N3OW/events/dlc/ce1/epidemic_events_2.txt
2026-01-06 14:25:21 +01:00

951 lines
19 KiB
Text

namespace = epidemic_events
epidemic_events.2001 = { #defender trying to status quo the vassal war cuz he's sick
type = character_event
title = epidemic_events.2001.t
desc = epidemic_events.2001.desc
theme = plague
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:pleading_vassal
animation = beg
}
lower_right_portrait = {
character = scope:attacking_vassal
}
override_background = {
reference = army_camp
}
override_effect_2d = {
reference = fog
}
cooldown = { years = 30 }
trigger = {
is_available_adult = yes
any_vassal = {
is_ai = yes
is_at_war = yes
any_character_war = {
primary_attacker = {
is_vassal_of = root
is_ai = yes
}
is_defender = prev
attacker_war_score > 30
}
realm_has_any_epidemic = { SIZE = 3 INTENSITY = minor }
current_gold_value > minor_gold_value
}
}
immediate = {
random_vassal = {
limit = {
is_ai = yes
is_at_war = yes
any_character_war = {
primary_attacker = {
is_vassal_of = root
is_ai = yes
}
is_defender = prev
attacker_war_score > 30
}
realm_has_any_epidemic = { SIZE = 2 INTENSITY = minor }
current_gold_value > minor_gold_value
}
save_scope_as = pleading_vassal
get_random_realm_epidemic = { INTENSITY = minor }
random_character_war = {
limit = {
primary_attacker = {
is_vassal_of = root
is_ai = yes
}
is_defender = prev
attacker_war_score > 30
}
save_scope_as = vassal_war
}
}
scope:vassal_war = {
primary_attacker = {
save_scope_as = attacking_vassal
}
}
set_variable = {
name = gold_transfer_value
value = scope:pleading_vassal.current_gold_value
}
scope:pleading_vassal = {
pay_short_term_gold = {
target = root
gold = current_gold_value
}
hidden_effect = {
if = {
limit = {
NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
}
random = {
chance = 25
infect_with_epidemic = scope:epidemic_scope
}
}
}
}
}
option = { #send a royal order for white peace
name = epidemic_events.2001.c
duel = {
skill = diplomacy
target = scope:attacking_vassal
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 1
}
send_interface_toast = {
title = epidemic_events.2001.c.success
left_icon = scope:pleading_vassal
right_icon = scope:attacking_vassal
scope:vassal_war = {
end_war = white_peace
}
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
scope:pleading_vassal = {
add_opinion = {
modifier = thankful_opinion
opinion = 30
target = root
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -1
}
send_interface_toast = {
title = epidemic_events.2001.c.failure
left_icon = scope:pleading_vassal
right_icon = scope:attacking_vassal
scope:pleading_vassal = {
add_opinion = {
modifier = disappointed_opinion
opinion = -25
target = root
}
}
custom_tooltip = epidemic_events.2001.danger
}
hidden_effect = {
random = {
chance = 10
trigger_event = {
months = 4
id = epidemic_events.2002
}
}
}
}
}
stress_impact = {
greedy = medium_stress_gain
compassionate = medium_stress_loss
just = medium_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = low_chance_impact_positive_ai_value
ai_rationality = low_chance_impact_positive_ai_value
}
}
}
option = { #imprison the other guy from traveling to you during a pandemic and wash whatever he touched
name = epidemic_events.2001.b
flavor = epidemic_events.2001.b.desc
imprison = {
target = scope:pleading_vassal
type = dungeon
}
scope:pleading_vassal = {
add_opinion = {
modifier = angry_opinion
opinion = -40
target = root
}
}
custom_tooltip = epidemic_events.2001.danger
hidden_effect = {
random = {
chance = 10
trigger_event = {
months = 4
id = epidemic_events.2002
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = low_chance_impact_positive_ai_value
ai_rationality = low_chance_impact_positive_ai_value
}
}
stress_impact = {
compassionate = medium_stress_gain
just = medium_stress_gain
paranoid = major_stress_loss
}
}
option = { #pay money to end war
name = epidemic_events.2001.a
scope:vassal_war = {
end_war = white_peace
}
pay_treasury_or_gold = {
target = scope:attacking_vassal
value = {
value = root.var:gold_transfer_value
multiply = 0.5
}
}
scope:pleading_vassal = {
add_opinion = {
modifier = thankful_opinion
opinion = 30
target = root
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = low_chance_impact_negative_ai_value
ai_compassion = low_chance_impact_positive_ai_value
}
}
stress_impact = {
greedy = medium_stress_gain
compassionate = medium_stress_loss
}
}
after = {
hidden_effect = {
if = {
limit = {
scope:pleading_vassal = {
has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
is_imprisoned = no
}
}
random_list = {
60 = {
random_courtier = {
limit = {
NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
}
save_scope_as = infected_courtier
}
send_interface_toast = {
title = epidemic_events.2001.epidemic_spread.t
left_icon = scope:pleading_vassal
right_icon = scope:infected_courtier
scope:infected_courtier = {
infect_with_epidemic = scope:epidemic_scope
}
}
}
20 = {
if = {
limit = {
NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
}
}
random_courtier = {
limit = {
NOT = { has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait }
}
save_scope_as = first_infected_courtier
}
random_courtier = {
limit = {
NOT = {
has_trait = scope:epidemic_scope.epidemic_type.epidemic_trait
scope:first_infected_courtier = this
}
}
save_scope_as = second_infected_courtier
}
send_interface_toast = {
title = epidemic_events.2001.epidemic_spread.t
left_icon = scope:second_infected_courtier
right_icon = scope:first_infected_courtier
scope:first_infected_courtier = {
infect_with_epidemic = scope:epidemic_scope
}
scope:second_infected_courtier = {
infect_with_epidemic = scope:epidemic_scope
}
}
}
}
}
}
}
}
epidemic_events.2002 = {
type = character_event
title = epidemic_events.2002.t
desc = epidemic_events.2002.desc
theme = plague
left_portrait = {
character = root
animation = stress
}
lower_left_portrait = scope:attacking_vassal
lower_right_portrait = scope:pleading_vassal
trigger = {
exists = scope:epidemic_scope
exists = scope:vassal_war
is_ai = no
}
override_background = {
reference = battlefield
}
override_effect_2d = {
reference = fog
}
immediate = {
if = {
limit = {
scope:epidemic_scope = {
outbreak_intensity = minor
}
}
scope:epidemic_scope = {
set_epidemic_outbreak_intensity = major
}
}
else = {
scope:epidemic_scope = {
set_epidemic_outbreak_intensity = apocalyptic
}
}
add_legitimacy = miniscule_legitimacy_loss
}
option = {
name = epidemic_events.2002.a
stress_impact = {
base = minor_stress_gain
}
}
}
epidemic_events.2003 = { #maa are dying from war
type = character_event
title = epidemic_events.2003.t
desc = epidemic_events.2003.desc
theme = plague
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:marshal
animation = marshal_shield
}
override_background = {
reference = army_camp
}
override_effect_2d = {
reference = flies
}
cooldown = { years = 8 }
trigger = {
is_available_adult = yes
any_held_county = {
any_county_province = {
has_stationed_regiment = yes
any_province_epidemic = {
intensity >= minor
}
}
save_temporary_scope_as = first_county
}
any_held_county = {
this != scope:first_county
any_county_province = {
has_stationed_regiment = yes
any_province_epidemic = {
intensity >= minor
}
}
}
exists = cp:councillor_marshal
}
immediate = {
random_held_county = {
limit = {
any_county_province = {
has_stationed_regiment = yes
any_province_epidemic = {
intensity >= minor
}
}
}
random_county_province = {
limit = {
has_stationed_regiment = yes
any_province_epidemic = {
intensity >= minor
}
}
save_scope_as = first_epidemic_province
random_province_epidemic = {
save_scope_as = epidemic_scope
}
}
save_scope_as = first_epidemic_county
}
random_held_county = {
limit = {
this != scope:first_epidemic_county
any_county_province = {
has_stationed_regiment = yes
any_province_epidemic = {
intensity >= minor
}
}
}
random_county_province = {
limit = {
has_stationed_regiment = yes
any_province_epidemic = {
intensity >= minor
}
}
save_scope_as = second_epidemic_province
}
}
cp:councillor_marshal = { save_scope_as = marshal }
}
option = { #pay more to get more recruits
name = epidemic_events.2003.a
every_maa_regiment = {
change_maa_troops_count = {
value = {
value = this.maa_current_troops_count
multiply = -0.25
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = low_chance_impact_negative_ai_value
ai_rationality = low_chance_impact_positive_ai_value
}
}
stress_impact = {
greedy = medium_stress_gain
ambitious = medium_stress_loss
}
}
option = { #dont care, press peasants as maa
name = epidemic_events.2003.b
scope:first_epidemic_province = {
add_province_modifier = {
modifier = epidemic_pressed_levies
years = 5
}
}
scope:second_epidemic_province = {
add_province_modifier = {
modifier = epidemic_pressed_levies
years = 5
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = low_chance_impact_positive_ai_value
ai_compassion = low_chance_impact_negative_ai_value
ai_rationality = low_chance_impact_positive_ai_value
}
}
stress_impact = {
just = medium_stress_gain
}
}
option = { #close the barracks!
name = epidemic_events.2003.c
scope:first_epidemic_province = {
add_province_modifier = {
modifier = epidemic_closed_barracks
years = 5
}
}
scope:second_epidemic_province = {
add_province_modifier = {
modifier = epidemic_closed_barracks
years = 5
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = low_chance_impact_positive_ai_value
ai_rationality = low_chance_impact_positive_ai_value
}
}
stress_impact = {
paranoid = medium_stress_loss
}
}
}
epidemic_events.2004 = { #Medicinal Jar creation event
hidden = yes
trigger = {
is_available_adult = yes
court_position:court_physician_court_position ?= {
is_available_ai_adult = yes
culture != root.culture
NOT = {
has_character_flag = physician_medicinal_jar
}
}
realm_has_any_nearby_epidemic = { SIZE = 4 INTENSITY = minor }
}
cooldown = { years = 160 }
immediate = {
court_position:court_physician_court_position = {
save_scope_as = physician
}
scope:physician = {
create_artifact = {
name = medicine_jar
description = medicine_jar_desc
type = miscellaneous
visuals = glazed_jar
modifier = artifact_epidemic_resistance_1_modifier
modifier = artifact_learning_lifestyle_xp_2_modifier
save_scope_as = medicine_jar
quality = 50
}
add_character_flag = physician_medicinal_jar
}
if = {
limit = {
scope:physician = {
can_equip_artifact = scope:medicine_jar
}
}
scope:medicine_jar = {
equip_artifact_to_owner = yes
}
get_random_nearby_realm_epidemic = { INTENSITY = minor }
trigger_event = {
days = { 3 7 }
id = epidemic_events.2005
}
}
}
}
epidemic_events.2005 = { #Glass jar artifact
type = character_event
title = epidemic_events.2005.t
desc = epidemic_events.2005.desc
theme = plague
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:physician
animation = physician
}
artifact = {
target = scope:medicine_jar
position = lower_center_portrait
}
override_background = {
reference = physicians_study
}
trigger = {
scope:physician = { is_alive = yes }
}
option = { #politely ask the physisican to part with the jar
name = epidemic_events.2005.a
duel = {
skill = diplomacy
target = scope:physician
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 1
}
send_interface_toast = {
title = epidemic_events.2005.a.success
left_icon = scope:physician
scope:medicine_jar = {
set_owner = root
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -1
}
send_interface_toast = {
title = epidemic_events.2005.a.failure
left_icon = scope:physician
scope:medicine_jar = {
add_artifact_modifier = artifact_physician_aptitude_1_modifier
}
}
}
}
stress_impact = {
craven = minor_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = low_chance_impact_negative_ai_value
}
}
}
option = { #violently grab the jar from physician
name = epidemic_events.2005.b
scope:physician = {
add_opinion = {
modifier = fp3_stole_from_me
opinion = -25
target = root
}
progress_towards_rival_effect = {
REASON = rival_stole_artifact
CHARACTER = root
OPINION = 0
}
}
scope:medicine_jar = {
set_owner = root
}
stress_impact = {
temperate = medium_stress_gain
just = medium_stress_gain
paranoid = medium_stress_loss
wrathful = medium_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = low_chance_impact_positive_ai_value
ai_energy = low_chance_impact_positive_ai_value
ai_rationality = low_chance_impact_negative_ai_value
}
}
}
option = { #let phycisian keep his precious jar
name = epidemic_events.2005.c
scope:medicine_jar = {
add_artifact_modifier = artifact_physician_aptitude_1_modifier
}
stress_impact = {
temperate = medium_stress_loss
just = medium_stress_loss
trusting = medium_stress_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = low_chance_impact_positive_ai_value
ai_rationality = low_chance_impact_positive_ai_value
ai_greed = low_chance_impact_negative_ai_value
}
}
}
}
epidemic_events.2006 = { #Dancing plague
type = character_event
title = epidemic_events.2006.t
desc = epidemic_events.2006.desc
theme = plague
override_background = courtyard
override_effect_2d = { reference = flies }
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:dance_victim
animation = dancing_plague
}
trigger = {
is_available_adult = yes
OR = {
is_ai = no
this = top_liege
}
capital_province = {
any_province_epidemic = {
#epidemic_type = epidemic_type:ergotism
intensity < apocalyptic
}
}
NOT = {
has_character_flag = had_event_dancing_plague
}
}
weight_multiplier = {
base = 1
modifier = { #Since a big outbreak occurred in Aachen 1374
add = 9
capital_province = {
county = title:c_aachen
}
current_date >= 1370.1.1
current_date <= 1380.1.1
}
modifier = { #Since an outbreak occurred in Erfurt 1247
add = 9
capital_province = {
duchy = title:d_thuringia
}
current_date >= 1240.1.1
current_date <= 1250.1.1
}
modifier = { #Since an outbreak occurred in Kolbigk 1021
add = 9
capital_province = {
geographical_region = ghw_region_saxony
}
current_date >= 1020.1.1
current_date <= 1030.1.1
}
modifier = { #Since it historically occurred in Europe
add = 1
capital_province = {
geographical_region = world_europe
}
}
}
immediate = {
capital_province = {
random_province_epidemic = {
limit = {
epidemic_type = epidemic_type:ergotism
outbreak_intensity < apocalyptic
}
save_scope_as = dancing_plague
}
}
create_character = {
template = servant_character
dynasty = none
location = root.capital_province
save_scope_as = dance_victim
}
hidden_effect = {
scope:dance_victim = {
add_trait = ergotism
}
}
scope:dancing_plague = {
set_epidemic_outbreak_intensity = apocalyptic
}
add_character_flag = had_event_dancing_plague
}
option = { #let's join the paaartey
trigger = {
has_trait = eccentric
}
name = epidemic_events.2006.a
add_character_modifier = {
modifier = ce1_gone_dancing
years = 2
}
hidden_effect = {
random = {
chance = 10
trigger_event = { id = health.1017 days = { 5 15 } } #You contract ergotism
}
}
stress_impact = {
eccentric = medium_stress_loss
}
ai_chance = {
base = 100
}
}
option = { #slay the demon!
trigger = {
has_trait = zealous
}
name = epidemic_events.2006.d
add_piety = minor_piety_gain
scope:dance_victim = {
death = {
death_reason = death_murder
killer = root
}
}
stress_impact = {
zealous = medium_stress_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = low_chance_impact_negative_ai_value
ai_zeal = low_chance_impact_positive_ai_value
}
}
}
option = { #eh, every dance stops eventually, right?
name = epidemic_events.2006.b
capital_county = {
add_county_modifier = {
modifier = dance_plague_modifier
years = 4
}
}
stress_impact = {
compassionate = minor_stress_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = low_chance_impact_negative_ai_value
}
}
}
option = { #tie them down! allieviate their pains somehow
name = epidemic_events.2006.c
hidden_effect = {
random = {
chance = 10
trigger_event = { id = health.1017 days = { 5 15 } } #You contract ergotism
}
}
stress_impact = {
lustful = medium_stress_loss
compassionate = medium_stress_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = low_chance_impact_positive_ai_value
}
}
}
}