#namespace = ep3_emperor_yearly # ############################# ## EP3 Admin Emperor Events # ## by Jason Cantalini # ## 3000 - 3500 # ############################# # ## Byzantine-only: your Varangians loot the palace after succession # #ep3_emperor_yearly.3000 = { # type = character_event # title = ep3_emperor_yearly.3000.t # desc = { # desc = ep3_emperor_yearly.3000.desc # first_valid = { # triggered_desc = { # trigger = { # scope:varangian_leader = { # is_courtier_of = root # } # } # desc = ep3_emperor_yearly.3000.desc_leader # } # desc = ep3_emperor_yearly.3000.desc_no_leader # } # } # theme = emperor # override_background = { reference = throne_room } # left_portrait = { # character = root # animation = disapproval # } # right_portrait = { # character = scope:varangian_leader # animation = celebrate_axe # camera = camera_event_very_left # } # lower_right_portrait = { # character = scope:varangian_2 # } # lower_left_portrait = { # character = scope:varangian_3 # } # lower_center_portrait = { # character = scope:dead_emperor # } # # trigger = { # has_ep3_dlc_trigger = yes # primary_title = { has_variable = founded_varangian_guard } # } # # immediate = { # save_scope_as = root_scope # #Choose which malus to use # random_list = { # #Artifact is damaged # 10 = { # trigger = { # any_character_artifact = { # artifact_durability > 45 # } # } # add_character_flag = malus_broken_artifact # random_character_artifact = { # limit = { # artifact_durability > 45 # } # save_scope_as = broken_artifact # } # save_scope_value_as = { # name = varangian_gold # value = { # value = 0 # add = { # value = var:varangian_regiments # multiply = 30 # } # } # } # } # #Artifact is stolen # 10 = { # trigger = { # any_character_artifact = { # artifact_wealth_quality_average_value < 20 # } # } # random_character_artifact = { # limit = { # artifact_wealth_quality_average_value < 20 # } # save_scope_as = stolen_artifact # } # add_character_flag = malus_stolen_artifact # save_scope_value_as = { # name = varangian_gold # value = { # value = 0 # add = { # value = var:varangian_regiments # multiply = 30 # } # } # } # } # ##Court grandeur lost # 10 = { # trigger = { # has_royal_court = yes # has_dlc_feature = royal_court # } # add_character_flag = malus_court_grandeur # save_scope_value_as = { # name = varangian_gold # value = { # value = 0 # add = { # value = var:varangian_regiments # multiply = 30 # } # } # } # } # ##Gold is lost # 10 = { # save_scope_value_as = { # name = varangian_gold # value = { # value = 0 # add = { # value = var:varangian_regiments # multiply = 50 # } # } # } # } # } # # #Choose which bonus to give a refuser # random_list = { # 5 = { # trigger = { # is_adult = yes # } # add_character_flag = refuse_bonus_dread # } # 10 = { # add_character_flag = refuse_bonus_prestige # } # 5 = { # add_character_flag = refuse_bonus_opinion # } # } # # #Choose which bonus to give an accepter # random_list = { # 10 = { # trigger = { # max_number_maa_soldiers_of_base_type = { # type = heavy_infantry # value >= 300 # } # } # add_character_flag = accept_bonus_heavy_infantry # } # 10 = { # add_character_flag = accept_bonus_scheme_resist # } # 10 = { # add_character_flag = accept_bonus_army # } # 10 = { # add_character_flag = accept_bonus_legitimacy # } # } # # #Save a first Varangian to be the boss # if = { # limit = { # any_court_position_holder = { # type = akolouthos_court_position # ep3_varangian_trigger = yes # is_available = yes # } # } # random_court_position_holder = { # type = akolouthos_court_position # save_scope_as = varangian_leader # } # } # else_if = { # limit = { # any_court_position_holder = { # type = bodyguard_court_position # ep3_varangian_trigger = yes # is_available = yes # } # } # random_court_position_holder = { # type = bodyguard_court_position # limit = { # ep3_varangian_trigger = yes # is_available = yes # } # save_scope_as = varangian_leader # } # } # else_if = { # limit = { # any_courtier = { # ep3_varangian_trigger = yes # is_available_adult = yes # } # } # random_courtier = { # limit = { # ep3_varangian_trigger = yes # is_available_adult = yes # } # save_scope_as = varangian_leader # } # } # else_if = { # limit = { # current_date < 1066 # } # #Norse # create_character = { # template = varangian_template # location = root.location # culture = culture:norse # faith = root.faith # dynasty = none # save_scope_as = varangian_leader # } # scope:varangian_leader = { # add_character_flag = need_military_outfit # } # hidden_effect = { add_visiting_courtier = scope:varangian_leader } # } # else = { # #Anglo-Saxon # create_character = { # template = varangian_template # location = root.location # culture = culture:anglo_saxon # faith = root.faith # dynasty = none # save_scope_as = varangian_leader # } # scope:varangian_leader = { # add_character_flag = need_military_outfit # } # hidden_effect = { add_visiting_courtier = scope:varangian_leader } # } # #Save another Varangian # if = { # limit = { # exists = scope:varangian_leader # any_court_position_holder = { # type = bodyguard_court_position # ep3_varangian_trigger = yes # is_available = yes # this != scope:varangian_leader # } # } # random_court_position_holder = { # type = bodyguard_court_position # limit = { # ep3_varangian_trigger = yes # is_available = yes # this != scope:varangian_leader # } # save_scope_as = varangian_2 # } # } # else_if = { # limit = { # exists = scope:varangian_leader # any_courtier = { # ep3_varangian_trigger = yes # is_available_adult = yes # this != scope:varangian_leader # } # } # random_courtier = { # limit = { # ep3_varangian_trigger = yes # is_available_adult = yes # this != scope:varangian_leader # } # save_scope_as = varangian_2 # } # } # #Save a third # if = { # limit = { # exists = scope:varangian_leader # exists = scope:varangian_2 # any_court_position_holder = { # type = bodyguard_court_position # ep3_varangian_trigger = yes # is_available = yes # NOR = { # this = scope:varangian_leader # this = scope:varangian_2 # } # } # } # random_court_position_holder = { # type = bodyguard_court_position # limit = { # ep3_varangian_trigger = yes # is_available = yes # NOR = { # this = scope:varangian_leader # this = scope:varangian_2 # } # } # save_scope_as = varangian_3 # } # } # else_if = { # limit = { # exists = scope:varangian_leader # exists = scope:varangian_2 # any_courtier = { # ep3_varangian_trigger = yes # is_available_adult = yes # NOR = { # this = scope:varangian_leader # this = scope:varangian_2 # } # } # } # random_courtier = { # limit = { # ep3_varangian_trigger = yes # is_available_adult = yes # NOR = { # this = scope:varangian_leader # this = scope:varangian_2 # } # } # save_scope_as = varangian_3 # } # } # } # # #Have the Akolouthos seize some of the spoils # option = { # name = ep3_emperor_yearly.3000.a # flavor = ep3_emperor_yearly.3000.a.flavor # trigger = { # employs_court_position = akolouthos_court_position # any_court_position_holder = { # type = akolouthos_court_position # aptitude = { # court_position = akolouthos_court_position # value >= 3 # } # } # } # add_internal_flag = special # custom_tooltip = akolouthos_aptitude_option_unlock # # #Random refuse bonus effect # if = { # limit = { # has_character_flag = refuse_bonus_prestige # } # if = { # limit = { # var:varangian_regiments >= 7 # } # add_prestige = massive_prestige_gain # } # else_if = { # limit = { # var:varangian_regiments >= 4 # } # add_prestige = major_prestige_gain # } # else = { # add_prestige = medium_prestige_gain # } # } # if = { # limit = { # has_character_flag = refuse_bonus_dread # } # if = { # limit = { # var:varangian_regiments >= 7 # } # add_dread = major_dread_gain # add_prestige = major_prestige_gain # } # else_if = { # limit = { # var:varangian_regiments >= 4 # } # add_dread = medium_dread_gain # add_prestige = medium_prestige_gain # } # else = { # add_dread = minor_dread_gain # add_prestige = minor_prestige_gain # } # } # if = { # limit = { # has_character_flag = refuse_bonus_opinion # } # if = { # limit = { # var:varangian_regiments >= 7 # } # every_vassal = { # custom = every_parochial_vassal # add_opinion = { # modifier = respect_opinion # opinion = 30 # target = root # } # } # add_prestige = major_prestige_gain # } # else_if = { # limit = { # var:varangian_regiments >= 4 # } # every_vassal = { # custom = every_parochial_vassal # add_opinion = { # modifier = respect_opinion # opinion = 20 # target = root # } # } # add_prestige = medium_prestige_gain # } # else = { # every_vassal = { # custom = every_parochial_vassal # add_opinion = { # modifier = respect_opinion # opinion = 10 # target = root # } # } # add_prestige = minor_prestige_gain # } # } # change_influence = medium_influence_gain # # remove_treasury_or_gold = { # value = { # value = 0 # add = { # value = scope:varangian_gold # multiply = 0.4 # } # } # } # #Negative heavy inf and scheme resistance modifier # add_character_modifier = { # modifier = disrespected_varangians_modifier # years = 10 # } # if = { # limit = { # scope:varangian_leader = { # is_courtier_of = root # } # } # if = { # limit = { # scope:varangian_leader = { has_trait = loyal } # } # scope:varangian_leader = { remove_trait = loyal } # reverse_add_opinion = { # target = scope:varangian_leader # modifier = angry_opinion # opinion = -20 # } # } # else = { # reverse_add_opinion = { # target = scope:varangian_leader # modifier = hate_opinion # opinion = -40 # } # } # } # if = { # limit = { # exists = scope:varangian_2 # } # if = { # limit = { # scope:varangian_2 = { has_trait = loyal } # } # scope:varangian_2 = { remove_trait = loyal } # reverse_add_opinion = { # target = scope:varangian_2 # modifier = angry_opinion # opinion = -20 # } # } # else = { # reverse_add_opinion = { # target = scope:varangian_2 # modifier = hate_opinion # opinion = -40 # } # } # } # if = { # limit = { # exists = scope:varangian_3 # } # if = { # limit = { # scope:varangian_3 = { has_trait = loyal } # } # scope:varangian_3 = { remove_trait = loyal } # reverse_add_opinion = { # target = scope:varangian_3 # modifier = angry_opinion # opinion = -20 # } # } # else = { # reverse_add_opinion = { # target = scope:varangian_3 # modifier = hate_opinion # opinion = -40 # } # } # } # #Apply randomized_malus # if = { # limit = { # has_character_flag = malus_court_grandeur # var:varangian_regiments >= 7 # } # change_current_court_grandeur = minor_court_grandeur_loss # } # if = { # limit = { # has_character_flag = malus_broken_artifact # var:varangian_regiments >= 7 # } # scope:broken_artifact = { # add_durability = -20 # } # } # if = { # limit = { # NOT = { # scope:varangian_leader = { # is_courtier_of = root # } # } # } # hidden_effect = { # scope:varangian_leader = { move_to_pool = yes } # } # } # # stress_impact = { # craven = medium_stress_impact_gain # paranoid = medium_stress_impact_gain # generous = medium_stress_impact_gain # content = minor_stress_impact_gain # just = minor_stress_impact_gain # } # ai_chance = { # base = 50 # ai_value_modifier = { # ai_greed = 1 # ai_boldness = 1 # } # modifier = { # factor = 0 # OR = { # has_trait = craven # has_trait = paranoid # has_trait = generous # has_trait = content # has_trait = just # } # } # modifier = { # factor = 3 # short_term_gold <= 300 # } # modifier = { # factor = 0.5 # OR = { # has_trait = content # has_trait = just # } # } # } # } # #Chastise the Varangians # option = { # trigger = { # age >= 12 # } # name = ep3_emperor_yearly.3000.b # flavor = ep3_emperor_yearly.3000.b.flavor # #Random refuse bonus effect # if = { # limit = { # has_character_flag = refuse_bonus_prestige # } # if = { # limit = { # var:varangian_regiments >= 7 # } # add_prestige = massive_prestige_gain # } # else_if = { # limit = { # var:varangian_regiments >= 4 # } # add_prestige = major_prestige_gain # } # else = { # add_prestige = medium_prestige_gain # } # } # if = { # limit = { # has_character_flag = refuse_bonus_dread # } # if = { # limit = { # var:varangian_regiments >= 7 # } # add_dread = major_dread_gain # add_prestige = major_prestige_gain # } # else_if = { # limit = { # var:varangian_regiments >= 4 # } # add_dread = medium_dread_gain # add_prestige = medium_prestige_gain # } # else = { # add_dread = minor_dread_gain # add_prestige = minor_prestige_gain # } # } # if = { # limit = { # has_character_flag = refuse_bonus_opinion # } # if = { # limit = { # var:varangian_regiments >= 7 # } # every_vassal = { # custom = every_parochial_vassal # add_opinion = { # modifier = respect_opinion # opinion = 30 # target = root # } # } # add_prestige = major_prestige_gain # } # else_if = { # limit = { # var:varangian_regiments >= 4 # } # every_vassal = { # custom = every_parochial_vassal # add_opinion = { # modifier = respect_opinion # opinion = 20 # target = root # } # } # add_prestige = medium_prestige_gain # } # else = { # every_vassal = { # custom = every_parochial_vassal # add_opinion = { # modifier = respect_opinion # opinion = 10 # target = root # } # } # add_prestige = minor_prestige_gain # } # } # # if = { # limit = { # var:varangian_regiments > 0 # } # remove_long_term_gold = { # value = scope:varangian_gold # } # } # # #show custom payout tooltip # if = { # limit = { # exists = scope:varangian_3 # } # custom_tooltip = major_gold_to_varangians_tooltip # } # else_if = { # limit = { # exists = scope:varangian_2 # } # custom_tooltip = medium_gold_to_varangians_tooltip # } # else_if = { # limit = { # scope:varangian_leader = { # is_courtier_of = root # } # } # custom_tooltip = minor_gold_to_varangians_tooltip # } # # if = { # limit = { # scope:varangian_leader = { # is_courtier_of = root # } # } # if = { # limit = { # scope:varangian_leader = { has_trait = loyal } # } # scope:varangian_leader = { remove_trait = loyal } # } # else = { # reverse_add_opinion = { # target = scope:varangian_leader # modifier = angry_opinion # opinion = -20 # } # } # hidden_effect = { # pay_long_term_gold = { # target = scope:varangian_leader # gold = 25 # } # } # } # if = { # limit = { # exists = scope:varangian_2 # } # if = { # limit = { # scope:varangian_2 = { has_trait = loyal } # } # scope:varangian_2 = { remove_trait = loyal } # } # else = { # reverse_add_opinion = { # target = scope:varangian_2 # modifier = angry_opinion # opinion = -20 # } # } # hidden_effect = { # pay_long_term_gold = { # target = scope:varangian_2 # gold = 25 # } # } # } # if = { # limit = { # exists = scope:varangian_3 # } # if = { # limit = { # scope:varangian_3 = { has_trait = loyal } # } # scope:varangian_3 = { remove_trait = loyal } # } # else = { # reverse_add_opinion = { # target = scope:varangian_3 # modifier = angry_opinion # opinion = -20 # } # } # hidden_effect = { # pay_long_term_gold = { # target = scope:varangian_3 # gold = 25 # } # } # } # #Negative heavy inf and scheme resistance modifier # add_character_modifier = { # modifier = disrespected_varangians_modifier # years = 10 # } # #Apply randomized_malus # ep3_palace_looting_random_malus_effect = yes # # if = { # limit = { # NOT = { # scope:varangian_leader = { # is_courtier_of = root # } # } # } # hidden_effect = { # scope:varangian_leader = { move_to_pool = yes } # } # } # # stress_impact = { # craven = medium_stress_impact_gain # paranoid = medium_stress_impact_gain # generous = minor_stress_impact_gain # content = minor_stress_impact_gain # just = miniscule_stress_impact_gain # } # ai_chance = { # base = 50 # ai_value_modifier = { # ai_vengefulness = 1 # } # modifier = { # factor = 0 # OR = { # has_trait = craven # has_trait = paranoid # has_trait = generous # has_trait = content # } # } # modifier = { # factor = 0.5 # OR = { # has_trait = generous # has_trait = content # has_trait = just # } # } # } # } # #It's just tradition # option = { # name = ep3_emperor_yearly.3000.c # flavor = ep3_emperor_yearly.3000.c.flavor # if = { # limit = { # has_character_flag = accept_bonus_legitimacy # } # if = { # limit = { # var:varangian_regiments >= 7 # } # add_legitimacy = major_legitimacy_gain # } # else_if = { # limit = { # var:varangian_regiments >= 3 # } # add_legitimacy = medium_legitimacy_gain # } # else = { # add_legitimacy = minor_legitimacy_gain # } # } # if = { # limit = { # has_character_flag = accept_bonus_heavy_infantry # } # if = { # limit = { # var:varangian_regiments >= 7 # } # add_character_modifier = { # modifier = loyal_varangians_modifier # years = 10 # } # add_legitimacy = medium_legitimacy_gain # } # else_if = { # limit = { # var:varangian_regiments >= 3 # } # add_character_modifier = { # modifier = loyal_varangians_modifier # years = 10 # } # add_legitimacy = miniscule_legitimacy_gain # } # else = { # add_character_modifier = { # modifier = loyal_varangians_modifier # years = 10 # } # } # } # if = { # limit = { # has_character_flag = accept_bonus_scheme_resist # } # if = { # limit = { # var:varangian_regiments >= 7 # } # add_character_modifier = { # modifier = attentive_varangians_modifier # years = 10 # } # add_legitimacy = medium_legitimacy_gain # } # else_if = { # limit = { # var:varangian_regiments >= 3 # } # add_character_modifier = { # modifier = attentive_varangians_modifier # years = 10 # } # add_legitimacy = miniscule_legitimacy_gain # } # else = { # add_character_modifier = { # modifier = attentive_varangians_modifier # years = 10 # } # } # } # if = { # limit = { # has_character_flag = accept_bonus_army # } # if = { # limit = { # var:varangian_regiments >= 7 # } # spawn_army = { # name = eager_varangian_army # levies = 600 # men_at_arms = { # type = varangian_guards # stacks = 4 # } # location = root.capital_province # uses_supply = yes # inheritable = no # } # } # else_if = { # limit = { # var:varangian_regiments >= 3 # } # spawn_army = { # name = eager_varangian_army # levies = 300 # men_at_arms = { # type = varangian_guards # stacks = 2 # } # location = root.capital_province # uses_supply = yes # inheritable = no # } # } # else = { # spawn_army = { # name = eager_varangian_army # levies = 100 # men_at_arms = { # type = varangian_guards # stacks = 1 # } # location = root.capital_province # uses_supply = yes # inheritable = no # } # } # } # # if = { # limit = { # var:varangian_regiments > 0 # } # remove_long_term_gold = { # value = scope:varangian_gold # } # } # # # #show custom payout tooltip # if = { # limit = { # exists = scope:varangian_3 # } # custom_tooltip = major_gold_to_varangians_tooltip # } # else_if = { # limit = { # exists = scope:varangian_2 # } # custom_tooltip = medium_gold_to_varangians_tooltip # } # else_if = { # limit = { # scope:varangian_leader = { # is_courtier_of = root # } # } # custom_tooltip = minor_gold_to_varangians_tooltip # } # # if = { # limit = { # scope:varangian_leader = { # is_courtier_of = root # } # } # reverse_add_opinion = { # target = scope:varangian_leader # modifier = loyalty_opinion # opinion = 60 # } # hidden_effect = { # pay_long_term_gold = { # target = scope:varangian_leader # gold = 25 # } # } # } # if = { # limit = { # exists = scope:varangian_2 # } # reverse_add_opinion = { # target = scope:varangian_2 # modifier = loyalty_opinion # opinion = 60 # } # hidden_effect = { # pay_long_term_gold = { # target = scope:varangian_2 # gold = 25 # } # } # } # if = { # limit = { # exists = scope:varangian_3 # } # reverse_add_opinion = { # target = scope:varangian_3 # modifier = loyalty_opinion # opinion = 60 # } # hidden_effect = { # pay_long_term_gold = { # target = scope:varangian_3 # gold = 25 # } # } # } # # #Apply randomized_malus # ep3_palace_looting_random_malus_effect = yes # # stress_impact = { # generous = miniscule_stress_impact_loss # paranoid = minor_stress_impact_loss # greedy = medium_stress_impact_gain # vengeful = medium_stress_impact_gain # arrogant = minor_stress_impact_gain # arbitrary = minor_stress_impact_gain # } # ai_chance = { # base = 200 # ai_value_modifier = { # ai_greed = -0.5 # ai_boldness = -0.5 # ai_vengefulness = -1 # } # modifier = { # factor = 0 # OR = { # has_trait = greedy # has_trait = vengeful # has_trait = arrogant # has_trait = arbitrary # } # } # modifier = { # factor = 0.5 # OR = { # has_trait = arrogant # has_trait = arbitrary # } # } # } # } # after = { # if = { # limit = { # scope:varangian_leader = { # has_character_flag = need_military_outfit # } # } # scope:varangian_leader = { # remove_character_flag = need_military_outfit # } # } # if = { # limit = { # has_character_flag = malus_broken_artifact # } # remove_character_flag = malus_broken_artifact # } # if = { # limit = { # has_character_flag = malus_stolen_artifact # } # remove_character_flag = malus_stolen_artifact # } # if = { # limit = { # has_character_flag = malus_court_grandeur # } # remove_character_flag = malus_court_grandeur # } # if = { # limit = { # has_character_flag = refuse_bonus_dread # } # remove_character_flag = refuse_bonus_dread # } # if = { # limit = { # has_character_flag = refuse_bonus_opinion # } # remove_character_flag = refuse_bonus_opinion # } # if = { # limit = { # has_character_flag = refuse_bonus_prestige # } # remove_character_flag = refuse_bonus_prestige # } # if = { # limit = { # has_character_flag = accept_bonus_heavy_infantry # } # remove_character_flag = accept_bonus_heavy_infantry # } # if = { # limit = { # has_character_flag = accept_bonus_scheme_resist # } # remove_character_flag = accept_bonus_scheme_resist # } # if = { # limit = { # has_character_flag = accept_bonus_army # } # remove_character_flag = accept_bonus_army # } # if = { # limit = { # has_character_flag = accept_bonus_legitimacy # } # remove_character_flag = accept_bonus_legitimacy # } # } #} # ##Byzantine emperor sends fireships to defend the strait of Marmara #ep3_emperor_yearly.3010 = { # hidden = yes # # trigger = { # #province is strait of Marmara # scope:army.location = { # OR = { # this = province:947 # this = province:950 # this = province:948 # this = province:8667 # this = province:8668 # this = province:8665 # } # } # #A lot of jank would be introduced by multiplayer and armies continuing to move, unpaused # has_multiple_players = no # title:c_byzantion = { has_county_modifier = defensive_fire_dromons_modifier } # NOT = { has_character_flag = used_fire_dromons } # #this event is really going to f up the enemy army in a way no player will appreciate # is_ai = yes # # #Is it at war with powerful ruler whose capital is Constantinople # any_war_enemy = { # is_landed = yes # capital_county = title:c_byzantion # capital_province = { is_occupied = no } # culture = { # OR = { # this = culture:greek # any_parent_culture_or_above = { this = culture:greek } # } # } # } # } # # immediate = { # save_scope_as = invader # scope:army.army_commander ?= { save_scope_as = invading_commander } # random_war_enemy = { # limit = { # is_landed = yes # capital_county = title:c_byzantion # capital_province = { is_occupied = no } # culture = { # OR = { # this = culture:greek # any_parent_culture_or_above = { this = culture:greek } # } # } # } # save_scope_as = marmara_defender # } # scope:marmara_defender = { # trigger_event = ep3_emperor_yearly.3011 # } # } #} # #ep3_emperor_yearly.3011 = { # type = character_event # title = ep3_emperor_yearly.3011.t # desc = { # desc = ep3_emperor_yearly.3011.intro # first_valid = { # triggered_desc = { # trigger = { # scope:invader = { # this = scope:invading_commander # } # } # desc = ep3_emperor_yearly.3011.liege_attacking # } # desc = ep3_emperor_yearly.3011.commander_attacking # } # desc = ep3_emperor_yearly.3011.desc # triggered_desc = { # trigger = { # knows_language = language_greek # OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } # } # desc = ep3_emperor_yearly.3011.kyrie_eleison # } # } # theme = war # override_background = { reference = ep3_constantinople } # left_portrait = { # character = scope:city_defender # animation = survey # camera = camera_event_left_away # } # lower_right_portrait = { # character = scope:invading_commander # } # # immediate = { # #perspective character for event window # if = { # limit = { # is_available = yes # } # save_scope_as = city_defender # } # else_if = { # limit = { # cp:councillor_marshal ?= { # is_available = yes # } # } # cp:councillor_marshal = { # save_scope_as = city_defender # } # } # else_if = { # limit = { # OR = { # has_diarchy_type = temporary_regency # has_diarchy_type = regency # } # diarch = { # is_available = yes # } # } # diarch = { save_scope_as = city_defender } # } # else = { # save_scope_as = city_defender # } # scope:city_defender = { # add_character_flag = need_military_outfit # } # scope:invader = { # if = { # limit = { # any_knight = { # is_in_army = yes # this != scope:invading_commander # } # } # random_knight = { # limit = { # is_in_army = yes # this != scope:invading_commander # } # save_scope_as = knight_1 # } # } # if = { # limit = { # any_knight = { # is_in_army = yes # NOR = { # this = scope:knight_1 # this = scope:invading_commander # } # } # } # random_knight = { # limit = { # is_in_army = yes # NOR = { # this = scope:knight_1 # this = scope:invading_commander # } # } # save_scope_as = knight_2 # } # } # if = { # limit = { # any_knight = { # is_in_army = yes # NOR = { # this = scope:knight_1 # this = scope:knight_2 # this = scope:invading_commander # } # } # } # random_knight = { # limit = { # is_in_army = yes # NOR = { # this = scope:knight_1 # this = scope:knight_2 # this = scope:invading_commander # } # } # save_scope_as = knight_3 # } # } # if = { # limit = { # any_knight = { # is_in_army = yes # NOR = { # this = scope:knight_1 # this = scope:knight_2 # this = scope:knight_3 # this = scope:invading_commander # } # } # } # random_knight = { # limit = { # is_in_army = yes # NOR = { # this = scope:knight_1 # this = scope:knight_2 # this = scope:knight_3 # this = scope:invading_commander # } # } # save_scope_as = knight_4 # } # } # if = { # limit = { # any_knight = { # is_in_army = yes # NOR = { # this = scope:knight_1 # this = scope:knight_2 # this = scope:knight_3 # this = scope:knight_4 # this = scope:invading_commander # } # } # } # random_knight = { # limit = { # is_in_army = yes # NOR = { # this = scope:knight_1 # this = scope:knight_2 # this = scope:knight_3 # this = scope:knight_4 # this = scope:invading_commander # } # } # save_scope_as = knight_5 # } # } # } # } # #Use the greek fire ships # option = { # name = ep3_emperor_yearly.3011.a # add_character_flag = { # flag = used_fire_dromons # days = 30 # } # custom_tooltip = unable_to_use_fire_ships_tooltip # scope:city_defender = { # duel = { # skill = martial # target = scope:invading_commander # 35 = { #Your fleet ruins the enemy # desc = ep3_emperor_yearly.3011.a.success # compare_modifier = { # value = scope:duel_value # multiplier = 3.5 # min = -34 # } # modifier = { # has_trait = forder # add = 20 # } # modifier = { # highest_held_title_tier >= tier_empire # # add = 10 # } # modifier = { # scope:army = { # army_size <= 1000 # } # add = 10 # } # modifier = { # scope:army = { # #Big enough army to actually siege the city # army_size < 2500 # } # add = 10 # } # modifier = { # scope:invading_commander = { # has_trait = reckless # } # add = 10 # } # modifier = { # has_trait = reckless # add = 10 # } # modifier = { # has_trait = aggressive_attacker # add = 10 # } # modifier = { # has_trait = military_engineer # add = 10 # } # modifier = { # scope:invading_commander = { # has_trait = aggressive_attacker # } # add = 10 # } # modifier = { # province:496 = { # has_building_or_higher = curtain_walls_01 # } # add = 5 # } # modifier = { # province:496 = { # has_building_or_higher = curtain_walls_03 # } # add = 5 # } # modifier = { # province:496 = { # has_building_or_higher = curtain_walls_05 # } # add = 5 # } # modifier = { # province:496 = { # has_building_or_higher = curtain_walls_07 # } # add = 5 # } # modifier = { # province:496 = { # has_building_or_higher = common_tradeport_01 # } # add = 5 # } # modifier = { # province:496 = { # has_building_or_higher = common_tradeport_03 # } # add = 5 # } # modifier = { # province:496 = { # has_building_or_higher = common_tradeport_05 # } # add = 5 # } # modifier = { # province:496 = { # has_building_or_higher = common_tradeport_07 # } # add = 5 # } # show_as_tooltip = { ep3_greek_fire_success_effect = yes } # root = { add_character_flag = successful_greek_fire_attack } # } # 50 = { #Your fleet does some damage # desc = ep3_emperor_yearly.3011.a.fail # compare_modifier = { # value = scope:duel_value # multiplier = -3.5 # min = -49 # } # modifier = { # has_trait = forder # add = 40 # } # modifier = { # scope:army = { # #Big enough army to actually siege the city # army_size < 2500 # } # add = 20 # } # modifier = { # scope:army = { # army_size <= 1000 # } # add = 20 # } # modifier = { # scope:invading_commander = { # has_trait = reckless # } # add = 20 # } # modifier = { # scope:invading_commander = { # has_trait = aggressive_attacker # } # add = 10 # } # modifier = { # has_trait = aggressive_attacker # add = 20 # } # modifier = { # has_trait = military_engineer # add = 20 # } # modifier = { # province:496 = { # has_building_or_higher = curtain_walls_01 # } # add = 10 # } # modifier = { # province:496 = { # has_building_or_higher = curtain_walls_03 # } # add = 10 # } # modifier = { # province:496 = { # has_building_or_higher = curtain_walls_05 # } # add = 10 # } # modifier = { # province:496 = { # has_building_or_higher = curtain_walls_07 # } # add = 10 # } # modifier = { # province:496 = { # has_building_or_higher = common_tradeport_01 # } # add = 10 # } # modifier = { # province:496 = { # has_building_or_higher = common_tradeport_03 # } # add = 10 # } # modifier = { # province:496 = { # has_building_or_higher = common_tradeport_05 # } # add = 10 # } # modifier = { # province:496 = { # has_building_or_higher = common_tradeport_07 # } # add = 10 # } # show_as_tooltip = { ep3_greek_fire_fail_effect = yes } # root = { add_character_flag = failed_greek_fire_attack } # } # 15 = { #Your fleet does a little damage and... ruins themselves # desc = ep3_emperor_yearly.3011.a.critical_fail # compare_modifier = { # value = scope:duel_value # multiplier = -3.5 # min = -14 # } # modifier = { # scope:invading_commander = { # has_trait = forder # } # add = 40 # } # modifier = { # scope:invading_commander = { # has_trait = organizer # } # add = 20 # } # modifier = { # scope:invading_commander = { # has_trait = cautious_leader # } # add = 20 # } # modifier = { # has_trait = cautious_leader # add = 20 # } # # modifier = { # scope:army = { # army_size >= 5000 # } # add = 20 # } # modifier = { # scope:army = { # army_size >= 10000 # } # add = 20 # } # show_as_tooltip = { ep3_greek_fire_crit_fail_effect = yes } # root = { add_character_flag = crit_failed_greek_fire_attack } # } # } # } # trigger_event = ep3_emperor_yearly.3012 # stress_impact = { # compassionate = medium_stress_impact_gain # cautious_leader = medium_stress_impact_gain # patient = minor_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_vengefulness = 1 # ai_boldness = 1 # } # modifier = { # add = 20 # scope:city_defender = { # martial >= high_skill_rating # } # } # modifier = { # add = 20 # scope:invading_commander = { # martial <= high_skill_rating # } # } # modifier = { # factor = 0.5 # OR = { # has_trait = compassionate # has_trait = cautious_leader # } # } # modifier = { # factor = 2 # scope:army = { # army_size >= 4000 # } # } # modifier = { # factor = 2 # scope:army = { # army_size >= 7000 # } # } # } # } # #Don't attack # option = { # name = ep3_emperor_yearly.3011.b # if = { # limit = { # scope:army = { # #Big enough army to actually siege the city # army_size >= 4000 # } # } # add_prestige = medium_prestige_loss # } # else_if = { # limit = { # scope:army = { # army_size >= 3000 # } # } # add_prestige = minor_prestige_loss # } # else = { # add_prestige = miniscule_prestige_loss # } # stress_impact = { # vengeful = medium_stress_impact_gain # wrathful = medium_stress_impact_gain # sadistic = miniscule_stress_impact_gain # reckless = minor_stress_impact_gain # brave = minor_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_energy = -1 # ai_boldness = -1 # } # modifier = { # add = 20 # scope:city_defender = { # martial < decent_skill_rating # } # } # modifier = { # add = 20 # scope:invading_commander = { # martial > very_high_skill_rating # } # } # modifier = { # factor = 0.5 # OR = { # has_trait = wrathful # has_trait = vengeful # has_trait = reckless # has_trait = brave # } # } # modifier = { # factor = 2 # scope:army = { # army_size <= 2000 # } # } # modifier = { # factor = 2 # scope:army = { # army_size < 1000 # } # } # } # } # after = { # scope:city_defender = { remove_character_flag = need_military_outfit } # } #} # #ep3_emperor_yearly.3012 = { # type = character_event # title = ep3_emperor_yearly.3012.t # desc = { # desc = ep3_emperor_yearly.3012.intro # #Triggered desc based on success # first_valid = { # triggered_desc = { # trigger = { # has_character_flag = successful_greek_fire_attack # } # desc = ep3_emperor_yearly.3012.attack_success # } # triggered_desc = { # trigger = { # has_character_flag = failed_greek_fire_attack # } # desc = ep3_emperor_yearly.3012.attack_fail # } # triggered_desc = { # trigger = { # has_character_flag = crit_failed_greek_fire_attack # } # desc = ep3_emperor_yearly.3012.attack_crit_fail # } # } # } # theme = war # override_background = { reference = ocean } # widget = { # gui = "event_window_widget_vfx_heavy_smoke" # container = "foreground_shader_vfx_container" # } # right_portrait = { # character = scope:invading_commander # triggered_animation = { # trigger = { # root = { has_character_flag = successful_greek_fire_attack } # } # animation = sword_yield_start # } # triggered_animation = { # trigger = { # root = { has_character_flag = failed_greek_fire_attack } # } # animation = fear # } # triggered_animation = { # trigger = { # root = { has_character_flag = crit_failed_greek_fire_attack } # } # animation = sword_coup_degrace # } # } # # immediate = { # play_music_cue = "mx_cue_war_declared" # #show effect as tooltip here # create_character_memory = { # type = endured_greek_fire_memory # participants = { # attacker = root # } # } # } # # option = { # name = { # trigger = { has_character_flag = successful_greek_fire_attack } # text = ep3_emperor_yearly.3012.a_success # } # name = { # trigger = { has_character_flag = failed_greek_fire_attack } # text = ep3_emperor_yearly.3012.a_fail # } # name = { # trigger = { has_character_flag = crit_failed_greek_fire_attack } # text = ep3_emperor_yearly.3012.a_crit_fail # } # # if = { # limit = { has_character_flag = successful_greek_fire_attack # } # ep3_greek_fire_success_effect = yes # } # if = { # limit = { # has_character_flag = failed_greek_fire_attack # } # ep3_greek_fire_fail_effect = yes # } # if = { # limit = { # has_character_flag = crit_failed_greek_fire_attack # } # ep3_greek_fire_crit_fail_effect = yes # } # #Apply memory to invading commander? # if = { # limit = { # has_character_flag = successful_greek_fire_attack # } # stress_impact = { # sadistic = medium_stress_impact_loss # paranoid = minor_stress_impact_loss # vengeful = medium_stress_impact_loss # callous = minor_stress_impact_loss # } # } # } # after = { # if = { # limit = { has_character_flag = successful_greek_fire_attack # } # remove_character_flag = successful_greek_fire_attack # } # if = { # limit = { # has_character_flag = failed_greek_fire_attack # } # remove_character_flag = failed_greek_fire_attack # } # if = { # limit = { # has_character_flag = crit_failed_greek_fire_attack # } # remove_character_flag = crit_failed_greek_fire_attack # } # } #} #