N3OW/events/dlc/ep3/ep3_emperor_yearly_2.txt
2026-01-06 14:25:21 +01:00

7034 lines
143 KiB
Text

namespace = ep3_emperor_yearly
##############################
# EP3 Admin (Emperor) Events #
# by Claudia Baldassi #
# 2000 - 2999 #
##############################
# Byzantine-only: you have reconquered an important city of the long-lost Empire
ep3_emperor_yearly.2000 = {
type = character_event
window = fullscreen_event
title = ep3_emperor_yearly.2000.t
desc = {
desc = ep3_emperor_yearly.2000.desc_intro
first_valid = {
triggered_desc = {
trigger = {
scope:county = title:c_antiocheia
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
}
desc = ep3_emperor_yearly.2000.desc_antioch
}
triggered_desc = {
trigger = {
scope:county = title:c_antiocheia
}
desc = ep3_emperor_yearly.2000.desc_antioch_not_christ
}
triggered_desc = {
trigger = {
scope:county = title:c_jerusalem
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
}
desc = ep3_emperor_yearly.2000.desc_jerusalem
}
triggered_desc = {
trigger = {
scope:county = title:c_jerusalem
}
desc = ep3_emperor_yearly.2000.desc_jerusalem_not_christ
}
triggered_desc = {
trigger = {
scope:county = title:c_alexandria
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
}
desc = ep3_emperor_yearly.2000.desc_alexandria_not_christ
}
triggered_desc = {
trigger = {
scope:county = title:c_alexandria
}
desc = ep3_emperor_yearly.2000.desc_alexandria
}
#Maximum estent of the Roman Empire to the East (Trajan) - Abbadan
triggered_desc = {
trigger = {
scope:county = title:c_abbadan
}
desc = ep3_emperor_yearly.2000.desc_frontier
}
triggered_desc = {
trigger = {
scope:county = title:c_edessa
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
}
desc = ep3_emperor_yearly.2000.desc_edessa
}
triggered_desc = {
trigger = {
scope:county = title:c_edessa
}
desc = ep3_emperor_yearly.2000.desc_edessa_not_christ
}
triggered_desc = {
trigger = {
scope:county = title:c_bari
}
desc = ep3_emperor_yearly.2000.desc_bari
}
triggered_desc = {
trigger = {
scope:county = title:c_siracusa
}
desc = ep3_emperor_yearly.2000.desc_syracuse
}
triggered_desc = {
trigger = {
scope:county = title:c_roma
}
desc = ep3_emperor_yearly.2000.desc_rome
}
triggered_desc = {
trigger = {
scope:county = title:c_ravenna
}
desc = ep3_emperor_yearly.2000.desc_ravenna
}
triggered_desc = {
trigger = {
scope:county = title:c_tunis
}
desc = ep3_emperor_yearly.2000.desc_carthago
}
triggered_desc = {
trigger = {
scope:county = title:c_tangiers
}
desc = ep3_emperor_yearly.2000.desc_tingis
}
triggered_desc = {
trigger = {
scope:county = title:c_murcia
}
desc = ep3_emperor_yearly.2000.desc_carthago_spartaria
}
triggered_desc = {
trigger = {
scope:county = title:c_lombardia
}
desc = ep3_emperor_yearly.2000.desc_milan
}
triggered_desc = {
trigger = {
scope:county = title:c_trier
}
desc = ep3_emperor_yearly.2000.desc_trier
}
triggered_desc = {
trigger = {
OR = {
scope:county = title:c_cumberland
scope:county = title:c_northumberland
}
}
desc = ep3_emperor_yearly.2000.desc_hadrians_wall
}
triggered_desc = {
trigger = {
scope:county = title:c_chandax
}
desc = ep3_emperor_yearly.2000.desc_chandax
}
triggered_desc = {
trigger = {
scope:county = title:c_tourraine
}
desc = ep3_emperor_yearly.2000.desc_tours
}
}
}
theme = war
override_background = { reference = ep3_triumph }
trigger = {
has_ep3_dlc_trigger = yes
is_roman_emperor_trigger = yes
trigger_if = {
limit = {
scope:county = title:c_tourraine
}
NOT = { exists = var:ep3_reconquered_tourraine }
}
trigger_else_if = {
limit = {
scope:county = title:c_chandax
}
NOT = { exists = var:ep3_reconquered_chandax }
}
trigger_else_if = {
limit = {
OR = {
scope:county = title:c_cumberland
scope:county = title:c_northumberland
}
}
NOT = { exists = var:ep3_reconquered_hadrian }
}
trigger_else_if = {
limit = {
scope:county = title:c_trier
}
NOT = { exists = var:ep3_reconquered_trier }
}
trigger_else_if = {
limit = {
scope:county = title:c_lombardia
}
NOT = { exists = var:ep3_reconquered_lombardia }
}
trigger_else_if = {
limit = {
scope:county = title:c_murcia
}
NOT = { exists = var:ep3_reconquered_murcia }
}
trigger_else_if = {
limit = {
scope:county = title:c_tangiers
}
NOT = { exists = var:ep3_reconquered_tangiers }
}
trigger_else_if = {
limit = {
scope:county = title:c_tunis
}
NOT = { exists = var:ep3_reconquered_tunis }
}
trigger_else_if = {
limit = {
scope:county = title:c_ravenna
}
NOT = { exists = var:ep3_reconquered_ravenna }
}
trigger_else_if = {
limit = {
scope:county = title:c_roma
}
NOT = { exists = var:ep3_reconquered_roma }
}
trigger_else_if = {
limit = {
scope:county = title:c_siracusa
}
NOT = { exists = var:ep3_reconquered_siracusa }
}
trigger_else_if = {
limit = {
scope:county = title:c_bari
}
NOT = { exists = var:ep3_reconquered_bari }
}
trigger_else_if = {
limit = {
scope:county = title:c_edessa
}
NOT = { exists = var:ep3_reconquered_edessa }
}
trigger_else_if = {
limit = {
scope:county = title:c_abbadan
}
NOT = { exists = var:ep3_reconquered_abbadan }
}
trigger_else_if = {
limit = {
scope:county = title:c_alexandria
}
NOT = { exists = var:ep3_reconquered_alexandria }
}
trigger_else_if = {
limit = {
scope:county = title:c_jerusalem
}
NOT = { exists = var:ep3_reconquered_jerusalem }
}
trigger_else_if = {
limit = {
scope:county = title:c_antiocheia
}
NOT = { exists = var:ep3_reconquered_antiocheia }
}
trigger_else = {
always = no
}
}
immediate = {
change_influence = massive_influence_gain
add_prestige = major_prestige_gain
}
#Option A
option = {
name = ep3_emperor_yearly.2000.a
if = {
limit = {
OR = {
scope:county = title:c_antiocheia
scope:county = title:c_jerusalem
scope:county = title:c_alexandria
scope:county = title:c_roma
}
}
scope:county = {
add_county_modifier = {
modifier = ep3_restored_pentarchy_seat_county_modifier
years = 10
}
}
add_character_modifier = {
modifier = ep3_restored_pentarchy_seat_modifier
years = 10
}
}
else_if = {
limit = {
OR = {
scope:county = title:c_abbadan
scope:county = title:c_cumberland
scope:county = title:c_northumberland
}
}
scope:county = {
add_county_modifier = {
modifier = ep3_maximum_border_county_modifier
years = 10
}
}
add_character_modifier = {
modifier = ep3_maximum_border_modifier
years = 10
}
}
else_if = {
limit = {
OR = {
scope:county = title:c_ravenna
scope:county = title:c_tunis
scope:county = title:c_murcia
}
}
scope:county = {
add_county_modifier = {
modifier = ep3_new_justinian_county_modifier
years = 10
}
}
add_character_modifier = {
modifier = ep3_new_justinian_modifier
years = 10
}
}
else_if = {
limit = {
OR = {
scope:county = title:c_lombardia
scope:county = title:c_trier
}
}
scope:county = {
add_county_modifier = {
modifier = ep3_western_tetrarch_county_modifier
years = 10
}
}
add_character_modifier = {
modifier = ep3_western_tetrarch_modifier
years = 10
}
}
else_if = {
limit = {
OR = {
scope:county = title:c_tangiers
scope:county = title:c_tourraine
}
}
scope:county = {
add_county_modifier = {
modifier = ep3_long_lost_province_county_modifier
years = 10
}
}
add_character_modifier = {
modifier = ep3_long_lost_province_modifier
years = 10
}
}
else_if = {
limit = {
OR = {
scope:county = title:c_edessa
scope:county = title:c_bari
}
}
scope:county = {
add_county_modifier = {
modifier = ep3_long_contested_province_county_modifier
years = 10
}
}
add_character_modifier = {
modifier = ep3_long_contested_province_modifier
years = 10
}
}
else_if = {
limit = {
OR = {
scope:county = title:c_siracusa
scope:county = title:c_chandax
}
}
scope:county = {
add_county_modifier = {
modifier = ep3_medi_gem_county_modifier
years = 10
}
}
add_character_modifier = {
modifier = ep3_medi_gem_modifier
years = 10
}
}
}
after = {
if = {
limit = {
scope:county = title:c_antiocheia
}
set_global_variable = ep3_reconquered_antiocheia
}
else_if = {
limit = {
scope:county = title:c_jerusalem
}
set_global_variable = ep3_reconquered_jerusalem
}
else_if = {
limit = {
scope:county = title:c_alexandria
}
set_global_variable = ep3_reconquered_alexandria
}
else_if = {
limit = {
scope:county = title:c_abbadan
}
set_global_variable = ep3_reconquered_abbadan
}
else_if = {
limit = {
scope:county = title:c_edessa
}
set_global_variable = ep3_reconquered_edessa
}
else_if = {
limit = {
scope:county = title:c_bari
}
set_global_variable = ep3_reconquered_bari
}
else_if = {
limit = {
scope:county = title:c_siracusa
}
set_global_variable = ep3_reconquered_siracusa
}
else_if = {
limit = {
scope:county = title:c_roma
}
set_global_variable = ep3_reconquered_roma
}
else_if = {
limit = {
scope:county = title:c_ravenna
}
set_global_variable = ep3_reconquered_ravenna
}
else_if = {
limit = {
scope:county = title:c_tunis
}
set_global_variable = ep3_reconquered_tunis
}
else_if = {
limit = {
scope:county = title:c_tangiers
}
set_global_variable = ep3_reconquered_tangiers
}
else_if = {
limit = {
scope:county = title:c_murcia
}
set_global_variable = ep3_reconquered_murcia
}
else_if = {
limit = {
scope:county = title:c_lombardia
}
set_global_variable = ep3_reconquered_lombardia
}
else_if = {
limit = {
scope:county = title:c_trier
}
set_global_variable = ep3_reconquered_trier
}
else_if = {
limit = {
OR = {
scope:county = title:c_cumberland
scope:county = title:c_northumberland
}
}
set_global_variable = ep3_reconquered_hadrian
}
else_if = {
limit = {
scope:county = title:c_chandax
}
set_global_variable = ep3_reconquered_chandax
}
else_if = {
limit = {
scope:county = title:c_tourraine
}
set_global_variable = ep3_reconquered_tourraine
}
if = {
limit = {
NOT = {
any_owned_story = {
type = ep3_story_cycle_restoring_rome
}
}
}
create_story = ep3_story_cycle_restoring_rome
}
}
}
# Courtiers grumble about you sending an imperial prince/princess to marry abroad among barbarians
scripted_trigger emperor_2010_valid_child_trigger = {
is_adult = yes
is_married = yes
primary_spouse.culture = {
NOT = { has_cultural_pillar = heritage_byzantine }
}
liege.culture = {
NOT = { has_cultural_pillar = heritage_byzantine }
}
location.culture = {
NOT = { has_cultural_pillar = heritage_byzantine }
}
is_travelling = no
culture = { has_cultural_pillar = heritage_byzantine }
}
scripted_trigger emperor_2010_valid_courtier_trigger = {
is_available_healthy_ai_adult = yes
is_of_major_or_minor_interest_trigger = { CHARACTER = root }
culture = { has_cultural_pillar = heritage_byzantine }
}
ep3_emperor_yearly.2010 = {
type = character_event
title = ep3_emperor_yearly.2010.t
desc = ep3_emperor_yearly.2010.desc
theme = emperor
left_portrait = {
character = scope:gossip_1
animation = eyeroll
}
right_portrait = {
character = scope:gossip_2
animation = throne_room_conversation_1
}
lower_center_portrait = scope:sent_off
cooldown = { years = 50 }
trigger = {
is_available_adult = yes
valid_for_byz_emperor_content_trigger = yes
any_child = {
emperor_2010_valid_child_trigger = yes
}
any_courtier = {
count >= 2
emperor_2010_valid_courtier_trigger = yes
}
}
immediate = {
random_child = {
limit = {
emperor_2010_valid_child_trigger = yes
}
save_scope_as = sent_off
}
random_courtier = {
limit = {
emperor_2010_valid_courtier_trigger = yes
}
save_scope_as = gossip_1
}
random_courtier = {
limit = {
emperor_2010_valid_courtier_trigger = yes
this != scope:gossip_1
}
save_scope_as = gossip_2
}
scope:sent_off.primary_spouse = { save_scope_as = spouse }
}
#Option A: it was necessary
option = {
name = ep3_emperor_yearly.2010.a
add_character_modifier = {
modifier = ep3_politics_before_all_modifier
years = 40
}
add_diplomacy_lifestyle_xp = medium_lifestyle_xp
if = {
limit = {
government_allows = administrative
}
change_influence = medium_influence_gain
}
else = {
add_prestige = medium_prestige_gain
}
stress_impact = {
arrogant = medium_stress_impact_gain
deceitful = medium_stress_impact_gain
zealous = medium_stress_impact_gain
compassionate = major_stress_impact_gain
family_first = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
add = -50
has_trait = arrogant
}
modifier = {
add = -50
has_trait = deceitful
}
modifier = {
add = 50
has_trait = diplomat
}
modifier = {
add = 100
has_trait = ambitious
}
modifier = {
factor = 0
has_trait = compassionate
}
modifier = {
factor = 0
has_trait = family_first
}
}
}
#Option B: a worthy sacrifice
option = {
name = {
trigger = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
}
text = ep3_emperor_yearly.2010.b
}
name = {
trigger = {
NOT = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } }
}
text = ep3_emperor_yearly.2010.b2
}
add_character_modifier = {
modifier = ep3_everything_for_byz_modifier
years = 40
}
add_piety = medium_piety_gain
stress_impact = {
cynical = medium_stress_impact_gain
arrogant = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = zealous
add = 100
}
modifier = {
has_trait = cynical
add = -50
}
modifier = {
has_trait = humble
add = 75
}
}
}
#Option C: shut up
option = {
name = ep3_emperor_yearly.2010.c
add_prestige = minor_prestige_gain
reverse_add_opinion = {
target = scope:gossip_1
modifier = angry_opinion
opinion = -10
}
reverse_add_opinion = {
target = scope:gossip_2
modifier = angry_opinion
opinion = -10
}
stress_impact = {
humble = major_stress_impact_gain
}
ai_chance = {
base = 75
modifier = {
has_trait = arrogant
add = 100
}
}
}
}
# Byzantine-only: The Patriarch refuses to crown you as new emperor because you have a criminal trait (e.g. kinslayer)
ep3_emperor_yearly.2020 = {
type = character_event
title = ep3_emperor_yearly.2020.t
desc = ep3_emperor_yearly.2020.desc
theme = emperor
override_background = { reference = ep3_hagia_sophia }
left_portrait = {
character = root
animation = disbelief
}
right_portrait = {
character = scope:patriarch
animation = anger
}
trigger = {
has_ep3_dlc_trigger = yes
valid_for_byz_emperor_content_trigger = yes
exists = root.faith.religious_head
this != faith.religious_head
faith.religious_head = {
opinion = {
target = root
value <= 0
}
location = root.location
}
has_any_criminal_trait_in_faith_trigger = {
CHARACTER = root
FAITH = root.faith
}
NOT = { has_character_flag = has_had_ep3_2020 }
}
immediate = {
faith.religious_head = { save_scope_as = patriarch }
add_character_flag = has_had_ep3_2020
random_character_trait = {
limit = {
save_temporary_scope_as = temp_trait
scoped_trait_is_criminal_in_faith_trigger = { TRAIT = scope:temp_trait FAITH = root.faith GENDER_CHARACTER = root }
}
save_scope_as = target_criminal_trait
}
}
#Option A: repent
option = {
name = ep3_emperor_yearly.2020.a
flavor = ep3_emperor_yearly.2020.a.tt
change_influence = major_influence_loss
add_prestige = major_prestige_loss
custom_tooltip = ep3_emperor_yearly.2020.a.tt2
trigger_event = {
id = ep3_emperor_yearly.2021
days = 366
}
scope:patriarch = {
add_opinion = {
target = root
modifier = forgiven_opinion
}
}
stress_impact = {
ambitious = medium_stress_impact_gain
cynical = major_stress_impact_gain
arrogant = major_stress_impact_gain
zealous = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
modifier = {
has_trait = ambitious
add = -50
}
modifier = {
has_trait = arrogant
add = -50
}
}
}
#Option B: ignore
option = {
name = ep3_emperor_yearly.2020.b
change_influence = major_influence_gain
add_prestige = major_prestige_gain
if = {
limit = { piety_level >= low_piety_level }
add_piety_level = -1
}
else = {
add_piety = major_piety_loss
}
scope:patriarch = {
add_opinion = {
target = root
modifier = impious_opinion
opinion = -50
}
}
stress_impact = {
zealous = major_stress_impact_gain
humble = major_stress_impact_gain
arrogant = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
modifier = {
has_trait = zealous
add = -50
}
modifier = {
has_trait = humble
add = -50
}
}
}
}
ep3_emperor_yearly.2021 = {
type = character_event
title = ep3_emperor_yearly.2021.t
desc = {
desc = ep3_emperor_yearly.2021.desc
first_valid = {
triggered_desc = {
trigger = { scope:patriarch = { is_alive = yes } }
desc = ep3_emperor_yearly.2021.desc_patriarch
}
desc = ep3_emperor_yearly.2021.desc_patriarch_new
}
desc = ep3_emperor_yearly.2021.desc_end
}
theme = crown
override_background = { reference = ep3_hagia_sophia }
left_portrait = {
character = root
animation = personality_zealous
}
right_portrait = {
character = scope:patriarch_portrait
animation = wedding_priest
}
lower_right_portrait = {
trigger = {
scope:patriarch = { is_alive = no }
}
character = scope:patriarch
}
trigger = {
exists = faith.religious_head
this != faith.religious_head
has_any_criminal_trait_in_faith_trigger = {
CHARACTER = root
FAITH = root.faith
}
}
immediate = {
if = {
limit = {
scope:patriarch = {
is_alive = yes
faith = scope:patriarch.faith
}
}
scope:patriarch = { save_scope_as = patriarch_portrait }
}
else = {
faith.religious_head = { save_scope_as = patriarch_portrait }
}
}
option = {
name = ep3_emperor_yearly.2021.a
add_legitimacy = minor_legitimacy_gain
remove_trait = scope:target_criminal_trait
}
}
# The Patriarch refuses to crown a new emperor after a coup
scripted_trigger valid_clergy_gender_trigger = {
trigger_if = {
limit = {
root.faith = { has_doctrine_parameter = clergy_must_be_male }
}
is_male = yes
}
trigger_else_if = {
limit = {
root.faith = { has_doctrine_parameter = clergy_must_be_female }
}
is_male = no
}
trigger_else = {
always = yes
}
is_available_ai_adult = yes
has_education_learning_trigger = yes
}
ep3_emperor_yearly.2030 = {
type = character_event
title = ep3_emperor_yearly.2030.t
desc = ep3_emperor_yearly.2030.desc
theme = crown
override_background = { reference = ep3_hagia_sophia }
left_portrait = {
character = root
animation = disbelief
}
right_portrait = {
character = scope:patriarch
animation = anger
}
lower_center_portrait = scope:predecessor
lower_left_portrait = scope:new_patriarch
trigger = {
exists = faith.religious_head
root != root.faith.religious_head
title:e_byzantium.previous_holder = { is_alive = yes }
faith.religious_head = {
opinion = {
target = root
value <= 0
}
}
faith.religious_head = {
opinion = {
target = title:e_byzantium.previous_holder
value > 40
}
}
# You have already had an event about the Patriarch complaining!
NOT = { has_character_flag = has_had_ep3_2020 }
}
immediate = {
faith.religious_head = { save_scope_as = patriarch }
title:e_byzantium.previous_holder = { save_scope_as = predecessor }
hidden_effect = {
if = {
limit = {
any_courtier = {
valid_clergy_gender_trigger = yes
is_available_ai_adult = yes
}
}
random_courtier = {
limit = {
house = root.house
valid_clergy_gender_trigger = yes
is_of_major_or_minor_interest_trigger = { CHARACTER = root }
}
alternative_limit = {
valid_clergy_gender_trigger = yes
is_of_major_or_minor_interest_trigger = { CHARACTER = root }
}
alternative_limit = {
valid_clergy_gender_trigger = yes
}
save_scope_as = new_patriarch
add_character_flag = {
flag = need_priest_outfit
}
}
}
else_if = {
limit = {
any_pool_character = {
province = root.location
is_available_ai_adult = yes
valid_clergy_gender_trigger = yes
}
}
random_pool_character = {
province = root.location
limit = {
is_available_ai_adult = yes
valid_clergy_gender_trigger = yes
}
save_scope_as = new_patriarch
add_character_flag = {
flag = need_priest_outfit
}
}
}
else = {
create_character = {
template = priest_character_template
location = root.location
save_scope_as = new_patriarch
}
scope:new_patriarch = {
add_character_flag = patriarch_created
}
}
scope:new_patriarch = {
add_trait = loyal
}
}
#needed for loc
root = { save_scope_as = root_scope }
}
# Option A: then it's time for a change!
option = {
name = ep3_emperor_yearly.2030.a
custom_tooltip = ep3_emperor_yearly.2030.a.tt
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
add_claim_on_loss = no
}
faith.religious_head_title = {
change_title_holder = {
holder = scope:new_patriarch
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
scope:patriarch = {
add_opinion = {
target = root
modifier = hate_opinion
opinion = -100
}
}
scope:new_patriarch = {
add_opinion = {
target = root
modifier = pious_opinion
opinion = 60
}
}
add_hook = {
target = scope:new_patriarch
type = favor_hook
}
every_vassal = {
vassal_stance = zealot
limit = {
this != scope:new_patriarch
}
custom = every_zealot_vassal
add_opinion = {
modifier = impious_opinion
target = root
opinion = -25
}
}
every_vassal = {
vassal_stance = glory_hound
custom = every_glory_hound_vassal
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 20
}
}
stress_impact = {
zealous = massive_stress_impact_gain
ambitious = minor_stress_impact_loss
paranoid = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -1
ai_boldness = 0.5
}
modifier = {
has_trait = ambitious
add = 100
}
modifier = {
has_trait = zealous
factor = 0
}
}
}
#Option B: I'll prove my worth
option = {
name = ep3_emperor_yearly.2030.b
add_character_modifier = {
modifier = ep3_emperor_proving_themselves_modifier
years = 15
}
custom_tooltip = patriarch_support_2030_desc_tt
scope:predecessor = {
add_character_flag = {
flag = patriarch_support_2030
years = 15
}
}
stress_impact = {
humble = medium_stress_impact_gain
lazy = major_stress_impact_gain
content = major_stress_impact_gain
}
ai_chance = {
base = 100
}
}
after = {
if = {
limit = {
has_character_flag = has_had_ep3_2020
}
remove_character_flag = has_had_ep3_2020
}
if = {
limit = {
is_ai = yes
scope:new_patriarch = {
this != root.faith.religious_head
has_character_flag = patriarch_created
}
}
scope:new_patriarch = { silent_disappearance_effect = yes }
}
}
}
# Patriarch who dislikes you protests you remarrying
ep3_emperor_yearly.2040 = {
type = character_event
title = ep3_emperor_yearly.2040.t
desc = ep3_emperor_yearly.2040.desc
theme = emperor
override_background = { reference = ep3_hagia_sophia }
left_portrait = {
character = root
animation = disbelief
}
right_portrait = {
character = scope:patriarch
animation = anger
}
lower_left_portrait = scope:new_wife
lower_right_portrait = scope:new_patriarch
trigger = {
valid_for_byz_emperor_content_trigger = yes
faith = {
NOR = {
has_doctrine = doctrine_polygamy
has_doctrine = doctrine_concubines
}
}
exists = faith.religious_head
root != root.faith.religious_head
faith.religious_head = {
opinion = {
target = root
value <= 20
}
}
#Only dead previous spouses: if divorce is disallowed by your faith, you can't have previous spouses who are alive; if divorce is allowed, there is no reason to nag about your previous spouses; if divorce is approved (by the HoF), it means that the previous wedding has been annuled, so there's nothing to complain about.
any_former_spouse = {
even_if_dead = yes
is_alive = no
count >= 2
}
NOT = { has_character_flag = ep3_has_had_2040 }
}
immediate = {
add_character_flag = ep3_has_had_2040
faith.religious_head = { save_scope_as = patriarch }
primary_spouse = { save_scope_as = new_wife }
random_former_spouse = {
even_if_dead = yes
limit = { is_alive = no }
save_scope_as = old_wife_1
}
random_former_spouse = {
even_if_dead = yes
limit = {
is_alive = no
this != scope:old_wife_1
}
save_scope_as = old_wife_2
}
hidden_effect = {
create_character = {
template = priest_character_template
location = root.location
save_scope_as = new_patriarch
}
scope:new_patriarch = {
add_trait = loyal
}
}
#needed for loc
root = { save_scope_as = root_scope }
}
#Option A: replace him!
option = {
name = ep3_emperor_yearly.2040.a
custom_tooltip = ep3_emperor_yearly.2030.a.tt
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
add_claim_on_loss = no
}
faith.religious_head_title = {
change_title_holder = {
holder = scope:new_patriarch
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
add_piety = major_piety_loss
scope:patriarch = {
add_opinion = {
target = root
modifier = hate_opinion
opinion = -100
}
}
scope:new_patriarch = {
add_opinion = {
target = root
modifier = pious_opinion
opinion = 60
}
}
add_hook = {
target = scope:new_patriarch
type = favor_hook
}
every_vassal = {
vassal_stance = zealot
limit = {
this != scope:new_patriarch
}
custom = every_zealot_vassal
add_opinion = {
modifier = impious_opinion
target = root
opinion = -35
}
}
every_vassal = {
vassal_stance = glory_hound
custom = every_glory_hound_vassal
add_opinion = {
modifier = impressed_opinion
target = root
opinion = 10
}
}
stress_impact = {
zealous = massive_stress_impact_gain
content = major_stress_impact_gain
ambitious = minor_stress_impact_loss
lustful = medium_stress_impact_loss
paranoid = medium_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = -1
ai_boldness = 0.5
}
modifier = {
has_trait = ambitious
add = 100
}
modifier = {
has_trait = lustful
add = 50
}
modifier = {
has_trait = zealous
factor = 0
}
}
}
#Option B: bribe
option = {
name = ep3_emperor_yearly.2040.b
add_piety = medium_piety_loss
pay_short_term_gold = {
target = scope:patriarch
gold = major_gold_value
}
scope:patriarch = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 20
}
}
add_character_modifier = {
modifier = ep3_blessed_union_modifier
years = 25
}
stress_impact = {
honest = major_stress_impact_gain
greedy = major_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_honor = -0.5
}
}
}
#Option C: you try to convince him it's fine
option = {
name = ep3_emperor_yearly.2040.c
duel = {
target = scope:patriarch
skills = { diplomacy learning }
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_emperor_yearly.2040.c.success
send_interface_toast = {
title = ep3_emperor_yearly.2040.c.success.tt
left_icon = scope:patriarch
add_character_modifier = {
modifier = ep3_blessed_union_modifier
years = 25
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_emperor_yearly.2040.c.failure
send_interface_toast = {
title = ep3_emperor_yearly.2040.c.failure.tt
left_icon = scope:patriarch
add_character_modifier = {
modifier = ep3_non_blessed_union_modifier
years = 25
}
}
}
}
stress_impact = {
shy = major_stress_impact_gain
}
ai_chance = {
base = 200
ai_value_modifier = {
ai_energy = 1
}
}
}
}
# Flavor event hailing the new emperor, recounting when and if their family last held the throne
ep3_emperor_yearly.2050 = {
type = character_event
title = {
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:last_emperor
}
desc = ep3_emperor_yearly.2050.t2
}
desc = ep3_emperor_yearly.2050.t
}
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:last_emperor
}
desc = ep3_emperor_yearly.2050.desc
}
desc = ep3_emperor_yearly.2050.desc_first
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:last_emperor
scope:last_emperor = { highest_skill = diplomacy }
}
desc = ep3_emperor_yearly.2050.desc_diplo
}
triggered_desc = {
trigger = {
exists = scope:last_emperor
scope:last_emperor = { highest_skill = martial }
}
desc = ep3_emperor_yearly.2050.desc_martial
}
triggered_desc = {
trigger = {
exists = scope:last_emperor
scope:last_emperor = { highest_skill = stewardship }
}
desc = ep3_emperor_yearly.2050.desc_stewardship
}
triggered_desc = {
trigger = {
exists = scope:last_emperor
scope:last_emperor = { highest_skill = intrigue }
}
desc = ep3_emperor_yearly.2050.desc_intrigue
}
triggered_desc = {
trigger = {
exists = scope:last_emperor
scope:last_emperor = { highest_skill = learning }
}
desc = ep3_emperor_yearly.2050.desc_learning
}
triggered_desc = {
trigger = {
exists = scope:last_emperor
scope:last_emperor = { highest_skill_including_prowess = prowess }
}
desc = ep3_emperor_yearly.2050.desc_prowess
}
triggered_desc = {
trigger = {
exists = scope:last_emperor
}
desc = ep3_emperor_yearly.2050.desc_fallback
}
desc = ep3_emperor_yearly.2050.desc_first_accomplish
}
triggered_desc = {
trigger = {
exists = scope:last_emperor
}
desc = ep3_emperor_yearly.2050.desc_body
}
}
theme = crown
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = personality_bold
}
lower_right_portrait = {
trigger = { exists = scope:last_emperor }
character = scope:last_emperor
}
immediate = {
#scope:title comes from the on_action that triggers the event
scope:title = {
if = {
limit = {
any_past_holder = {
house = root.house
this != root
}
}
ordered_past_holder_reversed = {
limit = {
house = root.house
this != root
}
position = 1
save_scope_as = last_emperor
}
}
}
}
option = {
name = ep3_emperor_yearly.2050.a
}
}
# Hold Court event: Councillor/court position asks you to organize a large celebration for the anniversary of the foundation of Constantinople (11 May)
scripted_trigger valid_date_foundation_constantinople_trigger = {
OR = {
AND = {
current_date > 923.5.11
current_date <= 924.5.11
}
AND = {
current_date > 1023.5.11
current_date <= 1024.5.11
}
AND = {
current_date > 1123.5.11
current_date <= 1124.5.11
}
AND = {
current_date > 1223.5.11
current_date <= 1224.5.11
}
AND = {
current_date > 1323.5.11
current_date <= 1324.5.11
}
AND = {
current_date > 1423.5.11
current_date <= 1424.5.11
}
}
}
ep3_emperor_yearly.2060 = {
type = court_event
title = ep3_emperor_yearly.2060.t
desc = {
desc = ep3_emperor_yearly.2060.desc
triggered_desc = {
trigger = {
OR = {
valid_date_foundation_constantinople_trigger = yes
AND = {
current_date > 1323.5.11
current_date <= 1324.5.11
}
}
}
desc = ep3_emperor_yearly.2060.desc_century
}
}
theme = court
court_scene = {
button_position_character = scope:2060_councillor
court_event_force_open = yes
show_timeout_info = no
should_pause_time = yes
roles = {
scope:2060_councillor = {
group = petitioners_group
animation = personality_honorable
}
}
}
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
cooldown = { years = 10 }
trigger = {
valid_for_byz_emperor_content_trigger = yes
# You have Constantinople!
any_realm_county = {
this = title:c_byzantion
}
OR = {
cp:councillor_chancellor ?= {
has_court_event_flag = no
is_available_ai_adult = yes
}
cp:councillor_steward ?= {
has_court_event_flag = no
is_available_ai_adult = yes
}
any_court_position_holder = {
has_court_event_flag = no
is_available_ai_adult = yes
}
}
}
weight_multiplier = {
base = 1
modifier = {
capital_county = title:c_byzantion
add = 1
}
# The foundation was in 324 - we wanna make it more likely if it's X centuries
modifier = {
valid_date_foundation_constantinople_trigger = yes
add = 4
}
# This is the 1000 years from foundation!
modifier = {
current_date > 1323.5.11
current_date <= 1324.5.11
add = 5
}
# Court weightings.
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
}
immediate = {
if = {
limit = {
cp:councillor_chancellor ?= {
has_court_event_flag = no
is_available_ai_adult = yes
}
}
cp:councillor_chancellor = {
save_scope_as = 2060_councillor
court_event_character_flag_effect = yes
}
}
else_if = {
limit = {
cp:councillor_steward ?= {
has_court_event_flag = no
is_available_ai_adult = yes
}
}
cp:councillor_steward = {
save_scope_as = 2060_councillor
court_event_character_flag_effect = yes
}
}
else = {
random_court_position_holder = {
limit = {
has_court_event_flag = no
is_available_ai_adult = yes
}
save_scope_as = 2060_councillor
court_event_character_flag_effect = yes
}
}
court_event_character_flag_effect = yes
# for loc
title:b_constantinople = {
save_scope_as = queen_city
}
# Trigger next event in chain.
hold_court_queue_next_event_effect = yes
}
# Option A: greatest celebration for the century or millennia
option = {
name = ep3_emperor_yearly.2060.a
trigger = {
valid_date_foundation_constantinople_trigger = yes
}
title:c_byzantion = {
add_county_modifier = {
modifier = ep3_century_celebration_county_modifier
years = 5
}
}
add_character_flag = {
flag = constantinople_birthday_flag
years = 5
}
custom_tooltip = constantinople_birthday_flag_tt
remove_treasury_or_gold = major_treasury_or_gold_value
stress_impact = {
greedy = medium_stress_impact_gain
paranoid = major_stress_impact_gain
arrogant = minor_stress_impact_loss
ambitious = medium_stress_impact_loss
generous = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_sociability = 0.5
}
}
}
# Option B: celebration
option = {
name = ep3_emperor_yearly.2060.b
trigger = {
NOT = {
valid_date_foundation_constantinople_trigger = yes
}
}
title:c_byzantion = {
add_county_modifier = {
modifier = ep3_foundation_celebration_county_modifier
years = 5
}
}
add_character_flag = {
flag = constantinople_birthday_flag
years = 5
}
custom_tooltip = constantinople_birthday_flag_tt
remove_treasury_or_gold = major_treasury_or_gold_value
stress_impact = {
greedy = medium_stress_impact_gain
paranoid = major_stress_impact_gain
arrogant = minor_stress_impact_loss
ambitious = minor_stress_impact_loss
generous = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_sociability = 0.5
}
}
}
# Option C: not the right time
option = {
name = ep3_emperor_yearly.2060.c
stress_impact = {
arrogant = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_greed = 1
}
}
}
after = {
clear_court_event_participation = yes
scope:2060_councillor = {
clear_court_event_participation = yes
}
# Finish up the chain if relevant.
hold_court_queue_post_event_effect = yes
}
}
# Hold Court event: Foreigners bring exotic diplomatic gifts: what are you supposed to do with a giraffe??
ep3_emperor_yearly.2070 = {
type = court_event
title = ep3_emperor_yearly.2070.t
desc = ep3_emperor_yearly.2070.desc
theme = court
court_scene = {
button_position_character = scope:ambassador
court_event_force_open = yes
show_timeout_info = no
should_pause_time = yes
roles = {
scope:ambassador = {
group = petitioners_group
animation = obsequious_bow
}
}
}
lower_left_portrait = scope:ambassador_liege
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
cooldown = { years = 25 }
trigger = {
is_valid_for_east_asian_events_geo_trigger = no
has_ep3_dlc_trigger = yes
NOT = {
# You don't own any province where giraffes could reasonably be
any_realm_county = {
any_county_province = {
geographical_region = custom_sub_saharan_africa_immediate
}
}
}
any_county_in_region = {
region = custom_sub_saharan_africa_immediate
holder = { is_ai = yes }
holder.top_liege = { is_ai = yes }
}
#Admin only
government_allows = administrative
#Admin Emperor
top_liege = this
}
weight_multiplier = {
base = 1
modifier = {
add = 0.2
any_county_in_region = {
region = custom_sub_saharan_africa_immediate
faith.religion = root.faith.religion
}
}
modifier = {
add = 0.3
any_county_in_region = {
region = custom_sub_saharan_africa_immediate
faith = root.faith
}
}
# Court weightings.
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
}
immediate = {
random_county_in_region = {
region = custom_sub_saharan_africa_immediate
limit = {
holder = { is_ai = yes }
holder.top_liege = { is_ai = yes }
faith = root.faith
}
alternative_limit = {
holder = { is_ai = yes }
holder.top_liege = { is_ai = yes }
faith.religion = root.faith.religion
}
alternative_limit = {
holder = { is_ai = yes }
holder.top_liege = { is_ai = yes }
}
save_scope_as = giraffe_county
}
scope:giraffe_county.holder.top_liege = {
save_scope_as = ambassador_liege
}
create_character = {
template = ambassador_template
location = root.location
faith = scope:giraffe_county.faith
culture = scope:giraffe_county.culture
gender_female_chance = 50
save_scope_as = ambassador
}
court_event_character_flag_effect = yes
scope:ambassador = {
court_event_character_flag_effect = yes
}
# Trigger next event in chain.
hold_court_queue_next_event_effect = yes
}
#Option A: accept gifts
option = {
name = ep3_emperor_yearly.2070.a
add_character_modifier = {
modifier = ep3_exotic_giraffe_modifier
years = 20
}
if = {
limit = {
scope:ambassador_liege = {
in_diplomatic_range = root
}
}
scope:ambassador_liege = {
add_opinion = {
target = root
modifier = accepted_gift_opinion
}
}
}
stress_impact = {
humble = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = humble
add = -25
}
modifier = {
has_trait = gregarious
add = -25
}
modifier = {
has_trait = zealous
add = -25
}
}
}
#Option B: bribe the ambassador
option = {
name = ep3_emperor_yearly.2070.b
flavor = ep3_emperor_yearly.2070.b.tt
duel = {
skills = { diplomacy intrigue }
target = scope:ambassador
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
scope:ambassador.faith.religion = root.faith.religion
add = 10
}
modifier = {
scope:ambassador.faith = root.faith
add = 10
}
modifier = {
OR = {
scope:ambassador_liege = { has_royal_court = no }
scope:ambassador_liege = {
court_grandeur_current_level < root.court_grandeur_current_level
}
}
add = 15
}
modifier = {
diplomacy >= high_skill_rating
add = 10
}
modifier = {
legitimacy_level >= scope:ambassador_liege.legitimacy_level
add = 10
}
#Everyone is impressed by your automata etc
modifier = {
valid_for_byz_emperor_content_trigger = yes
add = 10
}
desc = ep3_emperor_yearly.2070.b.success
send_interface_toast = {
left_icon = scope:ambassador
title = ep3_emperor_yearly.2070.b.success.tt
add_courtier = scope:ambassador
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
faith = {
faith_hostility_level = {
target = scope:ambassador.faith
value > faith_astray_level
}
}
add = 15
}
modifier = {
diplomacy <= mediocre_skill_rating
add = 10
}
modifier = {
scope:ambassador_liege = {
court_grandeur_current_level > root.court_grandeur_current_level
}
add = 15
}
desc = ep3_emperor_yearly.2070.b.failure
send_interface_toast = {
left_icon = scope:ambassador
title = ep3_emperor_yearly.2070.b.failure.tt
add_courtier = scope:ambassador
pay_short_term_gold = {
target = scope:ambassador
gold = medium_gold_value
}
}
}
}
stress_impact = {
honest = medium_stress_impact_gain
just = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = honest
add = -25
}
modifier = {
has_trait = just
add = -25
}
modifier = {
has_trait = paranoid
add = -25
}
}
}
#Option C: opt out
option = {
name = ep3_emperor_yearly.2070.c
flavor = ep3_emperor_yearly.2070.c.tt
add_treasury_or_gold = minor_treasury_or_gold_value
stress_impact = {
base = minor_stress_impact_loss
}
ai_chance = {
base = 50
modifier = {
has_trait = lazy
add = 25
}
}
}
after = {
clear_court_event_participation = yes
if = {
limit = {
is_ai = yes
scope:ambassador = { liege != root }
}
scope:ambassador = {
silent_disappearance_effect = yes
}
}
else_if = {
limit = {
is_ai = no
scope:ambassador = { liege != root }
}
hidden_effect = {
scope:ambassador = {
move_to_pool_at = scope:ambassador_liege.capital_province
}
}
}
# Finish up the chain if relevant.
hold_court_queue_post_event_effect = yes
}
}
# Someone suggests opening a (grammar) school for the poor
ep3_emperor_yearly.2080 = {
type = court_event
title = ep3_emperor_yearly.2080.t
desc = {
desc = ep3_emperor_yearly.2080.desc
first_valid = {
triggered_desc = {
trigger = {
valid_for_byz_emperor_content_trigger = yes
}
desc = ep3_emperor_yearly.2080.desc_byz
}
desc = ep3_emperor_yearly.2080.desc_gen
}
}
theme = court
court_scene = {
button_position_character = scope:school_proposer
court_event_force_open = yes
show_timeout_info = no
should_pause_time = yes
roles = {
scope:school_proposer = {
group = petitioners_group
animation = obsequious_bow
}
}
}
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
cooldown = { years = 25 }
trigger = {
has_ep3_dlc_trigger = yes
#Only admin systems tolerate education as a mean for social advancement
government_allows = administrative
#Emperor
top_liege = this
#Not ongoing in the same capital
capital_county = {
NOT = {
has_county_modifier = ep3_grammar_school_county_modifier
}
}
#Ongoing building construction in the capital
capital_county = {
any_county_province = {
has_ongoing_construction = yes
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 1
valid_for_byz_emperor_content_trigger = yes
}
modifier = {
add = 1
employs_court_position = high_almoner_court_position
}
# Court weightings.
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
}
immediate = {
court_event_character_flag_effect = yes
capital_county = {
save_scope_as = school_county
}
if = {
limit = {
any_court_position_holder = {
type = high_almoner_court_position
is_available_ai_adult = yes
}
}
random_court_position_holder = {
type = high_almoner_court_position
limit = {
is_available_ai_adult = yes
}
save_scope_as = school_proposer
}
}
else_if = {
limit = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = { is_available_ai_adult = yes }
}
cp:councillor_court_chaplain = { save_scope_as = school_proposer }
}
else = {
random_courtier = {
limit = {
is_available_ai_adult = yes
}
save_scope_as = school_proposer
}
}
scope:school_proposer = { court_event_character_flag_effect = yes }
# Trigger next event in chain.
hold_court_queue_next_event_effect = yes
}
# Option A: Build the school
option = {
name = ep3_emperor_yearly.2080.a
flavor = ep3_emperor_yearly.2080.a.tt
capital_county = {
add_county_modifier = {
modifier = ep3_school_building_county_modifier
years = 5
}
}
trigger_event = {
id = ep3_emperor_yearly.2081
years = 5
}
remove_treasury_or_gold = medium_treasury_or_gold_value
stress_impact = {
greedy = major_stress_impact_gain
arrogant = medium_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_compassion = 1
}
}
}
# Option B: opt out
option = {
name = ep3_emperor_yearly.2080.b
stress_impact = {
compassionate = major_stress_impact_gain
diligent = medium_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.5
ai_energy = -0.5
}
}
}
after = {
scope:school_proposer = { clear_court_event_participation = yes }
clear_court_event_participation = yes
# Finish up the chain if relevant.
hold_court_queue_post_event_effect = yes
}
}
ep3_emperor_yearly.2081 = {
hidden = yes
trigger = {
scope:school_county.holder = root
}
on_trigger_fail = {
scope:school_county.holder ?= {
trigger_event = ep3_emperor_yearly.2081
}
}
immediate = {
scope:school_county = {
add_county_modifier = {
modifier = ep3_grammar_school_county_modifier
years = 50
}
}
}
}
# Very popular mime is making offers and demands
ep3_emperor_yearly.2090 = {
type = court_event
title = ep3_emperor_yearly.2090.t
desc = ep3_emperor_yearly.2090.desc
theme = court
lower_right_portrait = scope:marshal
court_scene = {
button_position_character = scope:mime
court_event_force_open = yes
show_timeout_info = no
should_pause_time = yes
roles = {
scope:mime = {
group = petitioners_group
animation = obsequious_bow
}
}
}
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
cooldown = { years = 15 }
trigger = {
# Only Byz has famous mimes
valid_for_byz_emperor_content_trigger = yes
# Ongoing increase control task
cp:councillor_marshal ?= {
is_performing_council_task = task_increase_control
}
NOT = { employs_court_position = court_jester_court_position }
can_employ_court_position_type = court_jester_court_position
}
weight_multiplier = {
base = 1
# Court weightings.
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
}
immediate = {
court_event_character_flag_effect = yes
cp:councillor_marshal = {
councillor_task_target ?= {
save_scope_as = control_target
}
}
if = {
limit = {
any_pool_character = {
province = root.location
has_character_flag = famous_mime
}
}
random_pool_character = {
province = root.location
limit = {
has_character_flag = famous_mime
}
save_scope_as = mime
}
}
else_if = {
limit = {
any_pool_character = {
province = root.location
culture = root.capital_county.culture
faith = {
this = root.capital_county.faith
has_dominant_ruling_gender = prev
}
diplomacy >= 14
}
}
random_pool_character = {
province = root.location
limit = {
culture = root.capital_county.culture
faith = {
this = root.capital_county.faith
has_dominant_ruling_gender = prev
}
diplomacy >= 14
}
save_scope_as = mime
}
hidden_effect = {
if = {
limit = {
scope:mime = {
NOT = { has_trait = shrewd }
}
}
scope:mime = { add_trait = shrewd }
}
if = {
limit = {
scope:mime = {
NOT = { has_trait = athletic }
}
}
scope:mime = { add_trait = athletic }
}
}
}
else = {
create_character = {
location = root.location
template = mime_template
save_scope_as = mime
}
}
scope:mime = {
court_event_character_flag_effect = yes
add_character_flag = famous_mime
}
cp:councillor_marshal = {
save_scope_as = marshal
}
# Trigger next event in chain.
hold_court_queue_next_event_effect = yes
}
# Option A: hire to help
option = {
name = ep3_emperor_yearly.2090.a
add_courtier = scope:mime
court_position_grant_effect = {
EMPLOYER = root
POS = court_jester
CANDIDATE = scope:mime
}
scope:mime = {
add_character_flag = famous_mime_control
}
custom_tooltip = ep3_emperor_yearly.2090.a.tt
stress_impact = {
arrogant = medium_stress_impact_gain
callous = medium_stress_impact_gain
vengeful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
# Option B: hire for yourself
option = {
name = ep3_emperor_yearly.2090.b
add_courtier = scope:mime
court_position_grant_effect = {
EMPLOYER = root
POS = court_jester
CANDIDATE = scope:mime
}
scope:mime = {
add_character_flag = famous_mime_court
}
custom_tooltip = ep3_emperor_yearly.2090.b.tt
stress_impact = {
diligent = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
# Option C: opt out
option = {
name = ep3_emperor_yearly.2090.c
stress_impact = {
base = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
}
}
}
after = {
scope:mime = {
clear_court_event_participation = yes
}
clear_court_event_participation = yes
# Finish up the chain if relevant.
hold_court_queue_post_event_effect = yes
}
}
# Different copies of a diplomatic treaty with a neighbor don't match.
scripted_trigger 2100_valid_neighboring_county_trigger = {
any_neighboring_county = {
holder.top_liege = root
}
save_temporary_scope_as = check_county
NOT = {
root = {
has_claim_on = scope:check_county
}
}
}
ep3_emperor_yearly.2100 = {
type = court_event
title = ep3_emperor_yearly.2100.t
desc = ep3_emperor_yearly.2100.desc
theme = court
court_scene = {
button_position_character = scope:chancellor
court_event_force_open = yes
show_timeout_info = no
should_pause_time = yes
roles = {
scope:chancellor = {
group = petitioners_group
animation = obsequious_bow
}
}
}
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
cooldown = { years = 15 }
trigger = {
government_allows = administrative
top_liege = this
any_neighboring_top_liege_realm_owner = {
is_ai = yes
NOT = { is_at_war_with = root }
custom_tooltip = {
text = ep3_emperor_yearly.2100.angry_error_log
any_top_realm_border_county = {
2100_valid_neighboring_county_trigger = yes
}
}
}
cp:councillor_chancellor ?= {
is_available_ai_adult = yes
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
valid_for_byz_emperor_content_trigger = yes
}
modifier = {
add = 4
cp:councillor_court_chaplain ?= {
is_performing_council_task = task_fabricate_claim
}
}
# Court weightings.
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
}
immediate = {
court_event_character_flag_effect = yes
cp:councillor_chancellor = {
save_scope_as = chancellor
court_event_character_flag_effect = yes
}
random_neighboring_top_liege_realm_owner = {
limit = {
is_ai = yes
NOT = { is_at_war_with = root }
any_top_realm_border_county = {
2100_valid_neighboring_county_trigger = yes
}
}
random_top_realm_border_county = {
limit = {
2100_valid_neighboring_county_trigger = yes
}
save_scope_as = contested_county
}
save_scope_as = neighbor
}
random_top_realm_border_county = {
limit = {
any_neighboring_county = {
this = scope:contested_county
}
NOT = {
scope:neighbor = { has_claim_on = prev }
}
}
save_scope_as = our_county
}
# Trigger next event in chain.
hold_court_queue_next_event_effect = yes
}
# Option A: try to gain claim
option = {
name = ep3_emperor_yearly.2100.a
duel = {
skill = diplomacy
target = scope:neighbor
60 = { #Success: get claim
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_emperor_yearly.2100.a.success
send_interface_toast = {
title = ep3_emperor_yearly.2100.a.success.tt
left_icon = scope:neighbor
add_pressed_claim = scope:contested_county
}
}
35 = { #Failure: no claim
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_emperor_yearly.2100.a.failure
send_interface_toast = {
title = ep3_emperor_yearly.2100.a.failure.tt
left_icon = scope:neighbor
add_diplomacy_lifestyle_xp = medium_lifestyle_xp
}
}
5 = { #Crit failure: get them a claim
trigger = {
exists = scope:our_county
}
compare_modifier = {
value = scope:duel_value
multiplier = -4.5
}
desc = ep3_emperor_yearly.2100.a.crit_fail
send_interface_toast = {
title = ep3_emperor_yearly.2100.a.crit_fail.tt
left_icon = scope:neighbor
scope:neighbor = {
add_pressed_claim = scope:our_county
}
}
}
}
stress_impact = {
just = medium_stress_impact_gain
honest = medium_stress_impact_gain
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
ai_honor = -0.5
}
}
}
# Option B: let's collaborate
option = {
name = ep3_emperor_yearly.2100.b
trigger = {
NOR = {
has_truce = scope:neighbor
is_allied_to = scope:neighbor
}
}
add_truce_both_ways = {
character = scope:neighbor
years = 5
name = TRUCE_COLLABORATION
}
scope:neighbor = {
add_opinion = {
target = root
modifier = collaborative_opinion
opinion = 30
}
}
stress_impact = {
vengeful = medium_stress_impact_gain
callous = medium_stress_impact_gain
arrogant = major_stress_impact_gain
ambitious = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_honor = 1
}
}
}
# Option C: opt out
option = {
name = ep3_emperor_yearly.2100.c
add_intrigue_lifestyle_xp = minor_lifestyle_xp
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -0.5
}
}
}
after = {
clear_court_event_participation = yes
scope:chancellor = { clear_court_event_participation = yes }
# Finish up the chain if relevant.
hold_court_queue_post_event_effect = yes
}
}
# Merchants of a foreign culture offer their services as translators and interpreters.
ep3_emperor_yearly.2110 = {
type = court_event
title = ep3_emperor_yearly.2110.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
culture = scope:provincial_culture
}
desc = ep3_emperor_yearly.2110.desc_same
}
desc = ep3_emperor_yearly.2110.desc_other
}
desc = ep3_emperor_yearly.2110.desc
}
theme = court
court_scene = {
button_position_character = scope:merchant
court_event_force_open = yes
show_timeout_info = no
should_pause_time = yes
roles = {
scope:merchant = {
group = petitioners_group
animation = obsequious_bow
}
}
}
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
cooldown = { years = 15 }
trigger = {
OR = {
has_ep3_dlc_trigger = yes
has_tgp_dlc_trigger = yes
}
government_allows = administrative
top_liege = this
any_realm_county = {
culture != root.capital_county.culture
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
valid_for_byz_emperor_content_trigger = yes
}
# Court weightings.
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
}
immediate = {
court_event_character_flag_effect = yes
root.capital_county.culture = { save_scope_as = capital_culture }
random_realm_county = {
limit = {
culture != scope:capital_culture
}
save_scope_as = provincial_county
culture = { save_scope_as = provincial_culture }
}
random_pool_character = {
province = scope:provincial_county.title_province
limit = {
stewardship >= 14
culture = scope:provincial_culture
}
save_scope_as = merchant
}
if = {
limit = {
exists = scope:merchant
}
scope:merchant = {
hidden_effect = {
move_to_pool_at = root.location
learn_language_of_culture = scope:capital_culture
if = {
limit = {
NOT = {
has_trait = lifestyle_traveler
}
}
add_trait = lifestyle_traveler
add_random_tiered_trait_track_xp_effect = {
TRAIT = lifestyle_traveler
TRACK = travel
LEVEL_1 = yes
LEVEL_3 = no
}
add_random_tiered_trait_track_xp_effect = {
TRAIT = lifestyle_traveler
TRACK = danger
LEVEL_1 = yes
LEVEL_3 = no
}
}
}
}
}
else = {
create_character = {
location = root.location
template = good_merchant_template
culture = scope:provincial_culture
faith = scope:provincial_county.faith
save_scope_as = merchant
}
hidden_effect = {
scope:merchant = {
if = {
limit = {
NOT = {
knows_language_of_culture = scope:capital_culture
}
}
learn_language_of_culture = scope:capital_culture
}
add_character_flag = created
}
}
}
scope:merchant = { court_event_character_flag_effect = yes }
# Trigger next event in chain.
hold_court_queue_next_event_effect = yes
}
# Option A: Send to local administration
option = {
name = ep3_emperor_yearly.2110.a
scope:capital_culture = {
change_cultural_acceptance = {
target = scope:provincial_culture
value = low_positive_culture_acceptance
desc = cultural_acceptance_gain_hold_court_event_outcome
}
}
scope:merchant = {
hidden_effect = {
move_to_pool_at = scope:provincial_county
}
}
#Governor
scope:provincial_county.duchy.holder = {
hidden_effect = { add_courtier = scope:merchant }
}
stress_impact = {
ambitious = minor_stress_impact_gain
arbitrary = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.5
}
modifier = {
has_trait = ambitious
add = -25
}
}
}
# Option B: Send to central administration
option = {
name = ep3_emperor_yearly.2110.b
scope:capital_culture = {
change_cultural_acceptance = {
target = scope:provincial_culture
value = miniscule_positive_culture_acceptance
desc = cultural_acceptance_gain_hold_court_event_outcome
}
}
add_courtier = scope:merchant
change_influence = medium_influence_gain
pay_treasury_or_gold = {
target = scope:merchant
value = minor_treasury_or_gold_value
}
stress_impact = {
lazy = medium_stress_impact_gain
greedy = medium_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
}
modifier = {
has_trait = lazy
add = -25
}
}
}
# Option C: opt out
option = {
name = ep3_emperor_yearly.2110.c
add_prestige = minor_prestige_gain
scope:merchant = { add_character_flag = unused }
stress_impact = {
gregarious = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 50
}
}
after = {
scope:merchant = {
clear_court_event_participation = yes
if = {
limit = {
root = { is_ai = yes }
has_character_flag = created
has_character_flag = unused
}
silent_disappearance_effect = yes
}
}
clear_court_event_participation = yes
# Finish up the chain if relevant.
hold_court_queue_post_event_effect = yes
}
}
# Your Byz spouse or child-in-law at court is accused of being arrogant and pretentious
scripted_trigger 2120_valid_byz_spouse_trigger = {
is_alive = yes
culture = { has_cultural_pillar = heritage_byzantine }
location = root.location
is_available_ai_adult = yes
}
scripted_trigger 2120_valid_non_byz_complainer_trigger = {
culture = {
NOT = { has_cultural_pillar = heritage_byzantine }
}
is_of_major_or_minor_interest_trigger = { CHARACTER = root }
is_available_ai_adult = yes
location = root.location
}
ep3_emperor_yearly.2120 = {
type = court_event
title = ep3_emperor_yearly.2120.t
desc = ep3_emperor_yearly.2120.desc
theme = court
court_scene = {
button_position_character = scope:complainer
court_event_force_open = yes
show_timeout_info = no
should_pause_time = yes
roles = {
scope:complainer = {
group = petitioners_group
animation = obsequious_bow
}
}
}
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
cooldown = { years = 15 }
trigger = {
has_ep3_dlc_trigger = yes
# You and your capital are not Byz
NOR = {
culture = {
has_cultural_pillar = heritage_byzantine
}
capital_county.culture = {
has_cultural_pillar = heritage_byzantine
}
}
# You have a spouse or in-law at court who is Byz
OR = {
any_spouse = {
2120_valid_byz_spouse_trigger = yes
save_temporary_scope_as = byz_char
}
any_child = {
any_spouse = {
2120_valid_byz_spouse_trigger = yes
save_temporary_scope_as = byz_char
}
}
}
# Someone who could complain
any_courtier = {
2120_valid_non_byz_complainer_trigger = yes
NOT = { is_close_family_of = scope:byz_char }
}
}
weight_multiplier = {
base = 1
# Court weightings.
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
}
immediate = {
court_event_character_flag_effect = yes
random_spouse = {
limit = {
2120_valid_byz_spouse_trigger = yes
}
save_scope_as = the_byz
}
if = {
limit = {
NOT = { exists = scope:the_byz }
}
random_child = {
limit = {
any_spouse = {
2120_valid_byz_spouse_trigger = yes
}
}
random_spouse = {
limit = {
2120_valid_byz_spouse_trigger = yes
}
save_scope_as = the_byz
}
}
}
random_courtier = {
limit = {
2120_valid_non_byz_complainer_trigger = yes
NOT = { is_close_family_of = scope:the_byz }
}
save_scope_as = complainer
}
# Trigger next event in chain.
hold_court_queue_next_event_effect = yes
}
# Option A: side with Byz
option = {
name = ep3_emperor_yearly.2120.a
culture = {
change_cultural_acceptance = {
target = scope:the_byz.culture
value = low_positive_culture_acceptance
desc = cultural_acceptance_gain_hold_court_event_outcome
}
}
scope:the_byz = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = 20
}
}
stress_impact = {
arrogant = medium_stress_impact_gain
temperate = medium_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = arrogant
add = -25
}
modifier = {
has_trait = temperate
add = -25
}
modifier = {
has_trait = content
add = -25
}
}
}
# Option B: side with courtier
option = {
name = ep3_emperor_yearly.2120.b
culture = {
change_cultural_acceptance = {
target = scope:the_byz.culture
value = miniscule_negative_culture_acceptance
desc = cultural_acceptance_gain_hold_court_event_outcome
}
}
add_character_modifier = {
modifier = defender_of_values_modifier
years = 15
}
scope:the_byz = {
add_opinion = {
target = root
modifier = insult_opinion
opinion = -20
}
}
stress_impact = {
humble = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
fickle = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = humble
add = -25
}
modifier = {
has_trait = ambitious
add = -25
}
modifier = {
has_trait = fickle
add = -25
}
}
}
# Option C: opt out
option = {
name = ep3_emperor_yearly.2120.c
stress_impact = {
diligent = minor_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
has_trait = diligent
add = -25
}
}
}
after = {
clear_court_event_participation = yes
scope:complainer = { clear_court_event_participation = yes }
# Finish up the chain if relevant.
hold_court_queue_post_event_effect = yes
}
}
#A prisoner (house arrest) is allowed into the court to plead for freedom
ep3_emperor_yearly.2130 = {
type = court_event
title = ep3_emperor_yearly.2130.t
desc = ep3_emperor_yearly.2130.desc
theme = court
court_scene = {
button_position_character = scope:prisoner
court_event_force_open = yes
show_timeout_info = no
should_pause_time = yes
roles = {
scope:prisoner = {
group = petitioners_group
animation = obsequious_bow
}
}
}
widget = {
gui = "event_window_widget_event_chain_progress"
container = "custom_widgets_container"
controller = event_chain_progress
}
cooldown = { years = 10 }
trigger = {
government_allows = administrative
top_liege = this
any_prisoner = {
is_in_prison_type = house_arrest
is_ai = yes
age >= 14
}
}
weight_multiplier = {
base = 1
# Court weightings.
ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
}
immediate = {
court_event_character_flag_effect = yes
random_prisoner = {
limit = {
is_in_prison_type = house_arrest
is_ai = yes
age >= 14
}
save_scope_as = prisoner
}
scope:prisoner = { court_event_character_flag_effect = yes }
# Trigger next event in chain.
hold_court_queue_next_event_effect = yes
}
# Option A: Pardon
option = {
name = ep3_emperor_yearly.2130.a
scope:prisoner = { release_from_prison = yes }
consume_all_criminal_reasons_effect = {
LIEGE = root
CRIMINAL = scope:prisoner
}
if = {
limit = {
can_add_hook = {
target = scope:prisoner
type = favor_hook
}
}
add_hook = {
target = scope:prisoner
type = favor_hook
}
}
change_influence = minor_influence_gain
stress_impact = {
forgiving = major_stress_impact_loss
compassionate = major_stress_impact_loss
just = medium_stress_impact_loss
vengeful = massive_stress_impact_gain
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = -1
}
}
}
# Option B: Require support
option = {
name = ep3_emperor_yearly.2130.b
trigger = {
scope:prisoner = {
government_allows = administrative
is_vassal_or_below_of = root
is_landed_or_landless_administrative = yes
}
}
scope:prisoner = {
release_from_prison = yes
change_influence = major_influence_loss
}
change_influence = major_influence_gain
stress_impact = {
honest = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
compassionate = major_stress_impact_gain
content = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_greed = 0.5
}
}
}
# Option C: work for me
option = {
name = ep3_emperor_yearly.2130.c
trigger = {
scope:prisoner = {
NOR = {
is_vassal_or_below_of = root
is_landed_or_landless_administrative = yes
is_landed = yes
}
}
}
scope:prisoner = { release_from_prison = yes }
hidden_effect = { add_courtier = scope:prisoner }
custom_tooltip = {
text = ep3_emperor_yearly.2130.c.tt
add_character_flag = ep3_2130_ex_prisoner
}
stress_impact = {
honest = major_stress_impact_gain
compassionate = major_stress_impact_gain
forgiving = medium_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
# Option D: ask for troops
option = {
name = ep3_emperor_yearly.2130.d
trigger = {
scope:prisoner = {
is_landed = yes
NOT = { is_vassal_or_below_of = root }
}
}
scope:prisoner = {
release_from_prison = yes
add_character_modifier = {
modifier = ep3_mercenaries_abroad_modifier
years = 10
}
}
add_character_modifier = {
modifier = ep3_mercenaries_from_abroad_modifier
years = 10
}
stress_impact = {
craven = medium_stress_impact_gain
honest = medium_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.5
}
}
}
# Option E: Ignore
option = {
name = ep3_emperor_yearly.2130.e
add_prestige = minor_prestige_gain
stress_impact = {
base = minor_stress_impact_gain
}
ai_chance = {
base = 75
modifier = {
has_trait = vengeful
add = 25
}
modifier = {
has_trait = deceitful
add = -25
}
modifier = {
has_trait = forgiving
add = -25
}
}
}
after = {
clear_court_event_participation = yes
scope:prisoner = { clear_court_event_participation = yes }
# Finish up the chain if relevant.
hold_court_queue_post_event_effect = yes
}
}
# Plunder the tombs of previous emperors if in debt
ep3_emperor_yearly.2140 = {
type = character_event
title = ep3_emperor_yearly.2140.t
desc = ep3_emperor_yearly.2140.desc
theme = emperor
override_background = { reference = ep3_constantinople }
left_portrait = {
character = root
animation = personality_greedy
}
cooldown = { years = 50 }
trigger = {
valid_for_byz_emperor_content_trigger = yes
gold < 0
}
weight_multiplier = {
base = 1
modifier = {
gold < -150
add = 1
}
modifier = {
gold < -300
add = 2
}
modifier = {
factor = 0.5
has_trait = zealous
}
}
# Option A: Let's do it
option = {
name = ep3_emperor_yearly.2140.a
add_treasury_or_gold = major_treasury_or_gold_value
add_character_modifier = {
modifier = ep3_grave_robber_modifier
years = 20
}
root.capital_province = {
add_province_modifier = {
modifier = ep3_imperial_tombs_violated_province_modifier
years = 10
}
}
stress_impact = {
zealous = massive_stress_impact_gain
gregarious = medium_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
# Option B: Not worth it
option = {
name = ep3_emperor_yearly.2140.b
add_piety = minor_piety_gain
change_influence = minor_influence_gain
stress_impact = {
greedy = massive_stress_impact_gain
diligent = medium_stress_impact_gain
cynical = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
}
# Governor/Emperor: You are told about a new Stylite "saint" in your area
ep3_emperor_yearly.2150 = {
type = character_event
title = ep3_emperor_yearly.2150.t
desc = {
desc = ep3_emperor_yearly.2150.desc
first_valid = {
triggered_desc = {
trigger = {
scope:saint = { has_nickname = nick_the_stylite }
}
desc = ep3_emperor_yearly.2150.desc.stylite
}
triggered_desc = {
trigger = {
scope:saint = { has_nickname = nick_the_grazer }
}
desc = ep3_emperor_yearly.2150.desc.grazer
}
triggered_desc = {
trigger = {
scope:saint = { has_nickname = nick_the_iron_wearer }
}
desc = ep3_emperor_yearly.2150.desc.iron
}
}
desc = ep3_emperor_yearly.2150.desc.end
}
theme = administrative
left_portrait = {
character = root
animation = thinking
}
lower_right_portrait = scope:saint
cooldown = { years = 25 }
trigger = {
OR = {
valid_for_byz_governor_content_trigger = yes
valid_for_byz_emperor_content_trigger = yes
}
any_sub_realm_county = {
faith = faith:orthodox
}
}
weight_multiplier = {
base = 1
#More common in early dates
modifier = {
add = 1
current_date < 1000.1.1
}
modifier = {
add = 1
has_trait = zealous
}
modifier = {
add = 1
has_trait = cynical
}
modifier = {
is_ai = yes
factor = 0.1
}
}
immediate = {
if = {
limit = {
capital_province.county.faith = faith:orthodox
}
capital_province = {
save_scope_as = capital
}
}
else = {
random_sub_realm_county = {
limit = {
faith = faith:orthodox
}
random_province = {
save_scope_as = capital
}
}
}
random_pool_character = {
province = root.location
limit = {
faith = faith:orthodox
can_be_clergy_due_to_gender_trigger = yes
is_available_ai_adult = yes
OR = {
has_trait = eccentric
has_trait = zealous
has_trait = saint
has_trait = lifestyle_mystic
has_nickname = nick_the_stylite
has_nickname = nick_the_grazer
has_nickname = nick_the_iron_wearer
}
learning >= 16
}
save_scope_as = saint
}
if = {
limit = {
NOT = { exists = scope:saint }
}
create_character = {
template = stylite_saint_character
faith = faith:orthodox
culture = scope:capital.county.culture
location = root.location
save_scope_as = saint
}
}
hidden_effect = {
if = {
limit = {
scope:saint = {
NOT = {
has_trait = eccentric
}
}
}
scope:saint = {
add_trait = eccentric
}
}
scope:saint = {
add_trait = inappetetic
add_trait = wounded_1
change_current_weight = -50
random_list = {
# is a holy man
50 = {
add_character_flag = real_holy_man
modifier = {
has_trait = zealous
add = 20
}
modifier = {
has_trait = education_learning_1
add = 5
}
modifier = {
has_trait = education_learning_2
add = 10
}
modifier = {
has_trait = education_learning_3
add = 15
}
modifier = {
has_trait = education_learning_4
add = 20
}
modifier = {
has_trait = saint
add = 25
}
modifier = {
has_trait = lifestyle_mystic
add = 15
}
modifier = {
has_trait = honest
add = 15
}
modifier = {
has_trait = scholar
add = 10
}
modifier = {
has_trait = theologian
add = 10
}
modifier = {
has_trait = chaste
add = 10
}
modifier = {
has_trait = temperate
add = 10
}
modifier = {
has_trait = wrathful
add = 15
}
modifier = {
has_trait = arrogant
add = 10
}
modifier = {
has_trait = humble
add = 10
}
modifier = {
has_trait = arbitrary
add = 15
}
modifier = {
has_trait = callous
add = 10
}
modifier = {
has_trait = reclusive
add = 25
}
}
# is a crook
50 = {
add_character_flag = is_a_crook
modifier = {
has_trait = education_intrigue_1
add = 5
}
modifier = {
has_trait = education_intrigue_2
add = 10
}
modifier = {
has_trait = education_intrigue_3
add = 15
}
modifier = {
has_trait = education_intrigue_4
add = 20
}
modifier = {
has_trait = whole_of_body
add = 15
}
modifier = {
has_trait = deceitful
add = 20
}
modifier = {
has_trait = lifestyle_reveler
add = 30
}
modifier = {
has_trait = lustful
add = 10
}
modifier = {
has_trait = greedy
add = 10
}
modifier = {
has_trait = patient
add = 15
}
modifier = {
has_trait = brave
add = 15
}
modifier = {
has_trait = paranoid
add = 10
}
modifier = {
has_trait = compassionate
add = 15
}
}
}
random_list = {
33 = {
give_nickname = nick_the_stylite
}
33 = {
give_nickname = nick_the_grazer
}
33 = {
give_nickname = nick_the_iron_wearer
}
}
}
}
}
#Option A: all hail the saint!
option = {
name = ep3_emperor_yearly.2150.a
flavor = ep3_emperor_yearly.2150.a.tt
pay_treasury_or_gold = {
target = scope:saint
value = minor_treasury_or_gold_value
}
if = {
limit = {
can_employ_court_position_type = cave_hermit_court_position
scope:saint = { can_be_employed_as = cave_hermit_court_position }
}
court_position_grant_effect = {
EMPLOYER = root
POS = cave_hermit
CANDIDATE = scope:saint
}
}
scope:capital.county = {
change_county_control = major_county_control_gain
}
add_piety = minor_piety_gain
stress_impact = {
cynical = major_stress_impact_gain
comfort_eater = medium_stress_impact_gain
just = minor_stress_impact_gain
greedy = minor_stress_impact_gain
gluttonous = minor_stress_impact_gain
craven = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_energy = -0.5
}
modifier = {
treasury_or_gold < tiny_treasury_or_gold_value
factor = 0
}
modifier = {
has_trait = cynical
factor = 0
}
}
}
#Option B: put him to the test
option = {
name = ep3_emperor_yearly.2150.b
duel = {
skills = { intrigue learning }
target = scope:saint
# you find the truth
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_emperor_yearly.2150.b.tt.success
show_as_tooltip = {
if = {
limit = {
top_liege = this
}
change_influence = major_influence_gain
}
else = {
add_character_flag = {
flag = ep3_2150_found_truth
years = 25
}
custom_tooltip = ep3_emperor_yearly.2150.b.tt
change_influence = minor_influence_gain
}
random_list = {
50 = {
show_chance = no
desc = ep3_emperor_yearly.2150.b.tt.holy
scope:capital.county = {
add_county_modifier = {
modifier = land_of_holy_county_modifier
years = 25
}
}
}
50 = {
show_chance = no
desc = ep3_emperor_yearly.2150.b.tt.crook
scope:capital.county = {
add_county_modifier = {
modifier = no_crooks_county_modifier
years = 25
}
}
}
}
}
hidden_effect = {
send_interface_toast = {
title = ep3_emperor_yearly.2150.b.tt.success
left_icon = scope:saint
type = event_generic_neutral
if = {
limit = {
top_liege = this
}
change_influence = major_influence_gain
}
else = {
add_character_flag = {
flag = ep3_2150_found_truth
years = 25
}
custom_tooltip = ep3_emperor_yearly.2150.b.tt
change_influence = minor_influence_gain
}
if = {
limit = {
scope:saint = { has_character_flag = real_holy_man }
}
custom_tooltip = ep3_emperor_yearly.2150.b.tt.holy
scope:capital.county = {
add_county_modifier = {
modifier = land_of_holy_county_modifier
years = 25
}
}
}
else = {
custom_tooltip = ep3_emperor_yearly.2150.b.tt.crook
scope:capital.county = {
add_county_modifier = {
modifier = no_crooks_county_modifier
years = 25
}
}
}
}
}
}
# you have no idea
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_emperor_yearly.2150.b.tt.failure
send_interface_toast = {
title = ep3_emperor_yearly.2150.b.tt.failure
left_icon = scope:saint
type = event_generic_neutral
custom_tooltip = ep3_emperor_yearly.2150.b.tt.continue
change_influence = minor_influence_loss
}
scope:saint = { add_character_flag = follow_up_2150 }
trigger_event = {
id = ep3_emperor_yearly.2151
years = 3
}
}
}
stress_impact = {
lazy = major_stress_impact_gain
arbitrary = major_stress_impact_gain
fickle = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.5
}
modifier = {
has_trait = lazy
add = -75
}
}
}
#Option C: he's clearly a fake!
option = {
name = ep3_emperor_yearly.2150.c
scope:capital.county = {
change_county_control = minor_county_control_loss
}
if = {
limit = {
top_liege = this
}
change_influence = medium_influence_gain
}
else = {
increase_governance_effect = { VALUE = 2 }
change_influence = miniscule_influence_gain
}
stress_impact = {
zealous = major_stress_impact_gain
diligent = medium_stress_impact_gain
just = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -1
ai_rationality = 0.5
}
}
}
after = {
if = {
limit = {
scope:saint = {
NOT = {
has_character_flag = follow_up_2150
}
}
}
scope:saint = {
remove_character_flag = real_holy_man
remove_character_flag = is_a_crook
}
if = {
limit = {
is_ai = yes
scope:saint = { has_any_court_position = no }
}
scope:saint = { silent_disappearance_effect = yes }
}
}
}
}
ep3_emperor_yearly.2151 = {
type = character_event
title = ep3_emperor_yearly.2150.t
desc = {
desc = ep3_emperor_yearly.2151.desc
first_valid = {
triggered_desc = {
trigger = {
scope:saint = { has_character_flag = real_holy_man }
}
desc = ep3_emperor_yearly.2151.desc_saint
}
desc = ep3_emperor_yearly.2151.desc_crook
}
}
theme = administrative
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chaplain
triggered_animation = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
animation = scepter # anim uses crucifix scepter
}
animation = war_over_tie
}
lower_right_portrait = scope:saint
trigger = {
scope:saint = { is_alive = yes }
OR = {
valid_for_byz_governor_content_trigger = yes
valid_for_byz_emperor_content_trigger = yes
}
any_sub_realm_county = {
faith = faith:orthodox
this = scope:capital.county
}
exists = cp:councillor_court_chaplain
}
on_trigger_fail = {
if = {
limit = {
scope:saint = { is_alive = yes }
}
scope:saint = {
remove_character_flag = real_holy_man
remove_character_flag = is_a_crook
remove_character_flag = follow_up_2150
}
}
}
immediate = {
if = {
limit = {
scope:saint = { has_character_flag = real_holy_man }
}
scope:capital.county = {
add_county_modifier = {
modifier = ep3_persecuting_saints_county_modifier
years = 5
}
}
}
else = {
scope:capital.county = {
add_county_modifier = {
modifier = ep3_conmen_among_us_county_modifier
years = 5
}
}
}
cp:councillor_court_chaplain = { save_scope_as = chaplain }
}
option = {
name = ep3_emperor_yearly.2151.a
}
after = {
scope:saint = {
remove_character_flag = real_holy_man
remove_character_flag = is_a_crook
remove_character_flag = follow_up_2150
}
if = {
limit = {
is_ai = yes
}
scope:saint = { silent_disappearance_effect = yes }
}
}
}
# Governor: If you border with nomadic people, they keep moving people into your borders
scripted_trigger ep3_2160_valid_neighbor_trigger = {
liege != root.liege
OR = {
government_has_flag = government_is_tribal
culture = {
OR = {
has_cultural_tradition = tradition_horse_lords
has_cultural_tradition = tradition_saharan_nomads
has_cultural_tradition = tradition_desert_nomads
}
}
}
is_ai = yes
}
ep3_emperor_yearly.2160 = {
type = character_event
title = ep3_emperor_yearly.2160.t
desc = ep3_emperor_yearly.2160.desc
theme = war
left_portrait = {
character = root
animation = eyeroll
}
lower_right_portrait = scope:nomad_neighbor
cooldown = { years = 25 }
trigger = {
valid_for_byz_governor_content_trigger = yes
any_neighboring_realm_same_rank_owner = {
ep3_2160_valid_neighbor_trigger = yes
any_sub_realm_county = {
any_neighboring_county = {
holder = root
}
}
}
}
immediate = {
random_neighboring_realm_same_rank_owner = {
limit = {
ep3_2160_valid_neighbor_trigger = yes
}
save_scope_as = nomad_neighbor
}
scope:nomad_neighbor = {
random_sub_realm_county = {
limit = {
any_neighboring_county = {
holder = root
}
}
save_scope_as = nomad_county
}
}
scope:nomad_county = {
random_neighboring_county = {
limit = {
holder = root
}
save_scope_as = our_county
}
}
}
# Option A: welcome them
option = {
name = ep3_emperor_yearly.2160.a
flavor = ep3_emperor_yearly.2160.a.tt
scope:our_county = {
add_county_modifier = {
modifier = ep3_settling_nomads_county_modifier
years = 25
}
}
culture = {
change_cultural_acceptance = {
target = scope:nomad_neighbor.culture
value = minor_cultural_acceptance_gain
desc = cultural_acceptance_gain_hold_court_event_outcome
}
}
stress_impact = {
paranoid = medium_stress_impact_gain
callous = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
impatient = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = paranoid
add = -100
}
modifier = {
has_trait = callous
add = -25
}
modifier = {
has_trait = gregarious
add = 25
}
ai_value_modifier = {
ai_compassion = 0.5
}
}
}
# Option B: diplomatic escalation
option = {
name = ep3_emperor_yearly.2160.b
flavor = ep3_emperor_yearly.2160.b.flavor
duel = {
skill = diplomacy
target = scope:nomad_neighbor
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_emperor_yearly.2160.b.tt.success
send_interface_toast = {
title = ep3_emperor_yearly.2160.b.success
left_icon = scope:nomad_neighbor
type = event_generic_neutral
add_pressed_claim = scope:nomad_county
add_character_flag = {
flag = ep3_2160_success
years = 25
}
custom_tooltip = ep3_emperor_yearly.2160.b.tt
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_emperor_yearly.2160.b.tt.failure
send_interface_toast = {
title = ep3_emperor_yearly.2160.b.failure
left_icon = scope:nomad_neighbor
type = event_generic_neutral
scope:nomad_neighbor = { add_pressed_claim = scope:our_county }
add_character_flag = {
flag = ep3_2160_failure
years = 25
}
custom_tooltip = ep3_emperor_yearly.2160.b.tt2
}
}
}
stress_impact = {
compassionate = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
shy = medium_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
}
}
# People are hiding from you, in your low-control province, in tunnels, in fairy chimneys, and within mountains
ep3_emperor_yearly.2170 = {
type = character_event
title = ep3_emperor_yearly.2170.t
desc = ep3_emperor_yearly.2170.desc
theme = stewardship
left_portrait = {
character = root
animation = thinking
}
cooldown = { years = 25 }
trigger = {
OR ={
valid_for_byz_governor_content_trigger = yes
has_tgp_dlc_trigger = yes
}
any_sub_realm_county = {
OR = {
any_county_province = { has_building = fairy_chimneys }
AND = {
county_control <= 50
county_has_province_with_terrain = {
terrain = mountains
terrain = hills
terrain = forest
terrain = jungle
terrain = desert_mountains
terrain = steppe
terrain = desert
}
}
}
NOR = {
has_county_modifier = ep3_tunnels_encouraged_county_modifier
has_county_modifier = ep3_population_control_county_modifier
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
random_sub_realm_county = {
limit = {
NOR = {
has_county_modifier = ep3_tunnels_encouraged_county_modifier
has_county_modifier = ep3_population_control_county_modifier
}
any_county_province = { has_building = fairy_chimneys }
}
save_scope_as = our_county
}
if = {
limit = {
NOT = { exists = scope:our_county }
}
ordered_sub_realm_county = {
limit = {
NOR = {
has_county_modifier = ep3_tunnels_encouraged_county_modifier
has_county_modifier = ep3_population_control_county_modifier
}
county_has_province_with_terrain = {
terrain = mountains
terrain = hills
terrain = forest
terrain = jungle
terrain = desert_mountains
terrain = steppe
terrain = desert
}
}
order_by = {
value = county_control
multiply = -1
}
save_scope_as = our_county
}
}
}
# Option A: encourage it as defense
option = {
name = ep3_emperor_yearly.2170.a
scope:our_county = {
add_county_modifier = {
modifier = ep3_tunnels_encouraged_county_modifier
years = 50
}
}
change_influence = major_influence_gain
stress_impact = {
greedy = major_stress_impact_gain
paranoid = medium_stress_impact_gain
honest = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
}
modifier = {
has_trait = paranoid
add = -75
}
modifier = {
has_trait = greedy
factor = 0
}
}
}
# Option B: discourage it for taxation
option = {
name = ep3_emperor_yearly.2170.b
scope:our_county = {
add_county_modifier = {
modifier = ep3_population_control_county_modifier
years = 50
}
}
add_character_flag = {
flag = ep3_2170_success
years = 25
}
custom_tooltip = ep3_emperor_yearly.2160.b.tt
stress_impact = {
generous = medium_stress_impact_gain
deceitful = medium_stress_impact_gain
trusting = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.5
}
}
}
}
# Traveling pilgrims come to an estate - response from the estate owner
ep3_emperor_yearly.2180 = {
type = character_event
title = ep3_emperor_yearly.2180.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
location = top_liege.capital_province
}
desc = ep3_emperor_yearly.2180.desc_capital
}
desc = ep3_emperor_yearly.2180.desc
}
first_valid = {
triggered_desc = {
trigger = {
top_liege = scope:event_host.top_liege
}
desc = ep3_emperor_yearly.2180.desc_fellow
}
desc = ep3_emperor_yearly.2180.desc_foreigner
}
}
theme = travel
left_portrait = {
character = root
animation = worry
}
lower_right_portrait = scope:event_host
cooldown = { years = 10 }
trigger = {
is_available_travelling = yes
is_location_valid_for_travel_event_on_land = yes
involved_activity ?= {
has_activity_type = activity_pilgrimage
}
location = {
any_province_domicile = {
is_domicile_type = estate
owner ?= {
dynasty != root.dynasty
is_available = yes
}
}
}
}
weight_multiplier = {
base = 1
modifier = {
location = {
any_province_domicile = {
is_domicile_type = estate
owner.religion = root.religion
}
}
add = 0.5
}
modifier = {
location = {
any_province_domicile = {
is_domicile_type = estate
owner.faith = root.faith
}
}
add = 0.5
}
}
immediate = {
location = {
random_province_domicile = {
limit = {
is_domicile_type = estate
owner ?= {
dynasty != root.dynasty
is_available = yes
faith = root.faith
}
}
alternative_limit = {
is_domicile_type = estate
owner ?= {
dynasty != root.dynasty
is_available = yes
religion = root.religion
}
}
alternative_limit = {
is_domicile_type = estate
owner ?= {
dynasty != root.dynasty
is_available = yes
}
}
owner ?= {
save_scope_as = event_host
}
}
save_scope_as = location
}
#for the response event
root = { save_scope_as = pilgrim }
}
# Option A: let's approach the estate
option = {
name = ep3_emperor_yearly.2180.a
flavor = ep3_emperor_yearly.2180.a.tt
current_travel_plan = {
delay_travel_plan = {
days = 7
}
}
scope:event_host = {
trigger_event = {
id = ep3_emperor_yearly.2181
days = 1
}
}
stress_impact = {
shy = medium_stress_impact_gain
zealous = medium_stress_impact_gain
reclusive = major_stress_impact_gain
impatient = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
# Option B: better make hurry instead
option = {
name = ep3_emperor_yearly.2180.b
add_piety = minor_piety_gain
stress_impact = {
craven = minor_stress_impact_gain
gregarious = medium_stress_impact_gain
patient = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
}
ep3_emperor_yearly.2181 = {
type = character_event
title = ep3_emperor_yearly.2180.t
desc = {
desc = ep3_emperor_yearly.2181.desc
first_valid = {
triggered_desc = {
trigger = {
top_liege = scope:pilgrim.top_liege
}
desc = ep3_emperor_yearly.2181.desc_fellow
}
desc = ep3_emperor_yearly.2181.desc_foreigner
}
}
theme = stewardship
left_portrait = {
character = root
animation = chaplain
}
right_portrait = {
character = scope:pilgrim
animation = beg
}
trigger = {
scope:pilgrim = { is_alive = yes }
}
immediate = {
top_liege = { save_scope_as = liege }
}
# Option A: give advice on the area
option = {
name = ep3_emperor_yearly.2181.a
flavor = ep3_emperor_yearly.2181.a_flavor
scope:pilgrim = {
send_interface_toast = {
type = event_generic_good_text
title = ep3_emperor_yearly.2181.a.tt
left_icon = root
current_travel_plan = {
add_travel_plan_modifier = {
modifier = ep3_lay_of_the_land_modifier
}
}
}
}
add_character_modifier = {
modifier = ep3_friendly_host_modifier
years = 10
}
stress_impact = {
shy = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
cynical = minor_stress_impact_gain
reclusive = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
# Option B: give guides and guards
option = {
name = ep3_emperor_yearly.2181.b
flavor = ep3_emperor_yearly.2181.b_flavor
scope:pilgrim = {
send_interface_toast = {
type = event_generic_good_text
title = ep3_emperor_yearly.2181.b.tt
left_icon = root
current_travel_plan = {
add_travel_plan_modifier = {
modifier = ep3_guides_and_guards_modifier
}
}
}
}
change_influence = minor_influence_loss
if = {
limit = {
faith = scope:pilgrim.faith
}
add_character_modifier = {
modifier = ep3_pilgrim_protector_same_modifier
years = 10
}
}
else = {
add_character_modifier = {
modifier = ep3_pilgrim_protector_other_modifier
years = 10
}
}
stress_impact = {
cynical = medium_stress_impact_gain
greedy = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_zeal = 0.5
}
modifier = {
scope:pilgrim.faith = root.faith
add = 150
}
}
}
# Option C: this is not a hotel - opt out
option = {
name = ep3_emperor_yearly.2181.c
scope:pilgrim = {
send_interface_toast = {
type = event_generic_bad_text
title = ep3_emperor_yearly.2181.c.tt
left_icon = root
pay_short_term_gold = {
target = root
gold = tiny_gold_value
}
}
}
stress_impact = {
generous = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = -1
ai_zeal = -1
}
}
}
}
# Emperor/Governor: Landowners have been hoarding grain to resell it during food shortages
scripted_trigger ep3_2190_valid_domicile_owner_trigger = {
NOR = {
dynasty = root.dynasty
this = root
}
is_available_ai_adult = yes
opinion = {
target = root
value <= 20
}
}
ep3_emperor_yearly.2190 = {
type = character_event
title = ep3_emperor_yearly.2190.t
desc = ep3_emperor_yearly.2190.desc
theme = administrative
override_background = { reference = ep3_relaxing_room }
left_portrait = {
character = root
animation = anger
}
right_portrait = {
character = scope:landowner
animation = eyeroll
}
cooldown = { years = 15 }
trigger = {
OR = {
valid_for_byz_governor_content_trigger = yes
valid_for_byz_emperor_content_trigger = yes
}
capital_province = {
any_province_domicile = {
is_domicile_type = estate
owner ?= {
ep3_2190_valid_domicile_owner_trigger = yes
}
}
}
}
weight_multiplier = {
base = 1
modifier = {
capital_province = {
any_province_domicile = {
is_domicile_type = estate
owner ?= {
ep3_2190_valid_domicile_owner_trigger = yes
OR = {
has_trait = greedy
has_trait = deceitful
has_trait = arbitrary
}
}
}
}
add = 2
}
modifier = {
capital_province = {
any_province_domicile = {
is_domicile_type = estate
owner ?= {
ep3_2190_valid_domicile_owner_trigger = yes
OR = {
has_trait = generous
has_trait = humble
has_trait = honest
has_trait = just
}
}
}
}
factor = 0
}
}
immediate = {
capital_province = {
random_province_domicile = {
limit = {
is_domicile_type = estate
owner ?= {
ep3_2190_valid_domicile_owner_trigger = yes
}
}
owner = {
save_scope_as = landowner
}
}
save_scope_as = capital
}
liege = { save_scope_as = liege }
save_scope_as = root_scope
}
# Option A: Make an example
option = {
name = ep3_emperor_yearly.2190.a
if = {
limit = {
top_liege = this
}
every_vassal = {
limit = {
OR = {
has_vassal_stance = courtly
has_vassal_stance = parochial
}
this != scope:landowner
}
custom = every_courtly_parochial_vassal
add_opinion = {
target = root
modifier = targeting_nobility_opinion
}
}
}
else = {
custom_tooltip = ep3_emperor_yearly.2150.b.tt
add_character_flag = {
flag = ep3_2190_honest
years = 25
}
liege = {
every_vassal = {
limit = {
OR = {
has_vassal_stance = courtly
has_vassal_stance = parochial
}
NOR = {
this = scope:landowner
this = root
}
}
custom = every_courtly_parochial_fellow_vassal
add_opinion = {
target = root
modifier = targeting_nobility_opinion
}
}
}
}
capital_province.county = {
add_county_modifier = {
modifier = ep3_open_granary_county_modifier
years = 15
}
}
scope:landowner = {
change_influence = medium_influence_loss
remove_short_term_gold = medium_gold_value
add_opinion = {
target = root
modifier = ruined_me_opinion
}
}
stress_impact = {
greedy = medium_stress_impact_gain
content = medium_stress_impact_gain
arbitrary = medium_stress_impact_gain
craven = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 0.5
ai_sociability = -0.5
}
modifier = {
has_trait = brave
add = 25
}
modifier = {
has_trait = just
add = 25
}
modifier = {
has_trait = craven
add = -75
}
modifier = {
scope:landowner = {
gold < medium_gold_value
}
factor = 0
}
}
}
# Option B: get bribed
option = {
name = ep3_emperor_yearly.2190.b
scope:landowner = {
pay_short_term_gold = {
target = root
gold = medium_gold_value
}
add_opinion = {
target = root
modifier = accepted_bribe_opinion
opinion = 20
}
}
change_influence = miniscule_influence_loss
stress_impact = {
honest = major_stress_impact_gain
just = major_stress_impact_gain
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
ai_greed = 0.5
}
modifier = {
has_trait = honest
factor = 0
}
modifier = {
has_trait = just
factor = 0
}
modifier = {
has_trait = diligent
add = -50
}
modifier = {
scope:landowner = {
gold < medium_gold_value
}
factor = 0
}
}
}
# Option C: wrist-slap - opt out
option = {
name = ep3_emperor_yearly.2190.c
scope:landowner = {
add_opinion = {
target = root
modifier = off_the_hook_opinion
opinion = 5
}
}
stress_impact = {
just = minor_stress_impact_gain
honest = minor_stress_impact_gain
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
}
}
}
}
# A governor who doesn't like the emperor can seize the tax gold about to go to the emperor
ep3_emperor_yearly.2200 = {
type = character_event
title = ep3_emperor_yearly.2200.t
desc = {
first_valid = {
#You have a ceremonial monarch
triggered_desc = {
trigger = {
tgp_realm_has_ceremonial_liege_trigger = yes
}
desc = ep3_emperor_yearly.2200.desc.c_monarch
}
#Not ceremonial monarch
desc = ep3_emperor_yearly.2200.desc
}
}
theme = stewardship
override_background = relaxing_room
left_portrait = {
character = root
animation = personality_greedy
}
lower_right_portrait = scope:liege
lower_left_portrait = scope:ceremonial_monarch
cooldown = { years = 10 }
trigger = {
is_governor = yes
NOT = { is_at_war_with = liege }
OR = {
opinion = {
target = liege
value < 0
}
has_relation_potential_rival = liege
has_relation_rival = liege
house_has_feud_relation_with_trigger = { TARGET = liege }
liege = { house_has_feud_relation_with_trigger ={ TARGET = root } }
}
}
weight_multiplier = {
base = 1
modifier = {
valid_for_byz_governor_content_trigger = yes
add = 1
}
}
immediate = {
liege = { save_scope_as = liege }
primary_title = { save_scope_as = governorship }
liege.capital_county = { save_scope_as = capital }
if = {
limit = {
tgp_realm_has_ceremonial_liege_trigger = yes
}
top_liege.primary_title.var:administrative_ui_special_title.holder = {
save_scope_as = ceremonial_monarch
}
}
}
# Option A: why not?
option = {
name = ep3_emperor_yearly.2200.a
add_gold = major_gold_value
add_character_flag = {
flag = ep3_embezzling_governor
years = 10
}
custom_tooltip = ep3_emperor_yearly.2160.b.tt2
increase_governance_effect = { VALUE = -4 }
if = {
limit = {
NOT = { has_trait = disloyal }
}
random = {
chance = 35
send_interface_toast = {
title = ep3_emperor_yearly.2200.a.tt
left_icon = root
add_trait_force_tooltip = disloyal
}
}
}
if = {
limit = {
any_scheme = {
type = depose
scheme_target_character = scope:liege
}
}
random_scheme = {
type = depose
limit = {
scheme_target_character = scope:liege
}
add_scheme_modifier = {
type = scheme_grand_ambitions_embezzling_modifier
}
}
}
stress_impact = {
honest = major_stress_impact_gain
just = major_stress_impact_gain
loyal = major_stress_impact_gain
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.5
}
}
}
# Option B: never!
option = {
name = ep3_emperor_yearly.2200.b
if = {
limit = {
NOT = { has_trait = loyal }
}
random = {
chance = 35
send_interface_toast = {
title = ep3_emperor_yearly.2200.b.tt
left_icon = root
add_trait_force_tooltip = loyal
}
}
}
stress_impact = {
deceitful = minor_stress_impact_gain
greedy = minor_stress_impact_gain
disloyal = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
}
# Make up a prophecy to present to the emperor to support your candidacy to a certain position
ep3_emperor_yearly.2210 = {
type = character_event
title = ep3_emperor_yearly.2210.t
desc = {
desc = ep3_emperor_yearly.2210.desc
triggered_desc = {
trigger = {
NOR = {
has_trait = zealous
has_trait = loyal
}
liege = {
OR = {
has_trait = eccentric
has_trait = zealous
has_trait = trusting
has_character_modifier = bp1_superstition_modifier
}
}
}
desc = ep3_emperor_yearly.2210.desc_believe
}
triggered_desc = {
trigger = {
faith.religion = { is_in_family = rf_abrahamic }
}
desc = ep3_emperor_yearly.2210.desc_jacob
}
}
theme = realm
override_background = { reference = estate }
left_portrait = {
character = root
animation = schadenfreude
}
cooldown = { years = 25 }
trigger = {
has_ep3_dlc_trigger = yes
is_available_adult = yes
liege = { is_available_adult = yes }
# candidate to a governorship (or the empire)
any_heir_title = {
tier > tier_county
holder ?= {
government_allows = administrative
has_realm_law_flag = appointment_type_succession
}
}
is_landed = no
}
weight_multiplier = {
base = 1
modifier = {
has_trait = deceitful
add = 0.5
}
modifier = {
has_trait = eccentric
add = 0.5
}
modifier = {
has_trait = zealous
add = 0.5
}
modifier = {
liege = { has_character_modifier = bp1_superstition_modifier }
add = 0.5
}
modifier = {
liege = {
OR = {
has_trait = zealous
has_trait = eccentric
has_trait = trusting
}
}
add = 0.5
}
}
immediate = {
random_heir_title = {
limit = {
holder ?= {
government_allows = administrative
has_realm_law_flag = appointment_type_succession
}
tier > tier_county
}
save_scope_as = potential_title
}
liege = { save_scope_as = liege }
# For the responding event
root = { save_scope_as = vassal }
}
#Option A: yes
option = {
name = ep3_emperor_yearly.2210.a
change_influence = minor_influence_loss
if = {
limit = {
scope:liege = { is_ai = no }
}
custom_tooltip = ep3_emperor_yearly.2210.a.tt
scope:liege = {
trigger_event = {
id = ep3_emperor_yearly.2211
days = 1
}
}
}
else = {
duel = {
skills = { intrigue learning }
target = scope:liege
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
scope:liege = { has_trait = eccentric }
add = 20
}
modifier = {
scope:liege = { has_trait = zealous }
add = 20
}
modifier = {
scope:liege = { has_trait = trusting }
add = 20
}
modifier = {
scope:liege = { has_character_modifier = bp1_superstition_modifier }
add = 30
}
desc = ep3_emperor_yearly.2210.a.success
send_interface_toast = {
title = ep3_emperor_yearly.2210.a.success.tt
left_icon = scope:liege
scope:potential_title = {
change_appointment_investment = {
target = root
value = appointment_score_major_value
}
}
}
}
60 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
has_trait = honest
add = 10
}
modifier = {
scope:liege = { has_trait = cynical }
add = 20
}
modifier = {
scope:liege.faith = { this != root.faith }
add = 15
}
desc = ep3_emperor_yearly.2210.a.failure
send_interface_toast = {
title = ep3_emperor_yearly.2210.a.failure.tt
left_icon = scope:liege
change_influence = minor_influence_loss
}
}
}
}
stress_impact = {
honest = medium_stress_impact_gain
cynical = minor_stress_impact_gain
loyal = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = deceitful
add = 50
}
modifier = {
liege = { has_trait = eccentric }
add = 75
}
modifier = {
liege = { has_trait = zealous }
add = 75
}
modifier = {
liege = { has_character_modifier = bp1_superstition_modifier }
add = 100
}
}
}
#Option B: no
option = {
name = ep3_emperor_yearly.2210.b
change_influence = miniscule_influence_gain
stress_impact = {
deceitful = medium_stress_impact_gain
arbitrary = minor_stress_impact_gain
eccentric = minor_stress_impact_gain
}
ai_chance = {
base = 75
ai_value_modifier = {
ai_honor = 0.5
}
}
}
}
ep3_emperor_yearly.2211 = {
type = character_event
title = ep3_emperor_yearly.2210.t
desc = ep3_emperor_yearly.2211.desc
theme = vassal
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:vassal
animation = debating
}
immediate = {
}
# Option A: super yes
option = {
name = ep3_emperor_yearly.2211.a
trigger = {
OR = {
has_trait = eccentric
has_trait = zealous
has_trait = trusting
has_character_modifier = bp1_superstition_modifier
}
}
scope:potential_title = {
change_appointment_investment = {
target = scope:vassal
value = appointment_score_major_value
}
}
add_piety = minor_piety_gain
stress_impact = {
base = massive_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
has_trait = eccentric
add = 50
}
modifier = {
has_trait = zealous
add = 50
}
modifier = {
has_trait = trusting
add = 50
}
modifier = {
has_character_modifier = bp1_superstition_modifier
add = 50
}
}
}
# Option B: yes
option = {
name = ep3_emperor_yearly.2211.b
trigger = {
NOR = {
has_trait = eccentric
has_trait = zealous
has_character_modifier = bp1_superstition_modifier
}
}
scope:potential_title = {
change_appointment_investment = {
target = scope:vassal
value = appointment_score_medium_value
}
}
if = {
limit = {
can_add_hook = {
target = scope:vassal
type = favor_hook
}
}
add_hook = {
target = scope:vassal
type = favor_hook
}
}
else = {
change_influence = minor_influence_gain
}
stress_impact = {
cynical = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.5
ai_rationality = -0.5
}
}
}
# Option D: super no
option = {
name = ep3_emperor_yearly.2211.d
trigger = {
OR = {
has_trait = cynical
has_trait = callous
has_trait = sadistic
faith != scope:vassal.faith
}
}
add_character_modifier = {
modifier = ep3_unbeliever_in_signs_modifier
years = 25
}
scope:vassal = {
change_influence = major_influence_loss
}
stress_impact = {
zealous = major_stress_impact_gain
}
ai_chance = {
base = 150
modifier = {
has_trait = cynical
add = 50
}
modifier = {
has_trait = callous
add = 50
}
modifier = {
has_trait = sadistic
add = 50
}
modifier = {
faith != scope:vassal.faith
add = 50
}
}
}
# Option C: no
option = {
name = ep3_emperor_yearly.2211.c
scope:vassal = {
change_influence = minor_influence_loss
}
change_influence = minor_influence_gain
ai_chance = {
base = 100
}
}
}
# Shepherds moved close to a monastery with wives and children
scripted_trigger ep3_2220_valid_county_trigger = {
faith = { has_doctrine = tenet_monasticism }
any_county_province = {
OR = {
has_holding_type = church_holding
ep3_2220_famous_monastery_trigger = yes
}
}
any_county_province = {
NOR = {
has_holding_type = church_holding
ep3_2220_famous_monastery_trigger = yes
}
OR = {
has_building_or_higher = hill_farms_01
has_building_or_higher = pastures_01
has_building_or_higher = farm_estates_01
}
}
}
scripted_trigger ep3_2220_famous_monastery_trigger = {
OR = {
this = province:678 #Sumela
this = province:3796 #Meteora
this = province:3776 #Mt.Athos
this = province:6032 #St.Catherine
this = province:5764 #Jvari
this = province:3729 #Hosios Loukas
}
}
ep3_emperor_yearly.2220 = {
type = character_event
title = ep3_emperor_yearly.2220.t
desc = ep3_emperor_yearly.2220.desc
theme = vassal
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:chaplain
animation = throne_room_messenger_3
}
cooldown = { years = 20 }
trigger = {
valid_for_byz_governor_content_trigger = yes
any_sub_realm_county = {
ep3_2220_valid_county_trigger = yes
}
cp:councillor_court_chaplain ?= {
is_available_ai_adult = yes
}
}
weight_multiplier = {
base = 1
modifier = {
any_sub_realm_county = {
ep3_2220_valid_county_trigger = yes
any_county_province = {
ep3_2220_famous_monastery_trigger = yes
}
}
add = 2
}
}
immediate = {
random_sub_realm_county = {
limit = {
ep3_2220_valid_county_trigger = yes
any_county_province = {
ep3_2220_famous_monastery_trigger = yes
}
}
alternative_limit = {
ep3_2220_valid_county_trigger = yes
}
random_county_province = {
limit = {
ep3_2220_famous_monastery_trigger = yes
}
alternative_limit = {
has_holding_type = church_holding
OR = {
has_building_or_higher = scriptorium_01
has_building_or_higher = monastic_schools_01
}
}
alternative_limit = {
has_holding_type = church_holding
}
save_scope_as = monastery
}
random_county_province = {
limit = {
NOR = {
has_holding_type = church_holding
ep3_2220_famous_monastery_trigger = yes
}
OR = {
has_building_or_higher = hill_farms_01
has_building_or_higher = pastures_01
has_building_or_higher = farm_estates_01
}
}
save_scope_as = shepherd_province
}
save_scope_as = interested_county
}
cp:councillor_court_chaplain = { save_scope_as = chaplain }
}
# Option A: Shepherds' side
option = {
name = ep3_emperor_yearly.2220.a
scope:interested_county = {
add_county_modifier = {
modifier = ep3_roaming_shepherds_county_modifier
years = 20
}
}
add_prestige = medium_prestige_gain
stress_impact = {
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -0.5
}
}
}
# Option B: Monks' side
option = {
name = ep3_emperor_yearly.2220.b
scope:interested_county = {
add_county_modifier = {
modifier = ep3_monastic_quiet_county_modifier
years = 20
}
}
change_influence = minor_influence_gain
stress_impact = {
cynical = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.5
}
}
}
# Option C: it's their problem
option = {
name = ep3_emperor_yearly.2220.c
change_influence = miniscule_influence_loss
stress_impact = {
base = minor_stress_impact_loss
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
has_trait = diligent
add = -40
}
}
}
}
# Public sentiment turns against foreign merchants and riots break out in their section of the city
ep3_emperor_yearly.2230 = {
type = character_event
title = ep3_emperor_yearly.2230.t
desc = ep3_emperor_yearly.2230.desc
theme = administrative
left_portrait = {
character = root
animation = worry
}
cooldown = { years = 35 }
trigger = {
OR = {
AND = {
is_governor = yes
government_has_flag = government_is_administrative
}
valid_for_byz_governor_content_trigger = yes
valid_for_byz_emperor_content_trigger = yes
}
capital_county = { county_control <= 75 }
}
weight_multiplier = {
base = 1
modifier = {
capital_county = {
county_control <= 50
}
add = 1
}
modifier = {
OR = {
valid_for_byz_governor_content_trigger = yes
valid_for_byz_emperor_content_trigger = yes
}
add = 1
}
}
immediate = {
capital_county = { save_scope_as = capital }
capital_province.barony = { save_scope_as = city }
}
# Option A: repress
option = {
name = ep3_emperor_yearly.2230.a
add_character_modifier = {
modifier = ep3_law_and_order_modifier
years = 20
}
if = {
limit = {
top_liege = this
}
change_influence = medium_influence_gain
}
else = {
if = {
limit = {
has_trait = governor
}
add_trait_xp = {
trait = governor
value = small_lifestyle_random_xp_high
}
}
else = {
add_trait = governor
}
}
stress_impact = {
compassionate = major_stress_impact_gain
forgiving = major_stress_impact_gain
patient = medium_stress_impact_gain
calm = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 0.5
ai_vengefulness = 0.5
}
modifier = {
has_trait = compassionate
add = -50
}
modifier = {
has_trait = forgiving
add = -50
}
modifier = {
has_trait = patient
add = -25
}
}
}
# Option B: exploit
option = {
name = ep3_emperor_yearly.2230.b
add_gold = medium_gold_value
change_influence = massive_influence_value
scope:capital = {
add_county_modifier = {
modifier = ep3_rampaging_disorders_county_modifier
years = 15
}
}
stress_impact = {
generous = major_stress_impact_gain
just = major_stress_impact_gain
honest = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
modifier = {
has_trait = generous
add = -50
}
modifier = {
has_trait = just
add = -50
}
modifier = {
has_trait = honest
add = -25
}
modifier = {
has_trait = compassionate
add = -25
}
}
}
# Option C: find a compromise
option = {
name = ep3_emperor_yearly.2230.c
duel = {
skill = diplomacy
value = high_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_emperor_yearly.2230.c_success
send_interface_toast = {
title = ep3_emperor_yearly.2230.c_success.tt
left_icon = root
change_influence = medium_influence_gain
add_character_modifier = {
modifier = ep3_crowd_bender_modifier
years = 20
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_emperor_yearly.2230.c_failure
send_interface_toast = {
title = ep3_emperor_yearly.2230.c_failure.tt
left_icon = root
scope:capital = {
add_county_modifier = {
modifier = ep3_rampaging_disorders_county_modifier
years = 15
}
}
}
}
}
stress_impact = {
vengeful = major_stress_impact_gain
callous = major_stress_impact_gain
sadistic = major_stress_impact_gain
patient = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
modifier = {
has_trait = vengeful
add = -50
}
modifier = {
has_trait = callous
add = -50
}
modifier = {
has_trait = sadistic
add = -50
}
modifier = {
has_trait = patient
add = -25
}
modifier = {
has_trait = wrathful
add = -25
}
}
}
}
# An obnoxious "scholar" close to you keeps quoting the Classics out of place
scripted_trigger ep3_valid_greek_culture_trigger = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
this = culture:greek
any_parent_culture_or_above = { this = culture:greek }
}
}
scripted_trigger ep3_2240_valid_courtier_trigger = {
culture = {
OR = {
has_graphical_east_asia_culture_group_trigger = yes
ep3_valid_greek_culture_trigger = yes
}
}
OR = {
knows_language = language_greek
learning >= 10
has_trait = education_learning_1
has_trait = education_learning_2
has_trait = education_learning_3
}
OR = {
has_trait = arrogant
has_trait = eccentric
has_trait = gregarious
}
is_of_major_or_minor_interest_trigger = { CHARACTER = root }
}
ep3_emperor_yearly.2240 = {
type = character_event
title = ep3_emperor_yearly.2240.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:the_scholar = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
}
desc = ep3_emperor_yearly.2240.desc_quote_confucius
}
random_valid = {
desc = ep3_emperor_yearly.2240.desc_quote_a
desc = ep3_emperor_yearly.2240.desc_quote_b
desc = ep3_emperor_yearly.2240.desc_quote_c
triggered_desc = {
trigger = {
scope:the_scholar = { knows_language = language_latin }
}
desc = ep3_emperor_yearly.2240.desc_quote_latin
}
}
}
desc = ep3_emperor_yearly.2240.desc_outro
}
theme = learning
override_background = { reference = ep3_medi_market }
left_portrait = {
character = root
animation = rage
}
right_portrait = {
character = scope:the_scholar
animation = debating
}
cooldown = { years = 25 }
trigger = {
OR = {
has_ep3_dlc_trigger = yes
has_tgp_dlc_trigger = yes
}
is_landed_or_landless_administrative = yes
government_allows = administrative
culture = {
OR = {
has_graphical_east_asia_culture_group_trigger = yes
ep3_valid_greek_culture_trigger = yes
}
}
any_courtier_or_guest = {
ep3_2240_valid_courtier_trigger = yes
}
}
weight_multiplier = {
base = 1
modifier = {
culture = culture:greek
add = 1
}
modifier = {
any_courtier_or_guest = {
ep3_2240_valid_courtier_trigger = yes
knows_language = language_latin
}
add = 1
}
modifier = {
any_courtier_or_guest = {
ep3_2240_valid_courtier_trigger = yes
is_of_major_interest_trigger = { CHARACTER = root }
}
add = 1
}
}
immediate = {
random_courtier_or_guest = {
limit = {
ep3_2240_valid_courtier_trigger = yes
}
weight = {
base = 1
modifier = {
add = 3
knows_language = language_latin
}
modifier = {
add = 2
is_of_major_interest_trigger = { CHARACTER = root }
}
}
save_scope_as = the_scholar
}
}
# Option A: outwit
option = {
name = ep3_emperor_yearly.2240.a
flavor = ep3_emperor_yearly.2240.a.flavor
duel = {
skill = learning
target = scope:the_scholar
60 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = ep3_emperor_yearly.2240.a_success
send_interface_toast = {
title = ep3_emperor_yearly.2240.a_success.tt
left_icon = root
right_icon = scope:the_scholar
change_influence = massive_influence_gain
scope:the_scholar = { change_influence = major_influence_loss }
}
}
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = ep3_emperor_yearly.2240.a_failure
send_interface_toast = {
title = ep3_emperor_yearly.2240.a_failure.tt
left_icon = root
right_icon = scope:the_scholar
change_influence = major_influence_loss
scope:the_scholar = { change_influence = massive_influence_gain }
}
}
}
stress_impact = {
dull = major_stress_impact_gain
shy = medium_stress_impact_gain
humble = medium_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
modifier = {
has_trait = dull
add = -50
}
modifier = {
has_trait = shy
add = -25
}
modifier = {
has_trait = humble
add = -25
}
}
}
# Option B: just shut up!
option = {
name = ep3_emperor_yearly.2240.b
add_dread = minor_dread_gain
change_influence = minor_influence_gain
scope:the_scholar = {
change_influence = medium_influence_loss
pay_short_term_gold = {
target = root
gold = minor_gold_value
}
add_opinion = {
target = root
modifier = hurt_opinion
opinion = -25
}
}
stress_impact = {
base = medium_stress_impact_loss
humble = major_stress_impact_gain
calm = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
modifier = {
has_trait = humble
add = -25
}
modifier = {
has_trait = calm
add = -25
}
modifier = {
scope:the_scholar.dynasty ?= root.dynasty
add = -75
}
modifier = {
scope:the_scholar = { is_heir_of = root }
factor = 0
}
}
}
# Option C: ignore - opt-out
option = {
name = ep3_emperor_yearly.2240.c
stress_impact = {
base = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
}
}
}
}
### STATE FAITH EVENTS ###
# Your liege changed the state faith (reaction)
ep3_emperor_yearly.2300 = {
type = character_event
title = ep3_emperor_yearly.2300.t
desc = ep3_emperor_yearly.2300.desc
theme = administrative
left_portrait = {
character = root
animation = reading
}
lower_right_portrait = scope:liege_loc
immediate = {
liege = { save_scope_as = liege_loc }
liege.capital_province = { save_scope_as = capital }
}
#Option A: Outrageous
option = {
name = ep3_emperor_yearly.2300.a
trigger = {
faith != liege.primary_title.state_faith
}
add_piety = medium_piety_gain
stress_impact = {
calm = minor_stress_impact_gain
cynical = medium_stress_impact_gain
humble = medium_stress_impact_gain
loyal = major_stress_impact_gain
}
}
#Option B: The emperor must be right
option = {
name = ep3_emperor_yearly.2300.b
trigger = {
faith != liege.primary_title.state_faith
}
set_character_faith = liege.primary_title.state_faith
stress_impact = {
zealous = major_stress_impact_gain
disloyal = major_stress_impact_gain
arrogant = major_stress_impact_gain
loyal = major_stress_impact_loss
}
}
#Option C: Finally
option = {
name = ep3_emperor_yearly.2300.c
trigger = {
faith = liege.primary_title.state_faith
}
add_piety = medium_piety_gain
stress_impact = {
zealous = major_stress_impact_loss
loyal = major_stress_impact_loss
}
}
}
# Your liege demands that you make more of an effort to convert your counties, who don't follow the state faith
ep3_emperor_yearly.2310 = {
type = letter_event
opening = ep3_emperor_yearly.2310.t
desc = {
desc = ep3_emperor_yearly.2310.desc
triggered_desc = {
trigger = {
faith != top_liege.primary_title.state_faith
}
desc = ep3_emperor_yearly.2310.desc_you_too
}
}
sender = scope:liege_loc
trigger = {
is_governor = yes
government_allows = state_faith
exists = top_liege.primary_title.state_faith
top_liege.faith = top_liege.primary_title.state_faith
any_sub_realm_county = {
faith != root.top_liege.primary_title.state_faith
}
top_liege = { is_ai = yes }
}
immediate = {
top_liege = { save_scope_as = liege_loc }
cp:councillor_court_chaplain ?= { save_scope_as = chaplain }
random_sub_realm_county = {
limit = {
faith != root.top_liege.primary_title.state_faith
}
weight = {
base = 1
modifier = {
this = root.capital_county
add = 100
}
}
save_scope_as = target_county
}
}
#Option A: start converting county
option = {
name = ep3_emperor_yearly.2310.a
trigger = {
exists = scope:chaplain
scope:chaplain.faith = root.top_liege.primary_title.state_faith
}
scope:chaplain = {
set_council_task = {
task_type = task_conversion
target = scope:target_county.title_province
}
}
increase_governance_effect = { VALUE = 10 }
scope:liege_loc = {
add_opinion = {
target = root
modifier = pious_opinion
opinion = 20
}
}
stress_impact = {
cynical = medium_stress_impact_gain
lazy = medium_stress_impact_gain
disloyal = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -0.5
}
modifier = {
has_trait = disloyal
add = -50
}
modifier = {
has_trait = lazy
add = -50
}
opinion_modifier = {
who = root
opinion_target = scope:liege_loc
}
}
}
#Option B: no thanks
option = {
name = ep3_emperor_yearly.2310.b
trigger = {
faith != top_liege.primary_title.state_faith
}
add_piety = medium_piety_gain
scope:liege_loc = {
add_opinion = {
target = root
modifier = impious_opinion
opinion = -20
}
}
stress_impact = {
loyal = major_stress_impact_gain
zealous = major_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_zeal = 0.5
}
opinion_modifier = {
opinion_target = scope:liege_loc
multiplier = -1
}
}
}
#Option C: I'll convert myself for starters
option = {
name = ep3_emperor_yearly.2310.c
trigger = {
faith != top_liege.primary_title.state_faith
}
set_character_faith = top_liege.primary_title.state_faith
change_influence = medium_influence_gain
stress_impact = {
zealous = major_stress_impact_gain
disloyal = major_stress_impact_gain
arrogant = major_stress_impact_gain
loyal = major_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -0.5
ai_zeal = -0.5
}
modifier = {
has_trait = loyal
add = 100
}
modifier = {
has_trait = disloyal
add = -50
}
opinion_modifier = {
opinion_target = scope:liege_loc
}
}
}
#Option D: I'll think about it
option = {
name = ep3_emperor_yearly.2310.d
trigger = {
faith = top_liege.primary_title.state_faith
}
scope:liege_loc = {
add_opinion = {
target = root
modifier = impious_opinion
opinion = -10
}
}
ai_chance = {
base = 100
opinion_modifier = {
who = root
opinion_target = scope:liege_loc
multiplier = -1
}
}
}
}
# HoF helps you change state faith
ep3_emperor_yearly.2320 = {
type = character_event
title = ep3_emperor_yearly.2320.t
desc = ep3_emperor_yearly.2320.desc
theme = faith
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:hof
animation = wedding_priest
}
cooldown = { years = 20 }
trigger = {
government_allows = administrative
government_allows = state_faith
exists = primary_title.state_faith
top_liege = this
highest_held_title_tier >= tier_empire
faith != primary_title.state_faith
faith.fervor > primary_title.state_faith.fervor
exists = faith.religious_head
faith.religious_head != root
primary_title.state_faith.religious_head ?= {
this != root.faith.religious_head
}
}
immediate = {
faith.religious_head = { save_scope_as = hof }
}
weight_multiplier = {
base = 1
# More likely if you are close to affording the (discounted) change state faith decision
modifier = {
OR = {
influence >= 7000
piety >= 3000
}
add = 1
}
# Less likely if you are far from affording the (discounted) change state faith decision
modifier = {
OR = {
influence <= 3000
piety <= 2000
}
factor = 0.5
}
}
#Option A: thanks
option = {
name = ep3_emperor_yearly.2320.a
custom_tooltip = ep3_emperor_yearly.2320.a.tt
add_character_flag = {
flag = ep3_hof_state_faith_discount
years = 10
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
#Option B: no thanks
option = {
name = ep3_emperor_yearly.2320.b
every_vassal = {
limit = {
faith = root.primary_title.state_faith
}
custom = every_vassal_state_faith
add_opinion = {
target = root
modifier = pious_opinion
opinion = 5
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_boldness = -0.5
}
}
}
}
# Your State faith's fervor is too low (heresy risk)
ep3_emperor_yearly.2330 = {
type = character_event
title = ep3_emperor_yearly.2330.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:hof
}
desc = ep3_emperor_yearly.2330.desc_hof
}
desc = ep3_emperor_yearly.2330.desc
}
desc = ep3_emperor_yearly.2330.desc_end
triggered_desc = {
trigger = {
exists = scope:hof
}
desc = ep3_emperor_yearly.2330.desc_end_hof
}
}
theme = faith
left_portrait = {
character = root
animation = personality_zealous
}
right_portrait = {
trigger = {
exists = scope:hof
}
character = scope:hof
animation = debating
}
cooldown = { years = 20 }
trigger = {
government_allows = administrative
government_allows = state_faith
exists = primary_title.state_faith
top_liege = this
highest_held_title_tier >= tier_empire
faith = primary_title.state_faith
faith.fervor < 40
}
immediate = {
if = {
limit = {
exists = faith.religious_head
faith.religious_head != root
}
faith.religious_head = { save_scope_as = hof }
}
}
weight_multiplier = {
base = 1
# More likely if fervor is very low
modifier = {
faith = {
fervor < 30
}
add = 1
}
modifier = {
faith = {
fervor < 20
}
add = 1
}
modifier = {
faith = {
fervor < 10
}
add = 1
}
}
#Option A: let's do something
option = {
name = ep3_emperor_yearly.2330.a
flavor = ep3_emperor_yearly.2330.a.tt
faith = {
change_fervor = {
value = minor_fervor_gain
desc = state_faith_fervor_campaign
}
}
add_piety = major_piety_loss
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
#Option B: it's probably fine
option = {
name = ep3_emperor_yearly.2330.b
stress_impact = {
zealous = massive_stress_impact_gain
diligent = major_stress_impact_gain
loyal = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_zeal = -0.5
}
modifier = {
add = 50
has_trait = eccentric
}
modifier = {
add = -50
has_trait = loyal
}
}
}
}
# You (either emperor or governor) do not practice your state faith and someone complains
ep3_emperor_yearly.2340 = {
type = character_event
title = ep3_emperor_yearly.2340.t
desc = ep3_emperor_yearly.2340.desc
theme = administrative
left_portrait = {
character = root
animation = eyeroll
}
right_portrait = {
character = scope:complainer
animation = debating
}
cooldown = { years = 10 }
trigger = {
government_allows = administrative
OR = {
#emperor
AND = {
top_liege = this
highest_held_title_tier >= tier_empire
}
#governor
is_governor = yes
}
government_allows = state_faith
exists = top_liege.primary_title.state_faith
faith != top_liege.primary_title.state_faith
trigger_if = {
limit = {
top_liege = this
}
any_vassal = {
house ?= {
is_powerful_family = yes
}
faith = top_liege.primary_title.state_faith
is_available_ai_adult = yes
}
}
trigger_else = {
top_liege = {
any_vassal = {
faith = top_liege.primary_title.state_faith
is_available_ai_adult = yes
}
}
}
}
immediate = {
# If emperor
if = {
limit = {
top_liege = this
}
# Find a vassal from a powerful family
random_vassal = {
limit = {
house ?= {
is_powerful_family = yes
}
faith = root.primary_title.state_faith
is_available_ai_adult = yes
}
save_scope_as = complainer
}
}
# If governor
else = {
# find a fellow vassal - prio to neighbors, powerful families, zealots
top_liege = {
random_vassal = {
limit = {
faith = top_liege.primary_title.state_faith
is_available_ai_adult = yes
}
weight = {
base = 1
modifier = {
any_neighboring_realm_same_rank_owner = {
this = root
}
add = 50
}
modifier = {
house ?= {
is_powerful_family = yes
}
add = 25
}
modifier = {
has_trait = zealous
add = 25
}
modifier = {
has_vassal_stance = zealot
add = 15
}
}
save_scope_as = complainer
}
}
}
}
weight_multiplier = {
base = 1
modifier = {
top_liege = this
add = 0.5
}
}
#Option A: Maybe I should fall in line...
option = {
name = ep3_emperor_yearly.2340.a
set_character_faith = top_liege.primary_title.state_faith
if = {
limit = {
top_liege = this
}
add_legitimacy = minor_legitimacy_gain
}
else = {
change_influence = medium_influence_gain
}
stress_impact = {
zealous = massive_stress_impact_gain
stubborn = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -0.5
ai_zeal = -0.5
}
modifier = {
has_trait = diligent
add = 50
}
modifier = {
has_trait = loyal
add = 50
}
}
}
#Option B: Blah blah blah...
option = {
name = ep3_emperor_yearly.2340.b
if = {
limit = {
top_liege = this
}
every_vassal = {
limit = {
faith = root.primary_title.state_faith
}
custom = every_vassal_state_faith
add_opinion = {
target = root
modifier = impious_opinion
opinion = -10
}
}
}
else = {
top_liege = {
every_vassal = {
limit = {
faith = top_liege.primary_title.state_faith
}
custom = every_fellow_vassal_state_faith
add_opinion = {
target = root
modifier = impious_opinion
opinion = -10
}
}
}
}
add_piety = major_piety_gain
stress_impact = {
zealous = major_stress_impact_loss
lazy = medium_stress_impact_loss
eccentric = medium_stress_impact_loss
diligent = medium_stress_impact_gain
loyal = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_energy = -0.5
}
modifier = {
has_trait = loyal
add = -50
}
modifier = {
has_trait = eccentric
add = 50
}
}
}
}
### NOBLE FAMILIES MAINTENANCE ###
# You are not from a Powerful Family - react to a new Powerful Family emerging
ep3_emperor_yearly.2400 = {
type = character_event
title = ep3_emperor_yearly.2400.t
desc = ep3_emperor_yearly.2400.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:new_family
animation = toast_goblet
}
trigger = {
government_allows = administrative
house ?= {
is_powerful_family = no
}
NOT = {
#cooldown
has_character_flag = 8020_powerful_family_cooldown
}
}
immediate = {
add_character_flag = {
flag = 8020_powerful_family_cooldown
years = 10
}
}
option = {
name = ep3_emperor_yearly.2400.a
custom_tooltip = 8020_powerful_family_desc
}
}
# Your family is now a Powerful Family
ep3_emperor_yearly.2401 = {
type = character_event
title = ep3_emperor_yearly.2401.t
desc = ep3_emperor_yearly.2401.desc
theme = administrative
left_portrait = {
character = root
animation = ecstasy
}
trigger = {
government_allows = administrative
house ?= {
is_powerful_family = yes
}
}
immediate = {
# For the tooltip
root = { save_scope_as = new_family }
}
option = {
name = ep3_emperor_yearly.2401.a
custom_tooltip = 8020_powerful_family_desc
}
}
# A new noble family is introduced to the empire
ep3_emperor_yearly.2410 = {
type = character_event
title = ep3_emperor_yearly.2410.t
desc = ep3_emperor_yearly.2410.desc
theme = administrative
left_portrait = {
character = root
animation = boredom
}
right_portrait = {
character = scope:noble_family_head
animation = happy_teacher
}
trigger = {
government_allows = administrative
is_available = yes
exists = scope:noble_family_head
exists = scope:new_title
NOR = {
this.house ?= scope:new_title.holder.house
has_character_flag = 2410_noble_family_cooldown
}
}
on_trigger_fail = {
if = {
limit = {
exists = scope:noble_family_head
exists = scope:new_title
OR = {
has_character_flag = 2410_noble_family_cooldown
is_available = no
}
}
send_interface_message = {
title = 2410_noble_family_tt
type = msg_new_powerful_family
left_icon = scope:noble_family_head
right_icon = scope:new_title
desc = 2410_noble_family_tt_desc
}
}
}
immediate = {
add_character_flag = {
flag = 2410_noble_family_cooldown
years = 5
}
scope:new_title.holder = {
save_scope_as = new_family
save_scope_as = noble_family_head
}
}
option = {
name = ep3_emperor_yearly.2410.a
custom_tooltip = 2410_noble_family_tt_desc
}
}
# A new family (and not the emperor's) has become dominant
ep3_emperor_yearly.2420 = {
type = character_event
title = ep3_emperor_yearly.2420.t
desc = ep3_emperor_yearly.2420.desc
theme = administrative
left_portrait = {
character = scope:noble_family_head
animation = personality_dishonorable
}
trigger = {
government_allows = administrative
is_available = yes
NOT = {
#cooldown
has_character_flag = 2420_noble_family_cooldown
}
}
on_trigger_fail = {
if = {
limit = {
OR = {
has_character_flag = 2420_noble_family_cooldown
is_available = no
}
}
send_interface_message = {
title = 2420_noble_family_tt
type = msg_new_powerful_family
left_icon = scope:noble_family_head
desc = 2420_noble_family_tt_desc
}
}
}
immediate = {
add_character_flag = {
flag = 2420_noble_family_cooldown
years = 5
}
}
option = {
name = ep3_emperor_yearly.2420.a
custom_tooltip = 2420_noble_family_tt_desc
}
}