## 01. The Grandest Tour #ep2_01_the_grandest_tour_achievement = { # possible = { # exists = global_var:started_the_grandest_tour_achievement # # } # happened = { # custom_description = { # text = the_grandest_tour_achievement_trigger # exists = global_var:finished_the_grandest_tour_achievement # } # } #} # ## 02. Your Eternal Reward #ep2_02_your_eternal_reward_achievement = { # possible = { # exists = global_var:started_your_eternal_reward_achievement # # } # happened = { # custom_description = { # text = your_eternal_reward_achievement_trigger # exists = global_var:finished_your_eternal_reward_achievement # } # } #} # ## 03. Imperial March #ep2_03_imperial_march_achievement = { # possible = { # exists = global_var:started_imperial_march_achievement # # } # happened = { # custom_description = { # text = imperial_march_achievement_trigger # exists = global_var:finished_imperial_march_achievement # } # } #} # ## 04. Black Dinner #ep2_04_black_dinner_achievement = { # possible = { # exists = global_var:started_black_dinner_achievement # # } # happened = { # custom_description = { # text = black_dinner_achievement_trigger # exists = global_var:finished_black_dinner_achievement # } # } #} # ## 05. There and Back Again #ep2_05_there_and_back_again_achievement = { # possible = { # exists = global_var:started_there_and_back_again_achievement # # } # happened = { # custom_description = { # text = there_and_back_again_achievement_trigger # has_trait_xp = { # trait = lifestyle_traveler # track = travel # value >= 100 # } # has_trait_xp = { # trait = lifestyle_traveler # track = danger # value >= 100 # } # } # } #} # ## 06. The Very Best #ep2_06_the_very_best_achievement = { # possible = { # exists = global_var:started_the_very_best_achievement # # } # happened = { # custom_description = { # text = the_very_best_achievement_trigger # OR = { # has_trait_xp = { # trait = tourney_participant # track = foot # value >= 100 # } # has_trait_xp = { # trait = tourney_participant # track = bow # value >= 100 # } # has_trait_xp = { # trait = tourney_participant # track = horse # value >= 100 # } # has_trait_xp = { # trait = tourney_participant # track = wit # value >= 100 # } # } # } # } #} # ## 07. Like No One Ever Was #ep2_07_like_no_one_ever_was_achievement = { # possible = { # exists = global_var:started_like_no_one_ever_was_achievement # # } # happened = { # custom_description = { # text = like_no_one_ever_was_achievement_trigger # has_trait_xp = { # trait = tourney_participant # track = foot # value >= 100 # } # has_trait_xp = { # trait = tourney_participant # track = bow # value >= 100 # } # has_trait_xp = { # trait = tourney_participant # track = horse # value >= 100 # } # has_trait_xp = { # trait = tourney_participant # track = wit # value >= 100 # } # } # } #} # ## 08. A Thousand and One Night #ep2_08_a_thousand_and_one_nights_achievement = { # possible = { # exists = global_var:started_a_thousand_and_one_nights_achievement # # } # happened = { # custom_description = { # text = a_thousand_and_one_nights_achievement_trigger # exists = global_var:finished_a_thousand_and_one_nights_achievement # } # } #} # ## 09. A Knight's Tale #ep2_09_a_knights_tale_achievement = { # possible = { # exists = global_var:started_a_knights_tale_achievement # # } # happened = { # custom_description = { # text = a_knights_tale_achievement_trigger # exists = global_var:finished_a_knights_tale_achievement # } # } #} # ## 10. Hunting Accident #ep2_10_hunting_accident_achievement = { # possible = { # exists = global_var:started_hunting_accident_achievement # # } # happened = { # custom_description = { # text = hunting_accident_achievement_trigger # exists = global_var:finished_hunting_accident_achievement # } # } #} # ## 11. Lions and Tigers and Bears, Oh My! #ep2_11_lions_and_tigers_and_bears_oh_my_achievement = { # possible = { # exists = global_var:started_lions_and_tigers_and_bears_oh_my_achievement # # } # happened = { # custom_description = { # text = lions_and_tigers_and_bears_oh_my_achievement_trigger # has_character_modifier = hunt_captive_beast_modifier # } # } #} # ## 12. Fly, my Pretty! #ep2_12_fly_my_pretty_achievement = { # possible = { # exists = global_var:started_fly_my_pretty_achievement # # } # happened = { # custom_description = { # text = fly_my_pretty_achievement_trigger # has_trait_xp = { # trait = lifestyle_hunter # track = falconer # value >= 100 # } # } # } #} # ## 13. Pathway to Heaven #ep2_13_pathway_to_heaven_achievement = { # possible = { # exists = global_var:started_pathway_to_heaven_achievement # # } # happened = { # custom_description = { # text = pathway_to_heaven_achievement_trigger # faith = { # any_holy_site = { # count = all # save_temporary_scope_as = holy_site_temp # root = { # is_target_in_variable_list = { # name = pathway_to_heaven_achievement_tally # target = scope:holy_site_temp # } # } # } # } # } # } #} # ## 14. Sir Lance-a-Lot #ep2_14_sir_lance_a_lot_achievement = { # possible = { # exists = global_var:started_sir_lance_a_lot_achievement # # } # happened = { # custom_description = { # text = sir_lance_a_lot_achievement_trigger # exists = global_var:achieved_sir_lance_a_lot_achievement # } # } #} # ## 15. I'm in my Element(s) #ep2_15_im_in_my_elements_achievement = { # possible = { # exists = global_var:started_im_in_my_elements_achievement # # } # happened = { # custom_description = { # text = im_in_my_elements_achievement_trigger # has_variable_list = ep2_im_in_my_elements_achievement_terrain_list # variable_list_size = { # name = ep2_im_in_my_elements_achievement_terrain_list # # 16 terrains as of ~March 2023 — will need incrementing if we add more. # # 17 terrains as of ~October 2025 — will need incrementing if we add more. # value >= 17 # } # } # } #} # ## 16. Ahab #ep2_16_ahab_achievement = { # possible = { # exists = global_var:started_ahab_achievement # # } # happened = { # custom_description = { # text = ahab_achievement_trigger # exists = global_var:achieved_ahab_achievement # } # } #} # ## 17. Little William Marshal #ep2_17_little_william_marshal_achievement = { # possible = { # exists = global_var:started_little_william_marshal_achievement # # } # happened = { # custom_description = { # text = little_william_marshal_achievement_trigger # exists = global_var:finished_little_william_marshal_achievement # } # } #} # ## 18. A True & Perfect Knight #ep2_18_a_true_and_perfect_knight_achievement = { # possible = { # exists = global_var:started_a_true_and_perfect_knight_achievement # # } # happened = { # custom_description = { # text = a_true_and_perfect_knight_achievement_trigger # any_active_accolade = { # accolade_rank >= 6 # acclaimed_knight = { has_trait = faith_warrior } # } # } # } #} # ## 19. A.E.I.O.U & Me #ep2_19_a_e_i_o_u_and_me_achievement = { # possible = { # exists = global_var:started_a_e_i_o_u_and_me_achievement # # } # happened = { # custom_description = { # text = a_e_i_o_u_and_me_achievement_trigger # NOT = { exists = global_var:player_declared_war } # has_title = title:k_austria # dynasty ?= { # has_variable = a_e_i_o_u_and_me_achievement_grand_wedding_tally # var:a_e_i_o_u_and_me_achievement_grand_wedding_tally >= 5 # } # } # } #} # ## 20. The Iron and Golden King #ep2_20_the_iron_and_golden_king_achievement = { # possible = { # exists = global_var:started_the_iron_and_golden_king_achievement # # } # happened = { # custom_description = { # text = the_iron_and_golden_king_achievement_trigger # capital_county ?= { # # Has any special mine. # ## We let you have any province in the capital county for this. # any_county_province = { county_has_any_special_mine_building_trigger = yes } # # But then, we need to be stricter with some triggers. # title_province = { # # Has insanely high income. # monthly_income >= 60 # # Has heavy cavs. # has_stationed_regiment_of_base_type = heavy_cavalry # } # } # # Plus make sure you've got an amount: they can be instantly switched around, so we're not fussed where they are. # number_maa_soldiers_of_base_type = { # type = heavy_cavalry # value >= 500 # } # } # } #} #