729 lines
15 KiB
Text
729 lines
15 KiB
Text
namespace = martial_strategy
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##################################################
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#Martial Strategy Lifestyle events
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# 4000 - You visit some baronies or go partying.
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# 4010 - Rebuild the walls of a lesser domain county.
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# 7000 - Why do we keep always charging in a straight line?
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##################################################
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##################################################
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# Stocking the Stores
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# by Ewan Cowhig Croft
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# 4000
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##################################################
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#A bumper harvest lets you either eat richly or heavily-stock the stores of your capital.
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martial_strategy.4000 = { #by Ewan Cowhig Croft
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type = character_event
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title = martial_strategy.4000.t
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desc = martial_strategy.4000.desc
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theme = martial_strategy_focus
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override_background = {
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reference = feast
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}
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left_portrait = {
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character = root
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animation = drink_goblet
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}
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trigger = {
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is_at_war = no
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is_landed = yes
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NOT = { has_character_flag = had_event_martial_strategy_4000 }
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}
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weight_multiplier = {
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base = 1
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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upweight_for_focus_modifier = { FOCUS = stewardship_domain_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_event_martial_strategy_4000
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days = 1825
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}
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capital_county = {
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county = { save_scope_as = harvest_county }
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}
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}
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option = {
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name = martial_strategy.4000.a
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capital_county = {
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add_county_modifier = {
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modifier = strategy_stocked_larders_modifier
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years = 15
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}
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}
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stress_impact = { gluttonous = medium_stress_impact_gain }
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ai_chance = {
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base = 100
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ai_greed_target_modifier = { VALUE = -75 }
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ai_rationality_target_modifier = { VALUE = 75 }
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}
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}
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option = {
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name = martial_strategy.4000.b
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capital_county = {
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add_county_modifier = {
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modifier = strategy_emptied_larders_modifier
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years = 15
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}
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}
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stress_impact = {
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temperate = medium_stress_impact_gain
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gluttonous = minor_stress_impact_loss
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}
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ai_chance = {
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base = 100
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ai_greed_target_modifier = { VALUE = -50 }
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ai_rationality_target_modifier = { VALUE = 100 }
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}
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}
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option = {
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name = martial_strategy.4000.c
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scope:harvest_county = {
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add_county_modifier = {
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modifier = strategy_fed_peasants_larders_modifier
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years = 15
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}
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add_county_modifier = {
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modifier = strategy_emptied_larders_modifier
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years = 15
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}
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}
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stress_impact = {
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callous = minor_stress_impact_gain
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greedy = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_greed_target_modifier = { VALUE = 100 }
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ai_rationality_target_modifier = { VALUE = -50 }
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}
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}
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option = {
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name = martial_strategy.4000.d
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trigger = {
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OR = {
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has_trait = cannibal
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has_trait = lunatic
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has_trait = sadistic
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any_secret = { type = secret_cannibal }
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faith = { has_doctrine_parameter = cannibalism_legal }
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}
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}
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trait = cannibal
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trait = lunatic_1
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trait = lunatic_genetic
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trait = sadistic
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capital_county = {
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add_county_modifier = {
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modifier = strategy_human_meat_larders_modifier
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years = 15
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}
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add_county_modifier = {
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modifier = strategy_entirely_unrelated_disappearances_modifier
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years = 15
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}
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}
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if = {
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limit = {
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faith = { has_doctrine_parameter = cannibalism_legal }
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}
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add_piety = major_piety_gain #Cannibalistic faiths are pretty in to this whole idea.
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}
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else = {
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add_piety = { #Non-cannibalistic faiths tend to look down on mass-cannibalism.
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value = major_piety_loss
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subtract = medium_piety_value
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}
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}
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if = {
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limit = {
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NOT = { has_trait = cannibal }
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}
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give_cannibal_secret_or_trait_effect = yes
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}
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stress_impact = {
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compassionate = medium_stress_impact_gain
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just = medium_stress_impact_gain
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}
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if = {
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limit = {
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NOR = {
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has_trait = compassionate
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has_trait = just
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}
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}
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add_stress = major_stress_loss
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}
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ai_chance = {
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base = 100
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ai_compassion_target_modifier = { VALUE = -75 }
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ai_rationality_target_modifier = { VALUE = -75 }
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}
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}
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}
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##################################################
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# The Walls of [Title County Capital]
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# by Ewan Cowhig Croft
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# 4010
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##################################################
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scripted_trigger martial_strategy_4010_trigger_evaluation = {
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this != province_owner.capital_province
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is_county_capital = yes
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}
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#Rebuild the walls of a lesser domain county, or let them crumble.
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martial_strategy.4010 = { #by Ewan Cowhig Croft
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type = character_event
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title = martial_strategy.4010.t
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desc = martial_strategy.4010.desc
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theme = martial_strategy_focus
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override_background = {
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reference = study
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}
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left_portrait = {
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character = root
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animation = worry
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}
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right_portrait = {
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character = scope:r_architect
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animation = interested
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}
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trigger = {
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is_at_war = no
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NOT = { has_character_flag = had_event_martial_strategy_4010 }
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any_directly_owned_province = { martial_strategy_4010_trigger_evaluation = yes }
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NOT = { government_has_flag = government_is_nomadic }
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}
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weight_multiplier = {
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base = 1
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_event_martial_strategy_4010
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days = 1825
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}
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random_directly_owned_province = {
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limit = {
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county.county_control < full_county_control
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martial_strategy_4010_trigger_evaluation = yes
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}
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alternative_limit = {
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always = yes
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martial_strategy_4010_trigger_evaluation = yes
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}
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weight = {
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base = 1
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modifier = {
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add = {
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value = 120
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subtract = county.county_control
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}
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}
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}
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county = { save_scope_as = crumbling_county }
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barony = { save_scope_as = crumbling_holding }
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}
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if = {
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limit = {
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has_royal_court = yes
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employs_court_position = royal_architect_court_position
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any_court_position_holder = {
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type = royal_architect_court_position
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is_available_ai_adult = yes
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}
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}
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random_court_position_holder = {
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type = royal_architect_court_position
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limit = { is_available_ai_adult = yes }
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save_scope_as = r_architect
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}
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}
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}
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option = {
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name = martial_strategy.4010.a
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trigger = {
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trigger_if = {
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limit = { is_ai = yes }
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short_term_gold >= major_gold_value
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}
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}
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scope:crumbling_county = {
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add_county_modifier = {
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modifier = strategy_paid_for_walls_modifier
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years = 20
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}
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}
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remove_treasury_or_gold = medium_treasury_or_gold_value
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add_stewardship_lifestyle_xp = minor_lifestyle_xp
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ai_chance = {
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base = 100
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ai_greed_target_modifier = { VALUE = -100 }
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ai_compassion_target_modifier = { VALUE = 100 }
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}
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}
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option = {
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name = martial_strategy.4010.b
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trigger = {
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OR = {
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has_ep1_court_positions_dlc_trigger = no
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NOT = { exists = scope:r_architect }
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}
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}
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duel = {
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skill = stewardship
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value = high_skill_rating
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10 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 2.0
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}
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desc = martial_strategy.4010.b.tt_crit_success
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send_interface_toast = {
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title = martial_strategy.4010.b.tt_crit_success
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left_icon = scope:crumbling_county
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scope:crumbling_county = {
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add_county_modifier = {
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modifier = strategy_successfully_supervised_walls_modifier
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years = 100
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}
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}
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}
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}
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10 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 0.2
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}
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desc = martial_strategy.4010.b.tt_success
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send_interface_toast = {
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title = martial_strategy.4010.b.tt_success
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left_icon = scope:crumbling_county
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scope:crumbling_county = {
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add_county_modifier = {
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modifier = strategy_successfully_supervised_walls_modifier
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years = 20
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}
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}
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}
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}
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10 = {
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desc = martial_strategy.4010.b.tt_botch
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send_interface_toast = {
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title = martial_strategy.4010.b.tt_botch
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left_icon = scope:crumbling_county
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scope:crumbling_county = {
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add_county_modifier = {
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modifier = strategy_botched_supervised_walls_modifier
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years = 20
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}
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}
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}
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}
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}
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if = {
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limit = {
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NOT = { has_trait = architect }
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}
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add_stress = medium_stress_gain
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}
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add_martial_lifestyle_xp = medium_lifestyle_xp
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stress_impact = { architect = medium_stress_impact_loss }
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ai_chance = {
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base = 100
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ai_energy_target_modifier = { VALUE = 100 }
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# Rational characters reasonably estimate their own skill level here.
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modifier = {
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trigger = {
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ai_rationality >= low_positive_ai_value
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}
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add = {
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value = stewardship
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add = -10
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multiply = 10 # -100 at 0 Stewardship, +0 at 10 Stewardship, +100 at 20 Stewardship.
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}
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}
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}
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}
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option = {
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name = martial_strategy.4010.d
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trigger = {
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exists = scope:r_architect
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}
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scope:r_architect = {
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duel = {
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skill = stewardship
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value = high_skill_rating
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10 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 2.0
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}
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desc = martial_strategy.4010.d.tt_crit_success
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send_interface_toast = {
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title = martial_strategy.4010.d.tt_crit_success
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left_icon = scope:crumbling_county
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scope:crumbling_county = {
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add_county_modifier = {
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modifier = strategy_successfully_supervised_walls_modifier
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years = 100
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}
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}
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}
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}
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10 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 0.2
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}
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desc = martial_strategy.4010.d.tt_success
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send_interface_toast = {
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title = martial_strategy.4010.d.tt_success
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left_icon = scope:crumbling_county
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scope:crumbling_county = {
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add_county_modifier = {
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modifier = strategy_successfully_supervised_walls_modifier
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years = 20
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}
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}
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}
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}
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5 = {
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desc = martial_strategy.4010.d.tt_botch
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send_interface_toast = {
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title = martial_strategy.4010.d.tt_botch
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left_icon = scope:crumbling_county
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scope:crumbling_county = {
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add_county_modifier = {
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modifier = strategy_botched_supervised_walls_modifier
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years = 20
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}
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}
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}
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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 = {
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name = martial_strategy.4010.c
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scope:crumbling_county = {
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add_county_modifier = {
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modifier = strategy_let_walls_crumble_modifier
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years = 20
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}
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}
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add_gold = medium_gold_value
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ai_chance = {
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base = 100
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ai_greed_target_modifier = { VALUE = 100 }
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ai_vengefulness_target_modifier = { VALUE = 100 }
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}
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}
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}
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namespace = martial_strategy
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# Tactics?
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# By Isabella Welch
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scripted_trigger has_war_elephants = {
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"number_maa_regiments_of_type(war_elephant)" > 0
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}
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scripted_trigger has_heavy_cavalry = {
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number_maa_regiments_of_base_type = {
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type = heavy_cavalry
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value > 0
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}
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}
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martial_strategy.7000 = {
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type = character_event
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title = martial_strategy.7000.t
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desc = {
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desc = martial_strategy.7000.desc_opening
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first_valid = {
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triggered_desc = {
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trigger = {
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has_war_elephants = yes
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}
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desc = martial_strategy.7000.desc_elephantry
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}
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desc = martial_strategy.7000.desc_cavalry
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}
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desc = martial_strategy.7000.desc_middle
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first_valid = {
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triggered_desc = {
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trigger = {
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has_war_elephants = yes
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}
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desc = martial_strategy.7000.desc_war_elephant
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}
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desc = martial_strategy.7000.desc_armored_horse
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}
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desc = martial_strategy.7000.desc_cont
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}
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theme = martial_strategy_focus
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left_portrait = {
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character = root
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animation = disapproval
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}
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right_portrait = {
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character = scope:worried_knight
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animation = worry
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}
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trigger = {
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any_knight = {
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is_alive = yes
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NOT = { has_trait = brave }
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}
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OR = {
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has_heavy_cavalry = yes
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has_war_elephants = yes
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}
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}
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weight_multiplier = {
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base = 1
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}
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immediate = {
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random_knight = {
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limit = { NOT = { has_trait = brave } }
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weight = {
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base = 1
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modifier = {
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add = 8
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prowess >= high_skill_rating
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}
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modifier = {
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factor = 4
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is_powerful_vassal = yes
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}
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}
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save_scope_as = worried_knight
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}
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}
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option = {
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name = martial_strategy.7000.a
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trigger = {
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NOT = {
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has_trait = sadistic
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}
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}
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scope:worried_knight = {
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if = {
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limit = {
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is_landed = yes
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}
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add_opinion = {
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target = root
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opinion = -10
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modifier = insulted_opinion
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}
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}
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else = {
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add_opinion = {
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target = root
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opinion = -20
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modifier = insulted_opinion
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}
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}
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}
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add_dread = 10
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add_martial_lifestyle_xp = medium_lifestyle_xp
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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 = {
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trigger = {
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NOR = {
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has_trait = strategist
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has_trait_rank = {
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trait = education_martial
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rank >= 2
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}
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"number_maa_regiments_of_type(war_elephant)" > 0
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}
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}
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name = martial_strategy.7000.b
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add_martial_lifestyle_xp = medium_lifestyle_xp
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scope:worried_knight = {
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add_opinion = {
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target = root
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opinion = -15
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modifier = scared_opinion
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}
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}
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ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_honor = 0.5
|
|
}
|
|
}
|
|
add_prestige = minor_prestige_gain
|
|
}
|
|
option = {
|
|
trigger = {
|
|
has_war_elephants = yes
|
|
NOR = {
|
|
has_trait = strategist
|
|
has_trait_rank = {
|
|
trait = education_martial
|
|
rank >= 2
|
|
}
|
|
}
|
|
}
|
|
name = martial_strategy.7000.c
|
|
add_martial_lifestyle_xp = medium_lifestyle_xp
|
|
scope:worried_knight = {
|
|
if = {
|
|
limit = {
|
|
is_landed = yes
|
|
}
|
|
add_opinion = {
|
|
target = root
|
|
opinion = -20
|
|
modifier = scared_opinion
|
|
}
|
|
}
|
|
else = {
|
|
add_opinion = {
|
|
target = root
|
|
opinion = -40
|
|
modifier = scared_opinion
|
|
}
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_boldness = 3
|
|
}
|
|
}
|
|
add_prestige = minor_prestige_gain
|
|
}
|
|
|
|
option = {
|
|
trigger = {
|
|
OR = {
|
|
has_trait = strategist
|
|
has_trait_rank = {
|
|
trait = education_martial
|
|
rank >= 2
|
|
}
|
|
}
|
|
}
|
|
add_prestige = medium_prestige_gain
|
|
trait = strategist
|
|
trait = education_martial_5
|
|
trait = education_martial_4
|
|
trait = education_martial_3
|
|
name = martial_strategy.7000.d
|
|
add_character_modifier = {
|
|
modifier = crushing_charge_modifier
|
|
years = 10
|
|
}
|
|
add_martial_lifestyle_xp = major_lifestyle_xp
|
|
scope:worried_knight = {
|
|
if = {
|
|
limit = {
|
|
is_landed = yes
|
|
}
|
|
add_opinion = {
|
|
target = root
|
|
opinion = -20
|
|
modifier = annoyed_opinion
|
|
}
|
|
}
|
|
else = {
|
|
add_opinion = {
|
|
target = root
|
|
opinion = -40
|
|
modifier = annoyed_opinion
|
|
}
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_boldness = 5
|
|
}
|
|
}
|
|
}
|
|
|
|
option = {
|
|
name = martial_strategy.7000.e
|
|
add_prestige = minor_prestige_loss
|
|
scope:worried_knight = {
|
|
if = {
|
|
limit = {
|
|
is_landed = yes
|
|
}
|
|
add_opinion = {
|
|
target = root
|
|
opinion = 20
|
|
modifier = pleased_opinion
|
|
}
|
|
}
|
|
else = {
|
|
add_opinion = {
|
|
target = root
|
|
opinion = 40
|
|
modifier = pleased_opinion
|
|
}
|
|
}
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
ai_value_modifier = {
|
|
ai_boldness = -3
|
|
}
|
|
}
|
|
}
|
|
option = {
|
|
name = martial_strategy.7000.f
|
|
trigger = {
|
|
has_trait = sadistic
|
|
}
|
|
trait = sadistic
|
|
scope:worried_knight = {
|
|
add_opinion = {
|
|
target = root
|
|
opinion = -40
|
|
modifier = hate_opinion
|
|
}
|
|
increase_wounds_effect = { REASON = crushed }
|
|
}
|
|
stress_impact = {
|
|
sadistic = minor_stress_loss
|
|
}
|
|
}
|
|
}
|