N3OW/events/dlc/fp3/fp3_religious_decision_events.txt
2026-01-06 14:25:21 +01:00

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namespace = fp3_decision
##################################################
# #Zoroastrian Decision Events
##################################################
fp3_decision.0001 = {
type = character_event
title = fp3_decision.0001.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
has_faith = faith:mazdakism
}
desc = fp3_decision.0001.desc_mazdakist
}
triggered_desc = {
trigger = {
has_faith = faith:khurramism
}
desc = fp3_decision.0001.desc_khurramite
}
desc = fp3_decision.0001.desc_general_zoroastrian
}
desc = fp3_decision.0001_desc_ending
}
theme = crown
override_background = { reference = throne_room_east }
left_portrait = {
character = root
animation = personality_bold
}
option = { #If you're of the Mazdakite or Behafarid inclination, you might rather want to destroy the fires
name = fp3_decision.0001.a
flavor = fp3_decision.0001.a.tt
trigger = {
OR = {
has_faith = faith:mazdakism
has_faith = faith:zurvanism #Behafaridism
faith = {
OR = {
has_doctrine_parameter = vows_of_poverty_active
has_doctrine = tenet_gnosticism
}
}
}
}
add_piety = major_piety_gain
custom_tooltip = fp3_decision.0001_pledged_to_quench_fire
hidden_effect = {
add_character_flag = {
flag = pledged_to_quench_fire
days = 7300
}
}
stress_impact = {
zealous = major_stress_loss
ambitious = minor_stress_loss
}
ai_chance = { #ambitious, vengeful Mazdaki AIs pick this option
base = 10
ai_value_modifier = {
ai_rationality = 0.5
ai_energy = 1
ai_vengefulness = 1
ai_zeal = 1
}
}
}
option = { #Kindle the fire (elaborate ceremony)
name = fp3_decision.0001.b
add_piety = massive_piety_loss
dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
add_character_modifier = {
modifier = fp3_royal_fire_modifier
}
custom_tooltip = fp3_decision.0001_vassal_and_courtier_opinion_impressed
hidden_effect = {
every_vassal = {
IF = {
limit = {
NOT = {
has_religion = religion:zoroastrianism_religion
}
OR = {
faith = { has_doctrine = doctrine_pluralism_fundamentalist }
faith = { has_doctrine = doctrine_pluralism_righteous }
}
}
add_opinion = {
target = root
opinion = -20
modifier = fp3_strange_rituals_opinion
}
}
ELSE = {
add_opinion = {
target = root
opinion = 15
modifier = fp3_magnificent_fire_ritual_opinion
}
}
}
every_courtier = {
IF = {
limit = {
NOT = {
has_religion = religion:zoroastrianism_religion
}
OR = {
faith = { has_doctrine = doctrine_pluralism_fundamentalist }
faith = { has_doctrine = doctrine_pluralism_righteous }
}
}
add_opinion = {
target = root
opinion = -20
modifier = fp3_strange_rituals_opinion
}
}
ELSE = {
add_opinion = {
target = root
opinion = 15
modifier = fp3_magnificent_fire_ritual_opinion
}
}
}
}
ai_chance = { #ambitious and zealous AIs pick this option
base = 10
ai_value_modifier = {
ai_energy = 0.5
ai_zeal = 1
}
}
stress_impact = { #Ambitious rulers of course like this, but paranoid ones are worried about offending people.
ambitious = medium_stress_impact_loss
arrogant = medium_stress_impact_loss
zealous = medium_stress_impact_loss
gregarious = medium_stress_impact_loss
august = medium_stress_impact_loss
gallant = medium_stress_impact_loss
content = miniscule_stress_impact_gain
cynical = minor_stress_impact_gain
temperate = miniscule_stress_impact_gain
paranoid = minor_stress_impact_gain
}
}
option = { #Kindle the fire (less elaborate ceremony)
name = fp3_decision.0001.c
add_piety = major_piety_loss
add_character_modifier = {
modifier = fp3_royal_fire_modifier
}
custom_tooltip = fp3_decision.0001_vassal_and_courtier_opinion
hidden_effect = {
every_vassal = {
IF = {
limit = {
NOT = {
has_religion = religion:zoroastrianism_religion
}
OR = {
faith = { has_doctrine = doctrine_pluralism_fundamentalist }
faith = { has_doctrine = doctrine_pluralism_righteous }
}
}
add_opinion = {
target = root
opinion = -20
modifier = fp3_strange_rituals_opinion
}
}
ELSE = {
add_opinion = {
target = root
opinion = 10
modifier = fp3_blessed_by_fire_opinion
}
}
}
every_courtier = {
IF = {
limit = {
NOT = {
has_religion = religion:zoroastrianism_religion
}
OR = {
faith = { has_doctrine = doctrine_pluralism_fundamentalist }
faith = { has_doctrine = doctrine_pluralism_righteous }
}
}
add_opinion = {
target = root
opinion = -20
modifier = fp3_strange_rituals_opinion
}
}
ELSE = {
add_opinion = {
target = root
opinion = 10
modifier = fp3_blessed_by_fire_opinion
}
}
}
}
ai_chance = { #more cautious AIs pick this option
base = 10
ai_value_modifier = {
ai_rationality = 0.5
ai_greed = 1
}
}
stress_impact = { #Wasteful or ambitious rulers loathe this more moderate option, but temperate and content rulers love it.
ambitious = minor_stress_impact_gain
zealous = miniscule_stress_impact_gain
august = minor_stress_impact_gain
gallant = miniscule_stress_impact_gain
paranoid = minor_stress_impact_gain
content = medium_stress_impact_loss
temperate = medium_stress_impact_loss
}
}
option = { #Skip it for now
name = fp3_decision.0001.d
ai_chance = { #the AI generally shouldn't pick this, as it's the opting-out-option
base = 1
}
}
}
fp3_decision.0002 = {
type = character_event
title = fp3_decision.0002.t
desc = fp3_decision.0002.desc
theme = death
left_portrait = {
character = scope:occupant
animation = celebrate_sword
}
right_portrait = {
character = ROOT
animation = shock
}
override_background = { reference = battlefield }
trigger = {
is_ai = no
has_character_modifier = fp3_royal_fire_modifier
}
cooldown = { years = 30 }
immediate = {
remove_character_modifier = fp3_royal_fire_modifier
hidden_effect = {
add_character_flag = {
flag = fire_recently_quenched
days = 1825
}
}
if = {
limit = {
OR = {
has_trait = ambitious
has_trait = august
has_trait = craven
has_trait = gallant
has_trait = zealous
has_trait = arrogant
has_trait = paranoid
has_trait = lunatic
}
}
add_stress = major_stress_impact_gain
}
else = { add_stress = medium_stress_impact_gain }
custom_tooltip = fp3_decision.0002_fire_destroyed_tt
hidden_effect = { #Now they like you less because your royal fire got quenched
every_vassal = {
if = {
limit = {
NOR = { #but these personalities stand by you no matter what, or are less superstitious
has_trait = cynical
has_trait = trusting
has_trait = forgiving
has_trait = brave
}
}
add_opinion = {
target = root
opinion = -20
modifier = fp3_bad_portent_opinion
}
}
}
every_courtier = { #but these personalities stand by you no matter what, or are less superstitious
if = {
limit = {
NOR = {
has_trait = brave
has_trait = cynical
has_trait = trusting
has_trait = forgiving
}
}
add_opinion = {
target = root
opinion = -20
modifier = fp3_bad_portent_opinion
}
}
}
}
}
option = { #It matters not, it was merely a symbol
name = fp3_decision.0002.a
trigger = {
OR = {
has_trait = calm
has_trait = content
has_trait = cynical
has_trait = diplomat
has_trait = temperate
has_trait = saoshyant
}
}
add_piety = minor_piety_loss
add_stress = medium_stress_impact_loss
}
option = { #This atrocity must be avenged!
name = fp3_decision.0002.b
trigger = {
scope:occupant = {
NOR = {
has_relation_rival = root
has_relation_nemesis = root
}
}
}
set_relation_nemesis = scope:occupant
}
option = { #What am I to do now?
name = fp3_decision.0002.c
}
}
fp3_decision.0003 = { #This is triggered from the restore_badd_fortress_decision, and is used to apply its effects. The options gives you a nickname.
type = character_event
title = fp3_decision.0003.t
desc = {
first_valid = {
triggered_desc = {
trigger = { current_date <= 900.1.1 } #The fortress was destroyed only recently
desc = fp3_decision.0003.desc_recently
}
triggered_desc = {
trigger = { current_date <= 1000.1.1 } #The fortress was destroyed a while ago
desc = fp3_decision.0001.desc_less_recently
}
triggered_desc = {
trigger = { current_date > 1000.1.1 } #The fortress was destroyed long ago
desc = fp3_decision.0001.desc_long_ago
}
}
first_valid = {
triggered_desc = {
trigger = {
OR = {
has_faith = faith:khurramism
has_faith = faith:urartuism
}
}
desc = fp3_decision.0003.desc_khurramite
}
triggered_desc = {
trigger = {
faith = { has_doctrine = doctrine_heretic_branch_zandik }
}
desc = fp3_decision.0003.desc_zandik
}
desc = fp3_decision.0003.desc_fallback
}
desc = fp3_decision.0003.desc_ending
}
theme = realm
override_background = { reference = wilderness_mountains }
left_portrait = {
character = root
animation = personality_bold
}
immediate = {
play_music_cue = "mx_cue_war_declared"
# Apply effects
restore_badd_fortress_scripted_effect = yes
}
option = { #I could recuperate some costs
name = fp3_decision.0003.a
trigger = {
has_trait = architect
}
add_gold = 100
# Add a unique nickname.
give_nickname = nick_the_fortress_builder
stress_impact = {
ambitious = minor_stress_loss
diligent = minor_stress_loss
greedy = minor_stress_loss
}
ai_chance = {
# AI should always choose this option, if it can.
base = 100
}
}
option = { #What a redoubt it shall be!
name = fp3_decision.0003.b
# Add a unique nickname.
give_nickname = nick_the_eagle_of_arasbaran
# No stress impact necessary.
ai_chance = {
# AI should always choose this option, if it can.
base = 100
}
}
option = { #I need no glory, just my fortress secure
name = fp3_decision.0003.c
# 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
}
}
}
fp3_decision.0004 = { #This is triggered from the destroy_the_magi_decision, and is used to apply its effects. The options gives you a nickname.
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = {
OR = {
has_faith = faith:mazdakism
has_faith = faith:zurvanism
}
}
desc = fp3_decision.0004_alternate.t
}
desc = fp3_decision.0004.t
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
OR = {
has_faith = faith:mazdakism
has_faith = faith:zurvanism
}
}
desc = fp3_decision.0004_alternate_desc
}
desc = fp3_decision.0004_desc
}
}
theme = faith
override_background = { reference = temple }
left_portrait = {
character = root
animation = schadenfreude
}
immediate = {
play_music_cue = "mx_cue_faith_conversion"
# Apply effects
destroy_the_magi_scripted_effect = yes
}
#since the AI can't take this decision, AI chance is not needed here.
option = { #Muwahaha
name = fp3_decision.0004.a
trigger = {
OR = {
has_trait = vengeful
has_trait = arrogant
}
}
give_nickname = nick_the_reformer
stress_impact = {
ambitious = minor_stress_loss
arrogant = minor_stress_loss
vengeful = minor_stress_loss
sadistic = minor_stress_loss
}
}
option = { #And may the embers turn to cold ash!
name = fp3_decision.0004.b
trigger = {
OR = {
has_faith = faith:mazdakism
has_faith = faith:zurvanism
}
}
give_nickname = nick_the_fire_quencher
}
option = { #The people can handle this now
name = fp3_decision.0004.c
trigger = {
NOR = {
has_faith = faith:mazdakism
has_faith = faith:zurvanism
}
}
give_nickname = nick_the_firekeeper
}
option = { #It is done!
name = fp3_decision.0004.d
give_nickname = nick_the_heretic
}
}
##################################################
# #Islamic Decision Events
# 0011-0012 - Avenge the Battle of Nahrawan
##################################################
fp3_decision.0011 = {
type = character_event
title = fp3_decision.0011.t
desc = {
desc = fp3_decision.0011_opening.desc
first_valid = {
triggered_desc = {
trigger = {
faith = {
OR = {
has_doctrine = tenet_fp3_fedayeen
has_doctrine = tenet_warmonger
has_doctrine_parameter = pluralism_fundamentalist_proselytization_bonus
}
}
}
desc = fp3_decision.0011_fanatic_murderer.desc
}
desc = fp3_decision.0011_unfanatic_unmurderer.desc
}
}
theme = war
left_portrait = {
character = scope:avenger
animation = war_over_win
}
override_background = { reference = battlefield }
immediate = {
play_music_cue = "mx_cue_combat_2"
character:33911 = { save_scope_as = ali }
character:163029 = { save_scope_as = muawiya }
}
option = {
name = fp3_decision.0011.a
avenge_the_battle_of_nahrawan_scripted_effect = yes
stress_impact = {
zealous = major_stress_impact_loss
vengeful = major_stress_impact_loss
ambitious = medium_stress_impact_loss
}
}
}
fp3_decision.0012 = {
type = character_event
title = fp3_decision.0012.t
desc = fp3_decision.0012.desc
theme = war
left_portrait = {
character = scope:avenger
animation = personality_vengeful
}
override_background = { reference = battlefield }
immediate = {
play_music_cue = "mx_cue_combat_3"
show_as_tooltip = {
scope:avenger = {
faith = {
change_fervor = {
value = major_fervor_gain
desc = fervor_gain_avenged_battle_of_nahrawan
}
}
}
if = {
limit = { exists = scope:sunni_faith }
scope:sunni_faith = {
change_fervor = {
value = major_fervor_loss
desc = fervor_loss_avenged_battle_of_nahrawan
}
}
}
if = {
limit = { exists = scope:shia_faith }
scope:shia_faith = {
change_fervor = {
value = major_fervor_loss
desc = fervor_loss_avenged_battle_of_nahrawan
}
}
}
}
}
option = {
name = fp3_decision.0012.a
}
option = {
name = fp3_decision.0012.b
}
}
fp3_decision.0013 = {
type = character_event
title = fp3_decision.0013.t
desc = fp3_decision.0013.desc
theme = faith
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = dismissal
}
right_portrait = {
character = scope:hof_emissary
animation = chancellor
}
lower_left_portrait = { character = scope:righteous_caliph }
immediate = {
root.faith.religious_head = { save_scope_as = righteous_caliph }
create_character = { #this is the head of faith's emissary
age = { 25 75 }
location = root.capital_province
faith = root.faith.religious_head.faith
gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context.
trait = diplomat
template = priest_character_template
save_scope_as = hof_emissary #this saves him as a scope so we can get nice effects to bounce off him!
}
}
option = {
name = fp3_decision.0013.a
promote_persian_scripture_scripted_effect = yes
if = {
limit = {
scope:righteous_caliph = {
NOR = {
has_relation_rival = root
has_relation_nemesis = root
}
}
}
scope:righteous_caliph = {
progress_towards_rival_effect = {
REASON = rival_promoting_blasphemous_translations
CHARACTER = root
OPINION = -30
}
}
}
stress_impact = {
zealous = minor_stress_impact_loss
arrogant = minor_stress_impact_loss
craven = medium_stress_impact_gain
trusting = medium_stress_impact_gain
greedy = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = { #most AI prefer this option, once the decision is taken
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_zeal = 1
ai_energy = 0.5
ai_vengefulness = 1
ai_rationality = 0.5
}
}
}
option = {
name = fp3_decision.0013.b
add_gold = 400
add_piety = var:promote_persian_scripture_piety_refund
custom_tooltip = promote_persian_scripture_cannot_take_decision.tt
set_variable = {
name = pledged_to_not_promote_persian
years = 30
}
remove_list_global_variable = {
name = unavailable_unique_decisions
target = flag:promote_persian_scripture_decision
}
stress_impact = {
trusting = medium_stress_impact_loss
craven = medium_stress_impact_loss
arrogant = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
}
ai_chance = { #but cautious AI might cave in
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_honor = 0.5
}
}
}
after ={
scope:hof_emissary = { silent_disappearance_effect = yes }
}
}
fp3_decision.0014 = {
type = character_event
title = fp3_decision.0014.t
desc = {
desc = fp3_decision.0014_opening.desc
first_valid = {
triggered_desc = {
trigger = {
exists = root.faith.religious_head
this != root.faith.religious_head
}
desc = fp3_decision.0014_there_is_caliph.desc
}
desc = fp3_decision.0014_no_caliph.desc
}
}
theme = faith
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:persian_genius_ulama
animation = chancellor
}
immediate = {
if = {
limit = { exists = root.faith.religious_head }
root.faith.religious_head = { save_scope_as = uncaring_caliph }
}
create_character = {
age = { 40 75 }
location = root.capital_province
faith = root.faith
gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context.
trait = shrewd
trait = theologian
trait = diligent
template = priest_character_template
save_scope_as = persian_genius_ulama #this saves him as a scope so we can get nice effects to bounce off him!
}
}
option = {
name = fp3_decision.0014.a
promote_persian_scripture_scripted_effect = yes
scope:persian_genius_ulama = { move_to_pool = yes }
ai_chance = { #most AI prefer this option, once the decision is taken
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_zeal = 1
ai_energy = 0.5
ai_vengefulness = 1
ai_rationality = 0.5
}
}
}
option = {
name = fp3_decision.0014.b
promote_persian_scripture_scripted_effect = yes
pay_short_term_gold = {
gold = minor_gold_value
target = scope:persian_genius_ulama
}
add_courtier = scope:persian_genius_ulama
ai_chance = { #but cautious AI might cave in
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_honor = 0.5
}
}
}
}
##################################################
# #Islamic Decision Events
# 0015-0016 - Friday Prayer Politics
# by Ewan Cowhig Croft
##################################################
scripted_effect fp3_decision_0015_apply_rebellious_stress_effect = {
stress_impact = {
arrogant = miniscule_stress_impact_loss
ambitious = minor_stress_impact_loss
disloyal = minor_stress_impact_loss
humble = minor_stress_impact_gain
content = medium_stress_impact_gain
loyal = major_stress_impact_gain
}
}
scripted_effect fp3_decision_0015_apply_seditious_intent_effect = {
add_prestige = major_prestige_gain
save_scope_as = prestige_gained
reverse_add_opinion = {
target = liege
modifier = fp3_plotting_rebellion_opinion
opinion = -30
}
# Notify the liege.
hidden_effect = {
liege = {
send_interface_toast = {
title = fp3_decision.0015.vassal_semi_rebel
left_icon = root
reverse_add_opinion = {
target = root
modifier = respect_opinion
opinion = -30
}
}
}
}
}
# Your name is read in the Friday Prayer
fp3_decision.0015 = {
type = character_event
title = fp3_decision.0015.t
desc = {
# Who are we switching to?
first_valid = {
# Supporter: switching to detractor.
triggered_desc = {
trigger = { has_trait = fp3_struggle_detractor }
desc = fp3_decision.0015.desc.switch.supporter_becoming_detractor
}
# Detractor: switching to supporter.
triggered_desc = {
trigger = { has_trait = fp3_struggle_supporter }
desc = fp3_decision.0015.desc.switch.detractor_becoming_supporter
}
# Neutral: switching to either.
desc = fp3_decision.0015.desc.switch.presently_neutral
}
# Do we have a liege to consider?
first_valid = {
# Yes, and we're making our alignment choice in the event.
triggered_desc = {
trigger = {
NOR = {
has_trait = fp3_struggle_supporter
has_trait = fp3_struggle_detractor
}
liege ?= {
this != root
OR = {
has_trait = fp3_struggle_supporter
has_trait = fp3_struggle_detractor
}
}
}
desc = fp3_decision.0015.desc.liege.presently_neutral
}
# Yes, and we'll be aligning with them.
triggered_desc = {
trigger = {
NOT = { liege ?= { this = root } }
OR = {
AND = {
has_trait = fp3_struggle_supporter
liege ?= { has_trait = fp3_struggle_supporter }
}
AND = {
has_trait = fp3_struggle_detractor
liege ?= { has_trait = fp3_struggle_detractor }
}
}
}
desc = fp3_decision.0015.desc.liege.aligning
}
# Yes, and we'll be contradicting them.
triggered_desc = {
trigger = {
NOT = { liege ?= { this = root } }
OR = {
AND = {
has_trait = fp3_struggle_supporter
liege ?= { has_trait = fp3_struggle_detractor }
}
AND = {
has_trait = fp3_struggle_detractor
liege ?= { has_trait = fp3_struggle_supporter }
}
}
}
desc = fp3_decision.0015.desc.liege.contradicting
}
# Yes, and they don't much care.
triggered_desc = {
trigger = {
liege ?= {
NOR = {
this = root
has_trait = fp3_struggle_supporter
has_trait = fp3_struggle_detractor
}
}
}
}
# Else no, and we need no loc.
}
}
theme = faith
left_portrait = {
character = root
animation = personality_bold
}
right_portrait = {
character = scope:right_portrait
triggered_animation = {
trigger = {
OR = {
AND = {
has_trait = fp3_struggle_supporter
scope:right_portrait = { has_trait = fp3_struggle_supporter }
}
AND = {
has_trait = fp3_struggle_detractor
scope:right_portrait = { has_trait = fp3_struggle_detractor }
}
}
}
animation = admiration
}
triggered_animation = {
trigger = {
OR = {
AND = {
has_trait = fp3_struggle_supporter
scope:right_portrait = { has_trait = fp3_struggle_detractor}
}
AND = {
has_trait = fp3_struggle_detractor
scope:right_portrait = { has_trait = fp3_struggle_supporter }
}
}
}
animation = anger
}
}
lower_center_portrait = { character = scope:lower_centre_portrait }
immediate = {
# Work out who goes in the righthand portrait slot.
## Do we have a suitable liege?
if = {
limit = {
top_liege != this
liege = {
OR = {
has_trait = fp3_struggle_supporter
has_trait = fp3_struggle_detractor
}
NOT = { has_title = title:d_sunni }
}
}
liege = { save_scope_as = right_portrait }
# In which case, we try to put the caliph in the bottom slot.
title:d_sunni.holder = {
if = {
limit = {
this != root.liege
}
save_scope_as = lower_centre_portrait
}
}
}
## If we don't, it's the caliph.
else = {
title:d_sunni.holder = { save_scope_as = right_portrait }
# If we still have a liege, we put them in the bottom slot as they're mentioned in the copy — even though it's for not much caring.
if = {
limit = { top_liege != this }
liege = { save_scope_as = lower_centre_portrait }
}
}
## If we're flipflopping, apply base logic.
if = {
limit = {
OR = {
has_trait = fp3_struggle_supporter
has_trait = fp3_struggle_detractor
}
}
read_name_in_friday_prayer_scripted_effect = yes
# For ease of reference, we save a scope to avoid rechecking this constantly.
save_scope_value_as = {
name = change_type
value = flag:flipflop
}
}
## If we're neutral, we only flag that — we'll make our actual choice in the options.
else = {
save_scope_value_as = {
name = change_type
value = flag:neutral
}
}
}
# Neutral: become a supporter, irritate liege.
option = {
name = fp3_decision.0015.a
flavor = fp3_decision.0015.a.tt
trigger = {
scope:change_type = flag:neutral
liege ?= {
NOR = {
this = prev
this = title:d_sunni.holder
}
}
}
# Switch traits.
read_name_in_friday_prayer_guts_become_supporter_effect = yes
# Annoy your liege.
fp3_decision_0015_apply_seditious_intent_effect = yes
# Apply the remainder effects.
read_name_in_friday_prayer_guts_apply_sundry_changes_effect = yes
read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes
fp3_decision_0015_apply_rebellious_stress_effect = yes
ai_chance = {
base = 1
ai_value_modifier = {
ai_boldness = 1
ai_honor = -0.25
}
opinion_modifier = {
opinion_target = liege
multiplier = -1
}
}
}
# Neutral: become a supporter, ignore liege.
option = {
name = fp3_decision.0015.b
trigger = { scope:change_type = flag:neutral }
# Switch traits.
read_name_in_friday_prayer_guts_become_supporter_effect = yes
# Apply the remainder effects.
read_name_in_friday_prayer_guts_apply_sundry_changes_effect = yes
read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes
# No extra stress on ignore.
ai_chance = {
base = 1
ai_value_modifier = {
ai_honor = 0.5
ai_boldness = -0.25
}
opinion_modifier = {
opinion_target = liege
multiplier = 1
}
}
}
# Neutral: become a detractor, irritate liege.
option = {
name = fp3_decision.0015.c
flavor = fp3_decision.0015.c.tt
trigger = {
scope:change_type = flag:neutral
liege ?= {
NOR = {
this = prev
this = title:d_sunni.holder
}
}
}
# Switch traits.
read_name_in_friday_prayer_guts_become_detractor_effect = yes
# Annoy your liege.
fp3_decision_0015_apply_seditious_intent_effect = yes
# Apply the remainder effects.
read_name_in_friday_prayer_guts_apply_sundry_changes_effect = yes
read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes
fp3_decision_0015_apply_rebellious_stress_effect = yes
ai_chance = {
base = 1
ai_value_modifier = {
ai_boldness = 1
ai_honor = -0.25
}
opinion_modifier = {
opinion_target = liege
multiplier = -1
}
}
}
# Neutral: become a detractor, ignore liege.
option = {
name = fp3_decision.0015.d
trigger = { scope:change_type = flag:neutral }
# Switch traits.
read_name_in_friday_prayer_guts_become_detractor_effect = yes
# Apply the remainder effects.
read_name_in_friday_prayer_guts_apply_sundry_changes_effect = yes
read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes
# No extra stress on ignore.
ai_chance = {
base = 1
ai_value_modifier = {
ai_honor = 0.5
ai_boldness = -0.25
}
opinion_modifier = {
opinion_target = liege
multiplier = 1
}
}
}
# Flipflopped + irritate liege.
option = {
name = fp3_decision.0015.e
flavor = fp3_decision.0015.e.tt
trigger = {
scope:change_type = flag:flipflop
liege ?= {
NOR = {
this = prev
this = title:d_sunni.holder
}
}
}
# Annoy your liege.
fp3_decision_0015_apply_seditious_intent_effect = yes
fp3_decision_0015_apply_rebellious_stress_effect = yes
ai_chance = {
base = 1
ai_value_modifier = {
ai_boldness = 1
ai_honor = -0.25
}
opinion_modifier = {
opinion_target = liege
multiplier = -1
}
}
}
# Flipflopped + ignore liege.
option = {
name = fp3_decision.0015.f
trigger = { scope:change_type = flag:flipflop }
# No further effects.
# No extra stress on ignore.
ai_chance = {
base = 1
ai_value_modifier = {
ai_honor = 0.5
ai_boldness = -0.25
}
opinion_modifier = {
opinion_target = liege
multiplier = 1
}
}
}
after = {
# Plus this can be a catalyst.
hidden_effect = {
if = {
limit = {
is_important_or_vip_struggle_character = yes
OR = {
AND = {
any_character_struggle = { phase_has_catalyst = catalyst_became_supporter_fp3 }
has_trait = fp3_struggle_supporter
}
AND = {
any_character_struggle = { phase_has_catalyst = catalyst_became_detractor_fp3 }
has_trait = fp3_struggle_detractor
}
}
}
## Is the character now a supporter? Move towards stabilisation.
if = {
limit = { has_trait = fp3_struggle_supporter }
every_character_struggle = {
activate_struggle_catalyst = {
catalyst = catalyst_became_supporter_fp3
character = root
}
log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_became_supporter_fp3 }
}
}
## Is the character now a detractor? Move towards unrest.
if = {
limit = { has_trait = fp3_struggle_detractor }
every_character_struggle = {
activate_struggle_catalyst = {
catalyst = catalyst_became_detractor_fp3
character = root
}
log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_became_detractor_fp3 }
}
}
}
}
}
}