N3OW/events/dlc/ep3/ep3_emperor_yearly_3.txt
2026-05-26 08:04:35 -04:00

1948 lines
No EOL
40 KiB
Text

#namespace = ep3_emperor_yearly
#
#############################
## EP3 Admin Emperor Events #
## by Jason Cantalini #
## 3000 - 3500 #
#############################
#
## Byzantine-only: your Varangians loot the palace after succession
#
#ep3_emperor_yearly.3000 = {
# type = character_event
# title = ep3_emperor_yearly.3000.t
# desc = {
# desc = ep3_emperor_yearly.3000.desc
# first_valid = {
# triggered_desc = {
# trigger = {
# scope:varangian_leader = {
# is_courtier_of = root
# }
# }
# desc = ep3_emperor_yearly.3000.desc_leader
# }
# desc = ep3_emperor_yearly.3000.desc_no_leader
# }
# }
# theme = emperor
# override_background = { reference = throne_room }
# left_portrait = {
# character = root
# animation = disapproval
# }
# right_portrait = {
# character = scope:varangian_leader
# animation = celebrate_axe
# camera = camera_event_very_left
# }
# lower_right_portrait = {
# character = scope:varangian_2
# }
# lower_left_portrait = {
# character = scope:varangian_3
# }
# lower_center_portrait = {
# character = scope:dead_emperor
# }
#
# trigger = {
# has_ep3_dlc_trigger = yes
# primary_title = { has_variable = founded_varangian_guard }
# }
#
# immediate = {
# save_scope_as = root_scope
# #Choose which malus to use
# random_list = {
# #Artifact is damaged
# 10 = {
# trigger = {
# any_character_artifact = {
# artifact_durability > 45
# }
# }
# add_character_flag = malus_broken_artifact
# random_character_artifact = {
# limit = {
# artifact_durability > 45
# }
# save_scope_as = broken_artifact
# }
# save_scope_value_as = {
# name = varangian_gold
# value = {
# value = 0
# add = {
# value = var:varangian_regiments
# multiply = 30
# }
# }
# }
# }
# #Artifact is stolen
# 10 = {
# trigger = {
# any_character_artifact = {
# artifact_wealth_quality_average_value < 20
# }
# }
# random_character_artifact = {
# limit = {
# artifact_wealth_quality_average_value < 20
# }
# save_scope_as = stolen_artifact
# }
# add_character_flag = malus_stolen_artifact
# save_scope_value_as = {
# name = varangian_gold
# value = {
# value = 0
# add = {
# value = var:varangian_regiments
# multiply = 30
# }
# }
# }
# }
# ##Court grandeur lost
# 10 = {
# trigger = {
# has_royal_court = yes
# has_dlc_feature = royal_court
# }
# add_character_flag = malus_court_grandeur
# save_scope_value_as = {
# name = varangian_gold
# value = {
# value = 0
# add = {
# value = var:varangian_regiments
# multiply = 30
# }
# }
# }
# }
# ##Gold is lost
# 10 = {
# save_scope_value_as = {
# name = varangian_gold
# value = {
# value = 0
# add = {
# value = var:varangian_regiments
# multiply = 50
# }
# }
# }
# }
# }
#
# #Choose which bonus to give a refuser
# random_list = {
# 5 = {
# trigger = {
# is_adult = yes
# }
# add_character_flag = refuse_bonus_dread
# }
# 10 = {
# add_character_flag = refuse_bonus_prestige
# }
# 5 = {
# add_character_flag = refuse_bonus_opinion
# }
# }
#
# #Choose which bonus to give an accepter
# random_list = {
# 10 = {
# trigger = {
# max_number_maa_soldiers_of_base_type = {
# type = heavy_infantry
# value >= 300
# }
# }
# add_character_flag = accept_bonus_heavy_infantry
# }
# 10 = {
# add_character_flag = accept_bonus_scheme_resist
# }
# 10 = {
# add_character_flag = accept_bonus_army
# }
# 10 = {
# add_character_flag = accept_bonus_legitimacy
# }
# }
#
# #Save a first Varangian to be the boss
# if = {
# limit = {
# any_court_position_holder = {
# type = akolouthos_court_position
# ep3_varangian_trigger = yes
# is_available = yes
# }
# }
# random_court_position_holder = {
# type = akolouthos_court_position
# save_scope_as = varangian_leader
# }
# }
# else_if = {
# limit = {
# any_court_position_holder = {
# type = bodyguard_court_position
# ep3_varangian_trigger = yes
# is_available = yes
# }
# }
# random_court_position_holder = {
# type = bodyguard_court_position
# limit = {
# ep3_varangian_trigger = yes
# is_available = yes
# }
# save_scope_as = varangian_leader
# }
# }
# else_if = {
# limit = {
# any_courtier = {
# ep3_varangian_trigger = yes
# is_available_adult = yes
# }
# }
# random_courtier = {
# limit = {
# ep3_varangian_trigger = yes
# is_available_adult = yes
# }
# save_scope_as = varangian_leader
# }
# }
# else_if = {
# limit = {
# current_date < 1066
# }
# #Norse
# create_character = {
# template = varangian_template
# location = root.location
# culture = culture:norse
# faith = root.faith
# dynasty = none
# save_scope_as = varangian_leader
# }
# scope:varangian_leader = {
# add_character_flag = need_military_outfit
# }
# hidden_effect = { add_visiting_courtier = scope:varangian_leader }
# }
# else = {
# #Anglo-Saxon
# create_character = {
# template = varangian_template
# location = root.location
# culture = culture:anglo_saxon
# faith = root.faith
# dynasty = none
# save_scope_as = varangian_leader
# }
# scope:varangian_leader = {
# add_character_flag = need_military_outfit
# }
# hidden_effect = { add_visiting_courtier = scope:varangian_leader }
# }
# #Save another Varangian
# if = {
# limit = {
# exists = scope:varangian_leader
# any_court_position_holder = {
# type = bodyguard_court_position
# ep3_varangian_trigger = yes
# is_available = yes
# this != scope:varangian_leader
# }
# }
# random_court_position_holder = {
# type = bodyguard_court_position
# limit = {
# ep3_varangian_trigger = yes
# is_available = yes
# this != scope:varangian_leader
# }
# save_scope_as = varangian_2
# }
# }
# else_if = {
# limit = {
# exists = scope:varangian_leader
# any_courtier = {
# ep3_varangian_trigger = yes
# is_available_adult = yes
# this != scope:varangian_leader
# }
# }
# random_courtier = {
# limit = {
# ep3_varangian_trigger = yes
# is_available_adult = yes
# this != scope:varangian_leader
# }
# save_scope_as = varangian_2
# }
# }
# #Save a third
# if = {
# limit = {
# exists = scope:varangian_leader
# exists = scope:varangian_2
# any_court_position_holder = {
# type = bodyguard_court_position
# ep3_varangian_trigger = yes
# is_available = yes
# NOR = {
# this = scope:varangian_leader
# this = scope:varangian_2
# }
# }
# }
# random_court_position_holder = {
# type = bodyguard_court_position
# limit = {
# ep3_varangian_trigger = yes
# is_available = yes
# NOR = {
# this = scope:varangian_leader
# this = scope:varangian_2
# }
# }
# save_scope_as = varangian_3
# }
# }
# else_if = {
# limit = {
# exists = scope:varangian_leader
# exists = scope:varangian_2
# any_courtier = {
# ep3_varangian_trigger = yes
# is_available_adult = yes
# NOR = {
# this = scope:varangian_leader
# this = scope:varangian_2
# }
# }
# }
# random_courtier = {
# limit = {
# ep3_varangian_trigger = yes
# is_available_adult = yes
# NOR = {
# this = scope:varangian_leader
# this = scope:varangian_2
# }
# }
# save_scope_as = varangian_3
# }
# }
# }
#
# #Have the Akolouthos seize some of the spoils
# option = {
# name = ep3_emperor_yearly.3000.a
# flavor = ep3_emperor_yearly.3000.a.flavor
# trigger = {
# employs_court_position = akolouthos_court_position
# any_court_position_holder = {
# type = akolouthos_court_position
# aptitude = {
# court_position = akolouthos_court_position
# value >= 3
# }
# }
# }
# add_internal_flag = special
# custom_tooltip = akolouthos_aptitude_option_unlock
#
# #Random refuse bonus effect
# if = {
# limit = {
# has_character_flag = refuse_bonus_prestige
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# add_prestige = massive_prestige_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 4
# }
# add_prestige = major_prestige_gain
# }
# else = {
# add_prestige = medium_prestige_gain
# }
# }
# if = {
# limit = {
# has_character_flag = refuse_bonus_dread
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# add_dread = major_dread_gain
# add_prestige = major_prestige_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 4
# }
# add_dread = medium_dread_gain
# add_prestige = medium_prestige_gain
# }
# else = {
# add_dread = minor_dread_gain
# add_prestige = minor_prestige_gain
# }
# }
# if = {
# limit = {
# has_character_flag = refuse_bonus_opinion
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# every_vassal = {
# custom = every_parochial_vassal
# add_opinion = {
# modifier = respect_opinion
# opinion = 30
# target = root
# }
# }
# add_prestige = major_prestige_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 4
# }
# every_vassal = {
# custom = every_parochial_vassal
# add_opinion = {
# modifier = respect_opinion
# opinion = 20
# target = root
# }
# }
# add_prestige = medium_prestige_gain
# }
# else = {
# every_vassal = {
# custom = every_parochial_vassal
# add_opinion = {
# modifier = respect_opinion
# opinion = 10
# target = root
# }
# }
# add_prestige = minor_prestige_gain
# }
# }
# change_influence = medium_influence_gain
#
# remove_treasury_or_gold = {
# value = {
# value = 0
# add = {
# value = scope:varangian_gold
# multiply = 0.4
# }
# }
# }
# #Negative heavy inf and scheme resistance modifier
# add_character_modifier = {
# modifier = disrespected_varangians_modifier
# years = 10
# }
# if = {
# limit = {
# scope:varangian_leader = {
# is_courtier_of = root
# }
# }
# if = {
# limit = {
# scope:varangian_leader = { has_trait = loyal }
# }
# scope:varangian_leader = { remove_trait = loyal }
# reverse_add_opinion = {
# target = scope:varangian_leader
# modifier = angry_opinion
# opinion = -20
# }
# }
# else = {
# reverse_add_opinion = {
# target = scope:varangian_leader
# modifier = hate_opinion
# opinion = -40
# }
# }
# }
# if = {
# limit = {
# exists = scope:varangian_2
# }
# if = {
# limit = {
# scope:varangian_2 = { has_trait = loyal }
# }
# scope:varangian_2 = { remove_trait = loyal }
# reverse_add_opinion = {
# target = scope:varangian_2
# modifier = angry_opinion
# opinion = -20
# }
# }
# else = {
# reverse_add_opinion = {
# target = scope:varangian_2
# modifier = hate_opinion
# opinion = -40
# }
# }
# }
# if = {
# limit = {
# exists = scope:varangian_3
# }
# if = {
# limit = {
# scope:varangian_3 = { has_trait = loyal }
# }
# scope:varangian_3 = { remove_trait = loyal }
# reverse_add_opinion = {
# target = scope:varangian_3
# modifier = angry_opinion
# opinion = -20
# }
# }
# else = {
# reverse_add_opinion = {
# target = scope:varangian_3
# modifier = hate_opinion
# opinion = -40
# }
# }
# }
# #Apply randomized_malus
# if = {
# limit = {
# has_character_flag = malus_court_grandeur
# var:varangian_regiments >= 7
# }
# change_current_court_grandeur = minor_court_grandeur_loss
# }
# if = {
# limit = {
# has_character_flag = malus_broken_artifact
# var:varangian_regiments >= 7
# }
# scope:broken_artifact = {
# add_durability = -20
# }
# }
# if = {
# limit = {
# NOT = {
# scope:varangian_leader = {
# is_courtier_of = root
# }
# }
# }
# hidden_effect = {
# scope:varangian_leader = { move_to_pool = yes }
# }
# }
#
# stress_impact = {
# craven = medium_stress_impact_gain
# paranoid = medium_stress_impact_gain
# generous = medium_stress_impact_gain
# content = minor_stress_impact_gain
# just = minor_stress_impact_gain
# }
# ai_chance = {
# base = 50
# ai_value_modifier = {
# ai_greed = 1
# ai_boldness = 1
# }
# modifier = {
# factor = 0
# OR = {
# has_trait = craven
# has_trait = paranoid
# has_trait = generous
# has_trait = content
# has_trait = just
# }
# }
# modifier = {
# factor = 3
# short_term_gold <= 300
# }
# modifier = {
# factor = 0.5
# OR = {
# has_trait = content
# has_trait = just
# }
# }
# }
# }
# #Chastise the Varangians
# option = {
# trigger = {
# age >= 12
# }
# name = ep3_emperor_yearly.3000.b
# flavor = ep3_emperor_yearly.3000.b.flavor
# #Random refuse bonus effect
# if = {
# limit = {
# has_character_flag = refuse_bonus_prestige
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# add_prestige = massive_prestige_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 4
# }
# add_prestige = major_prestige_gain
# }
# else = {
# add_prestige = medium_prestige_gain
# }
# }
# if = {
# limit = {
# has_character_flag = refuse_bonus_dread
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# add_dread = major_dread_gain
# add_prestige = major_prestige_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 4
# }
# add_dread = medium_dread_gain
# add_prestige = medium_prestige_gain
# }
# else = {
# add_dread = minor_dread_gain
# add_prestige = minor_prestige_gain
# }
# }
# if = {
# limit = {
# has_character_flag = refuse_bonus_opinion
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# every_vassal = {
# custom = every_parochial_vassal
# add_opinion = {
# modifier = respect_opinion
# opinion = 30
# target = root
# }
# }
# add_prestige = major_prestige_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 4
# }
# every_vassal = {
# custom = every_parochial_vassal
# add_opinion = {
# modifier = respect_opinion
# opinion = 20
# target = root
# }
# }
# add_prestige = medium_prestige_gain
# }
# else = {
# every_vassal = {
# custom = every_parochial_vassal
# add_opinion = {
# modifier = respect_opinion
# opinion = 10
# target = root
# }
# }
# add_prestige = minor_prestige_gain
# }
# }
#
# if = {
# limit = {
# var:varangian_regiments > 0
# }
# remove_long_term_gold = {
# value = scope:varangian_gold
# }
# }
#
# #show custom payout tooltip
# if = {
# limit = {
# exists = scope:varangian_3
# }
# custom_tooltip = major_gold_to_varangians_tooltip
# }
# else_if = {
# limit = {
# exists = scope:varangian_2
# }
# custom_tooltip = medium_gold_to_varangians_tooltip
# }
# else_if = {
# limit = {
# scope:varangian_leader = {
# is_courtier_of = root
# }
# }
# custom_tooltip = minor_gold_to_varangians_tooltip
# }
#
# if = {
# limit = {
# scope:varangian_leader = {
# is_courtier_of = root
# }
# }
# if = {
# limit = {
# scope:varangian_leader = { has_trait = loyal }
# }
# scope:varangian_leader = { remove_trait = loyal }
# }
# else = {
# reverse_add_opinion = {
# target = scope:varangian_leader
# modifier = angry_opinion
# opinion = -20
# }
# }
# hidden_effect = {
# pay_long_term_gold = {
# target = scope:varangian_leader
# gold = 25
# }
# }
# }
# if = {
# limit = {
# exists = scope:varangian_2
# }
# if = {
# limit = {
# scope:varangian_2 = { has_trait = loyal }
# }
# scope:varangian_2 = { remove_trait = loyal }
# }
# else = {
# reverse_add_opinion = {
# target = scope:varangian_2
# modifier = angry_opinion
# opinion = -20
# }
# }
# hidden_effect = {
# pay_long_term_gold = {
# target = scope:varangian_2
# gold = 25
# }
# }
# }
# if = {
# limit = {
# exists = scope:varangian_3
# }
# if = {
# limit = {
# scope:varangian_3 = { has_trait = loyal }
# }
# scope:varangian_3 = { remove_trait = loyal }
# }
# else = {
# reverse_add_opinion = {
# target = scope:varangian_3
# modifier = angry_opinion
# opinion = -20
# }
# }
# hidden_effect = {
# pay_long_term_gold = {
# target = scope:varangian_3
# gold = 25
# }
# }
# }
# #Negative heavy inf and scheme resistance modifier
# add_character_modifier = {
# modifier = disrespected_varangians_modifier
# years = 10
# }
# #Apply randomized_malus
# ep3_palace_looting_random_malus_effect = yes
#
# if = {
# limit = {
# NOT = {
# scope:varangian_leader = {
# is_courtier_of = root
# }
# }
# }
# hidden_effect = {
# scope:varangian_leader = { move_to_pool = yes }
# }
# }
#
# stress_impact = {
# craven = medium_stress_impact_gain
# paranoid = medium_stress_impact_gain
# generous = minor_stress_impact_gain
# content = minor_stress_impact_gain
# just = miniscule_stress_impact_gain
# }
# ai_chance = {
# base = 50
# ai_value_modifier = {
# ai_vengefulness = 1
# }
# modifier = {
# factor = 0
# OR = {
# has_trait = craven
# has_trait = paranoid
# has_trait = generous
# has_trait = content
# }
# }
# modifier = {
# factor = 0.5
# OR = {
# has_trait = generous
# has_trait = content
# has_trait = just
# }
# }
# }
# }
# #It's just tradition
# option = {
# name = ep3_emperor_yearly.3000.c
# flavor = ep3_emperor_yearly.3000.c.flavor
# if = {
# limit = {
# has_character_flag = accept_bonus_legitimacy
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# add_legitimacy = major_legitimacy_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 3
# }
# add_legitimacy = medium_legitimacy_gain
# }
# else = {
# add_legitimacy = minor_legitimacy_gain
# }
# }
# if = {
# limit = {
# has_character_flag = accept_bonus_heavy_infantry
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# add_character_modifier = {
# modifier = loyal_varangians_modifier
# years = 10
# }
# add_legitimacy = medium_legitimacy_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 3
# }
# add_character_modifier = {
# modifier = loyal_varangians_modifier
# years = 10
# }
# add_legitimacy = miniscule_legitimacy_gain
# }
# else = {
# add_character_modifier = {
# modifier = loyal_varangians_modifier
# years = 10
# }
# }
# }
# if = {
# limit = {
# has_character_flag = accept_bonus_scheme_resist
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# add_character_modifier = {
# modifier = attentive_varangians_modifier
# years = 10
# }
# add_legitimacy = medium_legitimacy_gain
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 3
# }
# add_character_modifier = {
# modifier = attentive_varangians_modifier
# years = 10
# }
# add_legitimacy = miniscule_legitimacy_gain
# }
# else = {
# add_character_modifier = {
# modifier = attentive_varangians_modifier
# years = 10
# }
# }
# }
# if = {
# limit = {
# has_character_flag = accept_bonus_army
# }
# if = {
# limit = {
# var:varangian_regiments >= 7
# }
# spawn_army = {
# name = eager_varangian_army
# levies = 600
# men_at_arms = {
# type = varangian_guards
# stacks = 4
# }
# location = root.capital_province
# uses_supply = yes
# inheritable = no
# }
# }
# else_if = {
# limit = {
# var:varangian_regiments >= 3
# }
# spawn_army = {
# name = eager_varangian_army
# levies = 300
# men_at_arms = {
# type = varangian_guards
# stacks = 2
# }
# location = root.capital_province
# uses_supply = yes
# inheritable = no
# }
# }
# else = {
# spawn_army = {
# name = eager_varangian_army
# levies = 100
# men_at_arms = {
# type = varangian_guards
# stacks = 1
# }
# location = root.capital_province
# uses_supply = yes
# inheritable = no
# }
# }
# }
#
# if = {
# limit = {
# var:varangian_regiments > 0
# }
# remove_long_term_gold = {
# value = scope:varangian_gold
# }
# }
#
#
# #show custom payout tooltip
# if = {
# limit = {
# exists = scope:varangian_3
# }
# custom_tooltip = major_gold_to_varangians_tooltip
# }
# else_if = {
# limit = {
# exists = scope:varangian_2
# }
# custom_tooltip = medium_gold_to_varangians_tooltip
# }
# else_if = {
# limit = {
# scope:varangian_leader = {
# is_courtier_of = root
# }
# }
# custom_tooltip = minor_gold_to_varangians_tooltip
# }
#
# if = {
# limit = {
# scope:varangian_leader = {
# is_courtier_of = root
# }
# }
# reverse_add_opinion = {
# target = scope:varangian_leader
# modifier = loyalty_opinion
# opinion = 60
# }
# hidden_effect = {
# pay_long_term_gold = {
# target = scope:varangian_leader
# gold = 25
# }
# }
# }
# if = {
# limit = {
# exists = scope:varangian_2
# }
# reverse_add_opinion = {
# target = scope:varangian_2
# modifier = loyalty_opinion
# opinion = 60
# }
# hidden_effect = {
# pay_long_term_gold = {
# target = scope:varangian_2
# gold = 25
# }
# }
# }
# if = {
# limit = {
# exists = scope:varangian_3
# }
# reverse_add_opinion = {
# target = scope:varangian_3
# modifier = loyalty_opinion
# opinion = 60
# }
# hidden_effect = {
# pay_long_term_gold = {
# target = scope:varangian_3
# gold = 25
# }
# }
# }
#
# #Apply randomized_malus
# ep3_palace_looting_random_malus_effect = yes
#
# stress_impact = {
# generous = miniscule_stress_impact_loss
# paranoid = minor_stress_impact_loss
# greedy = medium_stress_impact_gain
# vengeful = medium_stress_impact_gain
# arrogant = minor_stress_impact_gain
# arbitrary = minor_stress_impact_gain
# }
# ai_chance = {
# base = 200
# ai_value_modifier = {
# ai_greed = -0.5
# ai_boldness = -0.5
# ai_vengefulness = -1
# }
# modifier = {
# factor = 0
# OR = {
# has_trait = greedy
# has_trait = vengeful
# has_trait = arrogant
# has_trait = arbitrary
# }
# }
# modifier = {
# factor = 0.5
# OR = {
# has_trait = arrogant
# has_trait = arbitrary
# }
# }
# }
# }
# after = {
# if = {
# limit = {
# scope:varangian_leader = {
# has_character_flag = need_military_outfit
# }
# }
# scope:varangian_leader = {
# remove_character_flag = need_military_outfit
# }
# }
# if = {
# limit = {
# has_character_flag = malus_broken_artifact
# }
# remove_character_flag = malus_broken_artifact
# }
# if = {
# limit = {
# has_character_flag = malus_stolen_artifact
# }
# remove_character_flag = malus_stolen_artifact
# }
# if = {
# limit = {
# has_character_flag = malus_court_grandeur
# }
# remove_character_flag = malus_court_grandeur
# }
# if = {
# limit = {
# has_character_flag = refuse_bonus_dread
# }
# remove_character_flag = refuse_bonus_dread
# }
# if = {
# limit = {
# has_character_flag = refuse_bonus_opinion
# }
# remove_character_flag = refuse_bonus_opinion
# }
# if = {
# limit = {
# has_character_flag = refuse_bonus_prestige
# }
# remove_character_flag = refuse_bonus_prestige
# }
# if = {
# limit = {
# has_character_flag = accept_bonus_heavy_infantry
# }
# remove_character_flag = accept_bonus_heavy_infantry
# }
# if = {
# limit = {
# has_character_flag = accept_bonus_scheme_resist
# }
# remove_character_flag = accept_bonus_scheme_resist
# }
# if = {
# limit = {
# has_character_flag = accept_bonus_army
# }
# remove_character_flag = accept_bonus_army
# }
# if = {
# limit = {
# has_character_flag = accept_bonus_legitimacy
# }
# remove_character_flag = accept_bonus_legitimacy
# }
# }
#}
#
##Byzantine emperor sends fireships to defend the strait of Marmara
#ep3_emperor_yearly.3010 = {
# hidden = yes
#
# trigger = {
# #province is strait of Marmara
# scope:army.location = {
# OR = {
# this = province:947
# this = province:950
# this = province:948
# this = province:8667
# this = province:8668
# this = province:8665
# }
# }
# #A lot of jank would be introduced by multiplayer and armies continuing to move, unpaused
# has_multiple_players = no
# title:c_byzantion = { has_county_modifier = defensive_fire_dromons_modifier }
# NOT = { has_character_flag = used_fire_dromons }
# #this event is really going to f up the enemy army in a way no player will appreciate
# is_ai = yes
#
# #Is it at war with powerful ruler whose capital is Constantinople
# any_war_enemy = {
# is_landed = yes
# capital_county = title:c_byzantion
# capital_province = { is_occupied = no }
# culture = {
# OR = {
# this = culture:greek
# any_parent_culture_or_above = { this = culture:greek }
# }
# }
# }
# }
#
# immediate = {
# save_scope_as = invader
# scope:army.army_commander ?= { save_scope_as = invading_commander }
# random_war_enemy = {
# limit = {
# is_landed = yes
# capital_county = title:c_byzantion
# capital_province = { is_occupied = no }
# culture = {
# OR = {
# this = culture:greek
# any_parent_culture_or_above = { this = culture:greek }
# }
# }
# }
# save_scope_as = marmara_defender
# }
# scope:marmara_defender = {
# trigger_event = ep3_emperor_yearly.3011
# }
# }
#}
#
#ep3_emperor_yearly.3011 = {
# type = character_event
# title = ep3_emperor_yearly.3011.t
# desc = {
# desc = ep3_emperor_yearly.3011.intro
# first_valid = {
# triggered_desc = {
# trigger = {
# scope:invader = {
# this = scope:invading_commander
# }
# }
# desc = ep3_emperor_yearly.3011.liege_attacking
# }
# desc = ep3_emperor_yearly.3011.commander_attacking
# }
# desc = ep3_emperor_yearly.3011.desc
# triggered_desc = {
# trigger = {
# knows_language = language_greek
# OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
# }
# desc = ep3_emperor_yearly.3011.kyrie_eleison
# }
# }
# theme = war
# override_background = { reference = ep3_constantinople }
# left_portrait = {
# character = scope:city_defender
# animation = survey
# camera = camera_event_left_away
# }
# lower_right_portrait = {
# character = scope:invading_commander
# }
#
# immediate = {
# #perspective character for event window
# if = {
# limit = {
# is_available = yes
# }
# save_scope_as = city_defender
# }
# else_if = {
# limit = {
# cp:councillor_marshal ?= {
# is_available = yes
# }
# }
# cp:councillor_marshal = {
# save_scope_as = city_defender
# }
# }
# else_if = {
# limit = {
# OR = {
# has_diarchy_type = temporary_regency
# has_diarchy_type = regency
# }
# diarch = {
# is_available = yes
# }
# }
# diarch = { save_scope_as = city_defender }
# }
# else = {
# save_scope_as = city_defender
# }
# scope:city_defender = {
# add_character_flag = need_military_outfit
# }
# scope:invader = {
# if = {
# limit = {
# any_knight = {
# is_in_army = yes
# this != scope:invading_commander
# }
# }
# random_knight = {
# limit = {
# is_in_army = yes
# this != scope:invading_commander
# }
# save_scope_as = knight_1
# }
# }
# if = {
# limit = {
# any_knight = {
# is_in_army = yes
# NOR = {
# this = scope:knight_1
# this = scope:invading_commander
# }
# }
# }
# random_knight = {
# limit = {
# is_in_army = yes
# NOR = {
# this = scope:knight_1
# this = scope:invading_commander
# }
# }
# save_scope_as = knight_2
# }
# }
# if = {
# limit = {
# any_knight = {
# is_in_army = yes
# NOR = {
# this = scope:knight_1
# this = scope:knight_2
# this = scope:invading_commander
# }
# }
# }
# random_knight = {
# limit = {
# is_in_army = yes
# NOR = {
# this = scope:knight_1
# this = scope:knight_2
# this = scope:invading_commander
# }
# }
# save_scope_as = knight_3
# }
# }
# if = {
# limit = {
# any_knight = {
# is_in_army = yes
# NOR = {
# this = scope:knight_1
# this = scope:knight_2
# this = scope:knight_3
# this = scope:invading_commander
# }
# }
# }
# random_knight = {
# limit = {
# is_in_army = yes
# NOR = {
# this = scope:knight_1
# this = scope:knight_2
# this = scope:knight_3
# this = scope:invading_commander
# }
# }
# save_scope_as = knight_4
# }
# }
# if = {
# limit = {
# any_knight = {
# is_in_army = yes
# NOR = {
# this = scope:knight_1
# this = scope:knight_2
# this = scope:knight_3
# this = scope:knight_4
# this = scope:invading_commander
# }
# }
# }
# random_knight = {
# limit = {
# is_in_army = yes
# NOR = {
# this = scope:knight_1
# this = scope:knight_2
# this = scope:knight_3
# this = scope:knight_4
# this = scope:invading_commander
# }
# }
# save_scope_as = knight_5
# }
# }
# }
# }
# #Use the greek fire ships
# option = {
# name = ep3_emperor_yearly.3011.a
# add_character_flag = {
# flag = used_fire_dromons
# days = 30
# }
# custom_tooltip = unable_to_use_fire_ships_tooltip
# scope:city_defender = {
# duel = {
# skill = martial
# target = scope:invading_commander
# 35 = { #Your fleet ruins the enemy
# desc = ep3_emperor_yearly.3011.a.success
# compare_modifier = {
# value = scope:duel_value
# multiplier = 3.5
# min = -34
# }
# modifier = {
# has_trait = forder
# add = 20
# }
# modifier = {
# highest_held_title_tier >= tier_empire
#
# add = 10
# }
# modifier = {
# scope:army = {
# army_size <= 1000
# }
# add = 10
# }
# modifier = {
# scope:army = {
# #Big enough army to actually siege the city
# army_size < 2500
# }
# add = 10
# }
# modifier = {
# scope:invading_commander = {
# has_trait = reckless
# }
# add = 10
# }
# modifier = {
# has_trait = reckless
# add = 10
# }
# modifier = {
# has_trait = aggressive_attacker
# add = 10
# }
# modifier = {
# has_trait = military_engineer
# add = 10
# }
# modifier = {
# scope:invading_commander = {
# has_trait = aggressive_attacker
# }
# add = 10
# }
# modifier = {
# province:496 = {
# has_building_or_higher = curtain_walls_01
# }
# add = 5
# }
# modifier = {
# province:496 = {
# has_building_or_higher = curtain_walls_03
# }
# add = 5
# }
# modifier = {
# province:496 = {
# has_building_or_higher = curtain_walls_05
# }
# add = 5
# }
# modifier = {
# province:496 = {
# has_building_or_higher = curtain_walls_07
# }
# add = 5
# }
# modifier = {
# province:496 = {
# has_building_or_higher = common_tradeport_01
# }
# add = 5
# }
# modifier = {
# province:496 = {
# has_building_or_higher = common_tradeport_03
# }
# add = 5
# }
# modifier = {
# province:496 = {
# has_building_or_higher = common_tradeport_05
# }
# add = 5
# }
# modifier = {
# province:496 = {
# has_building_or_higher = common_tradeport_07
# }
# add = 5
# }
# show_as_tooltip = { ep3_greek_fire_success_effect = yes }
# root = { add_character_flag = successful_greek_fire_attack }
# }
# 50 = { #Your fleet does some damage
# desc = ep3_emperor_yearly.3011.a.fail
# compare_modifier = {
# value = scope:duel_value
# multiplier = -3.5
# min = -49
# }
# modifier = {
# has_trait = forder
# add = 40
# }
# modifier = {
# scope:army = {
# #Big enough army to actually siege the city
# army_size < 2500
# }
# add = 20
# }
# modifier = {
# scope:army = {
# army_size <= 1000
# }
# add = 20
# }
# modifier = {
# scope:invading_commander = {
# has_trait = reckless
# }
# add = 20
# }
# modifier = {
# scope:invading_commander = {
# has_trait = aggressive_attacker
# }
# add = 10
# }
# modifier = {
# has_trait = aggressive_attacker
# add = 20
# }
# modifier = {
# has_trait = military_engineer
# add = 20
# }
# modifier = {
# province:496 = {
# has_building_or_higher = curtain_walls_01
# }
# add = 10
# }
# modifier = {
# province:496 = {
# has_building_or_higher = curtain_walls_03
# }
# add = 10
# }
# modifier = {
# province:496 = {
# has_building_or_higher = curtain_walls_05
# }
# add = 10
# }
# modifier = {
# province:496 = {
# has_building_or_higher = curtain_walls_07
# }
# add = 10
# }
# modifier = {
# province:496 = {
# has_building_or_higher = common_tradeport_01
# }
# add = 10
# }
# modifier = {
# province:496 = {
# has_building_or_higher = common_tradeport_03
# }
# add = 10
# }
# modifier = {
# province:496 = {
# has_building_or_higher = common_tradeport_05
# }
# add = 10
# }
# modifier = {
# province:496 = {
# has_building_or_higher = common_tradeport_07
# }
# add = 10
# }
# show_as_tooltip = { ep3_greek_fire_fail_effect = yes }
# root = { add_character_flag = failed_greek_fire_attack }
# }
# 15 = { #Your fleet does a little damage and... ruins themselves
# desc = ep3_emperor_yearly.3011.a.critical_fail
# compare_modifier = {
# value = scope:duel_value
# multiplier = -3.5
# min = -14
# }
# modifier = {
# scope:invading_commander = {
# has_trait = forder
# }
# add = 40
# }
# modifier = {
# scope:invading_commander = {
# has_trait = organizer
# }
# add = 20
# }
# modifier = {
# scope:invading_commander = {
# has_trait = cautious_leader
# }
# add = 20
# }
# modifier = {
# has_trait = cautious_leader
# add = 20
# }
#
# modifier = {
# scope:army = {
# army_size >= 5000
# }
# add = 20
# }
# modifier = {
# scope:army = {
# army_size >= 10000
# }
# add = 20
# }
# show_as_tooltip = { ep3_greek_fire_crit_fail_effect = yes }
# root = { add_character_flag = crit_failed_greek_fire_attack }
# }
# }
# }
# trigger_event = ep3_emperor_yearly.3012
# stress_impact = {
# compassionate = medium_stress_impact_gain
# cautious_leader = medium_stress_impact_gain
# patient = minor_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_boldness = 1
# }
# modifier = {
# add = 20
# scope:city_defender = {
# martial >= high_skill_rating
# }
# }
# modifier = {
# add = 20
# scope:invading_commander = {
# martial <= high_skill_rating
# }
# }
# modifier = {
# factor = 0.5
# OR = {
# has_trait = compassionate
# has_trait = cautious_leader
# }
# }
# modifier = {
# factor = 2
# scope:army = {
# army_size >= 4000
# }
# }
# modifier = {
# factor = 2
# scope:army = {
# army_size >= 7000
# }
# }
# }
# }
# #Don't attack
# option = {
# name = ep3_emperor_yearly.3011.b
# if = {
# limit = {
# scope:army = {
# #Big enough army to actually siege the city
# army_size >= 4000
# }
# }
# add_prestige = medium_prestige_loss
# }
# else_if = {
# limit = {
# scope:army = {
# army_size >= 3000
# }
# }
# add_prestige = minor_prestige_loss
# }
# else = {
# add_prestige = miniscule_prestige_loss
# }
# stress_impact = {
# vengeful = medium_stress_impact_gain
# wrathful = medium_stress_impact_gain
# sadistic = miniscule_stress_impact_gain
# reckless = minor_stress_impact_gain
# brave = minor_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_energy = -1
# ai_boldness = -1
# }
# modifier = {
# add = 20
# scope:city_defender = {
# martial < decent_skill_rating
# }
# }
# modifier = {
# add = 20
# scope:invading_commander = {
# martial > very_high_skill_rating
# }
# }
# modifier = {
# factor = 0.5
# OR = {
# has_trait = wrathful
# has_trait = vengeful
# has_trait = reckless
# has_trait = brave
# }
# }
# modifier = {
# factor = 2
# scope:army = {
# army_size <= 2000
# }
# }
# modifier = {
# factor = 2
# scope:army = {
# army_size < 1000
# }
# }
# }
# }
# after = {
# scope:city_defender = { remove_character_flag = need_military_outfit }
# }
#}
#
#ep3_emperor_yearly.3012 = {
# type = character_event
# title = ep3_emperor_yearly.3012.t
# desc = {
# desc = ep3_emperor_yearly.3012.intro
# #Triggered desc based on success
# first_valid = {
# triggered_desc = {
# trigger = {
# has_character_flag = successful_greek_fire_attack
# }
# desc = ep3_emperor_yearly.3012.attack_success
# }
# triggered_desc = {
# trigger = {
# has_character_flag = failed_greek_fire_attack
# }
# desc = ep3_emperor_yearly.3012.attack_fail
# }
# triggered_desc = {
# trigger = {
# has_character_flag = crit_failed_greek_fire_attack
# }
# desc = ep3_emperor_yearly.3012.attack_crit_fail
# }
# }
# }
# theme = war
# override_background = { reference = ocean }
# widget = {
# gui = "event_window_widget_vfx_heavy_smoke"
# container = "foreground_shader_vfx_container"
# }
# right_portrait = {
# character = scope:invading_commander
# triggered_animation = {
# trigger = {
# root = { has_character_flag = successful_greek_fire_attack }
# }
# animation = sword_yield_start
# }
# triggered_animation = {
# trigger = {
# root = { has_character_flag = failed_greek_fire_attack }
# }
# animation = fear
# }
# triggered_animation = {
# trigger = {
# root = { has_character_flag = crit_failed_greek_fire_attack }
# }
# animation = sword_coup_degrace
# }
# }
#
# immediate = {
# play_music_cue = "mx_cue_war_declared"
# #show effect as tooltip here
# create_character_memory = {
# type = endured_greek_fire_memory
# participants = {
# attacker = root
# }
# }
# }
#
# option = {
# name = {
# trigger = { has_character_flag = successful_greek_fire_attack }
# text = ep3_emperor_yearly.3012.a_success
# }
# name = {
# trigger = { has_character_flag = failed_greek_fire_attack }
# text = ep3_emperor_yearly.3012.a_fail
# }
# name = {
# trigger = { has_character_flag = crit_failed_greek_fire_attack }
# text = ep3_emperor_yearly.3012.a_crit_fail
# }
#
# if = {
# limit = { has_character_flag = successful_greek_fire_attack
# }
# ep3_greek_fire_success_effect = yes
# }
# if = {
# limit = {
# has_character_flag = failed_greek_fire_attack
# }
# ep3_greek_fire_fail_effect = yes
# }
# if = {
# limit = {
# has_character_flag = crit_failed_greek_fire_attack
# }
# ep3_greek_fire_crit_fail_effect = yes
# }
# #Apply memory to invading commander?
# if = {
# limit = {
# has_character_flag = successful_greek_fire_attack
# }
# stress_impact = {
# sadistic = medium_stress_impact_loss
# paranoid = minor_stress_impact_loss
# vengeful = medium_stress_impact_loss
# callous = minor_stress_impact_loss
# }
# }
# }
# after = {
# if = {
# limit = { has_character_flag = successful_greek_fire_attack
# }
# remove_character_flag = successful_greek_fire_attack
# }
# if = {
# limit = {
# has_character_flag = failed_greek_fire_attack
# }
# remove_character_flag = failed_greek_fire_attack
# }
# if = {
# limit = {
# has_character_flag = crit_failed_greek_fire_attack
# }
# remove_character_flag = crit_failed_greek_fire_attack
# }
# }
#}
#