namespace = fp1_major_decisions ################################################## # #Standard Events # 0001 - 0010 Secure the High Kingdom of the North Sea - Bind England, Denmark, and Norway into one mighty de jure. # 0011 - 0020 Found the Capital of the Rus' - Semi-dynamic founding of Kiev. # 0021 - 0030 Elevate the Kingdom of the Isles - Make the Petty Kingdom of Mann & the Isles into the Perfectly Regular Kingdom of Mann & the Isles. # 0031 - 0040 Forge the Jomsvikings - Sponsor the creation of a conservative Asatru holy fighting force. # # # #Special Events # 1001 - 1010 Canute-'em-Up # 1011 - 1020 The True King of Norway - Harald Tanglehair earns his haircut. ################################################## ################################################## # Securing the High Kingdom of the North Sea # by Ewan Cowhig Croft # 0001-0010 ################################################## # Founder event fp1_major_decisions.0001 = { type = character_event title = fp1_major_decisions.0001.t desc = fp1_major_decisions.0001.desc theme = realm left_portrait = { character = scope:founder animation = personality_honorable } override_background = { reference = fp1_ocean_norse } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" #Apply decision effects. secure_high_kingdom_north_sea_scripted_effect = yes legend_seed_new_title_effect = yes } #I'm the besterest! option = { name = fp1_major_decisions.0001.a add_prestige_experience = 1000 ai_chance = { #Only option. base = 100 } } } # Vassal notification event fp1_major_decisions.0002 = { type = character_event title = fp1_major_decisions.0002.t desc = fp1_major_decisions.0002.desc theme = realm left_portrait = { character = scope:founder animation = personality_honorable } override_background = { reference = fp1_ocean_norse } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" show_as_tooltip = { secure_high_kingdom_north_sea_scripted_effect = yes } } #Huzzah! option = { name = fp1_major_decisions.0002.a ai_chance = { #Doesn't especially matter. base = 100 } } #This bodes ill... option = { name = fp1_major_decisions.0002.b ai_chance = { #Doesn't especially matter. base = 100 } } } # Distant players notification event fp1_major_decisions.0003 = { type = character_event title = fp1_major_decisions.0003.t desc = fp1_major_decisions.0003.desc theme = realm left_portrait = { character = scope:founder animation = personality_honorable } override_background = { reference = fp1_ocean_norse } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" show_as_tooltip = { secure_high_kingdom_north_sea_scripted_effect = yes } } #We're the best! option = { name = fp1_major_decisions.0003.a trigger = { faith = scope:founder.faith } ai_chance = { #Doesn't especially matter. base = 100 } } #Foul Heathens/Christmen! option = { name = fp1_major_decisions.0003.b trigger = { faith != scope:founder.faith } ai_chance = { #Doesn't especially matter. base = 100 } } #Emperors get antsy. option = { name = fp1_major_decisions.0003.c trigger = { highest_held_title_tier >= tier_empire } ai_chance = { #Doesn't especially matter. base = 100 } } } ################################################## # Founding the Capital of the Rus' # by Ewan Cowhig Croft # 0011-0020 ################################################## # Founder event fp1_major_decisions.0011 = { type = character_event title = fp1_major_decisions.0011.t desc = fp1_major_decisions.0011.desc theme = realm left_portrait = { character = scope:founder animation = personality_honorable } override_background = { reference = fp1_runestone } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } #Kiev shall be my capital. option = { name = fp1_major_decisions.0011.a trigger = { #Must have title:c_kiev in order to make it your capital. any_sub_realm_county = { this = title:c_kiev } #And Kiev cannot be held by a player who has _only_ title:c_kiev, unless that player is you. title:c_kiev.holder = { OR = { is_ai = yes any_held_title = { count >= 1 title_tier = county NOT = { this = title:c_kiev } } this = scope:founder } } } #Organise the usurpation/capital move of title:c_kiev if appropriate. if = { limit = { NOT = { title:c_kiev.holder = scope:founder } } create_title_and_vassal_change = { type = usurped save_scope_as = change add_claim_on_loss = yes } title:c_kiev = { change_title_holder = { holder = root change = scope:change } } resolve_title_and_vassal_change = scope:change } set_realm_capital = title:c_kiev #Otherwise, set title:c_kiev to be scope:new_rus_capital & go through with the effect. title:c_kiev = { save_scope_as = new_rus_capital found_capital_of_rus_scripted_effect = yes } ai_chance = { #AI should always take this option if it's available. base = 100 } } #My current capital shall be my capital! option = { name = fp1_major_decisions.0011.b #Not generally necessary, but just to stop some weird loc eventualities. trigger = { NOT = { capital_county = title:c_kiev } } #We try to use the player's current capital, but if they've moved it outside of e_russia, then we go with the default set in the standard decision entry. if = { limit = { capital_county.empire = title:e_russia } #Formatted a little inefficiently for readability. capital_county = { save_scope_as = new_rus_capital } } #Then enact the actual effects. found_capital_of_rus_scripted_effect = yes ai_chance = { #AI will only take this option if they have no other choice (i.e., can't get Kiev). base = 0 } } after = { #Take care of notification events. every_player = { limit = { capital_province = { OR = { geographical_region = world_europe_east geographical_region = world_europe_north } } #Obviously, we exempt scope:founder themselves. this != scope:founder } #Vassal players get a separate event. if = { limit = { any_liege_or_above = { this = scope:founder } } trigger_event = fp1_major_decisions.0012 } #Everyone else within range gets a less personal version. else = { trigger_event = fp1_major_decisions.0013 } } } } # Vassal notification event fp1_major_decisions.0012 = { type = character_event title = fp1_major_decisions.0012.t desc = fp1_major_decisions.0012.desc theme = realm left_portrait = { character = scope:founder animation = personality_honorable } override_background = { reference = fp1_runestone } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" show_as_tooltip = { found_capital_of_rus_scripted_effect = yes } } #A worthy capital! option = { name = fp1_major_decisions.0012.a ai_chance = { #Doesn't especially matter. base = 100 } } #Bah, ain't no city of mine. option = { name = fp1_major_decisions.0012.b ai_chance = { #Doesn't especially matter. base = 100 } } } # Distant players notification event fp1_major_decisions.0013 = { type = character_event title = fp1_major_decisions.0013.t desc = fp1_major_decisions.0013.desc theme = realm left_portrait = { character = scope:founder animation = personality_honorable } override_background = { reference = fp1_runestone } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" show_as_tooltip = { found_capital_of_rus_scripted_effect = yes } } #This scope:new_rus_capital sounds intriguingly rich... option = { name = fp1_major_decisions.0013.a trigger = { OR = { culture = { has_cultural_pillar = heritage_north_germanic } culture = { has_cultural_pillar = heritage_east_slavic } } } ai_chance = { #Doesn't especially matter. base = 100 } } #They're still just backwards foreigners. option = { name = fp1_major_decisions.0013.b trigger = { NOR = { culture = { has_cultural_pillar = heritage_north_germanic } culture = { has_cultural_pillar = heritage_east_slavic } } } ai_chance = { #Doesn't especially matter. base = 100 } } #I don't really see how this concerns me? option = { name = fp1_major_decisions.0013.c ai_chance = { #Doesn't especially matter. base = 100 } } } ################################################## # Elevating the Kingdom of the Isles # by Ewan Cowhig Croft # 0021 - 0030 ################################################## # Founder event fp1_major_decisions.0021 = { type = character_event title = fp1_major_decisions.0021.t desc = fp1_major_decisions.0021.desc theme = war left_portrait = { character = root animation = personality_honorable } override_background = { reference = fp1_beached_longships } trigger = { # DLC check. has_fp1_dlc_trigger = yes } immediate = { play_music_cue = "mx_cue_war_declared" # Apply effects elevate_mann_and_the_isles_scripted_effect = yes legend_seed_new_title_effect = yes } # I am the Lady/Lord of Blood and Gold! option = { name = fp1_major_decisions.0021.a # Add a unique nickname. give_nickname = nick_the_great_and_terrible # No stress impact necessary. ai_chance = { # AI should always choose this option. base = 100 } } # At last my dream is achieved... option = { name = fp1_major_decisions.0021.b # Minor stress loss for turning down the nickname. add_stress = minor_stress_loss # No stress impact necessary. ai_chance = { # AI should, if it somehow makes it here, never opt out of the nickname. base = 0 } } } # Vassal notification event fp1_major_decisions.0022 = { type = character_event title = fp1_major_decisions.0022.t desc = fp1_major_decisions.0022.desc theme = war left_portrait = { character = scope:founder animation = personality_honorable } override_background = { reference = fp1_beached_longships } immediate = { play_music_cue = "mx_cue_war_declared" # Apply effects scope:founder = { show_as_tooltip = { elevate_mann_and_the_isles_scripted_effect = yes } } } # Just think of all the gold we're going to make! option = { name = fp1_major_decisions.0022.a ai_chance = { #Doesn't especially matter. base = 100 } } # A _queen/king_? They're little better than a robber baron! option = { name = fp1_major_decisions.0022.b ai_chance = { #Doesn't especially matter. base = 100 } } } # Distant players notification event fp1_major_decisions.0023 = { type = character_event title = fp1_major_decisions.0023.t desc = fp1_major_decisions.0023.desc theme = war left_portrait = { character = scope:founder animation = personality_honorable } override_background = { reference = fp1_beached_longships } immediate = { play_music_cue = "mx_cue_war_declared" # Apply effects scope:founder = { show_as_tooltip = { elevate_mann_and_the_isles_scripted_effect = yes } } } # They're not going to raid *us*, right? option = { name = fp1_major_decisions.0023.a ai_chance = { #Doesn't especially matter. base = 100 } } # No more than a Queen/King of Thieves! option = { name = fp1_major_decisions.0023.b ai_chance = { #Doesn't especially matter. base = 100 } } } ################################################## # Forge the Jomsvikings # by Ewan Cowhig Croft # 0031-0041 ################################################## # Founder event fp1_major_decisions.0031 = { type = character_event title = fp1_major_decisions.0031.t desc = fp1_major_decisions.0031.desc theme = faith left_portrait = { character = scope:founder animation = personality_honorable } right_portrait = { character = scope:leader animation = personality_zealous } trigger = { # DLC check. has_fp1_dlc_trigger = yes } immediate = { play_music_cue = "mx_cue_crusade_starts" # Found the Jomsvikings. forge_the_jomsvikings_scripted_effect = yes #Notify other players. every_player = { limit = { OR = { religion = religion:germanic_religion save_temporary_scope_as = neighbouring_players scope:founder = { any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:neighbouring_players } } } #Obviously, we exempt scope:founder themselves. this != scope:founder } #Vassal players get a separate event. if = { limit = { any_liege_or_above = { this = scope:founder } } trigger_event = fp1_major_decisions.0032 } #Everyone else within range gets a less personal version. else = { trigger_event = fp1_major_decisions.0033 } } } # For our ancestors! option = { name = { trigger = { has_trait = cynical } text = fp1_major_decisions.0031.a.cynical } name = { trigger = { NOT = { has_trait = cynical } } text = fp1_major_decisions.0031.a.fallback } # Get your bonus troops. forge_the_jomsvikings_maa_reward_effect = yes stress_impact = { # Usually bad form to give stress impact on single event options, but if you're cynical and taking this option, you *know* you're doing it for purely cynical reasons. zealous = massive_stress_impact_loss cynical = medium_stress_impact_gain } ai_chance = { # Single option event doesn't need ai_chance sorted. base = 100 } } } # Vassal notification event fp1_major_decisions.0032 = { type = character_event title = fp1_major_decisions.0032.t desc = fp1_major_decisions.0032.desc theme = faith left_portrait = { character = scope:founder animation = personality_honorable } right_portrait = { character = scope:leader # Same-faith characters see them as zealous. triggered_animation = { trigger = { faith = scope:leader.faith } animation = personality_zealous } # Everyone else sees them as pirates. triggered_animation = { trigger = { faith != scope:leader.faith } animation = schadenfreude } } trigger = { # DLC check. has_fp1_dlc_trigger = yes } immediate = { play_music_cue = "mx_cue_crusade_starts" # Jomsvikings founded. scope:founder = { show_as_tooltip = { forge_the_jomsvikings_scripted_effect = yes } } } # Huzzah! option = { name = fp1_major_decisions.0032.a trigger = { faith = scope:founder.faith } # Scope:founder gets a boost. scope:founder = { show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes } } # No stress impact for notification event. ai_chance = { # Player-only, AI choice irrelevant. base = 100 } } # So, they're pirates? option = { name = fp1_major_decisions.0032.b # Scope:founder gets a boost. scope:founder = { show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes } } # No stress impact for notification event. ai_chance = { # Player-only, AI choice irrelevant. base = 100 } } } # Distant players notification event fp1_major_decisions.0033 = { type = character_event title = fp1_major_decisions.0033.t desc = { first_valid = { triggered_desc = { trigger = { exists = scope:jomsvikings_autofounded } desc = fp1_major_decisions.0033.desc.autofounded } desc = fp1_major_decisions.0033.desc.decision_founded } desc = fp1_major_decisions.0033.desc.outro } theme = faith left_portrait = { character = scope:founder animation = personality_bold } right_portrait = { character = scope:leader # Same-faith characters see them as zealous. triggered_animation = { trigger = { faith = scope:leader.faith } animation = personality_zealous } # Everyone else sees them as pirates. triggered_animation = { trigger = { faith != scope:leader.faith } animation = schadenfreude } } lower_center_portrait = scope:victim trigger = { # DLC check. has_fp1_dlc_trigger = yes } immediate = { play_music_cue = "mx_cue_crusade_starts" # Jomsvikings founded. custom_tooltip = fp1_founder_founded_the_jomsviking_tt show_as_tooltip = { scope:founder.faith = { change_fervor = { value = 10 desc = fervor_gain_holy_order_founded } } } } # Wonderous news! option = { name = fp1_major_decisions.0033.a trigger = { faith = scope:founder.faith } # Scope:founder gets a boost. scope:founder = { show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes } } # No stress impact for notification event. ai_chance = { # Player-only, AI choice irrelevant. base = 100 } } # Just another band of raiders. option = { name = { trigger = { religion = { is_in_family = rf_pagan } } text = fp1_major_decisions.0033.b.competition } name = { trigger = { NOT = { religion = { is_in_family = rf_pagan } } } text = fp1_major_decisions.0033.b.heathens } # Scope:founder gets a boost. scope:founder = { show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes } } # No stress impact for notification event. ai_chance = { # Player-only, AI choice irrelevant. base = 100 } } } ################################################## # Canute-'em-Up # by Ewan Cowhig Croft # 1001-1010 ################################################## scripted_trigger fp1_major_decisions_1001_valid_sycophant_trigger = { # Has to be around. is_available_ai_adult = yes # And have an outrageously positive opinion of root... opinion = { target = root value >= very_high_positive_opinion } # _Without_ actually having any good reason to. has_any_good_relationship_with_root_trigger = no # Plus gotta filter out some general traits. NOR = { has_trait = honest has_trait = brave has_trait = shy has_trait = content has_trait = just has_trait = zealous has_trait = trusting } } # So you think you're _truly_ the High King of the North Sea, eh? ## Ok, so this probably didn't *actually* happen, but we can't have a North Sea title without the myth, right? fp1_major_decisions.1001 = { type = character_event title = fp1_major_decisions.1001.t desc = { first_valid = { triggered_desc = { trigger = { scope:type = flag:canute_dumb } desc = fp1_major_decisions.1001.desc.dumb } desc = fp1_major_decisions.1001.desc.smart } } theme = crown left_portrait = { character = root # Smart Canute. triggered_animation = { trigger = { scope:type = flag:canute_smart } animation = disapproval } # And, tragically, dumb-Canute. triggered_animation = { trigger = { scope:type = flag:canute_dumb } animation = personality_bold } } right_portrait = { character = scope:sycophant animation = admiration } trigger = { # DLC check. has_fp1_dlc_trigger = yes # Since this is a once-only event for e_north_sea, we can early-out by checking if we're even looking at them. has_title = title:e_north_sea # And that this even has never happened before. NOT = { exists = global_var:had_event_fp1_major_decisions_1001 } # Then, that we're within -ish the legendary frame. current_date <= 1050.1.1 # And might actually have a problem with all this deceit. NOR = { has_trait = arrogant has_trait = trusting has_trait = deceitful } # Finally (for once), standard checks. is_available_at_peace_adult = yes # And at least one sycophantic courtier. any_courtier_or_guest = { fp1_major_decisions_1001_valid_sycophant_trigger = yes } } weight_multiplier = { base = 1 } immediate = { set_global_variable = { name = had_event_fp1_major_decisions_1001 value = yes } # Are we dealing with an idiotic Canute? if = { limit = { OR = { learning <= low_skill_rating has_trait = intellect_bad has_trait = dull } } save_scope_value_as = { name = type value = flag:canute_dumb } } # If not, assume they're smart. else = { save_scope_value_as = { name = type value = flag:canute_smart } } # And grab a chief sycophant. random_courtier_or_guest = { limit = { fp1_major_decisions_1001_valid_sycophant_trigger = yes } save_scope_as = sycophant } } # To the beach! option = { name = fp1_major_decisions.1001.a # Onwards! custom_tooltip = fp1_major_decisions.1001.a.tt trigger_event = fp1_major_decisions.1002 stress_impact = { humble = major_stress_impact_loss paranoid = major_stress_impact_loss honest = major_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_vengefulness = 0.25 } modifier = { # Weight up for stress. add = 30 has_trait = humble } modifier = { # Weight up for stress. add = 30 has_trait = paranoid } modifier = { # Weight up for stress. add = 30 has_trait = honest } } } # They're probably correct, right? option = { name = fp1_major_decisions.1001.b # Gain some very minor stress loss for opting out. ## Stress loss handled in stress_impact. stress_impact = { base = minor_stress_loss vengeful = minor_stress_impact_gain impatient = minor_stress_impact_gain humble = medium_stress_impact_gain cynical = medium_stress_impact_gain zealous = medium_stress_impact_gain paranoid = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = -0.25 ai_boldness = -0.5 } modifier = { # Weight down for stress. add = -10 has_trait = vengeful } modifier = { # Weight down for stress. add = -10 has_trait = impatient } modifier = { # Weight down for stress. add = -20 has_trait = humble } modifier = { # Weight down for stress. add = -20 has_trait = cynical } modifier = { # Weight down for stress. add = -20 has_trait = zealous } modifier = { # Weight down for stress. add = -30 has_trait = paranoid } } } } scripted_effect fp1_major_decisions_1002_courtiers_terrified_effect = { every_courtier_or_guest = { custom = custom.every_courtier_and_guest add_opinion = { target = root modifier = respect_opinion opinion = -30 } } } fp1_major_decisions.1002 = { type = character_event title = fp1_major_decisions.1002.t desc = { first_valid = { triggered_desc = { trigger = { scope:type = flag:canute_dumb } desc = fp1_major_decisions.1002.desc.dumb } desc = fp1_major_decisions.1002.desc.smart } } theme = crown left_portrait = { character = root # Smart Canute. triggered_animation = { trigger = { scope:type = flag:canute_smart } animation = disapproval } # And, tragically, dumb-Canute. triggered_animation = { trigger = { scope:type = flag:canute_dumb } animation = shock } } right_portrait = { character = scope:sycophant # Reacting to smart Canute. triggered_animation = { trigger = { scope:type = flag:canute_smart } animation = shame } # And, tragically, reacting to dumb-Canute. triggered_animation = { trigger = { scope:type = flag:canute_dumb } animation = fear } } override_background = { reference = docks } # Smart: shame the simpering courtiers. option = { name = fp1_major_decisions.1002.a trigger = { scope:type = flag:canute_smart } # Gain a colossal amount of opinion with your court. every_courtier_or_guest = { custom = custom.every_courtier_and_guest add_opinion = { target = root modifier = respect_opinion opinion = 75 } } stress_impact = { cynical = medium_stress_impact_loss humble = major_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 ai_sociability = 0.5 } modifier = { # Weight up for stress. add = 20 has_trait = cynical } modifier = { # Weight up for stress. add = 30 has_trait = humble } } } # Smart: abase yourself before HighGod. option = { name = fp1_major_decisions.1002.b trigger = { scope:type = flag:canute_smart } # Gain a modifier trading piety for prestige. add_character_modifier = { modifier = fp1_abased_before_highgod_modifier } # And also a fairly-substantial amount of opinion with your court. every_courtier_or_guest = { custom = custom.every_courtier_and_guest add_opinion = { target = root modifier = respect_opinion opinion = 50 } } stress_impact = { humble = major_stress_impact_loss zealous = massive_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 ai_sociability = 0.5 } modifier = { # Weight up for stress. add = 30 has_trait = humble } modifier = { # Weight up for stress. add = 40 has_trait = zealous } } } # Dumb: develop crippling thalassaphobia. option = { name = fp1_major_decisions.1002.c trigger = { scope:type = flag:canute_dumb } # Gain stress. ## More stress if you have neither modifier to lose. if = { limit = { NOR = { has_character_modifier = high_king_of_the_seas_fp1_modifier has_character_modifier = high_queen_of_the_seas_fp1_modifier } } stress_impact = { base = massive_stress_gain paranoid = major_stress_impact_loss honest = major_stress_impact_gain } } ## Ordinary stress otherwise. else = { stress_impact = { paranoid = major_stress_impact_loss honest = major_stress_impact_gain } } # If you've got one, lose your beneficial modifier. if = { limit = { OR = { has_character_modifier = high_king_of_the_seas_fp1_modifier has_character_modifier = high_queen_of_the_seas_fp1_modifier } } remove_character_modifier = high_king_of_the_seas_fp1_modifier remove_character_modifier = high_queen_of_the_seas_fp1_modifier } # The court is confused and afraid. fp1_major_decisions_1002_courtiers_terrified_effect = yes # Stress impact handled above due to variability. ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -0.25 ai_rationality = -0.75 } modifier = { # Weight up for stress. add = 30 has_trait = paranoid } modifier = { # Weight down for stress. add = -30 has_trait = honest } } } # Dumb: have the ocean whipped. No shade, Xerxes. option = { name = fp1_major_decisions.1002.d trigger = { scope:type = flag:canute_dumb NOT = { has_trait = lunatic } } # Welp, you're having a bit of a time. custom_tooltip = fp1_major_decisions.1002.d.tt add_trait = lunatic_1 # The court is confused and afraid. fp1_major_decisions_1002_courtiers_terrified_effect = yes stress_impact = { vengeful = major_stress_impact_loss forgiving = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_rationality = -0.75 } modifier = { # Weight up for stress. add = 30 has_trait = vengeful } modifier = { # Weight down for stress. add = -10 has_trait = forgiving } } } # Dumb: dedicate yourself to learning spellcraft. option = { name = fp1_major_decisions.1002.e trigger = { scope:type = flag:canute_dumb is_witch_trigger = no } # Become a witch. give_witch_secret_or_trait_effect = yes # The court is confused and afraid. fp1_major_decisions_1002_courtiers_terrified_effect = yes stress_impact = { cynical = medium_stress_impact_loss craven = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.25 ai_sociability = -0.5 } modifier = { # Weight up for stress. add = 20 has_trait = cynical } modifier = { # Weight down for stress. add = -20 has_trait = craven } modifier = { # Weight down for stress. add = -20 has_trait = zealous } } } } ################################################## # The True King of Norway # by Ewan Cowhig Croft # 1011-1020 ################################################## scripted_effect fp1_1011_gib_pretty_hair_effect = { # Gain the famous nickname. give_nickname = nick_fairhair # And a bit of diplomacy for your long vow. add_diplomacy_skill = 2 # Plus that haircut. remove_character_modifier = harald_tanglehairs_vow_modifier } # Tanglehair becomes Fairhair. fp1_major_decisions.1011 = { type = character_event title = fp1_major_decisions.1011.t desc = { desc = fp1_major_decisions.1011.desc.intro first_valid = { triggered_desc = { trigger = { exists = scope:gyda } desc = fp1_major_decisions.1011.desc.gyda } desc = fp1_major_decisions.1011.desc.oath } desc = fp1_major_decisions.1011.desc.outro } theme = crown left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:gyda animation = admiration } override_background = { reference = fp1_ocean_norse } trigger = { # This character is Harald Fairhair. exists = character:144000 this = character:144000 # The title they've acquired is Norway. scope:title = title:k_norway # Norway has been created by them. scope:transfer_type = flag:created # Norway has not been created previously. NOT = { exists = global_var:norway_created } } immediate = { play_music_cue = "mx_cue_succession" # Check to see if Gyda is still around and kicking, and if so, treat this as a romance. character:166044 = { if = { limit = { is_alive = yes can_marry_character_trigger = { CHARACTER = root } has_any_bad_relationship_with_root_trigger = no is_ai = yes } save_scope_as = gyda } } } # My vow fulfilled! option = { name = fp1_major_decisions.1011.a # Apply standard haircut effects. fp1_1011_gib_pretty_hair_effect = yes ai_chance = { # AI should only default to this if Gyda is unavailable. base = 0 } } # Gyda, my love! option = { name = fp1_major_decisions.1011.b trigger = { # Gyda must have been valid. exists = scope:gyda # And, for MP, remain valid. can_marry_character_trigger = { CHARACTER = scope:gyda } } # Apply standard haircut effects. fp1_1011_gib_pretty_hair_effect = yes # Harald & Gyda are wed. if = { limit = { has_ep2_dlc_trigger = yes } create_grand_wedding_betrothal = { SPOUSE_1 = root SPOUSE_2 = scope:gyda HOST = root PROMISEE = scope:gyda } } else = { marry = scope:gyda } # And rather happy about it. add_opinion = { target = scope:gyda modifier = love_opinion opinion = 50 } reverse_add_opinion = { target = scope:gyda modifier = love_opinion opinion = 50 } ai_chance = { # AI should always select this option if it's present. base = 100 } } # Leave it; it is a mark of the struggles I have been through. option = { name = fp1_major_decisions.1011.c trigger = { is_ai = no } # Harald Tanglehair keeps his wild locks. custom_tooltip = fp1_major_decisions.1011.c.tt ## We swap the modifiers out so the copy responds correctly. hidden_effect = { remove_character_modifier = harald_tanglehairs_vow_modifier add_character_modifier = harald_tanglehairs_reminder_modifier } # And a bit of learning for the lessons you've endured. add_learning_skill = 2 ai_chance = { # Option here for player choice. base = 0 } } } # Check Norway's creation status. fp1_major_decisions.1012 = { hidden = yes # If Norway has just been created for the first time... trigger = { scope:title = title:k_norway scope:transfer_type = flag:created NOT = { exists = global_var:norway_created } } # ... flag that. immediate = { set_global_variable = { name = norway_created value = yes } # And if it's not Harald Fairhair who did it, shame him. if = { limit = { exists = character:144000 NOT = { this = character:144000 } character:144000 = { is_alive = yes } } hidden_effect = { # Save the current King of Norway. save_scope_as = king_of_norway # And message Harald with the bad news. character:144000 = { send_interface_toast = { title = fp1_major_decisions.1012.t left_icon = scope:king_of_norway hidden_effect = { remove_character_modifier = harald_tanglehairs_vow_modifier } add_character_modifier = harald_tanglehairs_vow_broken_modifier } } } } } }