namespace = bp2_decision ################################################## # # FIND WET NURSE # 0001 Find a character to be a wet nurse # ################################################## bp2_decision.0001 = { #find wet nurse candidates type = character_event content_source = dlc_009 title = bp2_decision.0001.t desc = { first_valid = { triggered_desc = { trigger = { exists = root.primary_spouse } desc = bp2_decision.0001.desc } desc = bp2_decision.0001.desc_widower } } theme = family override_background = { reference = bp2_nursery } left_portrait = { character = scope:wet_nurse_candidate_1 } right_portrait = { character = scope:wet_nurse_candidate_2 } immediate = { if = { limit = { any_spouse = { } } random_spouse = { save_scope_as = spouse } } hidden_effect = { if = { limit = { exists = capital_province any_pool_character = { province = root.capital_province can_be_employed_as = wet_nurse_court_position } } random_pool_character = { province = root.capital_province limit = { can_be_employed_as = wet_nurse_court_position} save_scope_as = wet_nurse_candidate_1 } if = { limit = { exists = capital_province any_pool_character = { province = root.capital_province can_be_employed_as = wet_nurse_court_position this != scope:wet_nurse_candidate_1 } } save_scope_as = wet_nurse_candidate_2 } else = { create_character = { #create poor candidate without a child template = generic_peasant_character gender = female age = { 18 25 } culture = root.culture faith = root.faith location = root.location save_scope_as = wet_nurse_candidate_2 } } } else = { create_character = { #create a good candidate with a child template = bp2_wet_nurse_template location = root.location save_scope_as = wet_nurse_candidate_1 } create_character = { template = peasant_child_character age = { 0 5 } culture = root.culture faith = root.faith location = root.location save_scope_as = wet_nurse_candidate_1_child } scope:wet_nurse_candidate_1_child = { set_mother = scope:wet_nurse_candidate_1 } create_character = { #create poor candidate without a child template = generic_peasant_character gender = female age = { 18 25 } culture = root.culture faith = root.faith location = root.location save_scope_as = wet_nurse_candidate_2 } } } } # Expensive wet nurse with great health and a chance for good trait option = { name = bp2_decision.0001.a custom_tooltip = bp2_decision.0001.a.aptitude pay_treasury_or_gold = { target = scope:wet_nurse_candidate_1 value = tiny_treasury_or_gold_value } hidden_effect = { add_courtier = scope:wet_nurse_candidate_1 add_courtier = scope:wet_nurse_candidate_1_child } if = { #reappoint the former wet nurse, fire current one if exists limit = { employs_court_position = wet_nurse_court_position } every_court_position_holder = { type = wet_nurse_court_position save_temporary_scope_as = current_wet_nurse } replace_court_position = { recipient = scope:wet_nurse_candidate_1 holder = scope:current_wet_nurse court_position = wet_nurse_court_position } } else = { appoint_court_position = { recipient = scope:wet_nurse_candidate_1 court_position = wet_nurse_court_position } } stress_impact = { greedy = major_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = greedy add = -100 } modifier = { short_term_gold < minor_gold_value factor = 0 } } } # Cheaper wet nurse; all random traits option = { name = bp2_decision.0001.b custom_tooltip = bp2_decision.0001.b.aptitude pay_treasury_or_gold = { target = scope:wet_nurse_candidate_2 value = { add = tiny_treasury_or_gold_value divide = 3 } } hidden_effect = { add_courtier = scope:wet_nurse_candidate_2 } if = { #reappoint the former wet nurse, fire current one if exists limit = { employs_court_position = wet_nurse_court_position } every_court_position_holder = { type = wet_nurse_court_position save_temporary_scope_as = current_wet_nurse } replace_court_position = { recipient = scope:wet_nurse_candidate_2 holder = scope:current_wet_nurse court_position = wet_nurse_court_position } } else = { appoint_court_position = { recipient = scope:wet_nurse_candidate_2 court_position = wet_nurse_court_position } } stress_impact = { greedy = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { short_term_gold < tiny_gold_value_check factor = 0 } } } # On seconds thoughts, I won't hire a wet nurse at all... option = { name = bp2_decision.0001.c ai_chance = { base = 0 modifier = { short_term_gold < tiny_gold_value_check add = 10 } } } after = { if = { limit = { scope:wet_nurse_candidate_1 = { has_court_position = wet_nurse_court_position } } scope:wet_nurse_candidate_2 = { silent_disappearance_effect = yes } } else_if = { limit = { scope:wet_nurse_candidate_2 = { has_court_position = wet_nurse_court_position } } scope:wet_nurse_candidate_1 = { silent_disappearance_effect = yes } scope:wet_nurse_candidate_1_child = { silent_disappearance_effect = yes } } else = { scope:wet_nurse_candidate_1 = { silent_disappearance_effect = yes } scope:wet_nurse_candidate_2 = { silent_disappearance_effect = yes } scope:wet_nurse_candidate_1_child = { silent_disappearance_effect = yes } } } } bp2_decision.0002 = { #rites of passage type = character_event content_source = dlc_009 title = bp2_decision.0002.t desc = { first_valid = { triggered_desc = { trigger = { scope:teentribal != root } desc = bp2_decision.0002.desc } desc = bp2_decision.0002.desc_root } triggered_desc = { trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:duel } } } desc = bp2_decision.0002.desc_duel } triggered_desc = { trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:scarification } } } desc = bp2_decision.0002.desc_scarification } triggered_desc = { trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:seclusion } } } desc = bp2_decision.0002.desc_seclusion } triggered_desc = { trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:hair_shaving } } } desc = bp2_decision.0002.desc_hair_shaving } triggered_desc = { trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:cleansing } } } desc = bp2_decision.0002.desc_cleansing } first_valid = { triggered_desc = { trigger = { scope:teentribal != root } desc = bp2_decision.0002.desc_end } desc = bp2_decision.0002.desc_end_root } } theme = family override_background = { reference = holy_site_generic_scope } left_portrait = { character = root animation = war_defender } right_portrait = { trigger = { scope:teentribal != root } character = scope:teentribal animation = throne_room_bow_1 } lower_right_portrait = { trigger = { exists = scope:priest } character = scope:priest } immediate = { capital_province = { save_scope_as = holy_site_scope } location = { save_scope_as = rite_location } if = { limit = { is_landed = yes character_can_rites_of_passage_trigger = yes } save_scope_as = teentribal } else_if = { limit = { any_child = { character_can_rites_of_passage_trigger = yes } } save_scope_as = liege random_child = { limit = { character_can_rites_of_passage_trigger = yes } weight = { base = 1 modifier = { has_character_flag = unproven_adult_flag add = 100 } modifier = { is_primary_heir_of = scope:liege add = 100 } modifier = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } add = 10 } } save_scope_as = teentribal } } else_if = { limit = { any_courtier = { is_hostage_of = root character_can_rites_of_passage_trigger = yes } } save_scope_as = liege random_courtier = { limit = { is_hostage_of = root character_can_rites_of_passage_trigger = yes } weight = { base = 1 modifier = { has_character_flag = unproven_adult_flag add = 100 } modifier = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } add = 10 } } save_scope_as = teentribal } } if = { #grab a court chaplain if you have one limit = { cp:councillor_court_chaplain ?= { is_available_ai_adult = yes } } cp:councillor_court_chaplain = { save_scope_as = priest } } if = { #duel rite for warrior cultures limit = { culture = { OR = { has_cultural_pillar = ethos_bellicose has_cultural_pillar = ethos_stoic } } } scope:teentribal = { add_to_variable_list = { name = possible_rites target = flag:duel } } } if = { #scarification rite for warrior cultures limit = { culture = { OR = { has_cultural_pillar = ethos_bellicose has_cultural_pillar = ethos_stoic has_cultural_pillar = ethos_communal } } } scope:teentribal = { add_to_variable_list = { name = possible_rites target = flag:scarification } } } if = { #seclusion rite for non-communal cultures limit = { culture = { NOT = { has_cultural_pillar = ethos_communal } } } scope:teentribal = { add_to_variable_list = { name = possible_rites target = flag:seclusion } } } if = { #hair shaving rite non-warrior cultures limit = { culture = { OR = { has_cultural_pillar = ethos_spiritual has_cultural_pillar = ethos_communal has_cultural_pillar = ethos_egalitarian has_cultural_pillar = ethos_bureaucratic } } } scope:teentribal = { add_to_variable_list = { name = possible_rites target = flag:hair_shaving } } } if = { #cleansing for non-warrior cultures limit = { culture = { NOT = { has_cultural_pillar = ethos_bellicose has_cultural_pillar = ethos_stoic } } } scope:teentribal = { add_to_variable_list = { name = possible_rites target = flag:cleansing } if = { limit = { scope:rite_location = { OR = { is_riverside_province = yes is_coastal = yes } } } set_variable = { name = cleansing_type value = flag:water_cleanse } } else = { set_variable = { name = cleansing_type value = flag:fire_cleanse } } } } } option = { #combat duel name = bp2_decision.0002.a flavor = bp2_decision.0002.a.flavor custom_tooltip = bp2_decision.0002.a.tt trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:duel } } } show_as_tooltip = { random_list = { 1 = { desc = bp2_decision.0002.a.win show_chance = no scope:teentribal = { add_character_modifier = { modifier = proven_adult_modifier years = 10 } custom_tooltip = bp2_decision.0002.effect_tt } } 1= { desc = bp2_decision.0002.a.lose show_chance = no scope:teentribal = { add_character_modifier = { modifier = insecure_adult_modifier years = 10 } custom_tooltip = bp2_decision.0002.effect_tt } } } } scope:teentribal = { #set variable to determine which rite was completed when creating a memory set_variable = { name = chosen_rite_memory value = flag:dueling_rite_memory } } trigger_event = bp2_yearly.7021 ai_chance = { base = 1 } } option = { #scarification name = bp2_decision.0002.b flavor = bp2_decision.0002.b.tt trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:scarification } } } show_as_tooltip = { random_list = { 1 = { desc = bp2_decision.0002.b_scarred show_chance = no scope:teentribal = { add_character_modifier = { modifier = proven_adult_modifier years = 10 } custom_tooltip = bp2_decision.0002.effect_tt custom_tooltip = bp2_decision.0002.b_scarred.tt } } 1= { desc = bp2_decision.0002.b_modifier show_chance = no scope:teentribal = { add_character_modifier = { modifier = insecure_adult_modifier years = 10 } custom_tooltip = bp2_decision.0002.effect_tt } } } } scope:teentribal = { #set variable to determine which rite was completed when creating a memory set_variable = { name = chosen_rite_memory value = flag:scarification_rite_memory } } trigger_event = bp2_yearly.7023 ai_chance = { base = 1 } } option = { #seclusion name = bp2_decision.0002.c flavor = bp2_decision.0002.c.tt trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:seclusion } } } show_as_tooltip = { custom_tooltip = bp2_decision.0002.c.destination random_list = { 1 = { desc = bp2_decision.0002.c_win show_chance = no scope:teentribal = { add_character_modifier = { modifier = proven_adult_modifier years = 10 } custom_tooltip = bp2_decision.0002.c_trait } } 1= { desc = bp2_decision.0002.c_lose show_chance = no scope:teentribal = { add_character_modifier = { modifier = insecure_adult_modifier years = 10 } add_trait_xp = { trait = lifestyle_traveler track = danger value = 25 } increase_wounds_no_death_effect = { REASON = wild_animal } } } } } scope:teentribal = { #set variable to determine which rite was completed when creating a memory set_variable = { name = chosen_rite_memory value = flag:seclusion_rite_memory } } trigger_event = bp2_yearly.7024 ai_chance = { base = 1 } } option = { #hair shave trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:hair_shaving } } } name = bp2_decision.0002.d flavor = bp2_decision.0002.d.tt show_as_tooltip = { random_list = { 1 = { show_chance = no desc = bp2_decision.0002.d_bald scope:teentribal = { add_character_modifier = { modifier = proven_adult_modifier years = 10 } add_character_modifier = { modifier = shaven_bald_modifier years = 3 } custom_tooltip = bp2_decision.0002.effect_tt add_piety = medium_piety_gain } } 1 = { show_chance = no desc = bp2_decision.0002.d_shave scope:teentribal = { add_character_modifier = { modifier = insecure_adult_modifier years = 10 } custom_tooltip = bp2_decision.0002.effect_tt custom_tooltip = bp2_decision.0002.d_artifact } } } } scope:teentribal = { #set variable to determine which rite was completed when creating a memory set_variable = { name = chosen_rite_memory value = flag:shaving_hair_rite_memory } } trigger_event = bp2_yearly.7026 ai_chance = { base = 1 } } option = { #fire/water cleansing trigger = { scope:teentribal = { is_target_in_variable_list = { name = possible_rites target = flag:cleansing } } } name = bp2_decision.0002.e flavor = bp2_decision.0002.e.tt show_as_tooltip = { random_list = { 1 = { show_chance = no desc = bp2_decision.0002.e.full scope:teentribal = { add_character_modifier = { modifier = proven_adult_modifier years = 10 } if = { limit = { num_sinful_traits > 0 } custom_tooltip = bp2_decision.0002.e_flip } custom_tooltip = bp2_decision.0002.effect_tt add_piety = medium_piety_gain if = { limit = { scope:teentribal.var:cleansing_type = flag:water_cleanse } add_stress = minor_stress_gain } else = { add_character_modifier = { modifier = scorched_soles_modifier years = 5 } } } } 1 = { show_chance = no desc = bp2_decision.0002.e.partially scope:teentribal = { add_character_modifier = { modifier = insecure_adult_modifier years = 10 } custom_tooltip = bp2_decision.0002.effect_tt } } } } if = { limit = { scope:teentribal.var:cleansing_type = flag:water_cleanse } scope:teentribal = { #set variable to determine which rite was completed when creating a memory set_variable = { name = chosen_rite_memory value = flag:water_cleanse_rite_memory } } trigger_event = bp2_yearly.7027 } else_if = { limit = { scope:teentribal.var:cleansing_type = flag:fire_cleanse } scope:teentribal = { #set variable to determine which rite was completed when creating a memory set_variable = { name = chosen_rite_memory value = flag:fire_cleanse_rite_memory } } trigger_event = bp2_yearly.7028 } ai_chance = { base = 1 } } option = { # opt out - trigger the decision cooldown, don't get your money back. Think of it as a non-refundable deposit. name = bp2_decision.0002.f flavor = bp2_decision.0002.tt scope:teentribal ?= { remove_variable ?= cleansing_type remove_variable ?= chosen_rite_memory clear_variable_list ?= possible_rites } ai_chance = { #there is no reason for the AI to back out at this point base = 0 } } }