N3OW/events/bookmark_events.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = bookmark
###############################
# 867 - WRATH OF THE NORTHMEN #
###############################
###Æthelred isn't as cool as Alfred so we kill him
bookmark.0001 = { #by Mathilda Bjarnehed
type = character_event
hidden = yes
trigger = {
this = character:33358 #Æthelred
is_ai = yes
player_heir ?= character:7627 #Alfred the Great
}
immediate = {
if = {
limit = { is_at_war = yes }
random_list = {
20 = { #Very wounded
increase_wounds_effect = { REASON = battle }
if = {
limit = { is_alive = yes }
increase_wounds_effect = { REASON = battle }
}
if = {
limit = { is_alive = yes }
increase_wounds_effect = { REASON = battle }
}
if = {
limit = { is_alive = yes }
increase_wounds_effect = { REASON = battle }
}
}
80 = { #Killed
random_war_enemy = {
if = {
limit = { is_commanding_army = yes }
save_scope_as = killer
}
else = {
random_knight = {
save_scope_as = killer
}
}
}
if = {
limit = { exists = scope:killer }
death = {
death_reason = death_hunting_accident
killer = scope:killer
}
}
}
}
}
else = {
random_list = {
10 = { #Cancer
contract_disease_effect = { DISEASE = cancer TREATMENT_EVENT = no }
}
90 = { #Hunting accident
death = {
death_reason = death_hunting_accident
}
}
}
}
}
}
### Alfred is pretty cool so we give him a nickname
bookmark.0002 = { #by Mathilda Bjarnehed
type = character_event
title = bookmark.0002.t
desc = bookmark.0002.desc
theme = crown
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
is_ai = no
top_liege = this
}
#Resend
on_trigger_fail = {
if = {
limit = { is_ai = no }
trigger_event = {
id = bookmark.0002
days = 1800 #~5 years
}
}
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
capital_province = { save_scope_as = capital }
random_realm_province = {
limit = { this != scope:capital }
save_scope_as = province
}
give_nickname = nick_the_great
}
option = {
name = bookmark.0002.a
}
}
### The Ragnarsson brothers catch King Aella ##
# The event can trigger when you imprison Aella as one of his sons
# It also works for other norse!
bookmark.0003 = { #by Mathilda Bjarnehed
type = character_event
hidden = yes
trigger = {
scope:imprisoner.faith = { trait_is_virtue = vengeful }
scope:imprisoner = {
any_close_family_member = {
even_if_dead = yes
killer ?= root
save_temporary_scope_as = killed_character
}
}
#If the imprisoner don't know you're the killer you might reveal yourself if you're dumb or not sneaky
trigger_if = {
limit = {
any_secret = {
type = secret_murder
secret_target = scope:killed_character
NOT = { any_secret_knower = { this = scope:imprisoner } }
}
}
OR = {
has_trait = intellect_bad
has_trait = dull
intrigue <= medium_skill_rating
}
NOR = {
has_trait = shrewd
has_trait = intellect_good
has_trait = schemer
}
}
trigger_if = {
limit = { this = character:163103 } #Aella
NOT = {
is_target_in_global_variable_list = {
name = triggered_bookmark_events
target = flag:bookmark_867_northmen_aellas_capture
}
}
}
}
immediate = {
if = {
limit = { this = character:163103 } #Aella
add_to_global_variable_list = {
name = triggered_bookmark_events
target = flag:bookmark_867_northmen_aellas_capture
}
}
save_scope_as = prisoner
scope:imprisoner = {
random_close_family_member = {
even_if_dead = yes
limit = {
killer ?= root
this = character:163109 #Lodbrok
}
alternative_limit = {
killer ?= root
}
save_scope_as = dead
}
trigger_event = {
id = bookmark.0004
days = 1
}
}
}
}
bookmark.0004 = { #by Mathilda Bjarnehed
type = character_event
title = bookmark.0004.t
desc = {
first_valid = {
triggered_desc = {
trigger = { #You did not know they had killed your family-member
scope:prisoner = {
any_secret = {
type = secret_murder
secret_target = scope:dead
NOT = { any_secret_knower = { this = root } }
}
}
}
desc = bookmark.0004.desc_unknown
}
desc = bookmark.0004.desc
}
}
theme = dungeon
left_portrait = {
character = scope:prisoner
animation = fear
}
lower_right_portrait = scope:dead
trigger = {
NOT = {
any_in_list = {
list = captured_rivals
this = scope:prisoner
}
}
}
immediate = {
play_music_cue = "mx_cue_murder"
if = {
limit = {
scope:prisoner = {
any_secret = {
type = secret_murder
secret_target = scope:dead
NOT = { any_secret_knower = { this = root } }
}
}
}
scope:prisoner = {
random_secret = {
type = secret_murder
limit = {
secret_target = scope:dead
NOT = { any_secret_knower = { this = root } }
}
reveal_to = root
}
}
}
}
#Blood eagle
option = {
name = bookmark.0004.a
add_dread = medium_dread_gain
add_prestige = medium_prestige_gain
scope:prisoner = {
death = {
death_reason = death_execution_blood_eagle
killer = root
}
}
scope:dead = {
every_close_family_member = {
custom = bookmark.0004.a.custom
limit = { this != root }
add_opinion = {
modifier = pleased_opinion
opinion = 30
target = root
}
}
}
execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root }
ai_chance = {
base = 50
modifier = {
scope:dead = character:163109 #Lodbrok
add = 1000
}
}
}
#Sacrifice to Odin
option = {
name = bookmark.0004.b
trigger = { faith = { has_doctrine_parameter = human_sacrifice_active } }
add_piety = major_piety_gain
scope:prisoner = {
death = {
death_reason = death_execution_blood_eagle
killer = root
}
}
scope:dead = {
every_close_family_member = {
custom = bookmark.0004.a.custom
limit = { this != root }
add_opinion = {
modifier = pleased_opinion
opinion = 30
target = root
}
}
}
execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root }
ai_chance = {
base = 50
}
}
#I have other plans...
option = {
name = bookmark.0004.c
ai_chance = {
base = 0
modifier = {
ai_vengefulness <= medium_negative_ai_value
add = 100
}
}
}
}
###############################
# 867 - THE GREAT ADVENTURERS #
###############################
### Daurama takes Bawo under her wing.
bookmark.0101 = {
type = character_event
title = bookmark.0101.t
desc = {
desc = bookmark.0101.desc_intro
first_valid = {
triggered_desc = {
trigger = {
scope:bayajidda = { is_alive = yes }
}
desc = bookmark.0101.desc_living
}
desc = bookmark.0101.desc_dead
}
}
theme = crown
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:bayajidda
}
lower_center_portrait = {
character = scope:bewo
}
trigger = {
is_ai = no
character:251181 = { is_alive = yes }
}
immediate = {
play_music_cue = "mx_cue_succession"
character:251180 = { save_scope_as = bayajidda }
character:251181 = { save_scope_as = bewo }
character:251252 = { save_scope_as = shawata }
title:k_hausaland = { save_scope_as = hausaland}
}
# Remember your heritage, my child.
option = {
name = bookmark.0101.a
#Move Bewo to Daurama's house.
custom_tooltip = bookmark.0101.a.tt
character:251181 = { set_house = root.house }
add_courtier = character:251181 #Move him to your court
#Bayajidda is, understandably, a little hurt by all this.
character:251180 = {
add_opinion = {
modifier = hurt_opinion
target = root
opinion = -20
}
}
ai_chance = {
base = 0 #The AI should never get this event, but if they do, shouldn't opt in.
}
}
# He is my blood, whatever his name.
option = {
name = bookmark.0101.b
character:251180 = {
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 40
}
}
custom_tooltip = bookmark.0101.b.tt
ai_chance = {
base = 100 #AI doesn't get this event, but should always pick no.
}
}
# The Magajiya will continue to rule!
option = {
name = bookmark.0101.c
add_realm_law_skip_effects = female_preference_law
scope:bewo = {
set_house = root.house
add_trait = disinherited
}
scope:shawata = {
if = {
limit = {
is_alive = yes
OR = {
matrilinear_marriage = yes
is_married = no
}
}
custom_tooltip = bookmark.0101.c.tt
}
else = {
custom_tooltip = bookmark.0101.b.tt
}
}
ai_chance = {
base = 0 #The AI should never get this event, but if they do, shouldn't opt in.
}
}
}
###Radhanites were influential in Khazaria, so we spawn a bunch of them
bookmark.0200 = { #by James Beaumont
type = character_event
hidden = yes
trigger = {
this = title:e_caspian-pontic_steppe.holder #Khagan of Khazaria
is_alive = yes
is_landed = yes
}
immediate = {
create_character = {
location = title:e_caspian-pontic_steppe.holder.capital_province
trait = lifestyle_mystic
random_traits = yes
faith = faith:kabarism
culture = culture:radhanite
gender_female_chance = {
if = {
limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
save_scope_as = new_courtier
}
title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
create_character = {
location = title:e_caspian-pontic_steppe.holder.capital_province
faith = faith:kabarism
culture = culture:radhanite
random_traits_list = {
count = 1
education_learning_2 = {}
education_learning_3 = {}
education_learning_4 = {}
}
random_traits = yes
gender_female_chance = {
if = {
limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
save_scope_as = new_courtier
}
title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
create_character = {
location = title:e_caspian-pontic_steppe.holder.capital_province
age = { 18 35 }
random_traits_list = {
count = 1
education_martial_2 = {}
education_martial_3 = {}
education_martial_4 = {}
}
random_traits_list = {
count = 1
brave = {}
just = {}
}
random_traits_list = { #Something nice
honest = {}
gregarious = {}
trusting = {}
compassionate = {}
generous = {}
humble = {}
calm = {}
}
random_traits_list = {
count = 1
lustful = {}
chaste = {}
wrathful = {}
arrogant = {}
impatient = {}
patient = {}
impatient = {}
ambitious = {}
cynical = {}
zealous = {}
stubborn = {}
}
random_traits = no
martial = {
min_template_decent_skill
max_template_decent_skill
}
prowess = {
min_template_decent_skill
max_template_decent_skill
}
faith = faith:kabarism
culture = culture:radhanite
gender_female_chance = {
add = 25
}
save_scope_as = new_courtier
}
title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
create_character = {
location = title:e_caspian-pontic_steppe.holder.capital_province
random_traits = yes
faith = faith:kabarism
culture = culture:radhanite
gender_female_chance = {
add = 25
}
save_scope_as = new_courtier
}
title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
create_character = {
location = title:e_caspian-pontic_steppe.holder.capital_province
random_traits = yes
faith = faith:kabarism
culture = culture:radhanite
gender_female_chance = {
add = 25
}
save_scope_as = new_courtier
}
title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
}
}
##############
# 867 - MISC #
##############
##################################################
# In Memory of Your Good Taste
# by Ewan Cowhig Croft & Stu Taylor
# 0211 - 0220
##################################################
# Basileios has just murdered Michael.
## Credit to Stu Taylor of Dead Good Comics for the title line and entire lead-in to this event.
bookmark.0211 = {
type = character_event
title = bookmark.0211.t
desc = bookmark.0211.desc
theme = murder_scheme
left_portrait = {
character = scope:basil
animation = toast_goblet
outfit_tags = { military_outfit no_cloak no_headgear }
}
right_portrait = {
character = scope:michael
animation = map_fear
}
override_background = { reference = ep3_byzantine_feast }
trigger = { is_alive = yes }
immediate = {
play_music_cue = "mx_cue_murder"
character:1700 = { save_scope_as = basil }
character:70490 = {
save_scope_as = michael
# Remove his nickname, which we have to leave on him for future bookmarks otherwise.
hidden_effect = { remove_nickname = yes }
}
}
# Michael the Drunkard.
option = {
name = bookmark.0211.a
flavor = bookmark.0211.a.flavour
scope:michael = { give_nickname = nick_the_drunkard_michael_iii }
add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
# No stress, no AI.
}
# Michael the Pious.
option = {
name = bookmark.0211.b
trigger = { is_ai = no }
flavor = bookmark.0211.b.flavour
scope:michael = { give_nickname = nick_the_pious_michael_iii }
add_piety = massive_piety_gain
# No stress, no AI.
}
# Michael the Young.
option = {
name = bookmark.0211.c
trigger = { is_ai = no }
flavor = bookmark.0211.c.flavour
scope:michael = { give_nickname = nick_the_young_michael_iii }
domicile ?= {
switch = {
trigger = has_domicile_building
vineyard_05 = { add_domicile_building = vineyard_06 }
vineyard_04 = { add_domicile_building = vineyard_05 }
vineyard_03 = { add_domicile_building = vineyard_04 }
vineyard_02 = { add_domicile_building = vineyard_03 }
vineyard_01 = { add_domicile_building = vineyard_02 }
fallback = {
if = {
limit = { free_external_domicile_building_slots >= 1 }
add_domicile_building = vineyard_01
}
else = {
root = { add_prestige = major_prestige_gain }
}
}
}
}
# No stress, no AI.
}
}
#########################
# 1066 - RAGS TO RICHES #
#########################
### Matilda start-up event
bookmark.1066 = {
type = character_event
title = bookmark.1066.t
desc = bookmark.1066.desc
theme = marriage
override_background = { reference = ep2_wedding_ceremony }
override_effect_2d = {
reference = rain
}
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:hunchback
animation = ecstasy
}
lower_right_portrait = {
character = scope:hunchbacks_father
}
lower_left_portrait = {
character = scope:mum
}
trigger = {
#this = character:7757
}
immediate = {
play_music_cue = "mx_cue_succession"
character:20248 = { save_scope_as = hunchback }
character:11030 = { save_scope_as = hunchbacks_father }
mother = { save_scope_as = mum }
hidden_effect = {
add_opinion = {
target = scope:hunchback
modifier = disgusted_opinion
opinion = -75
}
}
}
option = { # Murder the husband, with a *hefty* bonus (*Potentially* Historical Option)
name = bookmark.1066.a
flavor = bookmark.1066.a_flavor
marry = scope:hunchback
if = {
limit = {
NOT = {
any_scheme = {
type = murder
scheme_target_character = scope:hunchback
}
}
}
start_scheme = {
target_character = scope:hunchback
type = murder
}
}
custom_tooltip = diplomacy_family.2250.b.tt
hidden_effect = {
random_scheme = {
type = murder
limit = {
scheme_target_character = scope:hunchback
}
add_scheme_modifier = {
type = massive_extra_success_chance_modifier
}
}
}
ai_chance = {
base = 100
}
}
option = { # Physically abandon and permanently avoid him (Historical Option)
name = bookmark.1066.b
flavor = bookmark.1066.b_flavor
add_character_modifier = {
modifier = abandoned_marriage_modifier
}
if = {
limit = {
betrothed ?= scope:hunchback
}
break_betrothal = scope:hunchback
}
else_if = {
limit = {
is_spouse_of = scope:hunchback
}
divorce_effect = {
DIVORCER = root
DIVORCEE = scope:hunchback
}
}
scope:hunchbacks_father = {
if = {
limit = {
NOT = {
scope:hunchback = {
is_courtier_of = scope:hunchbacks_father
}
}
}
add_courtier = scope:hunchback
}
}
reverse_add_opinion = {
target = scope:hunchback
modifier = abandoned_me_opinion
years = 30
opinion = -50
}
reverse_add_opinion = {
target = scope:hunchbacks_father
modifier = insulted_opinion
years = 30
opinion = -50
}
ai_chance = {
base = 100
}
}
option = { # Use your influence to flip the lineality of the marriage
name = bookmark.1066.c
flavor = bookmark.1066.c_flavor
add_piety = -100
marry_matrilineal = scope:hunchback
reverse_add_opinion = {
target = scope:hunchbacks_father
modifier = annoyed_opinion
opinion = -20
}
ai_chance = {
base = 100
modifier = {
factor = 0
scope:hunchbacks_father = {
is_ai = no
}
}
}
}
option = { # Just hope he dies...
name = bookmark.1066.d
flavor = lineality_warning
add_internal_flag = dangerous
marry = scope:hunchback
ai_chance = {
base = 100
}
}
}
# Matilda, a witch or not?
bookmark.1067 = {
type = character_event
title = bookmark.1067.t
desc = bookmark.1067.desc
theme = faith
override_background = { reference = bp1_bonfire }
override_effect_2d = {
reference = smoke
}
left_portrait = {
character = root
animation = personality_cynical
}
right_portrait = {
character = scope:witch
animation = happy_teacher
}
trigger = {
NOR = {
is_witch_trigger = yes
has_trait = lifestyle_herbalist
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
if = {
limit = {
any_pool_character = {
province = root.location
is_physically_able_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
is_female = yes
age > root.age
age >= 25
has_education_intrigue_trigger = yes
}
}
random_pool_character = {
province = root.location
limit = {
is_physically_able_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
is_female = yes
age > root.age
age >= 25
has_education_intrigue_trigger = yes
}
save_scope_as = witch
}
}
else = {
hidden_effect = {
create_character = {
template = witchy_template
gender_female_chance = 100
location = root.location
culture = root.location.culture
faith = root.location.faith
dynasty = none
save_scope_as = witch
}
}
}
hidden_effect = {
scope:witch ?= {
if = {
limit = {
NOT = {
has_trait = eccentric
}
}
add_trait = eccentric
}
give_witch_secret_or_trait_effect = yes
}
}
}
option = { # Embrace the knowledge
name = bookmark.1067.a
flavor = bookmark.1067.a_flavor
add_internal_flag = dangerous
set_focus = intrigue_skulduggery_focus
add_intrigue_lifestyle_perk_points = 5
give_witch_secret_or_trait_effect = yes
add_trait = lifestyle_herbalist
ai_chance = {
base = 25
}
}
option = { # No, I'm pious!
name = bookmark.1067.b
flavor = bookmark.1067.b_flavor
add_learning_lifestyle_xp = major_lifestyle_experience
add_piety = 500
add_learning_skill = 2
ai_chance = {
base = 75
}
}
}
# Vratislav chooses whether to lay claims, or appease the emperor
bookmark.1068 = {
type = character_event
title = bookmark.1068.t
desc = bookmark.1068.desc
theme = war
override_background = { reference = ep2_travel_bridge }
left_portrait = {
character = root
animation = personality_cynical
}
right_portrait = {
character = scope:emperor
animation = personality_cynical
}
trigger = {
exists = title:d_meissen.holder
exists = title:d_lausitz.holder
NOR = {
has_claim_on = title:d_meissen
has_claim_on = title:d_lausitz
title:d_lausitz.holder = root
title:d_meissen.holder = root
}
title:e_hre.holder ?= {
this != root
}
is_vassal_of = title:e_hre.holder
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
title:e_hre.holder = {
save_scope_as = emperor
}
}
option = { # Lay claim to the lands
name = bookmark.1068.a
flavor = bookmark.1068.a_flavor
add_pressed_claim = title:d_meissen
add_pressed_claim = title:d_lausitz
ai_chance = {
base = 25
}
}
option = { # Appease the Emperor
name = bookmark.1068.b
flavor = bookmark.1068.b_flavor
add_prestige = 500
add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain }
scope:emperor = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
if = {
limit = {
scope:emperor = { is_ai = yes }
can_add_hook = {
target = scope:emperor
type = favor_hook
}
}
add_hook = {
type = favor_hook
target = scope:emperor
}
}
ai_chance = {
base = 75
}
}
}
# The matter of Jaromir
bookmark.1069 = {
type = character_event
title = bookmark.1069.t
desc = bookmark.1069.desc
theme = faith
override_background = { reference = holy_site_generic }
override_effect_2d = {
reference = rain
}
left_portrait = {
character = character:john_monk
animation = prayer
}
right_portrait = {
character = scope:jaromir
animation = dismissal
}
lower_right_portrait = root.faith.religious_head
trigger = {
character:528 ?= {
is_alive = yes
is_councillor_of = root
}
character:john_monk ?= {
is_alive = yes
}
}
immediate = {
play_music_cue = "mx_cue_negative"
character:528 = {
save_scope_as = jaromir
}
character:john_monk = {
save_scope_as = john_monk
}
}
option = { # Replace Jaromir with John
name = bookmark.1069.a
flavor = bookmark.1069.a_flavor
faith.religious_head = {
add_opinion = {
target = root
modifier = impious_opinion
opinion = -30
}
}
create_title_and_vassal_change = {
type = granted
save_scope_as = change
}
title:c_opava = {
change_title_holder = {
holder = scope:john_monk
change = scope:change
take_baronies = no
}
}
resolve_title_and_vassal_change = scope:change
scope:john_monk = {
hidden_effect = {
change_government = theocracy_government
}
}
if = {
limit = { character:528 = { is_councillor_of = root } }
fire_councillor = character:528
}
assign_councillor_type = {
type = councillor_court_chaplain
remove_existing_councillor = yes
target = character:john_monk
}
add_character_flag = {
flag = bishop_assignment
days = 1
}
ai_chance = {
base = 25
}
}
option = { # Make great concessions to Jaromir
name = bookmark.1069.b
flavor = bookmark.1069.b_flavor
pay_short_term_gold = {
target = scope:jaromir
gold = medium_gold_value
}
scope:jaromir = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
remove_relation_rival = root
}
ai_chance = {
base = 75
}
}
option = { # Make great concessions to Jaromir
name = bookmark.1069.c
flavor = bookmark.1069.c_flavor
ai_chance = {
base = 75
}
}
after = {
hidden_effect = {
if = {
limit = {
has_character_flag = bishop_assignment
}
assign_councillor_type = {
type = councillor_court_chaplain
remove_existing_councillor = yes
target = character:john_monk
}
}
}
}
}
# A Norman Sicily
bookmark.1070 = {
type = character_event
title = bookmark.1070.t
desc = bookmark.1070.desc
theme = war
override_background = { reference = terrain }
left_portrait = {
character = root
animation = hunting_knife_start
}
lower_right_portrait = scope:pope
lower_left_portrait = scope:emperor
trigger = {
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
title:e_hre.holder = { save_scope_as = emperor }
root.faith.religious_head = { save_scope_as = pope }
custom_tooltip = claim_sicily
hidden_effect = {
add_pressed_claim = title:d_salerno
add_pressed_claim = title:c_napoli
add_pressed_claim = title:d_capua
add_pressed_claim = title:c_siracusa
add_pressed_claim = title:c_agrigento
add_pressed_claim = title:c_palermo
}
}
option = {
name = bookmark.1070.a
add_pressed_claim = title:d_benevento
add_pressed_claim = title:d_spoleto
show_as_tooltip = {
spawn_army = {
levies = 750
location = root.capital_province
name = norman_highwaymen
}
}
hidden_effect = {
spawn_army = {
levies = 125
men_at_arms = {
type = bowmen
men = 50
}
men_at_arms = {
type = light_horsemen
men = 50
}
men_at_arms = {
type = conrois
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
levies = 125
men_at_arms = {
type = bowmen
men = 50
}
men_at_arms = {
type = light_horsemen
men = 50
}
men_at_arms = {
type = conrois
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
levies = 125
men_at_arms = {
type = bowmen
men = 50
}
men_at_arms = {
type = light_horsemen
men = 50
}
men_at_arms = {
type = conrois
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
}
scope:emperor = {
add_opinion = {
target = root
modifier = angry_opinion
opinion = -30
}
}
scope:pope = {
add_opinion = {
target = root
modifier = angry_opinion
opinion = -30
}
}
ai_chance = {
base = 100
}
}
option = {
name = bookmark.1070.b
add_pressed_claim = title:d_benevento
show_as_tooltip = {
spawn_army = {
levies = 500
location = root.capital_province
name = norman_highwaymen
}
}
hidden_effect = {
spawn_army = {
levies = 125
men_at_arms = {
type = bowmen
men = 50
}
men_at_arms = {
type = light_horsemen
men = 50
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
levies = 125
men_at_arms = {
type = bowmen
men = 50
}
men_at_arms = {
type = light_horsemen
men = 50
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
}
scope:pope = {
add_opinion = {
target = root
modifier = angry_opinion
opinion = -30
}
}
ai_chance = {
base = 100
}
}
option = {
name = bookmark.1070.c
spawn_army = {
levies = 125
men_at_arms = {
type = bowmen
men = 50
}
men_at_arms = {
type = light_horsemen
men = 50
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
ai_chance = {
base = 100
}
}
}
# The Pretender Monk
bookmark.1071 = {
type = character_event
title = bookmark.1071.t
desc = bookmark.1071.desc
theme = martial
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:raiktor
animation = beg
}
trigger = {
gold >= 100
is_at_war = no
title:e_byzantium.holder ?= {
this != root
}
}
on_trigger_fail = {
if = {
limit = {
title:e_byzantium.holder ?= {
this != root
}
}
trigger_event = {
id = bookmark.1071
days = 25
}
}
}
immediate = {
title:e_byzantium.holder ?= { save_scope_as = byz_emperor }
create_character = {
template = monk_character_template
name = Raiktor
culture = culture:greek
faith = faith:orthodox
age = 30
gender_female_chance = 0
save_scope_as = raiktor
employer = root
intrigue = { min_template_high_skill max_template_high_skill }
learning = { min_template_high_skill max_template_high_skill }
}
hidden_effect = {
scope:raiktor = {
add_unpressed_claim = title:e_byzantium
if = {
limit = {
has_trait = honest
}
remove_trait = honest
}
add_trait = deceitful
add_trait = historical_character
add_character_flag = raiktor
set_variable = {
name = show_historical_gui
value = 1
}
}
}
}
option = {
name = bookmark.1071.a
flavor = hard_raiktor_war
custom_tooltip = start_raiktor_war
custom_tooltip = gain_war_troops
hidden_effect = {
start_war = {
cb = raiktor_claim_cb
target = title:e_byzantium.holder
claimant = scope:raiktor
target_title = title:e_byzantium
}
random_character_war = {
limit = {
using_cb = raiktor_claim_cb
}
save_scope_as = war
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
}
ai_chance = {
base = 10
modifier = {
factor = 0.1
title:e_byzantium.holder ?= { is_ai = no }
}
}
}
option = {
name = bookmark.1071.b
flavor = easy_raiktor_war
custom_tooltip = start_raiktor_conquest_war
custom_tooltip = gain_war_troops
hidden_effect = {
start_war = {
cb = raiktor_conquest_cb
target = title:e_byzantium.holder
claimant = scope:raiktor
target_title = title:c_dyrrachion
target_title = title:c_avlonas
target_title = title:c_buthrotum
}
random_character_war = {
limit = {
using_cb = raiktor_conquest_cb
}
save_scope_as = war
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
spawn_army = {
war = scope:war
levies = 300
men_at_arms = {
type = bowmen
men = 100
}
men_at_arms = {
type = light_horsemen
men = 75
}
men_at_arms = {
type = armored_horsemen
men = 25
}
location = root.capital_province
name = norman_highwaymen
}
}
ai_chance = {
base = 100
modifier = {
factor = 0.1
title:e_byzantium.holder ?= { is_ai = no }
}
}
}
option = {
name = bookmark.1071.c
scope:raiktor = { select_and_move_to_pool_effect = yes }
ai_chance = {
base = 10
modifier = {
factor = 10
title:e_byzantium.holder ?= { is_ai = no }
}
}
}
}
# Conquering Cordoba
bookmark.1072 = {
type = character_event
title = bookmark.1072.t
desc = bookmark.1072.desc
theme = martial
override_background = { reference = terrain_scope }
left_portrait = {
character = root
animation = spymaster
}
right_portrait = {
character = title:c_cordoba.holder
animation = steward
}
trigger = {
exists = title:c_cordoba.holder
NOT = { title:c_cordoba.holder = root }
}
immediate = {
title:c_cordoba.holder = { save_scope_as = cordoba_holder }
title:c_cordoba.title_province = { save_scope_as = background_terrain_scope }
}
option = {
name = bookmark.1072.a
trait = schemer
custom_tooltip = intrigue_challenge
add_character_flag = intrigue_duel_on_attack
custom_tooltip = start_cordoba_war
hidden_effect = {
if = {
limit = {
title:c_cordoba.holder = {
has_title = title:c_cabra
}
}
start_war = {
cb = county_conquest_cb
target = title:c_cordoba.holder
target_title = title:c_cordoba
target_title = title:c_cabra
}
}
else = {
start_war = {
cb = county_conquest_cb
target = title:c_cordoba.holder
target_title = title:c_cordoba
}
}
}
ai_chance = {
base = 90
}
}
option = {
name = bookmark.1072.b
spawn_army = {
levies = 100
men_at_arms = {
type = abudrar
men = 100
}
men_at_arms = {
type = light_horsemen
men = 50
}
location = root.capital_province
name = event_troop_default_name
}
custom_tooltip = start_cordoba_war
hidden_effect = {
if = {
limit = {
title:c_cordoba.holder = {
has_title = title:c_cabra
}
}
start_war = {
cb = county_conquest_cb
target = title:c_cordoba.holder
target_title = title:c_cordoba
target_title = title:c_cabra
}
}
else = {
start_war = {
cb = county_conquest_cb
target = title:c_cordoba.holder
target_title = title:c_cordoba
}
}
}
ai_chance = {
base = 10
}
}
option = {
name = bookmark.1072.c
ai_chance = {
base = 0
}
}
}
# The Seljuk Scion
bookmark.1073 = {
type = character_event
title = bookmark.1073.t
desc = bookmark.1073.desc
theme = martial
override_background = { reference = terrain_scope }
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:alp_arslan
animation = war_over_win
}
lower_left_portrait = scope:qutalmish
lower_right_portrait = scope:tughril
immediate = {
character:3040 = { save_scope_as = alp_arslan }
character:3033 = { save_scope_as = qutalmish }
character:3038 = { save_scope_as = tughril }
title:e_persia.title_capital_county.title_province = { save_scope_as = background_terrain_scope }
show_as_tooltip = {
scope:alp_arslan = {
set_relation_rival = { reason = rival_killed_parent target = root }
}
add_realm_law = camp_purpose_mercenaries
}
if = {
limit = {
has_mpo_dlc_trigger = yes
}
spawn_army = {
name = event_troop_default_name
men_at_arms = {
type = horse_archers
stacks = 2
}
men_at_arms = {
type = steppe_raiders
stacks = 2
}
men_at_arms = {
type = heavy_horse_archers
stacks = 2
}
location = root.location
origin = root.location
}
}
else = {
spawn_army = {
name = event_troop_default_name
men_at_arms = {
type = horse_archers
stacks = 2
}
men_at_arms = {
type = steppe_raiders
stacks = 2
}
men_at_arms = {
type = heavy_horse_archers
stacks = 2
}
location = root.location
origin = root.location
}
}
}
option = {
name = bookmark.1073.a
add_prestige_level = 1
if = {
limit = {
has_mpo_dlc_trigger = yes
}
spawn_army = {
name = event_troop_default_name
men_at_arms = {
type = horse_archers
stacks = 2
}
men_at_arms = {
type = steppe_raiders
stacks = 2
}
men_at_arms = {
type = heavy_horse_archers
stacks = 2
}
location = root.location
origin = root.location
}
}
else = {
spawn_army = {
name = event_troop_default_name
men_at_arms = {
type = horse_archers
stacks = 2
}
men_at_arms = {
type = light_horsemen
stacks = 2
}
men_at_arms = {
type = light_footmen
stacks = 2
}
location = root.location
origin = root.location
}
}
ai_chance = {
base = 90
}
}
option = {
name = bookmark.1073.b
add_unpressed_claim = title:e_persia
add_realm_law = camp_purpose_legitimists
scope:alp_arslan = {
set_relation_nemesis = { reason = rival_killed_parent target = root }
}
ai_chance = {
base = 10
}
}
}
###We let the player decide which dynasty Sibylla's son will belong to avoid undesirable potential game overs
bookmark.0300 = {
type = character_event
title = bookmark.0300.t
desc = bookmark.0300.desc
theme = family
left_portrait = {
character = root
animation = personality_rational
}
lower_center_portrait = {
character = scope:dead_husband
animation = dead
}
right_portrait = {
character = scope:baby_baudouin
}
trigger = {
is_ai = no
character:223541 = {
is_ai = yes
is_alive = yes
}
}
immediate = {
character:223541 = { save_scope_as = baby_baudouin }
character:223540 = { save_scope_as = dead_husband }
}
option = {
name = bookmark.0300.a
character:223541 = { set_house = root.house }
ai_chance = {
base = 0 # The AI shouldn't get this event, but should want to maintain the status quo if it did
}
}
option = {
name = bookmark.0300.b
ai_chance = {
base = 100 # AI doesn't get this event, but should always pick no.
}
custom_tooltip = bookmark.0300.b.tt
}
}
bookmark.0400 = {
type = character_event
title = bookmark.0400.t
desc = bookmark.0400.desc
theme = family
left_portrait = {
character = root
animation = disapproval
}
lower_left_portrait = {
character = scope:brother
}
lower_right_portrait = {
character = scope:child
}
right_portrait = {
character = scope:emperor
animation = pain
}
trigger = {
is_ai = no
character:206651 = { # your husband
is_alive = yes
is_ai = yes
is_landed = yes
}
character:206653 = { # your child
is_alive = yes
is_ai = yes
top_liege = root.top_liege
}
character:tangut_liang_2 = { # your brother
is_alive = yes
is_ai = yes
top_liege = root.top_liege
}
}
immediate = {
character:206651 = { save_scope_as = emperor }
character:206653 = { save_scope_as = child }
character:tangut_liang_2 = { save_scope_as = brother }
scope:emperor.primary_title = { save_scope_as = xia }
}
option = {
name = bookmark.0400.a
custom_tooltip = {
text = bookmark.0400.a.tt
scope:emperor = {
every_held_title = {
limit = {
tier >= tier_county
is_landless_type_title = no
}
add_to_list = titles_to_transfer
}
}
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
add_claim_on_loss = yes
}
every_in_list = {
list = titles_to_transfer
change_title_holder = {
holder = root
change = scope:change
}
}
scope:emperor = {
every_vassal = {
limit = {
NOT = {
this = root
}
}
change_liege = {
LIEGE = root
CHANGE = scope:change
}
}
}
resolve_title_and_vassal_change = scope:change
scope:emperor = {
death = {
death_reason = death_wounds
}
}
}
if = {
limit = {
exists = cp:councillor_chancellor
cp:councillor_chancellor != character:tangut_liang_2
}
fire_councillor = cp:councillor_chancellor
assign_councillor_type = {
type = councillor_chancellor
target = character:tangut_liang_2
}
}
every_child = {
limit = {
house != root.house
}
set_house = root.house
}
ai_chance = {
base = 0
}
}
option = {
name = bookmark.0400.b
custom_tooltip = {
text = bookmark.0400.b.tt
add_character_flag = has_had_diarch_intro_event_flag
scope:emperor = {
designate_diarch = root
try_start_diarchy = regency
set_diarchy_swing = 100
if = {
limit = {
exists = cp:councillor_chancellor
cp:councillor_chancellor != character:tangut_liang_2
}
fire_councillor = cp:councillor_chancellor
scope:brother = {
set_employer = scope:emperor
}
assign_councillor_type = {
type = councillor_chancellor
target = character:tangut_liang_2
}
}
}
}
change_influence = monumental_influence_gain
add_prestige = monumental_prestige_gain
ai_chance = {
base = 100
}
}
option = {
name = bookmark.0400.c
custom_tooltip = {
text = bookmark.0400.c.tt
add_character_flag = has_had_diarch_intro_event_flag
scope:emperor = {
death = {
death_reason = death_wounds
}
}
scope:brother = {
set_employer = scope:child
}
scope:child = {
set_diarch = root
set_diarchy_swing = 100
if = {
limit = {
exists = cp:councillor_chancellor
cp:councillor_chancellor != character:tangut_liang_2
}
fire_councillor = cp:councillor_chancellor
assign_councillor_type = {
type = councillor_chancellor
target = character:tangut_liang_2
}
}
}
}
change_influence = monumental_influence_gain
add_prestige = monumental_prestige_gain
ai_chance = {
base = 0
}
}
after = {
add_hook = {
type = loyalty_hook
target = scope:brother
}
scope:brother = {
change_influence = massive_influence_gain
add_prestige = massive_prestige_gain
}
}
}