namespace = ep3_governor_yearly ################################################## # EP3 Governor Events # by Joe Parkin scripted_trigger ep3_governor_involved_with_root_or_liege_trigger = { OR = { trigger_if = { limit = { exists = house } OR = { root.house ?= house root.top_liege.house ?= house } } is_close_family_of = root is_close_family_of = root.top_liege is_consort_of = root is_consort_of = root.top_liege has_any_scripted_relation = root has_any_scripted_relation = root.top_liege } } ##################################### # Scratching Backs # # by Joe Parkin # # 8010 # ##################################### scripted_trigger ep3_governor_8010_governor_trigger = { this != root is_available_adult = yes is_governor = yes is_ai = yes ep3_governor_involved_with_root_or_liege_trigger = no NOR = { house_has_feud_relation_with_trigger = { TARGET = root } has_trait = content has_trait = honest has_trait = humble } } scripted_effect ep3_governor_8010_offer_demand_effect = { switch = { trigger = $FLAG_SCOPE$ flag:hook = { $RECEIVER$ = { add_hook = { target = $GIVER$ type = obligation_hook } } } flag:candidacy = { $TITLE$ = { change_appointment_investment = { target = $TITLE_RECEIVER$ value = appointment_score_minor_value } } } flag:influence = { $RECEIVER$ = { change_influence = medium_influence_gain } } flag:gold = { $GIVER$ = { pay_short_term_gold = { gold = medium_gold_value target = $RECEIVER$ } } } } } ep3_governor_yearly.8010 = { type = letter_event opening = ep3_governor_yearly.8010.opening desc = { desc = ep3_governor_yearly.8010.desc first_valid = { triggered_desc = { trigger = { scope:governor_request = flag:hook } desc = ep3_governor_yearly.8010.hook } triggered_desc = { trigger = { scope:governor_request = flag:candidacy } desc = ep3_governor_yearly.8010.candidacy } triggered_desc = { trigger = { scope:governor_request = flag:influence } desc = ep3_governor_yearly.8010.influence } desc = ep3_governor_yearly.8010.gold } desc = ep3_governor_yearly.8010.end } sender = { character = scope:governor animation = schadenfreude } cooldown = { years = 10 } trigger = { is_available_adult = yes is_governor = yes top_liege = { any_vassal = { ep3_governor_8010_governor_trigger = yes } } } immediate = { top_liege = { random_vassal = { limit = { ep3_governor_8010_governor_trigger = yes OR = { has_trait = ambitious has_trait = arrogant has_trait = deceitful } any_neighboring_realm_same_rank_owner = { this = root } } alternative_limit = { ep3_governor_8010_governor_trigger = yes OR = { has_trait = ambitious has_trait = arrogant has_trait = deceitful } } alternative_limit = { ep3_governor_8010_governor_trigger = yes } weight = { base = 100 modifier = { add = ai_energy } modifier = { add = ai_boldness } is_of_major_interest_to_weight_up_modifier = { CHARACTER = root } is_of_minor_interest_to_weight_up_modifier = { CHARACTER = root } } save_scope_as = governor ordered_heir_title = { limit = { has_order_of_succession = appointment tier >= tier_duchy } order_by = "place_in_line_of_succession(root)" save_scope_as = their_title } save_scope_as = their_title_receiver if = { limit = { NOR = { exists = scope:their_title primary_heir ?= root.top_liege } } primary_heir ?= { ordered_heir_title = { limit = { has_order_of_succession = appointment tier >= tier_duchy } order_by = "place_in_line_of_succession(scope:governor.primary_heir)" save_scope_as = their_title } save_scope_as = their_title_receiver } } if = { limit = { NOT = { exists = scope:their_title } } top_liege.primary_title = { save_scope_as = their_title } } if = { limit = { NOT = { exists = scope:title_receiver } } save_scope_as = title_receiver } } } ordered_heir_title = { limit = { has_order_of_succession = appointment tier >= tier_duchy } order_by = "place_in_line_of_succession(root)" save_scope_as = title } save_scope_as = title_receiver if = { limit = { NOR = { exists = scope:title primary_heir ?= root.top_liege } } primary_heir ?= { ordered_heir_title = { limit = { has_order_of_succession = appointment tier >= tier_duchy } order_by = "place_in_line_of_succession(root.primary_heir)" save_scope_as = title } save_scope_as = title_receiver } } if = { limit = { NOT = { exists = scope:title } } top_liege.primary_title = { save_scope_as = title } } if = { limit = { NOT = { exists = scope:title_receiver } } save_scope_as = title_receiver } hidden_effect = { random_list = { 10 = { trigger = { NOT = { scope:governor = { has_hook = root } } } modifier = { add = scope:governor.intrigue } save_scope_value_as = { name = governor_request value = flag:hook } } 10 = { trigger = { exists = scope:their_title exists = scope:their_title_receiver scope:their_title = { has_order_of_succession = appointment } } modifier = { add = 10 scope:governor = { has_trait = ambitious } } modifier = { add = 10 scope:governor = { has_claim_on = root.top_liege.primary_title } } save_scope_value_as = { name = governor_request value = flag:candidacy } } 10 = { save_scope_value_as = { name = governor_request value = flag:influence } } 10 = { trigger = { root.gold > root.major_gold_value } modifier = { add = { value = scope:governor.ai_greed multiply = 0.25 } } save_scope_value_as = { name = governor_request value = flag:gold } } } random_list = { 5 = { trigger = { NOR = { scope:governor_request ?= flag:hook has_hook = scope:governor } } modifier = { add = scope:governor.intrigue } save_scope_value_as = { name = governor_offer value = flag:hook } } 10 = { trigger = { NOT = { scope:governor_request ?= flag:candidacy } exists = scope:title exists = scope:title_receiver scope:their_title = { has_order_of_succession = appointment } } modifier = { add = 10 has_trait = ambitious } modifier = { add = 10 has_claim_on = root.top_liege.primary_title } save_scope_value_as = { name = governor_offer value = flag:candidacy } } 10 = { trigger = { NOT = { scope:governor_request ?= flag:influence } } save_scope_value_as = { name = governor_offer value = flag:influence } } 10 = { trigger = { NOT = { scope:governor_request ?= flag:gold } scope:governor.gold > scope:governor.major_gold_value } modifier = { gold < minor_gold_value add = 10 } modifier = { gold < 0 add = 10 } save_scope_value_as = { name = governor_offer value = flag:gold } } } } } option = { # Accept name = ep3_governor_yearly.8010.a ep3_governor_8010_offer_demand_effect = { FLAG_SCOPE = scope:governor_offer GIVER = scope:governor RECEIVER = root TITLE = scope:title TITLE_RECEIVER = scope:title_receiver } ep3_governor_8010_offer_demand_effect = { FLAG_SCOPE = scope:governor_request GIVER = root RECEIVER = scope:governor TITLE = scope:their_title TITLE_RECEIVER = scope:their_title_receiver } reverse_add_opinion = { target = scope:governor modifier = pleased_opinion opinion = 10 } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 2 ai_boldness = 1 ai_honor = -2 ai_energy = 1 } } } option = { # Reverse name = ep3_governor_yearly.8010.b duel = { skills = { intrigue diplomacy } target = scope:governor 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8010.b.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8010.b.success right_icon = scope:governor ep3_governor_8010_offer_demand_effect = { FLAG_SCOPE = scope:governor_offer GIVER = root RECEIVER = scope:governor TITLE = scope:their_title TITLE_RECEIVER = scope:their_title_receiver } ep3_governor_8010_offer_demand_effect = { FLAG_SCOPE = scope:governor_request GIVER = scope:governor RECEIVER = root TITLE = scope:title TITLE_RECEIVER = scope:title_receiver } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8010.b.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8010.b.failure right_icon = scope:governor reverse_add_opinion = { target = scope:governor modifier = annoyed_opinion opinion = -15 } } } } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_boldness = 1 ai_honor = -1 } } } option = { # Refuse name = ep3_governor_yearly.8010.c reverse_add_opinion = { target = scope:governor modifier = disappointed_opinion opinion = -10 } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_boldness = -1 ai_honor = 1 } } } } ##################################### # Provincial Leverage # # by Joe Parkin # # 8020 # ##################################### scripted_trigger ep3_governor_8020_estate_holder_trigger = { this != root is_ai = yes domicile ?= { is_domicile_type = estate OR = { domicile_location.county.holder ?= root domicile_location.county.holder.liege ?= root domicile_location.county.holder.liege.liege ?= root } num_domicile_buildings >= 3 } is_available_adult = yes ep3_governor_involved_with_root_or_liege_trigger = no } scripted_effect ep3_governor_8020_fail_effect = { send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8020.failure right_icon = scope:estate_owner scope:estate_owner = { save_scope_as = recipient } # For loc reasons custom_tooltip = { text = raid_estate_destroy_buildings_tt scope:other_estate = { destroy_random_estate_building_variable_effect = yes destroy_random_estate_building_effect = yes } } } } ep3_governor_yearly.8020 = { type = character_event title = ep3_governor_yearly.8020.t desc = { desc = ep3_governor_yearly.8020.desc } theme = administrative override_background = { reference = estate } left_portrait = { character = root animation = schadenfreude } right_portrait = { character = scope:estate_owner animation = disapproval } cooldown = { years = 10 } trigger = { has_ep3_dlc_trigger = yes is_available_adult = yes is_governor = yes domicile ?= { is_domicile_type = estate } top_liege = { any_vassal_or_below = { ep3_governor_8020_estate_holder_trigger = yes } } } immediate = { domicile = { save_scope_as = my_estate } top_liege = { random_vassal_or_below = { limit = { ep3_governor_8020_estate_holder_trigger = yes } save_scope_as = estate_owner domicile = { save_scope_as = other_estate } } } } option = { # Extort name = ep3_governor_yearly.8020.a flavor = ep3_governor_yearly.8020.reason reverse_add_opinion = { target = scope:estate_owner modifier = extorted_me_opinion opinion = -20 } save_scope_value_as = { name = extort_chance value = { value = 0 add = { value = scope:estate_owner.ai_greed multiply = 0.25 } } } save_scope_value_as = { name = gold_value value = { value = 0 add = { value = scope:estate_owner.minor_gold_value multiply = root.stewardship divide = 2 } } } save_scope_as = extorted duel = { skill = stewardship value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } modifier = { add = scope:extort_chance } modifier = { scope:estate_owner.short_term_gold < scope:gold_value factor = 0.1 } send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8020.success right_icon = scope:estate_owner scope:estate_owner = { pay_short_term_gold = { target = root gold = scope:gold_value } } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } ep3_governor_8020_fail_effect = yes } } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_boldness = 1 ai_honor = -2 ai_energy = 1 } } } option = { # Favor name = ep3_governor_yearly.8020.b flavor = ep3_governor_yearly.8020.reason reverse_add_opinion = { target = scope:estate_owner modifier = extorted_me_opinion opinion = -20 } save_scope_as = extorted save_scope_value_as = { name = extort_chance value = { value = 50 add = { value = scope:estate_owner.ai_honor multiply = 0.25 } max = 75 min = 25 } } duel = { skill = intrigue value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } modifier = { add = scope:extort_chance } send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8020.success right_icon = scope:estate_owner add_hook = { target = scope:estate_owner type = obligation_hook } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } ep3_governor_8020_fail_effect = yes } } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_boldness = 1 ai_honor = -1 } } } option = { # Good word name = ep3_governor_yearly.8020.c flavor = ep3_governor_yearly.8020.reason reverse_add_opinion = { target = scope:estate_owner modifier = extorted_me_opinion opinion = -20 } save_scope_as = extorted save_scope_value_as = { name = extort_chance value = { value = 50 add = { value = scope:estate_owner.ai_energy multiply = 0.25 } max = 75 min = 25 } } save_scope_value_as = { name = influence_value value = { value = minor_influence_gain multiply = diplomacy divide = 2 } } duel = { skill = diplomacy value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } modifier = { add = scope:extort_chance } send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8020.success right_icon = scope:estate_owner change_influence = scope:influence_value scope:estate_owner = { change_influence = minor_influence_loss } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } ep3_governor_8020_fail_effect = yes } } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_boldness = -1 ai_honor = 1 } } } option = { # Friendly name = ep3_governor_yearly.8020.d reverse_add_opinion = { target = scope:estate_owner modifier = friendliness_opinion opinion = 15 } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_boldness = -1 ai_honor = 1 } } } } ##################################### # Accidental Grace # # by Joe Parkin # # 8030 # ##################################### scripted_trigger ep3_governor_yearly_8030_informer_trigger = { is_available_adult = yes OR = { is_courtier = yes AND = { highest_held_title_tier = tier_barony has_government = republic_government } } ep3_governor_involved_with_root_or_liege_trigger = no } ep3_governor_yearly.8030 = { type = character_event title = ep3_governor_yearly.8030.t desc = { desc = ep3_governor_yearly.8030.desc random_valid = { triggered_desc = { trigger = { scope:estate = { OR = { has_domicile_building_or_higher = barracks_01 has_domicile_building_or_higher = watchtower_01 has_domicile_building_or_higher = guardhouse_01 } } } desc = ep3_governor_yearly.8030.martial } triggered_desc = { trigger = { scope:estate = { OR = { has_domicile_building_or_higher = garden_01 has_domicile_building_or_higher = grazing_land_01 has_domicile_building_or_higher = grain_field_01 has_domicile_building_or_higher = vineyard_01 has_domicile_building_or_higher = olive_01 } } } desc = ep3_governor_yearly.8030.agriculture } triggered_desc = { trigger = { scope:estate = { OR = { has_domicile_building_or_higher = market_01 has_domicile_building_or_higher = workshop_01 has_domicile_building_or_higher = guardhouse_01 } } } desc = ep3_governor_yearly.8030.commerce } desc = ep3_governor_yearly.8030.fallback } } theme = administrative override_background = { reference = estate } left_portrait = { character = root animation = admiration } cooldown = { years = 10 } trigger = { is_available_adult = yes is_governor = yes domicile ?= { is_domicile_type = estate num_domicile_buildings >= 3 domicile_location.county = { OR = { holder = root holder = { is_vassal_of = root } } } } NOT = { any_sub_realm_county = { OR = { has_county_modifier = ep3_governor_yearly_8030_stifled_modifier has_county_modifier = ep3_governor_yearly_8030_benign_modifier } } } } weight_multiplier = { base = 1 modifier = { add = { value = governor_efficiency divide = 100 } } } immediate = { domicile = { save_scope_as = estate } } option = { # Tax it name = ep3_governor_yearly.8030.a add_treasury_or_gold = medium_treasury_or_gold_value stress_impact = { generous = minor_stress_impact_gain compassionate = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_boldness = 0.5 } } } option = { # Encourage it name = ep3_governor_yearly.8030.b increase_governance_effect = { VALUE = 5 } add_character_modifier = { modifier = ep3_governor_yearly_8030_benign_char_modifier years = 10 } scope:estate.domicile_location.county = { add_county_modifier = { modifier = ep3_governor_yearly_8030_benign_modifier years = 10 } } stress_impact = { greedy = medium_stress_impact_gain callous = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_compassion = 0.5 } } } option = { # Leave it name = ep3_governor_yearly.8030.c stress_impact = { diligent = minor_stress_impact_gain greedy = minor_stress_impact_gain arbitrary = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -0.5 ai_energy = -1 } } } } ##################################### # Dynastic Distractions # # by Joe Parkin # # 8040 # ##################################### scripted_trigger ep3_governor_yearly_8040_complainant_trigger = { is_available_adult = yes is_ai = yes highest_held_title_tier <= tier_county ep3_governor_involved_with_root_or_liege_trigger = no capital_county.duchy = root.domicile.domicile_location.duchy } ep3_governor_yearly.8040 = { type = character_event title = ep3_governor_yearly.8040.t desc = ep3_governor_yearly.8040.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = boredom } right_portrait = { character = scope:complainant animation = debating } cooldown = { years = 10 } trigger = { is_available_adult = yes is_governor = yes domicile ?= { is_domicile_type = estate num_domicile_buildings >= 3 } any_vassal_or_below = { ep3_governor_yearly_8040_complainant_trigger = yes } NOT = { any_sub_realm_county = { OR = { has_county_modifier = ep3_governor_yearly_8030_stifled_modifier has_county_modifier = ep3_governor_yearly_8030_benign_modifier } } } } weight_multiplier = { base = 1 modifier = { add = { value = governor_efficiency divide = 100 multiply = -1 } } } immediate = { domicile = { save_scope_as = estate } random_vassal_or_below = { limit = { ep3_governor_yearly_8040_complainant_trigger = yes } weight = { base = 1 modifier = { add = 1 government_has_flag = government_is_republic } modifier = { add = -1 OR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan } } modifier = { add = -2 government_has_flag = government_is_theocracy } modifier = { add = 10 liege ?= root } } save_scope_as = complainant } } option = { # Focus on province name = ep3_governor_yearly.8040.a increase_governance_effect = { VALUE = 5 } add_character_modifier = { modifier = ep3_governor_yearly_8040_province_development_modifier years = 10 } reverse_add_opinion = { target = scope:complainant modifier = respect_opinion opinion = 15 } stress_impact = { greedy = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_energy = 1 ai_greed = -1 } } } option = { # Focus on estate name = ep3_governor_yearly.8040.b add_character_modifier = { modifier = ep3_governor_yearly_8040_domicile_development_modifier years = 10 } reverse_add_opinion = { target = scope:complainant modifier = annoyed_opinion opinion = -15 } stress_impact = { generous = minor_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_energy = 1 ai_greed = -1 } } } option = { # Try to do both name = ep3_governor_yearly.8040.d duel = { skill = stewardship value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8040.d.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8040.d.success add_character_modifier = { modifier = ep3_governor_yearly_8040_across_things_modifier years = 10 } reverse_add_opinion = { target = scope:complainant modifier = impressed_opinion opinion = 15 } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8040.d.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8040.d.failure add_character_modifier = { modifier = ep3_governor_yearly_8040_overwhelmed_modifier years = 10 } } } } stress_impact = { base = minor_stress_impact_gain humble = minor_stress_impact_gain calm = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -0.5 ai_energy = -1 } } } option = { # Defer name = ep3_governor_yearly.8040.c reverse_add_opinion = { target = scope:complainant modifier = angry_opinion opinion = -30 } add_character_modifier = { modifier = ep3_governor_yearly_8040_shirker_modifier years = 5 } stress_impact = { compassionate = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_compassion = -0.5 ai_honor = -0.5 } } } } ##################################### # Enemy at the Gates # # by Joe Parkin # # 8050 # ##################################### scripted_trigger ep3_governor_8050_war_trigger = { primary_defender = root.top_liege casus_belli = { any_target_title = { is_de_jure_liege_or_above_target = root.primary_title } } NOT = { any_war_participant = { this = root } } } ep3_governor_yearly.8050 = { type = character_event title = ep3_governor_yearly.8050.t desc = { desc = ep3_governor_yearly.8050.desc first_valid = { triggered_desc = { trigger = { always = yes } desc = ep3_governor_yearly.8050.kingdom } desc = ep3_governor_yearly.8050.neighbour } desc = ep3_governor_yearly.8050.end } theme = administrative override_background = { reference = ep3_city_gate } left_portrait = { character = root animation = worry } lower_left_portrait = scope:war_liege lower_right_portrait = scope:war_attacker cooldown = { years = 10 } trigger = { has_ep3_dlc_trigger = yes government_has_flag = government_is_administrative is_available_adult = yes is_governor = yes top_liege = { is_at_war = yes any_character_war = { ep3_governor_8050_war_trigger = yes } } NOT = { is_at_war_with = top_liege } } immediate = { top_liege = { save_scope_as = war_liege random_character_war = { limit = { ep3_governor_8050_war_trigger = yes } save_scope_as = war primary_attacker = { save_scope_as = war_attacker } casus_belli = { ordered_target_title = { limit = { is_de_jure_liege_or_above_target = root.primary_title } order_by = tier save_scope_as = target_title } } } } } option = { # Send soldiers name = ep3_governor_yearly.8050.a scope:war = { add_defender = root } top_liege.primary_title = { change_appointment_investment = { target = root value = appointment_score_minor_value } } add_character_modifier = { modifier = ep3_governor_yearly_8050_imperial_recruiter_modifier years = 10 } stress_impact = { craven = medium_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_boldness = 1 ai_energy = 1 } } } option = { # Request reinforcements name = ep3_governor_yearly.8050.b add_character_modifier = { modifier = ep3_governor_yearly_8050_imperial_fortification_modifier years = 10 } stress_impact = { brave = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_rationality = 1 ai_boldness = -1 ai_greed = -1 } } } option = { # Request gold name = ep3_governor_yearly.8050.c add_treasury_or_gold = top_liege.medium_treasury_or_gold_value change_influence = medium_influence_loss add_character_modifier = { modifier = ep3_governor_yearly_8050_imperial_resources_modifier years = 10 } stress_impact = { generous = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = -1 ai_greed = 1 } } } option = { # Nothing name = ep3_governor_yearly.8050.d stress_impact = { greedy = minor_stress_impact_gain ambitious = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 } } } } ##################################### # Provincial Rackets # # by Joe Parkin # # 8060 # ##################################### scripted_trigger ep3_governor_yearly_8060_complainant_trigger = { is_available_adult = yes OR = { is_courtier = yes AND = { highest_held_title_tier = tier_barony has_government = republic_government } } ep3_governor_involved_with_root_or_liege_trigger = no } scripted_effect ep3_governor_yearly_8060_success_effect = { add_short_term_gold = scope:gold custom_tooltip = { text = ep3_governor_yearly.8060.efficiency_tt add_character_flag = { flag = ep3_8060_efficiency_drop years = 10 } } } ep3_governor_yearly.8060 = { type = character_event title = ep3_governor_yearly.8060.t desc = ep3_governor_yearly.8060.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = steward } cooldown = { years = 10 } trigger = { is_available_adult = yes is_governor = yes OR = { any_vassal_or_below = { ep3_governor_yearly_8060_complainant_trigger = yes } any_courtier = { ep3_governor_yearly_8060_complainant_trigger = yes } } } option = { # Take gold name = ep3_governor_yearly.8060.a save_scope_as = intrigue save_scope_value_as = { name = gold value = { value = minor_gold_value multiply = { value = intrigue divide = 3 } add = { 1 2 } min = 50 } } duel = { skill = intrigue value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8060.a.success show_as_tooltip = { ep3_governor_yearly_8060_success_effect = yes } trigger_event = { id = ep3_governor_yearly.8061 days = 5 } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8060.a.failure custom_tooltip = ep3_governor_yearly.8060.a.failure_tt trigger_event = { id = ep3_governor_yearly.8062 days = 5 } } } stress_impact = { honest = medium_stress_impact_gain diligent = medium_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } option = { # Cook books name = ep3_governor_yearly.8060.b save_scope_as = stewardship save_scope_value_as = { name = gold value = { value = tiny_gold_value multiply = { value = stewardship divide = 3 } add = { 1 2 } min = 25 } } duel = { skill = stewardship value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8060.a.success show_as_tooltip = { ep3_governor_yearly_8060_success_effect = yes } trigger_event = { id = ep3_governor_yearly.8061 days = 5 } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8060.a.failure custom_tooltip = ep3_governor_yearly.8060.a.failure_tt trigger_event = { id = ep3_governor_yearly.8062 days = 5 } } } stress_impact = { honest = medium_stress_impact_gain diligent = medium_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_rationality = 0.5 } } } option = { # Bolster treasury name = ep3_governor_yearly.8060.c remove_short_term_gold = medium_gold_value increase_governance_effect = { VALUE = 5 } add_character_modifier = { modifier = ep3_bolstered_governor_treasury_modifier years = 10 } stress_impact = { arbitrary = minor_stress_impact_gain greedy = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = 1 ai_honor = 1 } } } option = { # Do nothing name = ep3_governor_yearly.8060.d stress_impact = { fickle = minor_stress_impact_gain arbitrary = medium_stress_impact_gain ambitious = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_boldness = -1 } } } } ep3_governor_yearly.8061 = { hidden = yes type = character_event immediate = { send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8060.embezzle_tt ep3_governor_yearly_8060_success_effect = yes } } } ep3_governor_yearly.8062 = { type = character_event title = ep3_governor_yearly.8060.t desc = ep3_governor_yearly.8062.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:complainant animation = chancellor } cooldown = { years = 10 } trigger = { is_available_adult = yes is_governor = yes has_domicile = yes } immediate = { every_courtier = { limit = { ep3_governor_yearly_8060_complainant_trigger = yes } add_to_list = complainants } domicile = { save_scope_as = estate } every_vassal_or_below = { limit = { ep3_governor_yearly_8060_complainant_trigger = yes primary_title.title_capital_county = scope:estate.domicile_location.county } alternative_limit = { ep3_governor_yearly_8060_complainant_trigger = yes primary_title.title_capital_county.duchy = scope:estate.domicile_location.duchy } alternative_limit = { ep3_governor_yearly_8060_complainant_trigger = yes } add_to_list = complainants } random_in_list = { list = complainants weight = { base = 1 modifier = { add = { value = ai_energy multiply = 0.25 } } modifier = { add = { value = ai_honor multiply = 0.25 } } modifier = { add = stewardship } } save_scope_as = complainant } ep3_governor_yearly_8060_success_effect = yes } option = { # Convince name = ep3_governor_yearly.8062.a duel = { skill = diplomacy value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8062.a.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8062.a.success left_icon = scope:complainant } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8062.a.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8062.a.failure left_icon = scope:complainant change_influence = medium_influence_loss reverse_add_opinion = { target = scope:complainant modifier = insulted_opinion opinion = -15 } } } } stress_impact = { honest = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = 1 } } } option = { # Threaten name = ep3_governor_yearly.8062.b random_list = { 100 = { modifier = { add = dread } opinion_modifier = { who = scope:complainant opinion_target = root multiplier = 0.5 } modifier = { add = { value = scope:complainant.ai_energy min = 0 } } modifier = { add = { value = scope:complainant.ai_boldness min = 0 } } min = 20 desc = ep3_governor_yearly.8062.b.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8062.b.success left_icon = scope:complainant scope:complainant = { add_hook = { target = root type = favor_hook } } } } 100 = { modifier = { add = { value = scope:complainant.ai_energy max = 0 } } modifier = { add = { value = scope:complainant.ai_boldness max = 0 } } min = 20 desc = ep3_governor_yearly.8062.b.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8062.b.failure left_icon = scope:complainant change_influence = medium_influence_loss reverse_add_opinion = { target = scope:complainant modifier = threatened_opinion opinion = -15 } } } } stress_impact = { compassionate = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = -1 } } } option = { # Bribe name = ep3_governor_yearly.8062.c random_list = { 100 = { modifier = { add = { value = scope:complainant.ai_greed min = 0 } } modifier = { add = { value = scope:complainant.ai_honor max = 0 } } min = 1 desc = ep3_governor_yearly.8062.c.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8062.c.success left_icon = scope:complainant pay_short_term_gold = { target = scope:complainant gold = minor_gold_value } } } 100 = { modifier = { add = { value = scope:complainant.ai_greed max = 0 } } modifier = { add = { value = scope:complainant.ai_honor min = 0 } } min = 1 desc = ep3_governor_yearly.8062.c.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8062.c.failure left_icon = scope:complainant change_influence = medium_influence_loss reverse_add_opinion = { target = scope:complainant modifier = disgusted_opinion opinion = -15 } } } } stress_impact = { greedy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_energy = -1 } } } option = { # Give it back name = ep3_governor_yearly.8062.d remove_short_term_gold = scope:gold reverse_add_opinion = { target = scope:complainant modifier = suspicious_opinion opinion = -10 } stress_impact = { greedy = medium_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -0.5 ai_boldness = -0.5 ai_honor = 0.5 } } } } ##################################### # A Governor's Work # # by Joe Parkin # # 8070 # ##################################### ep3_governor_yearly.8070 = { type = character_event title = ep3_governor_yearly.8070.t desc = ep3_governor_yearly.8070.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = boredom } cooldown = { years = 10 } trigger = { is_available_adult = yes is_governor = yes NOT = { has_trait = ambitious has_trait = diligent } } weight_multiplier = { base = 1 modifier = { add = { value = governor_efficiency divide = 100 multiply = -1 } } } option = { # Work hard name = ep3_governor_yearly.8070.a increase_governance_effect = { VALUE = 10 } add_stewardship_skill = 1 stress_impact = { base = medium_stress_impact_gain lazy = medium_stress_impact_gain impatient = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = 0.5 } } } option = { # Find someone to help name = ep3_governor_yearly.8070.b remove_short_term_gold = medium_gold_value stress_impact = { lazy = major_stress_impact_loss stubborn = minor_stress_impact_gain greedy = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_energy = -1 ai_honor = -0.5 } } } option = { # Ignore work name = ep3_governor_yearly.8070.c add_character_modifier = { modifier = ep3_governor_yearly_8070_ignore_modifier years = 5 } stress_impact = { base = medium_stress_impact_loss lazy = massive_stress_impact_loss diligent = minor_stress_impact_gain humble = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_energy = -1 ai_honor = -0.5 } } } } ##################################### # Malignant Magistrate # # by Joe Parkin # # 8080 # ##################################### ep3_governor_yearly.8080 = { type = character_event title = ep3_governor_yearly.8080.t desc = ep3_governor_yearly.8080.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = war_over_win } right_portrait = { character = scope:magistrate animation = beg } cooldown = { years = 10 } trigger = { is_available_adult = yes is_governor = yes NOR = { has_character_modifier = ep3_governor_yearly_8080_tense_bureaucracy_modifier has_character_modifier = ep3_governor_yearly_8080_jumpy_bureaucracy_modifier has_character_modifier = ep3_governor_yearly_8080_corrupt_bureaucracy_modifier } } immediate = { create_character = { template = ep3_magistrate_character location = root.capital_province culture = root.capital_county.culture faith = root.capital_county.faith dynasty = none save_scope_as = magistrate } } option = { # Punish name = ep3_governor_yearly.8080.a increase_governance_effect = { VALUE = 5 } add_character_modifier = { modifier = ep3_governor_yearly_8080_tense_bureaucracy_modifier years = 10 } stress_impact = { arbitrary = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = 1 ai_honor = 1 } } } option = { # Execute name = ep3_governor_yearly.8080.b add_dread = minor_dread_gain add_character_modifier = { modifier = ep3_governor_yearly_8080_jumpy_bureaucracy_modifier years = 10 } scope:magistrate = { death = { death_reason = death_execution killer = root } } stress_impact = { compassionate = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = -1 ai_honor = 1 } } } option = { # Embezzle name = ep3_governor_yearly.8080.c add_short_term_gold = medium_gold_value add_character_modifier = { modifier = ep3_governor_yearly_8080_corrupt_bureaucracy_modifier years = 10 } scope:magistrate = { silent_disappearance_effect = yes } stress_impact = { honest = minor_stress_impact_gain generous = minor_stress_impact_gain diligent = minor_stress_impact_gain humble = minor_stress_impact_gain just = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } option = { # Recruit name = ep3_governor_yearly.8080.d add_courtier = scope:magistrate add_hook = { target = scope:magistrate type = loyalty_hook } add_character_modifier = { modifier = ep3_governor_yearly_8080_corrupt_bureaucracy_modifier years = 10 } reverse_add_opinion = { target = scope:magistrate modifier = grateful_opinion opinion = 15 } stress_impact = { callous = minor_stress_impact_gain vengeful = minor_stress_impact_gain sadistic = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 1 ai_honor = -1 } } } after = { scope:magistrate = { silent_disappearance_ai_effect = yes } } } ##################################### # Politics of Spite # # by Joe Parkin # # 8090 # ##################################### scripted_trigger ep3_governor_yearly_8090_title_trigger = { OR = { tier = tier_duchy tier = tier_kingdom } save_temporary_scope_as = title_temp any_past_holder = { ep3_governor_yearly_8090_past_holder_trigger = { TITLE = scope:title_temp } } } scripted_trigger ep3_governor_yearly_8090_past_holder_trigger = { house ?= { NOR = { $TITLE$.holder.house ?= this $TITLE$.holder.top_liege.house ?= this } any_house_member = { ep3_governor_yearly_8090_house_member_trigger = yes } } } scripted_trigger ep3_governor_yearly_8090_house_member_trigger = { is_ai = yes is_adult = yes is_healthy = yes is_landed = no any_held_title = { is_noble_family_title = yes } ep3_governor_involved_with_root_or_liege_trigger = no } ep3_governor_yearly.8090 = { type = character_event title = ep3_governor_yearly.8090.t desc = ep3_governor_yearly.8090.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = worry } lower_right_portrait = scope:old_holder cooldown = { years = 15 } trigger = { is_available_adult = yes is_governor = yes any_held_title = { ep3_governor_yearly_8090_title_trigger = yes } } immediate = { ordered_held_title = { limit = { ep3_governor_yearly_8090_title_trigger = yes } save_scope_as = disputed_title random_past_holder = { limit = { ep3_governor_yearly_8090_past_holder_trigger = { TITLE = scope:disputed_title } } house = { random_house_member = { limit = { ep3_governor_yearly_8090_house_member_trigger = yes } save_scope_as = old_holder } } } } } option = { # Antagonize name = ep3_governor_yearly.8090.a set_relation_rival = { target = scope:old_holder reason = rival_ep3_province_claim } duel = { skills = { stewardship intrigue } value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8090.a.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8090.a.success right_icon = scope:old_holder scope:old_holder = { change_influence = minor_influence_loss } primary_title = { change_appointment_investment = { target = scope:old_holder value = appointment_score_medium_loss_value } } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8090.a.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8090.a.failure right_icon = scope:old_holder change_influence = minor_influence_loss primary_title = { change_appointment_investment = { target = scope:old_holder value = appointment_score_medium_value } } } } } stress_impact = { honest = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = -1 } } } option = { # Placate name = ep3_governor_yearly.8090.b duel = { skill = diplomacy value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } min = 5 opinion_modifier = { who = scope:old_holder opinion_target = root multiplier = 0.5 } change_influence = minor_influence_gain reverse_add_opinion = { target = scope:old_holder modifier = friendliness_opinion opinion = 15 } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } min = 5 primary_title = { change_appointment_investment = { target = scope:old_holder value = appointment_score_minor_value } } } } stress_impact = { arrogant = minor_stress_impact_gain shy = minor_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = 0.5 ai_compassion = 0.5 } } } option = { # Compensate name = ep3_governor_yearly.8090.c pay_short_term_gold = { target = scope:old_holder gold = minor_gold_value } random = { chance = 25 modifier = { add = { value = scope:old_holder.ai_greed multiply = -0.5 } } progress_towards_rival_effect = { REASON = rival_ep3_province_claim CHARACTER = scope:old_holder OPINION = default_rival_opinion } } stress_impact = { honest = minor_stress_impact_gain generous = minor_stress_impact_gain diligent = minor_stress_impact_gain humble = minor_stress_impact_gain just = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -0.5 ai_honor = 0.5 } } } option = { # Do nothing name = ep3_governor_yearly.8090.d primary_title = { change_appointment_investment = { target = scope:old_holder value = appointment_score_minor_value } } random = { chance = 25 modifier = { add = { value = scope:old_holder.ai_vengefulness multiply = 0.5 } } progress_towards_rival_effect = { REASON = rival_ep3_province_claim CHARACTER = scope:old_holder OPINION = default_rival_opinion } } stress_impact = { callous = minor_stress_impact_gain vengeful = minor_stress_impact_gain sadistic = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_energy = -1 } } } } ##################################### # Nefarious Neighbor # # by Joe Parkin # # 8100 # ##################################### scripted_trigger ep3_governor_yearly_8100_governor_trigger = { is_ai = yes ep3_governor_involved_with_root_or_liege_trigger = no is_available_adult = yes is_governor = yes highest_held_title_tier = root.highest_held_title_tier opinion = { target = root value < 25 } any_close_family_member = { can_appoint_for_title = root.primary_title is_adult = yes } } ep3_governor_yearly.8100 = { type = character_event title = ep3_governor_yearly.8100.t desc = ep3_governor_yearly.8100.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = disbelief } right_portrait = { character = scope:target_family_member animation = thinking } lower_center_portrait = scope:governor lower_right_portrait = scope:neighboring_promoted_char cooldown = { years = 15 } trigger = { has_ep3_dlc_trigger = yes is_available_adult = yes is_governor = yes any_neighboring_realm_same_rank_owner = { ep3_governor_yearly_8100_governor_trigger = yes save_temporary_scope_as = temp_governor any_close_family_member = { can_appoint_for_title = root.primary_title is_adult = yes } } any_close_family_member = { can_appoint_for_title = scope:temp_governor.primary_title is_adult = yes house ?= root.house } } immediate = { random_neighboring_realm_same_rank_owner = { limit = { ep3_governor_yearly_8100_governor_trigger = yes } weight = { base = 1 modifier = { has_relation_rival = root add = 1 } modifier = { add = { value = "opinion(root)" multiply = -0.25 max = 0 } } } save_scope_as = governor random_close_family_member = { limit = { can_appoint_for_title = root.primary_title is_adult = yes } save_scope_as = neighboring_promoted_char } } primary_title = { change_appointment_investment = { target = scope:neighboring_promoted_char value = appointment_score_medium_value } } random_close_family_member = { limit = { can_appoint_for_title = scope:governor.primary_title is_adult = yes house ?= root.house } save_scope_as = target_family_member } } option = { # Do same name = ep3_governor_yearly.8100.a scope:governor.primary_title = { change_appointment_investment = { target = scope:target_family_member value = appointment_score_minor_value } } progress_towards_rival_effect = { REASON = rival_ep3_governor_friction CHARACTER = scope:governor OPINION = default_rival_opinion } stress_impact = { calm = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = 1 ai_honor = 1 } } } option = { # Denounce name = ep3_governor_yearly.8100.b change_influence = minor_influence_loss primary_title = { change_appointment_investment = { target = scope:neighboring_promoted_char value = appointment_score_minor_loss_value } } progress_towards_rival_effect = { REASON = rival_ep3_governor_friction CHARACTER = scope:governor OPINION = default_rival_opinion } stress_impact = { arrogant = minor_stress_impact_gain ambitious = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = -1 ai_honor = 1 } } } option = { # Governor name = ep3_governor_yearly.8100.c trigger = { has_trait = governor NOT = { scope:governor = { has_trait = governor } } } primary_title = { change_appointment_investment = { target = scope:neighboring_promoted_char value = appointment_score_major_loss_value } } progress_towards_rival_effect = { REASON = rival_ep3_governor_friction CHARACTER = scope:governor OPINION = default_rival_opinion } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = -1 ai_honor = 1 } } } option = { # Ignore name = ep3_governor_yearly.8100.d stress_impact = { vengeful = minor_stress_impact_gain wrathful = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } } ##################################### # Pugnacious Peers # # by Joe Parkin # # 8110 # ##################################### scripted_trigger ep3_governor_yearly_8110_governor_trigger = { is_ai = yes ep3_governor_involved_with_root_or_liege_trigger = no is_available_adult = yes is_governor = yes highest_held_title_tier = root.highest_held_title_tier } scripted_trigger ep3_governor_yearly_8110_second_trigger = { opinion = { target = $FIRST$ value < 50 } reverse_opinion = { target = $FIRST$ value < 50 } ep3_governor_involved_with_root_or_liege_trigger = no NOR = { this = $FIRST$ is_close_family_of = $FIRST$ is_consort_of = $FIRST$ has_relation_friend = $FIRST$ has_relation_lover = $FIRST$ house ?= $FIRST$.house } } ep3_governor_yearly.8110 = { type = character_event title = ep3_governor_yearly.8110.t desc = ep3_governor_yearly.8110.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = scheme } lower_center_portrait = scope:governor_1 lower_right_portrait = scope:governor_2 cooldown = { years = 15 } trigger = { has_ep3_dlc_trigger = yes is_available_adult = yes is_governor = yes any_neighboring_realm_same_rank_owner = { ep3_governor_yearly_8100_governor_trigger = yes save_temporary_scope_as = governor_1_temp } any_neighboring_realm_same_rank_owner = { ep3_governor_yearly_8100_governor_trigger = yes ep3_governor_yearly_8110_second_trigger = { FIRST = scope:governor_1_temp } } } immediate = { random_neighboring_realm_same_rank_owner = { limit = { ep3_governor_yearly_8100_governor_trigger = yes } weight = { base = 1 modifier = { primary_title.kingdom = root.primary_title.kingdom add = 1 } } save_scope_as = governor_1 } random_neighboring_realm_same_rank_owner = { limit = { ep3_governor_yearly_8100_governor_trigger = yes ep3_governor_yearly_8110_second_trigger = { FIRST = scope:governor_1 } } weight = { base = 1 modifier = { primary_title.kingdom = root.primary_title.kingdom add = 1 } } save_scope_as = governor_2 } scope:governor_1 = { progress_towards_rival_effect = { REASON = rival_ep3_governor_friction CHARACTER = scope:governor_2 OPINION = default_rival_opinion } } } option = { # Try to escalate name = ep3_governor_yearly.8110.a change_influence = minor_influence_loss duel = { skill = intrigue value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8110.a.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8110.a.success left_icon = scope:governor_1 right_icon = scope:governor_2 scope:governor_1 = { progress_towards_rival_effect = { REASON = rival_ep3_governor_friction CHARACTER = scope:governor_2 OPINION = default_rival_opinion } add_merit_if_relevant_effect = { MERIT = minor_merit_loss } } scope:governor_2 = { add_merit_if_relevant_effect = { MERIT = minor_merit_loss } } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8110.a.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8110.a.failure left_icon = scope:governor_1 right_icon = scope:governor_2 add_merit_if_relevant_effect = { MERIT = minor_merit_loss } custom_tooltip = { text = ep3_governor_yearly.8110.a.failure_tt reverse_add_opinion = { target = scope:governor_1 modifier = angry_opinion opinion = -25 } reverse_add_opinion = { target = scope:governor_2 modifier = angry_opinion opinion = -25 } } } } } stress_impact = { honest = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = -1 ai_honor = 1 } } } option = { # Side with 1 name = ep3_governor_yearly.8110.b reverse_add_opinion = { target = scope:governor_1 modifier = friendliness_opinion opinion = 15 } reverse_add_opinion = { target = scope:governor_2 modifier = unfriendly_opinion opinion = -15 } stress_impact = { vengeful = minor_stress_impact_gain wrathful = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } option = { # Side with 2 name = ep3_governor_yearly.8110.c reverse_add_opinion = { target = scope:governor_2 modifier = friendliness_opinion opinion = 15 } reverse_add_opinion = { target = scope:governor_1 modifier = unfriendly_opinion opinion = -15 } stress_impact = { vengeful = minor_stress_impact_gain wrathful = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } option = { # Call for unity name = ep3_governor_yearly.8110.d change_influence = minor_influence_gain add_merit_if_relevant_effect = { MERIT = miniscule_merit_value } custom_tooltip = { text = ep3_governor_yearly.8110.d.tt reverse_add_opinion = { target = scope:governor_1 modifier = annoyed_opinion opinion = -15 } reverse_add_opinion = { target = scope:governor_2 modifier = annoyed_opinion opinion = -15 } } stress_impact = { calm = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = 1 ai_honor = 1 } } } } ##################################### # An Act of God # # by Joe Parkin # # 8120 # ##################################### scripted_trigger ep3_governor_yearly_8120_county_trigger = { county_control >= 75 OR = { ep3_governor_yearly_8120_earthquake_trigger = yes ep3_governor_yearly_8120_storm_trigger = yes ep3_governor_yearly_8120_flood_trigger = yes } NOT = { any_county_province_epidemic = {} } } scripted_trigger ep3_governor_yearly_8120_earthquake_trigger = { any_county_province = { geographical_region = world_asia_minor OR = { terrain = mountains terrain = desert_mountains } } } scripted_trigger ep3_governor_yearly_8120_storm_trigger = { is_coastal_county = yes } scripted_trigger ep3_governor_yearly_8120_flood_trigger = { OR = { is_riverside_county = yes any_county_province = { terrain = wetlands OR = { is_coastal = yes is_riverside_province = yes } } } } ep3_governor_yearly.8120 = { type = character_event title = ep3_governor_yearly.8120.t desc = { desc = ep3_governor_yearly.8120.desc first_valid = { triggered_desc = { trigger = { scope:disaster_county = { is_coastal_county = yes } } desc = ep3_governor_yearly.8120.storm } desc = ep3_governor_yearly.8120.storm } desc = ep3_governor_yearly.8120.ending } theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = worry } cooldown = { years = 15 } trigger = { is_available_adult = yes is_governor = yes any_sub_realm_county = { ep3_governor_yearly_8120_county_trigger = yes } NOR = { has_character_modifier = ep3_governor_yearly_8120_relief_leader_modifier has_character_modifier = ep3_governor_yearly_8120_relief_botched_modifier any_sub_realm_county = { has_county_modifier = ep3_governor_yearly_8120_relief_aid_modifier } } } immediate = { random_sub_realm_county = { limit = { ep3_governor_yearly_8120_county_trigger = yes } weight = { base = 1 modifier = { holder = root add = 1 } } save_scope_as = disaster_county change_county_control = -30 change_development_progress_with_overflow = -50 } } option = { # Oversee recovery name = ep3_governor_yearly.8120.a duel = { skill = stewardship value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } min = 3 desc = ep3_governor_yearly.8120.a.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8120.a.success right_icon = scope:disaster_county increase_governance_effect = { VALUE = 5 } scope:disaster_county = { change_county_control = 20 change_development_progress_with_overflow = 40 } add_character_modifier = { modifier = ep3_governor_yearly_8120_relief_leader_modifier years = 10 } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } min = 3 desc = ep3_governor_yearly.8120.a.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8120.a.failure right_icon = scope:disaster_county add_character_modifier = { modifier = ep3_governor_yearly_8120_relief_botched_modifier years = 10 } } } } stress_impact = { base = minor_stress_impact_gain lazy = minor_stress_impact_gain callous = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = -1 ai_honor = 1 } } } option = { # Offer aid name = ep3_governor_yearly.8120.b remove_treasury_or_gold = minor_treasury_or_gold_value scope:disaster_county = { add_county_modifier = { modifier = ep3_governor_yearly_8120_relief_aid_modifier years = 5 } } stress_impact = { greedy = minor_stress_impact_gain callous = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } modifier = { treasury_or_gold < medium_treasury_or_gold_value factor = 0 } } } option = { # Ignore name = ep3_governor_yearly.8120.c add_piety = minor_piety_gain add_character_modifier = { modifier = ep3_governor_yearly_8120_relief_rejected_modifier years = 10 } stress_impact = { cynical = minor_stress_impact_gain compassionate = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } } ##################################### # Avarice and Opportunity # # by Joe Parkin # # 8130 # ##################################### ep3_governor_yearly.8130 = { type = character_event title = ep3_governor_yearly.8130.t desc = { desc = ep3_governor_yearly.8130.desc } theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = steward } lower_center_portrait = scope:governor_1 lower_right_portrait = scope:governor_2 cooldown = { years = 15 } trigger = { is_available_adult = yes is_governor = yes } weight_multiplier = { base = 1 modifier = { add = 1 gold < 0 } modifier = { add = 1 gold < minor_gold_value } } option = { # Harsh tax name = ep3_governor_yearly.8130.a add_character_modifier = { modifier = ep3_governor_yearly_8130_raised_taxes_modifier years = 5 } stress_impact = { generous = medium_stress_impact_gain honest = medium_stress_impact_gain just = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } } } option = { # Minor tax name = ep3_governor_yearly.8130.b add_treasury_or_gold = minor_treasury_or_gold_value add_character_modifier = { modifier = ep3_governor_yearly_8130_special_levy_modifier years = 5 } stress_impact = { generous = minor_stress_impact_gain honest = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 0.5 ai_rationality = 0.5 ai_honor = -0.5 } } } option = { # Invest into province name = ep3_governor_yearly.8130.c change_influence = medium_influence_loss increase_governance_effect = { VALUE = 5 } add_character_modifier = { modifier = ep3_governor_yearly_8130_raised_almonage_modifier years = 5 } stress_impact = { callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain arbitrary = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 0.5 ai_rationality = 0.5 ai_honor = -0.5 } } } option = { # Do nothing name = ep3_governor_yearly.8130.d stress_impact = { greedy = medium_stress_impact_gain generous = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_honor = 1 } } } } ##################################### # Checking the House # # by Joe Parkin # # 8140 # ##################################### scripted_trigger ep3_governor_8140_estate_holder_trigger = { domicile ?= { is_domicile_type = estate OR = { domicile_location.county.holder ?= root domicile_location.county.holder.liege ?= root domicile_location.county.holder.liege.liege ?= root } num_domicile_buildings >= 3 } this != root is_ai = yes is_available_adult = yes ep3_governor_involved_with_root_or_liege_trigger = no } ep3_governor_yearly.8140 = { type = character_event title = ep3_governor_yearly.8140.t desc = ep3_governor_yearly.8140.desc theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = war_over_win } right_portrait = { character = scope:peasant animation = beg } lower_center_portrait = scope:estate_owner cooldown = { years = 15 } trigger = { has_ep3_dlc_trigger = yes is_available_adult = yes is_governor = yes top_liege = { any_vassal_or_below = { ep3_governor_8140_estate_holder_trigger = yes } } } immediate = { top_liege = { random_vassal_or_below = { limit = { ep3_governor_8140_estate_holder_trigger = yes } save_scope_as = estate_owner domicile = { save_scope_as = estate domicile_location.county = { save_scope_as = estate_county } } } } create_character = { template = peasant_character location = root.capital_province dynasty = none culture = scope:estate.domicile_location.county.culture faith = scope:estate.domicile_location.county.faith gender_female_chance = { if = { limit = { scope:estate_county.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { scope:estate_county.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } save_scope_as = peasant } scope:estate_county = { change_development_progress_with_overflow = -50 } } option = { # Fine family name = ep3_governor_yearly.8140.a change_influence = minor_influence_loss increase_governance_effect = { VALUE = 5 } remove_treasury_or_gold = medium_treasury_or_gold_value progress_towards_rival_effect = { REASON = rival_family_estate_fined CHARACTER = scope:estate_owner OPINION = default_rival_opinion } stress_impact = { arbitrary = minor_stress_impact_gain arrogant = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = 1 ai_honor = 1 } modifier = { treasury_or_gold < major_treasury_or_gold_value factor = 0 } } } option = { # Reason with family name = ep3_governor_yearly.8140.b change_influence = medium_influence_loss duel = { skill = diplomacy value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } reverse_add_opinion = { target = scope:estate_owner modifier = respect_opinion opinion = 15 } scope:estate_county = { add_county_modifier = { modifier = ep3_governor_yearly_8140_negotiated_modifier years = 10 } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } reverse_add_opinion = { target = scope:estate_owner modifier = contempt_opinion opinion = -15 } scope:estate_county = { add_county_modifier = { modifier = ep3_governor_yearly_8140_ignored_modifier years = 10 } } } } stress_impact = { arbitrary = minor_stress_impact_gain arrogant = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = 1 ai_honor = 1 } } } option = { # Side with family name = ep3_governor_yearly.8140.c change_influence = minor_influence_gain progress_towards_friend_effect = { REASON = friend_family_estate_permission CHARACTER = scope:estate_owner OPINION = default_friend_opinion } scope:estate_county = { add_county_modifier = { modifier = ep3_governor_yearly_8140_defended_modifier years = 10 } } stress_impact = { just = minor_stress_impact_gain humble = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = 0.5 ai_honor = -0.5 } } } option = { # Ignore name = ep3_governor_yearly.8140.d scope:estate_county = { add_county_modifier = { modifier = ep3_governor_yearly_8140_ignored_modifier years = 10 } } stress_impact = { generous = minor_stress_impact_gain compassionate = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = -1 } } } after = { scope:peasant = { silent_disappearance_effect = yes } } } ##################################### # End of the Tether # # by Joe Parkin # # 8150 # ##################################### scripted_trigger ep3_governor_yearly_8150_county_trigger = { OR = { ep3_governor_yearly_8150_create_faction_chance_trigger = { TYPE = populist } ep3_governor_yearly_8150_create_faction_chance_trigger = { TYPE = peasant } } } scripted_trigger ep3_governor_yearly_8150_create_faction_chance_trigger = { county_opinion < -25 title_create_faction_type_chance = { type = $TYPE$_faction target = root value >= 10 } } scripted_trigger ep3_governor_yearly_8150_existing_faction_trigger = { OR = { faction_is_type = peasant_faction faction_is_type = populist_faction } NOT = { has_variable = ep3_governor_yearly_8150_ignored } } scripted_effect ep3_governor_yearly_8150_create_faction_effect = { title_create_faction = { type = $TYPE$_faction target = root } add_to_list = rebel_counties random_title_joined_faction = { limit = { faction_is_type = $TYPE$_faction } save_scope_as = targeting_faction } } scripted_effect ep3_governor_yearly_8150_county_modifier_effect = { every_in_list = { list = rebel_counties custom = ep3_governor_yearly.8150.county_tt add_county_modifier = { modifier = ep3_governor_yearly_8150_$MODIFIER$_modifier years = 10 } } hidden_effect = { every_in_list = { list = potential_rebel_counties add_county_modifier = { modifier = ep3_governor_yearly_8150_$MODIFIER$_modifier years = 10 } } } } ep3_governor_yearly.8150 = { type = character_event title = ep3_governor_yearly.8150.t desc = { desc = ep3_governor_yearly.8150.desc first_valid = { triggered_desc = { trigger = { scope:targeting_faction = { faction_is_type = populist_faction } scope:marshal.culture != scope:targeting_faction.var:faction_culture } desc = ep3_governor_yearly.8150.culture } triggered_desc = { trigger = { scope:targeting_faction = { faction_is_type = populist_faction } scope:marshal.faith != scope:targeting_faction.var:faction_faith } desc = ep3_governor_yearly.8150.faith } desc = ep3_governor_yearly.8150.peasant } desc = ep3_governor_yearly_8150.end } theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:marshal animation = worry } lower_right_portrait = scope:rebel_leader cooldown = { years = 15 } trigger = { is_available_adult = yes is_governor = yes OR = { any_targeting_faction = { ep3_governor_yearly_8150_existing_faction_trigger = yes } any_held_county = { ep3_governor_yearly_8150_county_trigger = yes } } } weight_multiplier = { base = 1 modifier = { add = { value = governor_efficiency divide = 100 multiply = -1 } } } immediate = { # A military character cp:councillor_marshal ?= { save_scope_as = marshal } if = { limit = { NOT = { exists = scope:marshal } } ordered_knight = { order_by = age save_scope_as = marshal } } if = { limit = { NOT = { exists = scope:marshal } } ordered_courtier = { limit = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } order_by = age save_scope_as = marshal } } if = { limit = { any_targeting_faction = { ep3_governor_yearly_8150_existing_faction_trigger = yes } } random_targeting_faction = { limit = { ep3_governor_yearly_8150_existing_faction_trigger = yes } weight = { base = 1 modifier = { add = { value = faction_discontent multiply = 0.25 } } } save_scope_as = targeting_faction every_faction_county_member = { add_to_list = rebel_counties } } } else = { random_held_county = { limit = { ep3_governor_yearly_8150_county_trigger = yes } weight = { base = 1 modifier = { add = { value = county_opinion multiply = -1 } } } if = { limit = { ep3_governor_yearly_8150_create_faction_chance_trigger = { TYPE = populist } } ep3_governor_yearly_8150_create_faction_effect = { TYPE = populist } } else = { ep3_governor_yearly_8150_create_faction_effect = { TYPE = peasant } } } } ordered_in_list = { list = rebel_counties order_by = { value = 0 subtract = county_opinion } save_scope_as = rebel_county } if = { # Error suppression limit = { exists = scope:targeting_faction } root = { every_held_county = { limit = { NOT = { any_title_joined_faction = { this = scope:targeting_faction } } can_title_join_faction = scope:targeting_faction } add_to_list = potential_rebel_counties } } } save_scope_value_as = { name = potential_rebel_count value = { value = 0 every_in_list = { list = potential_rebel_counties add = 1 } divide = 10 ceiling = yes } } } option = { # Placate leaders name = ep3_governor_yearly.8150.a remove_treasury_or_gold = minor_treasury_or_gold_value duel = { skill = diplomacy value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8150.a.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8150.a.success right_icon = scope:rebel_county increase_governance_effect = { VALUE = 5 } ep3_governor_yearly_8150_county_modifier_effect = { MODIFIER = placated } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8150.a.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8150.a.failure right_icon = scope:rebel_county ep3_governor_yearly_8150_county_modifier_effect = { MODIFIER = insulted } } } } stress_impact = { honest = medium_stress_impact_gain just = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = 0.5 ai_honor = -0.5 ai_greed = -0.5 ai_energy = 0.5 } modifier = { treasury_or_gold < medium_treasury_or_gold_value factor = 0 } } } option = { # Grant requests name = ep3_governor_yearly.8150.b remove_treasury_or_gold = medium_treasury_or_gold_value ep3_governor_yearly_8150_county_modifier_effect = { MODIFIER = concession } stress_impact = { arrogant = medium_stress_impact_gain stubborn = minor_stress_impact_gain wrathful = minor_stress_impact_gain arbitrary = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = 1 ai_greed = -0.5 } modifier = { treasury_or_gold < major_treasury_or_gold_value factor = 0 } } } option = { # Crackdown name = ep3_governor_yearly.8150.c change_influence = minor_influence_gain if = { limit = { scope:targeting_faction = { faction_is_type = populist_faction } culture != scope:targeting_faction.var:faction_culture } culture = { change_cultural_acceptance = { target = scope:targeting_faction.var:faction_culture value = medium_cultural_acceptance_loss desc = cultural_acceptance_ep3_governor_yearly_8150_crackdown } } add_character_modifier = { modifier = ep3_governor_yearly_8150_minority_crackdown_modifier years = 10 } } else_if = { limit = { scope:targeting_faction = { faction_is_type = populist_faction } faith != scope:targeting_faction.var:faction_faith } add_character_modifier = { modifier = ep3_governor_yearly_8150_minority_crackdown_modifier years = 10 } } else = { add_character_modifier = { modifier = ep3_governor_yearly_8150_peasant_crackdown_modifier years = 10 } } reverse_add_opinion = { target = scope:marshal modifier = pleased_opinion opinion = 15 } ep3_governor_yearly_8150_county_modifier_effect = { MODIFIER = crackdown } scope:targeting_faction = { add_faction_discontent = { -10 -20 } } stress_impact = { compassionate = medium_stress_impact_gain just = minor_stress_impact_gain forgiving = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = -1 ai_boldness = 0.5 ai_energy = 0.5 } } } option = { # Ignore name = ep3_governor_yearly.8150.d scope:targeting_faction = { add_faction_discontent = { 8 18 } custom_tooltip = { text = ep3_governor_yearly.8150.d.tt set_variable = ep3_governor_yearly_8150_ignored } } ordered_in_list = { list = potential_rebel_counties max = scope:potential_rebel_count check_range_bounds = no order_by = { value = 0 subtract = county_opinion } title_join_faction = scope:targeting_faction } stress_impact = { diligent = medium_stress_impact_gain craven = minor_stress_impact_gain impatient = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -1 ai_energy = -1 } } } } ##################################### # Equitable Access # # by Joe Parkin # # 8160 # ##################################### scripted_trigger ep3_governor_yearly_8160_culture_trigger = { culture = { NOR = { this = root.culture this = root.top_liege.culture } cultural_acceptance = { target = root.top_liege.culture value < 75 } } } scripted_trigger ep3_governor_yearly_8160_faith_trigger = { faith = { NOR = { this = root.faith this = root.top_liege.faith } faith_hostility_level = { target = root.top_liege.faith value > 1 } } } ep3_governor_yearly.8160 = { type = character_event title = ep3_governor_yearly.8160.t desc = { desc = ep3_governor_yearly.8160.desc first_valid = { triggered_desc = { trigger = { scope:minority_county = { ep3_governor_yearly_8160_culture_trigger = yes } culture = top_liege.culture scope:councillor.culture != top_liege.culture } desc = ep3_governor_yearly.8160.culture_councillor } triggered_desc = { trigger = { scope:minority_county = { ep3_governor_yearly_8160_culture_trigger = yes } culture != top_liege.culture scope:councillor.culture = top_liege.culture } desc = ep3_governor_yearly.8160.culture_self } triggered_desc = { trigger = { scope:minority_county = { ep3_governor_yearly_8160_culture_trigger = yes } } desc = ep3_governor_yearly.8160.culture } desc = ep3_governor_yearly.8160.faith } first_valid = { triggered_desc = { trigger = { scope:minority_county = { ep3_governor_yearly_8160_culture_trigger = yes } } desc = ep3_governor_yearly.8160.culture_end } desc = ep3_governor_yearly.8160.faith_end } } theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root triggered_animation = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } animation = acknowledging # anim uses crucifix scepter } animation = war_over_tie } right_portrait = { character = scope:councillor animation = dismissal } lower_center_portrait = scope:administrator cooldown = { years = 15 } trigger = { has_ep3_dlc_trigger = yes is_available_adult = yes is_governor = yes any_sub_realm_county = { OR = { ep3_governor_yearly_8160_culture_trigger = yes ep3_governor_yearly_8160_faith_trigger = yes } } } immediate = { random_sub_realm_county = { limit = { ep3_governor_yearly_8160_culture_trigger = yes ep3_governor_yearly_8160_faith_trigger = no } alternative_limit = { ep3_governor_yearly_8160_culture_trigger = yes } alternative_limit = { ep3_governor_yearly_8160_faith_trigger = yes } weight = { base = 1 modifier = { add = development_level } modifier = { holder = root factor = 2 } } save_scope_as = minority_county } if = { limit = { scope:minority_county = { ep3_governor_yearly_8160_culture_trigger = yes } } if = { limit = { cp:councillor_steward ?= { NOR = { culture = scope:minority_county.culture has_trait = humble has_trait = compassionate } } } cp:councillor_steward = { save_scope_as = councillor } } if = { limit = { NOT = { exists = scope:councillor } } ordered_courtier = { limit = { NOR = { culture = scope:minority_county.culture has_trait = humble has_trait = compassionate } } order_by = stewardship save_scope_as = councillor } } save_scope_as = culture } else = { cp:councillor_court_chaplain = { save_scope_as = councillor } if = { limit = { NOT = { exists = scope:councillor } } random_courtier = { limit = { faith = root.faith is_clergy = yes } alternative_limit = { faith = root.faith } weight = { base = 1 modifier = { add = learning } modifier = { has_trait = zealous add = 10 } } save_scope_as = councillor } } } create_character = { template = pool_repopulate_stewardship culture = scope:minority_county.culture faith = scope:minority_county.faith location = root.location gender_female_chance = { if = { limit = { scope:minority_county.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { scope:minority_county.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } save_scope_as = administrator } } option = { # Encourage access name = ep3_governor_yearly.8160.a remove_treasury_or_gold = minor_treasury_or_gold_value change_influence = minor_influence_loss increase_governance_effect = { VALUE = 5 } reverse_add_opinion = { target = scope:councillor modifier = angry_opinion opinion = -25 } add_courtier = scope:administrator reverse_add_opinion = { target = scope:administrator modifier = grateful_opinion opinion = 50 } if = { limit = { exists = scope:culture } culture = { change_cultural_acceptance = { target = scope:minority_county.culture value = minor_cultural_acceptance_gain desc = cultural_acceptance_promoted_bureaucrats } } stress_impact = { callous = minor_stress_impact_gain arrogant = minor_stress_impact_gain arbitrary = minor_stress_impact_gain lazy = minor_stress_impact_gain } } else = { add_piety = minor_piety_gain every_sub_realm_county = { limit = { faith = scope:minority_county.faith } custom = ep3_governor_yearly.8160.faith_county_tt add_county_modifier = { modifier = ep3_governor_yearly_8160_promoted_modifier years = 10 } } stress_impact = { callous = minor_stress_impact_gain arbitrary = minor_stress_impact_gain lazy = minor_stress_impact_gain zealous = minor_stress_impact_gain } } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = 1 ai_honor = 1 } modifier = { treasury_or_gold < medium_treasury_or_gold_value factor = 0 } } } option = { # Suppress name = ep3_governor_yearly.8160.b add_dread = medium_dread_gain if = { limit = { exists = scope:culture } culture = { change_cultural_acceptance = { target = scope:minority_county.culture value = minor_cultural_acceptance_loss desc = cultural_acceptance_promoted_bureaucrats } } every_sub_realm_county = { limit = { culture = scope:minority_county.culture } custom = ep3_governor_yearly.8160.culture_county_tt add_county_modifier = { modifier = ep3_governor_yearly_8160_suppressed_modifier years = 10 } } stress_impact = { compassionate = medium_stress_impact_gain humble = minor_stress_impact_gain just = minor_stress_impact_gain diligent = minor_stress_impact_gain } } else = { every_sub_realm_county = { limit = { faith = scope:minority_county.faith } custom = ep3_governor_yearly.8160.faith_county_tt add_county_modifier = { modifier = ep3_governor_yearly_8160_suppressed_modifier years = 10 } } stress_impact = { compassionate = medium_stress_impact_gain cynical = minor_stress_impact_gain just = minor_stress_impact_gain diligent = minor_stress_impact_gain } } reverse_add_opinion = { target = scope:councillor modifier = pleased_opinion opinion = 25 } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 1 ai_honor = -1 } } } option = { # Dismiss name = ep3_governor_yearly.8160.d ai_chance = { base = 100 } } after = { scope:administrator = { silent_disappearance_ai_effect = yes } } } ##################################### # Local Defense # # by Joe Parkin # # 8170 # ##################################### scripted_trigger ep3_governor_yearly_8170_raider_trigger = { save_temporary_scope_as = raider_temp trigger_if = { limit = { root = { any_character_to_title_neighboring_county = { holder.top_liege = scope:raider_temp.top_liege } } } can_raid_trigger = yes } trigger_else = { can_raid_across_water_trigger = yes } ep3_governor_involved_with_root_or_liege_trigger = no NOR = { root.top_liege ?= top_liege any_ally = { OR = { this = root target_is_liege_or_above = root } } any_war_enemy = { OR = { this = root target_is_liege_or_above = root } } any_truce_target = { OR = { this = root target_is_liege_or_above = root } } } } ep3_governor_yearly.8170 = { type = character_event title = { desc = { first_valid = { triggered_desc = { trigger = { any_character_to_title_neighboring_county = { holder.top_liege = scope:raider.top_liege } } desc = ep3_governor_yearly.8170.t.land } desc = ep3_governor_yearly.8170.t.sea } } } desc = { desc = ep3_governor_yearly.8170.desc first_valid = { triggered_desc = { trigger = { any_character_to_title_neighboring_county = { holder.top_liege = scope:raider.top_liege } } desc = ep3_governor_yearly.8170.land } desc = ep3_governor_yearly.8170.sea } desc = ep3_governor_yearly.8170.ending } theme = administrative override_background = { reference = relaxing_room } left_portrait = { character = root animation = thinking } right_portrait = { character = root.cp:councillor_marshal animation = debating } lower_center_portrait = scope:raider cooldown = { years = 15 } trigger = { is_available_adult = yes is_governor = yes any_character_to_title_neighboring_and_across_water_county = { holder = { OR = { ep3_governor_yearly_8170_raider_trigger = yes any_liege_or_above = { ep3_governor_yearly_8170_raider_trigger = yes } } } } } weight_multiplier = { base = 1 modifier = { any_character_to_title_neighboring_and_across_water_county = { holder = { OR = { AND = { ep3_governor_yearly_8170_raider_trigger = yes reverse_has_opinion_modifier = { target = root modifier = raided_me_opinion } } any_liege_or_above = { ep3_governor_yearly_8170_raider_trigger = yes reverse_has_opinion_modifier = { target = root modifier = raided_me_opinion } } } } } add = 1 } } immediate = { save_scope_as = governor # A military character cp:councillor_marshal ?= { save_scope_as = marshal } if = { limit = { NOT = { exists = scope:marshal } } ordered_knight = { order_by = age save_scope_as = marshal } } if = { limit = { NOT = { exists = scope:marshal } } ordered_courtier = { limit = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } order_by = age save_scope_as = marshal } } scope:marshal = { add_to_list = threatened_vassals } # A raiding neighbour every_character_to_title_neighboring_and_across_water_county = { limit = { holder = { OR = { ep3_governor_yearly_8170_raider_trigger = yes any_liege_or_above = { ep3_governor_yearly_8170_raider_trigger = yes } } } } holder = { if = { limit = { any_liege_or_above = { ep3_governor_yearly_8170_raider_trigger = yes } } ordered_liege_or_above = { limit = { ep3_governor_yearly_8170_raider_trigger = yes } order_by = highest_held_title_tier add_to_list = potential_raiders } } else = { add_to_list = potential_raiders } } } random_in_list = { list = potential_raiders weight = { base = 1 modifier = { reverse_has_opinion_modifier = { target = root modifier = raided_me_opinion } add = 10 } } save_scope_as = raider every_character_to_title_neighboring_and_across_water_county = { limit = { save_temporary_scope_as = neighbour_county_temp root = { any_sub_realm_county = { this = scope:neighbour_county_temp } } } add_to_list = threatened_counties if = { limit = { holder != root } holder = { add_to_list = threatened_vassals every_liege_or_above = { limit = { NOR = { this = root highest_held_title_tier < root.highest_held_title_tier } } add_to_list = threatened_vassals } } } } } random_in_list = { list = threatened_counties weight = { base = 1 modifier = { any_county_province = { has_province_modifier = recently_looted_modifier } add = 10 } modifier = { add = { value = 5 subtract = title_province.fort_level } } modifier = { add = { value = title_province.available_loot multiply = 0.1 } } } save_scope_as = raid_county } set_variable = { name = threatened_counties_count value = { value = 0 every_in_list = { list = threatened_counties add = 1 } } months = 1 } } option = { # A name = ep3_governor_yearly.8170.a remove_treasury_or_gold = { value = { value = minor_treasury_or_gold_value multiply = var:threatened_counties_count max = 100 } } increase_governance_effect = { VALUE = 5 } every_in_list = { list = threatened_counties custom = ep3_governor_yearly.8170.modifier_tt add_county_modifier = { modifier = ep3_governor_yearly_8170_warning_system_modifier years = 10 } } every_in_list = { list = threatened_vassals custom = ep3_governor_yearly.8170.opinion_tt add_opinion = { target = root modifier = respect_opinion opinion = 10 } } stress_impact = { greedy = medium_stress_impact_gain callous = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_rationality = 1 ai_honor = 1 } modifier = { treasury_or_gold < major_treasury_or_gold_value factor = 0 } } } option = { # Own ideas name = ep3_governor_yearly.8170.b remove_treasury_or_gold = medium_treasury_or_gold_value duel = { skill = martial value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = 1 } desc = ep3_governor_yearly.8170.b.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8170.b.success change_influence = minor_influence_gain increase_governance_effect = { VALUE = 10 } every_in_list = { list = threatened_counties custom = ep3_governor_yearly.8170.modifier_tt add_county_modifier = { modifier = ep3_governor_yearly_8170_success_modifier years = 10 } } every_in_list = { list = threatened_vassals custom = ep3_governor_yearly.8170.opinion_tt add_opinion = { target = root modifier = respect_opinion opinion = 20 } } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = 1 } desc = ep3_governor_yearly.8170.b.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8170.b.failure every_in_list = { list = threatened_counties custom = ep3_governor_yearly.8170.modifier_tt add_county_modifier = { modifier = ep3_governor_yearly_8170_failure_modifier years = 10 } } every_in_list = { list = threatened_vassals custom = ep3_governor_yearly.8170.opinion_tt add_opinion = { target = root modifier = angry_opinion opinion = -20 } } } } } stress_impact = { greedy = minor_stress_impact_gain callous = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -0.5 ai_boldness = 1 ai_energy = 1 } modifier = { treasury_or_gold < major_treasury_or_gold_value factor = 0 } } } option = { # Diplomacy name = ep3_governor_yearly.8170.c duel = { skill = diplomacy value = decent_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 5 min = 3 } desc = ep3_governor_yearly.8170.c.success send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.8170.c.success left_icon = scope:marshal right_icon = scope:raider scope:raider = { add_opinion = { target = root modifier = respect_opinion opinion = 15 } add_truce_one_way = { character = root years = 10 name = ep3_governor_yearly_8170_truce } } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -5 min = 3 } desc = ep3_governor_yearly.8170.c.failure send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.8170.c.failure left_icon = scope:marshal right_icon = scope:raider change_influence = minor_influence_loss reverse_add_opinion = { target = scope:raider modifier = contempt_opinion opinion = -25 } } } } stress_impact = { wrathful = minor_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = 1 ai_compassion = 1 } } } option = { # Refuse name = ep3_governor_yearly.8170.d reverse_add_opinion = { target = scope:marshal modifier = annoyed_opinion opinion = -15 } stress_impact = { generous = minor_stress_impact_gain compassionate = minor_stress_impact_gain diligent = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_compassion = 1 ai_honor = -1 } } } }