N3OW/events/decisions_events/iberia_north_africa_events.txt
2026-05-20 04:02:41 -04:00

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Text

namespace = iberia_north_africa
#decision_form_portugal events
#0001 - Tell founder about portugal
#0002 - Tell everyone in diplo range about portugal (and convert people in portugal to portuguese culture)
#decision_unite_the_spanish_thrones
#0005 - Tell uniter about united thrones
#0006 - Tell everyone in diplo range about united thrones (and destroy titles)
#decision_unite_africa
#0010 - I united Africa
#0011 - Someone united Frica
#decision_avenge_the_battle_of_tours
#0015 - I avenged the battle of Tours
#0016 - Someone avenged the battle of tours
#decision_build_grand_church
#1001 - I built a church!
#1002 - Someone built a church
## FP2
#golden_age_jewish_science_in_iberia_decision
#2001 - Book Seller
#2002 - Eye Surgery
#2003 - Fighting Scholars
#2105 - Notification for Mediterranean decision
#build_holy_pilgrim_roads_decision
#2011 - Wandering Warrior
#2012 - Relatable Scholar
#2013-2014 - Gift from HoF
##I formed Portugal!
#iberia_north_africa.0001 = { #by Mathilda Bjarnehed
# type = character_event
# title = iberia_north_africa.0001.t
# desc = {
# desc = iberia_north_africa.0001.start.desc
# first_valid = {
# triggered_desc = {
# trigger = {
# game_start_date >= 789.1.1 #The end of Umayyad Conquest
# faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } }
# }
# desc = iberia_north_africa.0001.christian.desc
# }
# triggered_desc = {
# trigger = {
# game_start_date >= 789.1.1 #The end of Umayyad Conquest
# faith = { religion_tag = islam_religion }
# }
# desc = iberia_north_africa.0001.muslim.desc
# }
# }
# desc = iberia_north_africa.0001.end.desc
# }
# theme = realm
# left_portrait = {
# character = scope:portugal_former
# animation = admiration
# }
#
# immediate = {
# play_music_cue = "mx_cue_positive_effect"
# form_portugal_decision_effects = yes #Title changes, prestige, culture swap
#
# legend_seed_new_title_effect = yes
# }
#
# option = {
# name = iberia_north_africa.0001.a
# set_nickname_effect = { NICKNAME = nick_the_great }
# }
#}
#
#scripted_trigger iberia_north_africa_0002_is_in_portugal_trigger = {
# capital_province = {
# county = {
# any_this_title_or_de_jure_above = {
# this = title:k_portugal
# }
# }
# }
#}
#
##Someone formed Portugal!
#iberia_north_africa.0002 = { #by Mathilda Bjarnehed
# type = character_event
# title = iberia_north_africa.0001.t
# desc = {
# desc = iberia_north_africa.0002.start.desc
# first_valid = {
# triggered_desc = {
# trigger = {
# has_RelationToMe_relation = { CHARACTER = scope:portugal_former }
# }
# desc = iberia_north_africa.0002.relation_former.desc
# }
# desc = iberia_north_africa.0002.former.desc
# }
# desc = iberia_north_africa.0002.end.desc
# }
# theme = realm
# left_portrait = {
# character = scope:portugal_former
# animation = admiration
# }
#
# immediate = {
# #If in Portugal, play the appropriate sound effect.
# if = {
# limit = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
# play_music_cue = "mx_cue_positive_effect"
# }
# }
#
# #OK
# option = {
# trigger = { iberia_north_africa_0002_is_in_portugal_trigger = no }
# name = {
# trigger = { faith = scope:portugal_former.faith }
# text = iberia_north_africa.0002.a1
# }
# name = {
# trigger = { faith != scope:portugal_former.faith }
# text = name_i_see
# }
# }
#
# #Convert to portuguese
# option = {
# trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
# name = iberia_north_africa.0002.b
#
# every_courtier = {
# limit = { has_same_culture_as = root }
# add_to_list = convert_list
# }
#
# set_culture = culture:portuguese
#
# every_in_list = {
# list = convert_list
# custom = portguese_convert_list_court
# set_culture = culture:portuguese
# }
#
# ai_chance = {
# base = 1
# }
# }
#
# #Keep my culture
# option = {
# trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
# name = iberia_north_africa.0002.c
#
# reverse_add_opinion = {
# target = scope:portugal_former
# modifier = disappointed_opinion
# opinion = -15
# }
#
# ai_chance = {
# base = 0
# }
# }
#}
#
#
##I have united the Spanish thrones!
#iberia_north_africa.0005 = { #by Mathilda Bjarnehed
# type = character_event
# title = iberia_north_africa.0005.t
# desc = iberia_north_africa.0005.desc
# theme = realm
# left_portrait = {
# character = scope:spain_uniter
# animation = personality_bold
# }
#
# immediate = {
# play_music_cue = "mx_cue_positive_effect"
# unite_the_spanish_thrones_decision_effects = yes
# legend_seed_great_deed_title_effect = {
# TITLE = root.primary_title
# }
#
# }
#
# option = {
# name = iberia_north_africa.0005.a
#
# give_nickname = nick_the_motherfather_of_spain
# }
#}
#
##Someone united the spanish thrones!
#iberia_north_africa.0006 = { #by Mathilda Bjarnehed
# type = character_event
# title = iberia_north_africa.0005.t
# desc = {
# desc = iberia_north_africa.0006.start.desc
# first_valid = {
# triggered_desc = {
# trigger = {
# has_RelationToMe_relation = { CHARACTER = scope:spain_uniter }
# }
# desc = iberia_north_africa.0006.relation_former.desc
# }
# desc = iberia_north_africa.0006.former.desc
# }
# desc = iberia_north_africa.0006.end.desc
# }
# theme = realm
# left_portrait = {
# character = scope:spain_uniter
# animation = personality_bold
# }
#
# option = {
# name = name_i_see
# }
#}
#
#I have united Africa!
#iberia_north_africa.0010 = { #by Mathilda Bjarnehed
# type = character_event
# title = iberia_north_africa.0010.t
# desc = {
# desc = iberia_north_africa.0010.start.desc
# triggered_desc = {
# trigger = {
# exists = scope:vassal_1
# exists = scope:vassal_2
# }
# desc = iberia_north_africa.0010.vassals.desc
# }
# first_valid = {
# triggered_desc = {
# trigger = { faith = { religion_tag = west_african_bori_religion } }
# desc = iberia_north_africa.0010.spirits.desc
# }
# triggered_desc = {
# trigger = {
# faith = {
# OR = {
# religion_tag = west_african_roog_religion
# religion_tag = west_african_religion
# }
# }
# }
# desc = iberia_north_africa.0010.ancestors.desc
# }
# desc = iberia_north_africa.0010.generic.desc
# }
# }
# theme = realm
# left_portrait = {
# character = scope:africa_uniter
# animation = personality_honorable
# }
#
# immediate = {
# play_music_cue = "mx_cue_epic_sacral_moment"
# unite_africa_decision_effects = yes
# legend_seed_great_deed_region_effect = {
# REGION = geographical_region:world_africa
# }
#
# #For description
# random_vassal = {
# limit = { highest_held_title_tier = tier_kingdom }
# alternative_limit = { highest_held_title_tier = tier_duchy }
# alternative_limit = { highest_held_title_tier = tier_county }
# save_scope_as = vassal_1
# }
# random_vassal_or_below = {
# limit = {
# NOR = {
# has_culture = scope:vassal_1.culture
# highest_held_title_tier = scope:vassal_1.highest_held_title_tier
# }
# highest_held_title_tier = tier_county
# }
# alternative_limit = {
# NOR = {
# has_culture = scope:vassal_1.culture
# highest_held_title_tier = scope:vassal_1.highest_held_title_tier
# }
# highest_held_title_tier = tier_duchy
# }
# alternative_limit = {
# NOR = {
# has_culture = scope:vassal_1.culture
# highest_held_title_tier = scope:vassal_1.highest_held_title_tier
# }
# }
# save_scope_as = vassal_2
# }
# }
#
# option = {
# name = iberia_north_africa.0010.a
#
# give_nickname = nick_the_unifier_of_africa
# }
#}
#
##Someone united Africa!
#iberia_north_africa.0011 = { #by Mathilda Bjarnehed
# type = character_event
# title = iberia_north_africa.0010.t
# desc = {
# desc = iberia_north_africa.0011.start.desc
# first_valid = {
# triggered_desc = {
# trigger = {
# has_RelationToMe_relation = { CHARACTER = scope:africa_uniter }
# }
# desc = iberia_north_africa.0011.relation_former.desc
# }
# desc = iberia_north_africa.0011.former.desc
# }
# desc = iberia_north_africa.0011.end.desc
# }
# theme = realm
# left_portrait = {
# character = scope:africa_uniter
# animation = personality_honorable
# }
#
# immediate = {
# show_as_tooltip = {
# scope:africa_uniter.faith = {
# change_fervor = {
# value = medium_fervor_gain
# desc = fervor_gain_united_africa
# }
# }
# }
# }
#
# option = {
# name = {
# trigger = { faith = scope:africa_uniter.faith }
# text = iberia_north_africa.0002.a1
# }
# name = {
# trigger = { faith != scope:africa_uniter.faith }
# text = name_alas
# }
# }
#}
#
#
##I have avenged the Battle of Tours
#iberia_north_africa.0015 = { #by Mathilda Bjarnehed
# type = character_event
# title = iberia_north_africa.0015.t
# desc = {
# desc = iberia_north_africa.0015.part1.desc
# desc = iberia_north_africa.0015.part2.desc
# }
# theme = realm
# left_portrait = {
# character = scope:avenger
# animation = personality_vengeful
# }
#
# immediate = {
# play_music_cue = "mx_cue_combat_2"
# avenge_the_battle_of_tours_decision_effects = yes
# legend_seed_great_deed_faith_effect = {
# ANTAGONIST = scope:frankish_christian_faith.religious_head
# OLD_FAITH = scope:frankish_christian_faith
# }
# }
#
# option = {
# name = iberia_north_africa.0015.a
#
#
# }
#}
#
##Someone avenged the Battle of Tours
#iberia_north_africa.0016 = { #by Mathilda Bjarnehed
# type = character_event
# title = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = { religion_tag = islam_religion } }
# desc = iberia_north_africa.0015.t
# }
# desc = iberia_north_africa.0016.t
# }
# }
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = { religion_tag = islam_religion } }
# desc = {
# desc = iberia_north_africa.0015.part1.desc
# first_valid = {
# triggered_desc = {
# trigger = {
# has_RelationToMe_relation = { CHARACTER = scope:avenger }
# }
# desc = iberia_north_africa.0016.relation_former.desc
# }
# desc = iberia_north_africa.0016.former.desc
# }
# desc = iberia_north_africa.0015.islam.desc
# }
# }
# desc = iberia_north_africa.0016.generic.desc
# }
# }
# theme = realm
# left_portrait = {
# character = scope:avenger
# animation = personality_vengeful
# }
#
# immediate = {
# play_music_cue = "mx_cue_combat_3"
# if = {
# limit = { exists = scope:frankish_christian_faith }
# show_as_tooltip = {
# scope:avenger = {
# faith = {
# change_fervor = {
# value = major_fervor_gain
# desc = fervor_gain_avenged_battle_of_tours
# }
# }
# }
# scope:frankish_christian_faith = {
# change_fervor = {
# value = major_fervor_loss
# desc = fervor_loss_avenged_battle_of_tours
# }
# }
# }
# }
# }
#
# option = {
# name = {
# trigger = { faith = { religion_tag = islam_religion } }
# text = iberia_north_africa.0015.a
# }
# name = {
# trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } }
# text = iberia_north_africa.0016.christianity.a
# }
# name = {
# trigger = {
# faith = {
# NOR = {
# OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion }
# religion_tag = islam_religion
# }
# }
# }
# text = name_alas
# }
# }
#}
#
##I formed Canarias!
#iberia_north_africa.9101 = { #by James Beaumont
# type = character_event
# title = iberia_north_africa.9101.t
# desc = {
# desc = iberia_north_africa.9101.desc.intro
# first_valid = {
# triggered_desc = {
# trigger = {
# NOT = { religion = religion:north_african_religion }
# }
# desc = iberia_north_africa.9101.desc.iberian
# }
# triggered_desc = {
# trigger = {
# religion = religion:north_african_religion
# }
# desc = iberia_north_africa.9101.desc.guanche
# }
# }
# desc = iberia_north_africa.9101.desc.outro
# }
# theme = realm
# left_portrait = {
# character = scope:canarias_former
# animation = admiration
# }
#
# immediate = {
# play_music_cue = "mx_cue_positive_effect"
# declare_canarias_decision_effects = yes
# legend_seed_new_title_effect = yes
# }
#
# option = {
# name = iberia_north_africa.9101.a
# trigger = {
# NOT = {
# culture = { has_cultural_pillar = heritage_iberian }
# }
# }
# set_nickname_effect = { NICKNAME = nick_the_great }
# }
#
# option = {
# name = iberia_north_africa.9101.b
# trigger = {
# NAND = {
# culture = { has_cultural_pillar = heritage_berber }
# religion = religion:north_african_religion
# }
# }
# set_nickname_effect = { NICKNAME = nick_the_great }
# title:k_canarias = {
# set_de_jure_liege_title = title:e_spain
# }
# }
#}
#
###################################################
## Loyalty to St. Peter's Throne
## by Ewan Cowhig Croft
## 0101 - 0110
###################################################
#
## Mozarabic Christianity reaffirms its place amongst the ecumenical churches.
#iberia_north_africa.0101 = {
# type = character_event
# title = iberia_north_africa.0101.t
# desc = iberia_north_africa.0101.desc
# theme = faith
# left_portrait = {
# character = scope:religious_leader
# animation = personality_zealous
# }
# right_portrait = {
# character = scope:pope
# animation = flirtation
# }
#
# immediate = { play_music_cue = "mx_cue_faith_conversion" }
#
# # One people, one faith: swap Rite for Communal Identity.
# option = {
# name = iberia_north_africa.0101.a
# flavor = iberia_north_africa.0101.a.tt
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = mozarabic_choice
# value = flag:righteous
# }
#
# stress_impact = {
# shy = minor_stress_impact_gain
# cynical = medium_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_sociability = 1
# ai_zeal = 0.5
# }
# }
# }
#
# # We cannot be afraid to seize power in order to defend our own: swap Rite for Pursuit of Power.
# option = {
# name = iberia_north_africa.0101.b
# flavor = iberia_north_africa.0101.b.tt
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = mozarabic_choice
# value = flag:fundamentalist
# }
#
# stress_impact = {
# compassionate = medium_stress_impact_loss
# craven = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_compassion = -1
# }
# }
# }
#
# # The GetHolyBooks will still need interpretation: swap Rite for Religious Law.
# option = {
# name = iberia_north_africa.0101.c
# flavor = iberia_north_africa.0101.c.tt
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = mozarabic_choice
# value = flag:pluralist
# }
#
# stress_impact = {
# lazy = medium_stress_impact_loss
# arbitrary = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_rationality = 1
# ai_energy = 0.5
# }
# }
# }
#
# after = {
# # Now take care of notification events for players.
# every_player = {
# limit = {
# this != scope:religious_leader
# OR = {
# faith = faith:mozarabic_church
# any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
# }
# }
# trigger_event = iberia_north_africa.0102
# }
# # And finally, actually apply the effects.
# if = {
# limit = {
# exists = scope:mozarabic_choice
# scope:mozarabic_choice = flag:fundamentalist
# }
# mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes
# }
# if = {
# limit = {
# exists = scope:mozarabic_choice
# scope:mozarabic_choice = flag:righteous
# }
# mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes
# }
# if = {
# limit = {
# exists = scope:mozarabic_choice
# scope:mozarabic_choice = flag:pluralist
# }
# mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes
# }
# }
#}
#
## Notification event for relevant players.
#iberia_north_africa.0102 = {
# type = character_event
# title = iberia_north_africa.0102.t
# desc = {
# desc = iberia_north_africa.0102.desc.intro
# # Fundamentalist
# triggered_desc = {
# trigger = { scope:mozarabic_choice = flag:fundamentalist }
# desc = iberia_north_africa.0102.desc.fundamentalist
# }
# # Righteous
# triggered_desc = {
# trigger = { scope:mozarabic_choice = flag:righteous }
# desc = iberia_north_africa.0102.desc.righteous
# }
# # Pluralist
# triggered_desc = {
# trigger = { scope:mozarabic_choice = flag:pluralist }
# desc = iberia_north_africa.0102.desc.pluralist
# }
# }
# theme = faith
# left_portrait = {
# character = scope:religious_leader
# animation = personality_zealous
# }
# right_portrait = {
# character = scope:pope
# animation = flirtation
# }
#
# immediate = { play_music_cue = "mx_cue_faith_conversion" }
#
# # Fundamentalist path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = faith:mozarabic_church }
# desc = iberia_north_africa.0102.a.same_faith
# }
# triggered_desc = {
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
# desc = iberia_north_africa.0102.a.same_religion
# }
# desc = iberia_north_africa.0102.a.misc
# }
# }
# }
# trigger = { scope:mozarabic_choice = flag:fundamentalist }
#
# show_as_tooltip = {
# scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#
# # Righteous path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = faith:mozarabic_church }
# desc = iberia_north_africa.0102.b.same_faith
# }
# triggered_desc = {
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
# desc = iberia_north_africa.0102.b.same_religion
# }
# desc = iberia_north_africa.0102.b.misc
# }
# }
# }
# trigger = { scope:mozarabic_choice = flag:righteous }
#
# show_as_tooltip = {
# scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#
# # Pluralist path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = faith:mozarabic_church }
# desc = iberia_north_africa.0102.c.same_faith
# }
# triggered_desc = {
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
# desc = iberia_north_africa.0102.c.same_religion
# }
# desc = iberia_north_africa.0102.c.misc
# }
# }
# }
# trigger = { scope:mozarabic_choice = flag:pluralist }
#
# show_as_tooltip = {
# scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#}
#
###################################################
## An Iberian Rite
## by Ewan Cowhig Croft
## 0111 - 0120
###################################################
#
## Mozarabic Christianity breaks away from Rome's strictures.
#iberia_north_africa.0111 = {
# type = character_event
# title = iberia_north_africa.0111.t
# desc = iberia_north_africa.0111.desc
# theme = faith
# left_portrait = {
# character = scope:religious_leader
# animation = personality_vengeful
# }
# right_portrait = {
# character = scope:pope
# animation = fear
# }
#
# immediate = { play_music_cue = "mx_cue_faith_conversion" }
#
# # Jesus taught peace, and we shall follow: swap Rite for Pacifism.
# option = {
# name = iberia_north_africa.0111.a
# flavor = iberia_north_africa.0111.a.tt
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = mozarabic_choice
# value = flag:righteous
# }
#
# stress_impact = {
# shy = minor_stress_impact_gain
# cynical = medium_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_sociability = 1
# ai_zeal = 0.5
# }
# }
# }
#
# # Even without Rome, we know the value of defending our own: swap Rite for Armed Pilgrimages.
# option = {
# name = iberia_north_africa.0111.b
# flavor = iberia_north_africa.0111.b.tt
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = mozarabic_choice
# value = flag:fundamentalist
# }
#
# stress_impact = {
# compassionate = medium_stress_impact_loss
# craven = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_compassion = -1
# }
# }
# }
#
# # Is Islam not a religion of the Book too?: swap Rite for Islamic Syncretism.
# option = {
# name = iberia_north_africa.0111.c
# flavor = iberia_north_africa.0111.c.tt
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = mozarabic_choice
# value = flag:pluralist
# }
#
# stress_impact = {
# lazy = medium_stress_impact_loss
# arbitrary = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_rationality = 1
# ai_energy = 0.5
# }
# }
# }
#
# after = {
# mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes
# # Now take care of notification events for players.
# every_player = {
# limit = {
# this != scope:religious_leader
# OR = {
# faith = faith:mozarabic_church
# any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
# }
# }
# trigger_event = iberia_north_africa.0112
# }
# # And finally, actually apply the effects.
# if = {
# limit = {
# exists = scope:mozarabic_choice
# scope:mozarabic_choice = flag:fundamentalist
# }
# mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes
# }
# if = {
# limit = {
# exists = scope:mozarabic_choice
# scope:mozarabic_choice = flag:righteous
# }
# mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes
# }
# if = {
# limit = {
# exists = scope:mozarabic_choice
# scope:mozarabic_choice = flag:pluralist
# }
# mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes
# }
# }
#}
#
## Notification event for relevant players.
#iberia_north_africa.0112 = {
# type = character_event
# title = iberia_north_africa.0112.t
# desc = {
# desc = iberia_north_africa.0112.desc.intro
# # Fundamentalist
# triggered_desc = {
# trigger = { scope:mozarabic_choice = flag:fundamentalist }
# desc = iberia_north_africa.0112.desc.fundamentalist
# }
# # Righteous
# triggered_desc = {
# trigger = { scope:mozarabic_choice = flag:righteous }
# desc = iberia_north_africa.0112.desc.righteous
# }
# # Pluralist
# triggered_desc = {
# trigger = { scope:mozarabic_choice = flag:pluralist }
# desc = iberia_north_africa.0112.desc.pluralist
# }
# }
# theme = faith
# left_portrait = {
# character = scope:religious_leader
# animation = personality_vengeful
# }
# right_portrait = {
# character = scope:pope
# animation = fear
# }
#
# immediate = {
# play_music_cue = "mx_cue_faith_conversion"
# }
#
# # Fundamentalist path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = faith:mozarabic_church }
# desc = iberia_north_africa.0112.a.same_faith
# }
# triggered_desc = {
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
# desc = iberia_north_africa.0112.a.same_religion
# }
# desc = iberia_north_africa.0112.a.misc
# }
# }
# }
# trigger = { scope:mozarabic_choice = flag:fundamentalist }
#
# show_as_tooltip = {
# scope:religious_leader = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#
# # Righteous path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = faith:mozarabic_church }
# desc = iberia_north_africa.0112.b.same_faith
# }
# triggered_desc = {
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
# desc = iberia_north_africa.0112.b.same_religion
# }
# desc = iberia_north_africa.0112.b.misc
# }
# }
# }
# trigger = { scope:mozarabic_choice = flag:righteous }
#
# show_as_tooltip = {
# scope:religious_leader = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#
# # Pluralist path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = {
# faith = {
# OR = {
# this = faith:mozarabic_church
# has_doctrine = tenet_islamic_syncretism
# }
# }
# }
# desc = iberia_north_africa.0112.c.same_faith
# }
# triggered_desc = {
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
# desc = iberia_north_africa.0112.c.same_religion
# }
# triggered_desc = {
# trigger = { religion = religion:islam_religion }
# desc = iberia_north_africa.0112.c.same_religion
# }
# desc = iberia_north_africa.0112.c.misc
# }
# }
# }
# trigger = { scope:mozarabic_choice = flag:pluralist }
#
# show_as_tooltip = {
# scope:religious_leader = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#
# after = {
# show_as_tooltip = { mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes }
# }
#}
#
###################################################
## A Return to the Countryside
## ^Geddit GEDDIT [not-actually-particularly-clever chortling]
## by Ewan Cowhig Croft
## 0121 - 0130
###################################################
#
## A disillusioned ruler seeks out and sponsors the remnant pagan aspects of the Pyrenees.
#iberia_north_africa.0121 = {
# type = character_event
# title = iberia_north_africa.0121.t
# desc = {
# desc = iberia_north_africa.0121.desc.intro
# # Nab the rationalisation.
# desc = {
# # We order these according to approximate rarity level/importance.
# ## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales.
# first_valid = {
# # Excommunicated
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes }
# desc = iberia_north_africa.0121.desc.excommunicated
# }
# # Rivalry with HoF
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes }
# desc = iberia_north_africa.0121.desc.rivalry_with_hof
# }
# # Negative Piety Level
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes }
# desc = iberia_north_africa.0121.desc.negative_piety_level
# }
# # Easter egg: the Lorgar special
# triggered_desc = {
# trigger = { has_trait = zealous }
# desc = iberia_north_africa.0121.desc.lorgar
# }
# # Sinful Traits
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes }
# desc = iberia_north_africa.0121.desc.sinful_traits
# }
# # Virtuous Basque pagan traits
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes }
# desc = iberia_north_africa.0121.desc.virtuous_basque_pagan_traits
# }
# # Naked cynicism; we use this as the fallback.
# desc = iberia_north_africa.0121.desc.naked_cynicism
# }
# }
# desc = iberia_north_africa.0121.desc.outro
# }
# theme = faith
# left_portrait = {
# character = scope:religious_leader
# animation = scheme
# }
# right_portrait = {
# character = scope:scandalised_cleric
# animation = stress
# }
# override_background = { reference = wilderness_mountains }
#
# immediate = {
# play_music_cue = "mx_cue_faith_conversion"
# }
#
# # scope:basque_faith shall be a warrior's faith again!: swap Christian Syncretism for Warmonger.
# option = {
# name = iberia_north_africa.0121.a
# flavor = iberia_north_africa.0121.a.tt
# # The AI should only really be doing this if they're coming out of the Vikings or otherwise have suitable traits.
# trigger = {
# OR = {
# is_ai = no
# scope:old_faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed }
# has_trait = wrathful
# has_trait = crusader_king
# has_trait = faith_warrior
# }
# }
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = basque_choice
# value = flag:righteous
# }
#
# stress_impact = {
# base = major_stress_impact_gain
# wrathful = miniscule_stress_impact_loss
# calm = minor_stress_impact_gain
# compassionate = medium_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_energy = 0.5
# }
# }
# }
#
# # It is more important to live in harmony with nature than with neighbours: swap Christian Syncretism for Sanctity of Nature.
# option = {
# name = iberia_north_africa.0121.b
# flavor = iberia_north_africa.0121.b.tt
# # The AI should only be doing this if they're self-assured about what it'll likely do to them, or it's something they're already in to.
# trigger = {
# OR = {
# is_ai = no
# faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible }
# AND = {
# OR = {
# has_trait = stubborn
# has_trait = patient
# has_trait = lifestyle_gardener
# }
# has_trait = calm
# has_trait = brave
# }
# }
# }
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = basque_choice
# value = flag:fundamentalist
# }
#
# stress_impact = {
# base = major_stress_impact_gain
# # I mean, you *know* this one is gonna come back to bite you, hard.
# craven = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_zeal = 1
# ai_vengefulness = -1
# }
# }
# }
#
# # There are more worthy religions to share traditions with...: swap Christian Syncretism for Islamic Syncretism.
# option = {
# name = iberia_north_africa.0121.c
# flavor = iberia_north_africa.0121.c.tt
# # The AI should only really be doing this if it means they're adopting *less* traditions, not more.
# trigger = {
# OR = {
# is_ai = no
# faith = {
# has_doctrine_parameter = islamic_syncretic_actor_opinion_active
# religion = religion:islam_religion
# }
# }
# }
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = basque_choice
# value = flag:pluralist
# }
#
# # Zealous Muslims & syncretics gain less stress from this.
# if = {
# limit = {
# faith = {
# has_doctrine_parameter = islamic_syncretic_actor_opinion_active
# religion = religion:islam_religion
# }
# }
# stress_impact = {
# base = major_stress_impact_gain
# zealous = medium_stress_impact_loss
# fickle = minor_stress_impact_gain
# drunkard = major_stress_impact_gain
# }
# }
# # But everyone else doesn't.
# else = {
# stress_impact = {
# base = major_stress_impact_gain
# fickle = minor_stress_impact_gain
# drunkard = major_stress_impact_gain
# }
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_zeal = 1
# ai_boldness = 1
# }
# }
# }
#
# # If I try to force change, am I any less corrupt than scope:old_faith?: leave the faith as you found it.
# option = {
# name = iberia_north_africa.0121.d
# flavor = iberia_north_africa.0121.d.tt
#
# # Apply the effects in the after block to keep future notifications from erroring.
# show_as_tooltip = { favour_the_countryside_basques_decision_default_path_scripted_effect = yes }
# # Flag our choice.
# save_scope_value_as = {
# name = basque_choice
# value = flag:unchanged
# }
#
# stress_impact = {
# lazy = minor_stress_impact_loss
# arbitrary = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_rationality = 1
# ai_energy = -0.5
# }
# }
# }
#
# after = {
# legend_seed_great_deed_faith_effect = {
# OLD_FAITH = scope:old_faith
# ANTAGONIST = scope:scandalised_cleric
# }
# # Now take care of notification events for players.
# every_player = {
# limit = {
# this != scope:religious_leader
# OR = {
# favour_the_countryside_basques_counts_as_basque_trigger = yes
# any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
# }
# }
# trigger_event = iberia_north_africa.0122
# }
# # And finally, actually apply the effects.
# ## Our default stuff.
# favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
# ## Then our changes/lack of changes.
# if = {
# limit = {
# exists = scope:basque_choice
# scope:basque_choice = flag:fundamentalist
# }
# favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
# }
# else_if = {
# limit = {
# exists = scope:basque_choice
# scope:basque_choice = flag:righteous
# }
# favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes
# }
# else_if = {
# limit = {
# exists = scope:basque_choice
# scope:basque_choice = flag:pluralist
# }
# favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes
# }
# else_if = {
# limit = {
# exists = scope:basque_choice
# scope:basque_choice = flag:unchanged
# }
# favour_the_countryside_basques_decision_default_path_scripted_effect = yes
# }
# }
#}
#
## Notification event for relevant players.
#iberia_north_africa.0122 = {
# type = character_event
# title = iberia_north_africa.0122.t
# desc = {
# desc = iberia_north_africa.0122.desc.intro
# # Nab the rationalisation.
# desc = {
# # We order these according to approximate rarity level/importance.
# ## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales.
# first_valid = {
# # Excommunicated
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes }
# desc = iberia_north_africa.0122.desc.excommunicated
# }
# # Rivalry with HoF
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes }
# desc = iberia_north_africa.0122.desc.rivalry_with_hof
# }
# # Negative Piety Level
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes }
# desc = iberia_north_africa.0122.desc.negative_piety_level
# }
# # Easter egg: the Lorgar special
# triggered_desc = {
# trigger = { has_trait = zealous }
# desc = iberia_north_africa.0122.desc.lorgar
# }
# # Sinful Traits
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes }
# desc = iberia_north_africa.0122.desc.sinful_traits
# }
# # Virtuous Basque pagan traits
# triggered_desc = {
# trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes }
# desc = iberia_north_africa.0122.desc.virtuous_basque_pagan_traits
# }
# # Naked cynicism; we use this as the fallback.
# desc = iberia_north_africa.0122.desc.naked_cynicism
# }
# }
# desc = iberia_north_africa.0122.desc.midtro
# # What direction is the faith going?
# first_valid = {
# # Fundamentalist
# triggered_desc = {
# trigger = { scope:basque_choice = flag:fundamentalist }
# desc = iberia_north_africa.0122.desc.fundamentalist
# }
# # Righteous
# triggered_desc = {
# trigger = { scope:basque_choice = flag:righteous }
# desc = iberia_north_africa.0122.desc.righteous
# }
# # Pluralist
# triggered_desc = {
# trigger = { scope:basque_choice = flag:pluralist }
# desc = iberia_north_africa.0122.desc.pluralist
# }
# # Unchanged
# triggered_desc = {
# trigger = { scope:basque_choice = flag:unchanged }
# desc = iberia_north_africa.0122.desc.unchanged
# }
# }
# }
# theme = faith
# left_portrait = {
# character = scope:religious_leader
# animation = scheme
# }
# right_portrait = {
# character = scope:scandalised_cleric
# animation = stress
# }
# override_background = { reference = wilderness_mountains }
#
# immediate = { play_music_cue = "mx_cue_faith_conversion" }
#
# # Culturally Basque or Basque-adjacent player; join in?
# option = {
# name = iberia_north_africa.0122.a
# trigger = {
# is_ai = no
# favour_the_countryside_basques_counts_as_basque_trigger = yes
# }
#
# set_character_faith_with_conversion = scope:religious_leader.faith
# if = {
# limit = {
# scope:religious_leader.faith = { has_doctrine = doctrine_monotheist }
# }
# custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
# }
# show_as_tooltip = {
# scope:religious_leader = {
# favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
# favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
# }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 0
# }
# }
#
# # Fundamentalist path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = scope:old_faith }
# desc = iberia_north_africa.0122.b.same_faith
# }
# triggered_desc = {
# trigger = { religion = scope:old_faith.religion }
# desc = iberia_north_africa.0122.b.same_religion
# }
# triggered_desc = {
# trigger = {
# faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed }
# }
# desc = iberia_north_africa.0122.b.respects_fellow_warmongers
# }
# desc = iberia_north_africa.0122.b.misc
# }
# }
# }
# trigger = { scope:basque_choice = flag:fundamentalist }
#
# show_as_tooltip = {
# scope:religious_leader = {
# favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
# favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
# }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#
# # Righteous path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = scope:old_faith }
# desc = iberia_north_africa.0122.c.same_faith
# }
# triggered_desc = {
# trigger = { religion = scope:old_faith.religion }
# desc = iberia_north_africa.0122.c.same_religion
# }
# triggered_desc = {
# trigger = {
# faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible }
# }
# desc = iberia_north_africa.0122.c.believes_in_harmony_with_nature
# }
# desc = iberia_north_africa.0122.c.misc
# }
# }
# }
# trigger = { scope:basque_choice = flag:righteous }
#
# show_as_tooltip = {
# scope:religious_leader = {
# favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
# favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes
# }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#
# # Pluralist path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith.religion = religion:islam_religion }
# desc = iberia_north_africa.0122.d.muslim
# }
# triggered_desc = {
# trigger = { faith = scope:old_faith }
# desc = iberia_north_africa.0122.d.same_faith
# }
# triggered_desc = {
# trigger = { religion = scope:old_faith.religion }
# desc = iberia_north_africa.0122.d.same_religion
# }
# triggered_desc = {
# trigger = {
# faith = { has_doctrine_parameter = islamic_syncretic_actor_opinion_active }
# }
# desc = iberia_north_africa.0122.d.syncretised_with_islam
# }
# desc = iberia_north_africa.0122.d.misc
# }
# }
# }
# trigger = { scope:basque_choice = flag:pluralist }
#
# show_as_tooltip = {
# scope:religious_leader = {
# favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
# favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes
# }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#
# # Unchanged path.
# option = {
# # We're using a broken-out block because the auto-magical first_valid name stuff was borking.
# name = {
# text = {
# first_valid = {
# triggered_desc = {
# trigger = { faith = scope:old_faith }
# desc = iberia_north_africa.0122.e.same_faith
# }
# triggered_desc = {
# trigger = { religion = scope:old_faith.religion }
# desc = iberia_north_africa.0122.e.same_religion
# }
# triggered_desc = {
# trigger = {
# faith = { has_doctrine_parameter = christian_syncretic_actor_opinion_active }
# }
# desc = iberia_north_africa.0122.e.syncretised_with_christianity
# }
# desc = iberia_north_africa.0122.e.misc
# }
# }
# }
# trigger = { scope:basque_choice = flag:unchanged }
#
# show_as_tooltip = {
# scope:religious_leader = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes }
# }
#
# # No stress impact for a notification event.
# ai_chance = {
# # AI chance isn't relevant for a notification event.
# base = 100
# }
# }
#}
#
###################################################
## A Kingdom around the Aragon
## by Ewan Cowhig Croft
## 0131 - 0140
###################################################
#
#scripted_trigger convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = {
# tier = tier_county
# NOT = { culture = culture:aragonese }
#}
#
#scripted_effect copy_over_new_cultural_pillars_to_aragonese_effect = {
# culture:aragonese = {
# # Language.
# if = {
# limit = {
# NOT = { has_same_culture_language = scope:founder_culture }
# }
# set_language_from = scope:founder_culture
# }
# # Martial Tradition.
# if = {
# limit = {
# NOT = { has_same_culture_martial_tradition = scope:founder_culture }
# }
# set_martial_custom_from = scope:founder_culture
# }
# # We don't do heritage because we don't want to shift Aragonese out of the Iberian block.
# }
#}
#
#scripted_effect calculate_controlled_aragonese_duchies_effect = {
# random_list = {
# 100 = {
# trigger = {
# completely_controls = title:d_valencia
# trigger_if = {
# limit = { exists = scope:duchy_a }
# NOT = { scope:duchy_a = title:d_valencia }
# }
# trigger_if = {
# limit = { exists = scope:duchy_b }
# NOT = { scope:duchy_a = title:d_valencia }
# }
# trigger_if = {
# limit = { exists = scope:duchy_c }
# NOT = { scope:duchy_a = title:d_valencia }
# }
# }
# title:d_valencia = {
# if = {
# limit = {
# NOT = { exists = scope:duchy_a }
# }
# save_scope_as = duchy_a
# }
# else_if = {
# limit = {
# NOT = {
# this = scope:duchy_a
# exists = scope:duchy_b
# }
# }
# save_scope_as = duchy_b
# }
# else_if = {
# limit = {
# NOT = {
# this = scope:duchy_a
# this = scope:duchy_b
# exists = scope:duchy_c
# }
# }
# save_scope_as = duchy_c
# }
# }
# }
# 100 = {
# trigger = {
# completely_controls = title:d_barcelona
# trigger_if = {
# limit = { exists = scope:duchy_a }
# NOT = { scope:duchy_a = title:d_barcelona }
# }
# trigger_if = {
# limit = { exists = scope:duchy_b }
# NOT = { scope:duchy_a = title:d_barcelona }
# }
# trigger_if = {
# limit = { exists = scope:duchy_c }
# NOT = { scope:duchy_a = title:d_barcelona }
# }
# }
# title:d_barcelona = {
# if = {
# limit = {
# NOT = { exists = scope:duchy_a }
# }
# save_scope_as = duchy_a
# }
# else_if = {
# limit = {
# NOT = {
# this = scope:duchy_a
# exists = scope:duchy_b
# }
# }
# save_scope_as = duchy_b
# }
# else_if = {
# limit = {
# NOT = {
# this = scope:duchy_a
# this = scope:duchy_b
# exists = scope:duchy_c
# }
# }
# save_scope_as = duchy_c
# }
# }
# }
# 100 = {
# trigger = {
# completely_controls = title:d_navarra
# trigger_if = {
# limit = { exists = scope:duchy_a }
# NOT = { scope:duchy_a = title:d_navarra }
# }
# trigger_if = {
# limit = { exists = scope:duchy_b }
# NOT = { scope:duchy_a = title:d_navarra }
# }
# trigger_if = {
# limit = { exists = scope:duchy_c }
# NOT = { scope:duchy_a = title:d_navarra }
# }
# }
# title:d_navarra = {
# if = {
# limit = {
# NOT = { exists = scope:duchy_a }
# }
# save_scope_as = duchy_a
# }
# else_if = {
# limit = {
# NOT = {
# this = scope:duchy_a
# exists = scope:duchy_b
# }
# }
# save_scope_as = duchy_b
# }
# else_if = {
# limit = {
# NOT = {
# this = scope:duchy_a
# this = scope:duchy_b
# exists = scope:duchy_c
# }
# }
# save_scope_as = duchy_c
# }
# }
# }
# }
#}
#
#scripted_effect convert_aragonese_counties_to_aragonese_effect = {
# # Several counties within d_aragon will convert.
# while = {
# custom = form_the_kingdom_of_aragon_decision.tt.x_random_counties_in_d_aragon
# count = 3
# title:d_aragon = {
# random_in_de_jure_hierarchy = {
# # If scope:founder has their capital in the area, make sure we grab it first.
# limit = {
# convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
# this = scope:founder.capital_county
# }
# # Otherwise, go for c_alto_aragon, but we want it to *look* random.
# alternative_limit = {
# convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
# this = title:c_alto_aragon
# this != scope:founder.capital_county
# }
# # Then we grab any local county held by scope:founder.
# alternative_limit = {
# convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
# holder = scope:founder
# any_neighboring_county = { culture = culture:aragonese }
# }
# set_county_culture = culture:aragonese
# }
# }
# }
#}
#
## Aragon, and the Aragonese, has/have emerged.
#iberia_north_africa.0131 = {
# type = character_event
# title = iberia_north_africa.0131.t
# desc = {
# desc = iberia_north_africa.0131.desc.intro
# first_valid = {
# # Only has the minimum one duchy.
# triggered_desc = {
# trigger = {
# NOT = { exists = scope:duchy_b }
# }
# desc = iberia_north_africa.0131.desc.duchy.one
# }
# # Has an extra duchy.
# triggered_desc = {
# trigger = {
# NOT = { exists = scope:duchy_c }
# }
# desc = iberia_north_africa.0131.desc.duchy.two
# }
# # Has all three duchies!
# desc = iberia_north_africa.0131.desc.duchy.three
# }
# desc = iberia_north_africa.0131.desc.outro
# }
# theme = crown
# left_portrait = {
# character = scope:founder
# animation = personality_bold
# }
# override_background = { reference = farmland }
#
# trigger = {
# # Account for ruler designer'd Aragonese cultures.
# NOT = { culture = culture:aragonese }
# }
#
# on_trigger_fail = {
# # If you ruler designer'd in an Aragonese character, everything in this event is irrelevant to ye appart from the culture converting, so we just do that silently.
# convert_aragonese_counties_to_aragonese_effect = yes
# }
#
# immediate = {
# play_music_cue = "mx_cue_succession_instrumental"
# # Calculate scopes for the desc loc.
# calculate_controlled_aragonese_duchies_effect = yes
# calculate_controlled_aragonese_duchies_effect = yes
# calculate_controlled_aragonese_duchies_effect = yes
# # Flip scope:founder's culture.
# set_culture = culture:aragonese
# # Change the culture a bit.
# culture:aragonese = {
# # Innovations are transferred over.
# get_all_innovations_from = scope:founder_culture
# # And the creation of the culture is adjusted.
# reset_culture_creation_date = yes
# }
# # Several counties within d_aragon will convert.
# convert_aragonese_counties_to_aragonese_effect = yes
# legend_seed_new_title_effect = yes
# }
#
# # Vanilla: just the regular Aragonese culture, please.
# option = {
# name = iberia_north_africa.0131.a
#
# # No other effects.
#
# # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
# ai_chance = {
# # The AI should basically always opt for vanilla.
# base = 100
# }
# }
#
# # Take Pillars: not all the trappings of scope:founder_culture are so bad...
# option = {
# name = iberia_north_africa.0131.b
# trigger = {
# culture:aragonese = {
# OR = {
# NOT = { has_same_culture_language = scope:founder_culture }
# NOT = { has_same_culture_martial_tradition = scope:founder_culture }
# }
# }
# }
#
# # Copy over the salient pillars.
# copy_over_new_cultural_pillars_to_aragonese_effect = yes
#
# # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
# ai_chance = {
# # The AI should basically always opt for vanilla.
# base = 0
# }
# }
#
# # Take Ethos: what's important to us hasn't changed.
# option = {
# name = iberia_north_africa.0131.c
# trigger = {
# culture:aragonese = {
# NOT = { has_same_culture_ethos = scope:founder_culture }
# }
# }
#
# # Copy over the ethos.
# culture:aragonese = { set_ethos_from = scope:founder_culture }
#
# # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
# ai_chance = {
# # The AI should basically always opt for vanilla.
# base = 0
# }
# }
#
# # Take Both: we cannot forget our roots!
# option = {
# name = iberia_north_africa.0131.d
# trigger = {
# culture:aragonese = {
# NOT = { has_same_culture_ethos = scope:founder_culture }
# OR = {
# NOT = { has_same_culture_language = scope:founder_culture }
# NOT = { has_same_culture_martial_tradition = scope:founder_culture }
# }
# }
# }
#
# # Copy over the ethos.
# culture:aragonese = { set_ethos_from = scope:founder_culture }
# # Copy over the salient pillars.
# copy_over_new_cultural_pillars_to_aragonese_effect = yes
#
# # No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
# ai_chance = {
# # The AI should basically always opt for vanilla.
# base = 0
# # ... *basically* always.
# modifier = {
# add = 100
# has_trait = stubborn
# }
# }
# }
#}
#
## No notification event for this'un, as it's a small decision.
#
## Secure the Mediterranean notif
#iberia_north_africa.2105 = {
# type = character_event
# title = iberia_north_africa.2105.t
# desc = iberia_north_africa.2105.desc
# theme = crown
# override_background = { reference = throne_room_mediterranean }
# left_portrait = root
#
# immediate = {
# show_as_tooltip = {
# house = {
# add_house_modifier = {
# modifier = fp2_controls_the_mediterranean_house_modifier
# years = 100
# }
# }
# dynasty = { add_dynasty_prestige = major_prestige_gain }
# }
# }
#
# option = {
# name = iberia_north_africa.2105.a
# custom_tooltip = secure_mediterranean_decision.a
# }
#}
#
#########################################################
## golden_age_jewish_science_in_iberia_decision events
## By Hugo Cortell
##
## Note: These events are all additional
## rewards for sponsoring a golden age,
## therefore they are not much of a challenge.
## Just some cool free stuff for players!
#########################################################
#iberia_north_africa.2001 = { # Jewish translator of old books (reward: skill boost)
# type = character_event
# title = iberia_north_africa.2001.t
# desc = iberia_north_africa.2001.desc
#
# theme = learning
# override_background = { reference = throne_room }
# left_portrait = {
# character = root
# animation = personality_content
# }
# right_portrait = {
# character = scope:generated_actor
# animation = admiration
# }
#
# immediate = {
# create_character = {
# age = { 24 51 }
# location = root.capital_province
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = faith:rabbinism
# random_traits = yes
# trait = education_learning_2
# learning = { 6 12 }
#
# dynasty = none
# after_creation = {
# add_prestige = { minor_prestige_gain major_prestige_gain }
# add_piety = { minor_piety_gain medium_piety_gain }
# }
#
# save_scope_as = generated_actor
# }
#
# get_lowest_player_skill_effect = yes
# }
#
# option = { # Request a book that will make up for your weaknesses - for a price
# flavor = iberia_north_africa.2001.a.a
# name = {
# text = {
# desc = iberia_north_africa.2001.a
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = { scope:lowest_player_skill = flag:martial }
# desc = iberia_north_africa.2001.a.martial
# }
# triggered_desc = {
# trigger = { scope:lowest_player_skill = flag:learning }
# desc = iberia_north_africa.2001.a.learning
# }
# triggered_desc = {
# trigger = { scope:lowest_player_skill = flag:stewardship }
# desc = iberia_north_africa.2001.a.stewardship
# }
# desc = iberia_north_africa.2001.a.diplointrigue
# }
# }
# desc = iberia_north_africa.2001.a.end
# }
# }
#
# send_interface_message = {
# type = event_learning_good
# title = iberia_north_africa.2001.t
# right_icon = scope:generated_actor
#
# pay_short_term_gold = {
# target = scope:generated_actor
# gold = medium_gold_value
# }
# if = {
# limit = { scope:lowest_player_skill = flag:diplomacy }
# add_character_modifier = {
# modifier = fp2_translated_skill_book_diplomacy_modifier
# years = 20
# }
# }
# else_if = {
# limit = { scope:lowest_player_skill = flag:martial }
# add_character_modifier = {
# modifier = fp2_translated_skill_book_martial_modifier
# years = 20
# }
# }
# else_if = {
# limit = { scope:lowest_player_skill = flag:stewardship }
# add_character_modifier = {
# modifier = fp2_translated_skill_book_stewardship_modifier
# years = 20
# }
# }
# else_if = {
# limit = { scope:lowest_player_skill = flag:intrigue }
# add_character_modifier = {
# modifier = fp2_translated_skill_book_intrigue_modifier
# years = 20
# }
# }
# else = {
# add_character_modifier = {
# modifier = fp2_translated_skill_book_learning_modifier
# years = 20
# }
# }
# }
#
# ai_chance = {
# base = 20
# modifier = {
# add = -50
# short_term_gold < medium_gold_value
# }
# }
# }
#
# option = { # Sure give me anything (no control over outcome, but always positive - and at a lower cost)
# name = iberia_north_africa.2001.b
#
# show_as_tooltip = {
# pay_short_term_gold = {
# target = scope:generated_actor
# gold = minor_gold_value
# }
# custom_tooltip = iberia_north_africa.2001.b.a
# }
# hidden_effect = {
# send_interface_message = {
# type = event_learning_good
# title = iberia_north_africa.2001.t
# right_icon = scope:generated_actor
#
# pay_short_term_gold = {
# target = scope:generated_actor
# gold = minor_gold_value
# }
# random_list = {
# 1 = {
# add_character_modifier = {
# modifier = fp2_translated_skill_book_diplomacy_modifier
# years = 20
# }
# }
# 1 = {
# add_character_modifier = {
# modifier = fp2_translated_skill_book_martial_modifier
# years = 20
# }
# }
# 1 = {
# add_character_modifier = {
# modifier = fp2_translated_skill_book_stewardship_modifier
# years = 20
# }
# }
# 1 = {
# add_character_modifier = {
# modifier = fp2_translated_skill_book_intrigue_modifier
# years = 20
# }
# }
# 1 = {
# add_character_modifier = {
# modifier = fp2_translated_skill_book_learning_modifier
# years = 20
# }
# }
# }
# }
# }
#
# ai_chance = {
# base = 80
# modifier = {
# add = -50
# short_term_gold < minor_gold_value
# }
# }
# }
#
# option = { # History is dumb
# name = iberia_north_africa.2001.c
#
# send_interface_message = {
# type = event_learning_good
# title = fp2_rejection_of_old_thoughts_modifier
# right_icon = root
#
# capital_county = {
# add_county_modifier = {
# modifier = fp2_rejection_of_old_thoughts_modifier
# years = 5
# }
# }
# }
#
# ai_chance = { base = 35 }
# }
#
# after = { scope:generated_actor = { silent_disappearance_effect = yes } }
#}
#
#iberia_north_africa.2002 = { # Cataract surgery event (reward: free doctor)
# type = character_event
# title = iberia_north_africa.2002.t
# desc = iberia_north_africa.2002.desc
#
# theme = learning
# override_background = { reference = throne_room }
# left_portrait = {
# character = scope:patientzero
# animation = beg
# }
# lower_left_portrait = root
# right_portrait = {
# character = scope:generated_actor
# animation = disapproval
# }
#
# trigger = {
# any_vassal_or_below = {
# age > 48 # Cataracts begin to develop at 40 years of age and usually finish by 60, therefore 50 seems like a decent value for a medieval high-society member
# NOT = { has_trait = blind }
# }
# }
#
# immediate = {
# create_character = {
# age = { 21 44 }
# location = root.capital_province
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = faith:rabbinism
# random_traits = yes
# trait = scholar
# trait = lifestyle_physician
# learning = { 8 12 }
#
# dynasty = none
# after_creation = {
# add_gold = minor_gold_value
# add_prestige = { medium_prestige_gain major_prestige_gain }
# add_piety = minor_piety_gain
# add_trait_xp = {
# trait = lifestyle_physician
# value = 100
# }
# }
#
# save_scope_as = generated_actor
# }
#
# random_vassal_or_below = {
# limit = {
# age > 48
# NOT = { has_trait = blind }
# }
# save_scope_as = patientzero
# }
#
# if = {
# limit = {
# any_child = {
# is_child_of = root
# age < 15
# }
# }
# random_child = {
# limit = {
# is_child_of = root
# age < 15
# }
# save_scope_as = child_offering
# }
# }
# }
#
# option = { # Offer your child as an assistant, ~50% chance of learning medicine, 10% chance of dying. (good odds by lunatic trait option standards)
# name = iberia_north_africa.2002.a
# flavor = iberia_north_africa.2002.a.flavor
#
# trigger = {
# is_ai = no
# exists = scope:child_offering
# OR = {
# has_trait = lunatic_1
# has_trait = lunatic_genetic
# has_trait = lifestyle_physician
# has_trait = torturer
# }
# }
#
# random_list = {
# 50 = {
# modifier = {
# add = scope:child_offering.learning
# always = yes
# }
# send_interface_message = {
# type = event_court_physician_good
# title = iberia_north_africa.2002.a.b
# left_icon = scope:patientzero
# right_icon = scope:generated_actor
#
# random_list = {
# desc = iberia_north_africa.2002.a.a
# 45 = {} # Assistant helps, but fails to learn anything
# 45 = {
# modifier = {
# add = {
# value = scope:child_offering.learning
# divide = 1.25
# round = yes
# }
# always = yes
# }
# scope:child_offering = {
# if = { # For really, really odd cases
# limit = { has_trait = lifestyle_physician }
# add_learning_lifestyle_xp = medium_lifestyle_experience
# add_trait_xp = {
# trait = lifestyle_physician
# value = 5
# }
# }
# add_trait = lifestyle_physician
# }
# }
# 10 = {
# scope:child_offering = {
# death = { death_reason = death_training_accident }
# }
# }
# }
# scope:patientzero = {
# add_character_modifier = {
# modifier = fp2_removed_cataracts_modifier
# years = 30
# }
# }
# add_courtier = scope:generated_actor
# add_prestige = medium_prestige_gain
# }
# }
# 50 = {
# send_interface_message = {
# type = event_court_physician_bad
# title = iberia_north_africa.2002.a.b
# left_icon = scope:child_offering
# right_icon = scope:patientzero
#
# random_list = {
# desc = iberia_north_africa.2002.a.a
# 45 = {} # Assistant helps, but fails to learn anything
# 45 = {
# scope:child_offering = {
# add_trait = lifestyle_physician
# }
# }
# 10 = {
# scope:child_offering = {
# death = { death_reason = death_training_accident }
# }
# }
# }
# scope:patientzero = { add_trait = blind }
# }
# }
# }
# }
#
# option = { # "Did you just "well actually" the entire field of astrology?" option, removes the risk of the doctor running away if the operation is botched
# name = iberia_north_africa.2002.d
#
# trigger = {
# OR = {
# has_trait = theologian
# has_trait = scholar
# }
# }
#
# random_list = {
# 50 = {
# send_interface_message = {
# type = event_court_physician_good
# title = iberia_north_africa.2002.a.b
# left_icon = scope:patientzero
# right_icon = scope:generated_actor
#
# scope:patientzero = {
# add_character_modifier = {
# modifier = fp2_removed_cataracts_modifier
# years = 30
# }
# }
# add_courtier = scope:generated_actor
# add_prestige = medium_prestige_gain
# }
# }
# 50 = {
# send_interface_message = {
# type = event_court_physician_bad
# title = iberia_north_africa.2002.a.b
# left_icon = scope:patientzero
# right_icon = scope:generated_actor
#
# scope:patientzero = { add_trait = blind }
# add_courtier = scope:generated_actor
# add_prestige = minor_prestige_loss
#
# hidden_effect = {
# scope:patientzero = {
# set_relation_rival = {
# target = scope:generated_actor
# reason = rival_failed_cataract_surgery
# }
# }
# } # Reasonably upset
# }
# }
# }
# }
#
# option = { # Take the risk, gamble away the doctor for some renown
# name = iberia_north_africa.2002.b
#
# random_list = {
# 50 = {
# send_interface_message = {
# type = event_court_physician_good
# title = iberia_north_africa.2002.a.b
# left_icon = scope:patientzero
# right_icon = scope:generated_actor
#
# scope:patientzero = {
# add_character_modifier = {
# modifier = fp2_removed_cataracts_modifier
# years = 30
# }
# }
# add_courtier = scope:generated_actor
# add_prestige = medium_prestige_gain
# }
# }
# 50 = {
# send_interface_message = {
# type = event_court_physician_bad
# title = iberia_north_africa.2002.a.b
# right_icon = scope:patientzero
#
# scope:patientzero = { add_trait = blind }
# }
# }
# }
#
# ai_chance = {
# base = 50
# }
# }
#
# option = { # Safe choice, ask the doctor to say (get free doctor)
# name = iberia_north_africa.2002.c
#
# send_interface_message = {
# type = send_interface_message
# title = court_physician_court_position
# right_icon = scope:generated_actor
#
# add_courtier = scope:generated_actor
# add_prestige = medium_prestige_loss
# scope:patientzero = {
# add_opinion = {
# target = root
# modifier = disappointed_opinion
# opinion = -25
# }
# }
# }
#
# ai_chance = {
# base = 50
# }
# }
#
# after = {
# if = {
# limit = { NOT = { scope:generated_actor = { is_courtier_of = root } } }
# scope:generated_actor = { silent_disappearance_effect = yes }
# }
# }
#}
#
#iberia_north_africa.2003 = { # Two scholars are fighting over misc stuff (reward: one scholar or two grumpy scholars)
# type = character_event
# title = iberia_north_africa.2003.t
# desc = iberia_north_africa.2003.desc
#
# theme = learning
# override_background = { reference = throne_room }
# left_portrait = {
# character = scope:generated_actor_r
# animation = disapproval
# }
# right_portrait = {
# character = scope:generated_actor_k
# animation = dismissal
# }
# lower_center_portrait = root
#
# immediate = {
# create_character = {
# age = { 26 51 }
# location = root.capital_province
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = faith:rabbinism
# random_traits = yes
# trait = scholar
# trait = diplomatic_court_1
# learning = { 8 14 }
#
# dynasty = none
# after_creation = {
# add_prestige = { minor_prestige_gain major_prestige_gain }
# add_piety = { minor_piety_gain medium_piety_gain }
# }
#
# save_scope_as = generated_actor_r
# }
#
# create_character = {
# age = { 23 43 }
# location = root.capital_province
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = faith:karaism
# random_traits = yes
# trait = theologian
# trait = scholarly_court_1
# learning = { 8 14 }
#
# dynasty = none
# after_creation = {
# add_prestige = { minor_prestige_gain major_prestige_gain }
# add_piety = { minor_piety_gain medium_piety_gain }
# }
#
# save_scope_as = generated_actor_k
# }
#
# hidden_effect = { # Let the drama begin
# add_courtier = scope:generated_actor_r
# add_courtier = scope:generated_actor_k
# scope:generated_actor_r = {
# add_opinion = {
# target = scope:generated_actor_k
# modifier = angry_opinion
# opinion = -80
# }
# }
# scope:generated_actor_k = {
# add_opinion = {
# target = scope:generated_actor_r
# modifier = angry_opinion
# opinion = -80
# }
# }
# }
#
# # Loc
# capital_county = { save_scope_as = playerprovince }
# }
#
# option = {
# name = iberia_north_africa.2003.a
# flavor = iberia_north_africa.2003.a.flavor
#
# trigger = { # NOTE: You can type bypass_requirements to bypass requirements on options, very useful!
# is_ai = no
# OR = {
# has_trait = bastard_founder
# has_trait = saoshyant
# has_trait = sayyid
# has_trait = savior
# has_trait = augustus
# has_trait = chakravarti
# has_trait = heresiarch
# has_trait = crusader_king
# has_trait = order_member
# has_trait = faith_warrior
# has_trait = saint
# has_trait = irritable
# has_trait = bossy
# has_trait = august
# }
# }
#
# send_interface_message = {
# type = event_learning_good
# title = yearly.0001.learning
# right_icon = scope:generated_actor_r
# left_icon = scope:generated_actor_k
#
# show_as_tooltip = {
# add_courtier = scope:generated_actor_r
# add_courtier = scope:generated_actor_k
# }
# scope:generated_actor_r = {
# add_opinion = {
# target = root
# modifier = feast_sided_against_me_in_my_fight_opinion
# opinion = -60
# }
# }
# scope:generated_actor_k = {
# add_opinion = {
# target = root
# modifier = feast_sided_against_me_in_my_fight_opinion
# opinion = -60
# }
# }
# }
# }
#
# # NOTE: Neither faith is more progressive than the other, therefore this is just the personal opinion of the characters rather than a greater religious feud
# option = { # Side with philosophers
# name = iberia_north_africa.2003.b
#
# send_interface_message = {
# type = event_learning_good
# title = yearly.0001.learning
# right_icon = scope:generated_actor_k
#
# show_as_tooltip = { add_courtier = scope:generated_actor_k }
# remove_courtier_or_guest = scope:generated_actor_r
# scope:generated_actor_k = {
# add_opinion = {
# target = root
# modifier = feast_sided_with_me_in_my_fight_opinion
# opinion = 25
# }
# }
# }
#
# ai_chance = { base = 50 }
# }
#
# option = { # Side with prophets
# name = iberia_north_africa.2003.c
#
# send_interface_message = {
# type = event_learning_good
# title = yearly.0001.learning
# right_icon = scope:generated_actor_r
#
# show_as_tooltip = { add_courtier = scope:generated_actor_r }
# remove_courtier_or_guest = scope:generated_actor_k
# scope:generated_actor_r = {
# add_opinion = {
# target = root
# modifier = feast_sided_with_me_in_my_fight_opinion
# opinion = 25
# }
# }
# }
#
# ai_chance = { base = 50 }
# }
#}
#
#########################################################
## build_holy_pilgrim_roads_decision events
## By Hugo Cortell
#########################################################
#iberia_north_africa.2011 = { # Holy Warrior
# type = character_event
# title = iberia_north_africa.2011.t
# desc = {
# desc = iberia_north_africa.2011.desc
# first_valid = {
# triggered_desc = {
# trigger = { scope:generated_actor = { has_trait = order_member } }
# desc = iberia_north_africa.2011.desc_captain
# }
# desc = iberia_north_africa.2011.desc_soldier
# }
# }
#
# theme = faith
# override_background = { reference = terrain }
# left_portrait = {
# character = root
# animation = personality_cynical
# }
# right_portrait = {
# character = scope:generated_actor
# animation = personality_zealous
# }
#
# trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
#
# immediate = {
# scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } }
# random_list = {
# 70 = { # A missguided holy warrior
# create_character = {
# age = { 19 34 }
# location = scope:pilgrim_spawn_location
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = root.faith
# random_traits = yes
# trait = holy_warrior
# trait = pilgrim
# martial = { 7 12 }
#
# dynasty = none
# after_creation = {
# add_gold = minor_gold_value
# add_prestige = minor_prestige_gain
# add_piety = { minor_piety_gain medium_piety_gain }
# if = {
# limit = { has_trait = cynical }
# remove_trait = cynical
# add_trait = zealous
# }
# random_list = { # Simple backstory
# 1 = { add_trait = murderer }
# 2 = { add_trait = wounded_1 }
# 2 = { add_trait = wounded_2 }
# 5 = { add_trait = adventurer }
# 1 = { add_trait = lifestyle_hunter }
# }
# }
#
# save_scope_as = generated_actor
# }
# }
# 30 = { # Missguided former holy order captain
# create_character = {
# age = { 27 46 }
# location = scope:pilgrim_spawn_location
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = root.faith
# random_traits = yes
# trait = warlike_court_2
# trait = holy_warrior
# trait = order_member
# trait = devoted
# trait = pilgrim
# trait = brave
# martial = { 10 20 }
#
# dynasty = none
# after_creation = {
# add_gold = medium_gold_value
# add_prestige = { minor_prestige_gain medium_prestige_gain }
# add_piety = {
# value = major_piety_gain
# multiply = { 1 5 }
# round = yes
# }
# if = {
# limit = { has_trait = cynical }
# remove_trait = cynical
# add_trait = zealous
# }
# random_list = { # Spicy backstory (why would someone in such a cushy position wander off?)
# 10 = { add_trait = murderer }
# 5 = { add_trait = kinslayer_1 }
# 5 = {
# if = {
# limit = { faith = { has_doctrine = tenet_communion } }
# add_trait = excommunicated
# random_list = {
# 70 = { add_trait = depressed_1 } # This is the worst thing that can happen to a holy warrior after all
# 30 = {}
# }
# }
# else = { add_trait = wounded_2 }
# }
# 6 = { add_trait = adulterer }
# 4 = { add_trait = fornicator }
# 5 = { add_trait = drunkard }
# }
# }
#
# save_scope_as = generated_actor
# }
# }
# }
# }
#
# option = { # Join me (free warrior)
# name = iberia_north_africa.2011.a
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2011.t
# left_icon = ROOT
# right_icon = scope:generated_actor
#
# add_courtier = scope:generated_actor
# }
# ai_chance = { base = 25 }
# }
#
# option = { # Spread the word of me (gain modifier)
# name = iberia_north_africa.2011.b
# flavor = iberia_north_africa.2011.b.flavor
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2011.t
# left_icon = ROOT
#
# add_character_modifier = {
# modifier = fp2_trusted_by_pilgrim_warriors_modifier
# years = 20
# }
# }
#
# ai_chance = { base = 25 }
# scope:generated_actor = { silent_disappearance_effect = yes }
# }
#
# option = { # Finish your duty to the lord (gain piety)
# name = iberia_north_africa.2011.c
# flavor = iberia_north_africa.2011.c.flavor
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2011.t
# left_icon = ROOT
#
# add_piety = major_piety_gain
# }
#
# ai_chance = { base = 50 }
# scope:generated_actor = { silent_disappearance_effect = yes }
# }
#}
#
#iberia_north_africa.2012 = { # Broke student (theology or architecture)
# type = character_event
# title = iberia_north_africa.2012.t
# desc = {
# desc = iberia_north_africa.2012.desc
# first_valid = {
# triggered_desc = {
# trigger = { scope:generated_actor = { has_trait = theologian } }
# desc = iberia_north_africa.2012.desc_student
# }
# desc = iberia_north_africa.2012.desc_architect
# }
# }
#
# theme = faith
# override_background = { reference = terrain }
# left_portrait = {
# character = root
# animation = personality_content
# }
# right_portrait = {
# character = scope:generated_actor
# animation = admiration
# }
#
# trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
#
# immediate = {
# scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } }
# random_list = {
# 50 = { # Scholar
# create_character = {
# age = { 18 22 }
# location = scope:pilgrim_spawn_location
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = root.faith
# random_traits = yes
# trait = theologian
# trait = improvident
# trait = scholarly_court_1
# trait = pilgrim
# learning = { 9 12 }
#
# dynasty = none
# after_creation = {
# add_gold = { 0 28 }
# remove_short_term_gold = 20 # You cannot add a negative number for gold, therefore we do this
# add_prestige = minor_prestige_gain
# add_piety = { minor_piety_gain medium_piety_gain }
# if = {
# limit = { has_trait = cynical }
# remove_trait = cynical
# add_trait = zealous
# }
# }
#
# save_scope_as = generated_actor
# }
# }
# 50 = { # Architect
# create_character = {
# age = { 18 22 }
# location = scope:pilgrim_spawn_location
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = root.faith
# random_traits = yes
# trait = architect
# trait = contrite
# trait = administrative_court_1
# trait = pilgrim
# learning = { 8 13 }
#
# dynasty = none
# after_creation = {
# add_gold = { 0 22 }
# remove_short_term_gold = 10
# add_prestige = minor_prestige_gain
# add_piety = minor_piety_gain
# if = {
# limit = { has_trait = cynical }
# remove_trait = cynical
# add_trait = zealous
# }
# }
#
# save_scope_as = generated_actor
# }
# }
# }
# }
#
# option = { # Buy journal
# name = iberia_north_africa.2012.a
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2012.t
# left_icon = ROOT
#
# add_learning_lifestyle_xp = major_lifestyle_experience
# remove_short_term_gold = minor_gold_value
# }
#
# ai_chance = { base = 35 }
# scope:generated_actor = { silent_disappearance_effect = yes }
# }
#
# option = { # Perhaps instead you should get a job
# name = iberia_north_africa.2012.b
# flavor = iberia_north_africa.2012.b.flavor # (okay, where? / at the [chosen_holy_site_for_pilgrim_roads.GetNameNoTier] / I have some good news for both of you)
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2012.t
# left_icon = ROOT
# right_icon = scope:generated_actor
#
# add_courtier = scope:generated_actor
# add_hook_if_possible_effect = {
# TARGET = scope:generated_actor
# TYPE = indebted_hook
# YEARS = 12
# }
# }
#
# ai_chance = { base = 35 }
# }
#
# option = { # Charity action
# name = iberia_north_africa.2012.c
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2012.t
# left_icon = ROOT
#
# add_piety = major_piety_gain
# remove_short_term_gold = minor_gold_value
# }
#
# ai_chance = { base = 35 }
# scope:generated_actor = { silent_disappearance_effect = yes }
# }
#}
#
#iberia_north_africa.2013 = { # Warmup check to ensure you meet the conditions for 2014, otherwise do something else
# hidden = yes
#
# trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
# immediate = {
# if = {
# limit = {
# faith = {
# exists = religious_head
# religious_head != root
# }
# }
# faith.religious_head = { save_scope_as = fp2_iberia_north_africa_2013_head_of_faith }
# trigger_event = iberia_north_africa.2014
# }
# else = {
# random_list = {
# 15 = { trigger_event = iberia_north_africa.2011 }
# 15 = { trigger_event = iberia_north_africa.2012 }
# # 30 = Removed third outcome
# }
# }
# }
#}
#
#iberia_north_africa.2014 = { # Getting a high five (and a gift) from your HOF
# type = letter_event
# sender = scope:fp2_iberia_north_africa_2013_head_of_faith
# opening = iberia_north_africa.2013.t
# desc = iberia_north_africa.2013.desc
#
# immediate = {
#
# }
#
# option = { # Butter your HOF up with complements
# name = iberia_north_africa.2013.a
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2013.notif.t
# right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
#
# scope:fp2_iberia_north_africa_2013_head_of_faith = {
# add_opinion = {
# target = root
# modifier = pious_opinion
# opinion = 40
# }
# }
# }
#
# ai_chance = { base = 10 }
# }
#
# option = { # Give me the piety!!
# name = iberia_north_africa.2013.b
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2013.notif.t
# right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
#
# add_piety = major_piety_gain
# }
#
# ai_chance = { base = 50 }
# }
#
# option = { # Give me men!
# name = iberia_north_africa.2013.c
#
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2013.notif.t
# right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
#
# add_character_modifier = {
# modifier = fp2_trusted_by_pilgrim_warriors_modifier
# years = 20
# }
# }
#
# ai_chance = { base = 30 }
# }
#
# option = { # Gift me a relic worthy of (location) - Does not req ROCO because it is a trinket
# name = iberia_north_africa.2013.d
#
# show_as_tooltip = { custom_tooltip = iberia_north_africa.2013.d.tooltip } # Can cause strange behavior where a button is unselectable
# hidden_effect = {
# scope:fp2_iberia_north_africa_2013_head_of_faith = {
# set_up_trinket_adjective_effect = yes
# random_list = {
# 2 = {
# create_artifact = {
# name = fp2_blessed_junk
# description = fp2_blessed_junk_desc
# type = miscellaneous
# visuals = small_box
# modifier = artifact_monthly_piety_1_modifier
# save_scope_as = random_trinket
# }
# }
# 1 = {
# create_artifact = {
# name = fp2_blessed_junk
# description = fp2_blessed_junk_desc
# type = miscellaneous
# visuals = pouch
# modifier = artifact_monthly_piety_1_modifier
# save_scope_as = random_trinket
# }
# }
# 1 = {
# create_artifact = {
# name = fp2_blessed_junk
# description = fp2_blessed_junk_desc
# type = miscellaneous
# visuals = medallion
# modifier = artifact_monthly_piety_1_modifier
# save_scope_as = random_trinket
# }
# }
# 2 = {
# create_artifact = {
# name = fp2_blessed_junk
# description = fp2_blessed_junk_desc
# type = miscellaneous
# visuals = medium_box
# modifier = artifact_monthly_piety_1_modifier
# save_scope_as = random_trinket
# }
# }
# 1 = {
# create_artifact = {
# name = fp2_blessed_junk
# description = fp2_blessed_junk_desc
# type = miscellaneous
# visuals = fabric_roll
# modifier = artifact_monthly_piety_1_modifier
# save_scope_as = random_trinket
# }
# }
# }
# scope:random_trinket = {
# add_durability = {
# value = artifact_durability
# multiply = { -0.45 -0.1 } # This is nice, very nice.
# }
# }
#
# if = { # Cleanup
# limit = { exists = var:trinket_adjective_followup }
# remove_variable = trinket_adjective_followup
# }
# }
# }
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = iberia_north_africa.2013.notif.t
# right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
# left_icon = scope:random_trinket
#
# scope:random_trinket = { set_owner = root }
# }
#
# ai_chance = { base = 10 }
# }
#}
#
#################
## Restore Old Vasconia
## by Joe Parkin
#################
#
##The kingdom revived.
#iberia_north_africa.2100 = {
# type = character_event
# title = iberia_north_africa.2100.t
# desc = iberia_north_africa.2100.desc
# theme = realm
# left_portrait = {
# character = scope:founder
# animation = personality_bold
# }
#
# immediate = {
# play_music_cue = "mx_cue_positive_effect"
# restore_old_vasconia_decision_scripted_effect = yes
# restore_old_vasconia_decision_tooltip_scripted_effect = yes
# #Notify other players.
# every_player = {
# limit = {
# #this != scope:founder
# in_diplomatic_range = root
# }
# trigger_event = iberia_north_africa.2101
# }
# }
#
# #Well done Nickname
# option = {
# name = iberia_north_africa.2100.a
# give_nickname = nick_the_great
# add_prestige = minor_prestige_gain
# }
#
# #Well done.
# option = {
# name = iberia_north_africa.2100.b
# add_prestige = medium_prestige_gain
# }
#}
#
##Inform any players.
#iberia_north_africa.2101 = {
# type = character_event
# title = iberia_north_africa.2100.t
# desc = iberia_north_africa.2101.desc
# theme = realm
# theme = diplomacy
# left_portrait = {
# character = scope:founder
# animation = personality_bold
# }
#
# immediate = {
# if = {
# limit = {
# culture = {
# OR = {
# this = culture:basque
# AND = {
# any_parent_culture_or_above = { this = culture:basque }
# has_cultural_pillar = heritage_iberian
# }
# }
# }
# }
# play_music_cue = "mx_cue_positive_effect"
# }
# restore_old_vasconia_decision_tooltip_scripted_effect = yes
# }
#
# option = {
# name = { #Basques are happy.
# trigger = {
# culture = {
# OR = {
# this = culture:basque
# AND = {
# any_parent_culture_or_above = { this = culture:basque }
# has_cultural_pillar = heritage_iberian
# }
# }
# }
# }
# text = iberia_north_africa.2100.b
# }
# name = { #Iberians and Franks/Occitans are outraged.
# trigger = {
# NOT = {
# culture = {
# OR = {
# this = culture:basque
# AND = {
# any_parent_culture_or_above = { this = culture:basque }
# has_cultural_pillar = heritage_iberian
# }
# }
# }
# }
# culture = {
# OR = {
# has_cultural_pillar = heritage_frankish
# has_cultural_pillar = heritage_iberian
# }
# }
# }
# text = iberia_north_africa.2101.b
# }
# name = { #Noone else especially cares.
# trigger = {
# culture = {
# NOR = {
# has_cultural_pillar = heritage_iberian
# has_cultural_pillar = heritage_frankish
# }
# }
# }
# text = iberia_north_africa.2101.c
# }
# }
#}
#