namespace = iberia_north_africa #decision_form_portugal events #0001 - Tell founder about portugal #0002 - Tell everyone in diplo range about portugal (and convert people in portugal to portuguese culture) #decision_unite_the_spanish_thrones #0005 - Tell uniter about united thrones #0006 - Tell everyone in diplo range about united thrones (and destroy titles) #decision_unite_africa #0010 - I united Africa #0011 - Someone united Frica #decision_avenge_the_battle_of_tours #0015 - I avenged the battle of Tours #0016 - Someone avenged the battle of tours #decision_build_grand_church #1001 - I built a church! #1002 - Someone built a church ## FP2 #golden_age_jewish_science_in_iberia_decision #2001 - Book Seller #2002 - Eye Surgery #2003 - Fighting Scholars #2105 - Notification for Mediterranean decision #build_holy_pilgrim_roads_decision #2011 - Wandering Warrior #2012 - Relatable Scholar #2013-2014 - Gift from HoF ##I formed Portugal! #iberia_north_africa.0001 = { #by Mathilda Bjarnehed # type = character_event # title = iberia_north_africa.0001.t # desc = { # desc = iberia_north_africa.0001.start.desc # first_valid = { # triggered_desc = { # trigger = { # game_start_date >= 789.1.1 #The end of Umayyad Conquest # faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } # } # desc = iberia_north_africa.0001.christian.desc # } # triggered_desc = { # trigger = { # game_start_date >= 789.1.1 #The end of Umayyad Conquest # faith = { religion_tag = islam_religion } # } # desc = iberia_north_africa.0001.muslim.desc # } # } # desc = iberia_north_africa.0001.end.desc # } # theme = realm # left_portrait = { # character = scope:portugal_former # animation = admiration # } # # immediate = { # play_music_cue = "mx_cue_positive_effect" # form_portugal_decision_effects = yes #Title changes, prestige, culture swap # # legend_seed_new_title_effect = yes # } # # option = { # name = iberia_north_africa.0001.a # set_nickname_effect = { NICKNAME = nick_the_great } # } #} # #scripted_trigger iberia_north_africa_0002_is_in_portugal_trigger = { # capital_province = { # county = { # any_this_title_or_de_jure_above = { # this = title:k_portugal # } # } # } #} # ##Someone formed Portugal! #iberia_north_africa.0002 = { #by Mathilda Bjarnehed # type = character_event # title = iberia_north_africa.0001.t # desc = { # desc = iberia_north_africa.0002.start.desc # first_valid = { # triggered_desc = { # trigger = { # has_RelationToMe_relation = { CHARACTER = scope:portugal_former } # } # desc = iberia_north_africa.0002.relation_former.desc # } # desc = iberia_north_africa.0002.former.desc # } # desc = iberia_north_africa.0002.end.desc # } # theme = realm # left_portrait = { # character = scope:portugal_former # animation = admiration # } # # immediate = { # #If in Portugal, play the appropriate sound effect. # if = { # limit = { iberia_north_africa_0002_is_in_portugal_trigger = yes } # play_music_cue = "mx_cue_positive_effect" # } # } # # #OK # option = { # trigger = { iberia_north_africa_0002_is_in_portugal_trigger = no } # name = { # trigger = { faith = scope:portugal_former.faith } # text = iberia_north_africa.0002.a1 # } # name = { # trigger = { faith != scope:portugal_former.faith } # text = name_i_see # } # } # # #Convert to portuguese # option = { # trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes } # name = iberia_north_africa.0002.b # # every_courtier = { # limit = { has_same_culture_as = root } # add_to_list = convert_list # } # # set_culture = culture:portuguese # # every_in_list = { # list = convert_list # custom = portguese_convert_list_court # set_culture = culture:portuguese # } # # ai_chance = { # base = 1 # } # } # # #Keep my culture # option = { # trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes } # name = iberia_north_africa.0002.c # # reverse_add_opinion = { # target = scope:portugal_former # modifier = disappointed_opinion # opinion = -15 # } # # ai_chance = { # base = 0 # } # } #} # # ##I have united the Spanish thrones! #iberia_north_africa.0005 = { #by Mathilda Bjarnehed # type = character_event # title = iberia_north_africa.0005.t # desc = iberia_north_africa.0005.desc # theme = realm # left_portrait = { # character = scope:spain_uniter # animation = personality_bold # } # # immediate = { # play_music_cue = "mx_cue_positive_effect" # unite_the_spanish_thrones_decision_effects = yes # legend_seed_great_deed_title_effect = { # TITLE = root.primary_title # } # # } # # option = { # name = iberia_north_africa.0005.a # # give_nickname = nick_the_motherfather_of_spain # } #} # ##Someone united the spanish thrones! #iberia_north_africa.0006 = { #by Mathilda Bjarnehed # type = character_event # title = iberia_north_africa.0005.t # desc = { # desc = iberia_north_africa.0006.start.desc # first_valid = { # triggered_desc = { # trigger = { # has_RelationToMe_relation = { CHARACTER = scope:spain_uniter } # } # desc = iberia_north_africa.0006.relation_former.desc # } # desc = iberia_north_africa.0006.former.desc # } # desc = iberia_north_africa.0006.end.desc # } # theme = realm # left_portrait = { # character = scope:spain_uniter # animation = personality_bold # } # # option = { # name = name_i_see # } #} # #I have united Africa! #iberia_north_africa.0010 = { #by Mathilda Bjarnehed # type = character_event # title = iberia_north_africa.0010.t # desc = { # desc = iberia_north_africa.0010.start.desc # triggered_desc = { # trigger = { # exists = scope:vassal_1 # exists = scope:vassal_2 # } # desc = iberia_north_africa.0010.vassals.desc # } # first_valid = { # triggered_desc = { # trigger = { faith = { religion_tag = west_african_bori_religion } } # desc = iberia_north_africa.0010.spirits.desc # } # triggered_desc = { # trigger = { # faith = { # OR = { # religion_tag = west_african_roog_religion # religion_tag = west_african_religion # } # } # } # desc = iberia_north_africa.0010.ancestors.desc # } # desc = iberia_north_africa.0010.generic.desc # } # } # theme = realm # left_portrait = { # character = scope:africa_uniter # animation = personality_honorable # } # # immediate = { # play_music_cue = "mx_cue_epic_sacral_moment" # unite_africa_decision_effects = yes # legend_seed_great_deed_region_effect = { # REGION = geographical_region:world_africa # } # # #For description # random_vassal = { # limit = { highest_held_title_tier = tier_kingdom } # alternative_limit = { highest_held_title_tier = tier_duchy } # alternative_limit = { highest_held_title_tier = tier_county } # save_scope_as = vassal_1 # } # random_vassal_or_below = { # limit = { # NOR = { # has_culture = scope:vassal_1.culture # highest_held_title_tier = scope:vassal_1.highest_held_title_tier # } # highest_held_title_tier = tier_county # } # alternative_limit = { # NOR = { # has_culture = scope:vassal_1.culture # highest_held_title_tier = scope:vassal_1.highest_held_title_tier # } # highest_held_title_tier = tier_duchy # } # alternative_limit = { # NOR = { # has_culture = scope:vassal_1.culture # highest_held_title_tier = scope:vassal_1.highest_held_title_tier # } # } # save_scope_as = vassal_2 # } # } # # option = { # name = iberia_north_africa.0010.a # # give_nickname = nick_the_unifier_of_africa # } #} # ##Someone united Africa! #iberia_north_africa.0011 = { #by Mathilda Bjarnehed # type = character_event # title = iberia_north_africa.0010.t # desc = { # desc = iberia_north_africa.0011.start.desc # first_valid = { # triggered_desc = { # trigger = { # has_RelationToMe_relation = { CHARACTER = scope:africa_uniter } # } # desc = iberia_north_africa.0011.relation_former.desc # } # desc = iberia_north_africa.0011.former.desc # } # desc = iberia_north_africa.0011.end.desc # } # theme = realm # left_portrait = { # character = scope:africa_uniter # animation = personality_honorable # } # # immediate = { # show_as_tooltip = { # scope:africa_uniter.faith = { # change_fervor = { # value = medium_fervor_gain # desc = fervor_gain_united_africa # } # } # } # } # # option = { # name = { # trigger = { faith = scope:africa_uniter.faith } # text = iberia_north_africa.0002.a1 # } # name = { # trigger = { faith != scope:africa_uniter.faith } # text = name_alas # } # } #} # # ##I have avenged the Battle of Tours #iberia_north_africa.0015 = { #by Mathilda Bjarnehed # type = character_event # title = iberia_north_africa.0015.t # desc = { # desc = iberia_north_africa.0015.part1.desc # desc = iberia_north_africa.0015.part2.desc # } # theme = realm # left_portrait = { # character = scope:avenger # animation = personality_vengeful # } # # immediate = { # play_music_cue = "mx_cue_combat_2" # avenge_the_battle_of_tours_decision_effects = yes # legend_seed_great_deed_faith_effect = { # ANTAGONIST = scope:frankish_christian_faith.religious_head # OLD_FAITH = scope:frankish_christian_faith # } # } # # option = { # name = iberia_north_africa.0015.a # # # } #} # ##Someone avenged the Battle of Tours #iberia_north_africa.0016 = { #by Mathilda Bjarnehed # type = character_event # title = { # first_valid = { # triggered_desc = { # trigger = { faith = { religion_tag = islam_religion } } # desc = iberia_north_africa.0015.t # } # desc = iberia_north_africa.0016.t # } # } # desc = { # first_valid = { # triggered_desc = { # trigger = { faith = { religion_tag = islam_religion } } # desc = { # desc = iberia_north_africa.0015.part1.desc # first_valid = { # triggered_desc = { # trigger = { # has_RelationToMe_relation = { CHARACTER = scope:avenger } # } # desc = iberia_north_africa.0016.relation_former.desc # } # desc = iberia_north_africa.0016.former.desc # } # desc = iberia_north_africa.0015.islam.desc # } # } # desc = iberia_north_africa.0016.generic.desc # } # } # theme = realm # left_portrait = { # character = scope:avenger # animation = personality_vengeful # } # # immediate = { # play_music_cue = "mx_cue_combat_3" # if = { # limit = { exists = scope:frankish_christian_faith } # show_as_tooltip = { # scope:avenger = { # faith = { # change_fervor = { # value = major_fervor_gain # desc = fervor_gain_avenged_battle_of_tours # } # } # } # scope:frankish_christian_faith = { # change_fervor = { # value = major_fervor_loss # desc = fervor_loss_avenged_battle_of_tours # } # } # } # } # } # # option = { # name = { # trigger = { faith = { religion_tag = islam_religion } } # text = iberia_north_africa.0015.a # } # name = { # trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } } # text = iberia_north_africa.0016.christianity.a # } # name = { # trigger = { # faith = { # NOR = { # OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } # religion_tag = islam_religion # } # } # } # text = name_alas # } # } #} # ##I formed Canarias! #iberia_north_africa.9101 = { #by James Beaumont # type = character_event # title = iberia_north_africa.9101.t # desc = { # desc = iberia_north_africa.9101.desc.intro # first_valid = { # triggered_desc = { # trigger = { # NOT = { religion = religion:north_african_religion } # } # desc = iberia_north_africa.9101.desc.iberian # } # triggered_desc = { # trigger = { # religion = religion:north_african_religion # } # desc = iberia_north_africa.9101.desc.guanche # } # } # desc = iberia_north_africa.9101.desc.outro # } # theme = realm # left_portrait = { # character = scope:canarias_former # animation = admiration # } # # immediate = { # play_music_cue = "mx_cue_positive_effect" # declare_canarias_decision_effects = yes # legend_seed_new_title_effect = yes # } # # option = { # name = iberia_north_africa.9101.a # trigger = { # NOT = { # culture = { has_cultural_pillar = heritage_iberian } # } # } # set_nickname_effect = { NICKNAME = nick_the_great } # } # # option = { # name = iberia_north_africa.9101.b # trigger = { # NAND = { # culture = { has_cultural_pillar = heritage_berber } # religion = religion:north_african_religion # } # } # set_nickname_effect = { NICKNAME = nick_the_great } # title:k_canarias = { # set_de_jure_liege_title = title:e_spain # } # } #} # ################################################### ## Loyalty to St. Peter's Throne ## by Ewan Cowhig Croft ## 0101 - 0110 ################################################### # ## Mozarabic Christianity reaffirms its place amongst the ecumenical churches. #iberia_north_africa.0101 = { # type = character_event # title = iberia_north_africa.0101.t # desc = iberia_north_africa.0101.desc # theme = faith # left_portrait = { # character = scope:religious_leader # animation = personality_zealous # } # right_portrait = { # character = scope:pope # animation = flirtation # } # # immediate = { play_music_cue = "mx_cue_faith_conversion" } # # # One people, one faith: swap Rite for Communal Identity. # option = { # name = iberia_north_africa.0101.a # flavor = iberia_north_africa.0101.a.tt # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = mozarabic_choice # value = flag:righteous # } # # stress_impact = { # shy = minor_stress_impact_gain # cynical = medium_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_sociability = 1 # ai_zeal = 0.5 # } # } # } # # # We cannot be afraid to seize power in order to defend our own: swap Rite for Pursuit of Power. # option = { # name = iberia_north_africa.0101.b # flavor = iberia_north_africa.0101.b.tt # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = mozarabic_choice # value = flag:fundamentalist # } # # stress_impact = { # compassionate = medium_stress_impact_loss # craven = major_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_vengefulness = 1 # ai_compassion = -1 # } # } # } # # # The GetHolyBooks will still need interpretation: swap Rite for Religious Law. # option = { # name = iberia_north_africa.0101.c # flavor = iberia_north_africa.0101.c.tt # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = mozarabic_choice # value = flag:pluralist # } # # stress_impact = { # lazy = medium_stress_impact_loss # arbitrary = major_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_rationality = 1 # ai_energy = 0.5 # } # } # } # # after = { # # Now take care of notification events for players. # every_player = { # limit = { # this != scope:religious_leader # OR = { # faith = faith:mozarabic_church # any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege } # } # } # trigger_event = iberia_north_africa.0102 # } # # And finally, actually apply the effects. # if = { # limit = { # exists = scope:mozarabic_choice # scope:mozarabic_choice = flag:fundamentalist # } # mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes # } # if = { # limit = { # exists = scope:mozarabic_choice # scope:mozarabic_choice = flag:righteous # } # mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes # } # if = { # limit = { # exists = scope:mozarabic_choice # scope:mozarabic_choice = flag:pluralist # } # mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes # } # } #} # ## Notification event for relevant players. #iberia_north_africa.0102 = { # type = character_event # title = iberia_north_africa.0102.t # desc = { # desc = iberia_north_africa.0102.desc.intro # # Fundamentalist # triggered_desc = { # trigger = { scope:mozarabic_choice = flag:fundamentalist } # desc = iberia_north_africa.0102.desc.fundamentalist # } # # Righteous # triggered_desc = { # trigger = { scope:mozarabic_choice = flag:righteous } # desc = iberia_north_africa.0102.desc.righteous # } # # Pluralist # triggered_desc = { # trigger = { scope:mozarabic_choice = flag:pluralist } # desc = iberia_north_africa.0102.desc.pluralist # } # } # theme = faith # left_portrait = { # character = scope:religious_leader # animation = personality_zealous # } # right_portrait = { # character = scope:pope # animation = flirtation # } # # immediate = { play_music_cue = "mx_cue_faith_conversion" } # # # Fundamentalist path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith = faith:mozarabic_church } # desc = iberia_north_africa.0102.a.same_faith # } # triggered_desc = { # trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } # desc = iberia_north_africa.0102.a.same_religion # } # desc = iberia_north_africa.0102.a.misc # } # } # } # trigger = { scope:mozarabic_choice = flag:fundamentalist } # # show_as_tooltip = { # scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } # # # Righteous path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith = faith:mozarabic_church } # desc = iberia_north_africa.0102.b.same_faith # } # triggered_desc = { # trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } # desc = iberia_north_africa.0102.b.same_religion # } # desc = iberia_north_africa.0102.b.misc # } # } # } # trigger = { scope:mozarabic_choice = flag:righteous } # # show_as_tooltip = { # scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } # # # Pluralist path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith = faith:mozarabic_church } # desc = iberia_north_africa.0102.c.same_faith # } # triggered_desc = { # trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } # desc = iberia_north_africa.0102.c.same_religion # } # desc = iberia_north_africa.0102.c.misc # } # } # } # trigger = { scope:mozarabic_choice = flag:pluralist } # # show_as_tooltip = { # scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } #} # ################################################### ## An Iberian Rite ## by Ewan Cowhig Croft ## 0111 - 0120 ################################################### # ## Mozarabic Christianity breaks away from Rome's strictures. #iberia_north_africa.0111 = { # type = character_event # title = iberia_north_africa.0111.t # desc = iberia_north_africa.0111.desc # theme = faith # left_portrait = { # character = scope:religious_leader # animation = personality_vengeful # } # right_portrait = { # character = scope:pope # animation = fear # } # # immediate = { play_music_cue = "mx_cue_faith_conversion" } # # # Jesus taught peace, and we shall follow: swap Rite for Pacifism. # option = { # name = iberia_north_africa.0111.a # flavor = iberia_north_africa.0111.a.tt # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = mozarabic_choice # value = flag:righteous # } # # stress_impact = { # shy = minor_stress_impact_gain # cynical = medium_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_sociability = 1 # ai_zeal = 0.5 # } # } # } # # # Even without Rome, we know the value of defending our own: swap Rite for Armed Pilgrimages. # option = { # name = iberia_north_africa.0111.b # flavor = iberia_north_africa.0111.b.tt # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = mozarabic_choice # value = flag:fundamentalist # } # # stress_impact = { # compassionate = medium_stress_impact_loss # craven = major_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_vengefulness = 1 # ai_compassion = -1 # } # } # } # # # Is Islam not a religion of the Book too?: swap Rite for Islamic Syncretism. # option = { # name = iberia_north_africa.0111.c # flavor = iberia_north_africa.0111.c.tt # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = mozarabic_choice # value = flag:pluralist # } # # stress_impact = { # lazy = medium_stress_impact_loss # arbitrary = major_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_rationality = 1 # ai_energy = 0.5 # } # } # } # # after = { # mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes # # Now take care of notification events for players. # every_player = { # limit = { # this != scope:religious_leader # OR = { # faith = faith:mozarabic_church # any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege } # } # } # trigger_event = iberia_north_africa.0112 # } # # And finally, actually apply the effects. # if = { # limit = { # exists = scope:mozarabic_choice # scope:mozarabic_choice = flag:fundamentalist # } # mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes # } # if = { # limit = { # exists = scope:mozarabic_choice # scope:mozarabic_choice = flag:righteous # } # mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes # } # if = { # limit = { # exists = scope:mozarabic_choice # scope:mozarabic_choice = flag:pluralist # } # mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes # } # } #} # ## Notification event for relevant players. #iberia_north_africa.0112 = { # type = character_event # title = iberia_north_africa.0112.t # desc = { # desc = iberia_north_africa.0112.desc.intro # # Fundamentalist # triggered_desc = { # trigger = { scope:mozarabic_choice = flag:fundamentalist } # desc = iberia_north_africa.0112.desc.fundamentalist # } # # Righteous # triggered_desc = { # trigger = { scope:mozarabic_choice = flag:righteous } # desc = iberia_north_africa.0112.desc.righteous # } # # Pluralist # triggered_desc = { # trigger = { scope:mozarabic_choice = flag:pluralist } # desc = iberia_north_africa.0112.desc.pluralist # } # } # theme = faith # left_portrait = { # character = scope:religious_leader # animation = personality_vengeful # } # right_portrait = { # character = scope:pope # animation = fear # } # # immediate = { # play_music_cue = "mx_cue_faith_conversion" # } # # # Fundamentalist path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith = faith:mozarabic_church } # desc = iberia_north_africa.0112.a.same_faith # } # triggered_desc = { # trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } # desc = iberia_north_africa.0112.a.same_religion # } # desc = iberia_north_africa.0112.a.misc # } # } # } # trigger = { scope:mozarabic_choice = flag:fundamentalist } # # show_as_tooltip = { # scope:religious_leader = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } # # # Righteous path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith = faith:mozarabic_church } # desc = iberia_north_africa.0112.b.same_faith # } # triggered_desc = { # trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } # desc = iberia_north_africa.0112.b.same_religion # } # desc = iberia_north_africa.0112.b.misc # } # } # } # trigger = { scope:mozarabic_choice = flag:righteous } # # show_as_tooltip = { # scope:religious_leader = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } # # # Pluralist path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { # faith = { # OR = { # this = faith:mozarabic_church # has_doctrine = tenet_islamic_syncretism # } # } # } # desc = iberia_north_africa.0112.c.same_faith # } # triggered_desc = { # trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } # desc = iberia_north_africa.0112.c.same_religion # } # triggered_desc = { # trigger = { religion = religion:islam_religion } # desc = iberia_north_africa.0112.c.same_religion # } # desc = iberia_north_africa.0112.c.misc # } # } # } # trigger = { scope:mozarabic_choice = flag:pluralist } # # show_as_tooltip = { # scope:religious_leader = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } # # after = { # show_as_tooltip = { mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes } # } #} # ################################################### ## A Return to the Countryside ## ^Geddit GEDDIT [not-actually-particularly-clever chortling] ## by Ewan Cowhig Croft ## 0121 - 0130 ################################################### # ## A disillusioned ruler seeks out and sponsors the remnant pagan aspects of the Pyrenees. #iberia_north_africa.0121 = { # type = character_event # title = iberia_north_africa.0121.t # desc = { # desc = iberia_north_africa.0121.desc.intro # # Nab the rationalisation. # desc = { # # We order these according to approximate rarity level/importance. # ## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales. # first_valid = { # # Excommunicated # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes } # desc = iberia_north_africa.0121.desc.excommunicated # } # # Rivalry with HoF # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes } # desc = iberia_north_africa.0121.desc.rivalry_with_hof # } # # Negative Piety Level # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes } # desc = iberia_north_africa.0121.desc.negative_piety_level # } # # Easter egg: the Lorgar special # triggered_desc = { # trigger = { has_trait = zealous } # desc = iberia_north_africa.0121.desc.lorgar # } # # Sinful Traits # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes } # desc = iberia_north_africa.0121.desc.sinful_traits # } # # Virtuous Basque pagan traits # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes } # desc = iberia_north_africa.0121.desc.virtuous_basque_pagan_traits # } # # Naked cynicism; we use this as the fallback. # desc = iberia_north_africa.0121.desc.naked_cynicism # } # } # desc = iberia_north_africa.0121.desc.outro # } # theme = faith # left_portrait = { # character = scope:religious_leader # animation = scheme # } # right_portrait = { # character = scope:scandalised_cleric # animation = stress # } # override_background = { reference = wilderness_mountains } # # immediate = { # play_music_cue = "mx_cue_faith_conversion" # } # # # scope:basque_faith shall be a warrior's faith again!: swap Christian Syncretism for Warmonger. # option = { # name = iberia_north_africa.0121.a # flavor = iberia_north_africa.0121.a.tt # # The AI should only really be doing this if they're coming out of the Vikings or otherwise have suitable traits. # trigger = { # OR = { # is_ai = no # scope:old_faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed } # has_trait = wrathful # has_trait = crusader_king # has_trait = faith_warrior # } # } # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = basque_choice # value = flag:righteous # } # # stress_impact = { # base = major_stress_impact_gain # wrathful = miniscule_stress_impact_loss # calm = minor_stress_impact_gain # compassionate = medium_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_vengefulness = 1 # ai_energy = 0.5 # } # } # } # # # It is more important to live in harmony with nature than with neighbours: swap Christian Syncretism for Sanctity of Nature. # option = { # name = iberia_north_africa.0121.b # flavor = iberia_north_africa.0121.b.tt # # The AI should only be doing this if they're self-assured about what it'll likely do to them, or it's something they're already in to. # trigger = { # OR = { # is_ai = no # faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible } # AND = { # OR = { # has_trait = stubborn # has_trait = patient # has_trait = lifestyle_gardener # } # has_trait = calm # has_trait = brave # } # } # } # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = basque_choice # value = flag:fundamentalist # } # # stress_impact = { # base = major_stress_impact_gain # # I mean, you *know* this one is gonna come back to bite you, hard. # craven = major_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_zeal = 1 # ai_vengefulness = -1 # } # } # } # # # There are more worthy religions to share traditions with...: swap Christian Syncretism for Islamic Syncretism. # option = { # name = iberia_north_africa.0121.c # flavor = iberia_north_africa.0121.c.tt # # The AI should only really be doing this if it means they're adopting *less* traditions, not more. # trigger = { # OR = { # is_ai = no # faith = { # has_doctrine_parameter = islamic_syncretic_actor_opinion_active # religion = religion:islam_religion # } # } # } # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = basque_choice # value = flag:pluralist # } # # # Zealous Muslims & syncretics gain less stress from this. # if = { # limit = { # faith = { # has_doctrine_parameter = islamic_syncretic_actor_opinion_active # religion = religion:islam_religion # } # } # stress_impact = { # base = major_stress_impact_gain # zealous = medium_stress_impact_loss # fickle = minor_stress_impact_gain # drunkard = major_stress_impact_gain # } # } # # But everyone else doesn't. # else = { # stress_impact = { # base = major_stress_impact_gain # fickle = minor_stress_impact_gain # drunkard = major_stress_impact_gain # } # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_zeal = 1 # ai_boldness = 1 # } # } # } # # # If I try to force change, am I any less corrupt than scope:old_faith?: leave the faith as you found it. # option = { # name = iberia_north_africa.0121.d # flavor = iberia_north_africa.0121.d.tt # # # Apply the effects in the after block to keep future notifications from erroring. # show_as_tooltip = { favour_the_countryside_basques_decision_default_path_scripted_effect = yes } # # Flag our choice. # save_scope_value_as = { # name = basque_choice # value = flag:unchanged # } # # stress_impact = { # lazy = minor_stress_impact_loss # arbitrary = major_stress_impact_gain # } # ai_chance = { # base = 100 # ai_value_modifier = { # ai_rationality = 1 # ai_energy = -0.5 # } # } # } # # after = { # legend_seed_great_deed_faith_effect = { # OLD_FAITH = scope:old_faith # ANTAGONIST = scope:scandalised_cleric # } # # Now take care of notification events for players. # every_player = { # limit = { # this != scope:religious_leader # OR = { # favour_the_countryside_basques_counts_as_basque_trigger = yes # any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege } # } # } # trigger_event = iberia_north_africa.0122 # } # # And finally, actually apply the effects. # ## Our default stuff. # favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes # ## Then our changes/lack of changes. # if = { # limit = { # exists = scope:basque_choice # scope:basque_choice = flag:fundamentalist # } # favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes # } # else_if = { # limit = { # exists = scope:basque_choice # scope:basque_choice = flag:righteous # } # favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes # } # else_if = { # limit = { # exists = scope:basque_choice # scope:basque_choice = flag:pluralist # } # favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes # } # else_if = { # limit = { # exists = scope:basque_choice # scope:basque_choice = flag:unchanged # } # favour_the_countryside_basques_decision_default_path_scripted_effect = yes # } # } #} # ## Notification event for relevant players. #iberia_north_africa.0122 = { # type = character_event # title = iberia_north_africa.0122.t # desc = { # desc = iberia_north_africa.0122.desc.intro # # Nab the rationalisation. # desc = { # # We order these according to approximate rarity level/importance. # ## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales. # first_valid = { # # Excommunicated # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes } # desc = iberia_north_africa.0122.desc.excommunicated # } # # Rivalry with HoF # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes } # desc = iberia_north_africa.0122.desc.rivalry_with_hof # } # # Negative Piety Level # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes } # desc = iberia_north_africa.0122.desc.negative_piety_level # } # # Easter egg: the Lorgar special # triggered_desc = { # trigger = { has_trait = zealous } # desc = iberia_north_africa.0122.desc.lorgar # } # # Sinful Traits # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes } # desc = iberia_north_africa.0122.desc.sinful_traits # } # # Virtuous Basque pagan traits # triggered_desc = { # trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes } # desc = iberia_north_africa.0122.desc.virtuous_basque_pagan_traits # } # # Naked cynicism; we use this as the fallback. # desc = iberia_north_africa.0122.desc.naked_cynicism # } # } # desc = iberia_north_africa.0122.desc.midtro # # What direction is the faith going? # first_valid = { # # Fundamentalist # triggered_desc = { # trigger = { scope:basque_choice = flag:fundamentalist } # desc = iberia_north_africa.0122.desc.fundamentalist # } # # Righteous # triggered_desc = { # trigger = { scope:basque_choice = flag:righteous } # desc = iberia_north_africa.0122.desc.righteous # } # # Pluralist # triggered_desc = { # trigger = { scope:basque_choice = flag:pluralist } # desc = iberia_north_africa.0122.desc.pluralist # } # # Unchanged # triggered_desc = { # trigger = { scope:basque_choice = flag:unchanged } # desc = iberia_north_africa.0122.desc.unchanged # } # } # } # theme = faith # left_portrait = { # character = scope:religious_leader # animation = scheme # } # right_portrait = { # character = scope:scandalised_cleric # animation = stress # } # override_background = { reference = wilderness_mountains } # # immediate = { play_music_cue = "mx_cue_faith_conversion" } # # # Culturally Basque or Basque-adjacent player; join in? # option = { # name = iberia_north_africa.0122.a # trigger = { # is_ai = no # favour_the_countryside_basques_counts_as_basque_trigger = yes # } # # set_character_faith_with_conversion = scope:religious_leader.faith # if = { # limit = { # scope:religious_leader.faith = { has_doctrine = doctrine_monotheist } # } # custom_description_no_bullet = { text = mandala_monotheist_warning_tt } # } # show_as_tooltip = { # scope:religious_leader = { # favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes # favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes # } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 0 # } # } # # # Fundamentalist path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith = scope:old_faith } # desc = iberia_north_africa.0122.b.same_faith # } # triggered_desc = { # trigger = { religion = scope:old_faith.religion } # desc = iberia_north_africa.0122.b.same_religion # } # triggered_desc = { # trigger = { # faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed } # } # desc = iberia_north_africa.0122.b.respects_fellow_warmongers # } # desc = iberia_north_africa.0122.b.misc # } # } # } # trigger = { scope:basque_choice = flag:fundamentalist } # # show_as_tooltip = { # scope:religious_leader = { # favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes # favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes # } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } # # # Righteous path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith = scope:old_faith } # desc = iberia_north_africa.0122.c.same_faith # } # triggered_desc = { # trigger = { religion = scope:old_faith.religion } # desc = iberia_north_africa.0122.c.same_religion # } # triggered_desc = { # trigger = { # faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible } # } # desc = iberia_north_africa.0122.c.believes_in_harmony_with_nature # } # desc = iberia_north_africa.0122.c.misc # } # } # } # trigger = { scope:basque_choice = flag:righteous } # # show_as_tooltip = { # scope:religious_leader = { # favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes # favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes # } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } # # # Pluralist path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith.religion = religion:islam_religion } # desc = iberia_north_africa.0122.d.muslim # } # triggered_desc = { # trigger = { faith = scope:old_faith } # desc = iberia_north_africa.0122.d.same_faith # } # triggered_desc = { # trigger = { religion = scope:old_faith.religion } # desc = iberia_north_africa.0122.d.same_religion # } # triggered_desc = { # trigger = { # faith = { has_doctrine_parameter = islamic_syncretic_actor_opinion_active } # } # desc = iberia_north_africa.0122.d.syncretised_with_islam # } # desc = iberia_north_africa.0122.d.misc # } # } # } # trigger = { scope:basque_choice = flag:pluralist } # # show_as_tooltip = { # scope:religious_leader = { # favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes # favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes # } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } # # # Unchanged path. # option = { # # We're using a broken-out block because the auto-magical first_valid name stuff was borking. # name = { # text = { # first_valid = { # triggered_desc = { # trigger = { faith = scope:old_faith } # desc = iberia_north_africa.0122.e.same_faith # } # triggered_desc = { # trigger = { religion = scope:old_faith.religion } # desc = iberia_north_africa.0122.e.same_religion # } # triggered_desc = { # trigger = { # faith = { has_doctrine_parameter = christian_syncretic_actor_opinion_active } # } # desc = iberia_north_africa.0122.e.syncretised_with_christianity # } # desc = iberia_north_africa.0122.e.misc # } # } # } # trigger = { scope:basque_choice = flag:unchanged } # # show_as_tooltip = { # scope:religious_leader = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes } # } # # # No stress impact for a notification event. # ai_chance = { # # AI chance isn't relevant for a notification event. # base = 100 # } # } #} # ################################################### ## A Kingdom around the Aragon ## by Ewan Cowhig Croft ## 0131 - 0140 ################################################### # #scripted_trigger convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = { # tier = tier_county # NOT = { culture = culture:aragonese } #} # #scripted_effect copy_over_new_cultural_pillars_to_aragonese_effect = { # culture:aragonese = { # # Language. # if = { # limit = { # NOT = { has_same_culture_language = scope:founder_culture } # } # set_language_from = scope:founder_culture # } # # Martial Tradition. # if = { # limit = { # NOT = { has_same_culture_martial_tradition = scope:founder_culture } # } # set_martial_custom_from = scope:founder_culture # } # # We don't do heritage because we don't want to shift Aragonese out of the Iberian block. # } #} # #scripted_effect calculate_controlled_aragonese_duchies_effect = { # random_list = { # 100 = { # trigger = { # completely_controls = title:d_valencia # trigger_if = { # limit = { exists = scope:duchy_a } # NOT = { scope:duchy_a = title:d_valencia } # } # trigger_if = { # limit = { exists = scope:duchy_b } # NOT = { scope:duchy_a = title:d_valencia } # } # trigger_if = { # limit = { exists = scope:duchy_c } # NOT = { scope:duchy_a = title:d_valencia } # } # } # title:d_valencia = { # if = { # limit = { # NOT = { exists = scope:duchy_a } # } # save_scope_as = duchy_a # } # else_if = { # limit = { # NOT = { # this = scope:duchy_a # exists = scope:duchy_b # } # } # save_scope_as = duchy_b # } # else_if = { # limit = { # NOT = { # this = scope:duchy_a # this = scope:duchy_b # exists = scope:duchy_c # } # } # save_scope_as = duchy_c # } # } # } # 100 = { # trigger = { # completely_controls = title:d_barcelona # trigger_if = { # limit = { exists = scope:duchy_a } # NOT = { scope:duchy_a = title:d_barcelona } # } # trigger_if = { # limit = { exists = scope:duchy_b } # NOT = { scope:duchy_a = title:d_barcelona } # } # trigger_if = { # limit = { exists = scope:duchy_c } # NOT = { scope:duchy_a = title:d_barcelona } # } # } # title:d_barcelona = { # if = { # limit = { # NOT = { exists = scope:duchy_a } # } # save_scope_as = duchy_a # } # else_if = { # limit = { # NOT = { # this = scope:duchy_a # exists = scope:duchy_b # } # } # save_scope_as = duchy_b # } # else_if = { # limit = { # NOT = { # this = scope:duchy_a # this = scope:duchy_b # exists = scope:duchy_c # } # } # save_scope_as = duchy_c # } # } # } # 100 = { # trigger = { # completely_controls = title:d_navarra # trigger_if = { # limit = { exists = scope:duchy_a } # NOT = { scope:duchy_a = title:d_navarra } # } # trigger_if = { # limit = { exists = scope:duchy_b } # NOT = { scope:duchy_a = title:d_navarra } # } # trigger_if = { # limit = { exists = scope:duchy_c } # NOT = { scope:duchy_a = title:d_navarra } # } # } # title:d_navarra = { # if = { # limit = { # NOT = { exists = scope:duchy_a } # } # save_scope_as = duchy_a # } # else_if = { # limit = { # NOT = { # this = scope:duchy_a # exists = scope:duchy_b # } # } # save_scope_as = duchy_b # } # else_if = { # limit = { # NOT = { # this = scope:duchy_a # this = scope:duchy_b # exists = scope:duchy_c # } # } # save_scope_as = duchy_c # } # } # } # } #} # #scripted_effect convert_aragonese_counties_to_aragonese_effect = { # # Several counties within d_aragon will convert. # while = { # custom = form_the_kingdom_of_aragon_decision.tt.x_random_counties_in_d_aragon # count = 3 # title:d_aragon = { # random_in_de_jure_hierarchy = { # # If scope:founder has their capital in the area, make sure we grab it first. # limit = { # convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes # this = scope:founder.capital_county # } # # Otherwise, go for c_alto_aragon, but we want it to *look* random. # alternative_limit = { # convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes # this = title:c_alto_aragon # this != scope:founder.capital_county # } # # Then we grab any local county held by scope:founder. # alternative_limit = { # convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes # holder = scope:founder # any_neighboring_county = { culture = culture:aragonese } # } # set_county_culture = culture:aragonese # } # } # } #} # ## Aragon, and the Aragonese, has/have emerged. #iberia_north_africa.0131 = { # type = character_event # title = iberia_north_africa.0131.t # desc = { # desc = iberia_north_africa.0131.desc.intro # first_valid = { # # Only has the minimum one duchy. # triggered_desc = { # trigger = { # NOT = { exists = scope:duchy_b } # } # desc = iberia_north_africa.0131.desc.duchy.one # } # # Has an extra duchy. # triggered_desc = { # trigger = { # NOT = { exists = scope:duchy_c } # } # desc = iberia_north_africa.0131.desc.duchy.two # } # # Has all three duchies! # desc = iberia_north_africa.0131.desc.duchy.three # } # desc = iberia_north_africa.0131.desc.outro # } # theme = crown # left_portrait = { # character = scope:founder # animation = personality_bold # } # override_background = { reference = farmland } # # trigger = { # # Account for ruler designer'd Aragonese cultures. # NOT = { culture = culture:aragonese } # } # # on_trigger_fail = { # # If you ruler designer'd in an Aragonese character, everything in this event is irrelevant to ye appart from the culture converting, so we just do that silently. # convert_aragonese_counties_to_aragonese_effect = yes # } # # immediate = { # play_music_cue = "mx_cue_succession_instrumental" # # Calculate scopes for the desc loc. # calculate_controlled_aragonese_duchies_effect = yes # calculate_controlled_aragonese_duchies_effect = yes # calculate_controlled_aragonese_duchies_effect = yes # # Flip scope:founder's culture. # set_culture = culture:aragonese # # Change the culture a bit. # culture:aragonese = { # # Innovations are transferred over. # get_all_innovations_from = scope:founder_culture # # And the creation of the culture is adjusted. # reset_culture_creation_date = yes # } # # Several counties within d_aragon will convert. # convert_aragonese_counties_to_aragonese_effect = yes # legend_seed_new_title_effect = yes # } # # # Vanilla: just the regular Aragonese culture, please. # option = { # name = iberia_north_africa.0131.a # # # No other effects. # # # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars. # ai_chance = { # # The AI should basically always opt for vanilla. # base = 100 # } # } # # # Take Pillars: not all the trappings of scope:founder_culture are so bad... # option = { # name = iberia_north_africa.0131.b # trigger = { # culture:aragonese = { # OR = { # NOT = { has_same_culture_language = scope:founder_culture } # NOT = { has_same_culture_martial_tradition = scope:founder_culture } # } # } # } # # # Copy over the salient pillars. # copy_over_new_cultural_pillars_to_aragonese_effect = yes # # # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars. # ai_chance = { # # The AI should basically always opt for vanilla. # base = 0 # } # } # # # Take Ethos: what's important to us hasn't changed. # option = { # name = iberia_north_africa.0131.c # trigger = { # culture:aragonese = { # NOT = { has_same_culture_ethos = scope:founder_culture } # } # } # # # Copy over the ethos. # culture:aragonese = { set_ethos_from = scope:founder_culture } # # # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars. # ai_chance = { # # The AI should basically always opt for vanilla. # base = 0 # } # } # # # Take Both: we cannot forget our roots! # option = { # name = iberia_north_africa.0131.d # trigger = { # culture:aragonese = { # NOT = { has_same_culture_ethos = scope:founder_culture } # OR = { # NOT = { has_same_culture_language = scope:founder_culture } # NOT = { has_same_culture_martial_tradition = scope:founder_culture } # } # } # } # # # Copy over the ethos. # culture:aragonese = { set_ethos_from = scope:founder_culture } # # Copy over the salient pillars. # copy_over_new_cultural_pillars_to_aragonese_effect = yes # # # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars. # ai_chance = { # # The AI should basically always opt for vanilla. # base = 0 # # ... *basically* always. # modifier = { # add = 100 # has_trait = stubborn # } # } # } #} # ## No notification event for this'un, as it's a small decision. # ## Secure the Mediterranean notif #iberia_north_africa.2105 = { # type = character_event # title = iberia_north_africa.2105.t # desc = iberia_north_africa.2105.desc # theme = crown # override_background = { reference = throne_room_mediterranean } # left_portrait = root # # immediate = { # show_as_tooltip = { # house = { # add_house_modifier = { # modifier = fp2_controls_the_mediterranean_house_modifier # years = 100 # } # } # dynasty = { add_dynasty_prestige = major_prestige_gain } # } # } # # option = { # name = iberia_north_africa.2105.a # custom_tooltip = secure_mediterranean_decision.a # } #} # ######################################################### ## golden_age_jewish_science_in_iberia_decision events ## By Hugo Cortell ## ## Note: These events are all additional ## rewards for sponsoring a golden age, ## therefore they are not much of a challenge. ## Just some cool free stuff for players! ######################################################### #iberia_north_africa.2001 = { # Jewish translator of old books (reward: skill boost) # type = character_event # title = iberia_north_africa.2001.t # desc = iberia_north_africa.2001.desc # # theme = learning # override_background = { reference = throne_room } # left_portrait = { # character = root # animation = personality_content # } # right_portrait = { # character = scope:generated_actor # animation = admiration # } # # immediate = { # create_character = { # age = { 24 51 } # location = root.capital_province # gender_female_chance = root_faith_dominant_gender_female_chance # culture = root.culture # faith = faith:rabbinism # random_traits = yes # trait = education_learning_2 # learning = { 6 12 } # # dynasty = none # after_creation = { # add_prestige = { minor_prestige_gain major_prestige_gain } # add_piety = { minor_piety_gain medium_piety_gain } # } # # save_scope_as = generated_actor # } # # get_lowest_player_skill_effect = yes # } # # option = { # Request a book that will make up for your weaknesses - for a price # flavor = iberia_north_africa.2001.a.a # name = { # text = { # desc = iberia_north_africa.2001.a # desc = { # first_valid = { # triggered_desc = { # trigger = { scope:lowest_player_skill = flag:martial } # desc = iberia_north_africa.2001.a.martial # } # triggered_desc = { # trigger = { scope:lowest_player_skill = flag:learning } # desc = iberia_north_africa.2001.a.learning # } # triggered_desc = { # trigger = { scope:lowest_player_skill = flag:stewardship } # desc = iberia_north_africa.2001.a.stewardship # } # desc = iberia_north_africa.2001.a.diplointrigue # } # } # desc = iberia_north_africa.2001.a.end # } # } # # send_interface_message = { # type = event_learning_good # title = iberia_north_africa.2001.t # right_icon = scope:generated_actor # # pay_short_term_gold = { # target = scope:generated_actor # gold = medium_gold_value # } # if = { # limit = { scope:lowest_player_skill = flag:diplomacy } # add_character_modifier = { # modifier = fp2_translated_skill_book_diplomacy_modifier # years = 20 # } # } # else_if = { # limit = { scope:lowest_player_skill = flag:martial } # add_character_modifier = { # modifier = fp2_translated_skill_book_martial_modifier # years = 20 # } # } # else_if = { # limit = { scope:lowest_player_skill = flag:stewardship } # add_character_modifier = { # modifier = fp2_translated_skill_book_stewardship_modifier # years = 20 # } # } # else_if = { # limit = { scope:lowest_player_skill = flag:intrigue } # add_character_modifier = { # modifier = fp2_translated_skill_book_intrigue_modifier # years = 20 # } # } # else = { # add_character_modifier = { # modifier = fp2_translated_skill_book_learning_modifier # years = 20 # } # } # } # # ai_chance = { # base = 20 # modifier = { # add = -50 # short_term_gold < medium_gold_value # } # } # } # # option = { # Sure give me anything (no control over outcome, but always positive - and at a lower cost) # name = iberia_north_africa.2001.b # # show_as_tooltip = { # pay_short_term_gold = { # target = scope:generated_actor # gold = minor_gold_value # } # custom_tooltip = iberia_north_africa.2001.b.a # } # hidden_effect = { # send_interface_message = { # type = event_learning_good # title = iberia_north_africa.2001.t # right_icon = scope:generated_actor # # pay_short_term_gold = { # target = scope:generated_actor # gold = minor_gold_value # } # random_list = { # 1 = { # add_character_modifier = { # modifier = fp2_translated_skill_book_diplomacy_modifier # years = 20 # } # } # 1 = { # add_character_modifier = { # modifier = fp2_translated_skill_book_martial_modifier # years = 20 # } # } # 1 = { # add_character_modifier = { # modifier = fp2_translated_skill_book_stewardship_modifier # years = 20 # } # } # 1 = { # add_character_modifier = { # modifier = fp2_translated_skill_book_intrigue_modifier # years = 20 # } # } # 1 = { # add_character_modifier = { # modifier = fp2_translated_skill_book_learning_modifier # years = 20 # } # } # } # } # } # # ai_chance = { # base = 80 # modifier = { # add = -50 # short_term_gold < minor_gold_value # } # } # } # # option = { # History is dumb # name = iberia_north_africa.2001.c # # send_interface_message = { # type = event_learning_good # title = fp2_rejection_of_old_thoughts_modifier # right_icon = root # # capital_county = { # add_county_modifier = { # modifier = fp2_rejection_of_old_thoughts_modifier # years = 5 # } # } # } # # ai_chance = { base = 35 } # } # # after = { scope:generated_actor = { silent_disappearance_effect = yes } } #} # #iberia_north_africa.2002 = { # Cataract surgery event (reward: free doctor) # type = character_event # title = iberia_north_africa.2002.t # desc = iberia_north_africa.2002.desc # # theme = learning # override_background = { reference = throne_room } # left_portrait = { # character = scope:patientzero # animation = beg # } # lower_left_portrait = root # right_portrait = { # character = scope:generated_actor # animation = disapproval # } # # trigger = { # any_vassal_or_below = { # age > 48 # Cataracts begin to develop at 40 years of age and usually finish by 60, therefore 50 seems like a decent value for a medieval high-society member # NOT = { has_trait = blind } # } # } # # immediate = { # create_character = { # age = { 21 44 } # location = root.capital_province # gender_female_chance = root_faith_dominant_gender_female_chance # culture = root.culture # faith = faith:rabbinism # random_traits = yes # trait = scholar # trait = lifestyle_physician # learning = { 8 12 } # # dynasty = none # after_creation = { # add_gold = minor_gold_value # add_prestige = { medium_prestige_gain major_prestige_gain } # add_piety = minor_piety_gain # add_trait_xp = { # trait = lifestyle_physician # value = 100 # } # } # # save_scope_as = generated_actor # } # # random_vassal_or_below = { # limit = { # age > 48 # NOT = { has_trait = blind } # } # save_scope_as = patientzero # } # # if = { # limit = { # any_child = { # is_child_of = root # age < 15 # } # } # random_child = { # limit = { # is_child_of = root # age < 15 # } # save_scope_as = child_offering # } # } # } # # option = { # Offer your child as an assistant, ~50% chance of learning medicine, 10% chance of dying. (good odds by lunatic trait option standards) # name = iberia_north_africa.2002.a # flavor = iberia_north_africa.2002.a.flavor # # trigger = { # is_ai = no # exists = scope:child_offering # OR = { # has_trait = lunatic_1 # has_trait = lunatic_genetic # has_trait = lifestyle_physician # has_trait = torturer # } # } # # random_list = { # 50 = { # modifier = { # add = scope:child_offering.learning # always = yes # } # send_interface_message = { # type = event_court_physician_good # title = iberia_north_africa.2002.a.b # left_icon = scope:patientzero # right_icon = scope:generated_actor # # random_list = { # desc = iberia_north_africa.2002.a.a # 45 = {} # Assistant helps, but fails to learn anything # 45 = { # modifier = { # add = { # value = scope:child_offering.learning # divide = 1.25 # round = yes # } # always = yes # } # scope:child_offering = { # if = { # For really, really odd cases # limit = { has_trait = lifestyle_physician } # add_learning_lifestyle_xp = medium_lifestyle_experience # add_trait_xp = { # trait = lifestyle_physician # value = 5 # } # } # add_trait = lifestyle_physician # } # } # 10 = { # scope:child_offering = { # death = { death_reason = death_training_accident } # } # } # } # scope:patientzero = { # add_character_modifier = { # modifier = fp2_removed_cataracts_modifier # years = 30 # } # } # add_courtier = scope:generated_actor # add_prestige = medium_prestige_gain # } # } # 50 = { # send_interface_message = { # type = event_court_physician_bad # title = iberia_north_africa.2002.a.b # left_icon = scope:child_offering # right_icon = scope:patientzero # # random_list = { # desc = iberia_north_africa.2002.a.a # 45 = {} # Assistant helps, but fails to learn anything # 45 = { # scope:child_offering = { # add_trait = lifestyle_physician # } # } # 10 = { # scope:child_offering = { # death = { death_reason = death_training_accident } # } # } # } # scope:patientzero = { add_trait = blind } # } # } # } # } # # option = { # "Did you just "well actually" the entire field of astrology?" option, removes the risk of the doctor running away if the operation is botched # name = iberia_north_africa.2002.d # # trigger = { # OR = { # has_trait = theologian # has_trait = scholar # } # } # # random_list = { # 50 = { # send_interface_message = { # type = event_court_physician_good # title = iberia_north_africa.2002.a.b # left_icon = scope:patientzero # right_icon = scope:generated_actor # # scope:patientzero = { # add_character_modifier = { # modifier = fp2_removed_cataracts_modifier # years = 30 # } # } # add_courtier = scope:generated_actor # add_prestige = medium_prestige_gain # } # } # 50 = { # send_interface_message = { # type = event_court_physician_bad # title = iberia_north_africa.2002.a.b # left_icon = scope:patientzero # right_icon = scope:generated_actor # # scope:patientzero = { add_trait = blind } # add_courtier = scope:generated_actor # add_prestige = minor_prestige_loss # # hidden_effect = { # scope:patientzero = { # set_relation_rival = { # target = scope:generated_actor # reason = rival_failed_cataract_surgery # } # } # } # Reasonably upset # } # } # } # } # # option = { # Take the risk, gamble away the doctor for some renown # name = iberia_north_africa.2002.b # # random_list = { # 50 = { # send_interface_message = { # type = event_court_physician_good # title = iberia_north_africa.2002.a.b # left_icon = scope:patientzero # right_icon = scope:generated_actor # # scope:patientzero = { # add_character_modifier = { # modifier = fp2_removed_cataracts_modifier # years = 30 # } # } # add_courtier = scope:generated_actor # add_prestige = medium_prestige_gain # } # } # 50 = { # send_interface_message = { # type = event_court_physician_bad # title = iberia_north_africa.2002.a.b # right_icon = scope:patientzero # # scope:patientzero = { add_trait = blind } # } # } # } # # ai_chance = { # base = 50 # } # } # # option = { # Safe choice, ask the doctor to say (get free doctor) # name = iberia_north_africa.2002.c # # send_interface_message = { # type = send_interface_message # title = court_physician_court_position # right_icon = scope:generated_actor # # add_courtier = scope:generated_actor # add_prestige = medium_prestige_loss # scope:patientzero = { # add_opinion = { # target = root # modifier = disappointed_opinion # opinion = -25 # } # } # } # # ai_chance = { # base = 50 # } # } # # after = { # if = { # limit = { NOT = { scope:generated_actor = { is_courtier_of = root } } } # scope:generated_actor = { silent_disappearance_effect = yes } # } # } #} # #iberia_north_africa.2003 = { # Two scholars are fighting over misc stuff (reward: one scholar or two grumpy scholars) # type = character_event # title = iberia_north_africa.2003.t # desc = iberia_north_africa.2003.desc # # theme = learning # override_background = { reference = throne_room } # left_portrait = { # character = scope:generated_actor_r # animation = disapproval # } # right_portrait = { # character = scope:generated_actor_k # animation = dismissal # } # lower_center_portrait = root # # immediate = { # create_character = { # age = { 26 51 } # location = root.capital_province # gender_female_chance = root_faith_dominant_gender_female_chance # culture = root.culture # faith = faith:rabbinism # random_traits = yes # trait = scholar # trait = diplomatic_court_1 # learning = { 8 14 } # # dynasty = none # after_creation = { # add_prestige = { minor_prestige_gain major_prestige_gain } # add_piety = { minor_piety_gain medium_piety_gain } # } # # save_scope_as = generated_actor_r # } # # create_character = { # age = { 23 43 } # location = root.capital_province # gender_female_chance = root_faith_dominant_gender_female_chance # culture = root.culture # faith = faith:karaism # random_traits = yes # trait = theologian # trait = scholarly_court_1 # learning = { 8 14 } # # dynasty = none # after_creation = { # add_prestige = { minor_prestige_gain major_prestige_gain } # add_piety = { minor_piety_gain medium_piety_gain } # } # # save_scope_as = generated_actor_k # } # # hidden_effect = { # Let the drama begin # add_courtier = scope:generated_actor_r # add_courtier = scope:generated_actor_k # scope:generated_actor_r = { # add_opinion = { # target = scope:generated_actor_k # modifier = angry_opinion # opinion = -80 # } # } # scope:generated_actor_k = { # add_opinion = { # target = scope:generated_actor_r # modifier = angry_opinion # opinion = -80 # } # } # } # # # Loc # capital_county = { save_scope_as = playerprovince } # } # # option = { # name = iberia_north_africa.2003.a # flavor = iberia_north_africa.2003.a.flavor # # trigger = { # NOTE: You can type bypass_requirements to bypass requirements on options, very useful! # is_ai = no # OR = { # has_trait = bastard_founder # has_trait = saoshyant # has_trait = sayyid # has_trait = savior # has_trait = augustus # has_trait = chakravarti # has_trait = heresiarch # has_trait = crusader_king # has_trait = order_member # has_trait = faith_warrior # has_trait = saint # has_trait = irritable # has_trait = bossy # has_trait = august # } # } # # send_interface_message = { # type = event_learning_good # title = yearly.0001.learning # right_icon = scope:generated_actor_r # left_icon = scope:generated_actor_k # # show_as_tooltip = { # add_courtier = scope:generated_actor_r # add_courtier = scope:generated_actor_k # } # scope:generated_actor_r = { # add_opinion = { # target = root # modifier = feast_sided_against_me_in_my_fight_opinion # opinion = -60 # } # } # scope:generated_actor_k = { # add_opinion = { # target = root # modifier = feast_sided_against_me_in_my_fight_opinion # opinion = -60 # } # } # } # } # # # NOTE: Neither faith is more progressive than the other, therefore this is just the personal opinion of the characters rather than a greater religious feud # option = { # Side with philosophers # name = iberia_north_africa.2003.b # # send_interface_message = { # type = event_learning_good # title = yearly.0001.learning # right_icon = scope:generated_actor_k # # show_as_tooltip = { add_courtier = scope:generated_actor_k } # remove_courtier_or_guest = scope:generated_actor_r # scope:generated_actor_k = { # add_opinion = { # target = root # modifier = feast_sided_with_me_in_my_fight_opinion # opinion = 25 # } # } # } # # ai_chance = { base = 50 } # } # # option = { # Side with prophets # name = iberia_north_africa.2003.c # # send_interface_message = { # type = event_learning_good # title = yearly.0001.learning # right_icon = scope:generated_actor_r # # show_as_tooltip = { add_courtier = scope:generated_actor_r } # remove_courtier_or_guest = scope:generated_actor_k # scope:generated_actor_r = { # add_opinion = { # target = root # modifier = feast_sided_with_me_in_my_fight_opinion # opinion = 25 # } # } # } # # ai_chance = { base = 50 } # } #} # ######################################################### ## build_holy_pilgrim_roads_decision events ## By Hugo Cortell ######################################################### #iberia_north_africa.2011 = { # Holy Warrior # type = character_event # title = iberia_north_africa.2011.t # desc = { # desc = iberia_north_africa.2011.desc # first_valid = { # triggered_desc = { # trigger = { scope:generated_actor = { has_trait = order_member } } # desc = iberia_north_africa.2011.desc_captain # } # desc = iberia_north_africa.2011.desc_soldier # } # } # # theme = faith # override_background = { reference = terrain } # left_portrait = { # character = root # animation = personality_cynical # } # right_portrait = { # character = scope:generated_actor # animation = personality_zealous # } # # trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root } # # immediate = { # scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } } # random_list = { # 70 = { # A missguided holy warrior # create_character = { # age = { 19 34 } # location = scope:pilgrim_spawn_location # gender_female_chance = root_faith_dominant_gender_female_chance # culture = root.culture # faith = root.faith # random_traits = yes # trait = holy_warrior # trait = pilgrim # martial = { 7 12 } # # dynasty = none # after_creation = { # add_gold = minor_gold_value # add_prestige = minor_prestige_gain # add_piety = { minor_piety_gain medium_piety_gain } # if = { # limit = { has_trait = cynical } # remove_trait = cynical # add_trait = zealous # } # random_list = { # Simple backstory # 1 = { add_trait = murderer } # 2 = { add_trait = wounded_1 } # 2 = { add_trait = wounded_2 } # 5 = { add_trait = adventurer } # 1 = { add_trait = lifestyle_hunter } # } # } # # save_scope_as = generated_actor # } # } # 30 = { # Missguided former holy order captain # create_character = { # age = { 27 46 } # location = scope:pilgrim_spawn_location # gender_female_chance = root_faith_dominant_gender_female_chance # culture = root.culture # faith = root.faith # random_traits = yes # trait = warlike_court_2 # trait = holy_warrior # trait = order_member # trait = devoted # trait = pilgrim # trait = brave # martial = { 10 20 } # # dynasty = none # after_creation = { # add_gold = medium_gold_value # add_prestige = { minor_prestige_gain medium_prestige_gain } # add_piety = { # value = major_piety_gain # multiply = { 1 5 } # round = yes # } # if = { # limit = { has_trait = cynical } # remove_trait = cynical # add_trait = zealous # } # random_list = { # Spicy backstory (why would someone in such a cushy position wander off?) # 10 = { add_trait = murderer } # 5 = { add_trait = kinslayer_1 } # 5 = { # if = { # limit = { faith = { has_doctrine = tenet_communion } } # add_trait = excommunicated # random_list = { # 70 = { add_trait = depressed_1 } # This is the worst thing that can happen to a holy warrior after all # 30 = {} # } # } # else = { add_trait = wounded_2 } # } # 6 = { add_trait = adulterer } # 4 = { add_trait = fornicator } # 5 = { add_trait = drunkard } # } # } # # save_scope_as = generated_actor # } # } # } # } # # option = { # Join me (free warrior) # name = iberia_north_africa.2011.a # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2011.t # left_icon = ROOT # right_icon = scope:generated_actor # # add_courtier = scope:generated_actor # } # ai_chance = { base = 25 } # } # # option = { # Spread the word of me (gain modifier) # name = iberia_north_africa.2011.b # flavor = iberia_north_africa.2011.b.flavor # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2011.t # left_icon = ROOT # # add_character_modifier = { # modifier = fp2_trusted_by_pilgrim_warriors_modifier # years = 20 # } # } # # ai_chance = { base = 25 } # scope:generated_actor = { silent_disappearance_effect = yes } # } # # option = { # Finish your duty to the lord (gain piety) # name = iberia_north_africa.2011.c # flavor = iberia_north_africa.2011.c.flavor # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2011.t # left_icon = ROOT # # add_piety = major_piety_gain # } # # ai_chance = { base = 50 } # scope:generated_actor = { silent_disappearance_effect = yes } # } #} # #iberia_north_africa.2012 = { # Broke student (theology or architecture) # type = character_event # title = iberia_north_africa.2012.t # desc = { # desc = iberia_north_africa.2012.desc # first_valid = { # triggered_desc = { # trigger = { scope:generated_actor = { has_trait = theologian } } # desc = iberia_north_africa.2012.desc_student # } # desc = iberia_north_africa.2012.desc_architect # } # } # # theme = faith # override_background = { reference = terrain } # left_portrait = { # character = root # animation = personality_content # } # right_portrait = { # character = scope:generated_actor # animation = admiration # } # # trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root } # # immediate = { # scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } } # random_list = { # 50 = { # Scholar # create_character = { # age = { 18 22 } # location = scope:pilgrim_spawn_location # gender_female_chance = root_faith_dominant_gender_female_chance # culture = root.culture # faith = root.faith # random_traits = yes # trait = theologian # trait = improvident # trait = scholarly_court_1 # trait = pilgrim # learning = { 9 12 } # # dynasty = none # after_creation = { # add_gold = { 0 28 } # remove_short_term_gold = 20 # You cannot add a negative number for gold, therefore we do this # add_prestige = minor_prestige_gain # add_piety = { minor_piety_gain medium_piety_gain } # if = { # limit = { has_trait = cynical } # remove_trait = cynical # add_trait = zealous # } # } # # save_scope_as = generated_actor # } # } # 50 = { # Architect # create_character = { # age = { 18 22 } # location = scope:pilgrim_spawn_location # gender_female_chance = root_faith_dominant_gender_female_chance # culture = root.culture # faith = root.faith # random_traits = yes # trait = architect # trait = contrite # trait = administrative_court_1 # trait = pilgrim # learning = { 8 13 } # # dynasty = none # after_creation = { # add_gold = { 0 22 } # remove_short_term_gold = 10 # add_prestige = minor_prestige_gain # add_piety = minor_piety_gain # if = { # limit = { has_trait = cynical } # remove_trait = cynical # add_trait = zealous # } # } # # save_scope_as = generated_actor # } # } # } # } # # option = { # Buy journal # name = iberia_north_africa.2012.a # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2012.t # left_icon = ROOT # # add_learning_lifestyle_xp = major_lifestyle_experience # remove_short_term_gold = minor_gold_value # } # # ai_chance = { base = 35 } # scope:generated_actor = { silent_disappearance_effect = yes } # } # # option = { # Perhaps instead you should get a job # name = iberia_north_africa.2012.b # flavor = iberia_north_africa.2012.b.flavor # (okay, where? / at the [chosen_holy_site_for_pilgrim_roads.GetNameNoTier] / I have some good news for both of you) # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2012.t # left_icon = ROOT # right_icon = scope:generated_actor # # add_courtier = scope:generated_actor # add_hook_if_possible_effect = { # TARGET = scope:generated_actor # TYPE = indebted_hook # YEARS = 12 # } # } # # ai_chance = { base = 35 } # } # # option = { # Charity action # name = iberia_north_africa.2012.c # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2012.t # left_icon = ROOT # # add_piety = major_piety_gain # remove_short_term_gold = minor_gold_value # } # # ai_chance = { base = 35 } # scope:generated_actor = { silent_disappearance_effect = yes } # } #} # #iberia_north_africa.2013 = { # Warmup check to ensure you meet the conditions for 2014, otherwise do something else # hidden = yes # # trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root } # immediate = { # if = { # limit = { # faith = { # exists = religious_head # religious_head != root # } # } # faith.religious_head = { save_scope_as = fp2_iberia_north_africa_2013_head_of_faith } # trigger_event = iberia_north_africa.2014 # } # else = { # random_list = { # 15 = { trigger_event = iberia_north_africa.2011 } # 15 = { trigger_event = iberia_north_africa.2012 } # # 30 = Removed third outcome # } # } # } #} # #iberia_north_africa.2014 = { # Getting a high five (and a gift) from your HOF # type = letter_event # sender = scope:fp2_iberia_north_africa_2013_head_of_faith # opening = iberia_north_africa.2013.t # desc = iberia_north_africa.2013.desc # # immediate = { # # } # # option = { # Butter your HOF up with complements # name = iberia_north_africa.2013.a # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2013.notif.t # right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith # # scope:fp2_iberia_north_africa_2013_head_of_faith = { # add_opinion = { # target = root # modifier = pious_opinion # opinion = 40 # } # } # } # # ai_chance = { base = 10 } # } # # option = { # Give me the piety!! # name = iberia_north_africa.2013.b # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2013.notif.t # right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith # # add_piety = major_piety_gain # } # # ai_chance = { base = 50 } # } # # option = { # Give me men! # name = iberia_north_africa.2013.c # # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2013.notif.t # right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith # # add_character_modifier = { # modifier = fp2_trusted_by_pilgrim_warriors_modifier # years = 20 # } # } # # ai_chance = { base = 30 } # } # # option = { # Gift me a relic worthy of (location) - Does not req ROCO because it is a trinket # name = iberia_north_africa.2013.d # # show_as_tooltip = { custom_tooltip = iberia_north_africa.2013.d.tooltip } # Can cause strange behavior where a button is unselectable # hidden_effect = { # scope:fp2_iberia_north_africa_2013_head_of_faith = { # set_up_trinket_adjective_effect = yes # random_list = { # 2 = { # create_artifact = { # name = fp2_blessed_junk # description = fp2_blessed_junk_desc # type = miscellaneous # visuals = small_box # modifier = artifact_monthly_piety_1_modifier # save_scope_as = random_trinket # } # } # 1 = { # create_artifact = { # name = fp2_blessed_junk # description = fp2_blessed_junk_desc # type = miscellaneous # visuals = pouch # modifier = artifact_monthly_piety_1_modifier # save_scope_as = random_trinket # } # } # 1 = { # create_artifact = { # name = fp2_blessed_junk # description = fp2_blessed_junk_desc # type = miscellaneous # visuals = medallion # modifier = artifact_monthly_piety_1_modifier # save_scope_as = random_trinket # } # } # 2 = { # create_artifact = { # name = fp2_blessed_junk # description = fp2_blessed_junk_desc # type = miscellaneous # visuals = medium_box # modifier = artifact_monthly_piety_1_modifier # save_scope_as = random_trinket # } # } # 1 = { # create_artifact = { # name = fp2_blessed_junk # description = fp2_blessed_junk_desc # type = miscellaneous # visuals = fabric_roll # modifier = artifact_monthly_piety_1_modifier # save_scope_as = random_trinket # } # } # } # scope:random_trinket = { # add_durability = { # value = artifact_durability # multiply = { -0.45 -0.1 } # This is nice, very nice. # } # } # # if = { # Cleanup # limit = { exists = var:trinket_adjective_followup } # remove_variable = trinket_adjective_followup # } # } # } # # send_interface_toast = { # type = event_toast_effect_good # title = iberia_north_africa.2013.notif.t # right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith # left_icon = scope:random_trinket # # scope:random_trinket = { set_owner = root } # } # # ai_chance = { base = 10 } # } #} # ################# ## Restore Old Vasconia ## by Joe Parkin ################# # ##The kingdom revived. #iberia_north_africa.2100 = { # type = character_event # title = iberia_north_africa.2100.t # desc = iberia_north_africa.2100.desc # theme = realm # left_portrait = { # character = scope:founder # animation = personality_bold # } # # immediate = { # play_music_cue = "mx_cue_positive_effect" # restore_old_vasconia_decision_scripted_effect = yes # restore_old_vasconia_decision_tooltip_scripted_effect = yes # #Notify other players. # every_player = { # limit = { # #this != scope:founder # in_diplomatic_range = root # } # trigger_event = iberia_north_africa.2101 # } # } # # #Well done Nickname # option = { # name = iberia_north_africa.2100.a # give_nickname = nick_the_great # add_prestige = minor_prestige_gain # } # # #Well done. # option = { # name = iberia_north_africa.2100.b # add_prestige = medium_prestige_gain # } #} # ##Inform any players. #iberia_north_africa.2101 = { # type = character_event # title = iberia_north_africa.2100.t # desc = iberia_north_africa.2101.desc # theme = realm # theme = diplomacy # left_portrait = { # character = scope:founder # animation = personality_bold # } # # immediate = { # if = { # limit = { # culture = { # OR = { # this = culture:basque # AND = { # any_parent_culture_or_above = { this = culture:basque } # has_cultural_pillar = heritage_iberian # } # } # } # } # play_music_cue = "mx_cue_positive_effect" # } # restore_old_vasconia_decision_tooltip_scripted_effect = yes # } # # option = { # name = { #Basques are happy. # trigger = { # culture = { # OR = { # this = culture:basque # AND = { # any_parent_culture_or_above = { this = culture:basque } # has_cultural_pillar = heritage_iberian # } # } # } # } # text = iberia_north_africa.2100.b # } # name = { #Iberians and Franks/Occitans are outraged. # trigger = { # NOT = { # culture = { # OR = { # this = culture:basque # AND = { # any_parent_culture_or_above = { this = culture:basque } # has_cultural_pillar = heritage_iberian # } # } # } # } # culture = { # OR = { # has_cultural_pillar = heritage_frankish # has_cultural_pillar = heritage_iberian # } # } # } # text = iberia_north_africa.2101.b # } # name = { #Noone else especially cares. # trigger = { # culture = { # NOR = { # has_cultural_pillar = heritage_iberian # has_cultural_pillar = heritage_frankish # } # } # } # text = iberia_north_africa.2101.c # } # } #} #