namespace = ep3_powerful_families ################################################## # EP3 Powerful Families # by James Beaumont # 8000 In High Places # 8010 Emperor in Distress # 8020 In the Bud # 8030 Families That Scheme Together... # 8040 Cordially # 8050 An Atrocious Appointment # 8060 A Villainous Villa # 8070 Folly # 8080 Stammering Silence # In High Places # 8000 ep3_powerful_families.8000 = { type = character_event title = ep3_powerful_families.8000.t desc = ep3_powerful_families.8000.desc theme = administrative left_portrait = { character = root animation = thinking } right_portrait = { character = scope:influential_family_member animation = scheme } lower_right_portrait = { character = liege } cooldown = { years = 10 } trigger = { government_allows = administrative house ?= { is_powerful_family = yes } # No Emperors top_liege != this liege = { is_ai = yes } house = { any_house_member = { this != root any_court_position_employer = { this = root.liege } ai_rationality > ai_honor } } } weight_multiplier = { base = 1 } immediate = { house = { random_house_member = { limit = { this != root any_court_position_employer = { this = root.liege } ai_rationality > ai_honor } save_scope_as = influential_family_member } } liege = { save_scope_as = liege } # for loc } # Spread our influence like a weed option = { name = ep3_powerful_families.8000.a scope:influential_family_member = { duel = { skill = intrigue target = root.liege 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } root = { send_interface_toast = { title = ep3_powerful_families.8000.a.win left_icon = root right_icon = scope:influential_family_member change_influence = medium_influence_gain } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -49 } root = { send_interface_toast = { title = ep3_powerful_families.8000.a.win left_icon = root right_icon = scope:influential_family_member change_influence = minor_influence_gain } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } root = { send_interface_toast = { title = ep3_powerful_families.8000.a.lose left_icon = root right_icon = scope:influential_family_member liege = { progress_towards_rival_effect = { REASON = rival_abused_power CHARACTER = root OPINION = default_rival_opinion } } } } } } } stress_impact = { honest = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_rationality = 1.5 ai_honor = -1.5 } } } # Discover the Empire's dirty secrets option = { name = ep3_powerful_families.8000.b scope:influential_family_member = { duel = { skill = intrigue target = root.liege 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } custom_tooltip = ep3_powerful_families.8000.b.tt hidden_effect = { root = { random_list = { 75 = { trigger = { liege = { any_secret = { NOT = { is_known_by = root } } } } send_interface_toast = { title = ep3_powerful_families.8000.b.win.secret left_icon = root right_icon = scope:influential_family_member liege = { random_secret = { limit = { NOT = { is_known_by = root } } reveal_to_without_events_effect = { CHARACTER = root } } } } } 25 = { send_interface_toast = { title = ep3_powerful_families.8000.b.win.no_secret left_icon = root right_icon = scope:influential_family_member change_influence = minor_influence_gain } } } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } root = { send_interface_toast = { title = ep3_powerful_families.8000.a.lose left_icon = root right_icon = scope:influential_family_member liege = { progress_towards_rival_effect = { REASON = rival_abused_power CHARACTER = root OPINION = default_rival_opinion } } } } } } } stress_impact = { honest = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_rationality = 1.5 ai_honor = -1.5 } } } # Curry favor with the emperor option = { name = ep3_powerful_families.8000.c liege = { progress_towards_friend_effect = { REASON = friend_loyal_servant CHARACTER = root OPINION = default_friend_opinion } } stress_impact = { ambitious = medium_stress_impact_gain deceitful = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_rationality = -1.5 ai_honor = 1.5 ai_compassion = 1.5 } } } } # Emperor in Distress # 8010-8019 scripted_effect ep3_pf_8010_a_effect = { scope:generous_family = { pay_short_term_gold = { target = liege gold = medium_gold_value } change_influence = medium_influence_gain } } scripted_effect ep3_pf_8010_b_accept_effect = { scope:war = { if = { limit = { is_attacker = scope:liege } add_attacker = scope:generous_family } else_if = { limit = { is_defender = scope:liege } add_defender = scope:generous_family } } scope:generous_family = { change_influence = major_influence_gain } } ep3_powerful_families.8010 = { type = character_event title = ep3_powerful_families.8010.t desc = ep3_powerful_families.8010.desc theme = administrative left_portrait = { character = root animation = thinking } right_portrait = { character = liege animation = stress } cooldown = { years = 10 } trigger = { government_allows = administrative house ?= { is_powerful_family = yes } # No Emperors top_liege != this is_at_war_with_liege = no liege = { NOT = { has_character_flag = ep3_pf_8010 } any_character_war = { OR = { AND = { is_attacker = root.liege attacker_war_score < defender_war_score } AND = { is_defender = root.liege defender_war_score < attacker_war_score } } NOT = { is_participant = root } } } } immediate = { save_scope_as = generous_family liege = { save_scope_as = liege # for loc random_character_war = { limit = { OR = { AND = { is_attacker = root.liege attacker_war_score < defender_war_score } AND = { is_defender = root.liege defender_war_score < attacker_war_score } } NOT = { is_participant = root } } save_scope_as = war } add_character_flag = { flag = ep3_pf_8010 years = 15 } } } # Send gold for influence option = { name = ep3_powerful_families.8010.a show_as_tooltip = { ep3_pf_8010_a_effect = yes } hidden_effect = { liege = { trigger_event = { id = ep3_powerful_families.8011 days = 1 } } } stress_impact = { arbitrary = minor_stress_impact_gain callous = minor_stress_impact_gain greedy = minor_stress_impact_gain content = minor_stress_impact_gain brave = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = 1.5 ai_rationality = 1.5 ai_greed = -1.5 } } } # Join the war directly option = { name = ep3_powerful_families.8010.b show_as_tooltip = { random_list = { 50 = { show_chance = no desc = tour_grounds_if_liege_accepts_tt ep3_pf_8010_b_accept_effect = yes } 50 = { show_chance = no desc = tour_grounds_if_liege_rejects_tt change_influence = minor_influence_gain } } } hidden_effect = { liege = { trigger_event = { id = ep3_powerful_families.8012 days = 1 } } } stress_impact = { arbitrary = minor_stress_impact_gain callous = minor_stress_impact_gain craven = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_rationality = 1.5 ai_honor = 1.5 ai_boldness = 1.5 } } } # Take advantage of the Emperor's weakness option = { name = ep3_powerful_families.8010.c duel = { skill = intrigue target = root.liege 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8010.a.win left_icon = root right_icon = scope:liege change_influence = medium_influence_gain } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8010.a.lose left_icon = root right_icon = scope:liege liege = { progress_towards_rival_effect = { REASON = rival_abused_power CHARACTER = root OPINION = default_rival_opinion } } } } } stress_impact = { honest = medium_stress_impact_gain just = medium_stress_impact_gain compassionate = medium_stress_impact_gain content = minor_stress_impact_gain brave = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_rationality = -1.5 ai_honor = -1.5 } } } # Not my problem option = { name = ep3_powerful_families.8010.d hidden_effect = { scope:liege = { remove_character_flag = ep3_pf_8010 } } stress_impact = { ambitious = minor_stress_impact_gain compassionate = minor_stress_impact_gain brave = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = -1.5 ai_boldness = -1.5 } } } } ep3_powerful_families.8011 = { type = letter_event opening = ep3_powerful_families.8011.t desc = ep3_powerful_families.8011.desc sender = scope:generous_family # Thanks! option = { name = ep3_powerful_families.8011.a ep3_pf_8010_a_effect = yes } } ep3_powerful_families.8012 = { type = character_event title = ep3_powerful_families.8012.t desc = ep3_powerful_families.8012.desc theme = administrative left_portrait = { character = root animation = stress } right_portrait = { character = scope:generous_family animation = personality_honorable } # Accept their offer to help! option = { name = ep3_powerful_families.8012.a scope:generous_family = { send_interface_toast = { title = ep3_powerful_families.8012.a.toast left_icon = scope:generous_family right_icon = scope:liege ep3_pf_8010_b_accept_effect = yes } } stress_impact = { paranoid = minor_stress_impact_gain greedy = minor_stress_impact_gain ambitious = minor_stress_impact_gain brave = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = 1.5 ai_rationality = 1.5 ai_boldness = -1.5 } } } # Refuse their help option = { name = ep3_powerful_families.8012.b scope:generous_family = { send_interface_toast = { title = ep3_powerful_families.8012.b.toast left_icon = scope:generous_family right_icon = scope:liege change_influence = minor_influence_gain } } stress_impact = { arbitrary = minor_stress_impact_gain gregarious = minor_stress_impact_gain craven = minor_stress_impact_gain content = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_rationality = -1.5 ai_boldness = 1.5 } } } } # In the Bud # You are from a Powerful Family - react to a new Powerful Family emerging # 8020 ep3_powerful_families.8020 = { type = character_event title = ep3_powerful_families.8020.t desc = ep3_powerful_families.8020.desc theme = administrative left_portrait = { character = root animation = thinking } right_portrait = { character = scope:new_family animation = personality_honorable } trigger = { has_ep3_dlc_trigger = yes government_allows = administrative house ?= { is_powerful_family = yes } NOT = { #cooldown has_character_flag = 8020_powerful_family_cooldown } } immediate = { add_character_flag = { flag = 8020_powerful_family_cooldown years = 10 } } # Stifle their influence option = { name = ep3_powerful_families.8020.a duel = { skills = { intrigue stewardship } target = scope:new_family 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8020.a.win left_icon = root right_icon = scope:new_family scope:new_family = { set_relation_rival = { target = root reason = rival_stifled_my_influence } } change_influence = major_influence_gain scope:new_family = { change_influence = major_influence_loss } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8020.a.lose left_icon = root right_icon = scope:new_family scope:new_family = { progress_towards_rival_effect = { CHARACTER = root REASON = rival_stifled_my_influence OPINION = default_rival_opinion } } } } } stress_impact = { just = minor_stress_impact_gain compassionate = minor_stress_impact_gain gregarious = minor_stress_impact_gain shy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = -1.5 ai_rationality = -1.5 ai_boldness = 1.5 ai_greed = 1.5 ai_vengefulness = 1.5 } } } # Reach out an olive branch option = { name = ep3_powerful_families.8020.b duel = { skill = diplomacy target = scope:new_family 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8020.b.win left_icon = root right_icon = scope:new_family scope:new_family = { set_relation_friend = { target = root reason = friend_aided_my_family } } change_influence = medium_influence_loss scope:new_family = { change_influence = medium_influence_gain } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8020.b.lose left_icon = root right_icon = scope:new_family change_influence = medium_influence_loss } } } stress_impact = { arbitrary = minor_stress_impact_gain callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain vengeful = minor_stress_impact_gain shy = minor_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 1.5 ai_honor = 1.5 ai_rationality = 1.5 ai_sociability = 1.5 ai_greed = 1.5 ai_vengefulness = -1.5 } } } # I don't care option = { name = ep3_powerful_families.8020.c stress_impact = { ambitious = minor_stress_impact_gain gregarious = minor_stress_impact_gain lazy = minor_stress_impact_loss shy = minor_stress_impact_loss } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -1.5 ai_sociability = -1.5 ai_greed = -1.5 } } } } # Families That Scheme Together... # 8030 ep3_powerful_families.8030 = { type = character_event title = ep3_powerful_families.8030.t desc = ep3_powerful_families.8030.desc theme = administrative left_portrait = { character = root animation = scheme } right_portrait = { character = scope:friendly_family animation = personality_honorable } cooldown = { years = 15 } trigger = { government_allows = administrative house ?= { is_powerful_family = yes } # No Emperors top_liege != this is_a_faction_member = yes any_relation = { type = friend is_ai = yes liege = root.liege house ?= { is_powerful_family = yes } can_join_faction = root.joined_faction OR = { NOT = { exists = joined_faction } joined_faction != root.joined_faction } } } immediate = { random_relation = { type = friend limit = { is_ai = yes liege = root.liege house ?= { is_powerful_family = yes } can_join_faction = root.joined_faction OR = { NOT = { exists = joined_faction } joined_faction != root.joined_faction } } save_scope_as = friendly_family } joined_faction = { save_scope_as = faction } } # Coax them into the faction option = { name = ep3_powerful_families.8030.a change_influence = medium_influence_loss duel = { skill = diplomacy target = scope:friendly_family 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8030.a.win left_icon = root right_icon = scope:friendly_family scope:friendly_family = { join_faction_forced = { faction = scope:faction forced_by = root years = 10 } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8030.a.lose left_icon = root right_icon = scope:friendly_family } } } stress_impact = { content = minor_stress_impact_gain honest = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = -1.5 ai_rationality = 1.5 ai_boldness = 1.5 ai_vengefulness = 1.5 } } } # This is not what friends do option = { name = ep3_powerful_families.8030.b change_influence = minor_influence_gain stress_impact = { ambitious = minor_stress_impact_gain vengeful = minor_stress_impact_gain callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain schemer = minor_stress_impact_gain deceitful = minor_stress_impact_gain wrathful = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = 1.5 ai_rationality = -1.5 ai_boldness = -1.5 ai_vengefulness = -1.5 } } } } # Cordially # Your estate is on someone else's lands, invite them round for tea? # 8040 ep3_powerful_families.8040 = { type = character_event title = ep3_powerful_families.8040.t desc = ep3_powerful_families.8040.desc theme = administrative left_portrait = { character = root animation = thinking } right_portrait = { character = scope:other_family animation = personality_honorable } cooldown = { years = 15 } trigger = { government_allows = administrative is_available = yes house ?= { is_powerful_family = yes } domicile ?= { is_domicile_type = estate trigger_if = { limit = { root = { top_liege != this } } domicile_location.county.holder.liege != root } domicile_location.county.holder.house.house_head = { this != root exists = house house != root.house house = { is_powerful_family = yes } is_available_ai_adult = yes } } } immediate = { domicile ?= { domicile_location.county = { save_scope_as = location holder.house.house_head = { save_scope_as = other_family } } } } # Have them over for a good dinner option = { name = ep3_powerful_families.8040.a change_influence = minor_influence_loss duel = { skill = diplomacy target = scope:other_family 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8040.a.win left_icon = root right_icon = scope:other_family scope:other_family = { progress_towards_friend_effect = { REASON = friend_dinner CHARACTER = root OPINION = default_friend_opinion } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8040.a.lose left_icon = root right_icon = scope:other_family } } } stress_impact = { ambitious = minor_stress_impact_gain shy = minor_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:other_family multiplier = 0.1 } ai_value_modifier = { ai_sociability = 1.5 ai_rationality = 1.5 ai_boldness = -1.5 ai_vengefulness = -1.5 } } } # Spread your influence in their lands option = { name = ep3_powerful_families.8040.b scope:other_family = { progress_towards_rival_effect = { REASON = rival_plotting_against_me CHARACTER = root OPINION = default_rival_opinion } } duel = { skills = { intrigue stewardship } target = scope:other_family 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8040.b.win left_icon = root right_icon = scope:other_family change_influence = medium_influence_gain scope:other_family = { change_influence = minor_influence_loss } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8040.b.lose left_icon = root right_icon = scope:other_family change_influence = medium_influence_loss scope:other_family = { change_influence = minor_influence_gain } } } } stress_impact = { compassionate = minor_stress_impact_gain gregarious = minor_stress_impact_gain content = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_honor = -1.5 ai_rationality = -1.5 ai_boldness = 1.5 ai_vengefulness = 1.5 } } } # Keep a low profile option = { name = ep3_powerful_families.8040.c stress_impact = { ambitious = minor_stress_impact_gain gregarious = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = -1.5 ai_boldness = -2 ai_vengefulness = -1.5 } } } } # A Villainous Villa # A rival family's estate is on your lands, try and mess with them? # 8060 ep3_powerful_families.8060 = { type = character_event title = ep3_powerful_families.8060.t desc = ep3_powerful_families.8060.desc theme = administrative left_portrait = { character = root animation = rage } right_portrait = { character = scope:other_family animation = schadenfreude } cooldown = { years = 15 } trigger = { government_allows = administrative is_available = yes house ?= { is_powerful_family = yes } any_relation = { type = rival top_liege = root.top_liege exists = house house != root.house house = { is_powerful_family = yes } is_available_ai_adult = yes domicile ?= { is_domicile_type = estate domicile_location.county.holder = root } } } immediate = { random_relation = { type = rival limit = { top_liege = root.top_liege exists = house house != root.house house = { is_powerful_family = yes } is_available_ai_adult = yes domicile ?= { is_domicile_type = estate domicile_location.county.holder = root } } domicile.domicile_location.county = { save_scope_as = location } save_scope_as = other_family } } # Try to steal their stuff! option = { name = ep3_powerful_families.8060.a scope:other_family = { progress_towards_rival_effect = { REASON = rival_plotting_against_me CHARACTER = root OPINION = default_rival_opinion } } duel = { skill = intrigue target = scope:other_family 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8060.a.win left_icon = root right_icon = scope:other_family scope:other_family = { pay_short_term_gold = { target = root gold = medium_gold_value } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = 1.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8060.a.lose left_icon = root right_icon = scope:other_family scope:other_family = { pay_short_term_gold = { target = root gold = medium_gold_value } add_opinion = { modifier = theft_opinion target = root } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8060.a.lose left_icon = root right_icon = scope:other_family scope:other_family = { add_opinion = { modifier = theft_opinion target = root } } } } } stress_impact = { content = minor_stress_impact_gain honest = minor_stress_impact_gain compassionate = minor_stress_impact_gain } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:other_family multiplier = 0.1 } ai_value_modifier = { ai_honor = -1.5 ai_boldness = 1.5 ai_vengefulness = 3.5 ai_greed = 1.5 } } } # Bribe their servants option = { name = ep3_powerful_families.8060.b remove_short_term_gold = minor_gold_value change_influence = minor_influence_gain stress_impact = { compassionate = minor_stress_impact_gain gregarious = minor_stress_impact_gain content = minor_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 10 modifier = { factor = 0 short_term_gold <= minor_gold_value } ai_value_modifier = { ai_rationality = 1.5 ai_boldness = 1.5 ai_vengefulness = -1.5 ai_greed = -1.5 } } } # Nah nah nah option = { name = ep3_powerful_families.8060.c stress_impact = { ambitious = minor_stress_impact_gain gregarious = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_greed = -1.5 ai_boldness = -2 ai_vengefulness = -1.5 } } } } # Folly # One of your young house members has been hanging out at a rival family's estate # 8070 ep3_powerful_families.8070 = { type = character_event title = ep3_powerful_families.8070.t desc = ep3_powerful_families.8070.desc theme = administrative left_portrait = { character = root animation = rage } right_portrait = { character = scope:child animation = fear } lower_right_portrait = { character = scope:other_family } cooldown = { years = 15 } trigger = { government_allows = administrative is_available = yes house ?= { is_powerful_family = yes } exists = domicile house = { any_house_member = { top_liege = root.top_liege is_available_ai = yes is_adult = no child_not_infant_trigger = yes # Should generally only be teens } } top_liege = { any_powerful_family = { this != root.house house_head = { is_available_ai_adult = yes domicile ?= { is_domicile_type = estate domicile_location.county = root.domicile.domicile_location.county } OR = { has_relation_rival = root root = { house_has_feud_relation_with_trigger = { TARGET = prev } } } } } } } immediate = { house = { random_house_member = { limit = { top_liege = root.top_liege is_available_ai = yes is_adult = no child_not_infant_trigger = yes } save_scope_as = child } } top_liege = { random_powerful_family = { limit = { this != root.house house_head = { is_available_ai_adult = yes domicile ?= { is_domicile_type = estate domicile_location.county = root.domicile.domicile_location.county } OR = { has_relation_rival = root root = { house_has_feud_relation_with_trigger = { TARGET = prev } } } } } house_head = { save_scope_as = other_family } } } } # Convince them to give you info on the family option = { name = ep3_powerful_families.8070.a duel = { skills = { intrigue diplomacy } target = scope:child 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8070.a.win left_icon = root right_icon = scope:child scope:other_family = { change_influence = medium_influence_loss } change_influence = medium_influence_gain } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -1.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8070.a.lose left_icon = root right_icon = scope:child scope:other_family = { progress_towards_rival_effect = { REASON = rival_plotting_against_me CHARACTER = root OPINION = default_rival_opinion } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8070.a.lose left_icon = root right_icon = scope:child scope:other_family = { progress_towards_rival_effect = { REASON = rival_plotting_against_me CHARACTER = root OPINION = default_rival_opinion } } scope:other_family = { change_influence = medium_influence_gain } change_influence = minor_influence_loss } } } stress_impact = { content = minor_stress_impact_gain gregarious = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:other_family multiplier = -0.1 } ai_value_modifier = { ai_honor = -1.5 ai_boldness = 1.5 ai_vengefulness = 3.5 ai_greed = 1.5 } } } # Try to leverage them to break the rivalry option = { name = ep3_powerful_families.8070.b scope:child = { duel = { skill = diplomacy target = scope:other_family 15 = { # Crit success, rivalry is gone compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } root = { send_interface_toast = { title = ep3_powerful_families.8070.b.crit_win left_icon = root right_icon = scope:child upgrade_to_friend_effect = { CHARACTER = scope:other_family REASON = friend_making_ammends } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8070.b.win left_icon = root right_icon = scope:child scope:other_family = { progress_towards_friend_effect = { REASON = friend_making_ammends CHARACTER = root OPINION = default_rival_opinion } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8070.b.lose left_icon = root right_icon = scope:child scope:other_family = { progress_towards_rival_effect = { REASON = rival_plotting_against_me CHARACTER = root OPINION = default_rival_opinion } } scope:other_family = { change_influence = medium_influence_gain } change_influence = minor_influence_loss } } } } stress_impact = { vengeful = medium_stress_impact_gain callous = minor_stress_impact_gain sadistic = minor_stress_impact_gain stubborn = minor_stress_impact_gain ambitious = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:other_family multiplier = 0.1 } ai_value_modifier = { ai_compassion = 1.5 ai_rationality = 1.5 ai_vengefulness = -1.5 } } } # Just let the kid do as the kid do option = { name = ep3_powerful_families.8070.c stress_impact = { content = minor_stress_impact_loss ambitious = minor_stress_impact_gain gregarious = minor_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = -2 } } } } # Stammering Silence # Another rival family is giving a speech and chokes up # 8080 ep3_powerful_families.8080 = { type = activity_event title = ep3_powerful_families.8080.t desc = ep3_powerful_families.8080.desc theme = feast_activity left_portrait = { character = root animation = schadenfreude } right_portrait = { character = scope:other_family animation = pain } cooldown = { years = 15 } trigger = { government_allows = administrative house ?= { OR = { is_powerful_family = yes is_dominant_family = yes } } scope:activity = { any_attending_character = { OR = { this = root.liege liege = root.liege } house ?= { this != root.house is_powerful_family = yes is_dominant_family = yes } is_ai = yes } } } immediate = { house = { random_house_member = { limit = { top_liege = root.top_liege is_available_ai_adult = yes is_adult = no child_not_infant_trigger = yes } save_scope_as = child } } scope:activity = { random_attending_character = { limit = { OR = { this = root.liege liege = root.liege } house ?= { this != root.house is_powerful_family = yes is_dominant_family = yes } is_ai = yes } save_scope_as = other_family } } } # Steal their thunder! option = { name = ep3_powerful_families.8080.a progress_towards_rival_effect = { REASON = rival_humiliated_at_feast CHARACTER = scope:other_family OPINION = default_rival_opinion } change_influence = minor_influence_gain add_prestige = medium_prestige_gain stress_impact = { content = minor_stress_impact_gain gregarious = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:other_family multiplier = -0.1 } ai_value_modifier = { ai_honor = -1.5 ai_boldness = 1.5 ai_vengefulness = 3.5 } } } # Support them option = { name = ep3_powerful_families.8080.b progress_towards_friend_effect = { REASON = friend_supported_at_feast CHARACTER = scope:other_family OPINION = default_friend_opinion } stress_impact = { ambitious = minor_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:other_family multiplier = 0.1 } ai_value_modifier = { ai_sociability = 1.5 ai_honor = 1.5 ai_vengefulness = -3.5 } } } } # Civil Savagery # You're forced to sit next to someone from a rival family as they schmooze the liege # 8090 scripted_trigger ep3_pf_rival_fam_trigger = { house ?= { is_powerful_family = yes } top_liege != this top_liege = root.top_liege house != root.house OR = { house.house_head = { has_relation_rival = root.house.house_head } has_relation_rival = root } is_ai = yes } ep3_powerful_families.8090 = { type = activity_event title = ep3_powerful_families.8090.t desc = ep3_powerful_families.8090.desc theme = feast_activity left_portrait = { character = root animation = anger } right_portrait = { character = scope:other_family animation = rage } lower_right_portrait = { character = scope:liege } cooldown = { years = 15 } trigger = { government_allows = administrative house ?= { is_powerful_family = yes } top_liege != this scope:activity = { any_attending_character = { this = root.liege } any_attending_character = { ep3_pf_rival_fam_trigger = yes } } } immediate = { scope:activity = { random_attending_character = { limit = { ep3_pf_rival_fam_trigger = yes } save_scope_as = other_family } } top_liege = { save_scope_as = liege } } # Steal their thunder! option = { name = ep3_powerful_families.8090.a progress_towards_rival_effect = { REASON = rival_humiliated_at_feast CHARACTER = scope:other_family OPINION = default_rival_opinion } duel = { skills = { stewardship diplomacy } target = scope:liege 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8090.a.win left_icon = root right_icon = scope:liege scope:other_family = { change_influence = medium_influence_loss } change_influence = medium_influence_gain } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8090.a.lose left_icon = root right_icon = scope:liege scope:other_family = { progress_towards_rival_effect = { REASON = rival_plotting_against_me CHARACTER = root OPINION = default_rival_opinion } } scope:other_family = { change_influence = medium_influence_gain } change_influence = minor_influence_loss } } } stress_impact = { content = minor_stress_impact_gain compassionate = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:other_family multiplier = -0.1 } ai_value_modifier = { ai_honor = -1.5 ai_boldness = 1.5 ai_sociability = 1.5 ai_vengefulness = 3.5 } } } # Shut up and sit tight option = { name = ep3_powerful_families.8090.b scope:other_family = { change_influence = medium_influence_gain } stress_impact = { ambitious = minor_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 10 opinion_modifier = { opinion_target = scope:other_family multiplier = 0.1 } ai_value_modifier = { ai_sociability = 1.5 ai_honor = 1.5 ai_vengefulness = -3.5 } } } } # Civil Service # Try to convince your liege to hire your relative # 8100 scripted_trigger ep3_relative_valid_for_court_position_trigger = { is_adult = yes is_ruler = no has_any_court_position = no is_councillor = no top_liege = root.top_liege OR = { liege = { is_ai = yes } liege = root liege = root.liege } can_be_employed_as = court_poet_court_position } ep3_powerful_families.8100 = { type = activity_event title = ep3_powerful_families.8100.t desc = ep3_powerful_families.8100.desc theme = feast_activity left_portrait = { character = root animation = thinking } right_portrait = { character = scope:liege animation = toast_goblet } lower_left_portrait = { character = scope:cp_fam } cooldown = { years = 15 } trigger = { government_allows = administrative house ?= { is_powerful_family = yes } top_liege != this house = { any_house_member = { ep3_relative_valid_for_court_position_trigger = yes } } liege = { is_ai = yes } scope:activity = { any_attending_character = { this = root.liege } } } immediate = { hidden_effect = { house = { random_house_member = { limit = { ep3_relative_valid_for_court_position_trigger = yes } add_trait = lifestyle_poet save_scope_as = cp_fam } } liege = { save_scope_as = liege add_courtier = scope:cp_fam } } } # My family member should be your poet! option = { name = ep3_powerful_families.8100.a duel = { skill = diplomacy target = scope:liege 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8100.a.win left_icon = root right_icon = scope:liege scope:liege = { court_position_grant_effect = { EMPLOYER = scope:liege POS = court_poet CANDIDATE = scope:cp_fam } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_powerful_families.8100.a.lose left_icon = root right_icon = scope:liege change_influence = minor_influence_loss } } } stress_impact = { content = minor_stress_impact_gain shy = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_boldness = 1.5 ai_sociability = 1.5 } } } # Make pleasant conversation option = { name = ep3_powerful_families.8100.b reverse_add_opinion = { modifier = feast_had_good_talk target = scope:liege } change_influence = minor_influence_gain stress_impact = { ambitious = minor_stress_impact_gain gregarious = minor_stress_impact_gain } ai_chance = { base = 10 ai_value_modifier = { ai_sociability = -1.5 ai_honor = -1.5 } } } }