namespace = physician_epidemic_events ############################ ## Superstitious physician irritating religious officials ## 1000 ## by James Beaumont ############################ physician_epidemic_events.1000 = { type = character_event title = physician_epidemic_events.1000.t desc = physician_epidemic_events.1000.desc theme = plague override_effect_2d = { reference = flies } left_portrait = { character = scope:zealous_courtier animation = anger camera = camera_event_very_left } right_portrait = { character = scope:physician animation = physician } cooldown = { years = 5 } trigger = { realm_has_any_nearby_epidemic = { INTENSITY = major SIZE = 1 } court_position:court_physician_court_position ?= { probably_superstitious = yes is_available_ai_adult = yes } OR = { any_vassal = { probably_anti_superstitious = yes is_available_ai_adult = yes } any_courtier_or_guest = { probably_anti_superstitious = yes is_available_ai_adult = yes } } } immediate = { get_random_nearby_realm_epidemic = { INTENSITY = major } court_position:court_physician_court_position = { save_scope_as = physician } if = { limit = { any_vassal = { probably_anti_superstitious = yes is_available_ai_adult = yes } } random_vassal = { limit = { probably_anti_superstitious = yes is_available_ai_adult = yes } weight = { base = 1 modifier = { add = 10 is_of_major_interest_to_root_trigger = yes } modifier = { add = 5 is_of_minor_interest_to_root_trigger = yes } modifier = { add = ai_zeal } } save_scope_as = zealous_courtier } } else = { random_courtier_or_guest = { limit = { probably_anti_superstitious = yes is_available_ai_adult = yes } weight = { base = 1 modifier = { add = 10 is_of_major_interest_to_root_trigger = yes } modifier = { add = 5 is_of_minor_interest_to_root_trigger = yes } modifier = { add = ai_zeal } } save_scope_as = zealous_courtier } } } option = { # How about I suggest a better solution instead name = physician_epidemic_events.1000.a trigger = { has_trait = whole_of_body } add_character_modifier = { modifier = ce1_non_heretical_solution years = 5 } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_compassion = 1 ai_rationality = 1 } } } option = { # Oh hush you bore, I'm sure this will work name = physician_epidemic_events.1000.b add_character_modifier = { modifier = ce1_unorthodox_epidemic_treatment years = 5 } scope:zealous_courtier = { progress_towards_rival_effect = { REASON = rival_heretical_physician CHARACTER = scope:physician OPINION = 0 } } stress_impact = { zealous = medium_stress_impact_gain cynical = medium_stress_impact_gain eccentric = minor_stress_impact_loss witch = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 ai_rationality = -0.1 ai_compassion = 1 } } } option = { # I don't think so name = physician_epidemic_events.1000.c scope:zealous_courtier = { add_opinion = { target = root modifier = relieved_opinion opinion = 20 } } add_piety = medium_piety_gain stress_impact = { witch = medium_stress_impact_gain eccentric = medium_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_rationality = 0.1 ai_compassion = -1 } } } } ############################ ## Physician calls for a quarantine of infected counties ## 1010 ## by James Beaumont ############################ physician_epidemic_events.1010 = { type = character_event title = physician_epidemic_events.1010.t desc = physician_epidemic_events.1010.desc theme = plague override_effect_2d = { reference = flies } left_portrait = { character = root animation = worry camera = camera_event_crowd } right_portrait = { character = scope:physician animation = debating camera = camera_event_very_right } cooldown = { years = 5 } trigger = { court_position:court_physician_court_position ?= { is_available_ai_adult = yes } realm_has_any_nearby_epidemic = { SIZE = 5 INTENSITY = major } } immediate = { get_random_nearby_realm_epidemic = { INTENSITY = major } court_position:court_physician_court_position = { save_scope_as = physician } } option = { # Oh well alrighty then name = physician_epidemic_events.1010.a add_character_modifier = { modifier = ce1_major_quarantine years = 5 } every_sub_realm_county = { custom = every_infected_county limit = { any_county_province = { any_province_epidemic = { this = scope:epidemic_scope } } } add_county_modifier = { modifier = ce1_major_quarantine_county years = 5 } } stress_impact = { greedy = medium_stress_impact_gain compassionate = medium_stress_impact_gain just = medium_stress_impact_gain cynical = minor_stress_impact_gain impatient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_compassion = -1 ai_rationality = 1 } } } option = { # This is not at all worth it name = physician_epidemic_events.1010.b stress_impact = { callous = medium_stress_impact_gain diligent = medium_stress_impact_gain scholar = minor_stress_impact_gain patient = minor_stress_impact_gain trusting = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -1 ai_energy = -1 } } } } ############################### ## PHYSICIAN EPIDEMIC TREATMENT ## 1020 ## by James Beaumont ############################### physician_epidemic_events.1020 = { type = character_event title = physician_epidemic_events.1020.t desc = { desc = physician_epidemic_events.1020.start.desc first_valid = { #Disease type triggered_desc = { trigger = { scope:epidemic.epidemic_type.epidemic_trait = trait:typhus } desc = disease_desc_short_typhus } triggered_desc = { trigger = { scope:epidemic.epidemic_type.epidemic_trait = trait:consumption } desc = disease_desc_short_consumption } triggered_desc = { trigger = { scope:epidemic.epidemic_type.epidemic_trait = trait:great_pox } desc = disease_desc_short_smallpox } triggered_desc = { trigger = { scope:epidemic.epidemic_type.epidemic_trait = trait:smallpox } desc = disease_desc_short_smallpox } triggered_desc = { trigger = { scope:epidemic.epidemic_type.epidemic_trait = trait:bubonic_plague } desc = disease_desc_short_plague } triggered_desc = { trigger = { scope:epidemic.epidemic_type.epidemic_trait = trait:measles } desc = disease_desc_short_measles } triggered_desc = { trigger = { scope:epidemic.epidemic_type.epidemic_trait = trait:ergotism } desc = disease_desc_short_ergotism } triggered_desc = { trigger = { scope:epidemic.epidemic_type.epidemic_trait = trait:dysentery } desc = disease_desc_short_dysentery } desc = missing_epidemic } desc = physician_epidemic_events.1020.start.desc2 random_valid = { triggered_desc = { trigger = { OR = { scope:epidemic = { outbreak_intensity <= minor } scope:physician = { NOR = { has_trait = lifestyle_physician has_trait = lifestyle_mystic } } } } desc = physician_epidemic_events.1020.safe_recommendation.desc } triggered_desc = { trigger = { OR = { scope:epidemic = { outbreak_intensity >= major } scope:physician = { NOR = { has_trait = lifestyle_physician has_trait = lifestyle_mystic } } } scope:physician = { NOT = { has_trait = lifestyle_mystic } } } desc = physician_epidemic_events.1020.risky_recommendation.desc } triggered_desc = { trigger = { scope:physician = { has_trait = lifestyle_mystic } } desc = physician_epidemic_events.1020.mystic_recommendation.desc } } desc = physician_epidemic_events.1020.end.desc } theme = plague override_background = { trigger = { scope:physician ?= { is_travelling = yes } exists = scope:background_terrain_scope } reference = terrain_scope } override_background = { reference = physicians_study } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = cynical has_trait = callous has_trait = deceitful has_trait = sadistic } } animation = eyeroll } triggered_animation = { trigger = { OR = { has_trait = compassionate has_trait = generous has_trait = trusting has_trait = gregarious } } animation = sadness } animation = thinking } right_portrait = { character = scope:physician triggered_animation = { trigger = { scope:epidemic = { outbreak_intensity >= major } } animation = worry } triggered_animation = { trigger = { scope:physician = { ai_rationality >= 0 } } animation = personality_rational } triggered_animation = { trigger = { scope:physician = { ai_rationality < -50 } } animation = eccentric } animation = idle } immediate = { scope:physician.location ?= { save_scope_as = background_terrain_scope } } #Minimal epidemic prevention option = { name = physician_epidemic_events.1020.a epidemic_prevention_effect = { PREVENTION_LEVEL = 1 PHYSICIAN = scope:physician } ai_chance = { base = 10 } } #Moderate epidemic prevention option = { name = physician_epidemic_events.1020.b epidemic_prevention_effect = { PREVENTION_LEVEL = 2 PHYSICIAN = scope:physician } ai_chance = { base = 1 } } #Superstitious epidemic prevention option = { trigger = { scope:physician = { OR = { has_trait = lifestyle_mystic has_trait = eccentric } } } name = physician_epidemic_events.1020.c epidemic_prevention_effect = { PREVENTION_LEVEL = 3 PHYSICIAN = scope:physician } ai_chance = { base = 0.5 modifier = { add = -0.5 ai_zeal >= 0 } } } #No treatment option = { name = physician_epidemic_events.1020.d if = { # Admin governors lose a bit of trait XP if they don't try to do something limit = { is_governor = yes has_trait = governor } increase_governance_effect = { VALUE = -2 } } ai_chance = { base = 0 } } } # Minor success physician_epidemic_events.1021 = { type = character_event title = physician_epidemic_events.1021.t desc = physician_epidemic_events.1021.desc theme = plague override_background = { trigger = { scope:physician ?= { is_travelling = yes } exists = scope:background_terrain_scope } reference = terrain_scope } override_background = { reference = physicians_study } left_portrait = { character = scope:physician animation = physician } immediate = { add_character_modifier = { modifier = minor_epidemic_treatment years = 10 } } #Neato! option = { name = physician_epidemic_events.1021.a if = { # Admin governors gain some XP when successful limit = { is_governor = yes has_trait = governor } increase_governance_effect = { VALUE = 2 } } ai_chance = { base = 10 } } } # Minor fail physician_epidemic_events.1022 = { type = character_event title = physician_epidemic_events.1022.t desc = physician_epidemic_events.1022.desc theme = plague override_background = { trigger = { scope:physician ?= { is_travelling = yes } exists = scope:background_terrain_scope } reference = terrain_scope } override_background = { reference = physicians_study } left_portrait = { character = scope:physician animation = shock } immediate = { add_character_modifier = { modifier = minor_epidemic_treatment_failed years = 10 } } #Chastise option = { name = health.3107.b chastise_physician_effect = yes ai_chance = { factor = 30 modifier = { scope:physician = { has_character_modifier = chastised_physician_modifier } add = -20 } } } #Oh well ¯\_(ツ)_/¯ option = { name = health.3107.c forgive_physician_effect = yes ai_chance = { factor = 20 ai_value_modifier = { max = 80 ai_compassion = 2.5 ai_vengefulness = -2.5 } } } #Imprison! option = { name = health.3107.d imprison_physician_effect = yes ai_chance = { factor = 30 ai_value_modifier = { ai_compassion = -0.5 } } } #Execute! option = { name = health.3107.e execute_physician_effect = yes ai_chance = { factor = 15 ai_value_modifier = { ai_compassion = -1 } } } } # Major success physician_epidemic_events.1023 = { type = character_event title = physician_epidemic_events.1023.t desc = physician_epidemic_events.1023.desc theme = plague override_background = { trigger = { scope:physician ?= { is_travelling = yes } exists = scope:background_terrain_scope } reference = terrain_scope } override_background = { reference = physicians_study } left_portrait = { character = scope:physician animation = admiration } immediate = { add_character_modifier = { modifier = major_epidemic_treatment years = 10 } } #Neato! option = { name = physician_epidemic_events.1023.a if = { # Admin governors gain some XP when successful limit = { is_governor = yes has_trait = governor } increase_governance_effect = { VALUE = 4 } } ai_chance = { base = 10 } } } # Major fail physician_epidemic_events.1024 = { type = character_event title = physician_epidemic_events.1024.t desc = physician_epidemic_events.1024.desc theme = plague override_background = { trigger = { scope:physician ?= { is_travelling = yes } exists = scope:background_terrain_scope } reference = terrain_scope } override_background = { reference = physicians_study } left_portrait = { character = scope:physician animation = shock } immediate = { add_character_modifier = { modifier = major_epidemic_treatment_failed years = 10 } every_sub_realm_county = { custom = every_infected_county limit = { any_county_province = { any_province_epidemic = { this = scope:epidemic } } } change_development_progress_with_overflow = -45 } } #Chastise option = { name = health.3107.b chastise_physician_effect = yes ai_chance = { factor = 30 modifier = { scope:physician = { has_character_modifier = chastised_physician_modifier } add = -20 } } } #Oh well ¯\_(ツ)_/¯ option = { name = health.3107.c forgive_physician_effect = yes ai_chance = { factor = 20 ai_value_modifier = { max = 80 ai_compassion = 2.5 ai_vengefulness = -2.5 } } } #Imprison! option = { name = health.3107.d imprison_physician_effect = yes ai_chance = { factor = 30 ai_value_modifier = { ai_compassion = -0.5 ai_vengefulness = 1 } } } #Execute! option = { name = health.3107.e execute_physician_effect = yes ai_chance = { factor = 15 ai_value_modifier = { ai_compassion = -1 ai_vengefulness = 2.5 } } } } # Critical success physician_epidemic_events.1025 = { type = character_event title = physician_epidemic_events.1025.t desc = physician_epidemic_events.1025.desc theme = plague override_background = { trigger = { scope:physician ?= { is_travelling = yes } exists = scope:background_terrain_scope } reference = terrain_scope } override_background = { reference = physicians_study } left_portrait = { character = scope:physician animation = manic } immediate = { add_character_modifier = { modifier = critical_epidemic_treatment years = 10 } } #Neato! option = { name = physician_epidemic_events.1025.a if = { # Admin governors gain some XP when successful limit = { is_governor = yes has_trait = governor } increase_governance_effect = { VALUE = 6 } } ai_chance = { base = 10 } } } # Critical fail physician_epidemic_events.1026 = { type = character_event title = physician_epidemic_events.1026.t desc = physician_epidemic_events.1026.desc theme = plague override_background = { trigger = { scope:physician ?= { is_travelling = yes } exists = scope:background_terrain_scope } reference = terrain_scope } override_background = { reference = physicians_study } left_portrait = { character = scope:physician animation = manic } immediate = { add_character_modifier = { modifier = critical_epidemic_treatment_failed years = 10 } every_sub_realm_county = { custom = every_infected_county limit = { any_county_province = { any_province_epidemic = { this = scope:epidemic } } } change_development_progress_with_overflow = -150 } } #Chastise option = { name = health.3107.b chastise_physician_effect = yes ai_chance = { factor = 30 modifier = { scope:physician = { has_character_modifier = chastised_physician_modifier } add = -20 } } } #Oh well ¯\_(ツ)_/¯ option = { name = health.3107.c forgive_physician_effect = yes ai_chance = { factor = 20 ai_value_modifier = { max = 80 ai_compassion = 2.5 ai_vengefulness = -2.5 } } } #Imprison! option = { name = health.3107.d imprison_physician_effect = yes ai_chance = { factor = 30 ai_value_modifier = { ai_compassion = -0.5 ai_vengefulness = 1 } } } #Execute! option = { name = health.3107.e execute_physician_effect = yes ai_chance = { factor = 15 ai_value_modifier = { ai_compassion = -1 ai_vengefulness = 2.5 } } } } ############################### ## PHYSICIAN BOOK ## 1030 ## by James Beaumont ############################### physician_epidemic_events.1030 = { type = character_event title = physician_epidemic_events.1030.t desc = physician_epidemic_events.1030.desc theme = plague override_effect_2d = { reference = flies } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:physician animation = writing } cooldown = { years = 10 } trigger = { exists = court_position:court_physician_court_position court_position:court_physician_court_position = { is_available_ai_adult = yes } realm_has_any_nearby_epidemic = { INTENSITY = major SIZE = 1 } } immediate = { court_position:court_physician_court_position = { save_scope_as = physician } get_random_nearby_realm_epidemic = { INTENSITY = major } } #Go for it king! option = { name = physician_epidemic_events.1030.a remove_short_term_gold = medium_gold_value custom_tooltip = may_get_cool_book_tt hidden_effect = { scope:physician = { duel = { skill = learning value = high_skill_rating # Failure 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { scope:physician = { has_trait = lifestyle_physician } factor = 0.5 } modifier = { scope:physician = { has_trait = lifestyle_physician has_trait_xp = { trait = lifestyle_physician value >= 50 } } factor = 0.5 } modifier = { scope:physician = { has_trait = lifestyle_physician has_trait_xp = { trait = lifestyle_physician value >= 100 } } factor = 0.5 } root = { send_interface_toast = { title = physician_epidemic_events.1030.a.failure left_icon = root right_icon = scope:physician custom_tooltip = book_is_gibberish } } } 50 = { # Win compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } duel = { # How much did I win by? skill = learning value = high_skill_rating 50 = { # Not much compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } root = { set_artifact_rarity_masterwork = yes send_interface_toast = { title = physician_epidemic_events.1030.a.success left_icon = root right_icon = scope:physician create_artifact = { name = pharmaceuticals description = pharmaceuticals_desc type = miscellaneous modifier = artifact_epidemic_resistance_1_modifier modifier = artifact_negate_health_penalty_add_1_modifier visuals = pocket_book quality = scope:quality wealth = scope:wealth creator = scope:physician } } } } 50 = { # Okay compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } root = { set_artifact_rarity_famed = yes send_interface_toast = { title = physician_epidemic_events.1030.a.success left_icon = root right_icon = scope:physician create_artifact = { name = pharmaceuticals description = pharmaceuticals_desc type = miscellaneous modifier = artifact_epidemic_resistance_4_modifier modifier = artifact_negate_health_penalty_add_2_modifier visuals = pocket_book quality = scope:quality wealth = scope:wealth creator = scope:physician } } } } 15 = { # Bigly compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } root = { set_artifact_rarity_illustrious = yes send_interface_toast = { title = physician_epidemic_events.1030.a.success left_icon = root right_icon = scope:physician create_artifact = { name = pharmaceuticals description = pharmaceuticals_desc type = miscellaneous modifier = artifact_epidemic_resistance_7_modifier modifier = artifact_negate_health_penalty_add_2_modifier visuals = pocket_book quality = scope:quality wealth = scope:wealth creator = scope:physician } } } } } } } } } ai_chance = { base = 10 modifier = { factor = 0 short_term_gold < major_gold_value } ai_value_modifier = { ai_greed = -1 ai_rationality = 1 } } } #How much for a bloody book? option = { name = physician_epidemic_events.1030.b ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_rationality = -1 } } } } ############################### ## DISTRIBUTE ALMS ## 1040 ## by James Beaumont ############################### physician_epidemic_events.1040 = { type = character_event title = physician_epidemic_events.1040.t desc = physician_epidemic_events.1040.desc theme = plague override_effect_2d = { reference = flies } left_portrait = { character = root animation = pondering camera = camera_event_left_away_3_4 } right_portrait = { character = scope:physician animation = obsequious_bow camera = camera_event_right_away } cooldown = { years = 20 } trigger = { realm_has_any_nearby_epidemic = { INTENSITY = major SIZE = 1 } exists = court_position:court_physician_court_position court_position:court_physician_court_position = { is_available_ai_adult = yes } } immediate = { get_random_nearby_realm_epidemic = { INTENSITY = major } court_position:court_physician_court_position = { save_scope_as = physician } } # Let's go touch some lepers option = { name = physician_epidemic_events.1040.a add_piety = major_piety_gain every_sub_realm_county = { custom = every_infected_county limit = { any_county_province = { any_province_epidemic = { this = scope:epidemic_scope } } } add_county_modifier = { modifier = ce1_royal_touch years = 10 } } if = { limit = { NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait } } if = { limit = { NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait } } if = { limit = { scope:epidemic_scope.epidemic_type.epidemic_trait = trait:smallpox } random = { chance = 5 contract_disease_effect = { DISEASE = smallpox TREATMENT_EVENT = yes } } } else_if = { limit = { scope:epidemic_scope.epidemic_type.epidemic_trait = trait:measles } random = { chance = 5 contract_disease_effect = { DISEASE = measles TREATMENT_EVENT = yes } } } else_if = { limit = { scope:epidemic_scope.epidemic_type.epidemic_trait = trait:dysentery } random = { chance = 5 contract_disease_effect = { DISEASE = dysentery TREATMENT_EVENT = yes } } } else_if = { limit = { scope:epidemic_scope.epidemic_type.epidemic_trait = trait:bubonic_plague } random = { chance = 5 contract_disease_effect = { DISEASE = bubonic_plague TREATMENT_EVENT = yes } } } else_if = { limit = { scope:epidemic_scope.epidemic_type.epidemic_trait = trait:typhus } random = { chance = 5 contract_disease_effect = { DISEASE = typhus TREATMENT_EVENT = yes } } } else_if = { limit = { scope:epidemic_scope.epidemic_type.epidemic_trait = trait:consumption } random = { chance = 5 contract_disease_effect = { DISEASE = consumption TREATMENT_EVENT = yes } } } } } stress_impact = { sadistic = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 gold < minor_gold_value } ai_value_modifier = { ai_compassion = 1 } } } #I will absolutely not do this are you insane option = { name = physician_epidemic_events.1040.b add_piety = minor_piety_loss stress_impact = { humble = minor_stress_impact_gain compassionate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = -1 } } } } ############################### ## Physician is helping soldiers ## 1050 ## by James Beaumont ############################### physician_epidemic_events.1050 = { type = character_event title = physician_epidemic_events.1050.t desc = physician_epidemic_events.1050.desc theme = plague override_effect_2d = { reference = flies } left_portrait = { character = root animation = anger } right_portrait = { character = scope:physician animation = prisonhouse } lower_right_portrait = { character = scope:enemy } trigger = { is_at_war = yes exists = court_position:court_physician_court_position realm_has_any_nearby_epidemic = { INTENSITY = major SIZE = 1 } court_position:court_physician_court_position = { is_available_ai_adult = yes OR = { # Would be willing to heal the enemy has_trait = compassionate has_trait = forgiving has_trait = just has_trait = zealous } } } immediate = { get_random_nearby_realm_epidemic = { INTENSITY = major } court_position:court_physician_court_position = { save_scope_as = physician } random_primary_war_enemy = { limit = { is_ai = yes } save_scope_as = enemy } } # Very good work, please continue option = { name = physician_epidemic_events.1050.a add_piety = major_piety_gain add_character_modifier = { modifier = war_doctor years = 10 } scope:enemy = { add_character_modifier = { modifier = war_doctor years = 10 } add_opinion = { modifier = impressed_opinion opinion = 50 target = root } } stress_impact = { compassionate = medium_stress_impact_loss forgiving = medium_stress_impact_loss sadistic = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 1 ai_rationality = -0.1 } } } #I demand that this stop at once! option = { name = physician_epidemic_events.1050.b add_character_modifier = { modifier = war_doctor years = 10 } scope:physician = { progress_towards_rival_effect = { REASON = rival_prevented_from_protecting_sick CHARACTER = root OPINION = default_rival_opinion } } stress_impact = { humble = minor_stress_impact_gain compassionate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = -1 ai_rationality = 0.1 } } } } ############################### ## Physician advises you to banish all infected characters from your court ## 1060 ## by James Beaumont ############################### physician_epidemic_events.1060 = { type = character_event title = physician_epidemic_events.1060.t desc = physician_epidemic_events.1060.desc theme = plague override_background = physicians_study override_effect_2d = { reference = flies } left_portrait = { character = scope:physician animation = physician } right_portrait = { character = scope:gross_sick_person animation = cough } trigger = { exists = court_position:court_physician_court_position any_sub_realm_county = { any_county_province = { OR = { county.holder = root squared_distance = { target = root.capital_province value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom). } } any_province_epidemic = { count >= 1 intensity >= major save_temporary_scope_as = epidemic_to_check root = { any_close_or_extended_family_member = { is_courtier_of = root has_trait = scope:epidemic_to_check.epidemic_type.epidemic_trait } } } } } court_position:court_physician_court_position = { is_available_ai_adult = yes } } immediate = { get_random_nearby_realm_epidemic = { INTENSITY = major } court_position:court_physician_court_position = { save_scope_as = physician } random_close_or_extended_family_member = { limit = { is_courtier_of = root has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait } save_scope_as = gross_sick_person } } # Drastic times call for drastic measures option = { name = physician_epidemic_events.1060.a every_courtier_or_guest = { custom = every_infected_courtier_or_guest limit = { has_trait_with_flag = epidemic_disease } banish = yes # banish_effect not used for unlanded } every_courtier_or_guest = { custom = every_uninfected_courtier_or_guest limit = { NOT = { has_trait_with_flag = epidemic_disease } } add_character_modifier = { modifier = ce1_banishment_resistance years = 10 } } add_character_modifier = { modifier = ce1_banishment_resistance years = 10 } stress_impact = { base = medium_stress_impact_gain callous = medium_stress_impact_loss sadistic = medium_stress_impact_loss arbitrary = medium_stress_impact_loss arrogant = medium_stress_impact_loss forgiving = medium_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = -1 ai_greed = 0.5 ai_rationality = 0.5 } } } #I will not banish my own kin! option = { name = physician_epidemic_events.1060.b add_piety = medium_piety_gain every_courtier_or_guest = { custom = every_infected_courtier_or_guest limit = { has_trait_with_flag = epidemic_disease } add_opinion = { modifier = grateful_opinion opinion = 25 target = root } } stress_impact = { callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain arbitrary = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 1 ai_greed = -0.5 ai_rationality = -0.5 ai_vengefulness = -0.5 } } } }