namespace = bp3_survey ### Setup Events # Arrival Event bp3_survey.0005 = { type = activity_event content_source = dlc_015 title = bp3_survey.0005.t desc = { first_valid = { triggered_desc = { trigger = { root != root } desc = bp3_survey.0005.desc.holder } desc = bp3_survey.0005.desc.no_holder } } theme = survey_activity override_background = { reference = study } left_portrait = { character = scope:host triggered_animation = { trigger = { government_allows = merit } animation = holding_scrolls } animation = pondering camera = camera_event_group_talking_left_left } right_portrait = { trigger = { scope:host != scope:county_holder } character = scope:county_holder animation = obsequious_bow } immediate = { if = { limit = { location.county.holder != root } location.county.holder = { save_scope_as = county_holder save_opinion_value_as = { name = county_holder_opinion target = root } trigger_event = bp3_survey.0050 } } else = { save_scope_as = county_holder } } option = { name = bp3_survey.0005.a trigger = { location.county = { any_neighboring_county = { exists = holder holder.top_liege != root.location.county.holder.top_liege } } } custom_tooltip = bp3_survey.0005.a.tt set_variable = inspection_activity_border_focus } option = { name = bp3_survey.0005.b custom_tooltip = bp3_survey.0005.b.tt set_variable = inspection_activity_bureaucracy_focus } option = { name = bp3_survey.0005.c custom_tooltip = bp3_survey.0005.c.tt set_variable = inspection_activity_domain_focus } } # Ending Event bp3_survey.0010 = { type = activity_event content_source = dlc_015 title = bp3_survey.0010.t desc = { first_valid = { triggered_desc = { trigger = { exists = scope:success has_variable = inspection_activity_border_focus } desc = bp3_survey.0010.desc.border.success } triggered_desc = { trigger = { has_variable = inspection_activity_border_focus } desc = bp3_survey.0010.desc.border.failure } triggered_desc = { trigger = { exists = scope:success has_variable = inspection_activity_bureaucracy_focus } desc = bp3_survey.0010.desc.bureaucracy.success } triggered_desc = { trigger = { has_variable = inspection_activity_bureaucracy_focus } desc = bp3_survey.0010.desc.bureaucracy.failure } triggered_desc = { trigger = { exists = scope:success has_variable = inspection_activity_domain_focus } desc = bp3_survey.0010.desc.people.success } triggered_desc = { trigger = { has_variable = inspection_activity_domain_focus } desc = bp3_survey.0010.desc.people.failure } } } theme = survey_activity override_background = { reference = study } left_portrait = { character = scope:host triggered_animation = { trigger = { exists = scope:success government_allows = merit } animation = toast_goblet } triggered_animation = { trigger = { exists = scope:success } animation = toast } triggered_animation = { trigger = { NOT = { exists = scope:success } } animation = disapproval } } right_portrait = { character = scope:county_holder triggered_animation = { trigger = { exists = scope:success } animation = drink } triggered_animation = { trigger = { NOT = { exists = scope:success } } animation = disappointed } } immediate = { location = { save_scope_as = inspection_province } location.county = { save_scope_as = inspection_location } random = { # Check if Activity was a success or not chance = root.involved_activity.var:inspection_success_chance save_scope_value_as = { name = success value = yes } } scope:inspection_location.holder = { # Save the holder, if not liege, for Opinion check and for animation if = { limit = { this != root } save_scope_as = county_holder } } if = { # Save data needed for Claims/Vassal Acceptance, if you have the border focus limit = { has_variable = inspection_activity_border_focus } scope:inspection_location = { random_neighboring_county = { limit = { exists = holder holder.top_liege = root.location.county.holder.top_liege NOT = { holder = { OR = { is_vassal_of = root this = root } } } } save_scope_as = claim_location } every_neighboring_county = { limit = { holder.top_liege != root.top_liege holder.top_liege.highest_held_title_tier < root.highest_held_title_tier } holder = { add_to_list = independent_rulers } } } } } option = { name = bp3_survey.0010.a trigger = { exists = scope:success } add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain } inspection_survey_intent_development = { VALUE = 15 } if = { # If you have a Border Focus (Claims/Acceptance) limit = { has_variable = inspection_activity_border_focus } ### Claims if = { # Focused on Claims limit = { has_variable = inspection_activity_border_claim_focus } scope:inspection_location = { every_neighboring_county = { limit = { holder.top_liege != root.top_liege OR = { NOT = { root = { has_claim_on = prev } } NOT = { root = { has_claim_on = prev.duchy } } } } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_claim_key show_in_conclusion = yes character = root prev = { inspection_claim_effects = { ACTOR = root TARGET = prev TYPE = pressed } inspection_claim_effects = { ACTOR = root TARGET = prev.duchy TYPE = pressed } } } } } } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_expansionist_mindset_key show_in_conclusion = yes character = root root = { add_character_modifier = { modifier = inspection_reward_focused_claims_modifier years = 15 } } } } } else = { # Not focused on Claims scope:claim_location.duchy = { if = { limit = { NOT = { root = { has_claim_on = prev } } } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_claim_key show_in_conclusion = yes character = root prev = { inspection_claim_effects = { ACTOR = root TARGET = prev TYPE = unpressed } } } } } } } ### Vassal Acceptance if = { # Focused on Vassal Acceptance limit = { has_variable = inspection_activity_border_vassal_focus any_in_list = { list = independent_rulers count > 0 } } every_in_list = { list = independent_rulers scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_acceptance_key show_in_conclusion = yes character = root prev = { custom_tooltip = bp3_survey.0010.acceptance.success } } } add_to_variable_list = { name = inspection_reward target = root years = 15 } } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_impressed_neighbors_key show_in_conclusion = yes character = root root = { add_character_modifier = { modifier = inspection_reward_focused_vassal_acceptance years = 15 } } } } } else_if = { # Not focused on Vassal Acceptance limit = { any_in_list = { list = independent_rulers count > 0 } } random_in_list = { list = independent_rulers scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_acceptance_key show_in_conclusion = yes character = root prev = { custom_tooltip = bp3_survey.0010.acceptance.success } } } add_to_variable_list = { name = inspection_reward target = root years = 15 } } } } else_if = { # If you have Bureaucracy Focus (Tax/Development/Control) limit = { has_variable = inspection_activity_bureaucracy_focus } if = { # Focused on Taxes limit = { has_variable = inspection_activity_bureaucracy_tax_focus } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_tax_key show_in_conclusion = yes character = root scope:inspection_province = { add_province_modifier = { modifier = inspection_reward_focused_tax_modifier years = 15 } } root = { add_treasury_or_gold = medium_treasury_or_gold_value } } } inspection_survey_local_message_province_modifier = { TYPE = message_good MODIFIER = inspection_reward_focused_tax_modifier YEARS = 15 } } else = { # Not focused on Taxes scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_tax_key show_in_conclusion = yes character = root scope:inspection_province = { add_province_modifier = { modifier = inspection_reward_average_tax_modifier years = 15 } } } } inspection_survey_local_message_province_modifier = { TYPE = message_good MODIFIER = inspection_reward_average_tax_modifier YEARS = 15 } } if = { # Focused on Development limit = { has_variable = inspection_activity_bureaucracy_development_focus } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_development_key show_in_conclusion = yes character = root scope:inspection_location = { add_county_modifier = { modifier = inspection_reward_focused_development_modifier years = 15 } change_development_progress_with_overflow = 50 } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_reward_focused_development_modifier YEARS = 15 } } else = { # Not focused on Development scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_development_key show_in_conclusion = yes character = root scope:inspection_location = { change_development_progress_with_overflow = 25 } } } } if = { # Focused on Control limit = { has_variable = inspection_activity_bureaucracy_control_focus } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_control_key show_in_conclusion = yes character = root scope:inspection_location = { add_county_modifier = { modifier = inspection_reward_focused_control_modifier years = 15 } change_county_control = 10 } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_reward_focused_control_modifier YEARS = 15 } } else_if = { # Not focused on Control limit = { scope:inspection_location.county_control < 100 } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_control_key show_in_conclusion = yes character = root scope:inspection_location = { change_county_control = 5 } } } } } else_if = { # If you have People Focus (Levy/Opinion/Popular Opinion) limit = { has_variable = inspection_activity_domain_focus } if = { # Focused on Levies limit = { has_variable = inspection_activity_domain_levy_focus } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_levy_key show_in_conclusion = yes character = root scope:inspection_location = { add_county_modifier = { modifier = inspection_reward_focused_levy_modifier years = 15 } } root = { spawn_army = { name = local_militia_name_default levies = inspection_levy_reward_value location = scope:inspection_location.title_province inheritable = no war_keep_on_attacker_victory = yes } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_reward_focused_levy_modifier YEARS = 15 } } else = { # Not focused on Levies scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_levy_key show_in_conclusion = yes character = root scope:inspection_location = { add_county_modifier = { modifier = inspection_reward_average_levy_modifier years = 15 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_reward_average_levy_modifier YEARS = 15 } } if = { # Focused on Opinion limit = { has_variable = inspection_activity_domain_opinion_focus } if = { limit = { exists = root } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_opinion_key show_in_conclusion = yes character = root root = { add_opinion = { modifier = friendliness_opinion target = root opinion = 20 } } root = { add_character_modifier = { modifier = inspection_reward_focused_opinion_modifier years = 15 } } } } } else = { scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_opinion_key show_in_conclusion = yes character = root root = { add_character_modifier = { modifier = inspection_reward_focused_opinion_modifier years = 15 } } } } } } else_if = { # Not focused on Opinion limit = { exists = root exists = scope:county_holder } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_opinion_key show_in_conclusion = yes character = root root = { reverse_add_opinion = { modifier = friendliness_opinion target = scope:county_holder opinion = 10 } } } } } if = { # Focused on Popular Opinion limit = { has_variable = inspection_activity_domain_popular_focus } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_popular_opinion_key show_in_conclusion = yes character = root scope:inspection_location = { add_county_modifier = { modifier = inspection_reward_focused_popular_opinion_modifier years = 15 } } root = { add_character_modifier = { modifier = inspection_reward_focused_popular_opinion_character_modifier years = 15 } } } } } else = { # Not focused on Popular Opinion scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_popular_opinion_key show_in_conclusion = yes character = root scope:inspection_location = { add_county_modifier = { modifier = inspection_reward_average_popular_opinion_modifier years = 15 } } } } } } # As an admin governor, gain some governor trait XP if = { limit = { is_governor = yes } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_governor_experience_key show_in_conclusion = yes character = root root = { increase_governance_effect = { VALUE = 10 } } } } } # If you have Merit we give Merit if = { limit = { government_allows = merit } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_merit_key show_in_conclusion = yes character = root root = { change_merit = { value = major_merit_gain house ?= { if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_5 } multiply = { value = 1 add = inspection_activity_merit_bonus_5_value } } else_if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_4 } multiply = { value = 1 add = inspection_activity_merit_bonus_4_value } } else_if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_3 } multiply = { value = 1 add = inspection_activity_merit_bonus_3_value } } else_if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_2 } multiply = { value = 1 add = inspection_activity_merit_bonus_2_value } } else_if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_1 } multiply = { value = 1 add = inspection_activity_merit_bonus_1_value } } } } } } } } # If you have the governance aspiration, you gain some gold and a higher salary if = { limit = { house ?= { has_house_power_parameter = inspection_activity_increases_salary } } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_salary_key show_in_conclusion = yes character = root root = { add_gold = medium_gold_value add_character_modifier = { modifier = tgp_aspiration_great_salary_modifier years = 15 } hidden_effect = { if = { limit = { has_character_modifier = tgp_aspiration_modest_salary_modifier } remove_character_modifier = tgp_aspiration_modest_salary_modifier } } } } } } if = { #Devotion for tenet limit = { faith = { has_doctrine_parameter = inspection_gives_devotion } } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_success_piety_key show_in_conclusion = yes character = root root = { add_piety_experience = medium_piety_value } } } } hidden_effect = { scope:province = { remove_province_modifier = inspection_second_try_modifier remove_province_modifier = inspection_third_try_modifier remove_province_modifier = inspection_fourth_try_modifier } } } option = { name = bp3_survey.0010.b trigger = { NOT = { exists = scope:success } } add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_gain } scope:province = { if = { limit = { root = { is_ai = no } NOT = { has_province_modifier = inspection_fourth_try_modifier } } if = { limit = { has_province_modifier = inspection_third_try_modifier NOT = { has_province_modifier = inspection_fourth_try_modifier } } add_province_modifier = inspection_fourth_try_modifier hidden_effect = { remove_province_modifier = inspection_third_try_modifier } } else_if = { limit = { has_province_modifier = inspection_second_try_modifier NOT = { has_province_modifier = inspection_third_try_modifier } } add_province_modifier = inspection_third_try_modifier hidden_effect = { remove_province_modifier = inspection_second_try_modifier } } else_if = { limit = { NOT = { has_province_modifier = inspection_second_try_modifier } } add_province_modifier = inspection_second_try_modifier } } } if = { limit = { faith = { has_doctrine_parameter = inspection_gives_devotion } #Devotion for tenet } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_failure_devotion_key show_in_conclusion = yes character = root root = { add_piety_experience = minor_piety_value } } } } # If you have Merit we give Merit - but you gain less than if you were successful if = { limit = { government_allows = merit } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_failure_merit_key show_in_conclusion = yes character = root root = { change_merit = { value = minor_merit_gain house ?= { if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_5 } multiply = { value = 1 add = inspection_activity_merit_bonus_5_value } } else_if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_4 } multiply = { value = 1 add = inspection_activity_merit_bonus_4_value } } else_if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_3 } multiply = { value = 1 add = inspection_activity_merit_bonus_3_value } } else_if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_2 } multiply = { value = 1 add = inspection_activity_merit_bonus_2_value } } else_if = { limit = { has_house_power_parameter = inspection_activity_merit_bonus_1 } multiply = { value = 1 add = inspection_activity_merit_bonus_1_value } } } } } } } } # If you have the governance aspiration, you gain some gold and a higher salary - but less than if you were successful if = { limit = { house ?= { has_house_power_parameter = inspection_activity_increases_salary } } scope:activity = { add_activity_log_entry = { key = inspection_conclusion_failure_salary_key show_in_conclusion = yes character = root root = { add_gold = minor_gold_value add_character_modifier = { modifier = tgp_aspiration_modest_salary_modifier years = 15 } hidden_effect = { if = { limit = { has_character_modifier = tgp_aspiration_great_salary_modifier } remove_character_modifier = tgp_aspiration_great_salary_modifier } } } } } } } } ### Mid Events # Border Focus bp3_survey.0020 = { type = activity_event content_source = dlc_015 title = bp3_survey.0020.t desc = { desc = bp3_survey.0020.desc first_valid = { triggered_desc = { trigger = { exists = scope:neighboring_lord } desc = bp3_survey.0020.desc_weak_neighbor } desc = bp3_survey.0020.desc_no_neighbor } } theme = survey_activity override_background = { reference = terrain_activity } left_portrait = { character = scope:host animation = survey } right_portrait = { character = scope:neighboring_lord animation = worry } trigger = { has_variable = inspection_activity_border_focus } immediate = { scope:province.county = { random_neighboring_county = { limit = { holder.top_liege != prev.holder.top_liege } weight = { base = 1 modifier = { factor = 100 holder.top_liege = { highest_held_title_tier < root.highest_held_title_tier } } } save_scope_as = neighboring_county if = { limit = { holder.top_liege = { highest_held_title_tier < root.highest_held_title_tier } } holder = { save_scope_as = neighboring_lord } } } } } option = { name = bp3_survey.0020.a trigger = { exists = scope:neighboring_lord } skill = diplomacy custom_tooltip = bp3_survey.0020.a.tt set_variable = inspection_activity_border_vassal_focus duel = { skill = diplomacy value = 8 20 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -19 } scope:activity = { add_activity_log_entry = { key = inspection_mid_border_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 10 } inspection_success_chance_change_effect = { CHANGE = increase_medium } custom_tooltip = bp3_survey.0020.acceptance.great_success } } } scope:neighboring_lord = { add_to_variable_list = { name = inspection_bonus target = root years = 5 } } } 40 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -39 } scope:activity = { add_activity_log_entry = { key = inspection_mid_border_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 5 } inspection_success_chance_change_effect = { CHANGE = increase_minor } custom_tooltip = bp3_survey.0020.acceptance.success } } } scope:neighboring_lord = { add_to_variable_list = { name = lesser_inspection_bonus target = root years = 5 } } } 40 = { inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -29 } scope:activity = { add_activity_log_entry = { key = inspection_mid_border_fail_key show_in_conclusion = yes character = root inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } } } option = { name = bp3_survey.0020.b skill = intrigue custom_tooltip = bp3_survey.0020.b.tt set_variable = inspection_activity_border_claim_focus duel = { skill = intrigue value = 8 20 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -19 } scope:activity = { add_activity_log_entry = { key = inspection_mid_border_key show_in_conclusion = yes character = root inspection_success_chance_change_effect = { CHANGE = increase_medium } root = { inspection_survey_intent_development = { VALUE = 10 } add_pressed_claim = scope:neighboring_county } } } } 40 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -39 } scope:activity = { add_activity_log_entry = { key = inspection_mid_border_key show_in_conclusion = yes character = root inspection_success_chance_change_effect = { CHANGE = increase_minor } root = { inspection_survey_intent_development = { VALUE = 5 } add_unpressed_claim = scope:neighboring_county } } } } 40 = { inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -29 } scope:activity = { add_activity_log_entry = { key = inspection_mid_border_fail_key show_in_conclusion = yes character = root inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } } } } # Bureaucracy Focus bp3_survey.0030 = { type = activity_event content_source = dlc_015 title = bp3_survey.0030.t desc = bp3_survey.0030.desc theme = survey_activity override_background = { reference = study } left_portrait = { character = scope:host animation = writing } trigger = { has_variable = inspection_activity_bureaucracy_focus } option = { name = bp3_survey.0030.a skill = stewardship custom_tooltip = bp3_survey.0030.a.tt set_variable = inspection_activity_bureaucracy_tax_focus duel = { skill = stewardship value = 8 20 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -19 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 10 } inspection_success_chance_change_effect = { CHANGE = increase_medium } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_tax_great_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_tax_great_modifier YEARS = 10 } } 40 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -39 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 5 } inspection_success_chance_change_effect = { CHANGE = increase_minor } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_tax_average_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_tax_average_modifier YEARS = 10 } } 40 = { inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -29 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_fail_key show_in_conclusion = yes character = root root = { inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } } } } option = { name = bp3_survey.0030.b skill = learning custom_tooltip = bp3_survey.0030.b.tt set_variable = inspection_activity_bureaucracy_development_focus duel = { skill = learning value = 8 20 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -19 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 10 } inspection_success_chance_change_effect = { CHANGE = increase_medium } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_development_great_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_development_great_modifier YEARS = 10 } } 40 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -39 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 5 } inspection_success_chance_change_effect = { CHANGE = increase_minor } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_development_average_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_development_average_modifier YEARS = 10 } } 40 = { inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -29 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_fail_key show_in_conclusion = yes character = root root = { inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } } } } option = { name = bp3_survey.0030.c trigger = { scope:province.county = { county_control < 100 } } skill = martial custom_tooltip = bp3_survey.0030.c.tt set_variable = inspection_activity_bureaucracy_control_focus duel = { skill = martial value = 8 20 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -19 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 10 } inspection_success_chance_change_effect = { CHANGE = increase_medium } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_control_great_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_control_great_modifier YEARS = 10 } } 40 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -39 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 5 } inspection_success_chance_change_effect = { CHANGE = increase_minor } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_control_average_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_control_average_modifier YEARS = 10 } } 40 = { inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -29 } scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_fail_key show_in_conclusion = yes character = root root = { inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } } } } option = { name = bp3_survey.0030.d scope:activity = { add_activity_log_entry = { key = inspection_mid_domain_selfish_key show_in_conclusion = yes character = root inspection_success_chance_change_effect = { CHANGE = decrease_minor } root = { add_gold = minor_gold_value } } } } } # Domain Focus bp3_survey.0040 = { type = activity_event content_source = dlc_015 title = bp3_survey.0040.t desc = { desc = bp3_survey.0040.desc triggered_desc = { trigger = { exists = scope:county_holder } desc = bp3_survey.0040.mid } desc = bp3_survey.0040.outro } theme = survey_activity override_background = { reference = market } center_portrait = { character = scope:county_holder animation = boredom } left_portrait = { character = scope:host animation = debating } right_portrait = { character = scope:peasant animation = thinking hide_info = yes } override_effect_2d = { reference = legend_glow } trigger = { has_variable = inspection_activity_domain_focus } immediate = { if = { limit = { scope:province.province_owner != root } scope:province.province_owner = { save_scope_as = county_holder } } create_character = { location = scope:province template = generic_peasant_character save_scope_as = peasant } } option = { name = bp3_survey.0040.a skill = martial custom_tooltip = bp3_survey.0040.a.tt set_variable = inspection_activity_domain_levy_focus duel = { skill = martial value = 8 20 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -19 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 10 } inspection_success_chance_change_effect = { CHANGE = increase_medium } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_levy_great_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_levy_great_modifier YEARS = 10 } } 40 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -39 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 5 } inspection_success_chance_change_effect = { CHANGE = increase_minor } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_levy_average_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_levy_average_modifier YEARS = 10 } } 40 = { inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -29 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_fail_key show_in_conclusion = yes character = root root = { inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } } } } option = { name = bp3_survey.0040.b trigger = { exists = scope:county_holder } skill = diplomacy custom_tooltip = bp3_survey.0040.b.tt set_variable = inspection_activity_domain_opinion_focus duel = { skill = diplomacy value = 8 20 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -19 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 10 } inspection_success_chance_change_effect = { CHANGE = increase_medium } } root = { add_opinion = { modifier = compliment_opinion target = root opinion = 20 } } } } } 40 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -39 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 5 } inspection_success_chance_change_effect = { CHANGE = increase_minor } } root = { add_opinion = { modifier = compliment_opinion target = root opinion = 10 } } } } } 40 = { inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -29 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_fail_key show_in_conclusion = yes character = root root = { inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } } } } option = { name = bp3_survey.0040.c skill = stewardship custom_tooltip = bp3_survey.0040.c.tt set_variable = inspection_activity_domain_popular_focus duel = { skill = stewardship value = 8 20 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -19 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 10 } inspection_success_chance_change_effect = { CHANGE = increase_medium } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_opinion_great_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_opinion_great_modifier YEARS = 10 } } 40 = { inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -39 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_key show_in_conclusion = yes character = root root = { inspection_survey_intent_development = { VALUE = 5 } inspection_success_chance_change_effect = { CHANGE = increase_minor } } scope:province.county = { add_county_modifier = { modifier = inspection_mid_activity_opinion_average_modifier years = 10 } } } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_mid_activity_opinion_average_modifier YEARS = 10 } } 40 = { inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -29 } scope:activity = { add_activity_log_entry = { key = inspection_mid_people_fail_key show_in_conclusion = yes character = root root = { inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } } } } after = { scope:peasant = { silent_disappear_ai_if_not_hired = yes } } } ### Vassal Event bp3_survey.0050 = { type = character_event content_source = dlc_015 title = bp3_survey.0050.t desc = bp3_survey.0050.desc theme = survey_activity override_background = { reference = study } left_portrait = { character = scope:host animation = thinking } right_portrait = { character = root animation = obsequious_bow } immediate = { } option = { name = bp3_survey.0050.a custom_tooltip = "bp3_survey.0050.a.tt" } } ### Random Events ### # Empty Lands bp3_survey.1000 = { type = activity_event content_source = dlc_015 title = bp3_survey.1000.t desc = { triggered_desc = { trigger = { exists = scope:guest_1 } desc = bp3_survey.1000.desc } triggered_desc = { trigger = { NOT = { exists = scope:guest_1 } } desc = bp3_survey.1000.desc_lonely } desc = bp3_survey.1000.desc_continuation triggered_desc = { trigger = { has_variable = inspection_activity_border_focus } desc = bp3_survey.1000.desc_border } triggered_desc = { trigger = { has_variable = inspection_activity_bureaucracy_focus } desc = bp3_survey.1000.desc_bureaucracy } triggered_desc = { trigger = { has_variable = inspection_activity_domain_focus } desc = bp3_survey.1000.desc_domain } } theme = survey_activity override_background = { reference = terrain_scope } cooldown = { years = 1 } left_portrait = { character = root animation = survey } right_portrait = { character = scope:guest_1 animation = thinking } trigger = { scope:province.county = { any_county_province = { has_holding = no NOR = { has_province_modifier = inspection_empty_lands_border_modifier has_province_modifier = inspection_empty_lands_domain_modifier } } } } immediate = { inspection_survey_intent_county_modifier = { MODIFIER = inspection_survey_new_goods_modifier } scope:province.county = { random_county_province = { limit = { has_holding = no } save_scope_as = empty_province save_scope_as = background_terrain_scope } } scope:activity = { random_attending_character = { limit = { this != root } weight = { base = 1 modifier = { factor = 20 OR = { is_close_family_of = root is_spouse_of = root } } } save_scope_as = guest_1 } } } option = { name = bp3_survey.1000.a remove_treasury_or_gold = inspection_minor_gold scope:empty_province = { add_province_modifier = inspection_empty_lands_border_modifier } inspection_survey_local_message_permanent_province_modifier = { TYPE = message_good MODIFIER = inspection_empty_lands_border_modifier } # Success Chance changes inspection_success_chance_change_focus_effect = { FOCUS = border CHANGE = increase_medium } inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = increase_minor } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_minor } stress_impact = { greedy = minor_stress_gain overseer = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = greedy } modifier = { factor = 10 has_variable = inspection_activity_border_focus } modifier = { factor = 5 has_trait = overseer } } } option = { name = bp3_survey.1000.b remove_treasury_or_gold = tiny_treasury_or_gold_value scope:empty_province = { add_province_modifier = inspection_empty_lands_domain_modifier } inspection_survey_local_message_permanent_province_modifier = { TYPE = message_good MODIFIER = inspection_empty_lands_domain_modifier } # Success Chance changes inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = increase_medium } inspection_success_chance_change_not_focus_effect = { FOCUS = bureaucracy CHANGE = decrease_minor } stress_impact = { greedy = minor_stress_gain administrator = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = greedy } modifier = { factor = 10 has_variable = inspection_activity_bureaucracy_focus } modifier = { factor = 5 has_trait = administrator } } } option = { name = bp3_survey.1000.c add_prestige = minor_prestige_gain scope:empty_province = { add_province_modifier = { modifier = inspection_empty_lands_populace_modifier years = 5 } } inspection_survey_local_message_province_modifier = { TYPE = message_good MODIFIER = inspection_empty_lands_populace_modifier YEARS = 5 } # Success Chance changes inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_medium } inspection_success_chance_change_focus_effect = { FOCUS = border CHANGE = increase_minor } inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = decrease_minor } stress_impact = { gregarious = minor_stress_impact_loss reclusive = medium_stress_gain shy = medium_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = reclusive has_trait = shy } } modifier = { factor = 10 has_variable = inspection_activity_domain_focus } modifier = { factor = 5 has_trait = gregarious } } } } # Bandits in bp3_survey.1010 = { type = activity_event content_source = dlc_015 title = bp3_survey.1010.t desc = bp3_survey.1010.desc theme = survey_activity override_background = { reference = alley_day } cooldown = { years = 1 } left_portrait = { character = root animation = go_to_your_room } center_portrait = { character = scope:peasant_character animation = fear hide_info = yes } right_portrait = { character = scope:bandit_character animation = celebrate_sword hide_info = yes } weight_multiplier = { base = 1 modifier = { factor = 3 scope:province.county = { county_control < 80 } } } immediate = { inspection_survey_intent_control = { VALUE = 5 } create_character = { template = mercenary location = scope:province gender = root culture = scope:province.culture faith = scope:province.faith save_scope_as = bandit_character } create_character = { template = peasant_character location = scope:province gender = female culture = scope:province.culture faith = scope:province.faith save_scope_as = peasant_character } } option = { name = bp3_survey.1010.a duel = { skill = martial value = 12 50 = { inspection_activity_options_positive_modifier = yes desc = bp3_survey.1010.a.win compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_message = { type = event_generic_good title = bp3_survey.1010.a.win_short add_prestige = medium_prestige_gain scope:province.county = { if = { limit = { has_county_modifier = inspection_bandits_in_x_border_negative_modifier } remove_county_modifier = inspection_bandits_in_x_border_negative_modifier } add_county_modifier = { modifier = inspection_bandits_in_x_border_positive_modifier years = 10 } } # Success chance inspection_success_chance_change_focus_effect = { FOCUS = border CHANGE = increase_medium } inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = increase_minor } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_minor } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_bandits_in_x_border_positive_modifier YEARS = 10 } } 50 = { inspection_activity_options_negative_modifier = yes desc = bp3_survey.1010.a.lose_short compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -39 } send_interface_message = { type = event_generic_bad title = bp3_survey.1010.a.lose scope:province.county = { add_county_modifier = { modifier = inspection_bandits_in_x_border_negative_modifier years = 10 } } # Success chance inspection_success_chance_change_effect = { CHANGE = decrease_minor } } inspection_survey_local_message_county_modifier = { TYPE = message_bad MODIFIER = inspection_bandits_in_x_border_negative_modifier YEARS = 10 } } } stress_impact = { craven = minor_stress_gain brave = minor_stress_impact_loss diligent = minor_stress_impact_loss overseer = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = craven } modifier = { factor = 10 has_variable = inspection_activity_border_focus } modifier = { factor = 5 OR = { has_trait = overseer has_trait = diligent has_trait = brave } } } } option = { name = bp3_survey.1010.b flavor = bp3_survey.1010.b.flavor remove_short_term_gold = inspection_medium_gold scope:province.county = { add_county_modifier = { modifier = inspection_bandits_in_x_domain_modifier years = 10 } } inspection_survey_local_message_county_modifier = { TYPE = message MODIFIER = inspection_bandits_in_x_domain_modifier YEARS = 10 } # Success chance inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = increase_medium } inspection_success_chance_change_not_focus_effect = { FOCUS = bureaucracy CHANGE = decrease_minor } stress_impact = { callous = minor_stress_impact_loss sadistic = minor_stress_impact_loss compassionate = medium_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = compassionate } modifier = { factor = 10 has_variable = inspection_activity_bureaucracy_focus } modifier = { factor = 5 OR = { has_trait = callous has_trait = sadistic } } } } option = { name = bp3_survey.1010.c duel = { skill = prowess value = 18 50 = { desc = bp3_survey.1010.c.win inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_message = { type = event_generic_good title = bp3_survey.1010.c.win_short add_prestige = medium_prestige_gain add_character_modifier = { modifier = inspection_bandits_in_x_populace_modifier years = 10 } # Success chance inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_medium } inspection_success_chance_change_focus_effect = { FOCUS = border CHANGE = increase_minor } } } 50 = { desc = bp3_survey.1010.c.lose inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -39 } send_interface_message = { type = event_generic_bad title = bp3_survey.1010.c.lose increase_wounds_no_death_effect = { REASON = fight } inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } } stress_impact = { craven = minor_stress_gain brave = minor_stress_impact_loss compassionate = medium_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = craven } modifier = { factor = 10 has_variable = inspection_activity_domain_focus } modifier = { factor = 5 OR = { has_trait = brave has_trait = compassionate } } } } option = { name = bp3_survey.1010.d flavor = bp3_survey.1010.d.flavor add_prestige = minor_prestige_loss # Success chance inspection_success_chance_change_effect = { CHANGE = decrease_minor } stress_impact = { craven = minor_stress_impact_loss brave = minor_stress_gain compassionate = medium_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = brave has_trait = compassionate } } modifier = { factor = 5 has_trait = craven } } } after = { scope:bandit_character = { silent_disappear_ai_if_not_hired = yes } scope:peasant_character = { silent_disappear_ai_if_not_hired = yes } } } # Old Roads of bp3_survey.1020 = { type = activity_event content_source = dlc_015 title = bp3_survey.1020.t desc = bp3_survey.1020.desc theme = survey_activity override_background = { reference = terrain_scope } cooldown = { years = 1 } left_portrait = { character = scope:soldier_character hide_info = yes animation = throne_room_two_handed_passive_1 } center_portrait = { character = root animation = survey } trigger = { scope:province.county = { NOR = { has_county_modifier = governance_excellent_new_road_modifier has_county_modifier = governance_good_new_road_modifier has_county_modifier = governance_standard_new_road_modifier has_county_modifier = governance_poor_new_road_modifier } } } immediate = { inspection_survey_intent_development = { VALUE = 5 } scope:province = { save_scope_as = background_terrain_scope } create_character = { template = soldier_friend_character culture = root.culture faith = root.faith gender = root location = scope:province save_scope_as = soldier_character after_creation = { add_character_flag = { flag = need_military_outfit } } } } option = { name = bp3_survey.1020.a scope:province.county = { add_county_modifier = { modifier = inspection_old_roads_of_x_border_modifier years = 10 } } inspection_survey_local_message_county_modifier = { TYPE = message_good MODIFIER = inspection_old_roads_of_x_border_modifier YEARS = 10 } remove_treasury_or_gold = inspection_minor_gold # Success chance inspection_success_chance_change_focus_effect = { FOCUS = border CHANGE = increase_medium } inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = increase_minor } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_minor } stress_impact = { greedy = minor_stress_gain generous = minor_stress_impact_loss profligate = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = greedy } modifier = { factor = 5 OR = { has_trait = generous has_trait = profligate } } } } option = { name = bp3_survey.1020.b scope:province.county = { add_county_modifier = { modifier = inspection_old_roads_of_x_populace_modifier years = 10 } } inspection_survey_local_message_county_modifier = { TYPE = message MODIFIER = inspection_old_roads_of_x_populace_modifier YEARS = 10 } inspection_success_chance_change_focus_effect = { FOCUS = border CHANGE = increase_minor } inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = increase_medium } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = decrease_minor } ai_chance = { base = 100 } } option = { name = bp3_survey.1020.c scope:province.county = { add_county_modifier = { modifier = inspection_old_roads_of_x_domain_modifier years = 10 } } inspection_survey_local_message_county_modifier = { TYPE = message MODIFIER = inspection_old_roads_of_x_domain_modifier YEARS = 10 } inspection_success_chance_change_focus_effect = { FOCUS = border CHANGE = decrease_minor } inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = decrease_minor } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_medium } ai_chance = { base = 100 } } option = { name = bp3_survey.1020.d scope:province.county = { add_county_modifier = { modifier = inspection_old_roads_negative_modifier years = 10 } } inspection_survey_local_message_county_modifier = { TYPE = message_bad MODIFIER = inspection_old_roads_negative_modifier YEARS = 10 } # Success chance inspection_success_chance_change_effect = { CHANGE = decrease_minor } stress_impact = { generous = minor_stress_gain profligate = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = generous has_trait = profligate } } } } after = { scope:soldier_character = { silent_disappear_ai_if_not_hired = yes } } } scripted_effect bp3_survey_1030_character_effect = { create_character = { template = merchant_template faith = scope:city_province.faith culture = scope:city_province.culture gender = root location = scope:city_province save_scope_as = merchant_$VALUE$ after_creation = { if = { limit = { scope:city_province = { has_variable = fighting_guilds_option_$VALUE$ var:fighting_guilds_option_$VALUE$ = { OR = { this = 12 this = 14 this = 15 } } } } add_trait = giant } } } } # Fighting Guilds bp3_survey.1030 = { type = activity_event content_source = dlc_015 title = bp3_survey.1030.t desc = bp3_survey.1030.desc theme = survey_activity override_background = { reference = market } cooldown = { years = 1 } left_portrait = { character = scope:merchant_1 animation = disapproval hide_info = yes } center_portrait = { character = root animation = debating } right_portrait = { character = scope:merchant_2 animation = rage hide_info = yes } trigger = { NOR = { government_has_flag = government_is_tribal government_has_flag = government_is_nomadic } scope:province.county = { any_county_province = { has_holding_type = city_holding NOR = { has_province_modifier = inspection_fighting_guilds_innkeepers_guild_modifier has_province_modifier = inspection_fighting_guilds_artists_guild_modifier } free_building_slots >= 1 } } } immediate = { inspection_survey_intent_county_modifier = { MODIFIER = inspection_learning_intent_local_guilds_modifier } scope:province.county = { random_county_province = { limit = { has_holding_type = city_holding NOR = { has_province_modifier = inspection_fighting_guilds_innkeepers_guild_modifier has_province_modifier = inspection_fighting_guilds_artists_guild_modifier } free_building_slots >= 1 } weight = { base = 1 modifier = { factor = 10 free_building_slots >= 2 } } save_scope_as = city_province } } inspection_fighting_guilds_effect = { VALUE = 1 } inspection_fighting_guilds_effect = { VALUE = 2 } bp3_survey_1030_character_effect = { VALUE = 1 } bp3_survey_1030_character_effect = { VALUE = 2 } } option = { name = bp3_survey.1030.a trigger = { scope:city_province = { free_building_slots >= 2 } } duel = { skills = { diplomacy stewardship } value = 25 50 = { desc = bp3_survey.1030.a.win inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_message = { type = event_generic_good title = bp3_survey.1030.a.win add_prestige = medium_prestige_gain scope:city_province = { inspection_fighting_guilds_setup_reward_effect = { VALUE = 1 } inspection_fighting_guilds_setup_reward_effect = { VALUE = 2 } } # Success chance inspection_success_chance_change_effect = { CHANGE = increase_medium } } hidden_effect = { if = { limit = { scope:province.county.holder != scope:host } scope:province.county.holder = { send_interface_message = { type = send_interface_message_good title = bp3_survey_liege_intervention show_as_tooltip = { scope:city_province = { inspection_fighting_guilds_setup_reward_effect = { VALUE = 1 } inspection_fighting_guilds_setup_reward_effect = { VALUE = 2 } } } } } } } } 50 = { desc = bp3_survey.1030.a.loss inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -39 } send_interface_message = { type = event_generic_bad title = bp3_survey.1030.a.loss_short # Success chance inspection_success_chance_change_effect = { CHANGE = decrease_medium } } } } ai_chance = { base = 100 } } option = { name = bp3_survey.1030.b scope:city_province = { inspection_fighting_guilds_setup_reward_effect = { VALUE = 1 } } hidden_effect = { if = { limit = { scope:province.county.holder != scope:host } scope:province.county.holder = { send_interface_message = { type = send_interface_message_good title = bp3_survey_liege_intervention show_as_tooltip = { scope:city_province = { inspection_fighting_guilds_setup_reward_effect = { VALUE = 1 } } } } } } } # Success chance inspection_success_chance_change_effect = { CHANGE = increase_minor } ai_chance = { base = 100 } } option = { name = bp3_survey.1030.c scope:city_province = { inspection_fighting_guilds_setup_reward_effect = { VALUE = 2 } } hidden_effect = { if = { limit = { scope:province.county.holder != scope:host } scope:province.county.holder = { send_interface_message = { type = send_interface_message_good title = bp3_survey_liege_intervention show_as_tooltip = { scope:city_province = { inspection_fighting_guilds_setup_reward_effect = { VALUE = 2 } } } } } } } # Success chance inspection_success_chance_change_effect = { CHANGE = increase_minor } ai_chance = { base = 100 } } option = { name = bp3_survey.1030.d add_gold = medium_gold_value # Success chance inspection_success_chance_change_effect = { CHANGE = decrease_minor } stress_impact = { greedy = minor_stress_impact_loss generous = minor_stress_gain profligate = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = generous has_trait = profligate } } modifier = { factor = 5 has_trait = greedy } } } after = { scope:merchant_1 = { silent_disappear_ai_if_not_hired = yes } scope:merchant_2 = { silent_disappear_ai_if_not_hired = yes } remove_variable = fighting_guilds_option_1 remove_variable = fighting_guilds_option_2 } } # The Fire Spreading bp3_survey.1040 = { type = activity_event content_source = dlc_015 title = bp3_survey.1040.t desc = bp3_survey.1040.desc theme = survey_activity override_background = { reference = burning_building } cooldown = { years = 1 } left_portrait = { character = scope:soldier_character hide_info = yes animation = throne_room_two_handed_passive_1 } center_portrait = { character = root animation = fear } right_portrait = { character = scope:merchant_character hide_info = yes animation = crying } lower_right_portrait = { character = scope:county_owner } override_effect_2d = { reference = smoke } immediate = { inspection_survey_intent_development = { VALUE = 5 } create_character = { template = soldier_friend_character culture = root.culture faith = root.faith gender = root location = scope:province save_scope_as = soldier_character after_creation = { add_character_flag = { flag = need_military_outfit } } } create_character = { template = merchant_template faith = scope:province.faith culture = scope:province.culture gender = root location = scope:province save_scope_as = merchant_character } scope:province = { destroy_random_building_variable_effect = yes if = { limit = { province_owner != root } province_owner = { save_scope_as = county_owner } } } } option = { name = bp3_survey.1040.a inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_minor } duel = { skill = prowess value = 14 50 = { desc = bp3_survey.1040.a.win inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_message = { type = event_generic_good title = bp3_survey.1040.a.win add_prestige = medium_prestige_gain inspection_success_chance_change_effect = { CHANGE = increase_medium } add_character_modifier = { modifier = inspection_selfless_ruler_modifier years = 10 } } } 45 = { desc = bp3_survey.1040.a.loss inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -34 } hidden_effect = { if = { limit = { scope:province.county.holder != scope:host } scope:province.county.holder = { send_interface_message = { type = send_interface_message_bad title = bp3_survey_liege_intervention show_as_tooltip = { scope:province = { destroy_random_building_effect = yes } } } } } } send_interface_message = { type = event_generic_bad title = bp3_survey.1040.a.loss increase_wounds_no_death_effect = { REASON = burned } scope:province = { destroy_random_building_effect = yes } } } 5 = { desc = bp3_survey.1040.a.death compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -4 } death = { death_reason = death_burned } } } stress_impact = { brave = minor_stress_impact_loss compassionate = medium_stress_impact_loss craven = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = craven } modifier = { factor = 5 OR = { has_trait = brave has_trait = compassionate } } } } option = { name = bp3_survey.1040.b remove_treasury_or_gold = inspection_medium_gold scope:province.county = { add_county_modifier = { modifier = inspection_fire_spreading_modifier years = 10 } } inspection_success_chance_change_focus_effect = { FOCUS = bureaucracy CHANGE = increase_minor } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = decrease_minor } random = { chance = 25 hidden_effect = { if = { limit = { scope:province.county.holder != scope:host } scope:province.county.holder = { send_interface_message = { type = send_interface_message_bad title = bp3_survey_liege_intervention show_as_tooltip = { scope:province = { destroy_random_building_effect = yes } } } } } } scope:province = { destroy_random_building_effect = yes } } stress_impact = { generous = minor_stress_impact_loss greedy = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = greedy } modifier = { factor = 5 has_trait = generous } } } option = { name = bp3_survey.1040.c trigger = { exists = scope:county_owner NOR = { scope:county_owner = root scope:county_owner = { is_ai = yes } } OR = { has_trait = callous has_trait = sadistic AND = { has_relation_rival = scope:province.province_owner has_trait = vengeful } } } duel = { skill = intrigue value = 15 50 = { desc = bp3_survey.1040.c.win inspection_activity_options_positive_modifier = yes compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_message = { type = event_generic_good title = bp3_survey.1040.c.win scope:county_owner = { add_opinion = { modifier = respect_opinion target = root opinion = 25 } } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_minor } } } 50 = { desc = bp3_survey.1040.c.loss inspection_activity_options_negative_modifier = yes compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -39 } send_interface_message = { type = event_generic_bad title = bp3_survey.1040.c.loss scope:county_owner = { add_opinion = { modifier = hate_opinion target = root opinion = -50 } } inspection_success_chance_change_effect = { CHANGE = decrease_medium } } } } hidden_effect = { if = { limit = { scope:province.county.holder != scope:host } scope:province.county.holder = { send_interface_message = { type = send_interface_message_bad title = bp3_survey_liege_intervention show_as_tooltip = { scope:province = { destroy_random_building_effect = yes county = { change_development_level = -2 } } } } } } } scope:province = { destroy_random_building_effect = yes county = { change_development_level = -2 } } stress_impact = { callous = minor_stress_impact_loss sadistic = minor_stress_impact_loss vengeful = minor_stress_impact_loss compassionate = major_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = compassionate } modifier = { factor = 5 OR = { has_trait = callous has_trait = sadistic has_trait = vengeful } } } } option = { name = bp3_survey.1040.d random = { chance = 50 hidden_effect = { if = { limit = { scope:province.county.holder != scope:host } scope:province.county.holder = { send_interface_message = { type = send_interface_message_bad title = bp3_survey_liege_intervention show_as_tooltip = { scope:province = { destroy_random_building_effect = yes county = { change_development_level = -1 } } } } } } } send_interface_message = { type = event_generic_bad title = bp3_survey.1040.destroyed_building scope:province = { destroy_random_building_effect = yes county = { change_development_level = -1 } } } } inspection_success_chance_change_effect = { CHANGE = decrease_medium } stress_impact = { compassionate = medium_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = compassionate } } } after = { scope:merchant_character = { silent_disappear_ai_if_not_hired = yes } scope:soldier_character = { silent_disappear_ai_if_not_hired = yes } } } # Expanding the Town Walls bp3_survey.1050 = { type = activity_event content_source = dlc_015 title = bp3_survey.1050.t desc = bp3_survey.1050.desc theme = survey_activity override_background = { reference = market } cooldown = { years = 1 } left_portrait = { character = scope:soldier_character hide_info = yes animation = disapproval } center_portrait = { character = root animation = thinking } right_portrait = { character = scope:merchant_character hide_info = yes animation = debating } immediate = { inspection_survey_intent_county_modifier = { MODIFIER = inspection_learning_intent_building_modifier } create_character = { template = soldier_friend_character culture = root.culture faith = root.faith gender = root location = scope:province save_scope_as = soldier_character after_creation = { add_character_flag = { flag = need_military_outfit } } } create_character = { template = merchant_template faith = scope:province.faith culture = scope:province.culture gender = root location = scope:province save_scope_as = merchant_character } } option = { name = bp3_survey.1050.a remove_treasury_or_gold = { value = { value = minor_treasury_or_gold_value min = 50 } multiply = inspection_activity_option_multiplier } scope:province = { add_province_modifier = { modifier = inspection_expanding_walls_new_modifier years = 10 } } inspection_survey_local_message_province_modifier = { TYPE = message_good MODIFIER = inspection_expanding_walls_new_modifier YEARS = 10 } inspection_success_chance_change_effect = { CHANGE = increase_minor } stress_impact = { greedy = minor_stress_gain generous = minor_stress_impact_loss profligate = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = greedy } modifier = { factor = 5 OR = { has_trait = generous has_trait = profligate } } } } option = { name = bp3_survey.1050.b remove_treasury_or_gold = { value = { value = minor_treasury_or_gold_value min = 50 } multiply = inspection_activity_option_multiplier } scope:province = { add_province_modifier = { modifier = inspection_expanding_walls_old_modifier years = 10 } } inspection_survey_local_message_province_modifier = { TYPE = message_good MODIFIER = inspection_expanding_walls_old_modifier YEARS = 10 } inspection_success_chance_change_effect = { CHANGE = increase_minor } stress_impact = { greedy = minor_stress_gain generous = minor_stress_impact_loss profligate = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 has_trait = greedy } modifier = { factor = 5 OR = { has_trait = generous has_trait = profligate } } } } option = { name = bp3_survey.1050.c inspection_success_chance_change_effect = { CHANGE = decrease_minor } stress_impact = { greedy = minor_stress_impact_loss generous = minor_stress_gain profligate = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = generous has_trait = profligate } } modifier = { factor = 5 has_trait = greedy } } } after = { scope:merchant_character = { silent_disappear_ai_if_not_hired = yes } scope:soldier_character = { silent_disappear_ai_if_not_hired = yes } } } # Mine Your Own Business bp3_survey.1060 = { type = activity_event content_source = dlc_015 title = bp3_survey.1060.t desc = { desc = bp3_survey.1060.desc first_valid = { triggered_desc = { trigger = { scope:mine_type = 1 } desc = bp3_survey.1060.desc.copper } triggered_desc = { trigger = { scope:mine_type = 2 } desc = bp3_survey.1060.desc.silver } triggered_desc = { trigger = { scope:mine_type = 3 } desc = bp3_survey.1060.desc.gold } } } theme = survey_activity override_background = { reference = fp3_cave } cooldown = { years = 1 } left_portrait = { character = scope:soldier_character hide_info = yes animation = throne_room_two_handed_passive_1 } center_portrait = { character = root animation = survey } right_portrait = { character = scope:guest_1 animation = ecstasy } trigger = { scope:province = { has_special_building_slot = no } } weight_multiplier = { base = 1 modifier = { factor = 10 scope:province = { OR = { later_historical_gold_mine_trigger = yes later_historical_silver_mine_trigger = yes later_historical_copper_mine_trigger = yes } } } } immediate = { inspection_survey_intent_province_modifier = { MODIFIER = inspection_learning_intent_flourishing_metal_trade_modifier } create_character = { template = soldier_friend_character culture = root.culture faith = root.faith gender = root location = scope:province save_scope_as = soldier_character after_creation = { add_character_flag = { flag = need_military_outfit } } } scope:activity = { random_attending_character = { limit = { this != root } weight = { base = 1 modifier = { factor = 20 OR = { is_close_family_of = root is_spouse_of = root } } } save_scope_as = guest_1 } } random_list = { 60 = { trigger = { scope:province = { NOR = { later_historical_gold_mine_trigger = yes later_historical_silver_mine_trigger = yes } } } save_scope_value_as = { name = mine_type value = 1 } } 35 = { trigger = { scope:province = { NOR = { later_historical_gold_mine_trigger = yes later_historical_copper_mine_trigger = yes } } } save_scope_value_as = { name = mine_type value = 2 } } 5 = { trigger = { scope:province = { NOR = { later_historical_silver_mine_trigger = yes later_historical_copper_mine_trigger = yes } } } save_scope_value_as = { name = mine_type value = 3 } } } } option = { name = bp3_survey.1060.a scope:province = { switch = { trigger = scope:mine_type 3 = { hidden_effect = { add_special_building_slot = generic_gold_mines_01 } add_special_building = generic_gold_mines_01 } 2 = { hidden_effect = { add_special_building_slot = generic_silver_mines_01 } add_special_building = generic_silver_mines_01 } 1 = { hidden_effect = { add_special_building_slot = generic_copper_mines_01 } add_special_building = generic_copper_mines_01 } } } hidden_effect = { if = { limit = { scope:province.county.holder != scope:host } scope:province.county.holder = { send_interface_message = { type = send_interface_message_good title = bp3_survey_liege_intervention show_as_tooltip = { scope:province = { switch = { trigger = scope:mine_type 3 = { hidden_effect = { add_special_building_slot = generic_gold_mines_01 } add_special_building = generic_gold_mines_01 } 2 = { hidden_effect = { add_special_building_slot = generic_silver_mines_01 } add_special_building = generic_silver_mines_01 } 1 = { hidden_effect = { add_special_building_slot = generic_copper_mines_01 } add_special_building = generic_copper_mines_01 } } } } } } } } inspection_success_chance_change_effect = { CHANGE = increase_medium } } after = { scope:soldier_character = { silent_disappear_ai_if_not_hired = yes } } } # Regular Irregularities bp3_survey.1070 = { type = activity_event content_source = dlc_015 title = bp3_survey.1070.t desc = { first_valid = { triggered_desc = { trigger = { NOT = { exists = scope:county_owner } } desc = bp3_survey.1070.desc.intro.personal } triggered_desc = { trigger = { exists = scope:county_owner } desc = bp3_survey.1070.desc.intro.vassal } } desc = bp3_survey.1070.desc } theme = survey_activity override_background = { reference = study } cooldown = { years = 1 } left_portrait = { character = root animation = reading } right_portrait = { character = scope:county_owner animation = shame } weight_multiplier = { base = 1 modifier = { factor = 2 scope:province.province_owner != root scope:province.province_owner.stewardship < 10 } } immediate = { inspection_survey_intent_control = { VALUE = 5 } if = { limit = { scope:province.province_owner != root } scope:province.province_owner = { save_scope_as = county_owner } } } option = { name = bp3_survey.1070.a flavor = bp3_survey.1070.a.flavor scope:county_owner ?= { add_opinion = { modifier = frustrated_opinion target = root opinion = -10 } } add_dread = 10 add_treasury_or_gold = minor_treasury_or_gold_value add_character_modifier = { modifier = inspection_regular_irregularities_modifier years = 10 } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = decrease_minor } inspection_success_chance_change_not_focus_effect = { FOCUS = domain CHANGE = increase_minor } stress_impact = { just = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 5 has_trait = just } } } option = { name = bp3_survey.1070.b flavor = bp3_survey.1070.b.flavor add_treasury_or_gold = minor_treasury_or_gold_value add_character_modifier = { modifier = inspection_regular_irregularities_local_modifier years = 5 } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = decrease_minor } inspection_success_chance_change_not_focus_effect = { FOCUS = domain CHANGE = increase_minor } stress_impact = { greedy = minor_stress_impact_loss arbitrary = minor_stress_impact_loss just = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = just } modifier = { factor = 5 OR = { has_trait = arbitrary has_trait = greedy } } } } option = { name = bp3_survey.1070.c flavor = bp3_survey.1070.c.flavor scope:county_owner ?= { add_opinion = { modifier = grateful_opinion target = root opinion = 10 } } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_minor } inspection_success_chance_change_not_focus_effect = { FOCUS = domain CHANGE = decrease_minor } stress_impact = { greedy = minor_stress_gain wrathful = minor_stress_gain just = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = wrathful has_trait = greedy has_trait = just } } } } } scripted_trigger place_worth_visiting_modifier_trigger = { NOR = { has_province_modifier = inspection_proteted_poi_levy_modifier has_province_modifier = inspection_protected_holy_site_levy_modifier has_province_modifier = inspection_protected_holy_poi_levy_modifier has_province_modifier = inspection_protected_poi_gold_modifier has_province_modifier = inspection_protected_holy_site_gold_modifier has_province_modifier = inspection_protected_holy_poi_gold_modifier } } # A Place Worth Visiting bp3_survey.1080 = { type = activity_event content_source = dlc_015 title = bp3_survey.1080.t desc = { desc = bp3_survey.1080.desc first_valid = { triggered_desc = { trigger = { exists = scope:holy_poi_location } desc = bp3_survey.1080.desc.holy_poi } triggered_desc = { trigger = { exists = scope:poi_location } desc = bp3_survey.1080.desc.poi } triggered_desc = { trigger = { exists = scope:holy_site_location } desc = bp3_survey.1080.desc.holy_site } } desc = bp3_survey.1080.desc.outro } theme = survey_activity override_background = { reference = market } cooldown = { years = 1 } left_portrait = { character = scope:soldier_character hide_info = yes animation = throne_room_two_handed_passive_1 } center_portrait = { character = root animation = thinking } right_portrait = { character = scope:traveler_character hide_info = yes animation = debating } trigger = { scope:province.county = { any_county_province = { OR = { barony = { is_holy_site_of = root.faith } has_special_building = yes } place_worth_visiting_modifier_trigger = yes } } } immediate = { inspection_survey_intent_control = { VALUE = 5 } create_character = { template = soldier_friend_character culture = root.culture faith = root.faith gender = root location = scope:province save_scope_as = soldier_character after_creation = { add_character_flag = { flag = need_military_outfit } } } create_character = { template = travel_leader_court_position_template faith = root.faith culture = root.culture gender = root location = scope:province save_scope_as = traveler_character } scope:province.county = { random_county_province = { limit = { OR = { any_journey_point_of_interest_trigger = yes AND = { barony = { is_holy_site_of = root.faith } barony.title_province = scope:province.county.title_province } } place_worth_visiting_modifier_trigger = yes } alternative_limit = { OR = { any_journey_point_of_interest_trigger = yes barony = { is_holy_site_of = root.faith } } place_worth_visiting_modifier_trigger = yes } weight = { base = 1 modifier = { factor = 100 barony = { is_holy_site_of = root.faith } } } if = { limit = { any_journey_point_of_interest_trigger = yes barony = { is_holy_site_of = root.faith } } save_scope_as = holy_poi_location } else_if = { limit = { any_journey_point_of_interest_trigger = yes } save_scope_as = poi_location } else_if = { limit = { barony = { is_holy_site_of = root.faith } } save_scope_as = holy_site_location } save_scope_as = location_province } } } option = { name = bp3_survey.1080.a remove_treasury_or_gold = inspection_minor_gold scope:poi_location ?= { add_province_modifier = { modifier = inspection_protected_poi_gold_modifier years = 25 } inspection_survey_local_message_specific_location_province_modifier = { TYPE = message_good MODIFIER = inspection_protected_poi_gold_modifier YEARS = 25 } } scope:holy_site_location ?= { add_province_modifier = { modifier = inspection_protected_holy_site_gold_modifier years = 25 } inspection_survey_local_message_specific_location_province_modifier = { TYPE = message_good MODIFIER = inspection_protected_holy_site_gold_modifier YEARS = 25 } } scope:holy_poi_location ?= { add_province_modifier = { modifier = inspection_protected_holy_poi_gold_modifier years = 25 } inspection_survey_local_message_specific_location_province_modifier = { TYPE = message_good MODIFIER = inspection_protected_holy_poi_gold_modifier YEARS = 25 } } inspection_success_chance_change_effect = { CHANGE = increase_medium } stress_impact = { compassionate = minor_stress_impact_loss diligent = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 5 OR = { has_trait = compassionate has_trait = diligent } } } } option = { name = bp3_survey.1080.b scope:poi_location ?= { add_province_modifier = { modifier = inspection_proteted_poi_levy_modifier years = 25 } inspection_survey_local_message_specific_location_province_modifier = { TYPE = message MODIFIER = inspection_proteted_poi_levy_modifier YEARS = 25 } } scope:holy_site_location ?= { add_province_modifier = { modifier = inspection_protected_holy_site_levy_modifier years = 25 } inspection_survey_local_message_specific_location_province_modifier = { TYPE = message MODIFIER = inspection_protected_holy_site_levy_modifier YEARS = 25 } } scope:holy_poi_location ?= { add_province_modifier = { modifier = inspection_protected_holy_poi_levy_modifier years = 25 } inspection_survey_local_message_specific_location_province_modifier = { TYPE = message MODIFIER = inspection_protected_holy_poi_levy_modifier YEARS = 25 } } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = decrease_minor } inspection_success_chance_change_not_focus_effect = { FOCUS = domain CHANGE = increase_minor } stress_impact = { arrogant = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 5 has_trait = arrogant } } } option = { name = bp3_survey.1080.c inspection_success_chance_change_effect = { CHANGE = decrease_minor } stress_impact = { compassionate = minor_stress_gain diligent = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = compassionate has_trait = diligent } } } } after = { scope:soldier_character = { silent_disappear_ai_if_not_hired = yes } scope:traveler_character = { silent_disappear_ai_if_not_hired = yes } } } scripted_trigger bp3_survey_1090_terrain_trigger = { OR = { has_holding = no terrain = hills terrain = mountains terrain = steppe terrain = forest terrain = desert_mountains terrain = desert terrain = drylands } } # The Hidden Hinterlands bp3_survey.1090 = { type = activity_event content_source = dlc_015 title = bp3_survey.1090.t desc = bp3_survey.1090.desc theme = survey_activity override_background = { trigger = { scope:poaching_province = { OR = { terrain = forest terrain = hills terrain = mountains } } } reference = ep2_hunt_poachers_camp } override_background = { reference = wilderness } cooldown = { years = 1 } left_portrait = { character = scope:soldier_character hide_info = yes animation = throne_room_two_handed_passive_1 } center_portrait = { character = root animation = survey } right_portrait = { character = scope:hunter_character hide_info = yes animation = hunting_carcass_start } trigger = { scope:province.county = { any_county_province = { bp3_survey_1090_terrain_trigger = yes NOR = { has_province_modifier = inspection_hidden_hinterlands_recruit_modifier has_province_modifier = inspection_hidden_hinterlands_hunters_modifier } } } } immediate = { inspection_survey_intent_control = { VALUE = 5 } create_character = { template = soldier_friend_character culture = root.culture faith = root.faith gender = root location = scope:province save_scope_as = soldier_character after_creation = { add_character_flag = { flag = need_military_outfit } } } create_character = { template = hunter_template faith = root.faith culture = root.culture gender = root location = scope:province save_scope_as = hunter_character } scope:province.county = { random_county_province = { limit = { bp3_survey_1090_terrain_trigger = yes } save_scope_as = poaching_province } } } option = { name = bp3_survey.1090.a remove_treasury_or_gold = inspection_minor_gold scope:poaching_province = { add_province_modifier = { modifier = inspection_hidden_hinterlands_recruit_modifier years = 25 } inspection_survey_local_message_specific_location_province_modifier = { TYPE = message_good MODIFIER = inspection_hidden_hinterlands_recruit_modifier YEARS = 25 } } inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = decrease_minor } inspection_success_chance_change_not_focus_effect = { FOCUS = domain CHANGE = increase_medium } stress_impact = { diligent = minor_stress_impact_loss wrathful = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 5 OR = { has_trait = diligent has_trait = wrathful } } } } option = { name = bp3_survey.1090.b scope:poaching_province = { add_province_modifier = { modifier = inspection_hidden_hinterlands_hunters_modifier years = 25 } inspection_survey_local_message_specific_location_province_modifier = { TYPE = message MODIFIER = inspection_hidden_hinterlands_hunters_modifier YEARS = 25 } } inspection_success_chance_change_focus_effect = { FOCUS = border CHANGE = decrease_minor } inspection_success_chance_change_not_focus_effect = { FOCUS = border CHANGE = increase_minor } stress_impact = { lifestyle_hunter = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 5 has_trait = lifestyle_hunter } } } option = { name = bp3_survey.1090.c inspection_success_chance_change_focus_effect = { FOCUS = domain CHANGE = increase_minor } inspection_success_chance_change_not_focus_effect = { FOCUS = domain CHANGE = decrease_minor } stress_impact = { content = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 5 has_trait = content } } } after = { scope:soldier_character = { silent_disappear_ai_if_not_hired = yes } scope:hunter_character = { silent_disappear_ai_if_not_hired = yes } } } ### Progression Events ### bp3_survey.1200 = { type = activity_event content_source = dlc_015 title = bp3_survey.1200.t desc = bp3_survey.1200.desc theme = survey_activity override_background = { reference = study } left_portrait = { character = root animation = writing } cooldown = { years = 1 } option = { name = bp3_survey.1200.a inspection_success_chance_change_effect = { CHANGE = increase_medium } } } bp3_survey.1210 = { type = activity_event content_source = dlc_015 title = bp3_survey.1210.t desc = bp3_survey.1210.desc theme = survey_activity override_background = { reference = study } left_portrait = { character = root animation = writing } cooldown = { years = 1 } option = { name = bp3_survey.1210.a inspection_success_chance_change_effect = { CHANGE = increase_minor } } } bp3_survey.1220 = { type = activity_event content_source = dlc_015 title = bp3_survey.1220.t desc = bp3_survey.1220.desc theme = survey_activity override_background = { reference = study } left_portrait = { character = root animation = disapproval } cooldown = { years = 1 } option = { name = bp3_survey.1220.a inspection_success_chance_change_effect = { CHANGE = decrease_minor } } } bp3_survey.1230 = { type = activity_event content_source = dlc_015 title = bp3_survey.1230.t desc = bp3_survey.1230.desc theme = survey_activity override_background = { reference = study } left_portrait = { character = root animation = rage } cooldown = { years = 1 } option = { name = bp3_survey.1230.a inspection_success_chance_change_effect = { CHANGE = decrease_medium } } }