wayfarer_the_real_threat_trigger = { is_councillor_of = root is_ai = yes opinion = { target = root value < 10 } } # Used to keep track of mines found after our time period, so they have a higher chance to spawn for the Inspection event, particularly in Norway later_historical_gold_mine_trigger = { OR = { this = province:1705 # Kildonan Gold Rush, 1869 this = province:1665 # Dolgellau Gold Rush, Mid-19th century } } later_historical_silver_mine_trigger = { OR = { this = province:248 # Kongsberg, 1623 this = province:346 # Sala, 15th century } } later_historical_copper_mine_trigger = { OR = { this = province:241 # Røros, 1645 } } reminiscing_event_trigger = { is_ai = no has_variable = reminiscing_location var:reminiscing_location = root.location } local_guild_trigger = { OR = { has_building_or_higher = watermills_01 has_building_or_higher = windmills_01 has_building_or_higher = common_tradeport_01 has_building_or_higher = pastures_01 has_building_or_higher = hunting_grounds_01 has_building_or_higher = orchards_01 has_building_or_higher = logging_camps_01 has_building_or_higher = quarries_01 has_building_or_higher = smiths_01 has_building_or_higher = stables_01 has_building_or_higher = guild_halls_01 has_building_or_higher = hospices_01 has_building_or_higher = workshops_01 } } local_guild_compare_trigger = { switch = { trigger = scope:local_guild_scope 1 = { NOT = { has_building_or_higher = watermills_01 } building_watermills_requirement_terrain = yes } 2 = { NOT = { has_building_or_higher = windmills_01 } building_windmills_requirement_terrain = yes } 3 = { NOT = { has_building_or_higher = common_tradeport_01 } building_common_tradeport_requirement_terrain = yes } 4 = { NOT = { has_building_or_higher = pastures_01 } building_pastures_requirement_terrain = yes } 5 = { NOT = { has_building_or_higher = pastures_01 } building_pastures_requirement_terrain = yes } 6 = { NOT = { has_building_or_higher = pastures_01 } building_pastures_requirement_terrain = yes } 7 = { NOT = { has_building_or_higher = pastures_01 } building_pastures_requirement_terrain = yes } 8 = { NOT = { has_building_or_higher = hunting_grounds_01 } building_hunting_grounds_requirement_terrain = yes } 9 = { NOT = { has_building_or_higher = hunting_grounds_01 } building_hunting_grounds_requirement_terrain = yes } 10 = { NOT = { has_building_or_higher = hunting_grounds_01 } building_hunting_grounds_requirement_terrain = yes } 11 = { NOT = { has_building_or_higher = orchards_01 } building_orchards_requirement_terrain = yes } 12 = { NOT = { has_building_or_higher = logging_camps_01 } building_logging_camps_requirement_terrain = yes } 13 = { NOT = { has_building_or_higher = quarries_01 } building_quarries_requirement_terrain = yes } 14 = { NOT = { has_building_or_higher = quarries_01 } building_quarries_requirement_terrain = yes } 15 = { NOT = { has_building_or_higher = smiths_01 } building_smiths_requirement_terrain = yes } 16 = { NOT = { has_building_or_higher = stables_01 } building_stables_requirement_terrain = yes } 17 = { NOT = { has_building_or_higher = guild_halls_01 } has_building_or_higher = city_01 } 18 = { NOT = { has_building_or_higher = hospices_01 } } 19 = { NOT = { has_building_or_higher = hospices_01 } } 20 = { NOT = { has_building_or_higher = workshops_01 } building_workshops_requirement_terrain = yes } } } landless_inspector_terrain_knowing_the_land_trigger = { trigger_if = { limit = { OR = { terrain = forest terrain = jungle terrain = taiga terrain = wetlands } } landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } } trigger_if = { limit = { OR = { terrain = mountains terrain = hills terrain = desert_mountains } } landless_inspector_terrain_master_trigger = { TERRAIN = highlands } } trigger_if = { limit = { OR = { terrain = plains terrain = steppe terrain = farmlands terrain = floodplains } } landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } } trigger_if = { limit = { OR = { terrain = desert terrain = oasis terrain = drylands } } landless_inspector_terrain_master_trigger = { TERRAIN = drylands } } } landless_inspector_terrain_master_trigger = { root = { OR = { has_character_modifier = landless_inspector_$TERRAIN$_tier_1_modifier has_character_modifier = landless_inspector_$TERRAIN$_tier_2_modifier has_character_modifier = nomadic_inspector_$TERRAIN$_tier_2_modifier has_character_modifier = landless_inspector_$TERRAIN$_tier_3_modifier has_character_modifier = nomadic_inspector_$TERRAIN$_tier_3_modifier } } } landless_inspector_king_of_the_wilds = { switch = { trigger = has_character_modifier # Woodlands master_terrain_forest_modifier = { root.location ?= { terrain = forest } } master_terrain_jungle_modifier = { root.location ?= { terrain = jungle } } master_terrain_taiga_modifier = { root.location ?= { terrain = taiga } } master_terrain_wetlands_modifier = { root.location ?= { terrain = wetlands } } # Highlands master_terrain_mountains_modifier = { root.location ?= { terrain = mountains } } master_terrain_hills_modifier = { root.location ?= { terrain = hills } } master_terrain_desert_mountains_modifier = { root.location ?= { terrain = desert_mountains } } # Lowlands master_terrain_plains_modifier = { root.location ?= { terrain = plains } } master_terrain_steppe_modifier = { root.location ?= { terrain = steppe } } master_terrain_farmlands_modifier = { root.location ?= { terrain = farmlands } } master_terrain_floodplains_modifier = { root.location ?= { terrain = floodplains } } # Drylands master_terrain_drylands_modifier = { root.location ?= { terrain = drylands } } master_terrain_desert_modifier = { root.location ?= { terrain = desert } } master_terrain_oasis_modifier = { root.location ?= { terrain = oasis } } } }