########################## # GOVERNOR CONTRACT EVENTS ########################## namespace = tgp_governor_contract_event ### Jail Inspection tgp_governor_contract_event.0010 = { type = character_event title = tgp_governor_contract_event.0010.t desc = tgp_governor_contract_event.0010.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = jail_inspection } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = jail_inspection_destination } } } option = { name = tgp_governor_contract_event.0010.a custom_tooltip = tgp_governor_contract_event.0010.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:jail_inspection_destination ARRIVAL_EVENT = tgp_governor_contract_event.0001 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0010.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0001 = { type = character_event title = tgp_governor_contract_event.0001.t desc = tgp_governor_contract_event.0001.desc theme = administrative left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:sick_prisoner animation = prisondungeon } override_background = { reference = dungeon } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = jail_inspection } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith trait = pneumonic trait = murderer save_scope_as = sick_prisoner } } option = { # Special governor trait option name = tgp_governor_contract_event.0001.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = renovate_jail } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0001.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = improve_their_conditions } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_honor = 1 } } } option = { name = tgp_governor_contract_event.0001.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = pardon_some_of_them } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } option = { name = tgp_governor_contract_event.0001.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = beat_the_complainers } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = tgp_governor_contract_event.0001.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = convict_labor } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } after = { hidden_effect = { scope:sick_prisoner ?= { silent_disappearance_effect = yes } } } } # Potent Physick tgp_governor_contract_event.0011 = { type = character_event title = tgp_governor_contract_event.0011.t desc = tgp_governor_contract_event.0011.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = potent_physick } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = potent_physick_destination } } } option = { name = tgp_governor_contract_event.0011.a custom_tooltip = tgp_governor_contract_event.0011.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:potent_physick_destination ARRIVAL_EVENT = tgp_governor_contract_event.0002 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0011.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0002 = { type = character_event title = tgp_governor_contract_event.0002.t desc = tgp_governor_contract_event.0002.desc theme = administrative left_portrait = { character = root animation = personality_cynical } right_portrait = { character = scope:snake_oil_peddler animation = personality_greedy } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = potent_physick } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = good_merchant_template faith = scope:ongoing_destination.faith culture = scope:ongoing_destination.culture location = scope:task_contract.task_contract_location trait = greedy save_scope_as = snake_oil_peddler } save_court_physician_as_effect = { SCOPE_NAME = physician } } option = { # Special governor trait option name = tgp_governor_contract_event.0002.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = emergency_appropriation } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0002.b trigger = { exists = scope:governance_option_b } duel = { skills = { diplomacy intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0002.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = licensing_issue } } 50 = { desc = tgp_governor_contract_event.0002.b.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_licensing_issue } } } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } option = { name = tgp_governor_contract_event.0002.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = begone_quack } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0002.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = hire_the_quack } if = { limit = { exists = scope:physician } revoke_court_position = { recipient = scope:physician court_position = court_physician_court_position } } add_courtier = scope:snake_oil_peddler court_position_grant_effect = { EMPLOYER = root POS = court_physician CANDIDATE = scope:snake_oil_peddler } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 } } } option = { name = tgp_governor_contract_event.0002.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = down_the_hatch } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 } } } after = { scope:snake_oil_peddler ?= { if = { limit = { NOT = { is_courtier_of = root } } silent_disappearance_effect = yes } } } } # Irregular Accounting tgp_governor_contract_event.0012 = { type = character_event title = tgp_governor_contract_event.0012.t desc = tgp_governor_contract_event.0012.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = irregular_accounting } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = irregular_accounting_destination } } } option = { name = tgp_governor_contract_event.0012.a custom_tooltip = tgp_governor_contract_event.0012.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:irregular_accounting_destination ARRIVAL_EVENT = tgp_governor_contract_event.0003 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0012.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0003 = { type = character_event title = tgp_governor_contract_event.0003.t desc = tgp_governor_contract_event.0003.desc theme = administrative left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:dubious_tax_agent animation = personality_greedy } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = irregular_accounting } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location trait = deceitful trait = greedy trait = ambitious save_scope_as = dubious_tax_agent } } option = { # Special governor trait option name = tgp_governor_contract_event.0003.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = confiscation_and_incarceration } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0003.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = recruit_embezzler } if = { limit = { can_recruit_character_to_court_trigger = { RECRUITER = root RECRUITEE = scope:dubious_tax_agent } scope:dubious_tax_agent ?= { NOT = { is_courtier_of = root } } } add_courtier = scope:dubious_tax_agent } ai_chance = { base = 100 modifier = { has_trait = diligent add = -20 } } } option = { name = tgp_governor_contract_event.0003.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = cover_up } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 } } } option = { name = tgp_governor_contract_event.0003.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = into_your_pocket } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } option = { name = tgp_governor_contract_event.0003.e trigger = { exists = scope:governance_option_e } duel = { skills = { stewardship intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0003.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = continue_the_charade } } 50 = { desc = tgp_governor_contract_event.0003.e.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_continue_the_charade } } } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1.5 } } } after = { scope:dubious_tax_agent ?= { if = { limit = { NOT = { is_courtier_of = root } } silent_disappearance_effect = yes } } } } # SALT SMUGGLERS tgp_governor_contract_event.0013 = { type = character_event title = tgp_governor_contract_event.0013.t desc = tgp_governor_contract_event.0013.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = salt_smugglers } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = salt_smugglers_destination } } } option = { name = tgp_governor_contract_event.0013.a custom_tooltip = tgp_governor_contract_event.0013.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:salt_smugglers_destination ARRIVAL_EVENT = tgp_governor_contract_event.0004 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0013.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0004 = { type = character_event title = tgp_governor_contract_event.0004.t desc = tgp_governor_contract_event.0004.desc theme = administrative left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:salt_smuggler animation = prisonhouse } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = salt_smugglers } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location save_scope_as = salt_smuggler } } option = { # Special governor trait option name = tgp_governor_contract_event.0004.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = execute_smuggler } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0004.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = cut_a_deal } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } option = { name = tgp_governor_contract_event.0004.c trigger = { exists = scope:governance_option_c } duel = { skills = { martial intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0004.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = interrogate_smuggler } } 50 = { desc = tgp_governor_contract_event.0004.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_interrogate_smuggler } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0004.d trigger = { exists = scope:governance_option_d } duel = { skills = { diplomacy intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0004.d.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = a_cut_of_the_take } } 50 = { desc = tgp_governor_contract_event.0004.d.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_a_cut_of_the_take } } } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } option = { name = tgp_governor_contract_event.0004.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = recruit_smuggler } if = { limit = { can_recruit_character_to_court_trigger = { RECRUITER = root RECRUITEE = scope:salt_smuggler } scope:salt_smuggler ?= { NOT = { is_courtier_of = root } } } add_courtier = scope:salt_smuggler } ai_chance = { base = 100 modifier = { has_trait = diligent add = -20 } } } after = { scope:salt_smuggler ?= { if = { limit = { NOT = { is_courtier_of = root } } silent_disappearance_effect = yes } } } } # Hoarding Grain tgp_governor_contract_event.0014 = { type = character_event title = tgp_governor_contract_event.0014.t desc = tgp_governor_contract_event.0014.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = hoarding_grain } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = hoarding_grain_destination } } } option = { name = tgp_governor_contract_event.0014.a custom_tooltip = tgp_governor_contract_event.0014.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:hoarding_grain_destination ARRIVAL_EVENT = tgp_governor_contract_event.0005 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0014.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0005 = { type = character_event title = tgp_governor_contract_event.0005.t desc = tgp_governor_contract_event.0005.desc theme = administrative left_portrait = { character = root animation = personality_rational } right_portrait = { character = scope:grain_hoarding_local_notable animation = anger } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = hoarding_grain } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location save_scope_as = grain_hoarding_local_notable } } option = { # Special governor trait option name = tgp_governor_contract_event.0005.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = release_the_grain } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0005.b trigger = { exists = scope:governance_option_b } duel = { skills = { diplomacy } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0005.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = shame_them } } 50 = { desc = tgp_governor_contract_event.0005.b.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_shame_them } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0005.c trigger = { exists = scope:governance_option_c } duel = { skills = { diplomacy martial } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0005.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = intimidate_them } } 50 = { desc = tgp_governor_contract_event.0005.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_intimidate_them } } } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = tgp_governor_contract_event.0005.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = purchase_grain_yourself } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 } } } option = { name = tgp_governor_contract_event.0005.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = bribe_with_offices } if = { limit = { can_recruit_character_to_court_trigger = { RECRUITER = root RECRUITEE = scope:grain_hoarding_local_notable } scope:grain_hoarding_local_notable ?= { NOT = { is_courtier_of = root } } } add_courtier = scope:grain_hoarding_local_notable } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 } } } after = { scope:grain_hoarding_local_notable ?= { if = { limit = { NOT = { is_courtier_of = root } } silent_disappearance_effect = yes } } } } # Doddering Magistrate tgp_governor_contract_event.0015 = { type = character_event title = tgp_governor_contract_event.0015.t desc = tgp_governor_contract_event.0015.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = doddering_magistrate } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = doddering_magistrate_destination } } } option = { name = tgp_governor_contract_event.0015.a custom_tooltip = tgp_governor_contract_event.0015.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:doddering_magistrate_destination ARRIVAL_EVENT = tgp_governor_contract_event.0006 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0015.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0006 = { type = character_event title = tgp_governor_contract_event.0006.t desc = tgp_governor_contract_event.0006.desc theme = administrative left_portrait = { character = root animation = boredom } right_portrait = { character = scope:elderly_magistrate animation = personality_honorable } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = doddering_magistrate } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location save_scope_as = elderly_magistrate age = { 80 90 } trait = stubborn } } option = { # Special governor trait option name = tgp_governor_contract_event.0006.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = appoint_substitute } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0006.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = force_him_out } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 } } } option = { name = tgp_governor_contract_event.0006.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = promote_somewhere_harmless } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0006.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = let_him_continue } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } option = { name = tgp_governor_contract_event.0006.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = demote_him } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 } } } after = { scope:elderly_magistrate ?= { if = { limit = { NOT = { is_courtier_of = root } } silent_disappearance_effect = yes } } } } # Tax Exemption Petition tgp_governor_contract_event.0007 = { type = character_event title = tgp_governor_contract_event.0007.t desc = tgp_governor_contract_event.0007.desc theme = administrative left_portrait = { character = root animation = personality_rational } right_portrait = { character = scope:village_elder animation = beg } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = burdensome_taxes } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location save_scope_as = village_elder age = 70 } } option = { # Special governor trait option name = tgp_governor_contract_event.0007.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } duel = { skills = { stewardship } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0007.a.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = revise_tax_assessment } } 50 = { desc = tgp_governor_contract_event.0007.a.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_revise_tax_assessment } } } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0007.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = waive_their_taxes } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } } } option = { name = tgp_governor_contract_event.0007.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = pay_it_yourself } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_compassion = 1 } } } option = { name = tgp_governor_contract_event.0007.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = delayed_taxes } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_rationality = 1 } } } option = { name = tgp_governor_contract_event.0007.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = imprison_debtors } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } after = { scope:village_elder ?= { silent_disappearance_effect = yes } } } # Unsafe Highways tgp_governor_contract_event.0008 = { type = character_event title = tgp_governor_contract_event.0008.t desc = tgp_governor_contract_event.0008.desc theme = administrative left_portrait = { character = root animation = personality_content } right_portrait = { character = scope:fearful_merchant animation = stress } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = unsafe_highways } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = unsafe_highways_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location save_scope_as = fearful_merchant trait = craven trait = greedy } } option = { # Special governor trait option name = tgp_governor_contract_event.0008.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = merchant_funded_government_escort } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0008.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = send_out_the_patrols } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } option = { name = tgp_governor_contract_event.0008.c trigger = { exists = scope:governance_option_c } duel = { skills = { diplomacy } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0008.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = talk_them_into_bodyguards } } 50 = { desc = tgp_governor_contract_event.0008.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_talk_them_into_bodyguards } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0008.d trigger = { exists = scope:governance_option_d } duel = { skills = { diplomacy intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0008.d.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = threaten_with_sanctions } } 50 = { desc = tgp_governor_contract_event.0008.d.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_threaten_with_sanctions } } } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = tgp_governor_contract_event.0008.e trigger = { exists = scope:governance_option_e } duel = { skills = { diplomacy stewardship } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0008.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = entice_with_promises } } 50 = { desc = tgp_governor_contract_event.0008.e.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_entice_with_promises } } } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_compassion = 1 } } } after = { scope:fearful_merchant ?= { if = { limit = { NOT = { is_courtier_of = root } } silent_disappearance_effect = yes } } } } # Dam in Disrepair tgp_governor_contract_event.0009 = { type = character_event title = tgp_governor_contract_event.0009.t desc = tgp_governor_contract_event.0009.desc theme = administrative left_portrait = { character = root animation = worry } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = dam_in_disrepair } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = dam_in_disrepair_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } } option = { # Special governor trait option name = tgp_governor_contract_event.0009.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = conscientious_mobilization } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0009.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = forced_labor } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_compassion = -1 } } } option = { name = tgp_governor_contract_event.0009.c trigger = { exists = scope:governance_option_c } duel = { skills = { diplomacy intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0009.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = compel_the_wealthy } } 50 = { desc = tgp_governor_contract_event.0009.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_compel_the_wealthy } } } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } } } option = { name = tgp_governor_contract_event.0009.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = personal_contribution } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_compassion = 1 } } } option = { name = tgp_governor_contract_event.0009.e trigger = { exists = scope:governance_option_e } duel = { skills = { stewardship diplomacy } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0009.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = requisition_state_resources } } 50 = { desc = tgp_governor_contract_event.0009.e.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_requisition_state_resources } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } } # Lines in the Soil tgp_governor_contract_event.0020 = { type = character_event title = tgp_governor_contract_event.0020.t desc = tgp_governor_contract_event.0020.desc theme = administrative left_portrait = { character = root animation = thinking } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = lines_in_the_soil } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = lines_in_the_soil_destination } } } option = { name = tgp_governor_contract_event.0020.a custom_tooltip = tgp_governor_contract_event.0020.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:lines_in_the_soil_destination ARRIVAL_EVENT = tgp_governor_contract_event.0021 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0020.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0021 = { type = character_event title = tgp_governor_contract_event.0021.t desc = tgp_governor_contract_event.0021.desc theme = administrative left_portrait = { character = scope:quarrelling_landowner_one animation = anger } right_portrait = { character = scope:quarrelling_landowner_two animation = rage } lower_left_portrait = { character = root } override_background = { reference = dungeon } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = lines_in_the_soil } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = lines_in_the_soil_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = quarrelling_landowner_one trait = greedy trait = stubborn } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = quarrelling_landowner_two trait = greedy trait = stubborn } } option = { name = tgp_governor_contract_event.0021.a trigger = { exists = scope:governance_option_a has_trait = governor # To show that the trait unlocks the option } scope:ongoing_contract = { complete_task_contract = land_resurvey } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0021.b trigger = { exists = scope:governance_option_b } duel = { skills = { diplomacy } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0021.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = consult_archives } } 50 = { desc = tgp_governor_contract_event.0021.b.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_consult_archives } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0021.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = split_the_land } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = tgp_governor_contract_event.0021.d trigger = { exists = scope:governance_option_d } duel = { skills = { diplomacy } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0021.d.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = purchase_claims } } 50 = { desc = tgp_governor_contract_event.0021.d.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_purchase_claims } } } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_sociability = 1 } } } option = { name = tgp_governor_contract_event.0021.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = declare_state_property } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } after = { hidden_effect = { scope:quarrelling_landowner_one ?= { silent_disappearance_effect = yes } scope:quarrelling_landowner_two ?= { silent_disappearance_effect = yes } } } } # Fraud in Broad Daylight tgp_governor_contract_event.0022 = { type = character_event title = tgp_governor_contract_event.0022.t desc = tgp_governor_contract_event.0022.desc theme = administrative left_portrait = { character = root animation = thinking } right_portrait = { character = scope:reporting_councillor animation = worry } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = fraud_in_broad_daylight } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = fraud_in_broad_daylight_destination } } random_councillor = { limit = { is_available = yes } save_scope_as = reporting_councillor } } option = { name = tgp_governor_contract_event.0022.a custom_tooltip = tgp_governor_contract_event.0022.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:fraud_in_broad_daylight_destination ARRIVAL_EVENT = tgp_governor_contract_event.0023 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0022.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0023 = { type = character_event title = tgp_governor_contract_event.0023.t desc = tgp_governor_contract_event.0023.desc theme = administrative left_portrait = { character = root animation = disapproval } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = fraud_in_broad_daylight } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } } option = { name = tgp_governor_contract_event.0023.a trigger = { exists = scope:governance_option_a has_trait = governor # To show that the trait unlocks the option } scope:ongoing_contract = { complete_task_contract = goods_inspection } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0023.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = reward_for_information } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 } } } option = { name = tgp_governor_contract_event.0023.c trigger = { exists = scope:governance_option_b } duel = { skills = { intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0023.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = undercover_clerks } } 50 = { desc = tgp_governor_contract_event.0023.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_undercover_clerks } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0023.d trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = merchant_association } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 } } } option = { name = tgp_governor_contract_event.0023.e trigger = { exists = scope:governance_option_b } duel = { skills = { martial intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0023.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = surprise_raid } } 50 = { desc = tgp_governor_contract_event.0023.e.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_surprise_raid } } } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_boldness = 1 } } } after = { hidden_effect = { scope:merchant_magnate ?= { silent_disappearance_effect = yes } } } } # Crumbling Bridge tgp_governor_contract_event.0024 = { type = character_event title = tgp_governor_contract_event.0024.t desc = tgp_governor_contract_event.0024.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = crumbling_bridge } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = crumbling_bridge_destination } } } option = { name = tgp_governor_contract_event.0024.a custom_tooltip = tgp_governor_contract_event.0024.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:crumbling_bridge_destination ARRIVAL_EVENT = tgp_governor_contract_event.0025 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0024.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0025 = { type = character_event title = tgp_governor_contract_event.0025.t desc = tgp_governor_contract_event.0025.desc theme = administrative left_portrait = { character = root animation = disapproval } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = crumbling_bridge } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } } option = { name = tgp_governor_contract_event.0025.a trigger = { exists = scope:governance_option_a has_trait = governor # To show that the trait unlocks the option } scope:ongoing_contract = { complete_task_contract = army_assistance } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0025.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = temporary_substitute } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 } } } option = { name = tgp_governor_contract_event.0025.c trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = ferry_crossing } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } option = { name = tgp_governor_contract_event.0025.d trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = slower_replacement } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0025.e trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = settle_caravans } duel = { skills = { stewardship learning } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0025.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = settle_caravans } } 50 = { desc = tgp_governor_contract_event.0025.e.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_settle_caravans } } } ai_chance = { base = 100 } } } # A Confusion of Tongues tgp_governor_contract_event.0026 = { type = character_event title = tgp_governor_contract_event.0026.t desc = tgp_governor_contract_event.0026.desc theme = administrative left_portrait = { character = root animation = thinking } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = confusion_of_tongues } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = confusion_of_tongues_destination } } } option = { name = tgp_governor_contract_event.0026.a custom_tooltip = tgp_governor_contract_event.0026.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:confusion_of_tongues_destination ARRIVAL_EVENT = tgp_governor_contract_event.0027 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0026.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0027 = { type = character_event title = tgp_governor_contract_event.0027.t desc = tgp_governor_contract_event.0027.desc theme = administrative left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:local_magistrate animation = thinking } lower_right_portrait = { character = scope:incomprehensible_merchant } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = confusion_of_tongues } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 6 } random_county_in_region = { region = world_asia_and_india limit = { any_province = { is_coastal = yes } culture = { NOT = { has_cultural_pillar = heritage_chinese } } } save_scope_as = merchant_origin_county } scope:merchant_origin_county.culture = { save_scope_as = merchant_origin_county_culture } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = local_magistrate } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = scope:merchant_origin_county_culture faith = scope:merchant_origin_county.faith save_scope_as = incomprehensible_merchant } scope:task_contract = { set_variable = { name = foreign_merchant_culture value = scope:incomprehensible_merchant.culture } } } option = { name = tgp_governor_contract_event.0027.a trigger = { exists = scope:governance_option_a has_trait = governor # To show that the trait unlocks the option } scope:ongoing_contract = { complete_task_contract = temporary_housing } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0027.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = search_for_translator } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0027.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = confiscate_their_goods } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_boldness = 1 } } } option = { name = tgp_governor_contract_event.0027.d trigger = { exists = scope:governance_option_d } duel = { skills = { diplomacy } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0027.d.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = communicate_through_gestures } } 50 = { desc = tgp_governor_contract_event.0027.d.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_communicate_through_gestures } } } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } } } option = { name = tgp_governor_contract_event.0027.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = put_them_under_guard } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = tgp_governor_contract_event.0027.f trigger = { exists = scope:governance_option_f } scope:ongoing_contract = { complete_task_contract = i_know_this_one } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } after = { hidden_effect = { scope:incomprehensible_merchant ?= { silent_disappearance_effect = yes } } } } # Seditious Storytelling tgp_governor_contract_event.0028 = { type = character_event title = tgp_governor_contract_event.0028.t desc = tgp_governor_contract_event.0028.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = seditious_storytelling } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = seditious_storytelling_destination } } random_councillor = { limit = { is_available = yes } save_scope_as = concerned_councillor } } option = { name = tgp_governor_contract_event.0028.a custom_tooltip = tgp_governor_contract_event.0028.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:seditious_storytelling_destination ARRIVAL_EVENT = tgp_governor_contract_event.0029 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0028.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0029 = { type = character_event title = tgp_governor_contract_event.0029.t desc = tgp_governor_contract_event.0029.desc theme = administrative left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:seditious_storyteller animation = thinking } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = seditious_storytelling } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = seditious_storyteller trait = honest trait = stubborn } } option = { name = tgp_governor_contract_event.0029.a trigger = { exists = scope:governance_option_a has_trait = governor # To show that the trait unlocks the option } scope:ongoing_contract = { complete_task_contract = censor_storyteller } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0029.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = arrest_storyteller } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } } } option = { name = tgp_governor_contract_event.0029.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = encourage_rival_storytellers } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 } } } option = { name = tgp_governor_contract_event.0029.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = intimidate_audience } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = tgp_governor_contract_event.0029.e trigger = { exists = scope:governance_option_e } duel = { skills = { diplomacy intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0029.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = persuade_storyteller } } 50 = { desc = tgp_governor_contract_event.0029.e.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_persuade_storyteller } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } after = { hidden_effect = { scope:seditious_storyteller ?= { silent_disappearance_effect = yes } } } } # Quaking in Panic tgp_governor_contract_event.0030 = { type = character_event title = tgp_governor_contract_event.0030.t desc = tgp_governor_contract_event.0030.desc theme = administrative left_portrait = { character = root animation = pondering } right_portrait = { character = scope:my_councillor animation = thinking } lower_right_portrait = { character = scope:alarmed_councillor animation = worry } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = quaking_in_panic } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = quaking_in_panic_destination } } random_councillor = { limit = { is_available = yes } save_scope_as = my_councillor } random_councillor = { limit = { is_available = yes NOT = { this = scope:my_councillor } } save_scope_as = alarmed_councillor } } option = { name = tgp_governor_contract_event.0030.a custom_tooltip = tgp_governor_contract_event.0030.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:quaking_in_panic_destination ARRIVAL_EVENT = tgp_governor_contract_event.0031 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0030.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0031 = { type = character_event title = tgp_governor_contract_event.0031.t desc = tgp_governor_contract_event.0031.desc theme = administrative left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:panicked_villager animation = fear } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = quaking_in_panic } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = panicked_villager trait = craven } } option = { name = tgp_governor_contract_event.0031.a trigger = { exists = scope:governance_option_a has_trait = governor # To show that the trait unlocks the option } duel = { skills = { diplomacy } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0031.a.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = convene_public_meeting } } 50 = { desc = tgp_governor_contract_event.0031.a.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_convene_public_meeting } } } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0031.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = deploy_guards } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } option = { name = tgp_governor_contract_event.0031.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = appeal_to_local_leadership } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } } } option = { name = tgp_governor_contract_event.0031.d trigger = { exists = scope:governance_option_d } duel = { skills = { stewardship } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0031.d.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = architectural_inspection } } 50 = { desc = tgp_governor_contract_event.0031.d.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_architectural_inspection } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } option = { name = tgp_governor_contract_event.0031.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = population_transfer } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } after = { hidden_effect = { scope:panicked_villager ?= { silent_disappearance_effect = yes } } } } # Monopoly in the Marketplace tgp_governor_contract_event.0032 = { type = character_event title = tgp_governor_contract_event.0032.t desc = tgp_governor_contract_event.0032.desc theme = administrative left_portrait = { character = root animation = pondering } right_portrait = { character = scope:plaintive_merchant animation = anger } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = monopoly_in_the_marketplace } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = monopoly_in_the_marketplace_destination } } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = plaintive_merchant } } option = { name = tgp_governor_contract_event.0032.a custom_tooltip = tgp_governor_contract_event.0032.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:monopoly_in_the_marketplace_destination ARRIVAL_EVENT = tgp_governor_contract_event.0033 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0032.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } after = { hidden_effect = { scope:plaintive_merchant ?= { silent_disappearance_effect = yes } } } } tgp_governor_contract_event.0033 = { type = character_event title = tgp_governor_contract_event.0033.t desc = tgp_governor_contract_event.0033.desc theme = administrative override_background = { reference = market } left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:merchant_magnate animation = admiration } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = monopoly_in_the_marketplace } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith trait = greedy trait = deceitful trait = ambitious save_scope_as = merchant_magnate } } option = { name = tgp_governor_contract_event.0033.a trigger = { exists = scope:governance_option_a has_trait = governor # To show that the trait unlocks the option } scope:ongoing_contract = { complete_task_contract = strict_regulations } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0033.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = association_stalls_only } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } option = { name = tgp_governor_contract_event.0033.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = levy_special_tax } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } option = { name = tgp_governor_contract_event.0033.d trigger = { exists = scope:governance_option_d } duel = { skills = { stewardship intrigue } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0033.d.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = back_competitors } } 50 = { desc = tgp_governor_contract_event.0033.d.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_back_competitors } } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } } } option = { name = tgp_governor_contract_event.0033.e trigger = { exists = scope:governance_option_e } scope:ongoing_contract = { complete_task_contract = seize_merchant_goods } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } after = { hidden_effect = { scope:merchant_magnate ?= { silent_disappearance_effect = yes } } } } # Contested Inheritance tgp_governor_contract_event.0034 = { type = character_event title = tgp_governor_contract_event.0034.t desc = tgp_governor_contract_event.0034.desc theme = administrative left_portrait = { character = root animation = pondering } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = contested_inheritance } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = contested_inheritance_destination } } } option = { name = tgp_governor_contract_event.0034.a custom_tooltip = tgp_governor_contract_event.0034.a_tt governor_contract_travel_or_progress_effect = { DESTINATION = scope:contested_inheritance_destination ARRIVAL_EVENT = tgp_governor_contract_event.0035 } ai_chance = { base = 100 } } option = { name = tgp_governor_contract_event.0034.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 modifier = { add = 100 is_available = no } modifier = { add = 200 has_trait = lazy NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy. } } } } tgp_governor_contract_event.0035 = { type = character_event title = tgp_governor_contract_event.0035.t desc = tgp_governor_contract_event.0035.desc theme = administrative left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:quarrelling_heir_one animation = thinking } lower_left_portrait = { character = scope:quarrelling_heir_two } lower_center_portrait = { character = scope:quarrelling_heir_three } lower_right_portrait = { character = scope:quarrelling_heir_four } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = contested_inheritance } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 5 } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = quarrelling_heir_one } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = quarrelling_heir_two } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = quarrelling_heir_three } create_character = { template = merchant_template location = scope:task_contract.task_contract_location location = root.location culture = root.location.culture faith = root.location.faith save_scope_as = quarrelling_heir_four } } option = { name = tgp_governor_contract_event.0035.a trigger = { exists = scope:governance_option_a has_trait = governor # To show that the trait unlocks the option } scope:ongoing_contract = { complete_task_contract = declare_communal_property } ai_chance = { base = 200 } } option = { name = tgp_governor_contract_event.0035.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = award_according_to_seniority } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } } } option = { name = tgp_governor_contract_event.0035.c trigger = { exists = scope:governance_option_c } duel = { skills = { intrigue stewardship } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0035.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = award_to_highest_bidder } } 50 = { desc = tgp_governor_contract_event.0035.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_award_to_highest_bidder } } } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } option = { name = tgp_governor_contract_event.0035.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = adhere_to_testament } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } } } option = { name = tgp_governor_contract_event.0035.e trigger = { exists = scope:governance_option_e } duel = { skills = { diplomacy } value = decent_skill_rating 50 = { desc = tgp_governor_contract_event.0035.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } scope:ongoing_contract = { complete_task_contract = persuade_private_settlement } } 50 = { desc = tgp_governor_contract_event.0035.e.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 } scope:ongoing_contract ?= { complete_task_contract = failure_persuade_private_settlement } } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 } } } after = { hidden_effect = { scope:quarrelling_heir_one ?= { silent_disappearance_effect = yes } scope:quarrelling_heir_two ?= { silent_disappearance_effect = yes } scope:quarrelling_heir_three ?= { silent_disappearance_effect = yes } scope:quarrelling_heir_four ?= { silent_disappearance_effect = yes } } } }