#grab_appropriate_chronicler_effect #grab_appropriate_bard_feast_effect - this one doesn't check if they're available, so it can be used in activities #grab_appropriate_bard_effect - this one checks if they're available #grab_mythical_founder_effect #disburse_hunt_legend_seeds #change_legend_quality_effect - This adjusts the quality of a legend using an invisible progress bar that goes from 0-100. When it hits 100, the legend increases one step in quality, if it dips below 0, the legend loses one step in quality #legend_completion_quality_flag_effect #legend_ending_rewards_heroic_effect #legend_ending_rewards_holy_effect #legend_ending_rewards_legitimizing_effect #legend_completion_type_flag_effect #get_appropriate_ancient_people - this looks for regionally appropriate ancient people for you to lay claim to # get_appropriate_exotic_location - Atlantis, Vinland, places of dubious historicity # generate_godly_descent_seed_support_effect - create a godly descent seed based on loc keys # generate_religion_descent_effect - generate a godly descent seed based on scopes # balancing_legend_global_var_effect # send_interface_message_legend_notification_effect # send_interface_toast_legend_notification_effect # create_swan_knight_legend_seed_effect grab_appropriate_chronicler_effect = { if = { #If the culture would have relied on poets for this we grab them first limit = { OR = { culture = { OR = { has_cultural_tradition = tradition_fp1_northern_stories has_cultural_parameter = poet_trait_gives_bonuses has_cultural_tradition = tradition_storytellers has_cultural_tradition = tradition_chanson_de_geste } } faith = { trait_is_virtue = lifestyle_poet } } any_court_position_holder = { type = court_poet_court_position is_available_ai_adult = yes } } random_court_position_holder = { type = court_poet_court_position limit = { is_available_ai_adult = yes } save_scope_as = chronicler } } else_if = { #Otherwise we go for the Chronicler first limit = { any_court_position_holder = { type = chronicler_court_position is_available_ai_adult = yes } } random_court_position_holder = { type = chronicler_court_position limit = { is_available_ai_adult = yes } save_scope_as = chronicler } } else_if = { limit = { any_court_position_holder = { type = court_poet_court_position is_available_ai_adult = yes } } random_court_position_holder = { type = court_poet_court_position limit = { is_available_ai_adult = yes } save_scope_as = chronicler } } else_if = { limit = { any_court_position_holder = { type = court_musician_court_position is_available_ai_adult = yes } } random_court_position_holder = { type = court_musician_court_position limit = { is_available_ai_adult = yes } save_scope_as = chronicler } } else = { ordered_courtier = { limit = { this != root is_available_ai_adult = yes } order_by = { value = diplomacy if = { limit = { OR = { has_trait = lifestyle_poet has_trait = journaller } } add = 10 } if = { limit = { is_spouse_of = root } add = -2 } } save_scope_as = chronicler } } } grab_appropriate_bard_feast_effect = { if = { limit = { employs_court_position = court_musician_court_position scope:activity = { any_attending_character = { employer = root has_court_position = court_musician_court_position is_physically_able_ai_adult = yes } } } scope:activity = { random_attending_character = { limit = { employer = root has_court_position = court_musician_court_position is_physically_able_ai_adult = yes } save_scope_as = bard } } } else_if = { limit = { employs_court_position = court_poet_court_position scope:activity = { any_attending_character = { employer = root has_court_position = court_poet_court_position is_physically_able_ai_adult = yes } } } scope:activity = { random_attending_character = { limit = { employer = root has_court_position = court_poet_court_position is_physically_able_ai_adult = yes } save_scope_as = bard } } } else_if = { limit = { scope:activity = { any_attending_character = { OR = { is_vassal_of = root is_courtier_of = root } this != root NOT = { is_spouse_of = root } NOT = { is_child_of = root } NOT = { is_councillor_of = root } is_physically_able_ai_adult = yes } } } scope:activity = { ordered_attending_character = { limit = { OR = { is_vassal_of = root is_courtier_of = root } this != root NOT = { is_spouse_of = root } NOT = { is_child_of = root } is_physically_able_ai_adult = yes } order_by = { value = diplomacy if = { limit = { has_trait = lifestyle_poet } add = 10 } if = { limit = { has_trait = journaller } add = 5 } } } save_scope_as = bard } } else = { create_character = { template = bard_template dynasty = none location = root.location gender_female_chance = root_faith_dominant_gender_female_chance save_scope_as = bard } } } grab_appropriate_bard_effect = { if = { limit = { employs_court_position = court_musician_court_position any_court_position_holder = { type = court_musician_court_position is_available_healthy_ai_adult = yes } } random_court_position_holder = { type = court_musician_court_position limit = { is_available_healthy_ai_adult = yes } save_scope_as = bard } } else_if = { limit = { employs_court_position = court_poet_court_position any_court_position_holder = { type = court_poet_court_position is_available_healthy_ai_adult = yes } } random_court_position_holder = { type = court_poet_court_position limit = { is_available_healthy_ai_adult = yes } save_scope_as = bard } } else_if = { limit = { any_courtier = { this != root NOT = { is_spouse_of = root } NOT = { is_child_of = root } NOT = { is_councillor_of = root } is_available_healthy_ai_adult = yes } } ordered_courtier = { limit = { this != root NOT = { is_spouse_of = root } NOT = { is_child_of = root } NOT = { is_councillor_of = root } is_available_healthy_ai_adult = yes } order_by = { value = diplomacy if = { limit = { has_trait = lifestyle_poet } add = 10 } if = { limit = { has_trait = journaller } add = 5 } } save_scope_as = bard } } else = { create_character = { template = bard_template dynasty = none location = root.location gender_female_chance = root_faith_dominant_gender_female_chance save_scope_as = bard } } } grab_mythical_founder_effect = { hidden_effect = { if = { limit = { NOT = { exists = var:mythical_ancestor_var } } random_list = { # 10 = { # Charles Martell # trigger = { # AND = { # OR = { # root.primary_title = title:k_france # root.primary_title = title:e_france # } # current_date > 1000.1.1 # } # } # set_variable = { name = mythical_ancestor_var value = flag:charles_martell } # } # 10 = { # Alexander the Great # trigger = { # OR = { # root.primary_title = title:k_thessalonika # root.primary_title = title:k_hellas # root.primary_title = title:k_egypt # AND = { # OR = { # root.primary_title = title:k_persia # root.primary_title = title:e_persia # } # NOR = { # root.faith.religion = religion:islam_religion # root.faith.religion = religion:zoroastrianism_religion # } # } # root.primary_title = title:k_anatolia # } # } # set_variable = { name = mythical_ancestor_var value = flag:alexander } # } # 10 = { # Lech # trigger = { # root.primary_title = title:k_poland # } # set_variable = { name = mythical_ancestor_var value = flag:lech } # } # 10 = { # Czech # trigger = { # OR = { # root.primary_title = title:k_bohemia # root.primary_title = title:d_bohemia # } # } # set_variable = { name = mythical_ancestor_var value = flag:czech } # } # 10 = { # Rus # trigger = { # OR = { # root.primary_title = title:k_white_rus # root.primary_title = title:k_ruthenia # root.primary_title = title:e_russia # } # } # set_variable = { name = mythical_ancestor_var value = flag:rus } # } # 10 = { # King Arthur # trigger = { # OR = { # root.primary_title = title:k_wales # root.primary_title = title:k_cornwall # root.primary_title = title:k_england # root.primary_title = title:e_britannia # } # } # set_variable = { name = mythical_ancestor_var value = flag:arthur } # } # 10 = { # Corineus # trigger = { # root.primary_title = title:k_cornwall # } # modifier = { # current_date < 1000.1.1 # factor = 3 # } # set_variable = { name = mythical_ancestor_var value = flag:corineus } # } # 10 = { # Magnus Maximus # trigger = { # root.primary_title = title:k_wales # } # modifier = { # current_date < 1000.1.1 # factor = 3 # } # set_variable = { name = mythical_ancestor_var value = flag:magnus_maximus } # } # 30 = { # Brutus of Troy, we want this to be the default for the Brits # trigger = { # OR = { # root.primary_title = title:k_england # root.primary_title = title:e_britannia # } # } # set_variable = { name = mythical_ancestor_var value = flag:brutus } # } # 10 = { # Aeneas of Troy # trigger = { # OR = { # #Used in the Roman de Brut # root.primary_title = title:k_england # root.primary_title = title:e_britannia # #Also used by the house of Tosny # root.primary_title = title:d_normandy # capital_province = { geographical_region = world_europe_west_britannia } # #And of course used in Rome # root.primary_title = title:k_italy # root.primary_title = title:k_romagna # root.primary_title = title:k_sardinia # root.primary_title = title:e_italy # root = { # is_roman_emperor_primary_title_excluding_byzantium_trigger = yes # } # } # } # set_variable = { name = mythical_ancestor_var value = flag:aeneas } # } # 10 = { # Scota # trigger = { # OR = { # Gaels # root.primary_title = title:k_scotland # root.primary_title = title:k_ireland # } # current_date > 1100.1.1 # } # modifier = { # root.primary_title = title:k_scotland # factor = 3 # } # set_variable = { name = mythical_ancestor_var value = flag:scota } # } # 10 = { # Romulus # trigger = { # OR = { # root.primary_title = title:k_italy # root.primary_title = title:k_romagna # root.primary_title = title:k_sardinia # root.primary_title = title:e_italy # root = { is_roman_emperor_primary_title_excluding_byzantium_trigger = yes } # } # } # set_variable = { name = mythical_ancestor_var value = flag:romulus } # } # 10 = { # Numa Pompilius # trigger = { # OR = { # root.primary_title = title:k_italy # root.primary_title = title:k_romagna # root.primary_title = title:k_sardinia # root.primary_title = title:e_italy # root = { is_roman_emperor_primary_title_excluding_byzantium_trigger = yes } # } # } # set_variable = { name = mythical_ancestor_var value = flag:numa } # } # 10 = { # Belisarius # trigger = { # OR = { # root.primary_title = title:k_italy # root.primary_title = title:k_romagna # root.primary_title = title:k_sardinia # root.primary_title = title:e_italy # root = { is_roman_emperor_primary_title_excluding_byzantium_trigger = yes } # } # } # set_variable = { name = mythical_ancestor_var value = flag:belisarius } # } # 10 = { # Ardashir # trigger = { # OR = { # root.primary_title = title:k_persia # root.primary_title = title:e_persia # } # } # set_variable = { name = mythical_ancestor_var value = flag:ardashir } # } # 10 = { # Pharaohs # trigger = { # root.primary_title = title:k_egypt # NOT = { religion = religion:islam_religion } # } # set_variable = { name = mythical_ancestor_var value = flag:pharaohs } # } # 10 = { # Visigothic Kings # trigger = { # OR = { # root.primary_title = title:k_castille # root.primary_title = title:k_leon # root.primary_title = title:d_galicia # root.primary_title = title:k_aragon # root.primary_title = title:k_navarra # root.primary_title = title:k_andalusia # root.primary_title = title:k_portugal # root.primary_title = title:e_spain # } # NOT = { religion = religion:islam_religion } # } # set_variable = { name = mythical_ancestor_var value = flag:visigothic_kings } # } # 10 = { # Abd al-Rahman # trigger = { # OR = { # root.primary_title = title:k_castille # root.primary_title = title:k_aragon # root.primary_title = title:k_navarra # root.primary_title = title:k_andalusia # root.primary_title = title:k_portugal # root.primary_title = title:e_spain # } # religion = religion:islam_religion # } # set_variable = { name = mythical_ancestor_var value = flag:abd_al_rahman } # } # 10 = { # Zenobia # trigger = { # OR = { # root.primary_title = title:k_syria # root.primary_title = title:k_mesopotamia # } # NOT = { religion = religion:islam_religion } # } # set_variable = { name = mythical_ancestor_var value = flag:zenobia } # } # 10 = { # King Solomon # trigger = { # root.primary_title.title_capital_county.title_province = { # geographical_region = ghw_region_ethiopia # } # root.faith.religion = religion:christianity_religion # } # set_variable = { name = mythical_ancestor_var value = flag:solomon } # } # 10 = { # Conan Meriadoc # trigger = { # root.culture = culture:breton # NOR = { # used to distinguish themselves from the French # root.primary_title = title:k_france # root.primary_title = title:e_france # } # } # set_variable = { name = mythical_ancestor_var value = flag:conan_meriadoc } # } # 10 = { # Pishdadian Dynasty # trigger = { # OR = { # root.primary_title = title:k_persia # root.primary_title = title:e_persia # } # OR = { # root.faith.religion = religion:islam_religion # root.faith.religion = religion:zoroastrianism_religion # } # } # set_variable = { name = mythical_ancestor_var value = flag:pishdadian } # } # 10 = { # Chościsko # trigger = { # OR = { # root.primary_title = title:k_poland # root.primary_title = title:d_lesser_poland # AND = { # root.primary_title.title_capital_county.title_province = { # geographical_region = ghw_region_poland # } # faith.religion = faith:slavic_pagan.religion # } # } # } # set_variable = { name = mythical_ancestor_var value = flag:choscisko } # } # 10 = { # Arsacids # trigger = { # OR = { # root.primary_title = title:k_armenia # root.primary_title = title:k_armenian_principality # root.primary_title = title:e_armenia # } # } # set_variable = { name = mythical_ancestor_var value = flag:arsacids } # } # 10 = { # King David # trigger = { # OR = { # root.primary_title = title:k_georgia # root.primary_title = title:d_georgia # } # root.faith.religion = religion:christianity_religion # } # set_variable = { name = mythical_ancestor_var value = flag:david } # } # 10 = { # Karkota Naga # trigger = { # root.primary_title = title:k_kashmir # } # set_variable = { name = mythical_ancestor_var value = flag:naga } # } # 10 = { # God Brahman # trigger = { # root.culture = culture:tamil # OR = { #Lands held by the Pallavas # root.primary_title = title:d_tondai_nadu # root.primary_title = title:c_kanchipuram # root.primary_title = title:k_tamilakam # root.primary_title = title:c_muluvagil # } # } # set_variable = { name = mythical_ancestor_var value = flag:brahman } # } # 10 = { # Odin # trigger = { # root.faith = faith:folketro # OR = { # root.primary_title = title:k_norway # root.primary_title = title:k_sweden # root.primary_title = title:d_iceland # root.primary_title = title:k_denmark # } # } # set_variable = { name = mythical_ancestor_var value = flag:odin } # } # 10 = { # Ragnar Lodbrok # trigger = { # OR = { # root.primary_title = title:k_norway # root.primary_title = title:k_sweden # root.primary_title = title:d_iceland # root.primary_title = title:k_denmark # } # } # set_variable = { name = mythical_ancestor_var value = flag:ragnar } # } # 10 = { # Brunhild # trigger = { # OR = { # root.primary_title = title:k_norway # root.primary_title = title:k_sweden # root.primary_title = title:d_iceland # root.primary_title = title:k_denmark # } # } # modifier = { # is_female = yes # factor = 5 # } # set_variable = { name = mythical_ancestor_var value = flag:brunhild } # } # 10 = { # Eremon # trigger = { # OR = { # root.primary_title = title:k_ireland # root.primary_title = title:d_connacht # root.primary_title = title:d_ulster # root.primary_title = title:c_ailech # root.primary_title = title:c_oriel # root.primary_title = title:c_breifne # root.primary_title = title:c_athlone # } # } # modifier = { # OR = { # root.primary_title = title:d_connacht # root.primary_title = title:d_ulster # root.primary_title = title:c_ailech # root.primary_title = title:c_oriel # root.primary_title = title:c_breifne # root.primary_title = title:c_athlone # } # factor = 3 # } # set_variable = { name = mythical_ancestor_var value = flag:eremon } # } # 10 = { # Eber # trigger = { # OR = { # root.primary_title = title:k_ireland # root.primary_title = title:d_munster # root.primary_title = title:c_ossory # root.primary_title = title:d_leinster # root.primary_title = title:c_desmond # } # } # modifier = { # OR = { # root.primary_title = title:d_munster # root.primary_title = title:c_ossory # root.primary_title = title:d_leinster # root.primary_title = title:c_desmond # } # factor = 3 # } # set_variable = { name = mythical_ancestor_var value = flag:eber } # } # 10 = { # Genghis Khan # trigger = { # root.culture = { has_cultural_pillar = heritage_mongolic } # current_date > 1228.1.1 # } # set_variable = { name = mythical_ancestor_var value = flag:genghis } # } # 10 = { # Emperor Constantine # trigger = { # OR = { # root.primary_title = title:c_byzantion # root.primary_title = title:e_byzantium # } # } # set_variable = { name = mythical_ancestor_var value = flag:constantine } # } # 10 = { # Emperor Justinian # trigger = { # OR = { # root.primary_title = title:c_byzantion # root.primary_title = title:e_byzantium # } # } # set_variable = { name = mythical_ancestor_var value = flag:justinian } # } 5 = { # Melusine trigger = { OR = { AND = { has_trait = eccentric capital_province = { geographical_region = world_europe_west } } #Used by the house of Anjou/Plantagenet root.primary_title = title:c_anjou root.primary_title = title:d_anjou #Started in Lusignan root.primary_title = title:d_poitou } current_date > 1060.1.1 } modifier = { #The first Plantagenets go crazy over her OR = { root.primary_title = title:c_anjou root.primary_title = title:d_anjou root.primary_title = title:d_poitou } current_date > 1060.1.1 current_date < 1200.1.1 factor = 5 } set_variable = { name = mythical_ancestor_var value = flag:melusine } } 1 = { # Fallback, only triggered when necessary set_variable = { name = mythical_ancestor_var value = flag:fallback } } } } } } disburse_hunt_legend_seeds = { if = { limit = { is_ruler = yes has_dlc_feature = legends NOT = { has_game_rule = historical_legends_only } } if = { limit = { scope:activity.var:animal_type = flag:dragon } create_legend_seed = { type = heroic quality = famed chronicle = beast_slayer properties = { beast = flag:dragon location = root.location } } } else_if = { limit = { scope:activity.var:animal_type = flag:unicorn } create_legend_seed = { type = heroic quality = famed chronicle = beast_slayer properties = { beast = flag:unicorn location = root.location } } } else_if = { limit = { scope:activity.var:animal_type = flag:bear } random = { chance = 50 create_legend_seed = { type = heroic quality = famed chronicle = beast_slayer properties = { beast = flag:bear location = root.location } } } } else_if = { limit = { OR = { scope:activity.var:animal_type = flag:tiger scope:activity.var:animal_type = flag:lion scope:activity.var:animal_type = flag:leopard } } random = { chance = 30 create_legend_seed = { type = heroic quality = famed chronicle = beast_slayer properties = { beast = flag:ferocious_beast location = root.location } } } } } } # Has to be run on the legend itself change_legend_quality_effect = { # Firstly, do I exist and if not, set me if = { limit = { NOT = { exists = var:legend_quality_progress } } if = { limit = { $VALUE$ <= major_legend_quality_decrease } custom_tooltip = major_legend_quality_decrease_tt set_variable = { name = legend_quality_progress value = $VALUE$ } } else_if = { limit = { $VALUE$ <= medium_legend_quality_decrease } custom_tooltip = medium_legend_quality_decrease_tt set_variable = { name = legend_quality_progress value = $VALUE$ } } else_if = { limit = { $VALUE$ < 0 } custom_tooltip = minor_legend_quality_decrease_tt set_variable = { name = legend_quality_progress value = $VALUE$ } } else_if = { limit = { $VALUE$ >= major_legend_quality_increase } custom_tooltip = major_legend_quality_increase_tt set_variable = { name = legend_quality_progress value = $VALUE$ } } else_if = { limit = { $VALUE$ >= medium_legend_quality_increase } custom_tooltip = medium_legend_quality_increase_tt set_variable = { name = legend_quality_progress value = $VALUE$ } } else_if = { limit = { $VALUE$ > 0 } custom_tooltip = minor_legend_quality_increase_tt set_variable = { name = legend_quality_progress value = $VALUE$ } } else = { set_variable = { name = legend_quality_progress value = 0 } } } # Otherwise, check if the progress is going to go over 100 and if so, cap at 100 else_if = { limit = { exists = var:legend_quality_progress 100 <= { value = var:legend_quality_progress add = $VALUE$ } } set_variable = { name = legend_quality_progress value = 100 } } # Otherwise, check if the progress is going to go below 0 and if so, cap at 0 else_if = { limit = { exists = var:legend_quality_progress 0 >= { value = var:legend_quality_progress add = $VALUE$ } } set_variable = { name = legend_quality_progress value = 0 } } # Otherwise, just apply the mathematics else = { if = { limit = { $VALUE$ <= major_legend_quality_decrease } custom_tooltip = major_legend_quality_decrease_tt change_variable = { name = legend_quality_progress add = $VALUE$ } } else_if = { limit = { $VALUE$ <= medium_legend_quality_decrease } custom_tooltip = medium_legend_quality_decrease_tt change_variable = { name = legend_quality_progress add = $VALUE$ } } else_if = { limit = { $VALUE$ < 0 } custom_tooltip = minor_legend_quality_decrease_tt change_variable = { name = legend_quality_progress add = $VALUE$ } } else_if = { limit = { $VALUE$ >= major_legend_quality_increase } custom_tooltip = major_legend_quality_increase_tt change_variable = { name = legend_quality_progress add = $VALUE$ } } else_if = { limit = { $VALUE$ >= medium_legend_quality_increase } custom_tooltip = medium_legend_quality_increase_tt change_variable = { name = legend_quality_progress add = $VALUE$ } } else_if = { limit = { $VALUE$ > 0 } custom_tooltip = minor_legend_quality_increase_tt change_variable = { name = legend_quality_progress add = $VALUE$ } } } } #Rewards for Famed Legends legend_ending_rewards_famed_heroic_effect = { add_legitimacy = medium_legitimacy_gain if = { limit = { exists = promoted_legend } set_variable = finished_famed_legend_var set_variable = finished_heroic_legend_var } } legend_ending_rewards_famed_holy_effect = { add_legitimacy = medium_legitimacy_gain if = { limit = { exists = promoted_legend } set_variable = finished_famed_legend_var set_variable = finished_holy_legend_var } } legend_ending_rewards_famed_legitimizing_effect = { add_legitimacy = { value = medium_legitimacy_gain multiply = 2 } if = { limit = { exists = promoted_legend } set_variable = finished_famed_legend_var set_variable = finished_legitimizing_legend_var } } #Rewards for Illustrious Legends legend_ending_rewards_illustrious_heroic_effect = { add_legitimacy = major_legitimacy_gain if = { limit = { exists = promoted_legend } set_variable = finished_illustrious_legend_var set_variable = finished_heroic_legend_var } } legend_ending_rewards_illustrious_holy_effect = { add_legitimacy = major_legitimacy_gain if = { limit = { exists = promoted_legend } set_variable = finished_illustrious_legend_var set_variable = finished_holy_legend_var } } legend_ending_rewards_illustrious_legitimizing_effect = { add_legitimacy = { value = major_legitimacy_gain multiply = 2 } if = { limit = { exists = promoted_legend } set_variable = finished_illustrious_legend_var set_variable = finished_legitimizing_legend_var } } #Rewards for Mythical Legends legend_ending_rewards_mythical_heroic_effect = { add_legitimacy = massive_legitimacy_gain # Chance to become a Living Legend if = { limit = { dynasty ?= { ce1_heroic_track_perks >= 4 } } add_trait = legend } if = { limit = { exists = promoted_legend } set_variable = finished_mythical_legend_var set_variable = finished_heroic_legend_var } } legend_ending_rewards_mythical_holy_effect = { add_legitimacy = massive_legitimacy_gain # Chance to become a Saint if = { limit = { dynasty ?= { ce1_heroic_track_perks >= 3 } } add_trait = saint if = { limit = { NOT = { has_global_variable = num_of_saints_var } } set_global_variable = { name = num_of_saints_var value = 1 } } else = { change_global_variable = { name = num_of_saints_var add = 1 } } if = { limit = { is_ai = no } add_achievement_global_variable_effect = { VARIABLE = ce1_canonized_achievement_unlocked VALUE = yes } } } if = { limit = { exists = promoted_legend } set_variable = finished_mythical_legend_var set_variable = finished_holy_legend_var } } legend_ending_rewards_mythical_legitimizing_effect = { add_legitimacy = { value = massive_legitimacy_gain multiply = 2 } if = { limit = { exists = promoted_legend } set_variable = finished_mythical_legend_var set_variable = finished_legitimizing_legend_var } } #We clean out the notification variables remove_legend_notification_variables_effect = { every_player = { limit = { exists = var:legend_alerted_var var:legend_alerted_var = promoted_legend } remove_variable = legend_alerted_var } } #Rewards for all Heroic Legends legend_ending_rewards_heroic_effect = { # Legitimacy gain based on Legend Protagonist disburse_legend_protagonist_legitimacy_effect = yes # Available decision custom_tooltip = legend_ending_decision_tt hidden_effect = { create_character_memory = { type = ce1_completed_my_heroic_legend participants = { owner = root protagonist = scope:legend_protagonist } } } } #Rewards for all Legitimizing Legends legend_ending_rewards_legitimizing_effect = { # Legitimacy gain based on Legend Protagonist disburse_legend_protagonist_legitimacy_effect = yes # We let you diverge if it's an Ancient People legend if = { limit = { exists = scope:legendary_culture has_dlc_feature = diverge_culture # Don't mislead players who don't have access to divergence } custom_tooltip = { text = can_select_legendary_culture_pillars_tt set_variable = { name = legendary_culture value = scope:legendary_culture } } } if = { #Roman Heritage legend without a Roman Empire limit = { scope:title_claim = title:h_roman_empire NOT = { exists = global_var:flag_restored_roman_empire } } title:d_latium.empire = { #Italy add_to_list = roman_heritage_claims } title:d_tunis.kingdom = { #North Africa add_to_list = roman_heritage_claims } title:d_thrace.empire = { #Byz add_to_list = roman_heritage_claims } title:d_alexandria.kingdom = { #Egypt add_to_list = roman_heritage_claims } title:d_antioch.kingdom = { #Syria add_to_list = roman_heritage_claims } title:d_palestine.kingdom = { #Palestine add_to_list = roman_heritage_claims } custom_tooltip = { text = legend_title_does_not_exist_sub_realm_claims_given_tt } hidden_effect = { every_in_list = { list = roman_heritage_claims if = { limit = { exists = this.holder this.holder != root } root = { add_pressed_claim = prev add_to_variable_list = { name = legendary_claims target = prev } } } else_if = { limit = { this.tier > tier_county } hidden_effect = { legend_distribute_claims_in_de_jure = yes } } } } } else_if = { limit = { exists = scope:title_claim.holder scope:title_claim.holder != root } add_pressed_claim = scope:title_claim add_to_variable_list = { name = legendary_claims target = scope:title_claim } } else_if = { limit = { scope:title_claim.tier > tier_county } custom_tooltip = { text = legend_title_does_not_exist_sub_realm_claims_given_tt } hidden_effect = { scope:title_claim = { legend_distribute_claims_in_de_jure = yes } } } # Available decision custom_tooltip = legend_ending_decision_tt promoted_legend ?= { set_variable = finished_legend_var } hidden_effect = { create_character_memory = { type = ce1_completed_my_legitimizing_legend participants = { owner = root protagonist = scope:legend_protagonist } } } } legend_distribute_claims_in_de_jure = { every_direct_de_jure_vassal_title = { if = { limit = { exists = holder } root = { add_pressed_claim = prev add_to_variable_list = { name = legendary_claims target = prev } } } else_if = { limit = { this.tier > tier_county } every_direct_de_jure_vassal_title = { if = { limit = { exists = holder } root = { add_unpressed_claim = prev add_to_variable_list = { name = legendary_claims target = prev } } } else_if = { limit = { this.tier > tier_county } every_direct_de_jure_vassal_title = { if = { limit = { exists = holder } root = { add_unpressed_claim = prev add_to_variable_list = { name = legendary_claims target = prev } } } } } } } } } #Rewards for all Holy Legends legend_ending_rewards_holy_effect = { # Legitimacy gain based on Legend Protagonist disburse_legend_protagonist_legitimacy_effect = yes # Available decision custom_tooltip = legend_ending_decision_tt promoted_legend ?= { set_variable = finished_legend_var } hidden_effect = { create_character_memory = { type = ce1_completed_my_holy_legend participants = { owner = root protagonist = scope:legend_protagonist } } } } # Achievements for legends legend_ending_achievements_effect = { if = { limit = { exists = promoted_legend } if = { # If you have the legend of Scota limit = { is_ai = no promoted_legend ?= { has_legend_chronicle = ancient_people legend_property:culture ?= culture:ancient_egyptian legend_property:title ?= title:k_scotland legend_property:original_region ?= geographical_region:ghw_region_egypt_et_al } } add_achievement_global_variable_effect = { VARIABLE = ce1_the_pharaoh_islands_achievement_unlocked VALUE = yes } } if = { limit = { is_ai = no } add_achievement_global_variable_effect = { VARIABLE = ce1_legendary_achievement_unlocked VALUE = yes } } if = { # If you finish your ancestor's legend limit = { is_ai = no has_variable = ce1_neverending_story_achievement_possible promoted_legend = { has_variable = ce1_neverending_story_achievement_possible_legend } } add_achievement_global_variable_effect = { VARIABLE = ce1_neverending_story_achievement_unlocked VALUE = yes } } if = { # If you finish a mythical legend as a count limit = { is_ai = no highest_held_title_tier = tier_county promoted_legend = { legend_quality = mythical } } add_achievement_global_variable_effect = { VARIABLE = ce1_local_legend_achievement_unlocked VALUE = yes } } } } get_appropriate_ancient_people = { random_list = { 999 = { trigger = { religion = { is_in_family = rf_abrahamic } NOT = { culture = culture:hebrew } } set_variable = { name = original_region value = geographical_region:israel_region years = 1 } culture:hebrew = { save_scope_as = ancient_culture } } 999 = { trigger = { OR = { root.culture = { OR = { culture_overlaps_geographical_region = world_europe culture_overlaps_geographical_region = world_africa culture_overlaps_geographical_region = world_asia_minor } } culture = culture:egyptian culture = culture:scottish } NOT = { culture = culture:ancient_egyptian } } set_variable = { name = original_region value = geographical_region:ghw_region_egypt_et_al years = 1 } culture:ancient_egyptian = { save_scope_as = ancient_culture } } 999 = { trigger = { OR = { root.culture = { OR = { culture_overlaps_geographical_region = world_steppe culture_overlaps_geographical_region = custom_carpathia } } culture = { has_cultural_pillar = heritage_turkic } culture = { has_cultural_pillar = heritage_mongolic } culture = { has_cultural_pillar = heritage_magyar } } NOT = { culture = culture:hunnic } } set_variable = { name = original_region value = geographical_region:world_steppe_west years = 1 } culture:hunnic = { save_scope_as = ancient_culture } } 999 = { trigger = { OR = { root.culture = { culture_overlaps_geographical_region = world_europe } culture = { has_cultural_pillar = heritage_iberian } culture = { has_cultural_pillar = heritage_north_germanic } } NOT = { culture = culture:gothic } } set_variable = { name = original_region value = geographical_region:world_steppe_west years = 1 } culture:gothic = { save_scope_as = ancient_culture } } 999 = { trigger = { OR = { root.culture = { OR = { culture_overlaps_geographical_region = world_asia_minor culture_overlaps_geographical_region = world_middle_east } } } NOT = { culture = culture:persian } } set_variable = { name = original_region value = geographical_region:world_middle_east_persia years = 1 } culture:persian = { save_scope_as = ancient_culture } } 999 = { trigger = { OR = { root.culture = { OR = { culture_overlaps_geographical_region = world_europe culture_overlaps_geographical_region = world_asia_minor culture_overlaps_geographical_region = world_middle_east culture_overlaps_geographical_region = world_africa_north } } } NOT = { culture = culture:trojan } } set_variable = { name = original_region value = geographical_region:troy_region years = 1 } culture:trojan = { save_scope_as = ancient_culture } } 999 = { trigger = { OR = { root.culture = { OR = { culture_overlaps_geographical_region = world_europe culture_overlaps_geographical_region = world_asia_minor culture_overlaps_geographical_region = world_middle_east culture_overlaps_geographical_region = world_africa_north culture_overlaps_geographical_region = world_india culture_overlaps_geographical_region = world_steppe_tarim } } } NOT = { culture = culture:macedonian } } set_variable = { name = original_region value = geographical_region:world_europe_south_east years = 1 } culture:macedonian = { save_scope_as = ancient_culture } } 999 = { trigger = { OR = { root.culture = { culture_overlaps_geographical_region = custom_roman_full_borders } religion = religion:theomach_religion religion = { AND = { is_in_family = rf_abrahamic NOT = { this = religion:judaism_religion } } } } NOT = { culture = culture:roman } } set_variable = { name = original_region value = geographical_region:custom_roman_full_borders years = 1 } culture:roman = { save_scope_as = ancient_culture } } 1 = { # Roman (fallback, placeholder) set_variable = { name = original_region value = geographical_region:custom_roman_full_borders years = 1 } culture:roman = { save_scope_as = ancient_culture } } } } get_appropriate_exotic_location = { random_list = { 999 = { # Atlantis, must care about Greek stuff trigger = { OR = { religion = { is_in_family = rf_abrahamic } religion = religion:theomach_religion culture = { has_cultural_pillar = heritage_byzantine } culture = { has_cultural_pillar = heritage_ancient_greek } culture = { has_cultural_pillar = heritage_latin } } } save_scope_value_as = { name = exotic_location value = flag:atlantis } } 999 = { # Olympus, must care about Greek stuff trigger = { OR = { religion = { is_in_family = rf_abrahamic } religion = religion:theomach_religion culture = { has_cultural_pillar = heritage_byzantine } culture = { has_cultural_pillar = heritage_ancient_greek } culture = { has_cultural_pillar = heritage_latin } } } save_scope_value_as = { name = exotic_location value = flag:olympus } } 999 = { # India, must be faraway trigger = { NOT = { any_character_to_title_neighboring_and_across_water_county = { title_province = { geographical_region = world_india } } } } save_scope_value_as = { name = exotic_location value = flag:hindustan } } 999 = { # Vinland, must be into vikings and adventures and all that trigger = { OR = { religion = religion:folkgerman_religion culture = { has_cultural_pillar = heritage_north_germanic } culture = { has_innovation = innovation_varangian_adventurers } } } save_scope_value_as = { name = exotic_location value = flag:vinland } } 999 = { # Sunset invasion memes trigger = { OR = { religion = religion:folkgerman_religion culture = { has_cultural_pillar = heritage_north_germanic } culture = { has_innovation = innovation_varangian_adventurers } } } save_scope_value_as = { name = exotic_location value = flag:sunset_empire } } 999 = { # Kingdom of Prester John, must be a Christian who doesn't know about Copts trigger = { religion = religion:christianity_religion NOT = { any_character_to_title_neighboring_and_across_water_county = { holder = { faith = faith:coptic } } } NOT = { # Prester John isn't exciting if Egypt is Christian title:k_egypt = { holder ?= { religion = religion:christianity_religion } } } } save_scope_value_as = { name = exotic_location value = flag:prester_john_kingdom } } 999 = { # Albion, Christians in Jerusalem were way way into Arthurian myth trigger = { religion = religion:christianity_religion capital_county = { title_province = { geographical_region = world_middle_east } } } save_scope_value_as = { name = exotic_location value = flag:albion } } 999 = { # Himavanta, legendary forest in the himalayas trigger = { OR = { capital_county = { title_province = { OR = { geographical_region = world_india geographical_region = world_tibet geographical_region = world_burma geographical_region = world_asia_china } } } culture = { culture_overlaps_geographical_region = world_india } culture = { culture_overlaps_geographical_region = world_tibet } culture = { culture_overlaps_geographical_region = world_burma } culture = { culture_overlaps_geographical_region = world_asia_china } } } save_scope_value_as = { name = exotic_location value = flag:himavanta } } 999 = { # Mahishmati, lost city trigger = { OR = { capital_county = { title_province = { geographical_region = world_india } } culture = { culture_overlaps_geographical_region = world_india } } } save_scope_value_as = { name = exotic_location value = flag:mahishmati } } 999 = { # Kumari Kandam, lost continent trigger = { culture = { has_cultural_pillar = heritage_dravidian } } save_scope_value_as = { name = exotic_location value = flag:kumari_kandam } } 999 = { # Beyul, hidden valleys trigger = { OR = { capital_county.title_province = { OR = { geographical_region = world_tibet geographical_region = world_asia_china } } culture = { culture_overlaps_geographical_region = world_tibet } culture = { culture_overlaps_geographical_region = world_asia_china } } } save_scope_value_as = { name = exotic_location value = flag:beyul } } 999 = { # Bald Mountain, slavic witchy mountain trigger = { OR = { culture_has_slavic_heritage_pillar_trigger = yes religion = religion:slavic_religion } } save_scope_value_as = { name = exotic_location value = flag:bald_mountain } } 999 = { # Irum, lost city in the Quran trigger = { religion = religion:islam_religion } save_scope_value_as = { name = exotic_location value = flag:irum } } 1 = { # China (fallback) save_scope_value_as = { name = exotic_location value = flag:china } } } } # Generates a legend seed that just points to a loc key by combining FAITH with GOD (example, FAITH = germanic + GOD = high_god will result in germanic_high_god_name and localise to "Odin") generate_godly_descent_seed_support_effect = { create_legend_seed = { type = holy quality = famed chronicle = godly_descent properties = { god = flag:$FAITH$_$GOD$_name title = root.primary_title } } } # Runs the above effect based on an actual RELIGION that you feed into it, for example feeding Root.Religion into RELIGION will cause it to generate your religion's god loc keys generate_religion_descent_effect = { if = { limit = { $RELIGION$ = religion:akom_religion } generate_godly_descent_seed_support_effect = { FAITH = akom GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:baltic_religion } generate_godly_descent_seed_support_effect = { FAITH = baltic GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:basque_religion } generate_godly_descent_seed_support_effect = { FAITH = basque GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:bon_religion } generate_godly_descent_seed_support_effect = { FAITH = bon GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:buddhism_religion } generate_godly_descent_seed_support_effect = { FAITH = buddhism GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:tani_religion } generate_godly_descent_seed_support_effect = { FAITH = tani GOD = $GOD$ } } # else_if = { # limit = { # $RELIGION$ = religion:dualism_religion # } # generate_godly_descent_seed_support_effect = { # FAITH = dualism # GOD = $GOD$ # } # } else_if = { limit = { $RELIGION$ = religion:finno_ugric_religion } generate_godly_descent_seed_support_effect = { FAITH = finno_ugric GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:folkgerman_religion } generate_godly_descent_seed_support_effect = { FAITH = folkgerman GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:theomach_religion } generate_godly_descent_seed_support_effect = { FAITH = hellenism GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:hinduism_religion } generate_godly_descent_seed_support_effect = { FAITH = hinduism GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:jainism_religion } generate_godly_descent_seed_support_effect = { FAITH = jainism GOD = $GOD$ } } # else_if = { # limit = { # $RELIGION$ = religion:kushitism_religion # } # generate_godly_descent_seed_support_effect = { # FAITH = kushitism # GOD = $GOD$ # } # } # else_if = { # limit = { # $RELIGION$ = religion:magyar_religion # } # generate_godly_descent_seed_support_effect = { # FAITH = magyar # GOD = $GOD$ # } # } # else_if = { # limit = { # $RELIGION$ = religion:mundhum_religion # } # generate_godly_descent_seed_support_effect = { # FAITH = mundhumism # GOD = $GOD$ # } # } # else_if = { # limit = { # $RELIGION$ = religion:north_african_religion # } # generate_godly_descent_seed_support_effect = { # FAITH = acham # GOD = $GOD$ # } # } # else_if = { # limit = { # $RELIGION$ = religion:qiangic_religion # } # generate_godly_descent_seed_support_effect = { # FAITH = qiangic # GOD = $GOD$ # } # } else_if = { limit = { $RELIGION$ = religion:siberian_religion } generate_godly_descent_seed_support_effect = { FAITH = siberian GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:slavic_religion } generate_godly_descent_seed_support_effect = { FAITH = slavic GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:taoism_religion } generate_godly_descent_seed_support_effect = { FAITH = taoism GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:tengrism_religion } generate_godly_descent_seed_support_effect = { FAITH = tengrism GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:waaqism_religion } generate_godly_descent_seed_support_effect = { FAITH = waaqism GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:west_african_religion } generate_godly_descent_seed_support_effect = { FAITH = west_african GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:west_african_bori_religion } generate_godly_descent_seed_support_effect = { FAITH = west_african_bori GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:west_african_orisha_religion } generate_godly_descent_seed_support_effect = { FAITH = west_african_orisha GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:west_african_roog_religion } generate_godly_descent_seed_support_effect = { FAITH = west_african_roog GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:yazidi_religion } generate_godly_descent_seed_support_effect = { FAITH = yazidi GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:zoroastrianism_religion } generate_godly_descent_seed_support_effect = { FAITH = zoroastrianism GOD = $GOD$ } } else_if = { limit = { $RELIGION$ = religion:zunism_religion } generate_godly_descent_seed_support_effect = { FAITH = zunism GOD = $GOD$ } } else = { # Generic Pagan, fallback generate_godly_descent_seed_support_effect = { FAITH = paganism GOD = $GOD$ } } } # Mythical Legends guaranteed access to Legendary Buildings give_legendary_building_mythical_holy_tooltip_effect = { if = { limit = { OR = { root = { locale_valid_for_legendary_buildings = yes } capital_province = { has_special_building_slot = no } any_sub_realm_barony = { title_province = { has_special_building_slot = no } } } } give_legendary_building_location_holy_effect = yes } set_variable = { name = legendary_reward_location value = scope:legendary_locale } set_variable = { name = legendary_figure value = scope:protagonist } } give_legendary_building_mythical_heroic_tooltip_effect = { if = { limit = { OR = { root = { locale_valid_for_legendary_buildings = yes } capital_province = { has_special_building_slot = no } any_sub_realm_barony = { title_province = { has_special_building_slot = no } } } } give_legendary_building_location_heroic_effect = yes } set_variable = { name = legendary_reward_location value = scope:legendary_locale } set_variable = { name = legendary_figure value = scope:protagonist } } give_legendary_building_mythical_legitimizing_tooltip_effect = { if = { limit = { OR = { root = { locale_valid_for_legendary_buildings = yes } capital_province = { has_special_building_slot = no } any_sub_realm_barony = { title_province = { has_special_building_slot = no } } } } give_legendary_building_location_legitimizing_effect = yes } set_variable = { name = legendary_reward_location value = scope:legendary_locale } set_variable = { name = legendary_figure value = scope:protagonist } } # Famed/Illustrious have a 50% chance give_legendary_building_holy_tooltip_effect = { #50% chance # Chance to get legendary building if = { limit = { OR = { root = { locale_valid_for_legendary_buildings = yes } capital_province = { has_special_building_slot = no } any_sub_realm_barony = { title_province = { has_special_building_slot = no } } } } random = { chance = { value = 50 } give_legendary_building_location_holy_effect = yes } } set_variable = { name = legendary_reward_location value = scope:legendary_locale } set_variable = { name = legendary_figure value = scope:protagonist } } give_legendary_building_heroic_tooltip_effect = { #50% chance # Chance to get legendary building if = { limit = { OR = { root = { locale_valid_for_legendary_buildings = yes } capital_province = { has_special_building_slot = no } any_sub_realm_barony = { title_province = { has_special_building_slot = no } } } } random = { chance = { value = 50 } give_legendary_building_location_heroic_effect = yes set_variable = { name = legendary_reward_location value = scope:legendary_locale } set_variable = { name = legendary_figure value = scope:protagonist } } } } give_legendary_building_legitimizing_tooltip_effect = { #50% chance # Chance to get legendary building if = { limit = { OR = { root = { locale_valid_for_legendary_buildings = yes } capital_province = { has_special_building_slot = no } any_sub_realm_barony = { title_province = { has_special_building_slot = no } } } } random = { chance = { value = 50 } give_legendary_building_location_legitimizing_effect = yes } } set_variable = { name = legendary_reward_location value = scope:legendary_locale } set_variable = { name = legendary_figure value = scope:protagonist } } give_legendary_building_location_standard_effect = { if = { # Prioritize the location of the legend if possible limit = { root = { locale_valid_for_legendary_buildings = yes } } scope:location = { save_scope_as = legendary_locale } } else_if = { # Otherwise, get the capital limit = { capital_province = { has_special_building_slot = no } } capital_province = { save_scope_as = legendary_locale } } else_if = { # Otherwise, prioritize a title you hold directly limit = { any_held_title = { title_tier = county title_province = { has_special_building_slot = no } } } random_held_title = { title_tier = county limit = { title_province = { has_special_building_slot = no } } title_province = { save_scope_as = legendary_locale } } } else_if = { #Otherwise, prioritize a barony that you hold directly limit = { any_held_title = { title_tier = barony title_province = { has_special_building_slot = no } } } random_held_title = { title_tier = barony limit = { title_province = { has_special_building_slot = no } } title_province = { save_scope_as = legendary_locale } } } else_if = { # Otherwise, prioritize a barony within a title you hold limit = { any_held_title = { title_tier = county any_county_province = { has_special_building_slot = no } } } random_held_title = { title_tier = county limit = { any_county_province = { has_special_building_slot = no } } random_county_province = { limit = { has_special_building_slot = no } save_scope_as = legendary_locale } } } else_if = { # Find a feudal barony... limit = { any_sub_realm_barony = { title_province = { has_special_building_slot = no has_holding_type = castle_holding } } } random_sub_realm_barony = { limit = { title_province = { has_special_building_slot = no has_holding_type = castle_holding } } title_province = { save_scope_as = legendary_locale } } } else_if = { # Find a province with a holding limit = { any_sub_realm_barony = { title_province = { has_special_building_slot = no has_holding = yes } } } random_sub_realm_barony = { limit = { title_province = { has_special_building_slot = no has_holding = yes } } title_province = { save_scope_as = legendary_locale } } } else = { # Final fallback, just any barony in your realm random_sub_realm_barony = { title_province = { save_scope_as = legendary_locale } } } if = { limit = { OR = { exists = scope:beast has_trait_xp = { trait = lifestyle_hunter track = hunter value >= 62 } has_trait_xp = { trait = lifestyle_hunter track = falconer value >= 62 } culture ?= { has_cultural_parameter = always_unlock_legendary_hunting_lodge } } } custom_tooltip = { text = can_build_legendary_hunting_lodge_tt add_character_flag = legendary_hunting_lodge_flag } } if = { limit = { dynasty ?= { ce1_heroic_track_perks >= 5 } } custom_tooltip = { text = can_build_legendary_watchtower_tt add_character_flag = legendary_watchtower_flag } } } give_legendary_building_location_holy_effect = { give_legendary_building_location_standard_effect = yes custom_tooltip = { text = can_build_legendary_shrine_tt add_character_flag = legendary_shrine_flag } } give_legendary_building_location_heroic_effect = { give_legendary_building_location_standard_effect = yes custom_tooltip = { text = can_build_legendary_statue_tt add_character_flag = legendary_statue_flag } } give_legendary_building_location_legitimizing_effect = { give_legendary_building_location_standard_effect = yes custom_tooltip = { text = can_build_legendary_palace_tt add_character_flag = legendary_palace_flag } } legend_seed_new_title_effect = { if = { limit = { has_dlc_feature = legends } create_legend_seed = { type = heroic quality = famed chronicle = new_title properties = { title = root.primary_title founder = root } } } } legend_seed_great_deed_dynasty_effect = { if = { limit = { has_dlc_feature = legends } if = { limit = { highest_held_title_tier < tier_hegemony } create_legend_seed = { type = legitimizing quality = famed chronicle = great_deed_dynasty properties = { dynasty = root.dynasty founder = root title = root.primary_title.empire } } } else = { create_legend_seed = { type = legitimizing quality = famed chronicle = great_deed_dynasty properties = { dynasty = root.dynasty founder = root title = root.primary_title } } } } } legend_seed_great_deed_region_effect = { if = { limit = { has_dlc_feature = legends } create_legend_seed = { type = heroic quality = famed chronicle = great_deed_region properties = { legend_region = $REGION$ founder = root } } } } legend_seed_great_deed_title_effect = { if = { limit = { has_dlc_feature = legends } create_legend_seed = { type = heroic quality = famed chronicle = great_deed_title properties = { title = $TITLE$ founder = root } } } } legend_seed_great_deed_faith_effect = { if = { limit = { has_dlc_feature = legends } create_legend_seed = { type = holy quality = famed chronicle = great_deed_faith properties = { founder = root antagonist = $ANTAGONIST$ old_faith = $OLD_FAITH$ new_faith = root.faith } } } } legend_seed_struggle_ended_effect = { if = { limit = { has_dlc_feature = legends } create_legend_seed = { type = heroic quality = famed chronicle = struggle_ended properties = { founder = root culture = root.culture struggle = $STRUGGLE$ struggle_ending = $STRUGGLE_ENDING$ } } } } mark_historical_legend_as_done = { if = { # Dynastic legacy limit = { legend_property:founder ?= legend_owner.house.house_founder legend_property:dynasty ?= legend_owner.dynasty legend_property:title ?= legend_owner.primary_title } legend_owner.dynasty = { set_variable = { name = dynasty_legend_used value = yes } } } # if = { # Arthur # limit = { # legend_property:ancestor ?= character:159835 # legend_property:title ?= title:k_england # } # set_global_variable = { # name = king_arthur_legend # value = yes # } # } # else_if = { # Carolingian # limit = { # legend_property:ancestor ?= character:6392 # legend_property:title ?= title:e_france # } # set_global_variable = { # name = carolingian_legend # value = yes # } # } # else_if = { # the_wheelwright # limit = { # legend_property:ancestor ?= character:82233 # } # set_global_variable = { # name = the_wheelwright_legend # value = yes # } # } # else_if = { # cadell # limit = { # legend_property:ancestor ?= character:159058 # } # set_global_variable = { # name = cadell_legend # value = yes # } # } # else_if = { # sons_of_rurik # limit = { # legend_property:ancestor ?= character:40605 # } # set_global_variable = { # name = sons_of_rurik_legend # value = yes # } # } # else_if = { # el_cid # limit = { # legend_property:ancestor ?= character:107590 # } # set_global_variable = { # name = el_cid_legend # value = yes # } # } # else_if = { # peasant_emperor # limit = { # legend_property:ancestor ?= character:1700 # } # set_global_variable = { # name = peasant_emperor_legend # value = yes # } # } # else_if = { # premysl # limit = { # legend_property:ancestor ?= character:168345 # } # set_global_variable = { # name = premysl_legend # value = yes # } # } # else_if = { # borjigin # limit = { # legend_property:ancestor ?= character:303250 # } # set_global_variable = { # name = borjigin_legend # value = yes # } # } # else_if = { # the_red_hand # limit = { # legend_property:ancestor ?= character:7255 # } # set_global_variable = { # name = the_red_hand_legend # value = yes # } # } # else_if = { # yazdagird_iii # limit = { # legend_property:ancestor ?= character:180637 # } # set_global_variable = { # name = yazdagird_iii_legend # value = yes # } # } # else_if = { # bahram_gur # limit = { # legend_property:ancestor ?= character:180645 # } # set_global_variable = { # name = bahram_gur_legend # value = yes # } # } # else_if = { # saman_khudah # limit = { # legend_property:ancestor ?= character:188637 # } # set_global_variable = { # name = saman_khudah_legend # value = yes # } # } # else_if = { # saman_khudah # limit = { # legend_property:ancestor ?= character:163109 # } # set_global_variable = { # name = ragnarr_legend # value = yes # } # } # else_if = { # limit = { # legend_property:ancestor_flag ?= flag:vercingetorix # } # set_global_variable = { # name = vercingetorix_legend # value = yes # } # } # else_if = { # limit = { # legend_property:ancestor_flag ?= flag:afrasiyab # } # set_global_variable = { # name = afrasiyab_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:hebrew # legend_property:title ?= title:k_georgia # legend_property:original_region ?= geographical_region:world_middle_east_jerusalem # } # set_global_variable = { # name = sons_of_david_legend # value = yes # } # } # else_if = { # limit = { # legend_property:ancestor_flag ?= flag:magi # } # set_global_variable = { # name = magi_descendant_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:gothic # legend_property:title ?= title:e_spain # legend_property:original_region ?= geographical_region:world_steppe_west # } # set_global_variable = { # name = gothic_kings_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:trojan # legend_property:title ?= title:e_britannia # legend_property:original_region ?= geographical_region:troy_region # } # set_global_variable = { # name = new_troy_london_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:trojan # legend_property:title ?= title:c_cornwall # legend_property:original_region ?= geographical_region:troy_region # } # set_global_variable = { # name = corineus_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:ancient_egyptian # legend_property:title ?= title:k_scotland # legend_property:original_region ?= geographical_region:ghw_region_egypt_et_al # } # set_global_variable = { # name = scota_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:hebrew # legend_property:title ?= title:e_abyssinia # legend_property:original_region ?= geographical_region:ghw_region_jerusalem # } # set_global_variable = { # name = menelik_i_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:hebrew # legend_property:title ?= title:e_abyssinia # legend_property:original_region ?= geographical_region:israel_region # } # set_global_variable = { # name = kings_of_semien_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:roman # legend_property:original_region ?= geographical_region:custom_roman_full_borders # } # set_global_variable = { # name = roman_heritage_legend # value = yes # } # } # else_if = { # limit = { # legend_property:culture ?= culture:hunnic # legend_property:title ?= title:e_caspian-pontic_steppe # legend_property:original_region ?= geographical_region:world_steppe_west # } # set_global_variable = { # name = hunnic_heritage_legend # value = yes # } # } # else_if = { # limit = { # legend_property:ancestor ?= character:7627 # } # set_global_variable = { # name = alfred_of_wessex_legend # value = yes # } # } # else_if = { # limit = { # legend_property:ancestor ?= character:168130 # } # set_global_variable = { # name = william_gellones_legend # value = yes # } # } # else_if = { # limit = { # legend_property:ancestor ?= character:99 # } # set_global_variable = { # name = edward_the_martyr_legend # value = yes # } # } # else_if = { # limit = { # legend_property:ancestor_flag ?= flag:noah # } # set_global_variable = { # name = sceafa_legend # value = yes # } # } # else_if = { # limit = { # legend_property:ancestor_flag ?= flag:shibi_chakravarti # } # set_global_variable = { # name = shibi_chakravarti_legend # value = yes # } # } # else_if = { # limit = { # legend_property:beast ?= flag:naga # } # set_global_variable = { # name = naga_descent_legend # value = yes # } # } # else_if = { # limit = { # legend_property:beast ?= flag:dragon # } # set_global_variable = { # name = pyusawhti_legend # value = yes # } # } # else_if = { # limit = { # legend_property:god ?= flag:germanic_high_god_name # legend_property:title ?= title:k_norway # } # set_global_variable = { # name = hieros_gamos_skirnismal_legend # value = yes # } # } # else_if = { # limit = { # legend_property:god ?= flag:hinduism_high_god_name # legend_property:title ?= title:e_deccan # } # set_global_variable = { # name = descendants_of_brahman_legend # value = yes # } # } } #legend_seed_struggle_ending_effect = { # create_legend_seed = { # type = heroic # quality = famed # chronicle = struggle_conclusion # properties = { # struggle_ender = $ENDER$ # struggle = flag:$STRUGGLE$ # } # } #} # balancing_legend_global_var_effect = { if = { limit = { NOT = { has_global_variable = legend_count_var } } set_global_variable = { name = legend_count_var value = 1 } } else = { change_global_variable = { name = legend_count_var add = 1 } } } gain_heroic_legend_seed_tooltip_effect = { if = { limit = { has_dlc_feature = legends } custom_tooltip = gain_heroic_legend_seed.tt } } gain_holy_legend_seed_tooltip_effect = { if = { limit = { has_dlc_feature = legends } custom_tooltip = gain_holy_legend_seed.tt } } gain_legitimizing_legend_seed_tooltip_effect = { if = { limit = { has_dlc_feature = legends } custom_tooltip = gain_legitimizing_legend_seed.tt } } send_interface_message_legend_notification_effect = { county = { save_scope_as = spread_county } scope:legend = { save_scope_as = spread_legend } county.holder = { set_variable = { name = legend_alerted_var value = scope:legend } send_interface_message = { type = event_generic_good_text title = legend_spread_notification_title desc = legend_spread_notification_desc right_icon = scope:spread_county } } } send_interface_toast_legend_notification_effect = { county = { save_scope_as = spread_county } scope:legend = { save_scope_as = spread_legend } county.holder = { set_variable = { name = legend_alerted_var value = scope:legend } send_interface_toast = { title = legend_spread_notification_title custom_tooltip = legend_spread_notification_desc left_icon = scope:spread_county } } } create_swan_knight_legend_seed_effect = { if = { limit = { location = { geographical_region = world_europe } } create_legend_seed = { type = heroic quality = famed chronicle = swan_knight properties = { friendly_animal = flag:swan } } } else_if = { limit = { location = { OR = { geographical_region = world_india geographical_region = world_burma geographical_region = ghw_region_caucasus geographical_region = world_asia_china geographical_region = world_asia_japan geographical_region = world_asia_korea geographical_region = world_asia_southeast } } } create_legend_seed = { type = heroic quality = famed chronicle = swan_knight properties = { friendly_animal = flag:tiger } } } else_if = { limit = { location = { geographical_region = world_africa } } create_legend_seed = { type = heroic quality = famed chronicle = swan_knight properties = { friendly_animal = flag:lion } } } else = { create_legend_seed = { type = heroic quality = famed chronicle = swan_knight properties = { friendly_animal = flag:hart } } } }