######################## # EP3 Eparch Events ######################## namespace = ep3_eparch_event ### Fortify the Capital ep3_eparch_event.0001 = { type = character_event title = ep3_eparch_event.0001.t desc = { desc = ep3_eparch_event.0001.desc_intro first_valid = { triggered_desc = { trigger = { scope:defensive_war = { defender_war_score > 10 } } desc = ep3_eparch_event.0001.desc_winning_war } triggered_desc = { trigger = { scope:defensive_war = { defender_war_score < -10 } } desc = ep3_eparch_event.0001.desc_losing_war } desc = ep3_eparch_event.0001.desc_undecided_war } desc = ep3_eparch_event.0001.desc_outro } theme = administrative override_background = { reference = ep3_city_gate } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = craven has_trait = paranoid } } animation = paranoia } triggered_animation = { trigger = { OR = { has_trait = brave has_trait = diligent has_trait = ambitious } } animation = inspect_weapon } animation = worry } cooldown = { years = 10 } trigger = { has_court_position = eparch_court_position liege = { any_character_war = { is_war_leader = prev is_defender = prev } capital_province ?= { NOT = { has_province_modifier = ep3_eparch_fortified_capital_modifier } is_occupied = no any_army_in_location = { NOR = { is_army_in_siege = yes is_army_in_raid = yes } } } } } immediate = { save_scope_as = eparch liege = { save_scope_as = emperor random_character_war = { limit = { is_war_leader = prev is_defender = prev } primary_attacker = { save_scope_as = attacker } save_scope_as = defensive_war } capital_province = { save_scope_as = capital } } } option = { # The capital MUST be protected! name = ep3_eparch_event.0001.a remove_treasury_or_gold = major_treasury_or_gold_value if = { limit = { has_trait = governor } increase_governance_effect = { VALUE = 4 } } scope:capital = { add_province_modifier = { modifier = ep3_eparch_fortified_capital_modifier years = 20 } } # Follow up event for the liege scope:emperor = { trigger_event = ep3_eparch_event.0002 } stress_impact = { greedy = medium_stress_impact_loss } ai_chance = { base = 10 modifier = { factor = 3 has_trait = diligent } modifier = { # Wants to protect themself, the enemey MIGHT actually get here factor = 2 has_trait = paranoid } modifier = { # Wants to make sure the citizens are safe factor = 2 has_trait = compassionate } modifier = { factor = 0 has_trait = greedy } modifier = { # The AI shouldn't spend gold it doesn't have factor = 0 short_term_treasury_or_gold < major_treasury_or_gold_value } } } option = { # A moderate improvement should suffice. name = ep3_eparch_event.0001.b remove_treasury_or_gold = minor_treasury_or_gold_value scope:capital = { add_province_modifier = { modifier = ep3_eparch_somewhat_fortified_capital_modifier years = 10 } } stress_impact = { # None } ai_chance = { base = 20 modifier = { factor = 4 has_trait = temperate } modifier = { factor = 2 has_trait = content } modifier = { # The AI shouldn't spend gold it doesn't have factor = 0 short_term_treasury_or_gold < minor_treasury_or_gold_value } } } option = { # Surely the capital is not in any danger? name = ep3_eparch_event.0001.c stress_impact = { craven = medium_stress_impact_loss } ai_chance = { base = 10 modifier = { factor = 5 has_trait = lazy } modifier = { factor = 2 has_trait = arbitrary } modifier = { factor = 2 has_trait = brave } modifier = { factor = 0 has_trait = craven } } } } # Liege follow up ep3_eparch_event.0002 = { type = character_event title = ep3_eparch_event.0001.t desc = { desc = ep3_eparch_event.0002.desc first_valid = { triggered_desc = { trigger = { exists = scope:emperor_is_home } desc = ep3_eparch_event.0002.desc_at_home } desc = ep3_eparch_event.0002.desc_away } } theme = emperor override_background = { trigger = { exists = scope:emperor_is_home } reference = ep3_city_gate } override_background = { trigger = { is_commanding_army = yes } reference = army_camp } override_background = { reference = terrain } left_portrait = { character = root triggered_animation = { trigger = { exists = scope:emperor_is_home } animation = war_defender } animation = reading } right_portrait = { character = scope:emperor_is_home triggered_animation = { trigger = { OR = { has_trait = brave has_trait = diligent has_trait = ambitious } } animation = inspect_weapon } animation = steward } lower_right_portrait = { character = scope:emperor_is_away } trigger = { } immediate = { show_as_tooltip = { scope:capital = { add_province_modifier = { modifier = ep3_eparch_fortified_capital_modifier years = 20 } } } # Scopes for portraits, descs, etc. if = { limit = { location = scope:capital } scope:eparch = { save_scope_as = emperor_is_home } } else = { scope:eparch = { save_scope_as = emperor_is_away } } } option = { # Such diligence ought to be rewarded! name = ep3_eparch_event.0002.a scope:eparch = { send_interface_message = { type = event_generic_good title = eparch_reward_msg_title left_icon = root root = { pay_short_term_gold = { target = scope:eparch gold = medium_gold_value } } } } progress_towards_friend_effect = { REASON = friend_rewarding_duties CHARACTER = scope:eparch OPINION = default_friend_opinion } stress_impact = { greedy = medium_stress_impact_loss } ai_chance = { base = 10 modifier = { factor = 4 has_trait = just } modifier = { factor = 3 has_trait = generous } modifier = { factor = 2 has_trait = compassionate } modifier = { factor = 0 has_trait = greedy } modifier = { # The AI shouldn't spend gold it doesn't have factor = 0 short_term_gold < medium_gold_value } } } option = { # They are only doing their job. name = ep3_eparch_event.0002.b stress_impact = { # None } ai_chance = { base = 10 modifier = { factor = 4 has_trait = greedy } modifier = { factor = 2 has_trait = callous } modifier = { factor = 2 has_trait = arrogant } modifier = { factor = 2 has_trait = content } } } } ### Losing Control ep3_eparch_event.0005 = { type = character_event title = ep3_eparch_event.0005.t desc = ep3_eparch_event.0005.desc theme = administrative override_background = { trigger = { scope:capital = province:496 } reference = ep3_constantinople } override_background = { reference = market } left_portrait = { character = root animation = worry } cooldown = { years = 10 } trigger = { has_court_position = eparch_court_position liege = { capital_province.county ?= { county_control < 90 } } } weight_multiplier = { base = 1 modifier = { capital_province.county ?= { county_control < 60 } factor = 1.1 } modifier = { capital_province.county ?= { county_control < 30 } factor = 1.2 } } immediate = { save_scope_as = eparch liege = { save_scope_as = emperor capital_province = { save_scope_as = capital } if = { limit = { exists = cp:councillor_marshal NOT = { cp:councillor_marshal = root } } cp:councillor_marshal = { save_scope_as = marshal } } } } option = { # Let's pay for some extra hands to patrol the streets name = ep3_eparch_event.0005.a remove_treasury_or_gold = medium_treasury_or_gold_value if = { limit = { has_trait = governor } increase_governance_effect = { VALUE = 4 } } scope:emperor = { send_interface_message = { type = send_interface_message_good title = ep3_eparch_event.0005.success_liege left_icon = scope:capital.county right_icon = scope:eparch scope:capital.county = { change_county_control = 5 } } } stress_impact = { greedy = minor_stress_impact_gain } ai_chance = { base = 10 modifier = { factor = 3 has_trait = education_martial } modifier = { factor = 2 has_trait = paranoid } modifier = { factor = 2 has_trait = compassionate } modifier = { factor = 0 has_trait = greedy } modifier = { # The AI shouldn't spend gold it doesn't have factor = 0 short_term_treasury_or_gold < medium_treasury_or_gold_value } } } option = { # Perhaps we can turn the criminals against each other? name = ep3_eparch_event.0005.b duel = { skill = intrigue value = decent_skill_rating 50 = { # Success compare_modifier = { value = scope:duel_value multiplier = 2 min = -49 } desc = ep3_eparch_event.0005.b_success_tt send_interface_toast = { title = ep3_eparch_event.0005.b_success left_icon = scope:capital.county add_intrigue_lifestyle_xp = medium_lifestyle_xp scope:emperor = { send_interface_message = { type = send_interface_message_good title = ep3_eparch_event.0005.success_liege left_icon = scope:capital.county right_icon = scope:eparch scope:capital.county = { change_county_control = 10 } } } } } 50 = { # Failure compare_modifier = { value = scope:duel_value multiplier = -2 min = -49 } desc = ep3_eparch_event.0005.b_failure_tt send_interface_toast = { title = ep3_eparch_event.0005.b_failure left_icon = scope:capital.county scope:emperor = { send_interface_message = { type = send_interface_message_bad title = ep3_eparch_event.0005.failure_liege left_icon = scope:capital.county right_icon = scope:eparch scope:capital.county = { change_county_control = -5 } } } } } } stress_impact = { compassionate = minor_stress_impact_gain } ai_chance = { base = 10 modifier = { factor = 4 has_trait = deceitful } modifier = { factor = 2 has_trait = vengeful } modifier = { factor = 2 has_trait = arbitrary } modifier = { factor = 0 has_trait = compassionate } } } option = { # Marshal might be able to help? name = ep3_eparch_event.0005.c trigger = { exists = scope:marshal } change_influence = medium_influence_loss scope:marshal = { random = { chance = { value = 10 add = { value = scope:marshal.intrigue multiply = 2 } max = 90 } send_interface_toast = { left_icon = scope:eparch if = { limit = { can_add_hook = { type = favor_hook target = scope:eparch } } add_hook = { type = favor_hook target = scope:eparch } } } } } scope:emperor = { send_interface_message = { type = send_interface_message_good title = ep3_eparch_event.0005.success_liege left_icon = scope:capital.county right_icon = scope:eparch scope:capital.county = { change_county_control = 5 } } } stress_impact = { paranoid = minor_stress_impact_gain } ai_chance = { base = 10 modifier = { factor = 4 has_trait = trusting } modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 2 has_trait = humble } modifier = { factor = 0 has_trait = paranoid } } } option = { # No need to overreact. The situation is not THAT desperate. name = ep3_eparch_event.0005.d eparch_neglecting_duty_effect = yes stress_impact = { diligent = medium_stress_impact_gain } ai_chance = { base = 10 modifier = { factor = 5 has_trait = lazy } modifier = { factor = 2 has_trait = content } modifier = { factor = 0 has_trait = diligent } } } } ### Sickness Strikes ep3_eparch_event.0010 = { type = character_event title = ep3_eparch_event.0010.t desc = ep3_eparch_event.0010.desc theme = administrative override_background = { trigger = { scope:capital = province:496 } reference = ep3_constantinople } override_background = { reference = market } left_portrait = { character = root animation = disbelief } cooldown = { years = 10 } trigger = { has_court_position = eparch_court_position liege = { capital_province ?= { any_province_epidemic = { count > 0 } } } } immediate = { save_scope_as = eparch liege = { save_scope_as = emperor capital_province = { save_scope_as = capital } } if = { limit = { employs_court_position = court_physician_court_position } random_court_position_holder = { type = court_physician_court_position save_scope_as = physician } } liege = { capital_province ?= { random_province_epidemic = { weight = { base = 1 modifier = { add = 30 outbreak_intensity >= apocalyptic } modifier = { add = 20 outbreak_intensity >= major } } save_scope_as = capital_plague } } } } option = { # Drastic measures are required. Quarantine the city! name = ep3_eparch_event.0010.a trigger = { scope:capital = { any_province_epidemic = { OR = { outbreak_intensity = major outbreak_intensity = apocalyptic } } } } remove_treasury_or_gold = major_treasury_or_gold_value scope:capital = { every_province_epidemic = { if = { limit = { outbreak_intensity = major } set_epidemic_outbreak_intensity = minor } else_if = { limit = { outbreak_intensity = apocalyptic } set_epidemic_outbreak_intensity = major } } } stress_impact = { fickle = medium_stress_impact_gain } ai_chance = { base = 10 modifier = { factor = 3 has_trait = eccentric } modifier = { factor = 2 has_trait = wrathful } modifier = { factor = 0 has_trait = greedy } modifier = { # The AI shouldn't spend gold it doesn't have factor = 0 short_term_treasury_or_gold < major_treasury_or_gold_value } } } option = { # Scour the city for physicians and put them to work. name = ep3_eparch_event.0010.b change_influence = medium_influence_loss scope:capital = { add_province_modifier = { modifier = ep3_eparch_plague_protection_modifier years = 20 } } stress_impact = { } ai_chance = { base = 10 modifier = { factor = 4 has_trait = deceitful } modifier = { factor = 2 has_trait = diligent } modifier = { factor = 2 has_trait = arbitrary } modifier = { factor = 0.5 has_trait = greedy } } } option = { # My physician can help! name = ep3_eparch_event.0010.c trigger = { exists = scope:physician } scope:physician = { duel = { value = decent_skill_rating localization = duel_aptitude_challenge 10 = { # Success compare_modifier = { value = scope:physician.aptitude:court_physician_court_position multiplier = 20 min = -9 } desc = ep3_eparch_event.0010.c_success_tt send_interface_toast = { title = ep3_eparch_event.0010.c_success left_icon = scope:capital.county scope:capital = { add_province_modifier = { modifier = ep3_eparch_physician_at_work_modifier years = 25 } } } } 90 = { # Failure compare_modifier = { value = scope:physician.aptitude:court_physician_court_position multiplier = -20 min = -89 } desc = ep3_eparch_event.0010.c_failure_tt send_interface_toast = { title = ep3_eparch_event.0010.c_failure left_icon = scope:capital.county root = { change_influence = major_influence_loss } } } } } stress_impact = { compassionate = minor_stress_impact_loss } ai_chance = { base = 10 modifier = { factor = 4 has_trait = generous } modifier = { factor = 1.5 has_trait = diligent } modifier = { factor = 0.5 has_trait = greedy } } } option = { # A slight cough isn't going to kill anyone... name = ep3_eparch_event.0010.d eparch_neglecting_duty_effect = yes stress_impact = { diligent = medium_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 10 modifier = { factor = 4 has_trait = arbitrary } modifier = { factor = 2 has_trait = cynical } modifier = { factor = 2 has_trait = sadistic } modifier = { factor = 2 has_trait = callous } modifier = { factor = 0 OR = { has_trait = diligent has_trait = compassionate } } } } } ### University Needs Teachers ep3_eparch_event.0015 = { type = character_event title = ep3_eparch_event.0015.t desc = ep3_eparch_event.0015.desc theme = administrative override_background = { trigger = { scope:capital = province:496 } reference = ep3_constantinople } override_background = { reference = bp2_university } left_portrait = { character = root animation = reading } lower_left_portrait = scope:teacher_my_house lower_center_portrait = scope:teacher_powerful_family lower_right_portrait = scope:teacher_local_scholar cooldown = { years = 10 } trigger = { has_court_position = eparch_court_position liege = { capital_province ?= { is_higher_studies_location = yes } } } immediate = { save_scope_as = eparch liege = { save_scope_as = emperor capital_province = { save_scope_as = capital save_scope_as = location # For the teacher trigger used below } } # Look for and save suitable candidates # Find a candidate within root's own house house = { random_house_member = { limit = { is_courtier = yes liege = { # It's your direct courtier or the courtier of an AI character OR = { this = scope:eparch is_ai = yes } } any_heir_title = { count < 1 } # Is not an heir to any titles is_available_adult_education_teacher = yes # Is a suitable teacher } save_scope_as = teacher_my_house } } # Find a candidate from a powerful family liege = { random_powerful_family = { limit = { NOR = { this = scope:eparch.house this = scope:emperor.house } any_house_member = { is_courtier = yes liege = { is_ai = yes } # Is a courtier of an AI character any_heir_title = { count < 1 } # Is not an heir to any titles is_available_adult_education_teacher = yes # Is a suitable teacher } } random_house_member = { limit = { is_courtier = yes liege = { is_ai = yes } # Is a courtier of an AI character any_heir_title = { count < 1 } # Is not an heir to any titles is_available_adult_education_teacher = yes # Is a suitable teacher } save_scope_as = teacher_powerful_family house.house_head = { save_scope_as = powerful_house_head } } } } # Find/create a local scholar if = { limit = { any_pool_character = { province = scope:capital is_available_adult_education_teacher = yes NOR = { has_character_flag = teacher_1 has_character_flag = teacher_2 } } } random_pool_character = { province = scope:capital limit = { is_available_adult_education_teacher = yes NOR = { has_character_flag = teacher_1 has_character_flag = teacher_2 } } save_scope_as = teacher_local_scholar } } else = { create_character = { # Below is based on the adult_education_teacher template age = { 35 75 } random_traits_list = { count = 1 education_diplomacy_4 = {} education_martial_4 = {} education_stewardship_4 = {} education_intrigue_4 = {} education_learning_4 = {} education_diplomacy_5 = {} education_martial_5 = {} education_stewardship_5 = {} education_intrigue_5 = {} education_learning_5 = {} } diplomacy = { min_template_average_skill max_template_decent_skill } martial = { min_template_average_skill max_template_decent_skill } stewardship = { min_template_average_skill max_template_decent_skill } intrigue = { min_template_average_skill max_template_decent_skill } learning = { min_template_average_skill max_template_decent_skill } random_traits = yes dynasty = none faith = scope:capital.faith culture = scope:capital.culture gender_female_chance = { if = { limit = { scope:capital.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { scope:capital.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } location = scope:capital save_scope_as = teacher_local_scholar } } } option = { # As it happens, I know the perfect candidate! name = ep3_eparch_event.0015.a trigger = { exists = scope:teacher_my_house } remove_treasury_or_gold = major_treasury_or_gold_value house = { add_house_modifier = { modifier = ep3_eparch_university_influence_modifier years = 25 } } scope:teacher_my_house = { save_scope_as = teacher_tt custom_tooltip = { text = teacher_moves_to_capital_tt move_to_pool_at = scope:capital add_character_flag = teacher_1 } } stress_impact = { greedy = minor_stress_impact_loss } ai_chance = { base = 10 modifier = { factor = 5 has_trait = family_first } modifier = { factor = 3 has_trait = ambitious } modifier = { factor = 2 has_trait = arrogant } modifier = { factor = 2 has_trait = just scope:teacher_my_house.sum_of_all_skills_value > scope:teacher_powerful_family.sum_of_all_skills_value scope:teacher_my_house.sum_of_all_skills_value > scope:teacher_local_scholar.sum_of_all_skills_value } modifier = { factor = 0.5 has_trait = honest } modifier = { # The AI shouldn't spend gold it doesn't have factor = 0 short_term_treasury_or_gold < major_treasury_or_gold_value } } } option = { # The X family has a worthy candidate. name = ep3_eparch_event.0015.b trigger = { exists = scope:teacher_powerful_family } if = { limit = { can_add_hook = { target = scope:powerful_house_head type = favor_hook } } add_hook = { target = scope:powerful_house_head type = favor_hook } } scope:powerful_house_head = { add_opinion = { modifier = respect_opinion opinion = 20 target = scope:eparch } send_interface_message = { type = msg_admin_eparch_with_text_good title = ep3_eparch_event.0015.b.msg.t desc = ep3_eparch_event.0015.b.msg.desc left_icon = scope:eparch right_icon = scope:teacher_powerful_family change_influence = medium_influence_gain house = { add_house_modifier = { modifier = ep3_eparch_university_influence_modifier years = 25 } } } } scope:teacher_powerful_family = { save_scope_as = teacher_tt custom_tooltip = { text = teacher_moves_to_capital_tt move_to_pool_at = scope:capital add_character_flag = teacher_1 } } stress_impact = { paranoid = medium_stress_impact_gain } ai_chance = { base = 10 modifier = { factor = 4 has_trait = trusting } modifier = { factor = 2 has_trait = just scope:teacher_powerful_family.sum_of_all_skills_value > scope:teacher_my_house.sum_of_all_skills_value scope:teacher_powerful_family.sum_of_all_skills_value > scope:teacher_local_scholar.sum_of_all_skills_value } modifier = { factor = 0 has_trait = paranoid } } } option = { # There is bound to be a scholar I can hire within the city name = ep3_eparch_event.0015.c remove_treasury_or_gold = medium_treasury_or_gold_value scope:teacher_local_scholar = { save_scope_as = teacher_tt custom_tooltip = { text = teacher_moves_to_capital_tt add_character_flag = teacher_1 } } ai_chance = { base = 10 modifier = { factor = 4 has_trait = just scope:teacher_local_scholar.sum_of_all_skills_value > scope:teacher_my_house.sum_of_all_skills_value scope:teacher_local_scholar.sum_of_all_skills_value > scope:teacher_powerful_family.sum_of_all_skills_value } modifier = { factor = 2 has_trait = humble } modifier = { # The AI shouldn't spend gold it doesn't have factor = 0 short_term_treasury_or_gold < medium_treasury_or_gold_value } } } option = { # Actually. How about you come work for me? name = ep3_eparch_event.0015.d trigger = { NOT = { exists = scope:teacher_my_house } } change_influence = medium_influence_loss add_courtier = scope:teacher_local_scholar eparch_neglecting_duty_effect = yes ai_chance = { base = 10 modifier = { factor = 2 has_trait = greedy } modifier = { factor = 2 has_trait = arbitrary } modifier = { factor = 2 has_trait = deceitful } modifier = { factor = 0 has_trait = content } modifier = { # The AI shouldn't spend influence it doesn't have factor = 0 influence < medium_influence_value } } } option = { # They will have to make do for now. name = ep3_eparch_event.0015.e eparch_neglecting_duty_effect = yes ai_chance = { base = 10 modifier = { factor = 3 has_trait = lazy } modifier = { factor = 0 has_trait = diligent } } } } ### For Services Rendered ep3_eparch_event.0020 = { type = character_event title = ep3_eparch_event.0020.t desc = { desc = ep3_eparch_event.0020.desc_intro first_valid = { triggered_desc = { trigger = { exists = scope:reward_gold } desc = ep3_eparch_event.0020.desc_gold } triggered_desc = { trigger = { exists = scope:reward_artifact } desc = ep3_eparch_event.0020.desc_artifact } triggered_desc = { trigger = { exists = scope:reward_hook_removal } desc = ep3_eparch_event.0020.desc_hook_removal } triggered_desc = { trigger = { exists = scope:reward_emperor_hook } desc = ep3_eparch_event.0020.desc_emperor_hook } } } theme = administrative override_background = { reference = corridor_night } left_portrait = { character = root animation = happiness } right_portrait = { character = scope:emperor triggered_animation = { trigger = { exists = scope:reward_gold } animation = betting } triggered_animation = { trigger = { exists = scope:reward_artifact } animation = inspect_weapon } triggered_animation = { trigger = { exists = scope:reward_hook_removal } animation = toast } triggered_animation = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } animation = acknowledging # anim uses crucifix scepter } animation = war_over_tie } lower_right_portrait = scope:peer_with_hook artifact = { target = scope:newly_created_artifact position = lower_left_portrait } cooldown = { years = 20 } trigger = { has_court_position = eparch_court_position } weight_multiplier = { base = 1 modifier = { # Neglecting your duty reduces the chance to receive rewards add = { value = var:eparch_neglecting_duty multiply = -1 # To make this a negative value divide = 100 # To make the value fit the scale min = -0.8 } exists = var:eparch_neglecting_duty } } immediate = { save_scope_as = eparch liege = { save_scope_as = emperor capital_province = { save_scope_as = capital } } # Generate a reward hidden_effect = { random_list = { 10 = { # Gold save_scope_as = reward_gold } 10 = { # Artifact save_scope_as = reward_artifact random_list = { # Randomize the artifact type 10 = { create_artifact_weapon_effect = { OWNER = root CREATOR = scope:emperor SET_WEAPON_TYPE = flag:artifact_weapon_type_axe } } 10 = { create_artifact_weapon_effect = { OWNER = root CREATOR = scope:emperor SET_WEAPON_TYPE = flag:artifact_weapon_type_mace } } 10 = { create_artifact_weapon_effect = { OWNER = root CREATOR = scope:emperor SET_WEAPON_TYPE = flag:artifact_weapon_type_sword } } 10 = { create_artifact_armor_effect = { OWNER = root CREATOR = scope:emperor SET_ARMOR_TYPE = flag:no } } 10 = { create_artifact_regalia_effect = { OWNER = root SMITH = scope:emperor } } 10 = { create_artifact_crown_effect = { OWNER = root SMITH = scope:emperor } } 10 = { create_artifact_brooch_effect = { OWNER = root SMITH = scope:emperor } } } } 10 = { # Hook Removal trigger = { liege = { any_vassal = { has_usable_hook = root is_ai = yes } } } save_scope_as = reward_hook_removal liege = { random_vassal = { limit = { has_usable_hook = root is_ai = yes } save_scope_as = peer_with_hook } } } 10 = { # Gain hook on emperor trigger = { can_add_hook = { target = scope:emperor type = favor_hook } } save_scope_as = reward_emperor_hook } } } } option = { name = ep3_eparch_event.0020.a # We apply the actual effects here, instead of in the immediate, because it looks better in-game if = { # Add the gold limit = { exists = scope:reward_gold } add_gold = major_gold_value } if = { # We create the artifact above, but let's make sure we show it limit = { exists = scope:newly_created_artifact } scope:newly_created_artifact = { show_as_tooltip = { set_owner = root } } } if = { # Spend the hook on the peer-vassal limit = { exists = scope:reward_hook_removal } scope:peer_with_hook ?= { use_hook = root } } if = { # Add hook on emperor limit = { exists = scope:reward_emperor_hook } add_hook = { target = scope:emperor type = favor_hook } } ai_chance = { base = 10 } } } ### Eparch: Neglect of Duty ep3_eparch_event.9000 = { type = character_event title = ep3_eparch_event.9000.t desc = ep3_eparch_event.9000.desc theme = emperor override_background = { reference = throne_room } left_portrait = { character = root animation = anger } right_portrait = { character = scope:eparch animation = shame } trigger = { employs_court_position = eparch_court_position OR = { NOT = { exists = var:eparch_neglecting_duty } AND = { exists = var:eparch_neglecting_duty var:eparch_neglecting_duty <= 10 } } } immediate = { # Let's make sure we have all of our scopes if = { limit = { NOT = { exists = scope:eparch } } random_court_position_holder = { type = eparch_court_position save_scope_as = eparch } } if = { limit = { NOT = { exists = scope:emperor } } save_scope_as = emperor } if = { limit = { NOT = { exists = scope:capital } } capital_province = { save_scope_as = capital } } } option = { # Unacceptable! Have them fired at once! name = ep3_eparch_event.9000.a show_as_tooltip = { revoke_court_position = { recipient = scope:eparch court_position = eparch_court_position } scope:eparch = { change_influence = massive_influence_loss } } add_dread = 10 if = { limit = { scope:eparch = { has_hook = root } } custom_tooltip = eparch_hook_warning change_influence = major_influence_loss } scope:eparch = { save_scope_as = eparch_is_fired trigger_event = ep3_eparch_event.9001 } stress_impact = { compassionate = medium_stress_impact_gain forgiving = minor_stress_impact_gain wrathful = minor_stress_impact_loss } ai_chance = { base = 10 modifier = { factor = 3 has_trait = wrathful } modifier = { factor = 3 has_trait = vengeful } modifier = { factor = 2 has_trait = callous } modifier = { factor = 2 has_trait = impatient } modifier = { factor = 0 has_trait = compassionate } modifier = { factor = 0 scope:eparch = { has_hook = root } } } } option = { # Consider this a warning. But you will owe me! name = ep3_eparch_event.9000.b change_influence = medium_influence_gain show_as_tooltip = { if = { # If the eparch has a hook on us, spend that hook limit = { scope:eparch = { has_hook = root } } scope:eparch = { use_hook = root } } else_if = { # Otherwise, let's add a hook on the eparch if we can limit = { can_add_hook = { type = favor_hook target = scope:eparch } } add_hook = { type = favor_hook target = scope:eparch } } } scope:eparch = { save_scope_as = eparch_is_warned trigger_event = ep3_eparch_event.9001 } stress_impact = { honest = minor_stress_impact_gain } ai_chance = { base = 20 modifier = { factor = 4 has_trait = deceitful } modifier = { factor = 2 has_trait = patient } modifier = { factor = 2 has_trait = arbitrary } modifier = { factor = 0 has_trait = honest } } } option = { # I will turn a blind eye to this. For now. name = ep3_eparch_event.9000.c scope:eparch = { save_scope_as = eparch_gets_away_with_it trigger_event = ep3_eparch_event.9001 } stress_impact = { vengeful = medium_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 20 modifier = { factor = 4 has_trait = trusting } modifier = { factor = 2 has_trait = gregarious } modifier = { factor = 2 has_trait = humble } modifier = { factor = 1.5 has_trait = craven } modifier = { factor = 1.5 has_trait = shy } modifier = { factor = 0 OR = { has_trait = vengeful has_trait = just } } } } } # Notify Eparch of liege's action ep3_eparch_event.9001 = { type = character_event title = ep3_eparch_event.9000.t desc = { triggered_desc = { trigger = { OR = { exists = scope:eparch_is_fired exists = scope:eparch_is_warned } } desc = ep3_eparch_event.9001.intro } first_valid = { triggered_desc = { trigger = { exists = scope:eparch_is_fired } desc = ep3_eparch_event.9001.desc_fired } triggered_desc = { trigger = { exists = scope:eparch_is_warned } desc = ep3_eparch_event.9001.desc_warned } desc = ep3_eparch_event.9001.desc_nothing } } theme = administrative override_background = { reference = throne_room_scope } left_portrait = { character = root triggered_animation = { trigger = { exists = scope:eparch_is_fired } animation = stress } triggered_animation = { trigger = { exists = scope:eparch_is_warned } animation = worry } animation = shame } right_portrait = { character = scope:emperor triggered_animation = { trigger = { exists = scope:eparch_is_fired } animation = dismissal } triggered_animation = { trigger = { exists = scope:eparch_is_warned } animation = scheme } animation = disapproval } trigger = { scope:emperor = { is_alive = yes } scope:eparch = { is_alive = yes } } immediate = { scope:emperor = { save_scope_as = background_throne_room_scope } } option = { # What? FIRED!? name = ep3_eparch_event.9001.a trigger = { exists = scope:eparch_is_fired } change_influence = massive_influence_loss scope:emperor = { revoke_court_position = { recipient = scope:eparch court_position = eparch_court_position } } } option = { # Well, that could have ended much worse I suppose. name = ep3_eparch_event.9001.b trigger = { exists = scope:eparch_is_warned } if = { # If the eparch has a hook on the emperor, spend that hook limit = { has_hook = scope:emperor } use_hook = scope:emperor } else_if = { # Otherwise, let's add a hook on the eparch if we can limit = { scope:emperor = { can_add_hook = { type = favor_hook target = scope:eparch } } } scope:emperor = { add_hook = { type = favor_hook target = scope:eparch } } } } option = { # I can consider myself lucky. name = ep3_eparch_event.9001.c trigger = { NOR = { exists = scope:eparch_is_fired exists = scope:eparch_is_warned } } change_influence = minor_influence_gain } }