N3OW/common/traits/00_traits.txt
2026-05-07 17:47:22 -04:00

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# Standard Values
@pos_compat_high = 30
@pos_compat_medium = 15
@pos_compat_low = 5
@neg_compat_high = -30
@neg_compat_medium = -15
@neg_compat_low = -5
# INTRIGUE OUTCOMES
education_intrigue_1 = {
minimum_age = 16
intrigue = 2
category = education
monthly_intrigue_lifestyle_xp_gain_mult = 0.1
domain_limit = -1
ruler_designer_cost = 0
culture_modifier = {
parameter = poorly_educated_leaders_distrusted
feudal_government_opinion = -10
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_intrigue_1_desc
}
desc = trait_education_intrigue_1_character_desc
}
}
group = education_intrigue
level = 1
flag = level_1_education
flag = civilian_province
}
education_intrigue_2 = {
minimum_age = 16
intrigue = 4
category = education
monthly_intrigue_lifestyle_xp_gain_mult = 0.2
ruler_designer_cost = 20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_intrigue_2_desc
}
desc = trait_education_intrigue_2_character_desc
}
}
group = education_intrigue
level = 2
flag = level_2_education
flag = civilian_province
}
education_intrigue_3 = {
minimum_age = 16
intrigue = 6
category = education
monthly_intrigue_lifestyle_xp_gain_mult = 0.3
domain_limit = 1
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_intrigue_3_desc
}
desc = trait_education_intrigue_3_character_desc
}
}
group = education_intrigue
level = 3
flag = level_3_education
flag = civilian_province
}
education_intrigue_4 = {
minimum_age = 16
intrigue = 8
category = education
monthly_intrigue_lifestyle_xp_gain_mult = 0.4
domain_limit = 2
ruler_designer_cost = 80
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_intrigue_4_desc
}
desc = trait_education_intrigue_4_character_desc
}
}
group = education_intrigue
level = 4
flag = level_4_education
flag = civilian_province
}
education_intrigue_5 = {
minimum_age = 16
intrigue = 10
diplomacy = 3
category = education
monthly_intrigue_lifestyle_xp_gain_mult = 0.5
monthly_diplomacy_lifestyle_xp_gain_mult = 0.25
owned_hostile_scheme_success_chance_max_add = 10
flag = agent_acceptance_25
domain_limit = 3
ruler_designer_cost = 150
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_intrigue_5_desc
}
desc = trait_education_intrigue_5_character_desc
}
}
random_creation_weight = 0
group = education_intrigue
level = 5
flag = level_5_education
flag = civilian_province
}
# DIPLOMACY OUTCOMES
education_diplomacy_1 = {
minimum_age = 16
diplomacy = 2
category = education
monthly_diplomacy_lifestyle_xp_gain_mult = 0.1
domain_limit = -1
ruler_designer_cost = 0
culture_modifier = {
parameter = poorly_educated_leaders_distrusted
feudal_government_opinion = -10
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_diplomacy_1_desc
}
desc = trait_education_diplomacy_1_character_desc
}
}
group = education_diplomacy
level = 1
flag = level_1_education
flag = civilian_province
}
education_diplomacy_2 = {
minimum_age = 16
diplomacy = 4
category = education
monthly_diplomacy_lifestyle_xp_gain_mult = 0.2
ruler_designer_cost = 20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_diplomacy_2_desc
}
desc = trait_education_diplomacy_2_character_desc
}
}
group = education_diplomacy
level = 2
flag = level_2_education
flag = civilian_province
}
education_diplomacy_3 = {
minimum_age = 16
diplomacy = 6
category = education
monthly_diplomacy_lifestyle_xp_gain_mult = 0.3
domain_limit = 1
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_diplomacy_3_desc
}
desc = trait_education_diplomacy_3_character_desc
}
}
group = education_diplomacy
level = 3
flag = level_3_education
flag = civilian_province
}
education_diplomacy_4 = {
minimum_age = 16
diplomacy = 8
category = education
monthly_diplomacy_lifestyle_xp_gain_mult = 0.4
domain_limit = 2
ruler_designer_cost = 80
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_diplomacy_4_desc
}
desc = trait_education_diplomacy_4_character_desc
}
}
culture_modifier = {
parameter = elephant_bonuses_for_rank_4_education
elephant_cavalry_damage_mult = 0.1
elephant_cavalry_toughness_mult = 0.1
elephant_cavalry_recruitment_cost_mult = -0.1
elephant_cavalry_maintenance_mult = -0.1
jungle_construction_gold_cost = -0.1
}
group = education_diplomacy
level = 4
flag = level_4_education
flag = civilian_province
}
education_diplomacy_5 = {
minimum_age = 16
diplomacy = 10
martial = 3
category = education
monthly_diplomacy_lifestyle_xp_gain_mult = 0.5
monthly_martial_lifestyle_xp_gain_mult = 0.25
owned_personal_scheme_success_chance_max_add = 10
flag = offer_vassalisation_25
flag = better_war_hostages
domain_limit = 3
ruler_designer_cost = 150
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_diplomacy_5_desc
}
desc = trait_education_diplomacy_5_character_desc
}
}
culture_modifier = {
parameter = elephant_bonuses_for_rank_4_education
elephant_cavalry_damage_mult = 0.1
elephant_cavalry_toughness_mult = 0.1
elephant_cavalry_recruitment_cost_mult = -0.1
elephant_cavalry_maintenance_mult = -0.1
jungle_construction_gold_cost = -0.1
}
random_creation_weight = 0
group = education_diplomacy
level = 5
flag = level_5_education
flag = civilian_province
}
# STEWARDSHIP OUTCOMES
education_stewardship_1 = { #Indulgent wastrel
minimum_age = 16
stewardship = 2
category = education
monthly_stewardship_lifestyle_xp_gain_mult = 0.1
domain_limit = -1
ruler_designer_cost = 0
culture_modifier = {
parameter = poorly_educated_leaders_distrusted
feudal_government_opinion = -10
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_stewardship_1_desc
}
desc = trait_education_stewardship_1_character_desc
}
}
group = education_stewardship
level = 1
flag = level_1_education
flag = civilian_province
}
education_stewardship_2 = { #Thrifty clerk
minimum_age = 16
stewardship = 4
category = education
monthly_stewardship_lifestyle_xp_gain_mult = 0.2
ruler_designer_cost = 20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_stewardship_2_desc
}
desc = trait_education_stewardship_2_character_desc
}
}
group = education_stewardship
level = 2
flag = level_2_education
flag = civilian_province
}
education_stewardship_3 = { #Fortune builder
minimum_age = 16
stewardship = 6
category = education
monthly_stewardship_lifestyle_xp_gain_mult = 0.3
domain_limit = 1
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_stewardship_3_desc
}
desc = trait_education_stewardship_3_character_desc
}
}
group = education_stewardship
level = 3
flag = level_3_education
flag = civilian_province
}
education_stewardship_4 = {
minimum_age = 16
stewardship = 8
category = education
monthly_stewardship_lifestyle_xp_gain_mult = 0.4
domain_limit = 2
culture_modifier = {
parameter = elephant_bonuses_for_rank_4_education
world_innovation_elephants_development_growth_factor = 0.3
elephant_cavalry_recruitment_cost_mult = -0.2
elephant_cavalry_maintenance_mult = -0.2
jungle_construction_gold_cost = -0.2
}
ruler_designer_cost = 80
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_stewardship_4_desc
}
desc = trait_education_stewardship_4_character_desc
}
}
group = education_stewardship
level = 4
flag = level_4_education
flag = civilian_province
}
education_stewardship_5 = {
minimum_age = 16
stewardship = 10
learning = 3
category = education
monthly_stewardship_lifestyle_xp_gain_mult = 0.5
monthly_learning_lifestyle_xp_gain_mult = 0.25
vassal_tax_mult = 0.25
domain_limit = 3
culture_modifier = {
parameter = elephant_bonuses_for_rank_4_education
world_innovation_elephants_development_growth_factor = 0.3
elephant_cavalry_recruitment_cost_mult = -0.2
elephant_cavalry_maintenance_mult = -0.2
jungle_construction_gold_cost = -0.2
}
ruler_designer_cost = 150
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_stewardship_5_desc
}
desc = trait_education_stewardship_5_character_desc
}
}
random_creation_weight = 0
group = education_stewardship
level = 5
flag = level_5_education
flag = civilian_province
}
# MARTIAL OUTCOMES
education_martial_1 = {
minimum_age = 16
martial = 2
category = education
monthly_martial_lifestyle_xp_gain_mult = 0.1
domain_limit = -1
culture_modifier = {
parameter = poorly_educated_leaders_distrusted
feudal_government_opinion = -10
}
culture_modifier = {
parameter = prowess_from_martial_education
prowess = 1
}
culture_modifier = {
parameter = martial_education_more_valued
same_culture_opinion = 1
attraction_opinion = 4
}
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_1_desc
}
desc = trait_education_martial_1_character_desc
}
}
group = education_martial
level = 1
flag = level_1_education
flag = military_province
add_commander_trait = yes
}
education_martial_2 = { #Tough soldier
minimum_age = 16
martial = 4
category = education
monthly_martial_lifestyle_xp_gain_mult = 0.2
culture_modifier = {
parameter = prowess_from_martial_education
prowess = 2
}
culture_modifier = {
parameter = martial_education_more_valued
same_culture_opinion = 2
attraction_opinion = 6
}
ruler_designer_cost = 20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_2_desc
}
desc = trait_education_martial_2_character_desc
}
}
group = education_martial
level = 2
flag = level_2_education
flag = military_province
add_commander_trait = yes
}
education_martial_3 = { #Skilled tactician
minimum_age = 16
martial = 6
category = education
monthly_martial_lifestyle_xp_gain_mult = 0.3
domain_limit = 1
culture_modifier = {
parameter = prowess_from_martial_education
prowess = 3
}
culture_modifier = {
parameter = martial_education_more_valued
same_culture_opinion = 3
attraction_opinion = 8
}
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_3_desc
}
desc = trait_education_martial_3_character_desc
}
}
group = education_martial
level = 3
flag = level_3_education
flag = military_province
add_commander_trait = yes
}
education_martial_4 = { #Brilliant strategist
minimum_age = 16
martial = 8
category = education
monthly_martial_lifestyle_xp_gain_mult = 0.4
domain_limit = 2
culture_modifier = {
parameter = prowess_from_martial_education
prowess = 4
}
culture_modifier = {
parameter = martial_education_more_valued
same_culture_opinion = 4
attraction_opinion = 10
}
culture_modifier = {
parameter = elephant_bonuses_for_rank_4_education
elephant_cavalry_damage_mult = 0.2
elephant_cavalry_toughness_mult = 0.1
elephant_cavalry_pursuit_add = 20
jungle_advantage = 5
}
ruler_designer_cost = 80
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_4_desc
}
desc = trait_education_martial_4_character_desc
}
}
group = education_martial
level = 4
flag = level_4_education
flag = military_province
add_commander_trait = yes
}
education_martial_5 = {
minimum_age = 16
martial = 10
stewardship = 3
category = education
monthly_martial_lifestyle_xp_gain_mult = 0.5
monthly_stewardship_lifestyle_xp_gain_mult = 0.25
army_siege_value_mult = 0.5
movement_speed = 0.2
domain_limit = 3
culture_modifier = {
parameter = prowess_from_martial_education
prowess = 5
}
culture_modifier = {
parameter = martial_education_more_valued
same_culture_opinion = 5
attraction_opinion = 10
}
culture_modifier = {
parameter = elephant_bonuses_for_rank_4_education
elephant_cavalry_damage_mult = 0.2
elephant_cavalry_toughness_mult = 0.1
elephant_cavalry_pursuit_add = 20
jungle_advantage = 5
}
ruler_designer_cost = 150
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_5_desc
}
desc = trait_education_martial_5_character_desc
}
}
random_creation_weight = 0
group = education_martial
level = 5
flag = level_5_education
flag = military_province
add_commander_trait = yes
}
# LEARNING OUTCOMES
education_learning_1 = {
minimum_age = 16
learning = 2
category = education
monthly_learning_lifestyle_xp_gain_mult = 0.1
domain_limit = -1
culture_modifier = {
parameter = poorly_educated_leaders_distrusted
feudal_government_opinion = -10
}
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 1
}
culture_modifier = {
parameter = innovation_from_learning_traits
cultural_head_fascination_mult = 0.05
}
faith_modifier = {
parameter = neow_innovation_from_learning_traits
cultural_head_fascination_mult = 0.05
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_speed = -0.05
church_holding_holding_build_speed = -0.05
}
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_learning_1_desc
}
desc = trait_education_learning_1_character_desc
}
}
group = education_learning
level = 1
flag = level_1_education
flag = civilian_province
}
education_learning_2 = {
minimum_age = 16
learning = 4
category = education
monthly_learning_lifestyle_xp_gain_mult = 0.2
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 2
}
culture_modifier = {
parameter = innovation_from_learning_traits
cultural_head_fascination_mult = 0.1
}
faith_modifier = {
parameter = neow_innovation_from_learning_traits
cultural_head_fascination_mult = 0.1
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_speed = -0.1
church_holding_holding_build_speed = -0.1
}
ruler_designer_cost = 20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_learning_2_desc
}
desc = trait_education_learning_2_character_desc
}
}
group = education_learning
level = 2
flag = level_2_education
flag = civilian_province
}
education_learning_3 = {
minimum_age = 16
learning = 6
category = education
monthly_learning_lifestyle_xp_gain_mult = 0.3
domain_limit = 1
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 3
}
culture_modifier = {
parameter = innovation_from_learning_traits
cultural_head_fascination_mult = 0.15
}
faith_modifier = {
parameter = neow_innovation_from_learning_traits
cultural_head_fascination_mult = 0.15
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_speed = -0.15
church_holding_holding_build_speed = -0.15
}
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_learning_3_desc
}
desc = trait_education_learning_3_character_desc
}
}
group = education_learning
level = 3
flag = level_3_education
flag = civilian_province
}
education_learning_4 = {
minimum_age = 16
learning = 8
category = education
monthly_learning_lifestyle_xp_gain_mult = 0.4
domain_limit = 2
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 4
}
culture_modifier = {
parameter = innovation_from_learning_traits
cultural_head_fascination_mult = 0.2
}
faith_modifier = {
parameter = neow_innovation_from_learning_traits
cultural_head_fascination_mult = 0.2
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_speed = -0.2
church_holding_holding_build_speed = -0.2
church_holding_build_gold_cost = -0.05
}
culture_modifier = {
parameter = elephant_bonuses_for_rank_4_education
world_innovation_elephants_development_growth_factor = 0.3
elephant_cavalry_maintenance_mult = -0.2
elephant_cavalry_toughness_mult = 0.1
elephant_cavalry_screen_add = 20
jungle_attrition_mult = -0.35
}
ruler_designer_cost = 80
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_learning_4_desc
}
desc = trait_education_learning_4_character_desc
}
}
group = education_learning
level = 4
flag = level_4_education
flag = civilian_province
}
education_learning_5 = {
minimum_age = 16
learning = 10
intrigue = 3
category = education
monthly_learning_lifestyle_xp_gain_mult = 0.5
monthly_intrigue_lifestyle_xp_gain_mult = 0.25
development_growth = 0.1
county_fertility_growth_mult = small_county_fertility_growth_gain
domain_limit = 3
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 4
}
culture_modifier = {
parameter = innovation_from_learning_traits
cultural_head_fascination_mult = 0.25
}
faith_modifier = {
parameter = neow_innovation_from_learning_traits
cultural_head_fascination_mult = 0.25
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_speed = -0.2
church_holding_holding_build_speed = -0.2
church_holding_build_gold_cost = -0.05
}
culture_modifier = {
parameter = elephant_bonuses_for_rank_4_education
world_innovation_elephants_development_growth_factor = 0.3
elephant_cavalry_maintenance_mult = -0.2
elephant_cavalry_toughness_mult = 0.1
elephant_cavalry_screen_add = 20
jungle_attrition_mult = -0.35
}
ruler_designer_cost = 150
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_learning_5_desc
}
desc = trait_education_learning_5_character_desc
}
}
random_creation_weight = 0
group = education_learning
level = 5
flag = level_5_education
flag = civilian_province
}
################### LIFESTYLE ##################
diplomat = {
category = lifestyle
diplomacy = 3
personal_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
independent_ruler_opinion = 20
monthly_influence = 1
ruler_designer_cost = 50
culture_modifier = {
parameter = astute_diplomat_bonus
diplomacy = 2
independent_ruler_opinion = 10
vassal_opinion = 10
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_diplomat_desc
}
desc = trait_diplomat_character_desc
}
}
#AI Values
ai_energy = 20
ai_sociability = low_positive_ai_value
ai_amenity_target_baseline = 0.2
compatibility = {
diplomat = @pos_compat_medium
family_first = @pos_compat_medium
august = @pos_compat_medium
gregarious = @pos_compat_low
shy = @neg_compat_low
}
}
family_first = {
category = lifestyle
fertility = 0.2
dynasty_house_opinion = 10
close_relative_opinion = 15
stress_loss_mult = 0.2
domain_limit = 1
ruler_designer_cost = 50
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_family_first_neutral
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_family_first_female
}
desc = trait_family_first_male
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_family_first_desc
}
desc = trait_family_first_character_desc
}
}
#AI Values
ai_energy = 20
ai_sociability = low_positive_ai_value
culture_modifier = {
parameter = bonuses_from_patriarch_matriarch_trait
levy_size = 0.1
monthly_prestige = 1
}
compatibility = {
diplomat = @pos_compat_medium
family_first = @pos_compat_medium
august = @pos_compat_medium
gregarious = @pos_compat_low
shy = @neg_compat_low
}
}
august = {
category = lifestyle
diplomacy = 2
martial = 1
monthly_prestige = 1
flag = initial_legitimacy_boost
ruler_designer_cost = 50
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_august_desc
}
desc = trait_august_character_desc
}
}
#AI Values
ai_energy = 20
ai_amenity_target_baseline = 0.2
ai_amenity_spending = 0.1
compatibility = {
diplomat = @pos_compat_medium
family_first = @pos_compat_medium
august = @pos_compat_medium
gregarious = @pos_compat_low
shy = @neg_compat_low
}
}
lifestyle_reveler = {
category = lifestyle
icon = reveler.dds
# Modifiers
courtly_opinion = 5
intrigue = 1
same_opinion = 15
culture_modifier = {
parameter = reveler_traits_more_valued
monthly_prestige = 0.25
}
track = {
50 = {
courtly_opinion = 5
diplomacy = 1
intrigue = 1
culture_modifier = {
parameter = reveler_traits_more_valued
monthly_prestige = 0.5
}
}
100 = {
courtly_opinion = 5
diplomacy = 2
intrigue = 1
owned_hostile_scheme_success_chance_add = 10
culture_modifier = {
parameter = reveler_traits_more_valued
monthly_prestige = 0.75
}
}
}
ruler_designer_cost = 20
# AI Values
ai_greed = 25
ai_sociability = medium_positive_ai_value
ai_amenity_target_baseline = 0.2
# Loc
name = {
first_valid = {
#Legendary Reveler
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = lifestyle_reveler
value >= 100
}
}
desc = trait_reveler_3
}
#Famous Reveler
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = lifestyle_reveler
value >= 50
}
}
desc = trait_reveler_2
}
#Eager Reveler
desc = trait_reveler_1
}
}
# Loc
desc = {
first_valid = {
#The trait can never go higher than the first level if it's not assigned to a character
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_reveler_1_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = lifestyle_reveler
value >= 100
}
}
desc = trait_reveler_3_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = lifestyle_reveler
value >= 50
}
}
desc = trait_reveler_2_character_desc
}
desc = trait_reveler_1_character_desc
}
}
compatibility = {
gregarious = @pos_compat_low
shy = @neg_compat_low
lustful = @pos_compat_low
chaste = @neg_compat_low
drunkard = @pos_compat_low
temperate = @neg_compat_low
gluttonous = @pos_compat_low
}
}
lifestyle_blademaster = {
category = lifestyle
icon = blademaster.dds
# Modifiers
negate_health_penalty_add = 0.25
prowess = 3
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 2
}
culture_modifier = {
parameter = blademaster_trait_bonuses
attraction_opinion = 5
monthly_prestige = 0.25
}
culture_modifier = {
parameter = blademaster_traits_give_learning
learning = 2
}
track = {
50 = {
negate_health_penalty_add = 0.25
prowess = 3
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 3
}
culture_modifier = {
parameter = blademaster_trait_bonuses
attraction_opinion = 5
monthly_prestige = 0.25
}
culture_modifier = {
parameter = blademaster_traits_give_learning
learning = 2
}
}
100 = {
negate_health_penalty_add = 0.5
prowess = 6
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 5
}
culture_modifier = {
parameter = blademaster_trait_bonuses
attraction_opinion = 5
monthly_prestige = 0.5
}
culture_modifier = {
parameter = blademaster_traits_give_learning
learning = 2
}
}
}
ruler_designer_cost = 20
# Loc
name = {
first_valid = {
#Legendary Blademaster
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = lifestyle_blademaster
value >= 100
}
}
desc = trait_blademaster_3
}
#Blademaster
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = lifestyle_blademaster
value >= 50
}
}
desc = trait_blademaster_2
}
#Aspiring Blademaster
desc = trait_blademaster_1
}
}
# Loc
desc = {
first_valid = {
#The trait can never go higher than the first level if it's not assigned to a character
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_blademaster_1_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = lifestyle_blademaster
value >= 100
}
}
desc = trait_blademaster_3_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = lifestyle_blademaster
value >= 50
}
}
desc = trait_blademaster_2_character_desc
}
desc = trait_blademaster_1_character_desc
}
}
compatibility = {
brave = @pos_compat_low
craven = @neg_compat_low
}
}
lifestyle_hunter = {
icon = hunter.dds
category = lifestyle
same_opinion = 10
ruler_designer_cost = 20
stress_loss_mult = 0.05
prowess = 1
culture_modifier = {
parameter = hunting_traits_more_valued
monthly_prestige = 0.5
}
culture_modifier = {
parameter = hunting_traits_more_pious
monthly_piety = 0.3
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_advantage = 1
taiga_advantage = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_advantage = 1
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lifestyle_hunter_desc
}
desc = trait_lifestyle_hunter_character_desc
}
}
tracks = {
hunter = {
50 = {
stress_loss_mult = 0.05
prowess = 1
health = 0.05
learning = 1
glory_hound_opinion = 5
culture_modifier = {
parameter = hunting_traits_more_valued
monthly_prestige = 0.5
glory_hound_same_culture_opinion = 5
}
culture_modifier = {
parameter = hunting_traits_more_pious
monthly_piety = 0.3
glory_hound_same_faith_opinion = 5
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_advantage = 1
taiga_advantage = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_advantage = 1
}
}
100 = {
stress_loss_mult = 0.1
prowess = 2
health = 0.15
learning = 1
glory_hound_opinion = 10
culture_modifier = {
parameter = hunting_traits_more_valued
monthly_prestige = 0.5
glory_hound_same_culture_opinion = 5
}
culture_modifier = {
parameter = hunting_traits_more_pious
monthly_piety = 0.4
glory_hound_same_faith_opinion = 5
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_advantage = 1
taiga_advantage = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_advantage = 1
}
}
}
falconer = {
50 = {
attraction_opinion = 5
stewardship = 1
learning = 1
courtly_opinion = 5
monthly_prestige = 0.25
culture_modifier = {
parameter = hunting_traits_more_valued
monthly_prestige = 0.5
courtly_same_culture_opinion = 5
}
culture_modifier = {
parameter = hunting_traits_more_pious
monthly_piety = 0.15
courtly_same_faith_opinion = 5
}
}
100 = {
attraction_opinion = 5
stewardship = 2
learning = 1
courtly_opinion = 10
monthly_prestige = 0.5
culture_modifier = {
parameter = hunting_traits_more_valued
monthly_prestige = 0.5
courtly_same_culture_opinion = 5
}
culture_modifier = {
parameter = hunting_traits_more_pious
monthly_piety = 0.4
courtly_same_faith_opinion = 5
}
}
}
}
compatibility = {
brave = @pos_compat_low
diligent = @pos_compat_low
craven = @neg_compat_low
lazy = @neg_compat_low
}
ai_energy = 15
}
strategist = {
category = lifestyle
martial = 3
diplomacy = 1
enemy_hard_casualty_modifier = 0.25
no_water_crossing_penalty = yes
culture_modifier = {
parameter = formation_fighting_strategist
max_combat_roll = 4
enemy_terrain_advantage = -0.2
}
culture_modifier = {
parameter = martial_traits_give_out_hcav_bonus
heavy_cavalry_damage_mult = 0.1
}
ruler_designer_cost = 50
ai_rationality = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_strategist_desc
}
desc = trait_strategist_character_desc
}
}
compatibility = {
strategist = @pos_compat_medium
overseer = @pos_compat_medium
gallant = @pos_compat_medium
brave = @pos_compat_low
craven = @neg_compat_low
}
}
overseer = {
category = lifestyle
stewardship = 2
martial = 2
monthly_county_control_growth_add = 0.5
epidemic_resistance = 5
culture_modifier = {
parameter = martial_traits_give_out_hcav_bonus
heavy_cavalry_recruitment_cost_mult = -0.1
heavy_cavalry_maintenance_mult = -0.1
}
ruler_designer_cost = 50
ai_rationality = 20
compatibility = {
strategist = @pos_compat_medium
overseer = @pos_compat_medium
gallant = @pos_compat_medium
brave = @pos_compat_low
craven = @neg_compat_low
}
}
gallant = {
category = lifestyle
martial = 2
prowess = 4
attraction_opinion = 20
accolade_glory_gain_mult = 0.2
monthly_prestige_gain_mult = 0.2
culture_modifier = {
parameter = poet_trait_romance_bonuses
courting_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
culture_modifier = {
parameter = martial_traits_give_out_hcav_bonus
heavy_cavalry_toughness_mult = 0.1
}
ruler_designer_cost = 50
ai_boldness = medium_positive_ai_value
ai_honor = low_positive_ai_value
ai_sociability = low_positive_ai_value
ai_amenity_target_baseline = 0.1
ai_amenity_spending = 0.05
compatibility = {
strategist = @pos_compat_medium
overseer = @pos_compat_medium
gallant = @pos_compat_medium
brave = @pos_compat_low
craven = @neg_compat_low
}
}
architect = {
category = lifestyle
stewardship = 2
build_speed = -0.15
holding_build_speed = -0.15
domicile_build_speed = -0.15
build_gold_cost = -0.1
holding_build_gold_cost = -0.1
domicile_build_gold_cost = -0.1
culture_modifier = {
parameter = architect_trait_prestige
monthly_prestige = 0.5
}
culture_modifier = {
parameter = stewardship_traits_give_out_cav_bonus
archer_cavalry_toughness_add = 4
heavy_cavalry_toughness_add = 4
light_cavalry_toughness_add = 4
}
ruler_designer_cost = 50
ai_rationality = 10
ai_energy = 5
compatibility = {
architect = @pos_compat_medium
administrator = @pos_compat_medium
avaricious = @pos_compat_medium
diligent = @pos_compat_low
lazy = @neg_compat_low
lifestyle_gardener = @pos_compat_low
}
}
administrator = {
category = lifestyle
stewardship = 3
diplomacy = 1
parochial_opinion = 10
vassal_opinion = 5
tributary_opinion = 5
epidemic_resistance = 10
ruler_designer_cost = 50
culture_modifier = {
parameter = legalistic_administrator_bonuses
long_reign_bonus_mult = 0.25
}
culture_modifier = {
parameter = stewardship_traits_give_out_cav_bonus
archer_cavalry_max_size_add = 4 #change it
heavy_cavalry_max_size_add = 4
light_cavalry_max_size_add = 4
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_administrator_desc
}
desc = trait_administrator_character_desc
}
}
ai_rationality = 20
ai_energy = 10
ai_amenity_spending = 0.1
compatibility = {
architect = @pos_compat_medium
administrator = @pos_compat_medium
avaricious = @pos_compat_medium
diligent = @pos_compat_low
lazy = @neg_compat_low
}
}
avaricious = {
category = lifestyle
stewardship = 2
tax_mult = 0.15
culture_modifier = {
parameter = maritime_mercantilism_avaricious_bonus
stewardship = 2
tax_mult = 0.10
}
culture_modifier = {
parameter = stewardship_traits_give_out_cav_bonus
archer_cavalry_maintenance_mult = -0.4
heavy_cavalry_maintenance_mult = -0.4
light_cavalry_maintenance_mult = -0.4
}
ruler_designer_cost = 50
ai_rationality = -20
ai_greed = 30
ai_honor = -20
ai_compassion = -30
ai_energy = 20
ai_amenity_spending = -0.1
compatibility = {
architect = @pos_compat_medium
administrator = @pos_compat_medium
avaricious = @pos_compat_medium
diligent = @pos_compat_low
lazy = @neg_compat_low
}
}
schemer = {
category = lifestyle
intrigue = 5
hostile_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
ruler_designer_cost = 50
ai_honor = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_schemer_desc
}
desc = trait_schemer_character_desc
}
}
compatibility = {
schemer = @pos_compat_medium
seducer = @pos_compat_medium
torturer = @pos_compat_medium
deceitful = @pos_compat_low
honest = @neg_compat_low
}
}
seducer = {
category = lifestyle
intrigue = 3
attraction_opinion = 40
fertility = 0.2
ruler_designer_cost = 50
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
is_female = yes
}
desc = trait_seducer_female
}
desc = trait_seducer
}
}
ai_honor = -10
ai_sociability = low_positive_ai_value
compatibility = {
schemer = @pos_compat_medium
seducer = @pos_compat_medium
torturer = @pos_compat_medium
deceitful = @pos_compat_low
honest = @neg_compat_low
}
}
torturer = {
category = lifestyle
dread_gain_mult = 0.5
prowess = 4
levy_size = 0.1
enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
ruler_designer_cost = 50
ai_honor = -30
ai_vengefulness = 20
ai_boldness = 20
compatibility = {
schemer = @pos_compat_medium
seducer = @pos_compat_medium
torturer = @pos_compat_medium
deceitful = @pos_compat_low
honest = @neg_compat_low
}
}
whole_of_body = {
category = lifestyle
health = 0.5
fertility = 0.2
stress_gain_mult = -0.2
ruler_designer_cost = 75
ai_energy = 20
compatibility = {
whole_of_body = @pos_compat_medium
scholar = @pos_compat_medium
theologian = @pos_compat_medium
intellect_good_1 = @pos_compat_low
intellect_good_2 = @pos_compat_low
intellect_good_3 = @pos_compat_low
pensive = @pos_compat_low
shrewd = @pos_compat_low
diligent = @pos_compat_low
lazy = @neg_compat_low
intellect_bad_1 = @neg_compat_low
intellect_bad_2 = @neg_compat_low
intellect_bad_3 = @neg_compat_low
}
}
scholar = {
category = lifestyle
learning = 3
owned_personal_scheme_success_chance_add = 10
owned_hostile_scheme_success_chance_add = 10
development_growth_factor = 0.15
development_decline_factor = -0.15
county_fertility_growth_mult = 0.15
ruler_designer_cost = 50
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 2
}
culture_modifier = {
parameter = innovation_from_learning_traits
cultural_head_fascination_mult = 0.1
}
faith_modifier = {
parameter = neow_innovation_from_learning_traits
cultural_head_fascination_mult = 0.1
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_speed = -0.1
church_holding_holding_build_speed = -0.1
church_holding_build_gold_cost = -0.05
church_holding_holding_build_gold_cost = -0.05
}
culture_modifier = { #for FP3's "Irrigation Expert" tradition
parameter = innovative_traits_more_valued
drylands_tax_mult = 0.1
desert_tax_mult = 0.1
desert_mountains_tax_mult = 0.1
}
ai_rationality = 30
compatibility = {
whole_of_body = @pos_compat_medium
scholar = @pos_compat_medium
theologian = @pos_compat_medium
lifestyle_gardener = @pos_compat_medium
intellect_good_1 = @pos_compat_low
intellect_good_2 = @pos_compat_low
intellect_good_3 = @pos_compat_low
pensive = @pos_compat_low
shrewd = @pos_compat_low
diligent = @pos_compat_low
lazy = @neg_compat_low
intellect_bad_1 = @neg_compat_low
intellect_bad_2 = @neg_compat_low
intellect_bad_3 = @neg_compat_low
}
}
theologian = {
category = lifestyle
learning = 3
monthly_piety_gain_mult = 0.2
domain_limit = 1
ruler_designer_cost = 50
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 2
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_gold_cost = -0.1
church_holding_holding_build_gold_cost = -0.1
}
ai_rationality = 10
ai_zeal = 20
compatibility = {
whole_of_body = @pos_compat_medium
scholar = @pos_compat_medium
theologian = @pos_compat_medium
intellect_good_1 = @pos_compat_low
intellect_good_2 = @pos_compat_low
intellect_good_3 = @pos_compat_low
pensive = @pos_compat_low
shrewd = @pos_compat_low
diligent = @pos_compat_low
lazy = @neg_compat_low
intellect_bad_1 = @neg_compat_low
intellect_bad_2 = @neg_compat_low
intellect_bad_3 = @neg_compat_low
}
}
lifestyle_mystic = {
category = lifestyle
icon = mystic.dds
# Modifiers
learning = 1
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 1
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_gold_cost = -0.05
church_holding_holding_build_gold_cost = -0.05
}
culture_modifier = {
parameter = mystic_trait_gives_bonuses
monthly_income_mult = 0.02
}
track = {
50 = {
learning = 1
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 1
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_gold_cost = -0.05
church_holding_holding_build_gold_cost = -0.05
}
culture_modifier = {
parameter = mystic_trait_gives_bonuses
monthly_income_mult = 0.02
}
}
100 = {
learning = 2
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 1
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_gold_cost = -0.05
church_holding_holding_build_gold_cost = -0.05
}
culture_modifier = {
parameter = mystic_trait_gives_bonuses
monthly_income_mult = 0.04
}
}
}
ruler_designer_cost = 20
# AI Values
ai_rationality = -10
ai_zeal = -10
# Loc
name = {
first_valid = {
#Miracle Worker
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = lifestyle_mystic
value >= 100
}
}
desc = trait_mystic_3
}
#Mystic
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = lifestyle_mystic
value >= 50
}
}
desc = trait_mystic_2
}
#Wise Woman/Man
triggered_desc = {
trigger = {
exists = this
is_female = yes
}
desc = trait_mystic_female_1
}
desc = trait_mystic_male_1
}
}
# Loc
desc = {
first_valid = {
#The trait can never go higher than the first level if it's not assigned to a character
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_mystic_1_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = lifestyle_mystic
value >= 100
}
}
desc = trait_mystic_3_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = lifestyle_mystic
value >= 50
}
}
desc = trait_mystic_2_character_desc
}
desc = trait_mystic_1_character_desc
}
}
}
lifestyle_physician = {
category = lifestyle
icon = physician.dds
# Modifiers
learning = 1
negate_health_penalty_add = 0.25
track = {
50 = {
learning = 1
negate_health_penalty_add = 0.25
}
100 = {
learning = 2
negate_health_penalty_add = 0.5
}
}
ruler_designer_cost = 20
# AI Values
ai_rationality = 10
# Loc
name = {
first_valid = {
#Renowned Physician
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}
}
desc = trait_physician_3
}
#Physician
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = lifestyle_physician
value >= 50
}
}
desc = trait_physician_2
}
#Novice Physician
desc = trait_physician_1
}
}
# Loc
desc = {
first_valid = {
#The trait can never go higher than the first level if it's not assigned to a character
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_physician_1_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}
}
desc = trait_physician_3_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = lifestyle_physician
value >= 50
}
}
desc = trait_physician_2_character_desc
}
desc = trait_physician_1_character_desc
}
}
compatibility = {
whole_of_body = @pos_compat_low
scholar = @pos_compat_low
theologian = @pos_compat_low
}
}
#Herbalist has been made into a 1 tiered lifestyle trait because no lvl up system exists in the game
lifestyle_herbalist = {
index = 256
category = lifestyle
# Modifiers
learning = 2
intrigue = 2
negate_health_penalty_add = 0.5
culture_modifier = {
parameter = forest_trait_bonuses
forest_attrition_mult = -0.5
taiga_attrition_mult = -0.5
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_attrition_mult = -0.5
}
culture_modifier = {
parameter = herbalist_trait_gives_bonuses
monthly_prestige_gain_mult = 0.05
monthly_learning_lifestyle_xp_gain_mult = 0.05
diplomacy = 1
}
ruler_designer_cost = 50
# AI Values
ai_rationality = 10
# Loc
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = lifestyle_herbalist_desc
}
desc = lifestyle_herbalist_character_desc
}
}
compatibility = {
lifestyle_mystic = @pos_compat_medium
whole_of_body = @pos_compat_low
scholar = @pos_compat_low
theologian = @pos_compat_low
zealous = @neg_compat_low
lifestyle_gardener = @pos_compat_medium
}
}
#Gardener has been made into a 1 tiered lifestyle trait because no lvl up system exists in the game
lifestyle_gardener = {
category = lifestyle
icon = gardener.dds
stewardship = 2
stress_gain_mult = -0.2
courtier_and_guest_opinion = 10
culture_modifier = { #for FP3's "Irrigation Expert" tradition
parameter = innovative_traits_more_valued
drylands_tax_mult = 0.1
desert_tax_mult = 0.1
desert_mountains_tax_mult = 0.1
}
ruler_designer_cost = 50
# Loc
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = lifestyle_gardener_desc
}
desc = lifestyle_gardener_character_desc
}
}
# AI Values
ai_rationality = 10
compatibility = {
lifestyle_gardener = @pos_compat_medium
lifestyle_herbalist = @pos_compat_medium
scholar = @pos_compat_medium
architect = @pos_compat_low
}
}
################ PERSONALITY ###############
lustful = {
category = personality
opposites = {
chaste
}
#Asexual characters may still have the lustful trait. This is intended to represent asexuals who, whilst not generally experiencing attraction to other people, might still have a high libido.
fertility = 0.25
intrigue = 2
seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
same_opinion = 10
opposite_opinion = -10
ruler_designer_cost = 25
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lustful_desc
}
desc = trait_lustful_character_desc
}
}
ai_honor = very_low_negative_ai_value
ai_greed = low_positive_ai_value
ai_energy = very_low_positive_ai_value
ai_zeal = very_low_negative_ai_value
ai_sociability = medium_positive_ai_value
ai_amenity_target_baseline = 0.15
ai_amenity_spending = 0.1
compatibility = {
lustful = @pos_compat_high
gregarious = @pos_compat_low
lifestyle_reveler = @pos_compat_low
seducer = @pos_compat_low
chaste = @neg_compat_high
celibate = @neg_compat_high
shy = @neg_compat_low
}
}
chaste = {
category = personality
opposites = {
lustful
}
fertility = -0.25
seduce_scheme_phase_duration_add = major_scheme_phase_duration_malus_value
learning = 2
same_opinion = 10
opposite_opinion = -10
ruler_designer_cost = 20
culture_modifier = {
parameter = introverted_trait_bonuses
same_culture_opinion = 10
monthly_piety_gain_mult = 0.1
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_chaste_desc
}
desc = trait_chaste_character_desc
}
}
ai_honor = low_positive_ai_value
ai_greed = low_negative_ai_value
ai_energy = very_low_positive_ai_value
ai_zeal = very_low_positive_ai_value
ai_sociability = low_negative_ai_value
compatibility = {
chaste = @pos_compat_medium
celibate = @pos_compat_medium
temperate = @pos_compat_low
calm = @pos_compat_low
lustful = @neg_compat_high
deviant = @neg_compat_high
lovers_pox = @neg_compat_low
early_great_pox = @neg_compat_low
great_pox = @neg_compat_low
lifestyle_reveler = @neg_compat_low
seducer = @neg_compat_low
}
}
gluttonous = {
category = personality
opposites = {
temperate
}
stewardship = -2
stress_loss_mult = 0.1
attraction_opinion = -5
same_opinion = 10
opposite_opinion = -10
ruler_designer_cost = 20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_gluttonous_desc
}
desc = trait_gluttonous_character_desc
}
}
ai_greed = medium_positive_ai_value
ai_energy = very_low_negative_ai_value
ai_amenity_target_baseline = 0.2
compatibility = {
gluttonous = @pos_compat_medium
drunkard = @pos_compat_low
greedy = @pos_compat_low
ambitious = @pos_compat_low
lifestyle_reveler = @pos_compat_medium
temperate = @neg_compat_medium
}
}
temperate = {
category = personality
opposites = {
gluttonous
}
stewardship = 2
health = 0.25
courtly_opinion = -10
same_opinion = 10
opposite_opinion = -10
ruler_designer_cost = 40
culture_modifier = {
parameter = introverted_trait_bonuses
same_culture_opinion = 10
monthly_piety_gain_mult = 0.1
}
culture_modifier = {
parameter = temperate_trait_bonuses
same_culture_opinion = 10
monthly_piety = 0.5
}
culture_modifier = {
parameter = stress_loss_bonus_from_harmonious_traits
stress_loss_mult = 0.15
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_temperate_desc
}
desc = trait_temperate_character_desc
}
}
ai_greed = medium_negative_ai_value
ai_energy = very_low_positive_ai_value
ai_vengefulness = very_low_negative_ai_value
compatibility = {
temperate = @pos_compat_medium
calm = @pos_compat_low
content = @pos_compat_low
chaste = @pos_compat_low
gluttonous = @neg_compat_medium
drunkard = @neg_compat_low
greedy = @neg_compat_low
lustful = @neg_compat_low
lifestyle_reveler = @neg_compat_medium
}
}
greedy = {
category = personality
opposites = {
generous
}
diplomacy = -2
monthly_income_mult = 0.05
monthly_income_per_stress_level_mult = 0.1
courtly_opinion = -15
ai_war_chance = 0.5
ai_amenity_spending = -0.25
ai_amenity_target_baseline = -0.4
ruler_designer_cost = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_greedy_desc
}
desc = trait_greedy_character_desc
}
}
ai_honor = very_low_negative_ai_value
ai_greed = dominant_positive_ai_value
ai_compassion = low_negative_ai_value
compatibility = {
greedy = @pos_compat_low
ambitious = @pos_compat_low
generous = @neg_compat_high
content = @neg_compat_medium
compassionate = @neg_compat_medium
}
}
generous = {
category = personality
opposites = {
greedy
}
diplomacy = 3
monthly_income_mult = -0.1
courtly_opinion = 15
opposite_opinion = -15
ruler_designer_cost = 20
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 5
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_generous_desc
}
desc = trait_generous_character_desc
}
}
ai_honor = low_positive_ai_value
ai_greed = dominant_negative_ai_value
ai_compassion = medium_positive_ai_value
ai_sociability = very_low_positive_ai_value
ai_amenity_spending = 0.2
compatibility = {
generous = @pos_compat_high
compassionate = @pos_compat_medium
content = @pos_compat_low
forgiving = @pos_compat_low
greedy = @neg_compat_high
ambitious = @neg_compat_low
}
}
lazy = {
category = personality
opposites = {
diligent
}
diplomacy = -1
intrigue = -1
stewardship = -1
martial = -1
learning = -1
character_travel_speed = -10
stress_loss_mult = 0.5
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lazy_desc
}
desc = trait_lazy_character_desc
}
}
ai_vengefulness = very_low_negative_ai_value
ai_greed = very_low_positive_ai_value
ai_energy = high_negative_ai_value
ai_boldness = low_negative_ai_value
ai_compassion = very_low_negative_ai_value
ai_sociability = very_low_negative_ai_value
compatibility = {
lazy = @pos_compat_medium
content = @pos_compat_low
calm = @pos_compat_low
gluttonous = @pos_compat_low
diligent = @neg_compat_medium
ambitious = @neg_compat_low
eccentric = @neg_compat_low
}
}
diligent = {
category = personality
opposites = {
lazy
}
diplomacy = 2
stewardship = 3
learning = 3
parochial_opinion = 5
stress_loss_mult = -0.5
culture_modifier = {
parameter = hard_working_traits_more_valued
farmlands_tax_mult = 0.2
floodplains_tax_mult = 0.2
}
culture_modifier = {
parameter = pragmatic_traits_county_opinion_modifiers
county_opinion_add = 10
}
culture_modifier = {
parameter = honorable_trait_bonuses
same_culture_opinion = 10
monthly_prestige_gain_mult = 0.05
}
same_opinion = 10
opposite_opinion = -10
flag = can_improve_capital_decision
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 5
}
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_min_combat_roll = 2
desert_min_combat_roll = 2
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_speed = -0.2
church_holding_holding_build_speed = -0.2
}
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_diligent_desc
}
desc = trait_diligent_character_desc
}
}
ai_vengefulness = very_low_positive_ai_value
ai_rationality = low_positive_ai_value
ai_energy = very_high_positive_ai_value
ai_boldness = medium_positive_ai_value
ai_amenity_target_baseline = 0.1
ai_amenity_spending = 0.1
compatibility = {
diligent = @pos_compat_medium
ambitious = @pos_compat_low
patient = @pos_compat_low
whole_of_body = @pos_compat_low
scholar = @pos_compat_low
theologian = @pos_compat_low
pensive = @pos_compat_low
architect = @pos_compat_low
administrator = @pos_compat_low
avaricious = @pos_compat_low
lazy = @neg_compat_medium
content = @neg_compat_low
}
}
wrathful = {
category = personality
opposites = {
calm
}
diplomacy = -1
martial = 3
intrigue = -1
parochial_opinion = -10
glory_hound_opinion = 5
courtly_opinion = -10
dread_baseline_add = 20
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 2
taiga_max_combat_roll = 2
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 2
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_max_combat_roll = 2
desert_mountains_max_combat_roll = 2
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 2
desert_max_combat_roll = 2
}
ai_war_chance = 0.25
flag = can_duel_criminals_interaction
ruler_designer_cost = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_wrathful_desc
}
desc = trait_wrathful_character_desc
}
}
ai_rationality = medium_negative_ai_value
ai_energy = very_low_positive_ai_value
ai_boldness = medium_positive_ai_value
ai_compassion = low_negative_ai_value
ai_vengefulness = low_positive_ai_value
compatibility = {
wrathful = @pos_compat_low
stubborn = @pos_compat_low
honest = @pos_compat_low
vengeful = @pos_compat_low
calm = @neg_compat_medium
patient = @neg_compat_medium
forgiving = @neg_compat_low
compassionate = @neg_compat_low
eccentric = @neg_compat_low
}
}
calm = {
category = personality
opposites = {
wrathful
}
diplomacy = 1
intrigue = 1
enemy_scheme_secrecy_add = -10
opposite_opinion = -10
same_opinion = 10
stress_loss_mult = 0.1
dread_decay_mult = 0.5
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 3
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_min_combat_roll = 2
desert_mountains_min_combat_roll = 2
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_min_combat_roll = 2
desert_min_combat_roll = 2
}
culture_modifier = {
parameter = stress_loss_bonus_from_harmonious_traits
stress_loss_mult = 0.15
}
ai_war_chance = -0.25
ruler_designer_cost = 25
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_calm_desc
}
desc = trait_calm_character_desc
}
}
ai_rationality = very_high_positive_ai_value
ai_energy = very_low_negative_ai_value
ai_boldness = low_negative_ai_value
ai_vengefulness = very_low_negative_ai_value
compatibility = {
calm = @pos_compat_medium
patient = @pos_compat_medium
chaste = @pos_compat_low
temperate = @pos_compat_low
lazy = @pos_compat_low
wrathful = @neg_compat_high
impatient = @neg_compat_medium
}
}
patient = {
category = personality
opposites = {
impatient
}
learning = 2
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
parochial_opinion = 10
liege_opinion = 5
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 3
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 2
taiga_min_combat_roll = 2
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 2
}
culture_modifier = {
parameter = hard_working_traits_more_valued
farmlands_tax_mult = 0.2
floodplains_tax_mult = 0.2
}
culture_modifier = { #for FP3's "Irrigation Expert" tradition
parameter = innovative_traits_more_valued
drylands_tax_mult = 0.1
desert_tax_mult = 0.1
desert_mountains_tax_mult = 0.1
}
culture_modifier = {
parameter = stress_loss_bonus_from_harmonious_traits
stress_loss_mult = 0.15
}
opposite_opinion = -15
ai_war_cooldown = 0.5
ruler_designer_cost = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_patient_desc
}
desc = trait_patient_character_desc
}
}
ai_rationality = medium_positive_ai_value
ai_energy = very_low_negative_ai_value
ai_boldness = low_negative_ai_value
ai_vengefulness = very_low_positive_ai_value
compatibility = {
patient = @pos_compat_medium
calm = @pos_compat_medium
stubborn = @pos_compat_low
temperate = @pos_compat_low
eccentric = @pos_compat_low
impatient = @neg_compat_high
wrathful = @neg_compat_low
fickle = @neg_compat_low
}
}
impatient = {
category = personality
opposites = {
patient
}
learning = -2
monthly_prestige_gain_mult = 0.2
hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
character_travel_speed_mult = 0.25
character_travel_safety = -10
courtly_opinion = -10
parochial_opinion = -10
opinion_of_liege = -5
opposite_opinion = -15
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
ai_war_cooldown = -0.5
flag = can_accelerate_schemes_decision
ruler_designer_cost = 25
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_impatient_desc
}
desc = trait_impatient_character_desc
}
}
ai_rationality = medium_negative_ai_value
ai_energy = very_low_positive_ai_value
ai_boldness = low_positive_ai_value
ai_vengefulness = very_low_negative_ai_value
ai_amenity_target_baseline = 0.15
ai_amenity_spending = 0.1
compatibility = {
impatient = @pos_compat_low
wrathful = @pos_compat_low
brave = @pos_compat_low
patient = @neg_compat_medium
calm = @neg_compat_low
temperate = @neg_compat_low
eccentric = @neg_compat_high
}
}
arrogant = {
category = personality
opposites = {
humble
}
monthly_prestige = 1
owned_scheme_secrecy_add = -10
opinion_of_liege = -5
opinion_of_vassal = -5
opposite_opinion = -15
ruler_designer_cost = 20
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_advantage = 2
desert_mountains_advantage = 2
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_arrogant_desc
}
desc = trait_arrogant_character_desc
}
}
ai_honor = low_negative_ai_value
ai_greed = low_positive_ai_value
ai_rationality = low_negative_ai_value
ai_boldness = medium_positive_ai_value
ai_energy = very_low_positive_ai_value
ai_compassion = low_negative_ai_value
ai_sociability = low_positive_ai_value
ai_amenity_target_baseline = 1
compatibility = {
arrogant = @pos_compat_low
greedy = @pos_compat_medium
ambitious = @pos_compat_medium
beauty_good_1 = @pos_compat_low
beauty_good_2 = @pos_compat_low
beauty_good_3 = @pos_compat_low
humble = @neg_compat_medium
content = @neg_compat_medium
generous = @neg_compat_low
beauty_bad_1 = @neg_compat_low
beauty_bad_2 = @neg_compat_low
beauty_bad_3 = @neg_compat_low
}
}
humble = {
category = personality
opposites = {
arrogant
}
monthly_piety = 0.5
clergy_opinion = 10
zealot_opinion = 10
opinion_of_liege = 10
opinion_of_vassal = 10
opposite_opinion = -15
ruler_designer_cost = 20
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult = -0.25
desert_mountains_attrition_mult = -0.25
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_attrition_mult = -0.2
desert_attrition_mult = -0.2
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_gold_cost = -0.15
church_holding_holding_build_gold_cost = -0.15
}
culture_modifier = {
parameter = introverted_trait_bonuses
same_culture_opinion = 10
monthly_piety_gain_mult = 0.1
}
culture_modifier = {
parameter = honorable_trait_bonuses
same_culture_opinion = 10
monthly_prestige_gain_mult = 0.05
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_humble_desc
}
desc = trait_humble_character_desc
}
}
ai_honor = low_positive_ai_value
ai_greed = high_negative_ai_value
ai_energy = very_low_negative_ai_value
ai_compassion = low_positive_ai_value
ai_amenity_target_baseline = -0.2
compatibility = {
humble = @pos_compat_high
content = @pos_compat_low
generous = @pos_compat_low
compassionate = @pos_compat_low
just = @pos_compat_low
arrogant = @neg_compat_high
greedy = @neg_compat_medium
ambitious = @neg_compat_medium
}
}
deceitful = {
category = personality
opposites = {
honest
}
diplomacy = -2
intrigue = 4
culture_modifier = {
parameter = forest_trait_bonuses
forest_advantage = 2
taiga_advantage = 2
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_advantage = 2
}
culture_modifier = {
parameter = palace_politics_trait_bonuses
monthly_influence = 0.25
}
opposite_opinion = -10
flag = can_improve_hostile_schemes_decision
ruler_designer_cost = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_deceitful_desc
}
desc = trait_deceitful_character_desc
}
}
ai_honor = high_negative_ai_value
ai_compassion = very_low_negative_ai_value
ai_rationality = very_low_positive_ai_value
ai_boldness = very_low_negative_ai_value
compatibility = {
deceitful = @pos_compat_medium
charming = @pos_compat_medium
ambitious = @pos_compat_low
honest = @neg_compat_medium
just = @neg_compat_medium
trusting = @neg_compat_medium #"Why are they so gullible?!"
paranoid = @neg_compat_low #"Why are they so hard to fool?!"
compassionate = @neg_compat_low
eccentric = @neg_compat_low #"What even is this person"
}
}
honest = {
category = personality
opposites = {
deceitful
}
diplomacy = 2
intrigue = -4
courtly_opinion = 5
opposite_opinion = -10
same_opinion = 10
culture_modifier = {
parameter = dry_trait_bonuses
drylands_attrition_mult = -0.15
desert_attrition_mult = -0.15
}
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 5
}
ruler_designer_cost = 20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_honest_desc
}
desc = trait_honest_character_desc
}
}
ai_honor = high_positive_ai_value
ai_boldness = very_low_positive_ai_value
ai_compassion = very_low_positive_ai_value
ai_sociability = low_positive_ai_value
compatibility = {
honest = @pos_compat_high
just = @pos_compat_medium
trusting = @pos_compat_medium
compassionate = @pos_compat_low
deceitful = @neg_compat_high
charming = @neg_compat_medium
paranoid = @neg_compat_medium
}
}
craven = {
category = personality
opposites = {
brave
}
martial = -2
prowess = -3
intrigue = 2
attraction_opinion = -10
glory_hound_opinion = -15
courtly_opinion = -5
same_opinion = 20
owned_scheme_secrecy_add = 10
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
character_travel_safety_mult = 0.25
culture_modifier = {
parameter = craven_and_content_traits_looked_down_upon
same_culture_opinion = -15
}
culture_modifier = {
parameter = craven_trait_costs_prestige
monthly_prestige = -0.5
}
ruler_designer_cost = -10
flag = lower_chance_of_dying_in_combat
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_craven_desc
}
desc = trait_craven_character_desc
}
}
ai_energy = low_negative_ai_value
ai_boldness = dominant_negative_ai_value
ai_rationality = very_low_positive_ai_value
ai_sociability = low_negative_ai_value
compatibility = {
craven = @pos_compat_low
patient = @pos_compat_low
calm = @pos_compat_low
content = @pos_compat_low
brave = @neg_compat_medium
wrathful = @neg_compat_high
sadistic = @neg_compat_high
callous = @neg_compat_medium
impatient = @neg_compat_low
ambitious = @neg_compat_low
deceitful = @neg_compat_low
}
}
brave = {
category = personality
opposites = {
craven
}
martial = 2
prowess = 3
attraction_opinion = 10
glory_hound_opinion = 10
opposite_opinion = -10
same_opinion = 10
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 10
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_max_combat_roll = 3
desert_mountains_max_combat_roll = 3
}
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_advantage = 4
hills_attrition_mult = -0.25
}
culture_modifier = {
parameter = honorable_trait_bonuses
same_culture_opinion = 10
monthly_prestige_gain_mult = 0.05
}
ruler_designer_cost = 40
flag = higher_chance_of_dying_in_battle
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_brave_desc
}
desc = trait_brave_character_desc
}
}
ai_energy = low_positive_ai_value
ai_boldness = dominant_positive_ai_value
ai_rationality = low_negative_ai_value
ai_sociability = low_positive_ai_value
ai_amenity_target_baseline = 0.1
compatibility = {
brave = @pos_compat_high
ambitious = @pos_compat_medium
rowdy = @pos_compat_medium
gallant = @pos_compat_low
lifestyle_blademaster = @pos_compat_low
strategist = @pos_compat_low
overseer = @pos_compat_low
gallant = @pos_compat_low
craven = @neg_compat_high
lazy = @neg_compat_medium
calm = @neg_compat_low
content = @neg_compat_low
}
}
shy = {
category = personality
opposites = {
gregarious
}
diplomacy = -2
learning = 1
enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
personal_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
character_travel_safety_mult = 0.25
epidemic_resistance = 5
attraction_opinion = -5
same_opinion = 10
parochial_opinion = 10
flag = trait_unlocks_t4_withdraw_from_view
culture_modifier = {
parameter = introverted_trait_bonuses
same_culture_opinion = 10
monthly_piety_gain_mult = 0.1
}
culture_modifier = {
parameter = palace_politics_trait_maluses
monthly_influence = -0.25
}
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_shy_desc
}
desc = trait_shy_character_desc
}
}
ai_boldness = low_negative_ai_value
ai_zeal = very_low_negative_ai_value
ai_vengefulness = very_low_negative_ai_value
ai_sociability = dominant_negative_ai_value
ai_amenity_target_baseline = -0.1
compatibility = {
shy = @pos_compat_medium
content = @pos_compat_low
calm = @pos_compat_low
craven = @pos_compat_low
chaste = @pos_compat_low
celibate = @pos_compat_low
eccentric = @pos_compat_low
gregarious = @neg_compat_high
curious = @neg_compat_medium
wrathful = @neg_compat_medium
ambitious = @neg_compat_low
lustful = @neg_compat_low
}
}
gregarious = {
category = personality
opposites = {
shy
}
diplomacy = 2
personal_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
attraction_opinion = 5
same_opinion = 10
courtly_opinion = 5
monthly_influence = 0.1
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 5
}
culture_modifier = {
parameter = gregarious_trait_gives_bonuses
monthly_diplomacy_lifestyle_xp_gain_mult = 0.1
}
ruler_designer_cost = 30
culture_modifier = {
parameter = life_is_a_joke_trait_same_culture_opinion
same_culture_opinion = 5
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_gregarious_desc
}
desc = trait_gregarious_character_desc
}
}
ai_boldness = low_positive_ai_value
ai_compassion = medium_positive_ai_value
ai_sociability = dominant_positive_ai_value
ai_amenity_target_baseline = 0.5
compatibility = {
gregarious = @pos_compat_high
curious = @pos_compat_medium
charming = @pos_compat_high
compassionate = @pos_compat_medium
honest = @pos_compat_medium
lustful = @pos_compat_medium
lifestyle_reveler = @pos_compat_medium
diplomat = @pos_compat_medium
family_first = @pos_compat_medium
august = @pos_compat_medium
gallant = @pos_compat_medium
eccentric = @pos_compat_medium
trusting = @pos_compat_low
shy = @neg_compat_medium
callous = @neg_compat_medium
sadistic = @neg_compat_medium
chaste = @neg_compat_low
celibate = @neg_compat_low
craven = @neg_compat_low
}
}
ambitious = {
category = personality
opposites = {
content
}
intrigue = 1
stewardship = 1
diplomacy = 1
martial = 1
learning = 1
prowess = 1
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_advantage = 2
desert_mountains_advantage = 2
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 3
desert_max_combat_roll = 3
}
culture_modifier = {
parameter = ambitious_trait_penalty
same_culture_opinion = -15
}
culture_modifier = {
parameter = palace_politics_trait_bonuses
monthly_influence = 0.35
}
opinion_of_liege = -15
same_opinion = -15
glory_hound_opinion = 10
stress_gain_mult = 0.25
ai_war_cooldown = -0.25
ai_war_chance = 1
ai_amenity_target_baseline = 0.25
ai_amenity_spending = 0.1
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_ambitious_desc
}
desc = trait_ambitious_character_desc
}
}
ai_honor = low_negative_ai_value
ai_greed = very_high_positive_ai_value
ai_energy = very_high_positive_ai_value
ai_boldness = high_positive_ai_value
ai_zeal = very_low_positive_ai_value
ai_sociability = low_positive_ai_value
compatibility = {
ambitious = @pos_compat_low
diligent = @pos_compat_low
greedy = @pos_compat_low
brave = @pos_compat_low
rowdy = @pos_compat_low
content = @neg_compat_medium
lazy = @neg_compat_medium
craven = @neg_compat_medium
generous = @neg_compat_low
trusting = @neg_compat_low
}
}
content = {
category = personality
opposites = {
ambitious
}
intrigue = -1
learning = 2
opinion_of_liege = 20
opinion_of_vassal = 10
same_opinion = 20
parochial_opinion = 10
stress_loss_mult = 0.1
ai_war_chance = -0.25
ruler_designer_cost = 20
culture_modifier = {
parameter = craven_and_content_traits_looked_down_upon
same_culture_opinion = -15
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_advantage = 2
}
culture_modifier = {
parameter = introverted_trait_bonuses
same_culture_opinion = 10
monthly_piety_gain_mult = 0.1
}
culture_modifier = {
parameter = life_is_a_joke_trait_same_culture_opinion
same_culture_opinion = 5
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_content_desc
}
desc = trait_content_character_desc
}
}
ai_honor = very_low_positive_ai_value
ai_greed = high_negative_ai_value
ai_energy = medium_negative_ai_value
ai_boldness = medium_negative_ai_value
ai_zeal = very_low_negative_ai_value
ai_vengefulness = very_low_negative_ai_value
ai_sociability = very_low_negative_ai_value
ai_amenity_spending = -0.1
compatibility = {
content = @pos_compat_medium
lazy = @pos_compat_low
calm = @pos_compat_low
generous = @pos_compat_low
forgiving = @pos_compat_low
ambitious = @neg_compat_medium
diligent = @neg_compat_low
greedy = @neg_compat_low
brave = @neg_compat_low
vengeful = @neg_compat_low
}
}
arbitrary = {
category = personality
opposites = {
just
}
stewardship = -2
learning = -1
intrigue = 3
stress_gain_mult = -0.5
dread_baseline_add = 15
culture_modifier = {
parameter = palace_politics_trait_bonuses
monthly_influence = 0.15
}
vassal_opinion = -5
flag = can_dismiss_hooks_interaction
flag = trait_unlocks_t2_arbitrary_arrests
ruler_designer_cost = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_arbitrary_desc
}
desc = trait_arbitrary_character_desc
}
}
ai_honor = dominant_negative_ai_value
ai_rationality = low_negative_ai_value
ai_zeal = very_low_negative_ai_value
ai_compassion = very_low_negative_ai_value
ai_boldness = very_low_positive_ai_value
compatibility = {
eccentric = @pos_compat_medium
arbitrary = @pos_compat_low
fickle = @pos_compat_low
just = @neg_compat_medium
zealous = @neg_compat_low
stubborn = @neg_compat_low
honest = @neg_compat_low
}
}
just = {
category = personality
opposites = {
arbitrary
}
stewardship = 2
learning = 1
intrigue = -3
parochial_opinion = 15
minority_opinion = 15
opposite_opinion = -10
same_opinion = 10
flag = initial_legitimacy_boost
culture_modifier = {
parameter = just_trait_gives_bonuses
monthly_prestige_gain_mult = 0.05
diplomacy_per_prestige_level = 1
}
culture_modifier = {
parameter = honorable_trait_bonuses
same_culture_opinion = 10
monthly_prestige_gain_mult = 0.05
}
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_just_desc
}
desc = trait_just_character_desc
}
}
ai_honor = dominant_positive_ai_value
ai_zeal = very_low_positive_ai_value
ai_vengefulness = very_low_positive_ai_value
ai_rationality = low_positive_ai_value
ai_amenity_target_baseline = 0.05
ai_amenity_spending = 0.05
compatibility = {
just = @pos_compat_high
zealous = @pos_compat_medium
honest = @pos_compat_medium
compassionate = @pos_compat_medium
gallant = @pos_compat_medium
trusting = @pos_compat_low
brave = @pos_compat_low
arbitrary = @neg_compat_high
deceitful = @neg_compat_medium
sadistic = @neg_compat_medium
callous = @neg_compat_medium
fickle = @neg_compat_low
greedy = @neg_compat_low
eccentric = @neg_compat_low
}
}
cynical = {
category = personality
opposites = {
zealous
}
intrigue = 2
learning = 2
monthly_piety_gain_mult = -0.2
faith_conversion_piety_cost_mult = -0.2
opposite_opinion = -10
same_opinion = 10
zealot_opinion = -15
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_gold_cost = 0.2
church_holding_holding_build_gold_cost = 0.2
}
culture_modifier = {
parameter = life_is_a_joke_trait_same_culture_opinion
same_culture_opinion = 5
}
ruler_designer_cost = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_cynical_desc
}
desc = trait_cynical_character_desc
}
}
ai_rationality = medium_positive_ai_value
ai_energy = low_negative_ai_value
ai_zeal = dominant_negative_ai_value
ai_compassion = very_low_negative_ai_value
compatibility = {
cynical = @pos_compat_high
whole_of_body = @pos_compat_medium
scholar = @pos_compat_medium
theologian = @pos_compat_medium
honest = @pos_compat_low
intellect_good_1 = @pos_compat_low
intellect_good_2 = @pos_compat_low
intellect_good_3 = @pos_compat_low
shrewd = @pos_compat_low
zealous = @neg_compat_high
intellect_bad_1 = @neg_compat_medium
intellect_bad_2 = @neg_compat_medium
intellect_bad_3 = @neg_compat_medium
trusting = @neg_compat_low
}
}
zealous = {
category = personality
opposites = {
cynical
}
martial = 2
monthly_piety_gain_mult = 0.2
faith_conversion_piety_cost_mult = 0.2
opposite_opinion = -10
same_opinion_if_same_faith = 15
opinion_of_different_faith = -35
zealot_opinion = 15
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 2
desert_advantage = 2
}
culture_modifier = {
parameter = build_bonuses_on_religious_traits
church_holding_build_gold_cost = -0.25
church_holding_holding_build_gold_cost = -0.25
}
ruler_designer_cost = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_zealous_desc
}
desc = trait_zealous_character_desc
}
}
ai_rationality = low_negative_ai_value
ai_energy = low_positive_ai_value
ai_zeal = dominant_positive_ai_value
compatibility = {
zealous = @pos_compat_high
just = @pos_compat_medium
devoted = @pos_compat_medium
ambitious = @pos_compat_low
trusting = @pos_compat_low
whole_of_body = @pos_compat_low
scholar = @pos_compat_low
theologian = @pos_compat_low
cynical = @neg_compat_high
craven = @neg_compat_medium
content = @neg_compat_low
paranoid = @neg_compat_low
drunkard = @neg_compat_low
lifestyle_herbalist = @neg_compat_low
lifestyle_mystic = @neg_compat_low
eccentric = @neg_compat_low
}
}
paranoid = {
category = personality
opposites = {
trusting
}
diplomacy = -1
intrigue = 3
stress_gain_mult = 1
dread_gain_mult = 0.25
enemy_scheme_secrecy_add = -10
enemy_personal_scheme_success_chance_add = -25
character_travel_speed = -10
character_travel_safety = 10
flag = trait_unlocks_t2_countermeasures
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 2
taiga_min_combat_roll = 2
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 2
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 2
}
culture_modifier = {
parameter = palace_politics_trait_bonuses
monthly_influence = 0.15
}
opinion_of_vassal = -10
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_paranoid_desc
}
desc = trait_paranoid_character_desc
}
}
ai_honor = low_negative_ai_value
ai_boldness = low_negative_ai_value
ai_rationality = low_negative_ai_value
ai_vengefulness = low_positive_ai_value
ai_compassion = very_low_negative_ai_value
ai_sociability = medium_negative_ai_value
ai_amenity_target_baseline = -0.1
compatibility = {
paranoid = @pos_compat_low
cynical = @pos_compat_low
honest = @pos_compat_low
trusting = @neg_compat_high
forgiving = @neg_compat_medium
deceitful = @neg_compat_high
sadistic = @neg_compat_high
callous = @neg_compat_high
vengeful = @neg_compat_high
gregarious = @neg_compat_medium
lustful = @neg_compat_medium
greedy = @neg_compat_medium
ambitious = @neg_compat_medium
eccentric = @neg_compat_medium
}
}
trusting = {
category = personality
opposites = {
paranoid
}
diplomacy = 2
intrigue = -2
enemy_hostile_scheme_success_chance_add = 15
opinion_of_liege = 15
opinion_of_vassal = 15
character_travel_safety = -10
flag = can_offer_strong_hook_to_agents
culture_modifier = {
parameter = palace_politics_trait_maluses
monthly_influence = -0.25
}
ruler_designer_cost = 10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_trusting_desc
}
desc = trait_trusting_character_desc
}
}
ai_honor = medium_positive_ai_value
ai_rationality = low_negative_ai_value
ai_vengefulness = low_negative_ai_value
ai_compassion = low_positive_ai_value
ai_sociability = medium_positive_ai_value
compatibility = {
trusting = @pos_compat_medium
honest = @pos_compat_medium
compassionate = @pos_compat_low
paranoid = @neg_compat_medium
deceitful = @neg_compat_medium
callous = @neg_compat_low
sadistic = @neg_compat_low
vengeful = @neg_compat_low
}
}
compassionate = {
category = personality
opposites = {
callous
sadistic
}
diplomacy = 2
intrigue = -2
minority_opinion = 15
courtly_opinion = 10
dread_decay_mult = 1
dread_baseline_add = -15
opposite_opinion = -15
attraction_opinion = 5
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 5
}
culture_modifier = {
parameter = stress_loss_bonus_from_harmonious_traits
stress_loss_mult = 0.15
}
ruler_designer_cost = 10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_compassionate_desc
}
desc = trait_compassionate_character_desc
}
}
ai_honor = medium_positive_ai_value
ai_greed = low_negative_ai_value
ai_compassion = dominant_positive_ai_value
ai_sociability = medium_positive_ai_value
ai_amenity_target_baseline = 0.1
ai_amenity_spending = 0.05
compatibility = {
compassionate = @pos_compat_high
generous = @pos_compat_high
honest = @pos_compat_medium
just = @pos_compat_medium
forgiving = @pos_compat_medium
trusting = @pos_compat_low
gregarious = @pos_compat_low
curious = @pos_compat_medium
calm = @pos_compat_low
patient = @pos_compat_low
eccentric = @pos_compat_low
callous = @neg_compat_high
sadistic = @neg_compat_high
deceitful = @neg_compat_medium
arbitrary = @neg_compat_medium
vengeful = @neg_compat_medium
greedy = @neg_compat_low
paranoid = @neg_compat_low
wrathful = @neg_compat_low
torturer = @neg_compat_low
}
}
callous = {
category = personality
opposites = {
compassionate
sadistic
}
diplomacy = -2
intrigue = 2
courtly_opinion = -10
tyranny_gain_mult = -0.2
dread_gain_mult = 0.25
dread_decay_mult = -0.25
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
attraction_opinion = -5
close_relative_opinion = -5
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_callous_desc
}
desc = trait_callous_character_desc
}
}
ai_honor = medium_negative_ai_value
ai_rationality = very_low_positive_ai_value
ai_compassion = dominant_negative_ai_value
ai_sociability = very_low_negative_ai_value
compatibility = {
callous = @pos_compat_low
arbitrary = @pos_compat_low
compassionate = @neg_compat_high
curious = @neg_compat_low
generous = @neg_compat_high
just = @neg_compat_medium
forgiving = @neg_compat_medium
trusting = @neg_compat_low
}
}
sadistic = {
category = personality
opposites = {
compassionate
callous
}
intrigue = 2
prowess = 4
dread_baseline_add = 35
general_opinion = -10
courtly_opinion = -10
ruler_designer_cost = 40
flag = can_murder_own_children
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_sadistic_desc
}
desc = trait_sadistic_character_desc
}
}
ai_honor = very_high_negative_ai_value
ai_compassion = dominant_negative_ai_value
compatibility = {
sadistic = @pos_compat_medium
torturer = @pos_compat_low
callous = @pos_compat_low
arbitrary = @pos_compat_low
compassionate = @neg_compat_high
generous = @neg_compat_high
just = @neg_compat_medium
forgiving = @neg_compat_medium
trusting = @neg_compat_low
curious = @neg_compat_low
}
}
stubborn = {
category = personality
opposites = {
fickle
eccentric
}
stewardship = 3
negate_health_penalty_add = 0.25
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_min_combat_roll = 2
desert_mountains_min_combat_roll = 2
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 5
}
liege_opinion = -5
minority_opinion = -5
parochial_opinion = -10
courtly_opinion = -10
ruler_designer_cost = 30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_stubborn_desc
}
desc = trait_stubborn_character_desc
}
}
ai_honor = medium_positive_ai_value
ai_rationality = very_low_negative_ai_value
ai_vengefulness = medium_positive_ai_value
ai_amenity_target_baseline = 0.1
ai_amenity_spending = 0.05
compatibility = {
patient = @pos_compat_low
forgiving = @neg_compat_low
fickle = @neg_compat_low
}
}
fickle = {
category = personality
opposites = {
stubborn
eccentric
}
intrigue = 1
diplomacy = 2
stewardship = -2
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 2
taiga_max_combat_roll = 2
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 2
}
culture_modifier = {
parameter = life_is_a_joke_trait_same_culture_opinion
same_culture_opinion = 5
}
enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
ruler_designer_cost = 25
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_fickle_desc
}
desc = trait_fickle_character_desc
}
}
ai_honor = low_negative_ai_value
ai_rationality = low_negative_ai_value
ai_boldness = low_positive_ai_value
ai_vengefulness = low_negative_ai_value
compatibility = {
fickle = @pos_compat_low
forgiving = @pos_compat_low
stubborn = @neg_compat_medium
}
}
eccentric = {
category = personality
opposites = {
fickle
stubborn
}
learning = 2
diplomacy = -2
stress_gain_mult = 0.5
stress_loss_mult = 0.5
monthly_lifestyle_xp_gain_mult = 0.2
same_opinion = 10
flag = trait_unlocks_t2_withdraw_from_view
culture_modifier = {
parameter = life_is_a_joke_trait_same_culture_opinion
same_culture_opinion = 5
}
ruler_designer_cost = 15
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_eccentric_desc
}
desc = trait_eccentric_character_desc
}
}
ai_rationality = dominant_negative_ai_value
ai_honor = low_negative_ai_value
ai_boldness = very_high_positive_ai_value
ai_sociability = low_negative_ai_value
compatibility = {
patient = @pos_compat_high
arbitrary = @pos_compat_low
shy = @pos_compat_low
gregarious = @pos_compat_low
compassionate = @pos_compat_low
stubborn = @neg_compat_medium
fickle = @neg_compat_medium
zealous = @neg_compat_medium
just = @neg_compat_medium
wrathful = @neg_compat_medium
impatient = @neg_compat_medium
deceitful = @neg_compat_medium
paranoid = @neg_compat_medium
}
random_creation_weight = 0.05
}
vengeful = {
category = personality
opposites = {
forgiving
}
diplomacy = -2
intrigue = 2
prowess = 2
dread_gain_mult = 0.15
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 3
desert_advantage = 3
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 5
}
culture_modifier = {
parameter = vengeful_positive_forgiving_negative
same_culture_opinion = 15
hostile_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
ruler_designer_cost = 30
flag = extra_scheme_success_chance_vs_rivals
flag = can_fabricate_hooks_on_rivals
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_vengeful_desc
}
desc = trait_vengeful_character_desc
}
}
ai_honor = very_low_negative_ai_value
ai_rationality = very_low_negative_ai_value
ai_energy = very_low_positive_ai_value
ai_vengefulness = dominant_positive_ai_value
ai_compassion = low_negative_ai_value
compatibility = {
forgiving = @neg_compat_high
content = @neg_compat_medium
compassionate = @neg_compat_low
}
}
forgiving = {
category = personality
opposites = {
vengeful
}
diplomacy = 2
intrigue = -2
learning = 1
prisoner_opinion = 15
opposite_opinion = -10
same_opinion = 10
minority_opinion = 15
flag = can_abandon_hooks_interaction
ruler_designer_cost = 25
culture_modifier = {
parameter = trait_county_opinion_modifiers
county_opinion_add = 5
}
culture_modifier = {
parameter = vengeful_positive_forgiving_negative
same_culture_opinion = -10
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_forgiving_desc
}
desc = trait_forgiving_character_desc
}
}
ai_honor = low_positive_ai_value
ai_rationality = very_low_positive_ai_value
ai_energy = very_low_negative_ai_value
ai_vengefulness = dominant_negative_ai_value
ai_compassion = medium_positive_ai_value
compatibility = {
forgiving = @pos_compat_high
compassionate = @pos_compat_medium
honest = @pos_compat_medium
generous = @pos_compat_low
just = @pos_compat_low
trusting = @pos_compat_low
gregarious = @pos_compat_low
calm = @pos_compat_low
patient = @pos_compat_low
vengeful = @neg_compat_high
callous = @neg_compat_medium
sadistic = @neg_compat_medium
deceitful = @neg_compat_medium
arbitrary = @neg_compat_low
paranoid = @neg_compat_low
wrathful = @neg_compat_low
}
}
############### Child Personality ##############
rowdy = {
category = childhood
minimum_age = 3
maximum_age = 15
martial = 1
intrigue = 1
ruler_designer_cost = 5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_rowdy_desc
}
desc = trait_rowdy_character_desc
}
}
ai_energy = 25
ai_boldness = 25
ai_rationality = -15
ai_compassion = -15
ai_vengefulness = 15
ai_honor = -15
ai_sociability = 15
compatibility = {
rowdy = @pos_compat_high
brave = @pos_compat_high
ambitious = @pos_compat_high
bossy = @pos_compat_low
curious = @pos_compat_low
pensive = @neg_compat_low
craven = @neg_compat_low
calm = @neg_compat_low
}
}
charming = {
category = childhood
minimum_age = 3
maximum_age = 15
intrigue = 1
diplomacy = 1
learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
ruler_designer_cost = 5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_charming_desc
}
desc = trait_charming_character_desc
}
}
ai_vengefulness = 15
ai_greed = 25
ai_honor = -15
ai_rationality = 15
ai_compassion = 15
ai_sociability = 25
ai_amenity_target_baseline = 0.1
ai_amenity_spending = 0.05
compatibility = {
charming = @pos_compat_low
gregarious = @pos_compat_medium
deceitful = @pos_compat_low
ambitious = @pos_compat_low
bossy = @pos_compat_low
curious = @neg_compat_medium
honest = @neg_compat_medium
content = @neg_compat_medium
just = @neg_compat_medium
shy = @neg_compat_high
}
}
curious = {
category = childhood
minimum_age = 3
maximum_age = 15
diplomacy = 1
learning = 1
learn_language_scheme_phase_duration_add = major_scheme_phase_duration_bonus_value
ruler_designer_cost = 5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_curious_desc
}
desc = trait_curious_character_desc
}
}
ai_compassion = 25
ai_honor = 15
ai_vengefulness = -15
ai_boldness = 25
ai_energy = 15
ai_sociability = 15
compatibility = {
curious = @pos_compat_high
gregarious = @pos_compat_medium
compassionate = @pos_compat_medium
rowdy = @pos_compat_medium
charming = @pos_compat_low
shy = @neg_compat_high
callous = @neg_compat_medium
sadistic = @neg_compat_medium
deceitful = @neg_compat_low
}
}
pensive = {
category = childhood
minimum_age = 3
maximum_age = 15
learning = 1
stewardship = 1
learn_language_scheme_phase_duration_add = major_scheme_phase_duration_bonus_value
ruler_designer_cost = 5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_pensive_desc
}
desc = trait_pensive_character_desc
}
}
ai_rationality = 25
ai_greed = -15
ai_energy = 15
ai_boldness = -15
ai_honor = 15
ai_sociability = -25
compatibility = {
pensive = @pos_compat_high
whole_of_body = @pos_compat_high
scholar = @pos_compat_high
theologian = @pos_compat_high
diligent = @pos_compat_low
intellect_good_1 = @pos_compat_low
intellect_good_2 = @pos_compat_low
intellect_good_3 = @pos_compat_low
shrewd = @pos_compat_low
rowdy = @neg_compat_medium
bossy = @neg_compat_low
lazy = @neg_compat_low
}
}
bossy = {
category = childhood
minimum_age = 3
maximum_age = 15
stewardship = 1
martial = 1
ruler_designer_cost = 5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_bossy_desc
}
desc = trait_bossy_character_desc
}
}
ai_boldness = 25
ai_greed = 25
ai_vengefulness = 15
ai_honor = 15
ai_rationality = 15
compatibility = {
bossy = @pos_compat_low
ambitious = @pos_compat_low
greedy = @pos_compat_low
rowdy = @pos_compat_low
content = @neg_compat_low
pensive = @neg_compat_low
}
}
############### Stress Traits ##############
drunkard = { # Substance Abuse (Alcohol)
category = fame
stewardship = -2
prowess = -2
health = -0.15
stress_loss_mult = 0.2
same_opinion = 10
character_travel_safety = -10
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_drunkard_desc
}
desc = trait_drunkard_character_desc
}
}
ai_rationality = -10
ai_energy = -15
compatibility = {
temperate = @neg_compat_low
}
}
hashishiyah = { # Substance Abuse (Hashish)
category = fame
stewardship = -2
learning = -2
stress_loss_mult = 0.2
same_opinion = 10
ruler_designer_cost = 5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_hashishiyah_desc
}
desc = trait_hashishiyah_character_desc
}
}
ai_energy = -15
ai_vengefulness = -10
compatibility = {
temperate = @neg_compat_low
}
}
rakish = { # Brothel-frequenter.
category = fame
intrigue = 1
diplomacy = -1
stress_loss_mult = 0.2
same_opinion = 5
attraction_opinion = -5
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_rakish_desc
}
desc = trait_rakish_character_desc
}
}
ai_honor = -10
ai_greed = 10
ai_energy = -10
ai_zeal = -10
ai_sociability = low_positive_ai_value
compatibility = {
chaste = @neg_compat_low
}
}
reclusive = { # Hides away from relationships and responsibilities.
category = fame
diplomacy = -2
stewardship = -1
stress_loss_mult = 0.2
epidemic_resistance = 10
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_reclusive_desc
}
desc = trait_reclusive_character_desc
}
}
flag = trait_unlocks_t3_withdraw_from_view
ai_energy = -10
ai_boldness = -10
ai_sociability = medium_negative_ai_value
compatibility = {
gregarious = @neg_compat_low
}
}
irritable = { # Prone to outbursts and tantrums.
category = fame
diplomacy = -2
martial = -1
prowess = 2
dread_gain_mult = 0.1
stress_loss_mult = 0.2
ai_war_chance = 0.25
ai_war_cooldown = -0.25
flag = can_duel_anyone_interaction
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_irritable_desc
}
desc = trait_irritable_character_desc
}
}
attraction_opinion = -5
ai_rationality = -20
ai_energy = 10
ai_boldness = 10
ai_vengefulness = 10
ai_compassion = -10
compatibility = {
compassionate = @neg_compat_low
gregarious = @neg_compat_low
calm = @neg_compat_low
}
}
flagellant = { # Habitually self-harms; whipping is the 'primary' one but cutting, burning, etc. could also be options.
category = fame
prowess = -2
health = -0.15
stress_loss_mult = 0.2
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_flagellant_desc
}
desc = trait_flagellant_character_desc
}
}
ai_honor = 10
ai_zeal = 25
ai_boldness = 5
compatibility = {
cynical = @neg_compat_low
}
}
profligate = { # Subject to compulsive spending. Maybe also gambling?
category = fame
opposites = {
improvident
}
monthly_prestige = 0.5
monthly_income_mult = -0.10
stress_loss_mult = 0.2
courtly_opinion = 10
ruler_designer_cost = 10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_profligate_desc
}
desc = trait_profligate_character_desc
}
}
ai_greed = 10
ai_compassion = -10
ai_amenity_target_baseline = 0.15
ai_amenity_spending = 0.2
compatibility = {
generous = @neg_compat_low
}
}
improvident = { # Habitually gives money to charity.
category = fame
opposites = {
profligate
}
monthly_income_mult = -0.15
monthly_piety = 0.5
diplomacy = 1
stress_loss_mult = 0.2
zealot_opinion = 10
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_improvident_desc
}
desc = trait_improvident_character_desc
}
}
ai_greed = -10
ai_compassion = 10
ai_amenity_spending = 0.15
compatibility = {
greedy = @neg_compat_low
}
}
contrite = { # Compulsively reveals own/other's Secrets. If no known Secrets, may reveal 'minor secrets', e.g., things which aren't true Secrets but may harm other's Opinions of the character.
category = fame
intrigue = -2
stress_loss_mult = 0.2
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_contrite_desc
}
desc = trait_contrite_character_desc
}
}
ai_honor = 10
ai_zeal = 10
ai_vengefulness = -10
ai_compassion = 10
compatibility = {
gregarious = @neg_compat_low
deceitful = @neg_compat_low
}
}
comfort_eater = { # Eats food to relieve stress.
category = fame
opposites = {
inappetetic
}
stewardship = -1
stress_loss_mult = 0.2
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_comfort_eater_desc
}
desc = trait_comfort_eater_character_desc
}
}
ai_greed = 5
ai_energy = -5
compatibility = {
temperate = @neg_compat_low
}
}
inappetetic = { # Avoids eating food when stressed
category = fame
opposites = {
comfort_eater
}
diplomacy = -1
prowess = -3
stress_loss_mult = 0.2
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_inappetetic_desc
}
desc = trait_inappetetic_character_desc
}
}
ai_greed = -5
ai_energy = -10
compatibility = {
gluttonous = @neg_compat_low
}
}
journaller = { # Writes down thoughts to relieve stress (Healthy)
category = fame
learning = 1
stress_loss_mult = 0.2
ruler_designer_cost = 15
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_journaller_desc
}
desc = trait_journaller_character_desc
}
}
ai_rationality = 10
}
confider = { # Has a close friend to relieve stress (Healthy)
diplomacy = 1
stress_loss_mult = 0.2
ruler_designer_cost = 15
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_confider_desc
}
desc = trait_confider_character_desc
}
}
ai_compassion = 10
ai_sociability = low_positive_ai_value
}
athletic = { # Exercises to relieve stress (Healthy)
category = fame
prowess = 1
health = 0.25
stress_loss_mult = 0.2
culture_modifier = {
parameter = hard_working_traits_more_valued
farmlands_development_growth_factor = 0.2
floodplains_development_growth_factor = 0.2
county_fertility_growth_mult = tiny_county_fertility_growth_gain
}
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_athletic_desc
}
desc = trait_athletic_character_desc
}
}
ai_energy = 25
ai_boldness = 5
}
############### Health ##############
pregnant = {
category = health
prowess = -2
flag = no_message
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_pregnant_desc
}
desc = trait_pregnant_character_desc
}
}
ai_energy = -15
}
depressed_1 = {
category = health
group_equivalence = depressed
level = 1
diplomacy = -1
stewardship = -1
martial = -1
intrigue = -1
health = -0.5
fertility = -0.1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_depressed_1_desc
}
desc = trait_depressed_1_character_desc
}
}
ai_energy = -15
ai_sociability = medium_negative_ai_value
}
depressed_genetic = {
birth = 0.5
random_creation = 0.5
genetic = yes
category = health
group_equivalence = depressed
level = 2
diplomacy = -1
stewardship = -1
martial = -1
intrigue = -1
health = -0.5
fertility = -0.1
shown_in_encyclopedia = no
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_depressed_genetic_desc
}
desc = trait_depressed_genetic_character_desc
}
}
ai_energy = -15
#ai_sociability = medium_negative_ai_value
}
lunatic_1 = { # Highly event driven, Schizophrenia
group_equivalence = lunatic
level = 1
vassal_opinion = -10
attraction_opinion = -10
same_opinion = 10
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
health = -0.25
category = health
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lunatic_1_desc
}
desc = trait_lunatic_1_character_desc
}
}
ai_honor = -10
ai_rationality = -200
ai_boldness = 50
}
lunatic_genetic = { # Highly event driven, Schizophrenia
birth = 0.5
random_creation = 0.5
genetic = yes
category = health
group_equivalence = lunatic
level = 2
health = -0.25
vassal_opinion = -10
attraction_opinion = -10
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
same_opinion = 10
shown_in_encyclopedia = no
ruler_designer_cost = -15
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lunatic_genetic_desc
}
desc = trait_lunatic_genetic_character_desc
}
}
ai_honor = -10
ai_rationality = -200
ai_boldness = 50
}
possessed_1 = { # Highly event driven, Temporal lobe epilepsy
group_equivalence = possessed
level = 1
category = health
monthly_learning_lifestyle_xp_gain_mult = 0.1
health = -0.5
attraction_opinion = -10
same_opinion = 15
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_possessed_1_desc
}
desc = trait_possessed_1_character_desc
}
}
ai_rationality = -30
ai_boldness = 25
ai_vengefulness = 25
}
possessed_genetic = { # Highly event driven, Temporal lobe epilepsy
birth = 0.5
random_creation = 0.5
genetic = yes
category = health
group_equivalence = possessed
level = 2
monthly_learning_lifestyle_xp_gain_mult = 0.1
health = -0.5
attraction_opinion = -10
same_opinion = 15
shown_in_encyclopedia = no
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_possessed_genetic_desc
}
desc = trait_possessed_genetic_character_desc
}
}
ai_rationality = -30
ai_boldness = 25
ai_vengefulness = 25
}
ill = {
opposites = {
pneumonic
}
health = -1
elderly_health = -1
prowess_mult = -0.4
fertility = -0.2
category = health
dread_baseline_add = -10
dread_loss_mult = 1
ruler_designer_cost = 0
flag = illness
flag = debilitating_illness
flag = blocks_getting_non_epidemic_disease
flag = is_healthy_trigger_flag
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_ill_desc
}
desc = trait_ill_character_desc
}
}
ai_energy = -25
}
pneumonic = {
opposites = {
ill
}
diplomacy = -2
stewardship = -2
martial = -2
intrigue = -2
learning = -2
health = -3
elderly_health = -2
prowess_mult = -0.8
fertility = -0.5
category = health
dread_baseline_add = -10
dread_loss_mult = 1
ruler_designer_cost = 0
flag = illness
flag = debilitating_illness
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_pneumonic_desc
}
desc = trait_pneumonic_character_desc
}
}
ai_energy = -50
}
great_pox = { #Syphilis
inherit_chance = 10
diplomacy = -1
stewardship = -1
martial = -1
intrigue = -1
learning = -1
health = -1
fertility = -0.2
category = health
dread_baseline_add = -20
dread_loss_mult = 1
attraction_opinion = -10
ruler_designer_cost = -10
flag = illness
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_great_pox_desc
}
desc = trait_great_pox_character_desc
}
}
ai_energy = -15
}
early_great_pox = { #Great pox, but looks like lover's pox
dread_baseline_add = -5 #Mimic's Lover's Pox loss at this stage.
attraction_opinion = -20
category = health
shown_in_ruler_designer = no
shown_in_encyclopedia = no
flag = illness
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_early_great_pox_desc
}
desc = trait_early_great_pox_character_desc
}
}
}
lovers_pox = {
inherit_chance = 10
dread_baseline_add = -5
attraction_opinion = -20
category = health
ruler_designer_cost = 0
flag = illness
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lovers_pox_desc
}
desc = trait_lovers_pox_character_desc
}
}
}
leper = {
health = -1.5
prowess_mult = -0.8
fertility = -0.95
category = health
dread_baseline_add = -20
dread_loss_mult = 1
attraction_opinion = -35
general_opinion = -10
ruler_designer_cost = -30
flag = illness
flag = debilitating_illness
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_leper_desc
}
desc = trait_leper_character_desc
}
}
ai_energy = -15
}
# 'Wounded'
wounded_1 = {
martial = -1
intrigue = -1
health = -1
prowess = -2
category = health
dread_baseline_add = -10
dread_loss_mult = 1
disables_combat_leadership = yes
shown_in_ruler_designer = no
flag = no_message
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_wounded_1_desc
}
desc = trait_wounded_1_character_desc
}
}
ai_energy = -20
group = wounded
level = 1
}
# 'Severly Injured'
wounded_2 = {
martial = -2
intrigue = -2
health = -2
prowess = -4
fertility = -0.25
category = health
dread_baseline_add = -15
dread_loss_mult = 1
attraction_opinion = -10
disables_combat_leadership = yes
shown_in_ruler_designer = no
flag = no_message
flag = is_healthy_trigger_flag
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_wounded_2_desc
}
desc = trait_wounded_2_character_desc
}
}
ai_energy = -30
group = wounded
level = 2
}
# 'Near Death'
wounded_3 = {
martial = -4
intrigue = -4
health = -4
prowess = -8
fertility = -0.75
category = health
dread_baseline_add = -20
dread_loss_mult = 1
attraction_opinion = -20
disables_combat_leadership = yes
shown_in_ruler_designer = no
flag = no_message
flag = is_healthy_trigger_flag
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_wounded_3_desc
}
desc = trait_wounded_3_character_desc
}
}
ai_energy = -40
group = wounded
level = 3
}
maimed = {
diplomacy = -2
martial = -2
stewardship = -2
intrigue = -2
learning = -2
prowess = -4
culture_modifier = {
parameter = wounds_and_scars_give_bonuses
monthly_prestige_gain_mult = 0.2
same_culture_opinion = 15
}
culture_modifier = {
parameter = palace_politics_trait_maluses
monthly_influence = -0.35
}
category = health
dread_baseline_add = -15
dread_loss_mult = 1
attraction_opinion = -10
same_opinion = 5
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_maimed_desc
}
desc = trait_maimed_character_desc
}
}
}
one_eyed = {
category = health
learning = 1
prowess = -2
dread_baseline_add = 10
attraction_opinion = -5
culture_modifier = {
parameter = wounds_and_scars_give_bonuses
monthly_prestige_gain_mult = 0.1
same_culture_opinion = 5
}
culture_modifier = {
parameter = palace_politics_trait_maluses
monthly_influence = -0.35
}
ruler_designer_cost = 10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_one_eyed_desc
}
desc = trait_one_eyed_character_desc
}
}
ai_energy = -10
}
one_legged = {
category = health
learning = 1
prowess = -4
dread_baseline_add = -10
attraction_opinion = -10
culture_modifier = {
parameter = wounds_and_scars_give_bonuses
monthly_prestige_gain_mult = 0.15
same_culture_opinion = 10
}
culture_modifier = {
parameter = palace_politics_trait_maluses
monthly_influence = -0.35
}
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_one_legged_desc
}
desc = trait_one_legged_character_desc
}
}
ai_energy = -10
}
disfigured = {
category = health
diplomacy = -4
fertility = -0.2
#No dread loss: you're not actually worse for wear physically or mentally.
attraction_opinion = -20
culture_modifier = {
parameter = wounds_and_scars_give_bonuses
monthly_prestige_gain_mult = 0.15
same_culture_opinion = 10
}
culture_modifier = {
parameter = palace_politics_trait_maluses
monthly_influence = -1
}
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_disfigured_desc
}
desc = trait_disfigured_character_desc
}
}
ai_sociability = low_negative_ai_value
}
infirm = {
diplomacy = -1
martial = -1
prowess_mult = -0.2
health = -0.25
fertility = -0.1
ai_energy = -10
flag = infirm_random_xp_gain
flag = age_related_ailment
flag = is_healthy_trigger_flag
category = health
disables_combat_leadership = yes
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_infirm_desc
}
desc = trait_infirm_character_desc
}
}
tracks = {
infirm = {
25 = {
diplomacy = -1
martial = -1
stewardship = -1
prowess_mult = -0.2
health = -0.25
fertility = -0.1
dread_baseline_add = -5
dread_loss_mult = 0.25
attraction_opinion = -5
ai_energy = -10
}
50 = {
diplomacy = -2
martial = -2
stewardship = -2
prowess_mult = -0.2
health = -0.25
fertility = -0.1
dread_baseline_add = -10
dread_loss_mult = 0.25
attraction_opinion = -5
ai_energy = -10
}
75 = {
diplomacy = -2
martial = -2
stewardship = -2
prowess_mult = -0.2
health = -0.25
fertility = -0.1
dread_baseline_add = -10
dread_loss_mult = 0.25
attraction_opinion = -5
ai_energy = -10
}
100 = {
diplomacy = -2
martial = -2
stewardship = -2
prowess_mult = -0.2
health = -0.25
fertility = -0.1
dread_baseline_add = -10
dread_loss_mult = 0.25
attraction_opinion = -5
ai_energy = -10
}
}
}
}
withering_mind = {
learning = -2
monthly_lifestyle_xp_gain_mult = -0.25
stress_gain_mult = 0.2
ai_rationality = -25
flag = withering_mind_random_xp_gain
flag = incapable_on_max_level
flag = age_related_ailment
flag = is_healthy_trigger_flag
category = health
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_withering_mind_desc
}
desc = trait_withering_mind_character_desc
}
}
tracks = {
withering_mind = {
25 = {
diplomacy_mult = -0.25
martial_mult = -0.25
stewardship_mult = -0.25
intrigue_mult = -0.25
learning_mult = -0.25
monthly_lifestyle_xp_gain_mult = -0.25
stress_gain_mult = 0.2
ai_rationality = -25
}
50 = {
diplomacy_mult = -0.25
martial_mult = -0.25
stewardship_mult = -0.25
intrigue_mult = -0.25
learning_mult = -0.25
monthly_lifestyle_xp_gain_mult = -0.25
stress_gain_mult = 0.2
ai_rationality = -25
}
75 = {
diplomacy_mult = -0.25
martial_mult = -0.25
stewardship_mult = -0.25
intrigue_mult = -0.25
learning_mult = -0.25
monthly_lifestyle_xp_gain_mult = -0.5
stress_gain_mult = 0.2
ai_rationality = -25
}
100 = {
diplomacy_mult = -0.25
martial_mult = -0.25
stewardship_mult = -0.25
intrigue_mult = -0.25
learning_mult = -0.25
monthly_lifestyle_xp_gain_mult = -0.5
stress_gain_mult = 0.2
ai_rationality = -25
}
}
}
}
clouded_eyes = {
martial = -1
prowess = -2
flag = clouded_eyes_random_xp_gain
flag = age_related_ailment
flag = is_healthy_trigger_flag
flag = blind_on_max_level
category = health
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_clouded_eyes_desc
}
desc = trait_clouded_eyes_character_desc
}
}
tracks = {
clouded_eyes = {
25 = {
martial = -1
prowess = -2
}
50 = {
martial = -1
prowess = -2
}
75 = {
martial = -1
stewardship = -1
intrigue = -1
prowess = -2
dread_baseline_add = -5
attraction_opinion = -5
}
100 = {
martial = -2
stewardship = -1
intrigue = -1
prowess = -2
health = -0.25
dread_baseline_add = -5
attraction_opinion = -5
}
}
}
}
faltering_heart = {
health = -0.1
prowess = -1
character_travel_safety = -2
stress_gain_mult = 0.2
stress_loss_mult = -0.2
flag = faltering_heart_random_xp_gain
flag = age_related_ailment
flag = is_healthy_trigger_flag
flag = death_on_max_level
category = health
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_faltering_heart_desc
}
desc = trait_faltering_heart_character_desc
}
}
tracks = {
faltering_heart = {
25 = {
health = -0.1
prowess = -1
character_travel_safety = -2
stress_gain_mult = 0.2
stress_loss_mult = -0.2
}
50 = {
health = -0.1
prowess = -1
character_travel_safety = -2
stress_gain_mult = 0.2
stress_loss_mult = -0.2
}
75 = {
health = -0.1
prowess = -1
character_travel_safety = -2
stress_gain_mult = 0.2
stress_loss_mult = -0.2
}
100 = {
health = -100
}
}
}
}
fragile_bones = {
character_travel_speed_mult = -0.1
prowess_mult = -0.1
advantage = -3
life_expectancy = -3
enemy_hostile_scheme_success_chance_max_add = 5
flag = fragile_bones_random_xp_gain
flag = age_related_ailment
flag = is_healthy_trigger_flag
flag = wounds_twice_as_bad
category = health
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_fragile_bones_desc
}
desc = trait_fragile_bones_character_desc
}
}
tracks = {
fragile_bones = {
25 = {
character_travel_speed_mult = -0.1
prowess_mult = -0.1
advantage = -3
life_expectancy = -3
enemy_hostile_scheme_success_chance_max_add = 10
}
50 = {
character_travel_speed_mult = -0.1
prowess_mult = -0.1
advantage = -3
life_expectancy = -3
enemy_hostile_scheme_success_chance_max_add = 10
}
75 = {
character_travel_speed_mult = -0.1
prowess_mult = -0.1
advantage = -5
life_expectancy = -5
enemy_hostile_scheme_success_chance_max_add = 15
}
100 = {
character_travel_speed_mult = -0.1
prowess_mult = -0.1
advantage = -10
life_expectancy = -10
enemy_hostile_scheme_success_chance_max_add = 15
}
}
}
}
incapable = {
diplomacy_mult = -1
martial_mult = -1
stewardship_mult = -1
intrigue_mult = -1
learning_mult = -1
prowess_mult = -1
health = -2
dread_baseline_add = -25
dread_loss_mult = 1
category = health
incapacitating = yes
can_have_children = no
disables_combat_leadership = yes
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_incapable_desc
}
desc = trait_incapable_character_desc
}
}
ai_energy = -100
flag = is_healthy_trigger_flag
}
gout_ridden = {
diplomacy_mult = -0.1
martial_mult = -0.1
prowess_mult = -0.2
health = -1
dread_baseline_add = -5
category = health
attraction_opinion = -15
ruler_designer_cost = -5
flag = illness
flag = debilitating_illness
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_gout_ridden_desc
}
desc = trait_gout_ridden_character_desc
}
}
ai_energy = -15
}
consumption = { # Tuberculosis
diplomacy = -2
stewardship = -1
intrigue = -2
prowess_mult = -0.4
health = -2.5
child_health = -1
elderly_health = -2
category = health
dread_baseline_add = -10
dread_loss_mult = 1
attraction_opinion = -10
ruler_designer_cost = 0
flag = illness
flag = debilitating_illness
flag = contagious_deadly_disease
flag = epidemic_disease
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_consumption_desc
}
desc = trait_consumption_character_desc
}
}
ai_energy = -50
}
cancer = {
health = -3
elderly_health = -1
fertility = -0.20
category = health
dread_baseline_add = -15
dread_loss_mult = 1
ruler_designer_cost = -10
flag = illness
flag = debilitating_illness
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_cancer_desc
}
desc = trait_cancer_character_desc
}
}
ai_energy = -25
}
typhus = {
diplomacy = -1
stewardship = -2
intrigue = -1
learning = -2
prowess_mult = -0.8
health = -4.5
elderly_health = -1
fertility = -0.2
category = health
dread_baseline_add = -15
dread_loss_mult = 1
attraction_opinion = -10
ruler_designer_cost = 0
flag = illness
flag = debilitating_illness
flag = contagious_deadly_disease
flag = epidemic_disease
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_typhus_desc
}
desc = trait_typhus_character_desc
}
}
ai_energy = -50
}
bubonic_plague = {
diplomacy = -2
martial = -3
stewardship = -2
intrigue = -3
learning = -2
prowess_mult = -0.8
health = -7
elderly_health = -2
fertility = -0.50
category = health
dread_baseline_add = -30
dread_loss_mult = 1
attraction_opinion = -30
shown_in_ruler_designer = no
flag = illness
flag = debilitating_illness
flag = contagious_deadly_disease
flag = epidemic_disease
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_bubonic_plague_desc
}
desc = trait_bubonic_plague_character_desc
}
}
ai_energy = -75
}
smallpox = {
diplomacy = -2
stewardship = -1
learning = -2
prowess_mult = -0.8
health = -4.5
elderly_health = -1.5
fertility = -0.25
category = health
dread_baseline_add = -15
dread_loss_mult = 1
attraction_opinion = -10
ruler_designer_cost = 0
flag = illness
flag = debilitating_illness
flag = contagious_deadly_disease
flag = epidemic_disease
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_smallpox_desc
}
desc = trait_smallpox_character_desc
}
}
ai_energy = -75
}
measles = {
diplomacy = -2
stewardship = -1
intrigue = -1
learning = -2
prowess_mult = -0.4
health = -3
child_health = -3
category = health
dread_baseline_add = -5
attraction_opinion = -10
ruler_designer_cost = 0
flag = illness
flag = debilitating_illness
flag = contagious_deadly_disease
flag = epidemic_disease
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_measles_desc
}
desc = trait_measles_character_desc
}
}
ai_energy = -75
}
dysentery = { # Bloody Flux
diplomacy = -2
martial = -1
intrigue = -2
prowess_mult = -0.8
health = -3.5
elderly_health = -2
category = health
dread_baseline_add = -50
attraction_opinion = -5
ruler_designer_cost = 0
flag = illness
flag = debilitating_illness
flag = contagious_deadly_disease
flag = epidemic_disease
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_dysentery_desc
}
desc = trait_dysentery_character_desc
}
}
ai_energy = -75
}
ergotism = { # Holy Fire
diplomacy = -6
stewardship = -1
intrigue = -2
learning = -2
health = -3.5
category = health
dread_baseline_add = -25
attraction_opinion = -10
ruler_designer_cost = 0
flag = illness
flag = debilitating_illness
flag = epidemic_disease
flag = blocks_getting_non_epidemic_disease
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_ergotism_desc
}
desc = trait_ergotism_character_desc
}
}
ai_energy = -75
}
# Young children only
sickly = {
maximum_age = 6
child_health = -2.5
category = health
dread_baseline_add = -20
dread_loss_mult = 1
shown_in_ruler_designer = no
flag = illness
flag = debilitating_illness
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_sickly_desc
}
desc = trait_sickly_character_desc
}
}
ai_energy = -30
}
# The character is visibly scarred from an old wound
scarred = {
name = {
first_valid = {
triggered_desc = {
trigger = {
trigger_if = {
limit = {
NOT = { exists = this }
}
}
trigger_else_if = {
limit = { has_trait = scarred }
has_trait_xp = {
trait = scarred
track = scarred
value < 50
}
}
trigger_else = {
NOT = { has_trait = scarred }
}
}
desc = trait_scarred
}
triggered_desc = {
trigger = {
has_trait = scarred
has_trait_xp = {
trait = scarred
track = scarred
value = 100
}
}
desc = trait_scarred_3
}
desc = trait_scarred_2
}
}
monthly_prestige = 0.1
attraction_opinion = 5
culture_modifier = {
parameter = wounds_and_scars_give_bonuses
monthly_prestige_gain_mult = 0.1
same_culture_opinion = 5
}
category = health
ruler_designer_cost = 10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_scarred_desc
}
desc = trait_scarred_character_desc
}
}
tracks = {
scarred = {
trait_second_level = { # Gnarled
monthly_prestige = 0.05
attraction_opinion = -5
child_opinion = -10
health = -0.1
}
trait_third_level = { # Marred
attraction_opinion = -20
child_opinion = -20
health = -0.1
dread_gain_mult = 0.1
}
}
}
}
#This is the normal eunuch trait (for eunuchs castrated as teens/adults)
eunuch_1 = {
category = health
group_equivalence = eunuch
attraction_opinion = -10
glory_hound_opinion = -10
flag = can_not_marry
inheritance_blocker = all
claim_inheritance_blocker = all
can_have_children = no
opposites = {
beardless_eunuch #You can't have both
}
valid_sex = male
shown_in_ruler_designer = yes
culture_modifier = {
parameter = eunuch_trait_bonuses
# Eunuchs were historically considered to be both innocuous as well as duplicitous. This semi-paradoxical belief made rulers favor them for various court positions, especially ones close to their family.
liege_opinion = 10
ai_honor = -10
# Simultaneously, eunuchs were seen as unfit to hold leadership positions, as they are impotent.
vassal_opinion = -10
ai_greed = -10
# Eunuchs in this society have various privileges (due to their assumed innocuousness) that make them better at both spying as well as administrative tasks and scholastic pursuits.
stewardship = 2
intrigue = 2
learning = 2
monthly_influence_mult = 0.5
}
culture_modifier = {
parameter = court_machinations_eunuch_trait_bonuses
# In China Eunuchs have a similar role to the one described above but they also serve as commanders, governors and be accomplished scholars. They still had a clear rivalry with the other scholar officials of the empire.
liege_opinion = 15 #Emperors loyal subjects and often agents
same_culture_opinion = -15 #Everyone else distrusts them
ai_honor = -10
martial = 1
intrigue = 3
learning = 2
monthly_influence_mult = 0.5
monthly_merit_mult = 0.5
monthly_merit = 0.1
}
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_eunuch_1_desc
}
desc = trait_eunuch_1_character_desc
}
}
ai_energy = -15
level = 1
}
beardless_eunuch = {
category = health
group_equivalence = eunuch
attraction_opinion = -10
glory_hound_opinion = -20
opposites = {
eunuch_1 #You can't have both
}
flag = can_not_marry
inheritance_blocker = all
claim_inheritance_blocker = all
can_have_children = no
valid_sex = male
shown_in_ruler_designer = yes
prowess = -4
culture_modifier = {
parameter = eunuch_trait_bonuses
# Eunuchs were historically considered to be both innocuous as well as duplicitous. This semi-paradoxical belief made rulers favor them for various court positions, especially ones close to their family.
liege_opinion = 20
ai_honor = -15
# Simultaneously, eunuchs were seen as unfit to hold leadership positions, as they are impotent.
vassal_opinion = -10
ai_greed = -15
# Eunuchs in this society have various privileges (due to their assumed innocuousness) that make them better at both spying as well as administrative tasks and scholastic pursuits.
martial = 1
intrigue = 3
learning = 2
monthly_influence_mult = 0.5
monthly_influence = 0.1
}
culture_modifier = {
parameter = court_machinations_eunuch_trait_bonuses
# In China Eunuchs have a similar role to the one described above but they also serve as commanders, governors and be accomplished scholars. They still had a clear rivalry with the other scholar officials of the empire.
liege_opinion = 15 #Emperors loyal subjects and often agents
same_culture_opinion = -15 #Everyone else distrusts them
ai_honor = -10
stewardship = 2
intrigue = 2
learning = 2
monthly_influence_mult = 0.5
monthly_merit_mult = 0.5
monthly_merit = 0.1
}
ruler_designer_cost = -15
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_beardless_eunuch_desc
}
desc = trait_beardless_eunuch_character_desc
}
}
ai_energy = -25
ai_boldness = -10
level = 2
}
blind = {
category = health
martial = -6
stewardship = -2
intrigue = -2
prowess = -10
health = -0.25
dread_baseline_add = -10
attraction_opinion = -10
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_blind_desc
}
desc = trait_blind_character_desc
}
}
}
############### Physical ##############
# Beauty (-1) - Homely
beauty_bad_1 = {
opposites = {
beauty_good
beauty_bad_2
beauty_bad_3
}
diplomacy = -1
fertility = -0.1
birth = 0.5
random_creation = 0.5
attraction_opinion = -10
group = beauty_bad
level = 1
genetic = yes
physical = yes
portrait_extremity_shift = 0.1
ugliness_portrait_extremity_shift = 0.4
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_beauty_bad_1_desc
}
desc = trait_beauty_bad_1_character_desc
}
}
}
# Beauty (-2) - Ugly
beauty_bad_2 = {
opposites = {
beauty_good
beauty_bad_3
beauty_bad_1
}
diplomacy = -2
fertility = -0.2
birth = 0.25
random_creation = 0.25
attraction_opinion = -20
group = beauty_bad
level = 2
genetic = yes
physical = yes
portrait_extremity_shift = 0.18
ugliness_portrait_extremity_shift = 0.6
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_beauty_bad_2_desc
}
desc = trait_beauty_bad_2_character_desc
}
}
}
# Beauty (-3) - Hideous
beauty_bad_3 = {
opposites = {
beauty_good
beauty_bad_2
beauty_bad_1
}
birth = 0.15
random_creation = 0.15
diplomacy = -3
fertility = -0.3
attraction_opinion = -30
group = beauty_bad
level = 3
genetic = yes
physical = yes
portrait_extremity_shift = 0.27
ugliness_portrait_extremity_shift = 0.8
ruler_designer_cost = -30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_beauty_bad_3_desc
}
desc = trait_beauty_bad_3_character_desc
}
}
}
# Beauty (+1) - Comely
beauty_good_1 = {
opposites = {
beauty_bad
beauty_good_2
beauty_good_3
}
diplomacy = 1
fertility = 0.1
birth = 0.5
random_creation = 0.5
attraction_opinion = 10
group = beauty_good
level = 1
genetic = yes
physical = yes
good = yes
genetic_constraint_all = beauty_1
genetic_constraint_men = male_beauty_1
genetic_constraint_women = female_beauty_1
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_beauty_good_1_desc
}
desc = trait_beauty_good_1_character_desc
}
}
}
# Beauty (+2) - Pretty (f) / Handsome (m)
beauty_good_2 = {
opposites = {
beauty_bad
beauty_good_1
beauty_good_3
}
diplomacy = 2
fertility = 0.2
birth = 0.25
random_creation = 0.25
attraction_opinion = 20
# pretty if female
# handsome if male
group = beauty_good
level = 2
ruler_designer_cost = 80
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_beauty_good_male_2
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_beauty_good_female_2
}
desc = trait_beauty_good_male_2
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_beauty_good_2_desc
}
desc = trait_beauty_good_2_character_desc
}
}
genetic = yes
physical = yes
good = yes
genetic_constraint_all = beauty_2
genetic_constraint_men = male_beauty_2
genetic_constraint_women = female_beauty_2
}
# Beauty (+3) - Beautiful
beauty_good_3 = {
opposites = {
beauty_bad
beauty_good_2
beauty_good_1
}
birth = 0.15
random_creation = 0.15
diplomacy = 3
fertility = 0.3
attraction_opinion = 30
group = beauty_good
level = 3
genetic = yes
physical = yes
good = yes
genetic_constraint_all = beauty_3
genetic_constraint_men = male_beauty_3
genetic_constraint_women = female_beauty_3
ruler_designer_cost = 120
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_beauty_good_3_desc
}
desc = trait_beauty_good_3_character_desc
}
}
}
# Intellect (-1) - Slow
intellect_bad_1 = {
opposites = {
shrewd
intellect_good
intellect_bad_2 #To prevent multiple tiers of the same congenital trait
intellect_bad_3
}
diplomacy = -2
martial = -2
stewardship = -2
intrigue = -2
learning = -2
monthly_lifestyle_xp_gain_mult = -0.1
birth = 0.5
random_creation = 0.5
group = intellect_bad
level = 1
ai_rationality = high_negative_ai_value
genetic = yes
physical = yes
ruler_designer_cost = -15
compatibility = {
intellect_bad_1 = @pos_compat_medium
intellect_bad_2 = @pos_compat_medium
intellect_bad_3 = @pos_compat_medium
dull = @pos_compat_medium
intellect_good_1 = @neg_compat_medium
intellect_good_2 = @neg_compat_medium
intellect_good_3 = @neg_compat_medium
shrewd = @neg_compat_medium
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_intellect_bad_1_desc
}
desc = trait_intellect_bad_1_character_desc
}
}
}
# Intellect (-2) - Stupid
intellect_bad_2 = {
opposites = {
shrewd
intellect_good
intellect_bad_3 #To prevent multiple tiers of the same congenital trait
intellect_bad_1
}
diplomacy = -4
martial = -4
stewardship = -4
intrigue = -4
learning = -4
monthly_lifestyle_xp_gain_mult = -0.2
birth = 0.25
random_creation = 0.25
group = intellect_bad
level = 2
ai_rationality = very_high_negative_ai_value
genetic = yes
physical = yes
ruler_designer_cost = -30
compatibility = {
intellect_bad_1 = @pos_compat_medium
intellect_bad_2 = @pos_compat_medium
intellect_bad_3 = @pos_compat_medium
dull = @pos_compat_medium
intellect_good_1 = @neg_compat_medium
intellect_good_2 = @neg_compat_medium
intellect_good_3 = @neg_compat_medium
shrewd = @neg_compat_medium
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_intellect_bad_2_desc
}
desc = trait_intellect_bad_2_character_desc
}
}
}
# Intellect (-3) - Imbecile
intellect_bad_3 = {
opposites = {
shrewd
intellect_good
intellect_bad_2 #To prevent multiple tiers of the same congenital trait
intellect_bad_1
}
birth = 0.05
random_creation = 0.05
diplomacy = -8
martial = -8
stewardship = -8
intrigue = -8
learning = -8
monthly_lifestyle_xp_gain_mult = -0.3
group = intellect_bad
level = 3
ai_rationality = dominant_negative_ai_value
genetic = yes
physical = yes
ruler_designer_cost = -45
compatibility = {
intellect_bad_1 = @pos_compat_medium
intellect_bad_2 = @pos_compat_medium
intellect_bad_3 = @pos_compat_medium
dull = @pos_compat_medium
intellect_good_1 = @neg_compat_medium
intellect_good_2 = @neg_compat_medium
intellect_good_3 = @neg_compat_medium
shrewd = @neg_compat_medium
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_intellect_bad_3_desc
}
desc = trait_intellect_bad_3_character_desc
}
}
}
# Intellect (+1) - Quick
intellect_good_1 = {
opposites = {
dull
intellect_bad
intellect_good_2 #To prevent multiple tiers of the same congenital trait
intellect_good_3
}
diplomacy = 1
martial = 1
stewardship = 1
intrigue = 1
learning = 1
monthly_lifestyle_xp_gain_mult = 0.1
birth = 0.5
random_creation = 0.5
group = intellect_good
level = 1
ai_rationality = high_positive_ai_value
genetic = yes
good = yes
physical = yes
ruler_designer_cost = 80
compatibility = {
intellect_good_1 = @pos_compat_medium
intellect_good_2 = @pos_compat_medium
intellect_good_3 = @pos_compat_medium
shrewd = @pos_compat_medium
intellect_bad_1 = @neg_compat_medium
intellect_bad_2 = @neg_compat_medium
intellect_bad_3 = @neg_compat_medium
dull = @neg_compat_medium
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_intellect_good_1_desc
}
desc = trait_intellect_good_1_character_desc
}
}
}
# Intellect (+2) - Intelligent
intellect_good_2 = {
opposites = {
dull
intellect_bad
intellect_good_3 #To prevent multiple tiers of the same congenital trait
intellect_good_1
}
diplomacy = 3
martial = 3
stewardship = 3
intrigue = 3
learning = 3
monthly_lifestyle_xp_gain_mult = 0.2
birth = 0.25
random_creation = 0.25
group = intellect_good
level = 2
ai_rationality = very_high_positive_ai_value
genetic = yes
good = yes
physical = yes
ruler_designer_cost = 160
compatibility = {
intellect_good_1 = @pos_compat_medium
intellect_good_2 = @pos_compat_medium
intellect_good_3 = @pos_compat_medium
shrewd = @pos_compat_medium
intellect_bad_1 = @neg_compat_medium
intellect_bad_2 = @neg_compat_medium
intellect_bad_3 = @neg_compat_medium
dull = @neg_compat_medium
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_intellect_good_2_desc
}
desc = trait_intellect_good_2_character_desc
}
}
}
# Intellect (+3) - Genius
intellect_good_3 = {
opposites = {
dull
intellect_bad
intellect_good_2 #To prevent multiple tiers of the same congenital trait
intellect_good_1
}
birth = 0.05
random_creation = 0.05
diplomacy = 5
martial = 5
stewardship = 5
intrigue = 5
learning = 5
monthly_lifestyle_xp_gain_mult = 0.3
group = intellect_good
level = 3
ai_rationality = dominant_positive_ai_value
genetic = yes
good = yes
physical = yes
ruler_designer_cost = 240
compatibility = {
intellect_good_1 = @pos_compat_medium
intellect_good_2 = @pos_compat_medium
intellect_good_3 = @pos_compat_medium
shrewd = @pos_compat_medium
intellect_bad_1 = @neg_compat_medium
intellect_bad_2 = @neg_compat_medium
intellect_bad_3 = @neg_compat_medium
dull = @neg_compat_medium
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_intellect_good_3_desc
}
desc = trait_intellect_good_3_character_desc
}
}
}
# Physique (-1) - Delicate
physique_bad_1 = {
opposites = {
strong
physique_good
physique_bad_2
physique_bad_3
}
prowess = -2
health = -0.25
birth = 0.5
random_creation = 0.5
group = physique_bad
level = 1
ruler_designer_cost = -15
culture_modifier = {
parameter = weak_traits_looked_down_upon
same_culture_opinion = -10
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_physique_bad_1_desc
}
desc = trait_physique_bad_1_character_desc
}
}
ai_energy = -10
genetic = yes
physical = yes
}
# Physique (-2) - Frail
physique_bad_2 = {
opposites = {
strong
physique_good
physique_bad_3
physique_bad_1
}
prowess = -4
health = -0.5
birth = 0.25
random_creation = 0.25
attraction_opinion = -5
group = physique_bad
level = 2
culture_modifier = {
parameter = weak_traits_looked_down_upon
same_culture_opinion = -15
}
ruler_designer_cost = -30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_physique_bad_2_desc
}
desc = trait_physique_bad_2_character_desc
}
}
ai_energy = -20
genetic = yes
physical = yes
}
# Physique (-3) - Feeble
physique_bad_3 = {
opposites = {
strong
physique_good
physique_bad_2
physique_bad_1
}
birth = 0.15
random_creation = 0.15
prowess = -6
health = -1
attraction_opinion = -10
culture_modifier = {
parameter = weak_traits_looked_down_upon
same_culture_opinion = -20
}
group = physique_bad
level = 3
ruler_designer_cost = -45
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_physique_bad_3_desc
}
desc = trait_physique_bad_3_character_desc
}
}
ai_energy = -30
genetic = yes
physical = yes
}
# Physique (+1) - Hale
physique_good_1 = {
opposites = {
weak
spindly
physique_bad
physique_good_2
physique_good_3
}
prowess = 2
health = 0.25
birth = 0.5
random_creation = 0.5
attraction_opinion = 5
culture_modifier = {
parameter = strong_traits_more_valued
monthly_prestige = 0.25
}
group = physique_good
level = 1
ruler_designer_cost = 60
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_physique_good_1_desc
}
desc = trait_physique_good_1_character_desc
}
}
ai_energy = 10
genetic = yes
physical = yes
good = yes
}
# Physique (+2) - Robust
physique_good_2 = {
opposites = {
weak
spindly
physique_bad
physique_good_1
physique_good_3
}
physical = yes
prowess = 4
health = 0.5
birth = 0.25
random_creation = 0.25
attraction_opinion = 10
culture_modifier = {
parameter = strong_traits_more_valued
monthly_prestige = 0.5
}
group = physique_good
level = 2
ruler_designer_cost = 120
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_physique_good_2_desc
}
desc = trait_physique_good_2_character_desc
}
}
ai_energy = 20
genetic = yes
good = yes
}
# Physique (+3) - Amazonian (f) / Herculean (m)
physique_good_3 = {
opposites = {
weak
spindly
physique_bad
physique_good_1
physique_good_2
}
birth = 0.15
random_creation = 0.15
prowess = 8
health = 1
attraction_opinion = 15
culture_modifier = {
parameter = strong_traits_more_valued
monthly_prestige = 1
}
# amazonian if female
# herculean if male
ruler_designer_cost = 180
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_physique_good_male_3
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_physique_good_female_3
}
desc = trait_physique_good_male_3
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_physique_good_3_desc
}
desc = trait_physique_good_3_character_desc
}
}
group = physique_good
level = 3
ai_energy = 20
genetic = yes
physical = yes
good = yes
}
################# PHYSICAL (GOOD) ################
pure_blooded = {
physical = yes
fertility = 0.1
health = 0.25
inbreeding_chance = -0.5
inherit_chance = 15
both_parent_has_trait_inherit_chance = 75
good = yes
ruler_designer_cost = 50
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_pure_blooded_desc
}
desc = trait_pure_blooded_character_desc
}
}
}
fecund = {
opposites = {
infertile
}
fertility = 0.5
life_expectancy = 5
years_of_fertility = 5
#inherit_chance = 15
physical = yes
genetic = yes
good = yes
ruler_designer_cost = 50
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_fecund_desc
}
desc = trait_fecund_character_desc
}
}
}
strong = {
opposites = {
weak
physique_bad
}
prowess = 4
health = 0.5
physical = yes
culture_modifier = {
parameter = strong_traits_more_valued
monthly_prestige = 1
}
ruler_designer_cost = 50
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_strong_desc
}
desc = trait_strong_character_desc
}
}
ai_energy = 20
}
shrewd = {
opposites = {
intellect_bad
dull
}
diplomacy = 2
martial = 2
stewardship = 2
intrigue = 2
learning = 2
physical = yes
ruler_designer_cost = 50
culture_modifier = {
parameter = pragmatic_traits_county_opinion_modifiers
county_opinion_add = 10
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_shrewd_desc
}
desc = trait_shrewd_character_desc
}
}
ai_rationality = high_positive_ai_value
compatibility = {
intellect_good_1 = @pos_compat_medium
intellect_good_2 = @pos_compat_medium
intellect_good_3 = @pos_compat_medium
shrewd = @pos_compat_medium
intellect_bad_1 = @neg_compat_medium
intellect_bad_2 = @neg_compat_medium
intellect_bad_3 = @neg_compat_medium
dull = @neg_compat_medium
}
}
################# PHYSICAL (BAD) ################
clubfooted = {
prowess = -2
#inherit_chance = 15
genetic = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
attraction_opinion = -10
same_opinion = 10
physical = yes
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_clubfooted_desc
}
desc = trait_clubfooted_character_desc
}
}
}
hunchbacked = {
prowess = -2
#inherit_chance = 15
genetic = yes
physical = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
attraction_opinion = -30
same_opinion = 10
vassal_opinion = -10
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_hunchbacked_desc
}
desc = trait_hunchbacked_character_desc
}
}
}
lisping = {
diplomacy = -2
#inherit_chance = 15
genetic = yes
physical = yes
birth = 0.5
random_creation = 0.5
same_opinion = 10
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lisping_desc
}
desc = trait_lisping_character_desc
}
}
ai_sociability = low_negative_ai_value
}
stuttering = {
diplomacy = -2
#inherit_chance = 15
genetic = yes
physical = yes
birth = 0.5
random_creation = 0.5
same_opinion = 10
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_stuttering_desc
}
desc = trait_stuttering_character_desc
}
}
ai_sociability = low_negative_ai_value
}
dwarf = {
prowess = -4
opposites = {
giant
}
#inherit_chance = 25
#both_parent_has_trait_inherit_chance = 100
genetic = yes
physical = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
attraction_opinion = -20
same_opinion = 20
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_dwarf_desc
}
desc = trait_dwarf_character_desc
}
}
}
giant = {
opposites = {
dwarf
}
prowess = 6
health = -0.25
#inherit_chance = 25
#both_parent_has_trait_inherit_chance = 50
genetic = yes
physical = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
attraction_opinion = -5
tribal_government_opinion = 10
glory_hound_opinion = 10
same_opinion = 20
culture_modifier = {
parameter = strong_traits_more_valued
monthly_prestige = 0.5
}
ruler_designer_cost = 20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_giant_desc
}
desc = trait_giant_character_desc
}
}
}
inbred = {
physical = yes
diplomacy = -5
martial = -5
stewardship = -5
intrigue = -5
learning = -5
prowess = -2
fertility = -0.5
health = -1.5
inherit_chance = 15
attraction_opinion = -30
vassal_opinion = -10
ruler_designer_cost = -30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_inbred_desc
}
desc = trait_inbred_character_desc
}
}
flag = initial_legitimacy_nerf
ai_rationality = -50
ai_energy = -75
}
weak = {
opposites = {
strong
physique_good
}
prowess = -2
health = -0.5
physical = yes
attraction_opinion = -10
vassal_opinion = -10
culture_modifier = {
parameter = weak_traits_looked_down_upon
same_culture_opinion = -15
}
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_weak_desc
}
desc = trait_weak_character_desc
}
}
ai_energy = -20
}
dull = {
opposites = {
intellect_good
shrewd
}
diplomacy = -2
martial = -2
stewardship = -2
intrigue = -2
learning = -2
physical = yes
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_dull_desc
}
desc = trait_dull_character_desc
}
}
ai_rationality = high_negative_ai_value
compatibility = {
intellect_bad_1 = @pos_compat_medium
intellect_bad_2 = @pos_compat_medium
intellect_bad_3 = @pos_compat_medium
dull = @pos_compat_medium
intellect_good_1 = @neg_compat_medium
intellect_good_2 = @neg_compat_medium
intellect_good_3 = @neg_compat_medium
shrewd = @neg_compat_medium
}
}
# Non-genetic impotency
impotent = {
fertility = -0.5
ai_energy = -10
physical = yes
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_impotent_desc
}
desc = trait_impotent_character_desc
}
}
}
spindly = { #Marfan's Syndrome
opposites = {
physique_good
}
prowess = -1
health = -0.25
#inherit_chance = 100 # dominant
genetic = yes
physical = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
attraction_opinion = -10
culture_modifier = {
parameter = weak_traits_looked_down_upon
same_culture_opinion = -15
}
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_spindly_desc
}
desc = trait_spindly_character_desc
}
}
ai_energy = -20
}
scaly = {
fertility = -0.2
#inherit_chance = 100 # dominant
genetic = yes
physical = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
attraction_opinion = -30
vassal_opinion = -10
same_opinion = 10
dread_baseline_add = 10
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_scaly_desc
}
desc = trait_scaly_character_desc
}
}
}
albino = {
#inherit_chance = 100 # recessive
genetic = yes
physical = yes
birth = 0.5
random_creation = 0.5
general_opinion = -10
same_opinion = 10
dread_baseline_add = 15
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_albino_desc
}
desc = trait_albino_character_desc
}
}
}
wheezing = { #asthma
physical = yes
health = -0.15
#inherit_chance = 100 # recessive
genetic = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
vassal_opinion = -10
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_wheezing_desc
}
desc = trait_wheezing_character_desc
}
}
ai_energy = -15
}
bleeder = { #Haemophilia
physical = yes
health = -1.5
#inherit_chance = 50 # 100 for male, 50 for female, recessive
genetic = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
vassal_opinion = -10
ruler_designer_cost = -20
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_bleeder_desc
}
desc = trait_bleeder_character_desc
}
}
ai_energy = -15
}
# Barren (f) / Sterile (m)
infertile = {
physical = yes
fertility = -0.5
opposites = {
fecund
}
ruler_designer_cost = 0
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_infertile_male
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_infertile_female
}
desc = trait_infertile_male
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_infertile_desc
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_infertile_female_desc
}
desc = trait_infertile_male_desc
}
}
#inherit_chance = 50
genetic = yes
enables_inbred = yes
birth = 0.5
random_creation = 0.5
}
############# RELIGION ############
celibate = {
category = fame
opposites = {
seducer
}
can_have_children = no
monthly_piety = 1
clergy_opinion = 10
opposite_opinion = -10
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_celibate_desc
}
desc = trait_celibate_character_desc
}
}
ai_zeal = 30
ai_sociability = medium_negative_ai_value
compatibility = {
chaste = @pos_compat_low
celibate = @pos_compat_low
temperate = @pos_compat_low
calm = @pos_compat_low
lustful = @neg_compat_low
deviant = @neg_compat_low
lovers_pox = @neg_compat_low
early_great_pox = @neg_compat_low
great_pox = @neg_compat_low
seducer = @neg_compat_low
}
}
pilgrim = {
category = fame
character_travel_speed = 5
character_travel_safety = 5
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 2
}
faith_modifier = {
parameter = basic_pilgrimage_rewards
monthly_piety_gain_mult = 0.05
zealot_opinion = 5
}
faith_modifier = {
parameter = mandatory_pilgrimage
monthly_piety_gain_mult = 0.35 #offset the -0.25 and add 0.1
same_faith_opinion = 5
zealot_opinion = 5
clergy_opinion = 5
}
track = {
50 = {
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 3
}
faith_modifier = {
parameter = basic_pilgrimage_rewards
monthly_piety_gain_mult = 0.1
zealot_opinion = 10
learning = 1
}
faith_modifier = {
parameter = mandatory_pilgrimage
monthly_piety_gain_mult = 0.4 #offset the -0.25 and add 0.15
zealot_opinion = 20
clergy_opinion = 10
}
ai_zeal = 10
}
100 = {
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 3
}
faith_modifier = {
parameter = basic_pilgrimage_rewards
monthly_piety_gain_mult = 0.1
zealot_opinion = 20
different_culture_opinion = 5
learning = 2
}
faith_modifier = {
parameter = mandatory_pilgrimage
monthly_piety_gain_mult = 0.4 #offset the -0.25 and add 0.15
zealot_opinion = 40
clergy_opinion = 10
}
ai_zeal = 15
}
}
ruler_designer_cost = 30
# Loc
name = {
first_valid = {
#Prolific Pilgrim
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = pilgrim
value >= 100
}
}
desc = trait_pilgrim_3
}
#Experienced Pilgrim
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = pilgrim
value >= 50
}
}
desc = trait_pilgrim_2
}
#Pilgrim
desc = trait_pilgrim
}
}
# Loc
desc = {
first_valid = {
#The trait can never go higher than the first level if it's not assigned to a character
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_pilgrim_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = pilgrim
value >= 100
}
}
desc = trait_pilgrim_3_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = pilgrim
value >= 50
}
}
desc = trait_pilgrim_2_character_desc
}
desc = trait_pilgrim_character_desc
}
}
ai_zeal = 5
}
hajjaj = {
category = fame
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 2
}
islam_religion_opinion = 5
character_travel_speed = 5
character_travel_safety = 5
faith_modifier = {
parameter = mandatory_hajj
monthly_piety_gain_mult = 0.35 #offset the -0.25 and add 0.1
same_faith_opinion = 5 #offset the -5
zealot_opinion = 10
}
ruler_designer_cost = 30
name = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_hajji
}
triggered_desc = {
trigger = {
is_male = yes
}
desc = trait_hajji
}
triggered_desc = {
trigger = {
is_female = yes
}
desc = trait_hajjah
}
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_hajjaj_neutral_desc
}
desc = trait_hajjaj_desc
}
}
ai_zeal = 10
}
excommunicated = {
category = fame
monthly_piety_gain_mult = -0.5
zealot_opinion = -50
shown_in_ruler_designer = no
triggered_opinion = {
parameter = excommunication_active
opinion_modifier = tenet_excommunicated_crime
same_faith = yes
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_excommunicated_desc
}
desc = trait_excommunicated_character_desc
}
}
}
# Monk for christian male, Nun for christian female. Devoted for others.
devoted = {
category = fame
monthly_piety = 0.3
same_faith_opinion = 5
culture_modifier = {
parameter = prowess_from_religious_traits
prowess = 3
}
culture_modifier = {
parameter = devoted_trait_bonuses
learning = 3
}
flag = can_not_marry
inheritance_blocker = all
shown_in_ruler_designer = no
ai_sociability = very_low_negative_ai_value
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_devoted_male
}
triggered_desc = {
trigger = {
is_adult = no
}
desc = trait_devoted_child
}
triggered_desc = {
trigger = {
faith ?= {
faith:theravada.religion ?= religion
}
culture ?= { has_cultural_pillar = language_japonic }
is_female = no
}
desc = trait_devoted_buddhism_japanese_male
}
triggered_desc = {
trigger = {
faith ?= {
faith:theravada.religion ?= religion
}
culture ?= { has_cultural_pillar = language_japonic }
is_female = yes
}
desc = trait_devoted_buddhism_japanese_female
}
triggered_desc = {
trigger = {
exists = faith.religion
faith.religion = faith:theravada.religion
is_female = no
}
desc = trait_devoted_buddhism_male
}
triggered_desc = {
trigger = {
exists = faith.religion
faith.religion = faith:theravada.religion
is_female = yes
}
desc = trait_devoted_buddhism_female
}
triggered_desc = {
trigger = {
exists = faith.religion
faith.religion = faith:vaishnavism.religion
is_female = no
}
desc = trait_devoted_hinduism_male
}
triggered_desc = {
trigger = {
exists = faith.religion
faith.religion = faith:vaishnavism.religion
is_female = yes
}
desc = trait_devoted_hinduism_female
}
triggered_desc = {
trigger = {
exists = faith.religion
faith.religion = faith:digambara.religion
is_female = no
}
desc = trait_devoted_jainism_male
}
triggered_desc = {
trigger = {
exists = faith.religion
faith.religion = faith:digambara.religion
is_female = yes
}
desc = trait_devoted_jainism_female
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_devoted_female
}
desc = trait_devoted_male
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_devoted_desc
}
triggered_desc = {
trigger = { is_adult = no }
desc = trait_devoted_child_desc
}
desc = trait_devoted_character_desc
}
}
}
# Muslim version of the Blood of the Prophet-trait. Muslim agnatically descended from Muhammed. Female version is localized 'Sayyida'
sayyid = {
category = fame
islam_religion_opinion = 5
flag = initial_legitimacy_boost
ruler_designer_cost = 25
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_sayyid
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_sayyida
}
desc = trait_sayyid
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_sayyid_desc
}
desc = trait_sayyid_character_desc
}
}
inherit_chance = 100
parent_inheritance_sex = male
inherit_from_real_father = no
}
# Zoroastrian version of the Savior-trait.
saoshyant = {
category = fame
opposites = {
saoshyant_descendant
}
diplomacy = 1
learning = 2
prowess = 2
zoroastrianism_religion_opinion = 10
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_saoshyant_desc
}
desc = trait_saoshyant_character_desc
}
}
ai_zeal = 100
}
# Zoroastrian version of the Divine Blood-trait.
saoshyant_descendant = {
category = fame
opposites = {
saoshyant
}
learning = 1
zoroastrianism_religion_opinion = 5
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_saoshyant_descendant_desc
}
desc = trait_saoshyant_descendant_character_desc
}
}
}
# Generic version of Saoshyant, Mahdi, Messiah, etc.
savior = {
category = fame
opposites = {
divine_blood
}
same_faith_opinion = 10
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_savior_desc
}
desc = trait_savior_character_desc
}
}
ai_zeal = 100
}
# Generic version of Descendant of Saoshyant, Mahdi, Messiah, etc. This is automatically granted to all members of a dynasty with "Divine Blood".
divine_blood = {
category = fame
opposites = {
savior
}
same_faith_opinion = 5
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_divine_blood_desc
}
desc = trait_divine_blood_character_desc
}
}
}
# Generic version of Sayyid. Dynasties can now be marked with "Prophetic Blood", which will automatically grant this trait to all members.
blood_of_prophet = {
category = fame
same_faith_opinion = 5
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_blood_of_prophet_desc
}
desc = trait_blood_of_prophet_character_desc
}
}
# Sayyid has different effects
}
# Generic version of Crusader and Mujahid
faith_warrior = {
category = fame
martial = 2
prowess = 3
culture_modifier = {
parameter = faith_warrior_traits_more_valued
monthly_prestige = 1
}
clergy_opinion = 15
same_faith_opinion = 5
ruler_designer_cost = 50
icon = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = faith_warrior.dds
}
triggered_desc = {
trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } }
desc = crusader.dds
}
triggered_desc = {
trigger = { faith = { religion_tag = islam_religion } }
desc = mujahid.dds
}
desc = faith_warrior.dds
}
}
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_faith_warrior
}
triggered_desc = {
trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = protestant_religion religion_tag = catholic_religion } } }
desc = trait_crusader
}
triggered_desc = {
trigger = { faith = { religion_tag = islam_religion } }
desc = trait_mujahid
}
triggered_desc = {
trigger = { faith = { religion_tag = bon_religion } }
desc = trait_crusader_bon
}
triggered_desc = {
trigger = { faith = { religion_tag = buddhism_religion } }
desc = trait_crusader_buddhism
}
triggered_desc = {
trigger = { faith = { religion_tag = dualism_religion } }
desc = trait_crusader_dualism
}
triggered_desc = {
trigger = { faith = { religion_tag = folkgerman_religion } }
desc = trait_crusader_germanic
}
triggered_desc = {
trigger = { faith = { religion_tag = hellenism_religion } }
desc = trait_crusader_hellenism
}
triggered_desc = {
trigger = { faith = { religion_tag = hinduism_religion } }
desc = trait_crusader_hinduism
}
triggered_desc = {
trigger = { faith = { religion_tag = jainism_religion } }
desc = trait_crusader_jainism
}
triggered_desc = {
trigger = { faith = { religion_tag = judaism_religion } }
desc = trait_crusader_judaism
}
triggered_desc = {
trigger = { faith = { religion_tag = magyar_religion } }
desc = trait_crusader_magyar
}
triggered_desc = {
trigger = { faith = { religion_tag = baltic_religion } }
desc = trait_crusader_baltic
}
triggered_desc = {
trigger = { faith = { religion_tag = slavic_religion } }
desc = trait_crusader_slavic
}
triggered_desc = {
trigger = { faith = { religion_tag = finno_ugric_religion } }
desc = trait_crusader_finno_ugric
}
triggered_desc = {
trigger = { faith = { religion_tag = siberian_religion } }
desc = trait_crusader_siberian
}
triggered_desc = {
trigger = { faith = { religion_tag = tengrism_religion } }
desc = trait_crusader_tengrism
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_religion } }
desc = trait_crusader_west_african
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_bori_religion } }
desc = trait_crusader_west_african_bori
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_roog_religion } }
desc = trait_crusader_west_african_roog
}
triggered_desc = {
trigger = { faith = { religion_tag = zoroastrianism_religion } }
desc = trait_crusader_zoroastrianism
}
triggered_desc = {
trigger = { faith = { religion_tag = zunism_religion } }
desc = trait_crusader_zunism
}
desc = trait_faith_warrior
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_faith_warrior_desc
}
triggered_desc = {
trigger = { faith = { religion_tag = islam_religion } }
desc = trait_mujahid_character_desc
}
triggered_desc = {
trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } }
desc = trait_crusader_character_desc
}
desc = trait_faith_warrior_character_desc
}
}
ai_zeal = 10
}
saint = {
category = fame
monthly_piety = 2
legitimacy_gain_mult = 0.25
shown_in_ruler_designer = no
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_venerated_ancestor
}
triggered_desc = {
trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } }
desc = trait_saint
}
desc = trait_venerated_ancestor
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_saint_desc
}
desc = trait_saint_character_desc
}
}
ai_zeal = 50
}
historical_character = {
category = fame
diplomacy = 2
learning = 2
enemy_hostile_scheme_success_chance_growth_add = -1
health = 0.25
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_variable = karunakara
}
desc = historical_character.karunakara
}
triggered_desc = {
trigger = {
exists = this
has_variable = sekkilhar
}
desc = historical_character.sekkilhar
}
triggered_desc = {
trigger = {
exists = this
has_variable = omar_khayyam
}
desc = historical_character.omar_khayyam
}
triggered_desc = {
trigger = {
exists = this
has_variable = bhaskaracharya
}
desc = historical_character.bhaskaracharya
}
triggered_desc = {
trigger = {
exists = this
has_variable = joseph_rabban
}
desc = historical_character.joseph_rabban
}
triggered_desc = {
trigger = {
exists = this
has_variable = atisha
}
desc = historical_character.atisha
}
triggered_desc = {
trigger = {
exists = this
has_variable = hemachandra
}
desc = historical_character.hemachandra
}
triggered_desc = {
trigger = {
exists = this
has_variable = kshemendra
}
desc = historical_character.kshemendra
}
triggered_desc = {
trigger = {
exists = this
has_variable = akka_mahadevi
}
desc = historical_character.akka_mahadevi
}
triggered_desc = {
trigger = {
exists = this
has_variable = namdev
}
desc = historical_character.namdev
}
triggered_desc = {
trigger = {
exists = this
has_variable = madhvacharya
}
desc = historical_character.madhvacharya
}
triggered_desc = {
trigger = {
exists = this
has_variable = vidyapati
}
desc = historical_character.vidyapati
}
triggered_desc = {
trigger = {
exists = this
has_variable = abhinavagupta
}
desc = historical_character.abhinavagupta
}
triggered_desc = {
trigger = {
exists = this
has_variable = basava
}
desc = historical_character.basava
}
triggered_desc = {
trigger = {
exists = this
has_variable = hildegard
}
desc = historical_character.hildegard
}
triggered_desc = {
trigger = {
exists = this
has_variable = thomas_aquinas
}
desc = historical_character.thomas_aquinas
}
triggered_desc = {
trigger = {
exists = this
has_variable = dante_alighieri
}
desc = historical_character.dante_alighieri
}
triggered_desc = {
trigger = {
exists = this
has_variable = thomas_becket
}
desc = historical_character.thomas_becket
}
triggered_desc = {
trigger = {
exists = this
has_variable = maimonides
}
desc = historical_character.maimonides
}
triggered_desc = {
trigger = {
exists = this
has_variable = chretien_de_troyes
}
desc = historical_character.chretien_de_troyes
}
triggered_desc = {
trigger = {
exists = this
has_variable = egil_skallagrimrsson
}
desc = historical_character.egil_skallagrimrsson
}
triggered_desc = {
trigger = {
exists = this
has_variable = gunnlaug_ormstunga
}
desc = historical_character.gunnlaug_ormstunga
}
triggered_desc = {
trigger = {
exists = this
has_variable = torbjorg_the_seeress
}
desc = historical_character.torbjorg_the_seeress
}
triggered_desc = {
trigger = {
exists = this
has_variable = erik_rode
}
desc = historical_character.erik_rode
}
triggered_desc = {
trigger = {
exists = this
has_variable = alhazen
}
desc = historical_character.alhazen
}
triggered_desc = {
trigger = {
exists = this
has_variable = ibn_battuta
}
desc = historical_character.ibn_battuta
}
triggered_desc = {
trigger = {
exists = this
has_variable = william_of_ockham
}
desc = historical_character.william_of_ockham
}
triggered_desc = {
trigger = {
exists = this
has_variable = geoffrey_chaucer
}
desc = historical_character.geoffrey_chaucer
}
triggered_desc = {
trigger = {
exists = this
has_variable = aaron_of_lincoln
}
desc = historical_character.aaron_of_lincoln
}
triggered_desc = {
trigger = {
exists = this
has_variable = john_wycliffe
}
desc = historical_character.john_wycliffe
}
triggered_desc = {
trigger = {
exists = this
has_variable = roger_bacon
}
desc = historical_character.roger_bacon
}
triggered_desc = {
trigger = {
exists = this
has_variable = heloise_dargenteuil
}
desc = historical_character.heloise_dargenteuil
}
triggered_desc = {
trigger = {
exists = this
has_variable = peter_abelard
}
desc = historical_character.peter_abelard
}
triggered_desc = {
trigger = {
exists = this
has_variable = petrarch
}
desc = historical_character.petrarch
}
triggered_desc = {
trigger = {
exists = this
has_variable = christine_pizan
}
desc = historical_character.christine_pizan
}
triggered_desc = {
trigger = {
exists = this
has_variable = giotto_di_bondone
}
desc = historical_character.giotto_di_bondone
}
triggered_desc = {
trigger = {
exists = this
has_variable = fibonacci
}
desc = historical_character.fibonacci
}
triggered_desc = {
trigger = {
exists = this
has_variable = giovanni_boccaccio
}
desc = historical_character.giovanni_boccaccio
}
triggered_desc = {
trigger = {
exists = this
has_variable = snorri_sturluson
}
desc = historical_character.snorri_sturluson
}
triggered_desc = {
trigger = {
exists = this
has_variable = hrotsvitha
}
desc = historical_character.hrotsvitha
}
triggered_desc = {
trigger = {
exists = this
has_variable = ramanuja
}
desc = historical_character.ramanuja
}
triggered_desc = {
trigger = {
exists = this
has_variable = arnaldus_de_villa_nova
}
desc = historical_character.arnaldus_de_villa_nova
}
triggered_desc = {
trigger = {
exists = this
has_variable = ibn_khaldun
}
desc = historical_character.ibn_khaldun
}
triggered_desc = {
trigger = {
exists = this
has_variable = rumi
}
desc = historical_character.rumi
}
triggered_desc = {
trigger = {
exists = this
has_variable = avicenna
}
desc = historical_character.avicenna
}
triggered_desc = {
trigger = {
exists = this
has_variable = averroes
}
desc = historical_character.averroes
}
triggered_desc = {
trigger = {
exists = this
has_variable = al_biruni
}
desc = historical_character.al_biruni
}
triggered_desc = {
trigger = {
exists = this
has_variable = rashi
}
desc = historical_character.rashi
}
triggered_desc = {
trigger = {
exists = this
has_variable = yehuda_halevi
}
desc = historical_character.yehuda_halevi
}
triggered_desc = {
trigger = {
exists = this
has_variable = shaprut
}
desc = historical_character.shaprut
}
triggered_desc = {
trigger = {
exists = this
has_variable = gersonides
}
desc = historical_character.gersonides
}
triggered_desc = {
trigger = {
exists = this
has_variable = ezra
}
desc = historical_character.ezra
}
triggered_desc = {
trigger = {
exists = this
has_variable = gabriol
}
desc = historical_character.gabriol
}
triggered_desc = {
trigger = {
exists = this
has_variable = nachmanides
}
desc = historical_character.nachmanides
}
triggered_desc = {
trigger = {
exists = this
has_variable = crescas
}
desc = historical_character.crescas
}
triggered_desc = {
trigger = {
exists = this
has_variable = saadia
}
desc = historical_character.saadia
}
triggered_desc = {
trigger = {
exists = this
has_variable = awkal
}
desc = historical_character.awkal
}
triggered_desc = {
trigger = {
exists = this
has_variable = benjamin_of_tudela
}
desc = historical_character.benjamin_of_tudela
}
triggered_desc = {
trigger = {
exists = this
has_variable = marco_polo
}
desc = historical_character.marco_polo
}
triggered_desc = {
trigger = {
exists = this
has_variable = bridget_of_sweden
}
desc = historical_character.bridget_of_sweden
}
triggered_desc = {
trigger = {
exists = this
has_variable = meister_eckhart
}
desc = historical_character.meister_eckhart
}
triggered_desc = {
trigger = {
exists = this
has_variable = jangar
}
desc = historical_character.jangar
}
triggered_desc = {
trigger = {
exists = this
has_variable = zawisza
}
desc = historical_character.zawisza
}
triggered_desc = {
trigger = {
exists = this
has_variable = theophanes_the_greek
}
desc = historical_character.theophanes_the_greek
}
triggered_desc = {
trigger = {
exists = this
has_variable = nicetas_choniates
}
desc = historical_character.nicetas_choniates
}
triggered_desc = {
trigger = {
exists = this
has_variable = michael_psellos
}
desc = historical_character.michael_psellos
}
triggered_desc = {
trigger = {
exists = this
has_variable = john_tzetzes
}
desc = historical_character.john_tzetzes
}
triggered_desc = {
trigger = {
exists = this
has_variable = theophylact_of_ohrid
}
desc = historical_character.theophylact_of_ohrid
}
triggered_desc = {
trigger = {
exists = this
has_variable = eustathius_of_thessalonica
}
desc = historical_character.eustathius_of_thessalonica
}
triggered_desc = {
trigger = {
exists = this
has_variable = nicephorus_blemmydes
}
desc = historical_character.nicephorus_blemmydes
}
triggered_desc = {
trigger = {
exists = this
has_variable = georgius_pachymeres
}
desc = historical_character.georgius_pachymeres
}
triggered_desc = {
trigger = {
exists = this
has_variable = manuel_moschopoulos
}
desc = historical_character.manuel_moschopoulos
}
triggered_desc = {
trigger = {
exists = this
has_variable = theodore_metochites
}
desc = historical_character.theodore_metochites
}
triggered_desc = {
trigger = {
exists = this
has_variable = michael_choniates
}
desc = historical_character.michael_choniates
}
triggered_desc = {
trigger = {
exists = this
has_variable = joseph_tarchaneiotes
}
desc = historical_character.joseph_tarchaneiotes
}
triggered_desc = {
trigger = {
exists = this
has_variable = gemistus_pletho
}
desc = historical_character.gemistus_pletho
}
triggered_desc = {
trigger = {
exists = this
has_variable = arethas_of_caesarea
}
desc = historical_character.arethas_of_caesarea
}
triggered_desc = {
trigger = {
exists = this
has_variable = basil_lekapenos
}
desc = historical_character.basil_lekapenos
}
triggered_desc = {
trigger = {
exists = this
has_variable = john_the_orphanotrophos
}
desc = historical_character.john_the_orphanotrophos
}
triggered_desc = {
trigger = {
exists = this
has_variable = samonas
}
desc = historical_character.samonas
}
triggered_desc = {
trigger = {
exists = this
has_variable = peter_the_eunuch
}
desc = historical_character.peter_the_eunuch
}
triggered_desc = {
trigger = {
exists = this
has_variable = constantine_the_paphlagonian
}
desc = historical_character.constantine_the_paphlagonian
}
triggered_desc = {
trigger = {
exists = this
has_variable = peter_the_stratopedarches
}
desc = historical_character.peter_the_stratopedarches
}
triggered_desc = {
trigger = {
exists = this
has_variable = basilios_bessarion
}
desc = historical_character.basilios_bessarion
}
triggered_desc = {
trigger = {
exists = this
has_variable = demetrios_kydones
}
desc = historical_character.demetrios_kydones
}
triggered_desc = {
trigger = {
exists = this
has_variable = manuel_holobolos
}
desc = historical_character.manuel_holobolos
}
triggered_desc = {
trigger = {
exists = this
has_variable = john_axuch
}
desc = historical_character.john_axuch
}
triggered_desc = {
trigger = {
exists = this
has_variable = mkhitar_gosh
}
desc = historical_character.mkhitar_gosh
}
triggered_desc = {
trigger = {
exists = this
has_variable = shota_rustaveli
}
desc = historical_character.shota_rustaveli
}
triggered_desc = {
trigger = {
exists = this
has_variable = grigor_tatevatsi
}
desc = historical_character.grigor_tatevatsi
}
triggered_desc = {
trigger = {
exists = this
has_variable = sargis_pitsak
}
desc = historical_character.sargis_pitsak
}
triggered_desc = {
trigger = {
exists = this
has_variable = medici
}
desc = historical_character.medici
}
triggered_desc = {
trigger = {
exists = this
has_variable = borgia
}
desc = historical_character.borgia
}
triggered_desc = {
trigger = {
exists = this
has_variable = william_wallace
}
desc = historical_character.william_wallace
}
triggered_desc = {
trigger = {
exists = this
has_variable = la_hire
}
desc = historical_character.la_hire
}
triggered_desc = {
trigger = {
exists = this
has_variable = bar_sauma
}
desc = historical_character.bar_sauma
}
triggered_desc = {
trigger = {
exists = this
has_variable = hodja
}
desc = historical_character.hodja
}
triggered_desc = {
trigger = {
exists = this
has_variable = widukind_of_corvey
}
desc = historical_character.widukind_of_corvey
}
triggered_desc = {
trigger = {
exists = this
has_variable = roger_de_flor
}
desc = historical_character.roger_de_flor
}
triggered_desc = {
trigger = {
exists = this
has_variable = regino_of_prum
}
desc = historical_character.regino_of_prum
}
triggered_desc = {
trigger = {
exists = this
has_variable = geoffrey_of_monmouth
}
desc = historical_character.geoffrey_of_monmouth
}
triggered_desc = {
trigger = {
exists = this
has_variable = raiktor
}
desc = historical_character.raiktor
}
triggered_desc = {
trigger = {
exists = this
has_variable = nichiren
}
desc = historical_character.nichiren
}
triggered_desc = {
trigger = {
exists = this
has_variable = dogen
}
desc = historical_character.dogen
}
triggered_desc = {
trigger = {
exists = this
has_variable = kokan_shiren
}
desc = historical_character.kokan_shiren
}
triggered_desc = {
trigger = {
exists = this
has_variable = jeong_mong_ju
}
desc = historical_character.jeong_mong_ju
}
triggered_desc = {
trigger = {
exists = this
has_variable = yi_saek
}
desc = historical_character.yi_saek
}
triggered_desc = {
trigger = {
exists = this
has_variable = jinul
}
desc = historical_character.jinul
}
triggered_desc = {
trigger = {
exists = this
has_variable = prapanca
}
desc = historical_character.prapanca
}
triggered_desc = {
trigger = {
exists = this
has_variable = tantular
}
desc = historical_character.tantular
}
triggered_desc = {
trigger = {
exists = this
has_variable = kanwa
}
desc = historical_character.kanwa
}
triggered_desc = {
trigger = {
exists = this
has_variable = sedah
}
desc = historical_character.sedah
}
triggered_desc = {
trigger = {
exists = this
has_variable = panuluh
}
desc = historical_character.panuluh
}
triggered_desc = {
trigger = {
exists = this
has_variable = dharmaja
}
desc = historical_character.dharmaja
}
triggered_desc = {
trigger = {
exists = this
has_variable = monaguna
}
desc = historical_character.monaguna
}
triggered_desc = {
trigger = {
exists = this
has_variable = kuturan
}
desc = historical_character.kuturan
}
triggered_desc = {
trigger = {
exists = this
has_variable = dwijendra
}
desc = historical_character.dwijendra
}
triggered_desc = {
trigger = {
exists = this
has_variable = kavindrarimathana
}
desc = historical_character.kavindrarimathana
}
triggered_desc = {
trigger = {
exists = this
has_variable = daun_penh
}
desc = historical_character.daun_penh
}
triggered_desc = {
trigger = {
exists = this
has_variable = yue_fei
}
desc = historical_character.yue_fei
}
triggered_desc = {
trigger = {
exists = this
has_variable = wen_tianxiang
}
desc = historical_character.wen_tianxiang
}
triggered_desc = {
trigger = {
exists = this
has_variable = fan_zhongyan
}
desc = historical_character.fan_zhongyan
}
triggered_desc = {
trigger = {
exists = this
has_variable = li_qingzhao
}
desc = historical_character.li_qingzhao
}
triggered_desc = {
trigger = {
exists = this
has_variable = qiu_chuji
}
desc = historical_character.qiu_chuji
}
triggered_desc = {
trigger = {
exists = this
has_variable = chu_van_an
}
desc = historical_character.chu_van_an
}
triggered_desc = {
trigger = {
exists = this
has_variable = nguyen_thuyen
}
desc = historical_character.nguyen_thuyen
}
triggered_desc = {
trigger = {
exists = this
has_variable = pham_ngu_lao
}
desc = historical_character.pham_ngu_lao
}
triggered_desc = {
trigger = {
exists = this
has_variable = sakata_kintoki
}
desc = historical_character.sakata_kintoki
}
triggered_desc = {
trigger = {
exists = this
has_variable = takezaki_suenaga
}
desc = historical_character.takezaki_suenaga
}
triggered_desc = {
trigger = {
exists = this
has_variable = eisai
}
desc = historical_character.eisai
}
triggered_desc = {
trigger = {
exists = this
has_variable = ippen
}
desc = historical_character.ippen
}
triggered_desc = {
trigger = {
exists = this
has_variable = myoe
}
desc = historical_character.myoe
}
triggered_desc = {
trigger = {
exists = this
has_variable = honen
}
desc = historical_character.honen
}
triggered_desc = {
trigger = {
exists = this
has_variable = shinran
}
desc = historical_character.shinran
}
triggered_desc = {
trigger = {
exists = this
has_variable = mibu_tadamine
}
desc = historical_character.mibu_tadamine
}
triggered_desc = {
trigger = {
exists = this
has_variable = murasaki
}
desc = historical_character.murasaki
}
desc = generic_importance
}
}
shown_in_ruler_designer = no
}
legend = {
category = fame
monthly_prestige = 2
legitimacy_gain_mult = 0.25
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_legend_desc
}
desc = trait_legend_character_desc
}
}
shown_in_ruler_designer = no
ai_zeal = 50
}
order_member = {
category = fame
flag = can_not_marry
inheritance_blocker = all
martial = 1
prowess = 4
culture_modifier = {
parameter = faith_warrior_traits_more_valued
monthly_prestige = 1
}
same_opinion_if_same_faith = 15
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_order_member_desc
}
desc = trait_order_member_character_desc
}
}
ai_zeal = 10
ai_honor = 5
ai_greed = -10
}
########### FAME ##########
berserker = {
category = fame
diplomacy = -2
martial = 2
prowess = 5
dread_baseline_add = 15
same_opinion = 10
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_berserker_desc
}
desc = trait_berserker_character_desc
}
}
ai_rationality = medium_negative_ai_value
ai_energy = 20
ai_boldness = medium_positive_ai_value
}
shieldmaiden = {
category = fame
martial = 3
prowess = 3
same_opinion = 10
ruler_designer_cost = 40
name = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_shieldmaiden_female
}
triggered_desc = {
trigger = { is_male = yes }
desc = trait_shieldmaiden_male
}
desc = trait_shieldmaiden_female
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_shieldmaiden_desc
}
triggered_desc = {
trigger = { is_male = yes }
desc = trait_shieldmaiden_male_character_desc
}
desc = trait_shieldmaiden_female_character_desc
}
}
ai_boldness = high_positive_ai_value
ai_energy = high_positive_ai_value
}
varangian = {
category = fame
diplomacy = 1
martial = 2
prowess = 2
same_opinion = 10
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_varangian_desc
}
desc = trait_varangian_character_desc
}
}
ai_energy = 10
ai_boldness = 10
}
lifestyle_poet = {
category = lifestyle
diplomacy_per_prestige_level = 1
stress_loss_mult = 0.1
culture_modifier = {
parameter = poet_trait_gives_bonuses
monthly_prestige_gain_mult = 0.05
owned_personal_scheme_success_chance_add = 10
}
culture_modifier = {
parameter = poet_trait_romance_bonuses
attraction_opinion = 15
courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
}
track = {
50 = {
diplomacy = 1
courtly_opinion = 5
}
100 = {
diplomacy = 2
courtly_opinion = 5
}
}
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lifestyle_poet_desc
}
desc = trait_lifestyle_poet_character_desc
}
}
ai_boldness = low_positive_ai_value
ai_sociability = low_positive_ai_value
}
bastard = {
opposites = {
legitimized_bastard
child_of_concubine
wild_oat
disputed_heritage
}
diplomacy = -1
same_opinion = 5
dynasty_opinion = -15
legitimacy_gain_mult = -0.1
inheritance_blocker = all
claim_inheritance_blocker = all
category = fame
bastard = illegitimate
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_bastard_desc
}
desc = trait_bastard_character_desc
}
}
ai_honor = -10
ai_energy = 15
}
legitimized_bastard = {
opposites = {
bastard
child_of_concubine
wild_oat
disputed_heritage
}
diplomacy = -1
legitimacy_gain_mult = -0.05
bastard = legitimate
dynasty_opinion = -10
category = fame
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_legitimized_bastard_desc
}
desc = trait_legitimized_bastard_character_desc
}
}
ai_honor = -5
ai_energy = 15
}
disputed_heritage = {
category = fame
opposites = {
bastard
wild_oat
legitimized_bastard
}
diplomacy = -1
legitimacy_loss_mult = 0.1
dynasty_house_opinion = -10
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_disputed_heritage_desc
}
desc = trait_disputed_heritage_character_desc
}
}
ai_energy = 10
}
# Separate male and female versions of this traits due to different desc
child_of_concubine_female = {
category = fame
group = child_of_concubine
level = 1
opposites = {
bastard
legitimized_bastard
wild_oat
}
diplomacy = -1
shown_in_ruler_designer = no
name = trait_child_of_concubine
desc = { # mother was a concubine (at time of birth)
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_child_of_concubine_desc
}
desc = trait_child_of_concubine_character_desc
}
}
icon = child_of_concubine.dds
ai_energy = 15
}
child_of_concubine_male = {
category = fame
group = child_of_concubine
level = 2
opposites = {
bastard
legitimized_bastard
wild_oat
}
diplomacy = -1
shown_in_ruler_designer = no
name = trait_child_of_concubine
desc = { # father was a concubine (at time of birth)
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_child_of_male_concubine_desc
}
desc = trait_child_of_male_concubine_character_desc
}
}
icon = child_of_concubine.dds
ai_energy = 15
}
#Children born out of wedlock in religions without bastardy
wild_oat = {
category = fame
opposites = {
bastard
legitimized_bastard
child_of_concubine
}
diplomacy = -1
ruler_designer_cost = 0
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_wild_oat_desc
}
desc = trait_wild_oat_character_desc
}
}
}
bastard_founder = {
opposites = {
bastard
legitimized_bastard
child_of_concubine
wild_oat
}
inheritance_blocker = all
claim_inheritance_blocker = all
category = fame
diplomacy = -1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_bastard_founder_desc
}
desc = trait_bastard_founder_character_desc
}
}
ai_energy = 15
}
twin = {
category = fame
twin_opinion = 15
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_twin_desc
}
desc = trait_twin_character_desc
}
}
}
kinslayer_1 = {
dynasty_opinion = -5
category = fame
group = kinslayer
level = 1
shown_in_ruler_designer = no
# Criminal for dynasty
triggered_opinion = {
parameter = kinslaying_close_kin_crime
opinion_modifier = kinslayer_crime_dynasty
same_dynasty = yes
}
# Opinion hit for everyone
triggered_opinion = {
parameter = kinslaying_close_kin_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_extended_family_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_any_dynasty_member_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_shunned
opinion_modifier = kinslayer_intolerant
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_kinslayer_1_desc
}
desc = trait_kinslayer_1_character_desc
}
}
}
kinslayer_2 = {
dynasty_opinion = -5
close_relative_opinion = -5
category = fame
group = kinslayer
level = 2
shown_in_ruler_designer = no
# Criminal for extended family
triggered_opinion = {
parameter = kinslaying_close_kin_crime
opinion_modifier = kinslayer_crime_dynasty
same_dynasty = yes
}
triggered_opinion = {
parameter = kinslaying_extended_family_crime
opinion_modifier = kinslayer_crime_dynasty
same_dynasty = yes
}
# Opinion hit for everyone
triggered_opinion = {
parameter = kinslaying_close_kin_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_extended_family_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_any_dynasty_member_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_shunned
opinion_modifier = kinslayer_intolerant
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_kinslayer_2_desc
}
desc = trait_kinslayer_2_character_desc
}
}
}
kinslayer_3 = {
dynasty_opinion = -5
close_relative_opinion = -10
category = fame
group = kinslayer
level = 3
shown_in_ruler_designer = no
# Criminal for close family
triggered_opinion = {
parameter = kinslaying_close_kin_crime
opinion_modifier = kinslayer_crime_dynasty
same_dynasty = yes
}
# Criminal for extended family
triggered_opinion = {
parameter = kinslaying_extended_family_crime
opinion_modifier = kinslayer_crime_dynasty
same_dynasty = yes
}
# Criminal for dynasty
triggered_opinion = {
parameter = kinslaying_any_dynasty_member_crime
opinion_modifier = kinslayer_crime_dynasty
same_dynasty = yes
}
# Opinion hit for everyone
triggered_opinion = {
parameter = kinslaying_close_kin_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_extended_family_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_any_dynasty_member_crime
opinion_modifier = kinslayer_intolerant
}
triggered_opinion = {
parameter = kinslaying_shunned
opinion_modifier = kinslayer_intolerant
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_kinslayer_3_desc
}
desc = trait_kinslayer_3_character_desc
}
}
}
deviant = {
category = fame
stress_loss_mult = 0.25
same_opinion = 35
ruler_designer_cost = -5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_deviant_desc
}
desc = trait_deviant_character_desc
}
}
ai_zeal = -25
triggered_opinion = {
parameter = deviancy_illegal
opinion_modifier = deviant_crime
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = deviancy_shunned
opinion_modifier = deviant_intolerant
ignore_opinion_value_if_same_trait = yes
}
compatibility = {
deviant = @pos_compat_high
lustful = @pos_compat_medium
chaste = @neg_compat_medium
celibate = @neg_compat_medium
}
}
cannibal = {
category = fame
prowess = 2
same_opinion = 35
stress_loss_mult = 0.15
dread_baseline_add = 20
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_cannibal_desc
}
desc = trait_cannibal_character_desc
}
}
ai_rationality = -20
ai_honor = -10
ai_compassion = -10
triggered_opinion = {
parameter = cannibalism_legal
opinion_modifier = cannibal_crime
check_missing = yes
ignore_opinion_value_if_same_trait = yes
}
}
sodomite = {
category = fame
same_opinion = 10
shown_in_ruler_designer = no
triggered_opinion = {
parameter = homosexuality_illegal
opinion_modifier = sodomite_crime
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = homosexuality_shunned
opinion_modifier = sodomite_intolerant
ignore_opinion_value_if_same_trait = yes
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_sodomite_desc
}
desc = trait_sodomite_character_desc
}
}
}
incestuous = {
category = fame
same_opinion = 20
ruler_designer_cost = 0
triggered_opinion = {
parameter = allows_unrestricted_marriage
opinion_modifier = incest_intolerant
check_missing = yes
ignore_opinion_value_if_same_trait = yes
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_incestuous_desc
}
desc = trait_incestuous_character_desc
}
}
}
adulterer = {
same_opinion = 10
category = fame
ruler_designer_cost = -5
culture_modifier = {
parameter = adulterer_fornicator_penalties
same_culture_opinion = -15
}
triggered_opinion = {
parameter = adultery_male_crime
male_only = yes
opinion_modifier = adulterer_crime
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = adultery_male_shunned
male_only = yes
opinion_modifier = adulterer_intolerant
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = adultery_female_crime
female_only = yes
opinion_modifier = adulterer_crime
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = adultery_female_shunned
female_only = yes
opinion_modifier = adulterer_intolerant
ignore_opinion_value_if_same_trait = yes
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_adulterer_desc
}
desc = trait_adulterer_character_desc
}
}
}
fornicator = {
category = fame
same_opinion = 10
ruler_designer_cost = -5
culture_modifier = {
parameter = adulterer_fornicator_penalties
same_culture_opinion = -10
}
triggered_opinion = {
parameter = adultery_male_crime
male_only = yes
opinion_modifier = fornicator_crime
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = adultery_male_shunned
male_only = yes
opinion_modifier = fornicator_intolerant
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = adultery_female_crime
female_only = yes
opinion_modifier = fornicator_crime
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = adultery_female_shunned
female_only = yes
opinion_modifier = fornicator_intolerant
ignore_opinion_value_if_same_trait = yes
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_fornicator_desc
}
desc = trait_fornicator_character_desc
}
}
}
murderer = {
general_opinion = -15
category = fame
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_murderer_desc
}
desc = trait_murderer_character_desc
}
}
}
born_in_the_purple = {
monthly_prestige = 0.1
short_reign_duration_mult = -0.25
monthly_influence = 0.75
category = fame
culture_succession_prio = children_can_be_born_in_the_purple
flag = initial_legitimacy_boost
ruler_designer_cost = 40
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_born_in_the_purple_desc
}
desc = trait_born_in_the_purple_character_desc
}
}
}
augustus = {
vassal_opinion = 10
category = fame
monthly_prestige = 0.5
monthly_influence = 1.5
same_opinion = 25
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_augustus_desc
}
desc = trait_augustus_character_desc
}
}
}
viking = {
category = fame
martial = 2
prowess = 3
monthly_prestige = 0.3
same_opinion = 5
ruler_designer_cost = 25
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
culture = { has_innovation = innovation_longboats }
}
desc = trait_viking_has_longships
}
desc = trait_viking_fallback
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_viking_desc
}
desc = trait_viking_character_desc
}
}
ai_energy = 10
ai_boldness = 10
}
# Character is seen as a reincarnation of another character.
reincarnation = {
category = fame
same_faith_opinion = 5
monthly_piety = 1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_reincarnation_desc
}
desc = trait_reincarnation_desc_ancestor
}
}
}
adventurer = {
category = fame
opposites = {
adventurer_follower
}
general_opinion = -10
martial_per_prestige_level = 1
prowess_per_prestige_level = 1
men_at_arms_maintenance = -0.5
ignore_negative_culture_opinion = yes
ignore_negative_opinion_of_culture = yes
same_opinion = 20
opposite_opinion = 20
ai_war_chance = 1
ruler_designer_cost = 50
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_adventurer_desc
}
desc = trait_adventurer_character_desc
}
}
ai_energy = low_positive_ai_value
ai_boldness = low_positive_ai_value
ai_honor = low_negative_ai_value
}
# Just here so you can see who _used_ to be one of your followers.
adventurer_follower = {
category = fame
opposites = {
adventurer
}
diplomacy = 1
same_opinion = 20
opposite_opinion = 20
ruler_designer_cost = 10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_adventurer_follower_desc
}
triggered_desc = {
trigger = { has_variable = former_camp_leader }
desc = trait_adventurer_follower_remembers_leader_desc
}
desc = trait_adventurer_follower_character_desc
}
}
ai_energy = low_positive_ai_value
ai_boldness = low_positive_ai_value
ai_honor = low_negative_ai_value
}
heresiarch = {
category = fame
martial = 2
learning = 2
prowess = 2
same_faith_opinion = 10
monthly_influence = 0.75
advantage_against_coreligionists = 5
ai_war_chance = 1
ruler_designer_cost = 50
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_heresiarch_desc
}
desc = trait_heresiarch_character_desc
}
}
ai_zeal = 20
}
peasant_leader = {
category = fame
same_opinion = 25
general_opinion = -10
county_opinion_add = 10
army_maintenance_mult = -0.5
ruler_designer_cost = 100
culture_modifier = {
parameter = grants_to_lowborns_bonuses
development_growth_factor = 0.2
county_fertility_growth_mult = medium_county_fertility_growth_gain
}
track = {
33 = {
enemy_terrain_advantage = -0.25
}
66 = {
advantage = 1
levy_siege = 0.1
}
100 = {
advantage = 2
county_opinion_add = 20
ignore_negative_culture_opinion = yes
ignore_different_faith_opinion = yes
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = peasant_leader
value >= 100
}
}
desc = trait_peasant_leader_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = peasant_leader
value >= 66
}
}
desc = trait_peasant_leader_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = peasant_leader
value >= 33
}
}
desc = trait_peasant_leader_1
}
desc = trait_peasant_leader
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_peasant_leader_desc
}
desc = trait_peasant_leader_character_desc
}
}
}
populist_leader = {
category = fame
icon = "populist_leader.dds"
county_opinion_add = 15
courtly_opinion = -30
parochial_same_faith_opinion = 10
parochial_same_culture_opinion = 10
army_maintenance_mult = -0.5
ruler_designer_cost = 150
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_populist_leader_desc
}
desc = trait_populist_leader_character_desc
}
}
}
witch = {
category = fame
diplomacy = -1
intrigue = 1
learning = 1
same_opinion = 20
ruler_designer_cost = 10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_witch_desc
}
desc = trait_witch_character_desc
}
}
ai_compassion = very_low_negative_ai_value
ai_boldness = very_low_positive_ai_value
ai_rationality = very_low_positive_ai_value
triggered_opinion = {
parameter = witchcraft_illegal
opinion_modifier = witchcraft_crime
ignore_opinion_value_if_same_trait = yes
}
triggered_opinion = {
parameter = witchcraft_shunned
opinion_modifier = witchcraft_intolerant
ignore_opinion_value_if_same_trait = yes
}
}
disinherited = {
category = fame
inheritance_blocker = dynasty
dynasty_opinion = -5
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_disinherited_desc
}
desc = trait_disinherited_character_desc
}
}
}
denounced = {
category = fame
diplomacy = -1
monthly_prestige = -1
shown_in_ruler_designer = no
triggered_opinion = {
opinion_modifier = denounced_trait_crime
same_faith = yes
same_dynasty = yes
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_denounced_desc
}
desc = trait_denounced_character_desc
}
}
}
decadent = {
category = fame
opposites = {
extolled
}
dynasty_house_opinion = -15
same_opinion = 25
monthly_piety = -1
stress_gain_mult = 0.25
owned_hostile_scheme_success_chance_add = 10
owned_scheme_secrecy_add = 10
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_decadent_desc
}
desc = trait_decadent_character_desc
}
}
}
extolled = {
category = fame
opposites = {
decadent
}
dynasty_house_opinion = 15
monthly_piety = 1
enemy_hostile_scheme_success_chance_add = 25
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_extolled_desc
}
desc = trait_extolled_character_desc
}
}
}
gallivanter = {
category = fame
# It's deliberate that this doesn't conflict with disinherit: you can turn it off at any point, which you can't with disinherit, so they're allowed to overlap even if they're redundant when both applied.
inheritance_blocker = all
claim_inheritance_blocker = all
stress_gain_mult = -0.1
stress_loss_mult = 0.1
courtly_opinion = -30
parochial_opinion = -20
dynasty_opinion = -10
flag = cannot_inherit_titles
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_gallivanter_desc
}
desc = trait_gallivanter_character_desc
}
}
}
loyal = {
category = fame
opposites = {
disloyal
}
ruler_designer_cost = 20
liege_opinion = 15
diplomacy = 1
intrigue = -1
flag = join_factions_less
same_opinion = 10
opposite_opinion = -10
culture_modifier = {
parameter = loyal_trait_more_valued
same_culture_opinion = 5
monthly_prestige = 0.1
}
culture_modifier = {
parameter = palace_politics_trait_bonuses
monthly_influence = 0.1
}
culture_modifier = {
parameter = scholar_official_trait_bonuses
monthly_merit_mult = 0.1
same_culture_opinion = 5
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_loyal_desc
}
desc = trait_loyal_character_desc
}
}
compatibility = {
}
}
disloyal = {
category = fame
opposites = {
loyal
}
ruler_designer_cost = -20
diplomacy = -1
intrigue = 1
liege_opinion = -15
flag = join_factions_more
ai_honor = -20
same_opinion = 10
opposite_opinion = -10
culture_modifier = {
parameter = disloyal_trait_less_spurned
same_culture_opinion = 5
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_disloyal_desc
}
desc = trait_disloyal_character_desc
}
}
compatibility = {
}
}
# A note on usage: gallowsbait is for criminals who fall outside of the ruling class or their associates.
## A courtier murders someone? Not gallowsbait.
## A baron murders someone? Not gallowsbait.
## A pool character mugs someone? That's gallowsbait.
## An adventurer steals the silverware at dinner? That's gallowsbait.
### It's for the low class, the under-class, and the outsider, *not* for anyone without a duchy to their name.
gallowsbait = {
category = fame
ai_honor = -20
ai_energy = 20
legitimacy_gain_mult = -0.25
legitimacy_loss_mult = 0.25
same_opinion = 50
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_gallowsbait_desc
}
desc = trait_gallowsbait_character_desc
}
}
tracks = {
# Brigandry, highway robbery, etc.
bandit = {
20 = {
barons_and_minor_landholders_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
martial = 1
}
40 = {
barons_and_minor_landholders_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
}
60 = {
barons_and_minor_landholders_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
martial = 1
}
80 = {
barons_and_minor_landholders_opinion = -5
general_opinion = -5
courtier_and_guest_opinion = 5
monthly_prestige_gain_per_dread_add = 0.01
}
100 = {
barons_and_minor_landholders_opinion = -10
general_opinion = -10
courtier_and_guest_opinion = 10
monthly_prestige_gain_per_dread_add = 0.01
}
}
# Con artistry, huckstering, etc.
trickster = {
20 = {
courtly_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
diplomacy = 1
}
40 = {
courtly_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
}
60 = {
courtly_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
diplomacy = 1
}
80 = {
courtly_opinion = -5
general_opinion = -5
courtier_and_guest_opinion = 5
}
100 = {
courtly_opinion = -10
general_opinion = -10
courtier_and_guest_opinion = 10
diplomacy_per_prestige_level = 1
}
}
# Petty theft, heists, etc.
thief = {
20 = {
parochial_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
intrigue = 1
}
40 = {
parochial_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
}
60 = {
parochial_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
intrigue = 1
owned_scheme_secrecy_add = 5
}
80 = {
parochial_opinion = -5
general_opinion = -5
courtier_and_guest_opinion = 5
owned_scheme_secrecy_add = 5
}
100 = {
parochial_opinion = -10
general_opinion = -10
courtier_and_guest_opinion = 10
owned_scheme_secrecy_add = 10
}
}
# Rustling, horse theft, straight-up poaching, etc.
poacher = {
20 = {
glory_hound_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
stewardship = 1
provisions_gain_mult = 0.05
}
40 = {
glory_hound_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
provisions_gain_mult = 0.05
}
60 = {
glory_hound_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
stewardship = 1
provisions_gain_mult = 0.05
}
80 = {
glory_hound_opinion = -5
general_opinion = -5
courtier_and_guest_opinion = 5
}
100 = {
glory_hound_opinion = -10
general_opinion = -10
courtier_and_guest_opinion = 10
}
}
# Kidnapping, murder, etc.
marauder = {
20 = {
general_opinion = -4
courtier_and_guest_opinion = 4
prowess = 1
}
40 = {
general_opinion = -4
courtier_and_guest_opinion = 4
}
60 = {
general_opinion = -4
courtier_and_guest_opinion = 4
prowess = 1
}
80 = {
general_opinion = -10
courtier_and_guest_opinion = 10
}
100 = {
general_opinion = -20
courtier_and_guest_opinion = 20
max_murder_schemes_add = 1
}
}
}
}
############### COMBAT ##############
logistician = {
category = commander
flag = commander_trait_flag
supply_duration = 0.4
character_travel_safety = 4
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_attrition_mult = -0.1
taiga_attrition_mult = -0.1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_attrition_mult = -0.1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult= -0.15
desert_mountains_attrition_mult = -0.15
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_attrition_mult = -0.1
desert_attrition_mult = -0.1
}
track = {
33 = {
character_travel_safety = 4
supply_duration = 0.4
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_attrition_mult = -0.1
taiga_attrition_mult = -0.1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_attrition_mult = -0.1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult= -0.15
desert_mountains_attrition_mult = -0.15
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_attrition_mult = -0.1
desert_attrition_mult = -0.1
}
}
66 = {
advantage = 1
character_travel_safety = 4
supply_duration = 0.4
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_attrition_mult = -0.1
taiga_attrition_mult = -0.1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_attrition_mult = -0.1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult= -0.15
desert_mountains_attrition_mult = -0.15
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_attrition_mult = -0.1
desert_attrition_mult = -0.1
}
}
100 = {
advantage = 2
martial = 1
character_travel_safety = 4
supply_duration = 0.4
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_attrition_mult = -0.1
taiga_attrition_mult = -0.1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_attrition_mult = -0.1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult= -0.15
desert_mountains_attrition_mult = -0.15
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_attrition_mult = -0.1
desert_attrition_mult = -0.1
}
}
}
ruler_designer_cost = 25
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = logistician
value >= 100
}
}
desc = trait_logistician_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = logistician
value >= 66
}
}
desc = trait_logistician_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = logistician
value >= 33
}
}
desc = trait_logistician_1
}
desc = trait_logistician
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_logistician_desc
}
desc = trait_logistician_character_desc
}
}
}
military_engineer = {
category = commander
flag = commander_trait_flag
siege_phase_time = -0.1
ruler_designer_cost = 25
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult= -0.1
desert_mountains_attrition_mult = -0.1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_attrition_mult = -0.1
}
track = {
33 = {
siege_phase_time = -0.1
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult= -0.1
desert_mountains_attrition_mult = -0.1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_attrition_mult = -0.1
}
}
66 = {
advantage = 1
siege_phase_time = -0.1
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult= -0.1
desert_mountains_attrition_mult = -0.1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_attrition_mult = -0.1
}
}
100 = {
advantage = 2
martial = 1
siege_phase_time = -0.1
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult= -0.1
desert_mountains_attrition_mult = -0.1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_attrition_mult = -0.1
}
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = military_engineer
value >= 100
}
}
desc = trait_military_engineer_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = military_engineer
value >= 66
}
}
desc = trait_military_engineer_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = military_engineer
value >= 33
}
}
desc = trait_military_engineer_1
}
desc = trait_military_engineer
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_military_engineer_desc
}
desc = trait_military_engineer_character_desc
}
}
}
aggressive_attacker = {
category = commander
flag = commander_trait_flag
#attacker_advantage = 10
enemy_hard_casualty_modifier = 0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 1
}
ruler_designer_cost = 25
track = {
33 = {
enemy_hard_casualty_modifier = 0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 1
}
}
66 = {
advantage = 1
enemy_hard_casualty_modifier = 0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 1
}
}
100 = {
advantage = 2
martial = 1
enemy_hard_casualty_modifier = 0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 1
}
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = aggressive_attacker
value >= 100
}
}
desc = trait_aggressive_attacker_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = aggressive_attacker
value >= 66
}
}
desc = trait_aggressive_attacker_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = aggressive_attacker
value >= 33
}
}
desc = trait_aggressive_attacker_1
}
desc = trait_aggressive_attacker
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_aggressive_attacker_desc
}
desc = trait_aggressive_attacker_character_desc
}
}
}
unyielding_defender = {
category = commander
flag = commander_trait_flag
#defender_advantage = 10
hard_casualty_modifier = -0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_advantage = 1
desert_mountains_advantage = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_min_combat_roll = 1
desert_min_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 1
}
ruler_designer_cost = 25
track = {
33 = {
hard_casualty_modifier = -0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_advantage = 1
desert_mountains_advantage = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_min_combat_roll = 1
desert_min_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 1
}
}
66 = {
advantage = 1
hard_casualty_modifier = -0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_advantage = 1
desert_mountains_advantage = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_min_combat_roll = 1
desert_min_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 1
}
}
100 = {
advantage = 2
martial = 1
hard_casualty_modifier = -0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 1
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_advantage = 1
desert_mountains_advantage = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_min_combat_roll = 1
desert_min_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 1
}
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = unyielding_defender
value >= 100
}
}
desc = trait_unyielding_defender_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = unyielding_defender
value >= 66
}
}
desc = trait_unyielding_defender_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = unyielding_defender
value >= 33
}
}
desc = trait_unyielding_defender_1
}
desc = trait_unyielding_defender
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_unyielding_defender_desc
}
desc = trait_unyielding_defender_character_desc
}
}
}
forder = {
category = commander
flag = commander_trait_flag
no_water_crossing_penalty = yes
character_travel_speed = 5
ruler_designer_cost = 25
track = {
33 = {
character_travel_speed = 5
coastal_advantage = 1
}
66 = {
advantage = 1
character_travel_speed = 5
coastal_advantage = 1
}
100 = {
advantage = 2
martial = 1
character_travel_speed = 5
coastal_advantage = 1
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = forder
value >= 100
}
}
desc = trait_forder_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = forder
value >= 66
}
}
desc = trait_forder_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = forder
value >= 33
}
}
desc = trait_forder_1
}
desc = trait_forder
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_forder_desc
}
desc = trait_forder_character_desc
}
}
}
flexible_leader = {
category = commander
flag = commander_trait_flag
enemy_terrain_advantage = -0.2
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_min_combat_roll = 1
desert_mountains_min_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 1
}
ruler_designer_cost = 25
track = {
33 = {
enemy_terrain_advantage = -0.2
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_min_combat_roll = 1
desert_mountains_min_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 1
}
}
66 = {
advantage = 1
enemy_terrain_advantage = -0.2
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_min_combat_roll = 1
desert_mountains_min_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 1
}
}
100 = {
advantage = 2
martial = 1
enemy_terrain_advantage = -0.2
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_min_combat_roll = 1
desert_mountains_min_combat_roll = 1
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_max_combat_roll = 1
}
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = flexible_leader
value >= 100
}
}
desc = trait_flexible_leader_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = flexible_leader
value >= 66
}
}
desc = trait_flexible_leader_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = flexible_leader
value >= 33
}
}
desc = trait_flexible_leader_1
}
desc = trait_flexible_leader
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_flexible_leader_desc
}
desc = trait_flexible_leader_character_desc
}
}
}
desert_warrior = {
category = commander
flag = commander_trait_flag
drylands_advantage = 2
desert_advantage = 2
desert_mountains_advantage = 2
oasis_advantage = 2
desert_cancel_negative_supply = yes
#desert_mountains_cancel_negative_supply = yes
#oasis_cancel_negative_supply = yes
#desert_attrition_mult = -0.5
#desert_mountains_attrition_mult = -0.5
#oasis_attrition_mult = -0.5
#desert_min_combat_roll = 1
#desert_max_combat_roll = 5
culture_modifier = {
parameter = desert_warrior_trait_is_better
camel_cavalry_damage_mult = 0.1
camel_cavalry_screen_mult = 0.05
}
ruler_designer_cost = 25
track = {
33 = {
drylands_advantage = 2
desert_advantage = 2
desert_mountains_advantage = 2
oasis_advantage = 2
culture_modifier = {
parameter = desert_warrior_trait_is_better
camel_cavalry_damage_mult = 0.1
camel_cavalry_screen_mult = 0.05
}
}
66 = {
advantage = 1
drylands_advantage = 2
desert_advantage = 2
desert_mountains_advantage = 2
oasis_advantage = 2
culture_modifier = {
parameter = desert_warrior_trait_is_better
camel_cavalry_damage_mult = 0.1
camel_cavalry_screen_mult = 0.05
}
}
100 = {
advantage = 2
martial = 1
drylands_advantage = 2
desert_advantage = 2
desert_mountains_advantage = 2
oasis_advantage = 2
culture_modifier = {
parameter = desert_warrior_trait_is_better
camel_cavalry_damage_mult = 0.1
camel_cavalry_screen_mult = 0.05
}
}
}
trait_exclusive_if_realm_contains = {
drylands
desert
desert_mountains
oasis
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = desert_warrior
value >= 100
}
}
desc = trait_desert_warrior_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = desert_warrior
value >= 66
}
}
desc = trait_desert_warrior_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = desert_warrior
value >= 33
}
}
desc = trait_desert_warrior_1
}
desc = trait_desert_warrior
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_desert_warrior_desc
}
desc = trait_desert_warrior_character_desc
}
}
}
jungle_stalker = {
category = commander
flag = commander_trait_flag
jungle_cancel_negative_supply = yes
jungle_advantage = 2
jungle_attrition_mult = -0.2
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
ruler_designer_cost = 25
track = {
33 = {
jungle_advantage = 2
jungle_attrition_mult = -0.2
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
}
66 = {
advantage = 1
jungle_advantage = 2
jungle_attrition_mult = -0.2
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
}
100 = {
advantage = 2
martial = 1
jungle_advantage = 2
jungle_attrition_mult = -0.2
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
}
}
trait_exclusive_if_realm_contains = {
jungle
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = jungle_stalker
value >= 100
}
}
desc = trait_jungle_stalker_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = jungle_stalker
value >= 66
}
}
desc = trait_jungle_stalker_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = jungle_stalker
value >= 33
}
}
desc = trait_jungle_stalker_1
}
desc = trait_jungle_stalker
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_jungle_stalker_desc
}
desc = trait_jungle_stalker_character_desc
}
}
}
reaver = {
category = commander
flag = commander_trait_flag
raid_speed = 0.4
hostile_county_attrition = -0.3
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 2
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
ruler_designer_cost = 25
track = {
33 = {
raid_speed = 0.4
hostile_county_attrition = -0.3
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 2
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
}
66 = {
advantage = 1
raid_speed = 0.4
hostile_county_attrition = -0.3
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 2
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
}
100 = {
advantage = 2
martial = 1
raid_speed = 0.4
hostile_county_attrition = -0.3
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 2
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = reaver
value >= 100
}
}
desc = trait_reaver_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = reaver
value >= 66
}
}
desc = trait_reaver_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = reaver
value >= 33
}
}
desc = trait_reaver_1
}
desc = trait_reaver
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_reaver_desc
}
desc = trait_reaver_character_desc
}
}
}
reckless = {
category = commander
flag = commander_trait_flag
opposites = {
cautious_leader
}
min_combat_roll = -2
max_combat_roll = 3
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
ruler_designer_cost = 25
track = {
33 = {
min_combat_roll = -2
max_combat_roll = 3
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
}
66 = {
advantage = 1
max_combat_roll = 3
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
}
100 = {
advantage = 2
martial = 1
max_combat_roll = 3
culture_modifier = {
parameter = forest_trait_bonuses
forest_max_combat_roll = 1
taiga_max_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_max_combat_roll = 1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_max_combat_roll = 1
desert_max_combat_roll = 1
}
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = reckless
value >= 100
}
}
desc = trait_reckless_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = reckless
value >= 66
}
}
desc = trait_reckless_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = reckless
value >= 33
}
}
desc = trait_reckless_1
}
desc = trait_reckless
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_reckless_desc
}
desc = trait_reckless_character_desc
}
}
}
holy_warrior = {
category = commander
flag = commander_trait_flag
tolerance_advantage_mod = 4
ruler_designer_cost = 25
track = {
33 = {
tolerance_advantage_mod = 4
}
66 = {
advantage = 1
tolerance_advantage_mod = 4
}
100 = {
advantage = 2
martial = 1
tolerance_advantage_mod = 4
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = holy_warrior
value >= 100
}
}
desc = trait_holy_warrior_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = holy_warrior
value >= 66
}
}
desc = trait_holy_warrior_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = holy_warrior
value >= 33
}
}
desc = trait_holy_warrior_1
}
desc = trait_holy_warrior
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_holy_warrior_desc
}
desc = trait_holy_warrior_character_desc
}
}
}
open_terrain_expert = {
category = commander
flag = commander_trait_flag
farmlands_advantage = 2
plains_advantage = 2
steppe_advantage = 2
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 1
desert_advantage = 1
}
ruler_designer_cost = 25
track = {
33 = {
farmlands_advantage = 2
plains_advantage = 2
steppe_advantage = 2
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 1
desert_advantage = 1
}
}
66 = {
advantage = 1
farmlands_advantage = 2
plains_advantage = 2
steppe_advantage = 2
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 1
desert_advantage = 1
}
}
100 = {
advantage = 2
martial = 1
farmlands_advantage = 2
plains_advantage = 2
steppe_advantage = 2
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.1
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 1
desert_advantage = 1
}
}
}
trait_exclusive_if_realm_contains = {
farmlands
plains
steppe
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = open_terrain_expert
value >= 100
}
}
desc = trait_open_terrain_expert_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = open_terrain_expert
value >= 66
}
}
desc = trait_open_terrain_expert_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = open_terrain_expert
value >= 33
}
}
desc = trait_open_terrain_expert_1
}
desc = trait_open_terrain_expert
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_open_terrain_expert_desc
}
desc = trait_open_terrain_expert_character_desc
}
}
}
rough_terrain_expert = {
category = commander
flag = commander_trait_flag
hills_advantage = 2
mountains_advantage = 2
wetlands_advantage = 2
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 2
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_advantage = 1
taiga_advantage = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_advantage = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_max_combat_roll = 1
desert_mountains_max_combat_roll = 1
desert_mountains_advantage = 2
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 1
}
ruler_designer_cost = 25
track = {
33 = {
hills_advantage = 2
mountains_advantage = 2
wetlands_advantage = 2
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 2
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_advantage = 1
taiga_advantage = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_advantage = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_max_combat_roll = 1
desert_mountains_max_combat_roll = 1
desert_mountains_advantage = 2
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 1
}
}
66 = {
advantage = 1
hills_advantage = 2
mountains_advantage = 2
wetlands_advantage = 2
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 2
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_advantage = 1
taiga_advantage = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_advantage = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_max_combat_roll = 1
desert_mountains_max_combat_roll = 1
desert_mountains_advantage = 2
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 1
}
}
100 = {
advantage = 2
martial = 1
hills_advantage = 2
mountains_advantage = 2
wetlands_advantage = 2
culture_modifier = {
parameter = winter_trait_bonuses
winter_advantage = 2
}
culture_modifier = {
parameter = forest_trait_bonuses
forest_advantage = 1
taiga_advantage = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_advantage = 1
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_max_combat_roll = 1
desert_mountains_max_combat_roll = 1
desert_mountains_advantage = 2
}
culture_modifier = {
parameter = hill_trait_bonuses
hills_min_combat_roll = 1
}
}
}
trait_exclusive_if_realm_contains = {
hills
mountains
wetlands
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = rough_terrain_expert
value >= 100
}
}
desc = trait_rough_terrain_expert_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = rough_terrain_expert
value >= 66
}
}
desc = trait_rough_terrain_expert_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = rough_terrain_expert
value >= 33
}
}
desc = trait_rough_terrain_expert_1
}
desc = trait_rough_terrain_expert
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_rough_terrain_expert_desc
}
desc = trait_rough_terrain_expert_character_desc
}
}
}
forest_fighter = {
category = commander
flag = commander_trait_flag
forest_advantage = 2
taiga_advantage = 2
ruler_designer_cost = 25
track = {
33 = {
forest_advantage = 2
taiga_advantage = 2
}
66 = {
advantage = 1
forest_advantage = 2
taiga_advantage = 2
}
100 = {
advantage = 2
martial = 1
forest_advantage = 2
taiga_advantage = 2
}
}
trait_exclusive_if_realm_contains = {
forest
taiga
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = forest_fighter
value >= 100
}
}
desc = trait_forest_fighter_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = forest_fighter
value >= 66
}
}
desc = trait_forest_fighter_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = forest_fighter
value >= 33
}
}
desc = trait_forest_fighter_1
}
desc = trait_forest_fighter
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_forest_fighter_desc
}
desc = trait_forest_fighter_character_desc
}
}
}
cautious_leader = {
category = commander
flag = commander_trait_flag
opposites = {
reckless
}
min_combat_roll = 2
max_combat_roll = -1
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
ruler_designer_cost = 25
track = {
33 = {
min_combat_roll = 2
max_combat_roll = -1
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
}
66 = {
advantage = 1
min_combat_roll = 2
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
}
100 = {
advantage = 2
martial = 1
min_combat_roll = 2
culture_modifier = {
parameter = forest_trait_bonuses
forest_min_combat_roll = 1
taiga_min_combat_roll = 1
}
culture_modifier = {
parameter = jungle_trait_bonuses
jungle_min_combat_roll = 1
}
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = cautious_leader
value >= 100
}
}
desc = trait_cautious_leader_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = cautious_leader
value >= 66
}
}
desc = trait_cautious_leader_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = cautious_leader
value >= 33
}
}
desc = trait_cautious_leader_1
}
desc = trait_cautious_leader
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_cautious_leader_desc
}
desc = trait_cautious_leader_character_desc
}
}
}
organizer = {
category = commander
flag = commander_trait_flag
movement_speed = 0.1
retreat_losses = -0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.05
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult = -0.5
desert_mountains_attrition_mult = -0.5
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 1
desert_advantage = 1
}
ruler_designer_cost = 25
track = {
33 = {
movement_speed = 0.1
retreat_losses = -0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.05
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult = -0.5
desert_mountains_attrition_mult = -0.5
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 1
desert_advantage = 1
}
}
66 = {
advantage = 1
movement_speed = 0.1
retreat_losses = -0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.05
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult = -0.5
desert_mountains_attrition_mult = -0.5
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 1
desert_advantage = 1
}
}
100 = {
advantage = 2
martial = 1
movement_speed = 0.1
retreat_losses = -0.1
culture_modifier = {
parameter = winter_trait_bonuses
winter_movement_speed = 0.05
}
culture_modifier = {
parameter = mountain_trait_bonuses
mountains_attrition_mult = -0.5
desert_mountains_attrition_mult = -0.5
}
culture_modifier = {
parameter = dry_trait_bonuses
drylands_advantage = 1
desert_advantage = 1
}
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = organizer
value >= 100
}
}
desc = trait_organizer_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = organizer
value >= 66
}
}
desc = trait_organizer_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = organizer
value >= 33
}
}
desc = trait_organizer_1
}
desc = trait_organizer
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_organizer_desc
}
desc = trait_organizer_character_desc
}
}
}
winter_soldier = {
category = winter_commander
flag = commander_trait_flag
winter_movement_speed = 0.1
ruler_designer_cost = 25
winter_advantage = 3
track = {
33 = {
winter_advantage = 3
winter_movement_speed = 0.1
}
66 = {
advantage = 1
winter_advantage = 3
winter_movement_speed = 0.1
}
100 = {
advantage = 2
martial = 1
winter_advantage = 3
winter_movement_speed = 0.1
}
}
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = winter_soldier
value >= 100
}
}
desc = trait_winter_soldier_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = winter_soldier
value >= 66
}
}
desc = trait_winter_soldier_2
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = winter_soldier
value >= 33
}
}
desc = trait_winter_soldier_1
}
desc = trait_winter_soldier
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_winter_soldier_desc
}
desc = trait_winter_soldier_character_desc
}
}
}
#Based on cultural Traditions
crusader_king = {
category = fame
martial = 3
prowess = 2
same_opinion_if_same_faith = 10
same_faith_opinion = 15
ignore_negative_culture_opinion = yes
monthly_county_control_growth_add = 0.5
tolerance_advantage_mod = 5
hard_casualty_modifier = -0.15
retreat_losses = -0.2
county_opinion_add = 35
ruler_designer_cost = 120
desc = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_crusader_king_fallback_desc
}
triggered_desc = {
trigger = {
faith = faith:nestorian
}
desc = beth_nahrain_crusader_desc
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_crusader_king_female_desc
}
desc = trait_crusader_king_male_desc
}
}
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_crusader_king_fallback_dead
}
triggered_desc = {
trigger = {
faith = faith:nestorian
}
desc = nick_beth_nahrain
}
triggered_desc = {
trigger = {
faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } }
is_female = yes
}
desc = trait_crusader_king_female
}
triggered_desc = {
trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } }
desc = trait_crusader_king
}
triggered_desc = {
trigger = { faith = { religion_tag = islam_religion } }
desc = trait_crusader_king_islam
}
triggered_desc = {
trigger = {
faith = { religion_tag = bon_religion }
is_female = yes
}
desc = trait_crusader_king_bon_female
}
triggered_desc = {
trigger = { faith = { religion_tag = bon_religion } }
desc = trait_crusader_king_bon_male
}
triggered_desc = {
trigger = { faith = { religion_tag = buddhism_religion } }
desc = trait_crusader_king_buddhism
}
triggered_desc = {
trigger = { faith = { religion_tag = dualism_religion } }
desc = trait_crusader_king_dualism
}
triggered_desc = {
trigger = { faith = { religion_tag = folkgerman_religion } }
desc = trait_crusader_king_germanic
}
triggered_desc = {
trigger = {
faith = { religion_tag = hellenism_religion }
is_female = yes
}
desc = trait_crusader_king_hellenism_female
}
triggered_desc = {
trigger = { faith = { religion_tag = hellenism_religion } }
desc = trait_crusader_king_hellenism_male
}
triggered_desc = {
trigger = { faith = { religion_tag = hinduism_religion } }
desc = trait_crusader_king_hinduism
}
triggered_desc = {
trigger = { faith = { religion_tag = jainism_religion } }
desc = trait_crusader_king_jainism
}
triggered_desc = {
trigger = { faith = { religion_tag = judaism_religion } }
desc = trait_crusader_king_judaism
}
triggered_desc = {
trigger = { faith = { religion_tag = magyar_religion } }
desc = trait_crusader_king_magyar
}
triggered_desc = {
trigger = { faith = { religion_tag = baltic_religion } }
desc = trait_crusader_king_baltic
}
triggered_desc = {
trigger = { faith = { religion_tag = slavic_religion } }
desc = trait_crusader_king_slavic
}
triggered_desc = {
trigger = {
faith = { religion_tag = finno_ugric_religion }
is_female = yes
}
desc = trait_crusader_king_finno_ugric_female
}
triggered_desc = {
trigger = { faith = { religion_tag = finno_ugric_religion } }
desc = trait_crusader_king_finno_ugric_male
}
triggered_desc = {
trigger = { faith = { religion_tag = siberian_religion } }
desc = trait_crusader_king_siberian
}
triggered_desc = {
trigger = {
faith = { religion_tag = tengrism_religion }
is_female = yes
}
desc = trait_crusader_king_tengrism_female
}
triggered_desc = {
trigger = { faith = { religion_tag = tengrism_religion } }
desc = trait_crusader_king_tengrism_male
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_religion } }
desc = trait_crusader_king_west_african
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_bori_religion } }
desc = trait_crusader_king_west_african_bori
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_roog_religion } }
desc = trait_crusader_king_west_african_roog
}
triggered_desc = {
trigger = { faith = { religion_tag = zoroastrianism_religion } }
desc = trait_crusader_king_zoroastrianism
}
triggered_desc = {
trigger = {
faith = { religion_tag = zunism_religion }
is_female = yes
}
desc = trait_crusader_king_zunism_female
}
triggered_desc = {
trigger = { faith = { religion_tag = zunism_religion } }
desc = trait_crusader_king_zunism_male
}
triggered_desc = {
trigger = { is_female = yes }
desc = trait_crusader_king_fallback_female
}
desc = trait_crusader_king_fallback_male
}
}
ai_zeal = 25
}
chakravarti = {
category = fame
diplomacy = 2
learning = 2
martial = 1
jainism_religion_opinion = 20
hinduism_religion_opinion = 20
buddhism_religion_opinion = 20
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_chakravarti_desc
}
desc = trait_chakravarti_character_desc
}
}
ai_honor = 40
ai_zeal = 50
ai_energy = 20
ai_boldness = 20
}
greatest_of_khans = {
category = fame
diplomacy = 2
martial = 2
stewardship = 1
prowess = 2
#Seems counterintuitive, but is needed to get GoK to use the mass declare
ai_war_chance = -100
ai_war_cooldown = -100
same_culture_opinion = 25
dread_baseline_add = 50
dread_decay_mult = -0.5
enemy_hostile_scheme_phase_duration_add = monumental_scheme_phase_duration_malus_value
enemy_hostile_scheme_success_chance_add = -100
vassal_limit = 75
minority_opinion = 40
army_maintenance_mult = -0.5
archer_cavalry_siege_value_add = 0.5
light_cavalry_siege_value_add = 0.5
monthly_legitimacy_add = 10
archer_cavalry_toughness_mult = 1
light_cavalry_toughness_mult = 1
heavy_cavalry_toughness_mult = 1
archer_cavalry_damage_mult = 1
light_cavalry_damage_mult = 1
heavy_cavalry_damage_mult = 1
herd_gain_mult = 1
herd_capacity_mult = 3
flag = gok_obedience_flag
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_greatest_of_khans_desc
}
desc = trait_greatest_of_khans_character_desc
}
}
ai_honor = 20
ai_energy = 40
ai_boldness = 20
}
conqueror = {
category = fame
flag = conqueror_bonuses_modifier
ai_war_chance = -100
ai_war_cooldown = -100
ai_amenity_spending = -0.25
ai_amenity_target_baseline = -0.4
title_creation_cost_mult = -0.75
title_creation_piety_cost_mult = -0.75
monthly_legitimacy_add = 5
men_at_arms_maintenance = -0.75
monthly_income = 5
enemy_hostile_scheme_phase_duration_add = 25
enemy_hostile_scheme_success_chance_max_add = -40
enemy_hostile_scheme_success_chance_growth_add = -3
herd_capacity_mult = 0.5
shown_in_ruler_designer = no
#ai_greed = 1000
#ai_boldness = 1000
#ai_honor = -1000
}
paragon = {
category = fame
zealot_opinion = 20
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_paragon_desc
}
desc = trait_paragon_character_desc
}
}
ai_zeal = 20
}
consecrated_blood = {
category = fame
zealot_opinion = 10
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_consecrated_blood_desc
}
desc = trait_consecrated_blood_character_desc
}
}
ai_zeal = 10
}
education_martial_prowess_1 = {
#category = education
minimum_age = 16
prowess = 1
culture_modifier = {
parameter = prowess_traits_more_valued
same_culture_opinion = 1
monthly_prestige = 0.1
}
group = education_martial_prowess
level = 1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_prowess_1_desc
}
desc = trait_education_martial_prowess_1_character_desc
}
}
}
education_martial_prowess_2 = {
#category = education
minimum_age = 16
prowess = 2
culture_modifier = {
parameter = prowess_traits_more_valued
same_culture_opinion = 2
monthly_prestige = 0.2
}
group = education_martial_prowess
level = 2
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_prowess_2_desc
}
desc = trait_education_martial_prowess_2_character_desc
}
}
}
education_martial_prowess_3 = {
#category = education
minimum_age = 16
prowess = 3
culture_modifier = {
parameter = prowess_traits_more_valued
same_culture_opinion = 3
monthly_prestige = 0.3
}
group = education_martial_prowess
level = 3
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_prowess_3_desc
}
desc = trait_education_martial_prowess_3_character_desc
}
}
}
education_martial_prowess_4 = {
#category = education
minimum_age = 16
prowess = 4
culture_modifier = {
parameter = prowess_traits_more_valued
same_culture_opinion = 4
monthly_prestige = 0.4
}
group = education_martial_prowess
level = 4
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_martial_prowess_4_desc
}
desc = trait_education_martial_prowess_4_character_desc
}
}
}
############### COURT TYPES ##############
diplomatic_court_1 = {
diplomacy = 1
category = court_type
group = diplomatic_court
level = 1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_diplomatic_court_1_desc
}
desc = trait_diplomatic_court_1_character_desc
}
}
compatibility = {
diplomatic_court_2 = @pos_compat_medium
intrigue_court_1 = @neg_compat_low
intrigue_court_2 = @neg_compat_low
}
}
diplomatic_court_2 = {
diplomacy = 2
monthly_prestige = 0.3
monthly_diplomacy_lifestyle_xp_gain_mult = 0.15
category = court_type
group = diplomatic_court
level = 2
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_diplomatic_court_2_desc
}
desc = trait_diplomatic_court_2_character_desc
}
}
compatibility = {
diplomatic_court_1 = @pos_compat_medium
intrigue_court_1 = @neg_compat_low
intrigue_court_2 = @neg_compat_low
}
}
warlike_court_1 = {
martial = 1
prowess = 1
category = court_type
group = warlike_court
level = 1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_warlike_court_1_desc
}
desc = trait_warlike_court_1_character_desc
}
}
compatibility = {
warlike_court_2 = @pos_compat_medium
scholarly_court_1 = @neg_compat_low
scholarly_court_2 = @neg_compat_low
}
}
warlike_court_2 = {
martial = 2
monthly_martial_lifestyle_xp_gain_mult = 0.15
prowess = 2
men_at_arms_maintenance = -0.05
category = court_type
group = warlike_court
level = 2
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_warlike_court_2_desc
}
desc = trait_warlike_court_2_character_desc
}
}
compatibility = {
warlike_court_1 = @pos_compat_medium
scholarly_court_1 = @neg_compat_low
scholarly_court_2 = @neg_compat_low
}
}
administrative_court_1 = {
stewardship = 1
category = court_type
group = administrative_court
level = 1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_administrative_court_1_desc
}
desc = trait_administrative_court_1_character_desc
}
}
compatibility = {
administrative_court_2 = @pos_compat_medium
}
}
administrative_court_2 = {
stewardship = 2
monthly_stewardship_lifestyle_xp_gain_mult = 0.15
monthly_county_control_growth_add = 0.2
category = court_type
group = administrative_court
level = 2
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_administrative_court_2_desc
}
desc = trait_administrative_court_2_character_desc
}
}
compatibility = {
administrative_court_1 = @pos_compat_medium
}
}
intrigue_court_1 = {
intrigue = 1
category = court_type
group = intrigue_court
level = 1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_intrigue_court_1_desc
}
desc = trait_intrigue_court_1_character_desc
}
}
compatibility = {
intrigue_court_2 = @pos_compat_medium
diplomatic_court_1 = @neg_compat_low
diplomatic_court_2 = @neg_compat_low
}
}
intrigue_court_2 = {
intrigue = 2
enemy_hostile_scheme_success_chance_add = -10
monthly_intrigue_lifestyle_xp_gain_mult = 0.15
dread_baseline_add = 10
category = court_type
group = intrigue_court
level = 2
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_intrigue_court_2_desc
}
desc = trait_intrigue_court_2_character_desc
}
}
compatibility = {
intrigue_court_1 = @pos_compat_medium
diplomatic_court_1 = @neg_compat_low
diplomatic_court_2 = @neg_compat_low
}
}
scholarly_court_1 = {
learning = 1
category = court_type
group = scholarly_court
level = 1
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_scholarly_court_1_desc
}
desc = trait_scholarly_court_1_character_desc
}
}
compatibility = {
scholarly_court_2 = @pos_compat_medium
warlike_court_1 = @neg_compat_low
warlike_court_2 = @neg_compat_low
}
}
scholarly_court_2 = {
learning = 2
development_growth_factor = 0.20
county_fertility_growth_mult = medium_county_fertility_growth_gain
monthly_learning_lifestyle_xp_gain_mult = 0.15
category = court_type
group = scholarly_court
level = 2
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_scholarly_court_2_desc
}
desc = trait_scholarly_court_2_character_desc
}
}
compatibility = {
scholarly_court_1 = @pos_compat_medium
warlike_court_1 = @neg_compat_low
warlike_court_2 = @neg_compat_low
}
}
# URBANISM DYNASTY PERK SPECIALS
education_republican_knowledge_1 = {
minimum_age = 16
learning = 1
stewardship = 1
#category = education
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_republican_knowledge_1_desc
}
desc = trait_education_republican_knowledge_1_character_desc
}
}
group = education_republican_knowledge
level = 1
}
education_republican_knowledge_2 = {
minimum_age = 16
learning = 2
stewardship = 2
#category = education
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_republican_knowledge_2_desc
}
desc = trait_education_republican_knowledge_2_character_desc
}
}
group = education_republican_knowledge
level = 2
}
education_republican_knowledge_3 = {
minimum_age = 16
learning = 3
stewardship = 3
#category = education
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_republican_knowledge_3_desc
}
desc = trait_education_republican_knowledge_3_character_desc
}
}
group = education_republican_knowledge
level = 3
}
education_republican_knowledge_4 = {
minimum_age = 16
learning = 4
stewardship = 4
#category = education
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_education_republican_knowledge_4_desc
}
desc = trait_education_republican_knowledge_4_character_desc
}
}
group = education_republican_knowledge
level = 4
}
############### EP2 TRAITS ##############
tourney_participant = {
same_opinion = 10
belligerent_opinion = 10
ruler_designer_cost = 5
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_tourney_participant_desc
}
desc = trait_tourney_participant_character_desc
}
}
icon = {
first_valid = {
triggered_desc = { # If no character exists
trigger = { NOT = { exists = this } }
desc = tournament.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 30
}
}
}
desc = tournament_foot_archery_horse_mind.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 30
}
}
}
desc = tournament_foot_archery_horse.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 30
}
}
}
desc = tournament_foot_archery_mind.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 30
}
}
}
desc = tournament_foot_horse_mind.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 30
}
}
}
desc = tournament_horse_mind_archery.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 30
}
}
}
desc = tournament_foot_archery.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 30
}
}
}
desc = tournament_foot_horse.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 20
}
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 30
}
}
}
desc = tournament_foot_mind.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 30
}
}
}
desc = tournament_archery_horse.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 30
}
}
}
desc = tournament_archery_mind.dds
}
triggered_desc = {
trigger = {
AND = {
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 30
}
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 30
}
}
}
desc = tournament_horse_mind.dds
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 30
}
}
desc = tournament_foot.dds
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 30
}
}
desc = tournament_archery.dds
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 30
}
}
desc = tournament_horse.dds
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 30
}
}
desc = tournament_mind.dds
}
desc = tournament.dds
}
}
tracks = {
foot = {
30 = {
prowess_no_portrait = 1
}
65 = {
prowess_no_portrait = 1
martial = 1
}
100 = {
prowess_per_stress_level = 4
men_at_arms_limit = 2
knight_limit = 2
}
}
bow = {
30 = {
health = 0.05
}
65 = {
health = 0.10
vassal_levy_contribution_add = 0.15
}
100 = {
health = 0.25
army_maintenance_mult = -0.25
}
}
horse = {
30 = {
monthly_prestige_gain_mult = 0.05
}
65 = {
monthly_prestige_gain_mult = 0.1
glory_hound_opinion = 20
}
100 = {
monthly_dynasty_prestige_mult = 0.05
prowess_per_prestige_level = 1
}
}
wit = {
30 = {
diplomacy = 1
}
65 = {
diplomacy = 1
monthly_lifestyle_xp_gain_mult = 0.05
zealot_opinion = 10
}
100 = {
diplomacy = 1
movement_speed = 0.2
monthly_lifestyle_xp_gain_mult = 0.10
}
}
}
compatibility = {
brave = @pos_compat_low
craven = @neg_compat_low
}
}
lifestyle_traveler = {
category = lifestyle
icon = "traveler.dds"
monthly_wanderer_lifestyle_xp_gain_mult = 0.1
same_opinion = 5
diplomacy = 1
ruler_designer_cost = 20
name = {
first_valid = {
triggered_desc = {
trigger = {
trigger_if = {
limit = {
NOT = { exists = this }
}
}
trigger_else_if = {
limit = { has_trait = lifestyle_traveler }
has_trait_xp = {
trait = lifestyle_traveler
track = travel
value < 50
}
has_trait_xp = {
trait = lifestyle_traveler
track = danger
value < 50
}
}
trigger_else = {
NOT = { has_trait = lifestyle_traveler }
}
}
desc = trait_traveler_1
}
triggered_desc = {
trigger = {
has_trait = lifestyle_traveler
OR = {
has_trait_xp = {
trait = lifestyle_traveler
track = travel
value = 100
}
has_trait_xp = {
trait = lifestyle_traveler
track = danger
value = 100
}
}
}
desc = trait_traveler_3
}
desc = trait_traveler_2
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_traveler_1_desc
}
triggered_desc = {
trigger = {
trigger_if = {
limit = { has_trait = lifestyle_traveler }
has_trait_xp = {
trait = lifestyle_traveler
track = travel
value < 50
}
has_trait_xp = {
trait = lifestyle_traveler
track = danger
value < 50
}
}
}
desc = trait_traveler_1_character_desc
}
triggered_desc = {
trigger = {
has_trait = lifestyle_traveler
OR = {
has_trait_xp = {
trait = lifestyle_traveler
track = travel
value = 100
}
has_trait_xp = {
trait = lifestyle_traveler
track = danger
value = 100
}
}
}
desc = trait_traveler_3_character_desc
}
desc = trait_traveler_2_character_desc
}
}
tracks = {
travel = {
trait_second_level = {
character_travel_speed_mult = 0.05
learning = 1
diplomacy = 1
health = 0.05
monthly_wanderer_lifestyle_xp_gain_mult = 0.2
}
trait_third_level = {
character_travel_speed_mult = 0.1
learning = 1
diplomacy = 1
health = 0.05
monthly_wanderer_lifestyle_xp_gain_mult = 0.2
}
}
danger = {
trait_second_level = {
character_travel_safety_mult = 0.05
prowess = 1
stewardship = 1
travel_companion_opinion = 5
}
trait_third_level = {
character_travel_safety_mult = 0.1
prowess = 1
stewardship = 1
travel_companion_opinion = 5
}
}
}
}
############### FP3 TRAITS ##############
fp3_struggle_detractor = {
icon = "fp3_struggle_detractor.dds"
opposites = {
fp3_struggle_supporter
}
shown_in_ruler_designer = no
same_opinion = 10
opposite_opinion = -30
ai_war_cooldown = -0.5
ai_war_chance = 5
flag = can_foment_revolt_interaction
flag = can_request_incursion_interaction
flag = can_change_to_iranian_faith_decision
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_fp3_struggle_detractor_desc
}
triggered_desc = {
trigger = { faith.religious_head_title ?= title:d_sunni }
desc = trait_fp3_struggle_detractor_character_desc
}
desc = trait_fp3_struggle_detractor_non_orthodox_sunni_character_desc
}
}
}
fp3_struggle_supporter = {
icon = "fp3_struggle_supporter.dds"
opposites = {
fp3_struggle_detractor
}
shown_in_ruler_designer = no
flag = can_use_install_loyalist_cb
same_opinion = 10
opposite_opinion = -30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_fp3_struggle_supporter_desc
}
triggered_desc = {
trigger = { has_title = title:d_sunni }
desc = trait_fp3_struggle_supporter_character_is_caliph_desc
}
desc = trait_fp3_struggle_supporter_character_desc
}
}
}
############### EP3 TRAITS ##############
# TRAITS TO TRACK HIPPODROME FACTION MEMBERS
charioteer_blue = {
category = fame
icon = "charioteer_blue.dds"
opposites = {
charioteer_green
charioteer_white
charioteer_red
}
shown_in_ruler_designer = no
opposite_opinion = -10
# AI Values
ai_energy = 10
name = trait_charioteer_blue
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_charioteer_blue_desc
}
triggered_desc = {
trigger = {
trigger_if = {
limit = { has_trait = charioteer_blue }
has_trait_xp = {
trait = charioteer_blue
value < 40
}
}
}
desc = trait_charioteer_blue_1_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = charioteer_blue
value >= 90
}
}
desc = trait_charioteer_blue_3_character_desc
}
desc = trait_charioteer_blue_2_character_desc
}
}
track = {
50 = {
character_travel_speed_mult = 0.05
prowess = 1
health = 0.05
}
100 = {
character_travel_speed_mult = 0.1
prowess = 1
health = 0.05
}
}
}
charioteer_green = {
category = fame
icon = "charioteer_green.dds"
opposites = {
charioteer_blue
charioteer_white
charioteer_red
}
shown_in_ruler_designer = no
opposite_opinion = -10
# AI Values
ai_energy = 10
name = trait_charioteer_green
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_charioteer_green_desc
}
triggered_desc = {
trigger = {
trigger_if = {
limit = { has_trait = charioteer_green }
has_trait_xp = {
trait = charioteer_green
value < 40
}
}
}
desc = trait_charioteer_green_1_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = charioteer_green
value >= 90
}
}
desc = trait_charioteer_green_3_character_desc
}
desc = trait_charioteer_green_2_character_desc
}
}
track = {
50 = {
character_travel_speed_mult = 0.05
prowess = 1
health = 0.05
}
100 = {
character_travel_speed_mult = 0.1
prowess = 1
health = 0.05
}
}
}
charioteer_white = {
category = fame
icon = "charioteer_white.dds"
opposites = {
charioteer_blue
charioteer_green
charioteer_red
}
shown_in_ruler_designer = no
opposite_opinion = -10
# AI Values
ai_energy = 10
name = trait_charioteer_white
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_charioteer_white_desc
}
triggered_desc = {
trigger = {
trigger_if = {
limit = { has_trait = charioteer_white }
has_trait_xp = {
trait = charioteer_white
value < 40
}
}
}
desc = trait_charioteer_white_1_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = charioteer_white
value >= 90
}
}
desc = trait_charioteer_white_3_character_desc
}
desc = trait_charioteer_white_2_character_desc
}
}
track = {
50 = {
character_travel_speed_mult = 0.05
prowess = 1
health = 0.05
}
100 = {
character_travel_speed_mult = 0.1
prowess = 1
health = 0.05
}
}
}
charioteer_red = {
category = fame
icon = "charioteer_red.dds"
opposites = {
charioteer_blue
charioteer_white
charioteer_green
}
shown_in_ruler_designer = no
opposite_opinion = -10
# AI Values
ai_energy = 10
name = trait_charioteer_red
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_charioteer_red_desc
}
triggered_desc = {
trigger = {
trigger_if = {
limit = { has_trait = charioteer_red }
has_trait_xp = {
trait = charioteer_red
value < 40
}
}
}
desc = trait_charioteer_red_1_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = charioteer_red
value >= 90
}
}
desc = trait_charioteer_red_3_character_desc
}
desc = trait_charioteer_red_2_character_desc
}
}
track = {
50 = {
character_travel_speed_mult = 0.05
prowess = 1
health = 0.05
}
100 = {
character_travel_speed_mult = 0.1
prowess = 1
health = 0.05
}
}
}
# GOVERNOR TRAIT
governor = {
category = fame
icon = governor.dds
# Modifiers
track = {
25 = {
monthly_influence = 1
stewardship = 1
culture_modifier = {
parameter = governor_trait_gives_counter_resistance
counter_resistance = governor_trait_counter_bonus_value
}
}
50 = {
monthly_influence = 1
diplomacy = 1
culture_modifier = {
parameter = governor_trait_gives_counter_resistance
counter_resistance = governor_trait_counter_bonus_value
}
}
75 = {
monthly_influence = 1
martial = 1
intrigue = 1
culture_modifier = {
parameter = governor_trait_gives_counter_resistance
counter_resistance = governor_trait_counter_bonus_value
}
}
100 = {
monthly_influence = 2
diplomacy = 1
martial = 1
stewardship = 1
intrigue = 1
culture_modifier = {
parameter = governor_trait_gives_counter_resistance
counter_resistance = governor_trait_counter_bonus_value
}
}
}
#monthly_track_xp_degradation = { change = 0.4 }
ruler_designer_cost = 40
# AI Values
ai_rationality = 10
# Loc
name = {
first_valid = {
#Kokushi - Japan flavor
triggered_desc = {
trigger = {
exists = this
top_liege.culture ?= { has_cultural_pillar = heritage_japonic }
is_male = yes
}
desc = count_administrative_male_japanese
}
triggered_desc = {
trigger = {
exists = this
top_liege.culture ?= { has_cultural_pillar = heritage_japonic }
is_female = yes
}
desc = count_administrative_female_japanese
}
#Strategos - Byz flavor
triggered_desc = {
trigger = {
exists = this
top_liege ?= { culture = { has_cultural_pillar = heritage_byzantine } }
is_male = yes
}
desc = duke_administrative_male_byzantine_group
}
triggered_desc = {
trigger = {
exists = this
top_liege ?= { culture = { has_cultural_pillar = heritage_byzantine } }
is_female = yes
}
desc = duke_administrative_female_byzantine_group
}
#Governor - Default
triggered_desc = {
trigger = {
exists = this
is_female = yes
}
desc = duke_administrative_female
}
desc = duke_administrative_male
}
}
desc = {
first_valid = {
#The trait can never go higher than the first level if it's not assigned to a character
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_governor_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = governor
value >= 75
}
}
desc = trait_governor_3_character_desc
}
triggered_desc = {
trigger = {
has_trait_xp = {
trait = governor
value >= 25
}
}
desc = trait_governor_2_character_desc
}
desc = trait_governor_1_character_desc
}
}
}
#FRANKOKRATIA TRAIT
despoiler_of_byzantium = {
category = fame
shown_in_ruler_designer = no
martial = 1
prowess = 2
dread_baseline_add = 10
siege_phase_time = -0.25
men_at_arms_maintenance_per_dread_mult = -0.0025
knight_effectiveness_per_dread = 0.002
greek_opinion = -50
county_opinion_add = -10
clergy_opinion = -15
culture_modifier = {
parameter = faith_warrior_traits_more_valued
monthly_prestige = 1
}
icon = despoiler_of_byzantium.dds
name = trait_despoiler_of_byzantium
desc = trait_despoiler_of_byzantium_desc
ai_compassion = -10
ai_greed = 10
ai_honor = -10
}
#EL CID TRAIT
campeador = {
category = fame
shown_in_ruler_designer = no
martial = 2
prowess = 4
monthly_prestige = 0.2
culture_modifier = {
parameter = prowess_traits_more_valued
same_culture_opinion = 4
monthly_prestige = 0.2
}
icon = campeador.dds
name = trait_campeador
desc = trait_campeador_desc
ai_honor = 20
}
# Wallada's unique trait: Violet Poet
violet_poet = {
category = fame
icon = violet_poet.dds
shown_in_ruler_designer = no
attraction_opinion = 10
seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
culture_modifier = {
parameter = poet_trait_gives_bonuses
monthly_prestige_gain_mult = 0.05
owned_personal_scheme_success_chance_add = 10
}
culture_modifier = {
parameter = poet_trait_romance_bonuses
attraction_opinion = 15
courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
}
track = {
33 = { #Celebrated
attraction_opinion = 10
diplomacy_per_prestige_level = 1
seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
}
66 = { #Distinguished
attraction_opinion = 10
intrigue_per_prestige_level = 1
seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
}
100 = { #Laureate
attraction_opinion = 20
learning_per_prestige_level = 1
seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
courting_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
}
}
# AI Values
ai_energy = 10
ai_sociability = 10
# Loc
name = trait_violet_poet
desc = trait_violet_poet_desc
}
# The Knight of the Swan
knight_errant = {
category = fame
icon = {
first_valid = {
triggered_desc = { # If no character exists
trigger = {
NOT = { exists = this }
}
desc = knight_of_the_swan.dds
}
triggered_desc = {
trigger = {
location = {
geographical_region = world_europe
}
}
desc = knight_of_the_swan.dds
}
triggered_desc = {
trigger = {
location = {
OR = {
geographical_region = world_india
geographical_region = world_burma
geographical_region = ghw_region_caucasus
geographical_region = world_asia_china
geographical_region = world_asia_japan
geographical_region = world_asia_korea
geographical_region = world_asia_southeast
}
}
}
desc = knight_of_the_tiger.dds
}
triggered_desc = {
trigger = {
location = {
geographical_region = world_africa
}
}
desc = knight_of_the_lion.dds
}
desc = knight_of_the_swan.dds
}
}
shown_in_ruler_designer = yes
ruler_designer_cost = 75
knight_limit = 2
knight_effectiveness_per_prowess = 0.01
glory_hound_opinion = 15
culture_modifier = {
parameter = knight_errant_trait_bonuses
monthly_prestige_gain_mult = 0.02
}
track = {
50 = { # Defender
prowess_per_prestige_level = 1
knight_limit = 1
men_at_arms_limit = 1
culture_modifier = {
parameter = knight_errant_trait_bonuses
tourney_participant_xp_gain_mult = 0.15
}
}
100 = { # Rightdoer
prowess_per_prestige_level = 2
knight_limit = 2
men_at_arms_limit = 2
culture_modifier = {
parameter = knight_errant_trait_bonuses
tourney_participant_xp_gain_mult = 0.25
}
}
}
# AI Values
ai_energy = 10
ai_sociability = 10
# Loc
name = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_knight_errant
}
desc = trait_knight_errant_character
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_knight_errant_desc
}
desc = trait_knight_errant_character_desc
}
}
}
the_wake = {
category = lifestyle
icon = "the_wake.dds"
shown_in_ruler_designer = no
opinion_of_different_culture = -10
wetlands_travel_danger = -100
character_travel_speed = 15
# AI Values
ai_vengefulness = 100
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value = 100
}
}
desc = the_wake_5
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 75
}
}
desc = the_wake_4
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 50
}
}
desc = the_wake_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 25
}
}
desc = the_wake_2
}
desc = the_wake_1
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value = 100
}
}
desc = the_wake_5_desc
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 75
}
}
desc = the_wake_4_desc
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 50
}
}
desc = the_wake_3_desc
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 25
}
}
desc = the_wake_2_desc
}
desc = the_wake_1_desc
}
}
track = {
25 = {
martial = 1
wetlands_attrition_mult = -0.1
wetlands_advantage = 2
wetlands_supply_limit_mult = 0.1
norman_opinion = -5
}
50 = {
martial = 1
wetlands_attrition_mult = -0.2
wetlands_advantage = 3
wetlands_supply_limit_mult = 0.2
norman_opinion = -5
}
75 = {
martial = 1
prowess = 1
wetlands_attrition_mult = -0.2
wetlands_advantage = 1
max_combat_roll = 2
wetlands_supply_limit_mult = 0.2
norman_opinion = -10
dread_baseline_add = 5
}
100 = {
martial = 2
prowess = 2
wetlands_supply_limit_mult = 0.1
norman_opinion = -15
uncontrolled_province_advantage = 5
raid_speed = 0.5
dread_baseline_add = 15
}
}
}
immortal = {
icon = "immortal.dds"
# This is definitely a very clever allusion to the 10k immortals and not just landing arbitrarily on a certain number of zeros.
ruler_designer_cost = 10000
opposites = { incapable }
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_immortal_desc
}
desc = trait_immortal_character_desc
}
}
immortal = yes
# Dummy flags — just here for loc really.
flag = is_immortal
flag = immortal_visuals
flag = immortal_fertility
flag = immortal_incapability
long_reign_bonus_mult = -1000
no_prowess_loss_from_age = yes
}
lifestyle_wayfarer = {
category = lifestyle
diplomacy = 2
prowess_per_prestige_level = 1
stress_loss_per_prestige_level = 0.05
ruler_designer_cost = 50
}
lifestyle_voyager = {
category = lifestyle
stewardship = 2
character_travel_speed = 10
monthly_prestige = 0.25
diplomatic_range_mult = 0.15
ruler_designer_cost = 50
}
lifestyle_surveyor = {
category = lifestyle
stewardship = 2
development_growth_factor = 0.1
county_fertility_growth_mult = small_county_fertility_growth_gain
long_reign_bonus_mult = 0.25
character_travel_safety = 10
ruler_designer_cost = 50
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_government = landless_adventurer_government
}
desc = trait_lifestyle_surveyor_adventurer_desc
}
desc = trait_lifestyle_surveyor_desc
}
}
}
#MPO
nomadic_philosophy = {
category = lifestyle
flag = nomadic_philosophy_maa_trait
flag = nomadic_philosophy_introduce_heir
flag = can_recruit_open_specialist_trait
flag = unlock_voluntary_laampdom_trait
flag = no_demand_conversion_actor_trait
flag = nomadic_philosophy_inheritance_trait
flag = nomadic_philosophy_maa
flag = nomadic_philosophy_cheaper_culture_convert
flag = nomadic_philosophy_cheaper_to_hybridize
flag = nomadic_philosophy_easier_to_hybridize
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_nomadic_philosophy_desc
}
desc = trait_nomadic_philosophy_character_desc
}
}
different_culture_opinion = 10
different_faith_opinion = 10
different_faith_county_opinion_mult = -0.25
}
lifestyle_seasoned_pastor = {
category = lifestyle
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_lifestyle_seasoned_pastor_desc
}
desc = trait_lifestyle_seasoned_pastor_character_desc
}
}
county_fertility_growth_mult = 0.2
}
# Generic version of Descendant of Saoshyant, Mahdi, Messiah, etc. This is automatically granted to all members of a dynasty with "Divine Blood".
golden_lineage = {
category = fame
vassal_limit = 200
herd_capacity_mult = 0.2
cowed_vassal_herd_contribution_mult = 0.2
cowed_vassal_levy_contribution_mult = 0.2
cowed_vassal_tax_contribution_mult = 0.2
dread_gain_mult = 0.1
flag = initial_legitimacy_boost
shown_in_ruler_designer = no
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_golden_lineage_desc
}
desc = trait_golden_lineage_character_desc
}
}
inherit_chance = 100
parent_inheritance_sex = male
inherit_from_real_father = no
}
############### TGP TRAITS ##############
#Confucian trait - are you learned in the ways?
confucian_education = {
minimum_age = 16
category = fame
learning = 1
same_opinion = 10
ruler_designer_cost = 15
#Also gives discount to converting to Confucianism
culture_modifier = {
parameter = scholar_official_trait_bonuses
monthly_merit_mult = 0.1
same_culture_opinion = 5
}
track = {
20 = {
learning = 1
monthly_lifestyle_xp_gain_mult = 0.04
confucianism_religion_opinion = 5
ai_sociability = 5
ai_compassion = 5
}
40 = {
stewardship = 1
monthly_lifestyle_xp_gain_mult = 0.04
ai_sociability = 5
ai_compassion = 5
}
60 = {
learning = 1
monthly_lifestyle_xp_gain_mult = 0.04
confucianism_religion_opinion = 5
ai_sociability = 5
ai_compassion = 5
}
80 = {
stewardship = 1
monthly_lifestyle_xp_gain_mult = 0.04
ai_sociability = 5
ai_compassion = 5
}
100 = {
learning = 1
confucianism_religion_opinion = 5
monthly_lifestyle_xp_gain_mult = 0.04
ai_sociability = 5
ai_compassion = 5
}
}
# Loc
name = {
first_valid = {
#Immaculate Sage
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value = 100
}
}
desc = trait_confucian_education_5
}
#Moral Paragon
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value >= 80
}
}
desc = trait_confucian_education_4
}
#Virtuous Ethicist
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value >= 60
}
}
desc = trait_confucian_education_3
}
#Studious Classicist
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value >= 40
}
}
desc = trait_confucian_education_2
}
#Confused Confucian
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value = 20
}
}
desc = trait_confucian_education_1
}
#Confucian Education
desc = trait_confucian_education
}
}
# Loc
desc = {
first_valid = {
#The trait can never go higher than the first level if it's not assigned to a character
triggered_desc = {
trigger = {
NOT = { exists = this }
}
}
#Immaculate Sage
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value = 80
}
}
}
#Moral Paragon
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value >= 60
}
}
desc = trait_confucian_education_4_desc
}
#Virtuous Ethicist
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value >= 40
}
}
desc = trait_confucian_education_3_desc
}
#Studious Classicit
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value >= 20
}
}
desc = trait_confucian_education_2_desc
}
#Genuine Confucian
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = confucian_education
value >= 20
}
}
desc = trait_confucian_education_1_desc
}
#Confused Confucian
desc = trait_confucian_education_desc
}
}
ai_zeal = 10
}
### TGP
former_emperor = {
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = trait_former_emperor_male
}
triggered_desc = {
trigger = {
is_male = yes
culture = { has_cultural_pillar = heritage_japonic }
}
desc = trait_former_tenno_male
}
triggered_desc = {
trigger = { is_male = yes }
desc = trait_former_emperor_male
}
triggered_desc = {
trigger = { culture = { has_cultural_pillar = heritage_japonic } }
desc = trait_former_tenno_female
}
desc = trait_former_emperor_female
}
}
category = fame
ai_boldness = 25
ai_energy = -25
monthly_prestige = 0.25
monthly_influence = 0.25
shown_in_ruler_designer = no
desc = trait_former_emperor_desc
}
## TGP Stress Trait
burdened = {
category = fame
monthly_merit_mult = -0.3
governor_xp_gain_mult = -0.3
learning = -2
stress_loss_mult = 0.2
flag = can_offer_strong_hook_to_agents
ruler_designer_cost = -10
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_burdened_desc
}
desc = trait_burdened_character_desc
}
}
ai_energy = low_negative_ai_value
ai_rationality = low_negative_ai_value
ai_vengefulness = low_negative_ai_value
ai_compassion = low_positive_ai_value
ai_sociability = medium_positive_ai_value
compatibility = {
compassionate = @neg_compat_low
gregarious = @neg_compat_low
calm = @neg_compat_low
}
}