N3OW/events/dlc/ce1/epidemic_events.txt
2026-01-06 14:25:21 +01:00

9317 lines
193 KiB
Text

namespace = epidemic_events
############################
## Epidemic Maintenance Events
## 0001-1000
## by Veronica Pazos
############################
# epidemic_events.0001 - Army commander gets infected - may spread to army
# epidemic_events.0010 - The plague has reached your court, set your stance (event to avoid event spamming)
# Army commander gets infected - may spread to army
epidemic_events.0001 = {
type = character_event
title = epidemic_events.0001.t
desc = epidemic_events.0001.desc
theme = plague
left_portrait = {
character = root
animation = sick
}
override_background = { reference = army_camp }
override_effect_2d = {
reference = flies
}
cooldown = { years = 2 }
immediate = {
grab_epidemic_disease_effect = yes
random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender }
}
option = { #You get sick lol
name = {
trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } }
text = epidemic_events.0001.a.christian
}
name = {
trigger = { NOT = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } }
text = epidemic_events.0001.a
}
if = { #are you infecting your knights or your entire army; kinda arbitrary for flavour
limit = {
OR = { #infect army, these are highly contagious
has_trait = typhus
has_trait = bubonic_plague
has_trait = dysentery
}
}
random = {
chance = 90
#you infect your knights
send_interface_toast = {
title = epidemic_events.0001.a.toast
left_icon = root
add_character_modifier = {
modifier = epidemic_infected_knights_modifier #knights effectiveness
years = 2
}
}
}
}
else = { #infect your knigths only, the rest of diseases are kinda less infectious
random = {
chance = 20
#you infect your army
send_interface_toast = {
title = epidemic_events.0001.a.toast
left_icon = root
add_character_modifier = {
modifier = epidemic_infected_army_modifier #damage mult
years = 2
}
}
}
}
stress_impact = {
paranoid = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
}
ai_chance = {
base = 100
}
}
}
# Notification for going into isolation due to epidemic
epidemic_events.0100 = {
type = character_event
title = epidemic_events.0100.t
desc = epidemic_events.0100.desc
theme = plague
left_portrait = {
character = root
animation = fear
}
option = { #Into isolation we go
name = epidemic_events.0100.a
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
add_prestige = major_prestige_loss
isolate_family_decision_effect = yes
ai_chance = {
base = 100
}
}
}
epidemic_events.0101 = {
type = character_event
title = epidemic_events.0101.t
desc = epidemic_events.0101.desc
theme = plague
left_portrait = {
character = root
animation = personality_content
}
trigger = {
has_character_modifier = isolating_modifier
}
option = { #Out of isolation we come
name = epidemic_events.0101.a
unisolate_family_decision_effect = yes
ai_chance = {
base = 100
}
}
}
# Prosperity event / Plague recovery event
epidemic_events.0110 = {
type = character_event
title = epidemic_events.0110.t
desc = {
desc = epidemic_events.0110.desc
triggered_desc = {
trigger = {
exists = scope:new_preferred_capital
}
desc = epidemic_events.0110.desc.new_capital
}
}
theme = plague
left_portrait = {
character = root
animation = personality_rational
}
trigger = {
exists = scope:epidemic
# Make sure no new plagues showed up since then, or a new preferred capital county has not been chosen already
NOT = {
any_sub_realm_county = {
OR = {
has_province_with_epidemic = { intensity = any }
has_variable = preferred_capital_chosen
}
}
}
OR = { #You're either not on cooldown OR the Black Death
NOT = { has_variable = had_recent_prosperity_event_var }
scope:epidemic = {
epidemic_type.epidemic_trait = trait:bubonic_plague
outbreak_intensity = apocalyptic
}
}
has_variable_list = formerly_infected_counties
}
immediate = {
set_variable = {
name = had_recent_prosperity_event_var
years = 2
}
if = {
limit = { # A new capital potential?
highest_held_title_tier >= tier_kingdom
any_sub_realm_duchy = {
title_capital_county = {
NOT = { exists = var:epidemic_cooldown_general }
holder = {
OR = {
this = root
is_ai = yes
}
}
save_temporary_scope_as = county_to_check
root = {
primary_title = {
is_de_jure_liege_or_above_target = scope:county_to_check
}
capital_county != scope:county_to_check
any_in_list = {
variable = formerly_infected_counties
this = scope:county_to_check
}
}
}
}
}
random_sub_realm_duchy = {
weight = {
base = 1
modifier = {
add = title_capital_county.development_level
}
}
limit = {
title_capital_county = {
NOT = { exists = var:epidemic_cooldown_general }
holder = {
OR = {
this = root
is_ai = yes
}
}
save_temporary_scope_as = county_to_check
root = {
primary_title = {
is_de_jure_liege_or_above_target = scope:county_to_check
}
capital_county != scope:county_to_check
any_in_list = {
variable = formerly_infected_counties
this = scope:county_to_check
}
}
}
}
title_capital_county = { save_scope_as = new_preferred_capital }
scope:new_preferred_capital = {
set_variable = {
name = preferred_capital_chosen
years = 2
}
}
}
}
}
option = { # Ah, a cool new capital!
name = epidemic_events.0110.a
trigger = {
exists = scope:new_preferred_capital
scope:epidemic = { outbreak_intensity >= major } #don't switch capitals for a minor plague
is_ai = no
}
remove_treasury_or_gold = {
value = epidemic_fromdust_value
add = minor_treasury_or_gold_value
}
create_title_and_vassal_change = {
type = revoked
save_scope_as = change
add_claim_on_loss = no
}
scope:new_preferred_capital = {
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
primary_title = {
set_capital_county = scope:new_preferred_capital
}
set_realm_capital = scope:new_preferred_capital
scope:new_preferred_capital = {
add_county_modifier = {
modifier = plague_new_capital
years = 10
}
}
every_in_list = {
variable = formerly_infected_counties
custom = every_county_infected_10_years
limit = {
this != scope:new_preferred_capital
}
add_county_modifier = {
modifier = county_epidemic_recovered_medium_modifier
years = 5
}
}
}
option = { # Spend cash to help recover from the plague
name = epidemic_events.0110.b
if = {
limit = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:bubonic_plague
outbreak_intensity = apocalyptic
}
}
remove_treasury_or_gold = epidemic_fromdust_value
every_in_list = {
variable = formerly_infected_counties
custom = every_county_infected_10_years
add_county_modifier = {
modifier = county_epidemic_recovered_strong_modifier
years = 5
}
}
}
else_if = {
limit = {
scope:epidemic = {
outbreak_intensity >= major
}
}
remove_treasury_or_gold = epidemic_fromdust_value
every_in_list = {
variable = formerly_infected_counties
custom = every_county_infected_10_years
add_county_modifier = {
modifier = county_epidemic_recovered_medium_modifier
years = 5
}
}
}
else = {
remove_treasury_or_gold = {
value = epidemic_fromdust_value
multiply = 0.5
}
every_in_list = {
variable = formerly_infected_counties
custom = every_county_infected_10_years
add_county_modifier = {
modifier = county_epidemic_recovered_minor_modifier
years = 5
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
modifier = {
factor = 0
short_term_gold < epidemic_fromdust_value
}
}
}
option = { # Nah don't care
name = epidemic_events.0110.c
if = {
limit = {
scope:epidemic = {
outbreak_intensity >= major
}
}
every_in_list = {
variable = formerly_infected_counties
custom = every_county_infected_10_years
add_county_modifier = {
modifier = county_epidemic_recovered_minor_modifier
years = 5
}
}
}
else = {
every_in_list = {
variable = formerly_infected_counties
custom = every_county_infected_10_years
add_county_modifier = {
modifier = county_epidemic_recovered_tiny_modifier
years = 5
}
}
}
if = {
limit = {
has_legitimacy = yes
}
add_legitimacy = miniscule_legitimacy_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 2.5
ai_rationality = -1
}
}
}
after = {
clear_variable_list = formerly_infected_counties
}
}
############################
## Epidemic Flavor Events
## 1000-2000
## by James Beaumont
############################
############################
## A charismatic priest is convincing the sick that the plague is a result of their heathen ways
## 1000
## by James Beaumont
############################
epidemic_events.1000 = {
type = character_event
title = epidemic_events.1000.t
desc = epidemic_events.1000.desc
theme = plague
override_background = { reference = ce1_funeral_pyre }
override_effect_2d = {
reference = smoke
}
left_portrait = {
character = scope:charismatic_priest
animation = debating
}
cooldown = { years = 5 }
trigger = {
is_available = yes
# Only tribes
government_has_flag = government_is_tribal
# Only if the plague is quite dramatic
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity >= major
}
}
}
# Make sure there's a valid faith to convert to
OR = {
AND = {
faith = { has_doctrine_parameter = unreformed }
faith.religion = {
any_faith = { NOT = { has_doctrine_parameter = unreformed } }
}
}
AND = {
faith.religion = {
is_in_family = rf_pagan
}
faith = { NOT = { has_doctrine_parameter = unreformed } }
faith.religion = {
any_faith = { has_doctrine_parameter = unreformed }
}
}
AND = {
faith = { has_doctrine_parameter = unreformed }
top_liege = {
any_character_to_title_neighboring_and_across_water_county = {
holder.top_liege = {
any_sub_realm_county = {
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
}
}
}
}
AND = {
faith = { NOT = { has_doctrine_parameter = unreformed } }
top_liege = {
any_sub_realm_county = {
faith = {
has_doctrine_parameter = unreformed
}
}
}
}
}
}
immediate = {
# Grab a county to convert
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity >= major
}
}
}
weight = {
base = 1
modifier = {
add = 250
has_province_with_epidemic = { intensity >= apocalyptic }
}
}
random_county_province = {
limit = {
any_province_epidemic = {
intensity >= major
}
}
weight = {
base = 1
modifier = {
add = 250
any_province_epidemic = {
intensity >= apocalyptic
}
}
}
random_province_epidemic = {
intensity >= major
weight = {
base = 1
modifier = {
add = 250
outbreak_intensity >= apocalyptic
}
}
save_scope_as = cult_epidemic
}
}
save_scope_as = infected_county
}
# Grab the reformed version of the unreformed faith if possible (Bon for example)
if = {
limit = {
faith = { has_doctrine_parameter = unreformed }
faith.religion = {
any_faith = { NOT = { has_doctrine_parameter = unreformed } }
}
}
faith.religion = {
random_faith = {
limit = {
NOT = { has_doctrine_parameter = unreformed }
}
save_scope_as = heretical_faith
}
}
}
# Otherwise grab a reformed faith from within your realm
else_if = {
limit = {
faith = { has_doctrine_parameter = unreformed }
top_liege = {
any_sub_realm_county = {
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
}
}
top_liege = {
random_sub_realm_county = {
limit = {
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
faith = { save_scope_as = heretical_faith }
}
}
}
# Otherwise grab a nearby reformed faith
else_if = {
limit = {
faith = { has_doctrine_parameter = unreformed }
top_liege = {
any_character_to_title_neighboring_and_across_water_county = {
holder.top_liege = {
any_sub_realm_county = {
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
}
}
}
}
top_liege = {
random_character_to_title_neighboring_and_across_water_county = {
limit = {
holder.top_liege = {
any_sub_realm_county = {
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
}
}
holder.top_liege = {
random_sub_realm_county = {
limit = {
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
faith = { save_scope_as = heretical_faith }
}
}
}
}
}
# You're a reformed faith and your people wanna revert to the old ways
else_if = {
limit = {
# Don't get Kuzarism for Jewish realms
faith.religion = { is_in_family = rf_pagan }
faith = { NOT = { has_doctrine_parameter = unreformed } }
faith.religion = {
any_faith = { has_doctrine_parameter = unreformed }
}
}
faith.religion = {
random_faith = {
limit = {
has_doctrine_parameter = unreformed
}
save_scope_as = heretical_faith
}
}
}
# You're a reformed faith and you rule over pagans
else_if = {
limit = {
faith = { NOT = { has_doctrine_parameter = unreformed } }
top_liege = {
any_sub_realm_county = {
faith = {
has_doctrine_parameter = unreformed
}
}
}
}
top_liege = {
random_sub_realm_county = {
limit = {
faith = {
has_doctrine_parameter = unreformed
}
}
faith = { save_scope_as = heretical_faith }
}
}
}
# Now create the priest
# See if there's a nearby person of the culture
if = {
limit = {
top_liege = {
any_character_to_title_neighboring_and_across_water_county = {
faith = scope:heretical_faith
}
}
}
top_liege = {
random_character_to_title_neighboring_and_across_water_county = {
limit = { faith = scope:heretical_faith }
culture = { save_scope_as = heretical_culture }
}
}
}
else = {
root.culture = { save_scope_as = heretical_culture }
}
# Create a priest
create_character = {
template = priest_character_template
location = root.location
culture = scope:heretical_culture
faith = scope:heretical_faith
trait = eccentric
#Set up the scope
save_scope_as = charismatic_priest
}
}
option = { # They have a point :thinking_emoji:
name = epidemic_events.1000.c
trigger = {
has_trait = cynical
}
set_character_faith = scope:heretical_faith
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:cult_epidemic
}
}
}
set_county_faith = scope:heretical_faith
add_county_modifier = {
modifier = plague_cult_embraced
years = 10
}
}
stress_impact = {
cynical = major_stress_impact_loss
arrogant = medium_stress_impact_gain
stubborn = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -1
ai_rationality = -1
}
modifier = {
factor = 0
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
}
}
option = { # Burn this raving lunatic!
name = epidemic_events.1000.a
scope:charismatic_priest = {
death = {
killer = root
death_reason = death_execution
}
}
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:cult_epidemic
}
}
}
add_county_modifier = {
modifier = plague_cult_persecuted
years = 10
}
}
stress_impact = {
sadistic = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
cynical = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_compassion = -1
}
}
}
option = { # I'm sure they can't do any harm
name = epidemic_events.1000.b
if = { # Don't go converting all of the world into unreformed faiths
limit = {
OR = {
faith = { has_doctrine_parameter = unreformed }
is_ai = no
}
}
scope:infected_county = {
set_county_faith = scope:heretical_faith
}
}
scope:infected_county = {
add_county_modifier = {
modifier = plague_cult_embraced
years = 10
}
}
stress_impact = {
zealous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
stubborn = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -1
ai_rationality = -0.5
}
}
}
}
############################
## Superstitious courtiers want you to nail the coffin of your deceased lover shut to prevent them from rising as a revanent
## 1010
## by James Beaumont
############################
epidemic_events.1010 = {
type = character_event
title = epidemic_events.1010.t
desc = epidemic_events.1010.desc
theme = plague
override_background = ce1_catacombs
left_portrait = {
character = scope:superstitious_courtier
animation = throne_room_one_handed_passive_3
camera = camera_event_group_talking_left_left
}
right_portrait = {
character = scope:dead_lover
animation = dead
camera = camera_event_right_forward
}
cooldown = { years = 5 }
trigger = {
is_available_adult = yes
# Only if there's a big plague
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity >= major
}
}
}
# Recently deceased
any_memory = {
OR = {
has_memory_type = spouse_died
has_memory_type = soulmate_died
has_memory_type = lover_died
}
memory_participant:dead_relation = {
time_since_death = {
years <= 3
}
}
}
# You have a courtier who is plausibly superstitious
any_courtier_or_guest = {
is_available_adult = yes
probably_superstitious = yes
}
}
immediate = {
get_random_nearby_realm_epidemic = { INTENSITY = major }
random_memory = {
limit = {
OR = {
has_memory_type = spouse_died
has_memory_type = soulmate_died
has_memory_type = lover_died
}
any_memory_participant = {
time_since_death = {
years <= 3
}
}
}
memory_participant:dead_relation = { save_scope_as = dead_lover }
save_scope_as = dead_memory
}
random_courtier_or_guest = {
limit = {
is_available_adult = yes
probably_superstitious = yes
}
save_scope_as = superstitious_courtier
}
}
option = { # Nail every coffin in the kingdom!
name = epidemic_events.1010.c
trigger = {
has_trait = paranoid
}
scope:dead_lover = {
every_close_family_member = {
custom = every_family_member_of_lover
add_opinion = {
modifier = hate_opinion
opinion = -30
target = root
}
}
}
progress_towards_friend_effect = {
REASON = friend_revenants_nailed
CHARACTER = scope:superstitious_courtier
OPINION = default_friend_opinion
}
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = revenants_expelled
years = 15
}
}
stress_impact = {
paranoid = major_stress_impact_loss
callous = minor_stress_impact_loss
base = minor_stress_impact_gain
zealous = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
lustful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_rationality = -1
ai_honor = -1
}
}
}
option = { # How bloody well dare you
name = epidemic_events.1010.a
add_piety = minor_piety_gain
capital_county = {
add_county_modifier = {
modifier = beset_by_revenants
years = 5
}
}
stress_impact = {
callous = minor_stress_impact_loss
cynical = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
eccentric = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_compassion = 1
ai_rationality = 1
}
}
}
option = { # Nail it shut!
name = epidemic_events.1010.b
scope:dead_lover = {
every_close_family_member = {
custom = every_family_member_of_lover
add_opinion = {
modifier = hate_opinion
opinion = -30
target = root
}
}
}
capital_county = {
add_county_modifier = {
modifier = revenant_expelled
years = 5
}
}
stress_impact = {
paranoid = minor_stress_impact_loss
callous = minor_stress_impact_loss
base = minor_stress_impact_gain
zealous = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
lustful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_rationality = -1
ai_honor = -1
}
}
}
}
############################
## Guys wanna plant flowers to combat the plague
## 1020
## by James Beaumont
############################
epidemic_events.1020 = {
type = character_event
title = epidemic_events.1020.t
desc = epidemic_events.1020.desc
theme = plague
override_background = ce1_funeral_pyre
override_effect_2d = { reference = flies }
left_portrait = {
character = root
animation = survey
camera = camera_event_left_away
}
right_portrait = {
character = scope:miasma_courtier
animation = storyteller
camera = camera_event_center_away
}
cooldown = { years = 5 }
trigger = {
is_available = yes
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
any_courtier_or_guest = {
count >= 1
is_available_adult = yes
}
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
save_temporary_scope_as = province_temp
}
}
scope:province_temp = {
save_scope_as = epidemic_province
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
save_scope_as = epidemic_county
}
if = {
limit = {
exists = court_position:court_physician_court_position
court_position:court_physician_court_position = {
is_available_adult = yes
}
}
court_position:court_physician_court_position = {
save_scope_as = miasma_courtier
}
}
else = {
random_courtier_or_guest = {
limit = {
is_available_adult = yes
}
save_scope_as = miasma_courtier
}
}
}
option = { # Okay, I'll do it :eyeroll:
name = epidemic_events.1020.a
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_gain }
remove_treasury_or_gold = minor_treasury_or_gold_value
scope:epidemic_county = {
add_county_modifier = {
modifier = flowers_planted
years = 15
}
}
stress_impact = {
callous = minor_stress_impact_gain
greedy = minor_stress_impact_gain
cynical = minor_stress_impact_gain
zealous = minor_stress_impact_loss
generous = minor_stress_impact_loss
improvident = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
treasury_or_gold < medium_treasury_or_gold_value
}
ai_value_modifier = {
ai_zeal = 1
ai_compassion = 1
ai_rationality = 0.5 # Miasma theory may be wrong, but a rational person in the middle ages would probably believe in it
}
}
}
option = { # What a waste of money
name = epidemic_events.1020.b
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_loss }
stress_impact = {
compassionate = minor_stress_impact_gain
diligent = minor_stress_impact_gain
zealous = minor_stress_impact_gain
}
ai_chance = {
base = 75
ai_value_modifier = {
ai_compassion = -1
ai_rationality = -0.5
}
}
}
}
############################
## Courtiers are self-medicating with leeches
## 1030
## by James Beaumont
############################
epidemic_events.1030 = {
type = character_event
title = epidemic_events.1030.t
desc = epidemic_events.1030.desc
theme = plague
override_background = physicians_study
override_effect_2d = { reference = flies }
left_portrait = {
character = root
animation = shock
camera = camera_event_very_left
}
right_portrait = {
character = scope:leeched_courtier
animation = personality_irrational
}
cooldown = { years = 15 }
trigger = {
# Only if there's a big plague
capital_county = {
any_county_province_epidemic = {
intensity >= major
save_temporary_scope_as = plague_to_check
root = {
# We don't use is_available, because that blocks diseased characters
any_courtier_or_guest = {
is_adult = yes
is_alive = yes
is_in_army = no
is_imprisoned = no
is_incapable = no
has_trait = scope:plague_to_check.epidemic_type.epidemic_trait
save_temporary_scope_as = courtier_temp
}
}
}
}
}
immediate = {
capital_county = {
random_county_province = {
limit = {
any_province_epidemic = {
intensity >= major
save_temporary_scope_as = plague_to_check
root = {
# We don't use is_available, because that blocks diseased characters
any_courtier_or_guest = {
is_adult = yes
is_alive = yes
is_in_army = no
is_imprisoned = no
is_incapable = no
has_trait = scope:plague_to_check.epidemic_type.epidemic_trait
}
}
}
}
random_province_epidemic = {
intensity >= major
save_scope_as = epidemic_scope
}
}
}
# We don't use is_available, because that blocks diseased characters
random_courtier_or_guest = {
limit = {
is_adult = yes
is_alive = yes
is_in_army = no
is_imprisoned = no
is_incapable = no
has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
save_scope_as = leeched_courtier
}
}
option = { # Leeches! Leeches for everyone!
name = epidemic_events.1030.a
if = {
limit = {
has_government = landless_adventurer_government
is_ai = no
}
remove_short_term_gold = { 10 20 }
}
random_list = {
50 = {
desc = epidemic_events.1030.a.success
show_chance = no
send_interface_toast = {
title = epidemic_events.1030.a.success
left_icon = root
right_icon = scope:leeched_courtier
every_courtier_or_guest = {
custom = every_infected_courtier_and_guest
limit = {
has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
add_character_modifier = {
modifier = medicating_with_leeches_good
years = 5
}
add_opinion = {
modifier = grateful_opinion
opinion = 25
target = root
}
}
if = {
limit = {
root = {
has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
}
add_character_modifier = {
modifier = medicating_with_leeches_good
years = 5
}
}
if = {
limit = { is_landed = yes }
capital_county = {
add_county_modifier = {
modifier = healthy_court
years = 15
}
}
}
}
}
50 = {
desc = epidemic_events.1030.a.failure
show_chance = no
send_interface_toast = {
title = epidemic_events.1030.a.failure
left_icon = root
right_icon = scope:leeched_courtier
every_courtier_or_guest = {
custom = every_infected_courtier_and_guest
limit = {
has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
add_opinion = {
modifier = annoyed_opinion
opinion = -30
target = root
}
}
}
}
}
stress_impact = {
paranoid = medium_stress_impact_loss
impatient = minor_stress_impact_loss
generous = minor_stress_impact_loss
patient = minor_stress_impact_gain
calm = minor_stress_impact_gain
cynical = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -0.5
}
}
}
option = { # Maybe we should trust in the medical experts
name = epidemic_events.1030.b
every_courtier_or_guest = {
custom = every_infected_courtier_and_guest
limit = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
add_opinion = {
modifier = angry_opinion
opinion = -15
target = root
}
}
random = {
chance = 35
add_learning_skill = 1
}
stress_impact = {
paranoid = minor_stress_impact_gain
impatient = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
}
############################
## Courtiers are becoming flagellants to thwart the plague
## 1040
## by James Beaumont
############################
epidemic_events.1040 = {
type = character_event
title = epidemic_events.1040.t
desc = {
desc = epidemic_events.1040.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:chaplain = {
has_trait = flagellant
}
}
desc = epidemic_events.1040.desc.mid.approves
}
desc = epidemic_events.1040.desc.mid
}
}
theme = plague
override_background = { reference = ce1_funeral_pyre }
override_effect_2d = { reference = smoke }
left_portrait = {
character = root
animation = shock
}
right_portrait = {
character = scope:chaplain
triggered_animation = {
trigger = {
has_trait = flagellant
}
animation = happiness
}
animation = anger
camera = camera_event_right_forward
}
cooldown = { years = 15 }
trigger = {
is_available_adult = yes
# Only if there's a big plague
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity >= major
}
}
}
exists = cp:councillor_court_chaplain
}
immediate = {
get_random_nearby_realm_epidemic = { INTENSITY = major }
cp:councillor_court_chaplain = { save_scope_as = chaplain }
}
option = { # They're clearly just perverts
name = epidemic_events.1040.a
if = {
limit = {
scope:chaplain = { has_trait = flagellant }
}
progress_towards_rival_effect = {
CHARACTER = scope:chaplain
REASON = rival_kinkshamed_my_flagellating
OPINION = default_rival_opinion
}
}
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = persecuted_flagellants
years = 10
}
}
stress_impact = {
zealous = minor_stress_impact_gain
# Nice self-report bro
flagellant = medium_stress_impact_gain
deviant = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
add = -50
has_trait = flagellant
}
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = { # I'm sure this is fine. This is totally fine. No consequences can arise as a result of this.
name = epidemic_events.1040.b
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = rampant_flagellants
years = 10
}
}
stress_impact = {
flagellant = minor_stress_impact_loss # They're just like me fr!
sadistic = minor_stress_impact_loss # I love seeing people in pain
compassionate = minor_stress_impact_gain # I hate seeing people in pain
cynical = minor_stress_impact_gain # I don't believe flagellating makes god love u
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
}
}
}
option = { # Maybe they're right!
name = epidemic_events.1040.c
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = rampant_flagellants
years = 10
}
}
if = {
limit = {
scope:chaplain = { has_trait = flagellant }
}
progress_towards_friend_effect = {
CHARACTER = scope:chaplain
REASON = friend_flagellating_together
OPINION = default_friend_opinion
}
}
if = {
limit = {
NOT = { has_trait = flagellant }
}
add_trait = flagellant
}
stress_impact = {
base = major_stress_impact_loss
craven = minor_stress_impact_gain # pain hurts
arrogant = minor_stress_impact_gain # I don't deserve this
cynical = minor_stress_impact_gain # I don't believe flagellating makes god love me
}
ai_chance = {
base = 0 # Don't do this unless you're already flagellant
modifier = {
add = 50
has_trait = flagellant
}
}
}
}
############################
## Heretics are claiming it's the end of the world
## 1050
## by James Beaumont
############################
epidemic_events.1050 = {
type = character_event
title = epidemic_events.1050.t
desc = epidemic_events.1050.desc
theme = plague
override_background = ce1_funeral_pyre
override_effect_2d = { reference = smoke }
left_portrait = {
character = root
animation = pondering
camera = camera_event_center_pointing_right
}
right_portrait = {
character = scope:chaplain
animation = worry
camera = camera_event_right_pointing_right
}
cooldown = { years = 6 }
trigger = {
is_available = yes
# Only if there's a big plague
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity >= major
}
}
}
# You have someone to tell you that this is heresy
exists = cp:councillor_court_chaplain
}
immediate = {
get_random_nearby_realm_epidemic = { INTENSITY = major }
cp:councillor_court_chaplain = { save_scope_as = chaplain }
}
option = { # Root them out!
name = epidemic_events.1050.a
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = apocalyptic_inquisition
years = 10
}
}
stress_impact = {
# What if they're right? D:
zealous = minor_stress_impact_gain
paranoid = medium_stress_impact_gain
trusting = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1
ai_zeal = 0.2
}
}
}
option = { # Go and debate them
name = epidemic_events.1050.b
duel = {
skill = learning
value = high_skill_rating
# Success: the plague cult is silenced
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = epidemic_events.1050.b.tt.success
root = {
send_interface_toast = {
title = epidemic_events.1050.b.tt.success
left_icon = scope:chaplain
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
}
}
}
# Failure: the plague cult still happens
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = epidemic_events.1050.b.tt.failure
root = {
send_interface_toast = {
title = epidemic_events.1050.b.tt.failure
left_icon = scope:chaplain
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_loss }
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = plague_cult
years = 10
}
}
}
}
}
}
stress_impact = {
cynical = minor_stress_impact_gain
lazy = minor_stress_impact_gain
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_energy = 0.5
ai_greed = -1
}
}
}
option = { # Just ignore it
name = epidemic_events.1050.c
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_gain }
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = plague_cult
years = 10
}
}
stress_impact = {
diligent = minor_stress_impact_gain
just = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
}
}
}
}
############################
## People blaming the plague on witches/animals event chain
## 1060
## by James Beaumont
############################
epidemic_events.1060 = {
type = character_event
title = epidemic_events.1060.t
window = big_event_window
override_effect_2d = { reference = rain }
desc = {
desc = epidemic_events.1060.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:cats
}
}
desc = epidemic_events.1060.desc.mid.cats
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:dogs
}
}
desc = epidemic_events.1060.desc.mid.dogs
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:faith
}
}
desc = epidemic_events.1060.desc.mid.faith
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
NOT = { var:trait_blamed = trait:witch }
}
}
desc = epidemic_events.1060.desc.mid.trait
}
}
first_valid = {
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
var:trait_blamed = trait:witch
}
}
desc = epidemic_events.1060.desc.mid2.witches
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
}
}
desc = epidemic_events.1060.desc.mid2.sin
}
}
desc = epidemic_events.1060.desc.outro
}
theme = plague
left_portrait = {
character = root
animation = stress
}
cooldown = { years = 15 }
trigger = {
is_available_adult = yes
# Only if there's a big plague
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity >= major
}
}
}
}
immediate = {
get_random_nearby_realm_epidemic = { INTENSITY = major }
create_story = plague_witch_hunt
random_owned_story = {
type = plague_witch_hunt
save_scope_as = story_scope
# This is used to keep track of which epidemic is the source of people blaming the plague on some group
set_variable = {
name = plague
value = scope:epidemic_scope
}
random_list = {
30 = {
# blamed_pague_on determines what or who has been blamed for the plague
set_variable = {
name = blamed_plague_on
value = flag:cats
}
}
20 = {
trigger = {
NOT = {
# No attacking the puppos for Zoroastrians and Canary Islanders
root.faith.religion = religion:zoroastrianism_religion
root.faith.religion = religion:north_african_religion
}
}
set_variable = {
name = blamed_plague_on
value = flag:dogs
}
}
20 = { # Religious minorities
root = { select_scapegoat_faith_effect = yes }
set_variable = {
name = blamed_plague_on
value = flag:faith
}
set_variable = {
name = faith_blamed
value = scope:faith_to_blame
}
}
20 = {
trigger = {
trait_is_shunned_or_criminal_in_faith_trigger = {
TRAIT = witch
FAITH = root.faith
GENDER_CHARACTER = root
}
}
set_variable = {
name = blamed_plague_on
value = flag:trait
}
set_variable = {
name = trait_blamed
value = trait:witch
}
}
20 = {
random_trait_in_category = {
category = personality
limit = {
save_temporary_scope_as = sin_trait_to_check
root.faith = {
trait_is_sin = scope:sin_trait_to_check
}
}
save_scope_as = sinful_trait
}
set_variable = {
name = blamed_plague_on
value = flag:trait
}
set_variable = {
name = trait_blamed
value = scope:sinful_trait
}
}
}
}
}
option = { # Am I not an authority on religious matters? This is heresy!
name = epidemic_events.1060.c
reason = piety_level
trigger = {
piety_level >= very_high_piety_level
}
custom_tooltip = witch_trial_story_tt
if = {
limit = {
scope:story_scope = {
exists = var:faith_blamed
var:faith_blamed.religion = religion:judaism_religion
}
}
add_character_modifier = {
modifier = protected_jews
years = 10
}
}
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = divine_guidance
years = 10
}
}
add_piety = medium_piety_gain
ai_chance = { # This is the objectively best option, the AI should generally pick it if they're not insane
base = 1000
ai_value_modifier = {
ai_rationality = 1
ai_honor = 1
ai_zeal = 1
}
}
}
option = { # How awful!
name = epidemic_events.1060.a
custom_tooltip = witch_trial_story_tt
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = rampant_witch_trials
years = 10
}
}
stress_impact = {
diligent = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1
ai_zeal = 0.2
}
}
}
option = { # Stop this madness in the name of your king!
name = epidemic_events.1060.b
custom_tooltip = witch_trial_story_tt
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = witch_trials_slowed
years = 10
}
}
stress_impact = {
zealous = minor_stress_impact_gain
paranoid = medium_stress_impact_gain
trusting = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_honor = 0.5
}
}
}
}
############################
## People are burning cats/dogs
## 1061
## by James Beaumont
############################
epidemic_events.1061 = {
type = character_event
window = big_event_window
title = epidemic_events.1061.t
desc = {
desc = epidemic_events.1061.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:cats
}
}
desc = epidemic_events.1061.desc.mid.cats
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:dogs
}
}
desc = epidemic_events.1061.desc.mid.dogs
}
}
desc = epidemic_events.1061.desc.outro
}
theme = plague
override_background = { reference = ce1_funeral_pyre }
override_effect_2d = {
reference = smoke
}
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:chaplain
animation = shock
}
cooldown = { years = 5 }
trigger = {
scope:story_scope = {
OR = {
var:blamed_plague_on = flag:cats
var:blamed_plague_on = flag:dogs
}
}
exists = cp:councillor_court_chaplain
}
immediate = {
cp:councillor_court_chaplain = { save_scope_as = chaplain }
}
option = { # I declare cats/dogs to be the royal animal of the realm!
name = epidemic_events.1061.c
reason = prestige_level
trigger = {
prestige_level >= very_high_prestige_level
}
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
if = {
limit = {
scope:story_scope = {
var:blamed_plague_on = flag:cats
}
}
add_character_modifier = {
modifier = royal_cats
years = 25
}
}
else_if = {
limit = {
var:blamed_plague_on = flag:dogs
}
add_character_modifier = {
modifier = royal_dogs
years = 25
}
}
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = plague_animals_loose
years = 5
}
}
custom_tooltip = cats_and_dogs_trial_will_end_tt
hidden_effect = {
scope:story_scope = { end_story = yes }
}
ai_chance = { # This is the objectively best option, the AI should generally pick it if they're not insane
base = 1000
ai_value_modifier = {
ai_rationality = 1
ai_honor = 1
ai_zeal = 1
}
}
}
option = { # Well, nothing I can do unfortunately
name = epidemic_events.1061.a
custom_tooltip = unforseen_consequences_tt
hidden_effect = {
random_list = {
50 = {
send_interface_toast = {
title = epidemic_events.1061.a.success
left_icon = root
custom_tooltip = burning_animals_does_nothing_tt
}
}
50 = {
send_interface_toast = {
title = epidemic_events.1061.a.failure
left_icon = root
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = lacking_cats_and_dogs
years = 10
}
}
}
}
}
}
stress_impact = {
diligent = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = -0.5
}
}
}
option = { # Try to stop them!
name = epidemic_events.1061.b
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = plague_animals_loose
years = 10
}
}
add_legitimacy = miniscule_legitimacy_loss
stress_impact = {
lazy = minor_stress_impact_gain
paranoid = medium_stress_impact_gain
trusting = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_honor = 1
ai_energy = 0.5
}
}
}
}
############################
## A skilled cat/dog-catcher offers to round them all up
## 1062
## by James Beaumont
############################
epidemic_events.1062 = {
type = character_event
window = big_event_window
override_background = throne_room
title = epidemic_events.1062.t
desc = {
desc = epidemic_events.1062.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:cats
}
}
desc = epidemic_events.1062.desc.mid.cats
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:dogs
}
}
desc = epidemic_events.1062.desc.mid.dogs
}
}
desc = epidemic_events.1062.desc.outro
}
theme = plague
left_portrait = {
character = root
animation = pondering
camera = camera_event_scheme_center
}
center_portrait = {
character = scope:poacher_1
animation = hunting_knife_start
camera = camera_event_scheme_far_right
}
right_portrait = {
character = scope:poacher_2
animation = bow_idle
}
cooldown = { years = 5 }
trigger = {
scope:story_scope = {
OR = {
var:blamed_plague_on = flag:cats
var:blamed_plague_on = flag:dogs
}
}
}
immediate = {
create_character = {
template = generic_peasant_character
location = root.location
culture = root.culture
faith = root.faith
gender_female_chance = root_soldier_female_chance
save_scope_as = poacher_1
after_creation = {
add_character_flag = created
}
}
create_character = {
template = generic_peasant_character
location = root.location
culture = root.culture
faith = root.faith
gender_female_chance = root_soldier_female_chance
save_scope_as = poacher_2
after_creation = {
add_character_flag = created
}
}
}
option = { # I declare cats/dogs to be the royal animal of the realm!
name = epidemic_events.1061.c
reason = prestige_level
trigger = {
prestige_level >= very_high_prestige_level
}
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
if = {
limit = {
scope:story_scope = {
var:blamed_plague_on = flag:cats
}
}
add_character_modifier = {
modifier = royal_cats
years = 25
}
}
else_if = {
limit = {
var:blamed_plague_on = flag:dogs
}
add_character_modifier = {
modifier = royal_dogs
years = 25
}
}
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = plague_animals_loose
years = 5
}
}
custom_tooltip = cats_and_dogs_trial_will_end_tt
hidden_effect = {
scope:story_scope = { end_story = yes }
}
ai_chance = { # This is the objectively best option, the AI should generally pick it if they're not insane
base = 1000
ai_value_modifier = {
ai_rationality = 1
ai_honor = 1
ai_zeal = 1
}
}
}
option = { # Catch them and kill them!
name = epidemic_events.1062.a
custom_tooltip = unforseen_consequences_tt
hidden_effect = {
random_list = {
33 = {
send_interface_toast = {
title = epidemic_events.1062.a.no_effect
left_icon = root
}
}
33 = {
send_interface_toast = {
title = epidemic_events.1062.a.success
left_icon = root
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = lacking_cats_and_dogs_good
years = 10
}
}
}
}
33 = {
send_interface_toast = {
title = epidemic_events.1062.a.failure
left_icon = root
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = lacking_cats_and_dogs
years = 10
}
}
}
}
}
}
stress_impact = {
diligent = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = -0.5
}
}
}
option = { # Catch them and bring them to the capital
name = epidemic_events.1062.b
custom_tooltip = unforseen_consequences_tt
hidden_effect = {
random_list = {
77 = {
send_interface_toast = {
title = epidemic_events.1062.b.no_effect
left_icon = root
}
}
33 = {
send_interface_toast = {
title = epidemic_events.1062.b.failure
left_icon = root
capital_county = {
add_county_modifier = {
modifier = full_of_rabid_animals
years = 10
}
}
}
}
}
}
stress_impact = {
lazy = minor_stress_impact_gain
paranoid = medium_stress_impact_gain
trusting = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_honor = 1
ai_energy = 0.5
}
}
}
after = {
scope:poacher_1 = {
silent_disappearance_ai_effect = yes
}
scope:poacher_2 = {
silent_disappearance_ai_effect = yes
}
}
}
############################
## Repent! Repent! Adopt a virtuous trait like right now!
## 1063
## by James Beaumont
############################
epidemic_events.1063 = {
type = character_event
window = big_event_window
title = epidemic_events.1063.t
desc = {
desc = epidemic_events.1063.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:faith
}
}
desc = epidemic_events.1063.desc.mid.faith
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
exists = var:trait_blamed
NOT = { var:trait_blamed = trait:witch }
}
}
desc = epidemic_events.1063.desc.mid.sin
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
exists = var:trait_blamed
var:trait_blamed = trait:witch
}
}
desc = epidemic_events.1063.desc.mid.witch
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:cats
}
}
desc = epidemic_events.1063.desc.mid.cats
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:dogs
}
}
desc = epidemic_events.1063.desc.mid.dogs
}
}
desc = epidemic_events.1063.desc.outro
}
theme = plague
override_effect_2d = {
reference = rain
}
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:priest
animation = debating
}
cooldown = { years = 5 }
trigger = {
is_available_adult = yes
# Make sure that ROOT doesn't have literally every virtuous trait in their faith
any_trait_in_category = {
category = personality
save_temporary_scope_as = random_virtue_trait_trigger
root = {
NOT = { has_trait = prev }
}
root.faith = { trait_is_virtue = scope:random_virtue_trait_trigger }
}
# Root has something to repent for
OR = {
num_sinful_traits >= 1
AND = {
is_witch_trigger = yes
trait_is_shunned_or_criminal_in_faith_trigger = {
TRAIT = witch
FAITH = root.faith
GENDER_CHARACTER = root
}
}
AND = {
is_incestuous_trigger = yes
trait_is_shunned_or_criminal_in_faith_trigger = {
TRAIT = incestuous
FAITH = root.faith
GENDER_CHARACTER = root
}
}
AND = {
scope:story_scope = {
var:blamed_plague_on = flag:cats
}
has_cat_trigger = yes
}
AND = {
scope:story_scope = {
var:blamed_plague_on = flag:dogs
}
has_dog_trigger = yes
}
}
}
immediate = {
# Determine the trait to be super into
random_trait_in_category = {
category = personality
limit = {
save_temporary_scope_as = random_virtue_trait
root = {
NOT = { has_trait = prev }
}
root.faith = { trait_is_virtue = scope:random_virtue_trait }
}
save_scope_as = virtuous_trait
}
# Create a priest
create_character = {
template = priest_character_template
location = root.location
culture = root.culture
faith = root.faith
save_scope_as = priest
}
}
option = { # Uhhh actually, he speaks the bullshit!
name = epidemic_events.1063.c
reason = piety_level
trigger = {
piety_level >= very_high_piety_level
}
duel = {
skill = learning
value = high_skill_rating
# Success: you are able to argue you're good actually
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = epidemic_events.1063.c.success
send_interface_toast = {
title = epidemic_events.1063.c.success
left_icon = root
add_piety = major_piety_gain
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
}
}
# Failure: people are still into it
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = epidemic_events.1063.c.failure
send_interface_toast = {
title = epidemic_events.1063.c.failure
left_icon = root
add_legitimacy = miniscule_legitimacy_loss
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = refused_to_repent
years = 10
}
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 2
ai_zeal = 1
}
}
}
option = { # I repent! I repent!
name = epidemic_events.1063.a
if = {
limit = {
scope:virtuous_trait = {
any_opposite_trait = {
root = { has_trait = prev }
}
}
}
scope:virtuous_trait = {
random_opposite_trait = {
limit = {
root = { has_trait = prev }
}
root = {
remove_trait = prev
}
}
}
}
if = {
limit = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
exists = var:trait_blamed
var:trait_blamed = trait:witch
}
is_witch_trigger = yes
}
remove_witch_secret_or_trait_effect = yes
}
add_trait_force_tooltip = scope:virtuous_trait
stress_impact = {
base = massive_stress_impact_gain
lazy = minor_stress_impact_gain
cynical = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1 # This is a very rash decision
ai_energy = -0.5 # This is a very hard decision
ai_zeal = 0.5 # This is a very religious decision
}
}
}
option = { # What a load of bollocks
name = epidemic_events.1063.b
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = refused_to_repent
years = 10
}
}
add_legitimacy = miniscule_legitimacy_loss
stress_impact = {
base = minor_stress_impact_gain
cynical = medium_stress_impact_loss # Am I *really* a sinner tho?
zealous = medium_stress_impact_gain
trusting = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_zeal = -0.5
}
}
}
}
############################
## Witch trials
## 1064
## by James Beaumont
############################
epidemic_events.1064 = {
type = character_event
window = big_event_window
title = epidemic_events.1064.t
desc = {
desc = epidemic_events.1064.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
exists = var:trait_blamed
NOT = { var:trait_blamed = trait:witch }
}
}
desc = epidemic_events.1064.desc.mid.sin
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
exists = var:trait_blamed
var:trait_blamed = trait:witch
}
}
desc = epidemic_events.1064.desc.mid.witch
}
}
desc = epidemic_events.1064.desc.outro
}
theme = plague
override_background = { reference = ce1_funeral_pyre }
override_effect_2d = {
reference = rain
}
left_portrait = {
character = root
animation = worry
}
cooldown = { years = 5 }
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
}
any_sub_realm_county = {
development_level >= 3
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
}
immediate = {
random_sub_realm_county = {
limit = {
development_level >= 3
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
save_scope_as = witch_trial_county
}
}
option = { # Let me make a well-formulated argument that sinning is fine actually
name = epidemic_events.1064.c
reason = piety_level
trigger = {
piety_level >= high_piety_level
}
duel = {
skill = learning
value = high_skill_rating
# Success: you are able to argue you're good actually
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = epidemic_events.1064.c.success
send_interface_toast = {
title = epidemic_events.1064.c.success
left_icon = root
add_piety = medium_piety_gain
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
}
}
# Failure: people are still into it
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = epidemic_events.1064.c.failure
send_interface_toast = {
title = epidemic_events.1064.c.failure
left_icon = root
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_loss }
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = witch_trials_obstructed
years = 10
}
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 2
ai_zeal = 1
}
}
}
option = { # The witch trials are fine maybe probably
name = epidemic_events.1064.a
scope:witch_trial_county = {
change_development_level = -2
change_county_control = -100
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -0.2
ai_honor = -0.5
ai_zeal = 0.5
}
}
}
option = { # Stop it! Stop it right now!
name = epidemic_events.1064.b
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = witch_trials_obstructed
years = 15
}
}
add_legitimacy = miniscule_legitimacy_loss
stress_impact = {
trusting = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.2
ai_honor = 0.5
ai_zeal = -0.5
}
}
}
}
############################
## Walk of shame
## 1065
## by James Beaumont
############################
scripted_trigger epidemic_events_1065_has_blamed_trait = {
is_ruler = no
location = root.location
OR = {
has_trait = scope:story_scope.var:trait_blamed
AND = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
exists = var:trait_blamed
NOT = { var:trait_blamed = trait:witch }
}
is_witch_trigger = yes
}
}
}
epidemic_events.1065 = {
type = character_event
window = big_event_window
title = epidemic_events.1065.t
desc = {
desc = epidemic_events.1065.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
exists = var:trait_blamed
NOT = { var:trait_blamed = trait:witch }
}
}
desc = epidemic_events.1065.desc.mid.sin
}
triggered_desc = {
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
exists = var:trait_blamed
var:trait_blamed = trait:witch
}
}
desc = epidemic_events.1065.desc.mid.witch
}
}
desc = epidemic_events.1065.desc.outro
}
theme = plague
override_background = corridor_night
left_portrait = {
character = root
animation = stress
camera = camera_torso_scheme_player
}
right_portrait = {
character = scope:shamed_buddy
animation = shock
camera = camera_torso_scheme_target
}
cooldown = { years = 5 }
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:trait
}
OR = {
# Prioritise spouses
any_spouse = {
epidemic_events_1065_has_blamed_trait = yes
}
# Family members
any_close_or_extended_family_member = {
epidemic_events_1065_has_blamed_trait = yes
}
# Lovers
any_relation = {
type = lover
epidemic_events_1065_has_blamed_trait = yes
}
# Friends
any_relation = {
type = friend
epidemic_events_1065_has_blamed_trait = yes
}
# Concubines
any_consort = {
epidemic_events_1065_has_blamed_trait = yes
}
}
}
immediate = {
if = {
limit = {
any_spouse = {
epidemic_events_1065_has_blamed_trait = yes
}
}
random_spouse = {
limit = {
epidemic_events_1065_has_blamed_trait = yes
}
save_scope_as = shamed_buddy
}
}
else_if = {
limit = {
any_close_or_extended_family_member = {
epidemic_events_1065_has_blamed_trait = yes
}
}
random_close_or_extended_family_member = {
limit = {
epidemic_events_1065_has_blamed_trait = yes
}
save_scope_as = shamed_buddy
}
}
else_if = {
limit = {
any_relation = {
type = lover
epidemic_events_1065_has_blamed_trait = yes
}
}
random_relation = {
type = lover
limit = {
epidemic_events_1065_has_blamed_trait = yes
}
save_scope_as = shamed_buddy
}
}
else_if = {
limit = {
any_relation = {
type = friend
epidemic_events_1065_has_blamed_trait = yes
}
}
random_relation = {
type = friend
limit = {
epidemic_events_1065_has_blamed_trait = yes
}
save_scope_as = shamed_buddy
}
}
else_if = {
limit = {
any_consort = {
epidemic_events_1065_has_blamed_trait = yes
}
}
random_consort = {
limit = {
epidemic_events_1065_has_blamed_trait = yes
}
save_scope_as = shamed_buddy
}
}
}
option = { # I will take your place, buddy
name = epidemic_events.1065.c
trigger = {
has_trait = august
}
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_loss }
increase_wounds_no_death_effect = { REASON = beaten }
upgrade_to_friend_effect = {
CHARACTER = scope:shamed_buddy
REASON = friend_walk_of_shame
}
stress_impact = {
base = medium_stress_impact_gain
arrogant = minor_stress_impact_gain
humble = medium_stress_impact_loss
compassionate = medium_stress_impact_loss
gregarious = minor_stress_impact_loss
eccentric = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -2
ai_sociability = 1
ai_zeal = 1
}
}
}
option = { # Just do it, buddy
name = epidemic_events.1065.a
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_loss }
scope:shamed_buddy = {
add_prestige = massive_prestige_loss
hidden_effect = {
increase_wounds_no_death_effect = { REASON = beaten }
increase_wounds_no_death_effect = { REASON = beaten }
}
show_as_tooltip = {
add_trait = wounded_2
}
}
stress_impact = {
just = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -0.2
ai_honor = -0.5
ai_sociability = -1
ai_zeal = 0.5
}
}
}
option = { # Absolutely not!
name = epidemic_events.1065.b
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = witch_trials_obstructed
years = 10
}
}
stress_impact = {
trusting = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.2
ai_honor = 0.5
ai_sociability = 0.5
ai_zeal = -0.5
}
}
}
}
############################
## Peasants are forcing minorities out
## 1066-1067
## by James Beaumont
############################
epidemic_events.1066 = {
type = character_event
window = big_event_window
title = epidemic_events.1066.t
desc = epidemic_events.1066.desc
theme = plague
override_background = burning_building
override_effect_2d = { reference = smoke }
left_portrait = {
character = root
animation = grief
}
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:faith
}
}
cooldown = { years = 5 }
immediate = {
add_legitimacy = miniscule_legitimacy_loss
}
option = { # Offer minorities asylum in the capital
name = epidemic_events.1066.c
trigger = {
has_trait = administrator
}
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
this != root.capital_county
}
change_development_progress = -50
}
capital_county = {
change_development_progress_with_overflow = 50
add_county_modifier = {
modifier = persecuted_minorities_protected
years = 15
}
}
stress_impact = {
zealous = minor_stress_impact_gain # I'm a fundementalist
callous = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_compassion = 1
ai_zeal = -0.5
}
}
}
option = { # Forbid the expulsion
name = epidemic_events.1066.a
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
this != root.capital_county
}
change_county_control = major_county_control_loss
add_county_modifier = {
modifier = minority_persecution_forbidden
years = 10
}
if = {
limit = {
faith = scope:faith_blamed
}
random = {
chance = 35
set_county_faith = root.faith
}
}
}
stress_impact = {
zealous = minor_stress_impact_gain # I'm a fundementalist
callous = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
ai_compassion = 1
ai_zeal = -1
}
}
}
option = { # Oof, sure fine, let them be expelled
name = epidemic_events.1066.b
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
change_development_progress = -50
add_county_modifier = {
modifier = persecuted_minorities_expelled
years = 10
}
}
hidden_effect = {
save_scope_as = bigoted_ruler_that_everyone_hates
if = {
limit = {
any_neighboring_and_across_water_top_liege_realm_owner = {
is_alive = yes
any_character_to_title_neighboring_and_across_water_county = {
holder.top_liege = scope:bigoted_ruler_that_everyone_hates
}
}
}
random_neighboring_and_across_water_top_liege_realm_owner = {
limit = {
is_alive = yes
any_character_to_title_neighboring_and_across_water_county = {
holder.top_liege = scope:bigoted_ruler_that_everyone_hates
}
}
trigger_event = {
id = epidemic_events.1067
days = { 3 10 }
}
}
}
}
stress_impact = {
just = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
diligent = minor_stress_impact_gain
gallant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1
ai_compassion = -1
ai_honor = -0.5
ai_zeal = 0.5
}
}
}
}
# Response event for a neighbouring ruler
epidemic_events.1067 = {
type = character_event
title = epidemic_events.1067.t
desc = epidemic_events.1067.desc
theme = plague
left_portrait = {
character = root
animation = thinking
}
option = { # Funnel them all into the capital
name = epidemic_events.1067.c
trigger = {
has_trait = administrator
}
capital_county = {
change_development_progress_with_overflow = 150
add_county_modifier = {
modifier = plague_minorities_sanctuary_boosted
years = 10
}
}
stress_impact = {
paranoid = minor_stress_impact_gain
zealous = minor_stress_impact_gain
callous = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_compassion = 1
ai_zeal = -0.5
}
}
}
option = { # Oh cool, welcome!
name = epidemic_events.1067.a
scope:bigoted_ruler_that_everyone_hates = {
every_character_to_title_neighboring_and_across_water_county = {
custom = every_bordering_county
change_development_progress = 50
add_county_modifier = {
modifier = plague_minorities_sanctuary
years = 10
}
}
}
stress_impact = {
paranoid = minor_stress_impact_gain # Foreigners? They could be spies!
zealous = minor_stress_impact_gain # I'm a fundementalist
callous = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
ai_compassion = 1
ai_zeal = -1
}
}
}
option = { # Well, they can't come 'ere
name = epidemic_events.1067.b
stress_impact = {
just = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
diligent = minor_stress_impact_gain
greedy = minor_stress_impact_gain
gallant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1
ai_compassion = -1
ai_honor = -0.5
ai_zeal = 0.5
}
}
}
}
############################
## Nobles are struggling to get loans
## 1068
## by James Beaumont
############################
epidemic_events.1068 = {
type = character_event
window = big_event_window
title = epidemic_events.1068.t
desc = epidemic_events.1068.desc
theme = plague
override_background = throne_room
left_portrait = {
character = root
animation = stunned
}
right_portrait = {
character = scope:loneless_vassal
animation = obsequious_bow
triggered_outfit = {
remove_default_outfit = no
outfit_tags = { beggar_rags }
}
}
cooldown = { years = 5 }
trigger = {
scope:story_scope = {
var:blamed_plague_on = flag:faith
}
any_vassal = {
is_landed_or_landless_administrative = yes # No unlanded HoFs
exists = capital_county # No barons
highest_held_title_tier >= tier_county
any_sub_realm_county = {
any_county_province_epidemic = {
this = scope:epidemic_scope
}
}
}
}
immediate = {
random_vassal = {
limit = {
is_landed_or_landless_administrative = yes
exists = capital_county
highest_held_title_tier >= tier_county
any_sub_realm_county = {
any_county_province_epidemic = {
this = scope:epidemic_scope
}
}
}
weight = {
base = 1
# Get guys who would likely wanna take loans
modifier = {
add = 10
gold <= 0
}
modifier = {
add = 10
gold <= minor_gold_value
}
modifier = {
add = 5
OR = {
has_trait = greedy
has_trait = profligate
}
}
}
save_scope_as = loneless_vassal
}
}
option = { # Try to make your vassal's realm a safe place for them
name = epidemic_events.1068.a
progress_towards_friend_effect = {
CHARACTER = scope:loneless_vassal
OPINION = default_friend_opinion
REASON = friend_plague_financial_help
}
scope:loneless_vassal = {
every_sub_realm_county = {
custom = all_of_vassals_holding
change_development_progress = 15
add_county_modifier = {
modifier = persecuted_minorities_financial_sanctuary
years = 10
}
}
}
stress_impact = {
zealous = minor_stress_impact_gain # I'm a fundementalist
callous = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
ai_compassion = 1
ai_zeal = -1
}
}
}
option = { # I'll offer you a loan!
name = epidemic_events.1068.b
progress_towards_friend_effect = {
CHARACTER = scope:loneless_vassal
OPINION = default_friend_opinion
REASON = friend_plague_financial_help
}
if = {
limit = {
scope:loneless_vassal = {
vassal_contract_obligation_level_can_be_increased = feudal_government_taxes
}
}
scope:loneless_vassal = {
vassal_contract_increase_obligation_level = feudal_government_taxes
}
}
else = {
add_hook = {
target = scope:loneless_vassal
type = indebted_hook
}
}
pay_short_term_gold = {
target = scope:loneless_vassal
gold = {
if = {
limit = {
scope:loneless_vassal.gold < 0
}
add = scope:loneless_vassal.gold
multiply = -1
}
min = tiny_gold_value
}
}
stress_impact = {
just = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
gold < major_gold_value
}
ai_value_modifier = {
ai_rationality = 1
ai_greed = 1
ai_honor = -0.5
ai_zeal = 0.5
}
}
}
option = { # Not my fuckin problem
name = epidemic_events.1068.c
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
progress_towards_rival_effect = {
CHARACTER = scope:loneless_vassal
OPINION = 0
REASON = rival_refused_to_help_my_loans
}
stress_impact = {
lazy = minor_stress_impact_loss
just = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
generous = minor_stress_impact_gain
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
ai_greed = 1
ai_honor = -0.5
ai_zeal = 0.5
}
}
}
}
############################
## Informed of plague showing up // Plague notification event
## 1100
## by James Beaumont
############################
epidemic_events.1100 = {
type = character_event
title = epidemic_events.1100.t
desc = {
first_valid = { # How bad is the disease?
triggered_desc = {
trigger = {
scope:epidemic = {
outbreak_intensity = major
}
}
desc = epidemic_events.1100.desc.intro.major
}
desc = epidemic_events.1100.desc.intro.fallback
}
first_valid = { # How important is the county it appeared in?
triggered_desc = {
trigger = {
scope:infected_county = {
any_county_province = {
barony = { is_holy_site_of = root.faith }
}
}
}
desc = epidemic_events.1100.desc.intro2.holy_site
}
triggered_desc = {
trigger = {
scope:infected_county = {
OR = {
this = root.capital_county
development_level >= 20
}
}
}
desc = epidemic_events.1100.desc.intro2.cool_place
}
desc = epidemic_events.1100.desc.intro2.backwater
}
first_valid = {
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:typhus
}
}
desc = epidemic_events.1100.desc.mid.typhus
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:bubonic_plague
}
}
desc = epidemic_events.1100.desc.mid.bubonic_plague
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:smallpox
}
}
desc = epidemic_events.1100.desc.mid.smallpox
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:measles
}
}
desc = epidemic_events.1100.desc.mid.measles
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:dysentery
}
}
desc = epidemic_events.1100.desc.mid.dysentery
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:ergotism
}
}
desc = epidemic_events.1100.desc.mid.ergotism
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:consumption
}
}
desc = epidemic_events.1100.desc.mid.consumption
}
desc = epidemic_events.1100.desc.mid.fallback
}
first_valid = {
triggered_desc = {
trigger = {
scope:infected_county = root.capital_county
}
desc = epidemic_events.1100.desc.outro.capital
}
desc = epidemic_events.1100.desc.outro
}
first_valid = {
triggered_desc = {
trigger = {
scope:epidemic = {
outbreak_intensity = major
}
}
desc = epidemic_events.1100.desc.mid2.major
}
desc = epidemic_events.1100.desc.mid2.fallback
}
}
theme = plague
override_effect_2d = {
reference = smoke
}
left_portrait = {
character = root
animation = stress
}
trigger = {
is_available = yes
NOR = { # Don't repeatedly inform the player of the same plague over and over
is_target_in_variable_list = {
name = plagues_notified
target = scope:epidemic
}
scope:epidemic = {
epidemic_type.epidemic_trait = trait:bubonic_plague
}
}
}
immediate = {
scope:province.county = {
save_scope_as = infected_county
}
add_to_variable_list = {
name = plagues_notified
target = scope:epidemic
}
# LEGITIMACY LOSS FROM OUTBREAK
if = {
limit = { scope:infected_county.holder ?= this }
show_as_tooltip = {
scope:epidemic = {
epidemic_outbreak_legitimacy_effect = { PROVINCE = scope:province }
}
}
}
add_plague_county_modifiers = yes
}
option = { # Damn :pensive:
name = {
text = {
first_valid = {
random_valid = {
triggered_desc = {
trigger = {
has_trait = scope:epidemic.epidemic_type.epidemic_trait
}
desc = epidemic_events.1100.a.already_has_it
}
triggered_desc = {
trigger = {
has_trait = compassionate
}
desc = epidemic_events.1100.a.compassionate
}
triggered_desc = {
trigger = {
has_trait = eccentric
}
desc = epidemic_events.1100.a.eccentric
}
triggered_desc = {
trigger = {
is_cannibal_trigger = yes
}
desc = epidemic_events.1100.a.cannibal
}
triggered_desc = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
}
}
desc = epidemic_events.1100.a.callous
}
triggered_desc = {
trigger = {
OR = {
has_trait = diligent
has_trait = just
}
}
desc = epidemic_events.1100.a.diligent
}
triggered_desc = {
trigger = {
OR = {
has_trait = paranoid
has_trait = craven
}
}
desc = epidemic_events.1100.a.paranoid
}
triggered_desc = {
trigger = {
OR = {
has_trait = brave
has_trait = arrogant
}
}
desc = epidemic_events.1100.a.brave
}
triggered_desc = {
trigger = {
has_trait = zealous
}
desc = epidemic_events.1100.a.zealous
}
}
desc = epidemic_events.1100.a
}
}
}
if = { # Admin governors lose a bit of trait XP if they don't try to do something
limit = {
is_governor = yes
has_trait = governor
}
increase_governance_effect = { VALUE = -2 }
}
ai_chance = {
base = 100
}
}
option = { # Call the physician!
name = epidemic_events.1100.b
trigger = {
exists = court_position:court_physician_court_position
}
reason = physician
custom_tooltip = {
text = physician_will_help_epidemic_tt
court_position:court_physician_court_position = { save_scope_as = physician }
trigger_event = {
id = physician_epidemic_events.1020
days = 3
}
}
ai_chance = {
base = 100
}
}
option = { # Call a physician!
name = epidemic_events.1100.c
trigger = {
NOT = { exists = court_position:court_physician_court_position }
OR = { # prevent stacking treatment
top_liege = this
is_ai = no
}
}
custom_tooltip = {
text = look_for_physician_epidemic_tt
add_character_flag = { flag = seeking_epidemic_treatment days = 30 }
trigger_event = {
id = health.3001 days = { court_physician_search_min court_physician_search_max }
}
}
ai_chance = {
base = 100
}
}
}
#Informed of an apocalyptic plague
epidemic_events.1101 = {
type = character_event
window = fullscreen_event
title = epidemic_events.1100.t
desc = {
desc = epidemic_events.1100.desc.intro.apocalyptic
first_valid = { # How important is the county it appeared in?
triggered_desc = {
trigger = {
scope:infected_county = {
any_county_province = {
barony = { is_holy_site_of = root.faith }
}
}
}
desc = epidemic_events.1100.desc.intro2.holy_site
}
triggered_desc = {
trigger = {
scope:infected_county = {
OR = {
this = root.capital_county
development_level >= 20
}
}
}
desc = epidemic_events.1100.desc.intro2.cool_place
}
desc = epidemic_events.1100.desc.intro2.backwater
}
first_valid = {
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:typhus
}
}
desc = epidemic_events.1100.desc.mid.typhus
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:bubonic_plague
}
}
desc = epidemic_events.1100.desc.mid.bubonic_plague
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:smallpox
}
}
desc = epidemic_events.1100.desc.mid.smallpox
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:measles
}
}
desc = epidemic_events.1100.desc.mid.measles
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:dysentery
}
}
desc = epidemic_events.1100.desc.mid.dysentery
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:ergotism
}
}
desc = epidemic_events.1100.desc.mid.ergotism
}
triggered_desc = {
trigger = {
scope:epidemic = {
epidemic_type.epidemic_trait = trait:consumption
}
}
desc = epidemic_events.1100.desc.mid.consumption
}
desc = epidemic_events.1100.desc.mid.fallback
}
first_valid = {
triggered_desc = {
trigger = {
scope:infected_county = root.capital_county
}
desc = epidemic_events.1100.desc.outro.capital
}
desc = epidemic_events.1100.desc.outro
}
desc = epidemic_events.1100.desc.mid2.apocalyptic
}
theme = plague
override_background = { reference = ce1_fullscreen_apocalyptic }
trigger = {
is_available = yes
OR = {
AND = {
has_dlc_feature = legends_of_the_dead
NOR = { # Don't repeatedly inform the player of the same plague over and over
is_target_in_variable_list = {
name = plagues_notified
target = scope:epidemic
}
# There's a special event for the Black Plague
scope:epidemic = {
epidemic_type.epidemic_trait = trait:bubonic_plague
}
}
}
AND = {
NOT = { # Don't repeatedly inform the player of the same plague over and over
is_target_in_variable_list = {
name = plagues_notified
target = scope:epidemic
}
}
NOT = { has_dlc_feature = legends_of_the_dead }
}
}
}
immediate = {
play_music_cue = apocalyptic_plague
scope:province.county = {
save_scope_as = infected_county
}
add_to_variable_list = {
name = plagues_notified
target = scope:epidemic
}
# LEGITIMACY LOSS FROM OUTBREAK
if = {
limit = { scope:infected_county.holder ?= this }
show_as_tooltip = {
scope:epidemic = {
epidemic_outbreak_legitimacy_effect = { PROVINCE = scope:province }
}
}
}
add_plague_county_modifiers = yes
}
option = { # Damn :pensive:
name = {
text = {
first_valid = {
random_valid = {
triggered_desc = {
trigger = {
has_trait = scope:epidemic.epidemic_type.epidemic_trait
}
desc = epidemic_events.1100.a.already_has_it
}
triggered_desc = {
trigger = {
has_trait = compassionate
}
desc = epidemic_events.1100.a.compassionate
}
triggered_desc = {
trigger = {
has_trait = eccentric
}
desc = epidemic_events.1100.a.eccentric
}
triggered_desc = {
trigger = {
is_cannibal_trigger = yes
}
desc = epidemic_events.1100.a.cannibal
}
triggered_desc = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
}
}
desc = epidemic_events.1100.a.callous
}
triggered_desc = {
trigger = {
OR = {
has_trait = diligent
has_trait = just
}
}
desc = epidemic_events.1100.a.diligent
}
triggered_desc = {
trigger = {
OR = {
has_trait = paranoid
has_trait = craven
}
}
desc = epidemic_events.1100.a.paranoid
}
triggered_desc = {
trigger = {
OR = {
has_trait = brave
has_trait = arrogant
}
}
desc = epidemic_events.1100.a.brave
}
triggered_desc = {
trigger = {
has_trait = zealous
}
desc = epidemic_events.1100.a.zealous
}
}
desc = epidemic_events.1100.a
}
}
}
ai_chance = {
base = 100
}
}
option = { # Call the physician!
name = epidemic_events.1100.b
trigger = {
OR = { # prevent stacking treatment
top_liege = this
is_ai = no
}
}
if = {
limit = {
NOT = { exists = court_position:court_physician_court_position }
}
custom_tooltip = {
text = look_for_physician_epidemic_tt
add_character_flag = { flag = seeking_epidemic_treatment days = 30 }
trigger_event = {
id = health.3001 days = { court_physician_search_min court_physician_search_max }
}
}
}
else = {
custom_tooltip = {
text = physician_will_help_epidemic_tt
court_position:court_physician_court_position = { save_scope_as = physician }
trigger_event = {
id = physician_epidemic_events.1020
days = 3
}
}
}
ai_chance = {
base = 100
}
}
}
############################
## Common graves for your graveyard?
## 1110
## by James Beaumont
############################
epidemic_events.1110 = {
type = character_event
title = epidemic_events.1110.t
desc = epidemic_events.1110.desc
theme = plague
left_portrait = {
character = root
animation = pondering
camera = camera_event_left_away_3_4
}
right_portrait = {
character = scope:chaplain
animation = beg
camera = camera_event_right_away
}
override_effect_2d = { reference = flies }
cooldown = { years = 10 }
trigger = {
is_available = yes
any_held_title = {
title_tier = county
any_county_province = {
has_building_or_higher = burial_site_01
}
}
# Only if there's a big plague
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity >= major
}
}
}
any_courtier_or_guest = {
is_available_ai_adult = yes
}
}
immediate = {
random_held_title = {
title_tier = county
limit = {
any_county_province = {
has_building_or_higher = burial_site_01
}
}
save_scope_as = graveyard_county
}
get_random_nearby_realm_epidemic = { INTENSITY = major }
if = {
limit = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = {
is_available_ai_adult = yes
}
}
cp:councillor_court_chaplain = { save_scope_as = chaplain }
}
else = {
random_courtier_or_guest = {
limit = {
is_available_ai_adult = yes
}
save_scope_as = chaplain
}
}
}
option = { # Okay, let's make room for common graves :eyeroll:
name = epidemic_events.1110.a
scope:graveyard_county = {
add_county_modifier = {
modifier = ce1_common_graves
years = 15
}
}
stress_impact = {
arrogant = minor_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
ai_rationality = 1
ai_vengefulness = -0.5
}
}
}
option = { # Lol, no shot I'm ruining my graveyard with commoners
name = epidemic_events.1110.b
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
add_prestige = medium_prestige_gain
every_sub_realm_county = {
custom = every_infected_county
limit = {
any_county_province = {
any_province_epidemic = {
this = scope:epidemic_scope
}
}
}
add_county_modifier = {
modifier = ce1_bodies_in_the_street
years = 15
}
}
stress_impact = {
compassionate = minor_stress_impact_gain
diligent = minor_stress_impact_gain
just = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
ai_rationality = -1
ai_vengefulness = 0.5
}
}
}
}
############################
## Catapult the plague corpses
## 1120
## by James Beaumont
############################
epidemic_events.1120 = {
type = character_event
title = epidemic_events.1120.t
desc = epidemic_events.1120.desc
theme = plague
override_background = { reference = ce1_funeral_pyre }
left_portrait = {
character = root
animation = thinking
}
trigger = {
is_available_adult_or_is_commanding = yes
# Catapults only
culture = { has_innovation = innovation_catapult }
# Only if you're leading the army yourself
scope:army = {
army_commander = root
}
#No sea provinces
location = { is_sea_province = no }
# Only do it to people you're at war with
OR = {
location.county.holder ?= { is_at_war_with = root }
location.county.holder ?= {
any_liege_or_above = {
is_at_war_with = root
}
}
}
# Only do it if you have a plague in your realm that is not present at the location
any_realm_county = {
title_province = {
any_province_epidemic = {
save_temporary_scope_as = epidemic_temp_scope
root.location.county.title_province = {
NOT = {
any_province_epidemic = { this = scope:epidemic_temp_scope }
}
}
}
}
}
# Check if you have a reason to hate this person
OR = {
has_relation_rival = location.county.holder
has_trait = sadistic
has_trait = torturer
}
}
cooldown = { years = 100 } # This shouldn't be too common
immediate = {
root = { save_scope_as = corpse_flinger }
location.county.holder = { save_scope_as = corpse_flingee }
location.county = { save_scope_as = flung_corpse_location }
# Get the epidemic
random_realm_county = {
limit = {
title_province = {
any_province_epidemic = {
save_temporary_scope_as = epidemic_temp_scope
root.location.county.title_province = {
NOT = {
any_province_epidemic = { this = scope:epidemic_temp_scope }
}
}
}
}
}
title_province = {
random_province_epidemic = {
limit = {
save_temporary_scope_as = epidemic_temp_scope
root.location.county.title_province = {
NOT = {
any_province_epidemic = { this = scope:epidemic_temp_scope }
}
}
}
save_scope_as = epidemic_scope
}
}
}
}
option = { # Fuckinnnnnnnn do it
name = epidemic_events.1120.a
hidden_effect = {
if = {
limit = {
scope:corpse_flingee = { location.county = scope:flung_corpse_location }
}
scope:corpse_flingee = {
trigger_event = epidemic_events.1121
}
}
else = {
scope:flung_corpse_location = {
add_county_modifier = {
modifier = ce1_siege_corpse
years = 15
}
}
}
}
create_character_memory = {
type = ce1_flung_corpse
participants = {
flingee = scope:corpse_flingee
}
}
show_as_tooltip = {
scope:flung_corpse_location = {
add_county_modifier = {
modifier = ce1_siege_corpse
years = 15
}
}
}
stress_impact = {
compassionate = major_stress_impact_gain
just = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
calm = minor_stress_impact_gain
humble = minor_stress_impact_gain
honest = minor_stress_impact_gain
zealous = minor_stress_impact_gain
trusting = minor_stress_impact_gain
vengeful = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
ai_zeal = -1
ai_compassion = -1
ai_vengefulness = 2
}
}
}
option = { # Fuckinnnnnnnn don't
name = epidemic_events.1120.b
stress_impact = {
torturer = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
ai_zeal = 1
ai_compassion = 1
ai_vengefulness = -2
}
}
}
}
# The enemy recieves the "gift"
epidemic_events.1121 = {
type = character_event
title = epidemic_events.1121.t
desc = epidemic_events.1121.desc
theme = plague
left_portrait = {
character = root
animation = shock
}
right_portrait = {
character = scope:corpse_flinger
animation = schadenfreude
}
immediate = {
create_character_memory = {
type = ce1_corpse_flung_at_me
participants = {
flinger = scope:corpse_flinger
}
}
}
option = { # Fling it back!
name = epidemic_events.1121.a
trigger = {
culture = { has_innovation = innovation_catapult }
}
show_as_unavailable = { always = yes }
random_list = {
50 = {
show_chance = no
desc = plague_averted_tt
send_interface_toast = {
title = plague_averted_tt
left_icon = root
right_icon = scope:corpse_flinger
hidden_effect = {
scope:corpse_flinger = {
trigger_event = epidemic_events.1122
}
}
}
create_character_memory = {
type = ce1_flung_corpse
participants = {
flingee = scope:corpse_flinger
}
}
}
50 = {
show_chance = no
desc = plague_still_infects_tt
send_interface_toast = {
title = plague_still_infects_tt
left_icon = root
right_icon = scope:corpse_flinger
scope:flung_corpse_location = {
add_county_modifier = {
modifier = ce1_siege_corpse
years = 15
}
}
infect_with_epidemic = scope:epidemic_scope
}
}
}
stress_impact = {
forgiving = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
just = minor_stress_impact_gain
calm = minor_stress_impact_gain
humble = minor_stress_impact_gain
honest = minor_stress_impact_gain
callous = minor_stress_impact_loss
sadistic = medium_stress_impact_loss
vengeful = major_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_vengefulness = 2
}
}
}
option = { # Do something about the corpse
name = epidemic_events.1121.b
duel = {
skill = learning
value = high_skill_rating
# You quarantine the corpse succesfully
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = epidemic_events.1121.b.success
left_icon = root
right_icon = scope:peasant_1
scope:location = {
add_province_modifier = {
modifier = ce1_quarantined_corpse
years = 10
}
}
}
}
# The quarantine fails
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = epidemic_events.1121.b.failure
left_icon = root
right_icon = scope:corpse_flinger
scope:flung_corpse_location = {
add_county_modifier = {
modifier = ce1_siege_corpse
years = 15
}
}
infect_with_epidemic = scope:epidemic_scope
}
}
}
stress_impact = {
arrogant = minor_stress_impact_gain
torturer = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
ai_zeal = 1
ai_compassion = 1
ai_vengefulness = -1
}
}
}
option = { # Just keep that thing away from me
name = epidemic_events.1121.c
scope:flung_corpse_location = {
add_county_modifier = {
modifier = ce1_siege_corpse
years = 15
}
}
stress_impact = {
arrogant = minor_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
ai_zeal = -1
ai_compassion = -1
}
}
}
}
# Return to sender
epidemic_events.1122 = {
type = character_event
title = epidemic_events.1122.t
desc = epidemic_events.1122.desc
theme = plague
left_portrait = {
character = root
animation = shock
}
right_portrait = {
character = scope:corpse_flingee
animation = schadenfreude
}
immediate = {
create_character_memory = {
type = ce1_corpse_flung_at_me
participants = {
flinger = scope:corpse_flinger
}
}
}
option = { # God damn it
name = epidemic_events.1122.a
infect_with_epidemic = scope:epidemic_scope
add_stress = major_stress_gain
ai_chance = {
base = 100
}
}
option = { # Throw it back again!
name = epidemic_events.1122.b
trigger = {
has_trait = torturer
}
random_list = {
25 = {
show_chance = no
desc = epidemic_events.1122.b.success
send_interface_toast = {
title = epidemic_events.1122.b.success
left_icon = root
right_icon = scope:corpse_flinger
hidden_effect = {
scope:corpse_flingee = {
trigger_event = epidemic_events.1123
}
}
}
}
75 = {
show_chance = no
desc = epidemic_events.1122.b.failure
send_interface_toast = {
title = epidemic_events.1122.b.failure
left_icon = root
right_icon = scope:corpse_flingee
add_character_modifier = {
modifier = ce1_heavily_ill
years = 5
}
infect_with_epidemic = scope:epidemic_scope
}
}
}
stress_impact = {
arrogant = minor_stress_impact_gain
torturer = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
ai_zeal = 1
ai_compassion = 1
ai_vengefulness = -1
}
}
}
}
# The meat shower
epidemic_events.1123 = {
type = character_event
title = epidemic_events.1123.t
desc = epidemic_events.1123.desc
theme = plague
left_portrait = {
character = root
animation = shock
}
right_portrait = {
character = scope:corpse_flinger
animation = schadenfreude
}
option = { # God damn it
name = epidemic_events.1123.a
scope:flung_corpse_location = {
add_county_modifier = {
modifier = ce1_siege_corpse
years = 15
}
}
create_character_memory = {
type = ce1_meat_shower
participants = {
flinger = scope:corpse_flinger
}
}
ai_chance = {
base = 100
}
}
}
############################
## Epidemic Flavor Events
## 3000-3999
## by Veronica Pazos
############################
############################
## You travel through an infected province
## 3000
## by Veronica Pazos
############################
epidemic_events.3000 = {
type = character_event
title = epidemic_events.3000.t
desc = epidemic_events.3000.desc
theme = plague
override_background = { reference = ce1_condemned_village }
override_effect_2d = {
reference = flies
}
left_portrait = {
character = root
triggered_animation = {
trigger = {
NOR = {
has_trait = callous
has_trait = sadistic
}
}
animation = fear
}
animation = thinking
}
right_portrait = {
character = scope:sick_peasant
triggered_animation = {
trigger = {
scope:epidemic_scope.epidemic_type.epidemic_trait = trait:ergotism
}
animation = dancing_plague
}
animation = sick_stomach
}
lower_center_portrait = scope:companion
cooldown = { years = 5 }
trigger = {
is_travelling = yes
location = {
any_province_epidemic = { }
}
current_travel_plan ?= {
any_entourage_character = {
this != root
is_physically_able_ai_adult = yes
}
}
}
immediate = {
location = {
save_scope_as = epidemic_location
}
location = {
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
current_travel_plan ?= {
random_entourage_character = {
limit = {
this != root
is_physically_able_ai_adult = yes
NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
}
weight = {
base = 1
modifier = {
has_trait = compassionate
add = 10
}
modifier = {
has_trait = lifestyle_herbalist
add = 5
}
modifier = {
has_trait = lifestyle_physician
add = 5
}
modifier = {
OR = {
has_trait = callous
has_trait = sadistic
}
factor = 0
}
}
save_scope_as = companion
}
}
if = {
limit = {
any_pool_character = {
province = root.location
is_adult = yes
has_no_particular_noble_roots_trigger = yes
has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
}
random_pool_character = {
province = root.location
limit = {
is_adult = yes
has_no_particular_noble_roots_trigger = yes
has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
save_scope_as = sick_peasant
}
}
else = {
create_character = {
template = peasant_character
dynasty = none
location = root.location
culture = root.location.culture
faith = root.location.faith
gender_female_chance = 50
save_scope_as = sick_peasant
}
scope:sick_peasant = {
add_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
}
}
option = { # Stop by to help
name = epidemic_events.3000.a
add_piety = minor_piety_gain
pay_short_term_gold = {
target = scope:sick_peasant
gold = medium_gold_value
}
current_travel_plan ?= {
delay_travel_plan = { days = 10 }
}
stress_impact = {
greedy = major_stress_impact_gain
avaricious = major_stress_impact_gain
callous = major_stress_impact_gain
sadistic = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = compassionate
has_trait = profligate
}
add = 50
}
modifier = {
OR = {
has_trait = greedy
has_trait = avaricious
has_trait = callous
has_trait = sadistic
NAND = {
can_make_expensive_purchase_trigger = { PRICE = medium_gold_value }
has_trait = profligate
}
}
factor = 0
}
}
}
option = { # Ask a courtier to help them
name = epidemic_events.3000.b
trigger = { exists = scope:companion }
add_piety = miniscule_piety_gain
scope:companion = {
random = {
chance = 50
modifier = {
add = {
value = 0
subtract = health #if you're healthy you kinda get away with it
}
}
modifier = {
add = { value = -10 }
OR = {
has_trait = whole_of_body
has_perk = wash_your_hands_perk
}
}
root = {
send_interface_toast = {
title = epidemic_events.3000.b.sick
left_icon = scope:companion
scope:companion = {
add_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
}
}
}
}
stress_impact = {
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = callous
has_trait = sadistic
}
factor = 0
}
}
}
option = { # Wow that sucks
name = epidemic_events.3000.c
add_piety = minor_piety_loss
stress_impact = {
compassionate = major_stress_impact_gain
just = medium_stress_impact_gain
callous = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = compassionate
has_trait = just
}
factor = 0
}
}
}
after = {
hidden_effect = {
if = {
limit = { is_ai = yes }
scope:sick_peasant = { silent_disappearance_effect = yes }
}
else = {
scope:sick_peasant = { move_to_pool = yes }
}
}
}
}
############################
## You travel through an infected province AND may get infected
## 3010
## by Veronica Pazos
############################
epidemic_events.3010 = {
type = character_event
title = epidemic_events.3010.t
desc = epidemic_events.3010.desc
theme = plague
override_background = { reference = ce1_condemned_village }
override_effect_2d = {
reference = flies
}
left_portrait = {
character = root
animation = jockey_walk
camera = camera_event_horse_left
}
cooldown = { years = 5 }
trigger = {
is_travelling = yes
location = {
any_province_epidemic = { }
}
}
immediate = {
location = {
save_scope_as = epidemic_location
}
location = {
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
hidden_effect = {
create_character = {
template = peasant_character
dynasty = none
location = root.location
culture = root.location.culture
faith = root.location.faith
gender_female_chance = 50
save_scope_as = sick_peasant
}
scope:sick_peasant = {
add_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
}
}
option = { # You are very clever
name = epidemic_events.3010.a
trigger = {
OR = {
has_trait = lifestyle_physician
has_trait = lifestyle_herbalist
learning >= high_skill_rating
}
}
add_character_modifier = {
modifier = humour_knowledge_modifier
years = 10
}
stress_impact = {
brave = medium_stress_impact_gain
impatient = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = brave
has_trait = impatient
}
factor = 0
}
}
}
option = { # Drink water
name = epidemic_events.3010.b
random = {
chance = 50
send_interface_toast = {
title = epidemic_events.3010.b.sick
left_icon = root
add_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
}
modifier = {
add = {
value = 0
subtract = health #if you're healthy you kinda get away with it
}
}
modifier = {
add = { value = -10 }
OR = {
has_trait = whole_of_body
has_perk = wash_your_hands_perk
}
}
}
stress_impact = {
craven = medium_stress_impact_gain
cynical = medium_stress_impact_gain
paranoid = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = paranoid
has_trait = craven
has_trait = cynical
}
factor = 0
}
}
}
option = { # Don't drink
name = epidemic_events.3010.c
current_travel_plan = {
add_travel_plan_modifier = no_water_modifier
}
stress_impact = {
impatient = medium_stress_impact_gain
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = impatient
has_trait = diligent
}
factor = 0
}
}
}
after = {
hidden_effect = {
if = {
limit = { is_ai = yes }
scope:sick_peasant = { silent_disappearance_effect = yes }
}
else = {
scope:sick_peasant = { move_to_pool = yes }
}
}
}
}
############################
## Epidemic Flavor Events
## 5000-5899
## by Nick Meredith
############################
# Church officials want to cull an animal
# by Nick Meredith
epidemic_events.5000 = {
type = character_event
title = epidemic_events.5000.t
desc = epidemic_events.5000.desc
theme = plague
override_background = { reference = ce1_funeral_pyre }
override_effect_2d = {
reference = flies
}
left_portrait = {
character = root
animation = chancellor
}
right_portrait = {
character = scope:church_person
animation = debating
}
cooldown = { years = 10 }
trigger = {
is_available_adult = yes
# There be a plague
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = {
is_available_ai_adult = yes
location = root.location #Ensure it makes sense they talk to you
}
}
immediate = {
select_local_farm_animal_effect = yes
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
save_scope_as = infected_county
}
scope:infected_county = {
random_county_province = {
limit = {
any_province_epidemic = { }
}
random_province_epidemic = {
save_scope_as = epidemic
}
save_scope_as = infected_province
}
}
cp:councillor_court_chaplain = {
save_scope_as = church_person
}
save_scope_value_as = {
name = infection_range
value = {
integer_range = {
min = 1
max = 15
}
}
}
}
option = { # How about... rats?
name = epidemic_events.5000.a
trigger = {
has_trait = eccentric
}
scope:infected_county = {
add_county_modifier = {
modifier = rats_eradicated
years = 10
}
}
reverse_add_opinion = {
modifier = confused_opinion
opinion = -5
target = scope:church_person
}
stress_impact = {
diligent = miniscule_stress_impact_loss
calm = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
wrathful = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.5
ai_rationality = 1
}
}
}
option = { # Kill all the cats!
name = epidemic_events.5000.b
trigger = {
NOT = {
any_owned_story = {
type = story_cycle_pet_cat
}
}
any_owned_story = {
type = story_cycle_pet_dog
}
}
add_piety = major_piety_gain
if = { #Kill all your courtiers' cats if they're there!
limit = {
any_courtier_or_guest = {
location = scope:infected_province
any_owned_story = {
type = story_cycle_pet_cat
}
}
}
every_courtier_or_guest = {
limit = {
location = scope:infected_province
any_owned_story = {
type = story_cycle_pet_cat
}
}
random_owned_story = {
type = story_cycle_pet_cat
save_scope_as = story
}
show_as_tooltip = {
remove_cat_story_modifiers_effect = yes
}
scope:story = {
hidden_effect = { end_story = yes }
}
add_opinion = {
modifier = hate_opinion
opinion = -30
target = root
}
}
}
scope:infected_county = {
add_county_modifier = {
modifier = pets_eradicated
years = 5
}
}
reverse_add_opinion = {
modifier = impressed_opinion
opinion = 40
target = scope:church_person
}
stress_impact = {
diligent = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
wrathful = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_rationality = 0.5
}
}
}
option = { # Kill all the dogs!
name = epidemic_events.5000.c
trigger = {
NOT = {
any_owned_story = {
type = story_cycle_pet_dog
}
}
any_owned_story = {
type = story_cycle_pet_cat
}
}
add_piety = major_piety_gain
if = { #Kill all your courtiers' dogs if they're there!
limit = {
any_courtier_or_guest = {
location = scope:infected_province
any_owned_story = {
type = story_cycle_pet_dog
}
}
}
every_courtier_or_guest = {
limit = {
location = scope:infected_province
any_owned_story = {
type = story_cycle_pet_dog
}
}
random_owned_story = {
type = story_cycle_pet_dog
save_scope_as = story
}
show_as_tooltip = {
remove_dog_story_modifiers_effect = yes
}
scope:story = {
hidden_effect = { end_story = yes }
}
add_opinion = {
modifier = hate_opinion
opinion = -30
target = root
}
}
}
reverse_add_opinion = {
modifier = impressed_opinion
opinion = 40
target = scope:church_person
}
stress_impact = {
diligent = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
wrathful = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_rationality = 0.5
}
}
}
option = { # Kill all the sheep!
name = epidemic_events.5000.d
trigger = {
NOT = {
has_trait = eccentric
}
}
scope:infected_county = {
add_county_modifier = {
modifier = vectors_reduced
years = 10
}
}
reverse_add_opinion = {
modifier = impressed_opinion
opinion = 30
target = scope:church_person
}
stress_impact = {
diligent = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
stubborn = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
lazy = minor_stress_impact_gain
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -0.5
ai_rationality = 1
}
}
}
option = { # Don't be ridiculous, realm priest!
name = epidemic_events.5000.e
reverse_add_opinion = {
modifier = angry_opinion
opinion = -25
target = scope:church_person
}
stress_impact = {
diligent = minor_stress_impact_gain
humble = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
calm = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_rationality = -0.5
}
}
}
}
# A minor epidemic is causing massive panic
# by Nick Meredith
epidemic_events.5001 = {
type = character_event
title = epidemic_events.5001.t
desc = epidemic_events.5001.desc
theme = plague
override_background = study
left_portrait = {
character = root
animation = chancellor
camera = camera_event_very_left
}
right_portrait = {
character = scope:courtier
animation = holding_scrolls
}
cooldown = { years = 10 }
trigger = {
NOT = {
government_has_flag = government_is_nomadic
}
is_available = yes
# There be a plague, but it's kinda smol
any_sub_realm_county = {
any_county_province = {
exists = province_owner
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity <= minor
}
}
}
any_courtier = {
location = root.location
is_available_ai_adult = yes
}
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
exists = province_owner
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity <= minor
}
province_owner = { save_temporary_scope_as = province_owner_temp }
}
}
random_county_province = {
limit = {
exists = province_owner
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = {
intensity <= minor
}
}
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
save_scope_as = epidemic_county
scope:province_owner_temp = { save_scope_as = province_owner }
}
random_courtier = {
limit = {
location = root.location
is_available_ai_adult = yes
}
save_scope_as = courtier
}
}
option = { # Send them some supplies
name = epidemic_events.5001.d
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
remove_treasury_or_gold = minor_treasury_or_gold_value
scope:epidemic_county = {
add_county_modifier = {
modifier = supplies_sent
years = 10
}
}
reverse_add_opinion = {
modifier = pleased_opinion
opinion = 15
target = scope:courtier
}
stress_impact = {
generous = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_rationality = 1
}
}
}
option = { # I'm sure they'll be fine
name = epidemic_events.5001.e
scope:epidemic_county = {
add_county_modifier = {
modifier = plight_ignored
years = 10
}
}
stress_impact = {
diligent = minor_stress_impact_gain
generous = minor_stress_impact_gain
calm = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_rationality = -0.5
}
}
}
}
# A peasant asks for your healing touch
# by Nick Meredith
epidemic_events.5003 = {
type = character_event
title = epidemic_events.5003.t
desc = epidemic_events.5003.desc
theme = plague
override_background = { reference = market }
override_effect_2d = {
reference = rain
}
left_portrait = {
character = root
animation = horse_conversing_right
camera = camera_event_horse_left
}
right_portrait = {
character = scope:peasant
animation = beg
camera = camera_event_standing_with_horse_right
}
lower_center_portrait = {
character = scope:child
}
cooldown = { years = 10 }
trigger = {
is_available = yes
# You're at your capital
location = root.capital_province
# There be a plague in your capital
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
this = root.capital_province
}
}
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
this = root.capital_province
}
}
random_county_province = {
limit = {
any_province_epidemic = { }
this = root.capital_province
}
save_scope_as = location
}
}
hidden_effect = {
if = {
limit = {
any_pool_character = {
province = root.location
NOT = { is_courtier_of = root }
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
any_child = {
is_healthy = no
is_adult = no
}
}
}
random_pool_character = {
province = root.location
limit = {
is_available_ai_adult = yes
NOT = { is_courtier_of = root }
has_no_particular_noble_roots_trigger = yes
any_child = {
is_healthy = no
is_adult = no
}
}
save_scope_as = peasant
}
}
else = {
create_character = {
template = generic_peasant_character
culture = root.culture
faith = root.faith
location = root.location
save_scope_as = peasant
after_creation = {
add_character_flag = created
}
}
hidden_effect = {
scope:peasant = {
move_to_pool = yes
}
}
}
create_character = {
template = peasant_toddler_character
culture = root.culture
faith = root.faith
location = root.location
save_scope_as = child
after_creation = {
add_character_flag = created
}
}
if = { #Set the previous character as their parent
limit = {
scope:peasant ?= {
is_female = no
}
}
hidden_effect = {
scope:child = {
set_father = scope:peasant
}
}
}
else = {
hidden_effect = {
scope:child = {
set_mother = scope:peasant
}
}
}
hidden_effect = {
scope:child = {
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no }
move_to_pool = yes
}
}
}
save_scope_value_as = {
name = infection_range
value = {
integer_range = {
min = 1
max = 15
}
}
}
}
option = { # Get away from me!
name = epidemic_events.5003.a
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
has_trait = paranoid
}
}
trait = callous
trait = sadistic
trait = paranoid
add_character_modifier = {
modifier = health_first
years = 15
}
scope:child = {
death = {
death_reason = death_ill
}
}
stress_impact = {
base = minor_stress_impact_loss
wrathful = miniscule_stress_impact_loss
vengeful = miniscule_stress_impact_loss
arbitrary = miniscule_stress_impact_loss
compassionate = medium_stress_impact_gain
callous = medium_stress_impact_loss
paranoid = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_rationality = 0.5
ai_vengefulness = 1
}
}
}
option = { # Give it a go
name = epidemic_events.5003.b
add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain }
add_character_modifier = {
modifier = man_of_the_people
years = 10
}
random = {
chance = 50
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
trusting = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
craven = minor_stress_impact_gain
shy = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_zeal = 0.5
}
}
}
option = { # Just... try to ignore them
name = epidemic_events.5003.c
stress_impact = {
shy = medium_stress_impact_loss
compassionate = minor_stress_impact_gain
trusting = minor_stress_impact_gain
callous = medium_stress_impact_loss
paranoid = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -0.5
}
}
}
after = {
scope:peasant = {
silent_disappearance_ai_effect = yes
}
scope:child = {
silent_disappearance_ai_effect = yes
}
}
}
# People are trying to get into your castle!
# by Nick Meredith
epidemic_events.5004 = {
type = character_event
title = epidemic_events.5004.t
desc = epidemic_events.5004.desc
theme = plague
override_background = { reference = throne_room }
override_effect_2d = { reference = flies }
left_portrait = {
character = root
animation = shock
camera = camera_event_very_left
}
right_portrait = {
character = scope:peasant_1
animation = beg
}
lower_left_portrait = {
character = scope:peasant_2
}
lower_center_portrait = {
character = scope:peasant_3
}
lower_right_portrait = {
character = scope:peasant_4
}
cooldown = { years = 100 }
trigger = {
is_available = yes
# Make sure you're royal!
highest_held_title_tier >= tier_kingdom
# And you're at your capital
location = root.capital_province
# There be a plague in your capital
capital_province = {
any_province_epidemic = { }
}
any_pool_character = {
province = root.location
count >= 4
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_tribal
}
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
this = root.capital_province
}
}
random_county_province = {
limit = {
any_province_epidemic = { }
this = root.capital_province
}
random_province_epidemic = {
save_scope_as = epidemic_scope
}
save_scope_as = location
}
}
random_pool_character = {
province = root.location
limit = {
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
}
save_scope_as = peasant_1
}
random_pool_character = {
province = root.location
limit = {
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
this != scope:peasant_1
}
save_scope_as = peasant_2
}
random_pool_character = {
province = root.location
limit = {
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
NOR = {
this = scope:peasant_1
this = scope:peasant_2
}
}
save_scope_as = peasant_3
}
random_pool_character = {
province = root.location
limit = {
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
NOR = {
this = scope:peasant_1
this = scope:peasant_2
this = scope:peasant_3
}
}
save_scope_as = peasant_4
}
every_pool_character = {
province = root.location
limit = {
has_no_particular_noble_roots_trigger = yes
}
add_to_list = peasant_rabble
}
}
option = { # Welcome in!
name = epidemic_events.5004.a
every_in_list = {
list = peasant_rabble
root = {
add_courtier = prev
}
}
hidden_effect = {
every_in_list = {
list = peasant_rabble
add_opinion = {
modifier = grateful_opinion
opinion = 40
target = root
}
}
}
custom_tooltip = epidemic_events.5004.a.new_courtiers
scope:location = {
add_province_modifier = {
modifier = commoners_welcomed_in
years = 15
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
compassionate = medium_stress_impact_loss
generous = miniscule_stress_impact_loss
trusting = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
callous = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_rationality = -0.5
}
}
}
option = { # Get out of here, miscreants!
name = epidemic_events.5004.c
add_dread = massive_dread_gain
scope:location = {
add_province_modifier = {
modifier = commoners_turned_away
years = 15
}
}
every_in_list = {
list = peasant_rabble
if = {
limit = {
age <= 20
}
add_stress = major_stress_impact_gain
}
if = {
limit = {
age <= 40
}
increase_wounds_effect = { REASON = fight }
}
if = {
limit = {
age > 40
}
death = { death_reason = death_fight }
}
}
stress_impact = {
wrathful = minor_stress_impact_loss
shy = minor_stress_impact_loss
callous = minor_stress_impact_loss
paranoid = medium_stress_impact_loss
compassionate = minor_stress_impact_gain
trusting = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_sociability = -1
}
}
}
option = { # Come on, now, you know I can't do that...
name = epidemic_events.5004.b
scope:location = {
add_province_modifier = {
modifier = commoners_turned_away
years = 15
}
}
stress_impact = {
paranoid = miniscule_stress_impact_loss
trusting = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -0.5
ai_vengefulness = 0.5
}
}
}
}
# The plague is spreading in from the coast
# by Nick Meredith
epidemic_events.5005 = {
type = character_event
title = epidemic_events.5005.t
desc = epidemic_events.5005.desc
theme = plague
override_background = docks
override_effect_2d = { reference = flies }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:steward
animation = stress
}
cooldown = { years = 10 }
trigger = {
is_available = yes
#There be a plague in your subrealm, and it's in a coastal province
any_sub_realm_county = {
any_county_province = {
is_coastal = yes
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
exists = cp:councillor_steward
cp:councillor_steward = {
is_available_healthy_ai_adult = yes
}
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
is_coastal = yes
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
random_county_province = {
limit = {
is_coastal = yes
any_province_epidemic = { }
}
save_scope_as = coastal_province
}
}
every_sub_realm_county = {
limit = {
has_coastal_province = yes
}
every_county_province = {
limit = {
is_coastal = yes
}
add_to_list = coastal_list
}
}
random_sub_realm_county = {
limit = {
any_county_province = {
any_province_epidemic = { }
}
}
random_county_province = {
limit = {
any_province_epidemic = { }
}
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
}
cp:councillor_steward = {
save_scope_as = steward
}
}
option = { # Make it 40 days, and threaten them
name = epidemic_events.5005.a
trigger = {
OR = {
has_trait = paranoid
has_trait = sadistic
has_trait = callous
has_trait = arbitrary
has_trait = stubborn
}
}
trait = paranoid
trait = sadistic
trait = callous
trait = arbitrary
trait = stubborn
if = { #Tooltip ensmallener for if you have more than 5 sea provinces
limit = {
any_in_list = {
list = coastal_list
count > 5
}
}
every_in_list = {
list = coastal_list
custom = epidemic_events.5005.a.coastal_quarantine
add_province_modifier = {
modifier = strict_coastal_quarantine
years = 15
}
}
}
else = {
every_in_list = {
list = coastal_list
add_province_modifier = {
modifier = strict_coastal_quarantine
years = 15
}
}
}
reverse_add_opinion = {
modifier = relieved_opinion
opinion = 15
target = scope:steward
}
stress_impact = {
paranoid = minor_stress_impact_loss
trusting = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_greed = -1
}
}
}
option = { # Institute a quarantine
name = epidemic_events.5005.b
if = { #Tooltip ensmallener for if you have more than 5 sea provinces
limit = {
any_in_list = {
list = coastal_list
count > 5
}
}
every_in_list = {
list = coastal_list
custom = epidemic_events.5005.a.coastal_quarantine
add_province_modifier = {
modifier = coastal_quarantine
years = 10
}
}
}
else = {
every_in_list = {
list = coastal_list
add_province_modifier = {
modifier = coastal_quarantine
years = 10
}
}
}
reverse_add_opinion = {
modifier = relieved_opinion
opinion = 15
target = scope:steward
}
stress_impact = {
paranoid = minor_stress_impact_loss
trusting = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -0.5
ai_vengefulness = 0.5
}
}
}
option = { # We can't afford this. We'll just have to hope.
name = epidemic_events.5005.c
stress_impact = {
paranoid = medium_stress_impact_gain
trusting = minor_stress_impact_loss
compassionate = miniscule_stress_impact_loss
greedy = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_greed = 1
}
}
}
}
# People are attempting to save themselves via... laughter?
# by Nick Meredith
epidemic_events.5006 = {
type = character_event
title = epidemic_events.5006.t
desc = epidemic_events.5006.desc
theme = plague
override_background = corridor_day
left_portrait = {
character = root
animation = eyeroll
}
right_portrait = {
character = scope:councillor
animation = laugh
}
cooldown = { years = 10 }
trigger = {
is_available = yes
#There be a plague in your subrealm
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
any_councillor = {
is_available_healthy_ai_adult = yes
NOR = {
has_trait = callous
has_trait = irritable
}
}
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
random_county_province = {
limit = {
any_province_epidemic = { }
}
save_scope_as = province
}
}
random_sub_realm_county = {
limit = {
any_county_province = {
any_province_epidemic = { }
}
}
random_county_province = {
limit = {
any_province_epidemic = { }
}
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
}
random_councillor = {
limit = {
is_available_healthy_ai_adult = yes
NOR = {
has_trait = callous
has_trait = irritable
}
}
save_scope_as = councillor
}
}
option = { # You're so right! Hee hee hee!
name = epidemic_events.5006.a
trigger = {
has_trait = eccentric
}
add_character_modifier = {
modifier = cackling_loon
years = 15
}
stress_impact = {
base = medium_stress_impact_loss
calm = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
stubborn = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_energy = 0.5
}
}
}
option = { # Faith is our only shield!
name = epidemic_events.5006.b
trigger = {
has_trait = zealous
}
add_piety = medium_piety_gain
if = {
limit = {
exists = cp:councillor_court_chaplain
}
reverse_add_opinion = {
modifier = pleased_opinion
opinion = 25
target = cp:councillor_court_chaplain
}
}
stress_impact = {
base = minor_stress_impact_loss
calm = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { # Let's give it a go eh?
name = epidemic_events.5006.c
reverse_add_opinion = {
modifier = pleased_opinion
opinion = 20
target = scope:councillor
}
stress_impact = {
base = minor_stress_impact_loss
impatient = minor_stress_impact_gain
callous = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
patient = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
compassionate = miniscule_stress_impact_loss
eccentric = minor_stress_impact_loss
}
random = {
chance = 10
send_interface_toast = {
title = epidemic_events.5006.t
left_icon = root
add_character_modifier = {
modifier = strange_levity
years = 15
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_energy = 1
}
}
}
option = { # This is ridiculous
name = epidemic_events.5006.d
add_prestige = miniscule_prestige_gain
stress_impact = {
impatient = miniscule_stress_impact_loss
callous = miniscule_stress_impact_loss
stubborn = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_energy = -1
}
}
}
}
# You have a herbalist at your court and people are accusing them of witchcraft
# by Nick Meredith
epidemic_events.5007 = {
type = character_event
title = epidemic_events.5007.t
desc = epidemic_events.5007.desc
theme = plague
override_background = { reference = corridor_day }
left_portrait = {
character = scope:accuser
animation = rage
camera = camera_event_very_left
}
right_portrait = {
character = scope:herbalist
animation = dismissal
}
cooldown = { years = 10 }
trigger = {
is_available = yes
trait_is_shunned_or_criminal_in_faith_trigger = {
TRAIT = witch
FAITH = root.faith
GENDER_CHARACTER = root
}
faith = {
NOT = {
trait_is_virtue = witch
}
}
#There be a plague in your subrealm
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
any_courtier_or_guest = {
is_available_healthy_ai_adult = yes
OR = {
has_trait = lifestyle_herbalist
has_trait = lifestyle_mystic
has_trait = lifestyle_physician
has_trait = lifestyle_gardener
}
NOT = {
has_trait = witch
}
save_temporary_scope_as = temp_herbalist
}
any_courtier_or_guest = {
is_available_healthy_ai_adult = yes
is_ai = yes
trait_is_shunned_or_criminal_in_faith_trigger = {
TRAIT = witch
FAITH = this.faith
GENDER_CHARACTER = this
}
faith = {
NOT = {
trait_is_virtue = witch
}
}
this != scope:temp_herbalist
}
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
random_county_province = {
limit = {
any_province_epidemic = { }
}
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
}
random_courtier_or_guest = {
limit = {
is_available_healthy_ai_adult = yes
OR = {
has_trait = lifestyle_herbalist
has_trait = lifestyle_mystic
has_trait = lifestyle_physician
has_trait = lifestyle_gardener
}
NOT = {
has_trait = witch
}
}
save_scope_as = herbalist
}
random_courtier_or_guest = {
limit = {
is_available_healthy_ai_adult = yes
is_ai = yes
this != scope:herbalist
}
save_scope_as = accuser
}
}
option = { # Herbalism is a noble art!
name = epidemic_events.5007.a
trigger = {
OR = {
has_trait = lifestyle_herbalist
has_trait = lifestyle_mystic
has_trait = lifestyle_physician
has_trait = lifestyle_gardener
}
}
trait = lifestyle_herbalist
trait = lifestyle_mystic
trait = lifestyle_physician
trait = lifestyle_gardener
reverse_add_opinion = {
modifier = grateful_opinion
opinion = 40
target = scope:herbalist
}
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_gain }
stress_impact = {
base = minor_stress_impact_loss
calm = miniscule_stress_impact_loss
compassionate = miniscule_stress_impact_loss
wrathful = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_energy = 0.5
}
}
}
option = { # You're right! Imprison them!
name = epidemic_events.5007.b
add_piety = medium_piety_gain
scope:herbalist = {
add_trait = witch
}
rightfully_imprison_character_effect = {
TARGET = scope:herbalist
IMPRISONER = root
}
reverse_add_opinion = {
modifier = pleased_opinion
opinion = 40
target = scope:accuser
}
stress_impact = {
wrathful = miniscule_stress_impact_loss
callous = miniscule_stress_impact_loss
sadistic = miniscule_stress_impact_loss
paranoid = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
trusting = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.5
ai_compassion = -1
}
}
}
option = { # Nonsense
name = epidemic_events.5007.c
reverse_add_opinion = {
modifier = annoyed_opinion
opinion = -20
target = scope:accuser
}
if = {
limit = {
can_set_relation_potential_friend_trigger = { CHARACTER = scope:herbalist }
}
set_relation_potential_friend = scope:herbalist
}
stress_impact = {
impatient = minor_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
patient = miniscule_stress_impact_loss
compassionate = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_energy = 1
}
}
}
}
# You begin sequestering yourself more often
# by Nick Meredith
epidemic_events.5008 = {
type = character_event
title = epidemic_events.5008.t
desc = epidemic_events.5008.desc
theme = plague
override_background = relaxing_room
left_portrait = {
character = root
animation = drink_goblet
}
cooldown = { years = 10 }
trigger = {
is_available = yes
#There be a plague in your subrealm
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
#And you're a recluse
OR = {
has_trait_introverted_trigger = yes
has_character_modifier = isolating_modifier
}
has_personality_introverted_trigger = no
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
random_county_province = {
limit = {
any_province_epidemic = { }
}
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
}
}
option = { # And nobody is allowed to see me without my permission!
name = epidemic_events.5008.a
trigger = {
has_trait = paranoid
}
add_character_modifier = {
modifier = absent_ruler
years = 10
}
stress_impact = {
base = major_stress_impact_loss
craven = major_stress_impact_loss
diligent = medium_stress_impact_gain
ambitious = minor_stress_impact_gain
stubborn = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
}
}
}
option = { # I must be seen by my subjects.
name = epidemic_events.5008.b
add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain }
add_character_modifier = {
modifier = present_ruler
years = 10
}
stress_impact = {
base = medium_stress_impact_gain
lazy = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
content = minor_stress_impact_gain
shy = medium_stress_impact_gain
reclusive = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = { # What a great excuse!
name = epidemic_events.5008.c
add_character_modifier = {
modifier = hiding_from_epidemic
years = 10
}
stress_impact = {
patient = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
compassionate = miniscule_stress_impact_loss
shy = minor_stress_impact_loss
reclusive = minor_stress_impact_loss
craven = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_energy = 1
}
}
}
}
# A merchant tries selling you a herbal sachet
# Customary 'Nick makes an event about good smells' event
# by Nick Meredith
epidemic_events.5009 = {
type = character_event
title = epidemic_events.5009.t
desc = epidemic_events.5009.desc
theme = plague
override_background = { reference = market }
override_effect_2d = { reference = flies }
left_portrait = {
character = root
animation = steward
camera = camera_event_left_crowning_observation
}
right_portrait = {
character = scope:merchant
animation = debating
camera = camera_event_very_right
}
cooldown = { years = 10 }
trigger = {
is_available = yes
#There be a plague in your subrealm
any_sub_realm_county = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
}
immediate = {
random_sub_realm_county = {
limit = {
any_county_province = {
OR = {
county.holder = root
squared_distance = {
target = root.capital_province
value <= squared_distance_medium #250 map-pixels. Roughly one Ireland away (top to bottom).
}
}
any_province_epidemic = { }
}
}
random_county_province = {
limit = {
any_province_epidemic = { }
}
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
}
random_pool_character = {
province = root.location
limit = {
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
}
save_scope_as = merchant
}
if = { #As a backup create the character
limit = {
NOT = { exists = scope:merchant }
}
create_character = {
template = generic_peasant_character
location = root.location
culture = root.capital_province.culture
faith = root.capital_province.faith
save_scope_as = merchant
after_creation = {
add_character_flag = created
}
}
}
hidden_effect_new_object = {
scope:merchant = {
move_to_pool = yes
get_pressed_flower_species_effect = { LOCATION = root.location }
create_artifact_pressed_flower_effect = { OWNER = scope:merchant }
scope:newly_created_artifact = {
add_artifact_modifier = artifact_stress_gain_1_modifier
flag_as_trash_artifact = yes
}
}
}
}
option = { # I'LL TAKE YOUR WHOLE STOCK
name = epidemic_events.5009.a
trigger = {
OR = {
has_trait = paranoid
has_trait = generous
has_trait = profligate
}
}
trait = paranoid
trait = generous
trait = profligate
scope:newly_created_artifact = { set_owner = root }
pay_short_term_gold = {
target = scope:merchant
gold = tiny_gold_value
}
add_character_modifier = {
modifier = overly_fragrant
years = 15
}
stress_impact = {
base = medium_stress_impact_loss
greedy = major_stress_impact_gain
trusting = miniscule_stress_impact_loss
craven = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1
ai_greed = -1
}
}
}
option = { # Buy a fine sachet
name = epidemic_events.5009.b
scope:newly_created_artifact = { set_owner = root }
add_character_modifier = {
modifier = sachet_protection
years = 10
}
pay_short_term_gold = {
target = scope:merchant
gold = tiny_gold_value
}
stress_impact = {
greedy = medium_stress_impact_gain
generous = miniscule_stress_impact_loss
profligate = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
stubborn = miniscule_stress_impact_loss
fickle = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_greed = -0.5
}
}
}
option = { # One please!
name = epidemic_events.5009.c
add_character_modifier = {
modifier = sachet_protection
years = 10
}
stress_impact = {
cynical = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
generous = miniscule_stress_impact_loss
profligate = medium_stress_impact_gain
trusting = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = { # Don't buy anything
name = epidemic_events.5009.d
stress_impact = {
generous = medium_stress_impact_gain
profligate = medium_stress_impact_gain
trusting = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
after = {
scope:merchant = {
silent_disappearance_ai_effect = yes
}
}
}
# An apocalyptic plague enters your capital
# Only for cool capitals
# by Nick Meredith
epidemic_events.5010 = {
type = character_event
title = epidemic_events.5010.t
desc = {
desc = epidemic_events.5010.opening
#What great capital do you have?
first_valid = {
triggered_desc = {
trigger = {
capital_barony = title:b_santiago
}
desc = epidemic_events.5010.santiago
}
triggered_desc = {
trigger = {
capital_barony = title:b_london
}
desc = epidemic_events.5010.london
}
triggered_desc = {
trigger = {
capital_barony = title:b_roma
}
desc = epidemic_events.5010.rome
}
triggered_desc = {
trigger = {
capital_barony = title:b_paris
}
desc = epidemic_events.5010.paris
}
triggered_desc = {
trigger = {
capital_barony = title:b_constantinople
}
desc = epidemic_events.5010.constantinople
}
triggered_desc = {
trigger = {
capital_barony = title:b_praha
}
desc = epidemic_events.5010.prague
}
triggered_desc = {
trigger = {
capital_barony = title:b_toledo
}
desc = epidemic_events.5010.toledo
}
triggered_desc = {
trigger = {
capital_barony = title:b_cairo
}
desc = epidemic_events.5010.cairo
}
triggered_desc = {
trigger = {
capital_barony = title:b_kanyakubja
}
desc = epidemic_events.5010.kanyakubja
}
triggered_desc = {
trigger = {
capital_barony = title:b_varanasi
}
desc = epidemic_events.5010.varanasi
}
triggered_desc = {
trigger = {
NOR = {
capital_barony = title:b_cairo
capital_barony = title:b_toledo
capital_barony = title:b_praha
capital_barony = title:b_constantinople
capital_barony = title:b_paris
capital_barony = title:b_roma
capital_barony = title:b_london
capital_barony = title:b_santiago
capital_barony = title:b_kanyakubja
capital_barony = title:b_varanasi
}
}
desc = epidemic_events.5010.fallback
}
}
}
theme = plague
override_background = { reference = ce1_condemned_village }
left_portrait = {
character = root
animation = stress
}
cooldown = { years = 50 }
trigger = {
OR = {
capital_barony = title:b_cairo
capital_barony = title:b_toledo
capital_barony = title:b_praha
capital_barony = title:b_constantinople
capital_barony = title:b_paris
capital_barony = title:b_roma
capital_barony = title:b_london
capital_barony = title:b_santiago
capital_barony = title:b_kanyakubja
capital_barony = title:b_varanasi
}
# There be a plague in your capital
location = {
any_province_epidemic = {
intensity = apocalyptic
}
}
is_travelling = no
}
immediate = {
capital_barony = {
save_scope_as = capital
}
capital_barony.county = {
save_scope_as = capital_region
}
}
option = { # Donate some money
name = epidemic_events.5010.a
remove_short_term_gold = medium_gold_value
scope:capital_region = {
add_county_modifier = {
modifier = plague_alms_donations
years = 10
}
}
stress_impact = {
greedy = major_stress_impact_gain
generous = medium_stress_impact_loss
profligate = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_greed = -1
}
}
}
option = { # Be sad
name = epidemic_events.5010.b
add_legitimacy = miniscule_legitimacy_loss
random_list = {
1 = {
send_interface_toast = {
title = epidemic_events.5010.b.win
left_icon = root
add_character_modifier = {
modifier = plague_determined_recover
years = 15
}
}
}
1 = {
send_interface_toast = {
title = epidemic_events.5010.b.neutral
left_icon = root
add_character_modifier = {
modifier = plague_the_long_road
years = 15
}
}
}
1 = {
send_interface_toast = {
title = epidemic_events.5010.b.lose
left_icon = root
add_character_modifier = {
modifier = plague_crippling_sorrow
years = 15
}
}
}
}
stress_impact = {
greedy = medium_stress_impact_gain
generous = miniscule_stress_impact_loss
profligate = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
stubborn = miniscule_stress_impact_loss
fickle = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_greed = -0.5
}
}
}
}
# BLACK DEATH EVENTS
# 5900-5999
#⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣀⣤⣴⣶⣾⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⠀⠀⢀⣀⣤⣶⣿⣿⣿⣿⡿⠿⠛⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⢰⣾⣿⣿⣿⡿⠟⠛⢉⣠⣤⣶⠿⠛⠀⣀⣀⣤⡤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⠀⠙⠛⢉⣁⣤⣶⠿⠟⢋⣁⣤⣴⣾⣿⠿⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⠀⠀⠀⠛⢋⣉⣤⣴⣾⣿⠿⠟⠛⢉⡀⢰⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⠀⣠⣴⣿⠿⠿⠛⠋⣁⣤⣴⡾⠀⣾⣿⠀⣿⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⠈⠉⠁⢠⣤⣶⣾⣄⠙⢿⣿⣿⠀⠿⠋⣠⣿⣿⣿⣷⣦⣄⡀⠀⠀⠀⠀⠀⠀
#⠀⠀⠀⠀⠘⣿⣿⣿⣿⣷⣄⠉⣿⣷⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣦⣄⠀⠀⠀⠀
#⠀⠀⠀⠀⢀⠘⠿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⠿⠿⠿⠿⠿⠿⣿⣿⣧⡀⠀⠀
#⠀⠀⠰⣾⣿⣷⣦⡈⠛⠿⣿⣆⡉⠛⠋⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⠿⡄⠀
#⠀⠀⠀⡈⠻⢿⣿⣿⣷⣦⣌⡙⠛⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⠀⣼⣿⣷⣤⡉⠛⠿⣿⣿⣿⣷⣶⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⢠⣿⣿⣿⣿⣿⣷⣶⣤⣈⡙⠛⠿⢿⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#⠀⠈⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠁⠀⠀⠈⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
# The Black Death enters your lands
# by Nick Meredith
epidemic_events.5900 = {
type = character_event
window = fullscreen_event
title = epidemic_events.5900.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
culture_has_asian_heritage_pillar_trigger = yes
}
desc = epidemic_events.5900.desc_asia
}
desc = epidemic_events.5900.desc
}
}
theme = plague
override_background = { reference = ce1_fullscreen_black_death }
cooldown = { years = 100 }
immediate = {
add_character_flag = black_death_splash
play_music_cue = black_death
add_plague_county_modifiers = yes
if = { #just to be sure the story about preparing for black death ends
limit = {
any_owned_story = {
type = story_cycle_black_death
}
}
random_owned_story = {
type = story_cycle_black_death
end_story = yes
}
}
}
option = {
name = {
text = epidemic_events.5900.christian
trigger = {
faith = {
religion_tag = christianity_religion
}
}
}
name = {
text = epidemic_events.5900.fallback
trigger = {
NOT = {
faith = {
religion_tag = christianity_religion
}
}
}
}
add_stress = medium_stress_gain
}
after = {
trigger_event = {
id = health.3001 days = { court_physician_search_min court_physician_search_max }
}
}
}
# Demand your physician does an autopsy
# by Nick Meredith
epidemic_events.5901 = {
type = character_event
title = epidemic_events.5901.t
desc = epidemic_events.5901.desc
theme = plague
override_background = { reference = physicians_study }
left_portrait = {
character = root
animation = dismissal
}
right_portrait = {
character = scope:physician
animation = worry
}
cooldown = { years = 10 }
trigger = {
is_available_healthy_adult = yes
#You have a court physician
court_physician_available_trigger = yes
}
immediate = {
save_court_physician_as_effect = { SCOPE_NAME = physician }
}
option = { # How about we do it together?
name = epidemic_events.5901.a
trigger = {
OR = {
has_trait = lifestyle_physician
has_trait = lifestyle_herbalist
has_trait = whole_of_body
}
}
random = {
chance = 75
add_character_modifier = {
modifier = plague_insights_gained
years = 15
}
hidden_effect = {
send_interface_toast = {
title = epidemic_events.5901.a.tt
left_icon = root
right_icon = scope:physician
}
}
}
random = {
chance = 10
send_interface_toast = {
title = epidemic_events.5901.a.tt.plague
left_icon = root
add_trait = bubonic_plague
}
}
scope:physician = {
random = {
chance = 10
add_trait = bubonic_plague
}
add_opinion = {
modifier = respect_opinion
opinion = 25
target = root
}
}
stress_impact = {
brave = minor_stress_impact_loss
craven = medium_stress_impact_gain
diligent = miniscule_stress_impact_loss
lazy = medium_stress_impact_gain
trusting = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 1
ai_energy = 1
}
}
}
option = { # I demand it
name = epidemic_events.5901.b
random = {
chance = 50
add_character_modifier = {
modifier = plague_insights_gained
years = 15
}
hidden_effect = {
send_interface_toast = {
title = epidemic_events.5901.a.tt
left_icon = root
}
}
}
scope:physician = {
random = {
chance = 10
add_trait = bubonic_plague
}
add_opinion = {
modifier = scared_opinion
opinion = -15
target = root
}
}
stress_impact = {
impatient = miniscule_stress_impact_loss
patient = minor_stress_impact_gain
callous = miniscule_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -1
}
}
}
option = { # All right, all right
name = epidemic_events.5901.c
reverse_add_opinion = {
modifier = grateful_opinion
opinion = 15
target = scope:physician
}
stress_impact = {
craven = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
}
}
}
}
# Calm hordes of refugees
# by Nick Meredith
epidemic_events.5902 = {
type = character_event
title = epidemic_events.5902.t
desc = epidemic_events.5902.desc
theme = plague
override_background = { reference = ep2_travel_bridge }
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:marshal
animation = marshal
}
cooldown = { years = 10 }
trigger = {
is_available_healthy_adult = yes
any_realm_border_county = {
any_county_province = {
is_coastal = no #To ensure you don't get landlocked by yourself
}
}
#You have a marshal in your locatiom
cp:councillor_marshal ?= { location = root.location }
}
immediate = {
location = {
save_scope_as = province
}
cp:councillor_marshal = {
save_scope_as = marshal
}
random_realm_border_county = {
limit = {
any_county_province = {
is_coastal = no #To ensure you don't get landlocked by yourself
}
}
save_scope_as = border_county
random_county_province = {
save_scope_as = border_province
}
}
}
option = { # Kill them! Kill them all!
name = epidemic_events.5902.a
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
has_trait = paranoid
dread > 50
}
}
scope:border_province = {
add_province_modifier = {
modifier = brutal_crackdown
years = 10
}
}
if = {
limit = {
scope:marshal = {
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
scope:marshal = {
add_opinion = {
modifier = pleased_opinion
opinion = 15
target = root
}
}
}
else = {
scope:marshal = {
add_opinion = {
modifier = cruelty_opinion
opinion = -15
target = root
}
}
}
stress_impact = {
brave = minor_stress_impact_loss
craven = medium_stress_impact_gain
callous = miniscule_stress_impact_loss
sadistic = miniscule_stress_impact_loss
compassionate = medium_stress_impact_gain
just = miniscule_stress_impact_loss
arbitrary = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -1
}
}
}
option = { # Set up shanty towns
name = epidemic_events.5902.b
remove_treasury_or_gold = medium_treasury_or_gold_value
scope:border_province = {
add_province_modifier = {
modifier = shanty_towns
years = 10
}
}
stress_impact = {
just = miniscule_stress_impact_loss
arbitrary = minor_stress_impact_gain
compassionate = miniscule_stress_impact_loss
callous = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = { # Turn them all away
name = epidemic_events.5902.c
scope:border_province = {
add_province_modifier = {
modifier = border_defended
years = 10
}
}
stress_impact = {
craven = minor_stress_impact_gain
paranoid = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
}
}
}
option = { # Let them in
name = epidemic_events.5902.d
scope:border_province = {
add_province_modifier = {
modifier = refugees_coddled
years = 10
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
}
# A family member warns you not to take a ride in the countryside
# by Nick Meredith
epidemic_events.5903 = {
type = character_event
title = epidemic_events.5903.t
desc = epidemic_events.5903.desc
theme = plague
override_background = { reference = garden }
left_portrait = {
character = root
animation = jockey_idle
camera = camera_event_horse_left
}
right_portrait = {
character = scope:family
animation = worry
}
cooldown = { years = 10 }
trigger = {
is_available_healthy_adult = yes
#You have a family member in your location
any_close_family_member = {
is_available = yes
location = root.location
age > 10
}
NOR = {
age < 15
has_trait = incapable
}
}
immediate = {
random_close_family_member = {
limit = {
is_available = yes
location = root.location
age > 10
}
save_scope_as = family
}
}
option = { # You're probably right
name = epidemic_events.5903.a
add_character_modifier = {
modifier = cautious_rider
years = 10
}
reverse_add_opinion = {
modifier = pleased_opinion
opinion = 20
target = scope:family
}
stress_impact = {
brave = medium_stress_impact_gain
craven = minor_stress_impact_loss
trusting = minor_stress_impact_gain
paranoid = minor_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -1
}
}
}
option = { # Bah, it'll be fine!
name = epidemic_events.5903.b
add_character_modifier = {
modifier = dangerous_rides
years = 10
}
stress_impact = {
stubborn = miniscule_stress_impact_loss
fickle = minor_stress_impact_gain
compassionate = miniscule_stress_impact_loss
callous = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 1
}
}
}
}
# A wandering preacher is spreading fear
# by Nick Meredith
epidemic_events.5904 = {
type = character_event
title = epidemic_events.5904.t
desc = epidemic_events.5904.desc
theme = plague
override_background = { reference = market }
left_portrait = {
character = root
animation = dismissal
}
right_portrait = {
character = scope:doomsday_preacher
animation = personality_zealous
}
cooldown = { years = 10 }
trigger = {
is_available_healthy_adult = yes
is_landed = yes
NOT = {
has_trait = incapable
}
}
immediate = {
location.county = {
random_county_province = {
save_scope_as = doomsday_province
}
}
if = {
limit = {
any_pool_character = {
province = root.location
is_adult = yes
has_no_particular_noble_roots_trigger = yes
}
}
random_pool_character = {
province = root.location
limit = {
is_adult = yes
has_no_particular_noble_roots_trigger = yes
}
weight = {
base = 1
modifier = {
factor = 2
OR = {
has_trait = zealous
has_trait = eccentric
}
}
}
save_scope_as = doomsday_preacher
}
}
else = {
create_character = {
template = peasant_character
dynasty = none
location = root.location
culture = root.location.culture
faith = root.location.faith
gender_female_chance = 50
save_scope_as = doomsday_preacher
}
}
}
option = { # OH GOD YOU'RE RIGHT
name = epidemic_events.5904.a
trigger = {
has_trait = paranoid
}
add_character_modifier = {
modifier = overly_protective
years = 10
}
stress_impact = {
base = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
lazy = medium_stress_impact_gain
brave = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = 1
}
}
}
option = { # Lock them up for fearmongering
name = epidemic_events.5904.b
hard_imprison_character_effect = {
TARGET = scope:doomsday_preacher
IMPRISONER = root
}
scope:doomsday_province = {
add_province_modifier = {
modifier = angry_crowds
years = 10
}
}
stress_impact = {
base = miniscule_stress_impact_loss
just = medium_stress_impact_gain
arbitrary = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -1
}
}
}
option = { # Who are you to say that?
name = epidemic_events.5904.c
duel = {
skill = learning
target = scope:doomsday_preacher
# You win the theological debate
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = epidemic_events.5904.c.tt.success
root = {
send_interface_toast = {
title = epidemic_events.5904.c.tt.success
left_icon = root
right_icon = scope:doomsday_preacher
scope:doomsday_province = {
add_province_modifier = {
modifier = allayed_fears
years = 10
}
}
}
}
}
# You lose the debate
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = epidemic_events.5904.c.tt.failure
root = {
send_interface_toast = {
title = epidemic_events.5904.c.tt.failure
left_icon = root
right_icon = scope:doomsday_preacher
add_legitimacy = miniscule_legitimacy_loss
scope:doomsday_province = {
add_province_modifier = {
modifier = mass_panic
years = 10
}
}
}
}
}
}
stress_impact = {
just = miniscule_stress_impact_loss
arbitrary = minor_stress_impact_gain
zealous = miniscule_stress_impact_loss
cynical = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 1
ai_zeal = 1
}
}
}
option = { # Bah, nobody will take them seriously
name = epidemic_events.5904.d
add_legitimacy = miniscule_legitimacy_loss
scope:doomsday_province = {
random = {
chance = 15
add_province_modifier = {
modifier = mass_panic
years = 10
}
}
hidden_effect = {
every_neighboring_province = {
random = {
chance = 15
add_province_modifier = {
modifier = mass_panic
years = 10
}
}
}
}
}
custom_tooltip = epidemic_events.5904.d.tt
stress_impact = {
fickle = miniscule_stress_impact_loss
stubborn = minor_stress_impact_gain
lazy = miniscule_stress_impact_loss
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = 0.5
}
}
}
}
# Rumours about the plague's nature begins to spread
# by Nick Meredith
epidemic_events.5905 = {
type = character_event
title = epidemic_events.5905.t
desc = epidemic_events.5905.desc
theme = plague
override_background = { reference = tavern }
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:peasant
animation = fear
}
cooldown = { years = 10 }
trigger = {
is_available_healthy_adult = yes
is_landed = yes
drinks_alcohol_trigger = yes
}
immediate = {
location.county = {
random_county_province = {
save_scope_as = province
}
}
if = {
limit = {
any_pool_character = {
province = root.location
is_adult = yes
has_no_particular_noble_roots_trigger = yes
}
}
random_pool_character = {
province = root.location
limit = {
is_adult = yes
has_no_particular_noble_roots_trigger = yes
}
save_scope_as = peasant
}
}
else = {
create_character = {
template = peasant_character
dynasty = none
location = root.location
culture = root.location.culture
faith = root.location.faith
gender_female_chance = 50
save_scope_as = peasant
}
}
}
option = { # Trust me, I'm a doctor
name = epidemic_events.5905.a
trigger = {
OR = {
has_trait = lifestyle_physician
has_trait = lifestyle_herbalist
}
}
scope:province = {
hidden_effect = {
every_neighboring_province = {
random = {
chance = 50
add_province_modifier = {
modifier = rumours_stifled
years = 10
}
}
}
}
add_province_modifier = {
modifier = rumours_stifled
years = 10
}
}
custom_tooltip = epidemic_events.5905.a.tt
stress_impact = {
trusting = minor_stress_impact_loss
paranoid = medium_stress_impact_gain
arrogant = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -1
}
}
}
option = { # Look, does that sound likely to you?
name = epidemic_events.5905.b
duel = {
skills = { learning diplomacy }
target = scope:peasant
# You convince them
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = epidemic_events.5905.b.tt.success
root = {
send_interface_toast = {
title = epidemic_events.5905.b.tt.success
left_icon = root
right_icon = scope:peasant
scope:province = {
hidden_effect = {
every_neighboring_province = {
random = {
chance = 50
add_province_modifier = {
modifier = rumours_stifled
years = 10
}
}
}
}
add_province_modifier = {
modifier = rumours_stifled
years = 10
}
}
custom_tooltip = epidemic_events.5905.a.tt
}
}
}
# They are unconvinced
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = epidemic_events.5905.b.tt.failure
root = {
send_interface_toast = {
title = epidemic_events.5905.b.tt.failure
left_icon = root
right_icon = scope:peasant
add_legitimacy = miniscule_legitimacy_loss
scope:province = {
hidden_effect = {
every_neighboring_province = {
random = {
chance = 50
add_province_modifier = {
modifier = rumours_proliferated
years = 10
}
}
}
}
add_province_modifier = {
modifier = rumours_proliferated
years = 10
}
}
custom_tooltip = epidemic_events.5905.a.tt
}
}
}
}
stress_impact = {
calm = miniscule_stress_impact_loss
wrathful = minor_stress_impact_gain
gregarious = miniscule_stress_impact_loss
shy = medium_stress_impact_gain
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = 0.5
}
}
}
option = { # Confronting them will only lead to more panic
name = epidemic_events.5905.c
random = {
chance = 50
add_legitimacy = miniscule_legitimacy_loss
scope:province = {
add_province_modifier = {
modifier = uncaring_ruler
years = 15
}
}
}
stress_impact = {
fickle = miniscule_stress_impact_loss
stubborn = minor_stress_impact_gain
lazy = miniscule_stress_impact_loss
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -1
}
}
}
}
# A roving band of flagellants turn up
# by Nick Meredith
epidemic_events.5906 = {
type = character_event
title = epidemic_events.5906.t
desc = epidemic_events.5906.desc
theme = plague
override_background = { reference = council_chamber }
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:flagellant
animation = paranoia
}
lower_center_portrait = scope:marshal
cooldown = { years = 10 }
trigger = {
is_available_adult = yes
is_landed = yes
faith = {
religion_tag = christianity_religion
}
exists = cp:councillor_marshal
}
immediate = {
location.county = {
random_county_province = {
save_scope_as = doomsday_province
}
}
cp:councillor_marshal = {
save_scope_as = marshal
}
if = {
limit = {
any_pool_character = {
province = root.location
is_adult = yes
has_no_particular_noble_roots_trigger = yes
has_trait = flagellant
is_imprisoned = no
}
}
random_pool_character = {
province = root.location
limit = {
is_adult = yes
has_no_particular_noble_roots_trigger = yes
has_trait = flagellant
is_imprisoned = no
}
save_scope_as = flagellant
}
}
else = {
create_character = {
template = peasant_character
dynasty = none
location = root.location
culture = root.location.culture
faith = root.location.faith
gender_female_chance = 50
trait = flagellant
save_scope_as = flagellant
}
}
save_scope_as = root_scope
}
option = { # You're tearing the faith apart, you maniacs!
name = epidemic_events.5906.a
trigger = {
has_trait = zealous
}
duel = {
skill = learning
target = scope:flagellant
# You convince them
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = epidemic_events.5906.a.tt.success
send_interface_toast = {
title = epidemic_events.5906.a.tt.success
left_icon = root
right_icon = scope:flagellant
add_character_modifier = {
modifier = flagellants_acquiesce
years = 10
}
}
}
# They are unconvinced
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = epidemic_events.5906.a.tt.failure
send_interface_toast = {
title = epidemic_events.5906.a.tt.failure
left_icon = root
right_icon = scope:flagellant
add_legitimacy = miniscule_legitimacy_loss
scope:doomsday_province = {
add_province_modifier = {
modifier = unrestrained_flagellants
years = 10
}
}
}
}
}
stress_impact = {
base = miniscule_stress_impact_loss
ambitious = minor_stress_impact_loss
content = medium_stress_impact_gain
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { # You're right, honestly.
name = epidemic_events.5906.b
trigger = {
OR = {
has_trait = paranoid
has_trait = fickle
}
}
add_trait = flagellant
stress_impact = {
base = major_stress_impact_loss
craven = miniscule_stress_impact_loss
brave = minor_stress_impact_gain
cynical = miniscule_stress_impact_loss
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 0 # Don't do this unless you're already flagellant
modifier = {
add = 50
has_trait = flagellant
}
}
}
option = { # Lock 'em up!
name = epidemic_events.5906.c
hard_imprison_character_effect = {
TARGET = scope:flagellant
IMPRISONER = root
}
random = {
chance = 50
scope:doomsday_province = {
add_province_modifier = {
modifier = pacified_flagellants
years = 10
}
hidden_effect = {
every_neighboring_province = {
random = {
chance = 25
add_province_modifier = {
modifier = pacified_flagellants
years = 10
}
}
}
}
}
}
custom_tooltip = epidemic_events.5906.d.tt
stress_impact = {
calm = minor_stress_impact_gain
wrathful = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = 0.5
}
}
}
option = { # Let them flagellate
name = epidemic_events.5906.d
random = {
chance = 50
faith = {
change_fervor = {
value = -5
desc = fervor_loss_flagellants
}
}
scope:doomsday_province = {
add_province_modifier = {
modifier = eager_populace
years = 10
}
}
}
every_vassal_or_below = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = disrespect_opinion
target = root
opinion = -20
}
}
stress_impact = {
fickle = minor_stress_impact_loss
stubborn = minor_stress_impact_gain
lazy = medium_stress_impact_loss
diligent = medium_stress_impact_gain
zealous = medium_stress_impact_gain
cynical = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -1
}
}
}
}
# You develop a slight cough
# by Nick Meredith
epidemic_events.5907 = {
type = character_event
title = epidemic_events.5907.t
desc = epidemic_events.5907.desc
theme = plague
override_background = { reference = bedchamber }
left_portrait = {
character = root
animation = paranoia
}
lower_center_portrait = scope:physician
cooldown = { years = 10 }
trigger = {
is_available_healthy_adult = yes
court_physician_available_trigger = yes
}
immediate = {
save_court_physician_as_effect = { SCOPE_NAME = physician }
}
option = { # I'll consult with my physician for some special treatments, just in case
name = epidemic_events.5907.a
remove_short_term_gold = minor_gold_value
add_character_modifier = {
modifier = regular_checkups
years = 5
}
stress_impact = {
base = miniscule_stress_impact_loss
paranoid = major_stress_impact_loss #Throw 'em a bone!
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
greedy = medium_stress_impact_gain
profligate = minor_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 1
ai_greed = -1
}
}
}
option = { # I'm sure it's nothing
name = epidemic_events.5907.b
random_list = {
69 = { #You feel a little better
desc = epidemic_events.5907.b.success
send_interface_toast = {
title = epidemic_events.5907.b.success
left_icon = root
add_stress = minor_stress_loss
}
}
29 = { #You have a small sniffle
desc = epidemic_events.5907.b.failure
send_interface_toast = {
title = epidemic_events.5907.b.failure
left_icon = root
add_character_modifier = {
modifier = under_the_weather
years = 5
}
}
}
2 = { #You have something nastier...
desc = epidemic_events.5907.b.criticalfailure
send_interface_toast = {
title = epidemic_events.5907.b.criticalfailure
left_icon = root
add_stress = medium_stress_gain
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
}
}
}
stress_impact = {
brave = miniscule_stress_impact_loss
craven = minor_stress_impact_gain
trusting = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
}
}
}
}
# Gravediggers demand more pay
# by Nick Meredith
epidemic_events.5908 = {
type = character_event
title = epidemic_events.5908.t
desc = epidemic_events.5908.desc
theme = plague
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:gravedigger
animation = beg
}
cooldown = { years = 10 }
trigger = {
is_available_adult = yes
is_landed = yes
}
immediate = {
location.county = {
random_county_province = {
save_scope_as = province
}
}
if = {
limit = {
any_pool_character = {
province = root.location
is_adult = yes
has_no_particular_noble_roots_trigger = yes
}
}
random_pool_character = {
province = root.location
limit = {
is_adult = yes
has_no_particular_noble_roots_trigger = yes
}
save_scope_as = gravedigger
}
}
else = {
create_character = {
template = peasant_character
dynasty = none
location = root.location
culture = root.location.culture
faith = root.location.faith
gender_female_chance = 50
save_scope_as = gravedigger
}
}
}
option = { # You'll be the next in the grave if you cross me laddie
name = epidemic_events.5908.a
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
dread > 50
}
}
scope:province = {
add_province_modifier = {
modifier = gravediggers_threatened
years = 10
}
}
reverse_add_opinion = {
modifier = cruelty_opinion
opinion = -25
target = scope:gravedigger
}
stress_impact = {
base = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 1
}
}
}
option = { # You'll be compensated fairly
name = epidemic_events.5908.b
remove_treasury_or_gold = medium_treasury_or_gold_value
scope:province = {
add_province_modifier = {
modifier = gravediggers_compensated
years = 15
}
}
stress_impact = {
generous = miniscule_stress_impact_loss
greedy = medium_stress_impact_gain
paranoid = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = 0.5
ai_greed = -1
}
}
}
option = { # Get out of my throneroom
name = epidemic_events.5908.c
scope:province = {
add_province_modifier = {
modifier = gravediggers_replaced
years = 10
}
}
stress_impact = {
generous = medium_stress_impact_gain
greedy = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -1
}
}
}
}
epidemic_events.5998 = { #Black death story cycle pacing control
hidden = yes
immediate = {
if = {
limit = {
any_neighboring_top_liege_realm_owner = {
has_character_flag = black_death_splash
}
}
if = {
limit = {
has_character_flag = black_death_closer
}
remove_character_flag = black_death_closer
}
add_character_flag = black_death_nearby
}
else_if = {
limit = {
any_neighboring_top_liege_realm_owner = {
any_neighboring_top_liege_realm_owner = {
has_character_flag = black_death_splash
}
}
}
add_character_flag = black_death_closer
}
if = {
limit = {
OR = {
has_character_flag = black_death_closer
has_character_flag = black_death_nearby
}
NOT = {
has_character_flag = black_death_info_event
}
}
trigger_event = {
id = epidemic_events.5999
days = { 2 4 }
}
}
}
}
# The Black Death is closing in
# Used to trigger Black Death Story cycle
# by Nick Meredith
epidemic_events.5999 = {
type = character_event
title = epidemic_events.5999.t
desc = epidemic_events.5999.desc
theme = plague
override_background = { reference = study }
left_portrait = {
character = root
animation = worry
}
cooldown = { years = 100 }
trigger = {
is_ai = no
has_dlc_feature = legends_of_the_dead
is_available_adult = yes
is_travelling = no
NOT = {
any_sub_realm_county = { #Black Plague is already here, no need to talk about it closing in
any_county_province = {
any_province_epidemic = {
this = global_var:black_death
}
}
}
}
}
on_trigger_fail = {
trigger_event = {
id = epidemic_events.5999
days = { 7 14 }
}
}
immediate = {
play_music_cue = mx_cue_death
add_character_flag = black_death_info_event
if = {
limit = {
NOR = {
has_character_flag = black_death_closer
has_character_flag = black_death_nearby
}
}
add_character_flag = black_death_closer
}
}
option = { # Ha, let them die!
name = epidemic_events.5999.a
trigger = {
has_trait = callous
}
flavor = epidemic_events.5999.a.tt
stress_impact = {
base = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -1
}
}
}
option = { # The end times are upon us!
name = epidemic_events.5999.b
trigger = {
has_trait = paranoid
}
flavor = epidemic_events.5999.b.tt
add_character_modifier = {
modifier = plague_tales
years = 15
}
stress_impact = {
base = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 0.5
ai_greed = -1
}
}
}
option = { # Oh no
name = {
trigger = {
faith = {
religion_tag = christianity_religion
}
}
text = epidemic_events.5999.c.christian
}
name = {
trigger = {
NOT = {
faith = {
religion_tag = christianity_religion
}
}
}
text = epidemic_events.5999.c.notchristian
}
stress_impact = {
base = miniscule_stress_impact_gain
craven = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
}
}
}
}
# The Black Death enters the lands near your camp
# by Nick Meredith
epidemic_events.6000 = {
type = character_event
window = fullscreen_event
title = epidemic_events.5900.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
culture_has_asian_heritage_pillar_trigger = yes
}
desc = epidemic_events.5900.desc_asia
}
desc = epidemic_events.5900.desc
}
}
theme = plague
override_background = { reference = ce1_fullscreen_black_death }
cooldown = { years = 100 }
trigger = {
OR = {
has_government = landless_adventurer_government
is_landless_administrative = yes
}
location = {
any_province_epidemic = {
intensity = apocalyptic
epidemic_type.epidemic_trait = trait:bubonic_plague
}
}
}
immediate = {
add_character_flag = black_death_splash
play_music_cue = black_death
}
option = {
name = {
text = epidemic_events.5900.christian
trigger = {
faith = {
religion_tag = christianity_religion
}
}
}
name = {
text = epidemic_events.5900.fallback
trigger = {
NOT = {
faith = {
religion_tag = christianity_religion
}
}
}
}
add_stress = medium_stress_gain
}
after = {
trigger_event = {
id = health.3001 days = { court_physician_search_min court_physician_search_max }
}
}
}