#These events serve as an alternate way of gaining commander traits, by learning about historical battles. namespace = historical_commander_trait ################################################## # Hannibal Bacar # by Sean Hughes # 0001 ################################################## historical_commander_trait.0001 = { type = character_event title = historical_commander_trait.0001.t desc = historical_commander_trait.0001.desc theme = war left_portrait = { character = root animation = reading } trigger = { NOR = { has_character_flag = being_taught_commander_trait has_character_flag = had_historical_commander_trait_event_0001 culture = { has_graphical_east_asia_culture_group_trigger = yes } } number_of_commander_traits < 3 } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_historical_commander_trait_event_0001 } } option = { name = historical_commander_trait.0001.a trigger = { NOT = { has_trait = aggressive_attacker } } add_trait = aggressive_attacker stress_impact = { compassionate = minor_stress_impact_gain calm = minor_stress_impact_gain lazy = minor_stress_impact_gain patient = minor_stress_impact_gain craven = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.25 ai_energy = 0.5 ai_boldness = 1 ai_vengefulness = 0.2 ai_compassion = -0.5 } } } option = { name = historical_commander_trait.0001.b trigger = { NOT = { has_trait = logistician } } add_trait = logistician stress_impact = { impatient = minor_stress_impact_gain compassionate = minor_stress_impact_gain forgiving = minor_stress_impact_gain stubborn = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.25 ai_greed = -0.5 } } } option = { name = historical_commander_trait.0001.c trigger = { NOT = { has_trait = flexible_leader } } add_trait = flexible_leader stress_impact = { impatient = minor_stress_impact_gain arrogant = minor_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.25 ai_greed = -0.5 } } } option = { name = historical_commander_trait.0001.d name = { trigger = { has_trait = compassionate has_trait = forgiving } text = historical_commander_trait.0001.d.good } custom_tooltip = historical_commander_trait.reject.tt add_martial_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 ai_boldness = -0.5 ai_honor = -0.5 ai_vengefulness = -0.5 } } } } ################################################## # Julius Caesar # by Sean Hughes # 0002 ################################################## historical_commander_trait.0002 = { type = character_event title = historical_commander_trait.0002.t desc = historical_commander_trait.0002.desc theme = war left_portrait = { character = root animation = reading } trigger = { NOR = { has_character_flag = being_taught_commander_trait has_character_flag = had_historical_commander_trait_event_0002 culture = { has_graphical_east_asia_culture_group_trigger = yes } } number_of_commander_traits < 3 } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_historical_commander_trait_event_0002 } } option = { name = historical_commander_trait.0002.a trigger = { NOT = { has_trait = military_engineer } } add_trait = military_engineer stress_impact = { eccentric = minor_stress_impact_gain lazy = minor_stress_impact_gain patient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_boldness = -0.5 ai_vengefulness = -0.5 ai_rationality = 0.5 } } } option = { name = historical_commander_trait.0002.b trigger = { NOT = { has_trait = unyielding_defender } } add_trait = unyielding_defender stress_impact = { impatient = minor_stress_impact_gain wrathful = minor_stress_impact_gain arrogant = minor_stress_impact_gain brave = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = -1 ai_energy = -0.5 ai_greed = -0.5 } } } option = { name = historical_commander_trait.0002.c trigger = { NOT = { has_trait = reckless } } add_trait = reckless stress_impact = { eccentric = minor_stress_impact_loss diligent = minor_stress_impact_gain patient = minor_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = -1 ai_boldness = 0.5 ai_greed = 0.5 } } } option = { name = historical_commander_trait.0002.d custom_tooltip = historical_commander_trait.reject.tt add_martial_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_vengefulness = 1 } } } } ################################################## # Alexander the Great # by Sean Hughes # 0003 ################################################## historical_commander_trait.0003 = { type = character_event title = historical_commander_trait.0003.t desc = historical_commander_trait.0003.desc theme = war left_portrait = { character = root animation = reading } trigger = { NOR = { has_character_flag = being_taught_commander_trait has_character_flag = had_historical_commander_trait_event_0003 culture = { has_graphical_east_asia_culture_group_trigger = yes } } number_of_commander_traits < 3 } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_historical_commander_trait_event_0003 } } option = { name = historical_commander_trait.0003.a trigger = { NOT = { has_trait = forder } } add_trait = forder stress_impact = { lazy = minor_stress_impact_gain patient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_boldness = 1 ai_vengefulness = 0.5 } } } option = { name = historical_commander_trait.0003.b trigger = { NOT = { has_trait = military_engineer } } add_trait = military_engineer stress_impact = { lazy = minor_stress_impact_gain wrathful = minor_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.25 ai_greed = -0.5 } } } option = { name = historical_commander_trait.0003.c trigger = { NOT = { has_trait = reaver } } add_trait = reaver stress_impact = { generous = minor_stress_impact_gain compassionate = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_energy = 0.5 ai_greed = 2 } } } option = { name = historical_commander_trait.0003.d custom_tooltip = historical_commander_trait.reject.tt add_martial_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_boldness = 0.5 ai_vengefulness = 0.5 } } } } ################################################## # Constantine # by Sean Hughes # 0004 ################################################## historical_commander_trait.0004 = { type = character_event title = historical_commander_trait.0004.t desc = historical_commander_trait.0004.desc theme = war left_portrait = { character = root animation = reading } trigger = { NOR = { has_character_flag = being_taught_commander_trait has_character_flag = had_historical_commander_trait_event_0004 } number_of_commander_traits < 3 OR = { faith = faith:catholic faith = faith:orthodox } } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_historical_commander_trait_event_0004 } } option = { name = historical_commander_trait.0004.a trigger = { NOT = { has_trait = holy_warrior } } add_trait = holy_warrior stress_impact = { cynical = minor_stress_impact_gain craven = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 2 ai_honor = 1 ai_boldness = 0.5 } } } option = { name = historical_commander_trait.0004.b trigger = { NOT = { has_trait = forder } } add_trait = forder stress_impact = { patient = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 2 ai_energy = 0.5 ai_greed = 0.5 } } } option = { name = historical_commander_trait.0004.c trigger = { NOT = { has_trait = flexible_leader } } add_trait = flexible_leader stress_impact = { impatient = minor_stress_impact_gain stubborn = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 2 ai_energy = 0.5 ai_boldness = -0.5 } } } option = { name = historical_commander_trait.0004.d custom_tooltip = historical_commander_trait.reject.tt add_martial_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -0.5 ai_boldness = -0.5 ai_honor = -0.5 ai_vengefulness = 0.5 } } } } ################################################## # Khalid ibn al-Walid # by Sean Hughes # 0004 ################################################## historical_commander_trait.0005 = { type = character_event title = historical_commander_trait.0005.t desc = historical_commander_trait.0005.desc theme = war left_portrait = { character = root animation = reading } trigger = { NOR = { has_character_flag = being_taught_commander_trait has_character_flag = had_historical_commander_trait_event_0005 } number_of_commander_traits < 3 faith = { religion_tag = islam_religion } } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_historical_commander_trait_event_0005 } } option = { name = historical_commander_trait.0005.a trigger = { NOT = { has_trait = holy_warrior } } add_trait = holy_warrior stress_impact = { cynical = minor_stress_impact_gain craven = minor_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 2 ai_honor = 1 ai_boldness = 0.5 } } } option = { name = historical_commander_trait.0005.b trigger = { NOT = { has_trait = unyielding_defender } } add_trait = unyielding_defender stress_impact = { wrathful = medium_stress_impact_gain impatient = minor_stress_impact_gain craven = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_honor = 1 ai_vengefulness = -1 } } } option = { name = historical_commander_trait.0005.c trigger = { NOT = { has_trait = logistician } } add_trait = logistician stress_impact = { impatient = minor_stress_impact_gain stubborn = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1.25 ai_boldness = -0.75 } } } option = { name = historical_commander_trait.0005.d custom_tooltip = historical_commander_trait.reject.tt add_martial_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -0.5 ai_boldness = -0.5 ai_honor = -0.5 } } } } ################################################## # Bilge Khagan # by Naslund # 0006 ################################################## historical_commander_trait.0006 = { type = character_event title = historical_commander_trait.0006.t desc = historical_commander_trait.0006.desc theme = war override_background = { reference = mpo_camp_steppe } left_portrait = { character = root animation = thinking } trigger = { NOR = { has_character_flag = being_taught_commander_trait has_character_flag = had_historical_commander_trait_event_0006 } number_of_commander_traits < 3 has_government = nomad_government } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_historical_commander_trait_event_0006 } } option = { name = historical_commander_trait.0006.a trigger = { NOT = { has_trait = unyielding_defender } } add_trait = unyielding_defender stress_impact = { wrathful = medium_stress_impact_gain impatient = minor_stress_impact_gain craven = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_honor = 1 ai_vengefulness = -1 } } } option = { name = historical_commander_trait.0006.b trigger = { NOT = { has_trait = logistician } } add_trait = logistician stress_impact = { impatient = minor_stress_impact_gain stubborn = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1.25 ai_boldness = -0.75 } } } option = { name = historical_commander_trait.0006.c trigger = { NOT = { has_trait = flexible_leader } } add_trait = flexible_leader stress_impact = { impatient = minor_stress_impact_gain stubborn = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 2 ai_energy = 0.5 ai_boldness = -0.5 } } } option = { name = historical_commander_trait.0006.d custom_tooltip = historical_commander_trait.reject.tt add_martial_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -0.5 ai_boldness = -0.5 ai_honor = -0.5 } } } } ################################################## # Sun Tzu # 0007 ################################################## historical_commander_trait.0007 = { type = character_event title = historical_commander_trait.0007.t desc = historical_commander_trait.0007.desc theme = war left_portrait = { character = root animation = reading } override_background = { reference = study } trigger = { NOR = { has_character_flag = being_taught_commander_trait has_character_flag = had_historical_commander_trait_event_0007 } culture = { has_graphical_east_asia_culture_group_trigger = yes } number_of_commander_traits < 3 } weight_multiplier = { base = 1 compare_modifier = { factor = martial multiplier = 0.1 max = 2 } modifier = { factor = 0.3 number_of_commander_traits > 0 } modifier = { factor = 0.3 number_of_commander_traits > 1 } upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_historical_commander_trait_event_0007 } } option = { name = historical_commander_trait.0007.a trigger = { NOT = { has_trait = logistician } } add_trait = logistician stress_impact = { lazy = minor_stress_impact_gain patient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 0.5 ai_boldness = 1 ai_vengefulness = 0.5 } } } option = { name = historical_commander_trait.0007.b trigger = { NOT = { has_trait = cautious_leader } } add_trait = cautious_leader stress_impact = { lazy = minor_stress_impact_gain wrathful = minor_stress_impact_gain stubborn = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.25 ai_greed = -0.5 } } } option = { name = historical_commander_trait.0007.c trigger = { NOT = { has_trait = flexible_leader } } add_trait = flexible_leader stress_impact = { generous = minor_stress_impact_gain compassionate = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_energy = 0.5 ai_greed = 2 } } } option = { name = historical_commander_trait.0007.d custom_tooltip = historical_commander_trait.reject.tt add_martial_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_boldness = 0.5 ai_vengefulness = 0.5 } } } }