1043 lines
23 KiB
Text
1043 lines
23 KiB
Text
namespace = nomad_events_oltner
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# Hunt sighting in your lands
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# Bird sighting in your lands
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# Dangerous Hunt sighting in your lands
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# Zud - Dangerous animals eat your herd
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# Good season! Animals aplenty.
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# You are offered a skilled Master of the Chase from a tributary
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# Given a falcon from a vassal/tributary
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nomad_events_oltner.0001 = { # Hunt sighting in your lands
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type = character_event
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title = nomad_events_oltner.0001.t
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desc = nomad_events_oltner.0001.desc
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theme = hunting
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left_portrait = {
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character = root
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animation = horse_archer_idle
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camera = camera_event_horse_right
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}
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cooldown = { years = 3 }
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trigger = {
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has_mpo_dlc_trigger = yes
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government_has_flag = government_is_nomadic
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is_available_adult = yes
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is_at_war = no
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is_landed = yes
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any_sub_realm_county = {
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count >= 2
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hunt_activity_recent_hunt_sighting_trigger = no
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is_landless_type_title = no
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}
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}
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immediate = {
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hidden_effect = {
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every_sub_realm_county = {
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limit = {
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hunt_activity_recent_hunt_sighting_trigger = no
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is_landless_type_title = no
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}
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add_to_list = sighting_counties
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}
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random_in_list = {
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list = sighting_counties
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limit = { hunt_activity_recent_hunt_sighting_trigger = no }
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weight = {
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base = 1
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hunt_activity_sighting_county_modifier = yes
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}
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save_scope_as = sighting_county_1
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random_county_province = {
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weight = {
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base = 1
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hunt_activity_sighting_terrain_modifier = yes
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hunt_activity_sighting_building_modifier = { PROVINCE = this }
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hunt_activity_game_building_modifier = { PROVINCE = this }
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}
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save_scope_as = sighting_province_1
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}
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}
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random_in_list = {
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list = sighting_counties
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limit = {
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hunt_activity_recent_hunt_sighting_trigger = no
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this != scope:sighting_county_1
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}
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weight = {
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base = 1
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hunt_activity_sighting_county_modifier = yes
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}
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save_scope_as = sighting_county_2
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random_county_province = {
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weight = {
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base = 1
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hunt_activity_sighting_terrain_modifier = yes
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hunt_activity_sighting_building_modifier = { PROVINCE = this }
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hunt_activity_game_building_modifier = { PROVINCE = this }
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}
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save_scope_as = sighting_province_2
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}
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}
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scope:sighting_county_1 = {
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hunt_activity_standard_game_effect = { PROVINCE = scope:sighting_province_1 HUNTER = root }
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# Create new sighting
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hunt_create_sighting_effect = {
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TYPE = standard
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ANIMAL = var:animal_type
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OWNER = root
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}
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}
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scope:sighting_county_2 = {
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hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_2 }
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# Create new sighting
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hunt_create_sighting_effect = {
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TYPE = dangerous
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ANIMAL = var:animal_type
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OWNER = root
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}
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}
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}
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}
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option = { # First sighting
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name = nomad_events_oltner.0001.a
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scope:sighting_county_1 = {
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show_as_tooltip = {
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add_county_modifier = hunt_sighting_standard_modifier
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}
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}
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hidden_effect = {
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scope:sighting_county_2 = {
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hunt_remove_sighting_effect = yes
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remove_variable = recent_sighting
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Second sighting
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name = nomad_events_oltner.0001.b
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scope:sighting_county_2 = {
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show_as_tooltip = {
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add_county_modifier = hunt_sighting_dangerous_modifier
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}
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}
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hidden_effect = {
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scope:sighting_county_1 = {
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hunt_remove_sighting_effect = yes
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remove_variable = recent_sighting
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Ignore
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name = nomad_events_oltner.0001.c
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add_prestige = minor_prestige_gain
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hidden_effect = {
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scope:sighting_county_1 = {
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hunt_remove_sighting_effect = yes
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remove_variable = recent_sighting
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}
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scope:sighting_county_2 = {
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hunt_remove_sighting_effect = yes
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remove_variable = recent_sighting
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}
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}
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ai_chance = {
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base = 0
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}
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}
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after = {
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if = {
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limit = {
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is_ai = yes
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is_at_war = no
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}
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ai_attempt_to_host_activity = activity_hunt
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}
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}
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}
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nomad_events_oltner.0002 = { # Bird sighting in your lands
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type = character_event
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title = nomad_events_oltner.0002.t
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desc = nomad_events_oltner.0002.desc
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theme = hunting
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left_portrait = {
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character = root
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animation = horse_archer_aggressive
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camera = camera_event_horse_right
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}
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cooldown = { years = 3 }
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trigger = {
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has_mpo_dlc_trigger = yes
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government_has_flag = government_is_nomadic
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# Falconry DLC feature
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has_dlc_feature = tours_and_tournaments
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is_available_adult = yes
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is_at_war = no
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is_landed = yes
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any_sub_realm_county = {
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hunt_activity_recent_hunt_sighting_trigger = no
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is_landless_type_title = no
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}
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}
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immediate = {
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hidden_effect = {
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random_sub_realm_county = {
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limit = {
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hunt_activity_recent_hunt_sighting_trigger = no
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is_landless_type_title = no
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}
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weight = {
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base = 1
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hunt_activity_sighting_county_modifier = yes
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}
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save_scope_as = sighting_county_1
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random_county_province = {
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weight = {
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base = 1
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hunt_activity_sighting_terrain_modifier = yes
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hunt_activity_sighting_building_modifier = { PROVINCE = this }
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hunt_activity_game_building_modifier = { PROVINCE = this }
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}
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save_scope_as = sighting_province_1
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}
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}
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scope:sighting_county_1 = {
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hunt_activity_falconry_game_effect = { PROVINCE = scope:sighting_province_1 }
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# Create new sighting
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hunt_create_sighting_effect = {
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TYPE = falconry
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ANIMAL = var:animal_type
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OWNER = root
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}
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}
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}
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}
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option = { # Birds spotted
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name = nomad_events_oltner.0002.a
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scope:sighting_county_1 = {
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show_as_tooltip = {
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add_county_modifier = hunt_sighting_falconry_modifier
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Rather hunt land prey
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name = nomad_events_oltner.0002.b
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scope:sighting_county_1 = {
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show_as_tooltip = {
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add_county_modifier = hunt_sighting_standard_modifier
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}
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}
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hidden_effect = {
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scope:sighting_county_1 = {
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hunt_remove_sighting_effect = yes
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remove_variable = recent_sighting
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hunt_activity_standard_game_effect = { PROVINCE = scope:sighting_province_1 HUNTER = root }
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# Create new sighting
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hunt_create_sighting_effect = {
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TYPE = standard
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ANIMAL = var:animal_type
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OWNER = root
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}
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Ignore
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name = nomad_events_oltner.0002.c
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add_prestige = minor_prestige_gain
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hidden_effect = {
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scope:sighting_county_1 = {
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hunt_remove_sighting_effect = yes
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remove_variable = recent_sighting
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}
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}
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ai_chance = {
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base = 0
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}
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}
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after = {
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if = {
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limit = {
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is_ai = yes
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is_at_war = no
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}
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ai_attempt_to_host_activity = activity_hunt
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}
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}
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}
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nomad_events_oltner.0003 = { # Danger sighting in your lands
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type = character_event
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title = nomad_events_oltner.0003.t
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desc = nomad_events_oltner.0003.desc
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theme = hunting
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left_portrait = {
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character = root
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animation = horse_archer_aggressive
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camera = camera_event_horse_right
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}
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cooldown = { years = 3 }
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trigger = {
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has_mpo_dlc_trigger = yes
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government_has_flag = government_is_nomadic
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is_available_adult = yes
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is_at_war = no
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is_landed = yes
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any_sub_realm_county = {
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hunt_activity_recent_hunt_sighting_trigger = no
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is_landless_type_title = no
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}
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any_maa_regiment = {
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}
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}
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immediate = {
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hidden_effect = {
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random_sub_realm_county = {
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limit = {
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hunt_activity_recent_hunt_sighting_trigger = no
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is_landless_type_title = no
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}
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weight = {
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base = 1
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hunt_activity_sighting_county_modifier = yes
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}
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save_scope_as = sighting_county_1
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random_county_province = {
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weight = {
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base = 1
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hunt_activity_sighting_terrain_modifier = yes
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hunt_activity_sighting_building_modifier = { PROVINCE = this }
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hunt_activity_game_building_modifier = { PROVINCE = this }
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}
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save_scope_as = sighting_province_1
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}
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}
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scope:sighting_county_1 = {
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hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_1 }
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# Create new sighting
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hunt_create_sighting_effect = {
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TYPE = dangerous
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ANIMAL = var:animal_type
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OWNER = root
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}
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}
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}
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domicile = {
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change_herd = {
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value = -21
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}
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}
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random_maa_regiment = {
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save_scope_as = maa_regiment
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}
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}
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option = { # Go after them
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name = nomad_events_oltner.0003.a
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scope:sighting_county_1 = {
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show_as_tooltip = {
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add_county_modifier = hunt_sighting_dangerous_modifier
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}
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}
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stress_impact = {
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brave = minor_stress_impact_loss
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craven = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Send troops to kill the wolf pack
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name = nomad_events_oltner.0003.b
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add_prestige = medium_prestige_gain
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scope:maa_regiment = {
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change_maa_troops_count = {
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value = {
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value = this.maa_current_troops_count
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multiply = -0.1
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}
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}
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}
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scope:sighting_county_1 = {
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show_as_tooltip = {
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remove_county_modifier = hunt_sighting_dangerous_modifier
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}
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}
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hidden_effect = {
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scope:sighting_county_1 = {
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hunt_remove_sighting_effect = yes
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remove_variable = recent_sighting
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Ignore
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name = nomad_events_oltner.0003.c
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add_piety = minor_piety_gain
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scope:sighting_county_1 = {
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show_as_tooltip = {
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remove_county_modifier = hunt_sighting_dangerous_modifier
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}
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}
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stress_impact = {
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brave = medium_stress_impact_gain
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craven = minor_stress_impact_loss
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}
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hidden_effect = {
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scope:sighting_county_1 = {
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hunt_remove_sighting_effect = yes
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remove_variable = recent_sighting
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}
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}
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ai_chance = {
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base = 0
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}
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}
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after = {
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if = {
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limit = {
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is_ai = yes
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is_at_war = no
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}
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ai_attempt_to_host_activity = activity_hunt
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}
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}
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}
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nomad_events_oltner.0004 = { # Zud - Dangerous animals eat your herd
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type = character_event
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title = nomad_events_oltner.0004.t
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desc = nomad_events_oltner.0004.desc
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theme = hunting
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left_portrait = {
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character = root
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animation = horse_exhausted
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camera = camera_event_horse_right
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}
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widgets = {
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widget = {
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is_shown = {
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any_character_situation = {
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OR = {
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any_situation_sub_region = {
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sub_region_current_phase = situation_steppe_white_zud_season
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situation_sub_region_has_county = root.capital_county
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}
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any_situation_sub_region = {
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sub_region_current_phase = situation_steppe_cold_zud_season
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situation_sub_region_has_county = root.capital_county
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}
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}
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}
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}
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gui = "event_window_widget_vfx_snow"
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container = "foreground_shader_vfx_container"
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}
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widget = {
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is_shown = {
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any_character_situation = {
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any_situation_sub_region = {
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sub_region_current_phase = situation_steppe_cold_zud_season
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situation_sub_region_has_county = root.capital_county
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}
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}
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}
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gui = "event_window_widget_vfx_snowstorm"
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container = "foreground_shader_vfx_container"
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}
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}
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cooldown = { years = 3 }
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trigger = {
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has_mpo_dlc_trigger = yes
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government_has_flag = government_is_nomadic
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is_available_adult = yes
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is_at_war = no
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is_landed = yes
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any_sub_realm_county = {
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hunt_activity_recent_hunt_sighting_trigger = no
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is_landless_type_title = no
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}
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any_character_situation = {
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OR = {
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any_situation_sub_region = {
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sub_region_current_phase = situation_steppe_havsarsan_zud_season
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situation_sub_region_has_county = root.capital_county
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}
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any_situation_sub_region = {
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sub_region_current_phase = situation_steppe_white_zud_season
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situation_sub_region_has_county = root.capital_county
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}
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any_situation_sub_region = {
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sub_region_current_phase = situation_steppe_cold_zud_season
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situation_sub_region_has_county = root.capital_county
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}
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}
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}
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}
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immediate = {
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hidden_effect = {
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random_sub_realm_county = {
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limit = {
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hunt_activity_recent_hunt_sighting_trigger = no
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is_landless_type_title = no
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}
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weight = {
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base = 1
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hunt_activity_sighting_county_modifier = yes
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}
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save_scope_as = sighting_county_1
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random_county_province = {
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weight = {
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base = 1
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hunt_activity_sighting_terrain_modifier = yes
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hunt_activity_sighting_building_modifier = { PROVINCE = this }
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hunt_activity_game_building_modifier = { PROVINCE = this }
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}
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save_scope_as = sighting_province_1
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}
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}
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scope:sighting_county_1 = {
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hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_1 }
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# Create new sighting
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hunt_create_sighting_effect = {
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TYPE = dangerous
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ANIMAL = var:animal_type
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OWNER = root
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}
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}
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}
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random_character_situation = {
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limit = {
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any_participant_group = {
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participant_group_type = nomad_rulers_capital
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participant_group_has_character = root
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}
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}
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random_participant_group = {
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limit = {
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participant_group_type = nomad_rulers_capital
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|
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
|
|
}
|
|
}
|
|
}
|