#################################### THE DUKE AND THE BODENSEE ###################################### # # # The Duke of Swabia sat by the shores of the Bodensee with his fishing rod for many months without # # reward. He had even put a lovely slice of dove pie on the hook, but his bucket remained empty. # # "Are there no characters in the lake?" he thought to himself and sighed. "At this rate, my court # # will become desolate within a generation! My heir will have no diligent councillors, no brave # # knights, and no wise crones to help him rule the lands!" # # # # The Duke cried for a long, long while, and then stood up to gathering his things. # # "Thank God!" he suddenly exclaimed. "I have an idea!" # # If the lake was empty, could he not create some new characters and release them into the waters? # # If some of them married, the Bodensee would surely be repopulated in just a few years! # # # # The clever Duke quickly got to work. He made maidens and adventurers, matrons and fools. Young # # and old he made them, weak and strong, wicked and pious. The sun rose in the sky and set again. # # Under the light of moon and stars, the Duke put the final touch on his creation. # # # # The next morning, he gently released the little characters into the waters. He watched them swim # # away with tears of happiness trailing down his whiskered cheeks. This was farewell, but he was # # certain - they would not be gone for long. # # # # And this is the story behind why pools spawn new characters for the royal courts all over the # # world. Whenever we throw our hook into the depths, we send a thought of gratitude to the noble # # Duke of Swabia, and his marvelous creation. # # # ##################################################################################################### #Notes #Random Traits List contains relevant lifestyle traits and all personality traits exist in 1 template #Template-specific skill min/max regulated through scripted values #Template-specific education trait is weighted pool_repopulate_prowess = { age = { 20 40 } random_traits = yes gender_female_chance = root_soldier_female_chance culture = root.culture faith = root.faith prowess = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_martial_1 = { weight = { base = 35 } } education_martial_2 = { weight = { base = 35 } } education_martial_3 = { weight = { base = 20 } } education_martial_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } lifestyle_blademaster = {} gallant = {} brave = {} gluttonous = {} strong = {} athletic = {} lifestyle_hunter = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = lifestyle_poet modifier = { add = 10 culture = { has_cultural_parameter = poet_trait_more_common } } modifier = { add = 5 OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:folkgerman_religion } } } # Cultural Traditions if = { limit = { culture = { has_cultural_parameter = winter_soldier_trait_more_common } NOT = { has_trait = winter_soldier } } random = { chance = 10 add_trait = winter_soldier } } if = { limit = { culture = { has_cultural_parameter = forest_fighter_trait_more_common } NOT = { has_trait = forest_fighter } } random = { chance = 10 add_trait = forest_fighter } } if = { limit = { culture = { has_cultural_parameter = rough_terrain_expert_trait_more_common } NOT = { has_trait = rough_terrain_expert } } random = { chance = 10 add_trait = rough_terrain_expert } } if = { limit = { culture = { has_cultural_parameter = desert_warrior_trait_more_common } NOT = { has_trait = desert_warrior } } random = { chance = 10 add_trait = desert_warrior } } if = { limit = { culture = { has_cultural_parameter = jungle_stalker_trait_more_common } NOT = { has_trait = jungle_stalker } } random = { chance = 10 add_trait = jungle_stalker } } set_interesting_traits_and_modifiers_effect = yes add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_blademaster LEVEL_1 = yes LEVEL_3 = yes } add_random_tiered_trait_track_xp_effect = { TRAIT = lifestyle_hunter TRACK = hunter LEVEL_1 = yes LEVEL_3 = no } # ToTo Hastiluder if = { limit = { has_dlc_feature = tours_and_tournaments } random = { chance = 33 add_trait = tourney_participant add_random_tourney_participant_level_effect = yes } } } } pool_repopulate_diplomacy = { age = { 20 40 } gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because chancellor gender is doctrine dependent random_traits = yes culture = root.culture faith = root.faith diplomacy = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_diplomacy_1 = { weight = { base = 35 } } education_diplomacy_2 = { weight = { base = 35 } } education_diplomacy_3 = { weight = { base = 20 } } education_diplomacy_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } diplomat = {} family_first = {} august = {} lifestyle_reveler = {} generous = {} arrogant = {} honest = {} gregarious = {} trusting = {} compassionate = {} fickle = {} forgiving = {} lifestyle_poet = {} tourney_participant = {} lifestyle_traveler = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = lifestyle_poet modifier = { add = 15 culture = { has_cultural_parameter = poet_trait_more_common } } modifier = { add = 10 OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:folkgerman_religion } } } set_interesting_traits_and_modifiers_effect = yes if = { limit = { has_trait = lifestyle_reveler } add_trait_xp = { trait = lifestyle_reveler value = { integer_range = { min = small_lifestyle_random_xp_low max = small_lifestyle_random_xp_high } } } } add_random_tiered_trait_track_xp_effect = { TRAIT = tourney_participant TRACK = wit LEVEL_1 = yes LEVEL_3 = no } } } pool_repopulate_martial = { age = { 30 45 } gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because marshal gender is doctrine dependent random_traits = yes culture = root.culture faith = root.faith martial = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_martial_1 = { weight = { base = 35 } } education_martial_2 = { weight = { base = 35 } } education_martial_3 = { weight = { base = 20 } } education_martial_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } strategist = {} overseer = {} wrathful = {} zealous = {} impatient = {} lifestyle_hunter = {} tourney_participant = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } if = { limit = { OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:folkgerman_religion } } random_list = { 65 = {} 15 = { add_trait = varangian } 15 = { add_trait = berserker } 5 = { add_trait = lifestyle_poet } } } # Cultural Traditions if = { limit = { culture = { has_cultural_parameter = poet_trait_more_common } NOT = { has_trait = lifestyle_poet } } random = { chance = 10 add_trait = lifestyle_poet } } if = { limit = { culture = { has_cultural_parameter = winter_soldier_trait_more_common } NOT = { has_trait = winter_soldier } } random = { chance = 10 add_trait = winter_soldier } } if = { limit = { culture = { has_cultural_parameter = forest_fighter_trait_more_common } NOT = { has_trait = forest_fighter } } random = { chance = 10 add_trait = forest_fighter } } if = { limit = { culture = { has_cultural_parameter = rough_terrain_expert_trait_more_common } NOT = { has_trait = rough_terrain_expert } } random = { chance = 10 add_trait = rough_terrain_expert } } if = { limit = { culture = { has_cultural_parameter = desert_warrior_trait_more_common } NOT = { has_trait = desert_warrior } } random = { chance = 10 add_trait = desert_warrior } } if = { limit = { culture = { has_cultural_parameter = jungle_stalker_trait_more_common } NOT = { has_trait = jungle_stalker } } random = { chance = 10 add_trait = jungle_stalker } } set_interesting_traits_and_modifiers_effect = yes add_random_tiered_trait_track_xp_effect = { TRAIT = lifestyle_hunter TRACK = hunter LEVEL_1 = yes LEVEL_3 = no } add_random_tiered_trait_track_xp_effect = { TRAIT = tourney_participant TRACK = wit LEVEL_1 = yes LEVEL_3 = no } } } pool_repopulate_stewardship = { age = { 20 40 } gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because steward gender is doctrine dependent random_traits = yes culture = root.culture faith = root.faith stewardship = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_stewardship_1 = { weight = { base = 35 } } education_stewardship_2 = { weight = { base = 35 } } education_stewardship_3 = { weight = { base = 20 } } education_stewardship_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } architect = {} administrator = {} avaricious = {} temperate = {} greedy = {} just = {} stubborn = {} ambitious = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = lifestyle_poet modifier = { add = 10 culture = { has_cultural_parameter = poet_trait_more_common } } modifier = { add = 5 OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:folkgerman_religion } } } set_interesting_traits_and_modifiers_effect = yes } } pool_repopulate_intrigue = { age = { 25 40 } random_traits = yes gender_female_chance = 50 #No gender blocks for spymaster culture = root.culture faith = root.faith intrigue = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_intrigue_1 = { weight = { base = 35 } } education_intrigue_2 = { weight = { base = 35 } } education_intrigue_3 = { weight = { base = 20 } } education_intrigue_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } schemer = {} seducer = {} torturer = {} deceitful = {} lustful = {} calm = {} arbitrary = {} paranoid = {} callous = {} sadistic = {} vengeful = {} craven = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = lifestyle_poet modifier = { add = 10 culture = { has_cultural_parameter = poet_trait_more_common } } modifier = { add = 5 OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:folkgerman_religion } } } set_interesting_traits_and_modifiers_effect = yes } } pool_repopulate_learning = { age = { 25 60 } gender_female_chance = 50 #No gender blocks for physicians random_traits = yes culture = root.culture faith = root.faith learning = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_learning_1 = { weight = { base = 35 } } education_learning_2 = { weight = { base = 35 } } education_learning_3 = { weight = { base = 20 } } education_learning_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } scholar = {} theologian = {} whole_of_body = {} lifestyle_physician = {} lifestyle_mystic = {} lifestyle_herbalist = {} chaste = {} diligent = {} patient = {} humble = {} shy = {} content = {} cynical = {} lazy = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } if = { limit = { faith = { has_doctrine = tenet_monasticism } } random_list = { 75 = {} 25 = { add_trait = devoted } } } random = { chance = 1 add_trait = lifestyle_poet modifier = { add = 10 culture = { has_cultural_parameter = poet_trait_more_common } } modifier = { add = 5 OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:folkgerman_religion } } } set_interesting_traits_and_modifiers_effect = yes add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_physician LEVEL_1 = yes LEVEL_3 = yes } add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_mystic LEVEL_1 = yes LEVEL_3 = no } } } pool_repopulate_spouse = { gender_female_chance = root.marriage_gender_adjusted_female_chance age = { 16 26 } random_traits = yes culture = root.culture faith = root.faith random_traits_list = { education_diplomacy_1 = { weight = { base = 35 } } education_diplomacy_2 = { weight = { base = 35 } } education_diplomacy_3 = { weight = { base = 20 } } education_diplomacy_4 = { weight = { base = 10 } } education_martial_1 = { weight = { base = 35 modifier = { # Less common with martial education if character can't be combatant because of gender factor = 0.3 trigger_if = { limit = { root = { is_female = yes } } dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } trigger_else = { dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } } } } education_martial_2 = { weight = { base = 35 modifier = { # Less common with martial education if character can't be combatant because of gender factor = 0.3 trigger_if = { limit = { root = { is_female = yes } } dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } trigger_else = { dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } } } } education_martial_3 = { weight = { base = 20 modifier = { # Less common with martial education if character can't be combatant because of gender factor = 0.3 trigger_if = { limit = { root = { is_female = yes } } dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } trigger_else = { dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } } } } education_martial_4 = { weight = { base = 10 modifier = { # Less common with martial education if character can't be combatant because of gender factor = 0.3 trigger_if = { limit = { root = { is_female = yes } } dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } trigger_else = { dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } } } } education_stewardship_1 = { weight = { base = 35 } } education_stewardship_2 = { weight = { base = 35 } } education_stewardship_3 = { weight = { base = 20 } } education_stewardship_4 = { weight = { base = 10 } } education_intrigue_1 = { weight = { base = 35 } } education_intrigue_2 = { weight = { base = 35 } } education_intrigue_3 = { weight = { base = 20 } } education_intrigue_4 = { weight = { base = 10 } } education_learning_1 = { weight = { base = 35 } } education_learning_2 = { weight = { base = 35 } } education_learning_3 = { weight = { base = 20 } } education_learning_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } diplomat = {} strategist = {} architect = {} schemer = {} scholar = {} whole_of_body = {} fecund = {} intellect_good_1 = {} physique_good_1 = {} beauty_good_1 = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = lifestyle_poet modifier = { add = 10 culture = { has_cultural_parameter = poet_trait_more_common } } modifier = { add = 5 OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:folkgerman_religion } } } set_interesting_traits_and_modifiers_effect = yes } } pool_repopulate_local_flavor = { age = { 25 45 } gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because council gender is doctrine dependent random_traits = yes faith = root.faith random_culture = { culture:ashkenazi = { trigger = { NOT = { root.faith = { religion = { is_in_family = rf_pagan } } } root.capital_province = { OR = { geographical_region = world_europe geographical_region = world_asia_minor } } } } root.culture = { trigger = { OR = { root.faith = { religion = { is_in_family = rf_pagan } } root.faith = { religion = { is_in_family = rf_antediluvianist } } root.faith = { religion = { is_in_family = rf_esoteric } } } } } culture:NEOW_sephardi = { trigger = { root.capital_province = { geographical_region = world_europe } } } culture:sharoni = { trigger = { root.capital_province = { geographical_region = world_europe_south } } } culture:cale = { trigger = { root.capital_province = { OR = { geographical_region = world_europe_west_francia geographical_region = world_europe_west_iberia } } } } culture:atlantannach = { trigger = { root.capital_province = { geographical_region = world_europe } } } culture:beur = { trigger = { root.capital_province = { OR = { geographical_region = world_europe_west_francia geographical_region = world_europe_west_germania } } } } culture:turkisch = { trigger = { root.capital_province = { geographical_region = world_europe_west_germania } } } culture:traveller = { trigger = { root.capital_province = { geographical_region = world_europe_west_britannia } } } # culture:kurdish = { # trigger = { # root.capital_province = { # geographical_region = world_middle_east_persia # } # } # } # culture:rajput = { # trigger = { # root.capital_province = { # geographical_region = world_india # } # } # } # culture:hindustani = { # trigger = { # root.capital_province = { # geographical_region = world_india_rajastan # } # } # } # culture:gujarati = { # trigger = { # root.capital_province = { # geographical_region = world_india_rajastan # } # } # } # culture:marathi = { # trigger = { # root.capital_province = { # OR = { # geographical_region = world_india_rajastan # geographical_region = world_india_deccan # } # } # } # } # culture:tamil = { # trigger = { # root.capital_province = { # OR = { # geographical_region = world_india_deccan # geographical_region = world_asia_southeast_islands # } # } # } # } # culture:telugu = { # trigger = { # root.capital_province = { # geographical_region = world_india_deccan # } # } # } # culture:kannada = { # trigger = { # root.capital_province = { # geographical_region = world_india_deccan # } # } # } # culture:bengali = { # trigger = { # root.capital_province = { # OR = { # geographical_region = world_india_bengal # geographical_region = world_burma # } # } # } # } # culture:burmese = { # trigger = { # root.capital_province = { # OR = { # geographical_region = world_india_bengal # geographical_region = world_burma # } # } # } # } # culture:butr = { # trigger = { # root.capital_province = { # geographical_region = world_africa # } # } # } # culture:zaghawa = { # trigger = { # root.capital_province = { # geographical_region = world_africa # } # } # } # culture:assyrian = { # trigger = { # root.capital_province = { # OR = { # geographical_region = world_steppe_east # geographical_region = world_steppe_tarim # } # } # } # } # culture:khitan = { # trigger = { # root.capital_province = { # OR = { # geographical_region = world_steppe_east # geographical_region = world_steppe_tarim # geographical_region = world_tibet # geographical_region = world_asia_north_east # } # } # } # } # culture:han = { # trigger = { # root.capital_province = { # OR = { # geographical_region = world_steppe_east # geographical_region = world_steppe_tarim # geographical_region = world_tibet # geographical_region = world_burma # geographical_region = world_asia_north_east # geographical_region = world_asia_china # geographical_region = world_asia_korea # geographical_region = world_asia_southeast_mainland # } # } # } # } # culture:bodpa = { # trigger = { # root.capital_province = { # geographical_region = world_tibet # } # } # } # culture:somali = { # trigger = { # root.capital_province = { # OR = { # geographical_region = world_middle_east # geographical_region = world_middle_east_persia # geographical_region = world_africa_north_east # AND = { # geographical_region = world_india # county.holder.faith = { # religion_tag = islam_religion # } # } # } # } # } # } # culture:swahili = { # trigger = { # root.capital_province = { # geographical_region = dlc_tgp_swahili_coast_region # } # } # } # culture:yemeni = { # trigger = { # root.capital_province = { # geographical_region = dlc_tgp_swahili_coast_region # county.holder = { # NOT = { government_has_flag = government_is_tribal } # faith = { religion_tag = islam_religion } # } # } # } # } # culture:persian = { # trigger = { # root.capital_province = { # geographical_region = dlc_tgp_swahili_coast_region # county.holder = { # NOT = { government_has_flag = government_is_tribal } # faith = { religion_tag = islam_religion } # } # } # } # } # culture:japanese = { # trigger = { # root.capital_province = { geographical_region = world_asia_japan } # } # } # culture:khanty = { # trigger = { # root.capital_province = { # geographical_region = world_siberia # } # } # } } learning = { min_guest_template_skill max_guest_template_skill } stewardship = { min_guest_template_skill max_guest_template_skill } diplomacy = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_learning_3 = { weight = { base = 10 } } education_learning_4 = { weight = { base = 20 } } education_stewardship_3 = { weight = { base = 5 } } education_stewardship_4 = { weight = { base = 10 } } education_diplomacy_3 = { weight = { base = 10 } } education_diplomacy_4 = { weight = { base = 20 } } } random_traits_list = { scholar = {} theologian = {} lifestyle_physician = {} lifestyle_mystic = {} lifestyle_herbalist = {} administrator = {} architect = {} diplomat = {} lifestyle_hunter = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } if = { limit = { culture = { has_cultural_pillar = heritage_israelite } } add_character_flag = ai_will_not_convert set_character_faith = faith:congregationist if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } if = { limit = { culture = culture:atlantannach } add_character_flag = ai_will_not_convert set_character_faith = faith:iberian if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } if = { limit = { culture = culture:traveller } add_character_flag = ai_will_not_convert set_character_faith = faith:celtic if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } if = { limit = { culture = culture:beur } add_character_flag = ai_will_not_convert set_character_faith = faith:simurghi if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } if = { limit = { culture = culture:turkisch } add_character_flag = ai_will_not_convert set_character_faith = faith:quranist if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } # else_if = { # limit = { # OR = { # culture = culture:rajput # culture = culture:marathi # culture = culture:gujarati # culture = culture:tamil # culture = culture:telugu # culture = culture:hindustani # culture = culture:kannada # culture = culture:bengali # culture = culture:burmese # } # } # random_list = { # 10 = { # set_character_faith = faith:digambara # } # 10 = { # set_character_faith = faith:svetambara # } # 20 = { # set_character_faith = faith:yapaniya # } # 35 = { # trigger = { # culture = culture:gujarati # } # set_character_faith = faith:zurvanism # } # 100 = { # trigger = { # culture = culture:burmese # } # set_character_faith = faith:ari # } # 5 = { # set_character_faith = faith:nestorian # } # 25 = { # trigger = { # OR = { # culture = culture:kannada # culture = culture:telugu # culture = culture:tamil # } # } # set_character_faith = faith:malabarism # } # } # } # else_if = { # limit = { # OR = { # culture = culture:butr # culture = culture:zaghawa # } # } # random_list = { # 10 = { # set_character_faith = faith:ibadi # } # 10 = { # set_character_faith = faith:sufri # } # } # } # else_if = { # limit = { # culture = culture:kurdish # } # set_character_faith = faith:yazidi # } # else_if = { # limit = { # culture = culture:assyrian # } # set_character_faith = faith:nestorian # } # else_if = { # limit = { # culture = culture:khitan # } # random_list = { # 15 = { # set_character_faith = faith:vajrayana # } # 10 = { # set_character_faith = faith:tengri_pagan # } # 5 = { # set_character_faith = faith:quanzhen # } # } # } # else_if = { # limit = { # culture = culture:han # } # random_list = { # 50 = { # set_character_faith = faith:shangqing # random_list = { # 50 = {} # 50 = { # add_trait = devoted # } # } # } # 15 = { # set_character_faith = faith:mahayana # } # 5 = { # set_character_faith = faith:zhengyi # } # } # random = { # chance = 5 # modifier = { # root.capital_province = { # geographical_region = world_asia_china # } # add = 10 # } # add_trait = confucian_education # if = { # limit = { # OR = { # AND = { # is_male = yes # root.capital_province.province_owner = { # OR = { # has_realm_law = male_only_law # has_realm_law = male_preference_law # has_realm_law = equal_law # } # } # } # AND = { # is_female = yes # root.capital_province.province_owner = { # OR = { # has_realm_law = female_only_law # has_realm_law = female_preference_law # has_realm_law = equal_law # } # } # } # } # } # change_merit = { fixed_range = { min = 1000 max = 5000 } } # assign_completed_exams_based_on_merit_effect = yes # } # } # } # else_if = { # limit = { # culture = culture:bodpa # } # random_list = { # 10 = { # set_character_faith = faith:bon # } # 10 = { # set_character_faith = faith:old_bon # } # } # } else_if = { limit = { religion = { is_in_family = rf_pagan } } random_list = { 10 = { add_trait = one_eyed } 10 = { add_trait = albino } 10 = { add_trait = scaly } 10 = { add_trait = torturer } 10 = { add_trait = whole_of_body } 10 = { add_trait = flagellant } 10 = { add_trait = scarred add_trait_xp = { trait = scarred value = { integer_range = { min = 5 max = 100 } } } } 10 = { add_trait = blind } 10 = { add_trait = shrewd } 10 = { add_trait = strong } 10 = { add_trait = giant } 10 = { add_trait = lifestyle_poet } 450 = { trigger = { NOT = { trait_is_criminal_in_faith_trigger = { TRAIT = trait:witch FAITH = this.faith GENDER_CHARACTER = this } } } add_trait = witch } 150 = { trigger = { faith = { has_doctrine = tenet_warmonger } OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:folkgerman_religion } NOR = { has_trait = craven has_trait = berserker has_trait = calm } } add_trait = berserker } } } # Learn flavorful & appropriate languages # if = { # limit = { # OR = { # culture = culture:butr # culture = culture:kurdish # culture = culture:somali # } # } # # if = { # limit = { # NOT = { # knows_language = language_arabic # } # } # random = { # chance = 70 # learn_language = language_arabic # } # } # } # # if = { # limit = { # culture = culture:assyrian # } # # if = { # limit = { # NOT = { # knows_language = language_greek # } # } # random = { # chance = 70 # learn_language = language_greek # } # } # } # # if = { # Guaranteed warriors # limit = { # OR = { # culture = culture:butr # culture = culture:zaghawa # culture = culture:khitan # culture = culture:somali # } # } # remove_trait = education_learning_3 # remove_trait = education_learning_4 # remove_trait = education_stewardship_3 # remove_trait = education_stewardship_4 # remove_trait = education_diplomacy_3 # remove_trait = education_diplomacy_4 # remove_trait = lifestyle_physician # remove_trait = lifestyle_mystic # remove_trait = theologian # remove_trait = lifestyle_herbalist # remove_trait = diplomat # remove_trait = administrator # remove_trait = architect # remove_trait = scholar # add_martial_skill = 4 # add_prowess_skill = 6 # random_list = { # 50 = { # add_trait = education_martial_3 # } # 50 = { # add_trait = education_martial_4 # } # } # random_list = { # 10 = { # add_trait = strategist # } # 30 = { # add_trait = lifestyle_blademaster # add_random_tiered_trait_xp_effect = { # TRAIT = lifestyle_blademaster # LEVEL_1 = yes # LEVEL_3 = yes # } # } # 10 = { # add_trait = tourney_participant # add_random_tiered_trait_track_xp_effect = { # TRAIT = tourney_participant # TRACK = bow # LEVEL_1 = yes # LEVEL_3 = yes # } # } # 10 = { # add_trait = overseer # } # } # give_random_commander_trait_effect = yes # } else_if = { limit = { OR = { religion = { is_in_family = rf_pagan } } } random_list = { 50 = {} 50 = { remove_trait = education_learning_3 remove_trait = education_learning_4 remove_trait = education_stewardship_3 remove_trait = education_stewardship_4 remove_trait = education_diplomacy_3 remove_trait = education_diplomacy_4 remove_trait = lifestyle_physician remove_trait = lifestyle_mystic remove_trait = theologian remove_trait = lifestyle_herbalist remove_trait = diplomat remove_trait = administrator remove_trait = architect remove_trait = scholar add_martial_skill = 4 add_prowess_skill = 6 random_list = { 50 = { add_trait = education_martial_3 } 50 = { add_trait = education_martial_4 } } random_list = { 10 = { add_trait = strategist } 30 = { add_trait = lifestyle_blademaster add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_blademaster LEVEL_1 = yes LEVEL_3 = yes } } 10 = { add_trait = tourney_participant add_random_tiered_trait_track_xp_effect = { TRAIT = tourney_participant TRACK = bow LEVEL_1 = yes LEVEL_3 = yes } } 10 = { add_trait = overseer } } give_random_commander_trait_effect = yes } } } set_interesting_traits_and_modifiers_effect = yes add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_physician LEVEL_1 = yes LEVEL_3 = yes } add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_mystic LEVEL_1 = yes LEVEL_3 = no } add_random_tiered_trait_track_xp_effect = { TRAIT = lifestyle_hunter TRACK = hunter LEVEL_1 = yes LEVEL_3 = no } add_random_tiered_trait_xp_effect = { TRAIT = confucian_education LEVEL_1 = yes LEVEL_3 = yes } } }