N3OW/events/dlc/fp3/fp3_clan_events_2000.txt
2026-01-06 14:25:21 +01:00

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Text

################################
# Clan Events 2000
################################
namespace = clan_event
# 2000 - Learning on the Job
# 2001 - Educational Taxation
# 2002 - Overworked Tax Collector
# 2005 - Offering a Replacement
# 2007 - A Troublesome Ledger
################################
# Learning on the Job
# by Emil Tisander
################################
scripted_trigger clan_event_2000_suitable_tax_collector_trigger = {
is_ai = yes
NOR = {
has_trait = lazy
has_trait = dull
}
any_tax_collector_vassal = { }
}
clan_event.2000 = {
type = character_event
title = clan_event.2000.t
desc = clan_event.2000.desc
theme = stewardship
override_background = { reference = study }
left_portrait = {
character = scope:improved_tax_collector
animation = personality_honorable
}
right_portrait = {
character = root
animation = thinking
}
cooldown = { years = 5 }
trigger = {
has_fp3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
is_commanding_army = no
any_tax_collector = {
clan_event_2000_suitable_tax_collector_trigger = yes
}
}
immediate = {
# First, let's find a tax collector.
random_tax_collector = {
limit = {
clan_event_2000_suitable_tax_collector_trigger = yes
}
weight = {
base = 1
modifier = { # Let's prioritize any close family members (cause that's more interesting)
add = 25
is_close_family_of = root
}
modifier = { # Add a small bump if they are of the same house
add = 10
exists = house
exists = root.house
house = root.house
}
modifier = { # Diligent or Ambitious tax collectors are more likely
add = 10
OR = {
has_trait = diligent
has_trait = ambitious
}
}
modifier = { # Being patient is also useful
add = 5
has_trait = patient
}
modifier = { # And so is being stubborn
add = 5
has_trait = stubborn
}
}
save_scope_as = improved_tax_collector
save_scope_as = tax_collector_name # For localization
}
# Let's randomize which skills the Tax Collector may improve. Weighted slightly on personality and education.
random_list = {
pick = 2
unique = yes
20 = { # Diplomacy
save_scope_value_as = {
name = clan_event_2000_diplomacy
value = yes
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = gregarious
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = trusting
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_education_diplomacy_trigger = yes
}
}
}
20 = { # Martial
save_scope_value_as = {
name = clan_event_2000_martial
value = yes
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = wrathful
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = brave
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_education_martial_trigger = yes
}
}
}
20 = { # Stewardship
save_scope_value_as = {
name = clan_event_2000_stewardship
value = yes
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = greedy
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = just
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_education_stewardship_trigger = yes
}
}
}
20 = { # Intrigue
save_scope_value_as = {
name = clan_event_2000_intrigue
value = yes
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = deceitful
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = vengeful
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_education_intrigue_trigger = yes
}
}
}
20 = { # Learning
save_scope_value_as = {
name = clan_event_2000_learning
value = yes
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = humble
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_trait = patient
}
}
modifier = {
factor = 1.5
scope:improved_tax_collector = {
has_education_learning_trigger = yes
}
}
}
}
scope:improved_tax_collector = {
if = {
limit = { # If the tax collector doesn't have a maxed out education trait, let's make it more likely for them to be picked in clan_event.2001, should it trigger
NOR = {
has_trait = education_diplomacy_4
has_trait = education_diplomacy_5
has_trait = education_martial_4
has_trait = education_martial_5
has_trait = education_stewardship_4
has_trait = education_stewardship_5
has_trait = education_intrigue_4
has_trait = education_intrigue_5
has_trait = education_learning_4
has_trait = education_learning_5
}
}
add_character_flag = clan_event_2000_bonus
}
}
}
option = { # Attend to the needs of the people.
name = clan_event.2000.a
trigger = { exists = scope:clan_event_2000_diplomacy }
scope:improved_tax_collector = {
add_diplomacy_skill = 1
}
random = { # Chance to increase vassal opinion slightly
chance = {
value = 10
add = {
value = scope:improved_tax_collector.diplomacy
multiply = 2
}
max = 75
}
send_interface_toast = {
title = clan_event.2000.a.success
left_icon = scope:improved_tax_collector
scope:improved_tax_collector = {
every_tax_collector_vassal = {
custom = every_taxed_vassal_tt
add_opinion = {
modifier = fp3_diplomatic_tax_collection_opinion
years = 10
target = root
}
}
}
}
}
stress_impact = {
impatient = medium_stress_impact_gain
arbitrary = major_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 5
has_trait = gregarious
}
modifier = {
factor = 5
has_trait = trusting
}
modifier = {
factor = 0
OR = {
has_trait = impatient
has_trait = arbitrary
has_trait = arrogant
}
}
}
}
option = { # Arrange guard patrols. That will keep the vassals in line.
name = clan_event.2000.b
trigger = { exists = scope:clan_event_2000_martial }
scope:improved_tax_collector = {
add_martial_skill = 1
}
random = { # Chance to gain some Dread
chance = {
value = 10
add = {
value = scope:improved_tax_collector.martial
multiply = 2
}
max = 75
}
send_interface_toast = {
title = clan_event.2000.b.success
left_icon = scope:improved_tax_collector
add_dread = minor_dread_gain
}
}
stress_impact = {
forgiving = medium_stress_impact_gain
compassionate = major_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 5
has_trait = wrathful
}
modifier = {
factor = 5
has_trait = callous
}
modifier = {
factor = 0
OR = {
has_trait = forgiving
has_trait = compassionate
}
}
}
}
option = { # Keep a ledger, and organize your work.
name = clan_event.2000.c
trigger = { exists = scope:clan_event_2000_stewardship }
scope:improved_tax_collector = {
add_stewardship_skill = 1
}
random = { # Chance to gain slightly increased taxes from clan obligations
chance = {
value = 10
add = {
value = scope:improved_tax_collector.stewardship
multiply = 2
}
max = 75
}
send_interface_toast = {
title = clan_event.2000.c.success
left_icon = scope:improved_tax_collector
add_character_modifier = {
modifier = fp3_efficient_tax_collector
years = 10
}
}
}
stress_impact = {
lazy = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 2
has_trait = education_stewardship
}
modifier = {
factor = 0
has_trait = lazy
}
}
}
option = { # Spy on my subjects. You'll learn much by keeping a watchful eye.
name = clan_event.2000.d
trigger = { exists = scope:clan_event_2000_intrigue }
scope:improved_tax_collector = {
add_intrigue_skill = 1
}
random = {
chance = {
value = 10
add = {
value = scope:improved_tax_collector.intrigue
multiply = 2
}
max = 75
}
custom_tooltip = clan_event.2000.d.tt
send_interface_toast = {
title = clan_event.2000.d.success
left_icon = scope:improved_tax_collector
if = {
limit = {
scope:improved_tax_collector = {
any_tax_collector_vassal = {
any_secret = {
NOT = { is_known_by = root }
}
}
}
}
scope:improved_tax_collector = {
random_tax_collector_vassal = {
random_secret = {
limit = {
NOT = { is_known_by = root }
}
#save_scope_as = vassal_secret_to_reveal
reveal_to = root
}
}
}
#scope:vassal_secret_to_reveal = { reveal_to = root }
}
}
}
stress_impact = {
honest = major_stress_impact_gain
trusting = major_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 5
has_trait = deceitful
}
modifier = {
factor = 5
has_trait = paranoid
}
modifier = {
factor = 0
OR = {
has_trait = honest
has_trait = trusting
}
}
}
}
option = { # Devote your time to matters of faith/scholarly studies.
name = {
trigger = { always = yes }
text = clan_event.2000.e1
}
name = {
trigger = { scope:improved_tax_collector.faith = root.faith }
text = clan_event.2000.e2
}
trigger = { exists = scope:clan_event_2000_learning }
scope:improved_tax_collector = {
add_learning_skill = 1
}
if = {
limit = {
scope:improved_tax_collector.faith = root.faith
}
add_piety = minor_piety_gain
}
else_if = {
limit = {
scope:improved_tax_collector.religion = root.religion
}
add_piety = miniscule_piety_gain
}
stress_impact = {
zealous = medium_stress_impact_loss
cynical = major_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 5
has_trait = zealous
}
modifier = {
factor = 0
has_trait = cynical
}
}
}
option = { # You are here to collect taxes, yes? Then GET me taxes!
name = clan_event.2000.option_f
# First, let's add a sizable amount of gold
add_treasury_or_gold = {
value = 0
scope:improved_tax_collector = { # Let's add gold based on the vassals the tax collector has assigned
every_tax_collector_vassal = {
add = {
value = monthly_character_income
multiply = 0.3
}
}
}
min = minor_gold_value # But we don't want the amount to be too small
}
# Now, let's make the affected vassals upset
scope:improved_tax_collector = {
every_tax_collector_vassal = {
custom = every_taxed_vassal_tt
add_opinion = {
modifier = fp3_outrageous_tax_collection_opinion
target = root
}
}
}
stress_impact = {
greedy = minor_stress_impact_loss
just = major_stress_impact_gain
generous = major_stress_impact_gain
}
ai_chance = {
base = 20
modifier = {
factor = 0
NOR = {
has_trait = greedy
has_trait = callous
}
}
}
}
option = { # Speak favourably of ME.
name = clan_event.2000.g
if = {
limit = {
scope:improved_tax_collector = {
house ?= root.house
}
}
dynasty ?= { add_dynasty_prestige = minor_dynasty_prestige_gain }
add_prestige = minor_prestige_gain
}
else = {
add_prestige = medium_prestige_gain
}
stress_impact = {
arrogant = medium_stress_impact_loss
humble = major_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 5
has_trait = arrogant
}
modifier = {
factor = 0
has_trait = humble
}
}
}
}
################################
# Educational Taxation
# by Emil Tisander
################################
clan_event.2001 = {
type = character_event
title = clan_event.2001.t
desc = {
desc = clan_event.2001.opening_desc
first_valid = {
triggered_desc = {
trigger = {
scope:educational_tax_collector = { has_trait = education_diplomacy }
}
desc = clan_event.2001.education_diplomacy
}
triggered_desc = {
trigger = {
scope:educational_tax_collector = { has_trait = education_martial }
}
desc = clan_event.2001.education_martial
}
triggered_desc = {
trigger = {
scope:educational_tax_collector = { has_trait = education_stewardship }
}
desc = clan_event.2001.education_stewardship
}
triggered_desc = {
trigger = {
scope:educational_tax_collector = { has_trait = education_intrigue }
}
desc = clan_event.2001.education_intrigue
}
triggered_desc = {
trigger = {
scope:educational_tax_collector = { has_trait = education_learning }
}
desc = clan_event.2001.education_learning
}
}
}
theme = stewardship
override_background = { reference = throne_room }
left_portrait = {
character = scope:educational_tax_collector
animation = happiness
}
right_portrait = {
character = root
animation = personality_content
}
cooldown = { years = 10 }
trigger = {
has_fp3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
is_commanding_army = no
any_tax_collector = {
is_ai = yes
NOR = {
# Cannot have a maxed out education already
has_trait = education_diplomacy_4
has_trait = education_diplomacy_5
has_trait = education_martial_4
has_trait = education_martial_5
has_trait = education_stewardship_4
has_trait = education_stewardship_5
has_trait = education_intrigue_4
has_trait = education_intrigue_5
has_trait = education_learning_4
has_trait = education_learning_5
}
}
}
immediate = {
random_tax_collector = {
limit = {
is_ai = yes
NOR = {
# Cannot have any a maxed out education already
has_trait = education_diplomacy_4
has_trait = education_diplomacy_5
has_trait = education_martial_4
has_trait = education_martial_5
has_trait = education_stewardship_4
has_trait = education_stewardship_5
has_trait = education_intrigue_4
has_trait = education_intrigue_5
has_trait = education_learning_4
has_trait = education_learning_5
}
}
weight = {
base = 1
modifier = { # Let's prioritize any close family members (cause that's more interesting)
add = 10
is_close_family_of = root
}
modifier = { # If we have a tax collector who has improved their skills already (in clan_event.2000) that character is more likely
add = 20
has_character_flag = clan_event_2000_bonus
}
}
save_scope_as = educational_tax_collector
}
scope:educational_tax_collector = {
if = {
limit = {
has_character_flag = clan_event_2000_bonus
}
remove_character_flag = clan_event_2000_bonus
}
}
}
option = { # Taxes are great for the both of us!
name = clan_event.2001.a
scope:educational_tax_collector = {
rank_up_education_effect = yes
}
ai_chance = {
base = 20
modifier = {
factor = 10
has_trait = content
}
modifier = {
factor = 2
has_trait = temperate
}
}
}
option = { # Push them to do even more
name = clan_event.2001.b
scope:educational_tax_collector = {
rank_up_education_effect = yes
# Chance to increase the skill matching their education. Chance is affected by their energy.
if = {
limit = { has_trait = education_diplomacy }
random = {
chance = {
value = 50
add = {
value = ai_energy
divide = 2
}
max = 90
min = 10
}
root = {
send_interface_toast = {
title = clan_event.2001.success
left_icon = scope:educational_tax_collector
scope:educational_tax_collector = { add_diplomacy_skill = 2 }
}
}
}
}
else_if = {
limit = { has_trait = education_martial }
random = {
chance = {
value = 50
add = {
value = ai_energy
divide = 2
}
max = 90
min = 10
}
root = {
send_interface_toast = {
title = clan_event.2001.success
left_icon = scope:educational_tax_collector
scope:educational_tax_collector = { add_martial_skill = 2 }
}
}
}
}
else_if = {
limit = { has_trait = education_stewardship }
random = {
chance = {
value = 50
add = {
value = ai_energy
divide = 2
}
max = 90
min = 10
}
root = {
send_interface_toast = {
title = clan_event.2001.success
left_icon = scope:educational_tax_collector
scope:educational_tax_collector = { add_stewardship_skill = 2 }
}
}
}
}
else_if = {
limit = { has_trait = education_intrigue }
random = {
chance = {
value = 50
add = {
value = ai_energy
divide = 2
}
max = 90
min = 10
}
root = {
send_interface_toast = {
title = clan_event.2001.success
left_icon = scope:educational_tax_collector
scope:educational_tax_collector = { add_intrigue_skill = 2 }
}
}
}
}
else_if = {
limit = { has_trait = education_learning }
random = {
chance = {
value = 50
add = {
value = ai_energy
divide = 2
}
max = 90
min = 10
}
root = {
send_interface_toast = {
title = clan_event.2001.success
left_icon = scope:educational_tax_collector
scope:educational_tax_collector = { add_learning_skill = 2 }
}
}
}
}
stress_impact = {
base = massive_stress_impact_gain
}
}
progress_towards_rival_effect = {
CHARACTER = scope:educational_tax_collector
REASON = rival_grave_insult
OPINION = -30
}
add_prestige = medium_prestige_loss
stress_impact = {
patient = medium_stress_impact_gain
just = medium_stress_impact_gain
compassionate = major_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 0
OR = {
has_trait = patient
has_trait = just
has_trait = compassionate
has_trait = shy
has_trait = craven
}
}
}
}
}
################################
# Overworked Tax Collector
# by Emil Tisander
################################
clan_event.2002 = {
type = character_event
title = clan_event.2002.t
desc = clan_event.2002.desc
theme = stewardship
override_background = { reference = corridor_night }
left_portrait = {
character = scope:troubled_tax_collector
animation = stressed_teacher
}
right_portrait = {
character = root
animation = personality_compassionate
}
cooldown = { years = 15 }
trigger = {
has_fp3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
is_commanding_army = no
any_tax_collector = { # Any tax collector with at least one tax payer will do
is_ai = yes
any_tax_collector_vassal = { }
}
}
immediate = {
random_tax_collector = {
limit = {
is_ai = yes
any_tax_collector_vassal = { }
}
save_scope_as = troubled_tax_collector
save_scope_as = tax_collector_name # For localization
}
}
option = { # Allow me to help!
name = clan_event.2002.a
# While the event offers you the choice to increase opinion with your tax collector or the assigned vassals, you get both if your stewardship is high!
trigger = {
stewardship >= high_skill_rating
}
scope:troubled_tax_collector = {
add_opinion = {
modifier = fp3_thankful_tax_collector_opinion
opinion = 25
years = 10
target = root
}
every_tax_collector_vassal = {
custom = every_taxed_vassal_tt
add_opinion = {
modifier = fp3_diplomatic_tax_collection_opinion
years = 15
target = root
}
}
}
ai_chance = {
base = 50
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 0
OR = {
has_trait = lazy
has_trait = content
}
}
}
}
option = { # Why don't you take a break?
name = clan_event.2002.b
scope:troubled_tax_collector = {
add_opinion = {
modifier = fp3_thankful_tax_collector_opinion
opinion = 20
years = 10
target = root
}
}
ai_chance = {
base = 10
modifier = {
factor = 4
OR = {
has_trait = compassionate
has_trait = forgiving
has_trait = gregarious
}
}
}
}
option = { # Good. My vassals expects their taxes to be handled efficiently...
name = clan_event.2002.c
scope:troubled_tax_collector = {
every_tax_collector_vassal = {
custom = every_taxed_vassal_tt
add_opinion = {
modifier = fp3_diplomatic_tax_collection_opinion
years = 10
target = root
}
}
}
ai_chance = {
base = 10
modifier = {
factor = 4
OR = {
has_trait = just
has_trait = cynical
}
}
}
}
}
################################
# Offering a Replacement
# by Emil Tisander
################################
clan_event.2005 = {
type = character_event
title = clan_event.2005.t
desc = clan_event.2005.desc
theme = stewardship
override_background = { reference = throne_room }
left_portrait = {
character = scope:loyal_vassal
animation = disbelief
}
right_portrait = {
character = scope:tax_collector_replacement
animation = reading
}
cooldown = { years = 20 }
trigger = {
is_ai = no
has_fp3_dlc_trigger = yes
basic_is_valid_for_yearly_events_trigger = yes
is_commanding_army = no
# We need to have a tax collector with fairly low aptitude, as to have someone to replace
any_tax_collector = {
is_ai = yes
tax_collector_aptitude = {
target = clan_tax_slot
value <= 2
}
}
# We also need a vassal who, in some shape or form, would like to help you
any_vassal = {
is_ai = yes
OR = {
has_trait = loyal
opinion = {
target = root
value >= 50
}
}
NOT = { has_relation_rival = root }
is_available_ai_adult = yes
government_has_flag = government_is_clan
}
}
immediate = {
# First, let's find that bad tax collector the vassal wants to replace
random_tax_collector = {
limit = {
is_ai = yes
tax_collector_aptitude = {
target = clan_tax_slot
value <= 2
}
}
save_scope_as = bad_tax_collector
}
# Then find an appropiate vassal
random_vassal = {
limit = {
is_ai = yes
OR = {
has_trait = loyal
opinion = {
target = root
value >= 50
}
}
NOT = { has_relation_rival = root }
is_available_ai_adult = yes
government_has_flag = government_is_clan
}
weight = {
base = 1
modifier = { # Prioritize any vassal with the Loyal trait
add = 10
has_trait = loyal
}
modifier = { # And vassals with very high opinion of you
add = 10
opinion = {
target = root
value >= 80
}
}
modifier = { # And if they are a powerful vassal
add = 5
is_powerful_vassal = yes
}
modifier = { # Finally, if there is a suitable vassal actually taxed by the same tax collector, we should REALLY want to pick them
add = 200
save_temporary_scope_as = suitable_vassal
scope:bad_tax_collector = {
any_tax_collector_vassal = {
this = scope:suitable_vassal
}
}
}
}
save_scope_as = loyal_vassal
}
# Let's create the character the vassal is offering us as a tax collector
create_character = {
template = administrator_character
employer = scope:loyal_vassal
faith = scope:loyal_vassal.faith
culture = scope:loyal_vassal.culture
gender_female_chance = {
if = {
limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
save_scope_as = tax_collector_replacement
}
}
option = { # A most appreciated gift!
name = clan_event.2005.a
# Recruit the courtier to your own court
add_courtier = scope:tax_collector_replacement
# And let's add some extra opinion to make sure the character likes you (which also increase their potential aptitude as tax collector)
hidden_effect = {
scope:tax_collector_replacement = {
add_opinion = {
modifier = loyal_servant
years = 20
target = root
}
}
}
ai_chance = {
base = 50
modifier = {
factor = 2
OR = {
has_trait = diligent
has_trait = ambitious
}
}
modifier = {
factor = 3
has_trait = trusting
}
}
}
option = { # You may keep your servant. Your loyalty is enough.
name = clan_event.2005.b
# Instead of the courtier, you can choose to get a hook
if = {
limit = {
can_add_hook = {
type = loyalty_hook
target = scope:loyal_vassal
}
}
add_hook = {
type = loyalty_hook
target = scope:loyal_vassal
}
}
else = { # If we can't get a hook, get some prestige instead
add_prestige = medium_prestige_gain
}
ai_chance = {
base = 20
modifier = {
factor = 3
OR = {
has_trait = compassionate
has_trait = forgiving
has_trait = gregarious
}
}
modifier = {
factor = 2
OR = {
has_trait = paranoid
has_trait = cynical
}
}
}
}
option = { # My tax collector will simply have to work harder...
name = clan_event.2005.c
# You may also make your existing tax collector SLIGHTLY better
scope:bad_tax_collector = {
add_stewardship_skill = 1
stress_impact = {
base = massive_stress_impact_gain
}
}
ai_chance = {
base = 10
modifier = {
factor = 4
has_trait = stubborn
}
}
}
}
################################
# A Troublesome Ledger
# by Emil Tisander
################################
#This is a clan specific Stewardship Lifestyle event, where your tax collector can help you.
clan_event.2007 = {
type = character_event
title = clan_event.2007.t
desc = clan_event.2007.desc
theme = stewardship
override_background = { reference = study }
left_portrait = {
character = root
animation = reading
}
right_portrait = {
character = scope:helping_tax_collector
animation = thinking
}
cooldown = { years = 10 }
trigger = {
has_fp3_dlc_trigger = yes
is_available_adult = yes
government_has_flag = government_is_clan
# We need to have a tax collector with decent to high aptitude
any_tax_collector = {
is_ai = yes
tax_collector_aptitude = {
target = clan_tax_slot
value >= 2
}
}
}
immediate = {
# We'll start by finding our tax collector
random_tax_collector = {
limit = {
is_ai = yes
tax_collector_aptitude = {
target = clan_tax_slot
value >= 2
}
}
weight = { # Let's make a higher skilled tax collector more likely, but not guaranteed
base = 20
modifier = {
add = 30
tax_collector_aptitude = {
target = clan_tax_slot
value >= 3
}
}
modifier = {
add = 50
tax_collector_aptitude = {
target = clan_tax_slot
value >= 4
}
}
}
save_scope_as = helping_tax_collector
}
}
option = { # Maybe you could help me finish this?
name = clan_event.2007.a
# Gain stewardship lifestyle XP scaled on the aptitude of the tax collector
if = {
limit = {
scope:helping_tax_collector = {
tax_collector_aptitude = {
target = clan_tax_slot
value >= 4
}
}
}
add_stewardship_lifestyle_xp = massive_lifestyle_xp
}
else_if = {
limit = {
scope:helping_tax_collector = {
tax_collector_aptitude = {
target = clan_tax_slot
value >= 3
}
}
}
add_stewardship_lifestyle_xp = major_lifestyle_xp
}
else = {
add_stewardship_lifestyle_xp = medium_lifestyle_xp
}
stress_impact = {
stubborn = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 4
OR = {
has_trait = gregarious
has_trait = trusting
}
}
modifier = {
factor = 0
OR = {
has_trait = stubborn
has_trait = paranoid
}
}
}
}
option = { # I can do this myself, thank you very much.
name = clan_event.2007.b
# Let's do a skill duel here to see how likely you are to manage it yourself - If successful, get a perk point
duel = {
skill = stewardship
value = decent_skill_rating
50 = { # Success
compare_modifier = {
value = scope:duel_value
multiplier = 2
min = -49
}
desc = clan_event.2007.success_tt
send_interface_toast = {
title = clan_event.2007.success
left_icon = root
add_stewardship_lifestyle_perk_points = 1
}
}
50 = { # Failure
compare_modifier = {
value = scope:duel_value
multiplier = -2
min = -49
}
desc = clan_event.2007.failure_tt
send_interface_toast = {
title = clan_event.2007.failure
left_icon = root
add_prestige = medium_prestige_loss
stress_impact = { base = major_stress_impact_gain }
}
}
}
stress_impact = {
lazy = major_stress_impact_gain
impatient = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 4
OR = {
has_trait = diligent
has_trait = ambitious
has_trait = patient
}
}
modifier = {
factor = 0
OR = {
has_trait = lazy
has_trait = impatient
}
}
}
}
option = { # Did you just volunteer to take care of it? Thank you!
name = clan_event.2007.c
# Lose some opinion in exchange for a chance to get some extra gold
scope:helping_tax_collector = {
add_opinion = {
modifier = annoyed_opinion
opinion = -20
target = root
}
}
random = {
chance = 25
custom_tooltip = clan_event.2007.tt
send_interface_toast = {
title = clan_event.2007.successful_tax_collector
left_icon = root
add_treasury_or_gold = medium_treasury_or_gold_value
}
}
ai_chance = {
base = 10
modifier = {
factor = 4
OR = {
has_trait = wrathful
has_trait = callous
has_trait = arbitrary
}
}
}
}
}