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

1043 lines
23 KiB
Text

namespace = nomad_events_oltner
# Hunt sighting in your lands
# Bird sighting in your lands
# Dangerous Hunt sighting in your lands
# Zud - Dangerous animals eat your herd
# Good season! Animals aplenty.
# You are offered a skilled Master of the Chase from a tributary
# Given a falcon from a vassal/tributary
nomad_events_oltner.0001 = { # Hunt sighting in your lands
type = character_event
title = nomad_events_oltner.0001.t
desc = nomad_events_oltner.0001.desc
theme = hunting
left_portrait = {
character = root
animation = horse_archer_idle
camera = camera_event_horse_right
}
cooldown = { years = 3 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_available_adult = yes
is_at_war = no
is_landed = yes
any_sub_realm_county = {
count >= 2
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
}
immediate = {
hidden_effect = {
every_sub_realm_county = {
limit = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
add_to_list = sighting_counties
}
random_in_list = {
list = sighting_counties
limit = { hunt_activity_recent_hunt_sighting_trigger = no }
weight = {
base = 1
hunt_activity_sighting_county_modifier = yes
}
save_scope_as = sighting_county_1
random_county_province = {
weight = {
base = 1
hunt_activity_sighting_terrain_modifier = yes
hunt_activity_sighting_building_modifier = { PROVINCE = this }
hunt_activity_game_building_modifier = { PROVINCE = this }
}
save_scope_as = sighting_province_1
}
}
random_in_list = {
list = sighting_counties
limit = {
hunt_activity_recent_hunt_sighting_trigger = no
this != scope:sighting_county_1
}
weight = {
base = 1
hunt_activity_sighting_county_modifier = yes
}
save_scope_as = sighting_county_2
random_county_province = {
weight = {
base = 1
hunt_activity_sighting_terrain_modifier = yes
hunt_activity_sighting_building_modifier = { PROVINCE = this }
hunt_activity_game_building_modifier = { PROVINCE = this }
}
save_scope_as = sighting_province_2
}
}
scope:sighting_county_1 = {
hunt_activity_standard_game_effect = { PROVINCE = scope:sighting_province_1 HUNTER = root }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = standard
ANIMAL = var:animal_type
OWNER = root
}
}
scope:sighting_county_2 = {
hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_2 }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = dangerous
ANIMAL = var:animal_type
OWNER = root
}
}
}
}
option = { # First sighting
name = nomad_events_oltner.0001.a
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_standard_modifier
}
}
hidden_effect = {
scope:sighting_county_2 = {
hunt_remove_sighting_effect = yes
remove_variable = recent_sighting
}
}
ai_chance = {
base = 100
}
}
option = { # Second sighting
name = nomad_events_oltner.0001.b
scope:sighting_county_2 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_dangerous_modifier
}
}
hidden_effect = {
scope:sighting_county_1 = {
hunt_remove_sighting_effect = yes
remove_variable = recent_sighting
}
}
ai_chance = {
base = 100
}
}
option = { # Ignore
name = nomad_events_oltner.0001.c
add_prestige = minor_prestige_gain
hidden_effect = {
scope:sighting_county_1 = {
hunt_remove_sighting_effect = yes
remove_variable = recent_sighting
}
scope:sighting_county_2 = {
hunt_remove_sighting_effect = yes
remove_variable = recent_sighting
}
}
ai_chance = {
base = 0
}
}
after = {
if = {
limit = {
is_ai = yes
is_at_war = no
}
ai_attempt_to_host_activity = activity_hunt
}
}
}
nomad_events_oltner.0002 = { # Bird sighting in your lands
type = character_event
title = nomad_events_oltner.0002.t
desc = nomad_events_oltner.0002.desc
theme = hunting
left_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_right
}
cooldown = { years = 3 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
# Falconry DLC feature
has_dlc_feature = tours_and_tournaments
is_available_adult = yes
is_at_war = no
is_landed = yes
any_sub_realm_county = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
}
immediate = {
hidden_effect = {
random_sub_realm_county = {
limit = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
weight = {
base = 1
hunt_activity_sighting_county_modifier = yes
}
save_scope_as = sighting_county_1
random_county_province = {
weight = {
base = 1
hunt_activity_sighting_terrain_modifier = yes
hunt_activity_sighting_building_modifier = { PROVINCE = this }
hunt_activity_game_building_modifier = { PROVINCE = this }
}
save_scope_as = sighting_province_1
}
}
scope:sighting_county_1 = {
hunt_activity_falconry_game_effect = { PROVINCE = scope:sighting_province_1 }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = falconry
ANIMAL = var:animal_type
OWNER = root
}
}
}
}
option = { # Birds spotted
name = nomad_events_oltner.0002.a
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_falconry_modifier
}
}
ai_chance = {
base = 100
}
}
option = { # Rather hunt land prey
name = nomad_events_oltner.0002.b
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_standard_modifier
}
}
hidden_effect = {
scope:sighting_county_1 = {
hunt_remove_sighting_effect = yes
remove_variable = recent_sighting
hunt_activity_standard_game_effect = { PROVINCE = scope:sighting_province_1 HUNTER = root }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = standard
ANIMAL = var:animal_type
OWNER = root
}
}
}
ai_chance = {
base = 100
}
}
option = { # Ignore
name = nomad_events_oltner.0002.c
add_prestige = minor_prestige_gain
hidden_effect = {
scope:sighting_county_1 = {
hunt_remove_sighting_effect = yes
remove_variable = recent_sighting
}
}
ai_chance = {
base = 0
}
}
after = {
if = {
limit = {
is_ai = yes
is_at_war = no
}
ai_attempt_to_host_activity = activity_hunt
}
}
}
nomad_events_oltner.0003 = { # Danger sighting in your lands
type = character_event
title = nomad_events_oltner.0003.t
desc = nomad_events_oltner.0003.desc
theme = hunting
left_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_right
}
cooldown = { years = 3 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_available_adult = yes
is_at_war = no
is_landed = yes
any_sub_realm_county = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
any_maa_regiment = {
}
}
immediate = {
hidden_effect = {
random_sub_realm_county = {
limit = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
weight = {
base = 1
hunt_activity_sighting_county_modifier = yes
}
save_scope_as = sighting_county_1
random_county_province = {
weight = {
base = 1
hunt_activity_sighting_terrain_modifier = yes
hunt_activity_sighting_building_modifier = { PROVINCE = this }
hunt_activity_game_building_modifier = { PROVINCE = this }
}
save_scope_as = sighting_province_1
}
}
scope:sighting_county_1 = {
hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_1 }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = dangerous
ANIMAL = var:animal_type
OWNER = root
}
}
}
domicile = {
change_herd = {
value = -21
}
}
random_maa_regiment = {
save_scope_as = maa_regiment
}
}
option = { # Go after them
name = nomad_events_oltner.0003.a
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_dangerous_modifier
}
}
stress_impact = {
brave = minor_stress_impact_loss
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
}
}
option = { # Send troops to kill the wolf pack
name = nomad_events_oltner.0003.b
add_prestige = medium_prestige_gain
scope:maa_regiment = {
change_maa_troops_count = {
value = {
value = this.maa_current_troops_count
multiply = -0.1
}
}
}
scope:sighting_county_1 = {
show_as_tooltip = {
remove_county_modifier = hunt_sighting_dangerous_modifier
}
}
hidden_effect = {
scope:sighting_county_1 = {
hunt_remove_sighting_effect = yes
remove_variable = recent_sighting
}
}
ai_chance = {
base = 100
}
}
option = { # Ignore
name = nomad_events_oltner.0003.c
add_piety = minor_piety_gain
scope:sighting_county_1 = {
show_as_tooltip = {
remove_county_modifier = hunt_sighting_dangerous_modifier
}
}
stress_impact = {
brave = medium_stress_impact_gain
craven = minor_stress_impact_loss
}
hidden_effect = {
scope:sighting_county_1 = {
hunt_remove_sighting_effect = yes
remove_variable = recent_sighting
}
}
ai_chance = {
base = 0
}
}
after = {
if = {
limit = {
is_ai = yes
is_at_war = no
}
ai_attempt_to_host_activity = activity_hunt
}
}
}
nomad_events_oltner.0004 = { # Zud - Dangerous animals eat your herd
type = character_event
title = nomad_events_oltner.0004.t
desc = nomad_events_oltner.0004.desc
theme = hunting
left_portrait = {
character = root
animation = horse_exhausted
camera = camera_event_horse_right
}
widgets = {
widget = {
is_shown = {
any_character_situation = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_white_zud_season
situation_sub_region_has_county = root.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_cold_zud_season
situation_sub_region_has_county = root.capital_county
}
}
}
}
gui = "event_window_widget_vfx_snow"
container = "foreground_shader_vfx_container"
}
widget = {
is_shown = {
any_character_situation = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_cold_zud_season
situation_sub_region_has_county = root.capital_county
}
}
}
gui = "event_window_widget_vfx_snowstorm"
container = "foreground_shader_vfx_container"
}
}
cooldown = { years = 3 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_available_adult = yes
is_at_war = no
is_landed = yes
any_sub_realm_county = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
any_character_situation = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
situation_sub_region_has_county = root.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_white_zud_season
situation_sub_region_has_county = root.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_cold_zud_season
situation_sub_region_has_county = root.capital_county
}
}
}
}
immediate = {
hidden_effect = {
random_sub_realm_county = {
limit = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
weight = {
base = 1
hunt_activity_sighting_county_modifier = yes
}
save_scope_as = sighting_county_1
random_county_province = {
weight = {
base = 1
hunt_activity_sighting_terrain_modifier = yes
hunt_activity_sighting_building_modifier = { PROVINCE = this }
hunt_activity_game_building_modifier = { PROVINCE = this }
}
save_scope_as = sighting_province_1
}
}
scope:sighting_county_1 = {
hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_1 }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = dangerous
ANIMAL = var:animal_type
OWNER = root
}
}
}
random_character_situation = {
limit = {
any_participant_group = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = root
}
}
random_participant_group = {
limit = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = root
}
participant_group_sub_region = { save_scope_as = my_subregion }
}
}
}
option = { # Go after them
name = nomad_events_oltner.0004.a
add_prowess_skill = 2
domicile = {
change_herd = minor_herd_loss
}
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_dangerous_modifier
}
}
ai_chance = {
base = 100
}
}
option = { # Go after them
name = nomad_events_oltner.0004.b
add_stewardship_skill = 1
domicile = {
change_herd = medium_herd_loss
}
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_dangerous_modifier
}
}
ai_chance = {
base = 100
}
}
after = {
if = {
limit = {
is_ai = yes
is_at_war = no
}
ai_attempt_to_host_activity = activity_hunt
}
}
}
nomad_events_oltner.0005 = { # Good season! Animals aplenty.
type = character_event
title = nomad_events_oltner.0005.t
desc = nomad_events_oltner.0005.desc
theme = hunting
left_portrait = {
character = root
animation = horse_archer_idle
camera = camera_event_horse_right
}
cooldown = { years = 3 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_available_adult = yes
is_at_war = no
is_landed = yes
any_sub_realm_county = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
any_character_situation = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_abundant_grazing_season
situation_sub_region_has_county = root.location.county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_warm_nights_season
situation_sub_region_has_county = root.location.county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_sky_blessing_season
situation_sub_region_has_county = root.location.county
}
}
}
}
immediate = {
hidden_effect = {
random_sub_realm_county = {
limit = {
hunt_activity_recent_hunt_sighting_trigger = no
is_landless_type_title = no
}
weight = {
base = 1
hunt_activity_sighting_county_modifier = yes
}
save_scope_as = sighting_county_1
random_county_province = {
weight = {
base = 1
hunt_activity_sighting_terrain_modifier = yes
hunt_activity_sighting_building_modifier = { PROVINCE = this }
hunt_activity_game_building_modifier = { PROVINCE = this }
}
save_scope_as = sighting_province_1
}
}
}
random_character_situation = {
limit = {
any_participant_group = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = root
}
}
random_participant_group = {
limit = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = root
}
participant_group_sub_region = { save_scope_as = my_subregion }
}
}
}
option = { # Dangerous game
name = nomad_events_oltner.0005.a
add_prowess_skill = 1
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_dangerous_modifier
}
}
hidden_effect = {
scope:sighting_county_1 = {
hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_1 }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = dangerous
ANIMAL = var:animal_type
OWNER = root
}
}
}
ai_chance = {
base = 100
}
}
option = { # Regular game
name = nomad_events_oltner.0005.b
add_piety = medium_piety_gain
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_standard_modifier
}
}
hidden_effect = {
scope:sighting_county_1 = {
hunt_activity_standard_game_effect = { PROVINCE = scope:sighting_province_1 HUNTER = root }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = standard
ANIMAL = var:animal_type
OWNER = root
}
}
}
ai_chance = {
base = 100
}
}
option = { # Birb
name = nomad_events_oltner.0005.c
add_prestige = medium_prestige_gain
scope:sighting_county_1 = {
show_as_tooltip = {
add_county_modifier = hunt_sighting_falconry_modifier
}
}
hidden_effect = {
scope:sighting_county_1 = {
hunt_activity_falconry_game_effect = { PROVINCE = scope:sighting_province_1 }
# Create new sighting
hunt_create_sighting_effect = {
TYPE = falconry
ANIMAL = var:animal_type
OWNER = root
}
}
}
ai_chance = {
base = 100
}
}
after = {
if = {
limit = {
is_ai = yes
is_at_war = no
}
ai_attempt_to_host_activity = activity_hunt
}
}
}
nomad_events_oltner.0006 = { # You are offered a skilled Master of the Chase from a tributary
type = character_event
title = nomad_events_oltner.0006.t
desc = nomad_events_oltner.0006.desc
theme = nomads
left_portrait = {
character = scope:offered_master_of_the_hunt
animation = hunting_knife_start
}
right_portrait = {
character = scope:generous_tributary
animation = obsequious_bow
}
cooldown = { years = 5 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_available_adult = yes
is_at_war = no
is_landed = yes
is_valid_to_hire_court_position_type = master_of_hunt_court_position
OR = {
NOT = { employs_court_position = master_of_hunt_court_position }
court_position:master_of_hunt_court_position ?= {
aptitude = {
court_position = master_of_hunt_court_position
value < 4
}
}
}
any_tributary = {
is_available_ai_adult = yes
is_at_war = no
NOT = { has_relation_rival = root }
any_courtier = {
is_available_healthy_ai_adult = yes
master_of_hunt_validity_trigger = { EMPLOYER = root }
NOR = {
is_close_or_extended_family_of = root
is_close_family_of = prev
has_relation_rival = root
has_court_position = court_astrologer_court_position
}
aptitude = {
court_position = master_of_hunt_court_position
value >= 4
}
}
}
}
immediate = {
random_tributary = {
limit = {
is_available_adult = yes
is_at_war = no
NOT = { has_relation_rival = root }
any_courtier = {
is_available_healthy_ai_adult = yes
master_of_hunt_validity_trigger = { EMPLOYER = root }
NOR = {
is_close_or_extended_family_of = root
is_close_family_of = prev
has_relation_rival = root
has_court_position = court_astrologer_court_position
}
aptitude = {
court_position = master_of_hunt_court_position
value >= 4
}
}
}
save_scope_as = generous_tributary
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
master_of_hunt_validity_trigger = { EMPLOYER = root }
NOR = {
is_close_or_extended_family_of = root
is_close_family_of = prev
has_relation_rival = root
has_court_position = court_astrologer_court_position
}
aptitude = {
court_position = master_of_hunt_court_position
value >= 4
}
}
save_scope_as = offered_master_of_the_hunt
hidden_effect = {
assign_random_nickname_effect = yes
}
}
}
}
option = { # Accept
name = nomad_events_oltner.0006.a
court_position_grant_effect = { POS = master_of_hunt CANDIDATE = scope:offered_master_of_the_hunt EMPLOYER = root }
reverse_add_opinion = {
target = scope:offered_master_of_the_hunt
modifier = loyal_servant
}
stress_impact = {
arrogant = minor_stress_loss
ambitious = minor_stress_loss
paranoid = minor_stress_gain
}
ai_chance = {
base = 100
}
}
option = { # Accept and reward
name = nomad_events_oltner.0006.b
pay_short_term_gold = {
target = scope:generous_tributary
gold = minor_gold_value
}
reverse_add_opinion = {
target = scope:generous_tributary
modifier = obedience_opinion
}
court_position_grant_effect = { POS = master_of_hunt CANDIDATE = scope:offered_master_of_the_hunt EMPLOYER = root }
reverse_add_opinion = {
target = scope:offered_master_of_the_hunt
modifier = loyal_servant
}
stress_impact = {
arrogant = minor_stress_loss
ambitious = minor_stress_loss
paranoid = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
gold < major_gold_value
}
}
}
option = { # Deny
name = nomad_events_oltner.0006.c
reverse_add_opinion = {
target = scope:generous_tributary
modifier = respect_opinion
opinion = 15
}
stress_impact = {
paranoid = minor_stress_loss
}
ai_chance = {
base = 0
}
}
after = {
if = {
limit = {
is_ai = yes
is_at_war = no
}
ai_attempt_to_host_activity = activity_hunt
}
}
}
nomad_events_oltner.0007 = { # You are offered a falcon from a tributary
type = character_event
title = nomad_events_oltner.0007.t
desc = nomad_events_oltner.0007.desc
theme = nomads
left_portrait = {
character = root
animation = hunting_knife_start
}
right_portrait = {
character = scope:generous_tributary
animation = hunting_falcon
}
cooldown = { years = 10 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_available_adult = yes
is_at_war = no
is_landed = yes
NOT = {
has_character_modifier = peregrine_falcon
}
any_tributary = {
is_available_ai_adult = yes
is_at_war = no
NOT = { has_relation_rival = root }
}
}
immediate = {
random_tributary = {
limit = {
is_available_ai_adult = yes
is_at_war = no
NOT = { has_relation_rival = root }
}
save_scope_as = generous_tributary
capital_county = { save_scope_as = tribute_capital_county }
capital_province = { save_scope_as = tribute_capital }
}
}
option = { # Accept
name = nomad_events_oltner.0007.a
add_character_modifier = {
modifier = peregrine_falcon
years = 7
}
stress_impact = {
arrogant = minor_stress_loss
ambitious = minor_stress_loss
}
ai_chance = {
base = 100
}
}
option = { # Accept and reward
name = nomad_events_oltner.0007.b
reverse_add_opinion = {
target = scope:generous_tributary
modifier = respect_opinion
opinion = 15
}
ai_chance = {
base = 0
}
}
after = {
if = {
limit = {
is_ai = yes
is_at_war = no
}
ai_attempt_to_host_activity = activity_hunt
}
}
}