N3OW/events/dlc/fp3/fp3_extra_flavor_events.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = fp3_yearly
########EVENT INDEX############
#fp3_yearly.8037 - A Cure for Acedia (the Melancholia Chain)
#fp3_yearly.8038 - Black Bile
#fp3_yearly.8039 - Herbs & Humors
#fp3_yearly.8040 - Psychic Potency
#fp3_yearly.8041 - The Solace of Silence
#fp3_yearly.8042 - The Undying Spirit
#fp3_yearly.8043 - Remedies' End
#fp3_yearly.8044 - The Light of the World
#fp3_yearly.8045 - The Mysterious Bundle (Chess-Playing Monkey Chain)
#fp3_yearly.8046 - Monkey Medicine
#fp3_yearly.8047 - Feeling Better?
#fp3_yearly.8048 - Hidden event, triggering toast about monkey's death
#fp3_yearly.8050 - The Fate of the Dead
#fp3_yearly.8051 - The Purest Fire
#fp3_yearly.8052 - Chasing the Clouds
#fp3_yearly.8053 - The Fire of Victory
##################################
# A Cure for Acedia - the Melancholica chain
# By Ola Jentzsch
###################################
fp3_yearly.8037 = { #A Cure for Acedia
type = character_event
title = fp3_yearly.8037.t
desc = fp3_yearly.8037.desc
theme = mental_health
left_portrait = {
character = root
animation = sadness
}
right_portrait = {
character = scope:court_physician
animation = personality_bold
}
lower_left_portrait = {
character = scope:persian_polymath
}
override_background = { reference = corridor_night }
trigger = {
#standard sanity checks
has_fp3_dlc_trigger = yes
is_landed_or_landless_administrative = yes
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
root.capital_province = { geographical_region = world_persian_empire }
OR = {
has_trait = depressed_1 #non-genetic melancholia
has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one...
}
employs_court_position = court_physician_court_position
any_court_position_holder = {
type = court_physician_court_position
is_available_healthy_ai_adult = yes
NOT = { has_trait = arrogant }
learning < excellent_skill_level #he can't be too smart for this story to work
}
}
cooldown = { years = 50 }
weight_multiplier = { #more likely to trigger if historical scholars can be used
base = 0.4
modifier = {
OR = {
AND = { #for Rhazes
current_year >= 895
current_year < 935
}
AND = { #for Al-Akhwayni
current_year >= 936
current_year < 983
}
AND = { #for Avicenna
current_year >= 1000
current_year < 1040
}
}
add = 1.6
}
}
immediate = {
save_court_physician_as_effect = { SCOPE_NAME = court_physician } #so we can use him in the event
if = { #This looks to see if one of two historical alchemists will be used in the event
limit = { #their rough period of activity
is_ai = no
AND = {
current_year >= 895
current_year < 935
}
NOT = { exists = global_var:rhazes_created } #makes sure that he wasn't already spawned by any event elsewhere
}
create_character = {
location = root.capital_province
template = fp3_rhazes_template
save_scope_as = persian_polymath #this saves him as a scope so we can get nice effects to bounce off him!
}
set_global_variable = rhazes_created
}
else_if = { #This looks to see if one of two historical alchemists will be used in the event
limit = { #their rough period of activity
is_ai = no
AND = {
current_year >= 936
current_year < 983
}
NOT = { exists = global_var:al_akhwayni_created } #makes sure that he wasn't already spawned by any event elsewhere
}
create_character = {
location = root.capital_province
template = fp3_al_akhwayni_template
save_scope_as = persian_polymath #this saves him as a scope so we can get nice effects to bounce off him!
}
set_global_variable = al_akhwayni_created
}
else_if = {
limit = { #their rough period of activity
is_ai = no
AND = {
current_year >= 1000
current_year < 1040
}
NOT = { exists = global_var:avicenna_created } #makes sure that he wasn't already spawned by any event elsewhere
}
create_character = {
location = root.capital_province
template = fp3_avicenna_template
save_scope_as = persian_polymath #this saves him as a scope so we can get nice effects to bounce off him!
}
set_global_variable = avicenna_created
}
else = {
create_character = {
age = { 32 50 }
location = root.capital_province
template = scholar_character
trait = education_learning_3
trait = lifestyle_herbalist
trait = lifestyle_physician
random_traits_list = {
count = 3
diligent = {}
patient = {}
cynical = {}
humble = {}
greedy = {}
}
random_traits_list = { #for flavor
count = 1
lunatic_1 = {}
deviant = {}
lifestyle_mystic = {}
hashishiyah = {}
witch = {}
}
culture = culture:persian
faith = root.faith
save_scope_as = persian_polymath
after_creation = {
add_trait_xp = {
trait = lifestyle_physician
value = 100
}
add_random_tiered_trait_xp_effect = {
TRAIT = lifestyle_mystic
LEVEL_1 = yes
LEVEL_3 = no
}
}
}
}
}
option = {
name = fp3_yearly.8037.a
remove_short_term_gold = medium_gold_value
trigger_event = {
id = fp3_yearly.8038
days = { 5 10 }
}
stress_impact = {
content = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_sociability = 0.5
}
}
}
option = {
name = fp3_yearly.8037.b
stress_impact = {
base = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
shy = miniscule_stress_impact_loss
}
ai_chance = { #most depressed AI would rather not deal with the situation
base = 150
ai_value_modifier = {
ai_energy = -0.9
ai_sociability = -0.5
}
}
}
}
fp3_yearly.8038 = { #Black Bile
type = character_event
title = fp3_yearly.8038.t
desc = fp3_yearly.8038.desc
theme = mental_health
left_portrait = {
character = root
animation = sadness
}
right_portrait = {
character = scope:persian_polymath
animation = personality_rational
}
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
OR = {
has_trait = depressed_1 #non-genetic melancholia
has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one...
}
exists = scope:persian_polymath
scope:persian_polymath = { is_alive = yes }
}
immediate = {
add_courtier = scope:persian_polymath
hidden_effect = {
scope:persian_polymath = {
set_knight_status = forbid #this is to prevent him being auto-turned into a knight during his stay. The player can still make him a knight manually if they insist on it.
}
}
}
option = {
name = fp3_yearly.8038.a
add_character_modifier = {
modifier = fp3_lackluster_diet_modifier
years = 10
}
if = {
limit = {
has_trait = comfort_eater
}
custom_tooltip = lackluster_diet.tt
}
trigger_event = {
id = fp3_yearly.8039
days = { 200 400 }
}
stress_impact = {
temperate = minor_stress_impact_loss
gluttonous = major_stress_impact_gain
comfort_eater = massive_stress_impact_gain
gregarious = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_sociability = 0.5
}
}
}
option = {
name = fp3_yearly.8038.b
if = {
limit = {
OR = {
exists = global_var:avicenna_created
exists = global_var:rhazes_created
exists = global_var:al_akhwayni_created
}
}
scope:persian_polymath = { #Let's keep the historical characters around, if they were created
move_to_pool = yes
}
}
else = {
scope:persian_polymath = { #otherwise, let's just have him disappear
move_to_pool = yes
silent_disappearance_effect = yes
}
}
stress_impact = {
lazy = minor_stress_impact_loss
ambitious = minor_stress_impact_gain
diligent = minor_stress_impact_gain
stubborn = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_sociability = 0.5
}
}
}
}
fp3_yearly.8039 = { #Herbs & Humors
type = character_event
title = fp3_yearly.8039.t
desc = fp3_yearly.8039.desc
theme = mental_health
left_portrait = {
character = root
animation = sadness
}
right_portrait = {
character = scope:persian_polymath
animation = personality_cynical
}
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
OR = {
has_trait = depressed_1 #non-genetic melancholia
has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one...
}
has_character_modifier = fp3_lackluster_diet_modifier
exists = scope:persian_polymath
scope:persian_polymath = {
is_courtier_of = root
}
}
option = {
name = fp3_yearly.8039.a
remove_character_modifier = fp3_lackluster_diet_modifier
add_character_modifier = {
modifier = fp3_herbal_remedies_modifier
}
trigger_event = {
id = fp3_yearly.8040
days = { 200 400 }
}
stress_impact = {
temperate = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_rationality = 1
}
}
}
option = {
name = fp3_yearly.8039.b
trigger_event = {
id = fp3_yearly.8040
days = { 200 400 }
}
stress_impact = {
content = minor_stress_impact_loss
temperate = minor_stress_impact_loss
gluttonous = major_stress_impact_gain
comfort_eater = massive_stress_impact_gain
gregarious = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_sociability = -0.1
}
}
}
option = {
name = fp3_yearly.8039.c
if = {
limit = {
OR = {
exists = global_var:avicenna_created
exists = global_var:rhazes_created
exists = global_var:al_akhwayni_created
}
}
scope:persian_polymath = { #Let's keep the historical characters around, if they were created
move_to_pool = yes
}
}
else = {
scope:persian_polymath = { #otherwise, let's just have him disappear
move_to_pool = yes
silent_disappearance_effect = yes
}
}
stress_impact = {
impatient = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
ambitious = minor_stress_impact_gain
patient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_vengefulness = 0.5
}
}
}
}
fp3_yearly.8040 = { #Psychic Potency
type = character_event
title = fp3_yearly.8040.t
desc = fp3_yearly.8040.desc
theme = mental_health
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:persian_polymath
animation = personality_compassionate
}
lower_left_portrait = {
character = scope:court_chaplain
}
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
OR = {
has_trait = depressed_1 #non-genetic melancholia
has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one...
}
exists = scope:persian_polymath
scope:persian_polymath = {
is_courtier_of = root
}
}
immediate = {
if = {
limit = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = {
AND = {
is_available_healthy_ai_adult = yes
this != scope:persian_polymath
}
}
}
cp:councillor_court_chaplain = { save_scope_as = court_chaplain }
}
}
option = {
name = fp3_yearly.8040.a
trigger = {
AND = {
has_religion = religion:islam_religion
NOT = { has_character_modifier = fp3_sufi_initiate_modifier }
}
}
trigger_event = {
id = fp3_yearly.8041
days = { 5 15 }
}
stress_impact = {
#none for this option
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.9
ai_boldness = 0.9
}
}
}
option = {
name = fp3_yearly.8040.b
trigger = { exists = scope:court_chaplain }
trigger_event = fp3_yearly.8042
stress_impact = {
#none for this option
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.5
ai_sociability = 0.8
ai_compassion = 0.5
ai_vengefulness = -0.5
}
}
}
option = {
name = fp3_yearly.8040.c
flavor = fp3_refusing_faith_treatment_flavor
trigger_event = {
id = fp3_yearly.8043
days = { 150 250 }
}
stress_impact = {
zealous = medium_stress_impact_loss
cynical = medium_stress_impact_gain
humble = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_vengefulness = 0.5
}
}
}
option = {
name = fp3_yearly.8040.d
if = {
limit = {
OR = {
exists = global_var:avicenna_created
exists = global_var:rhazes_created
exists = global_var:al_akhwayni_created
}
}
scope:persian_polymath = { #Let's keep the historical characters around, if they were created
move_to_pool = yes
}
}
else = {
scope:persian_polymath = { #otherwise, let's just have him disappear
move_to_pool = yes
silent_disappearance_effect = yes
}
}
stress_impact = {
cynical = minor_stress_impact_loss
impatient = minor_stress_impact_loss
forgiving = medium_stress_impact_gain
patient = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_vengefulness = 1
}
}
}
}
###############################################################
# The Solace of Silence - by Ola Jentzsch
###############################################################
fp3_yearly.8041 = {
type = character_event
title = fp3_yearly.8041.t
desc = fp3_yearly.8041.desc
theme = learning_theology_focus
left_portrait = {
character = scope:sufi_mystic
animation = personality_zealous
}
right_portrait = {
character = root
animation = worry
}
override_background = {
reference = relaxing_room
}
immediate = {
if = {
limit = {
any_relation = {
type = friend
NOR = {
this = scope:persian_polymath
this = scope:court_chaplain
}
fp3_sufism_enthusiast_trigger = yes
}
}
random_relation = {
type = friend
limit = {
AND = {
fp3_sufism_enthusiast_trigger = yes
NOR = {
this = scope:persian_polymath
this = scope:court_chaplain
}
}
}
save_scope_as = sufi_mystic
}
}
else_if = {
limit = {
any_relation = {
type = lover
NOR = {
this = scope:persian_polymath
this = scope:court_chaplain
}
fp3_sufism_enthusiast_trigger = yes
}
}
random_relation = {
type = lover
limit = {
AND = {
fp3_sufism_enthusiast_trigger = yes
NOR = {
this = scope:persian_polymath
this = scope:court_chaplain
}
}
}
save_scope_as = sufi_mystic
}
}
else_if = {
limit = {
any_courtier_or_guest = {
fp3_sufism_enthusiast_trigger = yes
NOR = {
this = scope:persian_polymath
this = scope:court_chaplain
}
}
}
random_courtier_or_guest = {
limit = {
AND = {
fp3_sufism_enthusiast_trigger = yes
NOR = {
this = scope:persian_polymath
this = scope:court_chaplain
}
}
}
save_scope_as = sufi_mystic
}
}
else = {
create_character = {
location = root.capital_province
template = fp3_sufi_mystic
gender_female_chance = root_faith_dominant_gender_female_chance
culture = culture:persian
save_scope_as = sufi_mystic
after_creation = {
hidden_effect = {
root = {
add_courtier = scope:sufi_mystic
}
}
}
}
}
hidden_effect = {
scope:sufi_mystic = {
add_character_modifier = {
modifier = fp3_sufi_initiate_modifier #Unlocks the "Meditate in Seclusion" decision if you are a ruler
}
}
}
}
option = {
name = fp3_yearly.8041.a
duel = {
skill = learning
value = medium_skill_rating
20 = {
compare_modifier = {
value = scope:duel_value
multiplier = 2
}
root = {
send_interface_toast = {
title = learning_muraqaba_toast.success
left_icon = root
custom_tooltip = fp3_unlock_meditation.tt
add_character_modifier = {
modifier = fp3_sufi_initiate_modifier #Unlocks the "Meditate in Seclusion" decision if you are a ruler
}
}
}
}
20 = {
compare_modifier = {
value = scope:duel_value
multiplier = -1
}
root = {
send_interface_toast = {
title = learning_muraqaba_toast.failure
left_icon = root
add_learning_lifestyle_xp = minor_lifestyle_experience
}
}
}
}
scope:sufi_mystic = {
add_opinion = {
target = root
modifier = trusted_friend_opinion
}
}
trigger_event = {
id = fp3_yearly.8043
days = { 150 250 }
}
stress_impact = { #while the stress mods here are low, note that they stack with the base modifier
base = medium_stress_impact_gain
zealous = minor_stress_impact_loss
patient = minor_stress_impact_loss
arrogant = medium_stress_impact_gain
paranoid = minor_stress_impact_gain
callous = medium_stress_impact_gain
lazy = minor_stress_impact_gain
content = minor_stress_impact_gain
cynical = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_boldness = 0.5
ai_energy = 0.5
ai_zeal = 1
}
}
}
option = {
name = fp3_yearly.8041.b
scope:sufi_mystic = {
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -15
}
}
trigger_event = {
id = fp3_yearly.8043
days = { 150 250 }
}
stress_impact = {
base = minor_stress_impact_loss
zealous = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_boldness = -0.5
ai_zeal = -0.5
}
}
}
}
##### The Undying Spirit #####
fp3_yearly.8042 = { #The Undying Spirit
type = character_event
title = fp3_yearly.8042.t
desc = fp3_yearly.8042.desc
theme = faith
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:court_chaplain
animation = chancellor
}
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
OR = {
has_trait = depressed_1 #non-genetic melancholia
has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one...
}
exists = scope:court_chaplain
}
option = {
name = fp3_yearly.8042.a
scope:court_chaplain = {
add_opinion = {
target = root
modifier = trusted_me_opinion
opinion = 15
}
}
add_character_modifier = {
modifier = focused_reading_modifier
years = 10
}
trigger_event = {
id = fp3_yearly.8043
days = { 150 250 }
}
stress_impact = {
base = minor_stress_impact_gain
arrogant = medium_stress_impact_gain
impatient = medium_stress_impact_gain
dull = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_rationality = 0.5
ai_zeal = 0.5
}
}
}
option = {
name = fp3_yearly.8042.b
scope:court_chaplain = {
add_opinion = {
target = root
modifier = trusted_me_opinion
opinion = 15
}
}
add_character_modifier = {
modifier = fp3_worshipping_in_solitude_modifier
years = 10
}
trigger_event = {
id = fp3_yearly.8043
days = { 150 250 }
}
stress_impact = {
gregarious = medium_stress_impact_gain
cynical = medium_stress_impact_gain
impatient = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_rationality = 0.5
ai_zeal = 0.5
}
}
}
option = {
name = fp3_yearly.8042.c
scope:court_chaplain = {
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -15
}
}
trigger_event = {
id = fp3_yearly.8043
days = { 150 250 }
}
stress_impact = {
base = minor_stress_impact_loss
humble = minor_stress_impact_gain
patient = medium_stress_impact_gain
trusting = medium_stress_impact_gain
zealous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_vengefulness = 0.5
}
}
}
}
##### Remedies' End #####
fp3_yearly.8043 = {
type = character_event
title = fp3_yearly.8043.t
desc = fp3_yearly.8043.desc
theme = mental_health
left_portrait = {
character = root
animation = sadness
}
right_portrait = {
character = scope:persian_polymath
animation = personality_coward
}
override_background = { reference = study }
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
OR = {
has_trait = depressed_1 #non-genetic melancholia
has_trait = depressed_genetic #or the genetic kind, but they won't be able to cure this one...
}
exists = scope:persian_polymath
scope:persian_polymath = {
is_courtier_of = root
}
}
option = {
name = fp3_yearly.8043.a
flavor = fp3_polymath_stays_flavor
remove_short_term_gold = medium_gold_value
hidden_effect = {
if = {
limit = { has_trait = depressed_1 }
random = {
chance = 50
trigger_event = {
id = fp3_yearly.8044
days = { 300 500 }
}
}
}
}
stress_impact = {
greedy = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_sociability = 1
ai_boldness = -0.7
}
}
}
option = {
name = fp3_yearly.8043.b
hidden_effect = {
if = {
limit = { has_trait = depressed_1 }
random = {
chance = 50
trigger_event = {
id = fp3_yearly.8044
days = { 300 500 }
}
}
}
}
scope:persian_polymath = { #at this juncture, we want to keep the polymath around, and not disappeared, so the next event can trigger
move_to_pool = yes
}
stress_impact = {
vengeful = minor_stress_impact_loss
generous = minor_stress_impact_gain
patient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.5
ai_vengefulness = 1
}
}
}
}
##### The Light of the World #####
fp3_yearly.8044 = {
type = character_event
title = fp3_yearly.8044.t
desc = fp3_yearly.8044.desc
theme = mental_health
left_portrait = {
character = root
animation = happiness
}
override_background = { reference = wilderness }
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
has_trait = depressed_1 #non-genetic melancholia
exists = scope:persian_polymath
}
immediate = {
remove_trait = depressed_1
}
option = {
name = fp3_yearly.8044.a
stress_impact = {
base = medium_stress_impact_loss
}
}
}
##################################
# The Mysterious Bundle
# By Ola Jentzsch
###################################
fp3_yearly.8045 = { #The Mysterious Bundle (sick monkey chain)
type = character_event
title = fp3_yearly.8045.t
desc = fp3_yearly.8045.desc
theme = pet
left_portrait = {
character = root
animation = admiration
}
right_portrait = {
character = scope:buzina_enthusiast
animation = newborn
}
lower_center_portrait = scope:court_physician
override_background = { reference = fp3_courtyard_night }
trigger = {
has_fp3_dlc_trigger = yes
is_landed = yes
root.capital_province = { geographical_region = world_persian_empire }
is_available = yes
# Following checks that they are of the right age to play board games
can_start_board_game_eligibility_checks_trigger = yes
employs_tax_collector = yes
any_tax_collector = {
is_available_healthy_ai_adult = yes
opinion = {
target = root
value >= 0
}
save_temporary_scope_as = tax_collector_temp
}
employs_court_position = court_physician_court_position
any_court_position_holder = {
type = court_physician_court_position
is_available_healthy_ai_adult = yes
this != scope:tax_collector_temp
}
NOR = {
has_character_flag = had_event_fp3_yearly_8045
has_character_modifier = fp3_chess_playing_monkey_modifier
has_character_modifier = fp3_sickly_monkey_modifier
culture = { has_cultural_parameter = may_challenge_to_board_games }
}
}
immediate = {
add_character_flag = had_event_fp3_yearly_8045
random_tax_collector = {
limit = {
is_available_healthy_ai_adult = yes
opinion = {
target = root
value >= 0
}
}
save_scope_as = buzina_enthusiast
}
save_court_physician_as_effect = { SCOPE_NAME = court_physician }
}
option = { #My court physician can nurse her
name = fp3_yearly.8045.a
flavor = sick_monkey_flavor_desc
scope:buzina_enthusiast = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 15
}
}
custom_tooltip = playing_with_monkey.tt
add_character_modifier = {
modifier = fp3_sickly_monkey_modifier
years = 10
}
trigger_event = {
id = fp3_yearly.8046
days = { 1 2 }
}
stress_impact = {
compassionate = minor_stress_impact_loss
generous = minor_stress_impact_loss
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
ai_sociability = 0.5
ai_vengefulness = -0.3
}
modifier = {
factor = 0
has_trait = arrogant
}
}
}
option = { # You got yourself into this mess, you can handle it
name = fp3_yearly.8045.b
add_prestige = minor_prestige_gain
scope:buzina_enthusiast = {
add_opinion = {
target = root
modifier = was_scolded_opinion
opinion = -15
}
add_character_flag = {
flag = fp3_inspired_tax_collector
years = 10
}
custom_tooltip = fp3_inspired_tax_collector
}
stress_impact = {
compassionate = minor_stress_impact_gain
arrogant = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_sociability = 0.2
ai_boldness = 0.3
ai_energy = 0.7
}
modifier = {
has_trait = compassionate
factor = 0
}
}
}
option = { # Opt-out
name = fp3_yearly.8045.c
stress_impact = {
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -0.5
ai_energy = -0.5
ai_boldness = -0.9
}
}
}
}
fp3_yearly.8046 = { #Buzina
type = character_event
title = fp3_yearly.8046.t
desc = fp3_yearly.8046.desc
theme = medicine
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:court_physician
animation = newborn
}
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
has_character_modifier = fp3_sickly_monkey_modifier
exists = scope:court_physician
}
option = {
name = fp3_yearly.8046.a
flavor = fp3_wait_and_see.tt
remove_short_term_gold = minor_gold_value
custom_tooltip = monkey_recover_better_chances_tt
hidden_effect = {
random_list = {
80 = {
trigger_event = {
id = fp3_yearly.8047
days = { 30 100 }
}
}
20 = {
trigger_event = {
id = fp3_yearly.8048
days = { 100 200 }
}
}
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
generous = minor_stress_impact_loss
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_rationality = 1
ai_greed = -0.5
}
}
}
option = {
name = fp3_yearly.8046.b
flavor = fp3_wait_and_see.tt
hidden_effect = {
random_list = {
50 = {
trigger_event = {
id = fp3_yearly.8047
days = { 30 100 }
}
}
50 = {
trigger_event = {
id = fp3_yearly.8048
days = { 100 200 }
}
}
}
}
stress_impact = {
greedy = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
}
fp3_yearly.8047 = {
type = character_event
title = fp3_yearly.8047.t
desc = fp3_yearly.8047.desc
theme = pet
left_portrait = {
character = root
animation = chess_cocky
}
right_portrait = {
character = scope:court_physician
animation = newborn
}
trigger = { has_character_modifier = fp3_sickly_monkey_modifier }
immediate = {
remove_character_modifier = fp3_sickly_monkey_modifier
}
option = {
name = fp3_yearly.8047.a
add_character_modifier = {
modifier = fp3_chess_playing_monkey_modifier
years = 15
}
custom_tooltip = playing_chess_with_monkey.tt
}
}
fp3_yearly.8048 = {
hidden = yes
trigger = { has_character_modifier = fp3_sickly_monkey_modifier }
immediate = {
root = {
send_interface_toast = {
title = monkey_died_from_sickness_toast
left_icon = root
remove_character_modifier = fp3_sickly_monkey_modifier
}
}
}
}
##################################
# The Fate of the Dead
# By Ola Jentzsch
###################################
fp3_yearly.8050 = { #The Fate of the Dead
type = character_event
title = fp3_yearly.8050.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
has_religion = religion:zoroastrianism_religion
}
desc = fp3_yearly.8050_zoroastrian.desc
}
desc = fp3_yearly.8050_unzoroastrian.desc
}
first_valid = {
triggered_desc = {
trigger = {
current_year < 950
}
desc = fp3_yearly.8050_early_period.desc
}
desc = fp3_yearly.8050_late_period.desc
}
}
theme = skull
override_background = { reference = temple }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:dakhma_enthusiast
animation = personality_bold
}
lower_left_portrait = {
character = scope:architect
}
cooldown = { years = 5 }
weight_multiplier = { #more likely if root is zoroastrian
base = 0.4
modifier = {
has_religion = religion:zoroastrianism_religion
add = 0.6
}
}
trigger = {
#standard sanity checks
has_fp3_dlc_trigger = yes
is_ruler = yes
is_available_healthy_adult = yes
root.capital_province = { geographical_region = world_persian_empire }
any_held_county = {
faith = { religion_tag = zoroastrianism_religion }
county_control <= 75
any_county_province = {
has_holding_type = castle_holding
has_special_building_slot = no
has_special_building = no
NOR = {
has_building = tower_of_silence_01
has_building = event_tower_of_silence_01
}
}
}
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = { is_available_healthy_ai_adult = yes }
}
immediate = {
cp:councillor_court_chaplain = { save_scope_as = dakhma_enthusiast }
if = {
limit = {
employs_court_position = royal_architect_court_position
any_court_position_holder = {
has_court_position = royal_architect_court_position
is_available_healthy_ai_adult = yes
}
}
random_court_position_holder = {
limit = {
has_court_position = royal_architect_court_position
is_available_healthy_ai_adult = yes
}
save_scope_as = architect
}
}
random_held_county = {
limit = {
faith = { religion_tag = zoroastrianism_religion }
county_control < 75
any_county_province = {
has_holding_type = castle_holding
has_special_building_slot = no
has_special_building = no
NOR = {
has_building = tower_of_silence_01
has_building = event_tower_of_silence_01
}
}
}
random_county_province = {
limit = {
has_holding_type = castle_holding
has_special_building_slot = no
has_special_building = no
}
save_scope_as = dakhma_province
}
save_scope_as = dakhma_county
}
}
option = {
name = fp3_yearly.8050.a
flavor = fp3_cheap_architecture_flavor
trigger = {
exists = scope:architect
}
remove_treasury_or_gold = medium_treasury_or_gold_value
scope:dakhma_province = {
hidden_effect = { add_special_building_slot = event_tower_of_silence_01 }
add_special_building = event_tower_of_silence_01
}
scope:architect = {
duel = {
skill = learning
value = average_skill_rating
20 = {
compare_modifier = {
value = scope:duel_value
multiplier = 2
}
root = {
send_interface_toast = {
title = building_a_dakhma.success
left_icon = scope:architect
custom_tooltip = fp3_silence_architecture_success_toast
scope:dakhma_county = { change_county_control = 15 }
if = {
limit = {
OR = {
faith = { religion_tag = zoroastrianism_religion }
faith = { has_doctrine_parameter = sky_burials_active }
}
}
add_piety = major_piety_gain
}
else = {
add_character_modifier = {
modifier = fp3_promoting_zoroastrianism_modifier
years = 20
}
}
}
}
}
20 = {
compare_modifier = {
value = scope:duel_value
multiplier = -1
}
root = {
send_interface_toast = {
title = building_a_dakhma.failure
left_icon = scope:architect
custom_tooltip = fp3_silence_architecture_failure_toast
scope:dakhma_county = {
add_county_modifier = {
modifier = fp3_bad_tower_of_silence_county_modifier
years = 20
}
}
}
}
}
}
}
stress_impact = {
ambitious = minor_stress_impact_loss
greedy = minor_stress_impact_loss
trusting = medium_stress_impact_loss
content = medium_stress_impact_gain
generous = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.7
ai_boldness = 0.7
ai_vengefulness = -0.3
}
}
}
option = {
name = fp3_yearly.8050.b
remove_treasury_or_gold = major_treasury_or_gold_value
scope:dakhma_province = {
hidden_effect = { add_special_building_slot = event_tower_of_silence_01 }
add_special_building = event_tower_of_silence_01
}
scope:dakhma_county = { change_county_control = 15 }
if = { #if you're zoroastrian or like sky burials in general, you earn piety for this, otherwise you might get an opinion bonus from zoroastrian subjects
limit = {
OR = {
faith = { religion_tag = zoroastrianism_religion }
faith = { has_doctrine_parameter = sky_burials_active }
}
}
add_piety = medium_piety_gain
}
else = {
custom_tooltip = fp3_zoroastrian_courtiers_and_vassals_happy
hidden_effect = {
every_courtier_or_guest = {
if = {
limit = {
AND = {
faith = { religion_tag = zoroastrianism_religion }
ai_zeal >= low_positive_ai_value
}
}
}
add_opinion = {
target = root
opinion = 15
modifier = fp3_built_a_dakhma_opinion
}
}
every_vassal = {
if = {
limit = {
AND = {
faith = { religion_tag = zoroastrianism_religion }
ai_zeal >= low_positive_ai_value
}
}
}
add_opinion = {
target = root
opinion = 15
modifier = fp3_built_a_dakhma_opinion
}
}
}
}
stress_impact = {
generous = medium_stress_impact_loss
greedy = major_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.9
ai_compassion = 0.7
ai_rationality = 0.3
}
}
}
option = {
name = fp3_yearly.8050.c
trigger = {
NOT = {
faith = { religion_tag = zoroastrianism_religion }
}
}
scope:dakhma_enthusiast = {
add_opinion = {
target = root
opinion = -15
modifier = disappointed_opinion
}
}
stress_impact = {
zealous = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
generous = medium_stress_impact_gain
cynical = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_rationality = -0.5
ai_vengefulness = 1
ai_zeal = 1
}
}
}
option = { #zoroastrian variant option, with slightly different stress gains and AI weights
name = fp3_yearly.8050.d
trigger = {
faith = { religion_tag = zoroastrianism_religion }
}
scope:dakhma_enthusiast = {
add_opinion = {
target = root
opinion = -15
modifier = disappointed_opinion
}
}
stress_impact = {
zealous = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
generous = medium_stress_impact_gain
cynical = minor_stress_impact_loss
greedy = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -0.5
ai_zeal = -1
ai_greed = 1
ai_vengefulness = 1
}
}
}
}
##################################
# The Purest Fire
# By Ola Jentzsch and Lucas Ribeiro Rodrigues
###################################
fp3_yearly.8051 = { #The Purest Fire
type = character_event
title = fp3_yearly.8051.t
desc = {
desc = fp3_yearly.8051_opening.desc
random_valid = {
desc = fp3_yearly.8051_torrential_rain
desc = fp3_yearly.8051_earthquake
desc = fp3_yearly.8051_sandstorm
desc = fp3_yearly.8051_gust_of_wind
desc = fp3_yearly.8051_islamic_zealots
desc = fp3_yearly.8051_invisible_hand
}
desc = fp3_yearly.8051_ending.desc
}
theme = faith
left_portrait = {
character = root
animation = personality_honorable
triggered_animation = {
trigger = {
OR = {
has_trait = ambitious
has_trait = zealous
has_trait = arrogant
}
}
animation = personality_zealous
}
}
right_portrait = {
character = scope:magi
animation = worry
}
cooldown = { years = 5 }
trigger = {
#standard sanity checks
has_fp3_dlc_trigger = yes
is_ruler = yes
is_available_healthy_adult = yes
root.capital_province = { geographical_region = world_persian_empire }
faith = { religion_tag = zoroastrianism_religion }
any_held_county = {
faith = { religion_tag = zoroastrianism_religion }
any_county_province = {
has_holding_type = church_holding
}
}
faith.religious_head != root
NOT = { has_character_modifier = fp3_blessed_by_fire_modifier } #this would make some of the rewards redundant
OR = {
AND = {
exists = root.faith.religious_head
root.faith.religious_head = {
is_available_healthy_ai_adult = yes
opinion = {
target = root
value > 0
}
}
}
AND = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = {
is_available_healthy_ai_adult = yes
opinion = {
target = root
value > 0
}
}
}
}
}
immediate = {
random_held_county = {
limit = {
faith = { religion_tag = zoroastrianism_religion }
any_county_province = {
has_holding_type = church_holding
}
}
}
if = {
limit = {
exists = root.faith.religious_head
root.faith.religious_head = {
is_available_healthy_ai_adult = yes
opinion = {
target = root
value > 0
}
}
}
root.faith.religious_head = { save_scope_as = magi }
}
else = {
cp:councillor_court_chaplain = { save_scope_as = magi }
}
}
option = {
name = fp3_yearly.8051.a
scope:magi = {
add_opinion = {
target = root
opinion = 20
modifier = happy_opinion
}
}
custom_tooltip = fp3_yearly.8051_chasing_lightning.tt
hidden_effect = {
random_list = {
75 = {
trigger_event = {
id = fp3_yearly.8052
days = { 25 100 }
}
}
25 = {
trigger_event = {
id = fp3_yearly.8053
days = { 25 100 }
}
}
}
}
stress_impact = {
ambitious = medium_stress_impact_loss
content = medium_stress_impact_gain
cynical = medium_stress_impact_gain
lazy = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.7
ai_zeal = 1
ai_rationality = -1
}
}
}
option = {
name = fp3_yearly.8051.b
remove_short_term_gold = medium_gold_value
add_piety = medium_piety_gain
scope:magi = {
add_opinion = {
target = root
opinion = 10
modifier = pleased_opinion
}
}
stress_impact = {
ambitious = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.7
ai_zeal = 1
ai_rationality = -1
}
}
}
option = {
name = fp3_yearly.8051.c
scope:magi = {
add_opinion = {
target = root
opinion = -15
modifier = disappointed_opinion
}
}
stress_impact = {
cynical = minor_stress_impact_loss
generous = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
zealous = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.7
ai_rationality = 0.4
ai_zeal = -1
ai_energy = -0.5
}
}
}
}
fp3_yearly.8052 = {
type = character_event
title = fp3_yearly.8052.t
desc = fp3_yearly.8052.desc
theme = faith
left_portrait = {
character = root
animation = sadness
triggered_animation = {
trigger = {
OR = {
has_trait = temperate
has_trait = patient
has_trait = calm
}
}
animation = stress
}
}
override_background = { reference = wilderness }
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
}
option = {
name = fp3_yearly.8052.a
flavor = fp3_give_up_the_quest.flavor
remove_short_term_gold = medium_gold_value
add_piety = medium_piety_gain
stress_impact = {
base = medium_stress_gain
patient = minor_stress_impact_loss
impatient = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_zeal = 0.5
ai_boldness = 0.5
ai_rationality = -1
}
}
}
option = {
name = fp3_yearly.8052.b
flavor = fp3_give_up_the_quest.flavor
stress_impact = {
impatient = minor_stress_impact_loss
lazy = minor_stress_impact_loss
content = minor_stress_impact_loss
ambitious = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
ai_zeal = 0.5
ai_boldness = -0.5
ai_rationality = 1
}
}
}
}
fp3_yearly.8053 = {
type = character_event
title = fp3_yearly.8053.t
desc = fp3_yearly.8053.desc
theme = faith
left_portrait = {
character = root
animation = lantern
triggered_animation = {
trigger = {
OR = {
has_trait = zealous
has_trait = ambitious
has_trait = calm
}
}
animation = disbelief
}
}
override_background = { reference = wilderness }
trigger = {
is_available = yes
is_incapable = no
has_contagious_deadly_disease_trigger = no
}
option = {
name = fp3_yearly.8053.a
add_character_modifier = {
modifier = fp3_blessed_by_fire_modifier
years = 15
}
stress_impact = {
base = medium_stress_loss
zealous = minor_stress_impact_loss
humble = minor_stress_impact_loss
trusting = minor_stress_impact_loss
arrogant = minor_stress_impact_gain
cynical = minor_stress_impact_gain
}
ai_chance = {
base = 100
}
}
}