N3OW/events/lifestyles/warfare_lifestyle/martial_strategy_events_2.txt
2026-01-06 14:25:21 +01:00

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