namespace = historical_char_creation_events historical_char_creation_events.1 = { type = character_event title = historical_char_creation_events.t desc = { first_valid = { triggered_desc = { trigger = { scope:historical_character = { has_variable = alternative_origin_courtier } } desc = historical_char_creation_events_alternative.desc } desc = historical_char_creation_events.desc } } theme = friendly override_effect_2d = legend_glow override_background = { trigger = { scope:historical_character.faith = faith:folketro } reference = fp1_runestone_circle } override_background = { trigger = { scope:historical_character = { has_variable = alternative_origin_courtier } } reference = throne_room } override_background = { trigger = { scope:historical_character = { has_trait = lifestyle_poet } } reference = relaxing_room } override_background = { trigger = { scope:historical_character = { OR = { has_trait = eunuch_1 has_trait = beardless_eunuch } } } reference = relaxing_room } override_background = { trigger = { scope:birth_location.title_province = { is_coastal = yes } scope:historical_character = { has_trait = adventurer } } reference = docks } override_background = { trigger = { scope:historical_character = { has_trait = adventurer } } reference = terrain_scope } override_background = { trigger = { scope:historical_character = { religion = scope:birth_location.religion OR = { has_trait = devoted has_trait = theologian } } } reference = holy_site_generic_scope } override_background = { trigger = { scope:historical_character = { OR = { has_trait = scholar has_trait = administrator } } } reference = bp2_university_scope } override_background = { trigger = { scope:historical_character = { OR = { has_education_martial_trigger = yes has_trait = gallant has_trait = strategist } } } reference = courtyard } override_background = { trigger = { scope:birth_location.title_province = { has_holding = yes } } reference = market_scope } override_background = { reference = terrain_scope } right_portrait = { character = scope:historical_character_2 animation = flirtation_left } left_portrait = { character = scope:historical_character triggered_animation = { trigger = { exists = scope:historical_character_2 } animation = admiration } triggered_animation = { trigger = { has_variable = hodja } animation = laugh } triggered_animation = { trigger = { OR = { has_variable = takezaki_suenaga has_variable = sakata_kintoki } } animation = hasso_no_kamae } triggered_animation = { trigger = { OR = { has_variable = yue_fei has_variable = wen_tianxiang has_variable = pham_ngu_lao } } animation = relaxed_spear } triggered_animation = { trigger = { has_trait = diplomat } animation = chancellor } triggered_animation = { trigger = { OR = { has_trait = eunuch_1 has_trait = beardless_eunuch } has_education_intrigue_trigger = yes } animation = scheme } triggered_animation = { trigger = { OR = { has_trait = eunuch_1 has_trait = beardless_eunuch } } animation = obsequious_bow } triggered_animation = { trigger = { OR = { has_trait = berserker has_trait = gallant has_trait = strategist } } animation = inspect_weapon } triggered_animation = { trigger = { OR = { has_trait = organizer has_trait = lifestyle_traveler has_trait = architect has_trait = adventurer } } animation = survey } triggered_animation = { trigger = { has_trait = possessed_1 } animation = eccentric } triggered_animation = { trigger = { has_trait = lifestyle_poet OR = { has_trait = theologian has_trait = scholar } } animation = happy_teacher } triggered_animation = { trigger = { has_character_flag = murasaki } animation = fanning_coyly } triggered_animation = { trigger = { has_trait = lifestyle_poet } animation = storyteller } triggered_animation = { trigger = { has_trait = lifestyle_mystic } animation = personality_zealous } triggered_animation = { trigger = { has_trait = lifestyle_physician } animation = physician } triggered_animation = { trigger = { has_education_martial_trigger = yes } animation = sword_coup_degrace } triggered_animation = { trigger = { has_education_stewardship_trigger = yes } animation = steward } triggered_animation = { trigger = { has_variable = legendary_author } animation = writing } triggered_animation = { trigger = { has_trait = devoted } animation = prayer } animation = writing } immediate = { scope:birth_location = { save_scope_as = background_terrain_scope title_province = { save_scope_as = background_market_scope } title_province = { save_scope_as = background_university_scope } } scope:historical_character.location = { save_scope_as = holy_site_scope } } option = { name = historical_char_creation_events.1.a add_internal_flag = dangerous trigger = { has_ep3_dlc_trigger = yes } flavor = danger_dynasty_abandon_tt if = { limit = { is_ai = no } add_achievement_global_variable_effect = { VARIABLE = finished_historically_inaccurate_achievement VALUE = yes } } scope:historical_character = { create_landless_adventurer_title_effect = { REASON = flag:voluntary FLAVOR_CHAR = root } } set_player_character = scope:historical_character hidden_effect = { scope:historical_character = { populate_location_with_contracts_effect = { AREA_CHAR = scope:historical_character AMOUNT = 3 } if = { limit = { exists = scope:historical_character_2 } add_courtier = scope:historical_character_2 } } } ai_chance = { base = 0 } } option = { name = historical_char_creation_events.1.b custom_tooltip = obligation_hook_tt add_courtier = scope:historical_character add_hook = { type = obligation_hook target = scope:historical_character } if = { limit = { exists = scope:historical_character_2 } add_courtier = scope:historical_character_2 add_hook = { type = obligation_hook target = scope:historical_character_2 } } ai_chance = { base = 100 } } option = { name = historical_char_creation_events.1.c flavor = will_wander_tt add_prestige = minor_prestige_gain if = { limit = { has_ep3_dlc_trigger = yes exists = scope:explorer } scope:historical_character = { create_landless_adventurer_title_effect = { REASON = flag:voluntary FLAVOR_CHAR = root } } } else_if = { limit = { has_ep3_dlc_trigger = yes is_ai = yes } random = { chance = 15 scope:historical_character = { create_landless_adventurer_title_effect = { REASON = flag:voluntary FLAVOR_CHAR = root } } } } ai_chance = { base = 100 modifier = { add = 150 scope:historical_character.culture = { has_cultural_parameter = much_more_likely_to_be_laamps } } modifier = { add = 50 scope:historical_character.culture = { has_cultural_parameter = more_likely_to_be_laamps } } } } after = { remove_character_flag = need_military_outfit } } # Major religious inspiration outcome historical_char_creation_events.2 = { type = character_event title = historical_char_creation_events.2.t desc = historical_char_creation_events.2.desc theme = faith override_effect_2d = legend_glow left_portrait = { character = scope:inspiration_owner animation = personality_zealous } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } option = { name = historical_char_creation_events.2.a add_character_flag = major_religious_inspiration add_character_modifier = { modifier = religious_reformer_modifier } custom_tooltip = mass_conversion_tt } }