# #namespace = roman_restoration # ################################################### # #### Roman Restoration Major Decision Events ## by Flavio Verna # ## 0001 - Restoring Roman Empire as Byzantium ## 0003 - Restoring Roman Empire as HRE ## 0005 - New Emperor becomes Augustus ## 0006 - Old Emperor loses Augustus ## 0010/0024 - Old Roman Provinces are Restored ## 0100 - Schism is mended ## 0199, 0104, 0105, 0106, 0107 - Restored Patriarchate Events ## 0120 - Imposing the Iconoclast Patriarchate ## 0122 - Restoring the Ecumenical Patriarchate ## 0124 - Restoring the Papacy ## 0130 - Destroying the Papacy ## 0140 - Unifying Italy ## 0150 - Restoring Roman Empire as Italy ## 0160/0175 - Roman Empire dismantles pretenders # ################################################### # ################################################### ## Restoring the Roman Empire ################################################### #roman_restoration.0001 = { # type = character_event # title = roman_restoration.0001.t # desc = { # desc = roman_restoration.0001.desc.intro # first_valid = { # # Doing it as the Greeks. # triggered_desc = { # trigger = { # root.culture = culture:greek # } # desc = roman_restoration.0001.desc.greeks # } # # Doing it as somebody else. # desc = roman_restoration.0001.desc.other # } # first_valid = { # # Doing it as Christians. # triggered_desc = { # trigger = { # faith.OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } # } # desc = roman_restoration.0001.desc.christians # } # # Doing it as Hellenics # triggered_desc = { # trigger = { # faith.religion = faith:hellenic_pagan.religion # } # desc = roman_restoration.0001.desc.hellenics # } # desc = roman_restoration.0001.desc.fallback # } # } # theme = emperor # left_portrait = { # character = scope:scoped_emperor # animation = personality_honorable # } # # immediate = { # play_music_cue = "mx_cue_epic_sacral_moment" # save_scope_as = scoped_emperor # create_roman_empire_scripted_effect = yes # create_story = restoring_roman_provinces_story # } # option = { # name = roman_restoration.0001.a # set_nickname_effect = { NICKNAME = nick_the_glorious } # # Send narrative fluff to other players (if any). # every_player = { # limit = { # this != root # is_within_diplo_range = { CHARACTER = root } # } # trigger_event = roman_restoration.0002 # } # } #} # ## Players informed of some fucko declaring a new Rome #roman_restoration.0002 = { # type = character_event # title = roman_restoration.0002.t # desc = { # desc = roman_restoration.0002.desc # first_valid = { # # Christians freaking out. # triggered_desc = { # trigger = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # } # desc = roman_restoration.0002.desc.hellenics # } # # Regular. # desc = roman_restoration.0002.desc.christians # } # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_honorable # } # # immediate = { # #Same-faith non-empire tier rulers are over-awed. # if = { # limit = { faith = scope:scoped_emperor.faith } # play_music_cue = "mx_cue_epic_sacral_moment" # } # #Otherwise, this is a tacit statement of imperial threat. # else = { play_music_cue = "mx_cue_combat_2" } # } # # option = { # name = { # Regular # trigger = { # NAND = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # } # NOT = { # has_title = title:e_hre # } # } # text = roman_restoration.0002.a # } # name = { # Regular HRE # trigger = { # NAND = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # } # has_title = title:e_hre # } # text = roman_restoration.0002.b # } # name = { # Crazy Hellenics # trigger = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # NOT = { # has_title = title:e_hre # } # } # text = roman_restoration.0002.c # } # name = { # Crazy Hellenics HRE # trigger = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # has_title = title:e_hre # } # text = roman_restoration.0002.d # } # } # option = { # name = roman_restoration.0002.e # fallback = yes # } #} # ################################################### ## Holy Roman Empire for realsies this time. ################################################### # #roman_restoration.0003 = { # type = character_event # title = roman_restoration.0003.t # desc = { # first_valid = { # # Doing it as the Greeks. # triggered_desc = { # trigger = { # root.culture = culture:greek # } # desc = roman_restoration.0003.desc.greeks # } # # Doing it as somebody else. # triggered_desc = { # trigger = { # NOT = { # root.culture = culture:greek # } # } # desc = roman_restoration.0003.desc.other # } # } # desc = roman_restoration.0003.desc # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_honorable # } # # immediate = { # play_music_cue = "mx_cue_epic_sacral_moment" # save_scope_as = scoped_emperor # create_roman_empire_holy_scripted_effect = yes # } # # option = { # name = roman_restoration.0003.a # set_nickname_effect = { NICKNAME = nick_the_glorious } # # Send narrative fluff to other players (if any). # every_player = { # limit = { # this != root # is_within_diplo_range = { CHARACTER = root } # } # trigger_event = roman_restoration.0004 # } # } #} # ## Players informed of (Holy) Roman Empire being reborn. #roman_restoration.0004 = { # type = character_event # title = roman_restoration.0004.t # desc = { # first_valid = { # # Reaction of the Byzantines (if they are even still around) # triggered_desc = { # trigger = { # OR = { # has_title = title:e_byzantium # any_liege_or_above = { # has_title = title:e_byzantium # } # } # } # desc = roman_restoration.0004.desc.byzantines # } # # Everybody else. # triggered_desc = { # trigger = { # NOR = { # has_title = title:e_byzantium # any_liege_or_above = { # has_title = title:e_byzantium # } # } # } # desc = roman_restoration.0004.desc.others # } # } # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_honorable # } # # immediate = { # #Same-faith non-empire tier rulers are over-awed. # if = { # limit = { faith = scope:scoped_emperor.faith } # play_music_cue = "mx_cue_epic_sacral_moment" # } # #Otherwise, this is a tacit statement of imperial threat. # else = { play_music_cue = "mx_cue_combat_2" } # } # # option = { # name = roman_restoration.0004.a # trigger = { # NOT = { # has_title = title:e_byzantium # } # } # } # option = { # name = roman_restoration.0004.b # trigger = { # has_title = title:e_byzantium # } # stress_impact = { # base = medium_stress_impact_gain # } # } #} # ## on_new_holder: New Emperor gets the Augustus Trait. #roman_restoration.0005 = { # type = character_event # title = roman_restoration.0005.t # desc = { # first_valid = { # # Regular Roman Empire # triggered_desc = { # trigger = { # NOT = { # exists = title:h_roman_empire.var:variable_restored_hre # } # } # desc = roman_restoration.0005.desc.regular # } # # Holy Roman Empire # triggered_desc = { # trigger = { # exists = title:h_roman_empire.var:variable_restored_hre # } # desc = roman_restoration.0005.desc.holy # } # } # } # theme = realm # left_portrait = { # character = root # animation = personality_bold # } # # trigger = { # OR = { # scope:title = title:h_roman_empire # scope:title = title:h_eastern_roman_empire # } # NOT = { has_trait = augustus } # } # # immediate = { # if = { # limit = { # scope:previous_holder = { # any_owned_story = { # type = restoring_roman_provinces_story # } # } # } # hidden_effect = { # scope:previous_holder = { # random_owned_story = { # type = restoring_roman_provinces_story # end_story = yes # } # } # create_story = restoring_roman_provinces_story # } # } # # if = { # limit = { scope:previous_holder = { is_alive = yes has_trait = augustus } } # save_scope_as = new_holder # scope:previous_holder = { trigger_event = roman_restoration.0006 } # } # } # # option = { # name = roman_restoration.0005.a # add_trait = augustus # } #} # ## If old holder is still alive, he will lose the trait. #roman_restoration.0006 = { # type = character_event # title = roman_restoration.0006.t # desc = roman_restoration.0006.desc # theme = realm # left_portrait = { # character = root # animation = shame # } # # immediate = { # #This is so sad: Alexios, play dungeonito. # play_music_cue = "mx_cue_prison" # } # # trigger = { # is_alive = yes # has_trait = augustus # } # # option = { # name = roman_restoration.0006.a # remove_trait = augustus # stress_impact = { # base = minor_stress_impact_gain # } # } #} # ################################################### ## Recovering old Provinces. ################################################### # ## All events fired on_yearly pulses, checking for dejure Duchies. ## Mostly just for flavor. # #scripted_trigger roman_restoration_0010_is_valid_roman_empire_trigger = { # is_ai = no # is_roman_emperor_trigger = yes # OR = { # faith.religion = faith:roman_catholic.religion # Either Christian # faith.religion = faith:hellenic_pagan.religion # Or Hellenic # } #} # ## Provincia Syria Palaestina ## Provincia Aegyptus ## Provincia Cyrenaica ## Provincia Africa ## Provincia Illyricum ## Provincia Italia ## Provincia Gallia ## Provincia Germania ## Provincia Britannia ## Provincia Hispania ## Provincia Mauretania ## Provincia Mesopotamia ## Provincia Caledonia ## Provincia Hibernia ## Imperial Borders (all provinces restored) # ## Provincia Syria Palaestina #roman_restoration.0010 = { # type = character_event # title = roman_restoration.0010.t # desc = roman_restoration.0010.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_syria # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_syria_palestina # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_syria # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} # ## Provincia Aegyptus #roman_restoration.0011 = { # type = character_event # title = roman_restoration.0011.t # desc = roman_restoration.0011.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_aegyptus # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_aegyptus # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_aegyptus # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Cyrenaica #roman_restoration.0012 = { # type = character_event # title = roman_restoration.0012.t # desc = roman_restoration.0012.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_cyrenaica # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_cyrenaica # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_cyrenaica # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Africa #roman_restoration.0013 = { # type = character_event # title = roman_restoration.0013.t # desc = roman_restoration.0013.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_africa # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_africa # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_africa # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Illyricum #roman_restoration.0014 = { # type = character_event # title = roman_restoration.0014.t # desc = roman_restoration.0014.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_illyricum # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_illyricum # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_illyricum # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Italia #roman_restoration.0015 = { # type = character_event # title = roman_restoration.0015.t # desc = roman_restoration.0015.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_italia # } # } # NOT = { exists = title:h_roman_empire.var:variable_restored_italy } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = world_europe_south_italy # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_italia # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Gallia #roman_restoration.0016 = { # type = character_event # title = roman_restoration.0016.t # desc = roman_restoration.0016.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_gallia # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = world_europe_west_francia # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_gallia # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Germania #roman_restoration.0017 = { # type = character_event # title = roman_restoration.0017.t # desc = roman_restoration.0017.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_germania # } # } # NOT = { exists = title:h_roman_empire.var:variable_restored_hre } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = world_europe_west_germania # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_germania # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Britannia #roman_restoration.0018 = { # type = character_event # title = roman_restoration.0018.t # desc = roman_restoration.0018.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_britannia # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_wales # completely_controls_region = custom_england # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_britannia # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Hispania #roman_restoration.0019 = { # type = character_event # title = roman_restoration.0019.t # desc = roman_restoration.0019.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_hispania # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_hispania # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_hispania # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Mauretania #roman_restoration.0020 = { # type = character_event # title = roman_restoration.0020.t # desc = roman_restoration.0020.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_mauretania # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_mauretania # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_mauretania # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Mesopotamia #roman_restoration.0021 = { # type = character_event # title = roman_restoration.0021.t # desc = roman_restoration.0021.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_mesopotamia # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_mesopotamia # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_mesopotamia # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Caledonia #roman_restoration.0022 = { # type = character_event # title = roman_restoration.0022.t # desc = roman_restoration.0022.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_caledonia # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_caledonia # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_caledonia # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} ## Provincia Hibernia #roman_restoration.0023 = { # type = character_event # title = roman_restoration.0023.t # desc = roman_restoration.0023.desc # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_hibernia # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_hibernia # } # # immediate = { # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_hibernia # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # } #} # ## Imperial Borders (all provinces restored) #roman_restoration.0024 = { # type = character_event # title = roman_restoration.0024.t # desc = { # desc = roman_restoration.0024.desc.intro # first_valid = { # # Christian Roman Empire # triggered_desc = { # trigger = { # faith.religion = faith:roman_catholic.religion # } # desc = roman_restoration.0024.desc.christian # } # # Hellenic Roman Empire # triggered_desc = { # trigger = { # faith.religion = faith:hellenic_pagan.religion # } # desc = roman_restoration.0024.desc.hellenic # } # # Fallback Roman Empire # triggered_desc = { # trigger = { # NOR = { # faith.religion = faith:roman_catholic.religion # faith.religion = faith:hellenic_pagan.religion # } # } # desc = roman_restoration.0024.desc.fallback # } # } # } # theme = realm # left_portrait = { # character = root # animation = personality_honorable # } # # trigger = { # roman_restoration_0010_is_valid_roman_empire_trigger = yes # is_roman_emperor_excluding_byzantium_trigger = yes # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_all # } # } # NOT = { has_character_flag = flag_roman_province_cooldown } # completely_controls_region = custom_roman_full_borders # } # # immediate = { # play_music_cue = "mx_cue_epic_sacral_moment" # add_to_global_variable_list = { # name = restored_roman_provinces_variable_list # target = flag:flag_re_restored_all # } # hidden_effect = { # add_character_flag = { # flag = flag_roman_province_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0010.a # add_prestige = major_prestige_gain # hidden_effect = { # random_owned_story = { # type = restoring_roman_provinces_story # end_story = yes # } # } # } #} # ################################################### ## Schism events. ################################################### # #roman_restoration.0100 = { # type = character_event # title = roman_restoration.0100.t # desc = { # desc = roman_restoration.0100.desc.intro # first_valid = { # # As an Orthodox # triggered_desc = { # trigger = { # faith = faith:orthodox # } # desc = roman_restoration.0100.desc.orthodox # } # # As a Catholic # triggered_desc = { # trigger = { # religion = religion:catholic_religion # } # desc = roman_restoration.0100.desc.catholic # } # # And Everybody else # triggered_desc = { # trigger = { # NOR = { # religion = religion:catholic_religion # faith = faith:orthodox # } # } # desc = roman_restoration.0100.desc.generic # } # } # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_zealous # } # # immediate = { # play_music_cue = "mx_cue_faith_conversion" # save_scope_as = scoped_emperor # faith = { save_scope_as = mending_faith } # mend_great_schism_scripted_effect = yes # if = { # limit = { # scope:mending_faith = faith:orthodox # } # faith:catholic = { # save_scope_as = loser_faith # } # } # else_if = { # limit = { # scope:mending_religion = religion:catholic_religion # } # faith:orthodox = { # save_scope_as = loser_faith # } # } # else = { # religion = { # random_faith = { # limit = { # exists = religious_head # this != scope:mending_faith # } # save_scope_as = loser_faith # } # } # } # legend_seed_great_deed_faith_effect = { # ANTAGONIST = scope:loser_faith.religious_head # OLD_FAITH = scope:loser_faith # } # } # # option = { # name = roman_restoration.0100.a # } #} # ## Ecumenical followers get chance to convert. #roman_restoration.0101 = { # type = character_event # title = roman_restoration.0100.t # desc = { # desc = roman_restoration.0101.desc.intro # first_valid = { # # As an Orthodox # triggered_desc = { # trigger = { # scope:mending_faith = faith:orthodox # } # desc = roman_restoration.0101.desc.orthodox # } # # As a Catholic # triggered_desc = { # trigger = { # scope:mending_religion = religion:catholic_religion # } # desc = roman_restoration.0101.desc.catholic # } # # And Everybody else # triggered_desc = { # trigger = { # NOR = { # scope:mending_religion = religion:catholic_religion # scope:mending_faith = faith:orthodox # } # } # desc = roman_restoration.0101.desc.generic # } # } # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_zealous # } # # immediate = { # play_music_cue = "mx_cue_faith_conversion" # faith = { save_scope_as = old_faith } # } # # option = { # name = roman_restoration.0101.a # trigger = { # OR = { # is_ai = no # NOT = { has_trait = zealous } # Never! # } # } # set_character_faith = scope:mending_faith # if = { # limit = { # scope:mending_faith = { has_doctrine = doctrine_monotheist } # } # custom_description_no_bullet = { text = mandala_monotheist_warning_tt } # } # every_held_title = { # title_tier = county # set_county_faith = scope:mending_faith # } # ai_chance = { # base = 80 # modifier = { # Where the wind blows, I sail. # add = 20 # has_trait = cynical # } # } # } # option = { # name = roman_restoration.0101.b # ai_chance = { # base = 20 # ai_value_modifier = { # ai_zeal = 1.0 # } # modifier = { # add = 20 # has_trait = zealous # } # modifier = { # add = 10 # OR = { # has_title = title:e_byzantium # has_title = title:e_hre # } # } # } # } #} # ## Heretics and Heathens are only notified. #roman_restoration.0102 = { # type = character_event # title = roman_restoration.0100.t # desc = { # desc = roman_restoration.0101.desc.intro # first_valid = { # # As an Orthodox # triggered_desc = { # trigger = { # scope:mending_faith = faith:orthodox # } # desc = roman_restoration.0101.desc.orthodox # } # # As a Catholic # triggered_desc = { # trigger = { # scope:mending_religion = religion:catholic_religion # } # desc = roman_restoration.0101.desc.catholic # } # # And Everybody else # triggered_desc = { # trigger = { # NOR = { # scope:mending_religion = religion:catholic_religion # scope:mending_faith = faith:orthodox # } # } # desc = roman_restoration.0101.desc.generic # } # } # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_zealous # } # # immediate = { # #Even if you're not converting, it's still all rather momentous. # play_music_cue = "mx_cue_faith_conversion" # } # # option = { # name = roman_restoration.0102.a # } #} # ## Faithful players notified. #roman_restoration.0103 = { # type = character_event # title = roman_restoration.0100.t # desc = { # desc = roman_restoration.0100.desc.intro # first_valid = { # # As an Orthodox # triggered_desc = { # trigger = { # scope:mending_faith = faith:orthodox # } # desc = roman_restoration.0100.desc.orthodox # } # # As a Catholic # triggered_desc = { # trigger = { # scope:mending_religion = religion:catholic_religion # } # desc = roman_restoration.0100.desc.catholic # } # # And Everybody else # triggered_desc = { # trigger = { # NOR = { # scope:mending_religion = religion:catholic_religion # scope:mending_faith = faith:orthodox # } # } # desc = roman_restoration.0100.desc.generic # } # } # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_zealous # } # # immediate = { # #Even if you're not converting, it's still all rather momentous. # play_music_cue = "mx_cue_faith_conversion" # } # # option = { # name = roman_restoration.0100.a # } #} # ################################################### ## Flavor for restoring the Pentarchy as the Orthodox ERE. ################################################### # ## All on_yearly_action pulse. # ## Patriarchate of Antioch ## Patriarchate of Jerusalem ## Patriarchate of Alexandria ## Patriarchate of Rome # #scripted_trigger roman_restoration_0104_is_valid_roman_empire_trigger = { # is_roman_emperor_trigger = yes # faith = faith:orthodox # faith = { has_doctrine = special_doctrine_ecumenical_christian } #} # ## on_new_holder hidden event to check title and conqueror. #roman_restoration.0199 = { # type = character_event # hidden = yes # # trigger = { # OR = { # scope:title = title:c_antiocheia # scope:title = title:c_jerusalem # scope:title = title:c_alexandria # scope:title = title:c_roma # } # OR = { # AND = { # roman_restoration_0104_is_valid_roman_empire_trigger = yes # faith = faith:orthodox # } # any_liege_or_above = { # roman_restoration_0104_is_valid_roman_empire_trigger = yes # faith = faith:orthodox # } # } # } # # immediate = { # if = { # limit = { # any_liege_or_above = { # roman_restoration_0104_is_valid_roman_empire_trigger = yes # faith = faith:orthodox # } # } # random_liege_or_above = { # limit = { # roman_restoration_0104_is_valid_roman_empire_trigger = yes # faith = faith:orthodox # } # trigger_event = { # on_action = on_action_orthodox_pentarchy_pulse # } # } # } # else = { # trigger_event = { # on_action = on_action_orthodox_pentarchy_pulse # } # } # } #} # ## Patriarchate of Antioch #roman_restoration.0104 = { # type = character_event # title = roman_restoration.0104.t # desc = roman_restoration.0104.desc # theme = realm # left_portrait = { # character = root # animation = personality_zealous # } # # trigger = { # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_pentarchy_seants_variable_list # target = flag:flag_re_restored_antioch # } # } # NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } # roman_restoration_0104_is_valid_roman_empire_trigger = yes # scope:title = title:c_antiocheia # #title:c_antiocheia.holder.faith = root.faith #Not under an infidel vassal. # } # # immediate = { # play_music_cue = "mx_cue_sacredrite" # add_to_global_variable_list = { # name = restored_pentarchy_seants_variable_list # target = flag:flag_re_restored_antioch # } # hidden_effect = { # add_character_flag = { # flag = flag_orthodox_patriarchate_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0104.a # add_piety = major_piety_gain # } #} # ## Patriarchate of Jerusalem #roman_restoration.0105 = { # type = character_event # title = roman_restoration.0105.t # desc = roman_restoration.0105.desc # theme = realm # left_portrait = { # character = root # animation = personality_zealous # } # # trigger = { # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_pentarchy_seants_variable_list # target = flag:flag_re_restored_jerusalem # } # } # NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } # roman_restoration_0104_is_valid_roman_empire_trigger = yes # scope:title = title:c_jerusalem # #title:c_jerusalem.holder.faith = root.faith #Not under an infidel vassal. # } # # immediate = { # play_music_cue = "mx_cue_sacredrite" # add_to_global_variable_list = { # name = restored_pentarchy_seants_variable_list # target = flag:flag_re_restored_jerusalem # } # hidden_effect = { # add_character_flag = { # flag = flag_orthodox_patriarchate_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0104.a # add_piety = major_piety_gain # } #} # ## Patriarchate of Alexandria #roman_restoration.0106 = { # type = character_event # title = roman_restoration.0106.t # desc = roman_restoration.0106.desc # theme = realm # left_portrait = { # character = root # animation = personality_zealous # } # # trigger = { # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_pentarchy_seants_variable_list # target = flag:flag_re_restored_alexandria # } # } # NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } # roman_restoration_0104_is_valid_roman_empire_trigger = yes # scope:title = title:c_alexandria # #title:c_alexandria.holder.faith = root.faith #Not under an infidel vassal. # } # # immediate = { # play_music_cue = "mx_cue_sacredrite" # add_to_global_variable_list = { # name = restored_pentarchy_seants_variable_list # target = flag:flag_re_restored_alexandria # } # hidden_effect = { # add_character_flag = { # flag = flag_orthodox_patriarchate_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0104.a # add_piety = major_piety_gain # } #} # ## Patriarchate of Rome #roman_restoration.0107 = { # type = character_event # title = roman_restoration.0107.t # desc = roman_restoration.0107.desc # theme = emperor # left_portrait = { # character = root # animation = personality_zealous # } # # trigger = { # NOT = { # Only happens once. # is_target_in_global_variable_list = { # name = restored_pentarchy_seants_variable_list # target = flag:flag_re_restored_roma # } # } # NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } # roman_restoration_0104_is_valid_roman_empire_trigger = yes # scope:title = title:c_roma # #title:c_roma.holder.faith = root.faith #Not under an infidel vassal. # } # # immediate = { # play_music_cue = "mx_cue_sacredrite" # add_to_global_variable_list = { # name = restored_pentarchy_seants_variable_list # target = flag:flag_re_restored_roma # } # hidden_effect = { # add_character_flag = { # flag = flag_orthodox_patriarchate_cooldown # days = 400 # } # } # } # # option = { # name = roman_restoration.0104.a # add_piety = major_piety_gain # } #} # # # ################################################### ## Imposing Iconoclast Patriarchate ################################################### # #roman_restoration.0120 = { # type = character_event # title = roman_restoration.0120.t # desc = roman_restoration.0120.desc # theme = realm # left_portrait = { # character = root # animation = personality_vengeful # } # right_portrait = { # character = scope:new_pope # animation = personality_zealous # } # # immediate = { # play_music_cue = "mx_cue_sacredrite" # save_scope_as = reformer # if = { # Pick your chaplain first. # limit = { # exists = cp:councillor_court_chaplain # cp:councillor_court_chaplain = { faith = faith:iconoclast } # } # cp:councillor_court_chaplain = { save_scope_as = new_pope } # } # else = { # hidden_effect = { # create_character = { # employer = root # template = religious_leader_character # random_traits = no # save_scope_as = new_pope # dynasty = generate # } # } # scope:new_pope = { # add_trait = education_learning_3 # add_trait = zealous # add_trait = intellect_good_1 # random_list = { # 1 = { add_trait = lustful } # 1 = { add_trait = chaste } # 1 = { add_trait = wrathful } # 1 = { add_trait = diligent } # 1 = { add_trait = impatient } # 1 = { add_trait = arrogant } # 1 = { add_trait = humble } # 1 = { add_trait = gregarious } # } # random_list = { # 1 = { add_trait = honest } # 1 = { add_trait = ambitious } # 1 = { add_trait = just } # 1 = { add_trait = cynical } # 1 = { add_trait = zealous } # 1 = { add_trait = compassionate } # 1 = { add_trait = stubborn } # } # } # } # create_title_and_vassal_change = { # type = returned # save_scope_as = change # add_claim_on_loss = no # } # title:d_iconoclast = { # change_title_holder = { # holder = scope:new_pope # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # root = { destroy_title = title:k_orthodox } # faith:iconoclast = { # change_fervor = { # value = 15 # desc = fervor_gain_iconoclast_patriarchate # } # if = { # limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } } # add_doctrine = special_doctrine_ecumenical_christian # } # } # faith:orthodox = { # change_fervor = { # value = -30 # desc = fervor_loss_iconoclast_patriarchate # } # if = { # limit = { has_doctrine = special_doctrine_ecumenical_christian } # remove_doctrine = special_doctrine_ecumenical_christian # } # } # } # # option = { # name = roman_restoration.0120.a # add_piety = major_piety_gain # every_player = { # limit = { # this != root # faith.religion = faith:orthodox.religion # } # trigger_event = roman_restoration.0121 # Notification. # } # if = { # Vassalize if possible/needed. # limit = { # highest_held_title_tier > scope:new_pope.highest_held_title_tier # NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } # } # create_title_and_vassal_change = { # type = usurped # save_scope_as = change # add_claim_on_loss = no # } # scope:new_pope = { # change_liege = { # liege = root # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # } # } #} # ## Christians notified. #roman_restoration.0121 = { # type = character_event # title = roman_restoration.0120.t # desc = { # first_valid = { # # Orthodox Reaction # triggered_desc = { # trigger = { # root.faith = faith:orthodox # } # desc = roman_restoration.0121.desc.orthodox # } # # Iconoclast reaction # triggered_desc = { # trigger = { # root.faith = faith:iconoclast # } # desc = roman_restoration.0121.desc.iconoclast # } # # Every other Christian # triggered_desc = { # trigger = { # NOR = { # root.faith = faith:orthodox # root.faith = faith:iconoclast # } # } # desc = roman_restoration.0121.desc.other # } # } # } # theme = realm # left_portrait = { # character = scope:reformer # animation = personality_vengeful # } # right_portrait = { # character = scope:new_pope # animation = personality_zealous # } # # immediate = { # #Iconoclasts consider this great. # if = { # limit = { root.faith = faith:iconoclast } # play_music_cue = "mx_cue_sacredrite" # } # #Orthodox consider it monstrous. # if = { # limit = { root.faith = faith:orthodox } # play_music_cue = "mx_cue_combat_2" # } # } # # option = { # name = { # trigger = { # root.faith = faith:orthodox # } # text = roman_restoration.0121.a # } # name = { # trigger = { # root.faith = faith:iconoclast # } # text = roman_restoration.0121.b # } # if = { # limit = { # root.faith = faith:orthodox # } # stress_impact = { # zealous = medium_stress_impact_gain # } # } # } # option = { # name = roman_restoration.0121.c # fallback = yes # } #} # ################################################### ## Restoring Ecumenical Patriarchate ################################################### # #roman_restoration.0122 = { # type = character_event # title = roman_restoration.0122.t # desc = roman_restoration.0122.desc # theme = realm # left_portrait = { # character = root # animation = personality_vengeful # } # right_portrait = { # character = scope:new_pope # animation = personality_zealous # } # # immediate = { # play_music_cue = "mx_cue_sacredrite" # save_scope_as = reformer # if = { # Pick your chaplain first. # limit = { # exists = cp:councillor_court_chaplain # cp:councillor_court_chaplain = { faith = faith:orthodox } # } # cp:councillor_court_chaplain = { save_scope_as = new_pope } # } # else = { # hidden_effect = { # create_character = { # employer = root # template = religious_leader_character # random_traits = no # save_scope_as = new_pope # dynasty = generate # } # } # scope:new_pope = { # add_trait = education_learning_3 # add_trait = zealous # add_trait = intellect_good_1 # random_list = { # 1 = { add_trait = lustful } # 1 = { add_trait = chaste } # 1 = { add_trait = wrathful } # 1 = { add_trait = diligent } # 1 = { add_trait = impatient } # 1 = { add_trait = arrogant } # 1 = { add_trait = humble } # 1 = { add_trait = gregarious } # } # random_list = { # 1 = { add_trait = honest } # 1 = { add_trait = ambitious } # 1 = { add_trait = just } # 1 = { add_trait = cynical } # 1 = { add_trait = zealous } # 1 = { add_trait = compassionate } # 1 = { add_trait = stubborn } # } # } # } # create_title_and_vassal_change = { # type = returned # save_scope_as = change # add_claim_on_loss = no # } # title:k_orthodox = { # change_title_holder = { # holder = scope:new_pope # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # root = { destroy_title = title:d_iconoclast } # faith:orthodox = { # change_fervor = { # value = 15 # desc = fervor_gain_ecumenical_patriarchate # } # if = { # limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } } # add_doctrine = special_doctrine_ecumenical_christian # } # } # faith:iconoclast = { # change_fervor = { # value = -30 # desc = fervor_loss_ecumenical_patriarchate # } # if = { # limit = { has_doctrine = special_doctrine_ecumenical_christian } # remove_doctrine = special_doctrine_ecumenical_christian # } # } # } # # option = { # name = roman_restoration.0122.a # add_piety = major_piety_gain # every_player = { # limit = { # this != root # faith.religion = faith:orthodox.religion # } # trigger_event = roman_restoration.0123 # Notification. # } # if = { # Vassalize if possible/needed. # limit = { # highest_held_title_tier > scope:new_pope.highest_held_title_tier # NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } # } # create_title_and_vassal_change = { # type = returned # save_scope_as = change # add_claim_on_loss = no # } # scope:new_pope = { # change_liege = { # liege = root # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # } # } #} # ## Christians notified. #roman_restoration.0123 = { # type = character_event # title = roman_restoration.0122.t # desc = { # first_valid = { # # Orthodox Reaction # triggered_desc = { # trigger = { # root.faith = faith:orthodox # } # desc = roman_restoration.0123.desc.orthodox # } # # Iconoclast reaction # triggered_desc = { # trigger = { # root.faith = faith:iconoclast # } # desc = roman_restoration.0123.desc.iconoclast # } # #Every other Christian # triggered_desc = { # trigger = { # NOR = { # root.faith = faith:orthodox # root.faith = faith:iconoclast # } # } # desc = roman_restoration.0123.desc.other # } # } # } # theme = realm # left_portrait = { # character = scope:reformer # animation = personality_vengeful # } # right_portrait = { # character = scope:new_pope # animation = personality_zealous # } # # immediate = { # #Orthodox consider this great. # if = { # limit = { root.faith = faith:orthodox } # play_music_cue = "mx_cue_sacredrite" # } # #Iconoclasts consider it monstrous. # if = { # limit = { root.faith = faith:iconoclast } # play_music_cue = "mx_cue_combat_2" # } # } # # option = { # name = roman_restoration.0123.a # trigger = { # root.faith = faith:orthodox # } # } # option = { # name = roman_restoration.0123.b # trigger = { # root.faith = faith:iconoclast # } # stress_impact = { # zealous = medium_stress_impact_gain # } # } # option = { # name = roman_restoration.0123.c # trigger = { # NOR = { # root.faith = faith:orthodox # root.faith = faith:iconoclast # } # } # } #} # ################################################### ## Restoring Papacy ################################################### # #roman_restoration.0124 = { # type = character_event # title = roman_restoration.0124.t # desc = roman_restoration.0124.desc # theme = realm # left_portrait = { # character = root # animation = personality_vengeful # } # right_portrait = { # character = scope:new_pope # animation = personality_zealous # } # # immediate = { # play_music_cue = "mx_cue_sacredrite" # restore_papacy_scripted_effect = yes # } # # option = { # name = roman_restoration.0124.a # add_piety = major_piety_gain # every_player = { # limit = { # this != root # faith.religion = faith:roman_catholic.religion # } # trigger_event = roman_restoration.0125 # Notification. # } # if = { # Vassalize if possible/needed. # limit = { # highest_held_title_tier > scope:new_pope.highest_held_title_tier # NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } # } # create_title_and_vassal_change = { # type = returned # save_scope_as = change # add_claim_on_loss = no # } # scope:new_pope = { # change_liege = { # liege = root # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # } # } #} # ## Christians notified. #roman_restoration.0125 = { # type = character_event # title = roman_restoration.0124.t # desc = { # first_valid = { # # Catholic Reaction # triggered_desc = { # trigger = { # root.religion = religion:catholic_religion # } # desc = roman_restoration.0125.desc.catholic # } # # Every other Christian # triggered_desc = { # trigger = { # NOT = { # root.religion = religion:catholic_religion # } # # } # desc = roman_restoration.0125.desc.other # } # } # } # theme = realm # left_portrait = { # character = scope:reformer # animation = personality_vengeful # } # right_portrait = { # character = scope:new_pope # animation = personality_zealous # } # # immediate = { # #Catholics are happy! # if = { # limit = { religion = religion:catholic_religion } # play_music_cue = "mx_cue_sacredrite" # } # } # # option = { # name = roman_restoration.0125.a # trigger = { # root.religion = religion:catholic_religion # } # } # option = { # name = roman_restoration.0125.b # trigger = { # NOT = { # root.religion = religion:catholic_religion # } # } # } #} # ################################################### ## Destroying the Papacy as a Muslim/Pagan ################################################### # #roman_restoration.0130 = { # type = character_event # title = roman_restoration.0130.t # desc = { # first_valid = { # # Muslim Reaction # triggered_desc = { # trigger = { # root.faith.religion = faith:aqlani.religion # } # desc = roman_restoration.0130.desc.muslim # } # # Hellenic Reaction # triggered_desc = { # trigger = { # root.faith.religion = faith:hellenic_pagan.religion # } # desc = roman_restoration.0130.desc.hellenic # } # # And the rest # triggered_desc = { # trigger = { # NOR = { # root.faith.religion = faith:aqlani.religion # root.faith.religion = faith:hellenic_pagan.religion # } # } # desc = roman_restoration.0130.desc.fallback # } # } # first_valid = { # # No current Pope # triggered_desc = { # trigger = { # NOT = { # exists = scope:scoped_pope # } # } # desc = roman_restoration.0130.desc.no_pope # } # # Current Pope is crucified # triggered_desc = { # trigger = { # root.faith.religion = faith:hellenic_pagan.religion # } # desc = roman_restoration.0130.desc.pope.crucifixion # } # # Current Pope is sacrificed # triggered_desc = { # trigger = { # root.faith = { # has_doctrine_parameter = human_sacrifice_active # } # } # desc = roman_restoration.0130.desc.pope.sacrificed # } # # Current Pope converts # desc = roman_restoration.0130.desc.pope.submission # } # } # theme = faith # override_background = { # trigger = { # root.faith = { # OR = { # religion = faith:hellenic_pagan.religion # has_doctrine_parameter = human_sacrifice_active # } # } # } # reference = burning_building # } # left_portrait = { # character = scope:scoped_destroyer # animation = schadenfreude # } # right_portrait = { # character = scope:scoped_pope # animation = fear # } # # immediate = { # play_music_cue = "mx_cue_sacredrite" # save_scope_as = scoped_destroyer # if = { # limit = { exists = title:k_papal_state.holder } # title:k_papal_state.holder = { save_scope_as = scoped_pope } # } # faith:roman_catholic = { save_scope_as = catholic } # destroy_papacy_scripted_effect = yes # } # # option = { # name = { # trigger = { # faith.religion = faith:aqlani.religion # } # text = roman_restoration.0130.a.a # } # name = { # trigger = { # faith.religion = faith:hellenic_pagan.religion # } # text = roman_restoration.0130.a.b # } # name = { # trigger = { # NOR = { # faith.religion = faith:aqlani.religion # faith.religion = faith:hellenic_pagan.religion # } # } # text = roman_restoration.0130.a.c # } # every_player = { # limit = { # this != root # OR = { # faith.religion = faith:roman_catholic.religion # faith.religion = root.faith.religion # } # } # trigger_event = roman_restoration.0131 # Notification. # } # } #} # ## Other players notified. #roman_restoration.0131 = { # type = character_event # title = roman_restoration.0130.t # desc = { # first_valid = { # # Muslim/Pagan Reaction # triggered_desc = { # trigger = { # root.faith.religion = scope:scoped_destroyer.faith.religion # } # desc = roman_restoration.0131.desc.faithful # } # # Christian Reaction # triggered_desc = { # trigger = { # root.faith.religion = faith:roman_catholic.religion # } # desc = roman_restoration.0131.desc.christians # } # # Fallback # triggered_desc = { # trigger = { # NOR = { # root.faith.religion = faith:roman_catholic.religion # root.faith.religion = scope:scoped_destroyer.faith.religion # } # } # desc = roman_restoration.0131.desc.fallback # } # } # } # theme = faith # override_background = { # trigger = { # scope:scoped_destroyer.faith = { # OR = { # religion = faith:hellenic_pagan.religion # has_doctrine_parameter = human_sacrifice_active # } # } # } # reference = burning_building # } # left_portrait = { # character = scope:scoped_destroyer # animation = schadenfreude # } # right_portrait = { # character = scope:scoped_pope # animation = fear # } # # immediate = { play_music_cue = "mx_cue_combat_2" } # # option = { # name = { # trigger = { # faith.religion = scope:scoped_destroyer.faith.religion # } # text = roman_restoration.0131.a.a # } # name = { # trigger = { # faith.religion = faith:catholic.religion # } # text = roman_restoration.0131.a.b # } # name = { # trigger = { # NOR = { # faith.religion = faith:roman_catholic.religion # faith.religion = scope:scoped_destroyer.faith.religion # } # } # text = roman_restoration.0131.a.c # } # if = { # limit = { # root.religion = religion:catholic_religion # NOT = { has_trait = cynical } # } # add_opinion = { # target = scope:scoped_destroyer # modifier = destroyed_papacy_opinion # } # stress_impact = { # base = minor_stress_impact_gain # zealous = minor_stress_impact_gain # } # } # } #} # ################################################### ## Unifying Italy as Italian. ################################################### #scripted_effect add_innovation_if_missing_effect = { # if = { # limit = { # NOT = { # has_innovation = $INNOVATION$ # } # } # add_innovation = $INNOVATION$ # } #} # # #roman_restoration.0140 = { # type = character_event # title = roman_restoration.0140.t # desc = roman_restoration.0140.desc # theme = realm # left_portrait = { # character = root # animation = personality_greedy # } # # immediate = { # play_music_cue = "mx_cue_positive_effect" # save_scope_as = scoped_ruler # # De jure shifts. # hidden_effect = { # title:d_istria = { # Bite Croatia. # set_de_jure_liege_title = title:k_italy # } # title:d_slovenia = { # set_de_jure_liege_title = title:k_italy # } # title:d_tyrol = { # set_de_jure_liege_title = title:k_italy # } # title:d_carinthia = { # set_de_jure_liege_title = title:k_italy # } # title:k_sicily = { # Then shift all Kingdoms. # set_de_jure_liege_title = title:e_italy # } # title:k_italy = { # set_de_jure_liege_title = title:e_italy # } # title:k_venice = { # set_de_jure_liege_title = title:e_italy # } # title:k_croatia = { # set_de_jure_liege_title = title:e_italy # } # title:k_serbia = { # set_de_jure_liege_title = title:e_italy # } # } # } # option = { # name = roman_restoration.0140.a # add_prestige = major_prestige_gain # # every_culture_global = { # limit = { has_cultural_pillar = heritage_latin } # # add_innovation_if_missing_effect = { INNOVATION = innovation_men_at_arms } # add_innovation_if_missing_effect = { INNOVATION = innovation_pike_columns } # add_innovation_if_missing_effect = { INNOVATION = innovation_guilds } # } # # # Send narrative fluff to other players (if any). # every_player = { # limit = { # this != root # capital_province = { geographical_region = world_europe_west } # } # trigger_event = roman_restoration.0141 # } # hidden_effect = { # Latins chance to convert to French. # every_vassal = { # limit = { # capital_province = { # geographical_region = world_europe_south_italy # } # is_ai = yes # } # random = { # chance = 50 # set_culture_same_as = root # capital_county = { # set_county_culture = root.culture # } # } # } # } # legend_seed_great_deed_region_effect = { # REGION = geographical_region:world_europe_south_italy # } # } #} # #roman_restoration.0141 = { # type = character_event # title = roman_restoration.0140.t # desc = roman_restoration.0141.desc # theme = realm # left_portrait = { # character = scope:scoped_ruler # animation = personality_greedy # } # # immediate = { play_music_cue = "mx_cue_positive_effect" } # # option = { # name = roman_restoration.0141.a # trigger = { # OR = { # has_title = title:e_hre # is_roman_emperor_trigger = yes # } # } # } # # option = { # name = roman_restoration.0141.b # trigger = { # NOR = { # has_title = title:e_hre # is_roman_emperor_trigger = yes # } # } # } #} # ################################################### ## Italian Roman Empire rises ################################################### # #roman_restoration.0150 = { # type = character_event # title = roman_restoration.0150.t # desc = { # desc = roman_restoration.0150.desc # Introduction. # first_valid = { # # Doing it as Christians. # triggered_desc = { # trigger = { # NOT = { # faith.religion = faith:hellenic_pagan.religion # } # } # desc = roman_restoration.0001.desc.christians # } # # Doing it as Hellenics # triggered_desc = { # trigger = { # faith.religion = faith:hellenic_pagan.religion # } # desc = roman_restoration.0001.desc.hellenics # } # desc = roman_restoration.0001.desc.fallback # } # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_bold # } # # immediate = { # play_music_cue = "mx_cue_epic_sacral_moment" # save_scope_as = scoped_emperor # create_roman_empire_italy_scripted_effect = yes # } # # option = { # name = roman_restoration.0150.a # set_nickname_effect = { NICKNAME = nick_the_glorious } # # Send narrative fluff to other players (if any). # every_player = { # limit = { # this != root # is_within_diplo_range = { CHARACTER = root } # } # trigger_event = roman_restoration.0151 # } # } #} # ## Players informed of (Italian) Roman Empire being reborn. #roman_restoration.0151 = { # type = character_event # title = roman_restoration.0151.t # desc = { # first_valid = { # # Reaction of the Byzantines (if they are even still around) # triggered_desc = { # trigger = { # OR = { # has_title = title:e_byzantium # any_liege_or_above = { # has_title = title:e_byzantium # } # } # } # desc = roman_restoration.0151.desc.byzantines # } # # Everybody else. # triggered_desc = { # trigger = { # NOR = { # has_title = title:e_byzantium # any_liege_or_above = { # has_title = title:e_byzantium # } # } # } # desc = roman_restoration.0151.desc.others # } # first_valid = { # # Regular. # triggered_desc = { # trigger = { # NOT = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # } # } # desc = roman_restoration.0002.desc.christians # } # # Christians freaking out. # triggered_desc = { # trigger = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # } # desc = roman_restoration.0002.desc.hellenics # } # } # } # } # theme = realm # left_portrait = { # character = scope:scoped_emperor # animation = personality_bold # } # # option = { # Regular # name = roman_restoration.0002.a # trigger = { # NOT = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # } # NOR = { # has_title = title:e_byzantium # has_title = title:e_hre # } # } # } # option = { # Regular vs Byzantium/HRE # name = roman_restoration.0002.b # trigger = { # NOT = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # } # OR = { # has_title = title:e_byzantium # has_title = title:e_hre # } # } # } # option = { # Crazy Hellenics # name = roman_restoration.0002.c # trigger = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # NOR = { # has_title = title:e_byzantium # has_title = title:e_hre # } # } # } # option = { # Crazy Hellenics vs Byzantium/HRE # name = roman_restoration.0002.d # trigger = { # scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } # faith.religion = faith:roman_catholic.religion # OR = { # has_title = title:e_byzantium # has_title = title:e_hre # } # } # stress_impact = { # zealous = minor_stress_impact_gain # } # } #} # ################################################### ## Byzantium/Roman Empire challenges HRE. ################################################### # #roman_restoration.0160 = { # type = character_event # title = roman_restoration.0160.t # desc = roman_restoration.0160.desc # theme = war # left_portrait = { # character = scope:byz_emperor # animation = anger # } # right_portrait = { # character = scope:hre_emperor # animation = disgust # } # # immediate = { # play_music_cue = "mx_cue_combat_2" # save_scope_as = byz_emperor # title:e_hre.holder = { # save_scope_as = hre_emperor # trigger_event = roman_restoration.0161 # } # hidden_effect = { # add_character_flag = { # flag = flag_emperor_challenging_hre # } # } # } # option = { # name = roman_restoration.0160.a # start_war = { # casus_belli = dismantle_holy_pretender_cb # target = title:e_hre.holder # } # } #} # ## HRE notified. #roman_restoration.0161 = { # type = character_event # title = roman_restoration.0161.t # desc = roman_restoration.0161.desc # theme = war # left_portrait = { # character = scope:byz_emperor # animation = disgust # } # right_portrait = { # character = scope:hre_emperor # animation = anger # } # # immediate = { play_music_cue = "mx_cue_combat_2" } # # option = { # name = roman_restoration.0161.a # } #} # ## War is over: ## Byz is victorious. Byz notified. #roman_restoration.0162 = { # type = character_event # title = roman_restoration.0162.t # desc = roman_restoration.0162.desc # theme = war # left_portrait = { # character = scope:byz_emperor # animation = schadenfreude # } # right_portrait = { # character = scope:hre_emperor # animation = grief # } # # immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } # # option = { # name = roman_restoration.0162.a # } #} # ## Byz is victorious. HRE notified. #roman_restoration.0163 = { # type = character_event # title = roman_restoration.0163.t # desc = roman_restoration.0163.desc # theme = war # left_portrait = { # character = scope:byz_emperor # animation = schadenfreude # } # right_portrait = { # character = scope:hre_emperor # animation = grief # } # # immediate = { play_music_cue = "mx_cue_stress" } # # option = { # name = roman_restoration.0163.a # stress_impact = { # base = minor_stress_impact_gain # } # } #} # ## Byz is defeated. Byz notified. #roman_restoration.0164 = { # type = character_event # title = roman_restoration.0164.t # desc = roman_restoration.0164.desc # theme = war # left_portrait = { # character = scope:byz_emperor # animation = grief # } # right_portrait = { # character = scope:hre_emperor # animation = schadenfreude # } # # immediate = { play_music_cue = "mx_cue_stress" } # # option = { # name = roman_restoration.0164.a # stress_impact = { # base = medium_stress_impact_gain # } # } #} # ## Byz is defeated. HRE notified. #roman_restoration.0165 = { # type = character_event # title = roman_restoration.0165.t # desc = roman_restoration.0165.desc # theme = war # left_portrait = { # character = scope:byz_emperor # animation = grief # } # right_portrait = { # character = scope:hre_emperor # animation = schadenfreude # } # # immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } # # option = { # name = roman_restoration.0165.a # } #} # ################################################### ## Byzantium/Roman Empire challenges HRE. ################################################### # #roman_restoration.0170 = { # type = character_event # title = roman_restoration.0170.t # desc = roman_restoration.0170.desc # theme = war # left_portrait = { # character = scope:hre_emperor # animation = anger # } # right_portrait = { # character = scope:byz_emperor # animation = disgust # } # # immediate = { # play_music_cue = "mx_cue_combat_2" # save_scope_as = hre_emperor # title:e_byzantium.holder = { # save_scope_as = byz_emperor # trigger_event = roman_restoration.0171 # } # hidden_effect = { # add_character_flag = { # flag = flag_emperor_challenging_byz # } # } # } # option = { # name = roman_restoration.0170.a # start_war = { # casus_belli = dismantle_byz_pretender_cb # target = title:e_byzantium.holder # } # } #} # ## HRE notified. #roman_restoration.0171 = { # type = character_event # title = roman_restoration.0171.t # desc = roman_restoration.0171.desc # theme = war # left_portrait = { # character = scope:hre_emperor # animation = disgust # } # right_portrait = { # character = scope:byz_emperor # animation = anger # } # # immediate = { play_music_cue = "mx_cue_combat_2" } # # option = { # name = roman_restoration.0171.a # } #} # ## War is over: ## HRE is victorious. HRE notified. #roman_restoration.0172 = { # type = character_event # title = roman_restoration.0172.t # desc = roman_restoration.0172.desc # theme = war # left_portrait = { # character = scope:hre_emperor # animation = schadenfreude # } # right_portrait = { # character = scope:byz_emperor # animation = grief # } # # immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } # # option = { # name = roman_restoration.0172.a # } #} # ## HRE is victorious. Byz notified. #roman_restoration.0173 = { # type = character_event # title = roman_restoration.0173.t # desc = roman_restoration.0173.desc # theme = war # left_portrait = { # character = scope:hre_emperor # animation = schadenfreude # } # right_portrait = { # character = scope:byz_emperor # animation = grief # } # # immediate = { play_music_cue = "mx_cue_stress" } # # option = { # name = roman_restoration.0173.a # stress_impact = { # base = minor_stress_impact_gain # } # } #} # ## Byz is defeated. HRE notified. #roman_restoration.0174 = { # type = character_event # title = roman_restoration.0174.t # desc = roman_restoration.0174.desc # theme = war # left_portrait = { # character = scope:hre_emperor # animation = grief # } # right_portrait = { # character = scope:byz_emperor # animation = schadenfreude # } # # immediate = { play_music_cue = "mx_cue_stress" } # # option = { # name = roman_restoration.0174.a # stress_impact = { # base = medium_stress_impact_gain # } # } #} # ## HRE is defeated. Byz notified. #roman_restoration.0175 = { # type = character_event # title = roman_restoration.0175.t # desc = roman_restoration.0175.desc # theme = war # left_portrait = { # character = scope:hre_emperor # animation = grief # } # right_portrait = { # character = scope:byz_emperor # animation = schadenfreude # } # # immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } # # option = { # name = roman_restoration.0175.a # } #} # ############################# ## Byz Emp reclaims Constantinople ## by Joe Parkin ############################# # #roman_restoration.1200 = { # type = character_event # title = roman_restoration.1200.t # desc = roman_restoration.1200.desc # theme = realm # left_portrait = { # character = root # animation = personality_bold # } # override_background = { reference = ep3_constantinople } # override_effect_2d = legend_glow # # cooldown = { years = 10 } # # trigger = { # has_ep3_dlc_trigger = yes # is_roman_emperor_trigger = yes # scope:county = { # # Constantinople only # this = title:c_byzantion # previous_holder = { # NOR = { # root.primary_title.previous_holder ?= this # root.top_liege.primary_title.previous_holder ?= this # } # } # } # } # # immediate = { # play_music_cue = "mx_cue_epic_sacral_moment" # add_prestige = major_prestige_gain # if = { # limit = { # culture = { has_cultural_parameter = holds_triumphs } # } # custom_tooltip = { # text = free_triumph_tooltip # add_character_flag = free_triumph_flag # } # } # if = { # limit = { # culture = { has_cultural_parameter = hosts_chariot_races } # } # custom_tooltip = { # text = half_price_chariot_race_tooltip # add_character_flag = half_price_chariot_race_flag # } # } # } # # option = { # name = roman_restoration.1200.a # trigger = { # NOT = { capital_county = title:c_byzantion } # } # if = { # limit = { government_allows = administrative } # change_influence = medium_influence_gain # } # add_legitimacy = minor_legitimacy_gain # set_realm_capital = title:c_byzantion # } # # option = { # name = { # text = roman_restoration.1200.b.rome # trigger = { # is_roman_emperor_excluding_byzantium_trigger = yes # } # } # name = { # text = roman_restoration.1200.b # trigger = { # is_roman_emperor_excluding_byzantium_trigger = no # } # } # } #} # ################################################## ## Byz Emp reclaims Constantinople from you (you wretched boy!) by Isabella Welch ################################################## # #roman_restoration.1204 = { # type = letter_event # opening = roman_restoration.1204.t # sender = scope:byz_emp # desc = roman_restoration.1204.desc_vassal # # trigger = { # # } # # immediate = { # title:e_byzantium.holder = { # save_scope_as = byz_emp # } # } # # option = { # name = roman_restoration.1204.a # scope:byz_emp = { # add_opinion = { # modifier = grateful_opinion # target = root # opinion = 30 # } # } # } # # option = { # name = roman_restoration.1204.b # scope:byz_emp = { # add_opinion = { # modifier = angry_opinion # target = root # opinion = -30 # } # } # } #} ## ^I have no idea if Isabeau chose this ID on purpose but it's bloody hilarious. # ################################################### ## Byzantium is Booted out of Sicily ## by Ewan Cowhig Croft ## 1211 - 1220 ################################################### # #scripted_trigger roman_restoration_1211_ai_choice_trigger = { # OR = { # culture = { has_cultural_pillar = heritage_arabic } # culture = { has_cultural_pillar = heritage_berber } # religion = religion:islam_religion # capital_county.title_province = { geographical_region = world_africa_north } # } #} # #scripted_effect roman_restoration_1211_piss_off_big_e_effect = { # add_opinion = { # target = scope:taker # modifier = outraged_opinion # opinion = -80 # } # if = { # limit = { # can_set_relation_potential_rival_trigger = { CHARACTER = scope:taker } # } # set_relation_potential_rival = scope:taker # } #} # ## Scope:taker chooses where their allegiances lie. #roman_restoration.1211 = { # type = character_event # title = roman_restoration.1211.t # desc = { # desc = roman_restoration.1211.desc.intro # first_valid = { # triggered_desc = { # trigger = { exists = scope:emperor } # desc = roman_restoration.1211.desc.body.emperor_exists # } # desc = roman_restoration.1211.desc.body.emperor_absent # } # desc = roman_restoration.1211.desc.outro # } # theme = realm # left_portrait = { # character = scope:taker # animation = marshal # } # right_portrait = { # character = scope:emperor # animation = rage # } # immediate = { # add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value # # Try to grab the emperor. # title:e_byzantium.holder ?= { # save_scope_as = emperor # # And piss them off. # roman_restoration_1211_piss_off_big_e_effect = yes # } # } # # # We belong with Italy, forever. # option = { # name = roman_restoration.1211.a # # title:k_sicily = { set_de_jure_liege_title = title:e_italy } # save_scope_value_as = { # name = new_empire # value = flag:italia # } # # # No stress here. # ai_chance = { # base = 0 # # Anyone who isn't strongly affiliated to North Africa prefers Italy. # modifier = { # add = 1 # roman_restoration_1211_ai_choice_trigger = no # } # } # } # # # Sicily's destiny lies, as it always has, across the sea. # option = { # name = roman_restoration.1211.b # # title:k_sicily = { set_de_jure_liege_title = title:e_maghreb } # save_scope_value_as = { # name = new_empire # value = flag:maghreb # } # # # No stress here. # ai_chance = { # base = 0 # # Berbers, Arabs, Muslims, and folks with their capital in North Africa prefer the Maghreb. # modifier = { # add = 1 # roman_restoration_1211_ai_choice_trigger = yes # } # } # } # # # Why, with _me_ of course! # option = { # name = roman_restoration.1211.c # trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes } # show_as_unavailable = { always = yes } # # title:k_sicily = { set_de_jure_liege_title = root.primary_title } # save_scope_value_as = { # name = new_empire # value = flag:own # } # # # No stress here. # # If the AI can take this, then they probably should. # ai_chance = { base = 1000 } # } # # after = { # # If we've got one, inform the emperor. # scope:emperor = { trigger_event = roman_restoration.1212 } # # Then inform every player in Sicily. # every_player = { # limit = { # any_held_title = { # title_tier = county # title_province = { geographical_region = custom_sicily } # } # } # trigger_event = roman_restoration.1213 # } # } #} # ## Scope:emperor is informed. #roman_restoration.1212 = { # type = character_event # title = roman_restoration.1212.t # desc = { # desc = roman_restoration.1212.desc.intro # first_valid = { # triggered_desc = { # trigger = { scope:new_empire = flag:italia } # desc = roman_restoration.1212.desc.new_empire.italia # } # triggered_desc = { # trigger = { scope:new_empire = flag:maghreb } # desc = roman_restoration.1212.desc.new_empire.maghreb # } # triggered_desc = { # trigger = { scope:new_empire = flag:own } # desc = roman_restoration.1212.desc.new_empire.own # } # } # first_valid = { # triggered_desc = { # trigger = { # any_county_in_region = { # region = custom_sicily # rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes # } # } # desc = roman_restoration.1212.desc.outro.territory_left # } # desc = roman_restoration.1212.desc.outro.no_territory_left # } # } # theme = realm # left_portrait = { # character = scope:emperor # animation = rage # } # right_portrait = { # character = scope:taker # animation = marshal # } # # immediate = { # show_as_tooltip = { roman_restoration_1211_piss_off_big_e_effect = yes } # # Mark us as not needing a second notification if we've got any land left. # add_character_flag = { # flag = informed_about_sicily_flag # days = 7 # } # } # # # That presumptuous lout! # option = { # name = roman_restoration.1212.a # # # No stress, no AI. # } #} # ## Scope:emperor is informed. #roman_restoration.1213 = { # type = character_event # title = roman_restoration.1213.t # desc = { # desc = roman_restoration.1213.desc.intro # first_valid = { # triggered_desc = { # trigger = { scope:new_empire = flag:italia } # desc = roman_restoration.1213.desc.new_empire.italia # } # triggered_desc = { # trigger = { scope:new_empire = flag:maghreb } # desc = roman_restoration.1213.desc.new_empire.maghreb # } # triggered_desc = { # trigger = { scope:new_empire = flag:own } # desc = roman_restoration.1213.desc.new_empire.own # } # } # first_valid = { # triggered_desc = { # trigger = { exists = scope:emperor } # desc = roman_restoration.1213.desc.body.emperor_exists # } # desc = roman_restoration.1213.desc.body.emperor_absent # } # first_valid = { # triggered_desc = { # trigger = { # any_county_in_region = { # region = custom_sicily # rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes # } # } # desc = roman_restoration.1213.desc.outro.territory_left # } # desc = roman_restoration.1213.desc.outro.no_territory_left # } # } # theme = realm # left_portrait = { # character = scope:taker # animation = marshal # } # right_portrait = { # character = scope:emperor # animation = rage # } # # trigger = { # NOR = { # has_character_flag = informed_about_sicily_flag # this = scope:taker # } # } # # # Good riddance! # option = { # name = roman_restoration.1213.a # # # No stress, no AI. # } # # # What dark times we live in... # option = { # name = roman_restoration.1213.b # # # No stress, no AI. # } #} #