namespace = ep3_travel_events ################################################## # EP3 Travel Events # by Jason Cantalini # # 3000 Waters of the Jordan # 3001 The Cilician Gates # 3002-3 Where Armenians Govern # 3010 Anatolian Silence scripted_trigger ep3_travel_events_3000_enraptured_trigger = { #every kind of personality which wouldn't mind or self-delude about the river being a bit icky OR = { has_trait = zealous has_trait = stubborn has_trait = trusting has_trait = humble has_trait = peasant_leader } } # You enter a province which your faith is syncretic with ep3_travel_events.3000 = { type = character_event title = ep3_travel_events.3000.t desc = { desc = ep3_travel_events.3000.desc first_valid = { triggered_desc = { trigger = { religion = religion:judaism_religion } desc = ep3_travel_events.3000.israel } triggered_desc = { trigger = { religion = religion:islam_religion } desc = ep3_travel_events.3000.muslim } triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } culture = { has_cultural_pillar = language_greek } } desc = ep3_travel_events.3000.greek_christian } triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = ep3_travel_events.3000.christian } } first_valid = { triggered_desc = { trigger = { ep3_travel_events_3000_enraptured_trigger = yes } desc = ep3_travel_events.3000.outro_rapture } desc = ep3_travel_events.3000.outro } } theme = travel override_background = { reference = wilderness_wetlands } left_portrait = { character = root triggered_animation = { trigger = { ep3_travel_events_3000_enraptured_trigger = yes } animation = wedding_happy_cry } triggered_animation = { trigger = { ep3_travel_events_3000_enraptured_trigger = no } animation = disgust } triggered_outfit = { remove_default_outfit = no outfit_tags = { nightgown } } } cooldown = { years = 75 } trigger = { age >= 14 is_available_travelling = yes is_playable_character = yes is_location_valid_for_travel_event_on_land = yes location = { OR = { barony = title:b_maab barony = title:b_jarash barony = title:b_irbid barony = title:b_zurra barony = title:b_baniyas barony = title:b_tiberias barony = title:b_nablus } } NOT = { has_trait = cynical } OR = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } religion = religion:judaism_religion religion = religion:islam_religion } } immediate = { hidden_effect_new_object = { root = { save_scope_as = owner #Create fancy regalia set_artifact_rarity_masterwork = yes create_artifact = { name = artifact_water_of_the_jordan description = placeholder # Will be updated in the post-creation effects creator = root visuals = flask type = miscellaneous modifier = artifact_monthly_piety_gain_per_legitimacy_level_mult_3_modifier modifier = artifact_legitimacy_gain_mult_3_modifier wealth = scope:wealth quality = scope:quality save_scope_as = newly_created_artifact_1 history = { type = created_before_history } } scope:newly_created_artifact_1 = { set_artifact_description = artifact_water_of_the_jordan_desc } } } } # I'm here looking for holiness, cleanliness be damned! Taking some water with me option = { trigger = { OR = { has_trait = zealous trigger_if = { limit = { involved_activity ?= { has_activity_type = activity_pilgrimage } } has_activity_intent = zealot_intent } } } name = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } text = ep3_travel_events.3000.a_christian } name = { trigger = { religion = religion:judaism_religion } text = ep3_travel_events.3000.a_jewish } name = { trigger = { religion = religion:islam_religion } text = ep3_travel_events.3000.a_muslim } show_as_tooltip = { scope:newly_created_artifact_1 = { set_owner = { target = root history = { type = created_before_history } } } } add_character_modifier = { modifier = holy_water_mortal_stomach_modifier years = 5 } stress_impact = { content = minor_stress_impact_gain zealous = miniscule_stress_impact_loss paranoid = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = 1 } modifier = { factor = 0 OR = { has_trait = content has_trait = paranoid } } } } # A cleansing rite! option = { name = { trigger = { ep3_travel_events_3000_enraptured_trigger = yes } text = ep3_travel_events.3000.b_zealot } name = { trigger = { ep3_travel_events_3000_enraptured_trigger = no } text = ep3_travel_events.3000.b } flavor = ep3_travel_events.3000.b.flavor add_piety = medium_piety_gain add_stress = miniscule_stress_impact_loss add_character_modifier = { modifier = holy_water_mortal_stomach_modifier years = 5 } stress_impact = { honest = minor_stress_impact_gain paranoid = minor_stress_impact_gain craven = miniscule_stress_impact_gain arrogant = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } modifier = { factor = 0 OR = { has_trait = arrogant has_trait = honest has_trait = craven has_trait = paranoid } } } } # This doesn't taste good... I should take precautions option = { name = { trigger = { ep3_travel_events_3000_enraptured_trigger = yes } text = ep3_travel_events.3000.c_zealot } name = { trigger = { ep3_travel_events_3000_enraptured_trigger = no } text = ep3_travel_events.3000.c } flavor = ep3_travel_events.3000.c_flavor stress_impact = { zealous = medium_stress_impact_gain brave = miniscule_stress_impact_gain stubborn = minor_stress_impact_gain trusting = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 } modifier = { factor = 0 OR = { has_trait = trusting has_trait = stubborn has_trait = brave has_trait = zealous } } modifier = { health <= poor_health add = 100 } modifier = { health <= dying_health add = 100 } } } } scripted_trigger ep3_travel_events_3001_is_foe_trigger = { #every kind of personality which wouldn't mind or self-delude about the river being a bit icky OR = { faith = { faith_hostility_level = { target = scope:lords_liege.faith value >= faith_hostile_level } } is_at_war_with = scope:lord_of_passes liege ?= { is_at_war_with = scope:lord_of_passes } top_liege ?= { is_at_war_with = scope:lord_of_passes } scope:lord_of_passes = { liege ?= { is_at_war_with = root } } scope:lord_of_passes = { top_liege ?= { is_at_war_with = root } } } } # You enter the Cilician Gates ep3_travel_events.3001 = { type = character_event title = ep3_travel_events.3001.t desc = { desc = ep3_travel_events.3001.intro first_valid = { triggered_desc = { trigger = { culture = { has_cultural_pillar = language_greek } ep3_travel_events_3001_is_foe_trigger = no } desc = ep3_travel_events.3001.greek } triggered_desc = { trigger = { ep3_travel_events_3001_is_foe_trigger = no } desc = ep3_travel_events.3001.friend } triggered_desc = { trigger = { ep3_travel_events_3001_is_foe_trigger = yes knows_language = language_arabic religion = religion:islam_religion } desc = ep3_travel_events.3001.islamic_arabic } desc = ep3_travel_events.3001.foe } first_valid = { triggered_desc = { trigger = { ep3_travel_events_3001_is_foe_trigger = no } desc = ep3_travel_events.3001.praise_outro } triggered_desc = { trigger = { ep3_travel_events_3001_is_foe_trigger = yes } desc = ep3_travel_events.3001.distrust_outro } } } theme = travel override_background = { reference = ep2_travel_settlement_mountains } left_portrait = { character = root animation = jockey_walk camera = camera_event_horse_left } trigger = { age >= 12 is_available_travelling = yes is_playable_character = yes is_location_valid_for_travel_event_on_land = yes location = { barony = title:b_tyana is_occupied = no } location.county.holder != root #If I own it then it does not make sense to visit it. NOT = { has_character_flag = had_ep3_travel_events.3001 } } immediate = { #Make sure the same person doesn't get this twice add_character_flag = had_ep3_travel_events.3001 location = { save_scope_as = current_location } location.county.holder = { save_scope_as = lord_of_passes } if = { limit = { exists = scope:lord_of_passes.top_liege } scope:lord_of_passes.top_liege = { save_scope_as = lords_liege } } else = { scope:lord_of_passes = { save_scope_as = lords_liege } } show_as_tooltip = { add_martial_lifestyle_xp = travel_medium_xp } } # These are our defenders and I am proud option = { trigger = { ep3_travel_events_3001_is_foe_trigger = no } name = { trigger = { culture = { has_cultural_pillar = language_greek } } text = ep3_travel_events.3001.a_greek } name = { trigger = { NOT = { culture = { has_cultural_pillar = language_greek } } } text = ep3_travel_events.3001.a_non_greek } if = { limit = { faith = { faith_hostility_level = { target = scope:lord_of_passes.faith value < faith_hostile_level } } NOT = { is_at_war_with = scope:lord_of_passes } #Need to be in same realm OR = { liege ?= { OR = { AND = { exists = scope:lord_of_passes.liege this = scope:lord_of_passes.liege } this = scope:lord_of_passes } } scope:lord_of_passes = { is_vassal_of = root } } culture = { has_cultural_pillar = language_greek } } add_opinion = { target = scope:lord_of_passes opinion = 10 modifier = impressed_opinion } } stress_impact = { trusting = minor_stress_impact_loss zealous = minor_stress_impact_loss } ai_chance = { base = 100 } } # These are our foes and it's ominous option = { trigger = { ep3_travel_events_3001_is_foe_trigger = yes } name = ep3_travel_events.3001.b add_character_modifier = { modifier = haunted_by_hostile_troops_modifier years = 1 } stress_impact = { paranoid = miniscule_stress_impact_gain craven = miniscule_stress_impact_gain } ai_chance = { base = 100 } } } scripted_trigger ep3_travel_events_3002_byzantine_root_trigger = { culture = { has_cultural_pillar = heritage_byzantine OR = { any_parent_culture_or_above = { this = culture:greek } this = culture:greek } } } # You visit the capital of a ruler who belongs to a neighboring culture ep3_travel_events.3002 = { type = character_event title = ep3_travel_events.3002.t desc = { desc = ep3_travel_events.3002.intro #One desc for admin, one for non-admins first_valid = { triggered_desc = { trigger = { scope:local_lord = { government_allows = administrative } } desc = ep3_travel_events.3002.admin } desc = ep3_travel_events.3002.non_admin } #Different descs for historic flavor first_valid = { #Armenian triggered_desc = { trigger = { ep3_travel_events_3002_byzantine_root_trigger = yes scope:local_lord.culture = { OR = { any_parent_culture_or_above = { this = culture:armenian } this = culture:armenian } } } desc = ep3_travel_events.3002.armenian } #Georgian triggered_desc = { trigger = { ep3_travel_events_3002_byzantine_root_trigger = yes scope:local_lord.culture = { OR = { any_parent_culture_or_above = { this = culture:georgian } this = culture:georgian } } } desc = ep3_travel_events.3002.georgian } #Bulgarian triggered_desc = { trigger = { ep3_travel_events_3002_byzantine_root_trigger = yes scope:local_lord.culture = { OR = { any_parent_culture_or_above = { this = culture:bulgarian } this = culture:bulgarian } } } desc = ep3_travel_events.3002.bulgarian } #Serbian triggered_desc = { trigger = { ep3_travel_events_3002_byzantine_root_trigger = yes scope:local_lord.culture = { OR = { any_parent_culture_or_above = { this = culture:serbian } this = culture:serbian } } } desc = ep3_travel_events.3002.serbian } #Latin triggered_desc = { trigger = { ep3_travel_events_3002_byzantine_root_trigger = yes scope:local_lord.culture = { has_cultural_pillar = heritage_latin } } desc = ep3_travel_events.3002.latin } #Vlach triggered_desc = { trigger = { ep3_travel_events_3002_byzantine_root_trigger = yes scope:local_lord.culture = { OR = { any_parent_culture_or_above = { this = culture:vlach } this = culture:vlach } } } desc = ep3_travel_events.3002.vlach } desc = ep3_travel_events.3002.generic } } theme = travel override_background = { reference = holy_site_generic } left_portrait = { character = root animation = jockey_idle camera = camera_event_horse_left } lower_right_portrait = { character = scope:local_lord } trigger = { #check root is an eligible travelling person age >= 12 is_available_travelling = yes is_playable_character = yes is_location_valid_for_travel_event_on_land = yes government_allows = administrative OR = { NOT = { exists = top_liege } top_liege.culture = { this = root.culture } } location.county.holder = { highest_held_title_tier >= tier_duchy culture = { this != root.culture } faith = { faith_hostility_level = { target = root.faith value <= faith_hostile_level } } #shouldn't loath root opinion = { target = root value >= -60 } NOR = { #If I own it then it does not make sense to visit it. this = root AND = { exists = root.liege this = root.liege } AND = { exists = root.top_liege this = root.top_liege } } #check that this is actually a neighbour OR = { #neighbour any_neighboring_top_liege_realm_owner = { this = root } #same realm liege ?= root.liege liege ?= root.top_liege liege = root #within de jure empire OR = { AND = { exists = root.top_liege root.top_liege.primary_title = { any_de_jure_county = { this = root.location.county } } } root.primary_title = { any_de_jure_county = { this = root.location.county } } } #Also the special named cultures for Byzantines AND = { root = { ep3_travel_events_3002_byzantine_root_trigger = yes } culture = { OR = { has_cultural_pillar = heritage_latin any_parent_culture_or_above = { this = culture:armenian } this = culture:armenian any_parent_culture_or_above = { this = culture:georgian } this = culture:georgian any_parent_culture_or_above = { this = culture:serbian } this = culture:serbian any_parent_culture_or_above = { this = culture:vlach } this = culture:vlach any_parent_culture_or_above = { this = culture:bulgarian } this = culture:bulgarian } } } } #The cultures should sorta like each other (more than just sharing a religion) culture = { OR = { #exception for former romans has_cultural_pillar = heritage_latin cultural_acceptance = { target = ROOT.culture value >= 10 } } } save_temporary_scope_as = location_holder } location.county = { this = scope:location_holder.capital_county culture = { this != root.culture } } location = { is_occupied = no OR = { is_county_capital = yes any_neighboring_province = { is_county_capital = yes county = root.location.county } } } } cooldown = { days = 30 } immediate = { location.county.holder = { save_scope_as = local_lord } location = { save_scope_as = current_location } scope:local_lord.capital_county = { save_scope_as = local_lord_capital } } # This is an opportunity to represent the majesty of the empire option = { name = { trigger = { ep3_travel_events_3002_byzantine_root_trigger = yes } text = ep3_travel_events.3002.a_byzantine } name = { trigger = { ep3_travel_events_3002_byzantine_root_trigger = no } text = ep3_travel_events.3002.a } flavor = ep3_travel_events.3002.a.flavor #I am an impressive imperial Greek!!!!! duel = { skill = diplomacy target = scope:local_lord 50 = { #The local lord is in awe desc = ep3_travel_events.3002.a_success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { OR = { AND = { highest_held_title_tier >= tier_empire scope:local_lord = { highest_held_title_tier < tier_empire } } AND = { highest_held_title_tier >= tier_kingdom scope:local_lord = { highest_held_title_tier < tier_kingdom } } } add = 25 } modifier = { OR = { AND = { highest_held_title_tier >= tier_empire scope:local_lord = { highest_held_title_tier = tier_empire } } AND = { highest_held_title_tier >= tier_kingdom scope:local_lord = { highest_held_title_tier = tier_kingdom } } } add = 10 } send_interface_toast = { title = ep3_travel_events.3002.a_success left_icon = root right_icon = scope:local_lord add_prestige = minor_prestige_gain if = { limit = { highest_held_title_tier >= tier_empire scope:local_lord = { NOR = { top_liege = root liege = root } } } custom_tooltip = impressive_visit_vassalization_acceptance_bonus scope:local_lord = { add_character_flag = cowed_increased_vassalization_acceptance trigger_event = { id = ep3_travel_events.3003 years = 5 } } } else_if = { #de jure integration bonus on vassal's land if in progress limit = { is_liege_or_above_of = scope:local_lord scope:local_lord_capital = { de_jure_drifting_towards = root.primary_title } } scope:local_lord_capital = { change_de_jure_drift_progress = { target = scope:councillor_liege.primary_title value = 10 } } } else = { change_influence = minor_influence_gain } } } 50 = { #The local lord is irked desc = ep3_travel_events.3002.a_failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { prestige_level <= 1 add = 10 } send_interface_toast = { title = ep3_travel_events.3002.a_failure left_icon = root right_icon = scope:local_lord if = { limit = { scope:local_lord = { liege ?= root } } scope:local_lord = { add_opinion = { target = root modifier = angry_opinion opinion = -10 } } } #The relationship is less useful, might as well toss more opinion else = { scope:local_lord = { add_opinion = { target = root modifier = angry_opinion opinion = -20 } } } if = { limit = { this = root.culture.culture_head } culture = { change_cultural_acceptance = { target = scope:local_lord.culture value = minor_cultural_acceptance_loss desc = cultural_acceptance_loss_insulted_by_visiting_emperor } } } } } } stress_impact = { humble = minor_stress_impact_gain shy = miniscule_stress_impact_gain craven = miniscule_stress_impact_gain compassionate = miniscule_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = humble has_trait = shy has_trait = craven has_trait = compassionate } } modifier = { add = -50 diplomacy < decent_skill_rating } modifier = { add = -20 prestige_level <= 1 } modifier = { add = -20 NOR = { AND = { highest_held_title_tier >= tier_empire scope:local_lord = { highest_held_title_tier < tier_empire } } AND = { highest_held_title_tier >= tier_kingdom scope:local_lord = { highest_held_title_tier < tier_kingdom } } } } ai_value_modifier = { ai_compassion = -1 ai_boldness = 1 } } } # I should visit their local places of worship option = { name = ep3_travel_events.3002.b flavor = ep3_travel_events.3002.b.flavor add_piety = minor_piety_gain if = { limit = { highest_held_title_tier >= tier_empire scope:local_lord_capital.faith = { this != root.faith } faith = { NOT = { has_doctrine = doctrine_pluralism_pluralistic } } } faith = { change_fervor = { value = -5 desc = fervor_loss_emperor_pluralistic_act } } } stress_impact = { zealous = miniscule_stress_impact_loss cynical = miniscule_stress_impact_gain gregarious = minor_stress_impact_gain impatient = miniscule_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = cynical has_trait = gregarious has_trait = impatient } } ai_value_modifier = { ai_energy = -1 ai_zeal = 1 } } } # I should pay tribute to our neighbours option = { name = { trigger = { scope:local_lord = { NOR = { liege ?= root.liege liege ?= root.top_liege liege = root } } } text = ep3_travel_events.3002.c_foreign } name = { trigger = { scope:local_lord = { is_liege_or_above_of = root } } text = ep3_travel_events.3002.c } if = { limit = { scope:local_lord = { liege ?= root } } scope:local_lord = { add_opinion = { target = root modifier = grateful_opinion opinion = 10 } } } #The relationship is less useful, might as well toss more opinion else = { scope:local_lord = { add_opinion = { target = root modifier = friendliness_opinion opinion = 20 } } } if = { limit = { this = root.culture.culture_head } root.culture = { change_cultural_acceptance = { target = scope:local_lord.culture value = minor_cultural_acceptance_gain desc = cultural_acceptance_gain_honored_by_visiting_emperor } } } stress_impact = { arrogant = minor_stress_impact_gain callous = miniscule_stress_impact_gain sadistic = miniscule_stress_impact_gain stubborn = miniscule_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = arrogant has_trait = callous has_trait = sadistic has_trait = stubborn } } ai_value_modifier = { ai_energy = -1 ai_zeal = 1 } } } } #follow up event that removes vassalization acceptance effect from the local lord ep3_travel_events.3003 = { hidden = yes trigger = { is_alive = yes } immediate = { remove_character_flag = cowed_increased_vassalization_acceptance } } scripted_trigger ep3_travel_events_3010_anatolian_native_trigger = { OR = { has_cultural_pillar = heritage_byzantine AND = { has_cultural_pillar = heritage_caucasian any_parent_culture_or_above = { this = culture:armenian } this = culture:armenian } } OR = { any_parent_culture_or_above = { this = culture:greek } this = culture:greek any_parent_culture_or_above = { this = culture:armenian } this = culture:armenian } } #you arrive in a low control anatolian province and the locals hide, mistaking you for tax-collectors/raiders ep3_travel_events.3010 = { type = character_event title = ep3_travel_events.3010.t desc = { desc = ep3_travel_events.3010 #Alternate loc if you're in the fairy tower county first_valid = { triggered_desc = { trigger = { location = { barony = title:b_kaisereia } } desc = ep3_travel_events.3010.fairy_towers } desc = ep3_travel_events.3010.normal_holes } #Alternate desc for fellow Greeks/Armenians first_valid = { triggered_desc = { trigger = { culture = { ep3_travel_events_3010_anatolian_native_trigger = yes } } desc = ep3_travel_events.3010.native_knowledge } desc = ep3_travel_events.3010.foreigners } } theme = travel override_background = { reference = terrain_travel } left_portrait = { character = root animation = eyeroll } right_portrait = { character = scope:hornblower animation = hunting_horn } trigger = { #check root is an eligible travelling person age >= 6 is_available_travelling = yes is_playable_character = yes is_location_valid_for_travel_event_on_land = yes location = { county = { #check local people are greeks, armenians or products thereof culture = { ep3_travel_events_3010_anatolian_native_trigger = yes } county_control <= 90 duchy = { OR = { this = title:d_anatolia this = title:d_cappadocia this = title:d_charsianon this = title:d_sebasteia this = title:d_mesopotamia this = title:d_diyarbakr this = title:d_vaspurakan this = title:d_cilicia this = title:d_cibyrrhaeot this = title:d_edessa } } holder = { is_ai = yes } } } } cooldown = { days = 60 } immediate = { location.county.holder = { save_scope_as = local_lord } location = { save_scope_as = current_location } if = { limit = { current_travel_plan ?= { any_entourage_character = { age >= 10 } } } current_travel_plan ?= { random_entourage_character = { limit = { age >= 10 } save_scope_as = hornblower } } } create_character = { template = anatolian_guide_character location = root.location culture = root.location.county.culture faith = root.location.county.faith dynasty = none save_scope_as = anatolian_guide } } #Well... let's see what's left for the taking these empty houses option = { name = ep3_travel_events.3010.a flavor = ep3_travel_events.3010.a.flavor random_list = { 10 = { send_interface_toast = { title = ep3_travel_events.3010.a_success left_icon = root add_gold = minor_gold_value } } 10 = { send_interface_toast = { title = ep3_travel_events.3010.a_failure left_icon = root } } } location.county = { change_development_progress = minimal_development_progress_loss change_county_control = miniscule_county_control_loss } stress_impact = { honest = minor_stress_impact_gain just = medium_stress_impact_gain compassionate = medium_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 25 modifier = { factor = 0 OR = { has_trait = honest has_trait = just has_trait = compassionate has_trait = generous } } ai_value_modifier = { ai_compassion = -1 ai_greed = 1 ai_honor = -1 } } } #Convince them to come out and get a local guide option = { name = ep3_travel_events.3010.b flavor = ep3_travel_events.3010.b.flavor duel = { skill = diplomacy value = decent_skill_rating 60 = { #The locals come out desc = ep3_travel_events.3010.b_success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { location.county.holder = { OR = { this = root any_liege_or_above = { this = root } } } add = 25 } send_interface_toast = { title = ep3_travel_events.3010.b_success left_icon = root add_diplomacy_lifestyle_xp = miniscule_lifestyle_xp current_travel_plan = { add_companion = scope:anatolian_guide } add_character_modifier = { modifier = ep3_guide_from_the_borderlands_modifier years = 1 } if = { limit = { NOT = { scope:anatolian_guide = { is_courtier_of = root } } } add_courtier = scope:anatolian_guide } } } 40 = { #The locals ignore you desc = ep3_travel_events.3010.b_failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { title = ep3_travel_events.3010.b_failure left_icon = root add_stress = miniscule_stress_impact_gain } } } stress_impact = { shy = medium_stress_impact_gain arrogant = minor_stress_impact_gain content = miniscule_stress_impact_gain } ai_chance = { base = 100 modifier = { add = -50 diplomacy < decent_skill_rating } modifier = { factor = 0 OR = { has_trait = shy has_trait = arrogant has_trait = content } } ai_value_modifier = { ai_sociability = 1 } } } #Let's just appreciate the quiet, no commoners bustling around (and beauty of the fairy towers) option = { name = { trigger = { location = { barony = title:b_kaisereia } } text = ep3_travel_events.3010.c_fairy_towers } name = { trigger = { NOT = { location = { barony = title:b_kaisereia } } } text = ep3_travel_events.3010.c } flavor = ep3_travel_events.3010.c.flavor if = { limit = { location = { barony = title:b_kaisereia } } stress_impact = { base = minor_stress_impact_loss impatient = minor_stress_impact_gain stubborn = miniscule_stress_impact_gain vengeful = miniscule_stress_impact_gain wrathful = minor_stress_impact_gain } } else = { stress_impact = { base = miniscule_stress_impact_loss impatient = minor_stress_impact_gain stubborn = miniscule_stress_impact_gain vengeful = miniscule_stress_impact_gain wrathful = minor_stress_impact_gain } } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = impatient has_trait = stubborn has_trait = wrathful has_trait = vengeful } } ai_value_modifier = { ai_vengefulness = -1 ai_energy = -1 } } } after = { if = { limit = { is_ai = yes } scope:anatolian_guide = { silent_disappearance_effect = yes } } } }