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

8131 lines
159 KiB
Text

namespace = legend_spread_events
############################
## Legend Spread Events
## & Buying Into A Legend Events
## 5000-5999
## by Nick Meredith
############################
# You attempt to spread a rumour that the ancient peoples founded your capital city
legend_spread_events.5000 = {
type = character_event
title = legend_spread_events.5000.t
desc = legend_spread_events.5000.desc
theme = legend
override_background = { reference = alley_day }
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:chronicler
animation = thinking
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
has_legend_chronicle = ancient_people
legend_protagonist = root
}
capital_province = {
province_owner = root
culture = root.culture
}
location = capital_province
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
capital_province = {
save_scope_as = capital
}
culture = {
save_scope_as = culture
}
save_scope_as = root_scope
}
option = { #The architecture of the oldest buildings PROVES it was them!
name = legend_spread_events.5000.a
trigger = {
OR = {
has_trait = scholar
has_trait = architect
}
}
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
every_vassal = {
vassal_stance = parochial
custom = every_parochial_vassal
add_opinion = {
modifier = respect_opinion
opinion = 15
target = root
}
}
stress_impact = {
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = lazy
}
}
}
option = { #They _must_ have founded it!
name = legend_spread_events.5000.b
duel = {
skill = diplomacy
value = high_skill_rating
50 = { #People are convinced
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5000.b.tt.success
send_interface_toast = {
title = legend_spread_events.5000.b.tt.success
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
}
}
50 = { # People are unconvinced
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5000.b.tt.failure
send_interface_toast = {
title = legend_spread_events.5000.b.tt.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
}
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
stubborn = miniscule_stress_impact_loss
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = arrogant
has_trait = lazy
has_trait = fickle
}
}
}
}
option = { #Re-use the masonry
name = legend_spread_events.5000.c
promoted_legend = {
add_legend_county_modifier = {
modifier = legend_edifices_enduring
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
}
}
option = { #Maybe that's a bit of a stretch
name = legend_spread_events.5000.d
add_character_modifier = {
modifier = legend_character_culture_builders
years = 15
}
scope:capital = {
add_province_modifier = {
modifier = legend_county_culture_builders
years = 15
}
}
stress_impact = {
ambitious = medium_stress_impact_gain
content = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = ambitious
}
modifier = {
factor = 2
has_trait = content
}
}
}
}
# Your parent claims you fasted on holy days as a baby
legend_spread_events.5005 = {
type = character_event
title = legend_spread_events.5005.t
desc = {
desc = legend_spread_events.5005.desc
first_valid = {
triggered_desc = {
trigger = {
scope:parent = {
this = scope:chronicler
}
}
desc = legend_spread_events.5005.parent_chronicler
}
triggered_desc = {
trigger = {
NOT = {
scope:parent = {
this = scope:chronicler
}
}
}
desc = legend_spread_events.5005.regular
}
}
}
theme = legend
override_background = { reference = temple }
left_portrait = {
character = root
animation = love
}
right_portrait = {
character = scope:parent
animation = ecstasy
}
lower_center_portrait = {
trigger = {
NOT = {
scope:chronicler = {
this = scope:parent
}
}
}
character = scope:chronicler
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:holy
legend_protagonist = root
}
any_parent = {
is_alive = yes
opinion = {
target = root
value >= low_positive_opinion
}
save_temporary_scope_as = parent
}
faith = { trait_is_virtue = temperate }
any_courtier = {
NOR = {
this = root
this = scope:parent
}
is_available_ai_adult = yes
}
}
immediate = {
save_scope_as = root_scope
grab_appropriate_chronicler_effect = yes
random_parent = {
limit = {
is_alive = yes
opinion = {
target = root
value >= low_positive_opinion
}
}
save_scope_as = parent
}
}
option = { #Mother please, you're embarrassing me
name = legend_spread_events.5005.a
trigger = {
OR = {
has_trait = humble
has_trait = shy
}
NOT = {
has_trait = arrogant
}
}
add_character_modifier = {
modifier = legend_humble_king
years = 25
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pleased_opinion
opinion = 25
target = root
}
}
stress_impact = {
diligent = minor_stress_impact_gain
lazy = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = diligent
}
}
}
option = { #Clearly I am a holy person!
name = legend_spread_events.5005.b
flavor = legend_spread_events.5005.b.tt
add_piety = medium_piety_gain
promoted_legend = {
change_legend_quality_effect = { VALUE = medium_legend_quality_increase }
}
stress_impact = {
zealous = miniscule_stress_impact_loss
cynical = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
temperate = miniscule_stress_impact_loss
gluttonous = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = cynical
has_trait = humble
has_trait = gluttonous
}
}
}
}
option = { #Enough about me. How are you, mother?
name = legend_spread_events.5005.c
add_character_modifier = {
modifier = legend_mothers_boy
years = 15
}
reverse_add_opinion = {
modifier = love_opinion
target = scope:parent
opinion = 50
}
stress_impact = {
ambitious = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = ambitious
}
}
}
}
# Attempt to heal the sick with your touch
legend_spread_events.5010 = {
type = character_event
title = legend_spread_events.5010.t
desc = legend_spread_events.5010.desc
theme = legend
override_background = { reference = alley_day }
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:sick
animation = sick_stomach
}
lower_center_portrait = {
character = scope:chronicler
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:holy
legend_protagonist = root
}
any_pool_character = {
province = root.location
is_ai = yes
is_adult = yes
has_trait = ill
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
random_pool_character = {
province = root.location
limit = {
is_ai = yes
is_adult = yes
has_trait = ill
}
save_scope_as = sick
}
root.location = {
if = {
limit = {
province_owner = root
}
save_scope_as = location
}
}
save_scope_value_as = {
name = illness_range
value = {
integer_range = {
min = 1
max = 15
}
}
}
}
option = { #Persuade them to give to those less fortunate and acquire salvation that way
name = legend_spread_events.5010.a
trigger = {
OR = {
has_trait = arbitrary
intrigue > 13
}
}
flavor = legend_spread_events.5010.a.tt
scope:location ?= {
add_province_modifier = {
modifier = legend_charitable_donations
years = 15
}
}
reverse_add_opinion = {
modifier = respect_opinion
target = scope:sick
opinion = 5
}
stress_impact = {
ambitious = medium_stress_impact_gain
humble = minor_stress_impact_loss
diligent = minor_stress_impact_gain
lazy = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = ambitious
}
}
}
option = { #Give it a go, I suppose
name = legend_spread_events.5010.b
random_list = {
30 = { #The sick person is healed!
desc = legend_spread_events.5010.b.criticalsuccess
send_interface_toast = {
title = legend_spread_events.5010.b.criticalsuccess
left_icon = root
right_icon = scope:sick
scope:sick = {
remove_trait = ill
}
promoted_legend = {
change_legend_quality_effect = { VALUE = major_legend_quality_increase }
}
}
}
50 = { #They get placebo'd a little
modifier = {
add = scope:illness_range
}
desc = legend_spread_events.5010.b.success
send_interface_toast = {
title = legend_spread_events.5010.b.success
left_icon = root
right_icon = scope:sick
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
}
}
20 = { #They see no change at all
desc = legend_spread_events.5010.b.failure
send_interface_toast = {
title = legend_spread_events.5010.b.failure
left_icon = root
right_icon = scope:sick
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
}
}
}
stress_impact = {
brave = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
humble = 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
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_zeal = 0.5
}
}
}
option = { #You must seek healing elsewhere!
name = legend_spread_events.5010.c
scope:location ?= {
add_province_modifier = {
modifier = legend_sick_hospitals
years = 25
}
}
reverse_add_opinion = {
modifier = disappointed_opinion
target = scope:sick
opinion = -20
}
stress_impact = {
ambitious = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = ambitious
}
}
}
}
# You have a famous weapon that has killed many; or has it?
legend_spread_events.5015 = {
type = character_event
title = legend_spread_events.5015.t
desc = legend_spread_events.5015.desc
theme = legend
override_background = { reference = armory }
left_portrait = {
character = root
animation = marshal
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
artifact = {
target = scope:artifact
position = lower_center_portrait
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:legitimizing
legend_protagonist = root
}
location = capital_province
any_character_artifact = {
artifact_slot_type = primary_armament
artifact_owner = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
root.location = {
save_scope_as = location
}
random_character_artifact = {
limit = {
artifact_slot_type = primary_armament
artifact_owner = root
}
save_scope_as = artifact
}
}
option = { #And it'll take the lives of many more!
name = legend_spread_events.5015.a
trigger = {
OR = {
has_trait = wrathful
prowess > 13
}
}
add_character_modifier = {
modifier = legend_bloodthirsty_warrior
years = 15
}
stress_impact = {
calm = medium_stress_impact_gain
wrathful = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = calm
}
}
}
option = { #Well you see, those are just the ones I remember...
name = legend_spread_events.5015.b
duel = {
skills = { diplomacy martial }
value = high_skill_rating
50 = { #Sounds legit!
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5015.b.success
send_interface_toast = {
title = legend_spread_events.5015.b.success
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
}
}
50 = { # People are unconvinced
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5015.b.failure
send_interface_toast = {
title = legend_spread_events.5015.b.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
}
}
}
stress_impact = {
just = minor_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
deceitful = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
ai_honor = -0.5
}
}
}
option = { #It's quite something innit?
name = legend_spread_events.5015.c
custom_tooltip = legend_spread_events.5015.c.tt
hidden_effect = {
random_list = {
1 = {
scope:artifact = {
add_artifact_modifier = artifact_monthly_prestige_1_modifier
}
}
1 = {
scope:artifact = {
add_artifact_modifier = artifact_knight_effectiveness_1_modifier
}
}
1 = {
scope:artifact = {
add_artifact_modifier = artifact_controlled_province_advantage_1_modifier
}
}
1 = {
scope:artifact = {
add_artifact_modifier = artifact_prowess_1_modifier
}
}
1 = {
scope:artifact = {
add_artifact_modifier = artifact_negate_prowess_penalty_add_1_modifier
}
}
}
}
reverse_add_opinion = {
modifier = impressed_opinion
target = scope:chronicler
opinion = 20
}
stress_impact = {
ambitious = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -0.5
ai_honor = 0.5
}
}
}
}
# You can pretend a mark on your hand is a stigmata
legend_spread_events.5020 = {
type = character_event
title = legend_spread_events.5020.t
desc = legend_spread_events.5020.desc
theme = legend
override_background = { reference = corridor_night }
left_portrait = {
character = root
animation = lantern
}
right_portrait = {
character = scope:chronicler
animation = shock
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:holy
legend_protagonist = root
}
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
save_scope_as = root_scope
}
option = { #I also have one in my side!
name = legend_spread_events.5020.a
trigger = {
has_trait = scarred
}
promoted_legend = {
change_legend_quality_effect = { VALUE = medium_legend_quality_increase }
}
add_character_modifier = {
modifier = legend_stigmatic
years = 15
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = cynical
}
}
}
option = { #It does look rather interesting, doesn't it?
name = legend_spread_events.5020.b
add_character_modifier = {
modifier = legend_claimed_stigmatic
years = 20
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = hate_opinion
opinion = -40
target = root
}
}
stress_impact = {
just = minor_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
honest = minor_stress_impact_gain
deceitful = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
ai_honor = -0.5
}
}
}
option = { #It's just an old mark
name = legend_spread_events.5020.c
add_piety = minor_piety_gain
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = trust_opinion
opinion = 20
target = root
}
}
reverse_add_opinion = {
modifier = disappointed_opinion
target = scope:chronicler
opinion = -5
}
stress_impact = {
base = minor_stress_impact_loss
honest = miniscule_stress_impact_loss
deceitful = minor_stress_impact_gain
ambitious = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
ai_honor = 0.5
}
}
}
}
# Claim descent from ancient peoples by deciphering an old manuscript
legend_spread_events.5025 = {
type = character_event
title = legend_spread_events.5025.t
desc = legend_spread_events.5025.desc
theme = legend
override_background = { reference = study }
left_portrait = {
character = root
animation = chancellor
}
right_portrait = {
character = scope:chronicler
animation = thinking
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
has_legend_chronicle = ancient_people
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { #Easy!
name = legend_spread_events.5025.a
trigger = {
has_trait = scholar
}
show_as_unavailable = { always = yes }
add_learning_lifestyle_xp = major_lifestyle_xp
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
reverse_add_opinion = {
modifier = impressed_opinion
target = scope:chronicler
opinion = 30
}
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = 1
}
}
}
option = { #Let's give it a go
name = legend_spread_events.5025.b
duel = {
skill = learning
value = medium_skill_rating
50 = { # You decipher it
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5025.b.success
send_interface_toast = {
title = legend_spread_events.5025.b.success
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
}
}
50 = { # You are nonplussed
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5025.b.failure
send_interface_toast = {
title = legend_spread_events.5025.b.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
}
}
}
stress_impact = {
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = 0.5
}
}
}
option = { #There must be another way
name = legend_spread_events.5025.c
add_character_modifier = {
modifier = ce1_forward_thinking
years = 15
}
reverse_add_opinion = {
modifier = disappointed_opinion
target = scope:chronicler
opinion = -5
}
stress_impact = {
honest = miniscule_stress_impact_loss
deceitful = minor_stress_impact_gain
ambitious = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# Powerful vassal is impressed by your legend
legend_spread_events.5030 = {
type = character_event
title = legend_spread_events.5030.t
desc = legend_spread_events.5030.desc
theme = legend
override_background = { reference = study }
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:vassal
animation = thinking
}
lower_center_portrait = {
character = scope:chronicler
}
cooldown = { years = 20 }
trigger = {
any_powerful_vassal = {
opinion = {
target = root
value >= low_positive_opinion
}
age > 15
save_temporary_scope_as = potential_promoter_temp
}
promoted_legend ?= {
legend_type = legend_type:legitimizing
legend_protagonist = root
any_legend_promoter = {
this != scope:potential_promoter_temp
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
random_powerful_vassal = {
limit = {
opinion = {
target = root
value >= low_positive_opinion
}
age > 15
}
save_scope_as = vassal
}
}
option = { #I would be indebted to you if you were to help spread it, perhaps?
name = legend_spread_events.5030.a
trigger = {
scope:vassal = {
can_add_hook = {
target = root
type = favor_hook
}
}
}
promoted_legend = {
change_legend_quality_effect = { VALUE = major_legend_quality_increase }
}
scope:vassal = {
add_hook = {
target = root
type = favor_hook
}
set_promoted_legend = root.promoted_legend
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
trusting = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_sociability = 1
ai_vengefulness = -1
}
}
}
option = { #That's great to hear!
name = legend_spread_events.5030.b
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
stress_impact = {
lazy = miniscule_stress_impact_loss
diligent = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
}
}
}
option = { #It is excellent to have you here!
name = legend_spread_events.5030.c
progress_towards_friend_effect = {
REASON = friend_legend_agreement
CHARACTER = scope:vassal
OPINION = 35
}
stress_impact = {
gregarious = miniscule_stress_impact_loss
shy = minor_stress_impact_gain
ambitious = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -0.5
ai_compassion = 1
}
}
}
}
# The chronicler rushes to you with documents disputing your lineage
legend_spread_events.5035 = {
type = character_event
title = legend_spread_events.5035.t
desc = legend_spread_events.5035.desc
theme = legend
override_background = { reference = sitting_room }
left_portrait = {
character = root
animation = anger
}
right_portrait = {
character = scope:chronicler
animation = fear
}
cooldown = { years = 20 }
trigger = {
is_available_adult = yes
promoted_legend ?= {
legend_type = legend_type:legitimizing
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # Burn the documents, threaten the chronicler
name = legend_spread_events.5035.a
trigger = {
OR = {
has_trait = sadistic
has_trait = callous
has_trait = wrathful
has_trait = ambitious
has_trait = arbitrary
has_trait = torturer
dread > 50
}
}
flavor = legend_spread_events.5035.a.tt
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
add_dread = medium_dread_gain
reverse_add_opinion = {
modifier = scared_opinion
target = scope:chronicler
opinion = -40
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
paranoid = miniscule_stress_impact_loss
trusting = minor_stress_impact_gain
sadistic = miniscule_stress_impact_loss
compassionate = major_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -1
ai_vengefulness = 1
}
}
}
option = { # Nonsense, look, that's my father's name right there!
name = legend_spread_events.5035.b
duel = {
skill = diplomacy
value = high_skill_rating
50 = { # Oh yeah!
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5035.b.success
send_interface_toast = {
title = legend_spread_events.5035.b.success
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = {
VALUE = minor_legend_quality_increase
}
}
}
}
50 = { # What? No it isn't
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5035.b.failure
send_interface_toast = {
title = legend_spread_events.5035.b.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = {
VALUE = minor_legend_quality_decrease
}
}
}
}
}
stress_impact = {
arbitrary = miniscule_stress_impact_loss
just = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
deceitful = miniscule_stress_impact_loss
honest = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
ai_honor = -0.5
}
}
}
option = { # Let's try to keep this one quiet, shall we?
name = legend_spread_events.5035.c
duel = {
skill = intrigue
value = medium_skill_rating
50 = { # The secret stays secret
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5035.c.success
send_interface_toast = {
title = legend_spread_events.5035.c.success
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = medium_legend_quality_increase }
}
scope:chronicler = {
add_hook = {
target = root
type = indebted_hook
}
}
}
}
50 = { # The secret gets out
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5035.c.failure
send_interface_toast = {
title = legend_spread_events.5035.c.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
}
}
}
stress_impact = {
lazy = miniscule_stress_impact_loss
diligent = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -0.5
}
}
}
option = { # Ah. Well, let's see if we can find other ones, shall we?
name = legend_spread_events.5035.d
stress_impact = {
base = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
diligent = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -0.5
}
}
}
}
# You sit down with your chronicler to fill in some missing entries in the family tree
legend_spread_events.5040 = {
type = character_event
title = legend_spread_events.5040.t
desc = legend_spread_events.5040.desc
theme = legend
override_background = { reference = sitting_room }
left_portrait = {
character = root
animation = boredom
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:legitimizing
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
random_parent = {
limit = {
is_alive = yes
is_available_ai_adult = yes
}
save_scope_as = parent
}
set_up_regional_mythical_creature_effect = yes
}
option = { # You successfully lie your ass off
name = legend_spread_events.5040.a
trigger = {
OR = {
has_trait = deceitful
has_trait = schemer
intrigue > 20
}
}
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
stress_impact = {
deceitful = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
just = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -1
ai_rationality = 1
}
}
}
option = { # You ask a parent for help
name = legend_spread_events.5040.b
trigger = {
scope:parent ?= {
is_alive = yes
}
}
add_internal_flag = special
promoted_legend = {
change_legend_quality_effect = { VALUE = medium_legend_quality_increase }
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
callous = minor_stress_impact_gain
trusting = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_sociability = -1
}
}
}
option = { # Attempt to make it up
name = legend_spread_events.5040.a #Re-used on purpose
trigger = {
NOR = {
has_trait = deceitful
has_trait = schemer
intrigue > 20
}
}
duel = {
skills = { intrigue diplomacy }
value = high_skill_rating
50 = { # It looks like it all adds up
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5040.c.success
send_interface_toast = {
title = legend_spread_events.5040.c.success
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
}
}
50 = { # Your family tree makes no sense
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5040.c.failure
send_interface_toast = {
title = legend_spread_events.5040.c.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
}
}
}
stress_impact = {
deceitful = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
just = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -0.5
}
}
}
option = { # Oh my god, I don't care!
name = legend_spread_events.5040.d
random_list = {
1 = {
desc = legend_spread_events.5040.d.success
add_prestige = minor_prestige_gain
}
1 = {
desc = legend_spread_events.5040.d.failure
add_prestige = minor_prestige_loss
}
}
reverse_add_opinion = {
modifier = disappointed_opinion
target = scope:chronicler
opinion = -15
}
stress_impact = {
base = miniscule_stress_impact_loss
irritable = major_stress_impact_loss
lazy = miniscule_stress_impact_loss
diligent = minor_stress_impact_gain
content = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -0.5
ai_energy = -0.5
}
}
}
after = {
if = {
limit = { exists = var:trinket_adjective_followup }
remove_variable = trinket_adjective_followup
}
}
}
# You try to get your name in the khutbah
legend_spread_events.5045 = {
type = character_event
title = legend_spread_events.5045.t
desc = legend_spread_events.5045.desc
theme = legend
override_background = { reference = temple }
left_portrait = {
character = root
animation = scheme
}
right_portrait = {
character = scope:imam
animation = dismissal
}
lower_center_portrait = {
character = scope:chronicler
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:holy
legend_protagonist = root
}
OR = {
cp:councillor_court_chaplain = {
is_available_ai_adult = yes
faith.religion = religion:islam_religion
}
any_court_position_holder = {
type = camp_priest_camp_officer
is_available_ai_adult = yes
faith.religion = religion:islam_religion
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
faith.religion = religion:islam_religion
}
immediate = {
grab_appropriate_chronicler_effect = yes
cp:councillor_court_chaplain ?= {
save_scope_as = imam
}
if = {
limit = {
NOT = { exists = scope:imam }
}
random_court_position_holder = {
type = camp_priest_camp_officer
save_scope_as = imam
}
}
capital_province = {
save_scope_as = capital
}
}
option = { # Perhaps I can owe you a favour?
name = legend_spread_events.5045.a
trigger = {
scope:imam = {
can_add_hook = {
target = root
type = favor_hook
}
}
}
promoted_legend = {
change_legend_quality_effect = { VALUE = medium_legend_quality_increase }
}
scope:imam = {
add_hook = {
target = root
type = favor_hook
}
}
reverse_add_opinion = {
modifier = pleased_opinion
target = scope:imam
opinion = 20
}
stress_impact = {
trusting = miniscule_stress_impact_loss
paranoid = medium_stress_impact_gain
zealous = miniscule_stress_impact_loss
cynical = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_vengefulness = -1
}
}
}
option = { # Bribe him, maybe?
name = legend_spread_events.5045.b
duel = {
skill = diplomacy
target = scope:imam
65 = { # He acquiesces
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5045.b.success
# If he's not a very holy fella, he'll prioritise keeping his liege happy
modifier = {
add = 15
scope:imam = {
has_trait = cynical
}
}
send_interface_toast = {
title = legend_spread_events.5045.b.success
left_icon = root
right_icon = scope:imam
pay_short_term_gold = {
target = scope:imam
gold = minor_gold_value
}
promoted_legend = {
change_legend_quality_effect = { VALUE = medium_legend_quality_increase }
}
}
}
35 = { # He is not impressed
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5045.b.failure
# If he's a holy fella, he'll listen to the hadith on rashwah
modifier = {
add = 50
scope:imam = {
has_trait = zealous
}
}
send_interface_toast = {
title = legend_spread_events.5045.b.failure
left_icon = root
right_icon = scope:imam
reverse_add_opinion = {
modifier = angry_opinion
target = scope:imam
opinion = -40
}
}
}
}
stress_impact = {
cynical = miniscule_stress_impact_loss
zealous = minor_stress_impact_gain
trusting = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_sociability = -1
}
}
}
option = { # Persuade him
name = legend_spread_events.5045.c
duel = {
skill = diplomacy
target = scope:imam
50 = { # He sees your value
desc = legend_spread_events.5045.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
# He likes ya
modifier = {
add = 5
scope:imam = {
opinion = {
target = root
value >= low_positive_opinion
}
}
}
# He likes ya a lot
modifier = {
add = 15
scope:imam = {
opinion = {
target = root
value >= high_positive_opinion
}
}
}
send_interface_toast = {
title = legend_spread_events.5045.c.success
left_icon = root
right_icon = scope:imam
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
}
}
50 = { # He is not impressed
desc = legend_spread_events.5045.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5045.c.failure
left_icon = root
right_icon = scope:imam
reverse_add_opinion = {
modifier = dismissive_opinion
target = scope:imam
opinion = -15
}
}
}
}
stress_impact = {
diligent = miniscule_stress_impact_loss
lazy = medium_stress_impact_gain
stubborn = miniscule_stress_impact_loss
fickle = minor_stress_impact_gain
gregarious = miniscule_stress_impact_loss
shy = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_sociability = 1
ai_energy = 1
}
}
}
option = { # Bah, never mind
name = legend_spread_events.5045.d
reverse_add_opinion = {
modifier = disappointed_opinion
target = scope:chronicler
opinion = -10
}
stress_impact = {
lazy = miniscule_stress_impact_loss
diligent = minor_stress_impact_gain
content = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -1
}
}
}
}
# Make an entry in the style of your ancestors?
legend_spread_events.5050 = {
type = character_event
title = legend_spread_events.5050.t
desc = legend_spread_events.5050.desc
theme = legend
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = admiration
}
lower_center_portrait = {
character = scope:jeweller
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:legitimizing
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
any_pool_character = {
province = root.capital_province
is_ai = yes
is_adult = yes
}
location = capital_province
}
immediate = {
grab_appropriate_chronicler_effect = yes
random_pool_character = {
province = root.capital_province
limit = {
is_ai = yes
is_adult = yes
}
save_scope_as = jeweller
}
capital_province = {
save_scope_as = capital
}
save_scope_as = root_scope
}
option = { # Bedeck me in the very finest!
name = legend_spread_events.5050.a
trigger = {
OR = {
has_trait = profligate
has_trait = arrogant
}
}
remove_short_term_gold = major_gold_value
save_scope_as = owner # This is needed for the crown artifact just below
create_artifact = {
name = artifact_magnificent_crown_name
description = artifact_magnificent_crown_description
template = crown_wearable_template
wealth = 120
quality = 120
creator = scope:jeweller
type = helmet_simple
visuals = crown
modifier = artifact_monthly_minor_prestige_3_modifier
modifier = artifact_courtly_vassal_opinion_3_modifier
modifier = artifact_legend_spread_mult_10_modifier
modifier = artifact_dynasty_opinion_6_modifier
modifier = artifact_monthly_dynasty_prestige_1_modifier
save_scope_as = artifact
}
every_vassal = {
vassal_stance = courtly
custom = every_courtly_vassal
add_opinion = {
modifier = respect_opinion
opinion = 15
target = root
}
}
stress_impact = {
profligate = medium_stress_impact_loss
generous = miniscule_stress_impact_loss
greedy = major_stress_impact_gain
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
ai_greed = -1
}
}
}
option = { # All right, gimme something nice
name = legend_spread_events.5050.b
remove_short_term_gold = medium_gold_value
create_artifact = {
name = artifact_splendid_necklace_name
description = artifact_splendid_necklace_description
wealth = 80
quality = 80
creator = scope:jeweller
type = miscellaneous
visuals = necklace
modifier = artifact_monthly_minor_prestige_2_modifier
modifier = artifact_courtly_vassal_opinion_2_modifier
modifier = artifact_legend_spread_mult_6_modifier
modifier = artifact_dynasty_opinion_3_modifier
save_scope_as = artifact
}
every_vassal = {
vassal_stance = courtly
custom = every_courtly_vassal
add_opinion = {
modifier = respect_opinion
opinion = 5
target = root
}
}
stress_impact = {
profligate = minor_stress_impact_loss
generous = miniscule_stress_impact_loss
greedy = medium_stress_impact_gain
arrogant = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
ai_greed = -0.5
}
}
}
option = { # A small brooch will do
name = legend_spread_events.5050.c
remove_short_term_gold = minor_gold_value
create_artifact = {
name = artifact_fine_brooch_name
description = artifact_fine_brooch_description
wealth = 50
quality = 50
creator = scope:jeweller
type = miscellaneous
visuals = brooch
modifier = artifact_monthly_minor_prestige_1_modifier
modifier = artifact_courtly_vassal_opinion_1_modifier
modifier = artifact_legend_spread_mult_3_modifier
modifier = artifact_dynasty_opinion_1_modifier
save_scope_as = artifact
}
stress_impact = {
profligate = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
arrogant = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = -0.5
}
}
}
option = { # There's no need for this
name = legend_spread_events.5050.d
reverse_add_opinion = {
modifier = disappointed_opinion
target = scope:chronicler
opinion = -15
}
reverse_add_opinion = {
modifier = disappointed_opinion
target = scope:jeweller
opinion = -5
}
stress_impact = {
profligate = medium_stress_impact_gain
generous = medium_stress_impact_gain
greedy = minor_stress_impact_loss
arrogant = minor_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
ai_greed = 1
}
}
}
}
# Choose to dress like one of your vassals' cultures
# Nothing is more legit than a king who wears your threads!
legend_spread_events.5055 = {
type = character_event
title = legend_spread_events.5055.t
desc = legend_spread_events.5055.desc
theme = legend
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:chronicler
animation = worry
}
lower_left_portrait = {
character = scope:vassal1
}
lower_right_portrait = {
character = scope:vassal2
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:legitimizing
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
any_vassal = { #Requires a vassal who is part of your culture
is_ai = yes
is_adult = yes
culture = root.culture
trigger_if = {
limit = {
root.highest_held_title_tier >= tier_empire
}
highest_held_title_tier >= tier_duchy
}
trigger_else = {
highest_held_title_tier >= tier_county
}
}
any_vassal = { #And one who isn't
is_ai = yes
is_adult = yes
culture != root.culture
culture = {
save_temporary_scope_as = other_culture
}
#Should have at least two vassals of culture
root = {
any_vassal = {
count >= 2
culture = scope:other_culture
}
}
trigger_if = {
limit = {
root.highest_held_title_tier >= tier_empire
}
highest_held_title_tier >= tier_duchy
}
trigger_else = {
highest_held_title_tier >= tier_county
}
}
location = capital_province
}
immediate = {
grab_appropriate_chronicler_effect = yes
random_vassal = { #Requires a vassal who is part of your culture
limit = {
is_ai = yes
is_adult = yes
culture = root.culture
trigger_if = {
limit = {
root.highest_held_title_tier = tier_empire
}
highest_held_title_tier >= tier_duchy
}
trigger_else = {
highest_held_title_tier >= tier_county
}
}
save_scope_as = vassal1
}
random_vassal = { #And one who isn't
limit = {
is_ai = yes
is_adult = yes
culture != root.culture
culture = {
save_temporary_scope_as = other_culture
}
#Should have at least two vassals of culture
root = {
any_vassal = {
count >= 2
culture = scope:other_culture
}
}
trigger_if = {
limit = {
root.highest_held_title_tier = tier_empire
}
highest_held_title_tier >= tier_duchy
}
trigger_else = {
highest_held_title_tier >= tier_county
}
}
save_scope_as = vassal2
}
capital_province = {
save_scope_as = capital
}
}
option = { # Perhaps I can please both sides?
name = legend_spread_events.5055.a
trigger = {
OR = {
has_trait = shrewd
has_trait = education_diplomacy_4
has_trait = education_diplomacy_5
has_trait = diplomat
}
}
flavor = legend_spread_events.5055.a.tt
add_character_modifier = {
modifier = legend_culturally_sensitive
years = 20
}
scope:vassal1 = {
set_promoted_legend = root.promoted_legend
add_opinion = {
modifier = pleased_opinion
opinion = 25
target = root
}
}
scope:vassal2 = {
set_promoted_legend = root.promoted_legend
add_opinion = {
modifier = pleased_opinion
opinion = 25
target = root
}
}
every_vassal = {
limit = {
OR = {
culture = root.culture
culture = scope:vassal2.culture
}
}
custom = 5055_every_culture_vassal
add_opinion = {
modifier = respect_opinion
opinion = 15
target = root
}
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
callous = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
just = miniscule_stress_impact_loss
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 1
ai_sociability = 1
}
}
}
option = { # I shall represent my people!
name = legend_spread_events.5055.b
scope:vassal1 = {
set_promoted_legend = root.promoted_legend
}
every_vassal = {
limit = {
culture = root.culture
}
custom = 5055_vassal1_culture
add_opinion = {
modifier = respect_opinion
opinion = 15
target = root
}
}
reverse_add_opinion = {
modifier = angry_opinion
target = scope:vassal2
opinion = -25
}
stress_impact = {
compassionate = minor_stress_impact_gain
callous = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
arrogant = miniscule_stress_impact_loss
just = minor_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -0.5
ai_sociability = -0.5
}
}
}
option = { # Vassal 2's people need to feel represented by me too
name = legend_spread_events.5055.c
scope:vassal2 = {
set_promoted_legend = root.promoted_legend
}
every_vassal = {
custom = 5055_vassal2_culture
limit = {
culture = scope:vassal2.culture
}
add_opinion = {
modifier = respect_opinion
opinion = 15
target = root
}
}
reverse_add_opinion = {
modifier = angry_opinion
target = scope:vassal1
opinion = -25
}
stress_impact = {
compassionate = minor_stress_impact_gain
callous = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
arrogant = miniscule_stress_impact_loss
just = minor_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = -0.5
ai_sociability = -0.5
}
}
}
option = { # I should avoid making enemies
name = legend_spread_events.5055.d
flavor = legend_spread_events.5055.d.tt
reverse_add_opinion = {
modifier = pleased_opinion
target = scope:vassal1
opinion = 10
}
reverse_add_opinion = {
modifier = pleased_opinion
target = scope:vassal2
opinion = 10
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
ai_compassion = 0.5
}
}
}
}
# You claim your blindness was due to being blinded by seeing God
legend_spread_events.5060 = {
type = character_event
title = legend_spread_events.5060.t
desc = {
desc = legend_spread_events.5060.opening
desc = {
triggered_desc = {
trigger = {
has_trait = one_eyed
}
desc = legend_spread_events.5060.one_eyed
}
triggered_desc = {
trigger = {
has_trait = blind
}
desc = legend_spread_events.5060.blind
}
}
desc = legend_spread_events.5060.ending
}
theme = legend
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
animation = personality_zealous
}
right_portrait = {
character = scope:chronicler
animation = admiration
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:holy
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
OR = {
has_trait = blind
has_trait = one_eyed
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
save_scope_as = root_scope
}
option = { # His glory struck me fully blind!
name = legend_spread_events.5060.a
trigger = {
has_trait = blind
}
add_character_modifier = {
modifier = legend_visions_of_god
years = 15
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pious_opinion
opinion = 50
target = root
}
}
stress_impact = {
zealous = miniscule_stress_impact_loss
cynical = major_stress_impact_gain
deceitful = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
just = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { # He asked for a sacrifice of my eye, which I gladly gave!
name = legend_spread_events.5060.b
trigger = {
has_trait = one_eyed
}
add_character_modifier = {
modifier = legend_holy_sacrifice
years = 15
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pious_opinion
opinion = 35
target = root
}
}
stress_impact = {
zealous = miniscule_stress_impact_loss
cynical = major_stress_impact_gain
deceitful = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
just = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { # Losing my sight has humbled me in the eyes of god
name = legend_spread_events.5060.c
add_character_modifier = {
modifier = legend_gods_humble_servant
years = 15
}
stress_impact = {
humble = miniscule_stress_impact_loss
arrogant = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = { # It's just an old malady
name = legend_spread_events.5060.d
flavor = legend_spread_events.5060.d.tt
add_prestige = minor_prestige_value
stress_impact = {
base = minor_stress_impact_loss
honest = medium_stress_impact_loss
deceitful = medium_stress_impact_gain
cynical = minor_stress_impact_loss
zealous = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -1
}
}
}
}
# Lose weight to show holiness
legend_spread_events.5065 = {
type = character_event
title = legend_spread_events.5065.t
desc = legend_spread_events.5065.desc
theme = legend
override_background = { reference = bp1_kitchen_western }
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:chronicler
animation = thinking
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:holy
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
faith = { trait_is_virtue = temperate }
current_weight > -15
}
immediate = {
grab_appropriate_chronicler_effect = yes
save_scope_as = root_scope
}
option = { # Bah, I am much happier like this!
name = legend_spread_events.5065.a
add_character_modifier = {
modifier = legend_fat_and_happy
years = 15
}
change_current_weight = 20
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = impious_opinion
opinion = -15
target = root
}
}
stress_impact = {
base = medium_stress_impact_loss
zealous = major_stress_impact_gain
cynical = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -1
ai_greed = 1
}
}
}
option = { # I will do better.
name = legend_spread_events.5065.b
change_current_weight = -20
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pious_opinion
opinion = 25
target = root
}
}
stress_impact = {
zealous = miniscule_stress_impact_loss
cynical = medium_stress_impact_gain
gluttonous = medium_stress_impact_gain
temperate = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
ai_greed = -1
}
}
}
option = { # A little bit here and there won't hurt, surely?
name = legend_spread_events.5065.c
add_character_modifier = {
modifier = legend_sneaks_food
years = 10
}
stress_impact = {
gluttonous = miniscule_stress_impact_loss
temperate = minor_stress_impact_gain
deceitful = miniscule_stress_impact_loss
honest = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -0.5
ai_greed = 0.5
}
}
}
}
# You consider dressing in the style of ancestors
legend_spread_events.5070 = {
type = character_event
title = legend_spread_events.5070.t
desc = legend_spread_events.5070.desc
theme = legend
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = ecstasy
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:legitimizing
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
culture = {
save_scope_as = culture
}
save_scope_as = root_scope
}
option = { # I shall dress myself as the first of my culture did!
name = legend_spread_events.5070.a
remove_short_term_gold = minor_gold_value
duel = {
skill = diplomacy
value = high_skill_rating
50 = { #People are convinced
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5070.a.success
send_interface_toast = {
title = legend_spread_events.5070.a.success
left_icon = root
right_icon = scope:chronicler
add_character_modifier = {
modifier = legend_historical_bedecking
years = 15
}
every_vassal = {
limit = {
culture = root.culture
}
custom = every_culture_vassal
add_opinion = {
modifier = impressed_opinion
opinion = 20
target = root
}
}
}
}
50 = { # People are unconvinced
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5070.a.failure
send_interface_toast = {
title = legend_spread_events.5070.a.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
}
}
}
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
ai_boldness = 1
}
}
}
option = { # Maybe just a few?
name = legend_spread_events.5070.b
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
stress_impact = {
fickle = miniscule_stress_impact_loss
stubborn = minor_stress_impact_gain
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = { # I won't defer to the past
name = legend_spread_events.5070.c
add_character_modifier = {
modifier = legend_modern_ruler
years = 15
}
stress_impact = {
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
content = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -0.5
}
}
}
}
# You notice an imam has a prayer callus
legend_spread_events.5075 = {
type = character_event
title = legend_spread_events.5075.t
desc = legend_spread_events.5075.desc
theme = legend
override_background = { reference = corridor_day }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = ecstasy
}
lower_center_portrait = {
character = scope:imam
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_type = legend_type:holy
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
OR = {
cp:councillor_court_chaplain = {
is_available_ai_adult = yes
faith.religion = religion:islam_religion
}
any_court_position_holder = {
type = camp_priest_camp_officer
is_available_ai_adult = yes
faith.religion = religion:islam_religion
}
}
faith.religion = religion:islam_religion
}
immediate = {
grab_appropriate_chronicler_effect = yes
cp:councillor_court_chaplain ?= {
save_scope_as = imam
}
if = {
limit = {
NOT = { exists = scope:imam }
}
random_court_position_holder = {
type = camp_priest_camp_officer
save_scope_as = imam
}
}
save_scope_as = root_scope
}
option = { # Try and trick everyone
name = legend_spread_events.5075.a
trigger = {
has_trait = deceitful
}
duel = {
skill = intrigue
value = high_skill_rating
50 = { #It works
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5075.a.success
send_interface_toast = {
title = legend_spread_events.5075.a.success
left_icon = root
right_icon = scope:chronicler
add_character_modifier = {
modifier = legend_prayer_callus
years = 15
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pious_opinion
opinion = 15
target = root
}
}
}
}
50 = { # It does not work
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5075.a.failure
send_interface_toast = {
title = legend_spread_events.5075.a.failure
left_icon = root
right_icon = scope:chronicler
add_piety = miniscule_piety_loss
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = impious_opinion
opinion = -35
target = root
}
}
}
}
}
stress_impact = {
arbitrary = miniscule_stress_impact_loss
just = medium_stress_impact_gain
cynical = miniscule_stress_impact_loss
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -1
ai_boldness = 1
}
}
}
option = { # Give it a go
name = legend_spread_events.5075.b
duel = {
skills = { learning prowess }
value = high_skill_rating
50 = { #It works
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5075.b.success
send_interface_toast = {
title = legend_spread_events.5075.b.success
left_icon = root
right_icon = scope:chronicler
add_character_modifier = {
modifier = legend_prayer_callus
years = 15
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pious_opinion
opinion = 15
target = root
}
}
}
}
50 = { # Ow
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5075.b.failure
send_interface_toast = {
title = legend_spread_events.5075.b.failure
left_icon = root
right_icon = scope:chronicler
add_character_modifier = {
modifier = legend_bruised_head
years = 5
}
}
}
}
stress_impact = {
zealous = miniscule_stress_impact_loss
cynical = medium_stress_impact_gain
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { # This is ridiculous
name = legend_spread_events.5075.c
add_piety = minor_prestige_gain
reverse_add_opinion = {
modifier = angry_opinion
target = scope:imam
opinion = -15
}
stress_impact = {
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
content = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -1
}
}
}
}
# Motivation, Discovery and Battle chapters - 5200-5299
# MOTIVATION EVENTS
# I did this to acquire EXOTIC MEATS
# by Nick Meredith
legend_spread_events.5200 = {
type = character_event
title = legend_spread_events.5200.t
desc = legend_spread_events.5200.desc
theme = legend
left_portrait = {
character = root
animation = drink_goblet
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
legend_protagonist = {
AND = {
this = root
has_trait = gluttonous
}
}
has_legend_chapter = motivation
has_legend_chapter = hunt
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
promoted_legend = {
save_scope_as = legend
}
random_parent = {
even_if_dead = yes
limit = {
is_alive = no
}
save_scope_as = dead_parent
}
}
option = { # I did it for the MEATS
name = legend_spread_events.5200.a
trigger = {
has_trait = gluttonous
}
promoted_legend = {
set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_delicious_meats }
add_legend_owner_modifier = {
modifier = legend_palatial_palatable
}
}
reverse_add_opinion = {
modifier = confused_opinion
target = scope:chronicler
opinion = -5
}
stress_impact = {
base = medium_stress_impact_loss
honest = miniscule_stress_impact_loss
deceitful = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -1
}
}
}
option = { # I did it to AVENGE MY MUM/DAD
name = legend_spread_events.5200.b
trigger = {
exists = scope:dead_parent
}
duel = {
skills = { intrigue diplomacy }
value = medium_skill_rating
50 = { #People believe this
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { #Helps if your parents copped it in unknown ways
add = 75
scope:dead_parent = {
death_reason = death_mysterious
}
}
modifier = { #Helps if your parents copped it in specifically animal-related ways
add = 125
scope:dead_parent = {
OR = {
death_reason = death_deer
death_reason = death_antelope
death_reason = death_gazelle
death_reason = death_bison
death_reason = death_boar
death_reason = death_aurochs
death_reason = death_hyena
death_reason = death_lion
death_reason = death_tiger
death_reason = death_leopard
death_reason = death_roe
death_reason = death_hart
}
}
}
desc = legend_spread_events.5200.b.success
send_interface_toast = {
title = legend_spread_events.5200.b.success
left_icon = root
right_icon = scope:chronicler
add_character_modifier = {
modifier = ce1_avenging_child
years = 10
}
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_motivation_dead_parent }
}
}
}
50 = { #Who are you trying to kid?
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5200.b.failure
send_interface_toast = {
title = legend_spread_events.5200.b.failure
left_icon = root
right_icon = scope:chronicler
add_prestige = medium_prestige_loss
}
}
}
promoted_legend = {
set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_dead_parent }
}
stress_impact = {
honest = miniscule_stress_impact_loss
deceitful = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -1
}
}
}
option = { # What? No, no, I did it for the glory, duh. Haha.
name = legend_spread_events.5200.c
add_prestige = minor_prestige_gain
reverse_add_opinion = {
modifier = respect_opinion
target = scope:chronicler
opinion = 15
}
stress_impact = {
honest = miniscule_stress_impact_loss
deceitful = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
}
}
}
}
# I did this to prove my skill
# by Nick Meredith
legend_spread_events.5205 = {
type = character_event
title = legend_spread_events.5205.t
desc = legend_spread_events.5205.desc
theme = legend
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
legend_protagonist = root
has_legend_chapter = motivation
has_legend_chapter = hunt
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
if = {
limit = {
any_sub_realm_county = {
NOT = {
has_county_modifier = hunt_sighting_dangerous_modifier
}
}
}
random_sub_realm_county = {
limit = {
NOT = {
has_county_modifier = hunt_sighting_dangerous_modifier
}
}
save_scope_as = hunt_sighting
}
}
}
option = { # I did this to prove I am the greatest hunter in the land!
name = legend_spread_events.5205.a
trigger = {
has_trait = lifestyle_hunter
}
promoted_legend = {
set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_great_venator }
}
add_trait_xp = {
trait = lifestyle_hunter
track = hunter
value = tournament_hastiludes_xp_gain_minor_value #Just as a randomised but low value
}
reverse_add_opinion = {
modifier = respect_opinion
target = scope:chronicler
opinion = 20
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
ai_boldness = 1
}
}
}
option = { # I did it to hunt more dangerous game
name = legend_spread_events.5205.b
trigger = {
# No extant Dangerous sightings
NOT = {
any_sub_realm_county = { has_county_modifier = hunt_sighting_dangerous_modifier }
}
}
flavor = legend_spread_events.5205.b.tt
random_sub_realm_county = {
limit = { hunt_activity_recent_hunt_sighting_trigger = no }
weight = {
base = 1
hunt_activity_sighting_county_modifier = yes
}
random_county_province = {
weight = {
base = 1
hunt_activity_sighting_terrain_modifier = yes
hunt_activity_sighting_building_modifier = { PROVINCE = this }
hunt_activity_game_building_modifier = { PROVINCE = this }
}
save_scope_as = sighting_province
}
save_scope_as = sighting_county
hidden_effect = {
hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province }
}
# Create new sighting
hunt_create_sighting_effect = {
TYPE = dangerous
ANIMAL = var:animal_type
OWNER = root
}
}
stress_impact = {
brave = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
}
}
}
option = { # I did it to discover more amnimals
name = legend_spread_events.5205.c
add_trait = lifestyle_hunter
add_trait_xp = {
trait = lifestyle_hunter
track = falconer
value = 15
}
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
}
}
}
option = { # To prove my skill as a hunter!
name = legend_spread_events.5205.d
promoted_legend = {
set_legend_chapter = { name = motivation localization_key = legend_chapter_motivation_accomplished_hunter }
}
add_prestige = minor_prestige_gain
reverse_add_opinion = {
modifier = respect_opinion
target = scope:chronicler
opinion = 15
}
stress_impact = {
base = minor_stress_impact_loss
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
arrogant = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
}
}
}
}
# DISCOVERY EVENTS
# I saw a cyclops!
# by Nick Meredith
legend_spread_events.5210 = {
type = character_event
title = legend_spread_events.5210.t
desc = legend_spread_events.5210.desc
theme = legend
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = discovery
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
NOT = {
has_trait = blind
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
save_scope_as = root_scope
}
option = { # And he thought I was a cyclops too!
name = legend_spread_events.5210.a
trigger = {
has_trait = one_eyed
promoted_legend ?= {
legend_protagonist = root
}
}
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_befriended_cyclops }
}
give_nickname = nick_the_cyclops
reverse_add_opinion = {
modifier = amazed_opinion
target = scope:chronicler
opinion = 20
}
stress_impact = {
deceitful = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -0.5
ai_boldness = 0.5
}
}
}
option = { # I saw a cyclops
name = legend_spread_events.5210.b
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_cyclops }
change_legend_quality_effect = {
VALUE = minor_legend_quality_increase
}
}
reverse_add_opinion = {
modifier = amazed_opinion
target = scope:chronicler
opinion = 5
}
stress_impact = {
deceitful = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
just = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Just a local
name = legend_spread_events.5210.c
add_prestige = miniscule_prestige_gain
promoted_legend = {
add_legend_county_modifier = {
modifier = legend_monophthalmic_mythical
}
}
every_vassal = {
vassal_stance = parochial
custom = every_parochial_vassal
add_opinion = {
modifier = respect_opinion
opinion = 15
target = root
}
}
stress_impact = {
lazy = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
ai_boldness = -1
}
}
}
}
# I was drugged by an evil plant
# by Nick Meredith
legend_spread_events.5215 = {
type = character_event
title = legend_spread_events.5215.t
desc = legend_spread_events.5215.desc
theme = legend
left_portrait = {
character = root
animation = personality_bold
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = discovery
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # And I learned much from it!
name = legend_spread_events.5215.a
trigger = {
has_trait = lifestyle_herbalist
promoted_legend ?= {
legend_protagonist = root
}
}
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_renowned_herbalist }
}
add_character_modifier = {
modifier = legend_renowned_herbalist
years = 15
}
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 0.5
ai_boldness = 0.5
}
}
}
option = { # It was a terrible trap, but I fought through
name = legend_spread_events.5215.b
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_evil_plants }
}
add_prestige = medium_prestige_gain
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # I dunno where you heard that m8
name = legend_spread_events.5215.c
if = {
limit = { has_trait = lifestyle_herbalist }
add_learning_lifestyle_xp = major_lifestyle_xp
}
else = {
add_trait = lifestyle_herbalist
add_learning_lifestyle_xp = medium_lifestyle_xp
}
reverse_add_opinion = {
modifier = honesty_opinion
target = scope:chronicler
opinion = 10
}
stress_impact = {
base = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# I was challenged to an archery contest
# by Nick Meredith
legend_spread_events.5216 = {
type = character_event
title = legend_spread_events.5216.t
desc = legend_spread_events.5216.desc
theme = legend
left_portrait = {
character = root
animation = ecstasy
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = discovery
legend_protagonist = {
NOR = {
has_trait = maimed
has_trait = incapable
}
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # And I won it by splitting their arrow in twain!
name = legend_spread_events.5216.a
trigger = {
has_trait = tourney_participant
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 50
}
promoted_legend ?= {
legend_protagonist = {
this = root
}
}
}
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_legendary_archer }
}
add_character_modifier = {
modifier = legend_eagle_eyed
years = 15
}
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
ai_boldness = 1
}
}
}
option = { # And I beat them!
name = legend_spread_events.5216.b
duel = {
skill = prowess
value = medium_skill_rating
50 = { #People believe this
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5216.b.success
send_interface_toast = {
title = legend_spread_events.5216.b.success
left_icon = root
right_icon = scope:chronicler
add_prestige = medium_prestige_gain
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_archery_contest_won }
}
}
}
50 = { #Who are you trying to kid?
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5216.b.failure
send_interface_toast = {
title = legend_spread_events.5216.b.failure
left_icon = root
right_icon = scope:chronicler
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # I can't really remember who won tbh
name = legend_spread_events.5216.c
if = {
limit = {
NOT = {
has_trait = tourney_participant
}
}
add_trait = tourney_participant
}
add_trait_xp = {
trait = tourney_participant
track = bow
value = {
integer_range = {
min = 1
max = 5
}
}
}
stress_impact = {
base = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
humble = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# I fell in quicksand/bog!
# by Nick Meredith
legend_spread_events.5220 = {
type = character_event
title = legend_spread_events.5220.t
theme = legend
desc = {
desc = legend_spread_events.5220.desc.start
triggered_desc = { #Quick n dirty choice between bog and quicksand
trigger = { #Using capital province is a cheap way to choose a more 'familiar' hazard for the character
root.capital_province = {
OR = {
terrain = plains
terrain = hills
terrain = jungle
terrain = forest
terrain = taiga
terrain = wetlands
terrain = steppe
terrain = farmlands
terrain = floodplains
terrain = mountains
}
}
}
desc = legend_spread_events.5220.desc.wet
}
triggered_desc = {
trigger = {
root.capital_province = {
OR = {
terrain = desert
terrain = desert_mountains
terrain = oasis
terrain = drylands
}
}
}
desc = legend_spread_events.5220.desc.dry
}
desc = legend_spread_events.5220.desc.ending
}
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = discovery
legend_protagonist = {
this = root
NOT = {
has_trait = incapable
}
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # I hauled myself free easily!
name = legend_spread_events.5220.a
trigger = {
OR = {
has_trait = physique_good
has_trait = strong
}
}
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_bog_stronk }
}
add_prestige = medium_prestige_gain
give_nickname = nick_natures_bane
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # I struggled through
name = legend_spread_events.5220.b
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_bog_struggle }
}
add_prestige = minor_prestige_gain
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
diligent = miniscule_stress_impact_loss
lazy = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # I don't remember any bog
name = legend_spread_events.5220.c
if = {
limit = {
NOT = {
has_trait = forder
}
}
random = {
chance = 50
add_trait = forder
}
}
else = {
add_martial_lifestyle_xp = minor_lifestyle_experience
}
stress_impact = {
base = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# I discovered a new type of flower
# by Nick Meredith
legend_spread_events.5225 = {
type = character_event
title = legend_spread_events.5225.t
theme = legend
desc = legend_spread_events.5225.desc
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = discovery
legend_protagonist = {
this = root
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # Of course I have proof!
name = legend_spread_events.5225.a
trigger = {
has_trait = lifestyle_herbalist
}
flavor = legend_spread_events.5225.a.tt
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_wildflower_expert }
}
create_artifact_pressed_flower_effect = { OWNER = root }
add_prestige = medium_prestige_gain
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Er, um, of course I have proof...
name = legend_spread_events.5225.b
flavor = legend_spread_events.5225.b.tt
duel = {
skill = intrigue
target = scope:chronicler
50 = { #The chronicler's never seen a flower like that before!
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5225.b.success
send_interface_toast = {
title = legend_spread_events.5225.b.success
left_icon = root
right_icon = scope:chronicler
add_prestige = medium_prestige_gain
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_wildflower_expert }
}
}
}
50 = { #...that's a daffodil mate.
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5225.b.failure
send_interface_toast = {
title = legend_spread_events.5225.b.failure
left_icon = root
right_icon = scope:chronicler
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
deceitful = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
just = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # Let's stay on topic, shall we?
name = legend_spread_events.5225.c
add_character_modifier = {
modifier = ce1_black_thumb
years = 15
}
stress_impact = {
base = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
option = { # They were just regular flowers
name = legend_spread_events.5225.d
stress_impact = {
base = minor_stress_impact_loss
lazy = minor_stress_impact_loss
humble = minor_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# I fought off cannibals
# by Nick Meredith
legend_spread_events.5230 = {
type = character_event
title = legend_spread_events.5230.t
theme = legend
desc = legend_spread_events.5230.desc
left_portrait = {
character = root
animation = personality_bold
}
right_portrait = {
character = scope:chronicler
animation = shock
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = discovery
legend_protagonist = {
this = root
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
# Just to ensure people are actually freaked out by this
trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = {
TRAIT = cannibal
GENDER_CHARACTER = root
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # One of them even bit me!
name = legend_spread_events.5230.a
trigger = {
has_trait = scarred
}
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_cannibal_scarred }
}
add_character_modifier = {
modifier = legend_cannibal_scarred
years = 25
}
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Mmm, meats
name = legend_spread_events.5230.b
add_internal_flag = dangerous
add_secret = { type = secret_cannibal }
reverse_add_opinion = {
modifier = uncertain_opinion
target = scope:chronicler
opinion = -10
}
stress_impact = {
honest = miniscule_stress_impact_loss
callous = miniscule_stress_impact_loss
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # And I lived to tell the tale!
name = legend_spread_events.5230.c
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_cannibal_fight }
}
add_prestige = minor_prestige_gain
stress_impact = {
deceitful = miniscule_stress_impact_loss
honest = medium_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
just = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # Honestly, I think they were just bandits.
name = legend_spread_events.5230.d
if = {
limit = {
NOT = {
has_trait = shrewd
}
}
random = {
chance = 10
add_trait = shrewd
}
}
else = {
add_learning_lifestyle_xp = minor_lifestyle_experience
}
stress_impact = {
base = minor_stress_impact_loss
lazy = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# BATTLE EVENTS
# Did you slay the enemy commander?
# by Nick Meredith
legend_spread_events.5235 = {
type = character_event
title = legend_spread_events.5235.t
theme = legend
desc = legend_spread_events.5235.desc
left_portrait = {
character = root
animation = personality_bold
}
right_portrait = {
character = scope:chronicler
animation = shock
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = battle
legend_protagonist = {
this = root
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # Yeah I slapped him around
name = legend_spread_events.5235.a
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_enemy_commander }
}
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # They fell before I could get to them, sadge
name = legend_spread_events.5235.b
add_character_modifier = {
modifier = ce1_modest_leader
years = 15
}
reverse_add_opinion = {
modifier = honesty_opinion
target = scope:chronicler
opinion = 5
}
stress_impact = {
base = miniscule_stress_impact_loss
humble = major_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# Did I do a tacticool retreat
# by Nick Meredith
legend_spread_events.5240 = {
type = character_event
title = legend_spread_events.5240.t
theme = legend
desc = legend_spread_events.5240.desc
left_portrait = {
character = root
animation = personality_dishonorable
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = battle
legend_protagonist = {
AND = {
this = root
has_trait = craven
}
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # It was, of course, a tactical retreat.
name = legend_spread_events.5240.a
trigger = {
OR = {
has_trait = deceitful
has_trait = schemer
has_trait = education_intrigue_5
}
}
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_faked_retreat }
}
add_prestige = medium_prestige_gain
stress_impact = {
base = minor_stress_impact_loss
arrogant = minor_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
brave = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # It was a tactical retreat!
name = legend_spread_events.5240.b
duel = {
skills = { martial intrigue }
value = medium_skill_rating
50 = { #People believe this
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = legend_spread_events.5240.b.success
send_interface_toast = {
title = legend_spread_events.5240.b.success
left_icon = root
right_icon = scope:chronicler
add_prestige = medium_prestige_gain
add_stress = minor_stress_loss
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_faked_retreat }
}
}
}
50 = { #Who are you trying to kid?
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5240.b.failure
send_interface_toast = {
title = legend_spread_events.5240.b.failure
left_icon = root
right_icon = scope:chronicler
add_prestige = minor_prestige_loss
add_character_modifier = {
modifier = legend_bravely_ran_away
years = 10
}
}
}
}
stress_impact = {
arrogant = miniscule_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Let's focus on the results eh
name = legend_spread_events.5240.c
add_character_modifier = {
modifier = ce1_consequentialist
years = 10
}
add_prestige = minor_prestige_gain
stress_impact = {
base = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# Did you lead the flank that crushed the enemy?
# by Nick Meredith
legend_spread_events.5245 = {
type = character_event
title = legend_spread_events.5245.t
theme = legend
desc = legend_spread_events.5245.desc
left_portrait = {
character = root
animation = marshal
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = battle
legend_protagonist = {
this = root
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # Of course, and it's believable right?
name = legend_spread_events.5245.a
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_flanking_success }
}
random = {
chance = 25
add_martial_skill = 1
}
add_prestige = medium_prestige_gain
stress_impact = {
arrogant = minor_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # We actually crushed them with a frontal assault!
name = legend_spread_events.5245.b
random = {
chance = 50
add_trait = aggressive_attacker
}
add_prestige = minor_prestige_gain
stress_impact = {
brave = miniscule_stress_impact_loss
craven = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # I was merely overseeing the battle
name = legend_spread_events.5245.c
if = {
limit = {
NOT = {
has_trait = logistician
}
}
random = {
chance = 75
add_trait = logistician
}
}
else = {
add_martial_lifestyle_xp = minor_lifestyle_experience
}
stress_impact = {
base = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# I heard you saved a noble maiden/mandem
# by Nick Meredith
legend_spread_events.5250 = {
type = character_event
title = legend_spread_events.5250.t
theme = legend
desc = legend_spread_events.5250.desc
left_portrait = {
character = root
animation = flirtation_left
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
lower_center_portrait = {
trigger = { exists = scope:spouse }
character = scope:spouse
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = battle
legend_protagonist = {
this = root
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
if = {
limit = {
exists = primary_spouse
}
random_spouse = {
save_scope_as = spouse
}
}
}
option = { # I did, and I RAVISHED EM
name = legend_spread_events.5250.a
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_lecherous_lewd
}
}
reverse_add_opinion = {
modifier = angry_opinion
target = scope:spouse
opinion = -65
}
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_ravished_maiden }
}
stress_impact = {
lustful = major_stress_impact_loss
gregarious = miniscule_stress_impact_loss
shy = medium_stress_impact_gain
honest = miniscule_stress_impact_loss
deceitful = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
ai_energy = 1
}
}
}
option = { # 'Twas merely a kisseth! How did it end up like thiseth?
name = legend_spread_events.5250.b # 'Twere only a kisseth, 'twere only a kisseth
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_maiden_kiss }
}
reverse_add_opinion = {
modifier = annoyed_opinion
target = scope:spouse
opinion = -10
}
stress_impact = {
lustful = medium_stress_impact_loss
chaste = medium_stress_impact_gain
brave = miniscule_stress_impact_loss
craven = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { # Me?! Never!
name = legend_spread_events.5250.c
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_chaste_faithful
}
}
stress_impact = {
base = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# I heard you fought through some grievous wounds
# by Nick Meredith
legend_spread_events.5255 = {
type = character_event
title = legend_spread_events.5255.t
theme = legend
desc = legend_spread_events.5255.desc
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = battle
legend_protagonist = {
this = root
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
save_scope_as = root_scope
}
option = { # How d'you think I got these massive bodily injuries?
name = legend_spread_events.5255.a
trigger = {
OR = {
has_trait = one_eyed
has_trait = maimed
has_trait = one_legged
}
}
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_wounded }
}
every_vassal = {
vassal_stance = glory_hound
custom = every_glory_hound_vassal
add_opinion = {
modifier = respect_opinion
target = root
opinion = 25
}
}
stress_impact = {
brave = miniscule_stress_impact_loss
craven = medium_stress_impact_gain
wrathful = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
}
}
}
option = { # How d'you think I got these scars?
name = legend_spread_events.5255.b
trigger = {
OR = {
has_trait = scarred
has_trait = disfigured
}
}
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_wounded }
}
every_vassal = {
vassal_stance = glory_hound
custom = every_glory_hound_vassal
add_opinion = {
modifier = respect_opinion
target = root
opinion = 15
}
}
stress_impact = {
brave = miniscule_stress_impact_loss
craven = medium_stress_impact_gain
wrathful = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { # Thanks to god I avoided any such pain
name = legend_spread_events.5255.c
add_piety = medium_piety_gain
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = respect_opinion
target = root
opinion = 25
}
}
stress_impact = {
zealous = miniscule_stress_impact_loss
cynical = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { # I pushed through like a legend mate
name = legend_spread_events.5255.d
add_prestige = medium_prestige_gain
every_vassal = {
vassal_stance = glory_hound
custom = every_glory_hound_vassal
add_opinion = {
modifier = respect_opinion
target = root
opinion = 25
}
}
stress_impact = {
zealous = minor_stress_impact_gain
cynical = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -1
}
}
}
}
# I heard you arrived in the nick of time with reinforcements!
# by Nick Meredith
legend_spread_events.5260 = {
type = character_event
title = legend_spread_events.5260.t
theme = legend
desc = legend_spread_events.5260.desc
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = battle
legend_protagonist = {
this = root
}
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
grab_appropriate_chronicler_effect = yes
}
option = { # I sure did!
name = legend_spread_events.5260.a
promoted_legend = {
set_legend_chapter = { name = battle localization_key = legend_chapter_battle_reinforcement_arrival }
}
if = {
limit = {
NOT = {
has_trait = reckless
}
}
random = {
chance = 50
add_trait = reckless
}
}
else = {
add_martial_lifestyle_xp = minor_lifestyle_experience
}
add_character_modifier = {
modifier = legend_nick_of_time
years = 15
}
stress_impact = {
brave = miniscule_stress_impact_loss
craven = medium_stress_impact_gain
wrathful = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
}
}
}
option = { # Actually we already had that organised!
name = legend_spread_events.5260.b
if = {
limit = {
NOT = {
has_trait = organizer
}
}
random = {
chance = 50
add_trait = organizer
}
}
else = {
add_martial_lifestyle_xp = minor_lifestyle_experience
}
add_character_modifier = {
modifier = legend_well_organised
years = 15
}
stress_impact = {
craven = miniscule_stress_impact_loss
brave = minor_stress_impact_gain
patient = miniscule_stress_impact_loss
impatient = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
}
}
}
}
## Buying into legend events
# You write a missive to a neighbouring ruler
legend_spread_events.5305 = {
type = character_event
title = legend_spread_events.5305.t
desc = legend_spread_events.5305.desc
theme = legend
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
lower_center_portrait = {
character = scope:potential_promoter
}
cooldown = { years = 25 }
trigger = {
highest_held_title_tier > tier_barony
any_neighboring_realm_same_rank_owner = {
is_available_healthy_ai_adult = yes
save_temporary_scope_as = potential_promoter_temp
}
promoted_legend ?= {
legend_owner = root
any_legend_promoter = {
this != scope:potential_promoter_temp
}
}
}
immediate = {
random_neighboring_realm_same_rank_owner = {
limit = {
is_available_healthy_ai_adult = yes
}
save_scope_as = potential_promoter
}
promoted_legend = { save_scope_as = promoted_legend }
culture = { save_scope_as = root_culture }
grab_appropriate_chronicler_effect = yes
}
option = { # Don't you want to see a fellow [x culture] succeed?
name = legend_spread_events.5305.a
trigger = {
culture = scope:potential_promoter.culture
}
duel = {
skill = diplomacy
value = average_skill_rating
50 = { # They agree
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Likes you
scope:potential_promoter = {
opinion = {
target = root
value >= 60
}
}
add = 25
}
send_interface_toast = {
title = legend_spread_events.5305.a.success
scope:potential_promoter = {
set_promoted_legend = root.promoted_legend
}
}
}
50 = { # They disagree
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # Reluctant to drop their existing legend
scope:potential_promoter = { exists = promoted_legend }
add = 10
}
send_interface_toast = {
title = legend_spread_events.5305.a.failure
add_prestige = miniscule_prestige_loss
}
}
}
stress_impact = {
calm = minor_stress_impact_loss
gregarious = miniscule_stress_impact_loss
trusting = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { # Else I'll beat you up m8
name = legend_spread_events.5305.b
duel = {
skills = { martial prowess }
value = medium_skill_rating
50 = { # They acquiesce
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # You are scary
dread > 49
add = 15
}
modifier = { # You are stronger than them
root.current_military_strength > scope:potential_promoter.current_military_strength
add = 20
}
modifier = { # You are significantly stronger than them
root.current_military_strength > scope:potential_promoter.one_and_a_half_times_current_military_strength
add = 30
}
send_interface_toast = {
title = legend_spread_events.5305.b.success
scope:potential_promoter = {
set_promoted_legend = root.promoted_legend
add_opinion = {
target = root
modifier = threatened_opinion
opinion = -50
}
}
}
}
50 = { # They don't care for your threats
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # Reluctant to drop their existing legend
scope:potential_promoter = { exists = promoted_legend }
add = 25
}
modifier = { # Dislikes you
scope:potential_promoter = {
opinion = {
target = root
value <= 0
}
}
add = 20
}
modifier = { # Stubborn to a fault
scope:potential_promoter = {
has_trait = stubborn
}
add = 10
}
send_interface_toast = {
title = legend_spread_events.5305.b.failure
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
reverse_add_opinion = {
target = scope:potential_promoter
modifier = dismissive_opinion
opinion = -20
}
}
}
}
stress_impact = {
calm = minor_stress_impact_gain
gregarious = miniscule_stress_impact_gain
trusting = miniscule_stress_impact_gain
wrathful = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
vengeful = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # It's the neighbourly thing to do!
name = legend_spread_events.5305.c
duel = {
skill = diplomacy
target = scope:potential_promoter
50 = { # Agreed!
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5305.c.success
scope:potential_promoter = {
set_promoted_legend = root.promoted_legend
}
}
}
50 = { #Disagree!
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # Reluctant to drop their existing legend
scope:potential_promoter = { exists = promoted_legend }
add = 15
}
send_interface_toast = {
title = legend_spread_events.5305.c.failure
add_prestige = minor_prestige_loss
}
}
}
stress_impact = {
gregarious = miniscule_stress_impact_loss
trusting = miniscule_stress_impact_gain
shy = minor_stress_impact_gain
deceitful = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = { # Just send the letter as-is
name = legend_spread_events.5305.d
random = {
chance = 10
modifier = { # Likes you a bit
scope:potential_promoter = {
opinion = {
target = root
value > low_positive_opinion
}
}
add = 10
}
modifier = { # Likes you a lot
scope:potential_promoter = {
opinion = {
target = root
value > medium_positive_opinion
}
}
add = 10
}
send_interface_toast = {
title = legend_spread_events.5305.d.success
scope:potential_promoter = {
set_promoted_legend = root.promoted_legend
}
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# You send a chronicler/herald to convince a neighbouring ruler
legend_spread_events.5310 = {
type = character_event
title = legend_spread_events.5310.t
desc = legend_spread_events.5310.desc
theme = legend
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:herald
animation = chancellor
}
lower_center_portrait = {
character = scope:potential_promoter
}
cooldown = { years = 25 }
trigger = {
promoted_legend ?= {
legend_owner = root
}
any_neighboring_top_liege_realm_owner = {
is_available_healthy_ai_adult = yes
NOT = {
promoted_legend ?= {
legend_owner = root
}
}
}
OR = {
any_court_position_holder = {
type = chronicler_court_position
is_available_healthy_ai_adult = yes
}
any_court_position_holder = {
type = court_poet_court_position
is_available_healthy_ai_adult = yes
}
}
}
immediate = {
random_neighboring_top_liege_realm_owner = {
limit = {
is_available_healthy_ai_adult = yes
NOT = {
promoted_legend ?= {
legend_owner = root
}
}
}
save_scope_as = potential_promoter
}
if = {
limit = {
any_court_position_holder = {
type = chronicler_court_position
is_available_healthy_ai_adult = yes
}
}
random_court_position_holder = {
type = chronicler_court_position
limit = {
is_available_healthy_ai_adult = yes
}
save_scope_as = herald
}
}
else = {
random_court_position_holder = {
type = court_poet_court_position
}
save_scope_as = herald
}
promoted_legend = { save_scope_as = promoted_legend }
save_scope_value_as = {
name = random_range
value = {
integer_range = {
min = 1
max = 15
}
}
}
}
option = { # Try to charm them with your wit!
name = legend_spread_events.5310.a
scope:herald = {
duel = {
skills = { diplomacy learning }
value = average_skill_rating
50 = { # They agree
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Likes the diplomat
scope:potential_promoter = {
opinion = {
target = scope:herald
value > medium_positive_opinion
}
}
add = 25
}
root = {
send_interface_toast = {
title = legend_spread_events.5310.a.success
scope:potential_promoter = {
set_promoted_legend = root.promoted_legend
}
}
}
}
50 = { # They disagree
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # Reluctant to drop their existing legend
scope:potential_promoter = { exists = promoted_legend }
add = 10
}
root = {
send_interface_toast = {
title = legend_spread_events.5310.a.failure
add_stress = minor_stress_gain
}
}
}
}
}
stress_impact = {
trusting = miniscule_stress_impact_loss
paranoid = miniscule_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = { # Take them a gift of gold to persuade them
name = legend_spread_events.5310.b
pay_short_term_gold = {
target = scope:potential_promoter
gold = medium_gold_value
}
random_list = {
70 = { # They acquiesce
modifier = { # They want your money
scope:potential_promoter = {
has_trait = greedy
}
add = 15
}
modifier = { #Natural randomness
add = scope:random_range
}
send_interface_toast = {
title = legend_spread_events.5310.b.success
scope:potential_promoter = {
set_promoted_legend = root.promoted_legend
}
}
}
30 = { # They decline
modifier = { # They don't want your money
scope:potential_promoter = {
OR = {
has_trait = profligate
has_trait = generous
}
}
add = 15
}
modifier = { # Dislikes you
scope:potential_promoter = {
opinion = {
target = root
value <= 0
}
}
add = 20
}
modifier = { # Reluctant to drop their existing legend
scope:potential_promoter = { exists = promoted_legend }
add = 10
}
send_interface_toast = {
title = legend_spread_events.5310.b.failure
add_stress = miniscule_stress_gain
}
}
}
stress_impact = {
greedy = medium_stress_impact_gain
generous = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = -1
}
}
}
option = { # Just go there and don't balls it up!
name = legend_spread_events.5310.c
random = {
chance = 20
send_interface_toast = {
title = legend_spread_events.5305.c.success
scope:potential_promoter = {
set_promoted_legend = root.promoted_legend
}
}
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# You attempt to persuade a vassal by appealing to one of their traits
legend_spread_events.5315 = {
type = character_event
title = legend_spread_events.5315.t
desc = legend_spread_events.5315.desc
theme = legend
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:vassal
animation = thinking
}
cooldown = { years = 25 }
trigger = {
promoted_legend ?= {
legend_owner = root
}
any_vassal = {
is_available_healthy_ai_adult = yes
OR = {
has_trait = ambitious
has_trait = vengeful
has_trait = honest
has_trait = arrogant
}
}
}
immediate = {
random_vassal = {
limit = {
is_available_healthy_ai_adult = yes
OR = {
has_trait = ambitious
has_trait = vengeful
has_trait = honest
has_trait = arrogant
}
}
save_scope_as = vassal
}
promoted_legend = { save_scope_as = promoted_legend }
}
option = { # Appeal to their ambition
name = legend_spread_events.5315.a
duel = {
skill = diplomacy
value = low_skill_rating
50 = { # They agree
desc = legend_spread_events.5315.a.success
show_chance = no
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Boost for correct deduction
scope:vassal = {
has_trait = ambitious
}
add = 200
}
send_interface_toast = {
title = legend_spread_events.5315.a.success
scope:vassal = {
set_promoted_legend = root.promoted_legend
}
}
}
50 = { # They disagree
desc = legend_spread_events.5315.a.failure
show_chance = no
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # Loss for incorrect deduction
scope:vassal = {
NOT = {
has_trait = ambitious
}
}
add = 200
}
send_interface_toast = {
title = legend_spread_events.5315.a.failure
add_stress = minor_stress_gain
}
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = 1
}
}
}
option = { # Appeal to their vengefulness
name = legend_spread_events.5315.b
duel = {
skill = diplomacy
value = low_skill_rating
50 = { # They agree
desc = legend_spread_events.5315.a.success
show_chance = no
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Boost for correct deduction
scope:vassal = {
has_trait = vengeful
}
add = 200
}
send_interface_toast = {
title = legend_spread_events.5315.a.success
scope:vassal = {
set_promoted_legend = root.promoted_legend
}
}
}
50 = { # They disagree
desc = legend_spread_events.5315.a.failure
show_chance = no
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # Loss for incorrect deduction
scope:vassal = {
NOT = {
has_trait = vengeful
}
}
add = 200
}
send_interface_toast = {
title = legend_spread_events.5315.a.failure
add_stress = minor_stress_gain
}
}
}
stress_impact = {
vengeful = miniscule_stress_impact_loss
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = -1
}
}
}
option = { # Appeal to their honesty
name = legend_spread_events.5315.c
duel = {
skill = diplomacy
value = low_skill_rating
50 = { # They agree
desc = legend_spread_events.5315.a.success
show_chance = no
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Boost for correct deduction
scope:vassal = {
has_trait = honest
}
add = 200
}
send_interface_toast = {
title = legend_spread_events.5315.a.success
scope:vassal = {
set_promoted_legend = root.promoted_legend
}
}
}
50 = { # They disagree
desc = legend_spread_events.5315.a.failure
show_chance = no
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # Loss for incorrect deduction
scope:vassal = {
NOT = {
has_trait = honest
}
}
add = 200
}
send_interface_toast = {
title = legend_spread_events.5315.a.failure
add_stress = minor_stress_gain
}
}
}
stress_impact = {
honest = miniscule_stress_impact_loss
deceitful = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = { # Appeal to their arrogance
name = legend_spread_events.5315.d
duel = {
skill = diplomacy
value = low_skill_rating
50 = { # They agree
desc = legend_spread_events.5315.a.success
show_chance = no
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Boost for correct deduction
scope:vassal = {
has_trait = arrogant
}
add = 200
}
send_interface_toast = {
title = legend_spread_events.5315.a.success
scope:vassal = {
set_promoted_legend = root.promoted_legend
}
}
}
50 = { # They disagree
desc = legend_spread_events.5315.a.failure
show_chance = no
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # Loss for incorrect deduction
scope:vassal = {
NOT = {
has_trait = arrogant
}
}
add = 200
}
send_interface_toast = {
title = legend_spread_events.5315.a.failure
add_stress = minor_stress_gain
}
}
}
stress_impact = {
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_rationality = 1
}
}
}
}
# You attempt to bribe a vassal into promoting your legend
legend_spread_events.5320 = {
type = character_event
title = legend_spread_events.5320.t
desc = {
desc = legend_spread_events.5320.desc
desc = {
triggered_desc = {
trigger = {
scope:artifact = {
exists = scope:artifact
}
}
desc = legend_spread_events.5320.artifact
}
}
}
theme = legend
left_portrait = {
character = root
animation = scheme
}
right_portrait = {
character = scope:vassal
animation = happiness
}
artifact = {
target = scope:artifact
position = lower_center_portrait
}
cooldown = { years = 25 }
trigger = {
promoted_legend ?= {
legend_owner = root
}
any_vassal = {
is_available_healthy_ai_adult = yes
}
}
immediate = {
random_vassal = {
limit = {
is_available_healthy_ai_adult = yes
}
save_scope_as = vassal
}
random_character_artifact = {
limit = {
NOR = {
#Ensure it's not trash
has_variable = unwanted_artifact
#And doesn't have a claim on it
any_artifact_claimant = {
is_alive = no
}
}
}
save_scope_as = artifact
}
scope:vassal.capital_county = { save_scope_as = capital_county }
promoted_legend = { save_scope_as = promoted_legend }
}
option = { # Offer them an artifact
name = legend_spread_events.5320.a
trigger = {
exists = scope:artifact
}
duel = {
skill = diplomacy
value = medium_skill_rating
60 = { # They agree
desc = legend_spread_events.5320.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Boost for anything that's above common
scope:artifact = {
rarity = masterwork
}
add = 15
}
modifier = {
scope:artifact = {
rarity = famed
}
add = 30
}
modifier = {
scope:artifact = {
rarity = illustrious
}
add = 80
}
send_interface_toast = {
title = legend_spread_events.5320.a.success
scope:vassal = {
set_promoted_legend = root.promoted_legend
}
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
scope:artifact = {
set_owner = {
target = scope:vassal
history = {
location = root.capital_province
actor = root
recipient = scope:vassal
type = given
}
}
}
}
}
40 = { # They disagree
desc = legend_spread_events.5320.a.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5320.a.failure
custom_tooltip = legend_spread_events.5320.a.artifact
hidden_effect = {
scope:artifact = {
add_artifact_modifier = artifact_monthly_prestige_penalty_modifier
}
}
reverse_add_opinion = {
target = scope:vassal
modifier = dismissive_opinion
opinion = -5
}
}
}
}
stress_impact = {
generous = miniscule_stress_impact_loss
greedy = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = -1
}
}
}
option = { # Offer them investment in their holding
name = legend_spread_events.5320.b
duel = {
skills = { diplomacy stewardship }
value = medium_skill_rating
50 = { # They agree
desc = legend_spread_events.5320.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5320.a.success
scope:vassal = {
set_promoted_legend = root.promoted_legend
}
scope:capital_county = {
add_county_modifier = {
modifier = legend_investments
years = 20
}
}
remove_short_term_gold = minor_gold_value
}
}
50 = { # They disagree
desc = legend_spread_events.5320.b.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5320.b.failure
reverse_add_opinion = {
target = scope:vassal
modifier = dismissive_opinion
opinion = -20
}
}
}
}
stress_impact = {
generous = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
trusting = miniscule_stress_impact_loss
paranoid = miniscule_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = -1
ai_sociability = 0.5
}
}
}
option = { # Offer them a favour
name = legend_spread_events.5320.c
duel = {
skills = { diplomacy intrigue }
value = low_skill_rating
50 = { # They agree
desc = legend_spread_events.5320.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5320.a.success
scope:vassal = {
set_promoted_legend = root.promoted_legend
add_hook = {
target = root
type = favor_hook
}
}
}
}
50 = { # They disagree
desc = legend_spread_events.5320.a.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5320.a.failure
add_character_modifier = {
modifier = legend_loose_lips
years = 15
}
}
}
}
stress_impact = {
honest = miniscule_stress_impact_loss
deceitful = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = { # Opt-out
name = legend_spread_events.5320.d
random = {
chance = 15
send_interface_toast = {
title = legend_spread_events.5320.d.success
scope:vassal = {
set_promoted_legend = root.promoted_legend
}
}
}
stress_impact = {
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
content = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
craven = miniscule_stress_impact_loss
brave = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
}
}
}
}
# Legend is spreading towards you: do you become a promoter for extra rewards?
legend_spread_events.5325 = {
type = character_event
title = legend_spread_events.5325.t
desc = {
desc = legend_spread_events.5325.desc
triggered_desc = {
trigger = {
scope:promoted_legend_owner = {
is_ai = yes
}
}
desc = legend_spread_events.5325.protag
}
}
theme = legend
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:legend_person
animation = happiness
}
lower_center_portrait = {
character = scope:promoted_legend_owner
trigger = {
this != scope:legend_person
}
}
cooldown = { years = 25 }
trigger = {
#You have a neighbour who has a legend
any_neighboring_top_liege_realm_owner = {
promoted_legend ?= {
NOR = {
any_legend_promoter = { this = root }
legend_owner = root
}
legend_owner ?= {
is_within_diplo_range = { CHARACTER = root }
}
}
}
}
immediate = {
random_neighboring_top_liege_realm_owner = { #Grab neighbouring ruler with a legend
limit = {
promoted_legend ?= {
NOR = {
any_legend_promoter = { this = root }
legend_owner = root
}
legend_owner ?= {
is_within_diplo_range = { CHARACTER = root }
}
}
}
save_scope_as = legend_person
promoted_legend = {
save_scope_as = promoted_legend
legend_owner = { save_scope_as = promoted_legend_owner }
}
}
promoted_legend ?= { save_scope_as = your_legend }
}
option = { # Take it on and it gains good stuff because you're cool
name = legend_spread_events.5325.a
trigger = {
prestige_level > 2
}
add_internal_flag = special
if = {
limit = {
exists = scope:your_legend
}
custom_tooltip = legend_spread_events.5325.stop_promoting_warning
custom_tooltip = legend_spread_events.5325.stop_promoting
stop_promoting_legend = yes
}
set_promoted_legend = scope:promoted_legend
scope:promoted_legend = {
add_legend_county_modifier = {
modifier = legend_esteemed_expanding
}
}
stress_impact = {
arrogant = minor_stress_impact_loss
humble = medium_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Sure, I'll take it
name = legend_spread_events.5325.b
trigger = {
NOT = {
prestige_level > 2
}
}
if = {
limit = {
exists = scope:your_legend
}
custom_tooltip = legend_spread_events.5325.stop_promoting_warning
custom_tooltip = legend_spread_events.5325.stop_promoting
stop_promoting_legend = yes
}
set_promoted_legend = scope:promoted_legend
add_prestige = minor_prestige_gain
stress_impact = {
generous = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
trusting = miniscule_stress_impact_loss
paranoid = miniscule_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = -1
ai_sociability = 0.5
}
}
}
option = { # I'll do it, but for a sum...
name = legend_spread_events.5325.c
trigger = { #Ensure you're not taking money from humans
scope:promoted_legend_owner = {
is_ai = yes
}
}
duel = {
skill = diplomacy
target = scope:promoted_legend_owner
50 = { # They agree
desc = legend_spread_events.5325.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
custom_tooltip = legend_spread_events.5325.c.success.tt
trigger_event = legend_spread_events.5326
}
50 = { # They disagree
desc = legend_spread_events.5325.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
custom_tooltip = legend_spread_events.5325.c.failure.tt
trigger_event = legend_spread_events.5327
}
}
stress_impact = {
greedy = miniscule_stress_impact_loss
generous = minor_stress_impact_gain
deceitful = miniscule_stress_impact_loss
honest = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 1
}
}
}
option = { # No thanks
name = legend_spread_events.5325.d
reverse_add_opinion = {
target = scope:legend_person
modifier = angry_opinion
opinion = -10
}
stress_impact = {
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
content = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
craven = miniscule_stress_impact_loss
brave = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
}
}
}
}
legend_spread_events.5326 = {
type = letter_event
opening = {
desc = legend_spread_events.5326.opening
}
desc = legend_spread_events.5326.desc
sender = {
character = scope:promoted_legend_owner
animation = personality_honorable
}
option = {
name = legend_spread_events.5326.a
scope:promoted_legend_owner = {
pay_short_term_gold = {
target = root
gold = minor_gold_value
}
}
custom_tooltip = legend_spread_events.5325.stop_promoting
stop_promoting_legend = yes
set_promoted_legend = scope:promoted_legend
}
option = {
name = legend_spread_events.5326.b
reverse_add_opinion = {
modifier = angry_opinion
opinion = -20
target = scope:promoted_legend_owner
}
}
}
legend_spread_events.5327 = {
type = letter_event
opening = {
desc = legend_spread_events.5327.opening
}
desc = legend_spread_events.5327.desc
sender = {
character = scope:promoted_legend_owner
animation = dismissal
}
option = {
name = legend_spread_events.5327.a
add_stress = minor_stress_gain
}
}
# Legend owner is evil; stop promoting?
legend_spread_events.5330 = {
type = character_event
title = legend_spread_events.5330.t
desc = legend_spread_events.5330.desc
theme = legend
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:promoted_legend_owner
animation = anger
}
cooldown = { years = 25 }
trigger = {
#You have a legend and the legend owner is sinful
any_legend = {
any_legend_promoter = { #You are promoting that legend
this = root
}
legend_owner = {
num_sinful_traits >= 1 #They have at least one sinful trait
save_temporary_scope_as = promoted_legend_owner_temp
}
save_temporary_scope_as = promoted_legend_temp
}
scope:promoted_legend_temp = { #Ensure they own the legend
legend_owner = scope:promoted_legend_owner_temp
}
}
immediate = {
random_legend = { #Grab the legend you're promoting
limit = {
any_legend_promoter = {
this = root
}
legend_owner = {
num_sinful_traits >= 1
}
}
save_scope_as = promoted_legend
}
scope:promoted_legend.legend_owner = {
save_scope_as = promoted_legend_owner
}
save_scope_as = root_scope
}
option = { # How dare they! I am a godly WomanMan!
name = legend_spread_events.5330.a
trigger = {
OR = {
scope:promoted_legend_owner = { #They're REALLY evil
num_sinful_traits >= 2
}
has_trait = zealous #Or you're really godly
}
NOT = {
has_trait = cynical
}
}
add_internal_flag = special
promoted_legend = {
add_legend_county_modifier = {
modifier = legend_irreverent_immoral
years = 10
}
}
if = { #Just to ensure human players don't get blindsided
limit = {
scope:promoted_legend_owner = {
is_ai = yes
}
}
scope:promoted_legend_owner = {
add_character_modifier = {
modifier = legend_wicked_ways
years = 15
}
}
}
stop_promoting_legend = yes
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pleased_opinion
opinion = 25
target = root
}
}
reverse_add_opinion = {
modifier = angry_opinion
opinion = -20
target = scope:promoted_legend_owner
}
stress_impact = {
zealous = minor_stress_impact_loss
gregarious = minor_stress_impact_gain
}
ai_chance = { #Keep this low so we don't see non-player usage of it much if at all
base = 15
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { # I have my own reputation to be thinking of
name = legend_spread_events.5330.b
stop_promoting_legend = yes
add_piety = minor_piety_gain
stress_impact = {
zealous = miniscule_stress_impact_loss
cynical = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = miniscule_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 0.5
ai_sociability = -0.5
}
}
}
option = { # I'll grin and bear it
name = legend_spread_events.5330.c
random = {
chance = 20
send_interface_toast = {
title = legend_spread_events.5330.c.success
left_icon = root
scope:promoted_legend_owner = {
add_character_modifier = {
modifier = legend_errors_exonerated
years = 10
}
}
}
}
reverse_add_opinion = {
target = scope:promoted_legend_owner
modifier = pleased_opinion
opinion = 30
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = angry_opinion
opinion = -10
target = root
}
}
stress_impact = {
humble = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
content = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
craven = miniscule_stress_impact_loss
brave = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
}
}
}
}
# Legend owner is very godly; promote more?
# Counterpart to 5330
legend_spread_events.5335 = {
type = character_event
title = legend_spread_events.5335.t
desc = legend_spread_events.5335.desc
theme = legend
left_portrait = {
character = root
animation = happiness
}
right_portrait = {
character = scope:promoted_legend_owner
animation = personality_zealous
}
cooldown = { years = 25 }
trigger = {
#You have a legend and the legend owner is virtuous
any_legend = {
any_legend_promoter = { #You are promoting that legend
this = root
}
legend_owner = {
num_virtuous_traits >= 1 #They have at least one virtuous trait
save_temporary_scope_as = promoted_legend_owner_temp
}
save_temporary_scope_as = promoted_legend_temp
}
scope:promoted_legend_temp = { #Ensure they own the legend
legend_owner = scope:promoted_legend_owner_temp
}
}
immediate = {
random_legend = { #Grab the legend you're promoting
limit = {
any_legend_promoter = {
this = root
}
legend_owner = {
num_virtuous_traits >= 1
}
}
save_scope_as = promoted_legend
}
scope:promoted_legend.legend_owner = {
save_scope_as = promoted_legend_owner
}
save_scope_as = root_scope
}
option = { # I love them!
name = legend_spread_events.5335.a
trigger = {
OR = {
scope:promoted_legend_owner = { #They're REALLY godly
num_virtuous_traits >= 2
}
has_trait = zealous #Or you're really godly
}
NOT = {
has_trait = cynical
}
}
add_internal_flag = special
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_saintly_sinless
years = 15
}
}
add_piety = medium_piety_value
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pleased_opinion
opinion = 20
target = root
}
}
stress_impact = {
zealous = minor_stress_impact_loss
cynical = medium_stress_impact_gain
}
ai_chance = { #Keep this low so we don't see non-player usage of it much if at all
base = 15
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { # Use them to increase my fame
name = legend_spread_events.5335.b
add_prestige = minor_prestige_value
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_principled_pious
years = 10
}
}
stress_impact = {
zealous = minor_stress_impact_gain
cynical = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 1
ai_sociability = 0.5
}
}
}
option = { # Perhaps I should learn from him?
name = legend_spread_events.5335.c
random = {
chance = 20
send_interface_toast = {
title = legend_spread_events.5335.c.success
left_icon = root
add_learning_skill = 1
}
}
reverse_add_opinion = {
target = scope:promoted_legend_owner
modifier = flattered_opinion
opinion = 15
}
every_vassal = {
vassal_stance = zealot
custom = every_zealot_vassal
add_opinion = {
modifier = pleased_opinion
opinion = 10
target = root
}
}
stress_impact = {
humble = medium_stress_impact_loss
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -1
}
}
}
}
## Additional Spread Events
# You are asked how the tale goes
legend_spread_events.5400 = {
type = character_event
title = legend_spread_events.5400.t
desc = legend_spread_events.5400.desc
theme = legend
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
promoted_legend = { save_scope_as = promoted_legend }
culture = { save_scope_as = root_culture }
grab_appropriate_chronicler_effect = yes
}
option = { # Improve your legend
name = legend_spread_events.5400.a
duel = {
skill = diplomacy
value = high_skill_rating
50 = { # Your story is beautifully embellished
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5400.a.majorsuccess
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
}
}
50 = { # Your story is only somewhat embellished
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5400.a.minorsuccess
add_prestige = medium_prestige_value
}
}
}
stress_impact = {
honest = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
deceitful = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { # Invent a story to change your legend
name = legend_spread_events.5400.b
duel = {
skills = { diplomacy intrigue }
value = medium_skill_rating
50 = { # They believe you
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Nobody wants to disagree with you
dread > 49
add = 5
}
send_interface_toast = {
title = legend_spread_events.5400.b.success
add_intrigue_skill = 1
promoted_legend = {
set_legend_chapter = {
name = famous_deed
localization_key = legend_chapter_silver_tongued
}
}
}
}
50 = { # They don't really believe you
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # You're a crap liar
has_trait = honest
add = 5
}
send_interface_toast = {
title = legend_spread_events.5400.b.failure
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
promoted_legend = {
set_legend_chapter = {
name = famous_deed
localization_key = legend_chapter_easily_captured
}
}
}
}
}
stress_impact = {
deceitful = minor_stress_impact_loss
honest = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Opt-out
name = legend_spread_events.5400.c
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_tolerant_trusting
}
}
stress_impact = {
trusting = miniscule_stress_impact_loss
shy = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
}
# You are asked whether the tales of a mythical beast are true
legend_spread_events.5405 = {
type = character_event
title = legend_spread_events.5405.t
desc = legend_spread_events.5405.desc
theme = legend
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = discovery
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
promoted_legend = { save_scope_as = promoted_legend }
grab_appropriate_chronicler_effect = yes
set_up_regional_mythical_creature_effect = yes
}
option = { # Of course it was!
name = legend_spread_events.5405.a
duel = {
skills = { diplomacy learning }
value = high_skill_rating
50 = { # They buy it
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5405.a.success
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_mythical_beast }
change_legend_quality_effect = { VALUE = medium_legend_quality_increase }
}
}
}
50 = { # They don't buy it
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5405.a.failure
promoted_legend = {
change_legend_quality_effect = { VALUE = medium_legend_quality_decrease }
}
}
}
}
stress_impact = {
deceitful = miniscule_stress_impact_loss
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { # That's nonsense: here's what I DID see, though...
name = legend_spread_events.5405.b
duel = {
skill = intrigue
value = high_skill_rating
50 = { # You make up a new creature on the spot
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # Nobody wants to disagree with you
dread > 49
add = 5
}
modifier = { # You're a good liar
has_trait = deceitful
add = 5
}
send_interface_toast = {
title = legend_spread_events.5405.b.success
add_intrigue_skill = 1
add_prestige = minor_prestige_gain
promoted_legend = {
set_legend_chapter = {
name = discovery
localization_key = legend_chapter_discovery_new_myth
}
}
}
}
50 = { # What? That's ridiculous
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = { # You're a crap liar
has_trait = honest
add = 5
}
send_interface_toast = {
title = legend_spread_events.5405.b.failure
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
deceitful = minor_stress_impact_loss
honest = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Who can say? So many wondrous things I saw...
name = legend_spread_events.5405.c
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
stress_impact = {
honest = miniscule_stress_impact_loss
deceitful = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# You are asked what lies in the ocean depths
legend_spread_events.5410 = {
type = character_event
title = legend_spread_events.5410.t
desc = legend_spread_events.5410.desc
theme = legend
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
has_legend_chapter = discovery
legend_protagonist = root
}
any_courtier = {
is_available_ai_adult = yes
}
}
immediate = {
promoted_legend = { save_scope_as = promoted_legend }
grab_appropriate_chronicler_effect = yes
}
option = { # The tales of the Vinland were true!
name = legend_spread_events.5410.a
trigger = {
AND = {
culture = { has_cultural_pillar = heritage_north_germanic }
current_year >= 1000 #Use a rough estimate of when rumours of Vinland were beginning to propagate
}
}
flavor = legend_spread_events.5410.a.flavor
duel = {
skills = { diplomacy learning }
value = medium_skill_rating
50 = { # They buy it
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5410.a.success
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_discovery_vinland }
}
promoted_legend = {
change_legend_quality_effect = { VALUE = major_legend_quality_increase }
}
}
}
50 = { # They don't buy it
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = legend_spread_events.5410.a.failure
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
arbitrary = miniscule_stress_impact_loss
content = minor_stress_impact_gain
just = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -0.5
}
}
}
option = { # There were mighty sea monsters!
name = legend_spread_events.5410.b
promoted_legend = {
set_legend_chapter = { name = discovery localization_key = legend_chapter_sea_monsters }
}
add_character_modifier = {
modifier = sea_monsters_modifier
years = 15
}
stress_impact = {
deceitful = minor_stress_impact_loss
honest = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { # Who can say? So many wondrous things I saw...
name = legend_spread_events.5410.c
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
stress_impact = {
honest = miniscule_stress_impact_loss
deceitful = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
option = { # There's nothing there, boy!
name = legend_spread_events.5410.d
if = {
limit = {
NOT = {
has_trait = lifestyle_traveler
}
}
add_trait = lifestyle_traveler
}
add_trait_xp = {
trait = lifestyle_traveler
track = danger
value = { 5 15 }
}
stress_impact = {
honest = miniscule_stress_impact_loss
deceitful = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
}
}
}
}
# Is your tale one of nobles or common folk?
legend_spread_events.5415 = {
type = character_event
title = legend_spread_events.5415.t
desc = legend_spread_events.5415.desc
theme = legend
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
promoted_legend ?= {
legend_owner = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
promoted_legend = {
save_scope_as = promoted_legend
legend_protagonist = { save_scope_as = protagonist }
}
grab_appropriate_chronicler_effect = yes
}
option = { # It's all about the nobles, baby
name = legend_spread_events.5415.a
promoted_legend = {
add_legend_owner_modifier = {
modifier = legend_nobles_noted
years = 15
}
}
stress_impact = {
content = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -1
}
}
}
option = { # It's about the common man!
name = legend_spread_events.5415.b
promoted_legend = {
add_legend_county_modifier = {
modifier = legend_commoners_celebrated
years = 15
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
arrogant = miniscule_stress_impact_loss
content = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = { # It's about the protag themselves, duh
name = {
trigger = {
promoted_legend = {
legend_protagonist = root
}
}
text = legend_spread_events.5415.c.protag
}
name = {
trigger = {
NOT = {
promoted_legend = {
legend_protagonist = root
}
}
}
text = legend_spread_events.5415.c
}
promoted_legend = {
change_legend_quality_effect = { VALUE = medium_legend_quality_increase }
}
if = {
limit = {
promoted_legend = {
legend_protagonist = root
}
}
add_prestige = minor_prestige_gain
}
stress_impact = {
arrogant = minor_stress_impact_loss
humble = minor_stress_impact_gain
stubborn = minor_stress_impact_loss
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 1
}
}
}
}
# You supposedly drank a mighty ogre under the table
# Inspired by Kuba Potapczyk
# As in, he suggested the event, not that he's an ogre
# ...necessarily
legend_spread_events.5420 = {
type = character_event
title = legend_spread_events.5420.t
desc = legend_spread_events.5420.desc
theme = legend
left_portrait = {
character = root
animation = toast
}
right_portrait = {
character = scope:chronicler
animation = chancellor
}
cooldown = { years = 20 }
trigger = {
drinks_alcohol_trigger = yes
promoted_legend ?= {
legend_owner = root
legend_protagonist = root
}
any_courtier = {
this != root
is_available_ai_adult = yes
}
}
immediate = {
promoted_legend = {
save_scope_as = promoted_legend
}
grab_appropriate_chronicler_effect = yes
}
option = { # I'LL SHOW YOU RIGHT NOW
name = legend_spread_events.5420.a
duel = {
skill = prowess
value = high_skill_rating
50 = { #Chronicler is convinced
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # You're a drunkard
has_trait = drunkard
add = 15
}
modifier = { # You're a legend mate
has_trait = lifestyle_reveler
add = 10
}
modifier = { # You'll drink anything
has_trait = gluttonous
add = 5
}
desc = legend_spread_events.5420.a.success
send_interface_toast = {
title = legend_spread_events.5420.a.success
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = major_legend_quality_increase }
}
}
}
50 = { # People are unconvinced
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5420.a.failure
send_interface_toast = {
title = legend_spread_events.5420.a.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
add_character_modifier = {
modifier = legend_hangover_modifier
years = 3
}
}
}
}
stress_impact = {
arrogant = minor_stress_impact_loss
gluttonous = minor_stress_impact_loss
humble = minor_stress_impact_gain
temperate = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 1
}
}
}
option = { # You'll just have to believe me
name = legend_spread_events.5420.b
duel = {
skill = diplomacy
value = very_high_skill_rating
50 = { #Chronicler is convinced
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { # You're a drunkard
has_trait = drunkard
add = 7
}
modifier = { # You're a legend mate
has_trait = lifestyle_reveler
add = 4
}
modifier = { # You'll drink anything
has_trait = gluttonous
add = 2
}
desc = legend_spread_events.5420.b.success
send_interface_toast = {
title = legend_spread_events.5420.b.success
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
}
}
}
50 = { # Chronicler is unconvinced
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = legend_spread_events.5420.b.failure
send_interface_toast = {
title = legend_spread_events.5420.b.failure
left_icon = root
right_icon = scope:chronicler
promoted_legend = {
change_legend_quality_effect = { VALUE = minor_legend_quality_decrease }
}
}
}
}
stress_impact = {
humble = miniscule_stress_impact_loss
temperate = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
gluttonous = medium_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -0.5
}
}
}
option = { # I'm not warmed up :(
name = legend_spread_events.5420.c
random = {
chance = 20
send_interface_toast = {
title = legend_spread_events.5420.c.tt
left_icon = root
add_character_modifier = {
modifier = legend_shy_drinker
years = 10
}
}
}
stress_impact = {
arrogant = medium_stress_impact_gain
stubborn = minor_stress_impact_gain
humble = minor_stress_impact_loss
fickle = miniscule_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = -1
}
}
}
}