namespace = game_rule # Generated families - 1001 # Gender equality - 1010 scripted_trigger de_jure_liege_title_to_destroy = { tier > tier_county is_titular = no is_landless_type_title = no is_head_of_faith = no save_temporary_scope_as = de_jure_liege_title NOT = { ROOT = { any_sub_realm_title = { tier = tier_county target_is_de_jure_liege_or_above = scope:de_jure_liege_title } } } NAND = { has_game_rule = on_limited_de_jure_requirement holder = { is_ai = no } this = holder.primary_title } } game_rule.1 = { # De Jure Requirement hidden = yes trigger = { NOT = { has_game_rule = off_de_jure_requirement } any_held_title = { de_jure_liege_title_to_destroy = yes } } immediate = { # Notification random_held_title = { limit = { de_jure_liege_title_to_destroy = yes } save_scope_as = title_to_destroy } send_interface_message = { type = event_title_bad title = de_jure_requirement_title desc = de_jure_requirement_desc left_icon = scope:title_to_destroy destroy_title = scope:title_to_destroy add_pressed_claim = scope:title_to_destroy } } } ###################### # GENERATED FAMILIES # ###################### scripted_trigger only_ai_if_ai_only_trigger = { trigger_if = { limit = { has_game_rule = on_generate_families_ai_only } is_ai = yes } trigger_else = { always = yes } } game_rule.1000 = { scope = none hidden = yes orphan = yes trigger = { OR = { has_game_rule = on_generate_families has_game_rule = on_generate_families_ai_only } } immediate = { every_independent_ruler = { if = { limit = { only_ai_if_ai_only_trigger = yes } trigger_event = game_rule.1001 } every_vassal_or_below = { limit = { only_ai_if_ai_only_trigger = yes } trigger_event = game_rule.1001 } } } } game_rule.1001 = { #by Mathilda Bjarnehed type = character_event hidden = yes trigger = { is_from_ruler_designer = no # Do not modify the family of somoene from the ruler designer #Is in need of family NOT = { exists = player_heir } #Allowed to get family NOT = { # Otherwise historical characters sometimes generate inappropriate children any_child = { always = yes } } is_eunuch_trigger = no NOT = { has_trait = celibate } NOT = { has_trait_with_flag = can_not_marry } age >= 17 #Because you need ~1 year of pregnancy is_playable_character = yes primary_title = { is_mercenary_company = no is_holy_order = no } NOR = { government_has_flag = government_is_theocracy has_character_flag = do_not_generate_starting_family } } immediate = { if = { limit = { faith = { has_doctrine_parameter = marriage_event } } add_character_flag = ignore_marriage_event } save_scope_as = location_scope game_rule_create_spouse_and_children = { CHARACTER = root LOCATION = scope:location_scope } #In case your children are very old if = { limit = { age >= 55 } every_child = { limit = { age >= 35 } save_scope_as = childless_heir game_rule_create_spouse_and_children = { CHARACTER = scope:childless_heir LOCATION = scope:location_scope } #In case your grandchildren are very old every_child = { limit = { age >= 35 } save_scope_as = childless_heir game_rule_create_spouse_and_children = { CHARACTER = scope:childless_heir LOCATION = scope:location_scope } #In case your great-grandchildren are very old every_child = { limit = { age >= 35 } save_scope_as = childless_heir game_rule_create_spouse_and_children = { CHARACTER = scope:childless_heir LOCATION = scope:location_scope } } } } } # Error suppression. if = { limit = { always = no } add_character_flag = do_not_generate_starting_family } } } ######################## # EXCLAVE INDEPENDENCE # ######################## game_rule.2 = { # Exclave Independence, on death hidden = yes trigger = { exclave_independence_trigger = yes } immediate = { if = { # None limit = { has_game_rule = off_exclave_independence } } else_if = { # Delay for AI if at war, skip if player at war limit = { is_at_war = yes } if = { limit = { is_ai = yes primary_heir ?= { is_ai = yes NOT = { has_character_flag = delayed_cleanse } } } primary_heir = { add_character_flag = { flag = delayed_cleanse } } } } else = { game_rule_exclave_independence_effect = yes } } } game_rule.3 = { # Exclave Independence, on war end hidden = yes trigger = { exclave_independence_trigger = yes } immediate = { if = { # None limit = { has_game_rule = off_exclave_independence } } else_if = { # Only the last war should trigger the independence limit = { is_at_war = yes } } else = { game_rule_exclave_independence_effect = yes } } } scripted_trigger weak_empire = { tier = tier_empire is_titular = no is_landless_type_title = no is_head_of_faith = no NOT = { # Need to own 20% of De Jure counties any_in_de_jure_hierarchy = { filter = { tier = tier_county } continue = { tier > tier_county } OR = { holder = root holder = { target_is_liege_or_above = root } } percent >= 0.20 } } } game_rule.4 = { # Empire Obscurity Game Rule type = character_event title = game_rule.4.t desc = game_rule.4.desc theme = realm left_portrait = { character = root animation = grief } cooldown = { years = 25 } trigger = { has_game_rule = on_empire_obscurity_requirement is_landed_or_landless_administrative = yes is_at_war = no primary_title.tier >= tier_empire any_held_title = { weak_empire = yes } NOR = { government_allows = administrative # Byzantium should survive when small government_has_flag = government_is_nomadic # Nomads can have very 'small' empires where most of it is tributaries government_has_flag = government_is_mandala # Mandalas don't need as much dejure land for titles } } immediate = { random_held_title = { limit = { weak_empire = yes } save_scope_as = falling_empire } } option = { # No! I just need time! name = game_rule.4.a add_prestige = -2000 add_prestige_experience = -2000 ai_chance = { base = 0 } } option = { # Farewell, dear empire... name = game_rule.4.b destroy_title = scope:falling_empire add_pressed_claim = scope:falling_empire ai_chance = { base = 100 } } } ####################### # HUNGARIAN MIGRATION # ####################### game_rule.1011 = { scope = none hidden = yes trigger = { game_start_date <= 867.1.1 } immediate = { #launch_historical if = { limit = { has_game_rule = launch_historical } trigger_event = { id = game_rule.1012 months = { 360 480 } } } #launch_immediate if = { limit = { has_game_rule = launch_immediate } character:159137 = { add_character_flag = undertaking_hungarian_migration start_war = { cb = hungarian_migration_cb target = character:70382 target_title = title:k_hungary } } } #launch_random if = { limit = { has_game_rule = launch_random } trigger_event = { id = game_rule.1012 months = { 60 480 } } } #launch_off: just do nothing. } } game_rule.1012 = { scope = none hidden = yes trigger = { #The Migration hasn't already been attempted. NOT = { is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_launched_hungarian_migration } } #No player is in a position to be angling for this. NOT = { any_player = { culture = culture:mogyer OR = { #Independent Mogyers are valid launchers. top_liege = this #... But notable vassals not beneath other Mogyers may also be eyeing it up. AND = { top_liege != this liege = { NOT = { culture = culture:mogyer } highest_held_title_tier = tier_kingdom } } } } } #There must be a suitable Eastern European Mogyer ruler around. any_county_in_region = { region = world_europe_east holder = { hungarian_migration_valid_ai_mogyer_ruler_trigger = yes } } #Pannonia must have a valid ruler to declare war on: someone with at least a duchy-ish sized chunk of the land, and who isn't a fellow Mogyer. any_county_in_region = { region = custom_hungary holder = { hungarian_migration_valid_pannonian_target_trigger = { COUNT = 6 } } } } #If the event fails, check again in a year or so, till the last available date for the decision has passed. on_trigger_fail = { if = { limit = { current_date <= 910.1.1 #Don't just rerun the check forever if an attempt has already been made, of course. NOT = { is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_launched_hungarian_migration } } } trigger_event = { id = game_rule.1012 days = 365 } } } immediate = { #Designate a Hungarian attacker. random_county_in_region = { region = world_europe_east #Prefer higher tier non-emperor characters wherever possible. limit = { holder = { highest_held_title_tier = tier_kingdom hungarian_migration_valid_ai_mogyer_ruler_trigger = yes } } alternative_limit = { holder = { highest_held_title_tier = tier_duchy hungarian_migration_valid_ai_mogyer_ruler_trigger = yes } } alternative_limit = { holder = { highest_held_title_tier = tier_county hungarian_migration_valid_ai_mogyer_ruler_trigger = yes } } holder = { save_scope_as = hungarian_conqueror } } #... And a Pannonian defender. ##Order these by rough size. if = { limit = { any_county_in_region = { region = custom_hungary holder = { hungarian_migration_valid_pannonian_target_trigger = { COUNT = 18 } } } } random_county_in_region = { region = custom_hungary limit = { holder = { any_held_county = { title_province = { geographical_region = custom_hungary } } hungarian_migration_valid_pannonian_target_trigger = { COUNT = 18 } } } holder.top_liege = { save_scope_as = pannonian_defender } } } else_if = { limit = { any_county_in_region = { region = custom_hungary holder = { hungarian_migration_valid_pannonian_target_trigger = { COUNT = 12 } } } } random_county_in_region = { region = custom_hungary limit = { holder = { any_held_county = { title_province = { geographical_region = custom_hungary } } hungarian_migration_valid_pannonian_target_trigger = { COUNT = 12 } } } holder.top_liege = { save_scope_as = pannonian_defender } } } else_if = { limit = { any_county_in_region = { region = custom_hungary holder = { hungarian_migration_valid_pannonian_target_trigger = { COUNT = 6 } } } } random_county_in_region = { region = custom_hungary limit = { holder = { any_held_county = { title_province = { geographical_region = custom_hungary } } hungarian_migration_valid_pannonian_target_trigger = { COUNT = 6 } } } holder.top_liege = { save_scope_as = pannonian_defender } } } ##And just a fallback, in case something goes wrong elsewhere. else = { random_county_in_region = { region = custom_hungary limit = { holder = { hungarian_migration_valid_pannonian_target_trigger = { COUNT = 6 } } } holder.top_liege = { save_scope_as = pannonian_defender } } } #And sort notifications & setup. scope:hungarian_conqueror = { #Send the information event so that notifications are delivered correctly. trigger_event = east_europe.0141 #Now, declare war using the pre-scripted flow. add_character_flag = undertaking_hungarian_migration start_war = { cb = hungarian_migration_cb target = scope:pannonian_defender target_title = title:k_hungary } } } } ################################# # NORMAN CONQUEST DETERMINATION # ################################# scripted_effect game_rule_1021_process_endings_guts_effect = { # Damage the armies. scope:army = { location = { every_army_in_location = { if = { limit = { army_owner = scope:winner } deplete_army_by_percentage = 0.5 } else_if = { limit = { army_owner = scope:loser } deplete_army_by_percentage = 0.95 } } # Register our first battle. if = { limit = { NOT = { exists = global_var:conquest_first_battle } } scope:winner = { trigger_event = { id = game_rule.1022 delayed = yes } } } } } # End the war. end_war = $WINNER$ # Pretend that we're gonna kill our losers, as we can't _actually_ kill them here due to the war just invalidating (and don't want to kill them beforehand or title transfer'll happen and screw a bunch of stuff). show_as_tooltip = { every_in_list = { list = kill_list death = { death_reason = death_battle killer = scope:winner } } } } scripted_effect game_rule_1021_process_endings_effect = { scope:char_1 = { random_character_war = { limit = { using_cb = $CB$ } # Register our scopes. primary_$WINNER$ = { save_scope_as = winner } primary_$LOSER$ = { save_scope_as = loser } save_scope_as = war scope:new_location = { every_army_in_location = { if = { limit = { army_owner = scope:loser } # Note our commanders for execution after the war's over. involved_combat_side = { every_side_commander = { add_to_list = kill_list } } } } } # Trigger the events after we've sorted our scopes so that we can use them there too. scope:loser = { trigger_event = $LOSER_EVENT$ } scope:winner = { trigger_event = $WINNER_EVENT$ } scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = $WINNER$ } } } } # Now we can kill scope:loser — if appropriate. scope:winner = { every_in_list = { list = kill_list death = { death_reason = death_battle killer = scope:winner } } } } # Figure out whether we should fire a conclusion event during the Conquest. game_rule.1021 = { hidden = yes trigger = { exists = global_var:deterministic_conquest_of_england_1066 NAND = { exists = global_var:norwegian_invasion_cb_concluded exists = global_var:norman_conquest_cb_concluded } OR = { has_game_rule = historicity_norman_conquest_determined_harold has_game_rule = historicity_norman_conquest_determined_harald game_rule_rig_norman_conquest_for_hereward_trigger = yes has_game_rule = historicity_norman_conquest_determined_edgar has_game_rule = historicity_norman_conquest_determined_margaret has_game_rule = historicity_norman_conquest_determined_aelfwine has_game_rule = historicity_norman_conquest_determined_svend has_game_rule = historicity_norman_conquest_determined_cadoc } any_character_war = { OR = { using_cb = norman_conquest_cb using_cb = norwegian_invasion_cb } } } immediate = { # We do this in the immediate because uhhh... it was _not_ liking being in the trigger for some reason. scope:army.involved_combat_side ?= { side_primary_participant = { save_scope_as = char_1 } enemy_side.side_primary_participant = { if = { limit = { any_character_war = { OR = { using_cb = norman_conquest_cb using_cb = norwegian_invasion_cb } } } save_scope_as = char_2 } } } if = { limit = { exists = scope:char_1 exists = scope:char_2 } # Double check what narrative we'd use. scope:new_location = { # Historical settings. ## Stamford Bridge. if = { limit = { this = province:1588 } save_scope_value_as = { name = locale value = flag:stamford_bridge } } ## Hastings. else_if = { limit = { this = province:1509 } save_scope_value_as = { name = locale value = flag:hastings } } # Likely mechanical spots. ## Dover. else_if = { limit = { this = province:1502 } save_scope_value_as = { name = locale value = flag:dover } } ## Isle of Wight. else_if = { limit = { this = province:1549 } save_scope_value_as = { name = locale value = flag:isle_of_wight } } # Cities/places of interest by priority order. ## Forest of Dean. ### Yes, this belongs at the top. else_if = { limit = { this = province:1580 } save_scope_value_as = { name = locale value = flag:forest_of_dean } } ## London. else_if = { limit = { this = province:1527 } save_scope_value_as = { name = locale value = flag:london } } ## Winchester. else_if = { limit = { this = province:1544 } save_scope_value_as = { name = locale value = flag:winchester } } ## York. else_if = { limit = { this = province:1595 } save_scope_value_as = { name = locale value = flag:york } } ## Lincoln. else_if = { limit = { this = province:1583 } save_scope_value_as = { name = locale value = flag:lincoln } } ## Oxford. else_if = { limit = { this = province:1558 } save_scope_value_as = { name = locale value = flag:oxford } } ## Cirencester. else_if = { limit = { this = province:1582 } save_scope_value_as = { name = locale value = flag:cirencester } } ## Guildford. else_if = { limit = { this = province:1511 } save_scope_value_as = { name = locale value = flag:guildford } } ## Lindisfarne. else_if = { limit = { this = province:1610 } save_scope_value_as = { name = locale value = flag:lindisfarne } } ## Land's End. else_if = { limit = { this = province:1575 } save_scope_value_as = { name = locale value = flag:lands_end } } ## Stonehenge. Because you're a memelord. else_if = { limit = { this = province:1561 } save_scope_value_as = { name = locale value = flag:stonehenge } } ## Southwark. else_if = { limit = { this = province:1526 } save_scope_value_as = { name = locale value = flag:southwark } } # Places outside England. ## Scotland. else_if = { limit = { county = { any_this_title_or_de_jure_above = { this = title:k_scotland } } } save_scope_value_as = { name = locale value = flag:scotland } } ## Wales. else_if = { limit = { county = { any_this_title_or_de_jure_above = { this = title:k_wales } } } save_scope_value_as = { name = locale value = flag:wales } } ## Norway. else_if = { limit = { county = { any_this_title_or_de_jure_above = { this = title:k_norway } } } save_scope_value_as = { name = locale value = flag:norway } } ## Normandy. else_if = { limit = { county = { any_this_title_or_de_jure_above = { this = title:d_normandy } } } save_scope_value_as = { name = locale value = flag:normandy } } ## France. else_if = { limit = { county = { any_this_title_or_de_jure_above = { this = title:k_france } } } save_scope_value_as = { name = locale value = flag:france } } # Generic terrain/situations. ## Riverside. else_if = { limit = { is_riverside_province = yes } save_scope_value_as = { name = locale value = flag:riverside } } ## Coastal. else_if = { limit = { is_coastal = yes } save_scope_value_as = { name = locale value = flag:coastal } } ## Forest. else_if = { limit = { terrain = forest } save_scope_value_as = { name = locale value = flag:forest } } ## Plains. else_if = { limit = { terrain = plains } save_scope_value_as = { name = locale value = flag:plains } } ## Farmlands. else_if = { limit = { terrain = farmlands } save_scope_value_as = { name = locale value = flag:farmlands } } ## Wetlands. else_if = { limit = { terrain = wetlands } save_scope_value_as = { name = locale value = flag:wetlands } } ## Hills. else_if = { limit = { terrain = hills } save_scope_value_as = { name = locale value = flag:hills } } # Fallback. else = { save_scope_value_as = { name = locale value = flag:fallback } } } # Now fire our actual events. if = { limit = { has_game_rule = historicity_norman_conquest_determined_harold } # Harold beats Harald. trigger_event = game_rule.1031 # Harold beats William. trigger_event = game_rule.1032 } else_if = { limit = { has_game_rule = historicity_norman_conquest_determined_harald } # Harold beats William. trigger_event = game_rule.1032 # Harald beats Harold. trigger_event = game_rule.1041 # Harald beats William. trigger_event = game_rule.1042 } else_if = { limit = { game_rule_rig_norman_conquest_for_hereward_trigger = yes } # Harold beats Harald. trigger_event = game_rule.1031 # William beats Harold. trigger_event = game_rule.1051 # William beats Harald. trigger_event = game_rule.1052 } else_if = { limit = { has_game_rule = historicity_norman_conquest_determined_edgar } save_scope_value_as = { name = witengamot_choice value = flag:edgar } # Harold beats Harald (but dies if last war). trigger_event = game_rule.1061 # Harold beats William (but dies if last war). trigger_event = game_rule.1062 } else_if = { limit = { has_game_rule = historicity_norman_conquest_determined_margaret } save_scope_value_as = { name = witengamot_choice value = flag:margaret } # Harold beats Harald (but dies if last war). trigger_event = game_rule.1061 # Harold beats William (but dies if last war). trigger_event = game_rule.1062 } else_if = { limit = { has_game_rule = historicity_norman_conquest_determined_aelfwine } save_scope_value_as = { name = witengamot_choice value = flag:aelfwine } # Harold beats Harald (but dies if last war). trigger_event = game_rule.1061 # Harold beats William (but dies if last war). trigger_event = game_rule.1062 } else_if = { limit = { has_game_rule = historicity_norman_conquest_determined_svend } save_scope_value_as = { name = witengamot_choice value = flag:svend } # Harold beats Harald (but dies if last war). trigger_event = game_rule.1061 # Harold beats William (but dies if last war). trigger_event = game_rule.1062 } else_if = { limit = { has_game_rule = historicity_norman_conquest_determined_cadoc } save_scope_value_as = { name = witengamot_choice value = flag:cadoc } # Harold beats Harald (but dies if last war). trigger_event = game_rule.1061 # Harold beats William (but dies if last war). trigger_event = game_rule.1062 } } } } # Launder our battle registration so that we don't call the first battle of X "the Second Battle of X". game_rule.1022 = { hidden = yes immediate = { set_global_variable = { name = conquest_first_battle value = scope:new_location } } } scripted_trigger game_rule_1031_valid_participants_trigger = { scope:char_1 = { any_character_war = { using_cb = $CB$ OR = { primary_defender = scope:char_1 primary_defender = scope:char_2 } OR = { primary_attacker = scope:char_1 primary_attacker = scope:char_2 } } } } # Harold beats Harald. game_rule.1031 = { hidden = yes trigger = { game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb } } immediate = { game_rule_1021_process_endings_effect = { WINNER = defender LOSER = attacker WINNER_EVENT = game_rule.1101 LOSER_EVENT = game_rule.1102 CB = norwegian_invasion_cb } } } # Harold beats William. game_rule.1032 = { hidden = yes trigger = { game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb } } immediate = { game_rule_1021_process_endings_effect = { WINNER = defender LOSER = attacker WINNER_EVENT = game_rule.1103 LOSER_EVENT = game_rule.1104 CB = norman_conquest_cb } } } # Harald beats Harold. game_rule.1041 = { hidden = yes trigger = { game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb } } immediate = { game_rule_1021_process_endings_effect = { WINNER = attacker LOSER = defender WINNER_EVENT = game_rule.1111 LOSER_EVENT = game_rule.1112 CB = norwegian_invasion_cb } } } # Harald beats William. game_rule.1042 = { hidden = yes trigger = { OR = { game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb } game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb } } } immediate = { # If we're not in the Norwegian invasion at all, then that means that Harald is king. if = { limit = { NOR = { scope:char_1 = { any_character_war = { using_cb = norwegian_invasion_cb } } scope:char_2 = { any_character_war = { using_cb = norwegian_invasion_cb } } } } game_rule_1021_process_endings_effect = { WINNER = defender LOSER = attacker WINNER_EVENT = game_rule.1113 LOSER_EVENT = game_rule.1114 CB = norman_conquest_cb } } # Otherwise, it means William is king. else = { game_rule_1021_process_endings_effect = { WINNER = attacker LOSER = defender WINNER_EVENT = game_rule.1113 LOSER_EVENT = game_rule.1114 CB = norwegian_invasion_cb } } } } # William beats Harold. game_rule.1051 = { hidden = yes trigger = { game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb } } immediate = { game_rule_1021_process_endings_effect = { WINNER = attacker LOSER = defender WINNER_EVENT = game_rule.1121 LOSER_EVENT = game_rule.1122 CB = norman_conquest_cb } } } # William beats Harald. game_rule.1052 = { hidden = yes trigger = { OR = { game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb } game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb } } } immediate = { # If we're not in the Norman invasion at all, then that means that William is king. if = { limit = { NOR = { scope:char_1 = { any_character_war = { using_cb = norman_conquest_cb } } scope:char_2 = { any_character_war = { using_cb = norman_conquest_cb } } } } game_rule_1021_process_endings_effect = { WINNER = defender LOSER = attacker WINNER_EVENT = game_rule.1123 LOSER_EVENT = game_rule.1124 CB = norwegian_invasion_cb } } # Otherwise, it means Harald is king. else = { game_rule_1021_process_endings_effect = { WINNER = attacker LOSER = defender WINNER_EVENT = game_rule.1123 LOSER_EVENT = game_rule.1124 CB = norman_conquest_cb } } } } # Harold beats Harald (but dies if last war). game_rule.1061 = { hidden = yes trigger = { game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb } } immediate = { game_rule_1021_process_endings_effect = { WINNER = defender LOSER = attacker WINNER_EVENT = game_rule.1131 LOSER_EVENT = game_rule.1132 CB = norwegian_invasion_cb } } } # Harold beats William (but dies if last war). game_rule.1062 = { hidden = yes trigger = { game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb } } immediate = { game_rule_1021_process_endings_effect = { WINNER = defender LOSER = attacker WINNER_EVENT = game_rule.1133 LOSER_EVENT = game_rule.1134 CB = norman_conquest_cb } } } ################################################## # England Wins the Conquest # by Ewan Cowhig Croft # 1101 - 1110 ################################################## scripted_effect game_rule_1101_register_presence_effect = { if = { limit = { location = scope:new_location is_commanding_army = yes } save_scope_value_as = { name = is_commanding value = yes } } } # Harold beats Harald (winner pov). game_rule.1101 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1101.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = game_rule.1101.desc.outro.present } desc = game_rule.1101.desc.outro.absent } } } theme = war left_portrait = { character = scope:winner scripted_animation = duel_celebrate } right_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = defender } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1101.a add_prestige = 250 # No stress, no AI. } } # Harold beats Harald (loser pov). game_rule.1102 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1102.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } desc = game_rule.1102.desc.outro.alive } desc = game_rule.1102.desc.outro.dead } } } theme = war left_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } right_portrait = { character = scope:winner scripted_animation = duel_celebrate } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = defender } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1102.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } add_prestige = -250 # No stress, no AI. } option = { name = game_rule.1102.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } # Harold beats William (winner pov). game_rule.1103 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1103.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = game_rule.1103.desc.outro.present } desc = game_rule.1103.desc.outro.absent } } } theme = war left_portrait = { character = scope:winner scripted_animation = duel_celebrate } right_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = defender } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1103.a add_prestige = 250 # No stress, no AI. } } # Harold beats William (loser pov). game_rule.1104 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1104.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } desc = game_rule.1104.desc.outro.alive } desc = game_rule.1104.desc.outro.dead } } } theme = war left_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } right_portrait = { character = scope:winner scripted_animation = duel_celebrate } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = defender } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1104.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } add_prestige = -250 # No stress, no AI. } option = { name = game_rule.1104.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } ################################################## # Norway Wins the Conquest # by Ewan Cowhig Croft # 1111 - 1120 ################################################## # Harald beats Harold (winner pov). game_rule.1111 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1111.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = game_rule.1111.desc.outro.present } desc = game_rule.1111.desc.outro.absent } } } theme = war left_portrait = { character = scope:winner scripted_animation = duel_celebrate } right_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = attacker } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1111.a add_prestige = 250 # No stress, no AI. } } # Harald beats Harold (loser pov). game_rule.1112 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1112.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } desc = game_rule.1112.desc.outro.alive } desc = game_rule.1112.desc.outro.dead } } } theme = war left_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } right_portrait = { character = scope:winner scripted_animation = duel_celebrate } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = attacker } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1112.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } add_prestige = -250 # No stress, no AI. } option = { name = game_rule.1112.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } scripted_effect game_rule_1113_harald_beats_william_tooltip_effect = { # Illustrate our ending (applied in the effect that triggers this event). scope:war = { # Either Harald has England and is defending... if = { limit = { scope:winner = { has_title = title:k_england } } game_rule_1021_process_endings_guts_effect = { WINNER = defender } } # ... or he doesn't and is attacking. else = { game_rule_1021_process_endings_guts_effect = { WINNER = attacker } } } } # Harald beats William (winner pov). game_rule.1113 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1113.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = game_rule.1113.desc.outro.present } desc = game_rule.1113.desc.outro.absent } } } theme = war left_portrait = { character = scope:winner scripted_animation = duel_celebrate } right_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { game_rule_1113_harald_beats_william_tooltip_effect = yes } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1113.a add_prestige = 250 # No stress, no AI. } } # Harald beats William (loser pov). game_rule.1114 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1114.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } desc = game_rule.1114.desc.outro.alive } desc = game_rule.1114.desc.outro.dead } } } theme = war left_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } right_portrait = { character = scope:winner scripted_animation = duel_celebrate } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { game_rule_1113_harald_beats_william_tooltip_effect = yes } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1114.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } add_prestige = -250 # No stress, no AI. } option = { name = game_rule.1114.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } ################################################## # Normandy Wins the Conquest # by Ewan Cowhig Croft # 1121 - 1130 ################################################## # William beats Harold (winner pov). game_rule.1121 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1121.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = game_rule.1121.desc.outro.present } desc = game_rule.1121.desc.outro.absent } } } theme = war left_portrait = { character = scope:winner scripted_animation = duel_celebrate } right_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = attacker } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1121.a add_prestige = 250 # No stress, no AI. } } # William beats Harold (loser pov). game_rule.1122 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1122.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } desc = game_rule.1122.desc.outro.alive } desc = game_rule.1122.desc.outro.dead } } } theme = war left_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } right_portrait = { character = scope:winner scripted_animation = duel_celebrate } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = attacker } } } game_rule_1101_register_presence_effect = yes # If Harold is dead by this point, take one of his eyes. if = { limit = { scope:loser = { is_in_list = kill_list } } add_trait = one_eyed } } option = { name = game_rule.1122.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } add_prestige = -250 # No stress, no AI. } option = { name = game_rule.1122.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } scripted_effect game_rule_1123_william_beats_harald_tooltip_effect = { # Illustrate our ending (applied in the effect that triggers this event). scope:war = { # Either William has England and is defending... if = { limit = { scope:winner = { has_title = title:k_england } } game_rule_1021_process_endings_guts_effect = { WINNER = defender } } # ... or he doesn't and is attacking. else = { game_rule_1021_process_endings_guts_effect = { WINNER = attacker } } } } # William beats Harald (winner pov). game_rule.1123 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1123.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = game_rule.1123.desc.outro.present } desc = game_rule.1123.desc.outro.absent } } } theme = war left_portrait = { character = scope:winner scripted_animation = duel_celebrate } right_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { game_rule_1123_william_beats_harald_tooltip_effect = yes } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1123.a add_prestige = 250 # No stress, no AI. } } # William beats Harald (loser pov). game_rule.1124 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1124.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } desc = game_rule.1124.desc.outro.alive } desc = game_rule.1124.desc.outro.dead } } } theme = war left_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } right_portrait = { character = scope:winner scripted_animation = duel_celebrate } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { game_rule_1123_william_beats_harald_tooltip_effect = yes } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1124.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } add_prestige = -250 # No stress, no AI. } option = { name = game_rule.1124.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } ################################################## # Niche Candidate Wins the Conquest # by Ewan Cowhig Croft # 1131 - 1150 ################################################## scripted_effect game_rule_1131_usurp_england_effect = { create_title_and_vassal_change = { type = usurped save_scope_as = change } # Compile our lists. title:k_england = { add_to_list = titles_to_transfer every_dejure_vassal_title_holder = { limit = { liege = title:k_england.holder this != scope:elect } add_to_list = vassals_to_transfer } title:c_middlesex = { if = { limit = { holder.top_liege = title:k_england.holder } add_to_list = titles_to_transfer } } } # Transfer titles. every_in_list = { list = titles_to_transfer change_title_holder = { holder = scope:elect change = scope:change } } # Transfer vassals. every_in_list = { list = vassals_to_transfer change_liege = { liege = scope:elect change = scope:change } # Plus, stabilise the realm by making everyone calm down after the chaos of the abortive conquest. hidden_effect = { if = { limit = { NOR = { this = scope:jiltee is_close_family_of = scope:jiltee is_consort_of = scope:jiltee } } add_opinion = { target = scope:elect modifier = relieved_opinion opinion = 50 } } } } resolve_title_and_vassal_change = scope:change } scripted_effect game_rule_1131_rig_english_election_effect = { # First, we're gonna want a holding title for our history. hidden_effect = { create_dynamic_title = { tier = kingdom name = k_england adj = k_england_adj } scope:new_title = { copy_title_history = title:k_england set_coa = k_england } } # Right, now kill our incumbent k_england.holder. ## On the battlefield if we can. if = { limit = { scope:army.army_commander = scope:winner } death = { death_reason = death_battle } # Plus easily register how for loc. save_scope_value_as = { name = death_locale value = flag:battlefield } } ## Elsewise, off it. else = { death = { death_reason = death_heart_attack } # Plus easily register how for loc. save_scope_value_as = { name = death_locale value = flag:home } } # Now we need to rig the election appropriately. ## First, select our lucky winner. switch = { trigger = scope:witengamot_choice flag:margaret = { character:113 = { save_scope_as = elect } } flag:edgar = { character:112 = { save_scope_as = elect } } flag:svend = { character:101515 = { save_scope_as = elect } } flag:aelfwine = { character:161260 = { save_scope_as = elect } } flag:cadoc = { character:161281 = { save_scope_as = elect } } } ## Then save our loser (mostly for convenience). title:k_england.holder = { save_scope_as = jiltee } ## And fire off our concluding events — if it'd make sense. if = { limit = { scope:elect = { NOT = { is_in_list = kill_list } } scope:elect != scope:jiltee } # Quietly erase our incumbent from the holders roll. hidden_effect = { title:k_england = { copy_title_history = scope:new_title } } # We launder this by a day because otherwise inheritance gets... finnicky. scope:elect = { trigger_event = { id = game_rule.1143 days = 1 } } } } # Harold beats Harald (but dies if last war) (winner pov). game_rule.1131 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1101.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding NOT = { exists = scope:other_war_remains } } desc = game_rule.1131.desc.conquest_finished.die_battlefield } triggered_desc = { trigger = { NOT = { exists = scope:other_war_remains } } desc = game_rule.1131.desc.conquest_finished.die_home } triggered_desc = { trigger = { exists = scope:is_commanding } desc = game_rule.1101.desc.outro.present } desc = game_rule.1101.desc.outro.absent } } } theme = war left_portrait = { character = scope:winner scripted_animation = duel_celebrate } right_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = defender } } } game_rule_1101_register_presence_effect = yes # If no opposing side war, then we're gonna launch into our council sequence. if = { limit = { NOT = { any_character_war = { using_cb = norman_conquest_cb } } } game_rule_1131_rig_english_election_effect = yes } else = { save_scope_value_as = { name = other_war_remains value = yes } } } option = { name = game_rule.1131.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } # No stress, no AI. } option = { name = game_rule.1131.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } # Harold beats Harald (but dies if last war) (loser pov). game_rule.1132 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1102.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } desc = game_rule.1102.desc.outro.alive } desc = game_rule.1102.desc.outro.dead } } } theme = war left_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } right_portrait = { character = scope:winner scripted_animation = duel_celebrate } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = defender } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1132.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } add_prestige = -250 # No stress, no AI. } option = { name = game_rule.1132.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } # Harold beats William (but dies if last war) (winner pov). game_rule.1133 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1103.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding NOT = { exists = scope:other_war_remains } } desc = game_rule.1133.desc.conquest_finished.die_battlefield } triggered_desc = { trigger = { NOT = { exists = scope:other_war_remains } } desc = game_rule.1133.desc.conquest_finished.die_home } triggered_desc = { trigger = { exists = scope:is_commanding } desc = game_rule.1103.desc.outro.present } desc = game_rule.1103.desc.outro.absent } } } theme = war left_portrait = { character = scope:winner scripted_animation = duel_celebrate } right_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = defender } } } game_rule_1101_register_presence_effect = yes # If no opposing side war, then we're gonna launch into our council sequence. if = { limit = { NOT = { any_character_war = { using_cb = norwegian_invasion_cb } } } game_rule_1131_rig_english_election_effect = yes } else = { save_scope_value_as = { name = other_war_remains value = yes } } } option = { name = game_rule.1133.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } # No stress, no AI. } option = { name = game_rule.1133.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } # Harold beats William (but dies if last war) (loser pov). game_rule.1134 = { type = character_event title = { # Is this the first or second notable battle here? first_valid = { triggered_desc = { trigger = { global_var:conquest_first_battle ?= scope:new_location } desc = game_rule.1101.t.boilerplate.battle_2 } desc = game_rule.1101.t.boilerplate.battle_1 } # Now, what do we call the location? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.t.boilerplate.location.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.t.boilerplate.location.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.t.boilerplate.location.cirencester } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.t.boilerplate.location.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.t.boilerplate.location.stonehenge } # Whatever the province is called. desc = game_rule.1101.t.boilerplate.location.fallback } } desc = { # Who's fighting who? desc = game_rule.1104.desc.opposing_army # Where are we clashing? first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge } desc = game_rule.1101.desc.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings } desc = game_rule.1101.desc.hastings } triggered_desc = { trigger = { scope:locale = flag:dover } desc = game_rule.1101.desc.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight } desc = game_rule.1101.desc.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean } desc = game_rule.1101.desc.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london } desc = game_rule.1101.desc.london } triggered_desc = { trigger = { scope:locale = flag:winchester } desc = game_rule.1101.desc.winchester } triggered_desc = { trigger = { scope:locale = flag:york } desc = game_rule.1101.desc.york } triggered_desc = { trigger = { scope:locale = flag:lincoln } desc = game_rule.1101.desc.lincoln } triggered_desc = { trigger = { scope:locale = flag:oxford } desc = game_rule.1101.desc.oxford } triggered_desc = { trigger = { scope:locale = flag:cirencester } desc = game_rule.1101.desc.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford } desc = game_rule.1101.desc.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne } desc = game_rule.1101.desc.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end } desc = game_rule.1101.desc.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge } desc = game_rule.1101.desc.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark } desc = game_rule.1101.desc.southwark } triggered_desc = { trigger = { scope:locale = flag:scotland } desc = game_rule.1101.desc.scotland } triggered_desc = { trigger = { scope:locale = flag:wales } desc = game_rule.1101.desc.wales } triggered_desc = { trigger = { scope:locale = flag:norway } desc = game_rule.1101.desc.norway } triggered_desc = { trigger = { scope:locale = flag:normandy } desc = game_rule.1101.desc.normandy } triggered_desc = { trigger = { scope:locale = flag:france } desc = game_rule.1101.desc.france } triggered_desc = { trigger = { scope:locale = flag:riverside } desc = game_rule.1101.desc.riverside } triggered_desc = { trigger = { scope:locale = flag:coastal } desc = game_rule.1101.desc.coastal } triggered_desc = { trigger = { scope:locale = flag:forest } desc = game_rule.1101.desc.forest } triggered_desc = { trigger = { scope:locale = flag:plains } desc = game_rule.1101.desc.plains } triggered_desc = { trigger = { scope:locale = flag:farmlands } desc = game_rule.1101.desc.farmlands } triggered_desc = { trigger = { scope:locale = flag:wetlands } desc = game_rule.1101.desc.wetlands } triggered_desc = { trigger = { scope:locale = flag:hills } desc = game_rule.1101.desc.hills } triggered_desc = { trigger = { scope:locale = flag:fallback } desc = game_rule.1101.desc.fallback } } # Are we there in person? first_valid = { triggered_desc = { trigger = { exists = scope:is_commanding } desc = { desc = game_rule.1101.desc.combat.commander desc = double_line_break first_valid = { triggered_desc = { trigger = { scope:locale = flag:stamford_bridge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stamford_bridge } triggered_desc = { trigger = { scope:locale = flag:hastings NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.hastings } triggered_desc = { trigger = { scope:locale = flag:dover NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.dover } triggered_desc = { trigger = { scope:locale = flag:isle_of_wight NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.isle_of_wight } triggered_desc = { trigger = { scope:locale = flag:forest_of_dean NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.forest_of_dean } triggered_desc = { trigger = { scope:locale = flag:london NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.london } triggered_desc = { trigger = { scope:locale = flag:cirencester NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.cirencester } triggered_desc = { trigger = { scope:locale = flag:guildford NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.guildford } triggered_desc = { trigger = { scope:locale = flag:lindisfarne NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lindisfarne } triggered_desc = { trigger = { scope:locale = flag:lands_end NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.lands_end } triggered_desc = { trigger = { scope:locale = flag:stonehenge NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.stonehenge } triggered_desc = { trigger = { scope:locale = flag:southwark NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.southwark } triggered_desc = { trigger = { scope:locale = flag:riverside NOT = { global_var:conquest_first_battle ?= scope:new_location } } desc = game_rule.1101.desc.combat.locale.riverside } desc = { random_valid = { desc = game_rule.1101.desc.combat.random.present.1 desc = game_rule.1101.desc.combat.random.present.2 desc = game_rule.1101.desc.combat.random.present.3 } } } } } desc = { desc = game_rule.1101.desc.combat.not_present desc = double_line_break desc = { random_valid = { desc = game_rule.1101.desc.combat.random.absent.1 desc = game_rule.1101.desc.combat.random.absent.2 desc = game_rule.1101.desc.combat.random.absent.3 } } } } # Finish up. desc = double_line_break desc = { first_valid = { triggered_desc = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } desc = game_rule.1104.desc.outro.alive } desc = game_rule.1104.desc.outro.dead } } } theme = war left_portrait = { character = scope:loser triggered_animation = { trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } animation = random_weapon_yield } triggered_animation = { trigger = { scope:loser = { is_in_list = kill_list } } animation = map_fear } } right_portrait = { character = scope:winner scripted_animation = duel_celebrate } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { scope:war = { game_rule_1021_process_endings_guts_effect = { WINNER = defender } } } game_rule_1101_register_presence_effect = yes } option = { name = game_rule.1134.a trigger = { scope:loser = { NOT = { is_in_list = kill_list } } } add_prestige = -250 # No stress, no AI. } option = { name = game_rule.1134.b trigger = { scope:loser = { is_in_list = kill_list } } # No stress, no AI. } } # Elect receives England. game_rule.1141 = { type = character_event title = game_rule.1141.t desc = { first_valid = { triggered_desc = { trigger = { scope:death_locale = flag:battlefield } desc = game_rule.1141.intro.battlefield } triggered_desc = { trigger = { scope:death_locale = flag:home } desc = game_rule.1141.intro.home } } first_valid = { triggered_desc = { trigger = { scope:witengamot_choice = flag:margaret } desc = game_rule.1141.choice.margaret } triggered_desc = { trigger = { scope:witengamot_choice = flag:edgar } desc = game_rule.1141.choice.edgar } triggered_desc = { trigger = { scope:witengamot_choice = flag:svend } desc = game_rule.1141.choice.svend } triggered_desc = { trigger = { scope:witengamot_choice = flag:aelfwine } desc = game_rule.1141.choice.aelfwine } triggered_desc = { trigger = { scope:witengamot_choice = flag:cadoc } desc = game_rule.1141.choice.cadoc } } } theme = war left_portrait = { character = scope:elect triggered_animation = { trigger = { this = character:161260 } animation = stress } triggered_animation = { trigger = { this = character:101515 } animation = personality_bold } animation = shock } right_portrait = { character = scope:jiltee animation = rage } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { game_rule_1131_usurp_england_effect = yes } } option = { name = { text = { first_valid = { triggered_desc = { trigger = { scope:witengamot_choice = flag:margaret } desc = game_rule.1141.a.margaret } triggered_desc = { trigger = { scope:witengamot_choice = flag:edgar } desc = game_rule.1141.a.edgar } triggered_desc = { trigger = { scope:witengamot_choice = flag:svend } desc = game_rule.1141.a.svend } triggered_desc = { trigger = { scope:witengamot_choice = flag:aelfwine } desc = game_rule.1141.a.aelfwine } triggered_desc = { trigger = { scope:witengamot_choice = flag:cadoc } desc = game_rule.1141.a.cadoc } } } } add_prestige = 500 # No stress, no AI. } } # Jiltee is told of how things suck for them. game_rule.1142 = { type = character_event title = game_rule.1142.t desc = { first_valid = { triggered_desc = { trigger = { scope:death_locale = flag:battlefield } desc = game_rule.1142.intro.battlefield } triggered_desc = { trigger = { scope:death_locale = flag:home } desc = game_rule.1142.intro.home } } desc = game_rule.1142.choice.preamble first_valid = { triggered_desc = { trigger = { scope:witengamot_choice = flag:margaret } desc = game_rule.1142.choice.margaret } triggered_desc = { trigger = { scope:witengamot_choice = flag:edgar } desc = game_rule.1142.choice.edgar } triggered_desc = { trigger = { scope:witengamot_choice = flag:svend } desc = game_rule.1142.choice.svend } triggered_desc = { trigger = { scope:witengamot_choice = flag:aelfwine } desc = game_rule.1142.choice.aelfwine } triggered_desc = { trigger = { scope:witengamot_choice = flag:cadoc } desc = game_rule.1142.choice.cadoc } } desc = game_rule.1142.outro } theme = war left_portrait = { character = scope:jiltee animation = rage } right_portrait = { character = scope:elect triggered_animation = { trigger = { this = character:161260 } animation = stress } triggered_animation = { trigger = { this = character:101515 } animation = personality_bold } animation = shock } override_background = { reference = battlefield } immediate = { # Illustrate our ending (applied in the effect that triggers this event). show_as_tooltip = { game_rule_1131_usurp_england_effect = yes } add_prestige = -250 } # Outrage. option = { name = game_rule.1142.a add_opinion = { target = scope:elect modifier = usurped_title opinion = -75 } if = { limit = { can_set_relation_rival_trigger = { CHARACTER = scope:elect } } set_relation_rival = { target = scope:elect reason = rival_usurper } } reverse_add_opinion = { target = scope:elect modifier = respect_opinion opinion = -50 } # No stress, no AI. } # Let things be. option = { name = game_rule.1142.b trigger = { is_ai = no } reverse_add_opinion = { target = scope:elect modifier = grateful_opinion opinion = 50 } if = { limit = { can_set_relation_potential_friend_trigger = { CHARACTER = scope:elect } } set_relation_potential_friend = scope:elect } # No stress, no AI. } # Warg into them. option = { name = game_rule.1142.c trigger = { is_ai = no scope:elect = { is_ai = yes } } set_player_character = scope:elect trigger_event = { id = game_rule.1143 days = 1 } # No stress, no AI. } } # Delayed election rigging. game_rule.1143 = { hidden = yes immediate = { scope:elect = { trigger_event = game_rule.1141 } scope:jiltee = { trigger_event = game_rule.1142 } hidden_effect = { game_rule_1131_usurp_england_effect = yes } } } ################################################## # Teleport Conquest Armies # by Ewan Cowhig Croft # 1151 - 1160 ################################################## scripted_trigger game_rule_1151_war_using_valid_cb_trigger = { any_character_war = { OR = { using_cb = norman_conquest_cb using_cb = norwegian_invasion_cb } } } scripted_trigger game_rule_1151_no_player_vision_on_wars_trigger = { any_player = { count = all NOR = { game_rule_1151_war_using_valid_cb_trigger = yes any_liege_or_above = { game_rule_1151_war_using_valid_cb_trigger = yes } any_war_enemy = { game_rule_1151_war_using_valid_cb_trigger = yes } domicile ?= { domicile_location.county ?= { holder = { OR = { game_rule_1151_war_using_valid_cb_trigger = yes any_liege_or_above = { game_rule_1151_war_using_valid_cb_trigger = yes } } } } } any_army = { location = { county ?= { holder = { game_rule_1151_war_using_valid_cb_trigger = yes } } } } } } } # Stamford Bridge teleport. game_rule.1151 = { hidden = yes scope = none trigger = { game_rule_1151_no_player_vision_on_wars_trigger = yes title:k_england.holder = { any_character_war = { using_cb = norwegian_invasion_cb } } } immediate = { title:k_england.holder = { save_scope_as = england random_character_war = { limit = { using_cb = norwegian_invasion_cb } primary_attacker = { save_scope_as = norway } } } scope:norway = { ordered_army = { order_by = army_size assign_commander = scope:norway set_army_location = province:1588 } } scope:england = { ordered_army = { order_by = army_size assign_commander = scope:england set_army_location = province:1588 } } } } # Hastings teleport. game_rule.1152 = { hidden = yes scope = none trigger = { game_rule_1151_no_player_vision_on_wars_trigger = yes title:k_england.holder = { any_character_war = { using_cb = norman_conquest_cb } } } immediate = { title:k_england.holder = { save_scope_as = england random_character_war = { limit = { using_cb = norman_conquest_cb } primary_attacker = { save_scope_as = normandy } } } scope:normandy = { ordered_army = { order_by = army_size assign_commander = scope:normandy set_army_location = province:1509 } } scope:england = { ordered_army = { order_by = army_size assign_commander = scope:england set_army_location = province:1509 } } } }