namespace = ep3_governor_yearly ################################################## # EP3 Governor Events # by Jason Cantalini ##################################### # Pastures New # # by Jason Cantalini # # 3001 # ##################################### #Your newly bought lands and the poor local governor inspire you to... avarice ep3_governor_yearly.3001 = { type = character_event title = ep3_governor_yearly.3001.t desc = { first_valid = { triggered_desc = { trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } NOT = { has_trait = cynical } } desc = ep3_governor_yearly.3001.desc_christian } desc = ep3_governor_yearly.3001.desc_other } desc = ep3_governor_yearly.3001.desc_mid first_valid = { triggered_desc = { trigger = { culture = { has_cultural_pillar = language_greek } } desc = ep3_governor_yearly.3001.desc_greek } desc = ep3_governor_yearly.3001.desc_non_greek } desc = ep3_governor_yearly.3001.desc first_valid = { triggered_desc = { trigger = { has_character_flag = domicile_new_built_garden } desc = ep3_governor_yearly.3001.desc_garden } triggered_desc = { trigger = { has_character_flag = domicile_new_built_garden_leisure } desc = ep3_governor_yearly.3001.desc_garden_leisure } triggered_desc = { trigger = { has_character_flag = domicile_new_built_garden_fruit } desc = ep3_governor_yearly.3001.desc_garden_fruit } triggered_desc = { trigger = { has_character_flag = domicile_new_built_grazing_land } desc = ep3_governor_yearly.3001.desc_grazing_land } triggered_desc = { trigger = { has_character_flag = domicile_new_built_horse_pasture } desc = ep3_governor_yearly.3001.desc_horse_pasture } triggered_desc = { trigger = { has_character_flag = domicile_new_built_camel_pasture } desc = ep3_governor_yearly.3001.desc_camel_pasture } triggered_desc = { trigger = { has_character_flag = domicile_new_built_grain_field } desc = ep3_governor_yearly.3001.desc_grain_field } triggered_desc = { trigger = { has_character_flag = domicile_new_built_vineyard } desc = ep3_governor_yearly.3001.desc_vineyard } triggered_desc = { trigger = { has_character_flag = domicile_new_built_olive } desc = ep3_governor_yearly.3001.desc_olive } triggered_desc = { trigger = { has_character_flag = domicile_new_built_silk } desc = ep3_governor_yearly.3001.desc_silk } triggered_desc = { trigger = { has_character_flag = domicile_new_built_tea } desc = ep3_governor_yearly.3001.desc_tea } } } theme = administrative override_background = { trigger = { OR = { has_character_flag = domicile_new_built_garden has_character_flag = domicile_new_built_garden_leisure has_character_flag = domicile_new_built_garden_fruit } } reference = garden } override_background = { trigger = { OR = { has_character_flag = domicile_new_built_garden has_character_flag = domicile_new_built_garden_leisure has_character_flag = domicile_new_built_garden_fruit } } reference = garden } override_background = { trigger = { OR = { has_character_flag = domicile_new_built_grazing_land has_character_flag = domicile_new_built_horse_pasture has_character_flag = domicile_new_built_camel_pasture } scope:root_domicile_province = { OR = { terrain = drylands terrain = desert terrain = desert_mountains terrain = oasis terrain = floodplains } } } reference = drylands } override_background = { trigger = { OR = { has_character_flag = domicile_new_built_grazing_land has_character_flag = domicile_new_built_horse_pasture has_character_flag = domicile_new_built_camel_pasture } scope:root_domicile_province = { OR = { terrain = plains terrain = farmlands terrain = wetlands terrain = jungle } } } reference = plains } override_background = { trigger = { OR = { has_character_flag = domicile_new_built_grazing_land has_character_flag = domicile_new_built_horse_pasture has_character_flag = domicile_new_built_camel_pasture } scope:root_domicile_province = { OR = { terrain = mountains terrain = hills terrain = forest terrain = taiga } } } reference = ep2_travel_settlement_hills } #Farm/orchard type ones override_background = { trigger = { NOR = { has_character_flag = domicile_new_built_grazing_land has_character_flag = domicile_new_built_horse_pasture has_character_flag = domicile_new_built_camel_pasture has_character_flag = domicile_new_built_garden has_character_flag = domicile_new_built_garden_leisure has_character_flag = domicile_new_built_garden_fruit } scope:root_domicile_province = { OR = { terrain = desert terrain = desert_mountains terrain = drylands terrain = oasis terrain = floodplains } } } reference = ep2_travel_settlement_desert } override_background = { trigger = { NOR = { has_character_flag = domicile_new_built_grazing_land has_character_flag = domicile_new_built_horse_pasture has_character_flag = domicile_new_built_camel_pasture has_character_flag = domicile_new_built_garden has_character_flag = domicile_new_built_garden_leisure has_character_flag = domicile_new_built_garden_fruit } scope:root_domicile_province = { NOR = { terrain = desert terrain = desert_mountains terrain = drylands terrain = oasis terrain = floodplains } } } reference = ep2_travel_settlement_farm } left_portrait = { character = root animation = happy_teacher } lower_right_portrait = { character = scope:governor } cooldown = { years = 10 } trigger = { has_ep3_dlc_trigger = yes government_has_flag = government_is_administrative any_held_title = { is_noble_family_title = yes } domicile.domicile_location.county.holder = { government_has_flag = government_is_administrative governor_efficiency <= 0.75 NOR = { this = root liege ?= root top_liege = root this = root.top_liege is_at_war_with = root root = { has_dread_level_towards = { target = prev level >= 2 } } } highest_held_title_tier >= root.highest_held_title_tier highest_held_title_tier >= tier_duchy } is_available_allow_travelling = yes age >= 14 } immediate = { domicile.domicile_location = { save_scope_as = root_domicile_province duchy = { save_scope_as = target_theme } } domicile.domicile_location.county.holder = { save_scope_as = governor } save_scope_as = landlord } #The governor is useless! Time to snap up lots of land option = { name = ep3_governor_yearly.3001.a flavor = ep3_governor_yearly.3001.a.flavor custom_tooltip = ep3_governor_yearly.3001.a_govs_low change_influence = minor_influence_loss remove_short_term_gold = medium_gold_value #Gotta be a shark if you want hella real domicile duel = { skills = { stewardship intrigue } target = scope:governor 60 = { #The governor is useless and you are a great landlord desc = ep3_governor_yearly.3001.a_success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -59 } modifier = { influence_level >= 3 add = 20 } modifier = { influence_level >= 4 add = 40 } modifier = { governor_efficiency >= 1.25 add = 20 } send_interface_toast = { title = ep3_governor_yearly.3001.a_success left_icon = root right_icon = scope:governor house = { add_house_modifier = { modifier = vast_tracts_of_land_modifier years = 50 } } if = { limit = { has_lifestyle = intrigue_lifestyle } add_intrigue_lifestyle_xp = medium_lifestyle_xp } else = { add_stewardship_lifestyle_xp = medium_lifestyle_xp } } } 40 = { #You look like a treasonous fool desc = ep3_governor_yearly.3001.a_failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -39 } modifier = { influence_level <= 1 add = 20 } modifier = { governor_efficiency <= 0.75 add = 20 } send_interface_toast = { title = ep3_governor_yearly.3001.a_failure left_icon = root right_icon = scope:governor add_prestige = minor_prestige_loss custom_tooltip = ep3_governor_yearly.3001.b_gov_response #governor chooses how to react scope:governor = { trigger_event = { id = ep3_governor_yearly.3002 days = 30 } } } #keep track of how much land the governor notices missing add_character_flag = vast_lands_stolen } } stress_impact = { greedy = minor_stress_impact_loss content = major_stress_impact_gain humble = medium_stress_impact_gain just = major_stress_impact_gain generous = minor_stress_impact_gain patient = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_boldness = 1 ai_honor = -1 } modifier = { add = -100 OR = { intrigue <= low_skill_rating stewardship <= low_skill_rating AND = { intrigue <= medium_skill_rating stewardship <= medium_skill_rating } } } modifier = { add = 100 OR = { intrigue >= very_high_skill_rating stewardship >= very_high_skill_rating AND = { intrigue >= decent_skill_rating stewardship >= decent_skill_rating } } } modifier = { add = -100 scope:governor = { OR = { intrigue >= very_high_skill_rating stewardship >= very_high_skill_rating AND = { intrigue >= medium_skill_rating stewardship >= medium_skill_rating } } } } modifier = { add = -100 scope:governor = { OR = { intrigue <= low_skill_rating stewardship <= low_skill_rating AND = { intrigue <= medium_skill_rating stewardship <= medium_skill_rating } } } } modifier = { factor = 0 OR = { has_trait = content has_trait = humble has_trait = just has_trait = generous has_trait = patient short_term_gold <= medium_gold_value AND = { intrigue <= low_skill_rating stewardship <= low_skill_rating } } } } } #Sneak yourself some tenants you maybe shouldn't get option = { name = ep3_governor_yearly.3001.b flavor = ep3_governor_yearly.3001.b.flavor house = { add_house_modifier = { modifier = productive_lands_modifier years = 50 } } if = { limit = { has_lifestyle = intrigue_lifestyle } add_intrigue_lifestyle_xp = minor_lifestyle_xp } else = { add_stewardship_lifestyle_xp = minor_lifestyle_xp } remove_short_term_gold = minor_gold_value change_influence = miniscule_influence_loss custom_tooltip = ep3_governor_yearly.3001.b_gov_response #governor chooses how to react scope:governor = { trigger_event = { id = ep3_governor_yearly.3002 days = 30 } } stress_impact = { content = medium_stress_impact_gain humble = medium_stress_impact_gain just = medium_stress_impact_gain patient = miniscule_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = 1 ai_boldness = 1 ai_honor = -1 } modifier = { factor = 0 OR = { has_trait = content has_trait = humble has_trait = just has_trait = patient } } } } #Offer help to the governor to stop other landlords option = { name = ep3_governor_yearly.3001.c flavor = ep3_governor_yearly.3001.c.flavor change_influence = minor_influence_gain increase_governance_effect = { VALUE = 10 } scope:governor = { increase_governance_effect = { VALUE = 5 } } reverse_add_opinion = { target = scope:governor modifier = grateful_opinion opinion = 20 } stress_impact = { greedy = minor_stress_impact_gain arbitrary = minor_stress_impact_gain ambitious = minor_stress_impact_gain arrogant = miniscule_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1 ai_boldness = -1 ai_honor = 1 } modifier = { factor = 0 OR = { has_trait = greedy has_trait = arbitrary has_trait = ambitious has_trait = arrogant } } } } } ##################################### # Taxpayers to Tenants # # by Jason Cantalini # # 3002 # ##################################### scripted_trigger ep3_governor_yearly_3002_tax_farmer_trigger = { age >= 18 is_available = yes save_temporary_scope_as = tax_farmer root.faith = { has_dominant_ruling_gender = scope:tax_farmer } NOT = { this = root.cp:councillor_court_chaplain } } #A landholder is snapping up your taxpayers' properties! ep3_governor_yearly.3002 = { type = character_event title = ep3_governor_yearly.3002.t desc = { desc = ep3_governor_yearly.3002.desc first_valid = { triggered_desc = { trigger = { scope:tax_farmer.culture = { has_cultural_pillar = language_greek } } desc = ep3_governor_yearly.3002_insult_greek } triggered_desc = { trigger = { scope:tax_farmer.culture = { has_cultural_pillar = language_armenian } scope:landlord = { is_female = no } } desc = ep3_governor_yearly.3002_insult_armenian } desc = ep3_governor_yearly.3002_insult_generic } desc = ep3_governor_yearly.3002.desc_mid first_valid = { triggered_desc = { trigger = { scope:landlord = { has_character_flag = vast_lands_stolen } } desc = ep3_governor_yearly.3002_half_duchy } desc = ep3_governor_yearly.3002_some_of_duchy } desc = ep3_governor_yearly.3002.desc_outro } theme = administrative override_background = { reference = study } left_portrait = { character = root animation = reading camera = camera_event_left_forward } right_portrait = { character = scope:tax_farmer animation = debating } lower_right_portrait = { character = scope:landlord } trigger = { scope:landlord = { is_alive = yes } } immediate = { #need to grab some mook to be the face of tax collection if = { limit = { any_vassal_or_below = { OR = { any_held_title = { this = scope:root_domicile_province.barony } any_vassal = { any_held_title = { this = scope:root_domicile_province.barony } } } age >= 18 is_available = yes NOR = { government_has_flag = government_is_theocracy this = root.cp:councillor_court_chaplain this = scope:landlord } } } random_vassal_or_below = { limit = { OR = { any_held_title = { this = scope:root_domicile_province.barony } any_vassal = { any_held_title = { this = scope:root_domicile_province.barony } } } age >= 18 is_available = yes NOR = { government_has_flag = government_is_theocracy this = root.cp:councillor_court_chaplain this = scope:landlord } } save_scope_as = tax_farmer } } if = { limit = { NOT = { exists = scope:tax_farmer } } top_liege = { random_vassal = { limit = { is_landless_administrative = yes age >= 18 is_available = yes this != scope:landlord domicile.domicile_location.duchy = { this = scope:target_theme } } save_scope_as = tax_farmer } } } if = { limit = { NOT = { exists = scope:tax_farmer } } random_courtier_or_guest = { limit = { ep3_governor_yearly_3002_tax_farmer_trigger = yes } save_scope_as = tax_farmer } } if = { limit = { NOT = { exists = scope:tax_farmer } } random_pool_character = { province = root.capital_province limit = { ep3_governor_yearly_3002_tax_farmer_trigger = yes } save_scope_as = tax_farmer } } if = { limit = { NOT = { exists = scope:tax_farmer } } create_character = { template = estate_owner_character location = root.capital_province save_scope_as = tax_farmer } scope:tax_farmer = { add_character_flag = temp_character } } } #I HAVE THE INFLUENCE TO SEE HIS ASS PUT IN JAIL option = { trigger = { OR = { influence_level >= 3 scope:landlord = { is_landed = no } } } name = ep3_governor_yearly.3002.a flavor = ep3_governor_yearly.3002.a.flavor reason = influence_level #You have to exert yourself more to frame someone who didn't grab much land if = { limit = { scope:landlord = { has_character_flag = vast_lands_stolen } } change_influence = minor_influence_loss } else = { change_influence = medium_influence_loss } #downgrade the landlord's lands from what they should be - will be actually changed in mirror event if = { limit = { scope:landlord = { has_character_flag = vast_lands_stolen } } show_as_tooltip = { scope:landlord.house = { add_house_modifier = { modifier = productive_lands_modifier years = 50 } } } } else = { show_as_tooltip = { scope:landlord.house = { add_house_modifier = { modifier = some_smallholds_modifier years = 50 } } } } #He's a criminal now add_opinion = { modifier = stolen_land_opinion target = scope:landlord } if = { limit = { can_set_relation_rival_trigger = { CHARACTER = scope:landlord } } if = { limit = { has_relation_potential_rival = scope:landlord } add_character_flag = governor_becomes_rival } else = { add_character_flag = governor_becomes_potential_rival show_as_tooltip = { progress_towards_rival_effect = { REASON = rival_accused_of_stealing_land CHARACTER = scope:landlord OPINION = 0 } } reverse_add_opinion = { modifier = angry_opinion target = scope:landlord opinion = -30 } } } else = { reverse_add_opinion = { target = scope:landlord modifier = angry_opinion opinion = -30 } } add_character_flag = governor_accuses_crime stress_impact = { vengeful = minor_stress_impact_loss just = medium_stress_impact_gain honest = medium_stress_impact_gain forgiving = medium_stress_impact_gain compassionate = minor_stress_impact_gain humble = miniscule_stress_impact_gain } ai_chance = { base = 5 ai_value_modifier = { ai_honor = -1 ai_vengefulness = 1 } modifier = { factor = 3 scope:landlord = { has_character_flag = vast_lands_stolen } } modifier = { factor = 0 OR = { has_trait = just has_trait = honest has_trait = forgiving has_trait = compassionate has_trait = patient has_trait = humble influence <= minor_influence_value } } } } #You're gonna be mean to the peasants regardless option = { trigger = { OR = { dread >= 40 has_trait = sadistic has_trait = arbitrary } } name = ep3_governor_yearly.3002.b flavor = ep3_governor_yearly.3002.b.flavor scope:root_domicile_province.county = { add_county_modifier = { modifier = taxed_and_pressganged_tenants_modifier years = 10 } } add_dread = minor_dread_gain add_character_flag = governor_uses_force #downgrade landlord's new lands again if = { limit = { scope:landlord = { has_character_flag = vast_lands_stolen } } show_as_tooltip = { scope:landlord.house = { add_house_modifier = { modifier = productive_lands_modifier years = 50 } } } } else = { show_as_tooltip = { scope:landlord.house = { add_house_modifier = { modifier = some_smallholds_modifier years = 50 } } } } stress_impact = { compassionate = medium_stress_impact_gain content = minor_stress_impact_gain generous = minor_stress_impact_gain forgiving = medium_stress_impact_gain just = medium_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_compassion = -1 ai_vengefulness = 1 } modifier = { factor = 0 OR = { has_trait = compassionate has_trait = content has_trait = generous has_trait = forgiving has_trait = just } } } } #You can try to make a scandal of this to save some face option = { name = ep3_governor_yearly.3002.c flavor = ep3_governor_yearly.3002.c.flavor #governor loses more or less governor efficiency based on scale of lands #Show correct amount of lands that landlord got if = { limit = { scope:landlord = { has_character_flag = vast_lands_stolen } } add_character_flag = { flag = ep3_governor_yearly_3002_landlord_wins years = 10 } custom_tooltip = ep3_governor_yearly.3000_governance_loss show_as_tooltip = { scope:landlord.house = { add_house_modifier = { modifier = vast_tracts_of_land_modifier years = 50 } } } } else = { add_character_flag = { flag = ep3_governor_yearly_3002_landlord_fight years = 10 } custom_tooltip = ep3_governor_yearly.3000_miniscule_governance_loss show_as_tooltip = { scope:landlord.house = { add_house_modifier = { modifier = productive_lands_modifier years = 50 } } } } #Embarrass the landlord scope:landlord = { add_prestige = minor_prestige_loss } reverse_add_opinion = { modifier = annoyed_opinion target = scope:landlord opinion = -20 } add_character_flag = governor_scandalizes stress_impact = { forgiving = minor_stress_impact_gain generous = miniscule_stress_impact_gain arbitrary = miniscule_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_vengefulness = 0.5 ai_honor = 0.5 } modifier = { factor = 0 OR = { has_trait = generous has_trait = arbitrary has_trait = forgiving } } } } #Well played, landholder. Well played. option = { name = ep3_governor_yearly.3002.d flavor = ep3_governor_yearly.3002.d.flavor #governor loses more or less governor efficiency based on scale of lands #Show correct amount of lands that landlord got if = { limit = { scope:landlord = { has_character_flag = vast_lands_stolen } } add_character_flag = { flag = ep3_governor_yearly_3002_landlord_dominates years = 10 } custom_tooltip = ep3_governor_yearly.3000_major_governance_loss show_as_tooltip = { scope:landlord.house = { add_house_modifier = { modifier = vast_tracts_of_land_modifier years = 50 } } } } else = { add_character_flag = { flag = ep3_governor_yearly_3002_landlord_wins years = 10 } custom_tooltip = ep3_governor_yearly.3000_governance_loss show_as_tooltip = { scope:landlord.house = { add_house_modifier = { modifier = productive_lands_modifier years = 50 } } } } change_influence = minor_influence_gain scope:landlord = { add_opinion = { modifier = pleased_opinion target = root opinion = 20 } } add_character_flag = governor_backs_down stress_impact = { vengeful = medium_stress_impact_gain diligent = minor_stress_impact_gain greedy = miniscule_stress_impact_gain arrogant = minor_stress_impact_gain wrathful = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_boldness = -1 ai_vengefulness = -1 } modifier = { factor = 0 OR = { has_trait = greedy has_trait = vengeful has_trait = arrogant has_trait = wrathful has_trait = diligent } } } } after = { #Get rid of a guy we just created if = { limit = { scope:tax_farmer = { has_character_flag = temp_character } #but only if root isn't a player with watchful eyes of flesh is_ai = yes } scope:tax_farmer = { silent_disappearance_effect = yes } } #mirror letter event to end chain scope:landlord = { trigger_event = { id = ep3_governor_yearly.3003 days = 1 } } } } # 3003 #The governor has a reply for you ep3_governor_yearly.3003 = { type = letter_event opening = ep3_governor_yearly.3003.t desc = { first_valid = { #desc is based on governor's response triggered_desc = { trigger = { scope:governor = { has_character_flag = governor_accuses_crime } } desc = ep3_governor_yearly.3003.desc_accused_of_crime } triggered_desc = { trigger = { scope:governor = { has_character_flag = governor_uses_force } } desc = ep3_governor_yearly.3003.desc_force_used } triggered_desc = { trigger = { scope:governor = { has_character_flag = governor_scandalizes } } desc = ep3_governor_yearly.3003.desc_scandal } triggered_desc = { trigger = { scope:governor = { has_character_flag = governor_backs_down } } desc = ep3_governor_yearly.3003.desc_backs_down } } } sender = scope:governor trigger = { scope:governor = { OR = { has_character_flag = governor_accuses_crime has_character_flag = governor_uses_force has_character_flag = governor_scandalizes has_character_flag = governor_backs_down } is_alive = yes } } immediate = { #Need to show effects from mirror event and potentially downgrade the landlord's new lands modifier if = { limit = { scope:governor = { has_character_flag = governor_accuses_crime } } #Need to actually do the modifier switch, since the last event doesn't if = { limit = { scope:landlord = { has_character_flag = vast_lands_stolen } } scope:landlord.house = { remove_house_modifier = vast_tracts_of_land_modifier add_house_modifier = { modifier = productive_lands_modifier years = 50 } } } else = { scope:landlord.house = { remove_house_modifier = productive_lands_modifier add_house_modifier = { modifier = some_smallholds_modifier years = 50 } } } show_as_tooltip = { scope:governor = { add_opinion = { modifier = stolen_land_opinion target = scope:landlord } } if = { limit = { scope:governor = { has_character_flag = governor_becomes_rival } } scope:governor = { set_relation_rival = { target = root reason = rival_accused_of_stealing_land } } } else_if = { limit = { scope:governor = { has_character_flag = governor_becomes_potential_rival } } scope:governor = { progress_towards_rival_effect = { REASON = rival_accused_of_stealing_land CHARACTER = scope:landlord OPINION = 0 } } } } } else_if = { limit = { scope:governor = { has_character_flag = governor_uses_force } } if = { limit = { scope:landlord = { has_character_flag = vast_lands_stolen } } scope:landlord.house = { remove_house_modifier = vast_tracts_of_land_modifier add_house_modifier = { modifier = productive_lands_modifier years = 50 } } } else = { scope:landlord.house = { remove_house_modifier = productive_lands_modifier add_house_modifier = { modifier = some_smallholds_modifier years = 50 } } } reverse_add_opinion = { modifier = angry_opinion target = scope:governor opinion = -20 } show_as_tooltip = { scope:root_domicile_province.county = { add_county_modifier = { modifier = taxed_and_pressganged_tenants_modifier years = 10 } } } } else_if = { limit = { scope:governor = { has_character_flag = governor_scandalizes } } add_prestige = minor_prestige_loss reverse_add_opinion = { modifier = angry_opinion target = scope:governor opinion = -20 } } } option = { name = { trigger = { scope:governor = { has_character_flag = governor_accuses_crime } } text = ep3_governor_yearly.3003.a_accused_of_crime } name = { trigger = { scope:governor = { has_character_flag = governor_uses_force } } text = ep3_governor_yearly.3003.a_force_used } name = { trigger = { scope:governor = { has_character_flag = governor_accuses_crime } } text = ep3_governor_yearly.3003.a_accused_of_crime } name = { trigger = { scope:governor = { has_character_flag = governor_backs_down } } text = ep3_governor_yearly.3003.a_backs_down } if = { limit = { scope:governor = { has_character_flag = governor_backs_down } } #give landlord some prestige because he got away with his shenanigans add_prestige = miniscule_prestige_gain } ai_chance = { base = 25 ai_value_modifier = { ai_sociability = 0.25 } } } after = { #clean up flags from the event chain if = { limit = { scope:landlord = { has_character_flag = vast_lands_stolen } } scope:landlord = { remove_character_flag = vast_lands_stolen } } if = { limit = { scope:governor = { has_character_flag = governor_accuses_crime } } scope:governor = { remove_character_flag = governor_accuses_crime } } if = { limit = { scope:governor = { has_character_flag = governor_uses_force } } scope:governor = { remove_character_flag = governor_uses_force } } if = { limit = { scope:governor = { has_character_flag = governor_scandalizes } } scope:governor = { remove_character_flag = governor_scandalizes } } if = { limit = { scope:governor = { has_character_flag = governor_backs_down } } scope:governor = { remove_character_flag = governor_backs_down } } } } ##################################### # Still, the Basileus Fights # # by Jason Cantalini # # 3010 # ##################################### #A governor considers how to react to the emperor's longstanding, dragged-out war ep3_governor_yearly.3010 = { type = character_event title = ep3_governor_yearly.3010.t desc = { desc = ep3_governor_yearly.3010.desc first_valid = { triggered_desc = { trigger = { scope:emperor = { is_defender_in_war = scope:war } } desc = ep3_governor_yearly.3010.desc_defender } desc = ep3_governor_yearly.3010.desc_attacker } desc = ep3_governor_yearly.3010.desc_mid first_valid = { triggered_desc = { trigger = { OR = { AND = { scope:emperor = { is_defender_in_war = scope:war } scope:war = { defender_war_score > 20 } } AND = { scope:emperor = { is_attacker_in_war = scope:war } scope:war = { attacker_war_score > 20 } } } } desc = ep3_governor_yearly.3010.desc_winning } triggered_desc = { trigger = { OR = { AND = { scope:emperor = { is_defender_in_war = scope:war } scope:war = { defender_war_score < -20 } } AND = { scope:emperor = { is_attacker_in_war = scope:war } scope:war = { attacker_war_score < -20 } } } } desc = ep3_governor_yearly.3010.desc_losing } desc = ep3_governor_yearly.3010.desc_middling } } theme = emperor override_background = { reference = battlefield } override_effect_2d = { reference = flies } left_portrait = { character = scope:emperor triggered_animation = { trigger = { scope:emperor = { is_defender_in_war = scope:war } } animation = stayback } triggered_animation = { trigger = { scope:emperor = { is_attacker_in_war = scope:war } } animation = inspect_weapon } camera = camera_event_very_left } right_portrait = { character = scope:foe triggered_animation = { trigger = { scope:emperor = { is_defender_in_war = scope:war } } animation = aggressive_mace } triggered_animation = { trigger = { scope:emperor = { is_attacker_in_war = scope:war } } animation = stayback } camera = camera_event_very_right } trigger = { is_governor = yes is_imprisoned = no exists = scope:war liege ?= { any_character_war = { this = scope:war attacker_war_score < 80 defender_war_score < 80 } } is_at_war = no NOT = { any_ally = { is_at_war_with = liege any_character_war = { this = scope:war } } } age >= 12 } immediate = { save_scope_as = governor liege = { save_scope_as = emperor } scope:emperor = { add_character_flag = need_military_outfit } if = { limit = { scope:emperor = { is_defender_in_war = scope:war } } scope:war = { primary_attacker = { save_scope_as = foe } } } else = { scope:war = { primary_defender = { save_scope_as = foe } } } scope:foe = { add_character_flag = need_military_outfit } } #Join the emperor in this war option = { name = ep3_governor_yearly.3010.a flavor = ep3_governor_yearly.3010.a.flavor if = { limit = { scope:emperor = { is_ai = yes } } random_list = { 50 = { #Emperor accepts your help desc = ep3_governor_yearly.3010.a.success modifier = { ep3_emperors_war_strength_value < ep3_emperors_foe_war_strength_value add = 25 } modifier = { ep3_emperors_war_strength_double_value < ep3_emperors_foe_war_strength_value add = 100 } modifier = { OR = { AND = { scope:emperor = { is_defender_in_war = scope:war } scope:war = { defender_war_score < -20 } } AND = { scope:emperor = { is_attacker_in_war = scope:war } scope:war = { attacker_war_score < -20 } } } add = 50 } modifier = { reverse_opinion = { target = scope:emperor value >= 50 } add = 25 } modifier = { reverse_opinion = { target = scope:emperor value >= 80 } add = 25 } modifier = { scope:emperor = { gold <= 0 } add = 50 } modifier = { scope:emperor = { monthly_character_income < 0 } add = 75 } modifier = { scope:emperor = { ai_boldness < low_negative_ai_value } add = 50 } show_as_tooltip = { ep3_governor_yearly_3010_war_aid_effect = yes } trigger_event = { id = ep3_governor_yearly.3012 days = 1 } } 50 = { #Emperor turns down your help desc = ep3_governor_yearly.3010.a.fail modifier = { current_military_strength < strong_governor_military_value add = 25 } modifier = { ep3_emperors_war_strength_value > ep3_emperors_foe_war_strength_value add = 25 } modifier = { ep3_emperors_war_strength_value > ep3_emperors_foe_war_strength_double_value add = 100 } modifier = { OR = { AND = { scope:emperor = { is_defender_in_war = scope:war } scope:war = { defender_war_score > 20 } } AND = { scope:emperor = { is_attacker_in_war = scope:war } scope:war = { attacker_war_score > 20 } } } add = 50 } modifier = { reverse_opinion = { target = scope:emperor value <= -30 } add = 25 } modifier = { reverse_opinion = { target = scope:emperor value <= -60 } add = 25 } modifier = { is_powerful_vassal = no add = 25 } modifier = { NOT = { house = { is_powerful_family = yes } } add = 25 } modifier = { scope:emperor = { gold >= massive_gold_value } add = 25 } modifier = { scope:emperor = { ai_boldness > low_negative_ai_value } add = 50 } add_character_flag = governor_war_aid_deal_failed trigger_event = { id = ep3_governor_yearly.3012 days = 1 } } } } else = { #Trigger letter event for player emperor scope:emperor = { trigger_event = { id = ep3_governor_yearly.3011 days = 1 } } } stress_impact = { brave = miniscule_stress_impact_loss diligent = minor_stress_impact_loss craven = medium_stress_impact_gain content = minor_stress_impact_gain paranoid = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 0 ai_value_modifier = { ai_boldness = 1 ai_energy = 1 ai_honor = 1 } modifier = { add = -50 OR = { diplomacy <= low_skill_rating intrigue <= low_skill_rating } } #The war has been dragging on for more than 3 years modifier = { add = 50 OR = { scope:att_governor_5 ?= this scope:att_governor_6 ?= this scope:def_governor_5 ?= this scope:def_governor_6 ?= this } } modifier = { factor = 0 OR = { has_trait = craven has_trait = content has_trait = paranoid has_trait = lazy has_trait = disloyal is_powerful_vassal = no AND = { scope:emperor = { is_defender_in_war = scope:war } scope:war = { defender_war_score > 20 } } AND = { scope:emperor = { is_attacker_in_war = scope:war } scope:war = { attacker_war_score > 20 } } } } } } #Foment unrest against the weak emperor option = { name = ep3_governor_yearly.3010.b flavor = ep3_governor_yearly.3010.b.flavor if = { limit = { is_powerful_vassal = yes scope:emperor = { has_realm_law = acclamation_succession_law } NOR = { has_claim_on = scope:emperor.primary_title AND = { culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance } OR = { has_trait = eunuch has_trait = disfigured has_trait = blind } } AND = { scope:emperor.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance } OR = { has_trait = eunuch has_trait = disfigured has_trait = blind } } } } if = { limit = { OR = { AND = { scope:emperor = { is_defender_in_war = scope:war } scope:war = { defender_war_score > 50 } } AND = { scope:emperor = { is_attacker_in_war = scope:war } scope:war = { attacker_war_score > 50 } } } } change_influence = massive_influence_loss } else = { change_influence = major_influence_loss } scope:emperor = { send_interface_message = { type = msg_governor_challenges_weakness title = msg_claimed_weak_emperors_title.t desc = msg_claimed_weak_emperors_title.flavor right_icon = root root = { add_unpressed_claim = scope:emperor.primary_title progress_towards_rival_effect = { REASON = rival_challenged_weak_emperor CHARACTER = scope:emperor OPINION = -50 } } } } } else = { if = { limit = { is_a_faction_member = yes } scope:emperor = { send_interface_message = { type = msg_governor_challenges_weakness title = msg_claimed_weak_emperors_title.t.2 desc = msg_claimed_weak_emperors_title.flavor.2 right_icon = root root = { add_joined_faction_discontent = 30 } } } } else_if = { limit = { scope:emperor = { has_realm_law = acclamation_succession_law } is_candidate_for_title_trigger = { TITLE = scope:emperor.primary_title CANDIDATE = root } NOT = { has_character_flag = decried_weakness_score } } custom_tooltip = governor_challenges_weakness_candidate_score add_character_flag = { flag = decried_weakness_score years = 5 } } change_influence = medium_influence_gain reverse_add_opinion = { target = scope:emperor modifier = angry_opinion opinion = -25 } } stress_impact = { ambitious = miniscule_stress_impact_loss forgiving = medium_stress_impact_gain content = major_stress_impact_gain humble = major_stress_impact_gain trusting = medium_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 0 ai_value_modifier = { ai_greed = 0.5 ai_boldness = 0.5 } #The war has been dragging on for more than 3 years modifier = { add = 100 OR = { scope:att_governor_5 ?= this scope:att_governor_6 ?= this scope:def_governor_5 ?= this scope:def_governor_6 ?= this } } modifier = { add = 25 scope:emperor = { legitimacy_level <= 2 } } modifier = { add = 25 scope:emperor = { legitimacy_level <= 1 } } modifier = { add = -25 scope:emperor = { legitimacy_level >= 5 } } modifier = { add = -25 scope:emperor = { legitimacy_level >= 4 } } modifier = { factor = 0 OR = { has_trait = forgiving has_trait = content has_trait = humble has_trait = trusting has_trait = just scope:att_governor_1 ?= this scope:att_governor_2 ?= this scope:def_governor_1 ?= this scope:def_governor_2 ?= this is_powerful_vassal = no AND = { scope:emperor = { is_defender_in_war = scope:war } scope:war = { defender_war_score >= 0 } } AND = { scope:emperor = { is_attacker_in_war = scope:war } scope:war = { attacker_war_score >= 0 } } } } } } #The emperor is distracted... time to extend my grasp here option = { name = ep3_governor_yearly.3010.c flavor = ep3_governor_yearly.3010.c.flavor increase_governance_effect = { VALUE = 10 } add_character_modifier = { modifier = ep3_exploited_weak_master_modifier years = 10 } stress_impact = { greedy = minor_stress_impact_loss just = major_stress_impact_gain diligent = major_stress_impact_gain generous = medium_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } modifier = { factor = 0 OR = { has_trait = just has_trait = diligent has_trait = generous has_trait = honest } } } } #I will make pious donations and pray for victory option = { name = ep3_governor_yearly.3010.d add_piety = medium_piety_gain remove_short_term_gold = minor_gold_value stress_impact = { zealous = minor_stress_impact_loss greedy = minor_stress_impact_gain ambitious = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_honor = 0.5 } modifier = { factor = 0 OR = { has_trait = greedy has_trait = ambitious } } } } after = { scope:emperor = { remove_character_flag = need_military_outfit } scope:foe = { remove_character_flag = need_military_outfit } } } #Player emperor chooses whether to accept governor's aid deal ep3_governor_yearly.3011 = { type = letter_event opening = { desc = ep3_governor_yearly.3011.opening } desc = ep3_governor_yearly.3011.desc sender = scope:governor immediate = { } #Accept the exchange option = { name = ep3_governor_yearly.3011.a show_as_tooltip = { scope:governor = { ep3_governor_yearly_3010_war_aid_effect = yes } } stress_impact = { craven = miniscule_stress_impact_loss trusting = miniscule_stress_impact_loss stubborn = medium_stress_impact_gain paranoid = medium_stress_impact_gain arrogant = medium_stress_impact_gain brave = miniscule_stress_impact_gain } } #Refuse the exchange option = { name = ep3_governor_yearly.3011.b scope:governor = { add_character_flag = governor_war_aid_deal_failed } stress_impact = { craven = medium_stress_impact_gain trusting = minor_stress_impact_gain generous = minor_stress_impact_gain } } after = { scope:governor = { trigger_event = { id = ep3_governor_yearly.3012 days = 1 } } } } #Governor gets emperor's response ep3_governor_yearly.3012 = { type = letter_event opening = { desc = ep3_governor_yearly.3012.opening } desc = { first_valid = { triggered_desc = { trigger = { has_character_flag = governor_war_aid_deal_failed } desc = ep3_governor_yearly.3012.desc_fail } desc = ep3_governor_yearly.3012.desc_success } } sender = scope:emperor #Alright then option = { name = { trigger = { knows_language = language_greek OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } text = ep3_governor_yearly.3012.kyrie_eleison } name = { trigger = { NAND = { knows_language = language_greek OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } NOT = { has_character_flag = governor_war_aid_deal_failed } } text = ep3_emperor_yearly.3011.a_to_war } name = { trigger = { NAND = { knows_language = language_greek OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } has_character_flag = governor_war_aid_deal_failed } text = ep3_emperor_yearly.3011.a_no_war } if = { limit = { NOT = { has_character_flag = governor_war_aid_deal_failed } } ep3_governor_yearly_3010_war_aid_effect = yes } } after = { if = { limit = { has_character_flag = governor_war_aid_deal_failed } remove_character_flag = governor_war_aid_deal_failed } } } ##################################### # God Appointed... Him? # # by Jason Cantalini # # 3020 # ##################################### #The emperor has an unacceptable trait and a governor wants to make a stink about it ep3_governor_yearly.3020 = { type = character_event title = ep3_governor_yearly.3020.t desc = { desc = ep3_governor_yearly.3020.desc first_valid = { triggered_desc = { trigger = { has_character_flag = condemning_physical_trait } desc = ep3_governor_yearly.3020.desc_physical } desc = ep3_governor_yearly.3020.desc_crime } } theme = emperor override_background = { reference = throne_room } left_portrait = { character = scope:emperor 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 } trigger = { age >= 12 has_ep3_dlc_trigger = yes basic_is_valid_for_yearly_events_trigger = yes OR = { is_governor = yes is_landless_administrative = yes } liege = { NOR = { has_character_flag = had_ep3_governor_yearly_3020 has_character_modifier = emperor_repented_for_flaws_modifier } valid_for_byz_emperor_content_trigger = yes save_temporary_scope_as = emperor_temp legitimacy_level < 5 government_has_flag = government_is_administrative top_liege = this OR = { #Emperor has criminal trait AND = { has_trait = incestuous NOT = { root = { is_incestuous_trigger = yes } } trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp } trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp } } AND = { has_trait = kinslayer NOT = { root = { has_trait = kinslayer } } } AND = { has_trait = adulterer NOT = { root = { has_trait = adulterer } } trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp } trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp } } AND = { has_trait = fornicator NOT = { root = { OR = { has_trait = fornicator has_trait = adulterer } } } trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp } trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp } } AND = { has_trait = deviant NOT = { root = { is_deviant_trigger = yes } } trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp } trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp } } AND = { has_trait = witch NOT = { root = { is_witch_trigger = yes } } trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp } trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp } } AND = { has_trait = sodomite root = { NOR = { has_trait = sodomite any_secret = { type = secret_homosexual } } } trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp } trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp } } AND = { has_trait = cannibal NOT = { root = { is_cannibal_trigger = yes } } trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp } trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp } } AND = { root.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance } OR = { has_trait = eunuch_1 has_trait = beardless_eunuch has_trait = blind has_trait = maimed has_trait = one_eyed has_trait = one_legged has_trait = hunchbacked has_trait = dwarf has_trait = incapable has_trait = clubfooted has_trait = disfigured } } } } OR = { is_ai = no opinion = { target = liege value <= 40 } } } immediate = { save_scope_as = minister liege = { save_scope_as = emperor add_character_flag = { flag = had_ep3_governor_yearly_3020 years = 1 } random_list = { 1 = { trigger = { has_trait = incestuous NOT = { root = { is_incestuous_trigger = yes } } trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor } trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = root.faith GENDER_CHARACTER = scope:emperor } } random_character_trait = { limit = { this = trait:incestuous } save_scope_as = target_trait } } 1 = { trigger = { has_trait = kinslayer NOT = { root = { has_trait = kinslayer } } } random_character_trait = { limit = { OR = { this = trait:kinslayer_1 this = trait:kinslayer_2 this = trait:kinslayer_3 } } save_scope_as = target_trait } } 1 = { trigger = { has_trait = adulterer NOT = { root = { has_trait = adulterer } } trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor } trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = root.faith GENDER_CHARACTER = scope:emperor } } random_character_trait = { limit = { this = trait:adulterer } save_scope_as = target_trait } } 1 = { trigger = { has_trait = fornicator NOT = { root = { OR = { has_trait = fornicator has_trait = adulterer } } } trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor } trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = root.faith GENDER_CHARACTER = scope:emperor } } random_character_trait = { limit = { this = trait:fornicator } save_scope_as = target_trait } } 1 = { trigger = { has_trait = deviant NOT = { root = { is_deviant_trigger = yes } } trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor } trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = scope:emperor } } random_character_trait = { limit = { this = trait:deviant } save_scope_as = target_trait } } 1 = { trigger = { has_trait = witch NOT = { root = { is_witch_trigger = yes } } trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor } trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = scope:emperor } } random_character_trait = { limit = { this = trait:witch } save_scope_as = target_trait } } 1 = { trigger = { has_trait = sodomite root = { NOR = { has_trait = sodomite any_secret = { type = secret_homosexual } } } trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor } trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:emperor } } random_character_trait = { limit = { this = trait:sodomite } save_scope_as = target_trait } } 1 = { trigger = { has_trait = cannibal NOT = { root = { is_cannibal_trigger = yes } } trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor } trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = root.faith GENDER_CHARACTER = scope:emperor } } random_character_trait = { limit = { this = trait:cannibal } save_scope_as = target_trait } } 1 = { trigger = { root.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance } OR = { has_trait = eunuch has_trait = blind has_trait = maimed has_trait = one_eyed has_trait = one_legged has_trait = hunchbacked has_trait = dwarf has_trait = incapable has_trait = clubfooted has_trait = disfigured } } random_character_trait = { limit = { OR = { this = trait:eunuch_1 this = trait:beardless_eunuch this = trait:blind this = trait:maimed this = trait:one_eyed this = trait:one_legged this = trait:hunchbacked this = trait:dwarf this = trait:incapable this = trait:clubfooted this = trait:disfigured } } save_scope_as = target_trait root ={ add_character_flag = condemning_physical_trait } } } } } } #Secretly spread dissent and make the emperor a laughingstock option = { name = ep3_governor_yearly.3020.a flavor = ep3_governor_yearly.3020.a.flavor duel = { skill = intrigue target = scope:emperor 55 = { #The gossips go wild heeding your words desc = ep3_governor_yearly.3020.a.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -54 } modifier = { add = 30 influence_level >= 2 } modifier = { add = 30 influence_level >= 4 } send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.3020.a.success left_icon = scope:emperor add_intrigue_lifestyle_xp = medium_lifestyle_xp change_influence = medium_influence_gain #Emperor gets toast that they're losing influence scope:emperor = { send_interface_message = { type = msg_unflattering_imperial_trait_gossip title = msg_unflattering_imperial_trait_gossip.t desc = msg_unflattering_imperial_trait_gossip.flavor change_influence = minor_influence_loss add_stress = miniscule_stress_gain } } } } 45 = { #No one pays you any heed desc = ep3_governor_yearly.3020.a.fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -44 } modifier = { add = 30 scope:emperor = { influence_level >= 2 } } modifier = { add = 30 scope:emperor = { influence_level >= 4 } } modifier = { add = 30 scope:emperor = { legitimacy_level >= 3 } } send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.3020.a.fail left_icon = scope:emperor add_stress = minor_stress_gain } } } stress_impact = { honest = medium_stress_impact_gain trusting = minor_stress_impact_gain compassionate = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 75 ai_value_modifier = { ai_vengefulness = 1 ai_boldness = -1 } modifier = { add = 25 intrigue >= high_skill_rating scope:emperor = { intrigue <= mediocre_skill_rating } } modifier = { add = -50 intrigue <= mediocre_skill_rating scope:emperor = { intrigue >= high_skill_rating } } modifier = { factor = 0 OR = { intrigue <= low_skill_rating scope:emperor = { intrigue >= very_high_skill_rating } scope:emperor = { dread >= 90 } scope:emperor = { legitimacy_level >= 5 } has_trait = honest has_trait = trusting has_trait = compassionate has_trait = forgiving } } } } #I should write a letter of warning and urge the emperor to seek god's forgiveness option = { name = ep3_governor_yearly.3020.b flavor = ep3_governor_yearly.3020.flavor #Faction gains discontent if = { limit = { is_a_faction_member = yes } add_joined_faction_discontent = 20 add_prestige = minor_prestige_gain } else_if = { limit = { NOR = { has_trait = eunuch has_trait = blind has_trait = maimed has_trait = one_eyed has_trait = one_legged has_trait = hunchbacked has_trait = dwarf has_trait = incapable has_trait = clubfooted has_trait = disfigured has_character_flag = insulted_trait_candidate_score } is_candidate_for_title_trigger = { TITLE = scope:emperor.primary_title CANDIDATE = root } } custom_tooltip = governor_insulted_imperial_trait_candidate_score add_character_flag = { flag = insulted_trait_candidate_score years = 5 } } else = { add_prestige = medium_prestige_gain add_piety = minor_piety_gain } #Increases powerful family rating #Emperor loses prestige and legitimacy show_as_tooltip = { scope:emperor = { add_prestige = minor_prestige_loss add_legitimacy = minor_legitimacy_loss } } reverse_add_opinion = { modifier = insulted_opinion target = scope:emperor opinion = -30 } scope:emperor = { trigger_event = { id = ep3_governor_yearly.3021 days = 1 } } stress_impact = { zealous = miniscule_stress_impact_loss just = miniscule_stress_impact_loss craven = medium_stress_impact_gain forgiving = medium_stress_impact_gain compassionate = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = 1 ai_boldness = 0.5 ai_vengefulness = 0.5 } modifier = { add = -50 OR = { scope:emperor = { dread >= 25 } opinion = { target = scope:emperor value >= 20 } } } modifier = { add = 50 OR = { scope:emperor = { legitimacy_level <= 1 } opinion = { target = scope:emperor value < -50 } } } modifier = { factor = 0 OR = { scope:emperor = { dread > 50 } opinion = { target = scope:emperor value > 0 } has_trait = content has_trait = forgiving has_trait = compassionate has_trait = content } } } } #I'm just going to do my job and keep my nose clean option = { name = ep3_governor_yearly.3020.c if = { limit = { is_governor = yes } increase_governance_effect = { VALUE = 5 } } else = { add_gold = tiny_gold_value } stress_impact = { vengeful = minor_stress_impact_gain paranoid = minor_stress_impact_gain sadistic = minor_stress_impact_gain wrathful = minor_stress_impact_gain zealous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = -0.5 ai_boldness = -0.5 ai_zeal = -0.5 ai_sociability = -0.5 } modifier = { factor = 0 OR = { has_trait = vengeful has_trait = paranoid has_trait = sadistic has_trait = wrathful has_trait = zealous } } } } } #Emperor receives rude message from governor ep3_governor_yearly.3021 = { type = letter_event opening = { desc = ep3_governor_yearly.3021.opening } desc = { first_valid = { triggered_desc = { trigger = { scope:minister = { has_character_flag = condemning_physical_trait } } desc = ep3_governor_yearly.3021.desc_physical } desc = ep3_governor_yearly.3021.desc_crime } } sender = scope:minister immediate = { show_as_tooltip = { scope:minister = { if = { limit = { is_a_faction_member = yes } add_joined_faction_discontent = 20 add_prestige = minor_prestige_gain } else_if = { limit = { NOR = { has_trait = eunuch has_trait = blind has_trait = maimed has_trait = one_eyed has_trait = one_legged has_trait = hunchbacked has_trait = dwarf has_trait = incapable has_trait = clubfooted has_trait = disfigured } is_candidate_for_title_trigger = { TITLE = scope:emperor.primary_title CANDIDATE = root } } custom_tooltip = governor_insulted_imperial_trait_candidate_score add_character_flag = insulted_trait_candidate_score } else = { add_prestige = medium_prestige_gain add_piety = minor_piety_gain } } } add_prestige = minor_prestige_loss add_legitimacy = minor_legitimacy_loss custom_tooltip = ep3_governor_yearly.3021.bad_trait } #I suppose I should seek God's favor option = { name = ep3_governor_yearly.3021.a flavor = ep3_governor_yearly.3021.a.flavor add_character_modifier = { modifier = emperor_repented_for_flaws_modifier years = 10 } custom_tooltip = ep3_governor_yearly.3021.blocker add_prestige = medium_prestige_loss stress_impact = { zealous = miniscule_stress_impact_loss humble = miniscule_stress_impact_loss arrogant = major_stress_impact_gain vengeful = minor_stress_impact_gain wrathful = minor_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = 1 ai_boldness = -1 ai_honor = 1 } modifier = { factor = 0 OR = { has_trait = stubborn has_trait = wrathful has_trait = arrogant has_trait = vengeful prestige < major_prestige_value } } } } #Impertinence! option = { name = ep3_governor_yearly.3021.b stress_impact = { humble = miniscule_stress_impact_gain zealous = miniscule_stress_impact_gain trusting = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 ai_boldness = 1 ai_rationality = -1 } modifier = { factor = 0.5 OR = { has_trait = humble has_trait = zealous has_trait = trusting } } } } after = { if = { limit = { scope:minister = { has_character_flag = condemning_physical_trait } } scope:minister = { remove_character_flag = condemning_physical_trait } } } } ##################################### # Quiet Times # # by Jason Cantalini # # 3030 # ##################################### #The empire has been at peace for years and prosperity is growing ep3_governor_yearly.3030 = { type = character_event title = ep3_governor_yearly.3030.t desc = { first_valid = { triggered_desc = { trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } desc = ep3_governor_yearly.3030.desc_christian } desc = ep3_governor_yearly.3030.desc_generic } desc = ep3_governor_yearly.3030.desc } theme = administrative override_background = { trigger = { location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes } } reference = estate } override_background = { trigger = { NOT = { location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes } } } reference = courtyard } left_portrait = { character = root animation = writing } lower_right_portrait = scope:emperor trigger = { basic_is_valid_for_yearly_events_trigger = yes is_landed = yes government_allows = administrative top_liege != this years_from_game_start >= 4 is_at_war = no age >= 12 capital_county = { county_control >= 100 } primary_title = { NOT = { has_variable = admin_war_aftermath_var } } top_liege = { is_at_war = no primary_title = { NOT = { has_variable = admin_war_aftermath_var } } capital_county = { county_control >= 100 } } OR = { liege = root.top_liege liege = { is_at_war = no primary_title = { NOT = { has_variable = admin_war_aftermath_var } } } } NOT = { any_sub_realm_county = { any_province = { any_province_epidemic = { } } } } } immediate = { top_liege = { save_scope_as = emperor } } #We will become soft if we do not fight option = { name = ep3_governor_yearly.3030.a flavor = ep3_governor_yearly.3030.a.flavor trigger = { OR = { any_neighboring_top_liege_realm_owner = { any_realm_county = { any_neighboring_county = { OR = { holder = root holder.liege = root } } } } NOT = { has_character_flag = warmongering_admin } } } if = { limit = { NOT = { has_character_flag = warmongering_admin } } #You get access to a CB...? add_character_flag = warmongering_admin custom_tooltip = access_to_admin_raid_tooltip custom_tooltip = admin_raid_gives_modifier_tooltip } else_if = { limit = { NOT = { has_character_modifier = ep3_loyal_troops_raid_modifier } } add_character_modifier = ep3_loyal_troops_raid_modifier } else_if = { limit = { NOT = { has_character_modifier = ep3_loyal_troops_2_raid_modifier } } add_character_modifier = ep3_loyal_troops_2_raid_modifier remove_character_modifier = ep3_loyal_troops_raid_modifier } else_if = { limit = { NOT = { has_character_modifier = ep3_loyal_troops_3_raid_modifier } } add_character_modifier = ep3_loyal_troops_3_raid_modifier remove_character_modifier = ep3_loyal_troops_2_raid_modifier } else_if = { limit = { NOT = { has_character_modifier = ep3_loyal_troops_4_raid_modifier } } add_character_modifier = ep3_loyal_troops_4_raid_modifier remove_character_modifier = ep3_loyal_troops_3_raid_modifier } else_if = { limit = { NOT = { has_character_modifier = ep3_loyal_troops_5_raid_modifier } } add_character_modifier = ep3_loyal_troops_5_raid_modifier remove_character_modifier = ep3_loyal_troops_4_raid_modifier } else = { add_martial_lifestyle_xp = medium_lifestyle_xp } stress_impact = { lazy = major_stress_impact_gain compassionate = medium_stress_impact_gain content = major_stress_impact_gain calm = medium_stress_impact_gain humble = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_compassion = -1 ai_boldness = 1 } modifier = { factor = 0 OR = { NOT = { any_neighboring_top_liege_realm_owner = { any_realm_county = { any_neighboring_county = { OR = { holder = root holder.liege = root } } } } } has_trait = lazy has_trait = compassionate has_trait = content has_trait = calm has_trait = humble } } } } #I should further the cause of peace and harmony in my governorship option = { name = ep3_governor_yearly.3030.b increase_governance_effect = { VALUE = 15 } add_character_modifier = { modifier = ep3_peaceful_administrator_modifier years = 10 } stress_impact = { lazy = minor_stress_impact_gain paranoid = major_stress_impact_gain wrathful = medium_stress_impact_gain sadistic = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_vengefulness = -1 } modifier = { factor = 0 OR = { has_trait = lazy has_trait = paranoid has_trait = wrathful has_trait = sadistic } } } } #We are free to relish a cozy life with our families! option = { name = ep3_governor_yearly.3030.c #Some kind of estate bonus #New estate sub-building type? if = { limit = { house = { house_head = root } NOT = { has_character_flag = ep3_construct_grand_solar } } add_character_flag = ep3_construct_grand_solar custom_tooltip = can_construct_solar_tooltip custom_tooltip = solar_estate_effect_tooltip add_stress = major_stress_loss house = { every_house_member = { custom = custom.every_house_member limit = { NOT = { has_relation_rival = root } is_imprisoned = no this != root } add_stress = major_stress_loss } } } else = { add_stress = major_stress_loss house = { every_house_member = { custom = custom.every_house_member limit = { NOT = { has_relation_rival = root } is_imprisoned = no this != root } add_stress = major_stress_loss add_opinion = { modifier = love_opinion target = root opinion = 20 } } } } stress_impact = { diligent = minor_stress_impact_gain impatient = minor_stress_impact_gain callous = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 ai_energy = -1 } modifier = { factor = 0 OR = { has_trait = diligent has_trait = impatient has_trait = callous has_trait = ambitious } } } } } ##################################### # Basileus Autokrator! # # by Jason Cantalini # # 3040 # ##################################### #Emperor has high legitimacy ep3_governor_yearly.3040 = { type = character_event title = { first_valid = { triggered_desc = { trigger = { culture = { has_cultural_pillar = language_greek } } desc = ep3_governor_yearly.3040.t_greek } desc = ep3_governor_yearly.3040.t } } desc = ep3_governor_yearly.3040.desc theme = emperor override_effect_2d = { reference = legend_glow } override_background = { trigger = { scope:emperor = { capital_county = title:c_byzantion } } reference = ep3_constantinople } override_background = { trigger = { NOT = { scope:emperor = { capital_county = title:c_byzantion } } } reference = throne_room } left_portrait = { character = scope:emperor 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 camera = camera_event_left_forward } right_portrait = { character = scope:candidate animation = throne_room_bow_1 } trigger = { has_ep3_dlc_trigger = yes basic_is_valid_for_yearly_events_trigger = yes OR = { is_governor = yes is_landless_administrative = yes } is_at_war = no top_liege = { is_imprisoned = no legitimacy_level >= 4 has_government = administrative_government } age >= 12 } weight_multiplier = { base = 1 modifier = { factor = 3 top_liege = { is_imprisoned = no legitimacy_level >= 5 } } } immediate = { save_scope_as = root_scope top_liege = { save_scope_as = emperor } if = { limit = { scope:emperor.house = { any_house_member = { this != scope:emperor is_ai = yes save_temporary_scope_as = aspirant is_candidate_for_title_trigger = { TITLE = scope:emperor.primary_title CANDIDATE = scope:aspirant } #Ensure they're actually a visible candidate currently in contention OR = { is_close_family_of = scope:emperor AND = { is_vassal_of = scope:emperor is_landed = yes } scope:emperor.primary_title = { any_succession_appointment_investors = { count > 1 candidate = scope:aspirant } } } } } } scope:emperor.house = { every_house_member = { limit = { this != scope:emperor is_ai = yes save_temporary_scope_as = aspirant is_candidate_for_title_trigger = { TITLE = scope:emperor.primary_title CANDIDATE = scope:aspirant } #Ensure they're actually a visible candidate currently in contention OR = { is_close_family_of = scope:emperor AND = { is_vassal_of = scope:emperor is_landed = yes } scope:emperor.primary_title = { any_succession_appointment_investors = { count > 1 candidate = scope:aspirant } } } } add_to_list = imperial_house_candidates } } ordered_in_list = { list = imperial_house_candidates order_by = "appointment_candidate_score(scope:emperor.primary_title)" position = 0 save_scope_as = candidate } } } #My family should really be closer to his... option = { trigger = { exists = house house != scope:emperor.house } name = ep3_governor_yearly.3040.a flavor = ep3_governor_yearly.3040.a.flavor root = { if = { limit = { NOT = { house = { has_variable = intermarrying_with_var var:intermarrying_with_var = { this = scope:emperor.house } } } } #Increased marriage acceptance house = { set_variable = { name = intermarrying_with_var value = scope:emperor.house years = 30 } } scope:emperor.house = { set_variable = { name = intermarrying_with_var value = root.house years = 30 } } custom_tooltip = ep3_governor_yearly_3040_marriage_tooltip add_character_flag = { flag = ep3_intermarrying_gov days = 5 } } } scope:emperor.house = { every_house_member = { custom = custom.every_house_member_emperor add_opinion = { target = root modifier = friendliness_opinion opinion = 10 } } } if = { limit = { scope:emperor = { is_ai = no } } scope:emperor = { send_interface_message = { type = msg_governor_compliments_legitimacy title = msg_governor_compliments_legitimacy.t right_icon = root dynasty = { add_dynasty_prestige = miniscule_dynasty_prestige_gain } reverse_add_opinion = { target = root modifier = respect_opinion opinion = 25 } if = { limit = { root = { has_character_flag = ep3_intermarrying_gov } } custom_tooltip = ep3_governor_yearly_3040_marriage_tooltip } } } } else = { scope:emperor = { dynasty = { add_dynasty_prestige = miniscule_dynasty_prestige_gain } hidden_effect = { reverse_add_opinion = { target = root modifier = respect_opinion opinion = 25 } } } } dynasty = { add_dynasty_prestige = 25 } stress_impact = { paranoid = minor_stress_impact_gain shy = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 75 ai_value_modifier = { ai_sociability = 1 ai_energy = 0.5 } modifier = { add = -50 opinion = { target = scope:emperor value <= 25 } } modifier = { factor = 0 OR = { opinion = { target = scope:emperor value <= -25 } has_trait = paranoid has_trait = shy has_trait = content } } } } #This family is sticking around, I should get in good with his heir option = { trigger = { exists = scope:candidate intrigue > average_skill_rating } name = ep3_governor_yearly.3040.b flavor = ep3_governor_yearly.3040.b.flavor if = { limit = { can_add_hook = { target = scope:candidate type = favor_hook } } add_hook = { type = favor_hook target = scope:candidate } } else = { reverse_add_opinion = { modifier = grateful_opinion target = scope:candidate opinion = 40 } } custom_tooltip = sycophant_boosts_credibility_candidate_score scope:candidate = { add_character_flag = { flag = boosted_by_sycophant_score years = 20 } } hidden_effect = { add_opinion = { target = scope:candidate modifier = respect_opinion opinion = 30 } } change_influence = minor_influence_gain stress_impact = { impatient = medium_stress_impact_gain just = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_rationality = 0.5 } modifier = { add = -50 opinion = { target = scope:candidate value < 0 } } modifier = { factor = 0 OR = { opinion = { target = scope:candidate value <= -50 } has_trait = impatient has_trait = just has_trait = honest } } } } #This guy isn't going anywhere. We need to fortify our self-sufficiency option = { name = ep3_governor_yearly.3040.c flavor = ep3_governor_yearly.3040.c.flavor add_character_modifier = { modifier = independent_administrator_modifier years = 20 } if = { limit = { any_maa_regiment = { is_title_maa_regiment = no can_upgrade_maa = yes } } random_maa_regiment = { limit = { is_title_maa_regiment = no can_upgrade_maa = yes } change_maa_regiment_size = { size = 1 reinforce = yes } } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_skoutatoi } capital_province = { NOR = { terrain = farmlands terrain = forest terrain = wetlands } } } create_maa_regiment = { type = skoutatoi check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_akritai } capital_province = { OR = { terrain = forest terrain = wetlands } } } create_maa_regiment = { type = akritai check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_ballistrai } capital_province = { terrain = farmlands } } create_maa_regiment = { type = ballistrai check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_ayrudzi } } create_maa_regiment = { type = ayrudzi check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_hussar } } create_maa_regiment = { type = hussar check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_monaspa } } create_maa_regiment = { type = monaspa check_can_recruit = no title = root.primary_title size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_cataphract_archers } } create_maa_regiment = { type = cataphract_archers check_can_recruit = no title = root.primary_title size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_mubarizun } } create_maa_regiment = { type = mubarizun check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_tawashi } } create_maa_regiment = { type = tawashi check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_conrois } } create_maa_regiment = { type = conrois check_can_recruit = no size = 1 } } else_if = { limit = { OR = { culture = { culture_has_archer_cavalry_maa = yes } has_trait = nomadic_philosophy } } create_maa_regiment = { type = horse_archers check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_innovation = innovation_pike_columns } } create_maa_regiment = { type = picchieri check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_druzhina } } create_maa_regiment = { type = druzhina check_can_recruit = no size = 1 } } else_if = { limit = { mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = yes } create_maa_regiment = { type = nomad_lancers check_can_recruit = no title = root.primary_title size = 1 } } else_if = { limit = { mpo_can_recruit_nomad_maa_trigger = yes } create_maa_regiment = { type = heavy_horse_archers check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_innovation = innovation_advanced_bowmaking } capital_province = { NOR = { terrain = desert terrain = drylands terrain = plains } } } create_maa_regiment = { type = crossbowmen check_can_recruit = no size = 1 } } else_if = { limit = { culture = { has_innovation = innovation_war_camels } capital_province = { OR = { terrain = desert terrain = drylands } } } create_maa_regiment = { type = camel_rider check_can_recruit = no size = 1 } } else_if = { limit = { capital_province = { OR = { terrain = farmlands terrain = floodplains } } culture = { has_innovation = innovation_quilted_armor } short_term_gold >= 200 } create_maa_regiment = { type = armored_footmen check_can_recruit = no size = 1 } } else_if = { limit = { capital_province = { OR = { terrain = plains terrain = drylands } } } create_maa_regiment = { type = light_horsemen check_can_recruit = no size = 1 } } else_if = { limit = { capital_province = { OR = { terrain = forest terrain = taiga terrain = hills } } } create_maa_regiment = { type = bowmen check_can_recruit = no size = 1 } } else_if = { limit = { capital_province = { OR = { terrain = jungle terrain = wetlands } } } create_maa_regiment = { type = light_footmen check_can_recruit = no size = 1 } } else = { create_maa_regiment = { type = pikemen_unit check_can_recruit = no size = 1 } } remove_short_term_gold = minor_gold_value stress_impact = { trusting = medium_stress_impact_gain humble = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_sociability = -0.5 } modifier = { add = -50 opinion = { target = scope:emperor value >= 40 } } modifier = { add = 50 any_neighboring_top_liege_realm_owner = { any_realm_county = { any_neighboring_county = { OR = { holder = root holder.liege = root } } } } } modifier = { factor = 0 OR = { short_term_gold <= medium_gold_value opinion = { target = scope:emperor value >= 75 } has_trait = generous has_trait = trusting has_trait = humble } } } } #I should use his image to reinforce my governance and drive enlistment option = { name = ep3_governor_yearly.3040.d flavor = ep3_governor_yearly.3040.d.flavor trigger = { is_governor = yes } add_prestige = minor_prestige_gain if = { limit = { any_maa_regiment = { is_title_maa_regiment = yes can_upgrade_maa = yes } } every_maa_regiment = { limit = { is_title_maa_regiment = yes can_upgrade_maa = yes } change_maa_regiment_size = { size = 1 reinforce = yes } } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_cataphract } short_term_gold >= 300 capital_province = { NOR = { terrain = hills terrain = mountains terrain = desert_mountains terrain = wetlands } } } create_maa_regiment = { type = cataphract check_can_recruit = no title = root.primary_title size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_skoutatoi } capital_province = { NOR = { terrain = farmlands terrain = forest terrain = wetlands } } } create_maa_regiment = { type = skoutatoi check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_akritai } capital_province = { OR = { terrain = forest terrain = wetlands } } } create_maa_regiment = { type = akritai check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_ballistrai } capital_province = { terrain = farmlands } } create_maa_regiment = { type = ballistrai check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_ayrudzi } } create_maa_regiment = { type = ayrudzi check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_monaspa } } create_maa_regiment = { type = monaspa check_can_recruit = no title = root.primary_title size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_cataphract_archers } } create_maa_regiment = { type = cataphract_archers check_can_recruit = no title = root.primary_title size = 1 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_hussar } } create_maa_regiment = { type = hussar check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_mubarizun } } create_maa_regiment = { type = mubarizun check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_tawashi } } create_maa_regiment = { type = tawashi check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_conrois } } create_maa_regiment = { type = conrois check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { OR = { culture = { culture_has_archer_cavalry_maa = yes } has_trait = nomadic_philosophy } } create_maa_regiment = { type = horse_archers check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_innovation = innovation_pike_columns } } create_maa_regiment = { type = picchieri check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_cultural_parameter = unlock_maa_druzhina } } create_maa_regiment = { type = druzhina check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = yes } create_maa_regiment = { type = nomad_lancers check_can_recruit = no title = root.primary_title size = 1 } } else_if = { limit = { mpo_can_recruit_nomad_maa_trigger = yes } create_maa_regiment = { type = heavy_horse_archers check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_innovation = innovation_advanced_bowmaking } capital_province = { NOR = { terrain = desert terrain = drylands terrain = plains } } } create_maa_regiment = { type = crossbowmen check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { culture = { has_innovation = innovation_war_camels } capital_province = { OR = { terrain = desert terrain = drylands } } } create_maa_regiment = { type = camel_rider check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { capital_province = { OR = { terrain = farmlands terrain = floodplains } } culture = { has_innovation = innovation_quilted_armor } short_term_gold >= 200 } create_maa_regiment = { type = armored_footmen check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { capital_province = { OR = { terrain = plains terrain = drylands } } } create_maa_regiment = { type = light_horsemen check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { capital_province = { OR = { terrain = forest terrain = taiga terrain = hills } } } create_maa_regiment = { type = bowmen check_can_recruit = no title = root.primary_title size = 2 } } else_if = { limit = { capital_province = { OR = { terrain = jungle terrain = wetlands } } } create_maa_regiment = { type = light_footmen check_can_recruit = no title = root.primary_title size = 2 } } else = { create_maa_regiment = { type = pikemen_unit check_can_recruit = no title = root.primary_title size = 2 } } stress_impact = { greedy = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_energy = 0.5 } modifier = { add = -50 opinion = { target = scope:emperor value < -0 } } modifier = { add = 50 any_neighboring_top_liege_realm_owner = { any_realm_county = { any_neighboring_county = { OR = { holder = root holder.liege = root } } } } } modifier = { factor = 0 OR = { short_term_gold <= medium_gold_value has_trait = greedy has_trait = ambitious } } } } } ##################################### # God Appointed... Him? # # by Jason Cantalini # # 3050 # ##################################### #Emperor has low legitimacy ep3_governor_yearly.3050 = { type = character_event title = ep3_governor_yearly.3050.t desc = { desc = ep3_governor_yearly.3050.desc first_valid = { #Emperor is a mess triggered_desc = { trigger = { has_character_flag = demon_emperor_madness } desc = ep3_governor_yearly.3050.mess } #Emperor is useless triggered_desc = { trigger = { has_character_flag = demon_emperor_sloth } desc = ep3_governor_yearly.3050.shiftless } #Emperor is a cowardly worm triggered_desc = { trigger = { has_character_flag = demon_emperor_fear } desc = ep3_governor_yearly.3050.coward } #Emperor is a monster triggered_desc = { trigger = { has_character_flag = demon_emperor_cruel } desc = ep3_governor_yearly.3050.cruel } #Emperor just plain sucks desc = ep3_governor_yearly.3050.generic_bad } desc = ep3_governor_yearly.3050.outro } theme = emperor override_effect_2d = { reference = flies } override_background = { trigger = { scope:emperor.capital_county.culture = { OR = { has_cultural_pillar = heritage_byzantine has_cultural_pillar = heritage_caucasian has_cultural_pillar = heritage_latin has_graphical_mediterranean_culture_group_trigger = yes } } NOR = { has_character_flag = demon_emperor_cruel has_character_flag = demon_emperor_generic } } reference = ep3_byzantine_feast } override_background = { trigger = { scope:emperor.capital_county.culture = { NOR = { has_cultural_pillar = heritage_byzantine has_cultural_pillar = heritage_caucasian has_cultural_pillar = heritage_latin has_graphical_mediterranean_culture_group_trigger = yes } } NOR = { has_character_flag = demon_emperor_cruel has_character_flag = demon_emperor_generic } } reference = corridor_night } override_background = { trigger = { has_character_flag = demon_emperor_cruel } reference = bp1_bonfire } override_background = { trigger = { has_character_flag = demon_emperor_generic } reference = bedchamber } left_portrait = { character = scope:emperor triggered_animation = { trigger = { root = { has_character_flag = demon_emperor_madness } } animation = aggressive_unarmed } triggered_animation = { trigger = { root = { has_character_flag = demon_emperor_sloth } } animation = throne_room_kneel_1 } triggered_animation = { trigger = { root = { has_character_flag = demon_emperor_fear } } animation = paranoia } triggered_animation = { trigger = { root = { has_character_flag = demon_emperor_cruel } } animation = manic } triggered_animation = { trigger = { root = { has_character_flag = demon_emperor_generic } } animation = eccentric } } lower_right_portrait = scope:faith_head trigger = { has_ep3_dlc_trigger = yes basic_is_valid_for_yearly_events_trigger = yes OR = { is_governor = yes is_landless_administrative = yes } is_at_war = no top_liege = { has_legitimacy = yes legitimacy_level < 2 age >= 8 } age >= 12 } weight_multiplier = { base = 1 modifier = { factor = 3 top_liege = { is_imprisoned = no legitimacy_level < 1 } } } immediate = { save_scope_as = root_scope top_liege = { save_scope_as = emperor } random_list = { 3 = { trigger = { scope:emperor = { ai_rationality <= low_negative_ai_value } } modifier = { factor = 4 scope:emperor = { ai_rationality <= high_negative_ai_value } } add_character_flag = { flag = demon_emperor_madness days = 5 } if = { limit = { scope:emperor = { is_adult = yes } } scope:emperor = { add_character_flag = is_naked } } } 3 = { trigger = { scope:emperor = { ai_energy <= low_negative_ai_value } } modifier = { factor = 4 scope:emperor = { ai_energy <= high_negative_ai_value } } add_character_flag = { flag = demon_emperor_sloth days = 5 } if = { limit = { scope:emperor = { is_adult = yes } } scope:emperor = { add_character_flag = is_naked } } } 3 = { trigger = { scope:emperor = { ai_boldness <= low_negative_ai_value } } modifier = { factor = 4 scope:emperor = { ai_boldness <= high_negative_ai_value } } add_character_flag = { flag = demon_emperor_fear days = 5 } } 3 = { trigger = { scope:emperor = { ai_compassion <= low_negative_ai_value } } modifier = { factor = 4 scope:emperor = { ai_compassion <= high_negative_ai_value } } add_character_flag = { flag = demon_emperor_cruel days = 5 } } 1 = { modifier = { factor = 15 scope:emperor = { ai_honor <= high_negative_ai_value } } add_character_flag = { flag = demon_emperor_generic days = 5 } if = { limit = { scope:emperor = { is_adult = yes } } scope:emperor = { add_character_flag = is_naked } } } } if = { limit = { maa_regiments_max_count > maa_regiments_count any_maa_regiment = { is_title_maa_regiment = yes } } ordered_maa_regiment = { order_by = maa_size limit = { is_title_maa_regiment = yes } position = 0 save_scope_value_as = { name = regiment_size value = maa_size } save_scope_as = regiment } } if = { limit = { OR = { has_trait = zealous piety_level >= 3 } exists = root.faith.religious_head NOT = { root.faith.religious_head = { this = root } } } root.faith.religious_head = { save_scope_as = faith_head } } } #DEMON! option = { name = ep3_governor_yearly.3050.a trigger = { OR = { has_trait = zealous piety_level >= 3 } } reason = piety_level add_piety = major_piety_gain scope:emperor = { add_opinion = { modifier = insulted_opinion target = root opinion = -50 } } if = { limit = { exists = scope:faith_head } scope:faith_head = { add_opinion = { modifier = pleased_opinion target = root opinion = 20 } } } stress_impact = { paranoid = minor_stress_impact_loss eccentric = minor_stress_impact_loss cynical = major_stress_impact_gain calm = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 150 ai_value_modifier = { ai_zeal = 1 ai_rationality = -1 } modifier = { factor = 0 OR = { has_trait = cynical has_trait = calm has_trait = forgiving } } } } #Why should the troops answer to such a poser... and not me? option = { name = ep3_governor_yearly.3050.b trigger = { is_governor = yes influence_level >= 3 } reason = influence_level add_character_flag = { flag = low_legitimacy_admin_factions_flag years = 20 } scope:emperor = { send_interface_message = { type = msg_governor_challenging_illegitimacy title = msg_governor_challenging_illegitimacy.t desc = msg_governor_challenging_illegitimacy.desc right_icon = scope:root_scope custom_tooltip = ep3_governor_yearly_3050_factions_emp_tooltip add_legitimacy = miniscule_legitimacy_loss } } if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 1 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 1 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 2 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 2 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 3 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 3 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 4 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 4 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 5 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 5 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 6 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 6 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 7 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 7 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 8 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 8 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 9 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 9 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 10 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 10 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 11 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 11 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 12 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 12 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 13 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 13 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value = 14 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 14 } scope:regiment = { destroy_maa_regiment = yes } } else_if = { limit = { exists = scope:regiment ep3_governor_yearly_3050_regiment_size_value >= 15 } create_maa_regiment = { type_of = scope:regiment check_can_recruit = no size = 15 } scope:regiment = { destroy_maa_regiment = yes } } else = { add_prestige = medium_prestige_gain change_influence = minor_influence_gain } add_trait = disloyal stress_impact = { disloyal = minor_stress_impact_loss loyal = medium_stress_impact_gain just = major_stress_impact_gain trusting = medium_stress_impact_gain humble = major_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 150 ai_value_modifier = { ai_greed = 1 ai_boldness = 1 ai_honor = -1 } modifier = { add = 50 opinion = { target = scope:emperor value < -20 } } modifier = { add = 50 opinion = { target = scope:emperor value < -70 } } modifier = { add = -50 opinion = { target = scope:emperor value >= 0 } } modifier = { factor = 0 OR = { has_trait = just has_trait = trusting has_trait = humble has_trait = content has_trait = loyal } opinion = { target = scope:emperor value >= 60 } } } } #He needs my support! option = { name = ep3_governor_yearly.3050.c flavor = ep3_governor_yearly.3050.c.flavor scope:emperor = { add_opinion = { target = root modifier = grateful_opinion opinion = 20 } } scope:emperor = { send_interface_message = { type = msg_governor_supports_rule title = msg_governor_supports_rule.t desc = msg_governor_supports_rule.desc right_icon = scope:root_scope add_legitimacy = miniscule_legitimacy_gain random = { chance = 20 root = { add_trait = loyal } } } } stress_impact = { loyal = miniscule_stress_impact_loss arbitrary = major_stress_impact_gain paranoid = medium_stress_impact_gain fickle = medium_stress_impact_gain deceitful = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 2 ai_compassion = 0.5 } modifier = { add = -50 opinion = { target = scope:emperor value < -20 } } modifier = { add = 50 opinion = { target = scope:emperor value > 20 } } modifier = { add = 50 opinion = { target = scope:emperor value > 70 } } modifier = { factor = 0 OR = { has_trait = arbitrary has_trait = paranoid has_trait = fickle has_trait = deceitful } opinion = { target = scope:emperor value <= 70 } } } } #A perfect time to get involved in imperial politics... and neglect my other duties option = { name = ep3_governor_yearly.3050.d if = { limit = { is_governor = yes NOT = { has_character_flag = ep3_governor_yearly_3050_neglect_duties } } change_influence = medium_influence_gain #Lose governor efficiency custom_tooltip = ep3_governor_yearly_3050_neglect_duties_tooltip add_character_flag = { flag = ep3_governor_yearly_3050_neglect_duties years = 10 } } else_if = { limit = { NOT = { has_character_modifier = ep3_neglecting_house_head_duties_modifier } } change_influence = minor_influence_gain add_character_modifier = { modifier = ep3_neglecting_house_head_duties_modifier years = 10 } } else = { change_influence = medium_influence_gain add_prestige = minor_prestige_loss } stress_impact = { diligent = medium_stress_impact_gain just = minor_stress_impact_gain honest = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_greed = 0.5 ai_energy = -0.5 } modifier = { add = -50 opinion = { target = scope:emperor value <= -70 } } modifier = { add = 50 opinion = { target = scope:emperor value < 0 } } modifier = { add = -50 opinion = { target = scope:emperor value >= 50 } } modifier = { factor = 0 OR = { has_trait = just has_trait = honest has_trait = humble } opinion = { target = scope:emperor value >= 80 } } } } after = { if = { limit = { scope:emperor = { has_character_flag = is_naked } } scope:emperor = { remove_character_flag = is_naked } } } } ##################################### # A Resplendent Coronation # # by Jason Cantalini # # 3060 # ##################################### #Admin Imperial Succession event ep3_governor_yearly.3060 = { type = character_event title = { first_valid = { triggered_desc = { trigger = { scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler } desc = ep3_governor_yearly.3060.t_regent } desc = ep3_governor_yearly.3060.t } } desc = { #The old Basileus is dead or usurped first_valid = { triggered_desc = { trigger = { scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler } desc = ep3_governor_yearly.3060.intro_regent } triggered_desc = { trigger = { scope:previous_holder = { is_alive = yes NOT = { has_character_flag = abdicated_from_throne } } } desc = ep3_governor_yearly.3060.intro_usurper } desc = ep3_governor_yearly.3060.intro_deceased } #Where is new Basileus being acclaimed? first_valid = { triggered_desc = { trigger = { scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler } desc = ep3_governor_yearly.3060.desc_regent } triggered_desc = { trigger = { scope:emperor = { has_character_flag = ep3_new_emperor_afield } } desc = ep3_governor_yearly.3060.desc_afield } desc = ep3_governor_yearly.3060.desc_temple } #Is it Byzantine or nah? first_valid = { triggered_desc = { trigger = { scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler } desc = ep3_governor_yearly.3060.desc_regent_acclaim } triggered_desc = { trigger = { scope:emperor = { religion = { this = religion:christianity_religion } primary_title = { this = title:e_byzantium } #is either a Byzantine themselves or has a byzantine around to indicate any interest in Byzantine traditions OR = { culture = { has_cultural_pillar = heritage_byzantine OR = { any_parent_culture_or_above = { this = culture:greek } this = culture:greek } } any_vassal = { culture = { OR = { has_cultural_pillar = heritage_byzantine any_parent_culture_or_above = { this = culture:greek } this = culture:greek } } } } is_female = no } } desc = ep3_governor_yearly.3060.desc_byzantine } triggered_desc = { trigger = { scope:emperor = { religion = { this = religion:christianity_religion } primary_title = { this = title:e_byzantium } OR = { culture = { has_cultural_pillar = heritage_byzantine OR = { any_parent_culture_or_above = { this = culture:greek } this = culture:greek } } any_vassal = { culture = { OR = { has_cultural_pillar = heritage_byzantine any_parent_culture_or_above = { this = culture:greek } this = culture:greek } } } } is_female = yes } } desc = ep3_governor_yearly.3060.desc_byzantine_femme } desc = ep3_governor_yearly.3060.desc_generic } #Emperor's legitimacy first_valid = { triggered_desc = { trigger = { scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler } desc = ep3_governor_yearly.3060.desc_regent_legit } triggered_desc = { trigger = { scope:emperor = { legitimacy_level >= 4 } } desc = ep3_governor_yearly.3060.desc_high_legit } triggered_desc = { trigger = { scope:emperor = { legitimacy_level < 4 legitimacy_level >= 2 } } desc = ep3_governor_yearly.3060.desc_medium_legit } desc = ep3_governor_yearly.3060.desc_low_legit } } theme = emperor override_background = { trigger = { scope:emperor = { capital_county = title:c_byzantion OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } NOT = { has_character_flag = ep3_new_emperor_afield } } } reference = ep3_hagia_sophia } override_background = { trigger = { NOT = { scope:emperor = { capital_county = title:c_byzantion OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } } scope:emperor = { tgp_is_ceremonial_regent_trigger = no # Not 'actual' ruler NOT = { has_character_flag = ep3_new_emperor_afield } } } reference = temple } override_background = { trigger = { scope:emperor = { has_character_flag = ep3_new_emperor_afield location = { OR = { terrain = desert terrain = drylands terrain = oasis terrain = desert_mountains terrain = floodplains } } } } reference = ce1_legendary_oasis } override_background = { trigger = { scope:emperor = { has_character_flag = ep3_new_emperor_afield location = { NOR = { terrain = desert terrain = drylands terrain = oasis terrain = desert_mountains terrain = floodplains } } } } reference = ce1_legendary_spring } override_background = { trigger = { exists = scope:background_throne_room_scope scope:emperor = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler } reference = throne_room_scope } left_portrait = { character = scope:emperor 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_win } right_portrait = { character = scope:ceremonial_liege animation = holding_hu camera = camera_event_right_forward } lower_right_portrait = scope:previous_holder trigger = { exists = scope:emperor scope:emperor = { is_alive = yes } top_liege ?= { this = scope:emperor } } immediate = { play_sound_effect = "event:/DLC/EP3/SFX/Stingers/Byzantine_Flavor/ep3_mx_sting_byzantineflavor_become_emperor" tgp_save_realm_ceremonial_liege_effect = yes if = { limit = { scope:ceremonial_liege = scope:emperor } clear_saved_scope = ceremonial_liege } scope:ceremonial_liege ?= { save_scope_as = background_throne_room_scope } save_scope_as = root_scope if = { limit = { scope:emperor = { OR = { is_travelling = yes is_in_army = yes } #Is not at sea location = { exists = holder } } } scope:emperor = { add_character_flag = { flag = ep3_new_emperor_afield days = 30 } } } scope:emperor = { location = { save_scope_as = emp_location } } if = { limit = { has_ach_dlc_trigger = yes scope:emperor = { has_realm_law = uncrowned } } custom_tooltip = admin_coronation_still_req_tt } } #My positive relation? This is amazing news! option = { name = ep3_governor_yearly.3060.a trigger = { OR = { has_relation_friend = scope:emperor has_relation_potential_friend = scope:emperor has_relation_lover = scope:emperor has_relation_soulmate = scope:emperor is_allied_to = scope:emperor is_close_family_of = scope:emperor house = scope:emperor.house is_spouse_of = scope:emperor } NOR = { has_relation_rival = scope:emperor reverse_opinion = { target = scope:emperor value <= -25 } } } if = { limit = { scope:emperor = { legitimacy_level >= 5 } } add_gold = medium_gold_value change_influence = medium_influence_gain custom_tooltip = ep3_succession_high_legitimacy_tooltip } else_if = { limit = { scope:emperor = { legitimacy_level >= 4 } } add_gold = medium_gold_value change_influence = minor_influence_gain custom_tooltip = ep3_succession_high_legitimacy_tooltip } else_if = { limit = { scope:emperor = { legitimacy_level >= 3 } } add_gold = minor_gold_value reverse_add_opinion = { modifier = pleased_opinion target = scope:emperor opinion = 5 } } else_if = { limit = { scope:emperor = { legitimacy_level >= 2 } } add_gold = minor_gold_value scope:emperor = { add_opinion = { modifier = pleased_opinion target = root opinion = 10 } } } else_if = { limit = { scope:emperor = { legitimacy_level >= 1 } } scope:emperor = { add_opinion = { modifier = pleased_opinion target = root opinion = 15 } } add_gold = tiny_gold_value custom_tooltip = ep3_succession_low_legitimacy_tooltip } else = { scope:emperor = { add_opinion = { modifier = pleased_opinion target = root opinion = 20 } } add_gold = tiny_gold_value change_influence = miniscule_influence_loss custom_tooltip = ep3_succession_low_legitimacy_tooltip } hidden_effect = { add_opinion = { modifier = loyalty_opinion target = scope:emperor opinion = 10 } } if = { limit = { scope:emperor = { legitimacy_level <= 1 } } stress_impact = { base = minor_stress_impact_loss greedy = miniscule_stress_impact_loss } } else = { stress_impact = { base = medium_stress_impact_loss greedy = miniscule_stress_impact_loss } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 ai_energy = 1 } modifier = { add = 50 has_trait = loyal } modifier = { add = 50 has_trait = greedy } modifier = { add = 50 scope:emperor = { influence_level >= 3 } } modifier = { add = 50 scope:emperor = { influence_level >= 4 } } modifier = { add = 25 scope:emperor = { legitimacy_level >= 3 } } modifier = { add = 25 scope:emperor = { legitimacy_level >= 4 } } modifier = { add = 25 scope:emperor = { legitimacy_level >= 5 } } modifier = { add = -25 scope:emperor = { legitimacy_level <= 2 } } modifier = { add = -25 scope:emperor = { legitimacy_level <= 1 } } modifier = { add = -25 scope:emperor = { legitimacy_level <= 0 } } modifier = { add = 50 opinion = { target = scope:emperor value >= 75 } } modifier = { add = 25 opinion = { target = scope:emperor value >= 25 } } modifier = { add = -25 opinion = { target = scope:emperor value < 0 } } modifier = { add = -25 opinion = { target = scope:emperor value <= -25 } } modifier = { add = -25 opinion = { target = scope:emperor value <= -75 } } } } #I am a detractor of this emperor option = { name = ep3_governor_yearly.3060.b flavor = ep3_governor_yearly.3060.b.flavor if = { limit = { scope:emperor = { legitimacy_level >= 5 } } if = { limit = { scope:previous_holder = { is_alive = yes NOR = { has_character_flag = abdicated_from_throne this = root } } } scope:previous_holder = { add_opinion = { modifier = grateful_opinion target = root opinion = 80 } } if = { limit = { has_multiple_players = no is_ai = no scope:previous_holder = { is_ruler = no NOT = { has_relation_rival = root } } } add_courtier = scope:previous_holder scope:previous_holder = { every_traveling_family_member = { limit = { this != scope:previous_holder } root = { add_courtier = prev } hidden_effect = { return_to_court = yes } } } } } change_influence = major_influence_loss scope:emperor = { add_opinion = { modifier = opposition_opinion target = root opinion = -80 } } #Add modifier add_character_modifier = { modifier = ep3_head_of_opposition_modifier years = 10 } custom_tooltip = ep3_succession_high_legitimacy_tooltip } else_if = { limit = { scope:emperor = { legitimacy_level >= 4 } } if = { limit = { scope:previous_holder = { is_alive = yes NOR = { has_character_flag = abdicated_from_throne this = root } } } scope:previous_holder = { add_opinion = { modifier = grateful_opinion target = root opinion = 60 } } if = { limit = { has_multiple_players = no is_ai = no scope:previous_holder = { is_ruler = no NOT = { has_relation_rival = root } } } add_courtier = scope:previous_holder scope:previous_holder = { every_traveling_family_member = { limit = { this != scope:previous_holder } root = { add_courtier = prev } hidden_effect = { return_to_court = yes } } } } } change_influence = medium_influence_loss scope:emperor = { add_opinion = { modifier = opposition_opinion target = root opinion = -40 } } #Add modifier add_character_modifier = { modifier = ep3_head_of_opposition_modifier years = 5 } custom_tooltip = ep3_succession_high_legitimacy_tooltip } else_if = { limit = { scope:emperor = { legitimacy_level >= 3 } } if = { limit = { scope:previous_holder = { is_alive = yes NOR = { has_character_flag = abdicated_from_throne this = root } } } scope:previous_holder = { add_opinion = { modifier = grateful_opinion target = root opinion = 40 } } if = { limit = { has_multiple_players = no is_ai = no scope:previous_holder = { is_ruler = no NOT = { has_relation_rival = root } } } add_courtier = scope:previous_holder scope:previous_holder = { every_traveling_family_member = { root = { add_courtier = prev } hidden_effect = { return_to_court = yes } } } } } add_prestige = medium_prestige_gain change_influence = miniscule_influence_gain scope:emperor = { add_opinion = { modifier = opposition_opinion target = root opinion = -50 } } } else_if = { limit = { scope:emperor = { legitimacy_level >= 2 } } if = { limit = { scope:previous_holder = { is_alive = yes NOR = { has_character_flag = abdicated_from_throne this = root } } } scope:previous_holder = { add_opinion = { modifier = grateful_opinion target = root opinion = 20 } } } add_prestige = minor_prestige_gain change_influence = minor_influence_gain scope:emperor = { add_opinion = { modifier = opposition_opinion target = root opinion = -40 } } } else_if = { limit = { scope:emperor = { legitimacy_level >= 1 } } if = { limit = { scope:previous_holder = { is_alive = yes NOR = { has_character_flag = abdicated_from_throne this = root } } } scope:previous_holder = { add_opinion = { modifier = grateful_opinion target = root opinion = 10 } } } add_prestige = miniscule_prestige_gain change_influence = medium_influence_gain scope:emperor = { add_opinion = { modifier = opposition_opinion target = root opinion = -40 } } custom_tooltip = ep3_succession_low_legitimacy_tooltip } else = { change_influence = medium_influence_gain scope:emperor = { add_opinion = { modifier = opposition_opinion target = root opinion = -20 } } custom_tooltip = ep3_succession_low_legitimacy_tooltip } hidden_effect = { add_opinion = { modifier = contempt_opinion target = scope:emperor opinion = -20 } } if = { limit = { scope:emperor = { legitimacy_level >= 4 } } stress_impact = { trusting = medium_stress_impact_gain content = medium_stress_impact_gain paranoid = medium_stress_impact_gain craven = medium_stress_impact_gain humble = medium_stress_impact_gain loyal = medium_stress_impact_gain } } else = { stress_impact = { loyal = medium_stress_impact_gain } } ai_chance = { base = 0 ai_value_modifier = { ai_boldness = 1 ai_vengefulness = 1 ai_energy = 1 } modifier = { add = 50 has_trait = disloyal } modifier = { add = -50 house ?= scope:emperor.house } modifier = { add = -100 scope:emperor = { has_hook = root } } modifier = { add = 25 scope:emperor = { influence_level <= 1 } } modifier = { add = -50 scope:emperor = { influence_level >= 3 } } modifier = { add = -50 scope:emperor = { influence_level >= 4 } } modifier = { add = -25 scope:emperor = { legitimacy_level >= 3 } } modifier = { add = -25 scope:emperor = { legitimacy_level >= 4 } } modifier = { add = -25 scope:emperor = { legitimacy_level >= 5 } } modifier = { add = 25 scope:emperor = { legitimacy_level <= 2 } } modifier = { add = 25 scope:emperor = { legitimacy_level <= 1 } } modifier = { add = 25 scope:emperor = { legitimacy_level <= 0 } } modifier = { add = -50 opinion = { target = scope:emperor value >= 75 } } modifier = { add = -25 opinion = { target = scope:emperor value > 0 } } modifier = { add = 25 opinion = { target = scope:emperor value <= -25 } } modifier = { add = 25 opinion = { target = scope:emperor value <= -50 } } modifier = { add = 25 opinion = { target = scope:emperor value <= -75 } } modifier = { factor = 0 has_trait = loyal } modifier = { factor = 0 scope:emperor = { legitimacy_level >= 4 } OR = { has_trait = trusting has_trait = content has_trait = paranoid has_trait = craven has_trait = humble } } } } #I am a supporter of this emperor option = { name = ep3_governor_yearly.3060.c flavor = { first_valid = { triggered_desc = { trigger = { scope:emperor = { tgp_is_ceremonial_regent_trigger = yes } } desc = ep3_governor_yearly.3060.c.flavor_regent } triggered_desc = { trigger = { scope:emperor = { legitimacy_level >= 4 } } desc = ep3_governor_yearly.3060.c.flavor_high_legit } triggered_desc = { trigger = { scope:emperor = { legitimacy_level <= 1 } } desc = ep3_governor_yearly.3060.c.flavor_low_legit } desc = ep3_governor_yearly.3060.c.flavor_med_legit } } #High legitimacy: gain influence and a little opinion with emp #Low legitimacy: lose opinion and gain big opinion with emp if = { limit = { scope:emperor = { legitimacy_level >= 5 } } change_influence = medium_influence_gain custom_tooltip = ep3_succession_high_legitimacy_tooltip } else_if = { limit = { scope:emperor = { legitimacy_level >= 4 } } reverse_add_opinion = { modifier = support_opinion target = scope:emperor opinion = 10 } change_influence = minor_influence_gain custom_tooltip = ep3_succession_high_legitimacy_tooltip } else_if = { limit = { scope:emperor = { legitimacy_level >= 3 } } change_influence = miniscule_influence_loss reverse_add_opinion = { modifier = support_opinion target = scope:emperor opinion = 10 } } else_if = { limit = { scope:emperor = { legitimacy_level >= 2 } } change_influence = minor_influence_loss scope:emperor = { add_opinion = { modifier = support_opinion target = root opinion = 20 } } } else_if = { limit = { scope:emperor = { legitimacy_level >= 1 } } scope:emperor = { add_opinion = { modifier = support_opinion target = root opinion = 30 } } change_influence = medium_influence_loss custom_tooltip = ep3_succession_low_legitimacy_tooltip } else = { scope:emperor = { add_opinion = { modifier = support_opinion target = root opinion = 50 } } change_influence = major_influence_loss custom_tooltip = ep3_succession_low_legitimacy_tooltip } hidden_effect = { add_opinion = { modifier = loyalty_opinion target = scope:emperor opinion = 10 } } if = { limit = { scope:emperor = { legitimacy_level <= 1 } } stress_impact = { arrogant = medium_stress_impact_gain paranoid = medium_stress_impact_gain craven = medium_stress_impact_gain ambitious = medium_stress_impact_gain disloyal = medium_stress_impact_gain fickle = medium_stress_impact_gain } } else = { stress_impact = { disloyal = medium_stress_impact_gain } } ai_chance = { base = 0 ai_value_modifier = { ai_boldness = -1 ai_honor = 1 ai_energy = 1 } modifier = { add = 100 has_trait = loyal } modifier = { add = 50 house ?= scope:emperor.house } modifier = { add = 100 scope:emperor = { has_hook = root } } modifier = { add = -25 scope:emperor = { influence_level <= 1 } } modifier = { add = 50 scope:emperor = { influence_level >= 3 } } modifier = { add = 50 scope:emperor = { influence_level >= 4 } } modifier = { add = 25 scope:emperor = { legitimacy_level >= 3 } } modifier = { add = 25 scope:emperor = { legitimacy_level >= 4 } } modifier = { add = 25 scope:emperor = { legitimacy_level >= 5 } } modifier = { add = -25 scope:emperor = { legitimacy_level <= 2 } } modifier = { add = -25 scope:emperor = { legitimacy_level <= 1 } } modifier = { add = -25 scope:emperor = { legitimacy_level <= 0 } } modifier = { add = 50 opinion = { target = scope:emperor value >= 75 } } modifier = { add = 25 opinion = { target = scope:emperor value >= 25 } } modifier = { add = -25 opinion = { target = scope:emperor value < 0 } } modifier = { add = -25 opinion = { target = scope:emperor value <= -25 } } modifier = { add = -25 opinion = { target = scope:emperor value <= -75 } } modifier = { factor = 0 has_trait = disloyal } modifier = { factor = 0 scope:emperor = { legitimacy_level <= 1 } OR = { has_trait = disloyal has_trait = arrogant has_trait = craven has_trait = paranoid has_trait = ambitious has_trait = fickle } } } } #No opinion... option = { name = { trigger = { scope:emperor = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler } text = ep3_governor_yearly.3060.d.regent } name = { trigger = { scope:emperor = { tgp_is_ceremonial_regent_trigger = no } # Not 'actual' ruler } text = ep3_governor_yearly.3060.d } ai_chance = { base = 50 ai_value_modifier = { ai_energy = -1 ai_sociability = -1 } } } } scripted_trigger ep3_governor_yearly_3070_racer_trigger = { is_alive = yes is_adult = yes age < 45 is_available = yes ai_energy >= low_negative_ai_value NOT = { has_character_modifier = obese_modifier } can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:liege } NOT = { is_primary_heir_of = scope:liege } } scripted_trigger ep3_governor_yearly_3070_close_governor_trigger = { is_governor = yes NOR = { this = root house = root.house primary_heir = root primary_heir.house ?= { this = root.house } } any_sub_realm_county = { count >= ep3_governor_yearly_3070_governorship_value } } ##################################### # A Well-Traveled Tongue # # by Jason Cantalini # # 3070 # ##################################### #You are very distant from the emperor and a traveler from the imperial court is visiting to mock you ep3_governor_yearly.3070 = { type = character_event title = ep3_governor_yearly.3070.t desc = { desc = ep3_governor_yearly.3070.intro first_valid = { triggered_desc = { trigger = { is_landed = yes } desc = ep3_governor_yearly.3070.landed } desc = ep3_governor_yearly.3070.unlanded } first_valid = { triggered_desc = { trigger = { scope:liege.culture = { has_cultural_parameter = hosts_chariot_races } } desc = ep3_governor_yearly.3070.chariot } desc = ep3_governor_yearly.3070.horse } desc = ep3_governor_yearly.3070.desc } #Loc for young racer making fun of you theme = administrative override_background = { reference = terrain_travel } left_portrait = { character = scope:rider animation = jockey_gallop camera = camera_event_horse_left } right_portrait = { character = scope:charioteer animation = chariot_neutral camera = camera_event_chariot_right } lower_right_portrait = scope:close_governor trigger = { top_liege != this government_allows = administrative OR = { AND = { is_landed = yes NOT = { any_sub_realm_county = { any_neighboring_county = { holder = root.liege } } } } AND = { is_landless_administrative = yes #This will make absolutely no sense if landless root's domicile is in liege's capital province domicile.domicile_location = { this != root.top_liege.capital_province } #Either liege is top liege or root's domicile is in liege's sub realm OR = { liege = { top_liege = this } liege = { top_liege != this any_sub_realm_county = { this = root.domicile.domicile_location.county } } } } } has_ep3_dlc_trigger = yes basic_is_valid_for_yearly_events_trigger = yes is_at_war = no trigger_if = { limit = { is_landed = yes } capital_province = { save_temporary_scope_as = root_capital_temp } } trigger_else = { domicile = { domicile_location = { save_temporary_scope_as = root_capital_temp } } } OR = { #EMPEROR LIEGE #Long range if both imperial capital and root's are coastal AND = { liege = { highest_held_title_tier >= tier_empire } liege.capital_county = { is_coastal_county = yes } scope:root_capital_temp.county = { is_coastal_county = yes } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 200000 } #Medium range for one or the other AND = { liege = { highest_held_title_tier >= tier_empire } OR = { liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 150000 } #Short range if neither is coastal AND = { liege = { highest_held_title_tier >= tier_empire } NOR = { liege.capital_county = { is_coastal_county = yes } scope:root_capital_temp.county = { is_coastal_county = yes } } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 100000 } #KING LIEGE #Long range if both imperial capital and root's are coastal AND = { liege = { highest_held_title_tier <= tier_kingdom } liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 100000 } #Medium range for one or the other AND = { liege = { highest_held_title_tier <= tier_kingdom } OR = { liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 75000 } #Short range if neither is coastal AND = { liege = { highest_held_title_tier <= tier_kingdom } liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 50000 } } liege = { save_temporary_scope_as = temp_liege any_courtier_or_guest = { NOT = { is_foreign_court_guest = yes } is_alive = yes is_adult = yes age <= 45 is_available = yes ai_energy >= low_negative_ai_value NOT = { has_character_modifier = obese_modifier } can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:temp_liege } NOT = { is_primary_heir_of = scope:temp_liege } } } } cooldown = { years = 10 } immediate = { if = { limit = { is_landed = yes } capital_province = { save_scope_as = root_capital } } else = { domicile = { domicile_location = { save_scope_as = root_capital } } } liege = { save_scope_as = liege } scope:liege = { if = { limit = { culture = { has_cultural_parameter = hosts_chariot_races } } if = { limit = { any_court_position_holder = { type = charioteer_court_position ep3_governor_yearly_3070_racer_trigger = yes } } random_court_position_holder = { type = charioteer_court_position limit = { ep3_governor_yearly_3070_racer_trigger = yes } save_scope_as = charioteer } } else_if = { limit = { house = { any_house_member = { is_courtier_of = scope:liege ep3_governor_yearly_3070_racer_trigger = yes } } } house = { random_house_member = { limit = { is_courtier_of = scope:liege ep3_governor_yearly_3070_racer_trigger = yes } save_scope_as = charioteer } } } else_if = { limit = { any_courtier = { ep3_governor_yearly_3070_racer_trigger = yes } } random_courtier = { limit = { ep3_governor_yearly_3070_racer_trigger = yes } save_scope_as = charioteer } } else = { random_pool_guest = { limit = { ep3_governor_yearly_3070_racer_trigger = yes } save_scope_as = charioteer } } scope:charioteer = { save_scope_as = racer } } else = { if = { limit = { any_court_position_holder = { type = charioteer_court_position ep3_governor_yearly_3070_racer_trigger = yes } } random_court_position_holder = { type = charioteer_court_position limit = { ep3_governor_yearly_3070_racer_trigger = yes } save_scope_as = rider } } else_if = { limit = { house ?= { any_house_member = { is_courtier_of = scope:liege ep3_governor_yearly_3070_racer_trigger = yes } } } house = { random_house_member = { limit = { is_courtier_of = scope:liege ep3_governor_yearly_3070_racer_trigger = yes } save_scope_as = rider } } } else_if = { limit = { any_courtier = { ep3_governor_yearly_3070_racer_trigger = yes } } random_courtier = { limit = { ep3_governor_yearly_3070_racer_trigger = yes } save_scope_as = rider } } else = { random_pool_guest = { limit = { ep3_governor_yearly_3070_racer_trigger = yes } save_scope_as = rider } } scope:rider = { save_scope_as = racer } } } if = { limit = { scope:liege = { any_vassal = { ep3_governor_yearly_3070_close_governor_trigger = yes } any_sub_realm_county = { any_neighboring_county = { holder = scope:liege } } } } scope:liege = { random_vassal = { limit = { ep3_governor_yearly_3070_close_governor_trigger = yes any_sub_realm_county = { any_neighboring_county = { holder = scope:liege } } } save_scope_as = close_governor } } } else_if = { limit = { scope:liege = { any_vassal = { ep3_governor_yearly_3070_close_governor_trigger = yes save_temporary_scope_as = temp_vassal "scope:liege.capital_province.squared_distance(scope:temp_vassal.capital_province)" < 25000 } } } scope:liege = { random_vassal = { limit = { ep3_governor_yearly_3070_close_governor_trigger = yes save_temporary_scope_as = temp_vassal ep3_governor_yearly_3070_close_governor_trigger = yes "scope:liege.capital_province.squared_distance(scope:temp_vassal.capital_province)" < 25000 } save_scope_as = close_governor } } } } #You're blind if you don't see the opportunities out here option = { name = ep3_governor_yearly.3070.a trigger = { has_trait = governor has_trait_xp = { trait = governor value >= 40 } } increase_governance_effect = { VALUE = 5 } add_prestige = minor_prestige_gain root.primary_title = { ordered_title_heir = { order_by = "appointment_candidate_score(root.primary_title)" max = 1 limit = { house = root.house } root.primary_title = { change_appointment_investment = { target = prev value = appointment_score_minor_value } } } } stress_impact = { fickle = minor_stress_impact_gain ambitious = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_greed = -0.5 ai_energy = -0.5 ai_honor = 0.5 } modifier = { factor = 0 OR = { has_trait = fickle has_trait = ambitious has_trait = arrogant } } } } #I'll move my domicile option = { name = ep3_governor_yearly.3070.b trigger = { is_landed = no } change_influence = medium_influence_gain domicile = { move_domicile = scope:liege.capital_province } house = { every_house_member = { custom = custom.every_house_member limit = { NOR = { this = root this = scope:liege } age > 3 } change_influence = miniscule_influence_gain add_opinion = { modifier = uprooted_family_opinion target = root opinion = -20 } } } every_spouse = { change_influence = miniscule_influence_gain add_opinion = { modifier = uprooted_family_opinion target = root opinion = -20 } } remove_short_term_gold = minor_gold_value stress_impact = { stubborn = minor_stress_impact_gain lazy = medium_stress_impact_gain content = medium_stress_impact_gain shy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_sociability = 1 } modifier = { factor = 0 OR = { has_trait = stubborn has_trait = lazy has_trait = shy has_trait = content short_term_gold < minor_gold_value } } } } #I need to get a more relevant appointment... option = { trigger = { exists = scope:close_governor } name = ep3_governor_yearly.3070.c flavor = ep3_governor_yearly.3070.c.flavor scope:close_governor.primary_title = { change_appointment_investment = { target = root value = appointment_score_medium_value } } scope:racer = { add_hook = { type = favor_hook target = root } } stress_impact = { humble = medium_stress_impact_gain content = medium_stress_impact_gain patient = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_greed = 1 } modifier = { factor = 0 OR = { has_trait = content has_trait = humble has_trait = content } } } } #He's right... we need to improve the roads or this place will remain irrelevant option = { name = ep3_governor_yearly.3070.d trigger = { is_landed = yes } remove_treasury_or_gold = medium_treasury_or_gold_value duel = { skills = { stewardship learning } value = medium_skill_rating 55 = { #Your road-building efforts go well desc = ep3_governor_yearly.3070.d.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -54 } send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.3070.d.success increase_governance_effect = { VALUE = 10 } change_influence = minor_influence_gain every_sub_realm_county = { custom = custom.every_sub_realm_county change_development_progress = medium_development_progress_gain } } } 45 = { #Your province remains isolated... but now it's poorer desc = ep3_governor_yearly.3070.d.fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -44 } send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.3070.d.fail change_influence = miniscule_influence_loss } } } stress_impact = { greedy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_rationality = 1 } modifier = { add = 50 OR = { stewardship > very_high_skill_rating learning > very_high_skill_rating AND = { stewardship >= high_skill_rating learning >= high_skill_rating } } } modifier = { add = -50 OR = { stewardship < average_skill_rating learning < average_skill_rating AND = { stewardship <= medium_skill_rating learning <= medium_skill_rating } } } modifier = { factor = 0 OR = { has_trait = greedy short_term_treasury_or_gold < medium_treasury_or_gold_value stewardship < low_skill_rating learning < low_skill_rating } } } } #My quaint little corner of the world is nice option = { name = ep3_governor_yearly.3070.e if = { limit = { culture != capital_county.culture } culture = { change_cultural_acceptance = { target = root.capital_county.culture value = low_positive_culture_acceptance desc = cultural_acceptance_gain_content_governor } } } else_if = { limit = { culture = scope:liege.culture has_dlc_feature = diverge_culture NOT = { has_character_flag = diverging_culture_discount } } add_character_flag = diverging_culture_discount custom_tooltip = diverging_culture_discount_tooltip } else_if = { limit = { culture = scope:liege.culture } add_piety = minor_piety_gain } else = { add_character_modifier = { modifier = contented_governing_countrymen_modifier years = 10 desc = contented_governing_countrymen_modifier_tooltip } } change_influence = minor_influence_loss if = { limit = { OR = { culture != capital_county.culture culture = scope:liege.culture } } stress_impact = { base = medium_stress_impact_loss impatient = minor_stress_impact_gain ambitious = medium_stress_impact_gain greedy = medium_stress_impact_gain arrogant = minor_stress_impact_gain } } else = { stress_impact = { base = minor_stress_impact_loss impatient = minor_stress_impact_gain ambitious = medium_stress_impact_gain greedy = medium_stress_impact_gain arrogant = minor_stress_impact_gain } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_greed = -1 } modifier = { factor = 0 OR = { has_trait = greedy has_trait = ambitious has_trait = arrogant has_trait = impatient } } } } } ##################################### # Taken by the Sea # # by Jason Cantalini # # 3080 # ##################################### scripted_trigger ep3_governor_yearly_3080_captain_trigger = { is_alive = yes is_adult = yes age <= 55 is_available = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } OR = { prowess > low_skill_rating martial > low_skill_rating } is_foreign_court_guest = no NOR = { is_primary_heir_of = root is_player_heir_of = root } } #You are very distant from the emperor and shipments to you are being lost ep3_governor_yearly.3080 = { type = character_event title = { first_valid = { triggered_desc = { trigger = { scope:liege.capital_county = { is_coastal_county = yes } NOT = { any_sub_realm_county = { is_coastal_county = no } } } desc = ep3_governor_yearly.3080.t_sea } desc = ep3_governor_yearly.3080.t } } desc = { desc = ep3_governor_yearly.3080.intro first_valid = { triggered_desc = { trigger = { exists = scope:rebel_faction } desc = ep3_governor_yearly.3080.desc_faction } desc = ep3_governor_yearly.3080.desc } } theme = administrative override_background = { trigger = { scope:liege.capital_county = { is_coastal_county = yes } NOT = { any_sub_realm_county = { is_coastal_county = no } } } reference = ocean } override_background = { trigger = { OR = { scope:liege.capital_county = { is_coastal_county = no } any_sub_realm_county = { is_coastal_county = no } } } reference = terrain_travel } left_portrait = { character = root animation = anger camera = camera_event_left_forward } right_portrait = { character = scope:captain triggered_animation = { trigger = { exists = scope:rebel_faction } animation = throne_room_two_handed_passive_1 } triggered_animation = { trigger = { NOT = { exists = scope:rebel_faction } } animation = survey } camera = camera_event_right_pointing_left } lower_right_portrait = scope:liege trigger = { is_landed = yes government_has_flag = government_is_administrative top_liege != this has_ep3_dlc_trigger = yes basic_is_valid_for_yearly_events_trigger = yes is_at_war = no age >= 8 capital_province = { save_temporary_scope_as = root_capital_temp } OR = { #EMPEROR LIEGE #Long range if both imperial capital and root's are coastal AND = { liege = { highest_held_title_tier >= tier_empire } liege.capital_county = { is_coastal_county = yes } scope:root_capital_temp.county = { is_coastal_county = yes } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 400000 } #Medium range for one or the other AND = { liege = { highest_held_title_tier >= tier_empire } OR = { liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 300000 } #Short range if neither is coastal AND = { liege = { highest_held_title_tier >= tier_empire } NOR = { liege.capital_county = { is_coastal_county = yes } scope:root_capital_temp.county = { is_coastal_county = yes } } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 200000 } #KING LIEGE #Long range if both imperial capital and root's are coastal AND = { liege = { highest_held_title_tier <= tier_kingdom } liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 200000 } #Medium range for one or the other AND = { liege = { highest_held_title_tier <= tier_kingdom } OR = { liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 150000 } #Short range if neither is coastal AND = { liege = { highest_held_title_tier <= tier_kingdom } liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } "liege.capital_province.squared_distance(scope:root_capital_temp)" > 100000 } } OR = { any_knight = { ep3_governor_yearly_3080_captain_trigger = yes } any_courtier_or_guest = { ep3_governor_yearly_3080_captain_trigger = yes } } } cooldown = { years = 10 } immediate = { capital_province = { save_scope_as = root_capital } liege = { save_scope_as = liege } if = { limit = { any_knight = { ep3_governor_yearly_3080_captain_trigger = yes } } random_knight = { limit = { ep3_governor_yearly_3080_captain_trigger = yes } save_scope_as = captain } } else_if = { limit = { any_courtier = { ep3_governor_yearly_3080_captain_trigger = yes } } random_courtier = { limit = { ep3_governor_yearly_3080_captain_trigger = yes } save_scope_as = captain } } else = { random_pool_guest = { limit = { ep3_governor_yearly_3080_captain_trigger = yes } save_scope_as = captain } } if = { limit = { any_targeting_faction = { OR = { faction_is_type = populist_faction faction_is_type = peasant_faction } } } random_targeting_faction = { limit = { OR = { faction_is_type = populist_faction faction_is_type = peasant_faction } } save_scope_as = rebel_faction } } if = { limit = { exists = scope:rebel_faction } capital_county = { change_county_control = miniscule_county_control_loss } } else = { add_character_flag = { flag = ep3_governor_ignored_isolation years = 5 } custom_tooltip = ep3_governor_ignored_isolation_tooltip } } #Long-term improvements are needed or this will only happen again option = { trigger = { has_trait = governor stewardship >= very_high_skill_rating } name = ep3_governor_yearly.3080.a if = { limit = { exists = scope:rebel_faction NOT = { has_character_modifier = ep3_face_of_empire_modifier } } add_character_modifier = { modifier = ep3_face_of_empire_modifier years = 20 } } else = { capital_county = { change_development_progress = medium_development_progress_gain } } increase_governance_effect = { VALUE = 5 } stress_impact = { diligent = miniscule_stress_impact_loss impatient = medium_stress_impact_gain fickle = minor_stress_impact_gain trusting = minor_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 0 OR = { has_trait = impatient has_trait = fickle has_trait = trusting } } } } #I need to get out of here... option = { name = ep3_governor_yearly.3080.b change_influence = minor_influence_gain add_character_modifier = { modifier = ep3_anxious_for_new_assignment_modifier years = 5 desc = ep3_anxious_for_new_assignment_desc } custom_tooltip = ep3_anxious_for_new_assignment_tooltip stress_impact = { diligent = medium_stress_impact_gain just = medium_stress_impact_gain humble = minor_stress_impact_gain calm = minor_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_honor = -1 } modifier = { factor = 0 OR = { has_trait = diligent has_trait = just has_trait = humble has_trait = calm has_trait = content } } } } #We can take care of the rebels ourselves option = { trigger = { exists = scope:rebel_faction } name = ep3_governor_yearly.3080.c duel = { skills = { martial diplomacy } value = medium_skill_rating 55 = { #You subdue them desc = ep3_governor_yearly.3080.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -54 } send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.3080.c.success increase_governance_effect = { VALUE = 10 } if = { limit = { scope:captain = { is_acclaimed = yes } } scope:captain.accolade = { add_glory = medium_glory_gain } } else = { scope:rebel_faction = { add_faction_discontent = medium_discontent_loss } } capital_county = { change_county_control = minor_county_control_gain } } } 35 = { #The rebs remain angry desc = ep3_governor_yearly.3080.c.fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -34 } send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.3080.c.fail scope:captain = { increase_wounds_effect = { REASON = fight } } scope:rebel_faction = { add_faction_discontent = minor_discontent_gain } } } 10 = { #The rebs are very very angry desc = ep3_governor_yearly.3080.c.crit_fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -9 } send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.3080.c.crit_fail scope:captain = { death = { death_reason = death_disappearance } } capital_county = { change_county_control = medium_county_control_loss } scope:rebel_faction = { add_faction_discontent = medium_discontent_gain } } } } stress_impact = { craven = medium_stress_impact_gain lazy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_boldness = 1 } modifier = { add = -50 OR = { diplomacy < average_skill_rating martial < average_skill_rating AND = { diplomacy <= medium_skill_rating martial <= medium_skill_rating } } } modifier = { add = 50 OR = { diplomacy >= very_high_skill_rating martial >= very_high_skill_rating AND = { diplomacy >= decent_skill_rating martial >= decent_skill_rating } } } modifier = { factor = 0 OR = { has_trait = craven has_trait = lazy diplomacy < low_skill_rating martial < low_skill_rating AND = { diplomacy <= decent_skill_rating martial <= decent_skill_rating } } } } } #Go, find the lost post-haste! option = { trigger = { NOT = { exists = scope:rebel_faction } } name = ep3_governor_yearly.3080.d duel = { skills = { diplomacy intrigue } value = medium_skill_rating 55 = { #You manage to recover lost shipments and scrounge replacements up desc = ep3_governor_yearly.3080.d.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -54 } send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.3080.d.success increase_governance_effect = { VALUE = 10 } remove_character_flag = ep3_governor_ignored_isolation custom_tooltip = ep3_governor_ignored_isolation_removal_tooltip } } 35 = { #You find nothing desc = ep3_governor_yearly.3080.d.fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -34 } send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.3080.d.fail } } 10 = { #You waste money on a total debacle desc = ep3_governor_yearly.3080.d.crit_fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -9 } send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.3080.d.crit_fail capital_county = { change_development_progress = medium_development_progress_loss } } } } stress_impact = { craven = minor_stress_impact_gain lazy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_boldness = 0.5 } modifier = { add = -50 OR = { diplomacy < average_skill_rating intrigue < average_skill_rating AND = { diplomacy <= medium_skill_rating intrigue <= medium_skill_rating } } } modifier = { add = 50 OR = { diplomacy >= very_high_skill_rating intrigue >= very_high_skill_rating AND = { diplomacy >= decent_skill_rating intrigue >= decent_skill_rating } } } modifier = { factor = 0 OR = { has_trait = craven has_trait = lazy diplomacy < low_skill_rating intrigue < low_skill_rating AND = { diplomacy <= decent_skill_rating intrigue <= decent_skill_rating } } } } } #Whaddaya gonna do *shrug* option = { name = ep3_governor_yearly.3080.e stress_impact = { base = minor_stress_impact_loss diligent = minor_stress_impact_gain paranoid = minor_stress_impact_gain ambitious = minor_stress_impact_gain greedy = minor_stress_impact_gain lazy = miniscule_stress_impact_loss content = miniscule_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_greed = -1 } modifier = { factor = 0 OR = { has_trait = diligent has_trait = paranoid has_trait = ambitious has_trait = greedy } } } } after = { if = { limit = { scope:captain ?= { has_character_flag = need_military_outfit } } scope:captain = { remove_character_flag = need_military_outfit } } } } ##################################### # The Heart of the Byzantine Empire # # by Jason Cantalini # # 3090 # ##################################### #Your estate/province is at the center of the action and it's great ep3_governor_yearly.3090 = { type = character_event title = ep3_governor_yearly.3090.t desc = { desc = ep3_governor_yearly.3090.desc first_valid = { triggered_desc = { trigger = { is_landed = yes } desc = ep3_governor_yearly.3090.landed } desc = ep3_governor_yearly.3090.unlanded } } theme = administrative override_background = { trigger = { scope:root_capital.county = { culture = { OR = { has_graphical_mediterranean_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } } } reference = ep3_city_gate } override_background = { trigger = { scope:root_capital.county = { culture_has_east_asian_heritage_pillar_trigger = yes } } reference = market } override_background = { trigger = { scope:root_capital.county = { culture = { NOR = { has_graphical_mediterranean_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } culture_has_east_asian_heritage_pillar_trigger = no } } } reference = tour_arrival } left_portrait = { character = root animation = jockey_wave camera = camera_event_horse_left } lower_right_portrait = scope:liege trigger = { age >= 8 top_liege != this government_allows = administrative exists = domicile trigger_if = { limit = { is_landed = yes } capital_province = { save_temporary_scope_as = root_capital_temp } } trigger_else = { domicile = { domicile_location = { save_temporary_scope_as = root_capital_temp } } } OR = { is_landed = yes is_landless_administrative = yes } has_ep3_dlc_trigger = yes basic_is_valid_for_yearly_events_trigger = yes is_at_war = no #Capital is not a border province NOT = { scope:root_capital_temp.county = { any_neighboring_county = { holder = { top_liege != root.top_liege } } } } scope:root_capital_temp.county = { culture = root.top_liege.capital_county.culture } OR = { scope:root_capital_temp = { this = root.top_liege.capital_province } #EMPEROR LIEGE #Long range if both imperial capital and root's are coastal AND = { is_landed = yes top_liege = { highest_held_title_tier >= tier_empire } top_liege.capital_county = { is_coastal_county = yes } scope:root_capital_temp.county = { is_coastal_county = yes } "top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 80000 } #Medium range for one or the other AND = { is_landed = yes top_liege = { highest_held_title_tier >= tier_empire } OR = { top_liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } } "top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 70000 } #Short range if neither is coastal AND = { is_landed = yes top_liege = { highest_held_title_tier >= tier_empire } NOR = { top_liege.capital_county = { is_coastal_county = yes } scope:root_capital_temp.county = { is_coastal_county = yes } } "top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 60000 } #KING top_liege #Long range if both imperial capital and root's are coastal AND = { OR = { top_liege = { highest_held_title_tier <= tier_kingdom } is_landless_ruler = yes } top_liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } "top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 40000 } #Medium range for one or the other AND = { OR = { top_liege = { highest_held_title_tier <= tier_kingdom } is_landless_ruler = yes } OR = { top_liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } } "top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 35000 } #Short range if neither is coastal AND = { OR = { top_liege = { highest_held_title_tier <= tier_kingdom } is_landless_ruler = yes } top_liege.capital_county = { is_coastal_county = no } scope:root_capital_temp.county = { is_coastal_county = no } "top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 30000 } } OR = { top_liege = { highest_held_title_tier <= tier_empire realm_size >= 50 } top_liege = { highest_held_title_tier <= tier_kingdom realm_size >= 20 } } } cooldown = { years = 10 } immediate = { if = { limit = { is_landed = yes } capital_province = { save_scope_as = root_capital } } else = { domicile.domicile_location = { save_scope_as = root_capital } } top_liege = { save_scope_as = liege } } #Broker access to the halls of power in exchange for $$$ option = { name = ep3_governor_yearly.3090.a flavor = ep3_governor_yearly.3090.a.flavor add_gold = major_gold_value change_influence = miniscule_influence_loss stress_impact = { generous = medium_stress_impact_gain humble = minor_stress_impact_gain compassionate = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } modifier = { factor = 0 OR = { has_trait = humble has_trait = compassionate has_trait = generous short_term_gold < minor_gold_value } } } } #Expand your local investments option = { name = ep3_governor_yearly.3090.b if = { limit = { NOT = { house = { has_house_modifier = ep3_invested_in_power_center_modifier } } } house = { add_house_modifier = { modifier = ep3_invested_in_power_center_modifier years = 50 } } increase_governance_effect = { VALUE = 5 } } else_if = { limit = { OR = { is_landless_ruler = yes domicile.domicile_location = root.capital_province } NOT = { has_character_modifier = ep3_cosmopolitan_domicile_modifier } } add_character_modifier = { modifier = ep3_cosmopolitan_domicile_modifier years = 10 } } else_if = { limit = { is_landed = yes } increase_governance_effect = { VALUE = 10 } capital_county = { change_development_progress = minor_development_progress_gain } } else = { add_stewardship_lifestyle_xp = medium_lifestyle_xp } remove_short_term_gold = minor_gold_value stress_impact = { impatient = minor_stress_impact_gain fickle = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 0 OR = { has_trait = fickle has_trait = impatient short_term_gold < minor_gold_value } } } } #Host a dinner with some influential persons option = { name = ep3_governor_yearly.3090.c flavor = ep3_governor_yearly.3090.c.flavor #Add opinion with local lords and landless admin change_influence = medium_influence_gain if = { limit = { is_landed = yes } scope:liege = { every_vassal = { custom = custom.every_realm_vassal_local_estate limit = { domicile.domicile_location ?= { county = { holder = { OR = { this = root liege = root } } } } this != root } add_opinion = { modifier = friendliness_opinion target = root opinion = 10 } } } every_vassal = { custom = custom.every_vassal add_opinion = { modifier = friendliness_opinion target = root opinion = 10 } } } else = { scope:liege = { every_vassal = { custom = custom.every_vassal_same_domicile_location limit = { domicile.domicile_location ?= scope:root_capital this != root } add_opinion = { modifier = friendliness_opinion target = root opinion = 10 } } } if = { limit = { scope:root_capital.county.holder = root.top_liege } scope:liege = { add_opinion = { target = root modifier = friendliness_opinion opinion = 10 } } } if = { limit = { scope:liege = { any_close_family_member = { is_adult = yes location = scope:root_capital this != root } } } scope:liege = { random_close_family_member = { limit = { is_adult = yes location = scope:root_capital this != root } add_opinion = { target = root modifier = friendliness_opinion opinion = 10 } } } } if = { limit = { scope:liege = { any_councillor = { is_adult = yes location = scope:root_capital this != root } } } scope:liege = { random_councillor = { limit = { is_adult = yes location = scope:root_capital this != root } add_opinion = { target = root modifier = friendliness_opinion opinion = 10 } } } } } stress_impact = { shy = minor_stress_impact_gain temperate = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } modifier = { factor = 0 OR = { has_trait = shy has_trait = temperate } } } } } ##################################### # Our Empire, Pandemonium # # by Jason Cantalini # # 3100 # ##################################### scripted_trigger ep3_governor_yearly_3100_messenger_trigger = { is_alive = yes is_adult = yes age <= 55 is_travelling = no is_in_army = no is_imprisoned = no has_contagious_deadly_disease_trigger = no is_incapable = no is_foreign_court_guest = no trigger_if = { limit = { exists = scope:liege_temp } can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:liege_temp } NOR = { is_primary_heir_of = scope:liege_temp is_player_heir_of = scope:liege_temp is_close_family_of = scope:liege_temp is_spouse_of = scope:liege_temp } } trigger_else = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:liege } NOR = { is_primary_heir_of = scope:liege is_player_heir_of = scope:liege is_close_family_of = scope:liege is_spouse_of = scope:liege } } } scripted_trigger ep3_governor_yearly_3100_crappy_liege_trigger = { #Liege sucks liege = { has_active_diarchy = no OR = { #Bad governor (won't work on emperors) governor_efficiency <= 0.6 #Generally shite AND = { diplomacy <= low_skill_rating martial <= low_skill_rating stewardship <= low_skill_rating intrigue <= low_skill_rating learning <= low_skill_rating } } } } #Liege is in debt / region or empire is poorly governed ep3_governor_yearly.3100 = { type = character_event title = ep3_governor_yearly.3100.t desc = { first_valid = { triggered_desc = { trigger = { OR = { liege = { gold <= -50 } ep3_governor_yearly_3100_crappy_liege_trigger = yes } } desc = ep3_governor_yearly.3100.intro_liege } desc = ep3_governor_yearly.3100.intro_governors } desc = ep3_governor_yearly.3100.desc first_valid = { triggered_desc = { trigger = { liege = { gold <= -50 } } desc = ep3_governor_yearly.3100.desc_liege_debt } triggered_desc = { trigger = { ep3_governor_yearly_3100_crappy_liege_trigger = yes } desc = ep3_governor_yearly.3100.desc_liege_skill } desc = ep3_governor_yearly.3100.desc_governors } } theme = administrative left_portrait = { character = root animation = war_defender } right_portrait = { character = scope:messenger animation = obsequious_bow } lower_right_portrait = scope:liege trigger = { NOT = { has_government = celestial_government } age >= 12 top_liege != this government_allows = administrative OR = { is_landed = yes is_landless_administrative = yes } has_ep3_dlc_trigger = yes basic_is_valid_for_yearly_events_trigger = yes is_at_war = no OR = { #liege is in debt liege = { gold <= -50 } ep3_governor_yearly_3100_crappy_liege_trigger = yes #Governors of empire suck liege = { any_vassal = { government_allows = administrative is_landed = yes add_to_temporary_list = admin_vassals } any_in_list = { list = admin_vassals percent >= 0.5 governor_efficiency <= 0.8 } } } liege = { save_temporary_scope_as = liege_temp OR = { any_courtier = { ep3_governor_yearly_3100_messenger_trigger = yes } any_pool_guest = { ep3_governor_yearly_3100_messenger_trigger = yes } } } governor_efficiency > 0.75 } cooldown = { years = 10 } immediate = { if = { limit = { is_landed = yes } capital_province = { save_scope_as = root_capital } } else = { domicile = { domicile_location = { save_scope_as = root_capital } } } liege = { save_scope_as = liege assign_quirk_effect = yes } #Save random courtier to be messenger scope:liege = { if = { limit = { any_courtier = { ep3_governor_yearly_3100_messenger_trigger = yes } } random_courtier = { limit = { ep3_governor_yearly_3100_messenger_trigger = yes } save_scope_as = messenger } } else = { random_pool_guest = { limit = { ep3_governor_yearly_3100_messenger_trigger = yes } save_scope_as = messenger } } } #Choose negative trait that might be gained random_list = { 5 = { trigger = { NOR = { has_trait = depressed_1 has_trait = depressed_genetic has_trait = ambitious has_trait = diligent } OR = { ai_energy <= low_negative_ai_value ai_compassion >= low_positive_ai_value } } add_character_flag = { flag = ep3_governor_yearly_3100_depressed days = 20 } } 5 = { trigger = { NOR = { has_trait = reclusive has_trait = gregarious } ai_sociability <= low_negative_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_reclusive days = 20 } } 5 = { trigger = { NOR = { has_trait = irritable has_trait = calm } ai_vengefulness >= low_positive_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_irritable days = 20 } } 5 = { trigger = { NOR = { has_trait = drunkard has_trait = temperate AND = { faith_forbids_alcohol_trigger = yes has_trait = zealous } } ai_energy <= low_negative_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_drunkard days = 20 } } 5 = { trigger = { NOR = { has_trait = hashishiyah has_trait = temperate } ai_energy <= low_negative_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_hashishiyah days = 20 } } 5 = { trigger = { NOR = { has_trait = comfort_eater has_trait = temperate } ai_greed >= low_positive_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_comfort_eater days = 20 } } 5 = { trigger = { NOR = { has_trait = contrite has_trait = arrogant has_trait = vengeful has_trait = sadistic has_trait = callous } ai_compassion >= low_positive_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_contrite days = 20 } } 5 = { trigger = { NOR = { has_trait = improvident has_trait = greedy has_trait = sadistic has_trait = callous } ai_greed <= low_negative_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_improvident days = 20 } } 5 = { trigger = { NOR = { has_trait = rakish has_trait = chaste has_trait = celibate has_sexuality = asexual } is_adult = yes ai_sociability >= low_positive_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_rakish days = 20 } } 5 = { trigger = { NOR = { has_trait = profligate has_trait = temperate has_trait = diligent } ai_rationality <= low_negative_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_profligate days = 20 } } 5 = { trigger = { NOR = { has_trait = flagellant has_trait = cynical } ai_zeal >= low_positive_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_flagellant days = 20 } } 5 = { trigger = { NOR = { has_trait = gluttonous has_trait = inappetetic } ai_greed <= low_positive_ai_value } add_character_flag = { flag = ep3_governor_yearly_3100_inappetetic days = 20 } } } save_scope_as = root_scope } #My example should be followed more closely option = { name = ep3_governor_yearly.3100.a trigger = { governor_efficiency >= 1.25 } reason = governor_efficiency change_influence = major_influence_gain add_prestige = medium_prestige_gain custom_tooltip = ep3_following_governorship_example_tooltip if = { limit = { OR = { scope:liege = { gold <= -50 } ep3_governor_yearly_3100_crappy_liege_trigger = yes } is_ai = no } scope:liege = { increase_governance_effect = { VALUE = 20 } } } else_if = { limit = { OR = { scope:liege = { gold <= -50 } ep3_governor_yearly_3100_crappy_liege_trigger = yes } } scope:liege = { increase_governance_effect = { VALUE = 10 } } } else_if = { limit = { is_ai = no } hidden_effect = { scope:liege = { every_vassal = { increase_governance_effect = { VALUE = 10 } } } } } else = { hidden_effect = { scope:liege = { every_vassal = { increase_governance_effect = { VALUE = 5 } } } } } stress_impact = { base = major_stress_impact_gain diligent = major_stress_impact_loss just = minor_stress_impact_loss administrator = minor_stress_impact_loss loyal = miniscule_stress_impact_loss lazy = major_stress_impact_gain content = minor_stress_impact_gain arbitrary = minor_stress_impact_gain } ai_chance = { base = 150 ai_value_modifier = { ai_energy = 1 ai_honor = 1 } modifier = { add = -100 stress_level >= 1 } modifier = { factor = 0 OR = { has_trait = lazy has_trait = content has_trait = arbitrary stress_level >= 2 } } } } #Urge the Emperor to amend this state of affairs option = { name = ep3_governor_yearly.3100.b duel = { skill = diplomacy value = medium_skill_rating 55 = { #The emperor is impressed by your conviction desc = ep3_governor_yearly.3100.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -54 } send_interface_toast = { type = event_toast_effect_good title = ep3_governor_yearly.3100.b.success left_icon = scope:liege change_influence = minor_influence_gain scope:liege = { add_opinion = { modifier = respect_opinion target = root opinion = 10 } } } } 45 = { #The emperor is offended desc = ep3_governor_yearly.3100.b.fail compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -44 } send_interface_toast = { type = event_toast_effect_bad title = ep3_governor_yearly.3100.b.fail left_icon = scope:liege scope:liege = { add_opinion = { modifier = disrespect_opinion target = root opinion = -30 } } } } } hidden_effect = { if = { limit = { ep3_governor_yearly_3100_crappy_liege_trigger = yes top_liege = this } scope:liege = { send_interface_message = { type = msg_governor_upset_about_skill title = msg_governor_upset_about_skill.t desc = msg_governor_upset_about_skill.desc right_icon = scope:root_scope reverse_add_opinion = { modifier = frustrated_opinion target = scope:root_scope opinion = -10 } } } } else_if = { limit = { ep3_governor_yearly_3100_crappy_liege_trigger = yes top_liege != this } scope:liege = { send_interface_message = { type = msg_governor_upset_about_governance title = msg_governor_upset_about_governance.t desc = msg_governor_upset_about_governance.desc right_icon = scope:root_scope reverse_add_opinion = { modifier = frustrated_opinion target = scope:root_scope opinion = -10 } } } } else_if = { limit = { liege = { gold <= -50 } } scope:liege = { send_interface_message = { type = msg_governor_upset_about_insolvency title = msg_governor_upset_about_insolvency.t desc = msg_governor_upset_about_insolvency.desc right_icon = scope:root_scope reverse_add_opinion = { modifier = frustrated_opinion target = scope:root_scope opinion = -15 } } } } else = { scope:liege = { send_interface_message = { type = msg_governor_upset_about_bad_govs title = msg_governor_upset_about_bad_govs.t desc = msg_governor_upset_about_bad_govs.desc right_icon = scope:root_scope reverse_add_opinion = { modifier = frustrated_opinion target = scope:root_scope opinion = -10 } } } } } stress_impact = { stubborn = miniscule_stress_impact_loss shy = miniscule_stress_impact_gain craven = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_sociability = 1 } modifier = { add = 50 diplomacy >= very_high_skill_rating } modifier = { add = -50 has_trait = shy } modifier = { add = -50 diplomacy <= decent_skill_rating } modifier = { factor = 0 OR = { has_trait = craven has_trait = humble diplomacy < average_skill_rating } } } } #Things are bad... I need to grab stuff for myself option = { name = ep3_governor_yearly.3100.c flavor = ep3_governor_yearly.3100.c.flavor if = { limit = { is_landed = yes } add_gold = medium_gold_value capital_county = { change_development_progress = medium_development_progress_loss } add_prestige = medium_prestige_loss } else = { add_gold = minor_gold_value add_prestige = medium_prestige_loss } stress_impact = { greedy = miniscule_stress_impact_loss just = medium_stress_impact_gain generous = medium_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = -100 ai_value_modifier = { ai_greed = 1 ai_honor = -1 } modifier = { add = -50 prestige < major_prestige_value } modifier = { factor = 0 OR = { has_trait = just has_trait = generous has_trait = honest prestige < medium_prestige_value } } } } #God, I can't think about this miserable state of affairs... option = { name = ep3_governor_yearly.3100.d flavor = ep3_governor_yearly.3100.d.flavor #Reduce governor efficiency add_character_modifier = { modifier = ep3_ignoring_realm_decline_modifier years = 10 desc = ep3_ignoring_realm_decline_tooltip } custom_tooltip = ep3_ignoring_realm_decline_years_tooltip random_list = { 45 = { add_stress = minor_stress_impact_loss } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_reclusive } add_trait = reclusive } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_irritable } add_trait = irritable } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_drunkard } add_trait = drunkard } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_hashishiyah } add_trait = hashishiyah } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_comfort_eater } add_trait = comfort_eater } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_flagellant } add_trait = flagellant } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_contrite } add_trait = contrite } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_improvident } add_trait = improvident } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_rakish } add_trait = rakish } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_hashishiyah } add_trait = hashishiyah } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_profligate } add_trait = profligate } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_inappetetic } add_trait = inappetetic } 5 = { trigger = { has_character_flag = ep3_governor_yearly_3100_depressed } add_trait = depressed_1 } } stress_impact = { lazy = miniscule_stress_impact_loss content = miniscule_stress_impact_loss depressed_1 = miniscule_stress_impact_loss depressed_genetic = miniscule_stress_impact_loss diligent = medium_stress_impact_gain ambitious = medium_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_greed = -1 } modifier = { add = -50 prestige < major_prestige_value } modifier = { factor = 0 OR = { has_trait = diligent has_trait = ambitious has_trait = stubborn prestige < medium_prestige_value } } } } }