namespace = ep3_admin_events # Event to notify you that your liege has changed government and is no longer admin ep3_admin_events.0001 = { type = character_event title = ep3_admin_events.0001.t desc = { desc = ep3_admin_events.0001.intro # Fallback first_valid = { triggered_desc = { trigger = { exists = scope:tribal_gov } desc = ep3_admin_events.0001.tribal } triggered_desc = { trigger = { exists = scope:feudal_gov } desc = ep3_admin_events.0001.feudal } triggered_desc = { trigger = { exists = scope:clan_gov } desc = ep3_admin_events.0001.clan } desc = ep3_admin_events.0001.fallback } } theme = administrative left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = stubborn has_trait = paranoid } } animation = worry } animation = thinking } right_portrait = { character = scope:scribe animation = chancellor } lower_right_portrait = scope:liege trigger = { is_landed = yes } immediate = { liege = { save_scope_as = liege switch = { trigger = government_has_flag government_is_tribal = { save_scope_as = tribal_gov } government_is_feudal = { save_scope_as = feudal_gov } government_is_clan = { save_scope_as = clan_gov } } if = { limit = { NOR = { exists = scope:tribal_gov exists = scope:feudal_gov exists = scope:clan_gov } } save_scope_as = feudal_gov } if = { limit = { exists = cp:councillor_chancellor cp:councillor_chancellor = { is_available_healthy_ai_adult = yes } } cp:councillor_chancellor = { save_scope_as = scribe } } else_if = { limit = { any_courtier = { is_available_healthy_ai_adult = yes } } ordered_courtier = { limit = { is_available_healthy_ai_adult = yes } order_by = diplomacy save_scope_as = scribe } } else = { create_character = { location = root.capital_province template = diplomacy_foreign_affairs_focus_friend_template faith = scope:liege.capital_county.faith culture = scope:liege.capital_county.culture save_scope_as = scribe } } } scope:scribe = { assign_quirk_effect = yes } admin_change_government_effect = yes } option = { # I love change name = ep3_admin_events.0001.a add_character_modifier = { modifier = ep3_admin_change_love years = 15 } stress_impact = { lazy = medium_stress_impact_loss craven = medium_stress_impact_gain stubborn = medium_stress_impact_gain paranoid = medium_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = craven has_trait = stubborn has_trait = paranoid has_trait = diligent } } modifier = { factor = 2 has_trait = lazy } } } option = { # I hate this name = ep3_admin_events.0001.b add_character_modifier = { modifier = ep3_admin_change_hate years = 15 } stress_impact = { diligent = medium_stress_impact_loss brave = medium_stress_impact_gain lazy = medium_stress_impact_gain trusting = medium_stress_impact_gain fickle = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = brave has_trait = lazy has_trait = trusting has_trait = fickle } } modifier = { factor = 2 has_trait = diligent } } } option = { # I don't care name = ep3_admin_events.0001.c ai_chance = { base = 200 } } } ep3_admin_events.0002 = { type = character_event title = ep3_admin_events.0002.t desc = { first_valid = { triggered_desc = { # Liege trigger = { scope:previous_governor ?= root.liege } desc = ep3_admin_events.0002.liege } triggered_desc = { # Same house died trigger = { scope:previous_governor ?= { is_alive = no house = root.house } } desc = ep3_admin_events.0002.house_dead } triggered_desc = { # Same house fired trigger = { scope:previous_governor ?= { is_alive = yes house = root.house } } desc = ep3_admin_events.0002.house_alive } triggered_desc = { # Diff house died trigger = { scope:previous_governor ?= { is_alive = no } } desc = ep3_admin_events.0002.dead } triggered_desc = { # Diff house fired trigger = { scope:previous_governor ?= { is_alive = yes } } desc = ep3_admin_events.0002.alive } desc = ep3_admin_events.0002.new } first_valid = { triggered_desc = { # Same house trigger = { scope:previous_governor.house ?= root.house } desc = ep3_admin_events.0002.house } } #desc = double_line_break first_valid = { triggered_desc = { trigger = { exists = scope:appointment_succession } desc = ep3_admin_events.0002.appointment_succession } triggered_desc = { trigger = { exists = scope:appointment } desc = ep3_admin_events.0002.appointment } triggered_desc = { trigger = { exists = scope:conquest } desc = ep3_admin_events.0002.conquest } } desc = ep3_admin_events.0002.desc } theme = administrative left_portrait = { character = root animation = chancellor } lower_center_portrait = scope:previous_governor lower_right_portrait = { character = root.liege trigger = { root.liege != scope:previous_governor } } cooldown = { days = 1 } trigger = { this != top_liege any_held_title = { tier = root.highest_held_title_tier is_landless_type_title = no is_noble_family_title = no } NOT = { has_character_flag = successful_governorship_elevation } } immediate = { play_sound_effect = "event:/DLC/EP3/SFX/Stingers/Byzantine_Flavor/ep3_mx_sting_byzantineflavor_become_governor" ordered_held_title = { limit = { tier = root.highest_held_title_tier is_landless_type_title = no is_noble_family_title = no } save_scope_as = governor_title previous_holder ?= { save_scope_as = previous_governor } if = { limit = { recent_history = { type = appointment_succession days = 1 } } save_scope_as = appointment_succession } else_if = { limit = { recent_history = { type = appointment days = 1 } } save_scope_as = appointment } else_if = { limit = { recent_history = { type = conquest days = 1 } } save_scope_as = conquest } } } option = { name = ep3_admin_events.0002.prosperity trigger = { is_landed = yes government_has_flag = government_has_merit } flavor = building_buildings_give_merit_tt custom_tooltip = ep3_admin_events.0002.tt add_character_modifier = { modifier = tgp_diligent_governor_modifier years = 3 } stress_impact = { lazy = medium_stress_impact_gain diligent = miniscule_stress_impact_loss } ai_chance = { base = 0 } } option = { name = ep3_admin_events.0002.inspection trigger = { is_landed = yes government_has_flag = government_has_merit any_held_title = { tier = tier_county is_landless_type_title = no count >= 1 } } flavor = inspections_give_merit_tt custom_tooltip = ep3_admin_events.0002.tt custom_tooltip = ep3_admin_events.0002.tt_inspection add_character_flag = free_inspection stress_impact = { lazy = medium_stress_impact_gain diligent = miniscule_stress_impact_loss } ai_chance = { base = 0 } } option = { name = ep3_admin_events.0002.a custom_tooltip = ep3_admin_events.0002.tt stress_impact = { base = miniscule_stress_impact_loss } } after = { if = { limit = { is_ai = yes } domicile ?= { move_domicile = root.capital_province } } } } # Your admin liege changed government, and you have to do so as well ep3_admin_events.0003 = { hidden = yes trigger = { government_allows = administrative } immediate = { # Let's evaluate and see which event you should get if = { # If you are still landed and remain a vassal limit = { is_landed = yes liege != root } trigger_event = ep3_admin_events.0001 } else_if = { # You are still landed and become independent limit = { is_landed = yes liege = root } trigger_event = ep3_admin_events.0005 } else_if = { # You became unlanded - Let's go on an adventure! limit = { # Assuming you are a player is_landed = no } trigger_event = ep3_admin_events.0004 } } } # Event to make admin into adventurers ep3_admin_events.0004 = { type = character_event title = ep3_admin_events.0004.t desc = { desc = ep3_admin_events.0004.desc first_valid = { triggered_desc = { trigger = { exists = scope:reacting_spouse scope:reacting_spouse = { OR = { has_trait = gluttonous has_trait = greedy } } } desc = ep3_admin_events.0004.desc_spouse_very_upset } triggered_desc = { trigger = { exists = scope:reacting_spouse } desc = ep3_admin_events.0004.desc_spouse_upset } } } theme = landless_adventurer override_background = { reference = estate } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = eccentric has_trait = brave } } #animation = delirium animation = disappointed } animation = disbelief } right_portrait = { character = scope:reacting_spouse triggered_animation = { trigger = { OR = { has_trait = gluttonous has_trait = greedy } } animation = crying } animation = worry } immediate = { if = { # Destroy your noble family title if you have one limit = { any_held_title = { is_noble_family_title = yes } } every_held_title = { limit = { is_noble_family_title = yes } save_temporary_scope_as = family_title prev = { destroy_title = scope:family_title } } } if = { # Become an adventurer limit = { is_ai = no } create_landless_adventurer_title_effect = { REASON = flag:runaway_allowed FLAVOR_CHAR = root } hidden_effect = { contract_passive_spawn_effect = { SPAWN_CONTRACTS = 5 } } } if = { # If you are married, let's save your spouse as a scope for some added flavor limit = { is_married = yes any_spouse = { employer = root } } random_spouse = { limit = { employer = root } save_scope_as = reacting_spouse } } } option = { name = { trigger = { exists = scope:reacting_spouse scope:reacting_spouse = { OR = { has_trait = gluttonous has_trait = greedy } } } text = ep3_admin_events.0004.a } name = { trigger = { exists = scope:reacting_spouse scope:reacting_spouse = { NOR = { has_trait = gluttonous has_trait = greedy } } } text = ep3_admin_events.0004.b } name = { trigger = { NOT = { exists = scope:reacting_spouse } } text = ep3_admin_events.0004.c } } } # Notification event that you became independent ep3_admin_events.0005 = { type = character_event title = ep3_admin_events.0005.t desc = { desc = ep3_admin_events.0005.intro first_valid = { triggered_desc = { trigger = { exists = scope:still_admin } desc = ep3_admin_events.0005.desc_still_admin } desc = ep3_admin_events.0005.desc_lost_admin } } theme = administrative left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = fickle has_trait = lazy has_trait = paranoid } } animation = stress } animation = interested } right_portrait = { character = scope:messenger animation = chancellor } lower_right_portrait = scope:gov_liege immediate = { # Let's find a character to bring us these news if = { limit = { exists = cp:councillor_chancellor cp:councillor_chancellor = { is_available_healthy_ai_adult = yes } } cp:councillor_chancellor = { save_scope_as = messenger } } else_if = { limit = { any_courtier = { is_available_healthy_ai_adult = yes } } ordered_courtier = { limit = { is_available_healthy_ai_adult = yes } order_by = diplomacy save_scope_as = messenger } } else = { create_character = { location = root.capital_province template = diplomacy_foreign_affairs_focus_friend_template faith = root.capital_county.faith culture = root.capital_county.culture save_scope_as = messenger } } # Show this to make it clear to the player that you became independent show_as_tooltip = { create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } becomes_independent = { change = scope:change } resolve_title_and_vassal_change = scope:change } if = { # You are allowed to keep admin as your government limit = { highest_held_title_tier >= tier_kingdom culture ?= { has_cultural_parameter = can_adopt_administrative_government_as_kingdom_tier } } save_scope_as = still_admin } else = { # You change your government admin_change_government_effect = yes } } option = { name = ep3_admin_events.0005.a # We handle everything in the immediate } } # Reception Hall domicile upgrade provides legitimacy # We put it in a delayed event to make sure that we can notify the player of the effect, so they can see it ep3_admin_events.0010 = { hidden = yes immediate = { save_scope_as = legitimacy_gainer # We first send the notification of the legitimacy being granted house = { every_house_member = { limit = { is_ai = no } send_interface_message = { type = event_toast_effect_good title = ep3_dynasty_legacy_gain_legitimacy_effect_title left_icon = root right_icon = root.primary_title show_as_tooltip = { scope:legitimacy_gainer = { add_legitimacy = house.var:ep3_legacy_legitimacy_counter } } } } } # Then we add the actual legitimacy add_legitimacy = house.var:ep3_legacy_legitimacy_counter # Finally, let's reset the counter according to building level house = { if = { limit = { house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_04 } } change_variable = { name = ep3_legacy_legitimacy_counter multiply = 0.75 } } else_if = { limit = { house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_03 } } change_variable = { name = ep3_legacy_legitimacy_counter multiply = 0.5 } } else_if = { limit = { house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_02 } } change_variable = { name = ep3_legacy_legitimacy_counter multiply = 0.25 } } else_if = { limit = { house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_01 } } change_variable = { name = ep3_legacy_legitimacy_counter multiply = 0 } } } } }