N3OW/events/dlc/fp1/fp1_major_decision_events.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = fp1_major_decisions
##################################################
# #Standard Events
# 0001 - 0010 Secure the High Kingdom of the North Sea - Bind England, Denmark, and Norway into one mighty de jure.
# 0011 - 0020 Found the Capital of the Rus' - Semi-dynamic founding of Kiev.
# 0021 - 0030 Elevate the Kingdom of the Isles - Make the Petty Kingdom of Mann & the Isles into the Perfectly Regular Kingdom of Mann & the Isles.
# 0031 - 0040 Forge the Jomsvikings - Sponsor the creation of a conservative Asatru holy fighting force.
#
#
# #Special Events
# 1001 - 1010 Canute-'em-Up
# 1011 - 1020 The True King of Norway - Harald Tanglehair earns his haircut.
##################################################
##################################################
# Securing the High Kingdom of the North Sea
# by Ewan Cowhig Croft
# 0001-0010
##################################################
# Founder event
fp1_major_decisions.0001 = {
type = character_event
title = fp1_major_decisions.0001.t
desc = fp1_major_decisions.0001.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_honorable
}
override_background = { reference = fp1_ocean_norse }
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
#Apply decision effects.
secure_high_kingdom_north_sea_scripted_effect = yes
legend_seed_new_title_effect = yes
}
#I'm the besterest!
option = {
name = fp1_major_decisions.0001.a
add_prestige_experience = 1000
ai_chance = {
#Only option.
base = 100
}
}
}
# Vassal notification event
fp1_major_decisions.0002 = {
type = character_event
title = fp1_major_decisions.0002.t
desc = fp1_major_decisions.0002.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_honorable
}
override_background = { reference = fp1_ocean_norse }
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
show_as_tooltip = { secure_high_kingdom_north_sea_scripted_effect = yes }
}
#Huzzah!
option = {
name = fp1_major_decisions.0002.a
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
#This bodes ill...
option = {
name = fp1_major_decisions.0002.b
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
}
# Distant players notification event
fp1_major_decisions.0003 = {
type = character_event
title = fp1_major_decisions.0003.t
desc = fp1_major_decisions.0003.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_honorable
}
override_background = { reference = fp1_ocean_norse }
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
show_as_tooltip = { secure_high_kingdom_north_sea_scripted_effect = yes }
}
#We're the best!
option = {
name = fp1_major_decisions.0003.a
trigger = { faith = scope:founder.faith }
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
#Foul Heathens/Christmen!
option = {
name = fp1_major_decisions.0003.b
trigger = {
faith != scope:founder.faith
}
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
#Emperors get antsy.
option = {
name = fp1_major_decisions.0003.c
trigger = { highest_held_title_tier >= tier_empire }
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
}
##################################################
# Founding the Capital of the Rus'
# by Ewan Cowhig Croft
# 0011-0020
##################################################
# Founder event
fp1_major_decisions.0011 = {
type = character_event
title = fp1_major_decisions.0011.t
desc = fp1_major_decisions.0011.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_honorable
}
override_background = { reference = fp1_runestone }
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
}
#Kiev shall be my capital.
option = {
name = fp1_major_decisions.0011.a
trigger = {
#Must have title:c_kiev in order to make it your capital.
any_sub_realm_county = { this = title:c_kiev }
#And Kiev cannot be held by a player who has _only_ title:c_kiev, unless that player is you.
title:c_kiev.holder = {
OR = {
is_ai = yes
any_held_title = {
count >= 1
title_tier = county
NOT = { this = title:c_kiev }
}
this = scope:founder
}
}
}
#Organise the usurpation/capital move of title:c_kiev if appropriate.
if = {
limit = {
NOT = { title:c_kiev.holder = scope:founder }
}
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
add_claim_on_loss = yes
}
title:c_kiev = {
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
set_realm_capital = title:c_kiev
#Otherwise, set title:c_kiev to be scope:new_rus_capital & go through with the effect.
title:c_kiev = {
save_scope_as = new_rus_capital
found_capital_of_rus_scripted_effect = yes
}
ai_chance = {
#AI should always take this option if it's available.
base = 100
}
}
#My current capital shall be my capital!
option = {
name = fp1_major_decisions.0011.b
#Not generally necessary, but just to stop some weird loc eventualities.
trigger = {
NOT = { capital_county = title:c_kiev }
}
#We try to use the player's current capital, but if they've moved it outside of e_russia, then we go with the default set in the standard decision entry.
if = {
limit = { capital_county.empire = title:e_russia }
#Formatted a little inefficiently for readability.
capital_county = { save_scope_as = new_rus_capital }
}
#Then enact the actual effects.
found_capital_of_rus_scripted_effect = yes
ai_chance = {
#AI will only take this option if they have no other choice (i.e., can't get Kiev).
base = 0
}
}
after = {
#Take care of notification events.
every_player = {
limit = {
capital_province = {
OR = {
geographical_region = world_europe_east
geographical_region = world_europe_north
}
}
#Obviously, we exempt scope:founder themselves.
this != scope:founder
}
#Vassal players get a separate event.
if = {
limit = {
any_liege_or_above = { this = scope:founder }
}
trigger_event = fp1_major_decisions.0012
}
#Everyone else within range gets a less personal version.
else = { trigger_event = fp1_major_decisions.0013 }
}
}
}
# Vassal notification event
fp1_major_decisions.0012 = {
type = character_event
title = fp1_major_decisions.0012.t
desc = fp1_major_decisions.0012.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_honorable
}
override_background = { reference = fp1_runestone }
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
show_as_tooltip = { found_capital_of_rus_scripted_effect = yes }
}
#A worthy capital!
option = {
name = fp1_major_decisions.0012.a
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
#Bah, ain't no city of mine.
option = {
name = fp1_major_decisions.0012.b
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
}
# Distant players notification event
fp1_major_decisions.0013 = {
type = character_event
title = fp1_major_decisions.0013.t
desc = fp1_major_decisions.0013.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_honorable
}
override_background = { reference = fp1_runestone }
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
show_as_tooltip = { found_capital_of_rus_scripted_effect = yes }
}
#This scope:new_rus_capital sounds intriguingly rich...
option = {
name = fp1_major_decisions.0013.a
trigger = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
culture = { has_cultural_pillar = heritage_east_slavic }
}
}
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
#They're still just backwards foreigners.
option = {
name = fp1_major_decisions.0013.b
trigger = {
NOR = {
culture = { has_cultural_pillar = heritage_north_germanic }
culture = { has_cultural_pillar = heritage_east_slavic }
}
}
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
#I don't really see how this concerns me?
option = {
name = fp1_major_decisions.0013.c
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
}
##################################################
# Elevating the Kingdom of the Isles
# by Ewan Cowhig Croft
# 0021 - 0030
##################################################
# Founder event
fp1_major_decisions.0021 = {
type = character_event
title = fp1_major_decisions.0021.t
desc = fp1_major_decisions.0021.desc
theme = war
left_portrait = {
character = root
animation = personality_honorable
}
override_background = { reference = fp1_beached_longships }
trigger = {
# DLC check.
has_fp1_dlc_trigger = yes
}
immediate = {
play_music_cue = "mx_cue_war_declared"
# Apply effects
elevate_mann_and_the_isles_scripted_effect = yes
legend_seed_new_title_effect = yes
}
# I am the Lady/Lord of Blood and Gold!
option = {
name = fp1_major_decisions.0021.a
# Add a unique nickname.
give_nickname = nick_the_great_and_terrible
# No stress impact necessary.
ai_chance = {
# AI should always choose this option.
base = 100
}
}
# At last my dream is achieved...
option = {
name = fp1_major_decisions.0021.b
# Minor stress loss for turning down the nickname.
add_stress = minor_stress_loss
# No stress impact necessary.
ai_chance = {
# AI should, if it somehow makes it here, never opt out of the nickname.
base = 0
}
}
}
# Vassal notification event
fp1_major_decisions.0022 = {
type = character_event
title = fp1_major_decisions.0022.t
desc = fp1_major_decisions.0022.desc
theme = war
left_portrait = {
character = scope:founder
animation = personality_honorable
}
override_background = { reference = fp1_beached_longships }
immediate = {
play_music_cue = "mx_cue_war_declared"
# Apply effects
scope:founder = {
show_as_tooltip = { elevate_mann_and_the_isles_scripted_effect = yes }
}
}
# Just think of all the gold we're going to make!
option = {
name = fp1_major_decisions.0022.a
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
# A _queen/king_? They're little better than a robber baron!
option = {
name = fp1_major_decisions.0022.b
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
}
# Distant players notification event
fp1_major_decisions.0023 = {
type = character_event
title = fp1_major_decisions.0023.t
desc = fp1_major_decisions.0023.desc
theme = war
left_portrait = {
character = scope:founder
animation = personality_honorable
}
override_background = { reference = fp1_beached_longships }
immediate = {
play_music_cue = "mx_cue_war_declared"
# Apply effects
scope:founder = {
show_as_tooltip = { elevate_mann_and_the_isles_scripted_effect = yes }
}
}
# They're not going to raid *us*, right?
option = {
name = fp1_major_decisions.0023.a
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
# No more than a Queen/King of Thieves!
option = {
name = fp1_major_decisions.0023.b
ai_chance = {
#Doesn't especially matter.
base = 100
}
}
}
##################################################
# Forge the Jomsvikings
# by Ewan Cowhig Croft
# 0031-0041
##################################################
# Founder event
fp1_major_decisions.0031 = {
type = character_event
title = fp1_major_decisions.0031.t
desc = fp1_major_decisions.0031.desc
theme = faith
left_portrait = {
character = scope:founder
animation = personality_honorable
}
right_portrait = {
character = scope:leader
animation = personality_zealous
}
trigger = {
# DLC check.
has_fp1_dlc_trigger = yes
}
immediate = {
play_music_cue = "mx_cue_crusade_starts"
# Found the Jomsvikings.
forge_the_jomsvikings_scripted_effect = yes
#Notify other players.
every_player = {
limit = {
OR = {
religion = religion:germanic_religion
save_temporary_scope_as = neighbouring_players
scope:founder = {
any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:neighbouring_players }
}
}
#Obviously, we exempt scope:founder themselves.
this != scope:founder
}
#Vassal players get a separate event.
if = {
limit = {
any_liege_or_above = { this = scope:founder }
}
trigger_event = fp1_major_decisions.0032
}
#Everyone else within range gets a less personal version.
else = { trigger_event = fp1_major_decisions.0033 }
}
}
# For our ancestors!
option = {
name = {
trigger = { has_trait = cynical }
text = fp1_major_decisions.0031.a.cynical
}
name = {
trigger = {
NOT = { has_trait = cynical }
}
text = fp1_major_decisions.0031.a.fallback
}
# Get your bonus troops.
forge_the_jomsvikings_maa_reward_effect = yes
stress_impact = {
# Usually bad form to give stress impact on single event options, but if you're cynical and taking this option, you *know* you're doing it for purely cynical reasons.
zealous = massive_stress_impact_loss
cynical = medium_stress_impact_gain
}
ai_chance = {
# Single option event doesn't need ai_chance sorted.
base = 100
}
}
}
# Vassal notification event
fp1_major_decisions.0032 = {
type = character_event
title = fp1_major_decisions.0032.t
desc = fp1_major_decisions.0032.desc
theme = faith
left_portrait = {
character = scope:founder
animation = personality_honorable
}
right_portrait = {
character = scope:leader
# Same-faith characters see them as zealous.
triggered_animation = {
trigger = { faith = scope:leader.faith }
animation = personality_zealous
}
# Everyone else sees them as pirates.
triggered_animation = {
trigger = {
faith != scope:leader.faith
}
animation = schadenfreude
}
}
trigger = {
# DLC check.
has_fp1_dlc_trigger = yes
}
immediate = {
play_music_cue = "mx_cue_crusade_starts"
# Jomsvikings founded.
scope:founder = {
show_as_tooltip = { forge_the_jomsvikings_scripted_effect = yes }
}
}
# Huzzah!
option = {
name = fp1_major_decisions.0032.a
trigger = { faith = scope:founder.faith }
# Scope:founder gets a boost.
scope:founder = {
show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes }
}
# No stress impact for notification event.
ai_chance = {
# Player-only, AI choice irrelevant.
base = 100
}
}
# So, they're pirates?
option = {
name = fp1_major_decisions.0032.b
# Scope:founder gets a boost.
scope:founder = {
show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes }
}
# No stress impact for notification event.
ai_chance = {
# Player-only, AI choice irrelevant.
base = 100
}
}
}
# Distant players notification event
fp1_major_decisions.0033 = {
type = character_event
title = fp1_major_decisions.0033.t
desc = {
first_valid = {
triggered_desc = {
trigger = { exists = scope:jomsvikings_autofounded }
desc = fp1_major_decisions.0033.desc.autofounded
}
desc = fp1_major_decisions.0033.desc.decision_founded
}
desc = fp1_major_decisions.0033.desc.outro
}
theme = faith
left_portrait = {
character = scope:founder
animation = personality_bold
}
right_portrait = {
character = scope:leader
# Same-faith characters see them as zealous.
triggered_animation = {
trigger = { faith = scope:leader.faith }
animation = personality_zealous
}
# Everyone else sees them as pirates.
triggered_animation = {
trigger = {
faith != scope:leader.faith
}
animation = schadenfreude
}
}
lower_center_portrait = scope:victim
trigger = {
# DLC check.
has_fp1_dlc_trigger = yes
}
immediate = {
play_music_cue = "mx_cue_crusade_starts"
# Jomsvikings founded.
custom_tooltip = fp1_founder_founded_the_jomsviking_tt
show_as_tooltip = {
scope:founder.faith = {
change_fervor = {
value = 10
desc = fervor_gain_holy_order_founded
}
}
}
}
# Wonderous news!
option = {
name = fp1_major_decisions.0033.a
trigger = { faith = scope:founder.faith }
# Scope:founder gets a boost.
scope:founder = {
show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes }
}
# No stress impact for notification event.
ai_chance = {
# Player-only, AI choice irrelevant.
base = 100
}
}
# Just another band of raiders.
option = {
name = {
trigger = {
religion = { is_in_family = rf_pagan }
}
text = fp1_major_decisions.0033.b.competition
}
name = {
trigger = {
NOT = {
religion = { is_in_family = rf_pagan }
}
}
text = fp1_major_decisions.0033.b.heathens
}
# Scope:founder gets a boost.
scope:founder = {
show_as_tooltip = { forge_the_jomsvikings_maa_reward_effect = yes }
}
# No stress impact for notification event.
ai_chance = {
# Player-only, AI choice irrelevant.
base = 100
}
}
}
##################################################
# Canute-'em-Up
# by Ewan Cowhig Croft
# 1001-1010
##################################################
scripted_trigger fp1_major_decisions_1001_valid_sycophant_trigger = {
# Has to be around.
is_available_ai_adult = yes
# And have an outrageously positive opinion of root...
opinion = {
target = root
value >= very_high_positive_opinion
}
# _Without_ actually having any good reason to.
has_any_good_relationship_with_root_trigger = no
# Plus gotta filter out some general traits.
NOR = {
has_trait = honest
has_trait = brave
has_trait = shy
has_trait = content
has_trait = just
has_trait = zealous
has_trait = trusting
}
}
# So you think you're _truly_ the High King of the North Sea, eh?
## Ok, so this probably didn't *actually* happen, but we can't have a North Sea title without the myth, right?
fp1_major_decisions.1001 = {
type = character_event
title = fp1_major_decisions.1001.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:type = flag:canute_dumb }
desc = fp1_major_decisions.1001.desc.dumb
}
desc = fp1_major_decisions.1001.desc.smart
}
}
theme = crown
left_portrait = {
character = root
# Smart Canute.
triggered_animation = {
trigger = { scope:type = flag:canute_smart }
animation = disapproval
}
# And, tragically, dumb-Canute.
triggered_animation = {
trigger = { scope:type = flag:canute_dumb }
animation = personality_bold
}
}
right_portrait = {
character = scope:sycophant
animation = admiration
}
trigger = {
# DLC check.
has_fp1_dlc_trigger = yes
# Since this is a once-only event for e_north_sea, we can early-out by checking if we're even looking at them.
has_title = title:e_north_sea
# And that this even has never happened before.
NOT = { exists = global_var:had_event_fp1_major_decisions_1001 }
# Then, that we're within -ish the legendary frame.
current_date <= 1050.1.1
# And might actually have a problem with all this deceit.
NOR = {
has_trait = arrogant
has_trait = trusting
has_trait = deceitful
}
# Finally (for once), standard checks.
is_available_at_peace_adult = yes
# And at least one sycophantic courtier.
any_courtier_or_guest = { fp1_major_decisions_1001_valid_sycophant_trigger = yes }
}
weight_multiplier = {
base = 1
}
immediate = {
set_global_variable = {
name = had_event_fp1_major_decisions_1001
value = yes
}
# Are we dealing with an idiotic Canute?
if = {
limit = {
OR = {
learning <= low_skill_rating
has_trait = intellect_bad
has_trait = dull
}
}
save_scope_value_as = {
name = type
value = flag:canute_dumb
}
}
# If not, assume they're smart.
else = {
save_scope_value_as = {
name = type
value = flag:canute_smart
}
}
# And grab a chief sycophant.
random_courtier_or_guest = {
limit = { fp1_major_decisions_1001_valid_sycophant_trigger = yes }
save_scope_as = sycophant
}
}
# To the beach!
option = {
name = fp1_major_decisions.1001.a
# Onwards!
custom_tooltip = fp1_major_decisions.1001.a.tt
trigger_event = fp1_major_decisions.1002
stress_impact = {
humble = major_stress_impact_loss
paranoid = major_stress_impact_loss
honest = major_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_vengefulness = 0.25
}
modifier = { # Weight up for stress.
add = 30
has_trait = humble
}
modifier = { # Weight up for stress.
add = 30
has_trait = paranoid
}
modifier = { # Weight up for stress.
add = 30
has_trait = honest
}
}
}
# They're probably correct, right?
option = {
name = fp1_major_decisions.1001.b
# Gain some very minor stress loss for opting out.
## Stress loss handled in stress_impact.
stress_impact = {
base = minor_stress_loss
vengeful = minor_stress_impact_gain
impatient = minor_stress_impact_gain
humble = medium_stress_impact_gain
cynical = medium_stress_impact_gain
zealous = medium_stress_impact_gain
paranoid = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = -0.25
ai_boldness = -0.5
}
modifier = { # Weight down for stress.
add = -10
has_trait = vengeful
}
modifier = { # Weight down for stress.
add = -10
has_trait = impatient
}
modifier = { # Weight down for stress.
add = -20
has_trait = humble
}
modifier = { # Weight down for stress.
add = -20
has_trait = cynical
}
modifier = { # Weight down for stress.
add = -20
has_trait = zealous
}
modifier = { # Weight down for stress.
add = -30
has_trait = paranoid
}
}
}
}
scripted_effect fp1_major_decisions_1002_courtiers_terrified_effect = {
every_courtier_or_guest = {
custom = custom.every_courtier_and_guest
add_opinion = {
target = root
modifier = respect_opinion
opinion = -30
}
}
}
fp1_major_decisions.1002 = {
type = character_event
title = fp1_major_decisions.1002.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:type = flag:canute_dumb }
desc = fp1_major_decisions.1002.desc.dumb
}
desc = fp1_major_decisions.1002.desc.smart
}
}
theme = crown
left_portrait = {
character = root
# Smart Canute.
triggered_animation = {
trigger = { scope:type = flag:canute_smart }
animation = disapproval
}
# And, tragically, dumb-Canute.
triggered_animation = {
trigger = { scope:type = flag:canute_dumb }
animation = shock
}
}
right_portrait = {
character = scope:sycophant
# Reacting to smart Canute.
triggered_animation = {
trigger = { scope:type = flag:canute_smart }
animation = shame
}
# And, tragically, reacting to dumb-Canute.
triggered_animation = {
trigger = { scope:type = flag:canute_dumb }
animation = fear
}
}
override_background = { reference = docks }
# Smart: shame the simpering courtiers.
option = {
name = fp1_major_decisions.1002.a
trigger = { scope:type = flag:canute_smart }
# Gain a colossal amount of opinion with your court.
every_courtier_or_guest = {
custom = custom.every_courtier_and_guest
add_opinion = {
target = root
modifier = respect_opinion
opinion = 75
}
}
stress_impact = {
cynical = medium_stress_impact_loss
humble = major_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
ai_sociability = 0.5
}
modifier = { # Weight up for stress.
add = 20
has_trait = cynical
}
modifier = { # Weight up for stress.
add = 30
has_trait = humble
}
}
}
# Smart: abase yourself before HighGod.
option = {
name = fp1_major_decisions.1002.b
trigger = { scope:type = flag:canute_smart }
# Gain a modifier trading piety for prestige.
add_character_modifier = { modifier = fp1_abased_before_highgod_modifier }
# And also a fairly-substantial amount of opinion with your court.
every_courtier_or_guest = {
custom = custom.every_courtier_and_guest
add_opinion = {
target = root
modifier = respect_opinion
opinion = 50
}
}
stress_impact = {
humble = major_stress_impact_loss
zealous = massive_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
ai_sociability = 0.5
}
modifier = { # Weight up for stress.
add = 30
has_trait = humble
}
modifier = { # Weight up for stress.
add = 40
has_trait = zealous
}
}
}
# Dumb: develop crippling thalassaphobia.
option = {
name = fp1_major_decisions.1002.c
trigger = { scope:type = flag:canute_dumb }
# Gain stress.
## More stress if you have neither modifier to lose.
if = {
limit = {
NOR = {
has_character_modifier = high_king_of_the_seas_fp1_modifier
has_character_modifier = high_queen_of_the_seas_fp1_modifier
}
}
stress_impact = {
base = massive_stress_gain
paranoid = major_stress_impact_loss
honest = major_stress_impact_gain
}
}
## Ordinary stress otherwise.
else = {
stress_impact = {
paranoid = major_stress_impact_loss
honest = major_stress_impact_gain
}
}
# If you've got one, lose your beneficial modifier.
if = {
limit = {
OR = {
has_character_modifier = high_king_of_the_seas_fp1_modifier
has_character_modifier = high_queen_of_the_seas_fp1_modifier
}
}
remove_character_modifier = high_king_of_the_seas_fp1_modifier
remove_character_modifier = high_queen_of_the_seas_fp1_modifier
}
# The court is confused and afraid.
fp1_major_decisions_1002_courtiers_terrified_effect = yes
# Stress impact handled above due to variability.
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -0.25
ai_rationality = -0.75
}
modifier = { # Weight up for stress.
add = 30
has_trait = paranoid
}
modifier = { # Weight down for stress.
add = -30
has_trait = honest
}
}
}
# Dumb: have the ocean whipped. No shade, Xerxes.
option = {
name = fp1_major_decisions.1002.d
trigger = {
scope:type = flag:canute_dumb
NOT = { has_trait = lunatic }
}
# Welp, you're having a bit of a time.
custom_tooltip = fp1_major_decisions.1002.d.tt
add_trait = lunatic_1
# The court is confused and afraid.
fp1_major_decisions_1002_courtiers_terrified_effect = yes
stress_impact = {
vengeful = major_stress_impact_loss
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_rationality = -0.75
}
modifier = { # Weight up for stress.
add = 30
has_trait = vengeful
}
modifier = { # Weight down for stress.
add = -10
has_trait = forgiving
}
}
}
# Dumb: dedicate yourself to learning spellcraft.
option = {
name = fp1_major_decisions.1002.e
trigger = {
scope:type = flag:canute_dumb
is_witch_trigger = no
}
# Become a witch.
give_witch_secret_or_trait_effect = yes
# The court is confused and afraid.
fp1_major_decisions_1002_courtiers_terrified_effect = yes
stress_impact = {
cynical = medium_stress_impact_loss
craven = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.25
ai_sociability = -0.5
}
modifier = { # Weight up for stress.
add = 20
has_trait = cynical
}
modifier = { # Weight down for stress.
add = -20
has_trait = craven
}
modifier = { # Weight down for stress.
add = -20
has_trait = zealous
}
}
}
}
##################################################
# The True King of Norway
# by Ewan Cowhig Croft
# 1011-1020
##################################################
scripted_effect fp1_1011_gib_pretty_hair_effect = {
# Gain the famous nickname.
give_nickname = nick_fairhair
# And a bit of diplomacy for your long vow.
add_diplomacy_skill = 2
# Plus that haircut.
remove_character_modifier = harald_tanglehairs_vow_modifier
}
# Tanglehair becomes Fairhair.
fp1_major_decisions.1011 = {
type = character_event
title = fp1_major_decisions.1011.t
desc = {
desc = fp1_major_decisions.1011.desc.intro
first_valid = {
triggered_desc = {
trigger = { exists = scope:gyda }
desc = fp1_major_decisions.1011.desc.gyda
}
desc = fp1_major_decisions.1011.desc.oath
}
desc = fp1_major_decisions.1011.desc.outro
}
theme = crown
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:gyda
animation = admiration
}
override_background = { reference = fp1_ocean_norse }
trigger = {
# This character is Harald Fairhair.
exists = character:144000
this = character:144000
# The title they've acquired is Norway.
scope:title = title:k_norway
# Norway has been created by them.
scope:transfer_type = flag:created
# Norway has not been created previously.
NOT = { exists = global_var:norway_created }
}
immediate = {
play_music_cue = "mx_cue_succession"
# Check to see if Gyda is still around and kicking, and if so, treat this as a romance.
character:166044 = {
if = {
limit = {
is_alive = yes
can_marry_character_trigger = { CHARACTER = root }
has_any_bad_relationship_with_root_trigger = no
is_ai = yes
}
save_scope_as = gyda
}
}
}
# My vow fulfilled!
option = {
name = fp1_major_decisions.1011.a
# Apply standard haircut effects.
fp1_1011_gib_pretty_hair_effect = yes
ai_chance = {
# AI should only default to this if Gyda is unavailable.
base = 0
}
}
# Gyda, my love!
option = {
name = fp1_major_decisions.1011.b
trigger = {
# Gyda must have been valid.
exists = scope:gyda
# And, for MP, remain valid.
can_marry_character_trigger = { CHARACTER = scope:gyda }
}
# Apply standard haircut effects.
fp1_1011_gib_pretty_hair_effect = yes
# Harald & Gyda are wed.
if = {
limit = {
has_ep2_dlc_trigger = yes
}
create_grand_wedding_betrothal = {
SPOUSE_1 = root
SPOUSE_2 = scope:gyda
HOST = root
PROMISEE = scope:gyda
}
}
else = { marry = scope:gyda }
# And rather happy about it.
add_opinion = {
target = scope:gyda
modifier = love_opinion
opinion = 50
}
reverse_add_opinion = {
target = scope:gyda
modifier = love_opinion
opinion = 50
}
ai_chance = {
# AI should always select this option if it's present.
base = 100
}
}
# Leave it; it is a mark of the struggles I have been through.
option = {
name = fp1_major_decisions.1011.c
trigger = { is_ai = no }
# Harald Tanglehair keeps his wild locks.
custom_tooltip = fp1_major_decisions.1011.c.tt
## We swap the modifiers out so the copy responds correctly.
hidden_effect = {
remove_character_modifier = harald_tanglehairs_vow_modifier
add_character_modifier = harald_tanglehairs_reminder_modifier
}
# And a bit of learning for the lessons you've endured.
add_learning_skill = 2
ai_chance = {
# Option here for player choice.
base = 0
}
}
}
# Check Norway's creation status.
fp1_major_decisions.1012 = {
hidden = yes
# If Norway has just been created for the first time...
trigger = {
scope:title = title:k_norway
scope:transfer_type = flag:created
NOT = { exists = global_var:norway_created }
}
# ... flag that.
immediate = {
set_global_variable = {
name = norway_created
value = yes
}
# And if it's not Harald Fairhair who did it, shame him.
if = {
limit = {
exists = character:144000
NOT = { this = character:144000 }
character:144000 = { is_alive = yes }
}
hidden_effect = {
# Save the current King of Norway.
save_scope_as = king_of_norway
# And message Harald with the bad news.
character:144000 = {
send_interface_toast = {
title = fp1_major_decisions.1012.t
left_icon = scope:king_of_norway
hidden_effect = { remove_character_modifier = harald_tanglehairs_vow_modifier }
add_character_modifier = harald_tanglehairs_vow_broken_modifier
}
}
}
}
}
}