N3OW/events/bookmark_events.txt
2026-05-30 08:19:00 -04:00

2497 lines
No EOL
49 KiB
Text

#
#namespace = bookmark
#
#
################################
## 867 - WRATH OF THE NORTHMEN #
################################
#
####Æthelred isn't as cool as Alfred so we kill him
#bookmark.0001 = { #by Mathilda Bjarnehed
# type = character_event
# hidden = yes
#
# trigger = {
# this = character:33358 #Æthelred
# is_ai = yes
# player_heir ?= character:7627 #Alfred the Great
# }
#
# immediate = {
# if = {
# limit = { is_at_war = yes }
#
# random_list = {
# 20 = { #Very wounded
# increase_wounds_effect = { REASON = battle }
# if = {
# limit = { is_alive = yes }
# increase_wounds_effect = { REASON = battle }
# }
# if = {
# limit = { is_alive = yes }
# increase_wounds_effect = { REASON = battle }
# }
# if = {
# limit = { is_alive = yes }
# increase_wounds_effect = { REASON = battle }
# }
# }
# 80 = { #Killed
# random_war_enemy = {
# if = {
# limit = { is_commanding_army = yes }
# save_scope_as = killer
# }
# else = {
# random_knight = {
# save_scope_as = killer
# }
# }
# }
# if = {
# limit = { exists = scope:killer }
# death = {
# death_reason = death_hunting_accident
# killer = scope:killer
# }
# }
# }
# }
# }
# else = {
# random_list = {
# 10 = { #Cancer
# contract_disease_effect = { DISEASE = cancer TREATMENT_EVENT = no }
# }
# 90 = { #Hunting accident
# death = {
# death_reason = death_hunting_accident
# }
# }
# }
# }
# }
#}
#
#### Alfred is pretty cool so we give him a nickname
#bookmark.0002 = { #by Mathilda Bjarnehed
# type = character_event
# title = bookmark.0002.t
# desc = bookmark.0002.desc
# theme = crown
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# is_ai = no
# top_liege = this
# }
#
# #Resend
# on_trigger_fail = {
# if = {
# limit = { is_ai = no }
# trigger_event = {
# id = bookmark.0002
# days = 1800 #~5 years
# }
# }
# }
#
# immediate = {
# play_music_cue = "mx_cue_positive_effect"
# capital_province = { save_scope_as = capital }
# random_realm_province = {
# limit = { this != scope:capital }
# save_scope_as = province
# }
# give_nickname = nick_the_great
# }
#
# option = {
# name = bookmark.0002.a
# }
#}
#
#### The Ragnarsson brothers catch King Aella ##
## The event can trigger when you imprison Aella as one of his sons
## It also works for other norse!
#
#bookmark.0003 = { #by Mathilda Bjarnehed
# type = character_event
# hidden = yes
#
# trigger = {
# scope:imprisoner.faith = { trait_is_virtue = vengeful }
# scope:imprisoner = {
# any_close_family_member = {
# even_if_dead = yes
# killer ?= root
# save_temporary_scope_as = killed_character
# }
# }
# #If the imprisoner don't know you're the killer you might reveal yourself if you're dumb or not sneaky
# trigger_if = {
# limit = {
# any_secret = {
# type = secret_murder
# secret_target = scope:killed_character
# NOT = { any_secret_knower = { this = scope:imprisoner } }
# }
# }
# OR = {
# has_trait = intellect_bad
# has_trait = dull
# intrigue <= medium_skill_rating
# }
# NOR = {
# has_trait = shrewd
# has_trait = intellect_good
# has_trait = schemer
# }
# }
# trigger_if = {
# limit = { this = character:163103 } #Aella
# NOT = {
# is_target_in_global_variable_list = {
# name = triggered_bookmark_events
# target = flag:bookmark_867_northmen_aellas_capture
# }
# }
# }
# }
#
# immediate = {
# if = {
# limit = { this = character:163103 } #Aella
# add_to_global_variable_list = {
# name = triggered_bookmark_events
# target = flag:bookmark_867_northmen_aellas_capture
# }
# }
# save_scope_as = prisoner
#
# scope:imprisoner = {
# random_close_family_member = {
# even_if_dead = yes
# limit = {
# killer ?= root
# this = character:163109 #Lodbrok
# }
# alternative_limit = {
# killer ?= root
# }
# save_scope_as = dead
# }
# trigger_event = {
# id = bookmark.0004
# days = 1
# }
# }
# }
#}
#
#bookmark.0004 = { #by Mathilda Bjarnehed
# type = character_event
# title = bookmark.0004.t
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = { #You did not know they had killed your family-member
# scope:prisoner = {
# any_secret = {
# type = secret_murder
# secret_target = scope:dead
# NOT = { any_secret_knower = { this = root } }
# }
# }
# }
# desc = bookmark.0004.desc_unknown
# }
# desc = bookmark.0004.desc
# }
# }
# theme = dungeon
# left_portrait = {
# character = scope:prisoner
# animation = fear
# }
# lower_right_portrait = scope:dead
#
# trigger = {
# NOT = {
# any_in_list = {
# list = captured_rivals
# this = scope:prisoner
# }
# }
# }
#
# immediate = {
# play_music_cue = "mx_cue_murder"
# if = {
# limit = {
# scope:prisoner = {
# any_secret = {
# type = secret_murder
# secret_target = scope:dead
# NOT = { any_secret_knower = { this = root } }
# }
# }
# }
# scope:prisoner = {
# random_secret = {
# type = secret_murder
# limit = {
# secret_target = scope:dead
# NOT = { any_secret_knower = { this = root } }
# }
# reveal_to = root
# }
# }
# }
# }
#
# #Blood eagle
# option = {
# name = bookmark.0004.a
#
# add_dread = medium_dread_gain
# add_prestige = medium_prestige_gain
# scope:prisoner = {
# death = {
# death_reason = death_execution_blood_eagle
# killer = root
# }
# }
# scope:dead = {
# every_close_family_member = {
# custom = bookmark.0004.a.custom
# limit = { this != root }
# add_opinion = {
# modifier = pleased_opinion
# opinion = 30
# target = root
# }
# }
# }
# execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root }
#
# ai_chance = {
# base = 50
# modifier = {
# scope:dead = character:163109 #Lodbrok
# add = 1000
# }
# }
# }
#
# #Sacrifice to Odin
# option = {
# name = bookmark.0004.b
# trigger = { faith = { has_doctrine_parameter = human_sacrifice_active } }
#
# add_piety = major_piety_gain
# scope:prisoner = {
# death = {
# death_reason = death_execution_blood_eagle
# killer = root
# }
# }
# scope:dead = {
# every_close_family_member = {
# custom = bookmark.0004.a.custom
# limit = { this != root }
# add_opinion = {
# modifier = pleased_opinion
# opinion = 30
# target = root
# }
# }
# }
# execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root }
#
# ai_chance = {
# base = 50
# }
# }
#
# #I have other plans...
# option = {
# name = bookmark.0004.c
#
# ai_chance = {
# base = 0
# modifier = {
# ai_vengefulness <= medium_negative_ai_value
# add = 100
# }
# }
# }
#}
#
################################
## 867 - THE GREAT ADVENTURERS #
################################
#
#### Daurama takes Bawo under her wing.
#bookmark.0101 = {
# type = character_event
# title = bookmark.0101.t
# desc = {
# desc = bookmark.0101.desc_intro
# first_valid = {
# triggered_desc = {
# trigger = {
# scope:bayajidda = { is_alive = yes }
# }
# desc = bookmark.0101.desc_living
# }
# desc = bookmark.0101.desc_dead
# }
# }
# theme = crown
# left_portrait = {
# character = root
# animation = personality_rational
# }
# right_portrait = {
# character = scope:bayajidda
# }
# lower_center_portrait = {
# character = scope:bewo
# }
#
# trigger = {
# is_ai = no
# character:251181 = { is_alive = yes }
# }
#
# immediate = {
# play_music_cue = "mx_cue_succession"
# character:251180 = { save_scope_as = bayajidda }
# character:251181 = { save_scope_as = bewo }
# character:251252 = { save_scope_as = shawata }
# title:k_hausaland = { save_scope_as = hausaland}
# }
#
# # Remember your heritage, my child.
# option = {
# name = bookmark.0101.a
#
# #Move Bewo to Daurama's house.
# custom_tooltip = bookmark.0101.a.tt
# character:251181 = { set_house = root.house }
# add_courtier = character:251181 #Move him to your court
#
# #Bayajidda is, understandably, a little hurt by all this.
# character:251180 = {
# add_opinion = {
# modifier = hurt_opinion
# target = root
# opinion = -20
# }
# }
#
# ai_chance = {
# base = 0 #The AI should never get this event, but if they do, shouldn't opt in.
# }
# }
#
# # He is my blood, whatever his name.
# option = {
# name = bookmark.0101.b
#
# character:251180 = {
# add_opinion = {
# modifier = pleased_opinion
# target = root
# opinion = 40
# }
# }
# custom_tooltip = bookmark.0101.b.tt
#
# ai_chance = {
# base = 100 #AI doesn't get this event, but should always pick no.
# }
# }
#
# # The Magajiya will continue to rule!
# option = {
# name = bookmark.0101.c
#
# add_realm_law_skip_effects = female_preference_law
# scope:bewo = {
# set_house = root.house
# add_trait = disinherited
# }
# scope:shawata = {
# if = {
# limit = {
# is_alive = yes
# OR = {
# matrilinear_marriage = yes
# is_married = no
# }
# }
# custom_tooltip = bookmark.0101.c.tt
# }
# else = {
# custom_tooltip = bookmark.0101.b.tt
# }
# }
#
#
# ai_chance = {
# base = 0 #The AI should never get this event, but if they do, shouldn't opt in.
# }
# }
#}
####Radhanites were influential in Khazaria, so we spawn a bunch of them
#bookmark.0200 = { #by James Beaumont
# type = character_event
# hidden = yes
#
# trigger = {
# this = title:e_caspian-pontic_steppe.holder #Khagan of Khazaria
# is_alive = yes
# is_landed = yes
# }
#
# immediate = {
# create_character = {
# location = title:e_caspian-pontic_steppe.holder.capital_province
# trait = lifestyle_mystic
# random_traits = yes
# faith = faith:kabarism
# culture = culture:radhanite
# gender_female_chance = {
# if = {
# limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } }
# add = 0
# }
# else_if = {
# limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } }
# add = 100
# }
# else = {
# add = 50
# }
# }
# save_scope_as = new_courtier
# }
# title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
# create_character = {
# location = title:e_caspian-pontic_steppe.holder.capital_province
# faith = faith:kabarism
# culture = culture:radhanite
# random_traits_list = {
# count = 1
# education_learning_2 = {}
# education_learning_3 = {}
# education_learning_4 = {}
# }
# random_traits = yes
# gender_female_chance = {
# if = {
# limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } }
# add = 0
# }
# else_if = {
# limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } }
# add = 100
# }
# else = {
# add = 50
# }
# }
# save_scope_as = new_courtier
# }
# title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
# create_character = {
# location = title:e_caspian-pontic_steppe.holder.capital_province
# age = { 18 35 }
# random_traits_list = {
# count = 1
# education_martial_2 = {}
# education_martial_3 = {}
# education_martial_4 = {}
# }
# random_traits_list = {
# count = 1
# brave = {}
# just = {}
# }
# random_traits_list = { #Something nice
# honest = {}
# gregarious = {}
# trusting = {}
# compassionate = {}
# generous = {}
# humble = {}
# calm = {}
# }
# random_traits_list = {
# count = 1
# lustful = {}
# chaste = {}
# wrathful = {}
# arrogant = {}
# impatient = {}
# patient = {}
# impatient = {}
# ambitious = {}
# cynical = {}
# zealous = {}
# stubborn = {}
# }
# random_traits = no
# martial = {
# min_template_decent_skill
# max_template_decent_skill
# }
# prowess = {
# min_template_decent_skill
# max_template_decent_skill
# }
# faith = faith:kabarism
# culture = culture:radhanite
# gender_female_chance = {
# add = 25
# }
# save_scope_as = new_courtier
# }
# title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
# create_character = {
# location = title:e_caspian-pontic_steppe.holder.capital_province
# random_traits = yes
# faith = faith:kabarism
# culture = culture:radhanite
# gender_female_chance = {
# add = 25
# }
# save_scope_as = new_courtier
# }
# title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
# create_character = {
# location = title:e_caspian-pontic_steppe.holder.capital_province
# random_traits = yes
# faith = faith:kabarism
# culture = culture:radhanite
# gender_female_chance = {
# add = 25
# }
# save_scope_as = new_courtier
# }
# title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
# }
#}
#
###############
## 867 - MISC #
###############
#
###################################################
## In Memory of Your Good Taste
## by Ewan Cowhig Croft & Stu Taylor
## 0211 - 0220
###################################################
#
## Basileios has just murdered Michael.
### Credit to Stu Taylor of Dead Good Comics for the title line and entire lead-in to this event.
#bookmark.0211 = {
# type = character_event
# title = bookmark.0211.t
# desc = bookmark.0211.desc
# theme = murder_scheme
# left_portrait = {
# character = scope:basil
# animation = toast_goblet
# outfit_tags = { military_outfit no_cloak no_headgear }
# }
# right_portrait = {
# character = scope:michael
# animation = map_fear
# }
# override_background = { reference = ep3_byzantine_feast }
#
# trigger = { is_alive = yes }
#
# immediate = {
# play_music_cue = "mx_cue_murder"
# character:1700 = { save_scope_as = basil }
# character:70490 = {
# save_scope_as = michael
# # Remove his nickname, which we have to leave on him for future bookmarks otherwise.
# hidden_effect = { remove_nickname = yes }
# }
# }
#
# # Michael the Drunkard.
# option = {
# name = bookmark.0211.a
# flavor = bookmark.0211.a.flavour
#
# scope:michael = { give_nickname = nick_the_drunkard_michael_iii }
# add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
#
# # No stress, no AI.
# }
#
# # Michael the Pious.
# option = {
# name = bookmark.0211.b
# trigger = { is_ai = no }
# flavor = bookmark.0211.b.flavour
#
# scope:michael = { give_nickname = nick_the_pious_michael_iii }
# add_piety = massive_piety_gain
#
# # No stress, no AI.
# }
#
# # Michael the Young.
# option = {
# name = bookmark.0211.c
# trigger = { is_ai = no }
# flavor = bookmark.0211.c.flavour
#
# scope:michael = { give_nickname = nick_the_young_michael_iii }
#
# domicile ?= {
# switch = {
# trigger = has_domicile_building
# vineyard_05 = { add_domicile_building = vineyard_06 }
# vineyard_04 = { add_domicile_building = vineyard_05 }
# vineyard_03 = { add_domicile_building = vineyard_04 }
# vineyard_02 = { add_domicile_building = vineyard_03 }
# vineyard_01 = { add_domicile_building = vineyard_02 }
# fallback = {
# if = {
# limit = { free_external_domicile_building_slots >= 1 }
# add_domicile_building = vineyard_01
# }
# else = {
# root = { add_prestige = major_prestige_gain }
# }
# }
# }
# }
#
# # No stress, no AI.
# }
#}
#
#
##########################
## 1066 - RAGS TO RICHES #
##########################
#
#### Matilda start-up event
#bookmark.1066 = {
# type = character_event
# title = bookmark.1066.t
# desc = bookmark.1066.desc
# theme = marriage
# override_background = { reference = ep2_wedding_ceremony }
# override_effect_2d = {
# reference = rain
# }
# left_portrait = {
# character = root
# animation = stress
# }
# right_portrait = {
# character = scope:hunchback
# animation = ecstasy
# }
# lower_right_portrait = {
# character = scope:hunchbacks_father
# }
# lower_left_portrait = {
# character = scope:mum
# }
#
# trigger = {
# #this = character:7757
# }
#
# immediate = {
# play_music_cue = "mx_cue_succession"
# character:20248 = { save_scope_as = hunchback }
# character:11030 = { save_scope_as = hunchbacks_father }
# mother = { save_scope_as = mum }
# hidden_effect = {
# add_opinion = {
# target = scope:hunchback
# modifier = disgusted_opinion
# opinion = -75
# }
# }
# }
#
# option = { # Murder the husband, with a *hefty* bonus (*Potentially* Historical Option)
# name = bookmark.1066.a
# flavor = bookmark.1066.a_flavor
#
# marry = scope:hunchback
#
# if = {
# limit = {
# NOT = {
# any_scheme = {
# type = murder
# scheme_target_character = scope:hunchback
# }
# }
# }
# start_scheme = {
# target_character = scope:hunchback
# type = murder
# }
# }
# custom_tooltip = diplomacy_family.2250.b.tt
# hidden_effect = {
# random_scheme = {
# type = murder
# limit = {
# scheme_target_character = scope:hunchback
# }
# add_scheme_modifier = {
# type = massive_extra_success_chance_modifier
# }
# }
# }
#
# ai_chance = {
# base = 100
# }
# }
#
# option = { # Physically abandon and permanently avoid him (Historical Option)
# name = bookmark.1066.b
# flavor = bookmark.1066.b_flavor
#
# add_character_modifier = {
# modifier = abandoned_marriage_modifier
# }
#
# if = {
# limit = {
# betrothed ?= scope:hunchback
# }
# break_betrothal = scope:hunchback
# }
# else_if = {
# limit = {
# is_spouse_of = scope:hunchback
# }
# divorce_effect = {
# DIVORCER = root
# DIVORCEE = scope:hunchback
# }
# }
#
# scope:hunchbacks_father = {
# if = {
# limit = {
# NOT = {
# scope:hunchback = {
# is_courtier_of = scope:hunchbacks_father
# }
# }
# }
# add_courtier = scope:hunchback
# }
# }
#
# reverse_add_opinion = {
# target = scope:hunchback
# modifier = abandoned_me_opinion
# years = 30
# opinion = -50
# }
#
# reverse_add_opinion = {
# target = scope:hunchbacks_father
# modifier = insulted_opinion
# years = 30
# opinion = -50
# }
#
# ai_chance = {
# base = 100
# }
# }
#
# option = { # Use your influence to flip the lineality of the marriage
# name = bookmark.1066.c
# flavor = bookmark.1066.c_flavor
#
# add_piety = -100
#
# marry_matrilineal = scope:hunchback
#
# reverse_add_opinion = {
# target = scope:hunchbacks_father
# modifier = annoyed_opinion
# opinion = -20
# }
#
# ai_chance = {
# base = 100
# modifier = {
# factor = 0
# scope:hunchbacks_father = {
# is_ai = no
# }
# }
# }
# }
#
# option = { # Just hope he dies...
# name = bookmark.1066.d
# flavor = lineality_warning
# add_internal_flag = dangerous
#
# marry = scope:hunchback
#
# ai_chance = {
# base = 100
# }
# }
#}
#
## Matilda, a witch or not?
#bookmark.1067 = {
# type = character_event
# title = bookmark.1067.t
# desc = bookmark.1067.desc
# theme = faith
# override_background = { reference = bp1_bonfire }
# override_effect_2d = {
# reference = smoke
# }
# left_portrait = {
# character = root
# animation = personality_cynical
# }
#
# right_portrait = {
# character = scope:witch
# animation = happy_teacher
# }
#
# trigger = {
# NOR = {
# is_witch_trigger = yes
# has_trait = lifestyle_herbalist
# }
# }
#
# immediate = {
# play_music_cue = "mx_cue_epic_sacral_moment"
# if = {
# limit = {
# any_pool_character = {
# province = root.location
# is_physically_able_ai_adult = yes
# has_no_particular_noble_roots_trigger = yes
# is_female = yes
# age > root.age
# age >= 25
# has_education_intrigue_trigger = yes
# }
# }
# random_pool_character = {
# province = root.location
# limit = {
# is_physically_able_ai_adult = yes
# has_no_particular_noble_roots_trigger = yes
# is_female = yes
# age > root.age
# age >= 25
# has_education_intrigue_trigger = yes
# }
# save_scope_as = witch
# }
# }
# else = {
# hidden_effect = {
# create_character = {
# template = witchy_template
# gender_female_chance = 100
# location = root.location
# culture = root.location.culture
# faith = root.location.faith
# dynasty = none
# save_scope_as = witch
# }
# }
# }
# hidden_effect = {
# scope:witch ?= {
# if = {
# limit = {
# NOT = {
# has_trait = eccentric
# }
# }
# add_trait = eccentric
# }
# give_witch_secret_or_trait_effect = yes
# }
# }
# }
#
# option = { # Embrace the knowledge
# name = bookmark.1067.a
# flavor = bookmark.1067.a_flavor
# add_internal_flag = dangerous
#
# set_focus = intrigue_skulduggery_focus
#
# add_intrigue_lifestyle_perk_points = 5
#
# give_witch_secret_or_trait_effect = yes
#
# add_trait = lifestyle_herbalist
#
# ai_chance = {
# base = 25
# }
# }
#
# option = { # No, I'm pious!
# name = bookmark.1067.b
# flavor = bookmark.1067.b_flavor
#
# add_learning_lifestyle_xp = major_lifestyle_experience
#
# add_piety = 500
#
# add_learning_skill = 2
#
# ai_chance = {
# base = 75
# }
# }
#}
#
## Vratislav chooses whether to lay claims, or appease the emperor
#bookmark.1068 = {
# type = character_event
# title = bookmark.1068.t
# desc = bookmark.1068.desc
# theme = war
# override_background = { reference = ep2_travel_bridge }
# left_portrait = {
# character = root
# animation = personality_cynical
# }
# right_portrait = {
# character = scope:emperor
# animation = personality_cynical
# }
#
# trigger = {
# exists = title:d_meissen.holder
# exists = title:d_lausitz.holder
# NOR = {
# has_claim_on = title:d_meissen
# has_claim_on = title:d_lausitz
# title:d_lausitz.holder = root
# title:d_meissen.holder = root
# }
# title:e_hre.holder ?= {
# this != root
# }
# is_vassal_of = title:e_hre.holder
# }
#
# immediate = {
# play_music_cue = "mx_cue_positive_effect"
# title:e_hre.holder = {
# save_scope_as = emperor
# }
# }
#
# option = { # Lay claim to the lands
# name = bookmark.1068.a
# flavor = bookmark.1068.a_flavor
# add_pressed_claim = title:d_meissen
# add_pressed_claim = title:d_lausitz
#
# ai_chance = {
# base = 25
# }
# }
#
# option = { # Appease the Emperor
# name = bookmark.1068.b
# flavor = bookmark.1068.b_flavor
#
# add_prestige = 500
# add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain }
#
# scope:emperor = {
# add_opinion = {
# target = root
# modifier = pleased_opinion
# opinion = 30
# }
# }
#
# if = {
# limit = {
# scope:emperor = { is_ai = yes }
# can_add_hook = {
# target = scope:emperor
# type = favor_hook
# }
# }
# add_hook = {
# type = favor_hook
# target = scope:emperor
# }
# }
#
# ai_chance = {
# base = 75
# }
# }
#}
#
## The matter of Jaromir
#bookmark.1069 = {
# type = character_event
# title = bookmark.1069.t
# desc = bookmark.1069.desc
# theme = faith
# override_background = { reference = holy_site_generic }
# override_effect_2d = {
# reference = rain
# }
# left_portrait = {
# character = character:john_monk
# animation = prayer
# }
# right_portrait = {
# character = scope:jaromir
# animation = dismissal
# }
# lower_right_portrait = root.faith.religious_head
#
# trigger = {
# character:528 ?= {
# is_alive = yes
# is_councillor_of = root
# }
# character:john_monk ?= {
# is_alive = yes
# }
# }
#
# immediate = {
# play_music_cue = "mx_cue_negative"
# character:528 = {
# save_scope_as = jaromir
# }
# character:john_monk = {
# save_scope_as = john_monk
# }
# }
#
# option = { # Replace Jaromir with John
# name = bookmark.1069.a
# flavor = bookmark.1069.a_flavor
#
# faith.religious_head = {
# add_opinion = {
# target = root
# modifier = impious_opinion
# opinion = -30
# }
# }
#
# create_title_and_vassal_change = {
# type = granted
# save_scope_as = change
# }
# title:c_opava = {
# change_title_holder = {
# holder = scope:john_monk
# change = scope:change
# take_baronies = no
# }
# }
# resolve_title_and_vassal_change = scope:change
# scope:john_monk = {
# hidden_effect = {
# change_government = theocracy_government
# }
# }
# if = {
# limit = { character:528 = { is_councillor_of = root } }
# fire_councillor = character:528
# }
# assign_councillor_type = {
# type = councillor_court_chaplain
# remove_existing_councillor = yes
# target = character:john_monk
# }
# add_character_flag = {
# flag = bishop_assignment
# days = 1
# }
# ai_chance = {
# base = 25
# }
# }
#
# option = { # Make great concessions to Jaromir
# name = bookmark.1069.b
# flavor = bookmark.1069.b_flavor
#
# pay_short_term_gold = {
# target = scope:jaromir
# gold = medium_gold_value
# }
#
# scope:jaromir = {
# add_opinion = {
# target = root
# modifier = pleased_opinion
# opinion = 30
# }
# remove_relation_rival = root
# }
#
# ai_chance = {
# base = 75
# }
# }
#
# option = { # Make great concessions to Jaromir
# name = bookmark.1069.c
# flavor = bookmark.1069.c_flavor
#
# ai_chance = {
# base = 75
# }
# }
#
# after = {
# hidden_effect = {
# if = {
# limit = {
# has_character_flag = bishop_assignment
# }
# assign_councillor_type = {
# type = councillor_court_chaplain
# remove_existing_councillor = yes
# target = character:john_monk
# }
# }
# }
# }
#}
#
## A Norman Sicily
#bookmark.1070 = {
# type = character_event
# title = bookmark.1070.t
# desc = bookmark.1070.desc
# theme = war
# override_background = { reference = terrain }
#
# left_portrait = {
# character = root
# animation = hunting_knife_start
# }
#
# lower_right_portrait = scope:pope
# lower_left_portrait = scope:emperor
#
# trigger = {
#
# }
#
# immediate = {
# play_music_cue = "mx_cue_positive_effect"
#
# title:e_hre.holder = { save_scope_as = emperor }
# root.faith.religious_head = { save_scope_as = pope }
#
# custom_tooltip = claim_sicily
# hidden_effect = {
# add_pressed_claim = title:d_salerno
# add_pressed_claim = title:c_napoli
# add_pressed_claim = title:d_capua
# add_pressed_claim = title:c_siracusa
# add_pressed_claim = title:c_agrigento
# add_pressed_claim = title:c_palermo
# }
# }
#
# option = {
# name = bookmark.1070.a
#
# add_pressed_claim = title:d_benevento
# add_pressed_claim = title:d_spoleto
# show_as_tooltip = {
# spawn_army = {
# levies = 750
# location = root.capital_province
# name = norman_highwaymen
# }
# }
# hidden_effect = {
# spawn_army = {
# levies = 125
# men_at_arms = {
# type = bowmen
# men = 50
# }
# men_at_arms = {
# type = light_horsemen
# men = 50
# }
# men_at_arms = {
# type = conrois
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# levies = 125
# men_at_arms = {
# type = bowmen
# men = 50
# }
# men_at_arms = {
# type = light_horsemen
# men = 50
# }
# men_at_arms = {
# type = conrois
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# levies = 125
# men_at_arms = {
# type = bowmen
# men = 50
# }
# men_at_arms = {
# type = light_horsemen
# men = 50
# }
# men_at_arms = {
# type = conrois
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
# }
#
# scope:emperor = {
# add_opinion = {
# target = root
# modifier = angry_opinion
# opinion = -30
# }
# }
#
# scope:pope = {
# add_opinion = {
# target = root
# modifier = angry_opinion
# opinion = -30
# }
# }
#
# ai_chance = {
# base = 100
# }
# }
#
# option = {
# name = bookmark.1070.b
#
# add_pressed_claim = title:d_benevento
#
# show_as_tooltip = {
# spawn_army = {
# levies = 500
# location = root.capital_province
# name = norman_highwaymen
# }
# }
# hidden_effect = {
# spawn_army = {
# levies = 125
# men_at_arms = {
# type = bowmen
# men = 50
# }
# men_at_arms = {
# type = light_horsemen
# men = 50
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# levies = 125
# men_at_arms = {
# type = bowmen
# men = 50
# }
# men_at_arms = {
# type = light_horsemen
# men = 50
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
# }
#
# scope:pope = {
# add_opinion = {
# target = root
# modifier = angry_opinion
# opinion = -30
# }
# }
#
# ai_chance = {
# base = 100
# }
# }
#
# option = {
# name = bookmark.1070.c
#
# spawn_army = {
# levies = 125
# men_at_arms = {
# type = bowmen
# men = 50
# }
# men_at_arms = {
# type = light_horsemen
# men = 50
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# ai_chance = {
# base = 100
# }
# }
#}
#
## The Pretender Monk
#bookmark.1071 = {
# type = character_event
# title = bookmark.1071.t
# desc = bookmark.1071.desc
# theme = martial
# override_background = { reference = throne_room }
#
# left_portrait = {
# character = root
# animation = thinking
# }
#
# right_portrait = {
# character = scope:raiktor
# animation = beg
# }
#
# trigger = {
# gold >= 100
# is_at_war = no
# title:e_byzantium.holder ?= {
# this != root
# }
# }
#
# on_trigger_fail = {
# if = {
# limit = {
# title:e_byzantium.holder ?= {
# this != root
# }
# }
# trigger_event = {
# id = bookmark.1071
# days = 25
# }
# }
# }
#
# immediate = {
# title:e_byzantium.holder ?= { save_scope_as = byz_emperor }
# create_character = {
# template = monk_character_template
# name = Raiktor
# culture = culture:greek
# faith = faith:orthodox
# age = 30
# gender_female_chance = 0
# save_scope_as = raiktor
# employer = root
# intrigue = { min_template_high_skill max_template_high_skill }
# learning = { min_template_high_skill max_template_high_skill }
# }
# hidden_effect = {
# scope:raiktor = {
# add_unpressed_claim = title:e_byzantium
# if = {
# limit = {
# has_trait = honest
# }
# remove_trait = honest
# }
# add_trait = deceitful
# add_trait = historical_character
# add_character_flag = raiktor
# set_variable = {
# name = show_historical_gui
# value = 1
# }
# }
# }
# }
#
# option = {
# name = bookmark.1071.a
#
# flavor = hard_raiktor_war
#
# custom_tooltip = start_raiktor_war
# custom_tooltip = gain_war_troops
#
# hidden_effect = {
# start_war = {
# cb = raiktor_claim_cb
# target = title:e_byzantium.holder
# claimant = scope:raiktor
# target_title = title:e_byzantium
# }
# random_character_war = {
# limit = {
# using_cb = raiktor_claim_cb
# }
# save_scope_as = war
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
# }
#
# ai_chance = {
# base = 10
# modifier = {
# factor = 0.1
# title:e_byzantium.holder ?= { is_ai = no }
# }
# }
# }
#
# option = {
# name = bookmark.1071.b
#
# flavor = easy_raiktor_war
#
# custom_tooltip = start_raiktor_conquest_war
# custom_tooltip = gain_war_troops
#
# hidden_effect = {
# start_war = {
# cb = raiktor_conquest_cb
# target = title:e_byzantium.holder
# claimant = scope:raiktor
# target_title = title:c_dyrrachion
# target_title = title:c_avlonas
# target_title = title:c_buthrotum
# }
# random_character_war = {
# limit = {
# using_cb = raiktor_conquest_cb
# }
# save_scope_as = war
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
#
# spawn_army = {
# war = scope:war
# levies = 300
# men_at_arms = {
# type = bowmen
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 75
# }
# men_at_arms = {
# type = armored_horsemen
# men = 25
# }
# location = root.capital_province
# name = norman_highwaymen
# }
# }
#
# ai_chance = {
# base = 100
# modifier = {
# factor = 0.1
# title:e_byzantium.holder ?= { is_ai = no }
# }
# }
# }
#
# option = {
# name = bookmark.1071.c
#
# scope:raiktor = { select_and_move_to_pool_effect = yes }
#
# ai_chance = {
# base = 10
# modifier = {
# factor = 10
# title:e_byzantium.holder ?= { is_ai = no }
# }
# }
# }
#}
#
## Conquering Cordoba
#bookmark.1072 = {
# type = character_event
# title = bookmark.1072.t
# desc = bookmark.1072.desc
# theme = martial
# override_background = { reference = terrain_scope }
#
# left_portrait = {
# character = root
# animation = spymaster
# }
#
# right_portrait = {
# character = title:c_cordoba.holder
# animation = steward
# }
#
# trigger = {
# exists = title:c_cordoba.holder
# NOT = { title:c_cordoba.holder = root }
# }
#
# immediate = {
# title:c_cordoba.holder = { save_scope_as = cordoba_holder }
# title:c_cordoba.title_province = { save_scope_as = background_terrain_scope }
# }
#
# option = {
# name = bookmark.1072.a
# trait = schemer
#
# custom_tooltip = intrigue_challenge
# add_character_flag = intrigue_duel_on_attack
#
# custom_tooltip = start_cordoba_war
# hidden_effect = {
# if = {
# limit = {
# title:c_cordoba.holder = {
# has_title = title:c_cabra
# }
# }
# start_war = {
# cb = county_conquest_cb
# target = title:c_cordoba.holder
# target_title = title:c_cordoba
# target_title = title:c_cabra
# }
# }
# else = {
# start_war = {
# cb = county_conquest_cb
# target = title:c_cordoba.holder
# target_title = title:c_cordoba
# }
# }
# }
#
# ai_chance = {
# base = 90
# }
# }
#
# option = {
# name = bookmark.1072.b
#
# spawn_army = {
# levies = 100
# men_at_arms = {
# type = abudrar
# men = 100
# }
# men_at_arms = {
# type = light_horsemen
# men = 50
# }
# location = root.capital_province
# name = event_troop_default_name
# }
#
# custom_tooltip = start_cordoba_war
# hidden_effect = {
# if = {
# limit = {
# title:c_cordoba.holder = {
# has_title = title:c_cabra
# }
# }
# start_war = {
# cb = county_conquest_cb
# target = title:c_cordoba.holder
# target_title = title:c_cordoba
# target_title = title:c_cabra
# }
# }
# else = {
# start_war = {
# cb = county_conquest_cb
# target = title:c_cordoba.holder
# target_title = title:c_cordoba
# }
# }
# }
#
# ai_chance = {
# base = 10
# }
# }
#
# option = {
# name = bookmark.1072.c
#
# ai_chance = {
# base = 0
# }
# }
#}
#
## The Seljuk Scion
#bookmark.1073 = {
# type = character_event
# title = bookmark.1073.t
# desc = bookmark.1073.desc
# theme = martial
# override_background = { reference = terrain_scope }
#
# left_portrait = {
# character = root
# animation = stress
# }
# right_portrait = {
# character = scope:alp_arslan
# animation = war_over_win
# }
# lower_left_portrait = scope:qutalmish
# lower_right_portrait = scope:tughril
#
# immediate = {
# character:3040 = { save_scope_as = alp_arslan }
# character:3033 = { save_scope_as = qutalmish }
# character:3038 = { save_scope_as = tughril }
# title:e_persia.title_capital_county.title_province = { save_scope_as = background_terrain_scope }
# show_as_tooltip = {
# scope:alp_arslan = {
# set_relation_rival = { reason = rival_killed_parent target = root }
# }
# add_realm_law = camp_purpose_mercenaries
# }
# if = {
# limit = {
# has_mpo_dlc_trigger = yes
# }
# spawn_army = {
# name = event_troop_default_name
# men_at_arms = {
# type = horse_archers
# stacks = 2
# }
# men_at_arms = {
# type = steppe_raiders
# stacks = 2
# }
# men_at_arms = {
# type = heavy_horse_archers
# stacks = 2
# }
# location = root.location
# origin = root.location
# }
# }
# else = {
# spawn_army = {
# name = event_troop_default_name
# men_at_arms = {
# type = horse_archers
# stacks = 2
# }
# men_at_arms = {
# type = steppe_raiders
# stacks = 2
# }
# men_at_arms = {
# type = heavy_horse_archers
# stacks = 2
# }
# location = root.location
# origin = root.location
# }
# }
# }
#
# option = {
# name = bookmark.1073.a
# add_prestige_level = 1
# if = {
# limit = {
# has_mpo_dlc_trigger = yes
# }
# spawn_army = {
# name = event_troop_default_name
# men_at_arms = {
# type = horse_archers
# stacks = 2
# }
# men_at_arms = {
# type = steppe_raiders
# stacks = 2
# }
# men_at_arms = {
# type = heavy_horse_archers
# stacks = 2
# }
# location = root.location
# origin = root.location
# }
# }
# else = {
# spawn_army = {
# name = event_troop_default_name
# men_at_arms = {
# type = horse_archers
# stacks = 2
# }
# men_at_arms = {
# type = light_horsemen
# stacks = 2
# }
# men_at_arms = {
# type = light_footmen
# stacks = 2
# }
# location = root.location
# origin = root.location
# }
# }
# ai_chance = {
# base = 90
# }
# }
#
# option = {
# name = bookmark.1073.b
# add_unpressed_claim = title:e_persia
# add_realm_law = camp_purpose_legitimists
# scope:alp_arslan = {
# set_relation_nemesis = { reason = rival_killed_parent target = root }
# }
# ai_chance = {
# base = 10
# }
# }
#}
#
####We let the player decide which dynasty Sibylla's son will belong to avoid undesirable potential game overs
#bookmark.0300 = {
# type = character_event
# title = bookmark.0300.t
# desc = bookmark.0300.desc
#
# theme = family
# left_portrait = {
# character = root
# animation = personality_rational
# }
# lower_center_portrait = {
# character = scope:dead_husband
# animation = dead
# }
# right_portrait = {
# character = scope:baby_baudouin
# }
#
# trigger = {
# is_ai = no
# character:223541 = {
# is_ai = yes
# is_alive = yes
# }
# }
#
# immediate = {
# character:223541 = { save_scope_as = baby_baudouin }
# character:223540 = { save_scope_as = dead_husband }
# }
#
# option = {
# name = bookmark.0300.a
#
# character:223541 = { set_house = root.house }
#
# ai_chance = {
# base = 0 # The AI shouldn't get this event, but should want to maintain the status quo if it did
# }
# }
#
# option = {
# name = bookmark.0300.b
#
# ai_chance = {
# base = 100 # AI doesn't get this event, but should always pick no.
# }
# custom_tooltip = bookmark.0300.b.tt
# }
#}
#
#bookmark.0400 = {
# type = character_event
# title = bookmark.0400.t
# desc = bookmark.0400.desc
#
# theme = family
#
# left_portrait = {
# character = root
# animation = disapproval
# }
# lower_left_portrait = {
# character = scope:brother
# }
# lower_right_portrait = {
# character = scope:child
# }
# right_portrait = {
# character = scope:emperor
# animation = pain
# }
#
# trigger = {
# is_ai = no
# character:206651 = { # your husband
# is_alive = yes
# is_ai = yes
# is_landed = yes
# }
# character:206653 = { # your child
# is_alive = yes
# is_ai = yes
# top_liege = root.top_liege
# }
# character:tangut_liang_2 = { # your brother
# is_alive = yes
# is_ai = yes
# top_liege = root.top_liege
# }
# }
#
# immediate = {
# character:206651 = { save_scope_as = emperor }
# character:206653 = { save_scope_as = child }
# character:tangut_liang_2 = { save_scope_as = brother }
# scope:emperor.primary_title = { save_scope_as = xia }
# }
#
# option = {
# name = bookmark.0400.a
#
# custom_tooltip = {
# text = bookmark.0400.a.tt
#
# scope:emperor = {
# every_held_title = {
# limit = {
# tier >= tier_county
# is_landless_type_title = no
# }
# add_to_list = titles_to_transfer
# }
# }
#
# create_title_and_vassal_change = {
# type = usurped
# save_scope_as = change
# add_claim_on_loss = yes
# }
#
# every_in_list = {
# list = titles_to_transfer
# change_title_holder = {
# holder = root
# change = scope:change
# }
# }
#
# scope:emperor = {
# every_vassal = {
# limit = {
# NOT = {
# this = root
# }
# }
# change_liege = {
# LIEGE = root
# CHANGE = scope:change
# }
# }
# }
#
# resolve_title_and_vassal_change = scope:change
#
# scope:emperor = {
# death = {
# death_reason = death_wounds
# }
# }
# }
#
# if = {
# limit = {
# exists = cp:councillor_chancellor
# cp:councillor_chancellor != character:tangut_liang_2
# }
# fire_councillor = cp:councillor_chancellor
# assign_councillor_type = {
# type = councillor_chancellor
# target = character:tangut_liang_2
# }
# }
#
# every_child = {
# limit = {
# house != root.house
# }
# set_house = root.house
# }
#
# ai_chance = {
# base = 0
# }
# }
#
# option = {
# name = bookmark.0400.b
#
# custom_tooltip = {
# text = bookmark.0400.b.tt
# add_character_flag = has_had_diarch_intro_event_flag
#
# scope:emperor = {
# designate_diarch = root
# try_start_diarchy = regency
# set_diarchy_swing = 100
# if = {
# limit = {
# exists = cp:councillor_chancellor
# cp:councillor_chancellor != character:tangut_liang_2
# }
# fire_councillor = cp:councillor_chancellor
# scope:brother = {
# set_employer = scope:emperor
# }
# assign_councillor_type = {
# type = councillor_chancellor
# target = character:tangut_liang_2
# }
# }
# }
# }
# change_influence = monumental_influence_gain
# add_prestige = monumental_prestige_gain
#
# ai_chance = {
# base = 100
# }
# }
# option = {
# name = bookmark.0400.c
#
# custom_tooltip = {
# text = bookmark.0400.c.tt
# add_character_flag = has_had_diarch_intro_event_flag
#
# scope:emperor = {
# death = {
# death_reason = death_wounds
# }
# }
# scope:brother = {
# set_employer = scope:child
# }
# scope:child = {
# set_diarch = root
# set_diarchy_swing = 100
# if = {
# limit = {
# exists = cp:councillor_chancellor
# cp:councillor_chancellor != character:tangut_liang_2
# }
# fire_councillor = cp:councillor_chancellor
# assign_councillor_type = {
# type = councillor_chancellor
# target = character:tangut_liang_2
# }
# }
# }
# }
# change_influence = monumental_influence_gain
# add_prestige = monumental_prestige_gain
#
# ai_chance = {
# base = 0
# }
# }
# after = {
# add_hook = {
# type = loyalty_hook
# target = scope:brother
# }
#
# scope:brother = {
# change_influence = massive_influence_gain
# add_prestige = massive_prestige_gain
# }
# }
#}
#
#bookmark.0500 = {
# type = character_event
# title = bookmark.0500.t
# desc = bookmark.0500.desc
# window = big_event_window
# theme = merit
# override_background = bedchamber
#
# left_portrait = {
# character = root
# animation = disapproval
# }
#
# trigger = {
# }
#
# immediate = {
# }
#
# option = {
# name = bookmark.0500.a
#
# add_character_modifier = {
# modifier = tgp_wiles_is_the_way_modifier
# years = 10
# }
#
# domicile ?= {
# hidden_effect = {
# add_domicile_building = east_asian_peasant_quarters_01
# add_domicile_building = east_asian_peasant_quarters_02
# add_domicile_building = east_asian_peasant_quarters_03
# }
# add_domicile_building = east_asian_peasant_quarters_04
# custom_tooltip = domicile_building_parameter_can_use_incite_revolts
# custom_tooltip = domicile_building_parameter_can_join_peasant_factions
# }
#
# ai_chance = {
# base = 100
# }
# }
#
# option = {
# name = bookmark.0500.b
#
# trigger = {
# is_landed = no
# }
#
# add_trait = conqueror
#
# create_title_and_vassal_change = {
# type = usurped
# save_scope_as = change
# }
# title:c_caozhou = {
# change_title_holder = {
# holder = root
# change = scope:change
# take_baronies = yes
# }
# }
# hidden_effect = {
# becomes_independent = {
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
#
# start_war = {
# casus_belli = admin_barbarian_conquest_cb
# target = title:d_biansong.holder
# }
#
# spawn_army = {
# levies = 5000
# location = root.capital_province
# origin = root.capital_province
# inheritable = no
# uses_supply = yes
# name = faithful_followers
# }
#
# ai_chance = {
# base = 0
# }
# }
# option = {
# name = bookmark.0500.c
#
# trigger = {
# has_dlc_feature = roads_to_power
# }
#
# create_landless_adventurer_title_tooltip_effect = yes
# add_character_modifier = {
# modifier = ep3_voluntary_laamp_character_modifier
# years = 5
# }
# hidden_effect = {
# # Create Adventurer
# create_landless_adventurer_title_effect = {
# REASON = flag:runaway_allowed
# FLAVOR_CHAR = root
# }
# domicile ?= {
# change_provisions = major_provisions_gain
# }
# }
#
# ai_chance = {
# base = 0
# }
# }
#
# option = {
# name = bookmark.0500.d
#
# trigger = {
# is_landed = no
# }
#
# set_character_faith = faith:maitreya
#
# faith:maitreya = {
# change_fervor = {
# value = 100
# desc = maitreya_has_descended_fervor_desc
# }
# }
#
# add_character_modifier = claimed_mantle_of_maitreya_modifier
#
# hidden_effect = {
# set_global_variable = {
# name = the_maitreya_has_descended
# value = yes
# }
# }
# add_trait = peasant_leader
#
# create_title_and_vassal_change = {
# type = usurped
# save_scope_as = change
# }
# title:c_caozhou = {
# change_title_holder = {
# holder = root
# change = scope:change
# take_baronies = yes
# }
# }
# hidden_effect = {
# becomes_independent = {
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
#
# start_war = {
# casus_belli = admin_barbarian_conquest_cb
# target = title:d_biansong.holder
# }
#
# spawn_army = {
# levies = 5000
# location = root.capital_province
# origin = root.capital_province
# inheritable = no
# uses_supply = yes
# name = maitreya_devotees
# }
#
# ai_chance = {
# base = 0
# }
# }
#}
#