namespace = british_isles ################################################## ### British Isles Major Decision Events # 0001 - Reclaiming Britannia # 1001 - Restoring the Danelaw # 2001 - Embrace English Culture # 3001 - Request Laudabiliter ################################################## ################################################## # Reclaim Britannia # by Linnéa Thimrén ################################################## #british_isles.0001 = { # type = character_event # title = british_isles.0001.t # desc = british_isles.0001.desc # theme = realm # left_portrait = { # character = scope:reclaimer # animation = personality_honorable # } # # immediate = { # play_music_cue = "mx_cue_epic_sacral_moment" # save_scope_as = reclaimer # reclaim_britannia_decision_effect = yes # legend_seed_great_deed_region_effect = { # REGION = geographical_region:world_europe_west_britannia # } # } # # option = { # name = british_isles.0001.a # } #} # ## Players informed #british_isles.0002 = { # type = character_event # title = british_isles.0001.t # desc = british_isles.0002.desc # theme = realm # left_portrait = { # character = scope:reclaimer # animation = personality_honorable # } # # option = { # Not celtic # name = british_isles.0002.a # trigger = { # NOR = { # culture = { has_cultural_pillar = heritage_goidelic } # culture = { has_cultural_pillar = heritage_brythonic } # } # } # } # option = { # Also celtic # name = british_isles.0002.b # trigger = { # OR = { # culture = { has_cultural_pillar = heritage_goidelic } # culture = { has_cultural_pillar = heritage_brythonic } # } # } # } #} ################################################## # Restoring the Danelaw # by Linnéa Thimrén ################################################## # #british_isles.1001 = { # type = character_event # title = british_isles.1001.t # desc = british_isles.1001.desc # theme = realm # orphan = yes # left_portrait = { # character = scope:restorer # animation = personality_honorable # } # # immediate = { # save_scope_as = restorer # # restore_the_danelaw_effect = yes # } # # option = { # name = british_isles.1001.a # } #} # ## Players informed of the Danelaw being created #british_isles.1002 = { # type = character_event # title = british_isles.1002.t # orphan = yes # desc = { # first_valid = { # triggered_desc = { # trigger = { # culture = { has_cultural_pillar = heritage_north_germanic } # } # desc = british_isles.1002.desc_same_culture # } # desc = british_isles.1002.desc # } # } # theme = realm # left_portrait = { # character = scope:restorer # animation = personality_honorable # } # override_background = { reference = farmland } # # option = { # Not Danish # name = british_isles.1002.a # trigger = { # NOT = { culture = { has_cultural_pillar = heritage_north_germanic } } # } # } # # option = { # Also Danish # name = british_isles.1002.b # trigger = { # culture = { has_cultural_pillar = heritage_north_germanic } # } # } # # option = { # Give players close to restorer a chance to convert # name = british_isles.1002.c # trigger = { # root.culture != scope:restorer.culture # OR = { # is_close_family_of = scope:restorer # is_vassal_of = scope:restorer # } # } # set_culture = scope:restorer.culture # hidden_effect = { # if = { # limit = { any_spouse = { is_landed = no } } # every_spouse = { # set_culture = scope:restorer.culture # } # } # if = { # limit = { # any_close_family_member = { # is_landed = no # NOT = { is_spouse_of = prev } # } # } # every_close_family_member = { # limit = { # is_landed = no # NOT = { is_spouse_of = prev } # } # set_culture = scope:restorer.culture # } # } # } # } #} # ## You proposition a powerful opposing warlord about partitioning the nation. ## by Ewan Cowhig Croft #british_isles.1011 = { # type = character_event # title = british_isles.1011.t # desc = { # first_valid = { # triggered_desc = { # trigger = { negotiate_the_danelaw_norse_side_trigger = yes } # desc = british_isles.1011.nord # } # desc = british_isles.1011.brit # } # desc = british_isles.1011.outro # } # theme = crown # left_portrait = { # character = scope:ntd_actor # animation = personality_rational # } # right_portrait = { # character = scope:ntd_recipient # animation = personality_bold # } # # immediate = { # # Grab actors. # ## Root initially. # save_scope_as = ntd_actor # ## But also the best possible opposition. # ### We start by grabbing all possible opposition. # title:k_england = { # every_in_de_jure_hierarchy = { # limit = { # holder ?= { negotiate_the_danelaw_valid_danelaw_opponent_trigger = yes } # } # holder = { add_to_list = possible_danelaw_partners_list } # } # } # ### Then sort through those to find the best. # ordered_in_list = { # list = possible_danelaw_partners_list # order_by = negotiate_the_danelaw_preferable_opponent_value # save_scope_as = ntd_recipient # } # ## Now, let's figure out who's who. # scope:ntd_actor = { # if = { # limit = { negotiate_the_danelaw_british_side_trigger = yes } # save_scope_as = ntd_brit # } # else = { save_scope_as = ntd_nord } # } # scope:ntd_recipient = { # if = { # limit = { exists = scope:ntd_brit } # save_scope_as = ntd_nord # } # else = { save_scope_as = ntd_brit } # } # } # # # Send the letter. # option = { # name = british_isles.1011.a # # # Scope:ntd_recipient will get to decide. # custom_tooltip = british_isles.1011.a.tt # scope:ntd_recipient = { trigger_event = british_isles.1021 } # # Show the possible results. # show_as_tooltip = { negotiate_the_danelaw_each_way_effect = yes } # # # No stress for the basic option. # ai_chance = { # # AI should always be fairly likely to pick this. # base = 100 # } # } # # # Send the letter, and an open hand of friendship. # option = { # name = british_isles.1011.b # trigger = { # # Must be following a reformed faith. # faith = { # NOT = { has_doctrine_parameter = unreformed } # } # # And be able to accept them as a friend. # can_set_relation_friend_trigger = { CHARACTER = scope:ntd_recipient } # } # # # All of the above results apply. # custom_tooltip = british_isles.1011.b.above_applies.tt # # But also you'll take them into your faith & household. # custom_tooltip = british_isles.1011.b.offer_faith.tt # save_scope_value_as = { # name = ntd_friendship_offered # value = yes # } # scope:ntd_recipient = { trigger_event = british_isles.1021 } # # stress_impact = { # gregarious = minor_stress_impact_loss # zealous = medium_stress_impact_loss # forgiving = major_stress_impact_loss # trusting = major_stress_impact_loss # shy = minor_stress_impact_gain # cynical = medium_stress_impact_gain # vengeful = major_stress_impact_gain # paranoid = major_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_compassion = 1 # ai_vengefulness = -1 # } # modifier = { # Weight up for stress. # add = 10 # has_trait = gregarious # } # modifier = { # Weight up for stress. # add = 20 # has_trait = zealous # } # modifier = { # Weight up for stress. # add = 30 # has_trait = forgiving # } # modifier = { # Weight up for stress. # add = 30 # has_trait = trusting # } # modifier = { # Weight down for stress. # add = -10 # has_trait = shy # } # modifier = { # Weight down for stress. # add = -20 # has_trait = cynical # } # modifier = { # Weight down for stress. # add = -30 # has_trait = vengeful # } # modifier = { # Weight down for stress. # add = -30 # has_trait = paranoid # } # } # } # # # Diplomacy is the coward's way out! # option = { # name = british_isles.1011.c # # # The Danelaw may yet be negotiated by someone else. # custom_tooltip = british_isles.1011.c.tt # remove_list_global_variable = { # name = unavailable_unique_decisions # target = flag:negotiate_the_danelaw_decision # } # # # No stress for cancelling out of a decision before it's started. # ai_chance = { # # If the AI has taken the decision, then they should always go through with it. # base = 0 # } # } #} # #scripted_effect british_isles_1021_notify_other_players_effect = { # every_player = { # limit = { # NOR = { # this = scope:ntd_actor # this = scope:ntd_recipient # } # any_sub_realm_county = { # title_province = { geographical_region = world_europe_west_britannia } # } # } # trigger_event = british_isles.1022 # } #} # ## An enemy ruler proposes that you and they partition k_england. ## by Ewan Cowhig Croft #british_isles.1021 = { # type = character_event # title = british_isles.1021.t # desc = { # desc = british_isles.1021.intro # first_valid = { # triggered_desc = { # trigger = { negotiate_the_danelaw_norse_side_trigger = yes } # desc = british_isles.1021.nord # } # desc = british_isles.1021.brit # } # desc = british_isles.1021.outro # } # theme = crown # left_portrait = { # character = scope:ntd_recipient # animation = personality_rational # } # right_portrait = { # character = scope:ntd_actor # animation = personality_bold # } # override_background = { reference = farmland } # # trigger = { negotiate_the_danelaw_basic_filter_trigger = yes } # # on_trigger_fail = { # # Inform scope:ntd_actor that something has gone wrong. # scope:ntd_actor = { # send_interface_toast = { # title = british_isles.1021.invalidation.t # left_icon = scope:ntd_recipient # custom_tooltip = british_isles.1021.invalidation.tt # remove_list_global_variable = { # name = unavailable_unique_decisions # target = flag:negotiate_the_danelaw_decision # } # } # } # } # # # A crown that none can deny, you say? # option = { # name = british_isles.1021.a # # # Inform scope:ntd_actor. # hidden_effect = { # scope:ntd_actor = { # send_interface_toast = { # title = british_isles.1021.a.accepted # left_icon = scope:ntd_recipient # custom_tooltip = british_isles.1021.a.accepted.tt # } # } # } # # And inform other players. # british_isles_1021_notify_other_players_effect = yes # # Then apply effects. # negotiate_the_danelaw_accept_effect = yes # # # No stress for the basic option. # ai_chance = { # # AI should always be fairly likely to pick this. # base = 100 # } # } # # # Perhaps... perhaps it #EMP is#! time for a change... # option = { # name = british_isles.1021.b # trigger = { exists = scope:ntd_friendship_offered } # # # Inform scope:ntd_actor. # hidden_effect = { # scope:ntd_actor = { # send_interface_toast = { # title = british_isles.1021.b.accepted.critical # left_icon = scope:ntd_recipient # custom_tooltip = british_isles.1021.b.accepted.critical.tt # } # } # } # # And inform other players. # british_isles_1021_notify_other_players_effect = yes # # All of the above results apply. # custom_tooltip = british_isles.1021.b.above_applies.tt # hidden_effect = { negotiate_the_danelaw_accept_effect = yes } # # And _also_ you switch faith and are accepted as a friend of scope:ntd_actor. # set_relation_friend = { reason = friend_partitioned_england target = scope:ntd_recipient } # # If possible, switch to scope:ntd_actor's faith. # ## Yeah, I realise that this is an easy way to skirt the restrictions from HumSac'ing a HoF. :) Benefits of having a godperson vouch for you. # if = { # limit = { # scope:ntd_recipient.faith != scope:ntd_actor.faith # } # scope:ntd_recipient = { set_character_faith_with_conversion = scope:ntd_actor } # } # # stress_impact = { # gregarious = minor_stress_impact_loss # cynical = medium_stress_impact_loss # trusting = medium_stress_impact_loss # shy = minor_stress_impact_gain # zealous = major_stress_impact_gain # paranoid = major_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_compassion = 0.5 # ai_vengefulness = -0.25 # ai_zeal = -1 # } # modifier = { # Weight up for stress. # add = 10 # has_trait = gregarious # } # modifier = { # Weight up for stress. # add = 20 # has_trait = cynical # } # modifier = { # Weight up for stress. # add = 20 # has_trait = trusting # } # modifier = { # Weight down for stress. # add = -10 # has_trait = shy # } # modifier = { # Weight down for stress. # add = -30 # has_trait = zealous # } # modifier = { # Weight down for stress. # add = -30 # has_trait = paranoid # } # } # } # # # What rot! Let all the world see HerHis cowardice! # option = { # name = british_isles.1021.c # # # Inform scope:ntd_actor that their bargain has been rejected. # hidden_effect = { # scope:ntd_actor = { # send_interface_toast = { # title = british_isles.1021.c.rejected # left_icon = scope:ntd_recipient # custom_tooltip = british_isles.1021.c.rejected.tt # } # } # } # # Apply rejection effects. # negotiate_the_danelaw_reject_effect = yes # # # No stress for not going in on the risky game-changing deal. # ai_chance = { # # We basically always want the AI to agree to this. # base = 0 # } # } #} # ## Danelaw Negotiated, other POV. ## by Ewan Cowhig Croft #british_isles.1022 = { # type = character_event # title = british_isles.1022.t # desc = british_isles.1022.desc # theme = crown # left_portrait = { # character = scope:ntd_actor # animation = personality_honorable # } # right_portrait = { # character = scope:ntd_recipient # animation = personality_rational # } # override_background = { reference = farmland } # # immediate = { # play_music_cue = "mx_cue_peace_ensues" # # Show the effects playing out elsewhere. # show_as_tooltip = { negotiate_the_danelaw_accept_effect = yes } # # Save a dummy gender for loc. # random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender } # } # # # What brazen treachery of their countrywomenmen is this? # option = { # name = british_isles.1022.a # # # A partition is begun... # custom_tooltip = british_isles.1022.a.tt # # # No stress for a simply notification event. # ai_chance = { # # No need for complex AI chance for single-option event. # base = 100 # } # } #} # ## Partition Result - Destruction #british_isles.1031 = { # hidden = yes # orphan = yes # # trigger = { # # Partition must be active. # exists = global_var:partition_active_danelaw # # And the destroyed title must be one of the two partitioned entities. # OR = { # scope:landed_title = title:k_england # scope:landed_title = title:k_danelaw # } # } # # immediate = { # # If k_england has been destroyed, set k_danelaw as the de jure inheritor. # if = { # limit = { scope:landed_title = title:k_england } # title:k_danelaw = { save_scope_as = partition_winner } # # Try to grab the old holder for down the line. # if = { # limit = { # exists = this # is_alive = yes # } # save_scope_as = loser # } # } # # If k_danelaw has been destroyed, set k_england as the de jure inheritor. # if = { # limit = { scope:landed_title = title:k_danelaw } # title:k_england = { save_scope_as = partition_winner } # if = { # limit = { # exists = this # is_alive = yes # } # save_scope_as = loser # } # } # # Either way, trigger the maintenance event. # trigger_event = british_isles.1041 # } #} # ## Partition Result - Gained Both #british_isles.1032 = { # hidden = yes # # trigger = { # # Partition must be active. # exists = global_var:partition_active_danelaw # # The gained title must be one of the two partitioned entities. # OR = { # scope:title = title:k_england # scope:title = title:k_danelaw # } # # And you must now hold both titles. # this = title:k_england.holder # this = title:k_danelaw.holder # } # # immediate = { # # If k_england has been inherited, set k_danelaw as the de jure inheritor. # if = { # limit = { scope:title = title:k_england } # title:k_danelaw = { save_scope_as = partition_winner } # # Try to grab the old holder for down the line. # if = { # limit = { exists = scope:previous_holder } # scope:previous_holder = { save_scope_as = loser } # } # } # # If k_danelaw has been inherited, set k_england as the de jure inheritor. # if = { # limit = { scope:title = title:k_danelaw } # title:k_england = { save_scope_as = partition_winner } # # Try to grab the old holder for down the line. # if = { # limit = { exists = scope:previous_holder } # scope:previous_holder = { save_scope_as = loser } # } # } # # Either way, trigger the maintenance event. # trigger_event = british_isles.1041 # } #} # #scripted_trigger british_isles_1033_england_lost_last_de_jure_trigger = { # AND = { # this = title:k_england.holder # title:k_england = { # any_in_de_jure_hierarchy = { # tier = tier_county # count = 0 # save_temporary_scope_as = county # root = { # any_sub_realm_county = { this = scope:county } # } # } # } # } #} # #scripted_trigger british_isles_1033_danelaw_lost_last_de_jure_trigger = { # AND = { # this = title:k_danelaw.holder # title:k_danelaw = { # any_in_de_jure_hierarchy = { # tier = tier_county # count <= 0 # save_temporary_scope_as = county # root = { # any_sub_realm_county = { this = scope:county } # } # } # } # } #} # ## Partition Result - Lost All De Jure #british_isles.1033 = { # hidden = yes # # trigger = { # # Partition must be active. # exists = global_var:partition_active_danelaw # # Must hold one of the two partitioned titles. # OR = { # this = title:k_england.holder # this = title:k_danelaw.holder # } # # But not any of the de jure land beneath them. # OR = { # # First the k_england check. # british_isles_1033_england_lost_last_de_jure_trigger = yes # # Then the k_danelaw check. # british_isles_1033_danelaw_lost_last_de_jure_trigger = yes # } # } # # immediate = { # # If k_england has lost its last de jure, set k_danelaw as the de jure inheritor. # if = { # limit = { british_isles_1033_england_lost_last_de_jure_trigger = yes } # title:k_danelaw = { save_scope_as = partition_winner } # # Try to grab the old holder for down the line. # title:k_england = { # if = { # limit = { # exists = this.holder # holder = { is_alive = yes } # } # holder = { save_scope_as = loser } # } # } # } # # If k_danelaw has lost its last de jure, set k_england as the de jure inheritor. # if = { # limit = { british_isles_1033_danelaw_lost_last_de_jure_trigger = yes } # title:k_england = { save_scope_as = partition_winner } # # Try to grab the old holder for down the line. # title:k_danelaw = { # if = { # limit = { # exists = this.holder # holder = { is_alive = yes } # } # holder = { save_scope_as = loser } # } # } # } # # Either way, trigger the maintenance event. # trigger_event = british_isles.1041 # } #} # ## Partition Result - Processing #british_isles.1041 = { # hidden = yes # # trigger = { # # Prevent looping my ensuring that the partition is active... # exists = global_var:partition_active_danelaw # } # # immediate = { # # ... & then immediately removing its active status. # remove_global_variable = partition_active_danelaw # # First, let's save some scopes for loc & general convenience. # scope:partition_winner.holder = { save_scope_as = victor } # if = { # limit = { scope:partition_winner = title:k_england } # title:k_danelaw = { save_scope_as = partition_loser } # } # else_if = { # limit = { scope:partition_winner = title:k_danelaw } # title:k_england = { save_scope_as = partition_loser } # } # title:k_england = { save_scope_as = england } # # Send out result events. # ## To the winner. # scope:victor = { trigger_event = british_isles.1051 } # ## If they're still alive, to the loser. # if = { # limit = { exists = scope:loser } # scope:loser = { trigger_event = british_isles.1052 } # } # ## And any other players within the British Isles. # every_player = { # limit = { # NOR = { # this = scope:victor # AND = { # exists = scope:loser # this = scope:loser # } # } # any_sub_realm_county = { # title_province = { geographical_region = world_europe_west_britannia } # } # } # trigger_event = british_isles.1053 # } # # Process the actual results. # ## We do this last so that we can show correct tooltips in the various preceding events. # resolve_danelaw_partition_effect = yes # } #} # ## Danelaw Partition Settled, Scope:victor POV. ## by Ewan Cowhig Croft #british_isles.1051 = { # type = character_event # title = british_isles.1051.t # desc = british_isles.1051.desc # theme = crown # left_portrait = { # character = scope:victor # animation = personality_honorable # } # right_portrait = { # character = scope:loser # animation = shame # } # override_background = { reference = farmland } # # immediate = { # play_music_cue = "mx_cue_peace_ensues" # # Show the effects playing out elsewhere. # show_as_tooltip = { resolve_danelaw_partition_effect = yes } # } # # # One realm, one GetTitleAsName! # option = { # name = british_isles.1051.a # # # Gain a hefty chunk of prestige. # add_prestige = massive_prestige_gain # # The partition is ended! # custom_tooltip = british_isles.1051.a.tt # # # No stress for a simply notification event. # ai_chance = { # # No need for complex AI chance for single-option event. # base = 100 # } # } #} # ## Danelaw Partition Settled, Scope:loser POV. ## by Ewan Cowhig Croft #british_isles.1052 = { # type = character_event # title = british_isles.1052.t # desc = british_isles.1052.desc # theme = crown # left_portrait = { # character = scope:loser # animation = shame # } # right_portrait = { # character = scope:victor # animation = schadenfreude # } # override_background = { reference = farmland } # # immediate = { # play_music_cue = "mx_cue_murder" # # Show the effects playing out elsewhere. # show_as_tooltip = { resolve_danelaw_partition_effect = yes } # } # # # There will be a reckoning for this slight. # option = { # name = british_isles.1052.a # # # Gain some penalty stress. # add_stress = medium_stress_gain # # The partition is ended! # custom_tooltip = british_isles.1052.a.tt # # # No stress for a simply notification event. # ai_chance = { # # No need for complex AI chance for single-option event. # base = 100 # } # } #} # ## Danelaw Partition Settled, other POV. ## by Ewan Cowhig Croft #british_isles.1053 = { # type = character_event # title = british_isles.1053.t # desc = british_isles.1053.desc # theme = crown # left_portrait = { # character = scope:victor # animation = personality_honorable # } # right_portrait = { # character = scope:loser # animation = shame # } # override_background = { reference = farmland } # # immediate = { # play_music_cue = "mx_cue_peace_ensues" # # Show the effects playing out elsewhere. # show_as_tooltip = { resolve_danelaw_partition_effect = yes } # } # # # Stability for England at last? # option = { # name = british_isles.1053.a # # # The partition is ended! # custom_tooltip = british_isles.1053.a.tt # # # No stress for a simply notification event. # ai_chance = { # # No need for complex AI chance for single-option event. # base = 100 # } # } #} # ## Daneland Formalised, Scope:founder POV. ## by Ewan Cowhig Croft #british_isles.1061 = { # type = character_event # title = british_isles.1061.t # desc = british_isles.1061.desc # theme = crown # left_portrait = { # character = scope:founder # animation = personality_honorable # } # right_portrait = { # character = scope:england # animation = rage # } # override_background = { reference = farmland } # # immediate = { # play_music_cue = "mx_cue_peace_ensues" # # Show the effects playing out elsewhere. # formalise_the_daneland_effect = yes # } # # # We shall find out together. # option = { # name = british_isles.1061.a # # # Gain a hefty chunk of prestige. # add_prestige = major_prestige_gain # # # No stress for a simply notification event. # ai_chance = { # # No need for complex AI chance for single-option event. # base = 100 # } # } #} # ## Daneland Formalised, Scope:england POV. ## by Ewan Cowhig Croft #british_isles.1062 = { # type = character_event # title = british_isles.1062.t # desc = british_isles.1062.desc # theme = crown # left_portrait = { # character = scope:england # animation = shame # } # right_portrait = { # character = scope:founder # animation = schadenfreude # } # override_background = { reference = farmland } # # immediate = { # play_music_cue = "mx_cue_murder" # # Show the effects playing out elsewhere. # show_as_tooltip = { # scope:founder = { formalise_the_daneland_effect = yes } # } # } # # # HerHis soil was English once, and will be English again. # option = { # name = british_isles.1062.a # # # Gain some penalty stress. # add_stress = medium_stress_gain # # # No stress for a simply notification event. # ai_chance = { # # No need for complex AI chance for single-option event. # base = 100 # } # } #} # ## Daneland Formalised, other POV. ## by Ewan Cowhig Croft #british_isles.1063 = { # type = character_event # title = british_isles.1063.t # desc = british_isles.1063.desc # theme = crown # left_portrait = { # character = scope:founder # animation = personality_honorable # } # right_portrait = { # character = scope:england # animation = shame # } # override_background = { reference = farmland } # # immediate = { # play_music_cue = "mx_cue_peace_ensues" # # Show the effects playing out elsewhere. # show_as_tooltip = { # scope:founder = { formalise_the_daneland_effect = yes } # } # } # # # Perhaps this will calm some tempers... # option = { # name = british_isles.1063.a # # # The partition is ended! # custom_tooltip = british_isles.1063.a.tt # # # No stress for a simply notification event. # ai_chance = { # # No need for complex AI chance for single-option event. # base = 100 # } # } #} # ################################################### ## Embrace English culture ## by Linnéa Thimrén ################################################### # #british_isles.2001 = { # type = character_event # title = british_isles.2001.t # desc = british_isles.2001.desc # theme = culture_change # left_portrait = { # character = scope:embracer # animation = personality_bold # } # # immediate = { # save_scope_as = embracer # culture = { save_scope_as = embracer_former_culture } # } # # option = { # name = british_isles.2001.a # embrace_english_culture_effect = yes # hidden_effect = { # Moved here from embrace_english_culture_decision # # Send event to other players # every_player = { # limit = { # this != root # OR = { # primary_title = { # OR = { # de_jure_liege = title:e_britannia # de_jure_liege.de_jure_liege = title:e_britannia # de_jure_liege.de_jure_liege.de_jure_liege = title:e_britannia # } # } # culture = { has_cultural_pillar = heritage_north_germanic } # culture = { has_cultural_pillar = heritage_central_germanic } # culture = { has_cultural_pillar = heritage_west_germanic } # culture = { has_cultural_pillar = heritage_goidelic } # culture = { has_cultural_pillar = heritage_brythonic } # } # } # trigger_event = british_isles.2002 # } # } # } #} # ## Players informed #british_isles.2002 = { # type = character_event # title = british_isles.2001.t # desc = british_isles.2002.desc # theme = culture_change # left_portrait = { # character = scope:embracer # animation = personality_bold # } # # option = { # Not norman # name = british_isles.2002.a # trigger = { # NOT = { has_culture = scope:embracer.culture } # } # } # option = { # Also norman # name = british_isles.2002.b # trigger = { # has_culture = scope:embracer.culture # } # } #} ################################################## # Laudabiliter # by Flavio Verna ################################################## british_isles.3001 = { type = letter_event opening = { desc = british_isles.3001.t } desc = british_isles.3001.desc sender = { character = scope:scoped_pope animation = personality_zealous } immediate = { save_scope_as = scoped_ruler root.faith.religious_head = { save_scope_as = scoped_pope } house = { add_house_modifier = { modifier = ireland_laudabiliter_modifier years = 100 } } } option = { #Inform relevant players. name = british_isles.3001.a every_player = { limit = { this != root OR = { culture = { has_cultural_pillar = heritage_west_germanic } culture = { has_cultural_pillar = heritage_goidelic } } } trigger_event = british_isles.3002 } } } british_isles.3002 = { type = character_event title = british_isles.3002.t desc = british_isles.3002.desc.irish theme = war left_portrait = { character = scope:scoped_pope animation = personality_zealous } right_portrait = { character = scope:scoped_ruler animation = scheme } option = { name = { trigger = { capital_province = { geographical_region = custom_roman_hibernia } NOT = { target_is_liege_or_above = scope:scoped_ruler } } text = british_isles.3002.a } name = { trigger = { OR = { target_is_liege_or_above = scope:scoped_ruler NOT = { capital_province = { geographical_region = custom_roman_hibernia } } } } text = british_isles.3002.b } if = { limit = { capital_province = { geographical_region = custom_roman_hibernia } NOT = { target_is_liege_or_above = scope:scoped_ruler } } add_opinion = { target = scope:scoped_ruler modifier = treacherous_invader_opinion } } } } ################ # Restore Dumnonia # by Ewan Cowhig Croft ################ #The kingdom revived. british_isles.4001 = { type = character_event title = british_isles.4001.t desc = british_isles.4001.desc theme = realm left_portrait = { character = scope:founder animation = personality_honorable } immediate = { play_music_cue = "mx_cue_positive_effect" restore_dumnonia_decision_scripted_effect = yes } #Take the nickname. option = { name = british_isles.4001.a give_nickname = nick_the_trojan add_prestige = minor_prestige_gain } #No thanks on the nickname, more prestige instead please. option = { name = british_isles.4001.b add_prestige = medium_prestige_gain } } #Inform any players. british_isles.4002 = { type = character_event title = british_isles.4001.t desc = british_isles.4002.desc theme = realm theme = diplomacy left_portrait = { character = scope:founder animation = personality_honorable } option = { name = { #Brythonic peoples are happy. trigger = { culture = { has_cultural_pillar = heritage_brythonic } NOT = { has_title = title:k_england } } text = british_isles.4002.a } name = { #Anglo-Saxons, the English, & the monarch of England are outraged. trigger = { OR = { has_culture = culture:anglo_saxon has_culture = culture:english has_title = title:k_england } } text = british_isles.4002.b } name = { #Noone else especially cares. trigger = { NOR = { culture = { has_cultural_pillar = heritage_brythonic } has_culture = culture:anglo_saxon has_culture = culture:english has_title = title:k_england } } text = british_isles.4002.c } } }