is_location_valid_for_travel_event_on_land = { location = { exists = county #This will exclude sea provinces, impassable provinces, river provinces, etc } } is_guard_type_character_trigger = { OR = { has_court_position = bodyguard_court_position has_court_position = akolouthos_court_position is_knight_of = root has_council_position = councillor_marshal save_temporary_scope_as = guard_check AND = { root.current_travel_plan = { scope:guard_check = { is_travel_entourage_character = yes } } is_available_travelling_adult = yes is_healthy = yes prowess > low_skill_rating can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } is_character_not_specialized_in_terrain = { #Used in character scope save_temporary_scope_as = character_in_terrain is_location_valid_for_travel_event_on_land = yes location = { #Is it reasonable for us to get lost, etc in this type of terrain? switch = { trigger = terrain jungle = { scope:character_in_terrain = { NOT = { has_trait = jungle_stalker } current_travel_plan.travel_leader ?= { NOT = { has_trait = jungle_stalker } } } } desert = { scope:character_in_terrain = { NOT = { has_trait = desert_warrior } current_travel_plan.travel_leader ?= { NOT = { has_trait = desert_warrior } } } } drylands = { scope:character_in_terrain = { NOT = { has_trait = desert_warrior } current_travel_plan.travel_leader ?= { NOT = { has_trait = desert_warrior } } } } desert_mountains = { scope:character_in_terrain = { NOT = { has_trait = desert_warrior } current_travel_plan.travel_leader ?= { NOT = { has_trait = desert_warrior } } } } oasis = { scope:character_in_terrain = { NOT = { has_trait = desert_warrior } current_travel_plan.travel_leader ?= { NOT = { has_trait = desert_warrior } } } } mountains = { scope:character_in_terrain = { NOT = { has_trait = desert_warrior } current_travel_plan.travel_leader ?= { NOT = { has_trait = desert_warrior } } } } wetlands = { scope:character_in_terrain = { NOT = { has_trait = desert_warrior } current_travel_plan.travel_leader ?= { NOT = { has_trait = desert_warrior } } } } hills = { scope:character_in_terrain = { NOT = { has_trait = desert_warrior } current_travel_plan.travel_leader ?= { NOT = { has_trait = desert_warrior } } } } farmlands = { scope:character_in_terrain = { NOT = { has_trait = open_terrain_expert } current_travel_plan.travel_leader ?= { NOT = { has_trait = open_terrain_expert } } } } plains = { scope:character_in_terrain = { NOT = { has_trait = open_terrain_expert } current_travel_plan.travel_leader ?= { NOT = { has_trait = open_terrain_expert } } } } steppe = { scope:character_in_terrain = { NOT = { has_trait = open_terrain_expert } current_travel_plan.travel_leader ?= { NOT = { has_trait = open_terrain_expert } } } } forest = { scope:character_in_terrain = { NOT = { has_trait = forest_fighter } current_travel_plan.travel_leader ?= { NOT = { has_trait = forest_fighter } } } } taiga = { scope:character_in_terrain = { NOT = { has_trait = forest_fighter } current_travel_plan.travel_leader ?= { NOT = { has_trait = forest_fighter } } } } } } } has_sea_danger_type = { is_sea_province = yes OR = { travel_danger_type = { travel_plan = $TRAVEL$ terrain = sea } travel_danger_type = { travel_plan = $TRAVEL$ terrain = coastal_sea } } } has_terrain_danger_type = { OR = { travel_danger_type = { travel_plan = $TRAVEL$ terrain = hills } travel_danger_type = { travel_plan = $TRAVEL$ terrain = forest } travel_danger_type = { travel_plan = $TRAVEL$ terrain = mountains } travel_danger_type = { travel_plan = $TRAVEL$ terrain = desert_mountains } travel_danger_type = { travel_plan = $TRAVEL$ terrain = wetlands } travel_danger_type = { travel_plan = $TRAVEL$ terrain = floodplains } travel_danger_type = { travel_plan = $TRAVEL$ terrain = drylands } travel_danger_type = { travel_plan = $TRAVEL$ terrain = desert } travel_danger_type = { travel_plan = $TRAVEL$ terrain = jungle } travel_danger_type = { travel_plan = $TRAVEL$ terrain = steppe } } } is_nomadic_location_trigger = { geographical_region = world_steppe culture = { OR = { has_cultural_pillar = heritage_mongolic has_cultural_pillar = heritage_turkic has_cultural_pillar = heritage_ugro_permian } } } is_snowy_rural_scandinavia_location_trigger = { location = { OR = { has_holding = no has_holding_type = tribal_holding } geographical_region = world_europe_north } location_has_winter_trigger = yes } ### EP2 BACKGROUND TRIGGERS # Checks that a character is traveling to or from an activity and is not currently participating in an activity is_travelling_not_at_activity = { is_travelling = yes trigger_if = { limit = { exists = involved_activity } has_activity_state = travel } } # Checks that a character is traveling, but currently at an activity and not actually moving around the map is_travelling_at_activity = { is_travelling = yes trigger_if = { limit = { exists = involved_activity } NOT = { has_activity_state = travel } } } #update this if a new travel point of interest is added to the game, although currently it's only used in 1 laamp task contract has_any_travel_poi_trigger = { OR = { has_travel_point_of_interest = poi_capitals has_travel_point_of_interest = poi_special_buildings_martial has_travel_point_of_interest = poi_special_buildings_learning has_travel_point_of_interest = poi_special_buildings_religious has_travel_point_of_interest = poi_special_buildings_diplomatic has_travel_point_of_interest = poi_grand_city has_travel_point_of_interest = poi_special_buildings_wonder has_travel_point_of_interest = poi_special_buildings_economic has_travel_point_of_interest = poi_mausoleum_at_halicarnassus has_travel_point_of_interest = poi_lighthouse_of_alexandria has_travel_point_of_interest = poi_natural_feature } }