namespace = mpo_nomad_events ############################ ## Nomadic flavor events ## 0001-0099 ## By Jason Cantalini ############################ mpo_nomad_events.1001 = { hidden = yes immediate = { var:beheaded_warrior = { save_scope_as = beheaded_warrior } var:beheaded_warrior_foe = { save_scope_as = beheaded_warrior_foe } var:beheaded_warrior_location = { save_scope_as = beheaded_warrior_location } if = { limit = { has_variable = beheaded_warrior_accolade exists = var:beheaded_warrior_accolade } var:beheaded_warrior_accolade = { save_scope_as = beheaded_warrior_accolade } } #ROOT might be in army camp and knight would be more appropriate random_courtier = { limit = { is_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } OR = { is_available = yes AND = { is_in_army = yes root = { is_in_army = yes } } } } save_scope_as = head_bearer } if = { limit = { NOT = { exists = scope:head_bearer } } random_vassal = { limit = { is_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } OR = { is_available = yes AND = { is_in_army = yes root = { is_in_army = yes } } } } save_scope_as = head_bearer } } if = { limit = { NOT = { exists = scope:head_bearer } } random_courtier = { limit = { is_adult = yes OR = { is_available = yes AND = { is_in_army = yes root = { is_in_army = yes } } } } save_scope_as = head_bearer } } if = { limit = { NOT = { exists = scope:head_bearer } } random_pool_guest = { limit = { is_adult = yes is_available = yes } save_scope_as = head_bearer } } if = { limit = { NOT = { exists = scope:head_bearer } exists = root.capital_province } random_pool_character = { province = root.capital_province limit = { is_adult = yes is_available = yes } save_scope_as = head_bearer } } #Save family member to send the head to if = { limit = { scope:beheaded_warrior = { exists = house } } scope:beheaded_warrior = { ordered_parent = { order_by = max_military_strength limit = { is_ai = yes is_ruler = yes highest_held_title_tier >= tier_county NOT = { this = root } } save_scope_as = beheaded_relative } if = { limit = { NOT = { exists = scope:beheaded_relative } } ordered_child = { order_by = max_military_strength limit = { is_ai = yes is_ruler = yes highest_held_title_tier >= tier_county NOT = { this = root } } save_scope_as = beheaded_relative } } if = { limit = { NOT = { exists = scope:beheaded_relative } } ordered_sibling = { order_by = max_military_strength limit = { is_ai = yes is_ruler = yes highest_held_title_tier >= tier_county NOR = { this = root scope:beheaded_warrior = { is_close_family_of = root } } } save_scope_as = beheaded_relative } } if = { limit = { NOT = { exists = scope:beheaded_relative } exists = scope:beheaded_warrior.house.house_head scope:beheaded_warrior.house.house_head = { NOR = { this = scope:beheaded_warrior this = root } } } house = { house_head = { save_scope_as = beheaded_relative } } } } } #Create an artifact based on rank of dead person mpo_beheaded_warrior_artifact_creation_effect = yes trigger_event = mpo_nomad_events.1000 } } #One of your dead baghaturs' heads is recovered mpo_nomad_events.1000 = { type = character_event theme = battle title = mpo_nomad_events.1000.t desc = { #Triggered desc based on whether you're in an army first_valid = { triggered_desc = { trigger = { is_in_army = yes } desc = mpo_nomad_events.1000.army_camp } desc = mpo_nomad_events.1000.capital } #Triggered desc based on relation first_valid = { triggered_desc = { trigger = { scope:beheaded_warrior = { is_close_family_of = root } } desc = mpo_nomad_events.1000.family } triggered_desc = { trigger = { has_variable = beheaded_warrior_powerful_vassal } desc = mpo_nomad_events.1000.vassal } triggered_desc = { trigger = { has_variable = beheaded_warrior_councillor } desc = mpo_nomad_events.1000.councillor } desc = mpo_nomad_events.1000.generic_knight } desc = mpo_nomad_events.1000.desc } override_background = { trigger = { is_in_army = no } reference = courtyard } left_portrait = { character = root triggered_animation = { trigger = { scope:beheaded_warrior = { OR = { is_consort_of = root is_close_family_of = root } } } animation = grief } triggered_animation = { trigger = { scope:beheaded_warrior = { NOR = { is_consort_of = root is_close_family_of = root } } } animation = sadness } } right_portrait = { character = scope:head_bearer animation = standing_horse camera = camera_event_standing_with_horse_right } artifact = { target = scope:head_artifact position = lower_center_portrait } immediate = { if = { limit = { exists = scope:beheaded_warrior.house } scope:beheaded_warrior = { house = { add_house_artifact_claim = scope:head_artifact } } } } #Keep the head option = { name = mpo_nomad_events.1000.a flavor = mpo_nomad_events.1000.a.flavor custom_tooltip = keep_warrior_head_tt stress_impact = { cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -0.5 } } } #Send it to its people option = { trigger = { exists = scope:beheaded_relative } name = mpo_nomad_events.1000.b scope:beheaded_relative = { #Gains the artifact scope:head_artifact = { set_owner = { target = scope:beheaded_relative history = { location = root.capital_province actor = root recipient = scope:beheaded_relative type = given } } } } if = { limit = { can_add_hook = { target = scope:beheaded_relative type = favor_hook } } add_hook = { type = favor_hook target = scope:beheaded_relative } } scope:beheaded_warrior = { every_close_family_member = { custom = custom.every_beheaded_family limit = { NOR = { this = root this = scope:beheaded_relative } } add_opinion = { target = root modifier = respect_opinion opinion = 20 } } } stress_impact = { greedy = medium_stress_impact_gain sadistic = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_greed = -0.5 } modifier = { factor = 0 has_trait = greedy } } } #The glory of the accolade grows option = { name = mpo_nomad_events.1000.c trigger = { has_variable = beheaded_warrior_accolade } #Accolade gains glory if it is active if = { limit = { var:beheaded_warrior_accolade = { is_accolade_active = yes exists = acclaimed_knight } } var:beheaded_warrior_accolade = { add_glory = medium_glory_gain acclaimed_knight = { save_scope_as = beheaded_accolade_knight #Give artifact to accolade knight scope:head_artifact = { set_owner = { target = scope:book_recipient history = { location = root.capital_province actor = root recipient = scope:beheaded_accolade_knight type = given } } } #gain opinion with accolade knight add_opinion = { target = root modifier = respect_opinion opinion = 25 } } } } #Accolade successors appear if it isn't active else = { save_scope_as = accolade_owner scope:beheaded_warrior = { save_scope_as = knight_in_need } var:beheaded_warrior_accolade = { save_scope_as = accolade_in_need } every_knight = { custom = custom.every_knight add_opinion = { target = root modifier = respect_opinion opinion = 10 } } custom_tooltip = beheaded_accolade_successor_tt trigger_event = { id = accolade.0006 } destroy_artifact = scope:head_artifact } stress_impact = { content = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_vengefulness = 1 } modifier = { factor = 0 has_trait = eccentric } } } #Bury this head with honors option = { name = mpo_nomad_events.1000.d if = { limit = { mpo_important_beheaded_warrior_trigger = yes } capital_county = { add_county_modifier = { modifier = mpo_noble_warriors_grave_modifier years = 10 } } } else = { capital_county = { add_county_modifier = { modifier = mpo_warriors_grave_modifier years = 10 } } } add_piety = minor_piety_gain destroy_artifact = scope:head_artifact stress_impact = { eccentric = medium_stress_impact_gain vengeful = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_vengefulness = -0.5 ai_rationality = 0.5 } modifier = { factor = 0 has_trait = eccentric } } } after = { remove_variable = beheaded_warrior remove_variable = beheaded_warrior_foe remove_variable = beheaded_warrior_councillor remove_variable = beheaded_warrior_powerful_vassal remove_variable = beheaded_warrior_accolade remove_variable = beheaded_warrior_location } } #Hidden ruler's head artifact creation event mpo_nomad_events.1010 = { hidden = yes immediate = { #Create head artifact if = { limit = { OR = { has_character_flag = execution_head_illustrious_flag has_character_flag = execution_head_famed_flag } } mpo_execution_head_artifact_creation_effect = yes } trigger_event = mpo_nomad_events.1011 } } scripted_effect remove_execution_head_flags_effect = { scope:executioner = { remove_character_flag = execution_head_famed_flag remove_character_flag = execution_head_illustrious_flag remove_character_flag = execution_head_warscore_flag remove_character_flag = execution_head_vassalization_flag remove_character_flag = execution_head_prestige_flag remove_character_flag = execution_head_obedience_flag remove_character_flag = execution_head_hook_flag } } scripted_effect mpo_nomad_events_1011_heir_resents_effect = { if = { limit = { tier_difference = { target = scope:executioner value <= 1 } tier_difference = { target = scope:executioner value >= -1 } house.house_head = { this = scope:headless_heir } NOT = { scope:executioner = { exists = house house = scope:headless_heir.house } } scope:executioner = { exists = house house.house_head = { this = scope:executioner } } valid_for_feud_events_with_target_trigger = { TARGET = scope:executioner } } house_feud_start_effect = { # Feuding House Head ACTOR = scope:headless_heir # Target House Head TARGET = scope:executioner # Feud Reason REASON = head_killed # House Member attacker if relevant ATTACKER = scope:executioner # House Member victim if relevant VICTIM = scope:victim } } else = { if = { limit = { NOT = { has_relation_rival = scope:executioner } } set_relation_rival = { target = scope:executioner reason = rival_sent_predecessors_head } } else = { progress_towards_rival_effect = { REASON = rival_sent_predecessors_head CHARACTER = scope:executioner OPINION = default_rival_opinion } } if = { limit = { NAND = { scope:headless_heir = { has_variable = severed_head_cb_revenge var:severed_head_cb_revenge = { this = scope:executioner } } } } scope:headless_heir = { custom_tooltip = severed_head_cb_revenge_tt set_variable = { name = severed_head_cb_revenge value = scope:headless_heir } } } } } scripted_effect mpo_nomad_events_1011_heir_cowed_effect = { if = { limit = { has_character_flag = execution_head_warscore_flag } custom_tooltip = peace_acceptance_head_scare_tt set_variable = { name = peace_acceptance_head_scare value = scope:headless_heir years = 20 } } else_if = { limit = { has_character_flag = execution_head_vassalization_flag } custom_tooltip = severed_head_vassalization_tt set_variable = { name = severed_head_vassalization value = scope:headless_heir years = 20 } } else_if = { limit = { has_character_flag = execution_head_prestige_flag } #Lots of prestige for much higher tier if = { limit = { tier_difference = { target = scope:headless_heir value <= -3 } } add_prestige = monumental_prestige_gain } else_if = { limit = { tier_difference = { target = scope:headless_heir value <= -2 } } add_prestige = massive_prestige_gain } #Good prestige for higher tier else_if = { limit = { tier_difference = { target = scope:headless_heir value <= -1 } } add_prestige = major_prestige_gain } #Some prestige else = { add_prestige = medium_prestige_gain } } else_if = { limit = { has_character_flag = execution_head_obedience_flag scope:headless_heir = { obedience_target = root } } scope:headless_heir = { add_opinion = { modifier = obedience_opinion target = root } } } else = { add_hook = { type = threat_hook target = scope:headless_heir } } } scripted_trigger mpo_nomad_events_1011_heir_unafraid_trigger = { scope:headless_heir.top_liege = { current_military_strength > scope:executioner.current_military_strength tier_difference = { target = scope:executioner value >= -1 } } scope:headless_heir = { NOT = { has_dread_level_towards = { target = scope:executioner level >= 1 } } } } #You have taken the head of a ruler prisoner mpo_nomad_events.1011 = { type = character_event theme = death title = mpo_nomad_events.1011.t desc = { random_valid = { triggered_desc = { trigger = { scope:victim = { OR = { has_trait = brave has_trait = arrogant has_trait = vengeful has_trait = wrathful has_trait = sadistic has_trait = cynical } NOR = { has_trait = craven has_trait = paranoid has_trait = forgiving } } } desc = mpo_nomad_events.1011.desc_execution_spite } triggered_desc = { trigger = { scope:victim = { OR = { has_trait = ambitious has_trait = craven has_trait = paranoid has_trait = deceitful has_trait = greedy has_trait = fickle has_trait = arbitrary } NOR = { has_trait = content has_trait = calm has_trait = humble has_trait = zealous } } } desc = mpo_nomad_events.1011.desc_execution_beg } triggered_desc = { trigger = { scope:victim = { NOT = { has_trait = cynical } } } desc = mpo_nomad_events.1011.desc_execution_pray } triggered_desc = { trigger = { OR = { AND = { exists = scope:court_executioner scope:court_executioner = { prowess < decent_skill_rating } } scope:victim = { has_trait = cynical } } } desc = mpo_nomad_events.1011.desc_bad_execution } } desc = mpo_nomad_events.1011.desc first_valid = { triggered_desc = { trigger = { exists = scope:headless_heir } desc = mpo_nomad_events.1011.desc_send_head } desc = mpo_nomad_events.1011.desc_cant_send } triggered_desc = { trigger = { exists = scope:head_artifact } desc = mpo_nomad_events.1011.desc_keep_head } } override_background = { trigger = { NOR = { is_in_army = yes is_travelling = yes } } reference = dungeon } override_background = { trigger = { OR = { is_in_army = yes is_travelling = yes } } reference = army_camp } left_portrait = { character = root animation = personality_vengeful } right_portrait = { character = scope:court_executioner animation = celebrate_sword camera = camera_event_right_forward hide_info = yes } artifact = { target = scope:head_artifact position = lower_left_portrait } lower_center_portrait = scope:victim lower_right_portrait = scope:headless_heir immediate = { if = { limit = { exists = court_position:executioner_court_position court_position:executioner_court_position = { is_available_allow_travelling = yes } } court_position:executioner_court_position = { save_scope_as = court_executioner } } else_if = { limit = { any_knight = { OR = { is_available_allow_travelling = yes AND = { is_in_army = yes root = { is_in_army = yes } } } is_ruler = no } } ordered_knight = { order_by = prowess limit = { OR = { is_available_allow_travelling = yes AND = { is_in_army = yes root = { is_in_army = yes } } } is_ruler = no } save_scope_as = court_executioner } } else_if = { limit = { any_courtier = { NOT = { is_close_family_of = root } is_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } is_available_allow_travelling = yes } } ordered_courtier = { order_by = prowess limit = { NOT = { is_close_family_of = root } is_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } is_available_allow_travelling = yes } save_scope_as = court_executioner } } #Setting up house feud that might happen if = { limit = { exists = scope:headless_heir tier_difference = { target = scope:executioner value <= 1 } house.house_head = { this = scope:headless_heir } NOT = { scope:executioner = { exists = house house = scope:headless_heir.house house.house_head = { this = scope:executioner } } } valid_for_feud_events_with_target_trigger = { TARGET = scope:executioner } } scope:headless_heir = { save_ongoing_house_relation_effect = { TARGET = scope:executioner } } } } #Keep the head option = { trigger = { exists = scope:head_artifact } name = mpo_nomad_events.1011.a flavor = mpo_nomad_events.1011.a.flavor custom_tooltip = keep_warrior_head_tt #NOTIFY HEIR THAT HEAD ARTIFACT WAS CREATED AND THEY HAVE CLAIM if = { limit = { exists = scope:victim.house exists = scope:headless_heir.house scope:victim.house = { this = scope:headless_heir.house } } scope:headless_heir = { house = { add_house_artifact_claim = scope:head_artifact } } } remove_execution_head_flags_effect = yes ai_chance = { base = 500 ai_value_modifier = { ai_zeal = 0.5 ai_honor = 0.5 } modifier = { has_character_flag = execution_head_illustrious_flag add = 500 } modifier = { all_inventory_artifact_slots = full add = -800 } } } #Send the head - but it might cause rivalry option = { trigger = { exists = scope:headless_heir } name = mpo_nomad_events.1011.b flavor = mpo_nomad_events.1011.b.flavor add_dread = miniscule_dread_gain #Random chance calculation used for AI (they get no event) if = { limit = { scope:headless_heir = { is_ai = yes } } random_list = { #they are cowed 50 = { desc = mpo_nomad_events.1011.b.success modifier = { is_gurkhan = yes add = 20 } modifier = { scope:headless_heir = { tier_difference = { target = root value <= -1 } } add = 20 } modifier = { scope:headless_heir = { tier_difference = { target = root value <= -2 } } add = 20 } modifier = { scope:headless_heir = { tier_difference = { target = root value <= -3 } } add = 20 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value <= -1 } } add = 20 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value <= -2 } } add = 20 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value <= -3 } } add = 20 } modifier = { scope:headless_heir = { current_military_strength < root.current_military_strength } add = 30 } modifier = { scope:headless_heir = { max_military_strength < root.max_military_strength } add = 30 } modifier = { scope:headless_heir.top_liege = { current_military_strength < root.top_liege.current_military_strength } add = 30 } modifier = { scope:headless_heir.top_liege = { max_military_strength < root.top_liege.max_military_strength } add = 30 } #Has unrelated wars to deal with modifier = { scope:headless_heir = { any_character_war = { NOT = { any_war_participant = { this = root } } } } add = 20 } #Root holds family hostage modifier = { scope:headless_heir = { any_close_family_member = { is_imprisoned_by = root } } add = 15 } modifier = { scope:headless_heir = { exists = player_heir player_heir = { is_imprisoned_by = root } } add = 30 } modifier = { scope:headless_heir = { age <= 12 } add = 25 } modifier = { scope:headless_heir = { legitimacy_level <= 0 } add = 20 } modifier = { has_trait = conqueror add = 40 } modifier = { has_trait = greatest_of_khans add = 40 } modifier = { scope:headless_heir = { gold < 0 } add = 15 } modifier = { scope:headless_heir = { has_dread_level_towards = { target = scope:executioner level >= 1 } } factor = 5 } modifier = { scope:headless_heir = { has_dread_level_towards = { target = scope:executioner level >= 2 } } factor = 10 } modifier = { scope:headless_heir = { ai_vengefulness <= low_negative_ai_value } add = 40 } modifier = { scope:headless_heir = { ai_vengefulness <= high_negative_ai_value } add = 80 } modifier = { scope:headless_heir = { ai_boldness <= low_negative_ai_value } add = 15 } modifier = { scope:headless_heir = { ai_boldness <= high_negative_ai_value } add = 30 } modifier = { scope:headless_heir = { ai_honor <= low_negative_ai_value } add = 20 } modifier = { scope:headless_heir = { ai_honor <= high_negative_ai_value } add = 40 } modifier = { scope:headless_heir = { NOR = { government_has_flag = government_is_tribal government_has_flag = government_is_nomadic } } add = -20 } hidden_effect = { scope:headless_heir = { #Prestige option does nothing to this char, add malus if = { limit = { scope:executioner = { has_character_flag = execution_head_prestige_flag } } if = { limit = { tier_difference = { target = scope:executioner value <= -2 } } add_prestige = massive_prestige_loss } else_if = { limit = { tier_difference = { target = scope:executioner value <= -1 } } add_prestige = major_prestige_loss } else = { add_prestige = medium_prestige_loss } } if = { limit = { mpo_keep_prisoners_heads_trigger = yes exists = scope:victim.house } scope:victim.house = { every_house_member = { custom = custom.every_house_member limit = { NOR = { this = scope:headless_heir this = scope:executioner } } add_opinion = { modifier = sullied_our_house_opinion target = scope:headless_heir opinion = -20 } } } } create_character_memory = { type = sent_predecessors_head_memory participants = { executioner = scope:executioner victim = scope:victim } } add_character_flag = { flag = head_recipient_just_takes_it days = 30 } } } show_as_tooltip = { mpo_nomad_events_1011_heir_cowed_effect = yes } } #they swear revenge 50 = { desc = mpo_nomad_events.1011.b.fail modifier = { scope:headless_heir = { is_gurkhan = yes } add = 20 } modifier = { scope:headless_heir = { tier_difference = { target = root value >= 1 } } add = 20 } modifier = { scope:headless_heir = { tier_difference = { target = root value >= 2 } } add = 20 } modifier = { scope:headless_heir = { tier_difference = { target = root value >= 3 } } add = 20 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value >= 1 } } add = 20 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value >= 2 } } add = 20 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value >= 3 } } add = 20 } modifier = { scope:headless_heir = { current_military_strength > root.current_military_strength } add = 30 } modifier = { scope:headless_heir = { max_military_strength > root.max_military_strength } add = 30 } modifier = { scope:headless_heir.top_liege = { current_military_strength > root.top_liege.current_military_strength } add = 30 } modifier = { scope:headless_heir.top_liege = { max_military_strength > root.top_liege.max_military_strength } add = 30 } modifier = { scope:headless_heir = { legitimacy_level >= 4 } add = 20 } modifier = { scope:headless_heir = { has_trait = conqueror } add = 60 } modifier = { scope:headless_heir = { has_trait = greatest_of_khans } add = 60 } modifier = { scope:headless_heir = { ai_vengefulness >= low_positive_ai_value } add = 40 } modifier = { scope:headless_heir = { ai_vengefulness >= high_positive_ai_value } add = 80 } modifier = { scope:headless_heir = { ai_boldness >= low_positive_ai_value } add = 15 } modifier = { scope:headless_heir = { ai_boldness >= high_positive_ai_value } add = 30 } modifier = { scope:headless_heir = { ai_honor >= low_positive_ai_value } add = 20 } modifier = { scope:headless_heir = { ai_honor >= high_positive_ai_value } add = 40 } modifier = { scope:headless_heir = { OR = { government_has_flag = government_is_tribal government_has_flag = government_is_nomadic } } add = 20 } show_as_tooltip = { scope:headless_heir = { mpo_nomad_events_1011_heir_resents_effect = yes } } } } #Receive letter event with response trigger_event = { id = mpo_nomad_events.1013 days = 3 } } #Players get event and will choose for themselves else = { custom_description_no_bullet = { text = headless_heir_ignores_challenge_tt } show_as_tooltip = { mpo_nomad_events_1011_heir_cowed_effect = yes } custom_description_no_bullet = { text = headless_heir_rises_to_challenge_tt } show_as_tooltip = { scope:headless_heir = { mpo_nomad_events_1011_heir_resents_effect = yes } } if = { limit = { scope:headless_heir.top_liege = { current_military_strength > scope:executioner.current_military_strength tier_difference = { target = scope:executioner value >= -1 } } } custom_tooltip = headless_heir_high_tier_warning_tt } scope:headless_heir = { trigger_event = { id = mpo_nomad_events.1012 days = 1 } } } if = { limit = { scope:headless_heir = { max_military_strength > root.max_military_strength } } stress_impact = { craven = major_stress_impact_gain compassionate = medium_stress_impact_gain content = medium_stress_impact_gain } } stress_impact = { craven = minor_stress_impact_gain compassionate = medium_stress_impact_gain content = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_boldness = 1 } modifier = { scope:headless_heir = { tier_difference = { target = root value >= 1 } } add = -15 } modifier = { scope:headless_heir = { tier_difference = { target = root value >= 2 } } add = -15 } modifier = { scope:headless_heir = { tier_difference = { target = root value >= 3 } } add = -15 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value >= 1 } } add = -15 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value >= 2 } } add = -15 } modifier = { scope:headless_heir.top_liege = { tier_difference = { target = root.top_liege value >= 3 } } add = -15 } modifier = { scope:headless_heir = { current_military_strength > root.current_military_strength } add = -25 } modifier = { scope:headless_heir = { max_military_strength > root.max_military_strength } add = -25 } modifier = { scope:headless_heir.top_liege = { current_military_strength > root.top_liege.current_military_strength } add = -25 } modifier = { scope:headless_heir.top_liege = { max_military_strength > root.top_liege.max_military_strength } add = -25 } modifier = { scope:headless_heir = { legitimacy_level >= 4 } add = -15 } modifier = { scope:headless_heir = { has_trait = conqueror } add = -50 } modifier = { scope:headless_heir = { has_trait = greatest_of_khans } add = -50 } modifier = { scope:headless_heir = { ai_vengefulness >= low_positive_ai_value } add = -30 } modifier = { scope:headless_heir = { ai_vengefulness >= high_positive_ai_value } add = -60 } modifier = { scope:headless_heir = { ai_boldness >= low_positive_ai_value } add = -15 } modifier = { scope:headless_heir = { ai_boldness >= high_positive_ai_value } add = -30 } modifier = { scope:headless_heir = { ai_honor >= low_positive_ai_value } add = -20 } modifier = { scope:headless_heir = { ai_honor >= high_positive_ai_value } add = -40 } modifier = { scope:headless_heir = { OR = { government_has_flag = government_is_tribal government_has_flag = government_is_nomadic } } add = -20 } modifier = { scope:headless_heir = { has_dread_level_towards = { target = scope:executioner level >= 1 } } add = 200 } modifier = { scope:headless_heir = { has_dread_level_towards = { target = scope:executioner level >= 2 } } add = 400 } modifier = { OR = { has_trait = compassionate has_trait = content } add = -50 } modifier = { OR = { has_trait = craven has_trait = compassionate has_trait = content } scope:headless_heir = { max_military_strength > root.max_military_strength } factor = 0 } } } #Don't want to send or keep head option = { name = mpo_nomad_events.1011.c remove_execution_head_flags_effect = yes ai_chance = { base = 100 } } after = { # Clear up flags scope:headless_heir = { if = { limit = { has_character_flag = house_feud_too_young_heir } remove_character_flag = house_feud_too_young_heir } } } } #You receive the severed head of your executed predecessor (mirror event) mpo_nomad_events.1012 = { type = character_event theme = death title = mpo_nomad_events.1012.t desc = mpo_nomad_events.1012.desc override_background = { trigger = { NOR = { is_in_army = yes is_travelling = yes } } reference = throne_room } override_background = { trigger = { OR = { is_in_army = yes is_travelling = yes } } reference = bp1_bonfire } left_portrait = { character = root animation = wailing camera = camera_event_left_away_3_4 } lower_right_portrait = scope:executioner lower_left_portrait = scope:victim immediate = { create_character_memory = { type = sent_predecessors_head_memory participants = { executioner = scope:executioner victim = scope:victim } } } #My predecessor was a great man: the most important thing is his head being honored option = { trigger = { OR = { has_trait = lifestyle_mystic has_trait = theologian has_trait = zealous AND = { has_trait = pilgrim has_trait_xp = { trait = pilgrim value >= 50 } } has_trait = devoted } OR = { faith.religion = faith:tengri_pagan.religion has_trait = nomadic_philosophy government_has_flag = government_is_nomadic } } name = mpo_nomad_events.1012.a flavor = mpo_nomad_events.1012.a_flavor show_as_tooltip = { scope:executioner = { mpo_nomad_events_1011_heir_cowed_effect = yes } } if = { limit = { scope:victim = { highest_held_title_tier >= tier_kingdom } } add_piety = major_piety_gain } else_if = { limit = { scope:victim = { highest_held_title_tier >= tier_duchy } } add_piety = medium_piety_gain } else = { add_piety = minor_piety_gain } #Prestige option does nothing to this char, add malus if = { limit = { scope:executioner = { has_character_flag = execution_head_prestige_flag } } if = { limit = { tier_difference = { target = scope:executioner value <= -2 } } add_prestige = major_prestige_loss } else_if = { limit = { tier_difference = { target = scope:executioner value <= -1 } } add_prestige = medium_prestige_loss } else = { add_prestige = minor_prestige_loss } } add_character_flag = { flag = head_recipient_just_takes_it days = 30 } if = { limit = { mpo_nomad_events_1011_heir_unafraid_trigger = yes } stress_impact = { base = minor_stress_impact_loss forgiving = minor_stress_impact_loss calm = miniscule_stress_impact_loss vengeful = major_stress_impact_gain wrathful = major_stress_impact_gain just = major_stress_impact_gain stubborn = medium_stress_impact_gain sadistic = minor_stress_impact_gain brave = major_stress_impact_gain } } else = { stress_impact = { base = minor_stress_impact_loss forgiving = minor_stress_impact_loss calm = miniscule_stress_impact_loss vengeful = medium_stress_impact_gain wrathful = medium_stress_impact_gain just = minor_stress_impact_gain stubborn = miniscule_stress_impact_gain sadistic = miniscule_stress_impact_gain brave = minor_stress_impact_gain } } } #VENDETTA! VENDETTA! option = { name = mpo_nomad_events.1012.b flavor = mpo_nomad_events.1012.b_flavor show_as_tooltip = { mpo_nomad_events_1011_heir_resents_effect = yes } if = { limit = { mpo_nomad_events_1011_heir_unafraid_trigger = yes } stress_impact = { craven = minor_stress_impact_gain forgiving = minor_stress_impact_gain compassionate = miniscule_stress_impact_gain humble = miniscule_stress_impact_gain content = miniscule_stress_impact_gain } } else = { stress_impact = { craven = major_stress_impact_gain forgiving = major_stress_impact_gain compassionate = medium_stress_impact_gain calm = minor_stress_impact_gain humble = medium_stress_impact_gain content = medium_stress_impact_gain } } } #Yeah uh... this is gross and humiliating option = { name = mpo_nomad_events.1012.c show_as_tooltip = { scope:executioner = { mpo_nomad_events_1011_heir_cowed_effect = yes } } #Prestige option does nothing to this char, add malus if = { limit = { scope:executioner = { has_character_flag = execution_head_prestige_flag } } if = { limit = { tier_difference = { target = scope:executioner value <= -2 } } add_prestige = massive_prestige_loss } else_if = { limit = { tier_difference = { target = scope:executioner value <= -1 } } add_prestige = major_prestige_loss } else = { add_prestige = medium_prestige_loss } } if = { limit = { mpo_keep_prisoners_heads_trigger = yes exists = scope:victim.house } scope:victim.house = { every_house_member = { custom = custom.every_house_member limit = { NOR = { this = scope:headless_heir this = scope:executioner } } add_opinion = { modifier = sullied_our_house_opinion target = scope:headless_heir opinion = -20 } } } } add_character_flag = { flag = head_recipient_just_takes_it days = 30 } if = { limit = { mpo_nomad_events_1011_heir_unafraid_trigger = yes } stress_impact = { vengeful = major_stress_impact_gain wrathful = major_stress_impact_gain just = major_stress_impact_gain stubborn = medium_stress_impact_gain sadistic = minor_stress_impact_gain brave = major_stress_impact_gain } } else = { stress_impact = { vengeful = medium_stress_impact_gain wrathful = medium_stress_impact_gain just = minor_stress_impact_gain stubborn = miniscule_stress_impact_gain sadistic = miniscule_stress_impact_gain brave = minor_stress_impact_gain } } } after = { scope:executioner = { trigger_event = mpo_nomad_events.1013 } } } mpo_nomad_events.1013 = { type = letter_event opening = { desc = mpo_nomad_events.1013 } desc = { first_valid = { #Non-nomad desc triggered_desc = { trigger = { scope:headless_heir = { has_character_flag = head_recipient_just_takes_it mpo_keep_prisoners_heads_trigger = no } } desc = mpo_nomad_events.1013.desc_takes_it_sedentary } triggered_desc = { trigger = { scope:headless_heir = { has_character_flag = head_recipient_just_takes_it } } desc = mpo_nomad_events.1013.desc_takes_it } desc = mpo_nomad_events.1013.desc_angeee } } sender = scope:headless_heir trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_alive = yes is_ruler = yes NOT = { is_imprisoned_by = scope:headless_heir } scope:headless_heir = { is_alive = yes is_ruler = yes NOT = { is_imprisoned_by = root } } } on_trigger_fail = { if = { limit = { scope:headless_heir = { has_character_flag = head_recipient_just_takes_it } } scope:headless_heir = { remove_character_flag = head_recipient_just_takes_it } } scope:executioner = { remove_execution_head_flags_effect = yes } } immediate = { #Apply effect of whatever they chose if = { limit = { scope:headless_heir = { has_character_flag = head_recipient_just_takes_it } } mpo_nomad_events_1011_heir_cowed_effect = yes } else = { scope:headless_heir = { mpo_nomad_events_1011_heir_resents_effect = yes } } } option = { name = { trigger = { scope:headless_heir = { has_character_flag = head_recipient_just_takes_it } } text = mpo_nomad_events.1013.a.cowed } name = { trigger = { scope:headless_heir = { NOT = { has_character_flag = head_recipient_just_takes_it } } } text = mpo_nomad_events.1013.a.revenge } } after = { if = { limit = { scope:headless_heir = { has_character_flag = head_recipient_just_takes_it } } scope:headless_heir = { remove_character_flag = head_recipient_just_takes_it } } scope:executioner = { remove_execution_head_flags_effect = yes } } } scripted_trigger mpo_nomad_events_1011_rowdy_boy_trigger = { is_adult = yes is_courtier_of = root is_imprisoned = no is_healthy = yes OR = { AND = { is_male = yes faith_dominant_gender_male_or_equal = yes } AND = { is_female = yes faith_dominant_gender_female_or_equal = yes } } OR = { AND = { ai_boldness > 0 ai_energy > 0 } AND = { opinion = { target = root value <= -30 } ai_boldness >= medium_negative_ai_value ai_energy >= medium_negative_ai_value } } NOR = { has_trait = loyal is_primary_heir_of = root is_player_heir_of = root is_obedient_to = root has_dread_level_towards = { target = root level >= 2 } } trigger_if = { limit = { has_variable = mpo_nomad_events_1020_liege } var:mpo_nomad_events_1020_liege = { NOT = { this = root } } } } scripted_trigger mpo_nomad_events_1011_rowdiest_trigger = { OR = { AND = { ai_boldness > medium_positive_ai_value ai_energy > medium_positive_ai_value } opinion = { target = root value < -60 } } NOT = { has_dread_level_towards = { target = root level >= 1 } } mpo_nomad_events_1011_rowdy_boy_trigger = yes } scripted_trigger mpo_nomad_events_1011_defecting_courtier_trigger = { save_temporary_scope_as = potential_defector is_adult = yes is_courtier_of = root is_acclaimed = no is_imprisoned = no ai_boldness > medium_negative_ai_value ai_energy > medium_negative_ai_value NOR = { is_in_list = defectors this = scope:rowdy_boy is_councillor_of = root is_consort_of = root has_trait = loyal is_primary_heir_of = root is_player_heir_of = root any_spouse = { OR = { is_councillor_of = root AND = { is_courtier_of = root has_any_court_position = yes } is_primary_heir_of = root is_player_heir_of = root is_acclaimed = yes } } has_any_court_position = yes } opinion = { target = root value <= 60 } opinion = { target = scope:rowdy_boy value >= -40 } } #Your adult family members want to break off and lead their own band mpo_nomad_events.1020 = { type = character_event theme = nomads title = mpo_nomad_events.1020.t desc = mpo_nomad_events.1020.desc override_background = { reference = relaxing_room } left_portrait = { character = root animation = hunting_knife_start } right_portrait = { character = scope:rowdy_boy animation = war_attacker camera = camera_event_very_right } cooldown = { years = 5 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic OR = { has_realm_law = nomadic_authority_1 has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_3 } is_at_war = no has_raised_armies = no highest_held_title_tier >= tier_county is_available = yes is_healthy = yes OR = { any_child = { mpo_nomad_events_1011_rowdy_boy_trigger = yes } any_sibling = { mpo_nomad_events_1011_rowdy_boy_trigger = yes } } } weight_multiplier = { base = 1 modifier = { add = 2 has_realm_law = nomadic_authority_1 } modifier = { add = 2 has_realm_law = nomadic_authority_2 } modifier = { add = 2 domicile ?= { herd >= max_herd } } #weight up if family member very much wants to leave modifier = { add = 3 OR = { any_child = { mpo_nomad_events_1011_rowdiest_trigger = yes } any_sibling = { mpo_nomad_events_1011_rowdiest_trigger = yes } } } modifier = { add = 1 legitimacy_level < 1 } modifier = { add = -1 legitimacy_level >= 5 } #Weight up/down culturally modifier = { add = 1 culture = { has_cultural_pillar = ethos_bellicose } } modifier = { add = -1 culture = { has_cultural_pillar = ethos_communal } } #Very likely to happen after a succession leaves someone landless modifier = { add = 2 primary_title = { title_held_years < 5 } } modifier = { add = 1 has_variable = recently_lost_wars } min = 1 } immediate = { random_sibling = { limit = { mpo_nomad_events_1011_rowdiest_trigger = yes } save_scope_as = rowdy_boy } if = { limit = { NOT = { exists = scope:rowdy_boy } } random_child = { limit = { mpo_nomad_events_1011_rowdiest_trigger = yes } save_scope_as = rowdy_boy } } if = { limit = { NOT = { exists = scope:rowdy_boy } } random_sibling = { limit = { mpo_nomad_events_1011_rowdy_boy_trigger = yes } save_scope_as = rowdy_boy } } if = { limit = { NOT = { exists = scope:rowdy_boy } } random_child = { limit = { mpo_nomad_events_1011_rowdy_boy_trigger = yes } save_scope_as = rowdy_boy } } #Make list of defectors scope:rowdy_boy = { every_consort = { limit = { is_ruler = no } add_to_list = defectors } every_child = { limit = { is_ruler = no } add_to_list = defectors } } random_courtier = { limit = { mpo_nomad_events_1011_defecting_courtier_trigger = yes } add_to_list = defectors } random_courtier = { limit = { mpo_nomad_events_1011_defecting_courtier_trigger = yes } add_to_list = defectors } random_courtier = { limit = { mpo_nomad_events_1011_defecting_courtier_trigger = yes } add_to_list = defectors } #Add all the kids and spouses of defectors every_in_list = { list = defectors every_child = { limit = { save_temporary_scope_as = potential_defector is_courtier_of = root is_acclaimed = no is_imprisoned = no NOR = { this = scope:rowdy_boy is_councillor_of = root is_consort_of = root is_primary_heir_of = root is_player_heir_of = root any_spouse ?= { save_temporary_scope_as = potential_defector_spouse is_councillor_of = root } any_spouse ?= { OR = { is_primary_heir_of = root is_player_heir_of = root } } any_spouse ?= { is_acclaimed = yes } root = { any_court_position_holder = { this = scope:potential_defector } } root = { any_court_position_holder = { this ?= scope:potential_defector_spouse } } } } add_to_list = defectors every_spouse = { limit = { save_temporary_scope_as = potential_defector is_courtier_of = root is_acclaimed = no is_imprisoned = no NOR = { this = scope:rowdy_boy is_councillor_of = root is_consort_of = root is_primary_heir_of = root is_player_heir_of = root root = { any_court_position_holder = { this = scope:potential_defector } } } } add_to_list = defectors } every_child = { limit = { save_temporary_scope_as = potential_defector is_courtier_of = root is_acclaimed = no is_imprisoned = no NOR = { this = scope:rowdy_boy is_councillor_of = root is_consort_of = root is_primary_heir_of = root is_player_heir_of = root root = { any_court_position_holder = { this = scope:potential_defector } } } } add_to_list = defectors } } every_spouse = { limit = { NOR = { this = scope:rowdy_boy this = root } } add_to_list = defectors } } #Save title if possible if = { limit = { any_held_title = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = root.primary_title duchy = { this = root.capital_county.duchy } } } } random_held_title = { limit = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = root.primary_title duchy = { this = root.capital_county.duchy } } } save_scope_as = rowdy_title } } else_if = { limit = { any_held_title = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = root.primary_title } } } random_held_title = { limit = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = root.primary_title } } save_scope_as = rowdy_title } } save_scope_as = root_scope scope:rowdy_boy = { set_variable = { name = mpo_nomad_events_1020_liege value = root years = 25 } } } #Great Khan/Conqueror better forbidding option option = { name = mpo_nomad_events.1020.a trigger = { OR = { has_trait = conqueror has_trait = greatest_of_khans has_realm_law = nomadic_authority_5 } } add_legitimacy = minor_legitimacy_gain scope:rowdy_boy = { add_opinion = { modifier = humiliated_opinion target = root opinion = -30 } } stress_impact = { generous = medium_stress_impact_gain compassionate = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 400 ai_value_modifier = { ai_compassion = -1 ai_greed = 1 } modifier = { opinion = { target = scope:rowdy_boy value >= 80 } add = -50 } modifier = { opinion = { target = scope:rowdy_boy value < 0 } add = -25 } modifier = { opinion = { target = scope:rowdy_boy value < -50 } add = 50 } modifier = { opinion = { target = scope:rowdy_boy value < -75 } add = 100 } modifier = { OR = { has_trait = compassionate has_trait = humble } add = -100 } modifier = { has_trait = generous factor = 0 } } } #Kill him option = { name = mpo_nomad_events.1020.b trigger = { is_adult = yes is_incapable = no can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } scope:rowdy_boy = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } OR = { AND = { has_trait = tourney_participant has_trait_xp = { trait = tourney_participant track = foot value > 0 } } has_trait = berserker has_trait = gallant has_trait = lifestyle_blademaster has_trait = shieldmaiden has_trait = brave has_trait = wrathful has_trait = callous has_trait = sadistic has_trait = vengeful has_trait = arrogant has_trait = arbitrary has_trait = paranoid has_trait = fickle has_trait = stubborn has_trait = just has_trait = ambitious } } add_internal_flag = dangerous custom_tooltip = mpo_nomad_events.1020_duel_tt add_character_flag = { flag = duelling_defecting_family_flag months = 6 } configure_start_single_combat_effect = { SC_INITIATOR = root SC_ATTACKER = root SC_DEFENDER = scope:rowdy_boy FATALITY = always FIXED = no LOCALE = terrain_scope OUTPUT_EVENT = mpo_nomad_events.1021 INVALIDATION_EVENT = perk_interaction.0102 } if = { limit = { has_relation_blood_brother = scope:rowdy_boy } add_stress = major_stress_impact_gain remove_relation_blood_brother = scope:rowdy_boy } if = { limit = { has_relation_friend = scope:rowdy_boy } add_stress = medium_stress_impact_gain remove_relation_friend = scope:rowdy_boy } if = { limit = { has_relation_best_friend = scope:rowdy_boy } add_stress = major_stress_impact_gain remove_relation_best_friend = scope:rowdy_boy } if = { limit = { has_relation_soulmate = scope:rowdy_boy } add_stress = major_stress_impact_gain remove_relation_soulmate = scope:rowdy_boy } house = { every_house_member = { limit = { NOT = { this = root } } custom = custom.every_house_member add_opinion = { target = root modifier = attacked_family_opinion opinion = -25 } } } stress_impact = { forgiving = major_stress_impact_gain generous = major_stress_impact_gain craven = major_stress_impact_gain compassionate = major_stress_impact_gain trusting = medium_stress_impact_gain humble = minor_stress_impact_gain loyal = medium_stress_impact_gain } ai_chance = { base = 25 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 } modifier = { opinion = { target = scope:rowdy_boy value >= 80 } add = -50 } modifier = { opinion = { target = scope:rowdy_boy value < 0 } add = -25 } modifier = { opinion = { target = scope:rowdy_boy value < -50 } add = 50 } modifier = { opinion = { target = scope:rowdy_boy value < -75 } add = 100 } modifier = { prowess > scope:rowdy_boy.prowess add = 25 } modifier = { prowess >= high_skill_rating scope:rowdy_boy.prowess <= average_skill_rating add = 50 } modifier = { prowess >= very_high_skill_rating scope:rowdy_boy.prowess <= average_skill_rating add = 50 } modifier = { prowess >= decent_skill_rating scope:rowdy_boy.prowess <= low_skill_rating add = 50 } modifier = { prowess >= extremely_high_skill_rating scope:rowdy_boy.prowess <= high_skill_rating add = 50 } modifier = { prowess < scope:rowdy_boy.prowess add = -25 } modifier = { scope:rowdy_boy.prowess >= high_skill_rating prowess <= average_skill_rating add = -50 } modifier = { scope:rowdy_boy.prowess >= very_high_skill_rating prowess <= average_skill_rating add = -50 } modifier = { scope:rowdy_boy.prowess >= decent_skill_rating prowess <= low_skill_rating add = -50 } modifier = { scope:rowdy_boy.prowess >= extremely_high_skill_rating prowess <= high_skill_rating add = -50 } modifier = { has_trait = humble add = -100 } modifier = { trait_is_criminal_in_faith_trigger = { FAITH = root.faith TRAIT = kinslayer_3 GENDER_CHARACTER = root } add = -25 } modifier = { NOT = { trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = root.faith TRAIT = kinslayer_3 GENDER_CHARACTER = root } } add = 50 } modifier = { OR = { has_trait = generous has_trait = forgiving has_trait = compassionate has_trait = trusting has_trait = loyal has_trait = craven } factor = 0 } } } #Make them a landed vassal option = { name = mpo_nomad_events.1020.c flavor = mpo_nomad_events.1020.c.flavor trigger = { exists = scope:rowdy_title highest_held_title_tier > tier_county } add_internal_flag = special create_title_and_vassal_change = { type = granted save_scope_as = change } if = { limit = { domain_size >= 6 } add_legitimacy = miniscule_legitimacy_gain } else_if = { limit = { domain_size >= 4 } add_legitimacy = minor_legitimacy_gain } else_if = { limit = { domain_size >= 3 } add_legitimacy = medium_legitimacy_gain } else = { add_legitimacy = major_legitimacy_gain } scope:rowdy_title = { change_title_holder = { holder = scope:rowdy_boy change = scope:change } } scope:rowdy_boy = { add_opinion = { target = root modifier = received_title_county opinion = 40 } progress_towards_friend_effect = { REASON = friend_granted_title CHARACTER = root OPINION = 0 } add_opinion = { modifier = obedience_opinion target = root } } resolve_title_and_vassal_change = scope:change if = { limit = { highest_held_title_tier <= tier_duchy } pay_herd = { target = scope:rowdy_boy value = domicile.twenty_percent_current_herd_value } } else_if = { limit = { highest_held_title_tier <= tier_kingdom } pay_herd = { target = scope:rowdy_boy value = domicile.fifteen_percent_current_herd_value } } else = { pay_herd = { target = scope:rowdy_boy value = domicile.ten_percent_current_herd_value } } stress_impact = { greedy = major_stress_impact_gain ambitious = minor_stress_impact_gain vengeful = minor_stress_impact_gain paranoid = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_vengefulness = -0.5 } modifier = { opinion = { target = scope:rowdy_boy value >= 50 } add = 25 } modifier = { opinion = { target = scope:rowdy_boy value >= 80 } add = 50 } modifier = { opinion = { target = scope:rowdy_boy value < 0 } add = 25 } modifier = { opinion = { target = scope:rowdy_boy value < -50 } add = -50 } modifier = { opinion = { target = scope:rowdy_boy value < -75 } add = -100 } modifier = { domain_limit_available <= 0 add = 100 } modifier = { domain_limit_available >= 2 add = -50 } modifier = { domain_size >= 6 add = 100 } modifier = { domain_size <= 3 add = -100 } modifier = { OR = { has_trait = paranoid has_trait = ambitious has_trait = vengeful } add = -100 } modifier = { OR = { has_trait = greedy gold < medium_gold_value domain_size <= 2 } factor = 0 } } } #Let them go option = { name = mpo_nomad_events.1020.d flavor = mpo_nomad_events.1020.d.flavor if = { limit = { any_maa_regiment = { maa_size >= 12 } } scope:rowdy_boy = { add_prestige = massive_prestige_gain } dynasty = { add_dynasty_prestige = massive_dynasty_prestige_gain } } else_if = { limit = { any_maa_regiment = { maa_size >= 8 } } scope:rowdy_boy = { add_prestige = major_prestige_gain } dynasty = { add_dynasty_prestige = major_dynasty_prestige_gain } } else_if = { limit = { any_maa_regiment = { maa_size >= 4 } } scope:rowdy_boy = { add_prestige = medium_prestige_gain } dynasty = { add_dynasty_prestige = medium_dynasty_prestige_gain } } else = { scope:rowdy_boy = { add_prestige = minor_prestige_gain } dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain } } remove_courtier_or_guest = scope:rowdy_boy scope:rowdy_boy = { save_scope_as = holder create_nomad_title = { name = nomad_title_name holder = scope:rowdy_boy government = nomad_government save_scope_as = new_nomad_title } change_government = nomad_government progress_towards_friend_effect = { REASON = friend_granted_following CHARACTER = root OPINION = 0 } add_opinion = { target = root modifier = grateful_opinion opinion = 60 } if = { limit = { any_in_list = { list = defectors is_courtier_of = root } } hidden_effect = { every_in_list = { list = defectors limit = { is_courtier_of = root } scope:rowdy_boy = { add_courtier = prev } set_variable = { name = nomad_defector_var value = root years = 5 } } } if = { limit = { any_in_list = { list = defectors OR = { is_child_of = scope:rowdy_boy is_spouse_of = scope:rowdy_boy } is_courtier_of = scope:rowdy_boy } } custom_tooltip = nomad_defector_family_tt } if = { limit = { any_in_list = { list = defectors NOR = { is_child_of = scope:rowdy_boy is_spouse_of = scope:rowdy_boy } is_courtier_of = root } } custom_tooltip = nomad_defector_gain_all_courtiers_tt } } create_character_memory = { type = defected_from_kin_memory participants = { kin = root } } } if = { limit = { highest_held_title_tier <= tier_duchy } pay_herd = { target = scope:rowdy_boy value = domicile.twenty_percent_current_herd_value } } else_if = { limit = { highest_held_title_tier <= tier_kingdom } pay_herd = { target = scope:rowdy_boy value = domicile.fifteen_percent_current_herd_value } } else = { pay_herd = { target = scope:rowdy_boy value = domicile.ten_percent_current_herd_value } } if = { limit = { any_maa_regiment = { maa_size > 12 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 12 } change_maa_regiment_size = { size = -6 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 6 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 10 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 10 } change_maa_regiment_size = { size = -5 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 5 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 8 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 8 } change_maa_regiment_size = { size = -4 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 4 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 6 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 6 } change_maa_regiment_size = { size = -3 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 3 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 4 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 4 } change_maa_regiment_size = { size = -2 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 2 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 2 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 2 } change_maa_regiment_size = { size = -1 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 1 } } } } stress_impact = { greedy = major_stress_impact_gain arrogant = medium_stress_impact_gain ambitious = medium_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 0 ai_value_modifier = { ai_greed = -1 ai_vengefulness = -0.5 } modifier = { opinion = { target = scope:rowdy_boy value >= 50 } add = 25 } modifier = { opinion = { target = scope:rowdy_boy value >= 80 } add = 50 } modifier = { opinion = { target = scope:rowdy_boy value < 0 } add = 25 } modifier = { opinion = { target = scope:rowdy_boy value < -50 } add = -50 } modifier = { opinion = { target = scope:rowdy_boy value < -75 } add = -100 } modifier = { OR = { has_trait = greedy has_trait = arrogant has_trait = ambitious gold <= major_gold_value } factor = 0 } } } #Try to convince them to stay option = { name = mpo_nomad_events.1020.e trigger = { NOR = { has_trait = conqueror has_trait = greatest_of_khans has_realm_law = nomadic_authority_5 has_realm_law = nomadic_authority_4 } } duel = { skills = { diplomacy intrigue } target = scope:rowdy_boy #You talk him down 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { legitimacy_level >= 5 add = 10 } modifier = { legitimacy_level >= 4 add = 10 } modifier = { scope:rowdy_boy = { opinion = { target = root value >= 75 } } add = 25 } desc = mpo_nomad_events.1020.e.success send_interface_toast = { title = mpo_nomad_events.1020.e.success left_icon = scope:rowdy_boy if = { limit = { has_lifestyle = diplomacy_lifestyle } add_diplomacy_lifestyle_xp = major_lifestyle_xp } else_if = { limit = { has_lifestyle = intrigue_lifestyle } add_intrigue_lifestyle_xp = major_lifestyle_xp } else = { add_legitimacy = minor_legitimacy_gain scope:rowdy_boy = { add_opinion = { target = root modifier = pacified_opinion opinion = 30 } } } scope:rowdy_boy = { add_opinion = { modifier = obedience_opinion target = root } } } } #He and his supporters sneak off 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { scope:rowdy_boy = { mpo_nomad_events_1011_rowdiest_trigger = yes } add = 50 } modifier = { legitimacy_level < 1 add = 10 } modifier = { legitimacy_level <= 1 add = 10 } modifier = { legitimacy_level <= 2 add = 10 } modifier = { scope:rowdy_boy = { opinion = { target = root value <= -25 } } add = 25 } desc = mpo_nomad_events.1020.e.failure send_interface_toast = { title = mpo_nomad_events.1020.e.failure left_icon = scope:rowdy_boy scope:rowdy_boy = { save_scope_as = holder create_nomad_title = { name = nomad_title_name holder = scope:rowdy_boy government = nomad_government save_scope_as = new_nomad_title } change_government = nomad_government add_opinion = { target = root modifier = disrespect_opinion opinion = -30 } set_variable = { name = nomad_defector_var value = root years = 5 } if = { limit = { any_in_list = { list = defectors is_courtier_of = root } } hidden_effect = { every_in_list = { list = defectors limit = { is_courtier_of = root } scope:rowdy_boy = { add_courtier = prev } set_variable = { name = nomad_defector_var value = root years = 5 } } } if = { limit = { any_in_list = { list = defectors OR = { is_child_of = scope:rowdy_boy is_spouse_of = scope:rowdy_boy } is_courtier_of = scope:rowdy_boy } } custom_tooltip = nomad_defector_family_tt } if = { limit = { any_in_list = { list = defectors NOR = { is_child_of = scope:rowdy_boy is_spouse_of = scope:rowdy_boy } is_courtier_of = root } } custom_tooltip = nomad_defector_gain_all_courtiers_tt } } custom_tooltip = nomad_defector_family_wont_come_back_tt create_character_memory = { type = defected_from_kin_memory participants = { kin = root } } } if = { limit = { highest_held_title_tier <= tier_duchy } pay_herd = { target = scope:rowdy_boy value = domicile.ten_percent_current_herd_value } } else = { pay_herd = { target = scope:rowdy_boy value = domicile.five_percent_current_herd_value } } if = { limit = { any_maa_regiment = { maa_size > 15 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 15 } change_maa_regiment_size = { size = -6 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 6 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 12 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 12 } change_maa_regiment_size = { size = -5 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 5 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 10 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 10 } change_maa_regiment_size = { size = -4 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 4 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 8 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 8 } change_maa_regiment_size = { size = -3 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 3 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 6 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 6 } change_maa_regiment_size = { size = -2 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 2 } } } } else_if = { limit = { any_maa_regiment = { maa_size > 4 } } ordered_maa_regiment = { order_by = maa_size limit = { maa_size > 4 } change_maa_regiment_size = { size = -1 reinforce = yes } scope:rowdy_boy = { create_maa_regiment = { type_of = prev size = 1 } } } } } } } stress_impact = { paranoid = minor_stress_impact_gain } ai_chance = { base = 0 ai_value_modifier = { ai_sociability = 1 } modifier = { AND = { diplomacy > scope:rowdy_boy.diplomacy intrigue > scope:rowdy_boy.intrigue } add = 25 } modifier = { OR = { AND = { diplomacy >= high_skill_rating intrigue >= high_skill_rating } diplomacy > extremely_high_skill_rating intrigue > extremely_high_skill_rating } add = 25 } modifier = { scope:rowdy_boy = { OR = { AND = { diplomacy < average_skill_rating intrigue < average_skill_rating } diplomacy <= low_skill_rating intrigue <= low_skill_rating } } add = 25 } modifier = { AND = { diplomacy < scope:rowdy_boy.diplomacy intrigue < scope:rowdy_boy.intrigue } add = -25 } modifier = { scope:rowdy_boy = { OR = { AND = { diplomacy >= high_skill_rating intrigue >= high_skill_rating } diplomacy > extremely_high_skill_rating intrigue > extremely_high_skill_rating } } add = -25 } modifier = { OR = { AND = { diplomacy < average_skill_rating intrigue < average_skill_rating } diplomacy <= low_skill_rating intrigue <= low_skill_rating } add = -25 } modifier = { diplomacy < high_skill_rating intrigue < high_skill_rating scope:rowdy_boy = { diplomacy >= low_skill_rating intrigue >= low_skill_rating } add = -25 } modifier = { scope:rowdy_boy = { mpo_nomad_events_1011_rowdiest_trigger = yes } add = -50 } modifier = { legitimacy_level < 1 add = -10 } modifier = { legitimacy_level <= 1 add = -10 } modifier = { legitimacy_level <= 2 add = -10 } modifier = { scope:rowdy_boy = { opinion = { target = root value <= -25 } } add = -25 } modifier = { legitimacy_level >= 5 add = 10 } modifier = { legitimacy_level >= 4 add = 10 } modifier = { scope:rowdy_boy = { opinion = { target = root value >= 75 } } add = 25 } } } #Send them alone into exile option = { name = mpo_nomad_events.1020.f flavor = mpo_nomad_events.1020.f.flavor add_dread = minor_dread_gain create_character_memory = { type = exiled_kin_memory participants = { exile = scope:rowdy_boy } } scope:rowdy_boy = { progress_towards_rival_effect = { REASON = rival_banished_kin CHARACTER = root OPINION = 0 } add_opinion = { modifier = banished_me target = root opinion = -40 } set_variable = { name = nomad_defector_var value = root years = 5 } create_character_memory = { type = exiled_by_kin_memory participants = { banisher = root } } } remove_courtier_or_guest = scope:rowdy_boy hidden_effect = { every_in_list = { list = defectors limit = { OR = { is_child_of = scope:rowdy_boy is_spouse_of = scope:rowdy_boy } } if = { limit = { OR = { is_courtier_of = root is_pool_guest_of = root } } root = { remove_courtier_or_guest = prev } } set_variable = { name = nomad_defector_var value = root years = 5 } } } if = { limit = { any_in_list = { list = defectors OR = { is_child_of = scope:rowdy_boy is_spouse_of = scope:rowdy_boy } } } custom_tooltip = nomad_defector_family_tt custom_tooltip = nomad_defector_family_wont_come_back_tt } else = { custom_tooltip = nomad_defector_wont_come_back_tt } #Move exiles from root's capital hidden_effect = { if = { limit = { any_neighboring_and_across_water_top_liege_realm_owner = { exists = capital_province } } random_neighboring_and_across_water_top_liege_realm_owner = { limit = { exists = capital_province } capital_province = { save_scope_as = exile_destination } } scope:rowdy_boy = { move_to_pool_at = scope:exile_destination } every_in_list = { list = defectors limit = { OR = { is_child_of = scope:rowdy_boy is_spouse_of = scope:rowdy_boy } } move_to_pool_at = scope:exile_destination } } scope:rowdy_boy = { if = { limit = { can_start_scheme = { type = murder target_character = root } } random_list = { 1 = { } 2 = { modifier = { has_relation_rival = root factor = 5 } start_scheme = { type = murder target_character = root } } } } } } stress_impact = { forgiving = major_stress_impact_gain generous = major_stress_impact_gain compassionate = medium_stress_impact_gain trusting = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_vengefulness = 1 } modifier = { opinion = { target = scope:rowdy_boy value >= 80 } add = -50 } modifier = { opinion = { target = scope:rowdy_boy value < 0 } add = -25 } modifier = { opinion = { target = scope:rowdy_boy value < -50 } add = 50 } modifier = { opinion = { target = scope:rowdy_boy value < -75 } add = 100 } modifier = { OR = { has_trait = forgiving has_trait = generous has_trait = compassionate has_trait = trusting } factor = 0 } } } } mpo_nomad_events.1021 = { hidden = yes immediate = { if = { limit = { scope:sc_attacker = { is_alive = yes } } scope:sc_attacker = { remove_character_flag = single_combat_stripped_to_waist } } if = { limit = { scope:sc_defender = { is_alive = yes } } scope:sc_defender = { remove_character_flag = single_combat_stripped_to_waist } } if = { limit = { this = scope:sc_attacker } trigger_event = mpo_nomad_events.1022 } } } mpo_nomad_events.1022 = { type = character_event window = duel_event title = mpo_nomad_events.1022.t desc = mpo_nomad_events.1022.desc theme = death left_portrait = { character = root animation = war_over_win } right_portrait = { character = scope:rowdy_boy } override_background = { reference = terrain_scope } immediate = { remove_character_flag = duelling_defecting_family_flag } option = { name = mpo_nomad_events.1022.a if = { limit = { scope:rowdy_boy = { prowess < high_skill_rating } } add_prestige = medium_prestige_gain add_dread = medium_dread_gain } else = { add_prestige = major_prestige_gain add_dread = major_dread_gain } add_prowess_skill = 1 add_character_modifier = { modifier = mpo_quelled_family_dissent_modifier years = 10 } stress_impact = { base = minor_stress_impact_gain compassionate = minor_stress_impact_gain forgiving = minor_stress_impact_gain } } } scripted_trigger mpo_nomad_events_1030_child_trigger = { is_available = yes age < 16 age >= 3 can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } NOT = { has_character_flag = had_mpo_nomad_events_1030 } is_courtier_of = root is_hostage = no } #Which manly art do you want your son to practice? mpo_nomad_events.1030 = { type = character_event title = mpo_nomad_events.1030.t desc = { desc = mpo_nomad_events.1030.desc first_valid = { triggered_desc = { trigger = { culture = { has_cultural_pillar = language_mongolic } } desc = mpo_nomad_events.1030.desc_mongolic } desc = mpo_nomad_events.1030.desc_non_mongolic } desc = mpo_nomad_events.1030.desc.outro } theme = nomads override_background = { reference = courtyard } left_portrait = { character = root animation = hunting_shortbow_rest_arrow_default camera = camera_event_left_forward } right_portrait = { character = scope:child animation = clutching_ball } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_available = yes any_child = { mpo_nomad_events_1030_child_trigger = yes } } cooldown = { years = 3 } immediate = { save_scope_as = root_scope add_character_flag = need_military_outfit #Choose primary_heir if possible if = { limit = { any_child = { is_primary_heir_of = root mpo_nomad_events_1030_child_trigger = yes } } random_child = { limit = { is_primary_heir_of = root mpo_nomad_events_1030_child_trigger = yes } save_scope_as = child } } if = { limit = { NOT = { exists = scope:child } } random_child = { limit = { mpo_nomad_events_1030_child_trigger = yes } save_scope_as = child } } scope:child = { add_character_flag = { flag = had_mpo_nomad_events_1030 years = 15 } } } weight_multiplier = { base = 1 modifier = { any_child = { is_primary_heir_of = root mpo_nomad_events_1030_child_trigger = yes } add = 2 } } #Him? I need practice! option = { name = mpo_nomad_events.1030.a flavor = mpo_nomad_events.1030.a.flavor trigger = { OR = { has_trait = tourney_participant has_trait = lifestyle_blademaster has_trait = education_martial_prowess_1 has_trait = education_martial_prowess_2 has_trait = education_martial_prowess_3 has_trait = education_martial_prowess_4 has_trait = berserker has_trait = shieldmaiden has_trait = gallant has_trait = athletic has_trait = impatient has_trait = arrogant has_trait = ambitious has_trait = diligent } } #Not specialized if = { limit = { OR = { NOT = { has_trait = tourney_participant } NOR = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } has_trait_xp = { trait = tourney_participant track = horse value >= 30 } has_trait_xp = { trait = tourney_participant track = bow value >= 30 } } AND = { has_trait_xp = { trait = tourney_participant track = foot value >= 30 } has_trait_xp = { trait = tourney_participant track = horse value >= 30 } has_trait_xp = { trait = tourney_participant track = bow value >= 30 } } } } if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = foot value = 10 } add_trait_xp = { trait = tourney_participant track = bow value = 10 } add_trait_xp = { trait = tourney_participant track = horse value = 10 } } if = { limit = { has_trait = tourney_participant has_trait_xp = { trait = tourney_participant track = foot value >= 30 } } add_trait_xp = { trait = tourney_participant track = foot value = 15 } } if = { limit = { has_trait = tourney_participant has_trait_xp = { trait = tourney_participant track = horse value >= 30 } } add_trait_xp = { trait = tourney_participant track = foot value = 15 } } if = { limit = { has_trait = tourney_participant has_trait_xp = { trait = tourney_participant track = bow value >= 30 } } add_trait_xp = { trait = tourney_participant track = foot value = 15 } } stress_impact = { base = { add = miniscule_stress_impact_gain multiply = 0.5 } compassionate = miniscule_stress_impact_gain generous = miniscule_stress_impact_gain humble = miniscule_stress_impact_gain lazy = medium_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 150 ai_value_modifier = { ai_energy = 1 ai_compassion = -0.5 } modifier = { add = -100 OR = { has_trait = compassionate has_trait = generous } } modifier = { factor = 0 OR = { has_trait = lazy has_trait = content } } } } #Wrestling option = { name = mpo_nomad_events.1030.b scope:child = { if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = foot value = 50 } random = { chance = { value = 5 if = { limit = { has_trait = rowdy } add = 5 } if = { limit = { OR = { has_trait = wrathful has_trait = vengeful has_trait = sadistic has_trait = callous has_trait = fickle has_trait = brave } } add = 5 } } add_trait = strong } } stress_impact = { craven = minor_stress_impact_gain paranoid = minor_stress_impact_gain } ai_chance = { base = 75 ai_value_modifier = { ai_boldness = 0.5 } modifier = { add = 75 scope:child = { OR = { has_trait = wrathful has_trait = vengeful has_trait = sadistic has_trait = callous has_trait = fickle has_trait = brave has_trait = rowdy } } } modifier = { factor = 0 OR = { has_trait = craven has_trait = paranoid } } } } #Bow option = { name = mpo_nomad_events.1030.c flavor = mpo_nomad_events.1030.c.flavor scope:child = { if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = bow value = 50 } random = { chance = { value = 10 if = { limit = { has_trait = pensive } add = 10 } if = { limit = { OR = { has_trait = patient has_trait = calm has_trait = temperate has_trait = chaste has_trait = paranoid has_trait = content } } add = 5 } } add_trait = lifestyle_hunter } } stress_impact = { wrathful = miniscule_stress_impact_gain impatient = miniscule_stress_impact_gain } ai_chance = { base = 75 ai_value_modifier = { ai_rationality = 0.5 } modifier = { add = 75 scope:child = { OR = { has_trait = patient has_trait = calm has_trait = temperate has_trait = chaste has_trait = paranoid has_trait = content has_trait = pensive } } } modifier = { add = -100 OR = { has_trait = wrathful has_trait = impatient } } } } #Riding option = { name = mpo_nomad_events.1030.d flavor = mpo_nomad_events.1030.d.flavor scope:child = { if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = horse value = 50 } random = { chance = { value = 10 if = { limit = { has_trait = bossy } add = 10 } if = { limit = { OR = { has_trait = compassionate has_trait = trusting has_trait = forgiving has_trait = stubborn has_trait = diligent has_trait = generous } } add = 5 } } add_trait = lifestyle_traveler } } stress_impact = { sadistic = miniscule_stress_impact_gain callous = miniscule_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_compassion = 0.5 } modifier = { add = 75 scope:child = { OR = { has_trait = bossy has_trait = compassionate has_trait = trusting has_trait = forgiving has_trait = stubborn has_trait = diligent has_trait = generous } } } modifier = { add = -100 OR = { has_trait = sadistic has_trait = callous } } } } after = { remove_character_flag = need_military_outfit } } #You just won an overrunning invasion war mpo_nomad_events.1040 = { type = character_event title = mpo_nomad_events.1040.t desc = { desc = mpo_nomad_events.1040.desc #TRIGGERED DESC FOR GOVERNMENT TYPE GAINED first_valid = { triggered_desc = { trigger = { government_has_flag = government_is_tribal } desc = mpo_nomad_events.1040.desc_tribal } triggered_desc = { trigger = { government_has_flag = government_is_clan } desc = mpo_nomad_events.1040.desc_clan } desc = mpo_nomad_events.1040.desc_feudal } } theme = war override_background = { reference = terrain_settlement } override_effect_2d = { reference = legend_glow } left_portrait = { character = root animation = survey } right_portrait = { character = scope:warrior animation = horse_archer_idle camera = camera_event_horse_right } lower_right_portrait = scope:defender immediate = { save_scope_as = root_scope add_character_flag = need_military_outfit random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_soldier } #Save a warrior character just to look cool ordered_knight = { order_by = prowess limit = { is_imprisoned = no is_physically_able_adult = yes culture = root.culture } save_scope_as = warrior } if = { limit = { NOT = { exists = scope:warrior } } ordered_knight = { order_by = prowess limit = { is_imprisoned = no is_physically_able_adult = yes } save_scope_as = warrior } } if = { limit = { NOT = { exists = scope:warrior } } ordered_courtier = { order_by = prowess limit = { is_physically_able_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } is_available = yes culture = root.culture } save_scope_as = warrior } } if = { limit = { NOT = { exists = scope:warrior } } ordered_courtier = { order_by = prowess limit = { is_physically_able_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } is_available = yes } save_scope_as = warrior } } if = { limit = { NOT = { exists = scope:warrior } } ordered_pool_guest = { order_by = prowess limit = { is_physically_able_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } is_available = yes culture = root.culture } save_scope_as = warrior } } if = { limit = { NOT = { exists = scope:warrior } } random_pool_guest = { limit = { is_physically_able_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } is_available = yes } save_scope_as = warrior } } scope:warrior = { add_character_flag = need_military_outfit } #Want to mention main vassals ordered_vassal = { order_by = highest_held_title_tier limit = { highest_held_title_tier >= tier_county primary_title.kingdom = scope:target } save_scope_as = vassal_1 primary_title = { save_scope_as = vassal_1_title } } if = { limit = { exists = scope:vassal_1 any_vassal = { NOT = { this = scope:vassal_1 } highest_held_title_tier >= tier_county primary_title.kingdom = scope:target } } ordered_vassal = { order_by = highest_held_title_tier limit = { highest_held_title_tier >= tier_county primary_title.kingdom = scope:target NOT = { this = scope:vassal_1 } } save_scope_as = vassal_2 primary_title = { save_scope_as = vassal_2_title } } } if = { limit = { exists = scope:vassal_2 any_vassal = { NOR = { this = scope:vassal_1 this = scope:vassal_2 } highest_held_title_tier >= tier_county primary_title.kingdom = scope:target } } ordered_vassal = { order_by = highest_held_title_tier limit = { highest_held_title_tier >= tier_county primary_title.kingdom = scope:target NOR = { this = scope:vassal_1 this = scope:vassal_2 } } save_scope_as = vassal_3 primary_title = { save_scope_as = vassal_3_title } } } if = { limit = { exists = scope:vassal_3 any_vassal = { NOR = { this = scope:vassal_1 this = scope:vassal_2 this = scope:vassal_3 } highest_held_title_tier >= tier_county primary_title.kingdom = scope:target } } ordered_vassal = { order_by = highest_held_title_tier limit = { highest_held_title_tier >= tier_county primary_title.kingdom = scope:target NOR = { this = scope:vassal_1 this = scope:vassal_2 this = scope:vassal_3 } } save_scope_as = vassal_4 primary_title = { save_scope_as = vassal_4_title } } } if = { limit = { exists = scope:vassal_4 any_vassal = { NOR = { this = scope:vassal_1 this = scope:vassal_2 this = scope:vassal_3 this = scope:vassal_4 } highest_held_title_tier >= tier_county primary_title.kingdom = scope:target } } ordered_vassal = { order_by = highest_held_title_tier limit = { highest_held_title_tier >= tier_county primary_title.kingdom = scope:target NOR = { this = scope:vassal_1 this = scope:vassal_2 this = scope:vassal_3 this = scope:vassal_4 } } save_scope_as = vassal_5 primary_title = { save_scope_as = vassal_5_title } } } capital_county = { save_scope_as = capital_county } primary_title = { save_scope_as = primary_title } custom_tooltip = overrunning_set_primary_title_tt custom_tooltip = overrunning_set_capital_tt if = { limit = { exists = scope:vassal_1 } custom_tooltip = overrunning_vassal_1_tt } if = { limit = { exists = scope:vassal_2 } custom_tooltip = overrunning_vassal_2_tt } if = { limit = { exists = scope:vassal_3 } custom_tooltip = overrunning_vassal_3_tt } if = { limit = { exists = scope:vassal_4 } custom_tooltip = overrunning_vassal_4_tt } if = { limit = { exists = scope:vassal_5 } custom_tooltip = overrunning_vassal_5_tt } } option = { name = mpo_nomad_events.1040.a } after = { remove_character_flag = need_military_outfit scope:warrior = { remove_character_flag = need_military_outfit } } } scripted_trigger mpo_nomad_events_1050_herder_trigger = { government_has_flag = government_is_herder NOT = { is_tributary_of = root } highest_held_title_tier = tier_county capital_county = { county_fertility >= minor_county_fertility_value } NOT = { is_vassal_of = root } } #Your herds are encroaching on grazing lands of neighboring herders mpo_nomad_events.1050 = { type = character_event title = mpo_nomad_events.1050.t desc = mpo_nomad_events.1050.desc theme = nomads override_background = { reference = mpo_camp_steppe } left_portrait = { character = root animation = dismissal } right_portrait = { character = scope:herder triggered_animation = { trigger = { root = { highest_held_title_tier >= tier_kingdom } } animation = throne_room_bow_1 } triggered_animation = { trigger = { root = { highest_held_title_tier < tier_kingdom } } animation = shepherd_with_sheep } camera = camera_event_very_right } trigger = { age > 8 is_available = yes has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic any_sub_realm_county = { holder = root county_fertility < 100 is_landless_type_title = no any_neighboring_county = { holder = { mpo_nomad_events_1050_herder_trigger = yes } } } } cooldown = { years = 5 } immediate = { random_sub_realm_county = { limit = { holder = root county_fertility < 100 is_landless_type_title = no any_neighboring_county = { holder = { mpo_nomad_events_1050_herder_trigger = yes } } } save_scope_as = domain_county random_neighboring_county = { limit = { holder = { mpo_nomad_events_1050_herder_trigger = yes } } save_scope_as = herder_county holder = { save_scope_as = herder } } } every_sub_realm_county = { limit = { holder = root county_fertility < 100 is_landless_type_title = no any_neighboring_county = { holder = { mpo_nomad_events_1050_herder_trigger = yes } } } every_neighboring_county = { limit = { holder = { mpo_nomad_events_1050_herder_trigger = yes } } holder = { add_to_list = herder_list } } } } #All my neighbors are weaker than me... I can do this wherever I want option = { trigger = { any_in_list = { list = herder_list count >= 2 } OR = { has_trait = conqueror has_trait = greatest_of_khans is_gurkhan = yes } } name = mpo_nomad_events.1050.a add_internal_flag = special capital_county = { change_county_fertility = herder_list_county_fertility_value } every_in_list = { custom = custom.every_neighboring_herder list = herder_list custom_tooltip = capital_county_loses_fertility_tt hidden_effect = { capital_county = { change_county_fertility = medium_county_fertility_loss } } } if = { limit = { any_in_list = { list = herder_list count >= 4 } } if = { limit = { highest_held_title_tier >= tier_kingdom } add_tyranny = minor_tyranny_gain } else = { add_piety = medium_piety_loss } } else = { add_piety = minor_piety_loss } stress_impact = { greedy = miniscule_stress_impact_loss compassionate = medium_stress_impact_gain generous = medium_stress_impact_gain just = medium_stress_impact_gain } ai_chance = { base = 300 ai_value_modifier = { ai_honor = -1 ai_compassion = -1 } modifier = { factor = 0 OR = { has_trait = compassionate has_trait = generous has_trait = just } } } } #It showed courage to stand up for yourself. Become my honored vassal option = { trigger = { highest_held_title_tier >= tier_duchy domicile = { herd > medium_herd_value } scope:herder = { is_independent_ruler = yes is_at_war = no OR = { AND = { root = { faith_dominant_gender_male_or_equal = yes } is_male = yes } AND = { root = { faith_dominant_gender_female_or_equal = yes } is_female = yes } } NOR = { has_trait = deceitful has_trait = craven } } OR = { piety_level >= high_piety_level has_trait = loyal has_trait = just has_trait = honest has_trait = compassionate has_trait = trusting has_trait = forgiving has_trait = generous } } name = mpo_nomad_events.1050.b flavor = mpo_nomad_events.1050.b.flavor scope:herder = { create_title_and_vassal_change = { type = granted save_scope_as = change add_claim_on_loss = no } change_liege = { liege = root change = scope:change } resolve_title_and_vassal_change = scope:change add_prestige = medium_prestige_gain add_opinion = { modifier = grateful_opinion target = root opinion = 80 } save_scope_as = holder hidden_effect = { every_held_title = { limit = { tier = tier_county } if = { limit = { title_province = { has_holding_type = herder_holding } } title_province = { set_holding_type = nomad_holding } } } } change_government = nomad_government domicile = { change_herd = medium_herd_gain } } pay_herd = { target = scope:herder value = domicile.medium_herd_value } stress_impact = { generous = minor_stress_impact_loss arrogant = minor_stress_impact_gain paranoid = minor_stress_impact_gain greedy = minor_stress_impact_gain vengeful = medium_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = 1 ai_energy = 0.5 ai_compassion = 0.5 } modifier = { factor = 0 OR = { has_trait = greedy has_trait = arrogant has_trait = paranoid has_trait = vengeful } } } } #I will not be respected if I do not respect the rights of others option = { name = mpo_nomad_events.1050.c flavor = mpo_nomad_events.1050.c.flavor add_piety = medium_piety_gain add_prestige = minor_prestige_gain domicile = { change_herd = minor_herd_loss } stress_impact = { greedy = minor_stress_impact_gain arbitrary = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_compassion = 1 } modifier = { factor = 0 OR = { has_trait = greedy has_trait = arbitrary } } } } #I am stronger. My animals go where they like option = { name = mpo_nomad_events.1050.d scope:domain_county = { change_county_fertility = medium_county_fertility_gain } custom_tooltip = herder_county_loses_fertility_tt hidden_effect = { scope:herder.capital_county = { change_county_fertility = medium_county_fertility_loss } } stress_impact = { compassionate = minor_stress_impact_gain generous = medium_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_compassion = -1 } modifier = { factor = 0 OR = { has_trait = compassionate has_trait = generous has_trait = just } } } } } #You can make money trading with neighboring non-nomads mpo_nomad_events.1060 = { type = character_event title = mpo_nomad_events.1060.t desc = mpo_nomad_events.1060.desc theme = nomads override_background = { reference = market } left_portrait = { character = root animation = horse_archer_idle camera = camera_event_horse_left_forward } right_portrait = { character = scope:advisor animation = betting } lower_right_portrait = scope:neighbor.top_liege trigger = { age >= 12 is_available = yes has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic any_sub_realm_county = { holder = root any_neighboring_county = { any_county_province = { OR = { has_holding_type = castle_holding has_holding_type = city_holding } } holder = { is_ai = yes NOT = { is_at_war_with = root } } holder.liege ?= { NOT = { is_at_war_with = root } } holder.top_liege = { NOT = { is_at_war_with = root } } } } highest_held_title_tier < tier_kingdom } cooldown = { years = 10 } immediate = { random_sub_realm_county = { limit = { holder = root any_neighboring_county = { any_county_province = { OR = { has_holding_type = castle_holding has_holding_type = city_holding } } holder = { is_ai = yes NOT = { is_at_war_with = root } } holder.liege ?= { NOT = { is_at_war_with = root } } holder.top_liege = { NOT = { is_at_war_with = root } } } } random_neighboring_county = { limit = { any_county_province = { OR = { has_holding_type = castle_holding has_holding_type = city_holding } } holder.liege ?= { NOT = { is_at_war_with = root } } holder = { is_ai = yes NOT = { is_at_war_with = root } } holder.top_liege = { NOT = { is_at_war_with = root } } } save_scope_as = neighbor_county holder = { save_scope_as = neighbor } culture = { save_scope_as = county_culture } random_county_province = { limit = { OR = { has_holding_type = castle_holding has_holding_type = city_holding } } save_scope_as = neighbor_province } } } scope:neighbor = { save_scope_as = bg_override_char } random_councillor = { limit = { is_landed = no is_available_ai_adult = yes NOT = { has_council_position = councillor_court_chaplain } } save_scope_as = advisor } if = { limit = { NOT = { exists = scope:advisor } } random_knight = { limit = { is_available_ai_adult = yes is_landed = no } save_scope_as = advisor } } if = { limit = { NOT = { exists = scope:advisor } } random_courtier = { limit = { is_available_ai_adult = yes } save_scope_as = advisor } } if = { limit = { NOT = { exists = scope:advisor } } random_pool_guest = { limit = { is_available_ai_adult = yes } save_scope_as = advisor } } } #High stewardship option option = { trigger = { stewardship >= very_high_skill_rating } name = mpo_nomad_events.1060.a flavor = mpo_nomad_events.1060.a.flavor add_character_modifier = { modifier = nomad_trading_mastery_modifier years = 10 } add_gold = medium_gold_value domicile = { change_herd = miniscule_herd_loss } stress_impact = { greedy = miniscule_stress_impact_loss diligent = minor_stress_impact_loss ambitious = miniscule_stress_impact_loss } ai_chance = { base = 400 ai_value_modifier = { ai_energy = -0.5 ai_boldness = -0.5 ai_rationality = 1 } } } #No trade, only raid! option = { name = mpo_nomad_events.1060.b flavor = mpo_nomad_events.1060.b.flavor duel = { skill = prowess value = medium_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = mpo_nomad_events.1060.b.success send_interface_toast = { type = event_toast_effect_good title = mpo_nomad_events.1060.b.success left_icon = scope:neighbor add_gold = major_gold_value scope:neighbor_county = { change_development_progress_with_overflow = medium_development_progress_loss } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = mpo_nomad_events.1060.b.failure send_interface_toast = { type = event_toast_effect_bad title = mpo_nomad_events.1060.b.failure left_icon = scope:neighbor increase_wounds_effect = { REASON = fight } } } } scope:neighbor.top_liege = { add_opinion = { target = root modifier = angry_opinion opinion = -30 } } stress_impact = { impatient = miniscule_stress_impact_loss craven = medium_stress_impact_gain calm = minor_stress_impact_gain patient = minor_stress_impact_gain content = miniscule_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_boldness = 1 ai_rationality = -0.5 } modifier = { factor = 0 OR = { has_trait = craven has_trait = calm has_trait = patient } } } } #We've got goods to sell option = { name = mpo_nomad_events.1060.c flavor = mpo_nomad_events.1060.c.flavor add_character_modifier = { modifier = nomad_trading_partners_modifier years = 10 } add_gold = medium_gold_value domicile = { change_herd = minor_herd_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_boldness = -0.5 ai_rationality = 1 } } } } #You wake up with only your horse mpo_nomad_events.1070 = { type = character_event title = mpo_nomad_events.1070.t desc = { desc = mpo_nomad_events.1070.desc_intro first_valid = { triggered_desc = { trigger = { any_owned_story = { story_type = story_cycle_martial_lifestyle_warhorse exists = var:story_cycle_horse_name } } desc = mpo_nomad_events.1070.desc_has_horse } desc = mpo_nomad_events.1070.desc_new_horse } desc = mpo_nomad_events.1070.desc first_valid = { triggered_desc = { trigger = { has_trait = lifestyle_mystic } desc = mpo_nomad_events.1070.desc_spiritual } triggered_desc = { trigger = { OR = { has_trait = eccentric has_trait = lunatic has_trait = possessed } } desc = mpo_nomad_events.1070.desc_mental_thing } desc = mpo_nomad_events.1070.desc_new_drunk } } theme = nomads override_background = { reference = wilderness } left_portrait = { character = root animation = jockey_idle camera = camera_event_horse_extreme_closeup_left hide_info = yes } trigger = { age >= 12 is_available = yes has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic highest_held_title_tier < tier_empire OR = { #Is young and foolish age <= 25 #Is a mess has_trait = drunkard has_trait = lifestyle_reveler has_trait = hashishiyah #Is a little mentally off has_trait = eccentric has_trait = lunatic has_trait = possessed has_trait = lifestyle_mystic } NOT = { has_trait = temperate } } weight_multiplier = { base = 1 modifier = { add = 3 OR = { has_trait = drunkard has_trait = lifestyle_reveler has_trait = hashishiyah has_trait = lunatic has_trait = possessed } } modifier = { add = 0.5 OR = { ai_energy >= medium_positive_ai_value ai_rationality >= medium_positive_ai_value ai_boldness >= medium_positive_ai_value ai_sociability >= medium_positive_ai_value } } modifier = { add = -0.5 OR = { ai_energy <= medium_negative_ai_value ai_rationality <= medium_negative_ai_value ai_boldness <= medium_negative_ai_value ai_sociability <= medium_negative_ai_value } } #Syncretic nomads weren't strict about rules like those forbidding alcohol, but still should be accounted for modifier = { factor = -0.5 faith_forbids_alcohol_trigger = no } } cooldown = { years = 10 } immediate = { } #I love you, horse #Starts horse story cycle? option = { name = mpo_nomad_events.1070.a trigger = { NOR = { has_character_flag = had_warhorse_story any_owned_story = { story_type = story_cycle_martial_lifestyle_warhorse exists = var:story_cycle_horse_name } } NOR = { has_trait = sadistic has_trait = arbitrary has_trait = fickle has_trait = callous } } custom_tooltip = begin_warhorse_story_tt start_warhorse_story_cycle_effect = yes ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 ai_sociability = 1 } } } #I must cease this horrible immature behavior... option = { trigger = { OR = { has_trait = drunkard has_trait = hashishiyah } } name = mpo_nomad_events.1070.b if = { limit = { has_trait = drunkard } random = { chance = 70 remove_trait = drunkard } } else = { random = { chance = 70 remove_trait = hashishiyah } } stress_impact = { base = minor_stress_impact_gain temperate = minor_stress_impact_loss content = medium_stress_impact_gain gluttonous = minor_stress_impact_gain fickle = minor_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_energy = 1 ai_rationality = 1 } modifier = { factor = 0 OR = { has_trait = content has_trait = gluttonous has_trait = fickle AND = { stress > 90 stress < 100 } } } } } #HighGod brought me here option = { trigger = { OR = { has_trait = zealous has_trait = lifestyle_mystic has_trait = devoted } } name = mpo_nomad_events.1070.c flavor = mpo_nomad_events.1070.c.flavor if = { limit = { NOT = { has_trait = lifestyle_mystic } } add_trait = lifestyle_mystic } else = { add_trait_xp = { trait = lifestyle_mystic value = small_lifestyle_random_xp_mid } } add_piety = minor_piety_gain stress_impact = { base = minor_stress_impact_loss zealous = minor_stress_impact_loss cynical = medium_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_zeal = 2 } modifier = { factor = 0 has_trait = cynical } } } #I can find my way home option = { name = mpo_nomad_events.1070.d flavor = mpo_nomad_events.1070.d.flavor duel = { skills = { learning prowess } value = medium_skill_rating # You find your way back easily 55 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 # Always give _some_ chance. min = -49 } desc = mpo_nomad_events.1070.d.success send_interface_toast = { type = event_toast_effect_good title = mpo_nomad_events.1070.d.success left_icon = root if = { limit = { NOT = { has_trait = lifestyle_traveler } } add_trait = lifestyle_traveler } else = { add_trait_xp = { trait = lifestyle_traveler track = danger value = 15 } } } } # You get horribly lost over multiple days 45 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 # Limit how low the off-chance can go. min = -49 } desc = mpo_nomad_events.1070.d.failure send_interface_toast = { type = event_toast_effect_bad title = mpo_nomad_events.1070.d.failure left_icon = root if = { limit = { NOT = { has_trait = ill } } show_as_tooltip = { add_trait = ill } hidden_effect = { contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no } } } else_if = { limit = { NOT = { has_trait = pneumonic } } random = { chance = { value = 40 add = { value = health multiply = -1.5 } } show_as_tooltip = { add_trait = pneumonic } hidden_effect = { contract_disease_effect = { DISEASE = pneumonic TREATMENT_EVENT = no } } } } } } } stress_impact = { humble = minor_stress_impact_gain lazy = minor_stress_impact_gain trusting = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_boldness = 1 } modifier = { factor = 0.5 OR = { has_trait = humble has_trait = lazy has_trait = trusting prowess < average_skill_rating learning < average_skill_rating AND = { prowess <= decent_skill_rating learning <= decent_skill_rating } } } modifier = { factor = 0 OR = { has_trait = humble has_trait = lazy has_trait = trusting prowess < low_skill_rating learning < low_skill_rating AND = { prowess < average_skill_rating learning < average_skill_rating } } } } } #Horse can always be relied on to get me home option = { name = mpo_nomad_events.1070.e add_character_modifier = { modifier = nomad_alone_in_adversity_modifier years = 5 } stress_impact = { cynical = minor_stress_impact_gain arrogant = minor_stress_impact_gain paranoid = minor_stress_impact_gain impatient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 ai_compassion = 1 } modifier = { factor = 0 OR = { has_trait = cynical has_trait = arrogant has_trait = paranoid has_trait = impatient } } } } } scripted_trigger mpo_nomad_events_1080_neighbor_trigger = { age >= 12 government_has_flag = government_is_nomadic NOR = { this = root is_vassal_or_below_of = root root = { is_vassal_or_below_of = prev } } is_available_ai_adult = yes is_travelling = no NOR = { exists = involved_activity is_at_war_with = root AND = { is_causing_raid_hostility_towards = root has_raised_armies = yes } } highest_held_title_tier <= tier_duchy exists = capital_county NOT = { has_character_flag = had_mpo_nomad_events_1080 } } #You meet a neighbor's search party in your lands mpo_nomad_events.1080 = { type = character_event title = mpo_nomad_events.1080.t desc = { first_valid = { triggered_desc = { trigger = { highest_held_title_tier > scope:neighbor_ruler.highest_held_title_tier } desc = mpo_nomad_events.1080.desc_high_intro } desc = mpo_nomad_events.1080.desc_low_intro } desc = mpo_nomad_events.1080.desc_1 first_valid = { triggered_desc = { trigger = { scope:escaped_warrior = { has_trait = murderer } } desc = crime_murderer } triggered_desc = { trigger = { scope:escaped_warrior = { has_trait = witch } } desc = crime_witch } triggered_desc = { trigger = { scope:escaped_warrior = { has_trait = cannibal } } desc = crime_cannibal } triggered_desc = { trigger = { scope:escaped_warrior = { OR = { has_trait = deviant has_trait = incestuous } } } desc = crime_deviant } triggered_desc = { trigger = { scope:escaped_warrior = { OR = { has_trait = kinslayer_1 has_trait = kinslayer_2 has_trait = kinslayer_3 } } } desc = crime_kinslayer } triggered_desc = { trigger = { scope:escaped_warrior = { has_trait = fornicator } } desc = crime_fornicator } triggered_desc = { trigger = { scope:escaped_warrior = { has_trait = adulterer } } desc = crime_adulterer } triggered_desc = { trigger = { scope:escaped_warrior = { has_trait = sodomite } } desc = crime_sodomite } desc = mpo_nomad_events.1080.criminal } desc = mpo_nomad_events.1080.desc_2 } theme = nomads override_background = { reference = mpo_steppe_evening } left_portrait = { character = root animation = horse_archer_idle camera = camera_event_horse_left_forward } right_portrait = { character = scope:neighbor_ruler animation = horse_conversing_left camera = camera_event_horse_right } lower_right_portrait = scope:escaped_warrior trigger = { age >= 10 is_available = yes has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_landed = yes capital_county = { NOT = { any_county_province = { OR = { is_raided = yes is_occupied = yes } } } any_neighboring_county = { holder = { mpo_nomad_events_1080_neighbor_trigger = yes } } } } cooldown = { years = 10 } immediate = { add_character_flag = need_military_outfit capital_county = { random_neighboring_county = { limit = { holder = { mpo_nomad_events_1080_neighbor_trigger = yes } } save_scope_as = neighbor_county holder = { save_scope_as = neighbor_ruler #For female chance scripted effect save_scope_as = value_target add_character_flag = need_military_outfit add_character_flag = { flag = had_mpo_nomad_events_1080 years = 10 } } } } create_character = { template = new_warrior_character dynasty = none location = root.location culture = scope:neighbor_county.culture faith = scope:neighbor_county.faith gender_female_chance = root_soldier_female_chance save_scope_as = escaped_warrior } scope:escaped_warrior = { random_list = { 1 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = witch } 1 = { add_trait = cannibal } 1 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = incestuous } 1 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_1 FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = kinslayer_1 } 1 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_2 FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = kinslayer_2 } 1 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_3 FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = kinslayer_3 } 3 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = deviant } 3 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = fornicator } 3 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = adulterer } 3 = { trigger = { trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:neighbor_ruler.faith GENDER_CHARACTER = scope:escaped_warrior } } add_trait = sodomite } 3 = { trigger = { has_dlc_feature = landless_playable } add_trait = gallowsbait add_trait_xp = { trait = gallowsbait track = bandit value = { 10 50 } } } 3 = { trigger = { has_dlc_feature = landless_playable } add_trait = gallowsbait add_trait_xp = { trait = gallowsbait track = trickster value = { 10 50 } } } 3 = { trigger = { has_dlc_feature = landless_playable } add_trait = gallowsbait add_trait_xp = { trait = gallowsbait track = thief value = { 10 50 } } } 3 = { trigger = { has_dlc_feature = landless_playable } add_trait = gallowsbait add_trait_xp = { trait = gallowsbait track = marauder value = { 10 50 } } } 3 = { add_trait = disloyal } 5 = { add_trait = murderer } } } } #If he can elude you... sounds like a good man to have option = { name = mpo_nomad_events.1080.a flavor = mpo_nomad_events.1080.a.flavor trigger = { OR = { has_trait = ambitious has_trait = arbitrary has_trait = greedy has_trait = fickle has_trait = gallowsbait has_trait = forgiving has_trait = schemer has_trait = callous has_trait = sadistic has_trait = deceitful has_trait = compassionate has_trait = generous } } add_courtier = scope:escaped_warrior scope:escaped_warrior = { add_opinion = { target = root modifier = was_spared opinion = 50 } } if = { limit = { scope:escaped_warrior = { NOT = { is_obedient_to = root } } } scope:escaped_warrior = { add_opinion = { modifier = obedience_opinion target = root } } } consume_all_criminal_reasons_effect = { LIEGE = root CRIMINAL = scope:escaped_warrior } scope:neighbor_ruler = { add_opinion = { target = root modifier = angry_opinion opinion = -20 } } stress_impact = { just = major_stress_impact_gain zealous = minor_stress_impact_gain vengeful = minor_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 0 } } #Chase off these unwelcome guests in a hail of arrows option = { name = mpo_nomad_events.1080.b flavor = mpo_nomad_events.1080.b.flavor #Your knights gain bow skill if = { limit = { has_dlc_feature = tours_and_tournaments } if = { limit = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = bow value = tournament_hastiludes_xp_gain_medium_value } } every_knight = { custom = custom.every_knight if = { limit = { NOT = { has_trait = tourney_participant } } hidden_effect = { add_trait = tourney_participant } } add_trait_xp = { trait = tourney_participant track = bow value = tournament_hastiludes_xp_gain_medium_value } } } else = { add_martial_lifestyle_xp = minor_lifestyle_xp add_dread = minor_dread_gain } scope:neighbor_ruler = { progress_towards_rival_effect = { REASON = rival_chased_off_with_arrows CHARACTER = root OPINION = -30 } } random = { chance = { value = 50 if = { limit = { martial >= medium_skill_rating } add = 5 } if = { limit = { prowess >= medium_skill_rating } add = 5 } if = { limit = { martial >= high_skill_rating } add = 5 } if = { limit = { prowess >= high_skill_rating } add = 5 } if = { limit = { martial > extremely_high_skill_rating } add = 5 } if = { limit = { prowess > extremely_high_skill_rating } add = 5 } if = { limit = { number_of_knights >= 10 } add = 10 } if = { limit = { number_of_knights >= 14 } add = 10 } if = { limit = { scope:neighbor_ruler = { martial >= medium_skill_rating } } add = -5 } if = { limit = { scope:neighbor_ruler = { prowess >= medium_skill_rating } } add = -5 } if = { limit = { scope:neighbor_ruler = { martial >= high_skill_rating } } add = -5 } if = { limit = { scope:neighbor_ruler = { prowess >= high_skill_rating } } add = -5 } if = { limit = { scope:neighbor_ruler = { martial > extremely_high_skill_rating } } add = -5 } if = { limit = { scope:neighbor_ruler = { prowess > extremely_high_skill_rating } } add = -5 } if = { limit = { scope:neighbor_ruler = { number_of_knights >= 10 } } add = -10 } if = { limit = { scope:neighbor_ruler = { number_of_knights >= 14 } } add = -10 } } scope:neighbor_ruler = { increase_wounds_effect = { REASON = fight } } } stress_impact = { trusting = medium_stress_impact_gain humble = minor_stress_impact_gain compassionate = minor_stress_impact_gain } ai_chance = { base = 150 ai_value_modifier = { ai_sociability = -0.5 ai_honor = 0.5 ai_boldness = -0.5 ai_compassion = -0.5 } modifier = { factor = 0 OR = { has_trait = trusting has_trait = humble has_trait = compassionate } } } } #We will ride the fugitive down for you option = { name = mpo_nomad_events.1080.c #Your knights gain horse skill if = { limit = { has_dlc_feature = tours_and_tournaments } if = { limit = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = horse value = tournament_hastiludes_xp_gain_medium_value } } every_knight = { custom = custom.every_knight if = { limit = { NOT = { has_trait = tourney_participant } } hidden_effect = { add_trait = tourney_participant } } add_trait_xp = { trait = tourney_participant track = horse value = tournament_hastiludes_xp_gain_medium_value } } } else = { capital_county = { add_county_modifier = { modifier = ranged_and_searched_modifier years = 5 } } } reverse_add_opinion = { modifier = grateful_opinion target = scope:neighbor_ruler opinion = 20 } rightfully_imprison_character_less_verbose_effect = { TARGET = scope:escaped_warrior IMPRISONER = scope:neighbor_ruler } stress_impact = { forgiving = minor_stress_impact_gain arbitrary = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 ai_vengefulness = 1 } modifier = { factor = 0 OR = { has_trait = arbitrary has_trait = forgiving } } } } after = { scope:escaped_warrior = { silent_disappearance_ai_effect = yes } scope:neighbor_ruler = { remove_character_flag = need_military_outfit } remove_character_flag = need_military_outfit } } #Nomadic father/brother's wife marrying event mpo_nomad_events.1090 = { hidden = yes trigger = { has_mpo_dlc_trigger = yes mpo_valid_dead_husband_trigger = yes } immediate = { save_scope_as = dead_husband primary_spouse = { save_scope_as = widow } if = { limit = { primary_heir ?= { OR = { is_sibling_of = root is_child_of = root } mpo_valid_widow_marrier_trigger = yes } } primary_heir = { trigger_event = { id = mpo_nomad_events.1091 days = 6 } } } else_if = { limit = { any_sibling = { mpo_valid_widow_marrier_trigger = yes } } ordered_sibling = { order_by = age limit = { mpo_valid_widow_marrier_trigger = yes } trigger_event = { id = mpo_nomad_events.1091 days = 6 } } } else = { ordered_child = { order_by = age limit = { mpo_valid_widow_marrier_trigger = yes } trigger_event = { id = mpo_nomad_events.1091 days = 6 } } } } } scripted_trigger mpo_nomad_events_widow_relative_trigger = { is_ruler = yes highest_held_title_tier >= tier_county NOR = { is_at_war_with = root is_allied_to = root AND = { exists = liege liege = { is_vassal_of = root } } } is_ai = yes NOT = { this = root } } #You marry a family widow mpo_nomad_events.1091 = { type = character_event title = mpo_nomad_events.1091.t desc = { desc = mpo_nomad_events.1091.desc first_valid = { triggered_desc = { trigger = { allowed_more_spouses = yes } desc = mpo_nomad_events.1091.desc.marry } desc = mpo_nomad_events.1091.desc.concubine } } theme = nomads override_background = { reference = mpo_campfire_steppe } left_portrait = { character = root animation = standing_horse camera = camera_event_standing_with_horse_left } right_portrait = { character = scope:widow animation = grief } lower_right_portrait = scope:dead_husband lower_left_portrait = scope:widow_relative trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic scope:widow = { is_married = no is_betrothed = no is_alive = yes is_imprisoned = no is_ai = yes is_incapable = no has_contagious_deadly_disease_trigger = no NOR = { has_trait = celibate has_trait = devoted } } #Is root a valid marrier still? OR = { has_trait = nomadic_philosophy culture = { has_cultural_pillar = heritage_mongolic } culture = { has_cultural_pillar = heritage_turkic } faith.religion = faith:tengri_pagan.religion } #Can have multiple wives or concubines faith = { OR = { has_doctrine = doctrine_polygamy has_doctrine = doctrine_concubines } } is_male = yes is_adult = yes NOR = { has_trait = celibate has_trait = eunuch has_trait = devoted } #Has a free slot for a wife or concubine OR = { allowed_more_spouses = yes allowed_more_concubines = yes } #Can marry the widow NOT = { relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:widow } } is_imprisoned = no } immediate = { scope:widow = { if = { limit = { OR = { any_parent = { mpo_nomad_events_widow_relative_trigger = yes } any_sibling = { mpo_nomad_events_widow_relative_trigger = yes } any_child = { mpo_nomad_events_widow_relative_trigger = yes } } } ordered_parent = { order_by = max_military_strength limit = { mpo_nomad_events_widow_relative_trigger = yes } save_scope_as = widow_relative } if = { limit = { NOT = { exists = scope:widow_relative } } ordered_child = { order_by = max_military_strength limit = { mpo_nomad_events_widow_relative_trigger = yes } save_scope_as = widow_relative } } if = { limit = { NOT = { exists = scope:widow_relative } } ordered_sibling = { order_by = max_military_strength limit = { mpo_nomad_events_widow_relative_trigger = yes } save_scope_as = widow_relative } } } } } #OH BABY I'VE BEEN WAITING FOR THIS option = { trigger = { is_attracted_to_gender_of = scope:widow NOT = { has_trait = celibate } scope:widow = { is_attracted_to_gender_of = root } OR = { has_trait = lustful has_trait = seducer is_deviant_trigger = yes has_relation_lover = scope:widow has_relation_soulmate = scope:widow has_relation_crush = scope:widow any_scheme = { scheme_type = courting scheme_target_character = scope:widow } any_scheme = { scheme_type = seduce scheme_target_character = scope:widow } AND = { opinion = { target = scope:widow value >= 100 } reverse_opinion = { target = scope:widow value >= 100 } } scope:widow = { attraction > low_positive_attraction } } } name = mpo_nomad_events.1091.a flavor = mpo_nomad_events.1091.a.flavor add_internal_flag = special if = { limit = { OR = { has_relation_soulmate = scope:widow has_relation_lover = scope:widow has_relation_best_friend = scope:widow } } add_stress = medium_stress_impact_loss } else_if = { limit = { has_relation_friend = scope:widow } add_stress = minor_stress_impact_loss } if = { limit = { allowed_more_spouses = yes } marry = scope:widow custom_tooltip = family_widow_cant_divorce_tt scope:widow = { add_opinion = { target = root modifier = romance_opinion opinion = 40 } } scope:widow = { add_character_modifier = { modifier = inspired_in_wifely_duties_modifier years = 20 } } if = { limit = { exists = scope:widow_relative } scope:widow_relative = { save_scope_as = recipient } custom_tooltip = negotiate_alliance_effect_tooltip create_alliance = { target = scope:widow_relative allied_through_owner = root allied_through_target = scope:widow } } } else = { make_concubine = scope:widow custom_tooltip = family_widow_cant_dismiss_tt scope:widow = { add_opinion = { target = root modifier = romance_opinion opinion = 15 } } scope:widow = { add_character_modifier = { modifier = concubine_lavished_attention_modifier years = 10 } } create_character_memory = { type = took_kins_widow_concubine_memory participants = { dead_husband = scope:dead_husband widow = scope:widow } } scope:widow = { create_character_memory = { type = widow_taken_concubine_memory participants = { dead_husband = scope:dead_husband new_husband = root } } } } set_variable = { name = family_widow_forbidden_divorce value = scope:widow years = 10 } custom_tooltip = family_widow_seduce_romance_bonus_tt stress_impact = { lustful = miniscule_stress_impact_loss impatient = miniscule_stress_impact_loss chaste = major_stress_impact_gain calm = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 0.5 ai_compassion = 0.5 } modifier = { factor = 2 OR = { scope:widow = { attraction >= medium_positive_attraction } AND = { opinion = { target = scope:widow value >= 100 } reverse_opinion = { target = scope:widow value >= 100 } } has_relation_soulmate = scope:widow has_trait = lustful } } modifier = { factor = 0.5 OR = { #Widow is old, root isn't AND = { age < 40 scope:widow = { age >= 40 } } AND = { age < 50 scope:widow = { age >= 50 } } AND = { age < 25 scope:widow = { age >= 30 } } } NOT = { is_deviant_trigger = yes } } modifier = { factor = 0 OR = { has_trait = chaste has_trait = calm } } } } #A prestigious and powerful connection we must keep option = { trigger = { exists = scope:widow_relative allowed_more_spouses = yes scope:widow_relative = { is_vassal_of = root } } name = mpo_nomad_events.1091.b flavor = mpo_nomad_events.1091.b.flavor marry = scope:widow custom_tooltip = family_widow_cant_divorce_tt if = { limit = { scope:widow_relative.highest_held_title_tier <= tier_county } add_legitimacy = minor_legitimacy_gain } else = { add_legitimacy = medium_legitimacy_gain } if = { limit = { exists = scope:widow_relative } scope:widow_relative = { save_scope_as = recipient } custom_tooltip = negotiate_alliance_effect_tooltip create_alliance = { target = scope:widow_relative allied_through_owner = root allied_through_target = scope:widow } } reverse_add_opinion = { modifier = loyalty_opinion target = scope:widow_relative opinion = 30 } set_variable = { name = family_widow_forbidden_divorce value = scope:widow years = 10 } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 0.5 ai_greed = -0.5 } modifier = { factor = 2 legitimacy_level <= 1 } modifier = { factor = 2 legitimacy_level <= 0 } modifier = { factor = 0.25 scope:widow_relative = { NOT = { is_powerful_vassal_of = root } } } } } #I guess I'll take his stuff... all his stuff option = { name = mpo_nomad_events.1091.c if = { limit = { allowed_more_concubines = yes } make_concubine = scope:widow custom_tooltip = family_widow_cant_dismiss_tt create_character_memory = { type = took_kins_widow_concubine_memory participants = { dead_husband = scope:dead_husband widow = scope:widow } } scope:widow = { create_character_memory = { type = widow_taken_concubine_memory participants = { dead_husband = scope:dead_husband new_husband = root } } } } else = { marry = scope:widow custom_tooltip = family_widow_cant_divorce_tt if = { limit = { exists = scope:widow_relative } scope:widow_relative = { save_scope_as = recipient } custom_tooltip = negotiate_alliance_effect_tooltip create_alliance = { target = scope:widow_relative allied_through_owner = root allied_through_target = scope:widow } } } set_variable = { name = family_widow_forbidden_divorce value = scope:widow years = 10 } if = { limit = { highest_held_title_tier > scope:dead_husband.highest_held_title_tier } add_gold = minor_gold_value domicile = { change_herd = minor_herd_gain } } else_if = { limit = { highest_held_title_tier = scope:dead_husband.highest_held_title_tier } add_gold = minor_gold_value domicile = { change_herd = medium_herd_gain } } else = { add_gold = medium_gold_value domicile = { change_herd = medium_herd_gain } } stress_impact = { generous = medium_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } modifier = { add = 50 allowed_more_spouses = yes } modifier = { factor = 0 OR = { has_trait = generous has_trait = humble } } } } #Our family will always cherish its women option = { name = mpo_nomad_events.1091.d if = { limit = { allowed_more_spouses = yes } marry = scope:widow custom_tooltip = family_widow_cant_divorce_tt if = { limit = { exists = scope:widow_relative } scope:widow_relative = { save_scope_as = recipient } custom_tooltip = negotiate_alliance_effect_tooltip create_alliance = { target = scope:widow_relative allied_through_owner = root allied_through_target = scope:widow } } } else = { make_concubine = scope:widow custom_tooltip = family_widow_cant_dismiss_tt create_character_memory = { type = took_kins_widow_concubine_memory participants = { dead_husband = scope:dead_husband widow = scope:widow } } scope:widow = { create_character_memory = { type = widow_taken_concubine_memory participants = { dead_husband = scope:dead_husband new_husband = root } } } } set_variable = { name = family_widow_forbidden_divorce value = scope:widow years = 10 } if = { limit = { highest_held_title_tier > scope:dead_husband.highest_held_title_tier } if = { limit = { house ?= { house_head = root } allowed_more_spouses = yes } dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain } } add_prestige = minor_prestige_gain } else_if = { limit = { highest_held_title_tier = scope:dead_husband.highest_held_title_tier } if = { limit = { house ?= { house_head = root } allowed_more_spouses = yes } dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain } } add_prestige = medium_prestige_gain } else = { if = { limit = { house ?= { house_head = root } allowed_more_spouses = yes } dynasty = { add_dynasty_prestige = miniscule_dynasty_prestige_gain } } add_prestige = major_prestige_gain } every_close_or_extended_family_member = { custom = custom.every_close_or_extended_family_member limit = { NOT = { this = root } } add_opinion = { target = root modifier = trust_opinion opinion = 10 } } stress_impact = { arbitrary = medium_stress_impact_gain fickle = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 1 } modifier = { factor = 0 OR = { has_trait = arbitrary has_trait = fickle } } } } #Nah, I'm good option = { name = mpo_nomad_events.1091.e if = { limit = { scope:dead_husband.highest_held_title_tier > root.highest_held_title_tier } add_legitimacy = minor_legitimacy_loss } else_if = { limit = { scope:dead_husband.highest_held_title_tier = root.highest_held_title_tier } add_legitimacy = miniscule_legitimacy_loss } if = { limit = { allowed_more_spouses = yes exists = scope:widow_relative } reverse_add_opinion = { modifier = disrespect_opinion target = scope:widow_relative opinion = -40 } scope:widow = { add_opinion = { modifier = disrespect_opinion target = root opinion = -40 } } every_close_family_member = { custom = custom.every_close_family_member limit = { NOR = { this = root this = scope:widow this = scope:widow_relative } } add_opinion = { modifier = disrespect_opinion target = root opinion = -20 } } } else = { if = { limit = { exists = scope:widow_relative } reverse_add_opinion = { modifier = disrespect_opinion target = scope:widow_relative opinion = -20 } } scope:widow = { add_opinion = { modifier = disrespect_opinion target = root opinion = -20 } } every_close_family_member = { custom = custom.every_close_family_member limit = { NOR = { this = root this = scope:widow AND = { exists = scope:widow_relative this = scope:widow_relative } } } add_opinion = { modifier = disrespect_opinion target = root opinion = -10 } } } stress_impact = { compassionate = minor_stress_impact_gain generous = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -1 ai_compassion = -1 } modifier = { add = 50 scope:widow = { age >= 30 } } modifier = { add = 100 scope:widow = { age >= 40 } } modifier = { add = 100 scope:widow = { age >= 50 } } modifier = { add = -25 scope:widow = { age <= 25 } } modifier = { add = -50 scope:widow = { OR = { has_trait = intellect_good_3 has_trait = intellect_good_2 has_trait = beauty_good_3 has_trait = beauty_good_2 has_trait = physique_good_3 has_trait = physique_good_2 } } } modifier = { add = 50 scope:widow = { OR = { has_trait = intellect_bad_1 has_trait = intellect_bad_2 has_trait = intellect_bad_3 has_trait = beauty_bad_1 has_trait = beauty_bad_2 has_trait = beauty_bad_3 } } } modifier = { add = 50 scope:widow = { OR = { has_trait = intellect_bad_3 has_trait = beauty_bad_3 } } } modifier = { factor = 0 OR = { has_trait = compassionate has_trait = generous has_trait = just } } } } } scripted_trigger mpo_nomad_events_1100_camel_terrain_trigger = { root.capital_province = { OR = { terrain = desert terrain = desert_mountains terrain = oasis } } } scripted_trigger mpo_nomad_events_1100_sheep_terrain_trigger = { root.capital_province = { OR = { terrain = mountains terrain = hills terrain = drylands } } } scripted_trigger mpo_nomad_events_1100_hunting_terrain_trigger = { root.capital_province = { OR = { terrain = forest terrain = taiga terrain = wetlands terrain = jungle } } } scripted_trigger mpo_nomad_events_1100_horse_terrain_trigger = { root.capital_province = { OR = { terrain = plains terrain = steppe terrain = floodplains } } } scripted_trigger mpo_nomad_events_1100_laborer_trigger = { is_available_ai_adult = yes is_adult = yes NOR = { is_close_family_of = root is_concubine_of = root is_spouse_of = root is_councillor_of = root any_spouse = { exists = root.house house ?= root.house } } is_knight = no is_lowborn = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } #Local terrain is good for certain type of animal mpo_nomad_events.1100 = { type = character_event title = mpo_nomad_events.1100.t desc = { desc = mpo_nomad_events.1100.desc first_valid = { triggered_desc = { trigger = { mpo_nomad_events_1100_camel_terrain_trigger = yes } desc = mpo_nomad_events.1100.desc.camel } triggered_desc = { trigger = { mpo_nomad_events_1100_sheep_terrain_trigger = yes } desc = mpo_nomad_events.1100.desc.sheep } triggered_desc = { trigger = { mpo_nomad_events_1100_hunting_terrain_trigger = yes } desc = mpo_nomad_events.1100.desc.hunting } desc = mpo_nomad_events.1100.desc.horses } } theme = nomads override_background = { reference = wilderness } left_portrait = { character = root animation = standing_horse camera = camera_event_standing_with_horse_left } right_portrait = { character = scope:laborer animation = survey_staff camera = camera_event_right_forward } trigger = { age >= 4 has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_landed = yes is_available = yes capital_county = { county_fertility >= 30 county_fertility < 100 NOT = { any_county_province = { OR = { is_raided = yes is_occupied = yes } } } } OR = { mpo_nomad_events_1100_camel_terrain_trigger = yes mpo_nomad_events_1100_sheep_terrain_trigger = yes mpo_nomad_events_1100_hunting_terrain_trigger = yes mpo_nomad_events_1100_horse_terrain_trigger = yes } #Might feel weird if it's super snowy and wintery OR = { current_month < 11 current_month > 2 } is_at_war = no } cooldown = { years = 10 } immediate = { capital_province = { save_scope_as = capital_province } random_courtier = { limit = { mpo_nomad_events_1100_laborer_trigger = yes } save_scope_as = laborer } if = { limit = { NOT = { exists = scope:laborer } } random_pool_guest = { limit = { mpo_nomad_events_1100_laborer_trigger = yes } save_scope_as = laborer } } if = { limit = { NOT = { exists = scope:laborer } } random_pool_character = { province = root.capital_province limit = { mpo_nomad_events_1100_laborer_trigger = yes } save_scope_as = laborer } } hidden_effect = { if = { limit = { highest_held_title_tier >= tier_duchy OR = { has_trait = education_stewardship_3 has_trait = education_stewardship_4 has_trait = education_stewardship_5 has_trait = architect has_trait = administrator has_trait = avaricious } } if = { limit = { mpo_nomad_events_1100_camel_terrain_trigger = yes } every_sub_realm_county = { limit = { any_county_province = { OR = { terrain = desert terrain = desert_mountains terrain = oasis } } } add_to_list = realm_suitable_terrains } } if = { limit = { mpo_nomad_events_1100_sheep_terrain_trigger = yes } every_sub_realm_county = { limit = { any_county_province = { OR = { terrain = mountains terrain = hills terrain = drylands } } } add_to_list = realm_suitable_terrains } } if = { limit = { mpo_nomad_events_1100_hunting_terrain_trigger = yes } every_sub_realm_county = { limit = { any_county_province = { OR = { terrain = forest terrain = taiga terrain = wetlands terrain = jungle } } } add_to_list = realm_suitable_terrains } } else = { every_sub_realm_county = { limit = { any_county_province = { OR = { terrain = steppe terrain = plains terrain = floodplains } } } add_to_list = realm_suitable_terrains } } } } } #Stewardship option option = { trigger = { highest_held_title_tier >= tier_duchy OR = { has_trait = education_stewardship_3 has_trait = education_stewardship_4 has_trait = education_stewardship_5 has_trait = architect has_trait = administrator has_trait = avaricious } } name = mpo_nomad_events.1100.a flavor = mpo_nomad_events.1100.a.flavor if = { limit = { mpo_nomad_events_1100_camel_terrain_trigger = yes } add_character_modifier = { modifier = specialized_herds_modifier_camel years = 10 } every_in_list = { custom = custom.every_camel_terrain_county_tt list = realm_suitable_terrains custom_tooltip = major_county_fertility_gain_tt hidden_effect = { change_county_fertility = major_county_fertility_gain } } } else_if = { limit = { mpo_nomad_events_1100_sheep_terrain_trigger = yes } add_character_modifier = { modifier = specialized_herds_modifier_sheep years = 10 } every_in_list = { custom = custom.every_sheep_terrain_county_tt list = realm_suitable_terrains custom_tooltip = medium_county_fertility_gain_tt hidden_effect = { change_county_fertility = medium_county_fertility_gain } } } else_if = { limit = { mpo_nomad_events_1100_hunting_terrain_trigger = yes } add_character_modifier = { modifier = specialized_herds_modifier_hunting years = 10 } every_in_list = { custom = custom.every_hunting_terrain_county_tt list = realm_suitable_terrains custom_tooltip = medium_county_fertility_gain_tt hidden_effect = { change_county_fertility = medium_county_fertility_gain } } } else = { add_character_modifier = { modifier = specialized_herds_modifier_horses years = 10 } every_in_list = { custom = custom.every_horse_terrain_county_tt list = realm_suitable_terrains custom_tooltip = medium_county_fertility_gain_tt hidden_effect = { change_county_fertility = medium_county_fertility_gain } } } add_stewardship_lifestyle_xp = medium_lifestyle_xp domicile = { change_herd = medium_herd_loss } stress_impact = { impatient = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_rationality = 0.5 ai_energy = 0.5 } modifier = { factor = 0.5 NOT = { has_lifestyle = stewardship_lifestyle } } #Culture matches terrain modifier = { factor = 2 OR = { AND = { mpo_nomads_horse_culture_trigger = yes mpo_nomad_events_1100_horse_terrain_trigger = yes } AND = { mpo_nomads_hunting_culture_trigger = yes mpo_nomad_events_1100_hunting_terrain_trigger = yes } AND = { mpo_nomads_sheep_culture_trigger = yes mpo_nomad_events_1100_sheep_terrain_trigger = yes } AND = { mpo_nomads_camel_culture_trigger = yes mpo_nomad_events_1100_camel_terrain_trigger = yes } } } #Culture doesn't match terrain, but matches a different one modifier = { factor = 0.5 NOR = { AND = { mpo_nomads_horse_culture_trigger = yes mpo_nomad_events_1100_horse_terrain_trigger = yes } AND = { mpo_nomads_hunting_culture_trigger = yes mpo_nomad_events_1100_hunting_terrain_trigger = yes } AND = { mpo_nomads_sheep_culture_trigger = yes mpo_nomad_events_1100_sheep_terrain_trigger = yes } AND = { mpo_nomads_camel_culture_trigger = yes mpo_nomad_events_1100_camel_terrain_trigger = yes } } OR = { mpo_nomads_horse_culture_trigger = yes mpo_nomads_camel_culture_trigger = yes mpo_nomads_sheep_culture_trigger = yes mpo_nomads_hunting_culture_trigger = yes } } modifier = { factor = 0 OR = { has_trait = impatient has_trait = lazy domicile = { herd < massive_herd_value } } } } } #Eh I don't like it here option = { name = mpo_nomad_events.1100.b add_character_modifier = { modifier = mpo_restless_for_migration_modifier years = 2 } capital_county = { change_county_fertility = medium_county_fertility_loss } stress_impact = { content = medium_stress_impact_gain calm = minor_stress_impact_gain patient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_rationality = -0.5 } #Culture matches terrain modifier = { factor = 0.5 OR = { AND = { mpo_nomads_horse_culture_trigger = yes mpo_nomad_events_1100_horse_terrain_trigger = yes } AND = { mpo_nomads_hunting_culture_trigger = yes mpo_nomad_events_1100_hunting_terrain_trigger = yes } AND = { mpo_nomads_sheep_culture_trigger = yes mpo_nomad_events_1100_sheep_terrain_trigger = yes } AND = { mpo_nomads_camel_culture_trigger = yes mpo_nomad_events_1100_camel_terrain_trigger = yes } } } #Culture doesn't match terrain, but matches a different one modifier = { factor = 2 NOR = { AND = { mpo_nomads_horse_culture_trigger = yes mpo_nomad_events_1100_horse_terrain_trigger = yes } AND = { mpo_nomads_hunting_culture_trigger = yes mpo_nomad_events_1100_hunting_terrain_trigger = yes } AND = { mpo_nomads_sheep_culture_trigger = yes mpo_nomad_events_1100_sheep_terrain_trigger = yes } AND = { mpo_nomads_camel_culture_trigger = yes mpo_nomad_events_1100_camel_terrain_trigger = yes } } OR = { mpo_nomads_horse_culture_trigger = yes mpo_nomads_camel_culture_trigger = yes mpo_nomads_sheep_culture_trigger = yes mpo_nomads_hunting_culture_trigger = yes } } modifier = { factor = 0 OR = { has_trait = content has_trait = calm has_trait = patient } } } } #We shall exploit this land to the fullest! option = { name = { trigger = { mpo_nomad_events_1100_camel_terrain_trigger = yes } text = mpo_nomad_events.1100.c.camel } name = { trigger = { mpo_nomad_events_1100_sheep_terrain_trigger = yes } text = mpo_nomad_events.1100.c.sheep } name = { trigger = { mpo_nomad_events_1100_hunting_terrain_trigger = yes } text = mpo_nomad_events.1100.c.hunting } name = { trigger = { mpo_nomad_events_1100_horse_terrain_trigger = yes } text = mpo_nomad_events.1100.c.horse } capital_county = { change_county_fertility = medium_county_fertility_gain } #Camels flourishing if = { limit = { mpo_nomad_events_1100_camel_terrain_trigger = yes } add_character_modifier = { modifier = mpo_bountiful_camels_modifier years = 10 } } #Sheep flourishing else_if = { limit = { mpo_nomad_events_1100_sheep_terrain_trigger = yes } custom_tooltip = mpo_bountiful_sheep_cheaper_feasts_tt add_character_modifier = { modifier = mpo_bountiful_sheep_modifier years = 10 desc = mpo_bountiful_sheep_cheaper_feasts.desc } } #Hunting is great else_if = { limit = { mpo_nomad_events_1100_hunting_terrain_trigger = yes } custom_tooltip = mpo_bountiful_hunting_cheaper_hunts_tt hidden_effect = { add_character_modifier = { modifier = mpo_bountiful_hunting_modifier years = 10 desc = mpo_bountiful_hunting_cheaper_hunts_desc } } #Hunts are improved if = { limit = { NOT = { has_trait = lifestyle_hunter } } random = { chance = 60 add_trait = lifestyle_hunter } } else_if = { limit = { has_trait = lifestyle_hunter can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } add_trait_xp = { trait = lifestyle_hunter value = minor_trait_xp track = falconer } add_trait_xp = { trait = lifestyle_hunter value = minor_trait_xp track = hunter } } else = { add_trait_xp = { trait = lifestyle_hunter value = medium_trait_xp track = falconer } } } #Horses flourishing else = { #Herd and cavalry modifier add_character_modifier = { modifier = mpo_bountiful_horses_modifier years = 10 } } stress_impact = { stubborn = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } #Culture matches terrain modifier = { factor = 2 OR = { AND = { mpo_nomads_horse_culture_trigger = yes mpo_nomad_events_1100_horse_terrain_trigger = yes } AND = { mpo_nomads_hunting_culture_trigger = yes mpo_nomad_events_1100_hunting_terrain_trigger = yes } AND = { mpo_nomads_sheep_culture_trigger = yes mpo_nomad_events_1100_sheep_terrain_trigger = yes } AND = { mpo_nomads_camel_culture_trigger = yes mpo_nomad_events_1100_camel_terrain_trigger = yes } } } #Culture doesn't match terrain, but matches a different one modifier = { factor = 0.5 NOR = { AND = { mpo_nomads_horse_culture_trigger = yes mpo_nomad_events_1100_horse_terrain_trigger = yes } AND = { mpo_nomads_hunting_culture_trigger = yes mpo_nomad_events_1100_hunting_terrain_trigger = yes } AND = { mpo_nomads_sheep_culture_trigger = yes mpo_nomad_events_1100_sheep_terrain_trigger = yes } AND = { mpo_nomads_camel_culture_trigger = yes mpo_nomad_events_1100_camel_terrain_trigger = yes } } OR = { mpo_nomads_horse_culture_trigger = yes mpo_nomads_camel_culture_trigger = yes mpo_nomads_sheep_culture_trigger = yes mpo_nomads_hunting_culture_trigger = yes } } modifier = { factor = 0 has_trait = stubborn } } } } scripted_trigger mpo_nomad_events_1110_fishing_culture_trigger = { culture = { OR = { has_cultural_tradition = tradition_fp1_coastal_warriors has_cultural_tradition = tradition_maritime_mercantilism has_cultural_tradition = tradition_polders has_cultural_tradition = tradition_wetlanders has_cultural_tradition = tradition_fishermen has_cultural_tradition = tradition_seafaring has_cultural_tradition = tradition_fp1_coastal_warriors has_cultural_tradition = tradition_practiced_pirates } } } scripted_trigger mpo_nomad_events_1110_char_trigger = { is_available_ai_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } #Your capital is next to a lake where locals fish mpo_nomad_events.1110 = { type = character_event title = mpo_nomad_events.1110.t desc = { first_valid = { triggered_desc = { trigger = { root.capital_county = { is_riverside_county = yes NOR = { is_coastal_county = yes is_lakeside_county = yes } } } desc = mpo_nomad_events.1110.desc_river } triggered_desc = { trigger = { root.capital_county = { is_coastal_county = yes } } desc = mpo_nomad_events.1110.desc_sea } desc = mpo_nomad_events.1110.desc_lake } desc = mpo_nomad_events.1110.desc } theme = nomads override_background = { trigger = { root.capital_county = { OR = { is_coastal_county = yes is_lakeside_county = yes } } } reference = bp3_coast } override_background = { trigger = { root.capital_county = { is_riverside_county = yes NOR = { is_coastal_county = yes is_lakeside_county = yes } } } reference = bp3_riverside } left_portrait = { character = root triggered_animation = { trigger = { mpo_nomad_events_1110_fishing_culture_trigger = yes } animation = jockey_victory } triggered_animation = { trigger = { mpo_nomad_events_1110_fishing_culture_trigger = no } animation = horse_archer_idle } camera = camera_event_horse_left_forward } right_portrait = { character = scope:laborer animation = throne_room_cheer_2 camera = camera_event_right_pointing_left } trigger = { age >= 10 government_has_flag = government_is_nomadic is_landed = yes has_mpo_dlc_trigger = yes is_available = yes capital_county = { NOT = { any_county_province = { OR = { is_raided = yes is_occupied = yes } } } OR = { is_coastal_county = yes is_riverside_county = yes is_lakeside_county = yes } } #Might feel weird if it's super snowy and wintery OR = { current_month < 11 current_month > 2 } is_at_war = no } cooldown = { years = 10 } immediate = { random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender } capital_province = { save_scope_as = capital_province } random_courtier = { limit = { mpo_nomad_events_1110_char_trigger = yes } save_scope_as = laborer } if = { limit = { NOT = { exists = scope:laborer } } random_pool_guest = { limit = { mpo_nomad_events_1110_char_trigger = yes } save_scope_as = laborer } } if = { limit = { NOT = { exists = scope:laborer } } random_pool_character = { province = root.capital_province limit = { mpo_nomad_events_1110_char_trigger = yes } save_scope_as = laborer } } every_held_county = { limit = { is_landless_type_title = no OR = { is_coastal_county = yes is_riverside_county = yes is_lakeside_county = yes } } add_to_list = fishing_counties } } #Special unlock option = { trigger = { mpo_nomad_events_1110_fishing_culture_trigger = yes } name = { trigger = { NOT = { domicile = { has_domicile_building_or_higher = fishing_yurt_01 } } } text = mpo_nomad_events.1110.a } name = { trigger = { domicile = { has_domicile_building_or_higher = fishing_yurt_01 } } text = mpo_nomad_events.1110.a_repeat } add_internal_flag = special custom_tooltip = maritime_tradition_unlock_tt every_in_list = { custom = custom.every_fishing_county_tt list = fishing_counties custom_tooltip = major_county_fertility_gain_tt hidden_effect = { change_county_fertility = major_county_fertility_gain } } if = { limit = { NOR = { has_character_flag = nomad_unlocked_fishing_yurt_flag domicile = { has_domicile_building_or_higher = fishing_yurt_01 } } } add_character_flag = nomad_unlocked_fishing_yurt_flag custom_tooltip = nomad_unlocked_fishing_yurt_flag_tt } else_if = { limit = { domicile = { has_domicile_building_or_higher = fishing_yurt_01 } } add_gold = fishing_counties_gold_value custom_tooltip = fishing_counties_gold_scaling } stress_impact = { } ai_chance = { base = 300 ai_value_modifier = { ai_energy = 0.5 } } } #i'll drown the man who gets off his horse to fish option = { name = mpo_nomad_events.1110.b add_prestige = minor_prestige_gain domicile = { change_herd = minor_herd_gain } every_in_list = { custom = custom.every_fishing_county_tt list = fishing_counties custom_tooltip = minor_county_fertility_loss_tt hidden_effect = { change_county_fertility = minor_county_fertility_loss } } stress_impact = { stubborn = miniscule_stress_impact_loss calm = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -0.5 ai_vengefulness = 0.5 } modifier = { factor = 0 OR = { has_trait = calm has_trait = humble } } } } #Cool, let's rake in the fish option = { name = mpo_nomad_events.1110.c add_gold = fishing_counties_gold_value custom_tooltip = fishing_counties_gold_scaling every_in_list = { custom = custom.every_fishing_county_tt list = fishing_counties custom_tooltip = minor_county_fertility_gain_tt hidden_effect = { change_county_fertility = minor_county_fertility_gain } } stress_impact = { stubborn = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 ai_zeal = -0.5 } modifier = { factor = 0 OR = { has_trait = stubborn has_trait = arrogant } } } } } scripted_trigger mpo_nomad_events_1120_warrior_trigger = { is_available_ai_adult = yes can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } #Wolves threaten the animals mpo_nomad_events.1120 = { type = character_event title = mpo_nomad_events.1120.t desc = mpo_nomad_events.1120.desc theme = nomads override_background = { reference = mpo_steppe_evening } left_portrait = { character = root animation = horse_sword_shield camera = camera_event_horse_very_left } right_portrait = { character = scope:warrior animation = jockey_gallop camera = camera_event_horse_right_facing_left } trigger = { age >= 10 government_has_flag = government_is_nomadic is_landed = yes has_mpo_dlc_trigger = yes is_available = yes capital_county = { NOT = { any_county_province = { OR = { is_raided = yes is_occupied = yes } } } AND = { exists = root.location.county this = root.location.county } } is_at_war = no is_pregnant = no NOT = { has_trait = infirm } OR = { current_month >= 10 current_month <= 3 } location_has_harsh_winter_trigger = yes } weight_multiplier = { base = 1 modifier = { add = 3 any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_white_zud_season situation_sub_region_has_county = root.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_cold_zud_season situation_sub_region_has_county = root.capital_county } } } } } cooldown = { years = 10 } immediate = { capital_province = { save_scope_as = capital_province } capital_county = { save_scope_as = capital_county } random_knight = { limit = { mpo_nomad_events_1120_warrior_trigger = yes } save_scope_as = warrior } if = { limit = { NOT = { exists = scope:warrior } } random_courtier = { limit = { mpo_nomad_events_1120_warrior_trigger = yes } save_scope_as = warrior } } } #I have more than enough riders to deal with this... option = { name = mpo_nomad_events.1120.a flavor = mpo_nomad_events.1120.a.flavor trigger = { OR = { domicile = { herd > monumental_herd_value_static } max_military_strength >= 4000 } } add_internal_flag = special root.capital_county = { change_county_fertility = minor_county_fertility_gain } stress_impact = { humble = miniscule_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_energy = -0.5 } modifier = { factor = 0 has_trait = humble } } } #Ride swiftly option = { name = mpo_nomad_events.1120.b duel = { skill = prowess value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 2.5 min = -49 } modifier = { add = 15 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 10 track = horse } } modifier = { add = 30 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 30 track = horse } } modifier = { add = 15 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 50 track = horse } } modifier = { add = 30 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 65 track = horse } } modifier = { add = 15 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 85 track = horse } } modifier = { add = 50 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 100 track = horse } } desc = mpo_nomad_events.1120.b.success send_interface_toast = { type = event_toast_effect_good title = mpo_nomad_events.1120.b.success left_icon = root if = { limit = { has_dlc_feature = tours_and_tournaments } if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = horse value = 10 } } add_prestige = minor_prestige_gain } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -2.5 min = -49 } desc = mpo_nomad_events.1120.b.failure send_interface_toast = { type = event_toast_effect_bad title = mpo_nomad_events.1120.b.failure domicile = { change_herd = minor_herd_loss } } } } stress_impact = { craven = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_energy = 0.5 } modifier = { factor = 0 OR = { has_trait = craven has_trait = lazy } } } } #Arrows! Arrows! option = { name = mpo_nomad_events.1120.c duel = { skill = martial value = decent_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 2.5 min = -49 } modifier = { add = 15 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 10 track = bow } } modifier = { add = 30 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 30 track = bow } } modifier = { add = 15 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 50 track = bow } } modifier = { add = 30 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 65 track = bow } } modifier = { add = 15 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 85 track = bow } } modifier = { add = 50 has_trait = tourney_participant has_trait_xp = { trait = tourney_participant value >= 100 track = bow } } desc = mpo_nomad_events.1120.c.success send_interface_toast = { type = event_toast_effect_good title = mpo_nomad_events.1120.c.success left_icon = root if = { limit = { has_dlc_feature = tours_and_tournaments } if = { limit = { NOT = { has_trait = tourney_participant } } add_trait = tourney_participant } add_trait_xp = { trait = tourney_participant track = bow value = 10 } } add_gold = minor_gold_value } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -2.5 min = -49 } desc = mpo_nomad_events.1120.c.failure send_interface_toast = { type = event_toast_effect_bad title = mpo_nomad_events.1120.c.failure left_icon = root domicile = { change_herd = minor_herd_loss } } } } stress_impact = { patient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -0.5 ai_energy = 0.5 } modifier = { factor = 0 has_trait = patient } } } #So what? A few sick animals die. The wolves deserve this option = { name = mpo_nomad_events.1120.d flavor = mpo_nomad_events.1120.d.flavor add_piety = medium_piety_gain domicile = { change_herd = minor_herd_loss } stress_impact = { vengeful = medium_stress_impact_gain wrathful = medium_stress_impact_gain greedy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_vengefulness = -1 } modifier = { factor = 0 OR = { has_trait = greedy has_trait = vengeful has_trait = wrathful } } } } }