2280 lines
50 KiB
Text
2280 lines
50 KiB
Text
namespace = ep3_landless_admin
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##################################################
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# EP3 Landless Admin
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# by Veronica Pazos
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# 1000 On the Door
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# 1010 In Good Estate
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# 1020 For a Bit of Gold
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# 1030 A Secret for a Secret
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# 1040 Next in Line
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# 1050 Just Below Us
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# On the Door
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# This guy could be a cool councillor
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# 1000
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ep3_landless_admin.1000 = {
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type = character_event
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title = ep3_landless_admin.1000.t
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desc = ep3_landless_admin.1000.desc
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theme = administrative
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left_portrait = {
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character = root
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = gregarious
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has_trait = generous
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}
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}
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animation = ecstasy
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}
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animation = thinking
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}
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right_portrait = {
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character = scope:proposed_councillor
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animation = scheme
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}
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cooldown = { years = 5 }
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trigger = {
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is_landless_administrative = yes
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is_available = yes
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}
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weight_multiplier = {
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base = 1
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modifier = {
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factor = 2
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NOT = {
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any_courtier = {
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has_any_high_skill_rating = yes
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count < 3
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}
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}
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}
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}
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immediate = {
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if = {
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limit = {
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any_pool_character = {
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province = root.location
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is_available_healthy_ai_adult = yes
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has_any_high_skill_rating = yes
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}
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}
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random_pool_character = {
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province = root.location
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limit = {
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is_available_healthy_ai_adult = yes
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has_any_high_skill_rating = yes
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}
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save_scope_as = proposed_councillor
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}
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}
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else = {
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create_character = {
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template = administrator_character
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gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
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dynasty = none
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location = root.location
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faith = root.location.faith
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culture = root.location.culture
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save_scope_as = proposed_councillor
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}
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}
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}
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# You're hired!
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option = {
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name = ep3_landless_admin.1000.a
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add_courtier = scope:proposed_councillor
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pay_short_term_gold = {
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target = scope:proposed_councillor
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gold = medium_gold_value
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}
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stress_impact = { # You feel like you're getting robbed
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greedy = medium_stress_impact_gain
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avaricious = medium_stress_impact_gain
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arrogant = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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add = -50
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OR = {
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has_trait = greedy
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has_trait = avaricious
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has_trait = arrogant
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}
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}
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modifier = {
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factor = 0
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short_term_gold <= major_gold_value
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}
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}
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}
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# Try to recruit them for free
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option = {
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name = ep3_landless_admin.1000.b
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duel = {
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skill = stewardship
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target = scope:proposed_councillor
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5 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = 1
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}
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modifier = {
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influence_level >= 3
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add = 10
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}
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desc = ep3_landless_admin.1000.b.success
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send_interface_toast = {
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title = ep3_landless_admin.1000.b.success
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left_icon = scope:proposed_councillor
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add_courtier = scope:proposed_councillor
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}
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}
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10 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = 2
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}
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desc = ep3_landless_admin.1000.b.mid
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send_interface_toast = {
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title = ep3_landless_admin.1000.b.mid
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left_icon = scope:proposed_councillor
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add_courtier = scope:proposed_councillor
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custom_tooltip = obligation_hook_tt
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add_hook = {
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target = scope:proposed_councillor
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type = obligation_hook
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}
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pay_short_term_gold = {
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target = scope:proposed_councillor
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gold = minor_gold_value
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}
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}
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}
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20 = {
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desc = ep3_landless_admin.1000.b.failure
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send_interface_toast = {
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title = ep3_landless_admin.1000.b.failure
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left_icon = scope:proposed_councillor
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reverse_add_opinion = {
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target = scope:proposed_councillor
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modifier = insulted_opinion
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opinion = -15
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}
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}
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}
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}
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stress_impact = {
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greedy = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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add = -25
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has_trait = greedy
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}
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modifier = {
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factor = 0
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short_term_gold <= medium_gold_value
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}
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}
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}
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# I'm good, thanks
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option = {
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name = ep3_landless_admin.1000.c
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stress_impact = { # Why wouldn't you hire this poor person
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generous = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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add = -50
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has_trait = generous
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}
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modifier = {
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factor = 0
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short_term_gold <= medium_gold_value
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}
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}
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}
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}
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# In Good Estate
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# You have upgraded your estate a bunch, locals are impressed
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# 1010
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ep3_landless_admin.1010 = {
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type = character_event
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title = ep3_landless_admin.1010.t
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desc = ep3_landless_admin.1010.desc
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theme = administrative
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left_portrait = {
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character = root
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triggered_animation = {
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trigger = {
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has_trait = paranoid
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}
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animation = paranoia
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}
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triggered_animation = {
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trigger = {
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has_trait = arrogant
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}
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animation = laugh
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}
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animation = personality_content
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}
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right_portrait = {
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character = scope:local
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animation = admiration
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}
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lower_right_portrait = scope:child
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cooldown = { years = 10 }
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trigger = {
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government_allows = administrative
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is_landed_or_landless_administrative = yes
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domicile ?= {
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has_domicile_building_or_higher = estate_main_03
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}
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is_available = yes
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}
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weight_multiplier = {
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base = 1
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modifier = {
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factor = 2
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domicile ?= {
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has_domicile_building_or_higher = estate_main_05
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}
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}
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}
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immediate = {
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domicile = { save_scope_as = my_estate }
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if = {
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limit = {
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any_pool_character = {
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province = root.location
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is_available_healthy_ai_adult = yes
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has_no_particular_noble_roots_trigger = yes
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any_child = {
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is_adult = no
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}
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}
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}
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random_pool_character = {
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province = root.location
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limit = {
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is_available_healthy_ai_adult = yes
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has_no_particular_noble_roots_trigger = yes
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any_child = {
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is_adult = no
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}
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}
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save_scope_as = local
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random_child = {
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limit = { is_adult = no }
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save_scope_as = child
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}
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}
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}
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else = {
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create_character = {
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template = generic_peasant_character
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dynasty = none
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location = root.location
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faith = root.location.faith
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culture = root.location.culture
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save_scope_as = local
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}
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hidden_effect = {
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scope:local = {
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move_to_pool = yes
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}
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}
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create_character = {
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template = peasant_toddler_character
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culture = root.culture
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faith = root.faith
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location = root.location
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save_scope_as = child
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}
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if = { #Set the previous character as their parent
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limit = {
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scope:local ?= {
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is_female = no
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}
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}
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hidden_effect = {
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scope:child = {
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set_father = scope:local
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}
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}
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}
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else = {
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hidden_effect = {
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scope:child = {
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set_mother = scope:local
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}
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}
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}
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}
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}
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# Paranoid - they're clearly spying on me!
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option = {
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name = ep3_landless_admin.1010.a
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trigger = {
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has_trait = paranoid
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}
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add_character_modifier = {
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modifier = ep3_extra_security_modifier
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years = 10
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}
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scope:local = {
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add_opinion = {
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target = root
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modifier = confused_opinion
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opinion = -20
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}
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}
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stress_impact = {
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paranoid = medium_stress_impact_loss
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 2
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has_trait = paranoid
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}
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}
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}
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# Thanks friend, would you like to contribute?
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option = {
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name = ep3_landless_admin.1010.b
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add_character_modifier = {
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modifier = ep3_good_estate_modifier
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years = 10
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}
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stress_impact = {
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greedy = medium_stress_impact_loss
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generous = medium_stress_impact_gain
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gregarious = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 2
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has_trait = greedy
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}
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modifier = {
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factor = 0
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OR = {
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has_trait = generous
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has_trait = gregarious
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}
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}
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}
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}
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# Tell everyone pls
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option = {
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name = ep3_landless_admin.1010.c
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change_influence = minor_influence_gain
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stress_impact = {
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arrogant = medium_stress_impact_loss
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ambitious = medium_stress_impact_loss
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humble = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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add = 50
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influence_level <= 2
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}
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modifier = {
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factor = 2
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OR = {
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has_trait = arrogant
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has_trait = ambitious
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}
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}
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modifier = {
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factor = 0
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has_trait = humble
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}
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}
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}
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# That's sick, do you wanna join me?
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option = {
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name = ep3_landless_admin.1010.d
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add_courtier = scope:local
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add_courtier = scope:child
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add_piety = miniscule_piety_gain
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stress_impact = {
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gregarious = medium_stress_impact_loss
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generous = medium_stress_impact_loss
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paranoid = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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add = 50
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OR = {
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has_trait = generous
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has_trait = gregarious
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}
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}
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modifier = {
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factor = 0
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OR = {
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has_trait = paranoid
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has_trait = callous
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}
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}
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}
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}
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}
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# For a Bit of Gold
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# Upgrade a building in your estate
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# 1020
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scripted_trigger ep3_landless_admin_1020_can_upgrade_market_trigger = {
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has_domicile_building_or_higher = market_01
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NOT = { has_domicile_building_or_higher = market_06 }
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trigger_if = {
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limit = { has_domicile_building_or_higher = market_05 }
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root = { estate_can_construct_market_06_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = market_04 }
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root = { estate_can_construct_market_05_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = market_03 }
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root = { estate_can_construct_market_04_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = market_02 }
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root = { estate_can_construct_market_03_trigger = yes }
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}
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trigger_else = { always = yes }
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}
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scripted_trigger ep3_landless_admin_1020_can_upgrade_garden_trigger = {
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has_domicile_building_or_higher = garden_01
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NOR = {
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has_domicile_building_or_higher = garden_leisure_06
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has_domicile_building_or_higher = garden_fruit_06
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}
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trigger_if = {
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limit = { has_domicile_building_or_higher = garden_leisure_05 }
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root = { estate_can_construct_garden_leisure_06_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = garden_leisure_04 }
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root = { estate_can_construct_garden_leisure_05_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = garden_03 }
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root = { estate_can_construct_garden_leisure_04_trigger = yes }
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}
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trigger_else = { always = yes }
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trigger_if = {
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limit = { has_domicile_building_or_higher = garden_fruit_05 }
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root = { estate_can_construct_garden_fruit_06_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = garden_fruit_04 }
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root = { estate_can_construct_garden_fruit_05_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = garden_03 }
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root = { estate_can_construct_garden_fruit_04_trigger = yes }
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}
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trigger_else = { always = yes }
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}
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scripted_trigger ep3_landless_admin_1020_can_upgrade_guardhouse_trigger = {
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has_domicile_building_or_higher = guardhouse_01
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NOT = { has_domicile_building_or_higher = guardhouse_04 }
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trigger_if = {
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limit = { has_domicile_building_or_higher = guardhouse_03 }
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root = { estate_can_construct_guardhouse_04_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = guardhouse_02 }
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root = { estate_can_construct_guardhouse_03_trigger = yes }
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}
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trigger_else = { always = yes }
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}
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scripted_trigger ep3_landless_admin_1020_can_upgrade_workshop_trigger = {
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has_domicile_building_or_higher = workshop_01
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NOR = {
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has_domicile_building_or_higher = workshop_carpenter_06
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has_domicile_building_or_higher = workshop_mason_06
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}
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trigger_if = {
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limit = { has_domicile_building_or_higher = workshop_carpenter_05 }
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root = { estate_can_construct_workshop_carpenter_06_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = workshop_carpenter_04 }
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root = { estate_can_construct_workshop_carpenter_05_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = workshop_carpenter_03 }
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root = { estate_can_construct_workshop_carpenter_04_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = workshop_02 }
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root = { estate_can_construct_workshop_carpenter_03_trigger = yes }
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}
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trigger_else = { always = yes }
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trigger_if = {
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limit = { has_domicile_building_or_higher = workshop_mason_05 }
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root = { estate_can_construct_workshop_mason_06_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = workshop_mason_04 }
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root = { estate_can_construct_workshop_mason_05_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = workshop_mason_03 }
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root = { estate_can_construct_workshop_mason_04_trigger = yes }
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}
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# No workshop_02 here, as we default to building a carpenter.
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trigger_else = { always = yes }
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trigger_if = {
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limit = { has_domicile_building_or_higher = workshop_textile_05 }
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root = { estate_can_construct_workshop_textile_06_trigger = yes }
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}
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trigger_else_if = {
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limit = { has_domicile_building_or_higher = workshop_textile_04 }
|
|
root = { estate_can_construct_workshop_textile_05_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = workshop_textile_03 }
|
|
root = { estate_can_construct_workshop_textile_04_trigger = yes }
|
|
}
|
|
# No workshop_02 here, as we default to building a carpenter.
|
|
trigger_else = { always = yes }
|
|
}
|
|
|
|
scripted_trigger ep3_landless_admin_1020_can_upgrade_barracks_trigger = {
|
|
has_domicile_building_or_higher = barracks_01
|
|
NOT = { has_domicile_building_or_higher = barracks_06 }
|
|
trigger_if = {
|
|
limit = { has_domicile_building_or_higher = barracks_05 }
|
|
root = { estate_can_construct_barracks_06_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = barracks_04 }
|
|
root = { estate_can_construct_barracks_05_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = barracks_03 }
|
|
root = { estate_can_construct_barracks_04_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = barracks_02 }
|
|
root = { estate_can_construct_barracks_03_trigger = yes }
|
|
}
|
|
trigger_else = { always = yes }
|
|
}
|
|
|
|
scripted_trigger ep3_landless_admin_1020_can_upgrade_vineyard_trigger = {
|
|
has_domicile_building_or_higher = vineyard_01
|
|
NOT = { has_domicile_building_or_higher = vineyard_06 }
|
|
trigger_if = {
|
|
limit = { has_domicile_building_or_higher = vineyard_05 }
|
|
root = { estate_can_construct_vineyard_06_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = vineyard_04 }
|
|
root = { estate_can_construct_vineyard_05_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = vineyard_03 }
|
|
root = { estate_can_construct_vineyard_04_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = vineyard_02 }
|
|
root = { estate_can_construct_vineyard_03_trigger = yes }
|
|
}
|
|
trigger_else = { always = yes }
|
|
}
|
|
|
|
scripted_trigger ep3_landless_admin_1020_can_upgrade_olive_trigger = {
|
|
has_domicile_building_or_higher = olive_01
|
|
NOT = { has_domicile_building_or_higher = olive_06 }
|
|
trigger_if = {
|
|
limit = { has_domicile_building_or_higher = olive_05 }
|
|
root = { estate_can_construct_olive_06_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = olive_04 }
|
|
root = { estate_can_construct_olive_05_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = olive_03 }
|
|
root = { estate_can_construct_olive_04_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = olive_02 }
|
|
root = { estate_can_construct_olive_03_trigger = yes }
|
|
}
|
|
trigger_else = { always = yes }
|
|
}
|
|
|
|
scripted_trigger ep3_landless_admin_1020_can_upgrade_tea_trigger = {
|
|
has_domicile_building_or_higher = japanese_tea_plantation_01
|
|
NOT = { has_domicile_building_or_higher = japanese_tea_plantation_06 }
|
|
trigger_if = {
|
|
limit = { has_domicile_building_or_higher = japanese_tea_plantation_05 }
|
|
root = { estate_can_construct_japanese_tea_plantation_06_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = japanese_tea_plantation_04 }
|
|
root = { estate_can_construct_japanese_tea_plantation_05_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = japanese_tea_plantation_03 }
|
|
root = { estate_can_construct_japanese_tea_plantation_04_trigger = yes }
|
|
}
|
|
trigger_else_if = {
|
|
limit = { has_domicile_building_or_higher = japanese_tea_plantation_02 }
|
|
root = { estate_can_construct_japanese_tea_plantation_03_trigger = yes }
|
|
}
|
|
trigger_else = { always = yes }
|
|
}
|
|
|
|
ep3_landless_admin.1020 = {
|
|
type = character_event
|
|
title = ep3_landless_admin.1020.t
|
|
desc = {
|
|
desc = ep3_landless_admin.1020.desc.intro
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:market
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.market
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:garden
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.garden
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:guardhouse
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.guardhouse
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:workshop
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.workshop
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:barracks
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.barracks
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:vineyard
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.vineyard
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:olive
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.olive
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:tea
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.tea
|
|
}
|
|
}
|
|
desc = ep3_landless_admin.1020.desc.outro
|
|
}
|
|
theme = administrative
|
|
left_portrait = {
|
|
character = root
|
|
triggered_animation = {
|
|
trigger = {
|
|
has_trait = callous
|
|
}
|
|
animation = dismissal
|
|
}
|
|
animation = happiness
|
|
}
|
|
right_portrait = {
|
|
character = scope:steward
|
|
animation = steward
|
|
}
|
|
cooldown = { years = 10 }
|
|
|
|
trigger = {
|
|
government_allows = administrative
|
|
is_landed_or_landless_administrative = yes
|
|
is_available = yes
|
|
# I'm sorry
|
|
## ^Original source of shame removed on charges of [redacted]. The Council disapproves of such... lacking hygiene.
|
|
domicile ?= {
|
|
OR = {
|
|
ep3_landless_admin_1020_can_upgrade_market_trigger = yes
|
|
ep3_landless_admin_1020_can_upgrade_garden_trigger = yes
|
|
ep3_landless_admin_1020_can_upgrade_guardhouse_trigger = yes
|
|
ep3_landless_admin_1020_can_upgrade_workshop_trigger = yes
|
|
ep3_landless_admin_1020_can_upgrade_barracks_trigger = yes
|
|
ep3_landless_admin_1020_can_upgrade_vineyard_trigger = yes
|
|
ep3_landless_admin_1020_can_upgrade_olive_trigger = yes
|
|
}
|
|
}
|
|
domicile.domicile_location = {
|
|
has_ongoing_construction = no
|
|
}
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
modifier = {
|
|
factor = 2
|
|
NOT = {
|
|
any_courtier = {
|
|
has_any_high_skill_rating = yes
|
|
count < 3
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
random_list = {
|
|
1 = {
|
|
trigger = {
|
|
domicile = { ep3_landless_admin_1020_can_upgrade_market_trigger = yes }
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:market
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile = { ep3_landless_admin_1020_can_upgrade_garden_trigger = yes }
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:garden
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile = { ep3_landless_admin_1020_can_upgrade_guardhouse_trigger = yes }
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:guardhouse
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile = { ep3_landless_admin_1020_can_upgrade_workshop_trigger = yes }
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:workshop
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile = { ep3_landless_admin_1020_can_upgrade_barracks_trigger = yes }
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:barracks
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile = { ep3_landless_admin_1020_can_upgrade_vineyard_trigger = yes }
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:vineyard
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile = { ep3_landless_admin_1020_can_upgrade_olive_trigger = yes }
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:olive
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile = { ep3_landless_admin_1020_can_upgrade_tea_trigger = yes }
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:tea
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
exists = cp:councillor_steward
|
|
}
|
|
cp:councillor_steward = { save_scope_as = steward }
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
any_courtier = {
|
|
is_available_healthy_ai_adult = yes
|
|
this != root
|
|
}
|
|
}
|
|
ordered_courtier = {
|
|
limit = {
|
|
is_available_healthy_ai_adult = yes
|
|
this != root
|
|
}
|
|
order_by = stewardship
|
|
save_scope_as = steward
|
|
}
|
|
}
|
|
else = {
|
|
create_character = {
|
|
template = stewardship_court_position_holder_template
|
|
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
|
|
dynasty = none
|
|
location = root.location
|
|
faith = root.location.faith
|
|
culture = root.location.culture
|
|
save_scope_as = steward
|
|
}
|
|
}
|
|
scope:steward = { assign_quirk_effect = yes }
|
|
}
|
|
|
|
# Market
|
|
option = {
|
|
name = ep3_landless_admin.1020.a
|
|
trigger = { var:domicile_building = flag:market }
|
|
domicile = {
|
|
switch = {
|
|
trigger = has_domicile_building
|
|
market_01 = { add_domicile_building = market_02 }
|
|
market_02 = { add_domicile_building = market_03 }
|
|
market_03 = { add_domicile_building = market_04 }
|
|
market_04 = { add_domicile_building = market_05 }
|
|
market_05 = { add_domicile_building = market_06 }
|
|
}
|
|
}
|
|
remove_short_term_gold = major_gold_value
|
|
change_influence = medium_influence_loss
|
|
stress_impact = {
|
|
greedy = medium_stress_impact_gain
|
|
avaricious = medium_stress_impact_gain
|
|
arrogant = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = -50
|
|
OR = {
|
|
has_trait = greedy
|
|
has_trait = avaricious
|
|
has_trait = arrogant
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= major_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Garden
|
|
option = {
|
|
name = ep3_landless_admin.1020.b
|
|
trigger = { var:domicile_building = flag:garden }
|
|
domicile = {
|
|
switch = {
|
|
trigger = has_domicile_building
|
|
garden_01 = { add_domicile_building = garden_02 }
|
|
garden_02 = { add_domicile_building = garden_03 }
|
|
garden_03 = { add_domicile_building = garden_leisure_04 }
|
|
garden_leisure_04 = { add_domicile_building = garden_leisure_05 }
|
|
garden_leisure_05 = { add_domicile_building = garden_leisure_06 }
|
|
garden_fruit_04 = { add_domicile_building = garden_fruit_05 }
|
|
garden_fruit_05 = { add_domicile_building = garden_fruit_06 }
|
|
}
|
|
}
|
|
remove_short_term_gold = major_gold_value
|
|
change_influence = medium_influence_loss
|
|
stress_impact = {
|
|
greedy = minor_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = -25
|
|
has_trait = greedy
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= major_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Guardhouse
|
|
option = {
|
|
name = ep3_landless_admin.1020.c
|
|
trigger = { var:domicile_building = flag:guardhouse }
|
|
domicile = {
|
|
switch = {
|
|
trigger = has_domicile_building
|
|
guardhouse_01 = { add_domicile_building = guardhouse_02 }
|
|
guardhouse_02 = { add_domicile_building = guardhouse_03 }
|
|
guardhouse_03 = { add_domicile_building = guardhouse_04 }
|
|
}
|
|
}
|
|
remove_short_term_gold = major_gold_value
|
|
change_influence = medium_influence_loss
|
|
stress_impact = {
|
|
generous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = -50
|
|
has_trait = generous
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= major_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Workshop
|
|
option = {
|
|
name = ep3_landless_admin.1020.d
|
|
trigger = { var:domicile_building = flag:workshop }
|
|
domicile = {
|
|
switch = {
|
|
trigger = has_domicile_building
|
|
workshop_01 = { add_domicile_building = workshop_02 }
|
|
workshop_02 = { add_domicile_building = workshop_carpenter_03 }
|
|
workshop_carpenter_03 = { add_domicile_building = workshop_carpenter_04 }
|
|
workshop_carpenter_04 = { add_domicile_building = workshop_carpenter_05 }
|
|
workshop_carpenter_05 = { add_domicile_building = workshop_carpenter_06 }
|
|
workshop_mason_03 = { add_domicile_building = workshop_mason_04 }
|
|
workshop_mason_04 = { add_domicile_building = workshop_mason_05 }
|
|
workshop_mason_05 = { add_domicile_building = workshop_mason_06 }
|
|
workshop_textile_03 = { add_domicile_building = workshop_textile_04 }
|
|
workshop_textile_04 = { add_domicile_building = workshop_textile_05 }
|
|
workshop_textile_05 = { add_domicile_building = workshop_textile_06 }
|
|
}
|
|
}
|
|
remove_short_term_gold = major_gold_value
|
|
change_influence = medium_influence_loss
|
|
stress_impact = {
|
|
generous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = -50
|
|
has_trait = generous
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= major_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Barracks
|
|
option = {
|
|
name = ep3_landless_admin.1020.e
|
|
trigger = { var:domicile_building = flag:barracks }
|
|
domicile = {
|
|
switch = {
|
|
trigger = has_domicile_building
|
|
barracks_01 = { add_domicile_building = barracks_02 }
|
|
barracks_02 = { add_domicile_building = barracks_03 }
|
|
barracks_03 = { add_domicile_building = barracks_04 }
|
|
barracks_04 = { add_domicile_building = barracks_05 }
|
|
barracks_05 = { add_domicile_building = barracks_06 }
|
|
}
|
|
}
|
|
remove_short_term_gold = major_gold_value
|
|
change_influence = medium_influence_loss
|
|
stress_impact = {
|
|
generous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = -50
|
|
has_trait = generous
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= major_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Vineyard
|
|
option = {
|
|
name = ep3_landless_admin.1020.f
|
|
trigger = { var:domicile_building = flag:vineyard }
|
|
domicile = {
|
|
switch = {
|
|
trigger = has_domicile_building
|
|
vineyard_01 = { add_domicile_building = vineyard_02 }
|
|
vineyard_02 = { add_domicile_building = vineyard_03 }
|
|
vineyard_03 = { add_domicile_building = vineyard_04 }
|
|
vineyard_04 = { add_domicile_building = vineyard_05 }
|
|
vineyard_05 = { add_domicile_building = vineyard_06 }
|
|
}
|
|
}
|
|
remove_short_term_gold = major_gold_value
|
|
change_influence = medium_influence_loss
|
|
stress_impact = {
|
|
generous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = -50
|
|
has_trait = generous
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= major_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Olive
|
|
option = {
|
|
name = ep3_landless_admin.1020.g
|
|
trigger = { var:domicile_building = flag:olive }
|
|
domicile = {
|
|
switch = {
|
|
trigger = has_domicile_building
|
|
olive_01 = { add_domicile_building = olive_02 }
|
|
olive_02 = { add_domicile_building = olive_03 }
|
|
olive_03 = { add_domicile_building = olive_04 }
|
|
olive_04 = { add_domicile_building = olive_05 }
|
|
olive_05 = { add_domicile_building = olive_06 }
|
|
}
|
|
}
|
|
remove_short_term_gold = major_gold_value
|
|
change_influence = medium_influence_loss
|
|
stress_impact = {
|
|
generous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = -50
|
|
has_trait = generous
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= major_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
# Tea
|
|
option = {
|
|
name = ep3_landless_admin.1020.j
|
|
trigger = { var:domicile_building = flag:tea }
|
|
domicile = {
|
|
switch = {
|
|
trigger = has_domicile_building
|
|
olive_01 = { add_domicile_building = japanese_tea_plantation_02 }
|
|
olive_02 = { add_domicile_building = japanese_tea_plantation_03 }
|
|
olive_03 = { add_domicile_building = japanese_tea_plantation_04 }
|
|
olive_04 = { add_domicile_building = japanese_tea_plantation_05 }
|
|
olive_05 = { add_domicile_building = japanese_tea_plantation_06 }
|
|
}
|
|
}
|
|
remove_short_term_gold = major_gold_value
|
|
change_influence = medium_influence_loss
|
|
stress_impact = {
|
|
generous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = -50
|
|
has_trait = generous
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= major_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# There's other stuff I want to build
|
|
option = {
|
|
name = ep3_landless_admin.1020.h
|
|
flavor = ep3_landless_admin.1020.h.flavor
|
|
add_gold = medium_gold_value
|
|
|
|
stress_impact = {
|
|
generous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
after = { remove_variable = domicile_building }
|
|
}
|
|
|
|
# A Secret for a Secret
|
|
# You get offered a hook on your liege
|
|
# 1030
|
|
|
|
scripted_trigger ep3_landless_admin_1030_courtier_trigger = {
|
|
is_available_healthy_ai_adult = yes
|
|
OR = {
|
|
has_relation_rival = root.liege
|
|
opinion = {
|
|
target = root.liege
|
|
value <= -50
|
|
}
|
|
AND = {
|
|
OR = {
|
|
has_trait = disloyal
|
|
has_trait = deceitful
|
|
has_trait = callous
|
|
}
|
|
NOT = { is_spouse_of = root.liege } # It'd look weird for their spouse to just rock up to you
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_landless_admin.1030 = {
|
|
type = character_event
|
|
title = ep3_landless_admin.1030.t
|
|
desc = ep3_landless_admin.1030.desc
|
|
theme = administrative
|
|
left_portrait = {
|
|
character = root
|
|
triggered_animation = {
|
|
trigger = {
|
|
has_trait = paranoid
|
|
}
|
|
animation = paranoia
|
|
}
|
|
triggered_animation = {
|
|
trigger = {
|
|
OR = {
|
|
has_trait = loyal
|
|
has_trait = just
|
|
has_trait = honest
|
|
}
|
|
}
|
|
animation = dismissal
|
|
}
|
|
animation = thinking
|
|
}
|
|
right_portrait = {
|
|
character = scope:courtier
|
|
animation = scheme
|
|
}
|
|
lower_right_portrait = scope:liege
|
|
cooldown = { years = 10 }
|
|
|
|
trigger = {
|
|
government_allows = administrative
|
|
is_landed_or_landless_administrative = yes
|
|
is_available = yes
|
|
liege ?= {
|
|
is_ai = yes
|
|
any_secret = {
|
|
NOT = {
|
|
any_secret_knower = { this = root }
|
|
}
|
|
}
|
|
any_courtier_or_guest = {
|
|
ep3_landless_admin_1030_courtier_trigger = yes
|
|
}
|
|
}
|
|
can_add_hook = {
|
|
target = root.liege
|
|
type = strong_blackmail_hook
|
|
}
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
}
|
|
|
|
immediate = {
|
|
liege = {
|
|
save_scope_as = liege
|
|
random_secret = {
|
|
limit = {
|
|
NOT = {
|
|
any_secret_knower = { this = root }
|
|
}
|
|
}
|
|
save_scope_as = secret
|
|
}
|
|
random_courtier_or_guest = {
|
|
limit = { ep3_landless_admin_1030_courtier_trigger = yes }
|
|
weight = {
|
|
base = 1
|
|
modifier = {
|
|
add = 5
|
|
has_relation_nemesis = root.liege
|
|
}
|
|
modifier = {
|
|
add = 5
|
|
has_relation_rival = root.liege
|
|
}
|
|
modifier = {
|
|
add = 2
|
|
has_trait = deceitful
|
|
}
|
|
modifier = {
|
|
add = 2
|
|
has_trait = disloyal
|
|
}
|
|
modifier = {
|
|
add = 2
|
|
has_trait = callous
|
|
}
|
|
}
|
|
save_scope_as = courtier
|
|
}
|
|
}
|
|
scope:courtier = { get_quirk_character_effect = yes }
|
|
}
|
|
|
|
# Paranoid - WHAT DO YOU THINK YOU'RE DOING???
|
|
option = {
|
|
name = ep3_landless_admin.1030.a
|
|
trigger = {
|
|
has_trait = paranoid
|
|
}
|
|
add_character_modifier = {
|
|
modifier = ep3_no_secrets_modifier
|
|
years = 15
|
|
}
|
|
stress_impact = {
|
|
paranoid = medium_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
has_trait = paranoid
|
|
}
|
|
}
|
|
}
|
|
|
|
# Honorable - How dare you?
|
|
option = {
|
|
name = ep3_landless_admin.1030.b
|
|
trigger = {
|
|
OR = {
|
|
has_trait = loyal
|
|
has_trait = just
|
|
has_trait = honest
|
|
}
|
|
NOT = { has_trait = paranoid }
|
|
}
|
|
add_character_modifier = {
|
|
modifier = ep3_no_secrets_modifier
|
|
years = 15
|
|
}
|
|
stress_impact = {
|
|
loyal = medium_stress_impact_loss
|
|
just = medium_stress_impact_loss
|
|
honest = medium_stress_impact_loss
|
|
deceitful = medium_stress_impact_gain
|
|
disloyal = medium_stress_impact_gain
|
|
callous = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
OR = {
|
|
has_trait = loyal
|
|
has_trait = just
|
|
has_trait = honest
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
OR = {
|
|
has_trait = disloyal
|
|
has_trait = deceitful
|
|
has_trait = callous
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Sure!
|
|
option = {
|
|
name = ep3_landless_admin.1030.c
|
|
add_hook = {
|
|
target = scope:liege
|
|
type = strong_blackmail_hook
|
|
secret = scope:secret
|
|
}
|
|
if = {
|
|
limit = {
|
|
any_secret = {
|
|
NOT = {
|
|
any_secret_knower = { this = scope:liege }
|
|
}
|
|
}
|
|
}
|
|
random_secret = {
|
|
limit = {
|
|
NOT = {
|
|
any_secret_knower = { this = scope:liege }
|
|
}
|
|
}
|
|
expose_secret = scope:courtier
|
|
}
|
|
}
|
|
else = {
|
|
scope:courtier = {
|
|
add_hook = {
|
|
type = favor_hook
|
|
target = root
|
|
}
|
|
}
|
|
}
|
|
stress_impact = {
|
|
greedy = medium_stress_impact_loss
|
|
generous = medium_stress_impact_gain
|
|
gregarious = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
has_trait = greedy
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
OR = {
|
|
has_trait = generous
|
|
has_trait = gregarious
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Try to get it for free hihi
|
|
option = {
|
|
name = ep3_landless_admin.1030.d
|
|
duel = {
|
|
target = scope:courtier
|
|
skill = intrigue
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1.5
|
|
min = -49
|
|
}
|
|
modifier = {
|
|
influence_level >= 3
|
|
add = 10
|
|
}
|
|
desc = ep3_landless_admin.1030.d.success
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1030.d.success
|
|
left_icon = scope:courtier
|
|
add_hook = {
|
|
target = scope:liege
|
|
type = strong_blackmail_hook
|
|
secret = scope:secret
|
|
}
|
|
}
|
|
}
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -1.5
|
|
min = -49
|
|
}
|
|
desc = ep3_landless_admin.1030.d.failure
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1030.d.failure
|
|
left_icon = scope:courtier
|
|
scope:courtier = {
|
|
add_opinion = {
|
|
target = root
|
|
modifier = annoyed_opinion
|
|
opinion = -15
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
stress_impact = {
|
|
arrogant = medium_stress_impact_loss
|
|
ambitious = medium_stress_impact_loss
|
|
humble = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = 50
|
|
influence_level <= 2
|
|
}
|
|
modifier = {
|
|
factor = 2
|
|
OR = {
|
|
has_trait = arrogant
|
|
has_trait = ambitious
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
has_trait = humble
|
|
}
|
|
}
|
|
}
|
|
|
|
# I'm good ty
|
|
option = {
|
|
name = ep3_landless_admin.1030.e
|
|
|
|
stress_impact = {
|
|
gregarious = medium_stress_impact_loss
|
|
generous = medium_stress_impact_loss
|
|
paranoid = major_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = 50
|
|
OR = {
|
|
has_trait = generous
|
|
has_trait = gregarious
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
OR = {
|
|
has_trait = paranoid
|
|
has_trait = callous
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Next in Line
|
|
# Lie about a rival candidate
|
|
# 1040
|
|
|
|
scripted_trigger ep3_landless_admin_1040_spymaster_trigger = {
|
|
is_available_healthy_ai_adult = yes
|
|
}
|
|
|
|
ep3_landless_admin.1040 = {
|
|
type = character_event
|
|
title = ep3_landless_admin.1040.t
|
|
desc = {
|
|
desc = ep3_landless_admin.1040.desc.intro
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:rival = { is_child_of = root }
|
|
}
|
|
desc = ep3_landless_admin.1040.desc.child
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:rival = { is_spouse_of = root }
|
|
}
|
|
desc = ep3_landless_admin.1040.desc.spouse
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
scope:rival = { is_close_or_extended_family_of = root }
|
|
}
|
|
desc = ep3_landless_admin.1040.desc.family
|
|
}
|
|
}
|
|
}
|
|
theme = administrative
|
|
left_portrait = {
|
|
character = root
|
|
triggered_animation = {
|
|
trigger = {
|
|
has_trait = paranoid
|
|
}
|
|
animation = paranoia
|
|
}
|
|
triggered_animation = {
|
|
trigger = {
|
|
OR = {
|
|
has_trait = loyal
|
|
has_trait = just
|
|
has_trait = honest
|
|
}
|
|
}
|
|
animation = dismissal
|
|
}
|
|
animation = schadenfreude
|
|
}
|
|
right_portrait = {
|
|
character = scope:spymaster
|
|
animation = scheme
|
|
}
|
|
lower_right_portrait = scope:rival
|
|
cooldown = { years = 5 }
|
|
override_background = { reference = garden }
|
|
|
|
trigger = {
|
|
is_governor = yes
|
|
NOT = { government_has_flag = government_has_merit }
|
|
is_available = yes
|
|
exists = location.county.duchy.holder
|
|
location.county.duchy.holder ?= { # There's a governor in your location, doesn't matter whether it's you or not
|
|
is_governor = yes
|
|
}
|
|
primary_title = {
|
|
is_noble_family_title = no
|
|
}
|
|
OR = {
|
|
exists = cp:councillor_spymaster
|
|
any_courtier = {
|
|
ep3_landless_admin_1040_spymaster_trigger = yes
|
|
}
|
|
}
|
|
OR = {
|
|
AND = {
|
|
exists = root.player_heir
|
|
primary_title.current_heir = {
|
|
NOT = { this = root.player_heir }
|
|
}
|
|
}
|
|
primary_title = {
|
|
any_title_heir = {
|
|
count >= 1
|
|
NOR = {
|
|
this = root.top_liege
|
|
this = root.player_heir
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
modifier = {
|
|
factor = 2
|
|
exists = root.player_heir
|
|
primary_title.current_heir = {
|
|
this != root.player_heir
|
|
}
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
primary_title = { save_scope_as = my_title }
|
|
if = { # If the next sucessor is not your player heir we grab them
|
|
limit = {
|
|
exists = root.player_heir
|
|
primary_title.current_heir = {
|
|
this != root.player_heir
|
|
}
|
|
}
|
|
primary_title.current_heir = { save_scope_as = rival }
|
|
}
|
|
else_if = { # If you're a governor we grab your current title
|
|
limit = {
|
|
is_governor = yes
|
|
}
|
|
primary_title = {
|
|
ordered_title_heir = {
|
|
limit = {
|
|
NOR = {
|
|
this = root.top_liege
|
|
this = root.player_heir
|
|
}
|
|
}
|
|
order_by = "appointment_candidate_score(root.primary_title)"
|
|
save_scope_as = rival
|
|
}
|
|
}
|
|
}
|
|
else = { # If you are landless we grab the governor of your location
|
|
location.county.duchy.holder = {
|
|
save_scope_as = rival
|
|
}
|
|
}
|
|
if = {
|
|
limit = { exists = cp:councillor_spymaster }
|
|
cp:councillor_spymaster = { save_scope_as = spymaster }
|
|
}
|
|
else = {
|
|
ordered_courtier = {
|
|
limit = { ep3_landless_admin_1040_spymaster_trigger = yes }
|
|
order_by = intrigue
|
|
save_scope_as = spymaster
|
|
}
|
|
}
|
|
}
|
|
|
|
# Deceitful - Harm them for free
|
|
option = {
|
|
name = ep3_landless_admin.1040.a
|
|
trigger = {
|
|
has_trait = deceitful
|
|
}
|
|
custom_tooltip = ep3_landless_admin.1040.tt
|
|
hidden_effect = {
|
|
scope:my_title = {
|
|
change_appointment_investment = {
|
|
investor = root
|
|
target = scope:rival
|
|
value = {
|
|
subtract = appointment_score_medium_value
|
|
}
|
|
}
|
|
}
|
|
}
|
|
stress_impact = {
|
|
deceitful = medium_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
has_trait = deceitful
|
|
}
|
|
}
|
|
}
|
|
|
|
# Lazy - I'd rather take a nap
|
|
option = {
|
|
name = ep3_landless_admin.1040.b
|
|
trigger = {
|
|
has_trait = lazy
|
|
}
|
|
add_character_modifier = {
|
|
modifier = ep3_well_rested_modifier
|
|
years = 2
|
|
}
|
|
stress_impact = {
|
|
lazy = medium_stress_impact_loss
|
|
deceitful = medium_stress_impact_gain
|
|
ambitious = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
has_trait = lazy
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
OR = {
|
|
has_trait = deceitful
|
|
has_trait = ambitious
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Spend influence to harm them
|
|
option = {
|
|
name = ep3_landless_admin.1040.c
|
|
trigger = {
|
|
NOT = { has_trait = deceitful }
|
|
}
|
|
change_influence = medium_influence_loss
|
|
custom_tooltip = ep3_landless_admin.1040.tt
|
|
hidden_effect = {
|
|
scope:my_title = {
|
|
change_appointment_investment = {
|
|
investor = root
|
|
target = scope:rival
|
|
value = {
|
|
subtract = appointment_score_medium_value
|
|
}
|
|
}
|
|
}
|
|
}
|
|
stress_impact = {
|
|
ambitious = medium_stress_impact_loss
|
|
just = medium_stress_impact_gain
|
|
honest = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
has_trait = ambitious
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
OR = {
|
|
has_trait = just
|
|
has_trait = honest
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Duel them to harm them for free
|
|
option = {
|
|
name = ep3_landless_admin.1040.d
|
|
trigger = {
|
|
NOT = { has_trait = deceitful }
|
|
}
|
|
duel = {
|
|
target = scope:rival
|
|
skills = { diplomacy intrigue }
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1.5
|
|
min = -49
|
|
}
|
|
desc = ep3_landless_admin.1040.d.success
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1040.d.success
|
|
left_icon = scope:rival
|
|
custom_tooltip = ep3_landless_admin.1040.tt
|
|
hidden_effect = {
|
|
scope:my_title = {
|
|
change_appointment_investment = {
|
|
investor = root
|
|
target = scope:rival
|
|
value = {
|
|
subtract = appointment_score_medium_value
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -1.5
|
|
min = -49
|
|
}
|
|
desc = ep3_landless_admin.1040.d.failure
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1040.d.failure
|
|
left_icon = scope:rival
|
|
change_influence = minor_influence_loss
|
|
}
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
|
|
# Nah
|
|
option = {
|
|
name = ep3_landless_admin.1040.e
|
|
|
|
stress_impact = {
|
|
gregarious = medium_stress_impact_loss
|
|
generous = medium_stress_impact_loss
|
|
paranoid = major_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 1.5
|
|
influence_level <= 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Just Below Us
|
|
# There's something in your basement
|
|
# 1050
|
|
|
|
scripted_trigger ep3_landless_admin_1050_servant_trigger = {
|
|
is_available_healthy_ai_adult = yes
|
|
has_no_particular_noble_roots_trigger = yes
|
|
NOT = { is_close_or_extended_family_of = root }
|
|
NOT = { is_spouse_of = root }
|
|
}
|
|
|
|
ep3_landless_admin.1050 = {
|
|
type = character_event
|
|
title = ep3_landless_admin.1050.t
|
|
desc = {
|
|
desc = ep3_landless_admin.1050.desc.intro
|
|
first_valid = {
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:prison
|
|
}
|
|
desc = ep3_landless_admin.1050.desc.prison
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:servants
|
|
}
|
|
desc = ep3_landless_admin.1050.desc.servants
|
|
}
|
|
triggered_desc = {
|
|
trigger = {
|
|
var:domicile_building = flag:wine
|
|
}
|
|
desc = ep3_landless_admin.1050.desc.wine
|
|
}
|
|
}
|
|
desc = ep3_landless_admin.1050.desc.outro
|
|
}
|
|
theme = administrative
|
|
left_portrait = {
|
|
character = root
|
|
triggered_animation = {
|
|
trigger = {
|
|
has_trait = paranoid
|
|
}
|
|
animation = paranoia
|
|
}
|
|
triggered_animation = {
|
|
trigger = {
|
|
has_trait_schemy_trigger = yes
|
|
}
|
|
animation = scheme
|
|
}
|
|
triggered_animation = {
|
|
trigger = {
|
|
OR = {
|
|
has_trait = brave
|
|
has_trait = arrogant
|
|
has_trait = reckless
|
|
}
|
|
}
|
|
animation = laugh
|
|
}
|
|
animation = thinking
|
|
}
|
|
right_portrait = {
|
|
character = scope:servant
|
|
animation = lantern
|
|
}
|
|
cooldown = { years = 25 }
|
|
override_background = { reference = ce1_catacombs }
|
|
override_effect_2d = {
|
|
reference = fog
|
|
}
|
|
|
|
trigger = {
|
|
government_allows = administrative
|
|
is_landed_or_landless_administrative = yes
|
|
is_available = yes
|
|
domicile ?= {
|
|
OR = {
|
|
has_domicile_building_or_higher = prison_01
|
|
has_domicile_building_or_higher = servants_quarters_01
|
|
has_domicile_building_or_higher = wine_cellar_01
|
|
}
|
|
}
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
|
|
}
|
|
|
|
immediate = {
|
|
random_list = {
|
|
1 = {
|
|
trigger = {
|
|
domicile ?= {
|
|
has_domicile_building_or_higher = prison_01
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:prison
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile ?= {
|
|
has_domicile_building_or_higher = servants_quarters_01
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:servants
|
|
}
|
|
}
|
|
1 = {
|
|
trigger = {
|
|
domicile ?= {
|
|
has_domicile_building_or_higher = wine_cellar_01
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = domicile_building
|
|
value = flag:wine
|
|
}
|
|
}
|
|
}
|
|
if = { # If you have an appropriate courtier we grab them
|
|
limit = {
|
|
any_courtier_or_guest = {
|
|
ep3_landless_admin_1050_servant_trigger = yes
|
|
}
|
|
}
|
|
random_courtier_or_guest = {
|
|
limit = {
|
|
ep3_landless_admin_1050_servant_trigger = yes
|
|
}
|
|
save_scope_as = servant
|
|
}
|
|
}
|
|
else_if = { # Otherwise we grab a pool character
|
|
limit = {
|
|
any_pool_character = {
|
|
province = root.domicile.domicile_location
|
|
ep3_landless_admin_1050_servant_trigger = yes
|
|
}
|
|
}
|
|
random_pool_character = {
|
|
province = root.domicile.domicile_location
|
|
limit = {
|
|
ep3_landless_admin_1050_servant_trigger = yes
|
|
}
|
|
save_scope_as = servant
|
|
}
|
|
}
|
|
else = { # And if not we create them
|
|
create_character = {
|
|
template = servant_character
|
|
culture = root.domicile.domicile_location.culture
|
|
faith = root.domicile.domicile_location.faith
|
|
location = root.domicile.domicile_location
|
|
save_scope_as = servant
|
|
}
|
|
}
|
|
}
|
|
|
|
# Paranoid - Who built this!?
|
|
option = {
|
|
name = ep3_landless_admin.1050.a
|
|
trigger = {
|
|
has_trait = paranoid
|
|
}
|
|
add_character_modifier = {
|
|
modifier = ep3_tunnel_investigation_modifier
|
|
years = 15
|
|
}
|
|
stress_impact = {
|
|
paranoid = medium_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
has_trait = paranoid
|
|
}
|
|
}
|
|
}
|
|
|
|
# Deceitful - A perfect opportunity
|
|
option = {
|
|
name = ep3_landless_admin.1050.b
|
|
trigger = {
|
|
has_trait_schemy_trigger = yes
|
|
}
|
|
custom_tooltip = ep3_secret_tunnels_abduct
|
|
set_variable = ep3_secret_tunnels_var
|
|
stress_impact = {
|
|
deceitful = medium_stress_impact_loss
|
|
ambitious = medium_stress_impact_loss
|
|
disloyal = medium_stress_impact_loss
|
|
callous = medium_stress_impact_loss
|
|
vengeful = medium_stress_impact_loss
|
|
honest = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
OR = {
|
|
has_trait = deceitful
|
|
has_trait = ambitious
|
|
has_trait = disloyal
|
|
has_trait = callous
|
|
has_trait = vengeful
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
has_trait = honest
|
|
}
|
|
}
|
|
}
|
|
|
|
# Prison - Fill it up
|
|
option = {
|
|
name = ep3_landless_admin.1050.c
|
|
trigger = {
|
|
var:domicile_building = flag:prison
|
|
}
|
|
duel = {
|
|
value = medium_skill_rating
|
|
skill = prowess
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1.5
|
|
min = -49
|
|
}
|
|
modifier = {
|
|
dread >= 75
|
|
add = 10
|
|
}
|
|
desc = ep3_landless_admin.1050.c.success
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1050.c.success
|
|
left_icon = root
|
|
add_character_modifier = {
|
|
modifier = ep3_tunnel_prison_modifier
|
|
years = 15
|
|
}
|
|
}
|
|
}
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -1.5
|
|
min = -49
|
|
}
|
|
desc = ep3_landless_admin.1050.c.failure
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1050.c.failure
|
|
left_icon = root
|
|
remove_short_term_gold = minor_gold_value
|
|
}
|
|
}
|
|
}
|
|
stress_impact = {
|
|
arrogant = medium_stress_impact_loss
|
|
ambitious = medium_stress_impact_loss
|
|
humble = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
OR = {
|
|
has_trait = arrogant
|
|
has_trait = ambitious
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= medium_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Wine Cellar - Treasure?
|
|
option = {
|
|
name = ep3_landless_admin.1050.d
|
|
trigger = {
|
|
var:domicile_building = flag:wine
|
|
}
|
|
duel = {
|
|
value = medium_skill_rating
|
|
skill = stewardship
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1.5
|
|
min = -49
|
|
}
|
|
modifier = {
|
|
influence_level >= 3
|
|
add = 10
|
|
}
|
|
desc = ep3_landless_admin.1050.d.success
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1050.d.success
|
|
left_icon = root
|
|
add_short_term_gold = minor_gold_value
|
|
}
|
|
}
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -1.5
|
|
min = -49
|
|
}
|
|
desc = ep3_landless_admin.1050.c.failure
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1050.c.failure
|
|
left_icon = root
|
|
remove_short_term_gold = minor_gold_value
|
|
}
|
|
}
|
|
}
|
|
stress_impact = {
|
|
gregarious = medium_stress_impact_loss
|
|
generous = medium_stress_impact_loss
|
|
paranoid = major_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = 50
|
|
OR = {
|
|
has_trait = generous
|
|
has_trait = gregarious
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= medium_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Servants Quarters - Use it for our agents
|
|
option = {
|
|
name = ep3_landless_admin.1050.e
|
|
trigger = {
|
|
var:domicile_building = flag:servants
|
|
}
|
|
duel = {
|
|
value = medium_skill_rating
|
|
skill = intrigue
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = 1.5
|
|
min = -49
|
|
}
|
|
desc = ep3_landless_admin.1050.e.success
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1050.e.success
|
|
left_icon = root
|
|
add_character_modifier = {
|
|
modifier = ep3_tunnel_servants_modifier
|
|
years = 15
|
|
}
|
|
}
|
|
}
|
|
50 = {
|
|
compare_modifier = {
|
|
value = scope:duel_value
|
|
multiplier = -1.5
|
|
min = -49
|
|
}
|
|
desc = ep3_landless_admin.1050.c.failure
|
|
send_interface_toast = {
|
|
title = ep3_landless_admin.1050.c.failure
|
|
left_icon = root
|
|
remove_short_term_gold = minor_gold_value
|
|
}
|
|
}
|
|
}
|
|
stress_impact = {
|
|
gregarious = medium_stress_impact_loss
|
|
generous = medium_stress_impact_loss
|
|
paranoid = major_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
add = 50
|
|
OR = {
|
|
has_trait = generous
|
|
has_trait = gregarious
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 0
|
|
short_term_gold <= medium_gold_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Opt out
|
|
option = {
|
|
name = ep3_landless_admin.1050.f
|
|
|
|
stress_impact = {
|
|
lazy = medium_stress_impact_loss
|
|
trusting = medium_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
factor = 2
|
|
OR = {
|
|
has_trait = lazy
|
|
has_trait = trusting
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
after = { remove_variable = domicile_building }
|
|
}
|