N3OW/events/dlc/ep3/ep3_eparch_events.txt
2026-01-06 14:25:21 +01:00

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Text

########################
# EP3 Eparch Events
########################
namespace = ep3_eparch_event
### Fortify the Capital
ep3_eparch_event.0001 = {
type = character_event
title = ep3_eparch_event.0001.t
desc = {
desc = ep3_eparch_event.0001.desc_intro
first_valid = {
triggered_desc = {
trigger = {
scope:defensive_war = { defender_war_score > 10 }
}
desc = ep3_eparch_event.0001.desc_winning_war
}
triggered_desc = {
trigger = {
scope:defensive_war = { defender_war_score < -10 }
}
desc = ep3_eparch_event.0001.desc_losing_war
}
desc = ep3_eparch_event.0001.desc_undecided_war
}
desc = ep3_eparch_event.0001.desc_outro
}
theme = administrative
override_background = { reference = ep3_city_gate }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = craven
has_trait = paranoid
}
}
animation = paranoia
}
triggered_animation = {
trigger = {
OR = {
has_trait = brave
has_trait = diligent
has_trait = ambitious
}
}
animation = inspect_weapon
}
animation = worry
}
cooldown = { years = 10 }
trigger = {
has_court_position = eparch_court_position
liege = {
any_character_war = {
is_war_leader = prev
is_defender = prev
}
capital_province ?= {
NOT = { has_province_modifier = ep3_eparch_fortified_capital_modifier }
is_occupied = no
any_army_in_location = {
NOR = {
is_army_in_siege = yes
is_army_in_raid = yes
}
}
}
}
}
immediate = {
save_scope_as = eparch
liege = {
save_scope_as = emperor
random_character_war = {
limit = {
is_war_leader = prev
is_defender = prev
}
primary_attacker = { save_scope_as = attacker }
save_scope_as = defensive_war
}
capital_province = { save_scope_as = capital }
}
}
option = { # The capital MUST be protected!
name = ep3_eparch_event.0001.a
remove_treasury_or_gold = major_treasury_or_gold_value
if = {
limit = { has_trait = governor }
increase_governance_effect = { VALUE = 4 }
}
scope:capital = {
add_province_modifier = {
modifier = ep3_eparch_fortified_capital_modifier
years = 20
}
}
# Follow up event for the liege
scope:emperor = { trigger_event = ep3_eparch_event.0002 }
stress_impact = {
greedy = medium_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
factor = 3
has_trait = diligent
}
modifier = { # Wants to protect themself, the enemey MIGHT actually get here
factor = 2
has_trait = paranoid
}
modifier = { # Wants to make sure the citizens are safe
factor = 2
has_trait = compassionate
}
modifier = {
factor = 0
has_trait = greedy
}
modifier = { # The AI shouldn't spend gold it doesn't have
factor = 0
short_term_treasury_or_gold < major_treasury_or_gold_value
}
}
}
option = { # A moderate improvement should suffice.
name = ep3_eparch_event.0001.b
remove_treasury_or_gold = minor_treasury_or_gold_value
scope:capital = {
add_province_modifier = {
modifier = ep3_eparch_somewhat_fortified_capital_modifier
years = 10
}
}
stress_impact = {
# None
}
ai_chance = {
base = 20
modifier = {
factor = 4
has_trait = temperate
}
modifier = {
factor = 2
has_trait = content
}
modifier = { # The AI shouldn't spend gold it doesn't have
factor = 0
short_term_treasury_or_gold < minor_treasury_or_gold_value
}
}
}
option = { # Surely the capital is not in any danger?
name = ep3_eparch_event.0001.c
stress_impact = {
craven = medium_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
factor = 5
has_trait = lazy
}
modifier = {
factor = 2
has_trait = arbitrary
}
modifier = {
factor = 2
has_trait = brave
}
modifier = {
factor = 0
has_trait = craven
}
}
}
}
# Liege follow up
ep3_eparch_event.0002 = {
type = character_event
title = ep3_eparch_event.0001.t
desc = {
desc = ep3_eparch_event.0002.desc
first_valid = {
triggered_desc = {
trigger = { exists = scope:emperor_is_home }
desc = ep3_eparch_event.0002.desc_at_home
}
desc = ep3_eparch_event.0002.desc_away
}
}
theme = emperor
override_background = {
trigger = { exists = scope:emperor_is_home }
reference = ep3_city_gate
}
override_background = {
trigger = { is_commanding_army = yes }
reference = army_camp
}
override_background = {
reference = terrain
}
left_portrait = {
character = root
triggered_animation = {
trigger = { exists = scope:emperor_is_home }
animation = war_defender
}
animation = reading
}
right_portrait = {
character = scope:emperor_is_home
triggered_animation = {
trigger = {
OR = {
has_trait = brave
has_trait = diligent
has_trait = ambitious
}
}
animation = inspect_weapon
}
animation = steward
}
lower_right_portrait = {
character = scope:emperor_is_away
}
trigger = {
}
immediate = {
show_as_tooltip = {
scope:capital = {
add_province_modifier = {
modifier = ep3_eparch_fortified_capital_modifier
years = 20
}
}
}
# Scopes for portraits, descs, etc.
if = {
limit = {
location = scope:capital
}
scope:eparch = { save_scope_as = emperor_is_home }
}
else = {
scope:eparch = { save_scope_as = emperor_is_away }
}
}
option = { # Such diligence ought to be rewarded!
name = ep3_eparch_event.0002.a
scope:eparch = {
send_interface_message = {
type = event_generic_good
title = eparch_reward_msg_title
left_icon = root
root = {
pay_short_term_gold = {
target = scope:eparch
gold = medium_gold_value
}
}
}
}
progress_towards_friend_effect = {
REASON = friend_rewarding_duties
CHARACTER = scope:eparch
OPINION = default_friend_opinion
}
stress_impact = {
greedy = medium_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = just
}
modifier = {
factor = 3
has_trait = generous
}
modifier = {
factor = 2
has_trait = compassionate
}
modifier = {
factor = 0
has_trait = greedy
}
modifier = { # The AI shouldn't spend gold it doesn't have
factor = 0
short_term_gold < medium_gold_value
}
}
}
option = { # They are only doing their job.
name = ep3_eparch_event.0002.b
stress_impact = {
# None
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = greedy
}
modifier = {
factor = 2
has_trait = callous
}
modifier = {
factor = 2
has_trait = arrogant
}
modifier = {
factor = 2
has_trait = content
}
}
}
}
### Losing Control
ep3_eparch_event.0005 = {
type = character_event
title = ep3_eparch_event.0005.t
desc = ep3_eparch_event.0005.desc
theme = administrative
override_background = {
trigger = { scope:capital = province:496 }
reference = ep3_constantinople
}
override_background = { reference = market }
left_portrait = {
character = root
animation = worry
}
cooldown = { years = 10 }
trigger = {
has_court_position = eparch_court_position
liege = {
capital_province.county ?= {
county_control < 90
}
}
}
weight_multiplier = {
base = 1
modifier = {
capital_province.county ?= {
county_control < 60
}
factor = 1.1
}
modifier = {
capital_province.county ?= {
county_control < 30
}
factor = 1.2
}
}
immediate = {
save_scope_as = eparch
liege = {
save_scope_as = emperor
capital_province = { save_scope_as = capital }
if = {
limit = {
exists = cp:councillor_marshal
NOT = { cp:councillor_marshal = root }
}
cp:councillor_marshal = { save_scope_as = marshal }
}
}
}
option = { # Let's pay for some extra hands to patrol the streets
name = ep3_eparch_event.0005.a
remove_treasury_or_gold = medium_treasury_or_gold_value
if = {
limit = { has_trait = governor }
increase_governance_effect = { VALUE = 4 }
}
scope:emperor = {
send_interface_message = {
type = send_interface_message_good
title = ep3_eparch_event.0005.success_liege
left_icon = scope:capital.county
right_icon = scope:eparch
scope:capital.county = {
change_county_control = 5
}
}
}
stress_impact = {
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 3
has_trait = education_martial
}
modifier = {
factor = 2
has_trait = paranoid
}
modifier = {
factor = 2
has_trait = compassionate
}
modifier = {
factor = 0
has_trait = greedy
}
modifier = { # The AI shouldn't spend gold it doesn't have
factor = 0
short_term_treasury_or_gold < medium_treasury_or_gold_value
}
}
}
option = { # Perhaps we can turn the criminals against each other?
name = ep3_eparch_event.0005.b
duel = {
skill = intrigue
value = decent_skill_rating
50 = { # Success
compare_modifier = {
value = scope:duel_value
multiplier = 2
min = -49
}
desc = ep3_eparch_event.0005.b_success_tt
send_interface_toast = {
title = ep3_eparch_event.0005.b_success
left_icon = scope:capital.county
add_intrigue_lifestyle_xp = medium_lifestyle_xp
scope:emperor = {
send_interface_message = {
type = send_interface_message_good
title = ep3_eparch_event.0005.success_liege
left_icon = scope:capital.county
right_icon = scope:eparch
scope:capital.county = {
change_county_control = 10
}
}
}
}
}
50 = { # Failure
compare_modifier = {
value = scope:duel_value
multiplier = -2
min = -49
}
desc = ep3_eparch_event.0005.b_failure_tt
send_interface_toast = {
title = ep3_eparch_event.0005.b_failure
left_icon = scope:capital.county
scope:emperor = {
send_interface_message = {
type = send_interface_message_bad
title = ep3_eparch_event.0005.failure_liege
left_icon = scope:capital.county
right_icon = scope:eparch
scope:capital.county = {
change_county_control = -5
}
}
}
}
}
}
stress_impact = {
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = deceitful
}
modifier = {
factor = 2
has_trait = vengeful
}
modifier = {
factor = 2
has_trait = arbitrary
}
modifier = {
factor = 0
has_trait = compassionate
}
}
}
option = { # Marshal might be able to help?
name = ep3_eparch_event.0005.c
trigger = {
exists = scope:marshal
}
change_influence = medium_influence_loss
scope:marshal = {
random = {
chance = {
value = 10
add = {
value = scope:marshal.intrigue
multiply = 2
}
max = 90
}
send_interface_toast = {
left_icon = scope:eparch
if = {
limit = {
can_add_hook = {
type = favor_hook
target = scope:eparch
}
}
add_hook = {
type = favor_hook
target = scope:eparch
}
}
}
}
}
scope:emperor = {
send_interface_message = {
type = send_interface_message_good
title = ep3_eparch_event.0005.success_liege
left_icon = scope:capital.county
right_icon = scope:eparch
scope:capital.county = {
change_county_control = 5
}
}
}
stress_impact = {
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = trusting
}
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 2
has_trait = humble
}
modifier = {
factor = 0
has_trait = paranoid
}
}
}
option = { # No need to overreact. The situation is not THAT desperate.
name = ep3_eparch_event.0005.d
eparch_neglecting_duty_effect = yes
stress_impact = {
diligent = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 5
has_trait = lazy
}
modifier = {
factor = 2
has_trait = content
}
modifier = {
factor = 0
has_trait = diligent
}
}
}
}
### Sickness Strikes
ep3_eparch_event.0010 = {
type = character_event
title = ep3_eparch_event.0010.t
desc = ep3_eparch_event.0010.desc
theme = administrative
override_background = {
trigger = { scope:capital = province:496 }
reference = ep3_constantinople
}
override_background = { reference = market }
left_portrait = {
character = root
animation = disbelief
}
cooldown = { years = 10 }
trigger = {
has_court_position = eparch_court_position
liege = {
capital_province ?= {
any_province_epidemic = { count > 0 }
}
}
}
immediate = {
save_scope_as = eparch
liege = {
save_scope_as = emperor
capital_province = { save_scope_as = capital }
}
if = {
limit = {
employs_court_position = court_physician_court_position
}
random_court_position_holder = {
type = court_physician_court_position
save_scope_as = physician
}
}
liege = {
capital_province ?= {
random_province_epidemic = {
weight = {
base = 1
modifier = {
add = 30
outbreak_intensity >= apocalyptic
}
modifier = {
add = 20
outbreak_intensity >= major
}
}
save_scope_as = capital_plague
}
}
}
}
option = { # Drastic measures are required. Quarantine the city!
name = ep3_eparch_event.0010.a
trigger = {
scope:capital = {
any_province_epidemic = {
OR = {
outbreak_intensity = major
outbreak_intensity = apocalyptic
}
}
}
}
remove_treasury_or_gold = major_treasury_or_gold_value
scope:capital = {
every_province_epidemic = {
if = {
limit = {
outbreak_intensity = major
}
set_epidemic_outbreak_intensity = minor
}
else_if = {
limit = {
outbreak_intensity = apocalyptic
}
set_epidemic_outbreak_intensity = major
}
}
}
stress_impact = {
fickle = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 3
has_trait = eccentric
}
modifier = {
factor = 2
has_trait = wrathful
}
modifier = {
factor = 0
has_trait = greedy
}
modifier = { # The AI shouldn't spend gold it doesn't have
factor = 0
short_term_treasury_or_gold < major_treasury_or_gold_value
}
}
}
option = { # Scour the city for physicians and put them to work.
name = ep3_eparch_event.0010.b
change_influence = medium_influence_loss
scope:capital = {
add_province_modifier = {
modifier = ep3_eparch_plague_protection_modifier
years = 20
}
}
stress_impact = {
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = deceitful
}
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 2
has_trait = arbitrary
}
modifier = {
factor = 0.5
has_trait = greedy
}
}
}
option = { # My physician can help!
name = ep3_eparch_event.0010.c
trigger = {
exists = scope:physician
}
scope:physician = {
duel = {
value = decent_skill_rating
localization = duel_aptitude_challenge
10 = { # Success
compare_modifier = {
value = scope:physician.aptitude:court_physician_court_position
multiplier = 20
min = -9
}
desc = ep3_eparch_event.0010.c_success_tt
send_interface_toast = {
title = ep3_eparch_event.0010.c_success
left_icon = scope:capital.county
scope:capital = {
add_province_modifier = {
modifier = ep3_eparch_physician_at_work_modifier
years = 25
}
}
}
}
90 = { # Failure
compare_modifier = {
value = scope:physician.aptitude:court_physician_court_position
multiplier = -20
min = -89
}
desc = ep3_eparch_event.0010.c_failure_tt
send_interface_toast = {
title = ep3_eparch_event.0010.c_failure
left_icon = scope:capital.county
root = { change_influence = major_influence_loss }
}
}
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = generous
}
modifier = {
factor = 1.5
has_trait = diligent
}
modifier = {
factor = 0.5
has_trait = greedy
}
}
}
option = { # A slight cough isn't going to kill anyone...
name = ep3_eparch_event.0010.d
eparch_neglecting_duty_effect = yes
stress_impact = {
diligent = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = arbitrary
}
modifier = {
factor = 2
has_trait = cynical
}
modifier = {
factor = 2
has_trait = sadistic
}
modifier = {
factor = 2
has_trait = callous
}
modifier = {
factor = 0
OR = {
has_trait = diligent
has_trait = compassionate
}
}
}
}
}
### University Needs Teachers
ep3_eparch_event.0015 = {
type = character_event
title = ep3_eparch_event.0015.t
desc = ep3_eparch_event.0015.desc
theme = administrative
override_background = {
trigger = { scope:capital = province:496 }
reference = ep3_constantinople
}
override_background = { reference = bp2_university }
left_portrait = {
character = root
animation = reading
}
lower_left_portrait = scope:teacher_my_house
lower_center_portrait = scope:teacher_powerful_family
lower_right_portrait = scope:teacher_local_scholar
cooldown = { years = 10 }
trigger = {
has_court_position = eparch_court_position
liege = {
capital_province ?= {
is_higher_studies_location = yes
}
}
}
immediate = {
save_scope_as = eparch
liege = {
save_scope_as = emperor
capital_province = {
save_scope_as = capital
save_scope_as = location # For the teacher trigger used below
}
}
# Look for and save suitable candidates
# Find a candidate within root's own house
house = {
random_house_member = {
limit = {
is_courtier = yes
liege = { # It's your direct courtier or the courtier of an AI character
OR = {
this = scope:eparch
is_ai = yes
}
}
any_heir_title = { count < 1 } # Is not an heir to any titles
is_available_adult_education_teacher = yes # Is a suitable teacher
}
save_scope_as = teacher_my_house
}
}
# Find a candidate from a powerful family
liege = {
random_powerful_family = {
limit = {
NOR = {
this = scope:eparch.house
this = scope:emperor.house
}
any_house_member = {
is_courtier = yes
liege = { is_ai = yes } # Is a courtier of an AI character
any_heir_title = { count < 1 } # Is not an heir to any titles
is_available_adult_education_teacher = yes # Is a suitable teacher
}
}
random_house_member = {
limit = {
is_courtier = yes
liege = { is_ai = yes } # Is a courtier of an AI character
any_heir_title = { count < 1 } # Is not an heir to any titles
is_available_adult_education_teacher = yes # Is a suitable teacher
}
save_scope_as = teacher_powerful_family
house.house_head = { save_scope_as = powerful_house_head }
}
}
}
# Find/create a local scholar
if = {
limit = {
any_pool_character = {
province = scope:capital
is_available_adult_education_teacher = yes
NOR = {
has_character_flag = teacher_1
has_character_flag = teacher_2
}
}
}
random_pool_character = {
province = scope:capital
limit = {
is_available_adult_education_teacher = yes
NOR = {
has_character_flag = teacher_1
has_character_flag = teacher_2
}
}
save_scope_as = teacher_local_scholar
}
}
else = {
create_character = {
# Below is based on the adult_education_teacher template
age = { 35 75 }
random_traits_list = {
count = 1
education_diplomacy_4 = {}
education_martial_4 = {}
education_stewardship_4 = {}
education_intrigue_4 = {}
education_learning_4 = {}
education_diplomacy_5 = {}
education_martial_5 = {}
education_stewardship_5 = {}
education_intrigue_5 = {}
education_learning_5 = {}
}
diplomacy = {
min_template_average_skill
max_template_decent_skill
}
martial = {
min_template_average_skill
max_template_decent_skill
}
stewardship = {
min_template_average_skill
max_template_decent_skill
}
intrigue = {
min_template_average_skill
max_template_decent_skill
}
learning = {
min_template_average_skill
max_template_decent_skill
}
random_traits = yes
dynasty = none
faith = scope:capital.faith
culture = scope:capital.culture
gender_female_chance = {
if = {
limit = { scope:capital.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { scope:capital.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
location = scope:capital
save_scope_as = teacher_local_scholar
}
}
}
option = { # As it happens, I know the perfect candidate!
name = ep3_eparch_event.0015.a
trigger = {
exists = scope:teacher_my_house
}
remove_treasury_or_gold = major_treasury_or_gold_value
house = {
add_house_modifier = {
modifier = ep3_eparch_university_influence_modifier
years = 25
}
}
scope:teacher_my_house = {
save_scope_as = teacher_tt
custom_tooltip = {
text = teacher_moves_to_capital_tt
move_to_pool_at = scope:capital
add_character_flag = teacher_1
}
}
stress_impact = {
greedy = minor_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
factor = 5
has_trait = family_first
}
modifier = {
factor = 3
has_trait = ambitious
}
modifier = {
factor = 2
has_trait = arrogant
}
modifier = {
factor = 2
has_trait = just
scope:teacher_my_house.sum_of_all_skills_value > scope:teacher_powerful_family.sum_of_all_skills_value
scope:teacher_my_house.sum_of_all_skills_value > scope:teacher_local_scholar.sum_of_all_skills_value
}
modifier = {
factor = 0.5
has_trait = honest
}
modifier = { # The AI shouldn't spend gold it doesn't have
factor = 0
short_term_treasury_or_gold < major_treasury_or_gold_value
}
}
}
option = { # The X family has a worthy candidate.
name = ep3_eparch_event.0015.b
trigger = {
exists = scope:teacher_powerful_family
}
if = {
limit = {
can_add_hook = {
target = scope:powerful_house_head
type = favor_hook
}
}
add_hook = {
target = scope:powerful_house_head
type = favor_hook
}
}
scope:powerful_house_head = {
add_opinion = {
modifier = respect_opinion
opinion = 20
target = scope:eparch
}
send_interface_message = {
type = msg_admin_eparch_with_text_good
title = ep3_eparch_event.0015.b.msg.t
desc = ep3_eparch_event.0015.b.msg.desc
left_icon = scope:eparch
right_icon = scope:teacher_powerful_family
change_influence = medium_influence_gain
house = {
add_house_modifier = {
modifier = ep3_eparch_university_influence_modifier
years = 25
}
}
}
}
scope:teacher_powerful_family = {
save_scope_as = teacher_tt
custom_tooltip = {
text = teacher_moves_to_capital_tt
move_to_pool_at = scope:capital
add_character_flag = teacher_1
}
}
stress_impact = {
paranoid = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = trusting
}
modifier = {
factor = 2
has_trait = just
scope:teacher_powerful_family.sum_of_all_skills_value > scope:teacher_my_house.sum_of_all_skills_value
scope:teacher_powerful_family.sum_of_all_skills_value > scope:teacher_local_scholar.sum_of_all_skills_value
}
modifier = {
factor = 0
has_trait = paranoid
}
}
}
option = { # There is bound to be a scholar I can hire within the city
name = ep3_eparch_event.0015.c
remove_treasury_or_gold = medium_treasury_or_gold_value
scope:teacher_local_scholar = {
save_scope_as = teacher_tt
custom_tooltip = {
text = teacher_moves_to_capital_tt
add_character_flag = teacher_1
}
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = just
scope:teacher_local_scholar.sum_of_all_skills_value > scope:teacher_my_house.sum_of_all_skills_value
scope:teacher_local_scholar.sum_of_all_skills_value > scope:teacher_powerful_family.sum_of_all_skills_value
}
modifier = {
factor = 2
has_trait = humble
}
modifier = { # The AI shouldn't spend gold it doesn't have
factor = 0
short_term_treasury_or_gold < medium_treasury_or_gold_value
}
}
}
option = { # Actually. How about you come work for me?
name = ep3_eparch_event.0015.d
trigger = {
NOT = { exists = scope:teacher_my_house }
}
change_influence = medium_influence_loss
add_courtier = scope:teacher_local_scholar
eparch_neglecting_duty_effect = yes
ai_chance = {
base = 10
modifier = {
factor = 2
has_trait = greedy
}
modifier = {
factor = 2
has_trait = arbitrary
}
modifier = {
factor = 2
has_trait = deceitful
}
modifier = {
factor = 0
has_trait = content
}
modifier = { # The AI shouldn't spend influence it doesn't have
factor = 0
influence < medium_influence_value
}
}
}
option = { # They will have to make do for now.
name = ep3_eparch_event.0015.e
eparch_neglecting_duty_effect = yes
ai_chance = {
base = 10
modifier = {
factor = 3
has_trait = lazy
}
modifier = {
factor = 0
has_trait = diligent
}
}
}
}
### For Services Rendered
ep3_eparch_event.0020 = {
type = character_event
title = ep3_eparch_event.0020.t
desc = {
desc = ep3_eparch_event.0020.desc_intro
first_valid = {
triggered_desc = {
trigger = {
exists = scope:reward_gold
}
desc = ep3_eparch_event.0020.desc_gold
}
triggered_desc = {
trigger = {
exists = scope:reward_artifact
}
desc = ep3_eparch_event.0020.desc_artifact
}
triggered_desc = {
trigger = {
exists = scope:reward_hook_removal
}
desc = ep3_eparch_event.0020.desc_hook_removal
}
triggered_desc = {
trigger = {
exists = scope:reward_emperor_hook
}
desc = ep3_eparch_event.0020.desc_emperor_hook
}
}
}
theme = administrative
override_background = { reference = corridor_night }
left_portrait = {
character = root
animation = happiness
}
right_portrait = {
character = scope:emperor
triggered_animation = {
trigger = {
exists = scope:reward_gold
}
animation = betting
}
triggered_animation = {
trigger = {
exists = scope:reward_artifact
}
animation = inspect_weapon
}
triggered_animation = {
trigger = {
exists = scope:reward_hook_removal
}
animation = toast
}
triggered_animation = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
animation = acknowledging # anim uses crucifix scepter
}
animation = war_over_tie
}
lower_right_portrait = scope:peer_with_hook
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
cooldown = { years = 20 }
trigger = {
has_court_position = eparch_court_position
}
weight_multiplier = {
base = 1
modifier = { # Neglecting your duty reduces the chance to receive rewards
add = {
value = var:eparch_neglecting_duty
multiply = -1 # To make this a negative value
divide = 100 # To make the value fit the scale
min = -0.8
}
exists = var:eparch_neglecting_duty
}
}
immediate = {
save_scope_as = eparch
liege = {
save_scope_as = emperor
capital_province = {
save_scope_as = capital
}
}
# Generate a reward
hidden_effect = {
random_list = {
10 = { # Gold
save_scope_as = reward_gold
}
10 = { # Artifact
save_scope_as = reward_artifact
random_list = { # Randomize the artifact type
10 = {
create_artifact_weapon_effect = { OWNER = root CREATOR = scope:emperor SET_WEAPON_TYPE = flag:artifact_weapon_type_axe }
}
10 = {
create_artifact_weapon_effect = { OWNER = root CREATOR = scope:emperor SET_WEAPON_TYPE = flag:artifact_weapon_type_mace }
}
10 = {
create_artifact_weapon_effect = { OWNER = root CREATOR = scope:emperor SET_WEAPON_TYPE = flag:artifact_weapon_type_sword }
}
10 = {
create_artifact_armor_effect = { OWNER = root CREATOR = scope:emperor SET_ARMOR_TYPE = flag:no }
}
10 = {
create_artifact_regalia_effect = { OWNER = root SMITH = scope:emperor }
}
10 = {
create_artifact_crown_effect = { OWNER = root SMITH = scope:emperor }
}
10 = {
create_artifact_brooch_effect = { OWNER = root SMITH = scope:emperor }
}
}
}
10 = { # Hook Removal
trigger = {
liege = {
any_vassal = {
has_usable_hook = root
is_ai = yes
}
}
}
save_scope_as = reward_hook_removal
liege = {
random_vassal = {
limit = {
has_usable_hook = root
is_ai = yes
}
save_scope_as = peer_with_hook
}
}
}
10 = { # Gain hook on emperor
trigger = {
can_add_hook = {
target = scope:emperor
type = favor_hook
}
}
save_scope_as = reward_emperor_hook
}
}
}
}
option = {
name = ep3_eparch_event.0020.a
# We apply the actual effects here, instead of in the immediate, because it looks better in-game
if = { # Add the gold
limit = {
exists = scope:reward_gold
}
add_gold = major_gold_value
}
if = { # We create the artifact above, but let's make sure we show it
limit = {
exists = scope:newly_created_artifact
}
scope:newly_created_artifact = {
show_as_tooltip = {
set_owner = root
}
}
}
if = { # Spend the hook on the peer-vassal
limit = {
exists = scope:reward_hook_removal
}
scope:peer_with_hook ?= {
use_hook = root
}
}
if = { # Add hook on emperor
limit = {
exists = scope:reward_emperor_hook
}
add_hook = {
target = scope:emperor
type = favor_hook
}
}
ai_chance = {
base = 10
}
}
}
### Eparch: Neglect of Duty
ep3_eparch_event.9000 = {
type = character_event
title = ep3_eparch_event.9000.t
desc = ep3_eparch_event.9000.desc
theme = emperor
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = anger
}
right_portrait = {
character = scope:eparch
animation = shame
}
trigger = {
employs_court_position = eparch_court_position
OR = {
NOT = { exists = var:eparch_neglecting_duty }
AND = {
exists = var:eparch_neglecting_duty
var:eparch_neglecting_duty <= 10
}
}
}
immediate = {
# Let's make sure we have all of our scopes
if = {
limit = {
NOT = { exists = scope:eparch }
}
random_court_position_holder = {
type = eparch_court_position
save_scope_as = eparch
}
}
if = {
limit = {
NOT = { exists = scope:emperor }
}
save_scope_as = emperor
}
if = {
limit = {
NOT = { exists = scope:capital }
}
capital_province = { save_scope_as = capital }
}
}
option = { # Unacceptable! Have them fired at once!
name = ep3_eparch_event.9000.a
show_as_tooltip = {
revoke_court_position = {
recipient = scope:eparch
court_position = eparch_court_position
}
scope:eparch = {
change_influence = massive_influence_loss
}
}
add_dread = 10
if = {
limit = {
scope:eparch = { has_hook = root }
}
custom_tooltip = eparch_hook_warning
change_influence = major_influence_loss
}
scope:eparch = {
save_scope_as = eparch_is_fired
trigger_event = ep3_eparch_event.9001
}
stress_impact = {
compassionate = medium_stress_impact_gain
forgiving = minor_stress_impact_gain
wrathful = minor_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
factor = 3
has_trait = wrathful
}
modifier = {
factor = 3
has_trait = vengeful
}
modifier = {
factor = 2
has_trait = callous
}
modifier = {
factor = 2
has_trait = impatient
}
modifier = {
factor = 0
has_trait = compassionate
}
modifier = {
factor = 0
scope:eparch = { has_hook = root }
}
}
}
option = { # Consider this a warning. But you will owe me!
name = ep3_eparch_event.9000.b
change_influence = medium_influence_gain
show_as_tooltip = {
if = { # If the eparch has a hook on us, spend that hook
limit = {
scope:eparch = { has_hook = root }
}
scope:eparch = { use_hook = root }
}
else_if = { # Otherwise, let's add a hook on the eparch if we can
limit = {
can_add_hook = {
type = favor_hook
target = scope:eparch
}
}
add_hook = {
type = favor_hook
target = scope:eparch
}
}
}
scope:eparch = {
save_scope_as = eparch_is_warned
trigger_event = ep3_eparch_event.9001
}
stress_impact = {
honest = minor_stress_impact_gain
}
ai_chance = {
base = 20
modifier = {
factor = 4
has_trait = deceitful
}
modifier = {
factor = 2
has_trait = patient
}
modifier = {
factor = 2
has_trait = arbitrary
}
modifier = {
factor = 0
has_trait = honest
}
}
}
option = { # I will turn a blind eye to this. For now.
name = ep3_eparch_event.9000.c
scope:eparch = {
save_scope_as = eparch_gets_away_with_it
trigger_event = ep3_eparch_event.9001
}
stress_impact = {
vengeful = medium_stress_impact_gain
just = minor_stress_impact_gain
}
ai_chance = {
base = 20
modifier = {
factor = 4
has_trait = trusting
}
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 2
has_trait = humble
}
modifier = {
factor = 1.5
has_trait = craven
}
modifier = {
factor = 1.5
has_trait = shy
}
modifier = {
factor = 0
OR = {
has_trait = vengeful
has_trait = just
}
}
}
}
}
# Notify Eparch of liege's action
ep3_eparch_event.9001 = {
type = character_event
title = ep3_eparch_event.9000.t
desc = {
triggered_desc = {
trigger = {
OR = {
exists = scope:eparch_is_fired
exists = scope:eparch_is_warned
}
}
desc = ep3_eparch_event.9001.intro
}
first_valid = {
triggered_desc = {
trigger = {
exists = scope:eparch_is_fired
}
desc = ep3_eparch_event.9001.desc_fired
}
triggered_desc = {
trigger = {
exists = scope:eparch_is_warned
}
desc = ep3_eparch_event.9001.desc_warned
}
desc = ep3_eparch_event.9001.desc_nothing
}
}
theme = administrative
override_background = { reference = throne_room_scope }
left_portrait = {
character = root
triggered_animation = {
trigger = {
exists = scope:eparch_is_fired
}
animation = stress
}
triggered_animation = {
trigger = {
exists = scope:eparch_is_warned
}
animation = worry
}
animation = shame
}
right_portrait = {
character = scope:emperor
triggered_animation = {
trigger = {
exists = scope:eparch_is_fired
}
animation = dismissal
}
triggered_animation = {
trigger = {
exists = scope:eparch_is_warned
}
animation = scheme
}
animation = disapproval
}
trigger = {
scope:emperor = { is_alive = yes }
scope:eparch = { is_alive = yes }
}
immediate = {
scope:emperor = { save_scope_as = background_throne_room_scope }
}
option = { # What? FIRED!?
name = ep3_eparch_event.9001.a
trigger = {
exists = scope:eparch_is_fired
}
change_influence = massive_influence_loss
scope:emperor = {
revoke_court_position = {
recipient = scope:eparch
court_position = eparch_court_position
}
}
}
option = { # Well, that could have ended much worse I suppose.
name = ep3_eparch_event.9001.b
trigger = {
exists = scope:eparch_is_warned
}
if = { # If the eparch has a hook on the emperor, spend that hook
limit = {
has_hook = scope:emperor
}
use_hook = scope:emperor
}
else_if = { # Otherwise, let's add a hook on the eparch if we can
limit = {
scope:emperor = {
can_add_hook = {
type = favor_hook
target = scope:eparch
}
}
}
scope:emperor = {
add_hook = {
type = favor_hook
target = scope:eparch
}
}
}
}
option = { # I can consider myself lucky.
name = ep3_eparch_event.9001.c
trigger = {
NOR = {
exists = scope:eparch_is_fired
exists = scope:eparch_is_warned
}
}
change_influence = minor_influence_gain
}
}