########################## # NATURAL DISASTER CONTRACT EVENTS ########################## namespace = tgp_natural_disaster_contract_event ### Food Shortage tgp_natural_disaster_contract_event.0001 = { type = character_event title = tgp_natural_disaster_contract_event.0001.t desc = tgp_natural_disaster_contract_event.0001.desc theme = disaster left_portrait = { character = root animation = stress } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = tgp_food_shortage } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = natural_disaster_contract_destination } } } option = { name = tgp_natural_disaster_contract_event.0001.a custom_tooltip = tgp_natural_disaster_travel_to_contract_destination governor_contract_travel_or_progress_effect = { DESTINATION = scope:natural_disaster_contract_destination ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0002 } ai_chance = { base = 100 } } option = { name = tgp_natural_disaster_contract_event.0001.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 } } } tgp_natural_disaster_contract_event.0002 = { type = character_event title = tgp_natural_disaster_contract_event.0002.t desc = tgp_natural_disaster_contract_event.0002.desc theme = disaster left_portrait = { character = root animation = stress } override_background = { reference = ruined_holding } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = tgp_food_shortage } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 4 } } option = { # Special governor trait option name = tgp_natural_disaster_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 = distribution_of_food } ai_chance = { base = 200 } } option = { name = tgp_natural_disaster_contract_event.0002.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = pay_from_own_pocket } ai_chance = { base = 100 } } option = { name = tgp_natural_disaster_contract_event.0002.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = haggle_with_merchants } duel = { skill = stewardship value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = tgp_natural_disaster_contract_event.0002.c.tt.success scope:ongoing_contract ?= { complete_task_contract = haggle_with_merchants } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = tgp_natural_disaster_contract_event.0002.c.tt.failure scope:ongoing_contract ?= { complete_task_contract = haggle_with_merchants_failure } } } ai_chance = { base = 50 } } option = { name = tgp_natural_disaster_contract_event.0002.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = demand_food_from_nobles } ai_chance = { base = 80 } } } ### Destroyed by Nature tgp_natural_disaster_contract_event.0005 = { type = character_event title = tgp_natural_disaster_contract_event.0005.t desc = tgp_natural_disaster_contract_event.0005.desc theme = disaster left_portrait = { character = root animation = stress } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = tgp_ravaged_buildings } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = natural_disaster_contract_destination } } } option = { name = tgp_natural_disaster_contract_event.0005.a custom_tooltip = tgp_natural_disaster_travel_to_contract_destination governor_contract_travel_or_progress_effect = { DESTINATION = scope:natural_disaster_contract_destination ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0006 } ai_chance = { base = 100 } } option = { name = tgp_natural_disaster_contract_event.0005.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 } } } tgp_natural_disaster_contract_event.0006 = { type = character_event title = tgp_natural_disaster_contract_event.0006.t desc = tgp_natural_disaster_contract_event.0006.desc theme = disaster left_portrait = { character = root animation = stress } override_background = { reference = ruined_holding } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = tgp_ravaged_buildings } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 4 } } option = { # Special governor trait option name = tgp_natural_disaster_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 = rebuild_settlement } ai_chance = { base = 200 } } option = { name = tgp_natural_disaster_contract_event.0006.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = temporary_shelters } ai_chance = { base = 100 } } option = { name = tgp_natural_disaster_contract_event.0006.c trigger = { exists = scope:governance_option_c } duel = { skills = { martial stewardship } value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = tgp_natural_disaster_contract_event.0006.c.tt.desc.success scope:ongoing_contract = { complete_task_contract = remove_debris } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = tgp_natural_disaster_contract_event.0006.c.tt.desc.failure scope:ongoing_contract = { complete_task_contract = remove_debris_failure } } } ai_chance = { base = 80 } } option = { name = tgp_natural_disaster_contract_event.0006.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = labor_exchange } ai_chance = { base = 50 } } } ### Treating the Innocents tgp_natural_disaster_contract_event.0010 = { type = character_event title = tgp_natural_disaster_contract_event.0010.t desc = tgp_natural_disaster_contract_event.0010.desc theme = disaster left_portrait = { character = root animation = stress } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = tgp_medieval_medicine } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = natural_disaster_contract_destination } } } option = { name = tgp_natural_disaster_contract_event.0010.a custom_tooltip = tgp_natural_disaster_travel_to_contract_destination governor_contract_travel_or_progress_effect = { DESTINATION = scope:natural_disaster_contract_destination ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0011 } ai_chance = { base = 100 } } option = { name = tgp_natural_disaster_contract_event.0010.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 } } } tgp_natural_disaster_contract_event.0011 = { type = character_event title = tgp_natural_disaster_contract_event.0011.t desc = tgp_natural_disaster_contract_event.0011.desc theme = disaster left_portrait = { character = root animation = stress } override_background = { reference = ruined_holding } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = tgp_medieval_medicine } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 4 } } option = { # Special governor trait option name = tgp_natural_disaster_contract_event.0011.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } scope:ongoing_contract = { complete_task_contract = assisting_physician } ai_chance = { base = 200 } } option = { name = tgp_natural_disaster_contract_event.0011.b trigger = { exists = scope:governance_option_b } duel = { skill = learning value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = tgp_natural_disaster_contract_event.0011.b.tt.success scope:ongoing_contract = { complete_task_contract = medical_assistance } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = tgp_natural_disaster_contract_event.0011.b.tt.failure scope:ongoing_contract = { complete_task_contract = medical_assistance_failure } } } ai_chance = { base = 50 } } option = { name = tgp_natural_disaster_contract_event.0011.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = prayers_to_the_people } ai_chance = { base = 100 } } option = { name = tgp_natural_disaster_contract_event.0011.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = better_pay_up } ai_chance = { base = 100 } } } ### Provisional Relocation tgp_natural_disaster_contract_event.0015 = { type = character_event title = tgp_natural_disaster_contract_event.0015.t desc = tgp_natural_disaster_contract_event.0015.desc theme = disaster left_portrait = { character = root animation = stress } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = tgp_disaster_displacement } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = natural_disaster_contract_destination } } } option = { name = tgp_natural_disaster_contract_event.0015.a custom_tooltip = tgp_natural_disaster_travel_to_contract_destination governor_contract_travel_or_progress_effect = { DESTINATION = scope:natural_disaster_contract_destination ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0016 } ai_chance = { base = 100 } } option = { name = tgp_natural_disaster_contract_event.0015.b scope:ongoing_contract = { complete_task_contract = failure_standard } ai_chance = { base = 0 } } } tgp_natural_disaster_contract_event.0016 = { type = character_event title = tgp_natural_disaster_contract_event.0016.t desc = tgp_natural_disaster_contract_event.0016.desc theme = disaster left_portrait = { character = root animation = stress } override_background = { reference = ruined_holding } immediate = { # Save the contract random_character_active_contract = { limit = { has_task_contract_type = tgp_disaster_displacement } save_scope_as = ongoing_contract # Save the location task_contract_location = { save_scope_as = ongoing_destination } } generate_governance_outcome_effect = { OPTIONS = 4 } } option = { # Special governor trait option name = tgp_natural_disaster_contract_event.0016.a trigger = { has_trait = governor # To show that the trait unlocks the option exists = scope:governance_option_a } duel = { skill = martial value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = tgp_natural_disaster_contract_event.0016.a.tt.desc.success scope:ongoing_contract = { complete_task_contract = deployed_troops } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = tgp_natural_disaster_contract_event.0016.a.tt.desc.failure scope:ongoing_contract = { complete_task_contract = deployed_troops_failure } } } ai_chance = { base = 200 } } option = { name = tgp_natural_disaster_contract_event.0016.b trigger = { exists = scope:governance_option_b } scope:ongoing_contract = { complete_task_contract = setting_an_example } ai_chance = { base = 80 } } option = { name = tgp_natural_disaster_contract_event.0016.c trigger = { exists = scope:governance_option_c } scope:ongoing_contract = { complete_task_contract = confiscate_for_personal_inspection } ai_chance = { base = 50 } } option = { name = tgp_natural_disaster_contract_event.0016.d trigger = { exists = scope:governance_option_d } scope:ongoing_contract = { complete_task_contract = paying_off_the_looters } ai_chance = { base = 100 } } }