################################################## # #General GetDiarchyArticle = { type = character # Fallback: "a". text = { localization_key = article_a fallback = yes trigger = { always = no } } # Some start with vowels. text = { localization_key = article_an trigger = { liege = { has_diarchy_parameter = dismissal_requires_gift } } } } GetLiegeYou = { type = character # You. text = { trigger = { this = { is_local_player = yes } } localization_key = CHARACTER_NAME_ME } # The liege. text = { trigger = { always = no } fallback = yes localization_key = LIEGE_POSSESSIVE } } GetLiegeYour = { type = character # You. text = { trigger = { this = { is_local_player = yes } } localization_key = CHARACTER_NAME_MY } # The liege. text = { trigger = { always = no } fallback = yes localization_key = LIEGE_POSSESSIVE } } GetChildInvalid = { type = character # Child. text = { trigger = { is_adult = no } localization_key = invalid_child } # Incapable. text = { trigger = { has_trait = incapable } localization_key = invalid_incapable } # Fallback. text = { trigger = { always = no } fallback = yes localization_key = invalid_helpless } } GetChildInvalidPossessive = { type = character # Child. text = { trigger = { is_adult = no } localization_key = invalid_child_possessive } # Incapable. text = { trigger = { has_trait = incapable } localization_key = invalid_incapable_possessive } # Fallback. text = { trigger = { always = no } fallback = yes localization_key = invalid_helpless_possessive } } GetWarning_WeakDiarchSuccessionScore = { type = character # People get annoyed if you skip them. text = { trigger = { liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } } localization_key = diarch.succession_offence.succession_score } } GetWarning_DiarchAppointmentCourtlies = { type = character # Unrelated lowborns. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } is_lowborn = yes NOT = { any_close_or_extended_family_member = { this = root.liege } } } localization_key = diarch.succession_offence.unrelated_lowborn } # Related lowborns. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } is_lowborn = yes always = no } localization_key = diarch.succession_offence.related_lowborn } # Low succession score characters. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_low } localization_key = diarch.succession_offence.low_succession } # Medium succession score characters. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_medium } localization_key = diarch.succession_offence.medium_succession } # High succession score characters. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_high } localization_key = diarch.succession_offence.high_succession } text = { localization_key = diarch.succession_offence.empty } } GetCustomTooltip_WeakDiarchSuccessionScore = { type = character # People get annoyed if you skip them. text = { trigger = { liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } } localization_key = diarch.succession_offence.succession_score.guts } } GetCustomTooltip_DiarchAppointmentCourtlies = { type = character # Unrelated lowborns. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } is_lowborn = yes NOT = { any_close_or_extended_family_member = { this = root.liege } } } localization_key = diarch.succession_offence.unrelated_lowborn.guts } # Related lowborns. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } is_lowborn = yes always = no } localization_key = diarch.succession_offence.related_lowborn.guts } # Low succession score characters. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_low } localization_key = diarch.succession_offence.low_succession.guts } # Medium succession score characters. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_medium } localization_key = diarch.succession_offence.medium_succession.guts } # High succession score characters. text = { trigger = { # Designating the first person in the queue is your best choice, so they can't ever upset anyone. liege = { any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value } } # Now calc everything else. save_temporary_scope_as = char_temp liege = { any_vassal = { has_vassal_stance = courtly NOT = { this = scope:char_temp } } } diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_high } localization_key = diarch.succession_offence.high_succession.guts } text = { localization_key = diarch.succession_offence.empty } } ################################################## # #Vizier Extravagance # Note: I've tagged stuff below as either "historically attested" where we know someone definitely did it (generally the caliph's vizier, though not always) or else "fictional" where we _don't_ have evidence someone did it. With the exception of some obviously tongue-in-cheek examples, stuff placed under fictional isn't to indicate that we know a thing _wasn't_ practiced, just that, at time of writing, we don't have specific examples for 'em (or, for a couple, examples are _markedly_ out of period but the practice could easily be recurrent). # Tier 1 custom locs. VizierExtravagance_T1_Treasure = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Excessive hankerchiefs. ### Historically attested. text = { localization_key = viz_extravagance.t1.treasure.hankerchiefs weight_multiplier = { modifier = { add = 10 diarch = { has_trait = eccentric } } } } ## Fine perfumes, cosmetics, and ointments. ### Historically attested. text = { localization_key = viz_extravagance.t1.treasure.cosmetics } ## Jewellery. ### Historically attested. text = { localization_key = viz_extravagance.t1.treasure.jewellery } ## Furniture. ### Historically attested. text = { localization_key = viz_extravagance.t1.treasure.furniture # Humble characters most likely to avoid personal ostentation, so we weight up furniture for them. weight_multiplier = { modifier = { add = 10 diarch = { has_trait = humble } } } } ## Clothing. ### Historically attested. text = { localization_key = viz_extravagance.t1.treasure.clothing } ## Ostentatious hats. ### Fictional but probable. text = { localization_key = viz_extravagance.t1.treasure.hats } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Collection of low-tier religious relics. ### Fictional but probable. text = { trigger = { diarch = { faith = { NOT = { has_doctrine_parameter = destroying_artifacts_is_pious } } } } localization_key = viz_extravagance.t1.treasure.relics weight_multiplier = { modifier = { add = 10 diarch = { has_trait = zealous } } } } ## Surprising quantities of drugs. ### Fictional but probable. text = { trigger = { diarch = { NOR = { has_trait = temperate drinks_alcohol_trigger = yes } } } localization_key = viz_extravagance.t1.treasure.drugs weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = gluttonous has_trait = hashishiyah has_trait = drunkard } } } } } ## Expensive game pieces. ### Historically attested. text = { trigger = { diarch = { has_trait = gregarious } } localization_key = viz_extravagance.t1.treasure.game_pieces weight_multiplier = { modifier = { add = 10 diarch = { has_trait = gregarious } } } } ## Ulta-precise hourglasses. text = { trigger = { diarch = { has_trait = impatient } } localization_key = viz_extravagance.t1.treasure.hourglasses weight_multiplier = { modifier = { add = 10 diarch = { has_trait = impatient } } } } } VizierExtravagance_T1_Activities = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Charitable parades. ### Fictional but probable. text = { localization_key = viz_extravagance.t1.activities.parades weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = generous has_trait = compassionate } } } } } ## Backyard festivals. ### Fictional - well, period fictional, but this was something the local landholders did with the abbey & its grounds near where I grew up, so I'm guessing prior Large Building Owners™ probably thought of it too. text = { localization_key = viz_extravagance.t1.activities.festivals weight_multiplier = { modifier = { add = 10 diarch = { has_trait = trusting } } } } ## Charity auctions. ### Fictional. text = { localization_key = viz_extravagance.t1.activities.auctions weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = generous has_trait = compassionate } } } } } ## Feasted local nobility. ### Fictional. text = { localization_key = viz_extravagance.t1.activities.feasts } ## Board game tournaments. ### Fictional. text = { localization_key = viz_extravagance.t1.activities.board_game_tourneys } ## Pigeon racing. ### Historically attested - albeit mainly the preserve of eunuchs. text = { localization_key = viz_extravagance.t1.activities.pigeon_racing } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Discrete parties (orgies). ### Fictional but probable. text = { trigger = { diarch = { has_trait = lustful # If the faith calls for this stuff, this'd hardly be unusual. faith = { NOT = { trait_is_virtue = lustful } } } } localization_key = viz_extravagance.t1.activities.orgies weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lustful } } } } ## Weekly feasts. ### Fictional but probable. text = { trigger = { diarch = { has_trait = gregarious } } localization_key = viz_extravagance.t1.activities.feasts.weekly weight_multiplier = { modifier = { add = 10 diarch = { has_trait = gregarious } } } } ## Art exhibitions. ### Fictional. text = { trigger = { diarch = { has_trait = shy } } localization_key = viz_extravagance.t1.activities.exhibitions weight_multiplier = { modifier = { add = 10 diarch = { has_trait = shy } } } } ## Open house parties. ### Fictional. text = { trigger = { diarch = { has_trait = trusting NOT = { has_trait = shy } } } localization_key = viz_extravagance.t1.activities.feasts.commoners weight_multiplier = { modifier = { add = 10 diarch = { has_trait = trusting } } } } } VizierExtravagance_T1_Property = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Stately townhouse. ### Fictional but probable. text = { localization_key = viz_extravagance.t1.property.townhouse weight_multiplier = { modifier = { add = 10 diarch = { has_trait = humble } } } } ## Various minor business concerns. ### Historically attested. text = { localization_key = viz_extravagance.t1.property.minor_businesses weight_multiplier = { modifier = { add = 10 diarch = { has_trait = greedy } } } } ## A small arena for horse sports. ### Fictional but probable. text = { localization_key = viz_extravagance.t1.property.small_arena weight_multiplier = { modifier = { add = 10 diarch = { has_trait = profligate } } } } ## A private manse. ### Fictional but probable. text = { localization_key = viz_extravagance.t1.property.manse } ## A key toll road. ### Fictional but probable. text = { localization_key = viz_extravagance.t1.property.toll_road weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = greedy has_trait = arbitrary } } } } } ## A network of trading agents. ### Historically attested. text = { localization_key = viz_extravagance.t1.property.agent_network weight_multiplier = { modifier = { add = 10 diarch = { has_trait = greedy } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Personal rooftop garden. ### Fictional. text = { trigger = { diarch = { OR = { has_trait = content has_trait = lifestyle_gardener has_trait = lifestyle_herbalist culture = { has_cultural_parameter = can_appoint_court_gardener } } } } localization_key = viz_extravagance.t1.property.rooftop_garden weight_multiplier = { modifier = { add = 10 diarch = { has_trait = content } } } } ## Bought market inspectors. ### Fictional but probable. text = { trigger = { diarch = { OR = { has_trait = arbitrary AND = { has_trait = deceitful NOT = { has_trait = just } } } } } localization_key = viz_extravagance.t1.property.market_officials_on_payroll weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = arbitrary has_trait = deceitful } } } } } ## A cheap hostel. ### Fictional - not actually too probable, as they'd generally likely just make it free for the optics, so mostly here to give humble/compassionate/content something to grab. text = { trigger = { diarch = { OR = { has_trait = compassionate AND = { OR = { has_trait = humble has_trait = content } NOR = { has_trait = callous has_trait = sadistic } } } } } localization_key = viz_extravagance.t1.property.hostel weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = compassionate has_trait = humble has_trait = content } } } } } ## A gang of ruthless street thugs and their territory. text = { trigger = { diarch = { OR = { has_trait = ambitious has_trait = callous has_trait = sadistic } } } localization_key = viz_extravagance.t1.property.gangers weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = ambitious has_trait = callous has_trait = sadistic } } } } } } VizierExtravagance_T1_Charity = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## An allowance for taking in and educating orphans. ### Historically attested. text = { localization_key = viz_extravagance.t1.charity.orphans } ## An allowance for the repair of damaged buildings whose owners are too poor to fix 'em. ### Historically attested. text = { localization_key = viz_extravagance.t1.charity.building_repair weight_multiplier = { modifier = { add = 10 diarch = { has_trait = architect } } } } ## Subsidising several annual religious feasts for the poor. ### Historically attested. text = { localization_key = viz_extravagance.t1.charity.feasts.religious weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = zealous has_trait = gregarious has_trait = compassionate } } } } } ## An endowment for widows/widowers. ### Historically attested. ### Female soldiers: widowers. text = { trigger = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } localization_key = viz_extravagance.t1.charity.widowers weight_multiplier = { modifier = { add = 10 # Lived experiences. diarch = { has_trait = education_martial has_trait = compassionate } } } } ### Male soldiers: widows. text = { trigger = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } localization_key = viz_extravagance.t1.charity.widows weight_multiplier = { modifier = { add = 10 # Lived experiences. diarch = { has_trait = education_martial has_trait = compassionate } } } } ### And if you allow both, then we allow both and just pick one. ## A fund for beggars and the destitute. ### Historically attested. text = { localization_key = viz_extravagance.t1.charity.beggars } ## A fund for buying replacement jugs for child servants who accidentally smash theirs whilst drawing water for the household. ### Historically attested. text = { localization_key = viz_extravagance.t1.charity.awkward_children } ## A small guard station + guard for civil service buildings. ### Historically attested. text = { localization_key = viz_extravagance.t1.charity.civil_service.guard # Weight up the least-weird sounding option for callous'n'sadistic characters. weight_multiplier = { modifier = { add = 1000 diarch = { OR = { has_trait = sadistic has_trait = callous } } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## An allowance for feeding the birds of the capital. ### Historically attested. #### And furthermore: n'aww. text = { trigger = { exists = capital_county diarch = { OR = { has_trait = compassionate has_trait = humble } } } localization_key = viz_extravagance.t1.charity.birds weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = compassionate has_trait = humble } } } } } ## Funding the creation of an isolated religious community. ### Historically attested. text = { trigger = { diarch = { has_trait = zealous } } localization_key = viz_extravagance.t1.charity.monastery weight_multiplier = { modifier = { add = 10 diarch = { has_trait = zealous } } } } ## Extra pay for judges to spend more time hearing cases and travelling their circuits. ### Fictional but probable. text = { trigger = { diarch = { has_trait = just } } localization_key = viz_extravagance.t1.charity.judges weight_multiplier = { modifier = { add = 10 diarch = { has_trait = just } } } } ## Paying for free kitchens to serve the poor. ### Historically attested. text = { trigger = { diarch = { has_trait = compassionate } } localization_key = viz_extravagance.t1.charity.kitchens weight_multiplier = { modifier = { add = 10 diarch = { has_trait = compassionate } } } } } # Tier 2 custom locs. VizierExtravagance_T2_Treasure = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Cabient of foreign curiosities. ### Fictional & lightly anachronistic (at least as a widespread practice), but still fairly probable. text = { localization_key = viz_extravagance.t2.treasure.cabinet_of_curiosities weight_multiplier = { modifier = { add = 10 diarch = { has_trait = education_learning } } } } ## Collections of gemstones. ### Historically attested. text = { localization_key = viz_extravagance.t2.treasure.gems weight_multiplier = { modifier = { add = 10 diarch = { has_trait = greedy } } } } ## Clever artful sculptures. ### Historically attested. text = { localization_key = viz_extravagance.t2.treasure.sculpture } ## Decorative gilded weapons & armour for display. ### Fictional but probable. text = { localization_key = viz_extravagance.t2.treasure.decorative_martial_gear weight_multiplier = { modifier = { add = 10 diarch = { has_trait = education_martial } } } } ## Bezoar-cut cutlery. ### Historically attested. text = { localization_key = viz_extravagance.t2.treasure.bezoar_cutlery weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = education_intrigue has_trait = deceitful has_trait = schemer } } } } } ## Fly-stones. ### Historically attested. text = { localization_key = viz_extravagance.t2.treasure.fly_stones } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Pre-measured library of bribery purses. ### Fictional. text = { trigger = { diarch = { has_trait = deceitful } } localization_key = viz_extravagance.t2.treasure.indexed_bribes weight_multiplier = { modifier = { add = 10 diarch = { has_trait = deceitful } } } } ## Grand map of the known world. ### Historically attested. text = { trigger = { # More than one kind of person daydreams about far-off lands. diarch = { OR = { has_trait = shy has_trait = ambitious } } } localization_key = viz_extravagance.t2.treasure.map_of_world weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = shy has_trait = ambitious } } } } } ## Bling for your steed. ### Historically attested. text = { trigger = { diarch = { has_trait = arrogant } } localization_key = viz_extravagance.t2.treasure.horse_armour weight_multiplier = { modifier = { add = 10 diarch = { has_trait = arrogant } } } } ## Comically enormous crockery. ### Historically attested. text = { trigger = { diarch = { has_trait = gluttonous } } localization_key = viz_extravagance.t2.treasure.crockery weight_multiplier = { modifier = { add = 10 diarch = { has_trait = gluttonous } } } } } VizierExtravagance_T2_Activities = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Noble pool parties. ### Historically attested. text = { localization_key = viz_extravagance.t2.activities.feasts.pool weight_multiplier = { modifier = { add = 10 diarch = { has_trait = gregarious } } } } ## Horse races w. gambling. ### Historically attested. text = { localization_key = viz_extravagance.t2.activities.gambling.horse weight_multiplier = { modifier = { add = 10 diarch = { has_trait = profligate } } } } ## Interactive feasts. ### Historically attested. text = { localization_key = viz_extravagance.t2.activities.feasts.interactive } ## Week-long parties. ### Fictional. text = { localization_key = viz_extravagance.t2.activities.feasts.long weight_multiplier = { modifier = { add = 10 diarch = { has_trait = gregarious } } } } ## Live concerts. ### Fictional but probable - albeit not in the modern mould. text = { localization_key = viz_extravagance.t2.activities.concerts } ## Elaborate plays. ### Fictional but probable. text = { localization_key = viz_extravagance.t2.activities.theatre } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Poetry readings. ### Fictional. text = { trigger = { diarch = { has_trait = poet } } localization_key = viz_extravagance.t2.activities.poetry weight_multiplier = { modifier = { add = 10 diarch = { has_trait = poet } } } } ## Amnesties for repentant criminals. ### Fictional. text = { trigger = { diarch = { OR = { has_trait = forgiving AND = { has_trait = honest NOT = { has_trait = vengeful } } } } } localization_key = viz_extravagance.t2.activities.amnesties weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = forgiving has_trait = honest } } } } } ## Animal fights. ### Fictional but probable. text = { trigger = { diarch = { has_trait = wrathful NOT = { has_trait = compassionate } } } localization_key = viz_extravagance.t2.activities.animal_baiting weight_multiplier = { modifier = { add = 10 diarch = { has_trait = wrathful } } } } ## Passionate religious sermons. ### Historically attested. text = { trigger = { diarch = { has_trait = zealous } } localization_key = viz_extravagance.t2.activities.sermons weight_multiplier = { modifier = { add = 10 diarch = { has_trait = zealous } } } } } VizierExtravagance_T2_Property = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## An important monopoly on certain staples. ### Fictional but probable. text = { localization_key = viz_extravagance.t2.property.monopoly } ## A famous market of exotic wares. ### Historically attested. text = { localization_key = viz_extravagance.t2.property.exotic_market } ## An industrious mine. ### Fictional but probable. text = { localization_key = viz_extravagance.t2.property.mine } ## An expansive set of warehouses. ### Historically attested. text = { localization_key = viz_extravagance.t2.property.warehouses } ## A network of loyal messengers. ### Historically attested. text = { localization_key = viz_extravagance.t2.property.messenger_network } ## A long lane of important workshops. ### Fictional but probable. text = { localization_key = viz_extravagance.t2.property.workshops } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Personal temple. ### Fictional but probable. text = { trigger = { diarch = { NOT = { has_trait = cynical } } } localization_key = viz_extravagance.t2.property.personal_temple weight_multiplier = { modifier = { add = 10 diarch = { has_trait = zealous } } } } ## Small fort in a dangerous, but lucrative, hinterland. ### Fictional text = { trigger = { diarch = { has_trait = brave } } localization_key = viz_extravagance.t2.property.fort weight_multiplier = { modifier = { add = 10 diarch = { has_trait = brave } } } } ## A formidably defended personal treasury. ### Fictional. text = { trigger = { diarch = { OR = { has_trait = stubborn has_trait = greedy } } } localization_key = viz_extravagance.t2.property.treasury weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = stubborn has_trait = greedy } } } } } ## A small fortified palace with various secret passages and escape routes. ### Fictional but probable. text = { trigger = { diarch = { has_trait = craven } } localization_key = viz_extravagance.t2.property.defensible_palace weight_multiplier = { modifier = { add = 10 diarch = { has_trait = craven } } } } } VizierExtravagance_T2_Charity = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Paying for several schools for young children. ### Historically attested. text = { localization_key = viz_extravagance.t2.charity.schools weight_multiplier = { modifier = { add = 10 diarch = { has_trait = education_learning } } } } ## Creating hospitals to treat the poor. ### Historically attested. text = { localization_key = viz_extravagance.t2.charity.hospitals weight_multiplier = { modifier = { add = 10 diarch = { has_trait = compassionate } } } } ## Paying for funerals for those who died too poor or whilst travelling. ### Historically attested. text = { localization_key = viz_extravagance.t2.charity.poor_funerals } ## Sponsoring local philosophical scholars. ### Historically attested. text = { localization_key = viz_extravagance.t2.charity.scholars.philosophical weight_multiplier = { modifier = { add = 10 diarch = { has_trait = education_learning } } } } ## Sponsoring local legal scholars. ### Historically attested. text = { localization_key = viz_extravagance.t2.charity.scholars.legal } ## Supplemental pay for key civil service positions. ### Historically attested. text = { localization_key = viz_extravagance.t2.charity.civil_service.extra_positions # Weight up the least-weird sounding option for callous'n'sadistic characters. weight_multiplier = { modifier = { add = 1000 diarch = { OR = { has_trait = sadistic has_trait = callous } } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Funding the creation/expansion of a police force for the capital — and uhh, doing what private police tend to do. ### Fictional but probable. text = { trigger = { exists = capital_barony diarch = { has_trait = vengeful } } localization_key = viz_extravagance.t2.charity.police weight_multiplier = { modifier = { add = 10 diarch = { has_trait = vengeful } } } } ## Sponsoring local theological scholars. ### Historically attested. text = { trigger = { diarch = { NOT = { has_trait = cynical } } } localization_key = viz_extravagance.t2.charity.scholars.theological weight_multiplier = { modifier = { add = 10 diarch = { has_trait = zealous } } } } ## Sponsoring local mystical scholars. ### Historically attested. text = { trigger = { diarch.faith = { NOT = { has_doctrine_parameter = witchcraft_illegal } } } localization_key = viz_extravagance.t2.charity.scholars.mystical weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = lifestyle_mystic # Technically the stereotype of the rich man funding occultists is really, really anachronistic but... has_trait = eccentric } } } } } ## Paying to have orphans circumcised. ### Historically attested. #### Really, really frequently historically attested. ##### They held celebratory circumcision banquests, even. ###### Generally this was a prerequisite/bonus attached to caring for male orphans in the relevant faiths. text = { trigger = { religion_has_circumcision_trigger = yes diarch = { religion_has_circumcision_trigger = yes } } localization_key = viz_extravagance.t2.charity.circumcision weight_multiplier = { modifier = { add = 10 diarch = { has_trait = zealous } } } } ## Paying for roaming preachers to take the faith to the streets. ### Fictional. text = { trigger = { faith = diarch.faith diarch = { has_trait = zealous } } localization_key = viz_extravagance.t2.charity.preachers weight_multiplier = { modifier = { add = 10 diarch = { has_trait = zealous } } } } } # Tier 3 custom locs. VizierExtravagance_T3_Treasure = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Fancy mirrors. ### Historically attested. text = { localization_key = viz_extravagance.t3.treasure.mirrors weight_multiplier = { modifier = { add = 10 diarch = { has_trait = arrogant } } } } ## A collection of parasols. ### Historically attested. text = { localization_key = viz_extravagance.t3.treasure.parasols } ## A massive silken travelling tent. ### Historically attested. text = { localization_key = viz_extravagance.t3.treasure.silk_bigtop } ## A warehouse of exotic fabrics. ### Historically attested. text = { localization_key = viz_extravagance.t3.treasure.fabrics weight_multiplier = { modifier = { add = 10 diarch = { has_trait = greedy } } } } ## Exotic animals from far away kept as pets. text = { localization_key = viz_extravagance.t3.treasure.exotic_pets weight_multiplier = { modifier = { add = 10 diarch = { has_trait = eccentric } } } } ## Truly phenomenal carpets. ### Historically attested - and weirdly enthusiastically, I might add. text = { localization_key = viz_extravagance.t3.treasure.carpets weight_multiplier = { modifier = { add = 10 # Sometimes you just want to lie down, y'know? diarch = { has_trait = lazy } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## A woven golden mattress. ### Historically attested. text = { trigger = { diarch = { has_trait = lazy } } localization_key = viz_extravagance.t3.treasure.gold_mattress weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lazy } } } } ## Exotic birth control solutions. ### Fictional but probable. text = { trigger = { diarch = { has_trait = lustful } } localization_key = viz_extravagance.t3.treasure.birth_control weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lustful } } } } ## A multi-articulated sculpture of the vizier, who pose and clothing can be changed endlessly. ### Fictional. text = { trigger = { diarch = { has_trait = fickle } } localization_key = viz_extravagance.t3.treasure.sculpture.articulated weight_multiplier = { modifier = { add = 10 diarch = { has_trait = fickle } } } } ## Five hundred crystal pots containing rare plants. ### Fictional-ish; pots ain't, plants are. text = { trigger = { diarch = { OR = { has_trait = lifestyle_gardener has_trait = lifestyle_herbalist culture = { has_cultural_parameter = can_appoint_court_gardener } } } } localization_key = viz_extravagance.t3.treasure.plants weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = lifestyle_gardener has_trait = lifestyle_herbalist } } } } } } VizierExtravagance_T3_Activities = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Surprise give-away feasts (e.g., hiding a gem inside a chicken). ### Historically attested. text = { localization_key = viz_extravagance.t3.activities.feasts.surprise } ## Gift packages for neighbouring nobles. ### Historically attested. text = { localization_key = viz_extravagance.t3.activities.aid weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = gregarious has_trait = diplomat } } } } } ## Lively scholarly debates. ### Fictional but probable. text = { localization_key = viz_extravagance.t3.activities.scholars.debates } ## Overt give-away feasts. ### Historically attested. text = { localization_key = viz_extravagance.t3.activities.feasts.give_away weight_multiplier = { modifier = { add = 10 diarch = { has_trait = generous } } } } ## Land & livestock grants. ### Historically attested. text = { localization_key = viz_extravagance.t3.activities.land_and_livestock_grants } ## Spectacle feasts. ### Fictional but probable. text = { localization_key = viz_extravagance.t3.activities.feasts.spectacle } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Shower silver coins over party guests. ### Historically attested. text = { trigger = { diarch = { has_trait = generous } } localization_key = viz_extravagance.t3.activities.feasts.coin_shower weight_multiplier = { modifier = { add = 10 diarch = { has_trait = generous } } } } ## Palanquin races. ### Fictional. Sadly. text = { trigger = { diarch = { has_trait = eccentric } } localization_key = viz_extravagance.t3.activities.gambling.palanquin weight_multiplier = { modifier = { add = 10 diarch = { has_trait = eccentric } } } } ## Debauched parties. ### Fictional but probable. text = { # Unlike the subtler ones, anyone can make a name for themselves here, regardless of what their faith says. ## For good or for ill. trigger = { diarch = { has_trait = lustful } } localization_key = viz_extravagance.t3.activities.orgies weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lustful } } } } ## Elaborate showcase parades. ### Fictional. text = { trigger = { diarch = { has_trait = arrogant } } localization_key = viz_extravagance.t3.activities.parades weight_multiplier = { modifier = { add = 10 diarch = { has_trait = arrogant } } } } } VizierExtravagance_T3_Property = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Cushioned pool. ### Fictional. text = { localization_key = viz_extravagance.t3.property.pool.cushions } ## Labyrinthine business interests. ### Fictional but probable. text = { localization_key = viz_extravagance.t3.property.businesses weight_multiplier = { modifier = { add = 10 diarch = { has_trait = greedy } } } } ## Gargantuan palace. ### Fictional but probable. text = { localization_key = viz_extravagance.t3.property.palace.huge weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = lazy has_trait = arrogant } } } } } ## Personal bathhouse. ### Fictional but probable. text = { localization_key = viz_extravagance.t3.property.bathhouse } ## Colossal stables. ### Fictional but probable. text = { localization_key = viz_extravagance.t3.property.stables } ## A large pool layered with gold coins. ### Fictional. text = { localization_key = viz_extravagance.t3.property.pool.gold weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = greedy has_trait = avaricious } } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## A commercial fleet. ### Fictional but probable. text = { trigger = { any_held_county = { is_coastal_county = yes } } localization_key = viz_extravagance.t3.property.fleet.commercial } ## Reclaimed businesses. ### Historically attested. text = { trigger = { diarch = { OR = { has_trait = arbitrary AND = { has_trait = greedy NOT = { has_trait = just } } } } } localization_key = viz_extravagance.t3.property.business.stolen weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = arbitrary has_trait = greedy } } } } } ## Entire capital districts. ### Historically attested. text = { trigger = { diarch = { exists = capital_county } } localization_key = viz_extravagance.t3.property.tycoon } ## Den of Vice ### Fictional but probable. text = { trigger = { diarch = { OR = { has_trait = gluttonous AND = { faith = { trait_is_virtue = gluttonous } has_trait = zealous } has_trait = drunkard has_trait = hashishiyah } } } localization_key = viz_extravagance.t3.property.den_of_vice weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = gluttonous has_trait = drunkard has_trait = hashishiyah } } } } } } VizierExtravagance_T3_Charity = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Patronising observatories. ### Historically attested. text = { localization_key = viz_extravagance.t3.charity.observatories weight_multiplier = { modifier = { add = 10 diarch = { has_trait = education_learning } } } } ## Patronising institutions of higher learning. ### Historically attested. text = { localization_key = viz_extravagance.t3.charity.universities weight_multiplier = { modifier = { add = 10 diarch = { has_trait = scholar } } } } ## Patronising libraries. ### Historically attested. text = { localization_key = viz_extravagance.t3.charity.libraries weight_multiplier = { modifier = { add = 10 diarch = { has_trait = education_learning } } } } ## Paying for the construction and maintenance of public baths. ### Historically attested. text = { localization_key = viz_extravagance.t3.charity.bathhouses } ## Paying for advanced medical equipment for local hospitals. ### Historically attested. text = { localization_key = viz_extravagance.t3.charity.hospitals.equipment weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lifestyle_physician } } } } ## Paying for extra positions within the administration to exist. ### Historically attested. text = { localization_key = viz_extravagance.t3.charity.civil_service.expansion # Weight up the least-weird sounding option for callous'n'sadistic characters. weight_multiplier = { modifier = { add = 1000 diarch = { OR = { has_trait = sadistic has_trait = callous } } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Paying for the construction and maintenance of watermills. ### Historically attested. text = { trigger = { holds_county_with_water_trigger = yes culture = { has_innovation = innovation_windmills } } localization_key = viz_extravagance.t3.charity.watermills } ## Paying for network of beggar-spies. ### Fictional. text = { trigger = { diarch = { has_trait = paranoid } } localization_key = viz_extravagance.t3.charity.beggar_spies weight_multiplier = { modifier = { add = 10 diarch = { has_trait = paranoid } } } } ## Creation & fill of water tanks for the Hajj ### Historically attested. text = { trigger = { diarch.faith = { religion = religion:islam_religion NOT = { has_doctrine_parameter = forbidden_from_pilgrimage } } } localization_key = viz_extravagance.t3.charity.hajj_water_tanks weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = zealous has_trait = pilgrim } } } } } ## Donating gear to holy warriors. ### Historically attested. text = { trigger = { diarch = { has_trait = zealous faith = { this = liege.faith NOT = { has_doctrine_parameter = holy_wars_forbidden } } } } localization_key = viz_extravagance.t3.charity.holy_warrior_gear weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = zealous has_trait = faith_warrior has_trait = holy_warrior } } } } } } # Tier 4 custom locs. VizierExtravagance_T4_Treasure = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Literal thousands of cushions. ### Historically attested. text = { localization_key = viz_extravagance.t4.treasure.cushions weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lazy } } } } ## An army's worth of decorative weapons and armour. ### Historically attested. #### Honestly I'm under-selling it. ##### They weren't always decorative. ###### Sometimes you just have four thousand military-grade saddles just... because... text = { localization_key = viz_extravagance.t4.treasure.martial_gear weight_multiplier = { modifier = { add = 10 diarch = { has_trait = education_martial } } } } ## A king's ransom in ambergris, perfumes, and exotic ointments. ### Historically attested. text = { localization_key = viz_extravagance.t4.treasure.cosmetics } ## A vizierial office carved and furnished with the most expensive of metal-inlaid stone furniture. ### Historically attested - sorta, common to do aspects of this but rarely all at the same time. text = { localization_key = viz_extravagance.t4.treasure.office # Humble characters most likely to avoid personal ostentation, so we weight up furniture for them. weight_multiplier = { modifier = { add = 10 diarch = { has_trait = humble } } } } ## The cutlery and crockery for a full feast of people, each piece once held by the ruler of some foreign or dead empire. ### Historically attested but heavily exaggerated; you were actually more likely to encounter _a_ set of this attached to some specific ruler. text = { localization_key = viz_extravagance.t4.treasure.crockery.historic weight_multiplier = { modifier = { add = 10 diarch = { has_trait = education_learning } } } } ## An artificial orchard of precious metal trees, with carved gem stone fruit. ### Historically attested - surprisingly common, even. text = { localization_key = viz_extravagance.t4.treasure.precious_orchard weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = avaricious has_trait = greedy } } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## A personal flotilla of barques for transport. ### Historically attested. text = { trigger = { capital_county ?= { OR = { is_riverside_county = yes is_coastal_county = yes } } } localization_key = viz_extravagance.t4.treasure.fleet.personal } ## A sword as long as three men. ### Fictional. text = { trigger = { diarch = { has_trait = wrathful } } localization_key = viz_extravagance.t4.treasure.massive_sword weight_multiplier = { modifier = { add = 10 diarch = { has_trait = wrathful } } } } ## Alchemical & potion ingredients, including those (reportedly) from mythical animals. ### Historically attested. text = { trigger = { diarch = { OR = { has_trait = eccentric has_trait = lifestyle_mystic has_trait = lifestyle_physician has_trait = lifestyle_herbalist } } } localization_key = viz_extravagance.t4.treasure.mystic_ingredients weight_multiplier = { modifier = { add = 10 diarch = { has_trait = eccentric } } } } ## Illuminated manuscripts featuring apes. ### Fictional but sadly apparently incredibly probable. text = { trigger = { diarch = { OR = { learning <= 0 AND = { learning <= low_skill_rating OR = { has_trait = trusting has_trait = profligate } } } } } weight_multiplier = 0.1 localization_key = viz_extravagance.t4.treasure.sensible_investments_for_smart_adults } } VizierExtravagance_T4_Activities = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Rose pool parties. ### Historically attested. text = { localization_key = viz_extravagance.t4.activities.feasts.pool.rose } ## Legendary give-aways. ### Historically attested. text = { localization_key = viz_extravagance.t4.activities.give_aways weight_multiplier = { modifier = { add = 10 diarch = { has_trait = generous } } } } ## Sprawling festivities. ### Fictional but probable. text = { localization_key = viz_extravagance.t4.activities.feasts.big weight_multiplier = { modifier = { add = 10 diarch = { has_trait = gregarious } } } } ## World-renowned menagerie shows. ### Fictional. text = { localization_key = viz_extravagance.t4.activities.menagerie weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lifestyle_hunter } } } } ## Local nobility aid packages. ### Historically attested. text = { localization_key = viz_extravagance.t4.activities.aid weight_multiplier = { modifier = { add = 10 diarch = { has_trait = generous } } } } ## Magnanimous hosting of foreign embassies. ### Fictional but probable. text = { localization_key = viz_extravagance.t4.activities.host } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## High stakes gambling. ### Fictional but probable. text = { trigger = { diarch = { has_trait = arbitrary } } localization_key = viz_extravagance.t4.activities.gambling.xtra_xtreme weight_multiplier = { modifier = { add = 10 diarch = { has_trait = arbitrary } } } } ## Elite costume parties. ### Fictional. text = { trigger = { diarch = { OR = { has_trait = eccentric has_trait = deceitful has_trait = gregarious } } } localization_key = viz_extravagance.t4.activities.masquerade weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = eccentric has_trait = deceitful has_trait = gregarious } } } } } ## Mercurial garden ### Fictional. text = { trigger = { diarch = { OR = { has_trait = fickle has_trait = lifestyle_gardener # We're a little more restrictive here than other garden triggers — gardening isn't actually the primary motivation. } } } localization_key = viz_extravagance.t4.activities.plants.ever_changing weight_multiplier = { modifier = { add = 10 diarch = { has_trait = fickle } } } } ## Delectable feasts. text = { trigger = { diarch = { has_trait = eccentric OR = { has_trait = cannibal any_secret = { secret_type = secret_cannibal } } } } localization_key = viz_extravagance.t4.activities.feasts.cannibal # Don't weight this up - it's not something we want to see very commonly. } } VizierExtravagance_T4_Property = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Pool Palace. ### Historically attested. text = { localization_key = viz_extravagance.t4.property.palace.pool } ## Vast countryside retreat. ### Fictional but probable. text = { localization_key = viz_extravagance.t4.property.palace.spa weight_multiplier = { modifier = { add = 10 diarch = { has_trait = shy } } } } ## Private army. ### Fictional but probable. text = { localization_key = viz_extravagance.t4.property.army weight_multiplier = { modifier = { add = 10 diarch = { has_trait = ambitious } } } } ## Tens of thousands of head of livestock. ### Historically attested. text = { localization_key = viz_extravagance.t4.property.livestock } ## Guest Palace. ### Fictional but probable. text = { localization_key = viz_extravagance.t4.property.palace.guest weight_multiplier = { modifier = { add = 10 diarch = { has_trait = shy } } } } ## Vizierial Spire. ### Fictional. text = { localization_key = viz_extravagance.t4.property.spire weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = architect has_trait = overseer } } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Palace of the Month ### Fictional but semi-probable; you wouldn't move literally _per_ month but they could and would own substantially more palaces than any one civil servant _needs_. text = { trigger = { diarch = { NOT = { has_trait = humble } } } localization_key = viz_extravagance.t4.property.palace.monthly } ## Personal Bordello. ### Fictional but probable. text = { trigger = { diarch = { has_trait = lustful } } localization_key = viz_extravagance.t4.property.bordello weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lustful } } } } ## Personal debtor's prison. ### Fictional but probable. text = { trigger = { diarch = { OR = { has_trait = greedy AND = { has_trait = callous NOT = { has_trait = generous } } } } } localization_key = viz_extravagance.t4.property.gaol weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = greedy has_trait = callous } } } } } ## Eponymous Hell. ### Fictional. #### Loosely based on the legendary Ashoka's Hell. text = { trigger = { diarch = { has_trait = sadistic } } localization_key = viz_extravagance.t4.property.palace.torture weight_multiplier = { modifier = { add = 10 diarch = { has_trait = sadistic } } } } } VizierExtravagance_T4_Charity = { type = character random_valid = yes # GENERIC OPTIONS ## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks. ## Paying for waystations & caravanserais for long-distance travellers. ### Historically attested. text = { localization_key = viz_extravagance.t4.charity.waystations weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lifestyle_traveler } } } } ## Funding the construction and maintenance of major bridges. ### Historically attested. text = { localization_key = viz_extravagance.t4.charity.bridges weight_multiplier = { modifier = { add = 10 diarch = { has_trait = architect } } } } ## A staple food dole. ### Fictional but probable. text = { localization_key = viz_extravagance.t4.charity.dole weight_multiplier = { modifier = { add = 10 diarch = { has_trait = compassionate } } } } ## Cheap urban housing. ### Fictional. text = { localization_key = viz_extravagance.t4.charity.housing } ## Sprawling public gardens. ### Fictional. text = { localization_key = viz_extravagance.t4.charity.gardens weight_multiplier = { modifier = { add = 10 diarch = { has_trait = lifestyle_gardener } } } } ## Paying for organised local fire services. ### Fictional. text = { localization_key = viz_extravagance.t4.charity.civil_service.fire # Weight up the least-weird sounding option for callous'n'sadistic characters. weight_multiplier = { modifier = { add = 1000 diarch = { OR = { has_trait = sadistic has_trait = callous } } } } } # TRIGGERED OPTIONS ## Anything a bit more specific from hereon in. ## Paying for the construction and maintenance of aqueducts. ### Historically attested. text = { trigger = { holds_county_with_water_trigger = yes } localization_key = viz_extravagance.t4.charity.aqueducts weight_multiplier = { modifier = { add = 10 diarch = { has_trait = architect } } } } ## A grand public festival. ### Fictional but probable. text = { trigger = { diarch = { has_trait = gregarious } } localization_key = viz_extravagance.t4.charity.festivals weight_multiplier = { modifier = { add = 10 diarch = { has_trait = gregarious } } } } ## A fund for people to go on pilgrimage. ### Historically attested. text = { trigger = { diarch = { NOR = { has_trait = cynical faith = { has_doctrine_parameter = forbidden_from_pilgrimage } } } } localization_key = viz_extravagance.t4.charity.pilgrimage weight_multiplier = { modifier = { add = 10 diarch = { OR = { has_trait = zealous has_trait = pilgrim } } } } } ## Loan remittance service. text = { trigger = { diarch = { has_trait = generous } } localization_key = viz_extravagance.t4.charity.loans weight_multiplier = { modifier = { add = 10 diarch = { has_trait = generous } } } } }