N3OW/events/dlc/ep3/ep3_governor_yearly_3.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = ep3_governor_yearly
##################################################
# EP3 Governor Events
# by Jason Cantalini
#####################################
# Pastures New #
# by Jason Cantalini #
# 3001 #
#####################################
#Your newly bought lands and the poor local governor inspire you to... avarice
ep3_governor_yearly.3001 = {
type = character_event
title = ep3_governor_yearly.3001.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
NOT = { has_trait = cynical }
}
desc = ep3_governor_yearly.3001.desc_christian
}
desc = ep3_governor_yearly.3001.desc_other
}
desc = ep3_governor_yearly.3001.desc_mid
first_valid = {
triggered_desc = {
trigger = {
culture = { has_cultural_pillar = language_greek }
}
desc = ep3_governor_yearly.3001.desc_greek
}
desc = ep3_governor_yearly.3001.desc_non_greek
}
desc = ep3_governor_yearly.3001.desc
first_valid = {
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_garden
}
desc = ep3_governor_yearly.3001.desc_garden
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_garden_leisure
}
desc = ep3_governor_yearly.3001.desc_garden_leisure
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_garden_fruit
}
desc = ep3_governor_yearly.3001.desc_garden_fruit
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_grazing_land
}
desc = ep3_governor_yearly.3001.desc_grazing_land
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_horse_pasture
}
desc = ep3_governor_yearly.3001.desc_horse_pasture
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_camel_pasture
}
desc = ep3_governor_yearly.3001.desc_camel_pasture
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_grain_field
}
desc = ep3_governor_yearly.3001.desc_grain_field
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_vineyard
}
desc = ep3_governor_yearly.3001.desc_vineyard
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_olive
}
desc = ep3_governor_yearly.3001.desc_olive
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_silk
}
desc = ep3_governor_yearly.3001.desc_silk
}
triggered_desc = {
trigger = {
has_character_flag = domicile_new_built_tea
}
desc = ep3_governor_yearly.3001.desc_tea
}
}
}
theme = administrative
override_background = {
trigger = {
OR = {
has_character_flag = domicile_new_built_garden
has_character_flag = domicile_new_built_garden_leisure
has_character_flag = domicile_new_built_garden_fruit
}
}
reference = garden
}
override_background = {
trigger = {
OR = {
has_character_flag = domicile_new_built_garden
has_character_flag = domicile_new_built_garden_leisure
has_character_flag = domicile_new_built_garden_fruit
}
}
reference = garden
}
override_background = {
trigger = {
OR = {
has_character_flag = domicile_new_built_grazing_land
has_character_flag = domicile_new_built_horse_pasture
has_character_flag = domicile_new_built_camel_pasture
}
scope:root_domicile_province = {
OR = {
terrain = drylands
terrain = desert
terrain = desert_mountains
terrain = oasis
terrain = floodplains
}
}
}
reference = drylands
}
override_background = {
trigger = {
OR = {
has_character_flag = domicile_new_built_grazing_land
has_character_flag = domicile_new_built_horse_pasture
has_character_flag = domicile_new_built_camel_pasture
}
scope:root_domicile_province = {
OR = {
terrain = plains
terrain = farmlands
terrain = wetlands
terrain = jungle
}
}
}
reference = plains
}
override_background = {
trigger = {
OR = {
has_character_flag = domicile_new_built_grazing_land
has_character_flag = domicile_new_built_horse_pasture
has_character_flag = domicile_new_built_camel_pasture
}
scope:root_domicile_province = {
OR = {
terrain = mountains
terrain = hills
terrain = forest
terrain = taiga
}
}
}
reference = ep2_travel_settlement_hills
}
#Farm/orchard type ones
override_background = {
trigger = {
NOR = {
has_character_flag = domicile_new_built_grazing_land
has_character_flag = domicile_new_built_horse_pasture
has_character_flag = domicile_new_built_camel_pasture
has_character_flag = domicile_new_built_garden
has_character_flag = domicile_new_built_garden_leisure
has_character_flag = domicile_new_built_garden_fruit
}
scope:root_domicile_province = {
OR = {
terrain = desert
terrain = desert_mountains
terrain = drylands
terrain = oasis
terrain = floodplains
}
}
}
reference = ep2_travel_settlement_desert
}
override_background = {
trigger = {
NOR = {
has_character_flag = domicile_new_built_grazing_land
has_character_flag = domicile_new_built_horse_pasture
has_character_flag = domicile_new_built_camel_pasture
has_character_flag = domicile_new_built_garden
has_character_flag = domicile_new_built_garden_leisure
has_character_flag = domicile_new_built_garden_fruit
}
scope:root_domicile_province = {
NOR = {
terrain = desert
terrain = desert_mountains
terrain = drylands
terrain = oasis
terrain = floodplains
}
}
}
reference = ep2_travel_settlement_farm
}
left_portrait = {
character = root
animation = happy_teacher
}
lower_right_portrait = {
character = scope:governor
}
cooldown = {
years = 10
}
trigger = {
has_ep3_dlc_trigger = yes
government_has_flag = government_is_administrative
any_held_title = {
is_noble_family_title = yes
}
domicile.domicile_location.county.holder = {
government_has_flag = government_is_administrative
governor_efficiency <= 0.75
NOR = {
this = root
liege ?= root
top_liege = root
this = root.top_liege
is_at_war_with = root
root = {
has_dread_level_towards = {
target = prev
level >= 2
}
}
}
highest_held_title_tier >= root.highest_held_title_tier
highest_held_title_tier >= tier_duchy
}
is_available_allow_travelling = yes
age >= 14
}
immediate = {
domicile.domicile_location = {
save_scope_as = root_domicile_province
duchy = {
save_scope_as = target_theme
}
}
domicile.domicile_location.county.holder = {
save_scope_as = governor
}
save_scope_as = landlord
}
#The governor is useless! Time to snap up lots of land
option = {
name = ep3_governor_yearly.3001.a
flavor = ep3_governor_yearly.3001.a.flavor
custom_tooltip = ep3_governor_yearly.3001.a_govs_low
change_influence = minor_influence_loss
remove_short_term_gold = medium_gold_value
#Gotta be a shark if you want hella real domicile
duel = {
skills = { stewardship intrigue }
target = scope:governor
60 = { #The governor is useless and you are a great landlord
desc = ep3_governor_yearly.3001.a_success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -59
}
modifier = {
influence_level >= 3
add = 20
}
modifier = {
influence_level >= 4
add = 40
}
modifier = {
governor_efficiency >= 1.25
add = 20
}
send_interface_toast = {
title = ep3_governor_yearly.3001.a_success
left_icon = root
right_icon = scope:governor
house = {
add_house_modifier = {
modifier = vast_tracts_of_land_modifier
years = 50
}
}
if = {
limit = {
has_lifestyle = intrigue_lifestyle
}
add_intrigue_lifestyle_xp = medium_lifestyle_xp
}
else = {
add_stewardship_lifestyle_xp = medium_lifestyle_xp
}
}
}
40 = { #You look like a treasonous fool
desc = ep3_governor_yearly.3001.a_failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -39
}
modifier = {
influence_level <= 1
add = 20
}
modifier = {
governor_efficiency <= 0.75
add = 20
}
send_interface_toast = {
title = ep3_governor_yearly.3001.a_failure
left_icon = root
right_icon = scope:governor
add_prestige = minor_prestige_loss
custom_tooltip = ep3_governor_yearly.3001.b_gov_response
#governor chooses how to react
scope:governor = {
trigger_event = {
id = ep3_governor_yearly.3002
days = 30
}
}
}
#keep track of how much land the governor notices missing
add_character_flag = vast_lands_stolen
}
}
stress_impact = {
greedy = minor_stress_impact_loss
content = major_stress_impact_gain
humble = medium_stress_impact_gain
just = major_stress_impact_gain
generous = minor_stress_impact_gain
patient = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = 1
ai_boldness = 1
ai_honor = -1
}
modifier = {
add = -100
OR = {
intrigue <= low_skill_rating
stewardship <= low_skill_rating
AND = {
intrigue <= medium_skill_rating
stewardship <= medium_skill_rating
}
}
}
modifier = {
add = 100
OR = {
intrigue >= very_high_skill_rating
stewardship >= very_high_skill_rating
AND = {
intrigue >= decent_skill_rating
stewardship >= decent_skill_rating
}
}
}
modifier = {
add = -100
scope:governor = {
OR = {
intrigue >= very_high_skill_rating
stewardship >= very_high_skill_rating
AND = {
intrigue >= medium_skill_rating
stewardship >= medium_skill_rating
}
}
}
}
modifier = {
add = -100
scope:governor = {
OR = {
intrigue <= low_skill_rating
stewardship <= low_skill_rating
AND = {
intrigue <= medium_skill_rating
stewardship <= medium_skill_rating
}
}
}
}
modifier = {
factor = 0
OR = {
has_trait = content
has_trait = humble
has_trait = just
has_trait = generous
has_trait = patient
short_term_gold <= medium_gold_value
AND = {
intrigue <= low_skill_rating
stewardship <= low_skill_rating
}
}
}
}
}
#Sneak yourself some tenants you maybe shouldn't get
option = {
name = ep3_governor_yearly.3001.b
flavor = ep3_governor_yearly.3001.b.flavor
house = {
add_house_modifier = {
modifier = productive_lands_modifier
years = 50
}
}
if = {
limit = {
has_lifestyle = intrigue_lifestyle
}
add_intrigue_lifestyle_xp = minor_lifestyle_xp
}
else = {
add_stewardship_lifestyle_xp = minor_lifestyle_xp
}
remove_short_term_gold = minor_gold_value
change_influence = miniscule_influence_loss
custom_tooltip = ep3_governor_yearly.3001.b_gov_response
#governor chooses how to react
scope:governor = {
trigger_event = {
id = ep3_governor_yearly.3002
days = 30
}
}
stress_impact = {
content = medium_stress_impact_gain
humble = medium_stress_impact_gain
just = medium_stress_impact_gain
patient = miniscule_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = 1
ai_boldness = 1
ai_honor = -1
}
modifier = {
factor = 0
OR = {
has_trait = content
has_trait = humble
has_trait = just
has_trait = patient
}
}
}
}
#Offer help to the governor to stop other landlords
option = {
name = ep3_governor_yearly.3001.c
flavor = ep3_governor_yearly.3001.c.flavor
change_influence = minor_influence_gain
increase_governance_effect = { VALUE = 10 }
scope:governor = {
increase_governance_effect = { VALUE = 5 }
}
reverse_add_opinion = {
target = scope:governor
modifier = grateful_opinion
opinion = 20
}
stress_impact = {
greedy = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
arrogant = miniscule_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = -1
ai_boldness = -1
ai_honor = 1
}
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = arbitrary
has_trait = ambitious
has_trait = arrogant
}
}
}
}
}
#####################################
# Taxpayers to Tenants #
# by Jason Cantalini #
# 3002 #
#####################################
scripted_trigger ep3_governor_yearly_3002_tax_farmer_trigger = {
age >= 18
is_available = yes
save_temporary_scope_as = tax_farmer
root.faith = {
has_dominant_ruling_gender = scope:tax_farmer
}
NOT = {
this = root.cp:councillor_court_chaplain
}
}
#A landholder is snapping up your taxpayers' properties!
ep3_governor_yearly.3002 = {
type = character_event
title = ep3_governor_yearly.3002.t
desc = {
desc = ep3_governor_yearly.3002.desc
first_valid = {
triggered_desc = {
trigger = {
scope:tax_farmer.culture = { has_cultural_pillar = language_greek }
}
desc = ep3_governor_yearly.3002_insult_greek
}
triggered_desc = {
trigger = {
scope:tax_farmer.culture = { has_cultural_pillar = language_armenian }
scope:landlord = {
is_female = no
}
}
desc = ep3_governor_yearly.3002_insult_armenian
}
desc = ep3_governor_yearly.3002_insult_generic
}
desc = ep3_governor_yearly.3002.desc_mid
first_valid = {
triggered_desc = {
trigger = {
scope:landlord = { has_character_flag = vast_lands_stolen }
}
desc = ep3_governor_yearly.3002_half_duchy
}
desc = ep3_governor_yearly.3002_some_of_duchy
}
desc = ep3_governor_yearly.3002.desc_outro
}
theme = administrative
override_background = {
reference = study
}
left_portrait = {
character = root
animation = reading
camera = camera_event_left_forward
}
right_portrait = {
character = scope:tax_farmer
animation = debating
}
lower_right_portrait = {
character = scope:landlord
}
trigger = {
scope:landlord = {
is_alive = yes
}
}
immediate = {
#need to grab some mook to be the face of tax collection
if = {
limit = {
any_vassal_or_below = {
OR = {
any_held_title = {
this = scope:root_domicile_province.barony
}
any_vassal = {
any_held_title = {
this = scope:root_domicile_province.barony
}
}
}
age >= 18
is_available = yes
NOR = {
government_has_flag = government_is_theocracy
this = root.cp:councillor_court_chaplain
this = scope:landlord
}
}
}
random_vassal_or_below = {
limit = {
OR = {
any_held_title = {
this = scope:root_domicile_province.barony
}
any_vassal = {
any_held_title = {
this = scope:root_domicile_province.barony
}
}
}
age >= 18
is_available = yes
NOR = {
government_has_flag = government_is_theocracy
this = root.cp:councillor_court_chaplain
this = scope:landlord
}
}
save_scope_as = tax_farmer
}
}
if = {
limit = {
NOT = {
exists = scope:tax_farmer
}
}
top_liege = {
random_vassal = {
limit = {
is_landless_administrative = yes
age >= 18
is_available = yes
this != scope:landlord
domicile.domicile_location.duchy = {
this = scope:target_theme
}
}
save_scope_as = tax_farmer
}
}
}
if = {
limit = {
NOT = {
exists = scope:tax_farmer
}
}
random_courtier_or_guest = {
limit = { ep3_governor_yearly_3002_tax_farmer_trigger = yes }
save_scope_as = tax_farmer
}
}
if = {
limit = {
NOT = {
exists = scope:tax_farmer
}
}
random_pool_character = {
province = root.capital_province
limit = { ep3_governor_yearly_3002_tax_farmer_trigger = yes }
save_scope_as = tax_farmer
}
}
if = {
limit = {
NOT = {
exists = scope:tax_farmer
}
}
create_character = {
template = estate_owner_character
location = root.capital_province
save_scope_as = tax_farmer
}
scope:tax_farmer = {
add_character_flag = temp_character
}
}
}
#I HAVE THE INFLUENCE TO SEE HIS ASS PUT IN JAIL
option = {
trigger = {
OR = {
influence_level >= 3
scope:landlord = {
is_landed = no
}
}
}
name = ep3_governor_yearly.3002.a
flavor = ep3_governor_yearly.3002.a.flavor
reason = influence_level
#You have to exert yourself more to frame someone who didn't grab much land
if = {
limit = {
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
change_influence = minor_influence_loss
}
else = {
change_influence = medium_influence_loss
}
#downgrade the landlord's lands from what they should be - will be actually changed in mirror event
if = {
limit = {
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
show_as_tooltip = {
scope:landlord.house = {
add_house_modifier = {
modifier = productive_lands_modifier
years = 50
}
}
}
}
else = {
show_as_tooltip = {
scope:landlord.house = {
add_house_modifier = {
modifier = some_smallholds_modifier
years = 50
}
}
}
}
#He's a criminal now
add_opinion = {
modifier = stolen_land_opinion
target = scope:landlord
}
if = {
limit = {
can_set_relation_rival_trigger = { CHARACTER = scope:landlord }
}
if = {
limit = { has_relation_potential_rival = scope:landlord
}
add_character_flag = governor_becomes_rival
}
else = {
add_character_flag = governor_becomes_potential_rival
show_as_tooltip = {
progress_towards_rival_effect = {
REASON = rival_accused_of_stealing_land
CHARACTER = scope:landlord
OPINION = 0
}
}
reverse_add_opinion = {
modifier = angry_opinion
target = scope:landlord
opinion = -30
}
}
}
else = {
reverse_add_opinion = {
target = scope:landlord
modifier = angry_opinion
opinion = -30
}
}
add_character_flag = governor_accuses_crime
stress_impact = {
vengeful = minor_stress_impact_loss
just = medium_stress_impact_gain
honest = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
humble = miniscule_stress_impact_gain
}
ai_chance = {
base = 5
ai_value_modifier = {
ai_honor = -1
ai_vengefulness = 1
}
modifier = {
factor = 3
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
modifier = {
factor = 0
OR = {
has_trait = just
has_trait = honest
has_trait = forgiving
has_trait = compassionate
has_trait = patient
has_trait = humble
influence <= minor_influence_value
}
}
}
}
#You're gonna be mean to the peasants regardless
option = {
trigger = {
OR = {
dread >= 40
has_trait = sadistic
has_trait = arbitrary
}
}
name = ep3_governor_yearly.3002.b
flavor = ep3_governor_yearly.3002.b.flavor
scope:root_domicile_province.county = {
add_county_modifier = {
modifier = taxed_and_pressganged_tenants_modifier
years = 10
}
}
add_dread = minor_dread_gain
add_character_flag = governor_uses_force
#downgrade landlord's new lands again
if = {
limit = {
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
show_as_tooltip = {
scope:landlord.house = {
add_house_modifier = {
modifier = productive_lands_modifier
years = 50
}
}
}
}
else = {
show_as_tooltip = {
scope:landlord.house = {
add_house_modifier = {
modifier = some_smallholds_modifier
years = 50
}
}
}
}
stress_impact = {
compassionate = medium_stress_impact_gain
content = minor_stress_impact_gain
generous = minor_stress_impact_gain
forgiving = medium_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_compassion = -1
ai_vengefulness = 1
}
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = content
has_trait = generous
has_trait = forgiving
has_trait = just
}
}
}
}
#You can try to make a scandal of this to save some face
option = {
name = ep3_governor_yearly.3002.c
flavor = ep3_governor_yearly.3002.c.flavor
#governor loses more or less governor efficiency based on scale of lands
#Show correct amount of lands that landlord got
if = {
limit = {
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
add_character_flag = {
flag = ep3_governor_yearly_3002_landlord_wins
years = 10
}
custom_tooltip = ep3_governor_yearly.3000_governance_loss
show_as_tooltip = {
scope:landlord.house = {
add_house_modifier = {
modifier = vast_tracts_of_land_modifier
years = 50
}
}
}
}
else = {
add_character_flag = {
flag = ep3_governor_yearly_3002_landlord_fight
years = 10
}
custom_tooltip = ep3_governor_yearly.3000_miniscule_governance_loss
show_as_tooltip = {
scope:landlord.house = {
add_house_modifier = {
modifier = productive_lands_modifier
years = 50
}
}
}
}
#Embarrass the landlord
scope:landlord = {
add_prestige = minor_prestige_loss
}
reverse_add_opinion = {
modifier = annoyed_opinion
target = scope:landlord
opinion = -20
}
add_character_flag = governor_scandalizes
stress_impact = {
forgiving = minor_stress_impact_gain
generous = miniscule_stress_impact_gain
arbitrary = miniscule_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_vengefulness = 0.5
ai_honor = 0.5
}
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = arbitrary
has_trait = forgiving
}
}
}
}
#Well played, landholder. Well played.
option = {
name = ep3_governor_yearly.3002.d
flavor = ep3_governor_yearly.3002.d.flavor
#governor loses more or less governor efficiency based on scale of lands
#Show correct amount of lands that landlord got
if = {
limit = {
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
add_character_flag = {
flag = ep3_governor_yearly_3002_landlord_dominates
years = 10
}
custom_tooltip = ep3_governor_yearly.3000_major_governance_loss
show_as_tooltip = {
scope:landlord.house = {
add_house_modifier = {
modifier = vast_tracts_of_land_modifier
years = 50
}
}
}
}
else = {
add_character_flag = {
flag = ep3_governor_yearly_3002_landlord_wins
years = 10
}
custom_tooltip = ep3_governor_yearly.3000_governance_loss
show_as_tooltip = {
scope:landlord.house = {
add_house_modifier = {
modifier = productive_lands_modifier
years = 50
}
}
}
}
change_influence = minor_influence_gain
scope:landlord = {
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 20
}
}
add_character_flag = governor_backs_down
stress_impact = {
vengeful = medium_stress_impact_gain
diligent = minor_stress_impact_gain
greedy = miniscule_stress_impact_gain
arrogant = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = vengeful
has_trait = arrogant
has_trait = wrathful
has_trait = diligent
}
}
}
}
after = {
#Get rid of a guy we just created
if = {
limit = {
scope:tax_farmer = {
has_character_flag = temp_character
}
#but only if root isn't a player with watchful eyes of flesh
is_ai = yes
}
scope:tax_farmer = {
silent_disappearance_effect = yes
}
}
#mirror letter event to end chain
scope:landlord = {
trigger_event = {
id = ep3_governor_yearly.3003
days = 1
}
}
}
}
# 3003
#The governor has a reply for you
ep3_governor_yearly.3003 = {
type = letter_event
opening = ep3_governor_yearly.3003.t
desc = {
first_valid = {
#desc is based on governor's response
triggered_desc = {
trigger = {
scope:governor = { has_character_flag = governor_accuses_crime }
}
desc = ep3_governor_yearly.3003.desc_accused_of_crime
}
triggered_desc = {
trigger = {
scope:governor = { has_character_flag = governor_uses_force }
}
desc = ep3_governor_yearly.3003.desc_force_used
}
triggered_desc = {
trigger = {
scope:governor = { has_character_flag = governor_scandalizes }
}
desc = ep3_governor_yearly.3003.desc_scandal
}
triggered_desc = {
trigger = {
scope:governor = { has_character_flag = governor_backs_down }
}
desc = ep3_governor_yearly.3003.desc_backs_down
}
}
}
sender = scope:governor
trigger = {
scope:governor = {
OR = {
has_character_flag = governor_accuses_crime
has_character_flag = governor_uses_force
has_character_flag = governor_scandalizes
has_character_flag = governor_backs_down
}
is_alive = yes
}
}
immediate = {
#Need to show effects from mirror event and potentially downgrade the landlord's new lands modifier
if = {
limit = {
scope:governor = { has_character_flag = governor_accuses_crime }
}
#Need to actually do the modifier switch, since the last event doesn't
if = {
limit = {
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
scope:landlord.house = {
remove_house_modifier = vast_tracts_of_land_modifier
add_house_modifier = {
modifier = productive_lands_modifier
years = 50
}
}
}
else = {
scope:landlord.house = {
remove_house_modifier = productive_lands_modifier
add_house_modifier = {
modifier = some_smallholds_modifier
years = 50
}
}
}
show_as_tooltip = {
scope:governor = {
add_opinion = {
modifier = stolen_land_opinion
target = scope:landlord
}
}
if = {
limit = {
scope:governor = { has_character_flag = governor_becomes_rival }
}
scope:governor = {
set_relation_rival = {
target = root
reason = rival_accused_of_stealing_land
}
}
}
else_if = {
limit = {
scope:governor = { has_character_flag = governor_becomes_potential_rival }
}
scope:governor = {
progress_towards_rival_effect = {
REASON = rival_accused_of_stealing_land
CHARACTER = scope:landlord
OPINION = 0
}
}
}
}
}
else_if = {
limit = {
scope:governor = { has_character_flag = governor_uses_force }
}
if = {
limit = {
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
scope:landlord.house = {
remove_house_modifier = vast_tracts_of_land_modifier
add_house_modifier = {
modifier = productive_lands_modifier
years = 50
}
}
}
else = {
scope:landlord.house = {
remove_house_modifier = productive_lands_modifier
add_house_modifier = {
modifier = some_smallholds_modifier
years = 50
}
}
}
reverse_add_opinion = {
modifier = angry_opinion
target = scope:governor
opinion = -20
}
show_as_tooltip = {
scope:root_domicile_province.county = {
add_county_modifier = {
modifier = taxed_and_pressganged_tenants_modifier
years = 10
}
}
}
}
else_if = {
limit = {
scope:governor = { has_character_flag = governor_scandalizes }
}
add_prestige = minor_prestige_loss
reverse_add_opinion = {
modifier = angry_opinion
target = scope:governor
opinion = -20
}
}
}
option = {
name = {
trigger = {
scope:governor = { has_character_flag = governor_accuses_crime }
}
text = ep3_governor_yearly.3003.a_accused_of_crime
}
name = {
trigger = {
scope:governor = { has_character_flag = governor_uses_force }
}
text = ep3_governor_yearly.3003.a_force_used
}
name = {
trigger = {
scope:governor = { has_character_flag = governor_accuses_crime }
}
text = ep3_governor_yearly.3003.a_accused_of_crime
}
name = {
trigger = {
scope:governor = { has_character_flag = governor_backs_down }
}
text = ep3_governor_yearly.3003.a_backs_down
}
if = {
limit = {
scope:governor = { has_character_flag = governor_backs_down }
}
#give landlord some prestige because he got away with his shenanigans
add_prestige = miniscule_prestige_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_sociability = 0.25
}
}
}
after = {
#clean up flags from the event chain
if = {
limit = {
scope:landlord = {
has_character_flag = vast_lands_stolen
}
}
scope:landlord = {
remove_character_flag = vast_lands_stolen
}
}
if = {
limit = {
scope:governor = {
has_character_flag = governor_accuses_crime
}
}
scope:governor = {
remove_character_flag = governor_accuses_crime
}
}
if = {
limit = {
scope:governor = {
has_character_flag = governor_uses_force
}
}
scope:governor = {
remove_character_flag = governor_uses_force
}
}
if = {
limit = {
scope:governor = {
has_character_flag = governor_scandalizes
}
}
scope:governor = {
remove_character_flag = governor_scandalizes
}
}
if = {
limit = {
scope:governor = {
has_character_flag = governor_backs_down
}
}
scope:governor = {
remove_character_flag = governor_backs_down
}
}
}
}
#####################################
# Still, the Basileus Fights #
# by Jason Cantalini #
# 3010 #
#####################################
#A governor considers how to react to the emperor's longstanding, dragged-out war
ep3_governor_yearly.3010 = {
type = character_event
title = ep3_governor_yearly.3010.t
desc = {
desc = ep3_governor_yearly.3010.desc
first_valid = {
triggered_desc = {
trigger = {
scope:emperor = {
is_defender_in_war = scope:war
}
}
desc = ep3_governor_yearly.3010.desc_defender
}
desc = ep3_governor_yearly.3010.desc_attacker
}
desc = ep3_governor_yearly.3010.desc_mid
first_valid = {
triggered_desc = {
trigger = {
OR = {
AND = {
scope:emperor = {
is_defender_in_war = scope:war
}
scope:war = {
defender_war_score > 20
}
}
AND = {
scope:emperor = {
is_attacker_in_war = scope:war
}
scope:war = {
attacker_war_score > 20
}
}
}
}
desc = ep3_governor_yearly.3010.desc_winning
}
triggered_desc = {
trigger = {
OR = {
AND = {
scope:emperor = {
is_defender_in_war = scope:war
}
scope:war = {
defender_war_score < -20
}
}
AND = {
scope:emperor = {
is_attacker_in_war = scope:war
}
scope:war = {
attacker_war_score < -20
}
}
}
}
desc = ep3_governor_yearly.3010.desc_losing
}
desc = ep3_governor_yearly.3010.desc_middling
}
}
theme = emperor
override_background = {
reference = battlefield
}
override_effect_2d = {
reference = flies
}
left_portrait = {
character = scope:emperor
triggered_animation = {
trigger = {
scope:emperor = {
is_defender_in_war = scope:war
}
}
animation = stayback
}
triggered_animation = {
trigger = {
scope:emperor = {
is_attacker_in_war = scope:war
}
}
animation = inspect_weapon
}
camera = camera_event_very_left
}
right_portrait = {
character = scope:foe
triggered_animation = {
trigger = {
scope:emperor = {
is_defender_in_war = scope:war
}
}
animation = aggressive_mace
}
triggered_animation = {
trigger = {
scope:emperor = {
is_attacker_in_war = scope:war
}
}
animation = stayback
}
camera = camera_event_very_right
}
trigger = {
is_governor = yes
is_imprisoned = no
exists = scope:war
liege ?= {
any_character_war = {
this = scope:war
attacker_war_score < 80
defender_war_score < 80
}
}
is_at_war = no
NOT = {
any_ally = {
is_at_war_with = liege
any_character_war = {
this = scope:war
}
}
}
age >= 12
}
immediate = {
save_scope_as = governor
liege = {
save_scope_as = emperor
}
scope:emperor = {
add_character_flag = need_military_outfit
}
if = {
limit = {
scope:emperor = {
is_defender_in_war = scope:war
}
}
scope:war = {
primary_attacker = {
save_scope_as = foe
}
}
}
else = {
scope:war = {
primary_defender = {
save_scope_as = foe
}
}
}
scope:foe = {
add_character_flag = need_military_outfit
}
}
#Join the emperor in this war
option = {
name = ep3_governor_yearly.3010.a
flavor = ep3_governor_yearly.3010.a.flavor
if = {
limit = {
scope:emperor = {
is_ai = yes
}
}
random_list = {
50 = { #Emperor accepts your help
desc = ep3_governor_yearly.3010.a.success
modifier = {
ep3_emperors_war_strength_value < ep3_emperors_foe_war_strength_value
add = 25
}
modifier = {
ep3_emperors_war_strength_double_value < ep3_emperors_foe_war_strength_value
add = 100
}
modifier = {
OR = {
AND = {
scope:emperor = {
is_defender_in_war = scope:war
}
scope:war = {
defender_war_score < -20
}
}
AND = {
scope:emperor = {
is_attacker_in_war = scope:war
}
scope:war = {
attacker_war_score < -20
}
}
}
add = 50
}
modifier = {
reverse_opinion = {
target = scope:emperor
value >= 50
}
add = 25
}
modifier = {
reverse_opinion = {
target = scope:emperor
value >= 80
}
add = 25
}
modifier = {
scope:emperor = {
gold <= 0
}
add = 50
}
modifier = {
scope:emperor = {
monthly_character_income < 0
}
add = 75
}
modifier = {
scope:emperor = {
ai_boldness < low_negative_ai_value
}
add = 50
}
show_as_tooltip = {
ep3_governor_yearly_3010_war_aid_effect = yes
}
trigger_event = {
id = ep3_governor_yearly.3012
days = 1
}
}
50 = { #Emperor turns down your help
desc = ep3_governor_yearly.3010.a.fail
modifier = {
current_military_strength < strong_governor_military_value
add = 25
}
modifier = {
ep3_emperors_war_strength_value > ep3_emperors_foe_war_strength_value
add = 25
}
modifier = {
ep3_emperors_war_strength_value > ep3_emperors_foe_war_strength_double_value
add = 100
}
modifier = {
OR = {
AND = {
scope:emperor = {
is_defender_in_war = scope:war
}
scope:war = {
defender_war_score > 20
}
}
AND = {
scope:emperor = {
is_attacker_in_war = scope:war
}
scope:war = {
attacker_war_score > 20
}
}
}
add = 50
}
modifier = {
reverse_opinion = {
target = scope:emperor
value <= -30
}
add = 25
}
modifier = {
reverse_opinion = {
target = scope:emperor
value <= -60
}
add = 25
}
modifier = {
is_powerful_vassal = no
add = 25
}
modifier = {
NOT = {
house = {
is_powerful_family = yes
}
}
add = 25
}
modifier = {
scope:emperor = {
gold >= massive_gold_value
}
add = 25
}
modifier = {
scope:emperor = {
ai_boldness > low_negative_ai_value
}
add = 50
}
add_character_flag = governor_war_aid_deal_failed
trigger_event = {
id = ep3_governor_yearly.3012
days = 1
}
}
}
}
else = {
#Trigger letter event for player emperor
scope:emperor = {
trigger_event = {
id = ep3_governor_yearly.3011
days = 1
}
}
}
stress_impact = {
brave = miniscule_stress_impact_loss
diligent = minor_stress_impact_loss
craven = medium_stress_impact_gain
content = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 0
ai_value_modifier = {
ai_boldness = 1
ai_energy = 1
ai_honor = 1
}
modifier = {
add = -50
OR = {
diplomacy <= low_skill_rating
intrigue <= low_skill_rating
}
}
#The war has been dragging on for more than 3 years
modifier = {
add = 50
OR = {
scope:att_governor_5 ?= this
scope:att_governor_6 ?= this
scope:def_governor_5 ?= this
scope:def_governor_6 ?= this
}
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = content
has_trait = paranoid
has_trait = lazy
has_trait = disloyal
is_powerful_vassal = no
AND = {
scope:emperor = {
is_defender_in_war = scope:war
}
scope:war = {
defender_war_score > 20
}
}
AND = {
scope:emperor = {
is_attacker_in_war = scope:war
}
scope:war = {
attacker_war_score > 20
}
}
}
}
}
}
#Foment unrest against the weak emperor
option = {
name = ep3_governor_yearly.3010.b
flavor = ep3_governor_yearly.3010.b.flavor
if = {
limit = {
is_powerful_vassal = yes
scope:emperor = {
has_realm_law = acclamation_succession_law
}
NOR = {
has_claim_on = scope:emperor.primary_title
AND = {
culture = {
has_cultural_parameter = physical_disfigurement_blocks_inheritance
}
OR = {
has_trait = eunuch
has_trait = disfigured
has_trait = blind
}
}
AND = {
scope:emperor.culture = {
has_cultural_parameter = physical_disfigurement_blocks_inheritance
}
OR = {
has_trait = eunuch
has_trait = disfigured
has_trait = blind
}
}
}
}
if = {
limit = {
OR = {
AND = {
scope:emperor = {
is_defender_in_war = scope:war
}
scope:war = {
defender_war_score > 50
}
}
AND = {
scope:emperor = {
is_attacker_in_war = scope:war
}
scope:war = {
attacker_war_score > 50
}
}
}
}
change_influence = massive_influence_loss
}
else = {
change_influence = major_influence_loss
}
scope:emperor = {
send_interface_message = {
type = msg_governor_challenges_weakness
title = msg_claimed_weak_emperors_title.t
desc = msg_claimed_weak_emperors_title.flavor
right_icon = root
root = {
add_unpressed_claim = scope:emperor.primary_title
progress_towards_rival_effect = {
REASON = rival_challenged_weak_emperor
CHARACTER = scope:emperor
OPINION = -50
}
}
}
}
}
else = {
if = {
limit = {
is_a_faction_member = yes
}
scope:emperor = {
send_interface_message = {
type = msg_governor_challenges_weakness
title = msg_claimed_weak_emperors_title.t.2
desc = msg_claimed_weak_emperors_title.flavor.2
right_icon = root
root = { add_joined_faction_discontent = 30 }
}
}
}
else_if = {
limit = {
scope:emperor = {
has_realm_law = acclamation_succession_law
}
is_candidate_for_title_trigger = {
TITLE = scope:emperor.primary_title
CANDIDATE = root
}
NOT = {
has_character_flag = decried_weakness_score
}
}
custom_tooltip = governor_challenges_weakness_candidate_score
add_character_flag = {
flag = decried_weakness_score
years = 5
}
}
change_influence = medium_influence_gain
reverse_add_opinion = {
target = scope:emperor
modifier = angry_opinion
opinion = -25
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
forgiving = medium_stress_impact_gain
content = major_stress_impact_gain
humble = major_stress_impact_gain
trusting = medium_stress_impact_gain
just = minor_stress_impact_gain
}
ai_chance = {
base = 0
ai_value_modifier = {
ai_greed = 0.5
ai_boldness = 0.5
}
#The war has been dragging on for more than 3 years
modifier = {
add = 100
OR = {
scope:att_governor_5 ?= this
scope:att_governor_6 ?= this
scope:def_governor_5 ?= this
scope:def_governor_6 ?= this
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level <= 2
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level <= 1
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level >= 5
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level >= 4
}
}
modifier = {
factor = 0
OR = {
has_trait = forgiving
has_trait = content
has_trait = humble
has_trait = trusting
has_trait = just
scope:att_governor_1 ?= this
scope:att_governor_2 ?= this
scope:def_governor_1 ?= this
scope:def_governor_2 ?= this
is_powerful_vassal = no
AND = {
scope:emperor = {
is_defender_in_war = scope:war
}
scope:war = {
defender_war_score >= 0
}
}
AND = {
scope:emperor = {
is_attacker_in_war = scope:war
}
scope:war = {
attacker_war_score >= 0
}
}
}
}
}
}
#The emperor is distracted... time to extend my grasp here
option = {
name = ep3_governor_yearly.3010.c
flavor = ep3_governor_yearly.3010.c.flavor
increase_governance_effect = { VALUE = 10 }
add_character_modifier = {
modifier = ep3_exploited_weak_master_modifier
years = 10
}
stress_impact = {
greedy = minor_stress_impact_loss
just = major_stress_impact_gain
diligent = major_stress_impact_gain
generous = medium_stress_impact_gain
honest = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
ai_honor = -1
}
modifier = {
factor = 0
OR = {
has_trait = just
has_trait = diligent
has_trait = generous
has_trait = honest
}
}
}
}
#I will make pious donations and pray for victory
option = {
name = ep3_governor_yearly.3010.d
add_piety = medium_piety_gain
remove_short_term_gold = minor_gold_value
stress_impact = {
zealous = minor_stress_impact_loss
greedy = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_honor = 0.5
}
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = ambitious
}
}
}
}
after = {
scope:emperor = {
remove_character_flag = need_military_outfit
}
scope:foe = {
remove_character_flag = need_military_outfit
}
}
}
#Player emperor chooses whether to accept governor's aid deal
ep3_governor_yearly.3011 = {
type = letter_event
opening = {
desc = ep3_governor_yearly.3011.opening
}
desc = ep3_governor_yearly.3011.desc
sender = scope:governor
immediate = {
}
#Accept the exchange
option = {
name = ep3_governor_yearly.3011.a
show_as_tooltip = {
scope:governor = {
ep3_governor_yearly_3010_war_aid_effect = yes
}
}
stress_impact = {
craven = miniscule_stress_impact_loss
trusting = miniscule_stress_impact_loss
stubborn = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
brave = miniscule_stress_impact_gain
}
}
#Refuse the exchange
option = {
name = ep3_governor_yearly.3011.b
scope:governor = { add_character_flag = governor_war_aid_deal_failed }
stress_impact = {
craven = medium_stress_impact_gain
trusting = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
}
after = {
scope:governor = {
trigger_event = {
id = ep3_governor_yearly.3012
days = 1
}
}
}
}
#Governor gets emperor's response
ep3_governor_yearly.3012 = {
type = letter_event
opening = {
desc = ep3_governor_yearly.3012.opening
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
has_character_flag = governor_war_aid_deal_failed
}
desc = ep3_governor_yearly.3012.desc_fail
}
desc = ep3_governor_yearly.3012.desc_success
}
}
sender = scope:emperor
#Alright then
option = {
name = {
trigger = {
knows_language = language_greek
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
text = ep3_governor_yearly.3012.kyrie_eleison
}
name = {
trigger = {
NAND = {
knows_language = language_greek
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
NOT = {
has_character_flag = governor_war_aid_deal_failed
}
}
text = ep3_emperor_yearly.3011.a_to_war
}
name = {
trigger = {
NAND = {
knows_language = language_greek
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
has_character_flag = governor_war_aid_deal_failed
}
text = ep3_emperor_yearly.3011.a_no_war
}
if = {
limit = {
NOT = {
has_character_flag = governor_war_aid_deal_failed
}
}
ep3_governor_yearly_3010_war_aid_effect = yes
}
}
after = {
if = {
limit = {
has_character_flag = governor_war_aid_deal_failed
}
remove_character_flag = governor_war_aid_deal_failed
}
}
}
#####################################
# God Appointed... Him? #
# by Jason Cantalini #
# 3020 #
#####################################
#The emperor has an unacceptable trait and a governor wants to make a stink about it
ep3_governor_yearly.3020 = {
type = character_event
title = ep3_governor_yearly.3020.t
desc = {
desc = ep3_governor_yearly.3020.desc
first_valid = {
triggered_desc = {
trigger = {
has_character_flag = condemning_physical_trait
}
desc = ep3_governor_yearly.3020.desc_physical
}
desc = ep3_governor_yearly.3020.desc_crime
}
}
theme = emperor
override_background = {
reference = throne_room
}
left_portrait = {
character = scope:emperor
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
}
trigger = {
age >= 12
has_ep3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
OR = {
is_governor = yes
is_landless_administrative = yes
}
liege = {
NOR = {
has_character_flag = had_ep3_governor_yearly_3020
has_character_modifier = emperor_repented_for_flaws_modifier
}
valid_for_byz_emperor_content_trigger = yes
save_temporary_scope_as = emperor_temp
legitimacy_level < 5
government_has_flag = government_is_administrative
top_liege = this
OR = {
#Emperor has criminal trait
AND = {
has_trait = incestuous
NOT = {
root = { is_incestuous_trigger = yes }
}
trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp }
trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp }
}
AND = {
has_trait = kinslayer
NOT = {
root = { has_trait = kinslayer }
}
}
AND = {
has_trait = adulterer
NOT = {
root = { has_trait = adulterer }
}
trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp }
trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp }
}
AND = {
has_trait = fornicator
NOT = {
root = {
OR = {
has_trait = fornicator
has_trait = adulterer
}
}
}
trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp }
trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp }
}
AND = {
has_trait = deviant
NOT = {
root = { is_deviant_trigger = yes }
}
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp }
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp }
}
AND = {
has_trait = witch
NOT = {
root = { is_witch_trigger = yes }
}
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp }
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp }
}
AND = {
has_trait = sodomite
root = {
NOR = {
has_trait = sodomite
any_secret = {
type = secret_homosexual
}
}
}
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp }
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp }
}
AND = {
has_trait = cannibal
NOT = {
root = { is_cannibal_trigger = yes }
}
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = scope:emperor_temp.faith GENDER_CHARACTER = scope:emperor_temp }
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = root.faith GENDER_CHARACTER = scope:emperor_temp }
}
AND = {
root.culture = {
has_cultural_parameter = physical_disfigurement_blocks_inheritance
}
OR = {
has_trait = eunuch_1
has_trait = beardless_eunuch
has_trait = blind
has_trait = maimed
has_trait = one_eyed
has_trait = one_legged
has_trait = hunchbacked
has_trait = dwarf
has_trait = incapable
has_trait = clubfooted
has_trait = disfigured
}
}
}
}
OR = {
is_ai = no
opinion = {
target = liege
value <= 40
}
}
}
immediate = {
save_scope_as = minister
liege = {
save_scope_as = emperor
add_character_flag = {
flag = had_ep3_governor_yearly_3020
years = 1
}
random_list = {
1 = {
trigger = {
has_trait = incestuous
NOT = {
root = { is_incestuous_trigger = yes }
}
trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor }
trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = root.faith GENDER_CHARACTER = scope:emperor }
}
random_character_trait = {
limit = {
this = trait:incestuous
}
save_scope_as = target_trait
}
}
1 = {
trigger = {
has_trait = kinslayer
NOT = {
root = { has_trait = kinslayer }
}
}
random_character_trait = {
limit = {
OR = {
this = trait:kinslayer_1
this = trait:kinslayer_2
this = trait:kinslayer_3
}
}
save_scope_as = target_trait
}
}
1 = {
trigger = {
has_trait = adulterer
NOT = {
root = { has_trait = adulterer }
}
trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor }
trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = root.faith GENDER_CHARACTER = scope:emperor }
}
random_character_trait = {
limit = {
this = trait:adulterer
}
save_scope_as = target_trait
}
}
1 = {
trigger = {
has_trait = fornicator
NOT = {
root = {
OR = {
has_trait = fornicator
has_trait = adulterer
}
}
}
trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor }
trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = root.faith GENDER_CHARACTER = scope:emperor }
}
random_character_trait = {
limit = {
this = trait:fornicator
}
save_scope_as = target_trait
}
}
1 = {
trigger = {
has_trait = deviant
NOT = {
root = { is_deviant_trigger = yes }
}
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor }
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = scope:emperor }
}
random_character_trait = {
limit = {
this = trait:deviant
}
save_scope_as = target_trait
}
}
1 = {
trigger = {
has_trait = witch
NOT = {
root = { is_witch_trigger = yes }
}
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor }
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = scope:emperor }
}
random_character_trait = {
limit = {
this = trait:witch
}
save_scope_as = target_trait
}
}
1 = {
trigger = {
has_trait = sodomite
root = {
NOR = {
has_trait = sodomite
any_secret = {
type = secret_homosexual
}
}
}
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor }
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:emperor }
}
random_character_trait = {
limit = {
this = trait:sodomite
}
save_scope_as = target_trait
}
}
1 = {
trigger = {
has_trait = cannibal
NOT = {
root = { is_cannibal_trigger = yes }
}
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = scope:emperor.faith GENDER_CHARACTER = scope:emperor }
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = root.faith GENDER_CHARACTER = scope:emperor }
}
random_character_trait = {
limit = {
this = trait:cannibal
}
save_scope_as = target_trait
}
}
1 = {
trigger = {
root.culture = {
has_cultural_parameter = physical_disfigurement_blocks_inheritance
}
OR = {
has_trait = eunuch
has_trait = blind
has_trait = maimed
has_trait = one_eyed
has_trait = one_legged
has_trait = hunchbacked
has_trait = dwarf
has_trait = incapable
has_trait = clubfooted
has_trait = disfigured
}
}
random_character_trait = {
limit = {
OR = {
this = trait:eunuch_1
this = trait:beardless_eunuch
this = trait:blind
this = trait:maimed
this = trait:one_eyed
this = trait:one_legged
this = trait:hunchbacked
this = trait:dwarf
this = trait:incapable
this = trait:clubfooted
this = trait:disfigured
}
}
save_scope_as = target_trait
root ={ add_character_flag = condemning_physical_trait }
}
}
}
}
}
#Secretly spread dissent and make the emperor a laughingstock
option = {
name = ep3_governor_yearly.3020.a
flavor = ep3_governor_yearly.3020.a.flavor
duel = {
skill = intrigue
target = scope:emperor
55 = { #The gossips go wild heeding your words
desc = ep3_governor_yearly.3020.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -54
}
modifier = {
add = 30
influence_level >= 2
}
modifier = {
add = 30
influence_level >= 4
}
send_interface_toast = {
type = event_toast_effect_good
title = ep3_governor_yearly.3020.a.success
left_icon = scope:emperor
add_intrigue_lifestyle_xp = medium_lifestyle_xp
change_influence = medium_influence_gain
#Emperor gets toast that they're losing influence
scope:emperor = {
send_interface_message = {
type = msg_unflattering_imperial_trait_gossip
title = msg_unflattering_imperial_trait_gossip.t
desc = msg_unflattering_imperial_trait_gossip.flavor
change_influence = minor_influence_loss
add_stress = miniscule_stress_gain
}
}
}
}
45 = { #No one pays you any heed
desc = ep3_governor_yearly.3020.a.fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -44
}
modifier = {
add = 30
scope:emperor = { influence_level >= 2 }
}
modifier = {
add = 30
scope:emperor = { influence_level >= 4 }
}
modifier = {
add = 30
scope:emperor = { legitimacy_level >= 3 }
}
send_interface_toast = {
type = event_toast_effect_bad
title = ep3_governor_yearly.3020.a.fail
left_icon = scope:emperor
add_stress = minor_stress_gain
}
}
}
stress_impact = {
honest = medium_stress_impact_gain
trusting = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 75
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = -1
}
modifier = {
add = 25
intrigue >= high_skill_rating
scope:emperor = {
intrigue <= mediocre_skill_rating
}
}
modifier = {
add = -50
intrigue <= mediocre_skill_rating
scope:emperor = {
intrigue >= high_skill_rating
}
}
modifier = {
factor = 0
OR = {
intrigue <= low_skill_rating
scope:emperor = {
intrigue >= very_high_skill_rating
}
scope:emperor = {
dread >= 90
}
scope:emperor = {
legitimacy_level >= 5
}
has_trait = honest
has_trait = trusting
has_trait = compassionate
has_trait = forgiving
}
}
}
}
#I should write a letter of warning and urge the emperor to seek god's forgiveness
option = {
name = ep3_governor_yearly.3020.b
flavor = ep3_governor_yearly.3020.flavor
#Faction gains discontent
if = {
limit = {
is_a_faction_member = yes
}
add_joined_faction_discontent = 20
add_prestige = minor_prestige_gain
}
else_if = {
limit = {
NOR = {
has_trait = eunuch
has_trait = blind
has_trait = maimed
has_trait = one_eyed
has_trait = one_legged
has_trait = hunchbacked
has_trait = dwarf
has_trait = incapable
has_trait = clubfooted
has_trait = disfigured
has_character_flag = insulted_trait_candidate_score
}
is_candidate_for_title_trigger = {
TITLE = scope:emperor.primary_title
CANDIDATE = root
}
}
custom_tooltip = governor_insulted_imperial_trait_candidate_score
add_character_flag = {
flag = insulted_trait_candidate_score
years = 5
}
}
else = {
add_prestige = medium_prestige_gain
add_piety = minor_piety_gain
}
#Increases powerful family rating
#Emperor loses prestige and legitimacy
show_as_tooltip = {
scope:emperor = {
add_prestige = minor_prestige_loss
add_legitimacy = minor_legitimacy_loss
}
}
reverse_add_opinion = {
modifier = insulted_opinion
target = scope:emperor
opinion = -30
}
scope:emperor = {
trigger_event = {
id = ep3_governor_yearly.3021
days = 1
}
}
stress_impact = {
zealous = miniscule_stress_impact_loss
just = miniscule_stress_impact_loss
craven = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
ai_boldness = 0.5
ai_vengefulness = 0.5
}
modifier = {
add = -50
OR = {
scope:emperor = {
dread >= 25
}
opinion = {
target = scope:emperor
value >= 20
}
}
}
modifier = {
add = 50
OR = {
scope:emperor = {
legitimacy_level <= 1
}
opinion = {
target = scope:emperor
value < -50
}
}
}
modifier = {
factor = 0
OR = {
scope:emperor = {
dread > 50
}
opinion = {
target = scope:emperor
value > 0
}
has_trait = content
has_trait = forgiving
has_trait = compassionate
has_trait = content
}
}
}
}
#I'm just going to do my job and keep my nose clean
option = {
name = ep3_governor_yearly.3020.c
if = {
limit = {
is_governor = yes
}
increase_governance_effect = { VALUE = 5 }
}
else = {
add_gold = tiny_gold_value
}
stress_impact = {
vengeful = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
zealous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = -0.5
ai_boldness = -0.5
ai_zeal = -0.5
ai_sociability = -0.5
}
modifier = {
factor = 0
OR = {
has_trait = vengeful
has_trait = paranoid
has_trait = sadistic
has_trait = wrathful
has_trait = zealous
}
}
}
}
}
#Emperor receives rude message from governor
ep3_governor_yearly.3021 = {
type = letter_event
opening = {
desc = ep3_governor_yearly.3021.opening
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:minister = { has_character_flag = condemning_physical_trait }
}
desc = ep3_governor_yearly.3021.desc_physical
}
desc = ep3_governor_yearly.3021.desc_crime
}
}
sender = scope:minister
immediate = {
show_as_tooltip = {
scope:minister = {
if = {
limit = {
is_a_faction_member = yes
}
add_joined_faction_discontent = 20
add_prestige = minor_prestige_gain
}
else_if = {
limit = {
NOR = {
has_trait = eunuch
has_trait = blind
has_trait = maimed
has_trait = one_eyed
has_trait = one_legged
has_trait = hunchbacked
has_trait = dwarf
has_trait = incapable
has_trait = clubfooted
has_trait = disfigured
}
is_candidate_for_title_trigger = {
TITLE = scope:emperor.primary_title
CANDIDATE = root
}
}
custom_tooltip = governor_insulted_imperial_trait_candidate_score
add_character_flag = insulted_trait_candidate_score
}
else = {
add_prestige = medium_prestige_gain
add_piety = minor_piety_gain
}
}
}
add_prestige = minor_prestige_loss
add_legitimacy = minor_legitimacy_loss
custom_tooltip = ep3_governor_yearly.3021.bad_trait
}
#I suppose I should seek God's favor
option = {
name = ep3_governor_yearly.3021.a
flavor = ep3_governor_yearly.3021.a.flavor
add_character_modifier = {
modifier = emperor_repented_for_flaws_modifier
years = 10
}
custom_tooltip = ep3_governor_yearly.3021.blocker
add_prestige = medium_prestige_loss
stress_impact = {
zealous = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
arrogant = major_stress_impact_gain
vengeful = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_zeal = 1
ai_boldness = -1
ai_honor = 1
}
modifier = {
factor = 0
OR = {
has_trait = stubborn
has_trait = wrathful
has_trait = arrogant
has_trait = vengeful
prestige < major_prestige_value
}
}
}
}
#Impertinence!
option = {
name = ep3_governor_yearly.3021.b
stress_impact = {
humble = miniscule_stress_impact_gain
zealous = miniscule_stress_impact_gain
trusting = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -1
ai_boldness = 1
ai_rationality = -1
}
modifier = {
factor = 0.5
OR = {
has_trait = humble
has_trait = zealous
has_trait = trusting
}
}
}
}
after = {
if = {
limit = {
scope:minister = {
has_character_flag = condemning_physical_trait
}
}
scope:minister = {
remove_character_flag = condemning_physical_trait
}
}
}
}
#####################################
# Quiet Times #
# by Jason Cantalini #
# 3030 #
#####################################
#The empire has been at peace for years and prosperity is growing
ep3_governor_yearly.3030 = {
type = character_event
title = ep3_governor_yearly.3030.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion }
}
desc = ep3_governor_yearly.3030.desc_christian
}
desc = ep3_governor_yearly.3030.desc_generic
}
desc = ep3_governor_yearly.3030.desc
}
theme = administrative
override_background = {
trigger = {
location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
}
reference = estate
}
override_background = {
trigger = {
NOT = {
location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
}
}
reference = courtyard
}
left_portrait = {
character = root
animation = writing
}
lower_right_portrait = scope:emperor
trigger = {
basic_is_valid_for_yearly_events_trigger = yes
is_landed = yes
government_allows = administrative
top_liege != this
years_from_game_start >= 4
is_at_war = no
age >= 12
capital_county = {
county_control >= 100
}
primary_title = {
NOT = {
has_variable = admin_war_aftermath_var
}
}
top_liege = {
is_at_war = no
primary_title = {
NOT = {
has_variable = admin_war_aftermath_var
}
}
capital_county = {
county_control >= 100
}
}
OR = {
liege = root.top_liege
liege = {
is_at_war = no
primary_title = {
NOT = {
has_variable = admin_war_aftermath_var
}
}
}
}
NOT = {
any_sub_realm_county = {
any_province = {
any_province_epidemic = { }
}
}
}
}
immediate = {
top_liege = {
save_scope_as = emperor
}
}
#We will become soft if we do not fight
option = {
name = ep3_governor_yearly.3030.a
flavor = ep3_governor_yearly.3030.a.flavor
trigger = {
OR = {
any_neighboring_top_liege_realm_owner = {
any_realm_county = {
any_neighboring_county = {
OR = {
holder = root
holder.liege = root
}
}
}
}
NOT = {
has_character_flag = warmongering_admin
}
}
}
if = {
limit = {
NOT = {
has_character_flag = warmongering_admin
}
}
#You get access to a CB...?
add_character_flag = warmongering_admin
custom_tooltip = access_to_admin_raid_tooltip
custom_tooltip = admin_raid_gives_modifier_tooltip
}
else_if = {
limit = {
NOT = {
has_character_modifier = ep3_loyal_troops_raid_modifier
}
}
add_character_modifier = ep3_loyal_troops_raid_modifier
}
else_if = {
limit = {
NOT = {
has_character_modifier = ep3_loyal_troops_2_raid_modifier
}
}
add_character_modifier = ep3_loyal_troops_2_raid_modifier
remove_character_modifier = ep3_loyal_troops_raid_modifier
}
else_if = {
limit = {
NOT = {
has_character_modifier = ep3_loyal_troops_3_raid_modifier
}
}
add_character_modifier = ep3_loyal_troops_3_raid_modifier
remove_character_modifier = ep3_loyal_troops_2_raid_modifier
}
else_if = {
limit = {
NOT = {
has_character_modifier = ep3_loyal_troops_4_raid_modifier
}
}
add_character_modifier = ep3_loyal_troops_4_raid_modifier
remove_character_modifier = ep3_loyal_troops_3_raid_modifier
}
else_if = {
limit = {
NOT = {
has_character_modifier = ep3_loyal_troops_5_raid_modifier
}
}
add_character_modifier = ep3_loyal_troops_5_raid_modifier
remove_character_modifier = ep3_loyal_troops_4_raid_modifier
}
else = {
add_martial_lifestyle_xp = medium_lifestyle_xp
}
stress_impact = {
lazy = major_stress_impact_gain
compassionate = medium_stress_impact_gain
content = major_stress_impact_gain
calm = medium_stress_impact_gain
humble = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_compassion = -1
ai_boldness = 1
}
modifier = {
factor = 0
OR = {
NOT = {
any_neighboring_top_liege_realm_owner = {
any_realm_county = {
any_neighboring_county = {
OR = {
holder = root
holder.liege = root
}
}
}
}
}
has_trait = lazy
has_trait = compassionate
has_trait = content
has_trait = calm
has_trait = humble
}
}
}
}
#I should further the cause of peace and harmony in my governorship
option = {
name = ep3_governor_yearly.3030.b
increase_governance_effect = { VALUE = 15 }
add_character_modifier = {
modifier = ep3_peaceful_administrator_modifier
years = 10
}
stress_impact = {
lazy = minor_stress_impact_gain
paranoid = major_stress_impact_gain
wrathful = medium_stress_impact_gain
sadistic = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_vengefulness = -1
}
modifier = {
factor = 0
OR = {
has_trait = lazy
has_trait = paranoid
has_trait = wrathful
has_trait = sadistic
}
}
}
}
#We are free to relish a cozy life with our families!
option = {
name = ep3_governor_yearly.3030.c
#Some kind of estate bonus
#New estate sub-building type?
if = {
limit = {
house = {
house_head = root
}
NOT = {
has_character_flag = ep3_construct_grand_solar
}
}
add_character_flag = ep3_construct_grand_solar
custom_tooltip = can_construct_solar_tooltip
custom_tooltip = solar_estate_effect_tooltip
add_stress = major_stress_loss
house = {
every_house_member = {
custom = custom.every_house_member
limit = {
NOT = {
has_relation_rival = root
}
is_imprisoned = no
this != root
}
add_stress = major_stress_loss
}
}
}
else = {
add_stress = major_stress_loss
house = {
every_house_member = {
custom = custom.every_house_member
limit = {
NOT = {
has_relation_rival = root
}
is_imprisoned = no
this != root
}
add_stress = major_stress_loss
add_opinion = {
modifier = love_opinion
target = root
opinion = 20
}
}
}
}
stress_impact = {
diligent = minor_stress_impact_gain
impatient = minor_stress_impact_gain
callous = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_energy = -1
}
modifier = {
factor = 0
OR = {
has_trait = diligent
has_trait = impatient
has_trait = callous
has_trait = ambitious
}
}
}
}
}
#####################################
# Basileus Autokrator! #
# by Jason Cantalini #
# 3040 #
#####################################
#Emperor has high legitimacy
ep3_governor_yearly.3040 = {
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = {
culture = {
has_cultural_pillar = language_greek
}
}
desc = ep3_governor_yearly.3040.t_greek
}
desc = ep3_governor_yearly.3040.t
}
}
desc = ep3_governor_yearly.3040.desc
theme = emperor
override_effect_2d = {
reference = legend_glow
}
override_background = {
trigger = {
scope:emperor = { capital_county = title:c_byzantion }
}
reference = ep3_constantinople
}
override_background = {
trigger = {
NOT = {
scope:emperor = { capital_county = title:c_byzantion }
}
}
reference = throne_room
}
left_portrait = {
character = scope:emperor
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
camera = camera_event_left_forward
}
right_portrait = {
character = scope:candidate
animation = throne_room_bow_1
}
trigger = {
has_ep3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
OR = {
is_governor = yes
is_landless_administrative = yes
}
is_at_war = no
top_liege = {
is_imprisoned = no
legitimacy_level >= 4
has_government = administrative_government
}
age >= 12
}
weight_multiplier = {
base = 1
modifier = {
factor = 3
top_liege = {
is_imprisoned = no
legitimacy_level >= 5
}
}
}
immediate = {
save_scope_as = root_scope
top_liege = {
save_scope_as = emperor
}
if = {
limit = {
scope:emperor.house = {
any_house_member = {
this != scope:emperor
is_ai = yes
save_temporary_scope_as = aspirant
is_candidate_for_title_trigger = {
TITLE = scope:emperor.primary_title
CANDIDATE = scope:aspirant
}
#Ensure they're actually a visible candidate currently in contention
OR = {
is_close_family_of = scope:emperor
AND = {
is_vassal_of = scope:emperor
is_landed = yes
}
scope:emperor.primary_title = {
any_succession_appointment_investors = {
count > 1
candidate = scope:aspirant
}
}
}
}
}
}
scope:emperor.house = {
every_house_member = {
limit = {
this != scope:emperor
is_ai = yes
save_temporary_scope_as = aspirant
is_candidate_for_title_trigger = {
TITLE = scope:emperor.primary_title
CANDIDATE = scope:aspirant
}
#Ensure they're actually a visible candidate currently in contention
OR = {
is_close_family_of = scope:emperor
AND = {
is_vassal_of = scope:emperor
is_landed = yes
}
scope:emperor.primary_title = {
any_succession_appointment_investors = {
count > 1
candidate = scope:aspirant
}
}
}
}
add_to_list = imperial_house_candidates
}
}
ordered_in_list = {
list = imperial_house_candidates
order_by = "appointment_candidate_score(scope:emperor.primary_title)"
position = 0
save_scope_as = candidate
}
}
}
#My family should really be closer to his...
option = {
trigger = {
exists = house
house != scope:emperor.house
}
name = ep3_governor_yearly.3040.a
flavor = ep3_governor_yearly.3040.a.flavor
root = {
if = {
limit = {
NOT = {
house = {
has_variable = intermarrying_with_var
var:intermarrying_with_var = {
this = scope:emperor.house
}
}
}
}
#Increased marriage acceptance
house = {
set_variable = {
name = intermarrying_with_var
value = scope:emperor.house
years = 30
}
}
scope:emperor.house = {
set_variable = {
name = intermarrying_with_var
value = root.house
years = 30
}
}
custom_tooltip = ep3_governor_yearly_3040_marriage_tooltip
add_character_flag = {
flag = ep3_intermarrying_gov
days = 5
}
}
}
scope:emperor.house = {
every_house_member = {
custom = custom.every_house_member_emperor
add_opinion = {
target = root
modifier = friendliness_opinion
opinion = 10
}
}
}
if = {
limit = {
scope:emperor = {
is_ai = no
}
}
scope:emperor = {
send_interface_message = {
type = msg_governor_compliments_legitimacy
title = msg_governor_compliments_legitimacy.t
right_icon = root
dynasty = { add_dynasty_prestige = miniscule_dynasty_prestige_gain }
reverse_add_opinion = {
target = root
modifier = respect_opinion
opinion = 25
}
if = {
limit = {
root = {
has_character_flag = ep3_intermarrying_gov
}
}
custom_tooltip = ep3_governor_yearly_3040_marriage_tooltip
}
}
}
}
else = {
scope:emperor = {
dynasty = { add_dynasty_prestige = miniscule_dynasty_prestige_gain }
hidden_effect = {
reverse_add_opinion = {
target = root
modifier = respect_opinion
opinion = 25
}
}
}
}
dynasty = { add_dynasty_prestige = 25 }
stress_impact = {
paranoid = minor_stress_impact_gain
shy = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 75
ai_value_modifier = {
ai_sociability = 1
ai_energy = 0.5
}
modifier = {
add = -50
opinion = {
target = scope:emperor
value <= 25
}
}
modifier = {
factor = 0
OR = {
opinion = {
target = scope:emperor
value <= -25
}
has_trait = paranoid
has_trait = shy
has_trait = content
}
}
}
}
#This family is sticking around, I should get in good with his heir
option = {
trigger = {
exists = scope:candidate
intrigue > average_skill_rating
}
name = ep3_governor_yearly.3040.b
flavor = ep3_governor_yearly.3040.b.flavor
if = {
limit = {
can_add_hook = {
target = scope:candidate
type = favor_hook
}
}
add_hook = {
type = favor_hook
target = scope:candidate
}
}
else = {
reverse_add_opinion = {
modifier = grateful_opinion
target = scope:candidate
opinion = 40
}
}
custom_tooltip = sycophant_boosts_credibility_candidate_score
scope:candidate = {
add_character_flag = {
flag = boosted_by_sycophant_score
years = 20
}
}
hidden_effect = {
add_opinion = {
target = scope:candidate
modifier = respect_opinion
opinion = 30
}
}
change_influence = minor_influence_gain
stress_impact = {
impatient = medium_stress_impact_gain
just = minor_stress_impact_gain
honest = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
ai_rationality = 0.5
}
modifier = {
add = -50
opinion = {
target = scope:candidate
value < 0
}
}
modifier = {
factor = 0
OR = {
opinion = {
target = scope:candidate
value <= -50
}
has_trait = impatient
has_trait = just
has_trait = honest
}
}
}
}
#This guy isn't going anywhere. We need to fortify our self-sufficiency
option = {
name = ep3_governor_yearly.3040.c
flavor = ep3_governor_yearly.3040.c.flavor
add_character_modifier = {
modifier = independent_administrator_modifier
years = 20
}
if = {
limit = {
any_maa_regiment = {
is_title_maa_regiment = no
can_upgrade_maa = yes
}
}
random_maa_regiment = {
limit = {
is_title_maa_regiment = no
can_upgrade_maa = yes
}
change_maa_regiment_size = {
size = 1
reinforce = yes
}
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_skoutatoi
}
capital_province = {
NOR = {
terrain = farmlands
terrain = forest
terrain = wetlands
}
}
}
create_maa_regiment = {
type = skoutatoi
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_akritai
}
capital_province = {
OR = {
terrain = forest
terrain = wetlands
}
}
}
create_maa_regiment = {
type = akritai
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_ballistrai
}
capital_province = {
terrain = farmlands
}
}
create_maa_regiment = {
type = ballistrai
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_ayrudzi
}
}
create_maa_regiment = {
type = ayrudzi
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_hussar
}
}
create_maa_regiment = {
type = hussar
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_monaspa
}
}
create_maa_regiment = {
type = monaspa
check_can_recruit = no
title = root.primary_title
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_cataphract_archers
}
}
create_maa_regiment = {
type = cataphract_archers
check_can_recruit = no
title = root.primary_title
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_mubarizun
}
}
create_maa_regiment = {
type = mubarizun
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_tawashi
}
}
create_maa_regiment = {
type = tawashi
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_conrois
}
}
create_maa_regiment = {
type = conrois
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
OR = {
culture = { culture_has_archer_cavalry_maa = yes }
has_trait = nomadic_philosophy
}
}
create_maa_regiment = {
type = horse_archers
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_innovation = innovation_pike_columns
}
}
create_maa_regiment = {
type = picchieri
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_druzhina
}
}
create_maa_regiment = {
type = druzhina
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = yes
}
create_maa_regiment = {
type = nomad_lancers
check_can_recruit = no
title = root.primary_title
size = 1
}
}
else_if = {
limit = {
mpo_can_recruit_nomad_maa_trigger = yes
}
create_maa_regiment = {
type = heavy_horse_archers
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_innovation = innovation_advanced_bowmaking
}
capital_province = {
NOR = {
terrain = desert
terrain = drylands
terrain = plains
}
}
}
create_maa_regiment = {
type = crossbowmen
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
culture = {
has_innovation = innovation_war_camels
}
capital_province = {
OR = {
terrain = desert
terrain = drylands
}
}
}
create_maa_regiment = {
type = camel_rider
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
capital_province = {
OR = {
terrain = farmlands
terrain = floodplains
}
}
culture = {
has_innovation = innovation_quilted_armor
}
short_term_gold >= 200
}
create_maa_regiment = {
type = armored_footmen
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
capital_province = {
OR = {
terrain = plains
terrain = drylands
}
}
}
create_maa_regiment = {
type = light_horsemen
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
capital_province = {
OR = {
terrain = forest
terrain = taiga
terrain = hills
}
}
}
create_maa_regiment = {
type = bowmen
check_can_recruit = no
size = 1
}
}
else_if = {
limit = {
capital_province = {
OR = {
terrain = jungle
terrain = wetlands
}
}
}
create_maa_regiment = {
type = light_footmen
check_can_recruit = no
size = 1
}
}
else = {
create_maa_regiment = {
type = pikemen_unit
check_can_recruit = no
size = 1
}
}
remove_short_term_gold = minor_gold_value
stress_impact = {
trusting = medium_stress_impact_gain
humble = minor_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
ai_sociability = -0.5
}
modifier = {
add = -50
opinion = {
target = scope:emperor
value >= 40
}
}
modifier = {
add = 50
any_neighboring_top_liege_realm_owner = {
any_realm_county = {
any_neighboring_county = {
OR = {
holder = root
holder.liege = root
}
}
}
}
}
modifier = {
factor = 0
OR = {
short_term_gold <= medium_gold_value
opinion = {
target = scope:emperor
value >= 75
}
has_trait = generous
has_trait = trusting
has_trait = humble
}
}
}
}
#I should use his image to reinforce my governance and drive enlistment
option = {
name = ep3_governor_yearly.3040.d
flavor = ep3_governor_yearly.3040.d.flavor
trigger = {
is_governor = yes
}
add_prestige = minor_prestige_gain
if = {
limit = {
any_maa_regiment = {
is_title_maa_regiment = yes
can_upgrade_maa = yes
}
}
every_maa_regiment = {
limit = {
is_title_maa_regiment = yes
can_upgrade_maa = yes
}
change_maa_regiment_size = {
size = 1
reinforce = yes
}
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_cataphract
}
short_term_gold >= 300
capital_province = {
NOR = {
terrain = hills
terrain = mountains
terrain = desert_mountains
terrain = wetlands
}
}
}
create_maa_regiment = {
type = cataphract
check_can_recruit = no
title = root.primary_title
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_skoutatoi
}
capital_province = {
NOR = {
terrain = farmlands
terrain = forest
terrain = wetlands
}
}
}
create_maa_regiment = {
type = skoutatoi
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_akritai
}
capital_province = {
OR = {
terrain = forest
terrain = wetlands
}
}
}
create_maa_regiment = {
type = akritai
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_ballistrai
}
capital_province = {
terrain = farmlands
}
}
create_maa_regiment = {
type = ballistrai
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_ayrudzi
}
}
create_maa_regiment = {
type = ayrudzi
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_monaspa
}
}
create_maa_regiment = {
type = monaspa
check_can_recruit = no
title = root.primary_title
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_cataphract_archers
}
}
create_maa_regiment = {
type = cataphract_archers
check_can_recruit = no
title = root.primary_title
size = 1
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_hussar
}
}
create_maa_regiment = {
type = hussar
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_mubarizun
}
}
create_maa_regiment = {
type = mubarizun
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_tawashi
}
}
create_maa_regiment = {
type = tawashi
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_conrois
}
}
create_maa_regiment = {
type = conrois
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
OR = {
culture = { culture_has_archer_cavalry_maa = yes }
has_trait = nomadic_philosophy
}
}
create_maa_regiment = {
type = horse_archers
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_innovation = innovation_pike_columns
}
}
create_maa_regiment = {
type = picchieri
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_druzhina
}
}
create_maa_regiment = {
type = druzhina
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = yes
}
create_maa_regiment = {
type = nomad_lancers
check_can_recruit = no
title = root.primary_title
size = 1
}
}
else_if = {
limit = {
mpo_can_recruit_nomad_maa_trigger = yes
}
create_maa_regiment = {
type = heavy_horse_archers
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_innovation = innovation_advanced_bowmaking
}
capital_province = {
NOR = {
terrain = desert
terrain = drylands
terrain = plains
}
}
}
create_maa_regiment = {
type = crossbowmen
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
culture = {
has_innovation = innovation_war_camels
}
capital_province = {
OR = {
terrain = desert
terrain = drylands
}
}
}
create_maa_regiment = {
type = camel_rider
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
capital_province = {
OR = {
terrain = farmlands
terrain = floodplains
}
}
culture = {
has_innovation = innovation_quilted_armor
}
short_term_gold >= 200
}
create_maa_regiment = {
type = armored_footmen
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
capital_province = {
OR = {
terrain = plains
terrain = drylands
}
}
}
create_maa_regiment = {
type = light_horsemen
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
capital_province = {
OR = {
terrain = forest
terrain = taiga
terrain = hills
}
}
}
create_maa_regiment = {
type = bowmen
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else_if = {
limit = {
capital_province = {
OR = {
terrain = jungle
terrain = wetlands
}
}
}
create_maa_regiment = {
type = light_footmen
check_can_recruit = no
title = root.primary_title
size = 2
}
}
else = {
create_maa_regiment = {
type = pikemen_unit
check_can_recruit = no
title = root.primary_title
size = 2
}
}
stress_impact = {
greedy = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
ai_energy = 0.5
}
modifier = {
add = -50
opinion = {
target = scope:emperor
value < -0
}
}
modifier = {
add = 50
any_neighboring_top_liege_realm_owner = {
any_realm_county = {
any_neighboring_county = {
OR = {
holder = root
holder.liege = root
}
}
}
}
}
modifier = {
factor = 0
OR = {
short_term_gold <= medium_gold_value
has_trait = greedy
has_trait = ambitious
}
}
}
}
}
#####################################
# God Appointed... Him? #
# by Jason Cantalini #
# 3050 #
#####################################
#Emperor has low legitimacy
ep3_governor_yearly.3050 = {
type = character_event
title = ep3_governor_yearly.3050.t
desc = {
desc = ep3_governor_yearly.3050.desc
first_valid = {
#Emperor is a mess
triggered_desc = {
trigger = {
has_character_flag = demon_emperor_madness
}
desc = ep3_governor_yearly.3050.mess
}
#Emperor is useless
triggered_desc = {
trigger = {
has_character_flag = demon_emperor_sloth
}
desc = ep3_governor_yearly.3050.shiftless
}
#Emperor is a cowardly worm
triggered_desc = {
trigger = {
has_character_flag = demon_emperor_fear
}
desc = ep3_governor_yearly.3050.coward
}
#Emperor is a monster
triggered_desc = {
trigger = {
has_character_flag = demon_emperor_cruel
}
desc = ep3_governor_yearly.3050.cruel
}
#Emperor just plain sucks
desc = ep3_governor_yearly.3050.generic_bad
}
desc = ep3_governor_yearly.3050.outro
}
theme = emperor
override_effect_2d = {
reference = flies
}
override_background = {
trigger = {
scope:emperor.capital_county.culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
has_cultural_pillar = heritage_latin
has_graphical_mediterranean_culture_group_trigger = yes
}
}
NOR = {
has_character_flag = demon_emperor_cruel
has_character_flag = demon_emperor_generic
}
}
reference = ep3_byzantine_feast
}
override_background = {
trigger = {
scope:emperor.capital_county.culture = {
NOR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
has_cultural_pillar = heritage_latin
has_graphical_mediterranean_culture_group_trigger = yes
}
}
NOR = {
has_character_flag = demon_emperor_cruel
has_character_flag = demon_emperor_generic
}
}
reference = corridor_night
}
override_background = {
trigger = {
has_character_flag = demon_emperor_cruel
}
reference = bp1_bonfire
}
override_background = {
trigger = {
has_character_flag = demon_emperor_generic
}
reference = bedchamber
}
left_portrait = {
character = scope:emperor
triggered_animation = {
trigger = {
root = {
has_character_flag = demon_emperor_madness
}
}
animation = aggressive_unarmed
}
triggered_animation = {
trigger = {
root = {
has_character_flag = demon_emperor_sloth
}
}
animation = throne_room_kneel_1
}
triggered_animation = {
trigger = {
root = {
has_character_flag = demon_emperor_fear
}
}
animation = paranoia
}
triggered_animation = {
trigger = {
root = {
has_character_flag = demon_emperor_cruel
}
}
animation = manic
}
triggered_animation = {
trigger = {
root = {
has_character_flag = demon_emperor_generic
}
}
animation = eccentric
}
}
lower_right_portrait = scope:faith_head
trigger = {
has_ep3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
OR = {
is_governor = yes
is_landless_administrative = yes
}
is_at_war = no
top_liege = {
has_legitimacy = yes
legitimacy_level < 2
age >= 8
}
age >= 12
}
weight_multiplier = {
base = 1
modifier = {
factor = 3
top_liege = {
is_imprisoned = no
legitimacy_level < 1
}
}
}
immediate = {
save_scope_as = root_scope
top_liege = {
save_scope_as = emperor
}
random_list = {
3 = {
trigger = {
scope:emperor = {
ai_rationality <= low_negative_ai_value
}
}
modifier = {
factor = 4
scope:emperor = {
ai_rationality <= high_negative_ai_value
}
}
add_character_flag = {
flag = demon_emperor_madness
days = 5
}
if = {
limit = {
scope:emperor = {
is_adult = yes
}
}
scope:emperor = { add_character_flag = is_naked }
}
}
3 = {
trigger = {
scope:emperor = {
ai_energy <= low_negative_ai_value
}
}
modifier = {
factor = 4
scope:emperor = {
ai_energy <= high_negative_ai_value
}
}
add_character_flag = {
flag = demon_emperor_sloth
days = 5
}
if = {
limit = {
scope:emperor = {
is_adult = yes
}
}
scope:emperor = { add_character_flag = is_naked }
}
}
3 = {
trigger = {
scope:emperor = {
ai_boldness <= low_negative_ai_value
}
}
modifier = {
factor = 4
scope:emperor = {
ai_boldness <= high_negative_ai_value
}
}
add_character_flag = {
flag = demon_emperor_fear
days = 5
}
}
3 = {
trigger = {
scope:emperor = {
ai_compassion <= low_negative_ai_value
}
}
modifier = {
factor = 4
scope:emperor = {
ai_compassion <= high_negative_ai_value
}
}
add_character_flag = {
flag = demon_emperor_cruel
days = 5
}
}
1 = {
modifier = {
factor = 15
scope:emperor = {
ai_honor <= high_negative_ai_value
}
}
add_character_flag = {
flag = demon_emperor_generic
days = 5
}
if = {
limit = {
scope:emperor = {
is_adult = yes
}
}
scope:emperor = { add_character_flag = is_naked }
}
}
}
if = {
limit = {
maa_regiments_max_count > maa_regiments_count
any_maa_regiment = {
is_title_maa_regiment = yes
}
}
ordered_maa_regiment = {
order_by = maa_size
limit = {
is_title_maa_regiment = yes
}
position = 0
save_scope_value_as = {
name = regiment_size
value = maa_size
}
save_scope_as = regiment
}
}
if = {
limit = {
OR = {
has_trait = zealous
piety_level >= 3
}
exists = root.faith.religious_head
NOT = {
root.faith.religious_head = {
this = root
}
}
}
root.faith.religious_head = { save_scope_as = faith_head }
}
}
#DEMON!
option = {
name = ep3_governor_yearly.3050.a
trigger = {
OR = {
has_trait = zealous
piety_level >= 3
}
}
reason = piety_level
add_piety = major_piety_gain
scope:emperor = {
add_opinion = {
modifier = insulted_opinion
target = root
opinion = -50
}
}
if = {
limit = {
exists = scope:faith_head
}
scope:faith_head = {
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 20
}
}
}
stress_impact = {
paranoid = minor_stress_impact_loss
eccentric = minor_stress_impact_loss
cynical = major_stress_impact_gain
calm = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 150
ai_value_modifier = {
ai_zeal = 1
ai_rationality = -1
}
modifier = {
factor = 0
OR = {
has_trait = cynical
has_trait = calm
has_trait = forgiving
}
}
}
}
#Why should the troops answer to such a poser... and not me?
option = {
name = ep3_governor_yearly.3050.b
trigger = {
is_governor = yes
influence_level >= 3
}
reason = influence_level
add_character_flag = {
flag = low_legitimacy_admin_factions_flag
years = 20
}
scope:emperor = {
send_interface_message = {
type = msg_governor_challenging_illegitimacy
title = msg_governor_challenging_illegitimacy.t
desc = msg_governor_challenging_illegitimacy.desc
right_icon = scope:root_scope
custom_tooltip = ep3_governor_yearly_3050_factions_emp_tooltip
add_legitimacy = miniscule_legitimacy_loss
}
}
if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 1
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 1
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 2
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 2
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 3
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 3
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 4
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 4
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 5
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 5
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 6
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 6
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 7
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 7
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 8
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 8
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 9
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 9
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 10
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 10
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 11
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 11
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 12
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 12
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 13
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 13
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value = 14
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 14
}
scope:regiment = { destroy_maa_regiment = yes }
}
else_if = {
limit = {
exists = scope:regiment
ep3_governor_yearly_3050_regiment_size_value >= 15
}
create_maa_regiment = {
type_of = scope:regiment
check_can_recruit = no
size = 15
}
scope:regiment = { destroy_maa_regiment = yes }
}
else = {
add_prestige = medium_prestige_gain
change_influence = minor_influence_gain
}
add_trait = disloyal
stress_impact = {
disloyal = minor_stress_impact_loss
loyal = medium_stress_impact_gain
just = major_stress_impact_gain
trusting = medium_stress_impact_gain
humble = major_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 150
ai_value_modifier = {
ai_greed = 1
ai_boldness = 1
ai_honor = -1
}
modifier = {
add = 50
opinion = {
target = scope:emperor
value < -20
}
}
modifier = {
add = 50
opinion = {
target = scope:emperor
value < -70
}
}
modifier = {
add = -50
opinion = {
target = scope:emperor
value >= 0
}
}
modifier = {
factor = 0
OR = {
has_trait = just
has_trait = trusting
has_trait = humble
has_trait = content
has_trait = loyal
}
opinion = {
target = scope:emperor
value >= 60
}
}
}
}
#He needs my support!
option = {
name = ep3_governor_yearly.3050.c
flavor = ep3_governor_yearly.3050.c.flavor
scope:emperor = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 20
}
}
scope:emperor = {
send_interface_message = {
type = msg_governor_supports_rule
title = msg_governor_supports_rule.t
desc = msg_governor_supports_rule.desc
right_icon = scope:root_scope
add_legitimacy = miniscule_legitimacy_gain
random = {
chance = 20
root = { add_trait = loyal }
}
}
}
stress_impact = {
loyal = miniscule_stress_impact_loss
arbitrary = major_stress_impact_gain
paranoid = medium_stress_impact_gain
fickle = medium_stress_impact_gain
deceitful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 2
ai_compassion = 0.5
}
modifier = {
add = -50
opinion = {
target = scope:emperor
value < -20
}
}
modifier = {
add = 50
opinion = {
target = scope:emperor
value > 20
}
}
modifier = {
add = 50
opinion = {
target = scope:emperor
value > 70
}
}
modifier = {
factor = 0
OR = {
has_trait = arbitrary
has_trait = paranoid
has_trait = fickle
has_trait = deceitful
}
opinion = {
target = scope:emperor
value <= 70
}
}
}
}
#A perfect time to get involved in imperial politics... and neglect my other duties
option = {
name = ep3_governor_yearly.3050.d
if = {
limit = {
is_governor = yes
NOT = { has_character_flag = ep3_governor_yearly_3050_neglect_duties }
}
change_influence = medium_influence_gain
#Lose governor efficiency
custom_tooltip = ep3_governor_yearly_3050_neglect_duties_tooltip
add_character_flag = {
flag = ep3_governor_yearly_3050_neglect_duties
years = 10
}
}
else_if = {
limit = {
NOT = {
has_character_modifier = ep3_neglecting_house_head_duties_modifier
}
}
change_influence = minor_influence_gain
add_character_modifier = {
modifier = ep3_neglecting_house_head_duties_modifier
years = 10
}
}
else = {
change_influence = medium_influence_gain
add_prestige = minor_prestige_loss
}
stress_impact = {
diligent = medium_stress_impact_gain
just = minor_stress_impact_gain
honest = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
ai_greed = 0.5
ai_energy = -0.5
}
modifier = {
add = -50
opinion = {
target = scope:emperor
value <= -70
}
}
modifier = {
add = 50
opinion = {
target = scope:emperor
value < 0
}
}
modifier = {
add = -50
opinion = {
target = scope:emperor
value >= 50
}
}
modifier = {
factor = 0
OR = {
has_trait = just
has_trait = honest
has_trait = humble
}
opinion = {
target = scope:emperor
value >= 80
}
}
}
}
after = {
if = {
limit = {
scope:emperor = {
has_character_flag = is_naked
}
}
scope:emperor = {
remove_character_flag = is_naked
}
}
}
}
#####################################
# A Resplendent Coronation #
# by Jason Cantalini #
# 3060 #
#####################################
#Admin Imperial Succession event
ep3_governor_yearly.3060 = {
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = {
scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
}
desc = ep3_governor_yearly.3060.t_regent
}
desc = ep3_governor_yearly.3060.t
}
}
desc = {
#The old Basileus is dead or usurped
first_valid = {
triggered_desc = {
trigger = {
scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
}
desc = ep3_governor_yearly.3060.intro_regent
}
triggered_desc = {
trigger = {
scope:previous_holder = {
is_alive = yes
NOT = {
has_character_flag = abdicated_from_throne
}
}
}
desc = ep3_governor_yearly.3060.intro_usurper
}
desc = ep3_governor_yearly.3060.intro_deceased
}
#Where is new Basileus being acclaimed?
first_valid = {
triggered_desc = {
trigger = {
scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
}
desc = ep3_governor_yearly.3060.desc_regent
}
triggered_desc = {
trigger = {
scope:emperor = {
has_character_flag = ep3_new_emperor_afield
}
}
desc = ep3_governor_yearly.3060.desc_afield
}
desc = ep3_governor_yearly.3060.desc_temple
}
#Is it Byzantine or nah?
first_valid = {
triggered_desc = {
trigger = {
scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
}
desc = ep3_governor_yearly.3060.desc_regent_acclaim
}
triggered_desc = {
trigger = {
scope:emperor = {
religion = {
this = religion:christianity_religion
}
primary_title = {
this = title:e_byzantium
}
#is either a Byzantine themselves or has a byzantine around to indicate any interest in Byzantine traditions
OR = {
culture = {
has_cultural_pillar = heritage_byzantine
OR = {
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:greek
}
}
any_vassal = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:greek
}
}
}
}
is_female = no
}
}
desc = ep3_governor_yearly.3060.desc_byzantine
}
triggered_desc = {
trigger = {
scope:emperor = {
religion = {
this = religion:christianity_religion
}
primary_title = {
this = title:e_byzantium
}
OR = {
culture = {
has_cultural_pillar = heritage_byzantine
OR = {
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:greek
}
}
any_vassal = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:greek
}
}
}
}
is_female = yes
}
}
desc = ep3_governor_yearly.3060.desc_byzantine_femme
}
desc = ep3_governor_yearly.3060.desc_generic
}
#Emperor's legitimacy
first_valid = {
triggered_desc = {
trigger = {
scope:new_holder = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
}
desc = ep3_governor_yearly.3060.desc_regent_legit
}
triggered_desc = {
trigger = {
scope:emperor = {
legitimacy_level >= 4
}
}
desc = ep3_governor_yearly.3060.desc_high_legit
}
triggered_desc = {
trigger = {
scope:emperor = {
legitimacy_level < 4
legitimacy_level >= 2
}
}
desc = ep3_governor_yearly.3060.desc_medium_legit
}
desc = ep3_governor_yearly.3060.desc_low_legit
}
}
theme = emperor
override_background = {
trigger = {
scope:emperor = {
capital_county = title:c_byzantion
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
NOT = {
has_character_flag = ep3_new_emperor_afield
}
}
}
reference = ep3_hagia_sophia
}
override_background = {
trigger = {
NOT = {
scope:emperor = {
capital_county = title:c_byzantion
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
}
scope:emperor = {
tgp_is_ceremonial_regent_trigger = no # Not 'actual' ruler
NOT = {
has_character_flag = ep3_new_emperor_afield
}
}
}
reference = temple
}
override_background = {
trigger = {
scope:emperor = {
has_character_flag = ep3_new_emperor_afield
location = {
OR = {
terrain = desert
terrain = drylands
terrain = oasis
terrain = desert_mountains
terrain = floodplains
}
}
}
}
reference = ce1_legendary_oasis
}
override_background = {
trigger = {
scope:emperor = {
has_character_flag = ep3_new_emperor_afield
location = {
NOR = {
terrain = desert
terrain = drylands
terrain = oasis
terrain = desert_mountains
terrain = floodplains
}
}
}
}
reference = ce1_legendary_spring
}
override_background = {
trigger = {
exists = scope:background_throne_room_scope
scope:emperor = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
}
reference = throne_room_scope
}
left_portrait = {
character = scope:emperor
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_win
}
right_portrait = {
character = scope:ceremonial_liege
animation = holding_hu
camera = camera_event_right_forward
}
lower_right_portrait = scope:previous_holder
trigger = {
exists = scope:emperor
scope:emperor = {
is_alive = yes
}
top_liege ?= {
this = scope:emperor
}
}
immediate = {
play_sound_effect = "event:/DLC/EP3/SFX/Stingers/Byzantine_Flavor/ep3_mx_sting_byzantineflavor_become_emperor"
tgp_save_realm_ceremonial_liege_effect = yes
if = {
limit = {
scope:ceremonial_liege = scope:emperor
}
clear_saved_scope = ceremonial_liege
}
scope:ceremonial_liege ?= { save_scope_as = background_throne_room_scope }
save_scope_as = root_scope
if = {
limit = {
scope:emperor = {
OR = {
is_travelling = yes
is_in_army = yes
}
#Is not at sea
location = {
exists = holder
}
}
}
scope:emperor = {
add_character_flag = {
flag = ep3_new_emperor_afield
days = 30
}
}
}
scope:emperor = {
location = {
save_scope_as = emp_location
}
}
if = {
limit = {
has_ach_dlc_trigger = yes
scope:emperor = {
has_realm_law = uncrowned
}
}
custom_tooltip = admin_coronation_still_req_tt
}
}
#My positive relation? This is amazing news!
option = {
name = ep3_governor_yearly.3060.a
trigger = {
OR = {
has_relation_friend = scope:emperor
has_relation_potential_friend = scope:emperor
has_relation_lover = scope:emperor
has_relation_soulmate = scope:emperor
is_allied_to = scope:emperor
is_close_family_of = scope:emperor
house = scope:emperor.house
is_spouse_of = scope:emperor
}
NOR = {
has_relation_rival = scope:emperor
reverse_opinion = {
target = scope:emperor
value <= -25
}
}
}
if = {
limit = {
scope:emperor = {
legitimacy_level >= 5
}
}
add_gold = medium_gold_value
change_influence = medium_influence_gain
custom_tooltip = ep3_succession_high_legitimacy_tooltip
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 4
}
}
add_gold = medium_gold_value
change_influence = minor_influence_gain
custom_tooltip = ep3_succession_high_legitimacy_tooltip
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 3
}
}
add_gold = minor_gold_value
reverse_add_opinion = {
modifier = pleased_opinion
target = scope:emperor
opinion = 5
}
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 2
}
}
add_gold = minor_gold_value
scope:emperor = {
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 10
}
}
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 1
}
}
scope:emperor = {
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 15
}
}
add_gold = tiny_gold_value
custom_tooltip = ep3_succession_low_legitimacy_tooltip
}
else = {
scope:emperor = {
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 20
}
}
add_gold = tiny_gold_value
change_influence = miniscule_influence_loss
custom_tooltip = ep3_succession_low_legitimacy_tooltip
}
hidden_effect = {
add_opinion = {
modifier = loyalty_opinion
target = scope:emperor
opinion = 10
}
}
if = {
limit = {
scope:emperor = {
legitimacy_level <= 1
}
}
stress_impact = {
base = minor_stress_impact_loss
greedy = miniscule_stress_impact_loss
}
}
else = {
stress_impact = {
base = medium_stress_impact_loss
greedy = miniscule_stress_impact_loss
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_honor = 1
ai_energy = 1
}
modifier = {
add = 50
has_trait = loyal
}
modifier = {
add = 50
has_trait = greedy
}
modifier = {
add = 50
scope:emperor = {
influence_level >= 3
}
}
modifier = {
add = 50
scope:emperor = {
influence_level >= 4
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level >= 3
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level >= 4
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level >= 5
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level <= 2
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level <= 1
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level <= 0
}
}
modifier = {
add = 50
opinion = {
target = scope:emperor
value >= 75
}
}
modifier = {
add = 25
opinion = {
target = scope:emperor
value >= 25
}
}
modifier = {
add = -25
opinion = {
target = scope:emperor
value < 0
}
}
modifier = {
add = -25
opinion = {
target = scope:emperor
value <= -25
}
}
modifier = {
add = -25
opinion = {
target = scope:emperor
value <= -75
}
}
}
}
#I am a detractor of this emperor
option = {
name = ep3_governor_yearly.3060.b
flavor = ep3_governor_yearly.3060.b.flavor
if = {
limit = {
scope:emperor = {
legitimacy_level >= 5
}
}
if = {
limit = {
scope:previous_holder = {
is_alive = yes
NOR = {
has_character_flag = abdicated_from_throne
this = root
}
}
}
scope:previous_holder = {
add_opinion = {
modifier = grateful_opinion
target = root
opinion = 80
}
}
if = {
limit = {
has_multiple_players = no
is_ai = no
scope:previous_holder = {
is_ruler = no
NOT = {
has_relation_rival = root
}
}
}
add_courtier = scope:previous_holder
scope:previous_holder = {
every_traveling_family_member = {
limit = {
this != scope:previous_holder
}
root = { add_courtier = prev }
hidden_effect = {
return_to_court = yes
}
}
}
}
}
change_influence = major_influence_loss
scope:emperor = {
add_opinion = {
modifier = opposition_opinion
target = root
opinion = -80
}
}
#Add modifier
add_character_modifier = {
modifier = ep3_head_of_opposition_modifier
years = 10
}
custom_tooltip = ep3_succession_high_legitimacy_tooltip
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 4
}
}
if = {
limit = {
scope:previous_holder = {
is_alive = yes
NOR = {
has_character_flag = abdicated_from_throne
this = root
}
}
}
scope:previous_holder = {
add_opinion = {
modifier = grateful_opinion
target = root
opinion = 60
}
}
if = {
limit = {
has_multiple_players = no
is_ai = no
scope:previous_holder = {
is_ruler = no
NOT = {
has_relation_rival = root
}
}
}
add_courtier = scope:previous_holder
scope:previous_holder = {
every_traveling_family_member = {
limit = {
this != scope:previous_holder
}
root = { add_courtier = prev }
hidden_effect = {
return_to_court = yes
}
}
}
}
}
change_influence = medium_influence_loss
scope:emperor = {
add_opinion = {
modifier = opposition_opinion
target = root
opinion = -40
}
}
#Add modifier
add_character_modifier = {
modifier = ep3_head_of_opposition_modifier
years = 5
}
custom_tooltip = ep3_succession_high_legitimacy_tooltip
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 3
}
}
if = {
limit = {
scope:previous_holder = {
is_alive = yes
NOR = {
has_character_flag = abdicated_from_throne
this = root
}
}
}
scope:previous_holder = {
add_opinion = {
modifier = grateful_opinion
target = root
opinion = 40
}
}
if = {
limit = {
has_multiple_players = no
is_ai = no
scope:previous_holder = {
is_ruler = no
NOT = {
has_relation_rival = root
}
}
}
add_courtier = scope:previous_holder
scope:previous_holder = {
every_traveling_family_member = {
root = { add_courtier = prev }
hidden_effect = {
return_to_court = yes
}
}
}
}
}
add_prestige = medium_prestige_gain
change_influence = miniscule_influence_gain
scope:emperor = {
add_opinion = {
modifier = opposition_opinion
target = root
opinion = -50
}
}
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 2
}
}
if = {
limit = {
scope:previous_holder = {
is_alive = yes
NOR = {
has_character_flag = abdicated_from_throne
this = root
}
}
}
scope:previous_holder = {
add_opinion = {
modifier = grateful_opinion
target = root
opinion = 20
}
}
}
add_prestige = minor_prestige_gain
change_influence = minor_influence_gain
scope:emperor = {
add_opinion = {
modifier = opposition_opinion
target = root
opinion = -40
}
}
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 1
}
}
if = {
limit = {
scope:previous_holder = {
is_alive = yes
NOR = {
has_character_flag = abdicated_from_throne
this = root
}
}
}
scope:previous_holder = {
add_opinion = {
modifier = grateful_opinion
target = root
opinion = 10
}
}
}
add_prestige = miniscule_prestige_gain
change_influence = medium_influence_gain
scope:emperor = {
add_opinion = {
modifier = opposition_opinion
target = root
opinion = -40
}
}
custom_tooltip = ep3_succession_low_legitimacy_tooltip
}
else = {
change_influence = medium_influence_gain
scope:emperor = {
add_opinion = {
modifier = opposition_opinion
target = root
opinion = -20
}
}
custom_tooltip = ep3_succession_low_legitimacy_tooltip
}
hidden_effect = {
add_opinion = {
modifier = contempt_opinion
target = scope:emperor
opinion = -20
}
}
if = {
limit = {
scope:emperor = {
legitimacy_level >= 4
}
}
stress_impact = {
trusting = medium_stress_impact_gain
content = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
craven = medium_stress_impact_gain
humble = medium_stress_impact_gain
loyal = medium_stress_impact_gain
}
}
else = {
stress_impact = {
loyal = medium_stress_impact_gain
}
}
ai_chance = {
base = 0
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
ai_energy = 1
}
modifier = {
add = 50
has_trait = disloyal
}
modifier = {
add = -50
house ?= scope:emperor.house
}
modifier = {
add = -100
scope:emperor = {
has_hook = root
}
}
modifier = {
add = 25
scope:emperor = {
influence_level <= 1
}
}
modifier = {
add = -50
scope:emperor = {
influence_level >= 3
}
}
modifier = {
add = -50
scope:emperor = {
influence_level >= 4
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level >= 3
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level >= 4
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level >= 5
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level <= 2
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level <= 1
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level <= 0
}
}
modifier = {
add = -50
opinion = {
target = scope:emperor
value >= 75
}
}
modifier = {
add = -25
opinion = {
target = scope:emperor
value > 0
}
}
modifier = {
add = 25
opinion = {
target = scope:emperor
value <= -25
}
}
modifier = {
add = 25
opinion = {
target = scope:emperor
value <= -50
}
}
modifier = {
add = 25
opinion = {
target = scope:emperor
value <= -75
}
}
modifier = {
factor = 0
has_trait = loyal
}
modifier = {
factor = 0
scope:emperor = {
legitimacy_level >= 4
}
OR = {
has_trait = trusting
has_trait = content
has_trait = paranoid
has_trait = craven
has_trait = humble
}
}
}
}
#I am a supporter of this emperor
option = {
name = ep3_governor_yearly.3060.c
flavor = {
first_valid = {
triggered_desc = {
trigger = {
scope:emperor = { tgp_is_ceremonial_regent_trigger = yes }
}
desc = ep3_governor_yearly.3060.c.flavor_regent
}
triggered_desc = {
trigger = {
scope:emperor = {
legitimacy_level >= 4
}
}
desc = ep3_governor_yearly.3060.c.flavor_high_legit
}
triggered_desc = {
trigger = {
scope:emperor = {
legitimacy_level <= 1
}
}
desc = ep3_governor_yearly.3060.c.flavor_low_legit
}
desc = ep3_governor_yearly.3060.c.flavor_med_legit
}
}
#High legitimacy: gain influence and a little opinion with emp
#Low legitimacy: lose opinion and gain big opinion with emp
if = {
limit = {
scope:emperor = {
legitimacy_level >= 5
}
}
change_influence = medium_influence_gain
custom_tooltip = ep3_succession_high_legitimacy_tooltip
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 4
}
}
reverse_add_opinion = {
modifier = support_opinion
target = scope:emperor
opinion = 10
}
change_influence = minor_influence_gain
custom_tooltip = ep3_succession_high_legitimacy_tooltip
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 3
}
}
change_influence = miniscule_influence_loss
reverse_add_opinion = {
modifier = support_opinion
target = scope:emperor
opinion = 10
}
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 2
}
}
change_influence = minor_influence_loss
scope:emperor = {
add_opinion = {
modifier = support_opinion
target = root
opinion = 20
}
}
}
else_if = {
limit = {
scope:emperor = {
legitimacy_level >= 1
}
}
scope:emperor = {
add_opinion = {
modifier = support_opinion
target = root
opinion = 30
}
}
change_influence = medium_influence_loss
custom_tooltip = ep3_succession_low_legitimacy_tooltip
}
else = {
scope:emperor = {
add_opinion = {
modifier = support_opinion
target = root
opinion = 50
}
}
change_influence = major_influence_loss
custom_tooltip = ep3_succession_low_legitimacy_tooltip
}
hidden_effect = {
add_opinion = {
modifier = loyalty_opinion
target = scope:emperor
opinion = 10
}
}
if = {
limit = {
scope:emperor = {
legitimacy_level <= 1
}
}
stress_impact = {
arrogant = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
craven = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
disloyal = medium_stress_impact_gain
fickle = medium_stress_impact_gain
}
}
else = {
stress_impact = {
disloyal = medium_stress_impact_gain
}
}
ai_chance = {
base = 0
ai_value_modifier = {
ai_boldness = -1
ai_honor = 1
ai_energy = 1
}
modifier = {
add = 100
has_trait = loyal
}
modifier = {
add = 50
house ?= scope:emperor.house
}
modifier = {
add = 100
scope:emperor = {
has_hook = root
}
}
modifier = {
add = -25
scope:emperor = {
influence_level <= 1
}
}
modifier = {
add = 50
scope:emperor = {
influence_level >= 3
}
}
modifier = {
add = 50
scope:emperor = {
influence_level >= 4
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level >= 3
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level >= 4
}
}
modifier = {
add = 25
scope:emperor = {
legitimacy_level >= 5
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level <= 2
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level <= 1
}
}
modifier = {
add = -25
scope:emperor = {
legitimacy_level <= 0
}
}
modifier = {
add = 50
opinion = {
target = scope:emperor
value >= 75
}
}
modifier = {
add = 25
opinion = {
target = scope:emperor
value >= 25
}
}
modifier = {
add = -25
opinion = {
target = scope:emperor
value < 0
}
}
modifier = {
add = -25
opinion = {
target = scope:emperor
value <= -25
}
}
modifier = {
add = -25
opinion = {
target = scope:emperor
value <= -75
}
}
modifier = {
factor = 0
has_trait = disloyal
}
modifier = {
factor = 0
scope:emperor = {
legitimacy_level <= 1
}
OR = {
has_trait = disloyal
has_trait = arrogant
has_trait = craven
has_trait = paranoid
has_trait = ambitious
has_trait = fickle
}
}
}
}
#No opinion...
option = {
name = {
trigger = {
scope:emperor = { tgp_is_ceremonial_regent_trigger = yes } # Not 'actual' ruler
}
text = ep3_governor_yearly.3060.d.regent
}
name = {
trigger = {
scope:emperor = { tgp_is_ceremonial_regent_trigger = no } # Not 'actual' ruler
}
text = ep3_governor_yearly.3060.d
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_energy = -1
ai_sociability = -1
}
}
}
}
scripted_trigger ep3_governor_yearly_3070_racer_trigger = {
is_alive = yes
is_adult = yes
age < 45
is_available = yes
ai_energy >= low_negative_ai_value
NOT = {
has_character_modifier = obese_modifier
}
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:liege }
NOT = { is_primary_heir_of = scope:liege }
}
scripted_trigger ep3_governor_yearly_3070_close_governor_trigger = {
is_governor = yes
NOR = {
this = root
house = root.house
primary_heir = root
primary_heir.house ?= {
this = root.house
}
}
any_sub_realm_county = {
count >= ep3_governor_yearly_3070_governorship_value
}
}
#####################################
# A Well-Traveled Tongue #
# by Jason Cantalini #
# 3070 #
#####################################
#You are very distant from the emperor and a traveler from the imperial court is visiting to mock you
ep3_governor_yearly.3070 = {
type = character_event
title = ep3_governor_yearly.3070.t
desc = {
desc = ep3_governor_yearly.3070.intro
first_valid = {
triggered_desc = {
trigger = {
is_landed = yes
}
desc = ep3_governor_yearly.3070.landed
}
desc = ep3_governor_yearly.3070.unlanded
}
first_valid = {
triggered_desc = {
trigger = {
scope:liege.culture = {
has_cultural_parameter = hosts_chariot_races
}
}
desc = ep3_governor_yearly.3070.chariot
}
desc = ep3_governor_yearly.3070.horse
}
desc = ep3_governor_yearly.3070.desc
}
#Loc for young racer making fun of you
theme = administrative
override_background = {
reference = terrain_travel
}
left_portrait = {
character = scope:rider
animation = jockey_gallop
camera = camera_event_horse_left
}
right_portrait = {
character = scope:charioteer
animation = chariot_neutral
camera = camera_event_chariot_right
}
lower_right_portrait = scope:close_governor
trigger = {
top_liege != this
government_allows = administrative
OR = {
AND = {
is_landed = yes
NOT = {
any_sub_realm_county = {
any_neighboring_county = {
holder = root.liege
}
}
}
}
AND = {
is_landless_administrative = yes
#This will make absolutely no sense if landless root's domicile is in liege's capital province
domicile.domicile_location = {
this != root.top_liege.capital_province
}
#Either liege is top liege or root's domicile is in liege's sub realm
OR = {
liege = {
top_liege = this
}
liege = {
top_liege != this
any_sub_realm_county = {
this = root.domicile.domicile_location.county
}
}
}
}
}
has_ep3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
is_at_war = no
trigger_if = {
limit = {
is_landed = yes
}
capital_province = {
save_temporary_scope_as = root_capital_temp
}
}
trigger_else = {
domicile = {
domicile_location = {
save_temporary_scope_as = root_capital_temp
}
}
}
OR = {
#EMPEROR LIEGE
#Long range if both imperial capital and root's are coastal
AND = {
liege = {
highest_held_title_tier >= tier_empire
}
liege.capital_county = {
is_coastal_county = yes
}
scope:root_capital_temp.county = {
is_coastal_county = yes
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 200000
}
#Medium range for one or the other
AND = {
liege = {
highest_held_title_tier >= tier_empire
}
OR = {
liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 150000
}
#Short range if neither is coastal
AND = {
liege = {
highest_held_title_tier >= tier_empire
}
NOR = {
liege.capital_county = {
is_coastal_county = yes
}
scope:root_capital_temp.county = {
is_coastal_county = yes
}
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 100000
}
#KING LIEGE
#Long range if both imperial capital and root's are coastal
AND = {
liege = {
highest_held_title_tier <= tier_kingdom
}
liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 100000
}
#Medium range for one or the other
AND = {
liege = {
highest_held_title_tier <= tier_kingdom
}
OR = {
liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 75000
}
#Short range if neither is coastal
AND = {
liege = {
highest_held_title_tier <= tier_kingdom
}
liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 50000
}
}
liege = {
save_temporary_scope_as = temp_liege
any_courtier_or_guest = {
NOT = {
is_foreign_court_guest = yes
}
is_alive = yes
is_adult = yes
age <= 45
is_available = yes
ai_energy >= low_negative_ai_value
NOT = {
has_character_modifier = obese_modifier
}
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:temp_liege }
NOT = { is_primary_heir_of = scope:temp_liege }
}
}
}
cooldown = {
years = 10
}
immediate = {
if = {
limit = {
is_landed = yes
}
capital_province = {
save_scope_as = root_capital
}
}
else = {
domicile = {
domicile_location = {
save_scope_as = root_capital
}
}
}
liege = {
save_scope_as = liege
}
scope:liege = {
if = {
limit = {
culture = {
has_cultural_parameter = hosts_chariot_races
}
}
if = {
limit = {
any_court_position_holder = {
type = charioteer_court_position
ep3_governor_yearly_3070_racer_trigger = yes
}
}
random_court_position_holder = {
type = charioteer_court_position
limit = {
ep3_governor_yearly_3070_racer_trigger = yes
}
save_scope_as = charioteer
}
}
else_if = {
limit = {
house = {
any_house_member = {
is_courtier_of = scope:liege
ep3_governor_yearly_3070_racer_trigger = yes
}
}
}
house = {
random_house_member = {
limit = {
is_courtier_of = scope:liege
ep3_governor_yearly_3070_racer_trigger = yes
}
save_scope_as = charioteer
}
}
}
else_if = {
limit = {
any_courtier = {
ep3_governor_yearly_3070_racer_trigger = yes
}
}
random_courtier = {
limit = {
ep3_governor_yearly_3070_racer_trigger = yes
}
save_scope_as = charioteer
}
}
else = {
random_pool_guest = {
limit = {
ep3_governor_yearly_3070_racer_trigger = yes
}
save_scope_as = charioteer
}
}
scope:charioteer = {
save_scope_as = racer
}
}
else = {
if = {
limit = {
any_court_position_holder = {
type = charioteer_court_position
ep3_governor_yearly_3070_racer_trigger = yes
}
}
random_court_position_holder = {
type = charioteer_court_position
limit = {
ep3_governor_yearly_3070_racer_trigger = yes
}
save_scope_as = rider
}
}
else_if = {
limit = {
house ?= {
any_house_member = {
is_courtier_of = scope:liege
ep3_governor_yearly_3070_racer_trigger = yes
}
}
}
house = {
random_house_member = {
limit = {
is_courtier_of = scope:liege
ep3_governor_yearly_3070_racer_trigger = yes
}
save_scope_as = rider
}
}
}
else_if = {
limit = {
any_courtier = {
ep3_governor_yearly_3070_racer_trigger = yes
}
}
random_courtier = {
limit = {
ep3_governor_yearly_3070_racer_trigger = yes
}
save_scope_as = rider
}
}
else = {
random_pool_guest = {
limit = {
ep3_governor_yearly_3070_racer_trigger = yes
}
save_scope_as = rider
}
}
scope:rider = {
save_scope_as = racer
}
}
}
if = {
limit = {
scope:liege = {
any_vassal = {
ep3_governor_yearly_3070_close_governor_trigger = yes
}
any_sub_realm_county = {
any_neighboring_county = {
holder = scope:liege
}
}
}
}
scope:liege = {
random_vassal = {
limit = {
ep3_governor_yearly_3070_close_governor_trigger = yes
any_sub_realm_county = {
any_neighboring_county = {
holder = scope:liege
}
}
}
save_scope_as = close_governor
}
}
}
else_if = {
limit = {
scope:liege = {
any_vassal = {
ep3_governor_yearly_3070_close_governor_trigger = yes
save_temporary_scope_as = temp_vassal
"scope:liege.capital_province.squared_distance(scope:temp_vassal.capital_province)" < 25000
}
}
}
scope:liege = {
random_vassal = {
limit = {
ep3_governor_yearly_3070_close_governor_trigger = yes
save_temporary_scope_as = temp_vassal
ep3_governor_yearly_3070_close_governor_trigger = yes
"scope:liege.capital_province.squared_distance(scope:temp_vassal.capital_province)" < 25000
}
save_scope_as = close_governor
}
}
}
}
#You're blind if you don't see the opportunities out here
option = {
name = ep3_governor_yearly.3070.a
trigger = {
has_trait = governor
has_trait_xp = {
trait = governor
value >= 40
}
}
increase_governance_effect = { VALUE = 5 }
add_prestige = minor_prestige_gain
root.primary_title = {
ordered_title_heir = {
order_by = "appointment_candidate_score(root.primary_title)"
max = 1
limit = {
house = root.house
}
root.primary_title = {
change_appointment_investment = {
target = prev
value = appointment_score_minor_value
}
}
}
}
stress_impact = {
fickle = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 200
ai_value_modifier = {
ai_greed = -0.5
ai_energy = -0.5
ai_honor = 0.5
}
modifier = {
factor = 0
OR = {
has_trait = fickle
has_trait = ambitious
has_trait = arrogant
}
}
}
}
#I'll move my domicile
option = {
name = ep3_governor_yearly.3070.b
trigger = {
is_landed = no
}
change_influence = medium_influence_gain
domicile = {
move_domicile = scope:liege.capital_province
}
house = {
every_house_member = {
custom = custom.every_house_member
limit = {
NOR = {
this = root
this = scope:liege
}
age > 3
}
change_influence = miniscule_influence_gain
add_opinion = {
modifier = uprooted_family_opinion
target = root
opinion = -20
}
}
}
every_spouse = {
change_influence = miniscule_influence_gain
add_opinion = {
modifier = uprooted_family_opinion
target = root
opinion = -20
}
}
remove_short_term_gold = minor_gold_value
stress_impact = {
stubborn = minor_stress_impact_gain
lazy = medium_stress_impact_gain
content = medium_stress_impact_gain
shy = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_sociability = 1
}
modifier = {
factor = 0
OR = {
has_trait = stubborn
has_trait = lazy
has_trait = shy
has_trait = content
short_term_gold < minor_gold_value
}
}
}
}
#I need to get a more relevant appointment...
option = {
trigger = {
exists = scope:close_governor
}
name = ep3_governor_yearly.3070.c
flavor = ep3_governor_yearly.3070.c.flavor
scope:close_governor.primary_title = {
change_appointment_investment = {
target = root
value = appointment_score_medium_value
}
}
scope:racer = {
add_hook = {
type = favor_hook
target = root
}
}
stress_impact = {
humble = medium_stress_impact_gain
content = medium_stress_impact_gain
patient = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_greed = 1
}
modifier = {
factor = 0
OR = {
has_trait = content
has_trait = humble
has_trait = content
}
}
}
}
#He's right... we need to improve the roads or this place will remain irrelevant
option = {
name = ep3_governor_yearly.3070.d
trigger = {
is_landed = yes
}
remove_treasury_or_gold = medium_treasury_or_gold_value
duel = {
skills = { stewardship learning }
value = medium_skill_rating
55 = { #Your road-building efforts go well
desc = ep3_governor_yearly.3070.d.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -54
}
send_interface_toast = {
type = event_toast_effect_good
title = ep3_governor_yearly.3070.d.success
increase_governance_effect = { VALUE = 10 }
change_influence = minor_influence_gain
every_sub_realm_county = {
custom = custom.every_sub_realm_county
change_development_progress = medium_development_progress_gain
}
}
}
45 = { #Your province remains isolated... but now it's poorer
desc = ep3_governor_yearly.3070.d.fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -44
}
send_interface_toast = {
type = event_toast_effect_bad
title = ep3_governor_yearly.3070.d.fail
change_influence = miniscule_influence_loss
}
}
}
stress_impact = {
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
ai_rationality = 1
}
modifier = {
add = 50
OR = {
stewardship > very_high_skill_rating
learning > very_high_skill_rating
AND = {
stewardship >= high_skill_rating
learning >= high_skill_rating
}
}
}
modifier = {
add = -50
OR = {
stewardship < average_skill_rating
learning < average_skill_rating
AND = {
stewardship <= medium_skill_rating
learning <= medium_skill_rating
}
}
}
modifier = {
factor = 0
OR = {
has_trait = greedy
short_term_treasury_or_gold < medium_treasury_or_gold_value
stewardship < low_skill_rating
learning < low_skill_rating
}
}
}
}
#My quaint little corner of the world is nice
option = {
name = ep3_governor_yearly.3070.e
if = {
limit = {
culture != capital_county.culture
}
culture = {
change_cultural_acceptance = {
target = root.capital_county.culture
value = low_positive_culture_acceptance
desc = cultural_acceptance_gain_content_governor
}
}
}
else_if = {
limit = {
culture = scope:liege.culture
has_dlc_feature = diverge_culture
NOT = {
has_character_flag = diverging_culture_discount
}
}
add_character_flag = diverging_culture_discount
custom_tooltip = diverging_culture_discount_tooltip
}
else_if = {
limit = {
culture = scope:liege.culture
}
add_piety = minor_piety_gain
}
else = {
add_character_modifier = {
modifier = contented_governing_countrymen_modifier
years = 10
desc = contented_governing_countrymen_modifier_tooltip
}
}
change_influence = minor_influence_loss
if = {
limit = {
OR = {
culture != capital_county.culture
culture = scope:liege.culture
}
}
stress_impact = {
base = medium_stress_impact_loss
impatient = minor_stress_impact_gain
ambitious = medium_stress_impact_gain
greedy = medium_stress_impact_gain
arrogant = minor_stress_impact_gain
}
}
else = {
stress_impact = {
base = minor_stress_impact_loss
impatient = minor_stress_impact_gain
ambitious = medium_stress_impact_gain
greedy = medium_stress_impact_gain
arrogant = minor_stress_impact_gain
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
ai_greed = -1
}
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = ambitious
has_trait = arrogant
has_trait = impatient
}
}
}
}
}
#####################################
# Taken by the Sea #
# by Jason Cantalini #
# 3080 #
#####################################
scripted_trigger ep3_governor_yearly_3080_captain_trigger = {
is_alive = yes
is_adult = yes
age <= 55
is_available = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
OR = {
prowess > low_skill_rating
martial > low_skill_rating
}
is_foreign_court_guest = no
NOR = {
is_primary_heir_of = root
is_player_heir_of = root
}
}
#You are very distant from the emperor and shipments to you are being lost
ep3_governor_yearly.3080 = {
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = {
scope:liege.capital_county = {
is_coastal_county = yes
}
NOT = {
any_sub_realm_county = {
is_coastal_county = no
}
}
}
desc = ep3_governor_yearly.3080.t_sea
}
desc = ep3_governor_yearly.3080.t
}
}
desc = {
desc = ep3_governor_yearly.3080.intro
first_valid = {
triggered_desc = {
trigger = {
exists = scope:rebel_faction
}
desc = ep3_governor_yearly.3080.desc_faction
}
desc = ep3_governor_yearly.3080.desc
}
}
theme = administrative
override_background = {
trigger = {
scope:liege.capital_county = {
is_coastal_county = yes
}
NOT = {
any_sub_realm_county = {
is_coastal_county = no
}
}
}
reference = ocean
}
override_background = {
trigger = {
OR = {
scope:liege.capital_county = {
is_coastal_county = no
}
any_sub_realm_county = {
is_coastal_county = no
}
}
}
reference = terrain_travel
}
left_portrait = {
character = root
animation = anger
camera = camera_event_left_forward
}
right_portrait = {
character = scope:captain
triggered_animation = {
trigger = {
exists = scope:rebel_faction
}
animation = throne_room_two_handed_passive_1
}
triggered_animation = {
trigger = {
NOT = {
exists = scope:rebel_faction
}
}
animation = survey
}
camera = camera_event_right_pointing_left
}
lower_right_portrait = scope:liege
trigger = {
is_landed = yes
government_has_flag = government_is_administrative
top_liege != this
has_ep3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
is_at_war = no
age >= 8
capital_province = {
save_temporary_scope_as = root_capital_temp
}
OR = {
#EMPEROR LIEGE
#Long range if both imperial capital and root's are coastal
AND = {
liege = {
highest_held_title_tier >= tier_empire
}
liege.capital_county = {
is_coastal_county = yes
}
scope:root_capital_temp.county = {
is_coastal_county = yes
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 400000
}
#Medium range for one or the other
AND = {
liege = {
highest_held_title_tier >= tier_empire
}
OR = {
liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 300000
}
#Short range if neither is coastal
AND = {
liege = {
highest_held_title_tier >= tier_empire
}
NOR = {
liege.capital_county = {
is_coastal_county = yes
}
scope:root_capital_temp.county = {
is_coastal_county = yes
}
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 200000
}
#KING LIEGE
#Long range if both imperial capital and root's are coastal
AND = {
liege = {
highest_held_title_tier <= tier_kingdom
}
liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 200000
}
#Medium range for one or the other
AND = {
liege = {
highest_held_title_tier <= tier_kingdom
}
OR = {
liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 150000
}
#Short range if neither is coastal
AND = {
liege = {
highest_held_title_tier <= tier_kingdom
}
liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
"liege.capital_province.squared_distance(scope:root_capital_temp)" > 100000
}
}
OR = {
any_knight = {
ep3_governor_yearly_3080_captain_trigger = yes
}
any_courtier_or_guest = {
ep3_governor_yearly_3080_captain_trigger = yes
}
}
}
cooldown = {
years = 10
}
immediate = {
capital_province = {
save_scope_as = root_capital
}
liege = {
save_scope_as = liege
}
if = {
limit = {
any_knight = {
ep3_governor_yearly_3080_captain_trigger = yes
}
}
random_knight = {
limit = {
ep3_governor_yearly_3080_captain_trigger = yes
}
save_scope_as = captain
}
}
else_if = {
limit = {
any_courtier = {
ep3_governor_yearly_3080_captain_trigger = yes
}
}
random_courtier = {
limit = {
ep3_governor_yearly_3080_captain_trigger = yes
}
save_scope_as = captain
}
}
else = {
random_pool_guest = {
limit = {
ep3_governor_yearly_3080_captain_trigger = yes
}
save_scope_as = captain
}
}
if = {
limit = {
any_targeting_faction = {
OR = {
faction_is_type = populist_faction
faction_is_type = peasant_faction
}
}
}
random_targeting_faction = {
limit = {
OR = {
faction_is_type = populist_faction
faction_is_type = peasant_faction
}
}
save_scope_as = rebel_faction
}
}
if = {
limit = {
exists = scope:rebel_faction
}
capital_county = {
change_county_control = miniscule_county_control_loss
}
}
else = {
add_character_flag = {
flag = ep3_governor_ignored_isolation
years = 5
}
custom_tooltip = ep3_governor_ignored_isolation_tooltip
}
}
#Long-term improvements are needed or this will only happen again
option = {
trigger = {
has_trait = governor
stewardship >= very_high_skill_rating
}
name = ep3_governor_yearly.3080.a
if = {
limit = {
exists = scope:rebel_faction
NOT = {
has_character_modifier = ep3_face_of_empire_modifier
}
}
add_character_modifier = {
modifier = ep3_face_of_empire_modifier
years = 20
}
}
else = {
capital_county = {
change_development_progress = medium_development_progress_gain
}
}
increase_governance_effect = { VALUE = 5 }
stress_impact = {
diligent = miniscule_stress_impact_loss
impatient = medium_stress_impact_gain
fickle = minor_stress_impact_gain
trusting = minor_stress_impact_gain
}
ai_chance = {
base = 200
ai_value_modifier = {
ai_rationality = 1
}
modifier = {
factor = 0
OR = {
has_trait = impatient
has_trait = fickle
has_trait = trusting
}
}
}
}
#I need to get out of here...
option = {
name = ep3_governor_yearly.3080.b
change_influence = minor_influence_gain
add_character_modifier = {
modifier = ep3_anxious_for_new_assignment_modifier
years = 5
desc = ep3_anxious_for_new_assignment_desc
}
custom_tooltip = ep3_anxious_for_new_assignment_tooltip
stress_impact = {
diligent = medium_stress_impact_gain
just = medium_stress_impact_gain
humble = minor_stress_impact_gain
calm = minor_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
ai_honor = -1
}
modifier = {
factor = 0
OR = {
has_trait = diligent
has_trait = just
has_trait = humble
has_trait = calm
has_trait = content
}
}
}
}
#We can take care of the rebels ourselves
option = {
trigger = {
exists = scope:rebel_faction
}
name = ep3_governor_yearly.3080.c
duel = {
skills = { martial diplomacy }
value = medium_skill_rating
55 = { #You subdue them
desc = ep3_governor_yearly.3080.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -54
}
send_interface_toast = {
type = event_toast_effect_good
title = ep3_governor_yearly.3080.c.success
increase_governance_effect = { VALUE = 10 }
if = {
limit = {
scope:captain = {
is_acclaimed = yes
}
}
scope:captain.accolade = {
add_glory = medium_glory_gain
}
}
else = {
scope:rebel_faction = {
add_faction_discontent = medium_discontent_loss
}
}
capital_county = {
change_county_control = minor_county_control_gain
}
}
}
35 = { #The rebs remain angry
desc = ep3_governor_yearly.3080.c.fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -34
}
send_interface_toast = {
type = event_toast_effect_bad
title = ep3_governor_yearly.3080.c.fail
scope:captain = {
increase_wounds_effect = { REASON = fight }
}
scope:rebel_faction = {
add_faction_discontent = minor_discontent_gain
}
}
}
10 = { #The rebs are very very angry
desc = ep3_governor_yearly.3080.c.crit_fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -9
}
send_interface_toast = {
type = event_toast_effect_bad
title = ep3_governor_yearly.3080.c.crit_fail
scope:captain = {
death = {
death_reason = death_disappearance
}
}
capital_county = {
change_county_control = medium_county_control_loss
}
scope:rebel_faction = {
add_faction_discontent = medium_discontent_gain
}
}
}
}
stress_impact = {
craven = medium_stress_impact_gain
lazy = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_boldness = 1
}
modifier = {
add = -50
OR = {
diplomacy < average_skill_rating
martial < average_skill_rating
AND = {
diplomacy <= medium_skill_rating
martial <= medium_skill_rating
}
}
}
modifier = {
add = 50
OR = {
diplomacy >= very_high_skill_rating
martial >= very_high_skill_rating
AND = {
diplomacy >= decent_skill_rating
martial >= decent_skill_rating
}
}
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = lazy
diplomacy < low_skill_rating
martial < low_skill_rating
AND = {
diplomacy <= decent_skill_rating
martial <= decent_skill_rating
}
}
}
}
}
#Go, find the lost post-haste!
option = {
trigger = {
NOT = { exists = scope:rebel_faction }
}
name = ep3_governor_yearly.3080.d
duel = {
skills = { diplomacy intrigue }
value = medium_skill_rating
55 = { #You manage to recover lost shipments and scrounge replacements up
desc = ep3_governor_yearly.3080.d.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -54
}
send_interface_toast = {
type = event_toast_effect_good
title = ep3_governor_yearly.3080.d.success
increase_governance_effect = { VALUE = 10 }
remove_character_flag = ep3_governor_ignored_isolation
custom_tooltip = ep3_governor_ignored_isolation_removal_tooltip
}
}
35 = { #You find nothing
desc = ep3_governor_yearly.3080.d.fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -34
}
send_interface_toast = {
type = event_toast_effect_bad
title = ep3_governor_yearly.3080.d.fail
}
}
10 = { #You waste money on a total debacle
desc = ep3_governor_yearly.3080.d.crit_fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -9
}
send_interface_toast = {
type = event_toast_effect_bad
title = ep3_governor_yearly.3080.d.crit_fail
capital_county = {
change_development_progress = medium_development_progress_loss
}
}
}
}
stress_impact = {
craven = minor_stress_impact_gain
lazy = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_boldness = 0.5
}
modifier = {
add = -50
OR = {
diplomacy < average_skill_rating
intrigue < average_skill_rating
AND = {
diplomacy <= medium_skill_rating
intrigue <= medium_skill_rating
}
}
}
modifier = {
add = 50
OR = {
diplomacy >= very_high_skill_rating
intrigue >= very_high_skill_rating
AND = {
diplomacy >= decent_skill_rating
intrigue >= decent_skill_rating
}
}
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = lazy
diplomacy < low_skill_rating
intrigue < low_skill_rating
AND = {
diplomacy <= decent_skill_rating
intrigue <= decent_skill_rating
}
}
}
}
}
#Whaddaya gonna do *shrug*
option = {
name = ep3_governor_yearly.3080.e
stress_impact = {
base = minor_stress_impact_loss
diligent = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
greedy = minor_stress_impact_gain
lazy = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
ai_greed = -1
}
modifier = {
factor = 0
OR = {
has_trait = diligent
has_trait = paranoid
has_trait = ambitious
has_trait = greedy
}
}
}
}
after = {
if = {
limit = {
scope:captain ?= {
has_character_flag = need_military_outfit
}
}
scope:captain = {
remove_character_flag = need_military_outfit
}
}
}
}
#####################################
# The Heart of the Byzantine Empire #
# by Jason Cantalini #
# 3090 #
#####################################
#Your estate/province is at the center of the action and it's great
ep3_governor_yearly.3090 = {
type = character_event
title = ep3_governor_yearly.3090.t
desc = {
desc = ep3_governor_yearly.3090.desc
first_valid = {
triggered_desc = {
trigger = {
is_landed = yes
}
desc = ep3_governor_yearly.3090.landed
}
desc = ep3_governor_yearly.3090.unlanded
}
}
theme = administrative
override_background = {
trigger = {
scope:root_capital.county = {
culture = {
OR = {
has_graphical_mediterranean_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
}
}
}
}
reference = ep3_city_gate
}
override_background = {
trigger = {
scope:root_capital.county = {
culture_has_east_asian_heritage_pillar_trigger = yes
}
}
reference = market
}
override_background = {
trigger = {
scope:root_capital.county = {
culture = {
NOR = {
has_graphical_mediterranean_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
}
culture_has_east_asian_heritage_pillar_trigger = no
}
}
}
reference = tour_arrival
}
left_portrait = {
character = root
animation = jockey_wave
camera = camera_event_horse_left
}
lower_right_portrait = scope:liege
trigger = {
age >= 8
top_liege != this
government_allows = administrative
exists = domicile
trigger_if = {
limit = {
is_landed = yes
}
capital_province = {
save_temporary_scope_as = root_capital_temp
}
}
trigger_else = {
domicile = {
domicile_location = {
save_temporary_scope_as = root_capital_temp
}
}
}
OR = {
is_landed = yes
is_landless_administrative = yes
}
has_ep3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
is_at_war = no
#Capital is not a border province
NOT = {
scope:root_capital_temp.county = {
any_neighboring_county = {
holder = {
top_liege != root.top_liege
}
}
}
}
scope:root_capital_temp.county = {
culture = root.top_liege.capital_county.culture
}
OR = {
scope:root_capital_temp = {
this = root.top_liege.capital_province
}
#EMPEROR LIEGE
#Long range if both imperial capital and root's are coastal
AND = {
is_landed = yes
top_liege = {
highest_held_title_tier >= tier_empire
}
top_liege.capital_county = {
is_coastal_county = yes
}
scope:root_capital_temp.county = {
is_coastal_county = yes
}
"top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 80000
}
#Medium range for one or the other
AND = {
is_landed = yes
top_liege = {
highest_held_title_tier >= tier_empire
}
OR = {
top_liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
}
"top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 70000
}
#Short range if neither is coastal
AND = {
is_landed = yes
top_liege = {
highest_held_title_tier >= tier_empire
}
NOR = {
top_liege.capital_county = {
is_coastal_county = yes
}
scope:root_capital_temp.county = {
is_coastal_county = yes
}
}
"top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 60000
}
#KING top_liege
#Long range if both imperial capital and root's are coastal
AND = {
OR = {
top_liege = {
highest_held_title_tier <= tier_kingdom
}
is_landless_ruler = yes
}
top_liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
"top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 40000
}
#Medium range for one or the other
AND = {
OR = {
top_liege = {
highest_held_title_tier <= tier_kingdom
}
is_landless_ruler = yes
}
OR = {
top_liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
}
"top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 35000
}
#Short range if neither is coastal
AND = {
OR = {
top_liege = {
highest_held_title_tier <= tier_kingdom
}
is_landless_ruler = yes
}
top_liege.capital_county = {
is_coastal_county = no
}
scope:root_capital_temp.county = {
is_coastal_county = no
}
"top_liege.capital_province.squared_distance(scope:root_capital_temp)" < 30000
}
}
OR = {
top_liege = {
highest_held_title_tier <= tier_empire
realm_size >= 50
}
top_liege = {
highest_held_title_tier <= tier_kingdom
realm_size >= 20
}
}
}
cooldown = {
years = 10
}
immediate = {
if = {
limit = {
is_landed = yes
}
capital_province = { save_scope_as = root_capital }
}
else = {
domicile.domicile_location = { save_scope_as = root_capital }
}
top_liege = { save_scope_as = liege }
}
#Broker access to the halls of power in exchange for $$$
option = {
name = ep3_governor_yearly.3090.a
flavor = ep3_governor_yearly.3090.a.flavor
add_gold = major_gold_value
change_influence = miniscule_influence_loss
stress_impact = {
generous = medium_stress_impact_gain
humble = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = compassionate
has_trait = generous
short_term_gold < minor_gold_value
}
}
}
}
#Expand your local investments
option = {
name = ep3_governor_yearly.3090.b
if = {
limit = {
NOT = {
house = {
has_house_modifier = ep3_invested_in_power_center_modifier
}
}
}
house = {
add_house_modifier = {
modifier = ep3_invested_in_power_center_modifier
years = 50
}
}
increase_governance_effect = { VALUE = 5 }
}
else_if = {
limit = {
OR = {
is_landless_ruler = yes
domicile.domicile_location = root.capital_province
}
NOT = {
has_character_modifier = ep3_cosmopolitan_domicile_modifier
}
}
add_character_modifier = {
modifier = ep3_cosmopolitan_domicile_modifier
years = 10
}
}
else_if = {
limit = {
is_landed = yes
}
increase_governance_effect = { VALUE = 10 }
capital_county = {
change_development_progress = minor_development_progress_gain
}
}
else = {
add_stewardship_lifestyle_xp = medium_lifestyle_xp
}
remove_short_term_gold = minor_gold_value
stress_impact = {
impatient = minor_stress_impact_gain
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
modifier = {
factor = 0
OR = {
has_trait = fickle
has_trait = impatient
short_term_gold < minor_gold_value
}
}
}
}
#Host a dinner with some influential persons
option = {
name = ep3_governor_yearly.3090.c
flavor = ep3_governor_yearly.3090.c.flavor
#Add opinion with local lords and landless admin
change_influence = medium_influence_gain
if = {
limit = {
is_landed = yes
}
scope:liege = {
every_vassal = {
custom = custom.every_realm_vassal_local_estate
limit = {
domicile.domicile_location ?= {
county = {
holder = {
OR = {
this = root
liege = root
}
}
}
}
this != root
}
add_opinion = {
modifier = friendliness_opinion
target = root
opinion = 10
}
}
}
every_vassal = {
custom = custom.every_vassal
add_opinion = {
modifier = friendliness_opinion
target = root
opinion = 10
}
}
}
else = {
scope:liege = {
every_vassal = {
custom = custom.every_vassal_same_domicile_location
limit = {
domicile.domicile_location ?= scope:root_capital
this != root
}
add_opinion = {
modifier = friendliness_opinion
target = root
opinion = 10
}
}
}
if = {
limit = { scope:root_capital.county.holder = root.top_liege }
scope:liege = {
add_opinion = {
target = root
modifier = friendliness_opinion
opinion = 10
}
}
}
if = {
limit = {
scope:liege = {
any_close_family_member = {
is_adult = yes
location = scope:root_capital
this != root
}
}
}
scope:liege = {
random_close_family_member = {
limit = {
is_adult = yes
location = scope:root_capital
this != root
}
add_opinion = {
target = root
modifier = friendliness_opinion
opinion = 10
}
}
}
}
if = {
limit = {
scope:liege = {
any_councillor = {
is_adult = yes
location = scope:root_capital
this != root
}
}
}
scope:liege = {
random_councillor = {
limit = {
is_adult = yes
location = scope:root_capital
this != root
}
add_opinion = {
target = root
modifier = friendliness_opinion
opinion = 10
}
}
}
}
}
stress_impact = {
shy = minor_stress_impact_gain
temperate = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
modifier = {
factor = 0
OR = {
has_trait = shy
has_trait = temperate
}
}
}
}
}
#####################################
# Our Empire, Pandemonium #
# by Jason Cantalini #
# 3100 #
#####################################
scripted_trigger ep3_governor_yearly_3100_messenger_trigger = {
is_alive = yes
is_adult = yes
age <= 55
is_travelling = no
is_in_army = no
is_imprisoned = no
has_contagious_deadly_disease_trigger = no
is_incapable = no
is_foreign_court_guest = no
trigger_if = {
limit = {
exists = scope:liege_temp
}
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:liege_temp }
NOR = {
is_primary_heir_of = scope:liege_temp
is_player_heir_of = scope:liege_temp
is_close_family_of = scope:liege_temp
is_spouse_of = scope:liege_temp
}
}
trigger_else = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:liege }
NOR = {
is_primary_heir_of = scope:liege
is_player_heir_of = scope:liege
is_close_family_of = scope:liege
is_spouse_of = scope:liege
}
}
}
scripted_trigger ep3_governor_yearly_3100_crappy_liege_trigger = {
#Liege sucks
liege = {
has_active_diarchy = no
OR = {
#Bad governor (won't work on emperors)
governor_efficiency <= 0.6
#Generally shite
AND = {
diplomacy <= low_skill_rating
martial <= low_skill_rating
stewardship <= low_skill_rating
intrigue <= low_skill_rating
learning <= low_skill_rating
}
}
}
}
#Liege is in debt / region or empire is poorly governed
ep3_governor_yearly.3100 = {
type = character_event
title = ep3_governor_yearly.3100.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
OR = {
liege = {
gold <= -50
}
ep3_governor_yearly_3100_crappy_liege_trigger = yes
}
}
desc = ep3_governor_yearly.3100.intro_liege
}
desc = ep3_governor_yearly.3100.intro_governors
}
desc = ep3_governor_yearly.3100.desc
first_valid = {
triggered_desc = {
trigger = {
liege = {
gold <= -50
}
}
desc = ep3_governor_yearly.3100.desc_liege_debt
}
triggered_desc = {
trigger = {
ep3_governor_yearly_3100_crappy_liege_trigger = yes
}
desc = ep3_governor_yearly.3100.desc_liege_skill
}
desc = ep3_governor_yearly.3100.desc_governors
}
}
theme = administrative
left_portrait = {
character = root
animation = war_defender
}
right_portrait = {
character = scope:messenger
animation = obsequious_bow
}
lower_right_portrait = scope:liege
trigger = {
NOT = {
has_government = celestial_government
}
age >= 12
top_liege != this
government_allows = administrative
OR = {
is_landed = yes
is_landless_administrative = yes
}
has_ep3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
is_at_war = no
OR = {
#liege is in debt
liege = {
gold <= -50
}
ep3_governor_yearly_3100_crappy_liege_trigger = yes
#Governors of empire suck
liege = {
any_vassal = {
government_allows = administrative
is_landed = yes
add_to_temporary_list = admin_vassals
}
any_in_list = {
list = admin_vassals
percent >= 0.5
governor_efficiency <= 0.8
}
}
}
liege = {
save_temporary_scope_as = liege_temp
OR = {
any_courtier = {
ep3_governor_yearly_3100_messenger_trigger = yes
}
any_pool_guest = {
ep3_governor_yearly_3100_messenger_trigger = yes
}
}
}
governor_efficiency > 0.75
}
cooldown = {
years = 10
}
immediate = {
if = {
limit = {
is_landed = yes
}
capital_province = {
save_scope_as = root_capital
}
}
else = {
domicile = {
domicile_location = {
save_scope_as = root_capital
}
}
}
liege = {
save_scope_as = liege
assign_quirk_effect = yes
}
#Save random courtier to be messenger
scope:liege = {
if = {
limit = {
any_courtier = {
ep3_governor_yearly_3100_messenger_trigger = yes
}
}
random_courtier = {
limit = {
ep3_governor_yearly_3100_messenger_trigger = yes
}
save_scope_as = messenger
}
}
else = {
random_pool_guest = {
limit = {
ep3_governor_yearly_3100_messenger_trigger = yes
}
save_scope_as = messenger
}
}
}
#Choose negative trait that might be gained
random_list = {
5 = {
trigger = {
NOR = {
has_trait = depressed_1
has_trait = depressed_genetic
has_trait = ambitious
has_trait = diligent
}
OR = {
ai_energy <= low_negative_ai_value
ai_compassion >= low_positive_ai_value
}
}
add_character_flag = {
flag = ep3_governor_yearly_3100_depressed
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = reclusive
has_trait = gregarious
}
ai_sociability <= low_negative_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_reclusive
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = irritable
has_trait = calm
}
ai_vengefulness >= low_positive_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_irritable
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = drunkard
has_trait = temperate
AND = {
faith_forbids_alcohol_trigger = yes
has_trait = zealous
}
}
ai_energy <= low_negative_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_drunkard
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = hashishiyah
has_trait = temperate
}
ai_energy <= low_negative_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_hashishiyah
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = comfort_eater
has_trait = temperate
}
ai_greed >= low_positive_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_comfort_eater
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = contrite
has_trait = arrogant
has_trait = vengeful
has_trait = sadistic
has_trait = callous
}
ai_compassion >= low_positive_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_contrite
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = improvident
has_trait = greedy
has_trait = sadistic
has_trait = callous
}
ai_greed <= low_negative_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_improvident
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = rakish
has_trait = chaste
has_trait = celibate
has_sexuality = asexual
}
is_adult = yes
ai_sociability >= low_positive_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_rakish
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = profligate
has_trait = temperate
has_trait = diligent
}
ai_rationality <= low_negative_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_profligate
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = flagellant
has_trait = cynical
}
ai_zeal >= low_positive_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_flagellant
days = 20
}
}
5 = {
trigger = {
NOR = {
has_trait = gluttonous
has_trait = inappetetic
}
ai_greed <= low_positive_ai_value
}
add_character_flag = {
flag = ep3_governor_yearly_3100_inappetetic
days = 20
}
}
}
save_scope_as = root_scope
}
#My example should be followed more closely
option = {
name = ep3_governor_yearly.3100.a
trigger = {
governor_efficiency >= 1.25
}
reason = governor_efficiency
change_influence = major_influence_gain
add_prestige = medium_prestige_gain
custom_tooltip = ep3_following_governorship_example_tooltip
if = {
limit = {
OR = {
scope:liege = {
gold <= -50
}
ep3_governor_yearly_3100_crappy_liege_trigger = yes
}
is_ai = no
}
scope:liege = {
increase_governance_effect = { VALUE = 20 }
}
}
else_if = {
limit = {
OR = {
scope:liege = {
gold <= -50
}
ep3_governor_yearly_3100_crappy_liege_trigger = yes
}
}
scope:liege = {
increase_governance_effect = { VALUE = 10 }
}
}
else_if = {
limit = {
is_ai = no
}
hidden_effect = {
scope:liege = {
every_vassal = {
increase_governance_effect = { VALUE = 10 }
}
}
}
}
else = {
hidden_effect = {
scope:liege = {
every_vassal = {
increase_governance_effect = { VALUE = 5 }
}
}
}
}
stress_impact = {
base = major_stress_impact_gain
diligent = major_stress_impact_loss
just = minor_stress_impact_loss
administrator = minor_stress_impact_loss
loyal = miniscule_stress_impact_loss
lazy = major_stress_impact_gain
content = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 150
ai_value_modifier = {
ai_energy = 1
ai_honor = 1
}
modifier = {
add = -100
stress_level >= 1
}
modifier = {
factor = 0
OR = {
has_trait = lazy
has_trait = content
has_trait = arbitrary
stress_level >= 2
}
}
}
}
#Urge the Emperor to amend this state of affairs
option = {
name = ep3_governor_yearly.3100.b
duel = {
skill = diplomacy
value = medium_skill_rating
55 = { #The emperor is impressed by your conviction
desc = ep3_governor_yearly.3100.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -54
}
send_interface_toast = {
type = event_toast_effect_good
title = ep3_governor_yearly.3100.b.success
left_icon = scope:liege
change_influence = minor_influence_gain
scope:liege = {
add_opinion = {
modifier = respect_opinion
target = root
opinion = 10
}
}
}
}
45 = { #The emperor is offended
desc = ep3_governor_yearly.3100.b.fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -44
}
send_interface_toast = {
type = event_toast_effect_bad
title = ep3_governor_yearly.3100.b.fail
left_icon = scope:liege
scope:liege = {
add_opinion = {
modifier = disrespect_opinion
target = root
opinion = -30
}
}
}
}
}
hidden_effect = {
if = {
limit = {
ep3_governor_yearly_3100_crappy_liege_trigger = yes
top_liege = this
}
scope:liege = {
send_interface_message = {
type = msg_governor_upset_about_skill
title = msg_governor_upset_about_skill.t
desc = msg_governor_upset_about_skill.desc
right_icon = scope:root_scope
reverse_add_opinion = {
modifier = frustrated_opinion
target = scope:root_scope
opinion = -10
}
}
}
}
else_if = {
limit = {
ep3_governor_yearly_3100_crappy_liege_trigger = yes
top_liege != this
}
scope:liege = {
send_interface_message = {
type = msg_governor_upset_about_governance
title = msg_governor_upset_about_governance.t
desc = msg_governor_upset_about_governance.desc
right_icon = scope:root_scope
reverse_add_opinion = {
modifier = frustrated_opinion
target = scope:root_scope
opinion = -10
}
}
}
}
else_if = {
limit = {
liege = {
gold <= -50
}
}
scope:liege = {
send_interface_message = {
type = msg_governor_upset_about_insolvency
title = msg_governor_upset_about_insolvency.t
desc = msg_governor_upset_about_insolvency.desc
right_icon = scope:root_scope
reverse_add_opinion = {
modifier = frustrated_opinion
target = scope:root_scope
opinion = -15
}
}
}
}
else = {
scope:liege = {
send_interface_message = {
type = msg_governor_upset_about_bad_govs
title = msg_governor_upset_about_bad_govs.t
desc = msg_governor_upset_about_bad_govs.desc
right_icon = scope:root_scope
reverse_add_opinion = {
modifier = frustrated_opinion
target = scope:root_scope
opinion = -10
}
}
}
}
}
stress_impact = {
stubborn = miniscule_stress_impact_loss
shy = miniscule_stress_impact_gain
craven = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 1
}
modifier = {
add = 50
diplomacy >= very_high_skill_rating
}
modifier = {
add = -50
has_trait = shy
}
modifier = {
add = -50
diplomacy <= decent_skill_rating
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = humble
diplomacy < average_skill_rating
}
}
}
}
#Things are bad... I need to grab stuff for myself
option = {
name = ep3_governor_yearly.3100.c
flavor = ep3_governor_yearly.3100.c.flavor
if = {
limit = {
is_landed = yes
}
add_gold = medium_gold_value
capital_county = {
change_development_progress = medium_development_progress_loss
}
add_prestige = medium_prestige_loss
}
else = {
add_gold = minor_gold_value
add_prestige = medium_prestige_loss
}
stress_impact = {
greedy = miniscule_stress_impact_loss
just = medium_stress_impact_gain
generous = medium_stress_impact_gain
honest = minor_stress_impact_gain
}
ai_chance = {
base = -100
ai_value_modifier = {
ai_greed = 1
ai_honor = -1
}
modifier = {
add = -50
prestige < major_prestige_value
}
modifier = {
factor = 0
OR = {
has_trait = just
has_trait = generous
has_trait = honest
prestige < medium_prestige_value
}
}
}
}
#God, I can't think about this miserable state of affairs...
option = {
name = ep3_governor_yearly.3100.d
flavor = ep3_governor_yearly.3100.d.flavor
#Reduce governor efficiency
add_character_modifier = {
modifier = ep3_ignoring_realm_decline_modifier
years = 10
desc = ep3_ignoring_realm_decline_tooltip
}
custom_tooltip = ep3_ignoring_realm_decline_years_tooltip
random_list = {
45 = {
add_stress = minor_stress_impact_loss
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_reclusive
}
add_trait = reclusive
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_irritable
}
add_trait = irritable
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_drunkard
}
add_trait = drunkard
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_hashishiyah
}
add_trait = hashishiyah
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_comfort_eater
}
add_trait = comfort_eater
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_flagellant
}
add_trait = flagellant
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_contrite
}
add_trait = contrite
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_improvident
}
add_trait = improvident
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_rakish
}
add_trait = rakish
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_hashishiyah
}
add_trait = hashishiyah
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_profligate
}
add_trait = profligate
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_inappetetic
}
add_trait = inappetetic
}
5 = {
trigger = {
has_character_flag = ep3_governor_yearly_3100_depressed
}
add_trait = depressed_1
}
}
stress_impact = {
lazy = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
depressed_1 = miniscule_stress_impact_loss
depressed_genetic = miniscule_stress_impact_loss
diligent = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
ai_greed = -1
}
modifier = {
add = -50
prestige < major_prestige_value
}
modifier = {
factor = 0
OR = {
has_trait = diligent
has_trait = ambitious
has_trait = stubborn
prestige < medium_prestige_value
}
}
}
}
}