_titles shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_gallivanter_desc } desc = trait_gallivanter_character_desc } } } loyal = { category = fame opposites = { disloyal } ruler_designer_cost = 20 liege_opinion = 15 diplomacy = 1 intrigue = -1 flag = join_factions_less same_opinion = 10 opposite_opinion = -10 culture_modifier = { parameter = loyal_trait_more_valued same_culture_opinion = 5 monthly_prestige = 0.1 } culture_modifier = { parameter = palace_politics_trait_bonuses monthly_influence = 0.1 } culture_modifier = { parameter = scholar_official_trait_bonuses monthly_merit_mult = 0.1 same_culture_opinion = 5 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_loyal_desc } desc = trait_loyal_character_desc } } compatibility = { } } disloyal = { category = fame opposites = { loyal } ruler_designer_cost = -20 diplomacy = -1 intrigue = 1 liege_opinion = -15 flag = join_factions_more ai_honor = -20 same_opinion = 10 opposite_opinion = -10 culture_modifier = { parameter = disloyal_trait_less_spurned same_culture_opinion = 5 } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_disloyal_desc } desc = trait_disloyal_character_desc } } compatibility = { } } # A note on usage: gallowsbait is for criminals who fall outside of the ruling class or their associates. ## A courtier murders someone? Not gallowsbait. ## A baron murders someone? Not gallowsbait. ## A pool character mugs someone? That's gallowsbait. ## An adventurer steals the silverware at dinner? That's gallowsbait. ### It's for the low class, the under-class, and the outsider, *not* for anyone without a duchy to their name. gallowsbait = { category = fame ai_honor = -20 ai_energy = 20 legitimacy_gain_mult = -0.25 legitimacy_loss_mult = 0.25 same_opinion = 50 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_gallowsbait_desc } desc = trait_gallowsbait_character_desc } } tracks = { # Brigandry, highway robbery, etc. bandit = { 20 = { barons_and_minor_landholders_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 martial = 1 } 40 = { barons_and_minor_landholders_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 } 60 = { barons_and_minor_landholders_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 martial = 1 } 80 = { barons_and_minor_landholders_opinion = -5 general_opinion = -5 courtier_and_guest_opinion = 5 monthly_prestige_gain_per_dread_add = 0.01 } 100 = { barons_and_minor_landholders_opinion = -10 general_opinion = -10 courtier_and_guest_opinion = 10 monthly_prestige_gain_per_dread_add = 0.01 } } # Con artistry, huckstering, etc. trickster = { 20 = { courtly_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 diplomacy = 1 } 40 = { courtly_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 } 60 = { courtly_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 diplomacy = 1 } 80 = { courtly_opinion = -5 general_opinion = -5 courtier_and_guest_opinion = 5 } 100 = { courtly_opinion = -10 general_opinion = -10 courtier_and_guest_opinion = 10 diplomacy_per_prestige_level = 1 } } # Petty theft, heists, etc. thief = { 20 = { parochial_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 intrigue = 1 } 40 = { parochial_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 } 60 = { parochial_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 intrigue = 1 owned_scheme_secrecy_add = 5 } 80 = { parochial_opinion = -5 general_opinion = -5 courtier_and_guest_opinion = 5 owned_scheme_secrecy_add = 5 } 100 = { parochial_opinion = -10 general_opinion = -10 courtier_and_guest_opinion = 10 owned_scheme_secrecy_add = 10 } } # Rustling, horse theft, straight-up poaching, etc. poacher = { 20 = { glory_hound_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 stewardship = 1 provisions_gain_mult = 0.05 } 40 = { glory_hound_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 provisions_gain_mult = 0.05 } 60 = { glory_hound_opinion = -5 general_opinion = -2 courtier_and_guest_opinion = 2 stewardship = 1 provisions_gain_mult = 0.05 } 80 = { glory_hound_opinion = -5 general_opinion = -5 courtier_and_guest_opinion = 5 } 100 = { glory_hound_opinion = -10 general_opinion = -10 courtier_and_guest_opinion = 10 } } # Kidnapping, murder, etc. marauder = { 20 = { general_opinion = -4 courtier_and_guest_opinion = 4 prowess = 1 } 40 = { general_opinion = -4 courtier_and_guest_opinion = 4 } 60 = { general_opinion = -4 courtier_and_guest_opinion = 4 prowess = 1 } 80 = { general_opinion = -10 courtier_and_guest_opinion = 10 } 100 = { general_opinion = -20 courtier_and_guest_opinion = 20 max_murder_schemes_add = 1 } } } } ############### COMBAT ############## logistician = { category = commander flag = commander_trait_flag supply_duration = 0.4 character_travel_safety = 4 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = forest_trait_bonuses forest_attrition_mult = -0.1 taiga_attrition_mult = -0.1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_attrition_mult = -0.1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult= -0.15 desert_mountains_attrition_mult = -0.15 } culture_modifier = { parameter = dry_trait_bonuses drylands_attrition_mult = -0.1 desert_attrition_mult = -0.1 } track = { 33 = { character_travel_safety = 4 supply_duration = 0.4 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = forest_trait_bonuses forest_attrition_mult = -0.1 taiga_attrition_mult = -0.1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_attrition_mult = -0.1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult= -0.15 desert_mountains_attrition_mult = -0.15 } culture_modifier = { parameter = dry_trait_bonuses drylands_attrition_mult = -0.1 desert_attrition_mult = -0.1 } } 66 = { advantage = 1 character_travel_safety = 4 supply_duration = 0.4 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = forest_trait_bonuses forest_attrition_mult = -0.1 taiga_attrition_mult = -0.1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_attrition_mult = -0.1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult= -0.15 desert_mountains_attrition_mult = -0.15 } culture_modifier = { parameter = dry_trait_bonuses drylands_attrition_mult = -0.1 desert_attrition_mult = -0.1 } } 100 = { advantage = 2 martial = 1 character_travel_safety = 4 supply_duration = 0.4 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = forest_trait_bonuses forest_attrition_mult = -0.1 taiga_attrition_mult = -0.1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_attrition_mult = -0.1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult= -0.15 desert_mountains_attrition_mult = -0.15 } culture_modifier = { parameter = dry_trait_bonuses drylands_attrition_mult = -0.1 desert_attrition_mult = -0.1 } } } ruler_designer_cost = 25 name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = logistician value >= 100 } } desc = trait_logistician_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = logistician value >= 66 } } desc = trait_logistician_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = logistician value >= 33 } } desc = trait_logistician_1 } desc = trait_logistician } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_logistician_desc } desc = trait_logistician_character_desc } } } military_engineer = { category = commander flag = commander_trait_flag siege_phase_time = -0.1 ruler_designer_cost = 25 culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult= -0.1 desert_mountains_attrition_mult = -0.1 } culture_modifier = { parameter = hill_trait_bonuses hills_attrition_mult = -0.1 } track = { 33 = { siege_phase_time = -0.1 culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult= -0.1 desert_mountains_attrition_mult = -0.1 } culture_modifier = { parameter = hill_trait_bonuses hills_attrition_mult = -0.1 } } 66 = { advantage = 1 siege_phase_time = -0.1 culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult= -0.1 desert_mountains_attrition_mult = -0.1 } culture_modifier = { parameter = hill_trait_bonuses hills_attrition_mult = -0.1 } } 100 = { advantage = 2 martial = 1 siege_phase_time = -0.1 culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult= -0.1 desert_mountains_attrition_mult = -0.1 } culture_modifier = { parameter = hill_trait_bonuses hills_attrition_mult = -0.1 } } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = military_engineer value >= 100 } } desc = trait_military_engineer_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = military_engineer value >= 66 } } desc = trait_military_engineer_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = military_engineer value >= 33 } } desc = trait_military_engineer_1 } desc = trait_military_engineer } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_military_engineer_desc } desc = trait_military_engineer_character_desc } } } aggressive_attacker = { category = commander flag = commander_trait_flag #attacker_advantage = 10 enemy_hard_casualty_modifier = 0.1 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 1 } culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 1 } ruler_designer_cost = 25 track = { 33 = { enemy_hard_casualty_modifier = 0.1 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 1 } culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 1 } } 66 = { advantage = 1 enemy_hard_casualty_modifier = 0.1 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 1 } culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 1 } } 100 = { advantage = 2 martial = 1 enemy_hard_casualty_modifier = 0.1 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 1 } culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 1 } } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = aggressive_attacker value >= 100 } } desc = trait_aggressive_attacker_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = aggressive_attacker value >= 66 } } desc = trait_aggressive_attacker_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = aggressive_attacker value >= 33 } } desc = trait_aggressive_attacker_1 } desc = trait_aggressive_attacker } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_aggressive_attacker_desc } desc = trait_aggressive_attacker_character_desc } } } unyielding_defender = { category = commander flag = commander_trait_flag #defender_advantage = 10 hard_casualty_modifier = -0.1 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 1 } culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_advantage = 1 desert_mountains_advantage = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_min_combat_roll = 1 desert_min_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 1 } ruler_designer_cost = 25 track = { 33 = { hard_casualty_modifier = -0.1 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 1 } culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_advantage = 1 desert_mountains_advantage = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_min_combat_roll = 1 desert_min_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 1 } } 66 = { advantage = 1 hard_casualty_modifier = -0.1 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 1 } culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_advantage = 1 desert_mountains_advantage = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_min_combat_roll = 1 desert_min_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 1 } } 100 = { advantage = 2 martial = 1 hard_casualty_modifier = -0.1 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 1 } culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_advantage = 1 desert_mountains_advantage = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_min_combat_roll = 1 desert_min_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 1 } } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = unyielding_defender value >= 100 } } desc = trait_unyielding_defender_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = unyielding_defender value >= 66 } } desc = trait_unyielding_defender_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = unyielding_defender value >= 33 } } desc = trait_unyielding_defender_1 } desc = trait_unyielding_defender } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_unyielding_defender_desc } desc = trait_unyielding_defender_character_desc } } } forder = { category = commander flag = commander_trait_flag no_water_crossing_penalty = yes character_travel_speed = 5 ruler_designer_cost = 25 track = { 33 = { character_travel_speed = 5 coastal_advantage = 1 } 66 = { advantage = 1 character_travel_speed = 5 coastal_advantage = 1 } 100 = { advantage = 2 martial = 1 character_travel_speed = 5 coastal_advantage = 1 } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = forder value >= 100 } } desc = trait_forder_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = forder value >= 66 } } desc = trait_forder_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = forder value >= 33 } } desc = trait_forder_1 } desc = trait_forder } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_forder_desc } desc = trait_forder_character_desc } } } flexible_leader = { category = commander flag = commander_trait_flag enemy_terrain_advantage = -0.2 culture_modifier = { parameter = mountain_trait_bonuses mountains_min_combat_roll = 1 desert_mountains_min_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 1 } ruler_designer_cost = 25 track = { 33 = { enemy_terrain_advantage = -0.2 culture_modifier = { parameter = mountain_trait_bonuses mountains_min_combat_roll = 1 desert_mountains_min_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 1 } } 66 = { advantage = 1 enemy_terrain_advantage = -0.2 culture_modifier = { parameter = mountain_trait_bonuses mountains_min_combat_roll = 1 desert_mountains_min_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 1 } } 100 = { advantage = 2 martial = 1 enemy_terrain_advantage = -0.2 culture_modifier = { parameter = mountain_trait_bonuses mountains_min_combat_roll = 1 desert_mountains_min_combat_roll = 1 } culture_modifier = { parameter = hill_trait_bonuses hills_max_combat_roll = 1 } } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = flexible_leader value >= 100 } } desc = trait_flexible_leader_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = flexible_leader value >= 66 } } desc = trait_flexible_leader_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = flexible_leader value >= 33 } } desc = trait_flexible_leader_1 } desc = trait_flexible_leader } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_flexible_leader_desc } desc = trait_flexible_leader_character_desc } } } desert_warrior = { category = commander flag = commander_trait_flag drylands_advantage = 2 desert_advantage = 2 desert_mountains_advantage = 2 oasis_advantage = 2 desert_cancel_negative_supply = yes #desert_mountains_cancel_negative_supply = yes #oasis_cancel_negative_supply = yes #desert_attrition_mult = -0.5 #desert_mountains_attrition_mult = -0.5 #oasis_attrition_mult = -0.5 #desert_min_combat_roll = 1 #desert_max_combat_roll = 5 culture_modifier = { parameter = desert_warrior_trait_is_better camel_cavalry_damage_mult = 0.1 camel_cavalry_screen_mult = 0.05 } ruler_designer_cost = 25 track = { 33 = { drylands_advantage = 2 desert_advantage = 2 desert_mountains_advantage = 2 oasis_advantage = 2 culture_modifier = { parameter = desert_warrior_trait_is_better camel_cavalry_damage_mult = 0.1 camel_cavalry_screen_mult = 0.05 } } 66 = { advantage = 1 drylands_advantage = 2 desert_advantage = 2 desert_mountains_advantage = 2 oasis_advantage = 2 culture_modifier = { parameter = desert_warrior_trait_is_better camel_cavalry_damage_mult = 0.1 camel_cavalry_screen_mult = 0.05 } } 100 = { advantage = 2 martial = 1 drylands_advantage = 2 desert_advantage = 2 desert_mountains_advantage = 2 oasis_advantage = 2 culture_modifier = { parameter = desert_warrior_trait_is_better camel_cavalry_damage_mult = 0.1 camel_cavalry_screen_mult = 0.05 } } } trait_exclusive_if_realm_contains = { drylands desert desert_mountains oasis } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = desert_warrior value >= 100 } } desc = trait_desert_warrior_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = desert_warrior value >= 66 } } desc = trait_desert_warrior_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = desert_warrior value >= 33 } } desc = trait_desert_warrior_1 } desc = trait_desert_warrior } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_desert_warrior_desc } desc = trait_desert_warrior_character_desc } } } jungle_stalker = { category = commander flag = commander_trait_flag jungle_cancel_negative_supply = yes jungle_advantage = 2 jungle_attrition_mult = -0.2 culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } ruler_designer_cost = 25 track = { 33 = { jungle_advantage = 2 jungle_attrition_mult = -0.2 culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } } 66 = { advantage = 1 jungle_advantage = 2 jungle_attrition_mult = -0.2 culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } } 100 = { advantage = 2 martial = 1 jungle_advantage = 2 jungle_attrition_mult = -0.2 culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } } } trait_exclusive_if_realm_contains = { jungle } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = jungle_stalker value >= 100 } } desc = trait_jungle_stalker_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = jungle_stalker value >= 66 } } desc = trait_jungle_stalker_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = jungle_stalker value >= 33 } } desc = trait_jungle_stalker_1 } desc = trait_jungle_stalker } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_jungle_stalker_desc } desc = trait_jungle_stalker_character_desc } } } reaver = { category = commander flag = commander_trait_flag raid_speed = 0.4 hostile_county_attrition = -0.3 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 2 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } ruler_designer_cost = 25 track = { 33 = { raid_speed = 0.4 hostile_county_attrition = -0.3 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 2 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } } 66 = { advantage = 1 raid_speed = 0.4 hostile_county_attrition = -0.3 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 2 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } } 100 = { advantage = 2 martial = 1 raid_speed = 0.4 hostile_county_attrition = -0.3 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 2 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = reaver value >= 100 } } desc = trait_reaver_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = reaver value >= 66 } } desc = trait_reaver_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = reaver value >= 33 } } desc = trait_reaver_1 } desc = trait_reaver } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_reaver_desc } desc = trait_reaver_character_desc } } } reckless = { category = commander flag = commander_trait_flag opposites = { cautious_leader } min_combat_roll = -2 max_combat_roll = 3 culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } ruler_designer_cost = 25 track = { 33 = { min_combat_roll = -2 max_combat_roll = 3 culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } } 66 = { advantage = 1 max_combat_roll = 3 culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } } 100 = { advantage = 2 martial = 1 max_combat_roll = 3 culture_modifier = { parameter = forest_trait_bonuses forest_max_combat_roll = 1 taiga_max_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_max_combat_roll = 1 } culture_modifier = { parameter = dry_trait_bonuses drylands_max_combat_roll = 1 desert_max_combat_roll = 1 } } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = reckless value >= 100 } } desc = trait_reckless_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = reckless value >= 66 } } desc = trait_reckless_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = reckless value >= 33 } } desc = trait_reckless_1 } desc = trait_reckless } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_reckless_desc } desc = trait_reckless_character_desc } } } holy_warrior = { category = commander flag = commander_trait_flag tolerance_advantage_mod = 4 ruler_designer_cost = 25 track = { 33 = { tolerance_advantage_mod = 4 } 66 = { advantage = 1 tolerance_advantage_mod = 4 } 100 = { advantage = 2 martial = 1 tolerance_advantage_mod = 4 } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = holy_warrior value >= 100 } } desc = trait_holy_warrior_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = holy_warrior value >= 66 } } desc = trait_holy_warrior_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = holy_warrior value >= 33 } } desc = trait_holy_warrior_1 } desc = trait_holy_warrior } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_holy_warrior_desc } desc = trait_holy_warrior_character_desc } } } open_terrain_expert = { category = commander flag = commander_trait_flag farmlands_advantage = 2 plains_advantage = 2 steppe_advantage = 2 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 1 desert_advantage = 1 } ruler_designer_cost = 25 track = { 33 = { farmlands_advantage = 2 plains_advantage = 2 steppe_advantage = 2 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 1 desert_advantage = 1 } } 66 = { advantage = 1 farmlands_advantage = 2 plains_advantage = 2 steppe_advantage = 2 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 1 desert_advantage = 1 } } 100 = { advantage = 2 martial = 1 farmlands_advantage = 2 plains_advantage = 2 steppe_advantage = 2 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.1 } culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 1 desert_advantage = 1 } } } trait_exclusive_if_realm_contains = { farmlands plains steppe } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = open_terrain_expert value >= 100 } } desc = trait_open_terrain_expert_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = open_terrain_expert value >= 66 } } desc = trait_open_terrain_expert_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = open_terrain_expert value >= 33 } } desc = trait_open_terrain_expert_1 } desc = trait_open_terrain_expert } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_open_terrain_expert_desc } desc = trait_open_terrain_expert_character_desc } } } rough_terrain_expert = { category = commander flag = commander_trait_flag hills_advantage = 2 mountains_advantage = 2 wetlands_advantage = 2 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 2 } culture_modifier = { parameter = forest_trait_bonuses forest_advantage = 1 taiga_advantage = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_advantage = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_max_combat_roll = 1 desert_mountains_max_combat_roll = 1 desert_mountains_advantage = 2 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 1 } ruler_designer_cost = 25 track = { 33 = { hills_advantage = 2 mountains_advantage = 2 wetlands_advantage = 2 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 2 } culture_modifier = { parameter = forest_trait_bonuses forest_advantage = 1 taiga_advantage = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_advantage = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_max_combat_roll = 1 desert_mountains_max_combat_roll = 1 desert_mountains_advantage = 2 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 1 } } 66 = { advantage = 1 hills_advantage = 2 mountains_advantage = 2 wetlands_advantage = 2 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 2 } culture_modifier = { parameter = forest_trait_bonuses forest_advantage = 1 taiga_advantage = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_advantage = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_max_combat_roll = 1 desert_mountains_max_combat_roll = 1 desert_mountains_advantage = 2 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 1 } } 100 = { advantage = 2 martial = 1 hills_advantage = 2 mountains_advantage = 2 wetlands_advantage = 2 culture_modifier = { parameter = winter_trait_bonuses winter_advantage = 2 } culture_modifier = { parameter = forest_trait_bonuses forest_advantage = 1 taiga_advantage = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_advantage = 1 } culture_modifier = { parameter = mountain_trait_bonuses mountains_max_combat_roll = 1 desert_mountains_max_combat_roll = 1 desert_mountains_advantage = 2 } culture_modifier = { parameter = hill_trait_bonuses hills_min_combat_roll = 1 } } } trait_exclusive_if_realm_contains = { hills mountains wetlands } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = rough_terrain_expert value >= 100 } } desc = trait_rough_terrain_expert_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = rough_terrain_expert value >= 66 } } desc = trait_rough_terrain_expert_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = rough_terrain_expert value >= 33 } } desc = trait_rough_terrain_expert_1 } desc = trait_rough_terrain_expert } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_rough_terrain_expert_desc } desc = trait_rough_terrain_expert_character_desc } } } forest_fighter = { category = commander flag = commander_trait_flag forest_advantage = 2 taiga_advantage = 2 ruler_designer_cost = 25 track = { 33 = { forest_advantage = 2 taiga_advantage = 2 } 66 = { advantage = 1 forest_advantage = 2 taiga_advantage = 2 } 100 = { advantage = 2 martial = 1 forest_advantage = 2 taiga_advantage = 2 } } trait_exclusive_if_realm_contains = { forest taiga } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = forest_fighter value >= 100 } } desc = trait_forest_fighter_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = forest_fighter value >= 66 } } desc = trait_forest_fighter_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = forest_fighter value >= 33 } } desc = trait_forest_fighter_1 } desc = trait_forest_fighter } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_forest_fighter_desc } desc = trait_forest_fighter_character_desc } } } cautious_leader = { category = commander flag = commander_trait_flag opposites = { reckless } min_combat_roll = 2 max_combat_roll = -1 culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } ruler_designer_cost = 25 track = { 33 = { min_combat_roll = 2 max_combat_roll = -1 culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } } 66 = { advantage = 1 min_combat_roll = 2 culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } } 100 = { advantage = 2 martial = 1 min_combat_roll = 2 culture_modifier = { parameter = forest_trait_bonuses forest_min_combat_roll = 1 taiga_min_combat_roll = 1 } culture_modifier = { parameter = jungle_trait_bonuses jungle_min_combat_roll = 1 } } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = cautious_leader value >= 100 } } desc = trait_cautious_leader_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = cautious_leader value >= 66 } } desc = trait_cautious_leader_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = cautious_leader value >= 33 } } desc = trait_cautious_leader_1 } desc = trait_cautious_leader } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_cautious_leader_desc } desc = trait_cautious_leader_character_desc } } } organizer = { category = commander flag = commander_trait_flag movement_speed = 0.1 retreat_losses = -0.1 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.05 } culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult = -0.5 desert_mountains_attrition_mult = -0.5 } culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 1 desert_advantage = 1 } ruler_designer_cost = 25 track = { 33 = { movement_speed = 0.1 retreat_losses = -0.1 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.05 } culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult = -0.5 desert_mountains_attrition_mult = -0.5 } culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 1 desert_advantage = 1 } } 66 = { advantage = 1 movement_speed = 0.1 retreat_losses = -0.1 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.05 } culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult = -0.5 desert_mountains_attrition_mult = -0.5 } culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 1 desert_advantage = 1 } } 100 = { advantage = 2 martial = 1 movement_speed = 0.1 retreat_losses = -0.1 culture_modifier = { parameter = winter_trait_bonuses winter_movement_speed = 0.05 } culture_modifier = { parameter = mountain_trait_bonuses mountains_attrition_mult = -0.5 desert_mountains_attrition_mult = -0.5 } culture_modifier = { parameter = dry_trait_bonuses drylands_advantage = 1 desert_advantage = 1 } } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = organizer value >= 100 } } desc = trait_organizer_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = organizer value >= 66 } } desc = trait_organizer_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = organizer value >= 33 } } desc = trait_organizer_1 } desc = trait_organizer } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_organizer_desc } desc = trait_organizer_character_desc } } } winter_soldier = { category = winter_commander flag = commander_trait_flag winter_movement_speed = 0.1 ruler_designer_cost = 25 winter_advantage = 3 track = { 33 = { winter_advantage = 3 winter_movement_speed = 0.1 } 66 = { advantage = 1 winter_advantage = 3 winter_movement_speed = 0.1 } 100 = { advantage = 2 martial = 1 winter_advantage = 3 winter_movement_speed = 0.1 } } name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = winter_soldier value >= 100 } } desc = trait_winter_soldier_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = winter_soldier value >= 66 } } desc = trait_winter_soldier_2 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = winter_soldier value >= 33 } } desc = trait_winter_soldier_1 } desc = trait_winter_soldier } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_winter_soldier_desc } desc = trait_winter_soldier_character_desc } } } #Based on cultural Traditions crusader_king = { category = fame martial = 3 prowess = 2 same_opinion_if_same_faith = 10 same_faith_opinion = 15 ignore_negative_culture_opinion = yes monthly_county_control_growth_add = 0.5 tolerance_advantage_mod = 5 hard_casualty_modifier = -0.15 retreat_losses = -0.2 county_opinion_add = 35 ruler_designer_cost = 120 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_crusader_king_fallback_desc } triggered_desc = { trigger = { faith = faith:nestorian } desc = beth_nahrain_crusader_desc } triggered_desc = { trigger = { is_female = yes } desc = trait_crusader_king_female_desc } desc = trait_crusader_king_male_desc } } name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_crusader_king_fallback_dead } triggered_desc = { trigger = { faith = faith:nestorian } desc = nick_beth_nahrain } triggered_desc = { trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } is_female = yes } desc = trait_crusader_king_female } triggered_desc = { trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } } desc = trait_crusader_king } triggered_desc = { trigger = { faith = { religion_tag = islam_religion } } desc = trait_crusader_king_islam } triggered_desc = { trigger = { faith = { religion_tag = bon_religion } is_female = yes } desc = trait_crusader_king_bon_female } triggered_desc = { trigger = { faith = { religion_tag = bon_religion } } desc = trait_crusader_king_bon_male } triggered_desc = { trigger = { faith = { religion_tag = buddhism_religion } } desc = trait_crusader_king_buddhism } triggered_desc = { trigger = { faith = { religion_tag = dualism_religion } } desc = trait_crusader_king_dualism } triggered_desc = { trigger = { faith = { religion_tag = folkgerman_religion } } desc = trait_crusader_king_germanic } triggered_desc = { trigger = { faith = { religion_tag = hellenism_religion } is_female = yes } desc = trait_crusader_king_hellenism_female } triggered_desc = { trigger = { faith = { religion_tag = hellenism_religion } } desc = trait_crusader_king_hellenism_male } triggered_desc = { trigger = { faith = { religion_tag = hinduism_religion } } desc = trait_crusader_king_hinduism } triggered_desc = { trigger = { faith = { religion_tag = jainism_religion } } desc = trait_crusader_king_jainism } triggered_desc = { trigger = { faith = { religion_tag = judaism_religion } } desc = trait_crusader_king_judaism } triggered_desc = { trigger = { faith = { religion_tag = magyar_religion } } desc = trait_crusader_king_magyar } triggered_desc = { trigger = { faith = { religion_tag = baltic_religion } } desc = trait_crusader_king_baltic } triggered_desc = { trigger = { faith = { religion_tag = slavic_religion } } desc = trait_crusader_king_slavic } triggered_desc = { trigger = { faith = { religion_tag = finno_ugric_religion } is_female = yes } desc = trait_crusader_king_finno_ugric_female } triggered_desc = { trigger = { faith = { religion_tag = finno_ugric_religion } } desc = trait_crusader_king_finno_ugric_male } triggered_desc = { trigger = { faith = { religion_tag = siberian_religion } } desc = trait_crusader_king_siberian } triggered_desc = { trigger = { faith = { religion_tag = tengrism_religion } is_female = yes } desc = trait_crusader_king_tengrism_female } triggered_desc = { trigger = { faith = { religion_tag = tengrism_religion } } desc = trait_crusader_king_tengrism_male } triggered_desc = { trigger = { faith = { religion_tag = west_african_religion } } desc = trait_crusader_king_west_african } triggered_desc = { trigger = { faith = { religion_tag = west_african_bori_religion } } desc = trait_crusader_king_west_african_bori } triggered_desc = { trigger = { faith = { religion_tag = west_african_roog_religion } } desc = trait_crusader_king_west_african_roog } triggered_desc = { trigger = { faith = { religion_tag = zoroastrianism_religion } } desc = trait_crusader_king_zoroastrianism } triggered_desc = { trigger = { faith = { religion_tag = zunism_religion } is_female = yes } desc = trait_crusader_king_zunism_female } triggered_desc = { trigger = { faith = { religion_tag = zunism_religion } } desc = trait_crusader_king_zunism_male } triggered_desc = { trigger = { is_female = yes } desc = trait_crusader_king_fallback_female } desc = trait_crusader_king_fallback_male } } ai_zeal = 25 } chakravarti = { category = fame diplomacy = 2 learning = 2 martial = 1 jainism_religion_opinion = 20 hinduism_religion_opinion = 20 buddhism_religion_opinion = 20 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_chakravarti_desc } desc = trait_chakravarti_character_desc } } ai_honor = 40 ai_zeal = 50 ai_energy = 20 ai_boldness = 20 } greatest_of_khans = { category = fame diplomacy = 2 martial = 2 stewardship = 1 prowess = 2 #Seems counterintuitive, but is needed to get GoK to use the mass declare ai_war_chance = -100 ai_war_cooldown = -100 same_culture_opinion = 25 dread_baseline_add = 50 dread_decay_mult = -0.5 enemy_hostile_scheme_phase_duration_add = monumental_scheme_phase_duration_malus_value enemy_hostile_scheme_success_chance_add = -100 vassal_limit = 75 minority_opinion = 40 army_maintenance_mult = -0.5 archer_cavalry_siege_value_add = 0.5 light_cavalry_siege_value_add = 0.5 monthly_legitimacy_add = 10 archer_cavalry_toughness_mult = 1 light_cavalry_toughness_mult = 1 heavy_cavalry_toughness_mult = 1 archer_cavalry_damage_mult = 1 light_cavalry_damage_mult = 1 heavy_cavalry_damage_mult = 1 herd_gain_mult = 1 herd_capacity_mult = 3 flag = gok_obedience_flag shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_greatest_of_khans_desc } desc = trait_greatest_of_khans_character_desc } } ai_honor = 20 ai_energy = 40 ai_boldness = 20 } conqueror = { category = fame flag = conqueror_bonuses_modifier ai_war_chance = -100 ai_war_cooldown = -100 ai_amenity_spending = -0.25 ai_amenity_target_baseline = -0.4 title_creation_cost_mult = -0.75 title_creation_piety_cost_mult = -0.75 monthly_legitimacy_add = 5 men_at_arms_maintenance = -0.75 monthly_income = 5 enemy_hostile_scheme_phase_duration_add = 25 enemy_hostile_scheme_success_chance_max_add = -40 enemy_hostile_scheme_success_chance_growth_add = -3 herd_capacity_mult = 0.5 shown_in_ruler_designer = no #ai_greed = 1000 #ai_boldness = 1000 #ai_honor = -1000 } paragon = { category = fame zealot_opinion = 20 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_paragon_desc } desc = trait_paragon_character_desc } } ai_zeal = 20 } consecrated_blood = { category = fame zealot_opinion = 10 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_consecrated_blood_desc } desc = trait_consecrated_blood_character_desc } } ai_zeal = 10 } education_martial_prowess_1 = { #category = education minimum_age = 16 prowess = 1 culture_modifier = { parameter = prowess_traits_more_valued same_culture_opinion = 1 monthly_prestige = 0.1 } group = education_martial_prowess level = 1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_prowess_1_desc } desc = trait_education_martial_prowess_1_character_desc } } } education_martial_prowess_2 = { #category = education minimum_age = 16 prowess = 2 culture_modifier = { parameter = prowess_traits_more_valued same_culture_opinion = 2 monthly_prestige = 0.2 } group = education_martial_prowess level = 2 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_prowess_2_desc } desc = trait_education_martial_prowess_2_character_desc } } } education_martial_prowess_3 = { #category = education minimum_age = 16 prowess = 3 culture_modifier = { parameter = prowess_traits_more_valued same_culture_opinion = 3 monthly_prestige = 0.3 } group = education_martial_prowess level = 3 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_prowess_3_desc } desc = trait_education_martial_prowess_3_character_desc } } } education_martial_prowess_4 = { #category = education minimum_age = 16 prowess = 4 culture_modifier = { parameter = prowess_traits_more_valued same_culture_opinion = 4 monthly_prestige = 0.4 } group = education_martial_prowess level = 4 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_martial_prowess_4_desc } desc = trait_education_martial_prowess_4_character_desc } } } ############### COURT TYPES ############## diplomatic_court_1 = { diplomacy = 1 category = court_type group = diplomatic_court level = 1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_diplomatic_court_1_desc } desc = trait_diplomatic_court_1_character_desc } } compatibility = { diplomatic_court_2 = @pos_compat_medium intrigue_court_1 = @neg_compat_low intrigue_court_2 = @neg_compat_low } } diplomatic_court_2 = { diplomacy = 2 monthly_prestige = 0.3 monthly_diplomacy_lifestyle_xp_gain_mult = 0.15 category = court_type group = diplomatic_court level = 2 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_diplomatic_court_2_desc } desc = trait_diplomatic_court_2_character_desc } } compatibility = { diplomatic_court_1 = @pos_compat_medium intrigue_court_1 = @neg_compat_low intrigue_court_2 = @neg_compat_low } } warlike_court_1 = { martial = 1 prowess = 1 category = court_type group = warlike_court level = 1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_warlike_court_1_desc } desc = trait_warlike_court_1_character_desc } } compatibility = { warlike_court_2 = @pos_compat_medium scholarly_court_1 = @neg_compat_low scholarly_court_2 = @neg_compat_low } } warlike_court_2 = { martial = 2 monthly_martial_lifestyle_xp_gain_mult = 0.15 prowess = 2 men_at_arms_maintenance = -0.05 category = court_type group = warlike_court level = 2 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_warlike_court_2_desc } desc = trait_warlike_court_2_character_desc } } compatibility = { warlike_court_1 = @pos_compat_medium scholarly_court_1 = @neg_compat_low scholarly_court_2 = @neg_compat_low } } administrative_court_1 = { stewardship = 1 category = court_type group = administrative_court level = 1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_administrative_court_1_desc } desc = trait_administrative_court_1_character_desc } } compatibility = { administrative_court_2 = @pos_compat_medium } } administrative_court_2 = { stewardship = 2 monthly_stewardship_lifestyle_xp_gain_mult = 0.15 monthly_county_control_growth_add = 0.2 category = court_type group = administrative_court level = 2 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_administrative_court_2_desc } desc = trait_administrative_court_2_character_desc } } compatibility = { administrative_court_1 = @pos_compat_medium } } intrigue_court_1 = { intrigue = 1 category = court_type group = intrigue_court level = 1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_intrigue_court_1_desc } desc = trait_intrigue_court_1_character_desc } } compatibility = { intrigue_court_2 = @pos_compat_medium diplomatic_court_1 = @neg_compat_low diplomatic_court_2 = @neg_compat_low } } intrigue_court_2 = { intrigue = 2 enemy_hostile_scheme_success_chance_add = -10 monthly_intrigue_lifestyle_xp_gain_mult = 0.15 dread_baseline_add = 10 category = court_type group = intrigue_court level = 2 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_intrigue_court_2_desc } desc = trait_intrigue_court_2_character_desc } } compatibility = { intrigue_court_1 = @pos_compat_medium diplomatic_court_1 = @neg_compat_low diplomatic_court_2 = @neg_compat_low } } scholarly_court_1 = { learning = 1 category = court_type group = scholarly_court level = 1 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_scholarly_court_1_desc } desc = trait_scholarly_court_1_character_desc } } compatibility = { scholarly_court_2 = @pos_compat_medium warlike_court_1 = @neg_compat_low warlike_court_2 = @neg_compat_low } } scholarly_court_2 = { learning = 2 development_growth_factor = 0.20 county_fertility_growth_mult = medium_county_fertility_growth_gain monthly_learning_lifestyle_xp_gain_mult = 0.15 category = court_type group = scholarly_court level = 2 shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_scholarly_court_2_desc } desc = trait_scholarly_court_2_character_desc } } compatibility = { scholarly_court_1 = @pos_compat_medium warlike_court_1 = @neg_compat_low warlike_court_2 = @neg_compat_low } } # URBANISM DYNASTY PERK SPECIALS education_republican_knowledge_1 = { minimum_age = 16 learning = 1 stewardship = 1 #category = education shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_republican_knowledge_1_desc } desc = trait_education_republican_knowledge_1_character_desc } } group = education_republican_knowledge level = 1 } education_republican_knowledge_2 = { minimum_age = 16 learning = 2 stewardship = 2 #category = education shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_republican_knowledge_2_desc } desc = trait_education_republican_knowledge_2_character_desc } } group = education_republican_knowledge level = 2 } education_republican_knowledge_3 = { minimum_age = 16 learning = 3 stewardship = 3 #category = education shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_republican_knowledge_3_desc } desc = trait_education_republican_knowledge_3_character_desc } } group = education_republican_knowledge level = 3 } education_republican_knowledge_4 = { minimum_age = 16 learning = 4 stewardship = 4 #category = education shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_education_republican_knowledge_4_desc } desc = trait_education_republican_knowledge_4_character_desc } } group = education_republican_knowledge level = 4 } ############### EP2 TRAITS ############## tourney_participant = { same_opinion = 10 belligerent_opinion = 10 ruler_designer_cost = 5 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_tourney_participant_desc } desc = trait_tourney_participant_character_desc } } icon = { first_valid = { triggered_desc = { # If no character exists trigger = { NOT = { exists = this } } desc = tournament.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } has_trait_xp = { trait = tourney_participant track = bow value >= 30 } has_trait_xp = { trait = tourney_participant track = horse value >= 30 } has_trait_xp = { trait = tourney_participant track = wit value >= 30 } } } desc = tournament_foot_archery_horse_mind.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } has_trait_xp = { trait = tourney_participant track = bow value >= 30 } has_trait_xp = { trait = tourney_participant track = horse value >= 30 } } } desc = tournament_foot_archery_horse.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } has_trait_xp = { trait = tourney_participant track = bow value >= 30 } has_trait_xp = { trait = tourney_participant track = wit value >= 30 } } } desc = tournament_foot_archery_mind.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } has_trait_xp = { trait = tourney_participant track = horse value >= 30 } has_trait_xp = { trait = tourney_participant track = wit value >= 30 } } } desc = tournament_foot_horse_mind.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = horse value >= 30 } has_trait_xp = { trait = tourney_participant track = bow value >= 30 } has_trait_xp = { trait = tourney_participant track = wit value >= 30 } } } desc = tournament_horse_mind_archery.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } has_trait_xp = { trait = tourney_participant track = bow value >= 30 } } } desc = tournament_foot_archery.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } has_trait_xp = { trait = tourney_participant track = horse value >= 30 } } } desc = tournament_foot_horse.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = foot value >= 20 } has_trait_xp = { trait = tourney_participant track = wit value >= 30 } } } desc = tournament_foot_mind.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = bow value >= 30 } has_trait_xp = { trait = tourney_participant track = horse value >= 30 } } } desc = tournament_archery_horse.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = bow value >= 30 } has_trait_xp = { trait = tourney_participant track = wit value >= 30 } } } desc = tournament_archery_mind.dds } triggered_desc = { trigger = { AND = { has_trait_xp = { trait = tourney_participant track = horse value >= 30 } has_trait_xp = { trait = tourney_participant track = wit value >= 30 } } } desc = tournament_horse_mind.dds } triggered_desc = { trigger = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } } desc = tournament_foot.dds } triggered_desc = { trigger = { has_trait_xp = { trait = tourney_participant track = bow value >= 30 } } desc = tournament_archery.dds } triggered_desc = { trigger = { has_trait_xp = { trait = tourney_participant track = horse value >= 30 } } desc = tournament_horse.dds } triggered_desc = { trigger = { has_trait_xp = { trait = tourney_participant track = wit value >= 30 } } desc = tournament_mind.dds } desc = tournament.dds } } tracks = { foot = { 30 = { prowess_no_portrait = 1 } 65 = { prowess_no_portrait = 1 martial = 1 } 100 = { prowess_per_stress_level = 4 men_at_arms_limit = 2 knight_limit = 2 } } bow = { 30 = { health = 0.05 } 65 = { health = 0.10 vassal_levy_contribution_add = 0.15 } 100 = { health = 0.25 army_maintenance_mult = -0.25 } } horse = { 30 = { monthly_prestige_gain_mult = 0.05 } 65 = { monthly_prestige_gain_mult = 0.1 glory_hound_opinion = 20 } 100 = { monthly_dynasty_prestige_mult = 0.05 prowess_per_prestige_level = 1 } } wit = { 30 = { diplomacy = 1 } 65 = { diplomacy = 1 monthly_lifestyle_xp_gain_mult = 0.05 zealot_opinion = 10 } 100 = { diplomacy = 1 movement_speed = 0.2 monthly_lifestyle_xp_gain_mult = 0.10 } } } compatibility = { brave = @pos_compat_low craven = @neg_compat_low } } lifestyle_traveler = { category = lifestyle icon = "traveler.dds" monthly_wanderer_lifestyle_xp_gain_mult = 0.1 same_opinion = 5 diplomacy = 1 ruler_designer_cost = 20 name = { first_valid = { triggered_desc = { trigger = { trigger_if = { limit = { NOT = { exists = this } } } trigger_else_if = { limit = { has_trait = lifestyle_traveler } has_trait_xp = { trait = lifestyle_traveler track = travel value < 50 } has_trait_xp = { trait = lifestyle_traveler track = danger value < 50 } } trigger_else = { NOT = { has_trait = lifestyle_traveler } } } desc = trait_traveler_1 } triggered_desc = { trigger = { has_trait = lifestyle_traveler OR = { has_trait_xp = { trait = lifestyle_traveler track = travel value = 100 } has_trait_xp = { trait = lifestyle_traveler track = danger value = 100 } } } desc = trait_traveler_3 } desc = trait_traveler_2 } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_traveler_1_desc } triggered_desc = { trigger = { trigger_if = { limit = { has_trait = lifestyle_traveler } has_trait_xp = { trait = lifestyle_traveler track = travel value < 50 } has_trait_xp = { trait = lifestyle_traveler track = danger value < 50 } } } desc = trait_traveler_1_character_desc } triggered_desc = { trigger = { has_trait = lifestyle_traveler OR = { has_trait_xp = { trait = lifestyle_traveler track = travel value = 100 } has_trait_xp = { trait = lifestyle_traveler track = danger value = 100 } } } desc = trait_traveler_3_character_desc } desc = trait_traveler_2_character_desc } } tracks = { travel = { trait_second_level = { character_travel_speed_mult = 0.05 learning = 1 diplomacy = 1 health = 0.05 monthly_wanderer_lifestyle_xp_gain_mult = 0.2 } trait_third_level = { character_travel_speed_mult = 0.1 learning = 1 diplomacy = 1 health = 0.05 monthly_wanderer_lifestyle_xp_gain_mult = 0.2 } } danger = { trait_second_level = { character_travel_safety_mult = 0.05 prowess = 1 stewardship = 1 travel_companion_opinion = 5 } trait_third_level = { character_travel_safety_mult = 0.1 prowess = 1 stewardship = 1 travel_companion_opinion = 5 } } } } ############### FP3 TRAITS ############## fp3_struggle_detractor = { icon = "fp3_struggle_detractor.dds" opposites = { fp3_struggle_supporter } shown_in_ruler_designer = no same_opinion = 10 opposite_opinion = -30 ai_war_cooldown = -0.5 ai_war_chance = 5 flag = can_foment_revolt_interaction flag = can_request_incursion_interaction flag = can_change_to_iranian_faith_decision desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_fp3_struggle_detractor_desc } triggered_desc = { trigger = { faith.religious_head_title ?= title:d_sunni } desc = trait_fp3_struggle_detractor_character_desc } desc = trait_fp3_struggle_detractor_non_orthodox_sunni_character_desc } } } fp3_struggle_supporter = { icon = "fp3_struggle_supporter.dds" opposites = { fp3_struggle_detractor } shown_in_ruler_designer = no flag = can_use_install_loyalist_cb same_opinion = 10 opposite_opinion = -30 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_fp3_struggle_supporter_desc } triggered_desc = { trigger = { has_title = title:d_sunni } desc = trait_fp3_struggle_supporter_character_is_caliph_desc } desc = trait_fp3_struggle_supporter_character_desc } } } ############### EP3 TRAITS ############## # TRAITS TO TRACK HIPPODROME FACTION MEMBERS charioteer_blue = { category = fame icon = "charioteer_blue.dds" opposites = { charioteer_green charioteer_white charioteer_red } shown_in_ruler_designer = no opposite_opinion = -10 # AI Values ai_energy = 10 name = trait_charioteer_blue desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_charioteer_blue_desc } triggered_desc = { trigger = { trigger_if = { limit = { has_trait = charioteer_blue } has_trait_xp = { trait = charioteer_blue value < 40 } } } desc = trait_charioteer_blue_1_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = charioteer_blue value >= 90 } } desc = trait_charioteer_blue_3_character_desc } desc = trait_charioteer_blue_2_character_desc } } track = { 50 = { character_travel_speed_mult = 0.05 prowess = 1 health = 0.05 } 100 = { character_travel_speed_mult = 0.1 prowess = 1 health = 0.05 } } } charioteer_green = { category = fame icon = "charioteer_green.dds" opposites = { charioteer_blue charioteer_white charioteer_red } shown_in_ruler_designer = no opposite_opinion = -10 # AI Values ai_energy = 10 name = trait_charioteer_green desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_charioteer_green_desc } triggered_desc = { trigger = { trigger_if = { limit = { has_trait = charioteer_green } has_trait_xp = { trait = charioteer_green value < 40 } } } desc = trait_charioteer_green_1_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = charioteer_green value >= 90 } } desc = trait_charioteer_green_3_character_desc } desc = trait_charioteer_green_2_character_desc } } track = { 50 = { character_travel_speed_mult = 0.05 prowess = 1 health = 0.05 } 100 = { character_travel_speed_mult = 0.1 prowess = 1 health = 0.05 } } } charioteer_white = { category = fame icon = "charioteer_white.dds" opposites = { charioteer_blue charioteer_green charioteer_red } shown_in_ruler_designer = no opposite_opinion = -10 # AI Values ai_energy = 10 name = trait_charioteer_white desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_charioteer_white_desc } triggered_desc = { trigger = { trigger_if = { limit = { has_trait = charioteer_white } has_trait_xp = { trait = charioteer_white value < 40 } } } desc = trait_charioteer_white_1_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = charioteer_white value >= 90 } } desc = trait_charioteer_white_3_character_desc } desc = trait_charioteer_white_2_character_desc } } track = { 50 = { character_travel_speed_mult = 0.05 prowess = 1 health = 0.05 } 100 = { character_travel_speed_mult = 0.1 prowess = 1 health = 0.05 } } } charioteer_red = { category = fame icon = "charioteer_red.dds" opposites = { charioteer_blue charioteer_white charioteer_green } shown_in_ruler_designer = no opposite_opinion = -10 # AI Values ai_energy = 10 name = trait_charioteer_red desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_charioteer_red_desc } triggered_desc = { trigger = { trigger_if = { limit = { has_trait = charioteer_red } has_trait_xp = { trait = charioteer_red value < 40 } } } desc = trait_charioteer_red_1_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = charioteer_red value >= 90 } } desc = trait_charioteer_red_3_character_desc } desc = trait_charioteer_red_2_character_desc } } track = { 50 = { character_travel_speed_mult = 0.05 prowess = 1 health = 0.05 } 100 = { character_travel_speed_mult = 0.1 prowess = 1 health = 0.05 } } } # GOVERNOR TRAIT governor = { category = fame icon = governor.dds # Modifiers track = { 25 = { monthly_influence = 1 stewardship = 1 culture_modifier = { parameter = governor_trait_gives_counter_resistance counter_resistance = governor_trait_counter_bonus_value } } 50 = { monthly_influence = 1 diplomacy = 1 culture_modifier = { parameter = governor_trait_gives_counter_resistance counter_resistance = governor_trait_counter_bonus_value } } 75 = { monthly_influence = 1 martial = 1 intrigue = 1 culture_modifier = { parameter = governor_trait_gives_counter_resistance counter_resistance = governor_trait_counter_bonus_value } } 100 = { monthly_influence = 2 diplomacy = 1 martial = 1 stewardship = 1 intrigue = 1 culture_modifier = { parameter = governor_trait_gives_counter_resistance counter_resistance = governor_trait_counter_bonus_value } } } #monthly_track_xp_degradation = { change = 0.4 } ruler_designer_cost = 40 # AI Values ai_rationality = 10 # Loc name = { first_valid = { #Kokushi - Japan flavor triggered_desc = { trigger = { exists = this top_liege.culture ?= { has_cultural_pillar = heritage_japonic } is_male = yes } desc = count_administrative_male_japanese } triggered_desc = { trigger = { exists = this top_liege.culture ?= { has_cultural_pillar = heritage_japonic } is_female = yes } desc = count_administrative_female_japanese } #Strategos - Byz flavor triggered_desc = { trigger = { exists = this top_liege ?= { culture = { has_cultural_pillar = heritage_byzantine } } is_male = yes } desc = duke_administrative_male_byzantine_group } triggered_desc = { trigger = { exists = this top_liege ?= { culture = { has_cultural_pillar = heritage_byzantine } } is_female = yes } desc = duke_administrative_female_byzantine_group } #Governor - Default triggered_desc = { trigger = { exists = this is_female = yes } desc = duke_administrative_female } desc = duke_administrative_male } } desc = { first_valid = { #The trait can never go higher than the first level if it's not assigned to a character triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_governor_desc } triggered_desc = { trigger = { has_trait_xp = { trait = governor value >= 75 } } desc = trait_governor_3_character_desc } triggered_desc = { trigger = { has_trait_xp = { trait = governor value >= 25 } } desc = trait_governor_2_character_desc } desc = trait_governor_1_character_desc } } } #FRANKOKRATIA TRAIT despoiler_of_byzantium = { category = fame shown_in_ruler_designer = no martial = 1 prowess = 2 dread_baseline_add = 10 siege_phase_time = -0.25 men_at_arms_maintenance_per_dread_mult = -0.0025 knight_effectiveness_per_dread = 0.002 greek_opinion = -50 county_opinion_add = -10 clergy_opinion = -15 culture_modifier = { parameter = faith_warrior_traits_more_valued monthly_prestige = 1 } icon = despoiler_of_byzantium.dds name = trait_despoiler_of_byzantium desc = trait_despoiler_of_byzantium_desc ai_compassion = -10 ai_greed = 10 ai_honor = -10 } #EL CID TRAIT campeador = { category = fame shown_in_ruler_designer = no martial = 2 prowess = 4 monthly_prestige = 0.2 culture_modifier = { parameter = prowess_traits_more_valued same_culture_opinion = 4 monthly_prestige = 0.2 } icon = campeador.dds name = trait_campeador desc = trait_campeador_desc ai_honor = 20 } # Wallada's unique trait: Violet Poet violet_poet = { category = fame icon = violet_poet.dds shown_in_ruler_designer = no attraction_opinion = 10 seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value culture_modifier = { parameter = poet_trait_gives_bonuses monthly_prestige_gain_mult = 0.05 owned_personal_scheme_success_chance_add = 10 } culture_modifier = { parameter = poet_trait_romance_bonuses attraction_opinion = 15 courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value } track = { 33 = { #Celebrated attraction_opinion = 10 diplomacy_per_prestige_level = 1 seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value } 66 = { #Distinguished attraction_opinion = 10 intrigue_per_prestige_level = 1 seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value } 100 = { #Laureate attraction_opinion = 20 learning_per_prestige_level = 1 seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value } } # AI Values ai_energy = 10 ai_sociability = 10 # Loc name = trait_violet_poet desc = trait_violet_poet_desc } # The Knight of the Swan knight_errant = { category = fame icon = { first_valid = { triggered_desc = { # If no character exists trigger = { NOT = { exists = this } } desc = knight_of_the_swan.dds } triggered_desc = { trigger = { location = { geographical_region = world_europe } } desc = knight_of_the_swan.dds } triggered_desc = { trigger = { location = { OR = { geographical_region = world_india geographical_region = world_burma geographical_region = ghw_region_caucasus geographical_region = world_asia_china geographical_region = world_asia_japan geographical_region = world_asia_korea geographical_region = world_asia_southeast } } } desc = knight_of_the_tiger.dds } triggered_desc = { trigger = { location = { geographical_region = world_africa } } desc = knight_of_the_lion.dds } desc = knight_of_the_swan.dds } } shown_in_ruler_designer = yes ruler_designer_cost = 75 knight_limit = 2 knight_effectiveness_per_prowess = 0.01 glory_hound_opinion = 15 culture_modifier = { parameter = knight_errant_trait_bonuses monthly_prestige_gain_mult = 0.02 } track = { 50 = { # Defender prowess_per_prestige_level = 1 knight_limit = 1 men_at_arms_limit = 1 culture_modifier = { parameter = knight_errant_trait_bonuses tourney_participant_xp_gain_mult = 0.15 } } 100 = { # Rightdoer prowess_per_prestige_level = 2 knight_limit = 2 men_at_arms_limit = 2 culture_modifier = { parameter = knight_errant_trait_bonuses tourney_participant_xp_gain_mult = 0.25 } } } # AI Values ai_energy = 10 ai_sociability = 10 # Loc name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_knight_errant } desc = trait_knight_errant_character } } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_knight_errant_desc } desc = trait_knight_errant_character_desc } } } the_wake = { category = lifestyle icon = "the_wake.dds" shown_in_ruler_designer = no opinion_of_different_culture = -10 wetlands_travel_danger = -100 character_travel_speed = 15 # AI Values ai_vengefulness = 100 name = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = the_wake value = 100 } } desc = the_wake_5 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = the_wake value >= 75 } } desc = the_wake_4 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = the_wake value >= 50 } } desc = the_wake_3 } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = the_wake value >= 25 } } desc = the_wake_2 } desc = the_wake_1 } } desc = { first_valid = { triggered_desc = { trigger = { exists = this has_trait_xp = { trait = the_wake value = 100 } } desc = the_wake_5_desc } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = the_wake value >= 75 } } desc = the_wake_4_desc } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = the_wake value >= 50 } } desc = the_wake_3_desc } triggered_desc = { trigger = { exists = this has_trait_xp = { trait = the_wake value >= 25 } } desc = the_wake_2_desc } desc = the_wake_1_desc } } track = { 25 = { martial = 1 wetlands_attrition_mult = -0.1 wetlands_advantage = 2 wetlands_supply_limit_mult = 0.1 norman_opinion = -5 } 50 = { martial = 1 wetlands_attrition_mult = -0.2 wetlands_advantage = 3 wetlands_supply_limit_mult = 0.2 norman_opinion = -5 } 75 = { martial = 1 prowess = 1 wetlands_attrition_mult = -0.2 wetlands_advantage = 1 max_combat_roll = 2 wetlands_supply_limit_mult = 0.2 norman_opinion = -10 dread_baseline_add = 5 } 100 = { martial = 2 prowess = 2 wetlands_supply_limit_mult = 0.1 norman_opinion = -15 uncontrolled_province_advantage = 5 raid_speed = 0.5 dread_baseline_add = 15 } } } immortal = { icon = "immortal.dds" # This is definitely a very clever allusion to the 10k immortals and not just landing arbitrarily on a certain number of zeros. ruler_designer_cost = 10000 opposites = { incapable } desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_immortal_desc } desc = trait_immortal_character_desc } } immortal = yes # Dummy flags — just here for loc really. flag = is_immortal flag = immortal_visuals flag = immortal_fertility flag = immortal_incapability long_reign_bonus_mult = -1000 no_prowess_loss_from_age = yes } lifestyle_wayfarer = { category = lifestyle diplomacy = 2 prowess_per_prestige_level = 1 stress_loss_per_prestige_level = 0.05 ruler_designer_cost = 50 } lifestyle_voyager = { category = lifestyle stewardship = 2 character_travel_speed = 10 monthly_prestige = 0.25 diplomatic_range_mult = 0.15 ruler_designer_cost = 50 } lifestyle_surveyor = { category = lifestyle stewardship = 2 development_growth_factor = 0.1 county_fertility_growth_mult = small_county_fertility_growth_gain long_reign_bonus_mult = 0.25 character_travel_safety = 10 ruler_designer_cost = 50 desc = { first_valid = { triggered_desc = { trigger = { exists = this has_government = landless_adventurer_government } desc = trait_lifestyle_surveyor_adventurer_desc } desc = trait_lifestyle_surveyor_desc } } } #MPO nomadic_philosophy = { category = lifestyle flag = nomadic_philosophy_maa_trait flag = nomadic_philosophy_introduce_heir flag = can_recruit_open_specialist_trait flag = unlock_voluntary_laampdom_trait flag = no_demand_conversion_actor_trait flag = nomadic_philosophy_inheritance_trait flag = nomadic_philosophy_maa flag = nomadic_philosophy_cheaper_culture_convert flag = nomadic_philosophy_cheaper_to_hybridize flag = nomadic_philosophy_easier_to_hybridize shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_nomadic_philosophy_desc } desc = trait_nomadic_philosophy_character_desc } } different_culture_opinion = 10 different_faith_opinion = 10 different_faith_county_opinion_mult = -0.25 } lifestyle_seasoned_pastor = { category = lifestyle shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_lifestyle_seasoned_pastor_desc } desc = trait_lifestyle_seasoned_pastor_character_desc } } county_fertility_growth_mult = 0.2 } # Generic version of Descendant of Saoshyant, Mahdi, Messiah, etc. This is automatically granted to all members of a dynasty with "Divine Blood". golden_lineage = { category = fame vassal_limit = 200 herd_capacity_mult = 0.2 cowed_vassal_herd_contribution_mult = 0.2 cowed_vassal_levy_contribution_mult = 0.2 cowed_vassal_tax_contribution_mult = 0.2 dread_gain_mult = 0.1 flag = initial_legitimacy_boost shown_in_ruler_designer = no desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_golden_lineage_desc } desc = trait_golden_lineage_character_desc } } inherit_chance = 100 parent_inheritance_sex = male inherit_from_real_father = no } ############### TGP TRAITS ############## #Confucian trait - are you learned in the ways? confucian_education = { minimum_age = 16 category = fame learning = 1 same_opinion = 10 ruler_designer_cost = 15 #Also gives discount to converting to Confucianism culture_modifier = { parameter = scholar_official_trait_bonuses monthly_merit_mult = 0.1 same_culture_opinion = 5 } track = { 20 = { learning = 1 monthly_lifestyle_xp_gain_mult = 0.04 confucianism_religion_opinion = 5 ai_sociability = 5 ai_compassion = 5 } 40 = { stewardship = 1 monthly_lifestyle_xp_gain_mult = 0.04 ai_sociability = 5 ai_compassion = 5 } 60 = { learning = 1 monthly_lifestyle_xp_gain_mult = 0.04 confucianism_religion_opinion = 5 ai_sociability = 5 ai_compassion = 5 } 80 = { stewardship = 1 monthly_lifestyle_xp_gain_mult = 0.04 ai_sociability = 5 ai_compassion = 5 } 100 = { learning = 1 confucianism_religion_opinion = 5 monthly_lifestyle_xp_gain_mult = 0.04 ai_sociability = 5 ai_compassion = 5 } } # Loc name = { first_valid = { #Immaculate Sage triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value = 100 } } desc = trait_confucian_education_5 } #Moral Paragon triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value >= 80 } } desc = trait_confucian_education_4 } #Virtuous Ethicist triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value >= 60 } } desc = trait_confucian_education_3 } #Studious Classicist triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value >= 40 } } desc = trait_confucian_education_2 } #Confused Confucian triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value = 20 } } desc = trait_confucian_education_1 } #Confucian Education desc = trait_confucian_education } } # Loc desc = { first_valid = { #The trait can never go higher than the first level if it's not assigned to a character triggered_desc = { trigger = { NOT = { exists = this } } } #Immaculate Sage triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value = 80 } } } #Moral Paragon triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value >= 60 } } desc = trait_confucian_education_4_desc } #Virtuous Ethicist triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value >= 40 } } desc = trait_confucian_education_3_desc } #Studious Classicit triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value >= 20 } } desc = trait_confucian_education_2_desc } #Genuine Confucian triggered_desc = { trigger = { exists = this has_trait_xp = { trait = confucian_education value >= 20 } } desc = trait_confucian_education_1_desc } #Confused Confucian desc = trait_confucian_education_desc } } ai_zeal = 10 } ### TGP former_emperor = { name = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_former_emperor_male } triggered_desc = { trigger = { is_male = yes culture = { has_cultural_pillar = heritage_japonic } } desc = trait_former_tenno_male } triggered_desc = { trigger = { is_male = yes } desc = trait_former_emperor_male } triggered_desc = { trigger = { culture = { has_cultural_pillar = heritage_japonic } } desc = trait_former_tenno_female } desc = trait_former_emperor_female } } category = fame ai_boldness = 25 ai_energy = -25 monthly_prestige = 0.25 monthly_influence = 0.25 shown_in_ruler_designer = no desc = trait_former_emperor_desc } ## TGP Stress Trait burdened = { category = fame monthly_merit_mult = -0.3 governor_xp_gain_mult = -0.3 learning = -2 stress_loss_mult = 0.2 flag = can_offer_strong_hook_to_agents ruler_designer_cost = -10 desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = trait_burdened_desc } desc = trait_burdened_character_desc } } ai_energy = low_negative_ai_value ai_rationality = low_negative_ai_value ai_vengefulness = low_negative_ai_value ai_compassion = low_positive_ai_value ai_sociability = medium_positive_ai_value compatibility = { compassionate = @neg_compat_low gregarious = @neg_compat_low calm = @neg_compat_low } }