# #namespace = bookmark # # ################################ ## 867 - WRATH OF THE NORTHMEN # ################################ # ####Æthelred isn't as cool as Alfred so we kill him #bookmark.0001 = { #by Mathilda Bjarnehed # type = character_event # hidden = yes # # trigger = { # this = character:33358 #Æthelred # is_ai = yes # player_heir ?= character:7627 #Alfred the Great # } # # immediate = { # if = { # limit = { is_at_war = yes } # # random_list = { # 20 = { #Very wounded # increase_wounds_effect = { REASON = battle } # if = { # limit = { is_alive = yes } # increase_wounds_effect = { REASON = battle } # } # if = { # limit = { is_alive = yes } # increase_wounds_effect = { REASON = battle } # } # if = { # limit = { is_alive = yes } # increase_wounds_effect = { REASON = battle } # } # } # 80 = { #Killed # random_war_enemy = { # if = { # limit = { is_commanding_army = yes } # save_scope_as = killer # } # else = { # random_knight = { # save_scope_as = killer # } # } # } # if = { # limit = { exists = scope:killer } # death = { # death_reason = death_hunting_accident # killer = scope:killer # } # } # } # } # } # else = { # random_list = { # 10 = { #Cancer # contract_disease_effect = { DISEASE = cancer TREATMENT_EVENT = no } # } # 90 = { #Hunting accident # death = { # death_reason = death_hunting_accident # } # } # } # } # } #} # #### Alfred is pretty cool so we give him a nickname #bookmark.0002 = { #by Mathilda Bjarnehed # type = character_event # title = bookmark.0002.t # desc = bookmark.0002.desc # theme = crown # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # is_ai = no # top_liege = this # } # # #Resend # on_trigger_fail = { # if = { # limit = { is_ai = no } # trigger_event = { # id = bookmark.0002 # days = 1800 #~5 years # } # } # } # # immediate = { # play_music_cue = "mx_cue_positive_effect" # capital_province = { save_scope_as = capital } # random_realm_province = { # limit = { this != scope:capital } # save_scope_as = province # } # give_nickname = nick_the_great # } # # option = { # name = bookmark.0002.a # } #} # #### The Ragnarsson brothers catch King Aella ## ## The event can trigger when you imprison Aella as one of his sons ## It also works for other norse! # #bookmark.0003 = { #by Mathilda Bjarnehed # type = character_event # hidden = yes # # trigger = { # scope:imprisoner.faith = { trait_is_virtue = vengeful } # scope:imprisoner = { # any_close_family_member = { # even_if_dead = yes # killer ?= root # save_temporary_scope_as = killed_character # } # } # #If the imprisoner don't know you're the killer you might reveal yourself if you're dumb or not sneaky # trigger_if = { # limit = { # any_secret = { # type = secret_murder # secret_target = scope:killed_character # NOT = { any_secret_knower = { this = scope:imprisoner } } # } # } # OR = { # has_trait = intellect_bad # has_trait = dull # intrigue <= medium_skill_rating # } # NOR = { # has_trait = shrewd # has_trait = intellect_good # has_trait = schemer # } # } # trigger_if = { # limit = { this = character:163103 } #Aella # NOT = { # is_target_in_global_variable_list = { # name = triggered_bookmark_events # target = flag:bookmark_867_northmen_aellas_capture # } # } # } # } # # immediate = { # if = { # limit = { this = character:163103 } #Aella # add_to_global_variable_list = { # name = triggered_bookmark_events # target = flag:bookmark_867_northmen_aellas_capture # } # } # save_scope_as = prisoner # # scope:imprisoner = { # random_close_family_member = { # even_if_dead = yes # limit = { # killer ?= root # this = character:163109 #Lodbrok # } # alternative_limit = { # killer ?= root # } # save_scope_as = dead # } # trigger_event = { # id = bookmark.0004 # days = 1 # } # } # } #} # #bookmark.0004 = { #by Mathilda Bjarnehed # type = character_event # title = bookmark.0004.t # desc = { # first_valid = { # triggered_desc = { # trigger = { #You did not know they had killed your family-member # scope:prisoner = { # any_secret = { # type = secret_murder # secret_target = scope:dead # NOT = { any_secret_knower = { this = root } } # } # } # } # desc = bookmark.0004.desc_unknown # } # desc = bookmark.0004.desc # } # } # theme = dungeon # left_portrait = { # character = scope:prisoner # animation = fear # } # lower_right_portrait = scope:dead # # trigger = { # NOT = { # any_in_list = { # list = captured_rivals # this = scope:prisoner # } # } # } # # immediate = { # play_music_cue = "mx_cue_murder" # if = { # limit = { # scope:prisoner = { # any_secret = { # type = secret_murder # secret_target = scope:dead # NOT = { any_secret_knower = { this = root } } # } # } # } # scope:prisoner = { # random_secret = { # type = secret_murder # limit = { # secret_target = scope:dead # NOT = { any_secret_knower = { this = root } } # } # reveal_to = root # } # } # } # } # # #Blood eagle # option = { # name = bookmark.0004.a # # add_dread = medium_dread_gain # add_prestige = medium_prestige_gain # scope:prisoner = { # death = { # death_reason = death_execution_blood_eagle # killer = root # } # } # scope:dead = { # every_close_family_member = { # custom = bookmark.0004.a.custom # limit = { this != root } # add_opinion = { # modifier = pleased_opinion # opinion = 30 # target = root # } # } # } # execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root } # # ai_chance = { # base = 50 # modifier = { # scope:dead = character:163109 #Lodbrok # add = 1000 # } # } # } # # #Sacrifice to Odin # option = { # name = bookmark.0004.b # trigger = { faith = { has_doctrine_parameter = human_sacrifice_active } } # # add_piety = major_piety_gain # scope:prisoner = { # death = { # death_reason = death_execution_blood_eagle # killer = root # } # } # scope:dead = { # every_close_family_member = { # custom = bookmark.0004.a.custom # limit = { this != root } # add_opinion = { # modifier = pleased_opinion # opinion = 30 # target = root # } # } # } # execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root } # # ai_chance = { # base = 50 # } # } # # #I have other plans... # option = { # name = bookmark.0004.c # # ai_chance = { # base = 0 # modifier = { # ai_vengefulness <= medium_negative_ai_value # add = 100 # } # } # } #} # ################################ ## 867 - THE GREAT ADVENTURERS # ################################ # #### Daurama takes Bawo under her wing. #bookmark.0101 = { # type = character_event # title = bookmark.0101.t # desc = { # desc = bookmark.0101.desc_intro # first_valid = { # triggered_desc = { # trigger = { # scope:bayajidda = { is_alive = yes } # } # desc = bookmark.0101.desc_living # } # desc = bookmark.0101.desc_dead # } # } # theme = crown # left_portrait = { # character = root # animation = personality_rational # } # right_portrait = { # character = scope:bayajidda # } # lower_center_portrait = { # character = scope:bewo # } # # trigger = { # is_ai = no # character:251181 = { is_alive = yes } # } # # immediate = { # play_music_cue = "mx_cue_succession" # character:251180 = { save_scope_as = bayajidda } # character:251181 = { save_scope_as = bewo } # character:251252 = { save_scope_as = shawata } # title:k_hausaland = { save_scope_as = hausaland} # } # # # Remember your heritage, my child. # option = { # name = bookmark.0101.a # # #Move Bewo to Daurama's house. # custom_tooltip = bookmark.0101.a.tt # character:251181 = { set_house = root.house } # add_courtier = character:251181 #Move him to your court # # #Bayajidda is, understandably, a little hurt by all this. # character:251180 = { # add_opinion = { # modifier = hurt_opinion # target = root # opinion = -20 # } # } # # ai_chance = { # base = 0 #The AI should never get this event, but if they do, shouldn't opt in. # } # } # # # He is my blood, whatever his name. # option = { # name = bookmark.0101.b # # character:251180 = { # add_opinion = { # modifier = pleased_opinion # target = root # opinion = 40 # } # } # custom_tooltip = bookmark.0101.b.tt # # ai_chance = { # base = 100 #AI doesn't get this event, but should always pick no. # } # } # # # The Magajiya will continue to rule! # option = { # name = bookmark.0101.c # # add_realm_law_skip_effects = female_preference_law # scope:bewo = { # set_house = root.house # add_trait = disinherited # } # scope:shawata = { # if = { # limit = { # is_alive = yes # OR = { # matrilinear_marriage = yes # is_married = no # } # } # custom_tooltip = bookmark.0101.c.tt # } # else = { # custom_tooltip = bookmark.0101.b.tt # } # } # # # ai_chance = { # base = 0 #The AI should never get this event, but if they do, shouldn't opt in. # } # } #} ####Radhanites were influential in Khazaria, so we spawn a bunch of them #bookmark.0200 = { #by James Beaumont # type = character_event # hidden = yes # # trigger = { # this = title:e_caspian-pontic_steppe.holder #Khagan of Khazaria # is_alive = yes # is_landed = yes # } # # immediate = { # create_character = { # location = title:e_caspian-pontic_steppe.holder.capital_province # trait = lifestyle_mystic # random_traits = yes # faith = faith:kabarism # culture = culture:radhanite # gender_female_chance = { # if = { # limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } } # add = 0 # } # else_if = { # limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } } # add = 100 # } # else = { # add = 50 # } # } # save_scope_as = new_courtier # } # title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } # create_character = { # location = title:e_caspian-pontic_steppe.holder.capital_province # faith = faith:kabarism # culture = culture:radhanite # random_traits_list = { # count = 1 # education_learning_2 = {} # education_learning_3 = {} # education_learning_4 = {} # } # random_traits = yes # gender_female_chance = { # if = { # limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } } # add = 0 # } # else_if = { # limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } } # add = 100 # } # else = { # add = 50 # } # } # save_scope_as = new_courtier # } # title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } # create_character = { # location = title:e_caspian-pontic_steppe.holder.capital_province # age = { 18 35 } # random_traits_list = { # count = 1 # education_martial_2 = {} # education_martial_3 = {} # education_martial_4 = {} # } # random_traits_list = { # count = 1 # brave = {} # just = {} # } # random_traits_list = { #Something nice # honest = {} # gregarious = {} # trusting = {} # compassionate = {} # generous = {} # humble = {} # calm = {} # } # random_traits_list = { # count = 1 # lustful = {} # chaste = {} # wrathful = {} # arrogant = {} # impatient = {} # patient = {} # impatient = {} # ambitious = {} # cynical = {} # zealous = {} # stubborn = {} # } # random_traits = no # martial = { # min_template_decent_skill # max_template_decent_skill # } # prowess = { # min_template_decent_skill # max_template_decent_skill # } # faith = faith:kabarism # culture = culture:radhanite # gender_female_chance = { # add = 25 # } # save_scope_as = new_courtier # } # title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } # create_character = { # location = title:e_caspian-pontic_steppe.holder.capital_province # random_traits = yes # faith = faith:kabarism # culture = culture:radhanite # gender_female_chance = { # add = 25 # } # save_scope_as = new_courtier # } # title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } # create_character = { # location = title:e_caspian-pontic_steppe.holder.capital_province # random_traits = yes # faith = faith:kabarism # culture = culture:radhanite # gender_female_chance = { # add = 25 # } # save_scope_as = new_courtier # } # title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } # } #} # ############### ## 867 - MISC # ############### # ################################################### ## In Memory of Your Good Taste ## by Ewan Cowhig Croft & Stu Taylor ## 0211 - 0220 ################################################### # ## Basileios has just murdered Michael. ### Credit to Stu Taylor of Dead Good Comics for the title line and entire lead-in to this event. #bookmark.0211 = { # type = character_event # title = bookmark.0211.t # desc = bookmark.0211.desc # theme = murder_scheme # left_portrait = { # character = scope:basil # animation = toast_goblet # outfit_tags = { military_outfit no_cloak no_headgear } # } # right_portrait = { # character = scope:michael # animation = map_fear # } # override_background = { reference = ep3_byzantine_feast } # # trigger = { is_alive = yes } # # immediate = { # play_music_cue = "mx_cue_murder" # character:1700 = { save_scope_as = basil } # character:70490 = { # save_scope_as = michael # # Remove his nickname, which we have to leave on him for future bookmarks otherwise. # hidden_effect = { remove_nickname = yes } # } # } # # # Michael the Drunkard. # option = { # name = bookmark.0211.a # flavor = bookmark.0211.a.flavour # # scope:michael = { give_nickname = nick_the_drunkard_michael_iii } # add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain } # # # No stress, no AI. # } # # # Michael the Pious. # option = { # name = bookmark.0211.b # trigger = { is_ai = no } # flavor = bookmark.0211.b.flavour # # scope:michael = { give_nickname = nick_the_pious_michael_iii } # add_piety = massive_piety_gain # # # No stress, no AI. # } # # # Michael the Young. # option = { # name = bookmark.0211.c # trigger = { is_ai = no } # flavor = bookmark.0211.c.flavour # # scope:michael = { give_nickname = nick_the_young_michael_iii } # # domicile ?= { # switch = { # trigger = has_domicile_building # vineyard_05 = { add_domicile_building = vineyard_06 } # vineyard_04 = { add_domicile_building = vineyard_05 } # vineyard_03 = { add_domicile_building = vineyard_04 } # vineyard_02 = { add_domicile_building = vineyard_03 } # vineyard_01 = { add_domicile_building = vineyard_02 } # fallback = { # if = { # limit = { free_external_domicile_building_slots >= 1 } # add_domicile_building = vineyard_01 # } # else = { # root = { add_prestige = major_prestige_gain } # } # } # } # } # # # No stress, no AI. # } #} # # ########################## ## 1066 - RAGS TO RICHES # ########################## # #### Matilda start-up event #bookmark.1066 = { # type = character_event # title = bookmark.1066.t # desc = bookmark.1066.desc # theme = marriage # override_background = { reference = ep2_wedding_ceremony } # override_effect_2d = { # reference = rain # } # left_portrait = { # character = root # animation = stress # } # right_portrait = { # character = scope:hunchback # animation = ecstasy # } # lower_right_portrait = { # character = scope:hunchbacks_father # } # lower_left_portrait = { # character = scope:mum # } # # trigger = { # #this = character:7757 # } # # immediate = { # play_music_cue = "mx_cue_succession" # character:20248 = { save_scope_as = hunchback } # character:11030 = { save_scope_as = hunchbacks_father } # mother = { save_scope_as = mum } # hidden_effect = { # add_opinion = { # target = scope:hunchback # modifier = disgusted_opinion # opinion = -75 # } # } # } # # option = { # Murder the husband, with a *hefty* bonus (*Potentially* Historical Option) # name = bookmark.1066.a # flavor = bookmark.1066.a_flavor # # marry = scope:hunchback # # if = { # limit = { # NOT = { # any_scheme = { # type = murder # scheme_target_character = scope:hunchback # } # } # } # start_scheme = { # target_character = scope:hunchback # type = murder # } # } # custom_tooltip = diplomacy_family.2250.b.tt # hidden_effect = { # random_scheme = { # type = murder # limit = { # scheme_target_character = scope:hunchback # } # add_scheme_modifier = { # type = massive_extra_success_chance_modifier # } # } # } # # ai_chance = { # base = 100 # } # } # # option = { # Physically abandon and permanently avoid him (Historical Option) # name = bookmark.1066.b # flavor = bookmark.1066.b_flavor # # add_character_modifier = { # modifier = abandoned_marriage_modifier # } # # if = { # limit = { # betrothed ?= scope:hunchback # } # break_betrothal = scope:hunchback # } # else_if = { # limit = { # is_spouse_of = scope:hunchback # } # divorce_effect = { # DIVORCER = root # DIVORCEE = scope:hunchback # } # } # # scope:hunchbacks_father = { # if = { # limit = { # NOT = { # scope:hunchback = { # is_courtier_of = scope:hunchbacks_father # } # } # } # add_courtier = scope:hunchback # } # } # # reverse_add_opinion = { # target = scope:hunchback # modifier = abandoned_me_opinion # years = 30 # opinion = -50 # } # # reverse_add_opinion = { # target = scope:hunchbacks_father # modifier = insulted_opinion # years = 30 # opinion = -50 # } # # ai_chance = { # base = 100 # } # } # # option = { # Use your influence to flip the lineality of the marriage # name = bookmark.1066.c # flavor = bookmark.1066.c_flavor # # add_piety = -100 # # marry_matrilineal = scope:hunchback # # reverse_add_opinion = { # target = scope:hunchbacks_father # modifier = annoyed_opinion # opinion = -20 # } # # ai_chance = { # base = 100 # modifier = { # factor = 0 # scope:hunchbacks_father = { # is_ai = no # } # } # } # } # # option = { # Just hope he dies... # name = bookmark.1066.d # flavor = lineality_warning # add_internal_flag = dangerous # # marry = scope:hunchback # # ai_chance = { # base = 100 # } # } #} # ## Matilda, a witch or not? #bookmark.1067 = { # type = character_event # title = bookmark.1067.t # desc = bookmark.1067.desc # theme = faith # override_background = { reference = bp1_bonfire } # override_effect_2d = { # reference = smoke # } # left_portrait = { # character = root # animation = personality_cynical # } # # right_portrait = { # character = scope:witch # animation = happy_teacher # } # # trigger = { # NOR = { # is_witch_trigger = yes # has_trait = lifestyle_herbalist # } # } # # immediate = { # play_music_cue = "mx_cue_epic_sacral_moment" # if = { # limit = { # any_pool_character = { # province = root.location # is_physically_able_ai_adult = yes # has_no_particular_noble_roots_trigger = yes # is_female = yes # age > root.age # age >= 25 # has_education_intrigue_trigger = yes # } # } # random_pool_character = { # province = root.location # limit = { # is_physically_able_ai_adult = yes # has_no_particular_noble_roots_trigger = yes # is_female = yes # age > root.age # age >= 25 # has_education_intrigue_trigger = yes # } # save_scope_as = witch # } # } # else = { # hidden_effect = { # create_character = { # template = witchy_template # gender_female_chance = 100 # location = root.location # culture = root.location.culture # faith = root.location.faith # dynasty = none # save_scope_as = witch # } # } # } # hidden_effect = { # scope:witch ?= { # if = { # limit = { # NOT = { # has_trait = eccentric # } # } # add_trait = eccentric # } # give_witch_secret_or_trait_effect = yes # } # } # } # # option = { # Embrace the knowledge # name = bookmark.1067.a # flavor = bookmark.1067.a_flavor # add_internal_flag = dangerous # # set_focus = intrigue_skulduggery_focus # # add_intrigue_lifestyle_perk_points = 5 # # give_witch_secret_or_trait_effect = yes # # add_trait = lifestyle_herbalist # # ai_chance = { # base = 25 # } # } # # option = { # No, I'm pious! # name = bookmark.1067.b # flavor = bookmark.1067.b_flavor # # add_learning_lifestyle_xp = major_lifestyle_experience # # add_piety = 500 # # add_learning_skill = 2 # # ai_chance = { # base = 75 # } # } #} # ## Vratislav chooses whether to lay claims, or appease the emperor #bookmark.1068 = { # type = character_event # title = bookmark.1068.t # desc = bookmark.1068.desc # theme = war # override_background = { reference = ep2_travel_bridge } # left_portrait = { # character = root # animation = personality_cynical # } # right_portrait = { # character = scope:emperor # animation = personality_cynical # } # # trigger = { # exists = title:d_meissen.holder # exists = title:d_lausitz.holder # NOR = { # has_claim_on = title:d_meissen # has_claim_on = title:d_lausitz # title:d_lausitz.holder = root # title:d_meissen.holder = root # } # title:e_hre.holder ?= { # this != root # } # is_vassal_of = title:e_hre.holder # } # # immediate = { # play_music_cue = "mx_cue_positive_effect" # title:e_hre.holder = { # save_scope_as = emperor # } # } # # option = { # Lay claim to the lands # name = bookmark.1068.a # flavor = bookmark.1068.a_flavor # add_pressed_claim = title:d_meissen # add_pressed_claim = title:d_lausitz # # ai_chance = { # base = 25 # } # } # # option = { # Appease the Emperor # name = bookmark.1068.b # flavor = bookmark.1068.b_flavor # # add_prestige = 500 # add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain } # # scope:emperor = { # add_opinion = { # target = root # modifier = pleased_opinion # opinion = 30 # } # } # # if = { # limit = { # scope:emperor = { is_ai = yes } # can_add_hook = { # target = scope:emperor # type = favor_hook # } # } # add_hook = { # type = favor_hook # target = scope:emperor # } # } # # ai_chance = { # base = 75 # } # } #} # ## The matter of Jaromir #bookmark.1069 = { # type = character_event # title = bookmark.1069.t # desc = bookmark.1069.desc # theme = faith # override_background = { reference = holy_site_generic } # override_effect_2d = { # reference = rain # } # left_portrait = { # character = character:john_monk # animation = prayer # } # right_portrait = { # character = scope:jaromir # animation = dismissal # } # lower_right_portrait = root.faith.religious_head # # trigger = { # character:528 ?= { # is_alive = yes # is_councillor_of = root # } # character:john_monk ?= { # is_alive = yes # } # } # # immediate = { # play_music_cue = "mx_cue_negative" # character:528 = { # save_scope_as = jaromir # } # character:john_monk = { # save_scope_as = john_monk # } # } # # option = { # Replace Jaromir with John # name = bookmark.1069.a # flavor = bookmark.1069.a_flavor # # faith.religious_head = { # add_opinion = { # target = root # modifier = impious_opinion # opinion = -30 # } # } # # create_title_and_vassal_change = { # type = granted # save_scope_as = change # } # title:c_opava = { # change_title_holder = { # holder = scope:john_monk # change = scope:change # take_baronies = no # } # } # resolve_title_and_vassal_change = scope:change # scope:john_monk = { # hidden_effect = { # change_government = theocracy_government # } # } # if = { # limit = { character:528 = { is_councillor_of = root } } # fire_councillor = character:528 # } # assign_councillor_type = { # type = councillor_court_chaplain # remove_existing_councillor = yes # target = character:john_monk # } # add_character_flag = { # flag = bishop_assignment # days = 1 # } # ai_chance = { # base = 25 # } # } # # option = { # Make great concessions to Jaromir # name = bookmark.1069.b # flavor = bookmark.1069.b_flavor # # pay_short_term_gold = { # target = scope:jaromir # gold = medium_gold_value # } # # scope:jaromir = { # add_opinion = { # target = root # modifier = pleased_opinion # opinion = 30 # } # remove_relation_rival = root # } # # ai_chance = { # base = 75 # } # } # # option = { # Make great concessions to Jaromir # name = bookmark.1069.c # flavor = bookmark.1069.c_flavor # # ai_chance = { # base = 75 # } # } # # after = { # hidden_effect = { # if = { # limit = { # has_character_flag = bishop_assignment # } # assign_councillor_type = { # type = councillor_court_chaplain # remove_existing_councillor = yes # target = character:john_monk # } # } # } # } #} # ## A Norman Sicily #bookmark.1070 = { # type = character_event # title = bookmark.1070.t # desc = bookmark.1070.desc # theme = war # override_background = { reference = terrain } # # left_portrait = { # character = root # animation = hunting_knife_start # } # # lower_right_portrait = scope:pope # lower_left_portrait = scope:emperor # # trigger = { # # } # # immediate = { # play_music_cue = "mx_cue_positive_effect" # # title:e_hre.holder = { save_scope_as = emperor } # root.faith.religious_head = { save_scope_as = pope } # # custom_tooltip = claim_sicily # hidden_effect = { # add_pressed_claim = title:d_salerno # add_pressed_claim = title:c_napoli # add_pressed_claim = title:d_capua # add_pressed_claim = title:c_siracusa # add_pressed_claim = title:c_agrigento # add_pressed_claim = title:c_palermo # } # } # # option = { # name = bookmark.1070.a # # add_pressed_claim = title:d_benevento # add_pressed_claim = title:d_spoleto # show_as_tooltip = { # spawn_army = { # levies = 750 # location = root.capital_province # name = norman_highwaymen # } # } # hidden_effect = { # spawn_army = { # levies = 125 # men_at_arms = { # type = bowmen # men = 50 # } # men_at_arms = { # type = light_horsemen # men = 50 # } # men_at_arms = { # type = conrois # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # levies = 125 # men_at_arms = { # type = bowmen # men = 50 # } # men_at_arms = { # type = light_horsemen # men = 50 # } # men_at_arms = { # type = conrois # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # levies = 125 # men_at_arms = { # type = bowmen # men = 50 # } # men_at_arms = { # type = light_horsemen # men = 50 # } # men_at_arms = { # type = conrois # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # } # # scope:emperor = { # add_opinion = { # target = root # modifier = angry_opinion # opinion = -30 # } # } # # scope:pope = { # add_opinion = { # target = root # modifier = angry_opinion # opinion = -30 # } # } # # ai_chance = { # base = 100 # } # } # # option = { # name = bookmark.1070.b # # add_pressed_claim = title:d_benevento # # show_as_tooltip = { # spawn_army = { # levies = 500 # location = root.capital_province # name = norman_highwaymen # } # } # hidden_effect = { # spawn_army = { # levies = 125 # men_at_arms = { # type = bowmen # men = 50 # } # men_at_arms = { # type = light_horsemen # men = 50 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # levies = 125 # men_at_arms = { # type = bowmen # men = 50 # } # men_at_arms = { # type = light_horsemen # men = 50 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # } # # scope:pope = { # add_opinion = { # target = root # modifier = angry_opinion # opinion = -30 # } # } # # ai_chance = { # base = 100 # } # } # # option = { # name = bookmark.1070.c # # spawn_army = { # levies = 125 # men_at_arms = { # type = bowmen # men = 50 # } # men_at_arms = { # type = light_horsemen # men = 50 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # ai_chance = { # base = 100 # } # } #} # ## The Pretender Monk #bookmark.1071 = { # type = character_event # title = bookmark.1071.t # desc = bookmark.1071.desc # theme = martial # override_background = { reference = throne_room } # # left_portrait = { # character = root # animation = thinking # } # # right_portrait = { # character = scope:raiktor # animation = beg # } # # trigger = { # gold >= 100 # is_at_war = no # title:e_byzantium.holder ?= { # this != root # } # } # # on_trigger_fail = { # if = { # limit = { # title:e_byzantium.holder ?= { # this != root # } # } # trigger_event = { # id = bookmark.1071 # days = 25 # } # } # } # # immediate = { # title:e_byzantium.holder ?= { save_scope_as = byz_emperor } # create_character = { # template = monk_character_template # name = Raiktor # culture = culture:greek # faith = faith:orthodox # age = 30 # gender_female_chance = 0 # save_scope_as = raiktor # employer = root # intrigue = { min_template_high_skill max_template_high_skill } # learning = { min_template_high_skill max_template_high_skill } # } # hidden_effect = { # scope:raiktor = { # add_unpressed_claim = title:e_byzantium # if = { # limit = { # has_trait = honest # } # remove_trait = honest # } # add_trait = deceitful # add_trait = historical_character # add_character_flag = raiktor # set_variable = { # name = show_historical_gui # value = 1 # } # } # } # } # # option = { # name = bookmark.1071.a # # flavor = hard_raiktor_war # # custom_tooltip = start_raiktor_war # custom_tooltip = gain_war_troops # # hidden_effect = { # start_war = { # cb = raiktor_claim_cb # target = title:e_byzantium.holder # claimant = scope:raiktor # target_title = title:e_byzantium # } # random_character_war = { # limit = { # using_cb = raiktor_claim_cb # } # save_scope_as = war # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # } # # ai_chance = { # base = 10 # modifier = { # factor = 0.1 # title:e_byzantium.holder ?= { is_ai = no } # } # } # } # # option = { # name = bookmark.1071.b # # flavor = easy_raiktor_war # # custom_tooltip = start_raiktor_conquest_war # custom_tooltip = gain_war_troops # # hidden_effect = { # start_war = { # cb = raiktor_conquest_cb # target = title:e_byzantium.holder # claimant = scope:raiktor # target_title = title:c_dyrrachion # target_title = title:c_avlonas # target_title = title:c_buthrotum # } # random_character_war = { # limit = { # using_cb = raiktor_conquest_cb # } # save_scope_as = war # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # # spawn_army = { # war = scope:war # levies = 300 # men_at_arms = { # type = bowmen # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 75 # } # men_at_arms = { # type = armored_horsemen # men = 25 # } # location = root.capital_province # name = norman_highwaymen # } # } # # ai_chance = { # base = 100 # modifier = { # factor = 0.1 # title:e_byzantium.holder ?= { is_ai = no } # } # } # } # # option = { # name = bookmark.1071.c # # scope:raiktor = { select_and_move_to_pool_effect = yes } # # ai_chance = { # base = 10 # modifier = { # factor = 10 # title:e_byzantium.holder ?= { is_ai = no } # } # } # } #} # ## Conquering Cordoba #bookmark.1072 = { # type = character_event # title = bookmark.1072.t # desc = bookmark.1072.desc # theme = martial # override_background = { reference = terrain_scope } # # left_portrait = { # character = root # animation = spymaster # } # # right_portrait = { # character = title:c_cordoba.holder # animation = steward # } # # trigger = { # exists = title:c_cordoba.holder # NOT = { title:c_cordoba.holder = root } # } # # immediate = { # title:c_cordoba.holder = { save_scope_as = cordoba_holder } # title:c_cordoba.title_province = { save_scope_as = background_terrain_scope } # } # # option = { # name = bookmark.1072.a # trait = schemer # # custom_tooltip = intrigue_challenge # add_character_flag = intrigue_duel_on_attack # # custom_tooltip = start_cordoba_war # hidden_effect = { # if = { # limit = { # title:c_cordoba.holder = { # has_title = title:c_cabra # } # } # start_war = { # cb = county_conquest_cb # target = title:c_cordoba.holder # target_title = title:c_cordoba # target_title = title:c_cabra # } # } # else = { # start_war = { # cb = county_conquest_cb # target = title:c_cordoba.holder # target_title = title:c_cordoba # } # } # } # # ai_chance = { # base = 90 # } # } # # option = { # name = bookmark.1072.b # # spawn_army = { # levies = 100 # men_at_arms = { # type = abudrar # men = 100 # } # men_at_arms = { # type = light_horsemen # men = 50 # } # location = root.capital_province # name = event_troop_default_name # } # # custom_tooltip = start_cordoba_war # hidden_effect = { # if = { # limit = { # title:c_cordoba.holder = { # has_title = title:c_cabra # } # } # start_war = { # cb = county_conquest_cb # target = title:c_cordoba.holder # target_title = title:c_cordoba # target_title = title:c_cabra # } # } # else = { # start_war = { # cb = county_conquest_cb # target = title:c_cordoba.holder # target_title = title:c_cordoba # } # } # } # # ai_chance = { # base = 10 # } # } # # option = { # name = bookmark.1072.c # # ai_chance = { # base = 0 # } # } #} # ## The Seljuk Scion #bookmark.1073 = { # type = character_event # title = bookmark.1073.t # desc = bookmark.1073.desc # theme = martial # override_background = { reference = terrain_scope } # # left_portrait = { # character = root # animation = stress # } # right_portrait = { # character = scope:alp_arslan # animation = war_over_win # } # lower_left_portrait = scope:qutalmish # lower_right_portrait = scope:tughril # # immediate = { # character:3040 = { save_scope_as = alp_arslan } # character:3033 = { save_scope_as = qutalmish } # character:3038 = { save_scope_as = tughril } # title:e_persia.title_capital_county.title_province = { save_scope_as = background_terrain_scope } # show_as_tooltip = { # scope:alp_arslan = { # set_relation_rival = { reason = rival_killed_parent target = root } # } # add_realm_law = camp_purpose_mercenaries # } # if = { # limit = { # has_mpo_dlc_trigger = yes # } # spawn_army = { # name = event_troop_default_name # men_at_arms = { # type = horse_archers # stacks = 2 # } # men_at_arms = { # type = steppe_raiders # stacks = 2 # } # men_at_arms = { # type = heavy_horse_archers # stacks = 2 # } # location = root.location # origin = root.location # } # } # else = { # spawn_army = { # name = event_troop_default_name # men_at_arms = { # type = horse_archers # stacks = 2 # } # men_at_arms = { # type = steppe_raiders # stacks = 2 # } # men_at_arms = { # type = heavy_horse_archers # stacks = 2 # } # location = root.location # origin = root.location # } # } # } # # option = { # name = bookmark.1073.a # add_prestige_level = 1 # if = { # limit = { # has_mpo_dlc_trigger = yes # } # spawn_army = { # name = event_troop_default_name # men_at_arms = { # type = horse_archers # stacks = 2 # } # men_at_arms = { # type = steppe_raiders # stacks = 2 # } # men_at_arms = { # type = heavy_horse_archers # stacks = 2 # } # location = root.location # origin = root.location # } # } # else = { # spawn_army = { # name = event_troop_default_name # men_at_arms = { # type = horse_archers # stacks = 2 # } # men_at_arms = { # type = light_horsemen # stacks = 2 # } # men_at_arms = { # type = light_footmen # stacks = 2 # } # location = root.location # origin = root.location # } # } # ai_chance = { # base = 90 # } # } # # option = { # name = bookmark.1073.b # add_unpressed_claim = title:e_persia # add_realm_law = camp_purpose_legitimists # scope:alp_arslan = { # set_relation_nemesis = { reason = rival_killed_parent target = root } # } # ai_chance = { # base = 10 # } # } #} # ####We let the player decide which dynasty Sibylla's son will belong to avoid undesirable potential game overs #bookmark.0300 = { # type = character_event # title = bookmark.0300.t # desc = bookmark.0300.desc # # theme = family # left_portrait = { # character = root # animation = personality_rational # } # lower_center_portrait = { # character = scope:dead_husband # animation = dead # } # right_portrait = { # character = scope:baby_baudouin # } # # trigger = { # is_ai = no # character:223541 = { # is_ai = yes # is_alive = yes # } # } # # immediate = { # character:223541 = { save_scope_as = baby_baudouin } # character:223540 = { save_scope_as = dead_husband } # } # # option = { # name = bookmark.0300.a # # character:223541 = { set_house = root.house } # # ai_chance = { # base = 0 # The AI shouldn't get this event, but should want to maintain the status quo if it did # } # } # # option = { # name = bookmark.0300.b # # ai_chance = { # base = 100 # AI doesn't get this event, but should always pick no. # } # custom_tooltip = bookmark.0300.b.tt # } #} # #bookmark.0400 = { # type = character_event # title = bookmark.0400.t # desc = bookmark.0400.desc # # theme = family # # left_portrait = { # character = root # animation = disapproval # } # lower_left_portrait = { # character = scope:brother # } # lower_right_portrait = { # character = scope:child # } # right_portrait = { # character = scope:emperor # animation = pain # } # # trigger = { # is_ai = no # character:206651 = { # your husband # is_alive = yes # is_ai = yes # is_landed = yes # } # character:206653 = { # your child # is_alive = yes # is_ai = yes # top_liege = root.top_liege # } # character:tangut_liang_2 = { # your brother # is_alive = yes # is_ai = yes # top_liege = root.top_liege # } # } # # immediate = { # character:206651 = { save_scope_as = emperor } # character:206653 = { save_scope_as = child } # character:tangut_liang_2 = { save_scope_as = brother } # scope:emperor.primary_title = { save_scope_as = xia } # } # # option = { # name = bookmark.0400.a # # custom_tooltip = { # text = bookmark.0400.a.tt # # scope:emperor = { # every_held_title = { # limit = { # tier >= tier_county # is_landless_type_title = no # } # add_to_list = titles_to_transfer # } # } # # create_title_and_vassal_change = { # type = usurped # save_scope_as = change # add_claim_on_loss = yes # } # # every_in_list = { # list = titles_to_transfer # change_title_holder = { # holder = root # change = scope:change # } # } # # scope:emperor = { # every_vassal = { # limit = { # NOT = { # this = root # } # } # change_liege = { # LIEGE = root # CHANGE = scope:change # } # } # } # # resolve_title_and_vassal_change = scope:change # # scope:emperor = { # death = { # death_reason = death_wounds # } # } # } # # if = { # limit = { # exists = cp:councillor_chancellor # cp:councillor_chancellor != character:tangut_liang_2 # } # fire_councillor = cp:councillor_chancellor # assign_councillor_type = { # type = councillor_chancellor # target = character:tangut_liang_2 # } # } # # every_child = { # limit = { # house != root.house # } # set_house = root.house # } # # ai_chance = { # base = 0 # } # } # # option = { # name = bookmark.0400.b # # custom_tooltip = { # text = bookmark.0400.b.tt # add_character_flag = has_had_diarch_intro_event_flag # # scope:emperor = { # designate_diarch = root # try_start_diarchy = regency # set_diarchy_swing = 100 # if = { # limit = { # exists = cp:councillor_chancellor # cp:councillor_chancellor != character:tangut_liang_2 # } # fire_councillor = cp:councillor_chancellor # scope:brother = { # set_employer = scope:emperor # } # assign_councillor_type = { # type = councillor_chancellor # target = character:tangut_liang_2 # } # } # } # } # change_influence = monumental_influence_gain # add_prestige = monumental_prestige_gain # # ai_chance = { # base = 100 # } # } # option = { # name = bookmark.0400.c # # custom_tooltip = { # text = bookmark.0400.c.tt # add_character_flag = has_had_diarch_intro_event_flag # # scope:emperor = { # death = { # death_reason = death_wounds # } # } # scope:brother = { # set_employer = scope:child # } # scope:child = { # set_diarch = root # set_diarchy_swing = 100 # if = { # limit = { # exists = cp:councillor_chancellor # cp:councillor_chancellor != character:tangut_liang_2 # } # fire_councillor = cp:councillor_chancellor # assign_councillor_type = { # type = councillor_chancellor # target = character:tangut_liang_2 # } # } # } # } # change_influence = monumental_influence_gain # add_prestige = monumental_prestige_gain # # ai_chance = { # base = 0 # } # } # after = { # add_hook = { # type = loyalty_hook # target = scope:brother # } # # scope:brother = { # change_influence = massive_influence_gain # add_prestige = massive_prestige_gain # } # } #} # #bookmark.0500 = { # type = character_event # title = bookmark.0500.t # desc = bookmark.0500.desc # window = big_event_window # theme = merit # override_background = bedchamber # # left_portrait = { # character = root # animation = disapproval # } # # trigger = { # } # # immediate = { # } # # option = { # name = bookmark.0500.a # # add_character_modifier = { # modifier = tgp_wiles_is_the_way_modifier # years = 10 # } # # domicile ?= { # hidden_effect = { # add_domicile_building = east_asian_peasant_quarters_01 # add_domicile_building = east_asian_peasant_quarters_02 # add_domicile_building = east_asian_peasant_quarters_03 # } # add_domicile_building = east_asian_peasant_quarters_04 # custom_tooltip = domicile_building_parameter_can_use_incite_revolts # custom_tooltip = domicile_building_parameter_can_join_peasant_factions # } # # ai_chance = { # base = 100 # } # } # # option = { # name = bookmark.0500.b # # trigger = { # is_landed = no # } # # add_trait = conqueror # # create_title_and_vassal_change = { # type = usurped # save_scope_as = change # } # title:c_caozhou = { # change_title_holder = { # holder = root # change = scope:change # take_baronies = yes # } # } # hidden_effect = { # becomes_independent = { # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # # start_war = { # casus_belli = admin_barbarian_conquest_cb # target = title:d_biansong.holder # } # # spawn_army = { # levies = 5000 # location = root.capital_province # origin = root.capital_province # inheritable = no # uses_supply = yes # name = faithful_followers # } # # ai_chance = { # base = 0 # } # } # option = { # name = bookmark.0500.c # # trigger = { # has_dlc_feature = roads_to_power # } # # create_landless_adventurer_title_tooltip_effect = yes # add_character_modifier = { # modifier = ep3_voluntary_laamp_character_modifier # years = 5 # } # hidden_effect = { # # Create Adventurer # create_landless_adventurer_title_effect = { # REASON = flag:runaway_allowed # FLAVOR_CHAR = root # } # domicile ?= { # change_provisions = major_provisions_gain # } # } # # ai_chance = { # base = 0 # } # } # # option = { # name = bookmark.0500.d # # trigger = { # is_landed = no # } # # set_character_faith = faith:maitreya # # faith:maitreya = { # change_fervor = { # value = 100 # desc = maitreya_has_descended_fervor_desc # } # } # # add_character_modifier = claimed_mantle_of_maitreya_modifier # # hidden_effect = { # set_global_variable = { # name = the_maitreya_has_descended # value = yes # } # } # add_trait = peasant_leader # # create_title_and_vassal_change = { # type = usurped # save_scope_as = change # } # title:c_caozhou = { # change_title_holder = { # holder = root # change = scope:change # take_baronies = yes # } # } # hidden_effect = { # becomes_independent = { # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # # start_war = { # casus_belli = admin_barbarian_conquest_cb # target = title:d_biansong.holder # } # # spawn_army = { # levies = 5000 # location = root.capital_province # origin = root.capital_province # inheritable = no # uses_supply = yes # name = maitreya_devotees # } # # ai_chance = { # base = 0 # } # } #} #