1282 lines
31 KiB
Text
1282 lines
31 KiB
Text
namespace = british_isles
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##################################################
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### British Isles Major Decision Events
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# 0001 - Reclaiming Britannia
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# 1001 - Restoring the Danelaw
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# 2001 - Embrace English Culture
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# 3001 - Request Laudabiliter
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##################################################
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##################################################
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# Reclaim Britannia
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# by Linnéa Thimrén
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##################################################
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#british_isles.0001 = {
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# type = character_event
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# title = british_isles.0001.t
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# desc = british_isles.0001.desc
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# theme = realm
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# left_portrait = {
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# character = scope:reclaimer
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# animation = personality_honorable
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# }
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#
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# immediate = {
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# play_music_cue = "mx_cue_epic_sacral_moment"
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# save_scope_as = reclaimer
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# reclaim_britannia_decision_effect = yes
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# legend_seed_great_deed_region_effect = {
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# REGION = geographical_region:world_europe_west_britannia
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# }
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# }
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#
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# option = {
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# name = british_isles.0001.a
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# }
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#}
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#
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## Players informed
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#british_isles.0002 = {
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# type = character_event
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# title = british_isles.0001.t
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# desc = british_isles.0002.desc
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# theme = realm
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# left_portrait = {
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# character = scope:reclaimer
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# animation = personality_honorable
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# }
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#
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# option = { # Not celtic
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# name = british_isles.0002.a
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# trigger = {
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# NOR = {
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# culture = { has_cultural_pillar = heritage_goidelic }
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# culture = { has_cultural_pillar = heritage_brythonic }
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# }
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# }
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# }
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# option = { # Also celtic
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# name = british_isles.0002.b
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# trigger = {
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# OR = {
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# culture = { has_cultural_pillar = heritage_goidelic }
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# culture = { has_cultural_pillar = heritage_brythonic }
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# }
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# }
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# }
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#}
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##################################################
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# Restoring the Danelaw
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# by Linnéa Thimrén
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##################################################
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#
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#british_isles.1001 = {
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# type = character_event
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# title = british_isles.1001.t
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# desc = british_isles.1001.desc
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# theme = realm
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# orphan = yes
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# left_portrait = {
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# character = scope:restorer
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# animation = personality_honorable
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# }
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#
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# immediate = {
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# save_scope_as = restorer
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#
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# restore_the_danelaw_effect = yes
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# }
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#
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# option = {
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# name = british_isles.1001.a
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# }
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#}
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#
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## Players informed of the Danelaw being created
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#british_isles.1002 = {
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# type = character_event
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# title = british_isles.1002.t
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# orphan = yes
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# desc = {
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# first_valid = {
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# triggered_desc = {
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# trigger = {
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# culture = { has_cultural_pillar = heritage_north_germanic }
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# }
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# desc = british_isles.1002.desc_same_culture
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# }
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# desc = british_isles.1002.desc
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# }
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# }
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# theme = realm
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# left_portrait = {
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# character = scope:restorer
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# animation = personality_honorable
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# }
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# override_background = { reference = farmland }
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#
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# option = { # Not Danish
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# name = british_isles.1002.a
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# trigger = {
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# NOT = { culture = { has_cultural_pillar = heritage_north_germanic } }
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# }
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# }
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#
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# option = { # Also Danish
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# name = british_isles.1002.b
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# trigger = {
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# culture = { has_cultural_pillar = heritage_north_germanic }
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# }
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# }
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#
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# option = { # Give players close to restorer a chance to convert
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# name = british_isles.1002.c
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# trigger = {
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# root.culture != scope:restorer.culture
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# OR = {
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# is_close_family_of = scope:restorer
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# is_vassal_of = scope:restorer
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# }
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# }
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# set_culture = scope:restorer.culture
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# hidden_effect = {
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# if = {
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# limit = { any_spouse = { is_landed = no } }
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# every_spouse = {
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# set_culture = scope:restorer.culture
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# }
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# }
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# if = {
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# limit = {
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# any_close_family_member = {
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# is_landed = no
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# NOT = { is_spouse_of = prev }
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# }
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# }
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# every_close_family_member = {
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# limit = {
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# is_landed = no
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# NOT = { is_spouse_of = prev }
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# }
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# set_culture = scope:restorer.culture
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# }
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# }
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# }
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# }
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#}
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#
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## You proposition a powerful opposing warlord about partitioning the nation.
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## by Ewan Cowhig Croft
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#british_isles.1011 = {
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# type = character_event
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# title = british_isles.1011.t
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# desc = {
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# first_valid = {
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# triggered_desc = {
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# trigger = { negotiate_the_danelaw_norse_side_trigger = yes }
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# desc = british_isles.1011.nord
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# }
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# desc = british_isles.1011.brit
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# }
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# desc = british_isles.1011.outro
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# }
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# theme = crown
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# left_portrait = {
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# character = scope:ntd_actor
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# animation = personality_rational
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# }
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# right_portrait = {
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# character = scope:ntd_recipient
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# animation = personality_bold
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# }
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#
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# immediate = {
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# # Grab actors.
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# ## Root initially.
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# save_scope_as = ntd_actor
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# ## But also the best possible opposition.
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# ### We start by grabbing all possible opposition.
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# title:k_england = {
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# every_in_de_jure_hierarchy = {
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# limit = {
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# holder ?= { negotiate_the_danelaw_valid_danelaw_opponent_trigger = yes }
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# }
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# holder = { add_to_list = possible_danelaw_partners_list }
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# }
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# }
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# ### Then sort through those to find the best.
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# ordered_in_list = {
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# list = possible_danelaw_partners_list
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# order_by = negotiate_the_danelaw_preferable_opponent_value
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# save_scope_as = ntd_recipient
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# }
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# ## Now, let's figure out who's who.
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# scope:ntd_actor = {
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# if = {
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# limit = { negotiate_the_danelaw_british_side_trigger = yes }
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# save_scope_as = ntd_brit
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# }
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# else = { save_scope_as = ntd_nord }
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# }
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# scope:ntd_recipient = {
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# if = {
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# limit = { exists = scope:ntd_brit }
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# save_scope_as = ntd_nord
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# }
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# else = { save_scope_as = ntd_brit }
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# }
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# }
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#
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# # Send the letter.
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# option = {
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# name = british_isles.1011.a
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#
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# # Scope:ntd_recipient will get to decide.
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# custom_tooltip = british_isles.1011.a.tt
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# scope:ntd_recipient = { trigger_event = british_isles.1021 }
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# # Show the possible results.
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# show_as_tooltip = { negotiate_the_danelaw_each_way_effect = yes }
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#
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# # No stress for the basic option.
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# ai_chance = {
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# # AI should always be fairly likely to pick this.
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# base = 100
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# }
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# }
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#
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# # Send the letter, and an open hand of friendship.
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# option = {
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# name = british_isles.1011.b
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# trigger = {
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# # Must be following a reformed faith.
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# faith = {
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# NOT = { has_doctrine_parameter = unreformed }
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# }
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# # And be able to accept them as a friend.
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# can_set_relation_friend_trigger = { CHARACTER = scope:ntd_recipient }
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# }
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#
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# # All of the above results apply.
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# custom_tooltip = british_isles.1011.b.above_applies.tt
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# # But also you'll take them into your faith & household.
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# custom_tooltip = british_isles.1011.b.offer_faith.tt
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# save_scope_value_as = {
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# name = ntd_friendship_offered
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# value = yes
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# }
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# scope:ntd_recipient = { trigger_event = british_isles.1021 }
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#
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# stress_impact = {
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# gregarious = minor_stress_impact_loss
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# zealous = medium_stress_impact_loss
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# forgiving = major_stress_impact_loss
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# trusting = major_stress_impact_loss
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# shy = minor_stress_impact_gain
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# cynical = medium_stress_impact_gain
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# vengeful = major_stress_impact_gain
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# paranoid = major_stress_impact_gain
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# }
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# ai_chance = {
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# base = 100
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# ai_value_modifier = {
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# ai_compassion = 1
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# ai_vengefulness = -1
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# }
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# modifier = { # Weight up for stress.
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# add = 10
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# has_trait = gregarious
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# }
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# modifier = { # Weight up for stress.
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# add = 20
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# has_trait = zealous
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# }
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# modifier = { # Weight up for stress.
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# add = 30
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# has_trait = forgiving
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# }
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# modifier = { # Weight up for stress.
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# add = 30
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# has_trait = trusting
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# }
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# modifier = { # Weight down for stress.
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# add = -10
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# has_trait = shy
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# }
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# modifier = { # Weight down for stress.
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# add = -20
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# has_trait = cynical
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# }
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# modifier = { # Weight down for stress.
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# add = -30
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# has_trait = vengeful
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# }
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# modifier = { # Weight down for stress.
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# add = -30
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# has_trait = paranoid
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# }
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# }
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# }
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#
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# # Diplomacy is the coward's way out!
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# option = {
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# name = british_isles.1011.c
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#
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# # The Danelaw may yet be negotiated by someone else.
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# custom_tooltip = british_isles.1011.c.tt
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# remove_list_global_variable = {
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# name = unavailable_unique_decisions
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# target = flag:negotiate_the_danelaw_decision
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# }
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#
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# # No stress for cancelling out of a decision before it's started.
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# ai_chance = {
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# # If the AI has taken the decision, then they should always go through with it.
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# base = 0
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# }
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# }
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#}
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#
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#scripted_effect british_isles_1021_notify_other_players_effect = {
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# every_player = {
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# limit = {
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# NOR = {
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# this = scope:ntd_actor
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# this = scope:ntd_recipient
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# }
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# any_sub_realm_county = {
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# title_province = { geographical_region = world_europe_west_britannia }
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# }
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# }
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# trigger_event = british_isles.1022
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# }
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#}
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#
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## An enemy ruler proposes that you and they partition k_england.
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## by Ewan Cowhig Croft
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#british_isles.1021 = {
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# type = character_event
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# title = british_isles.1021.t
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# desc = {
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# desc = british_isles.1021.intro
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# first_valid = {
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# triggered_desc = {
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# trigger = { negotiate_the_danelaw_norse_side_trigger = yes }
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# desc = british_isles.1021.nord
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# }
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# desc = british_isles.1021.brit
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# }
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# desc = british_isles.1021.outro
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# }
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# theme = crown
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# left_portrait = {
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# character = scope:ntd_recipient
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# animation = personality_rational
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# }
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# right_portrait = {
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# character = scope:ntd_actor
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# animation = personality_bold
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# }
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# override_background = { reference = farmland }
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#
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# trigger = { negotiate_the_danelaw_basic_filter_trigger = yes }
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#
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# on_trigger_fail = {
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# # Inform scope:ntd_actor that something has gone wrong.
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# scope:ntd_actor = {
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# send_interface_toast = {
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# title = british_isles.1021.invalidation.t
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# left_icon = scope:ntd_recipient
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# custom_tooltip = british_isles.1021.invalidation.tt
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# remove_list_global_variable = {
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# name = unavailable_unique_decisions
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# target = flag:negotiate_the_danelaw_decision
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# }
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# }
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# }
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# }
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#
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# # A crown that none can deny, you say?
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# option = {
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# name = british_isles.1021.a
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#
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# # Inform scope:ntd_actor.
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# hidden_effect = {
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# scope:ntd_actor = {
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# send_interface_toast = {
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# title = british_isles.1021.a.accepted
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# left_icon = scope:ntd_recipient
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# custom_tooltip = british_isles.1021.a.accepted.tt
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# }
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# }
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# }
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# # And inform other players.
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# british_isles_1021_notify_other_players_effect = yes
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# # Then apply effects.
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# negotiate_the_danelaw_accept_effect = yes
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#
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# # No stress for the basic option.
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# ai_chance = {
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# # AI should always be fairly likely to pick this.
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# base = 100
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# }
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# }
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#
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# # Perhaps... perhaps it #EMP is#! time for a change...
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# option = {
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# name = british_isles.1021.b
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# trigger = { exists = scope:ntd_friendship_offered }
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#
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# # Inform scope:ntd_actor.
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# hidden_effect = {
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# scope:ntd_actor = {
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# send_interface_toast = {
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# title = british_isles.1021.b.accepted.critical
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# left_icon = scope:ntd_recipient
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# custom_tooltip = british_isles.1021.b.accepted.critical.tt
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# }
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# }
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# }
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# # And inform other players.
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# british_isles_1021_notify_other_players_effect = yes
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# # All of the above results apply.
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# custom_tooltip = british_isles.1021.b.above_applies.tt
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# hidden_effect = { negotiate_the_danelaw_accept_effect = yes }
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# # And _also_ you switch faith and are accepted as a friend of scope:ntd_actor.
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# set_relation_friend = { reason = friend_partitioned_england target = scope:ntd_recipient }
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# # If possible, switch to scope:ntd_actor's faith.
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# ## Yeah, I realise that this is an easy way to skirt the restrictions from HumSac'ing a HoF. :) Benefits of having a godperson vouch for you.
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# if = {
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# limit = {
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# scope:ntd_recipient.faith != scope:ntd_actor.faith
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# }
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# scope:ntd_recipient = { set_character_faith_with_conversion = scope:ntd_actor }
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# }
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#
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# stress_impact = {
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# gregarious = minor_stress_impact_loss
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# cynical = medium_stress_impact_loss
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# trusting = medium_stress_impact_loss
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# shy = minor_stress_impact_gain
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# zealous = major_stress_impact_gain
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# paranoid = major_stress_impact_gain
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# }
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# ai_chance = {
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# base = 100
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# ai_value_modifier = {
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# ai_compassion = 0.5
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# ai_vengefulness = -0.25
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# ai_zeal = -1
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# }
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# modifier = { # Weight up for stress.
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# add = 10
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# has_trait = gregarious
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# }
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# modifier = { # Weight up for stress.
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# add = 20
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# has_trait = cynical
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# }
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# modifier = { # Weight up for stress.
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# add = 20
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# has_trait = trusting
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# }
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# modifier = { # Weight down for stress.
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# add = -10
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# has_trait = shy
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# }
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# modifier = { # Weight down for stress.
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# add = -30
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# has_trait = zealous
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# }
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# modifier = { # Weight down for stress.
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# add = -30
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# has_trait = paranoid
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# }
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# }
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# }
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#
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# # What rot! Let all the world see HerHis cowardice!
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# option = {
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# name = british_isles.1021.c
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#
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# # Inform scope:ntd_actor that their bargain has been rejected.
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# hidden_effect = {
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# scope:ntd_actor = {
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# send_interface_toast = {
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# title = british_isles.1021.c.rejected
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# left_icon = scope:ntd_recipient
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# custom_tooltip = british_isles.1021.c.rejected.tt
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# }
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# }
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# }
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# # Apply rejection effects.
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# negotiate_the_danelaw_reject_effect = yes
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|
#
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# # No stress for not going in on the risky game-changing deal.
|
|
# ai_chance = {
|
|
# # We basically always want the AI to agree to this.
|
|
# base = 0
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
## Danelaw Negotiated, other POV.
|
|
## by Ewan Cowhig Croft
|
|
#british_isles.1022 = {
|
|
# type = character_event
|
|
# title = british_isles.1022.t
|
|
# desc = british_isles.1022.desc
|
|
# theme = crown
|
|
# left_portrait = {
|
|
# character = scope:ntd_actor
|
|
# animation = personality_honorable
|
|
# }
|
|
# right_portrait = {
|
|
# character = scope:ntd_recipient
|
|
# animation = personality_rational
|
|
# }
|
|
# override_background = { reference = farmland }
|
|
#
|
|
# immediate = {
|
|
# play_music_cue = "mx_cue_peace_ensues"
|
|
# # Show the effects playing out elsewhere.
|
|
# show_as_tooltip = { negotiate_the_danelaw_accept_effect = yes }
|
|
# # Save a dummy gender for loc.
|
|
# random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender }
|
|
# }
|
|
#
|
|
# # What brazen treachery of their countrywomenmen is this?
|
|
# option = {
|
|
# name = british_isles.1022.a
|
|
#
|
|
# # A partition is begun...
|
|
# custom_tooltip = british_isles.1022.a.tt
|
|
#
|
|
# # No stress for a simply notification event.
|
|
# ai_chance = {
|
|
# # No need for complex AI chance for single-option event.
|
|
# base = 100
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
## Partition Result - Destruction
|
|
#british_isles.1031 = {
|
|
# hidden = yes
|
|
# orphan = yes
|
|
#
|
|
# trigger = {
|
|
# # Partition must be active.
|
|
# exists = global_var:partition_active_danelaw
|
|
# # And the destroyed title must be one of the two partitioned entities.
|
|
# OR = {
|
|
# scope:landed_title = title:k_england
|
|
# scope:landed_title = title:k_danelaw
|
|
# }
|
|
# }
|
|
#
|
|
# immediate = {
|
|
# # If k_england has been destroyed, set k_danelaw as the de jure inheritor.
|
|
# if = {
|
|
# limit = { scope:landed_title = title:k_england }
|
|
# title:k_danelaw = { save_scope_as = partition_winner }
|
|
# # Try to grab the old holder for down the line.
|
|
# if = {
|
|
# limit = {
|
|
# exists = this
|
|
# is_alive = yes
|
|
# }
|
|
# save_scope_as = loser
|
|
# }
|
|
# }
|
|
# # If k_danelaw has been destroyed, set k_england as the de jure inheritor.
|
|
# if = {
|
|
# limit = { scope:landed_title = title:k_danelaw }
|
|
# title:k_england = { save_scope_as = partition_winner }
|
|
# if = {
|
|
# limit = {
|
|
# exists = this
|
|
# is_alive = yes
|
|
# }
|
|
# save_scope_as = loser
|
|
# }
|
|
# }
|
|
# # Either way, trigger the maintenance event.
|
|
# trigger_event = british_isles.1041
|
|
# }
|
|
#}
|
|
#
|
|
## Partition Result - Gained Both
|
|
#british_isles.1032 = {
|
|
# hidden = yes
|
|
#
|
|
# trigger = {
|
|
# # Partition must be active.
|
|
# exists = global_var:partition_active_danelaw
|
|
# # The gained title must be one of the two partitioned entities.
|
|
# OR = {
|
|
# scope:title = title:k_england
|
|
# scope:title = title:k_danelaw
|
|
# }
|
|
# # And you must now hold both titles.
|
|
# this = title:k_england.holder
|
|
# this = title:k_danelaw.holder
|
|
# }
|
|
#
|
|
# immediate = {
|
|
# # If k_england has been inherited, set k_danelaw as the de jure inheritor.
|
|
# if = {
|
|
# limit = { scope:title = title:k_england }
|
|
# title:k_danelaw = { save_scope_as = partition_winner }
|
|
# # Try to grab the old holder for down the line.
|
|
# if = {
|
|
# limit = { exists = scope:previous_holder }
|
|
# scope:previous_holder = { save_scope_as = loser }
|
|
# }
|
|
# }
|
|
# # If k_danelaw has been inherited, set k_england as the de jure inheritor.
|
|
# if = {
|
|
# limit = { scope:title = title:k_danelaw }
|
|
# title:k_england = { save_scope_as = partition_winner }
|
|
# # Try to grab the old holder for down the line.
|
|
# if = {
|
|
# limit = { exists = scope:previous_holder }
|
|
# scope:previous_holder = { save_scope_as = loser }
|
|
# }
|
|
# }
|
|
# # Either way, trigger the maintenance event.
|
|
# trigger_event = british_isles.1041
|
|
# }
|
|
#}
|
|
#
|
|
#scripted_trigger british_isles_1033_england_lost_last_de_jure_trigger = {
|
|
# AND = {
|
|
# this = title:k_england.holder
|
|
# title:k_england = {
|
|
# any_in_de_jure_hierarchy = {
|
|
# tier = tier_county
|
|
# count = 0
|
|
# save_temporary_scope_as = county
|
|
# root = {
|
|
# any_sub_realm_county = { this = scope:county }
|
|
# }
|
|
# }
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
#scripted_trigger british_isles_1033_danelaw_lost_last_de_jure_trigger = {
|
|
# AND = {
|
|
# this = title:k_danelaw.holder
|
|
# title:k_danelaw = {
|
|
# any_in_de_jure_hierarchy = {
|
|
# tier = tier_county
|
|
# count <= 0
|
|
# save_temporary_scope_as = county
|
|
# root = {
|
|
# any_sub_realm_county = { this = scope:county }
|
|
# }
|
|
# }
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
## Partition Result - Lost All De Jure
|
|
#british_isles.1033 = {
|
|
# hidden = yes
|
|
#
|
|
# trigger = {
|
|
# # Partition must be active.
|
|
# exists = global_var:partition_active_danelaw
|
|
# # Must hold one of the two partitioned titles.
|
|
# OR = {
|
|
# this = title:k_england.holder
|
|
# this = title:k_danelaw.holder
|
|
# }
|
|
# # But not any of the de jure land beneath them.
|
|
# OR = {
|
|
# # First the k_england check.
|
|
# british_isles_1033_england_lost_last_de_jure_trigger = yes
|
|
# # Then the k_danelaw check.
|
|
# british_isles_1033_danelaw_lost_last_de_jure_trigger = yes
|
|
# }
|
|
# }
|
|
#
|
|
# immediate = {
|
|
# # If k_england has lost its last de jure, set k_danelaw as the de jure inheritor.
|
|
# if = {
|
|
# limit = { british_isles_1033_england_lost_last_de_jure_trigger = yes }
|
|
# title:k_danelaw = { save_scope_as = partition_winner }
|
|
# # Try to grab the old holder for down the line.
|
|
# title:k_england = {
|
|
# if = {
|
|
# limit = {
|
|
# exists = this.holder
|
|
# holder = { is_alive = yes }
|
|
# }
|
|
# holder = { save_scope_as = loser }
|
|
# }
|
|
# }
|
|
# }
|
|
# # If k_danelaw has lost its last de jure, set k_england as the de jure inheritor.
|
|
# if = {
|
|
# limit = { british_isles_1033_danelaw_lost_last_de_jure_trigger = yes }
|
|
# title:k_england = { save_scope_as = partition_winner }
|
|
# # Try to grab the old holder for down the line.
|
|
# title:k_danelaw = {
|
|
# if = {
|
|
# limit = {
|
|
# exists = this.holder
|
|
# holder = { is_alive = yes }
|
|
# }
|
|
# holder = { save_scope_as = loser }
|
|
# }
|
|
# }
|
|
# }
|
|
# # Either way, trigger the maintenance event.
|
|
# trigger_event = british_isles.1041
|
|
# }
|
|
#}
|
|
#
|
|
## Partition Result - Processing
|
|
#british_isles.1041 = {
|
|
# hidden = yes
|
|
#
|
|
# trigger = {
|
|
# # Prevent looping my ensuring that the partition is active...
|
|
# exists = global_var:partition_active_danelaw
|
|
# }
|
|
#
|
|
# immediate = {
|
|
# # ... & then immediately removing its active status.
|
|
# remove_global_variable = partition_active_danelaw
|
|
# # First, let's save some scopes for loc & general convenience.
|
|
# scope:partition_winner.holder = { save_scope_as = victor }
|
|
# if = {
|
|
# limit = { scope:partition_winner = title:k_england }
|
|
# title:k_danelaw = { save_scope_as = partition_loser }
|
|
# }
|
|
# else_if = {
|
|
# limit = { scope:partition_winner = title:k_danelaw }
|
|
# title:k_england = { save_scope_as = partition_loser }
|
|
# }
|
|
# title:k_england = { save_scope_as = england }
|
|
# # Send out result events.
|
|
# ## To the winner.
|
|
# scope:victor = { trigger_event = british_isles.1051 }
|
|
# ## If they're still alive, to the loser.
|
|
# if = {
|
|
# limit = { exists = scope:loser }
|
|
# scope:loser = { trigger_event = british_isles.1052 }
|
|
# }
|
|
# ## And any other players within the British Isles.
|
|
# every_player = {
|
|
# limit = {
|
|
# NOR = {
|
|
# this = scope:victor
|
|
# AND = {
|
|
# exists = scope:loser
|
|
# this = scope:loser
|
|
# }
|
|
# }
|
|
# any_sub_realm_county = {
|
|
# title_province = { geographical_region = world_europe_west_britannia }
|
|
# }
|
|
# }
|
|
# trigger_event = british_isles.1053
|
|
# }
|
|
# # Process the actual results.
|
|
# ## We do this last so that we can show correct tooltips in the various preceding events.
|
|
# resolve_danelaw_partition_effect = yes
|
|
# }
|
|
#}
|
|
#
|
|
## Danelaw Partition Settled, Scope:victor POV.
|
|
## by Ewan Cowhig Croft
|
|
#british_isles.1051 = {
|
|
# type = character_event
|
|
# title = british_isles.1051.t
|
|
# desc = british_isles.1051.desc
|
|
# theme = crown
|
|
# left_portrait = {
|
|
# character = scope:victor
|
|
# animation = personality_honorable
|
|
# }
|
|
# right_portrait = {
|
|
# character = scope:loser
|
|
# animation = shame
|
|
# }
|
|
# override_background = { reference = farmland }
|
|
#
|
|
# immediate = {
|
|
# play_music_cue = "mx_cue_peace_ensues"
|
|
# # Show the effects playing out elsewhere.
|
|
# show_as_tooltip = { resolve_danelaw_partition_effect = yes }
|
|
# }
|
|
#
|
|
# # One realm, one GetTitleAsName!
|
|
# option = {
|
|
# name = british_isles.1051.a
|
|
#
|
|
# # Gain a hefty chunk of prestige.
|
|
# add_prestige = massive_prestige_gain
|
|
# # The partition is ended!
|
|
# custom_tooltip = british_isles.1051.a.tt
|
|
#
|
|
# # No stress for a simply notification event.
|
|
# ai_chance = {
|
|
# # No need for complex AI chance for single-option event.
|
|
# base = 100
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
## Danelaw Partition Settled, Scope:loser POV.
|
|
## by Ewan Cowhig Croft
|
|
#british_isles.1052 = {
|
|
# type = character_event
|
|
# title = british_isles.1052.t
|
|
# desc = british_isles.1052.desc
|
|
# theme = crown
|
|
# left_portrait = {
|
|
# character = scope:loser
|
|
# animation = shame
|
|
# }
|
|
# right_portrait = {
|
|
# character = scope:victor
|
|
# animation = schadenfreude
|
|
# }
|
|
# override_background = { reference = farmland }
|
|
#
|
|
# immediate = {
|
|
# play_music_cue = "mx_cue_murder"
|
|
# # Show the effects playing out elsewhere.
|
|
# show_as_tooltip = { resolve_danelaw_partition_effect = yes }
|
|
# }
|
|
#
|
|
# # There will be a reckoning for this slight.
|
|
# option = {
|
|
# name = british_isles.1052.a
|
|
#
|
|
# # Gain some penalty stress.
|
|
# add_stress = medium_stress_gain
|
|
# # The partition is ended!
|
|
# custom_tooltip = british_isles.1052.a.tt
|
|
#
|
|
# # No stress for a simply notification event.
|
|
# ai_chance = {
|
|
# # No need for complex AI chance for single-option event.
|
|
# base = 100
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
## Danelaw Partition Settled, other POV.
|
|
## by Ewan Cowhig Croft
|
|
#british_isles.1053 = {
|
|
# type = character_event
|
|
# title = british_isles.1053.t
|
|
# desc = british_isles.1053.desc
|
|
# theme = crown
|
|
# left_portrait = {
|
|
# character = scope:victor
|
|
# animation = personality_honorable
|
|
# }
|
|
# right_portrait = {
|
|
# character = scope:loser
|
|
# animation = shame
|
|
# }
|
|
# override_background = { reference = farmland }
|
|
#
|
|
# immediate = {
|
|
# play_music_cue = "mx_cue_peace_ensues"
|
|
# # Show the effects playing out elsewhere.
|
|
# show_as_tooltip = { resolve_danelaw_partition_effect = yes }
|
|
# }
|
|
#
|
|
# # Stability for England at last?
|
|
# option = {
|
|
# name = british_isles.1053.a
|
|
#
|
|
# # The partition is ended!
|
|
# custom_tooltip = british_isles.1053.a.tt
|
|
#
|
|
# # No stress for a simply notification event.
|
|
# ai_chance = {
|
|
# # No need for complex AI chance for single-option event.
|
|
# base = 100
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
## Daneland Formalised, Scope:founder POV.
|
|
## by Ewan Cowhig Croft
|
|
#british_isles.1061 = {
|
|
# type = character_event
|
|
# title = british_isles.1061.t
|
|
# desc = british_isles.1061.desc
|
|
# theme = crown
|
|
# left_portrait = {
|
|
# character = scope:founder
|
|
# animation = personality_honorable
|
|
# }
|
|
# right_portrait = {
|
|
# character = scope:england
|
|
# animation = rage
|
|
# }
|
|
# override_background = { reference = farmland }
|
|
#
|
|
# immediate = {
|
|
# play_music_cue = "mx_cue_peace_ensues"
|
|
# # Show the effects playing out elsewhere.
|
|
# formalise_the_daneland_effect = yes
|
|
# }
|
|
#
|
|
# # We shall find out together.
|
|
# option = {
|
|
# name = british_isles.1061.a
|
|
#
|
|
# # Gain a hefty chunk of prestige.
|
|
# add_prestige = major_prestige_gain
|
|
#
|
|
# # No stress for a simply notification event.
|
|
# ai_chance = {
|
|
# # No need for complex AI chance for single-option event.
|
|
# base = 100
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
## Daneland Formalised, Scope:england POV.
|
|
## by Ewan Cowhig Croft
|
|
#british_isles.1062 = {
|
|
# type = character_event
|
|
# title = british_isles.1062.t
|
|
# desc = british_isles.1062.desc
|
|
# theme = crown
|
|
# left_portrait = {
|
|
# character = scope:england
|
|
# animation = shame
|
|
# }
|
|
# right_portrait = {
|
|
# character = scope:founder
|
|
# animation = schadenfreude
|
|
# }
|
|
# override_background = { reference = farmland }
|
|
#
|
|
# immediate = {
|
|
# play_music_cue = "mx_cue_murder"
|
|
# # Show the effects playing out elsewhere.
|
|
# show_as_tooltip = {
|
|
# scope:founder = { formalise_the_daneland_effect = yes }
|
|
# }
|
|
# }
|
|
#
|
|
# # HerHis soil was English once, and will be English again.
|
|
# option = {
|
|
# name = british_isles.1062.a
|
|
#
|
|
# # Gain some penalty stress.
|
|
# add_stress = medium_stress_gain
|
|
#
|
|
# # No stress for a simply notification event.
|
|
# ai_chance = {
|
|
# # No need for complex AI chance for single-option event.
|
|
# base = 100
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
## Daneland Formalised, other POV.
|
|
## by Ewan Cowhig Croft
|
|
#british_isles.1063 = {
|
|
# type = character_event
|
|
# title = british_isles.1063.t
|
|
# desc = british_isles.1063.desc
|
|
# theme = crown
|
|
# left_portrait = {
|
|
# character = scope:founder
|
|
# animation = personality_honorable
|
|
# }
|
|
# right_portrait = {
|
|
# character = scope:england
|
|
# animation = shame
|
|
# }
|
|
# override_background = { reference = farmland }
|
|
#
|
|
# immediate = {
|
|
# play_music_cue = "mx_cue_peace_ensues"
|
|
# # Show the effects playing out elsewhere.
|
|
# show_as_tooltip = {
|
|
# scope:founder = { formalise_the_daneland_effect = yes }
|
|
# }
|
|
# }
|
|
#
|
|
# # Perhaps this will calm some tempers...
|
|
# option = {
|
|
# name = british_isles.1063.a
|
|
#
|
|
# # The partition is ended!
|
|
# custom_tooltip = british_isles.1063.a.tt
|
|
#
|
|
# # No stress for a simply notification event.
|
|
# ai_chance = {
|
|
# # No need for complex AI chance for single-option event.
|
|
# base = 100
|
|
# }
|
|
# }
|
|
#}
|
|
#
|
|
###################################################
|
|
## Embrace English culture
|
|
## by Linnéa Thimrén
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###################################################
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#
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#british_isles.2001 = {
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# type = character_event
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# title = british_isles.2001.t
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# desc = british_isles.2001.desc
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# theme = culture_change
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# left_portrait = {
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# character = scope:embracer
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# animation = personality_bold
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# }
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#
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# immediate = {
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# save_scope_as = embracer
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# culture = { save_scope_as = embracer_former_culture }
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# }
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#
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# option = {
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# name = british_isles.2001.a
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# embrace_english_culture_effect = yes
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# hidden_effect = { # Moved here from embrace_english_culture_decision
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# # Send event to other players
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# every_player = {
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# limit = {
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# this != root
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# OR = {
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# primary_title = {
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# OR = {
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# de_jure_liege = title:e_britannia
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# de_jure_liege.de_jure_liege = title:e_britannia
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# de_jure_liege.de_jure_liege.de_jure_liege = title:e_britannia
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# }
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# }
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# culture = { has_cultural_pillar = heritage_north_germanic }
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# culture = { has_cultural_pillar = heritage_central_germanic }
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# culture = { has_cultural_pillar = heritage_west_germanic }
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# culture = { has_cultural_pillar = heritage_goidelic }
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# culture = { has_cultural_pillar = heritage_brythonic }
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# }
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# }
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# trigger_event = british_isles.2002
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# }
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# }
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# }
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#}
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#
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## Players informed
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#british_isles.2002 = {
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# type = character_event
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# title = british_isles.2001.t
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# desc = british_isles.2002.desc
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# theme = culture_change
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# left_portrait = {
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# character = scope:embracer
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# animation = personality_bold
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# }
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#
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# option = { # Not norman
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# name = british_isles.2002.a
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# trigger = {
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# NOT = { has_culture = scope:embracer.culture }
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# }
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# }
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# option = { # Also norman
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# name = british_isles.2002.b
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# trigger = {
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# has_culture = scope:embracer.culture
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# }
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# }
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#}
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##################################################
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# Laudabiliter
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# by Flavio Verna
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##################################################
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british_isles.3001 = {
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type = letter_event
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opening = {
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desc = british_isles.3001.t
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}
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desc = british_isles.3001.desc
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sender = {
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character = scope:scoped_pope
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animation = personality_zealous
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}
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immediate = {
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save_scope_as = scoped_ruler
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root.faith.religious_head = {
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save_scope_as = scoped_pope
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}
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house = {
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add_house_modifier = {
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modifier = ireland_laudabiliter_modifier
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years = 100
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}
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}
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}
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option = { #Inform relevant players.
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name = british_isles.3001.a
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every_player = {
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limit = {
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this != root
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OR = {
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culture = { has_cultural_pillar = heritage_west_germanic }
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culture = { has_cultural_pillar = heritage_goidelic }
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}
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}
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trigger_event = british_isles.3002
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}
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}
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}
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british_isles.3002 = {
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type = character_event
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title = british_isles.3002.t
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desc = british_isles.3002.desc.irish
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theme = war
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left_portrait = {
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character = scope:scoped_pope
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animation = personality_zealous
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}
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right_portrait = {
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character = scope:scoped_ruler
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animation = scheme
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}
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option = {
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name = {
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trigger = {
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capital_province = {
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geographical_region = custom_roman_hibernia
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}
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NOT = { target_is_liege_or_above = scope:scoped_ruler }
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}
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text = british_isles.3002.a
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}
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name = {
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trigger = {
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OR = {
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target_is_liege_or_above = scope:scoped_ruler
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NOT = {
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capital_province = {
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geographical_region = custom_roman_hibernia
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}
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}
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}
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}
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text = british_isles.3002.b
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}
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if = {
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limit = {
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capital_province = {
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geographical_region = custom_roman_hibernia
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}
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NOT = { target_is_liege_or_above = scope:scoped_ruler }
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}
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add_opinion = {
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target = scope:scoped_ruler
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modifier = treacherous_invader_opinion
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}
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}
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}
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}
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################
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# Restore Dumnonia
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# by Ewan Cowhig Croft
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################
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#The kingdom revived.
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british_isles.4001 = {
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type = character_event
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title = british_isles.4001.t
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desc = british_isles.4001.desc
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theme = realm
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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immediate = {
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play_music_cue = "mx_cue_positive_effect"
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restore_dumnonia_decision_scripted_effect = yes
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}
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#Take the nickname.
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option = {
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name = british_isles.4001.a
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give_nickname = nick_the_trojan
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add_prestige = minor_prestige_gain
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}
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#No thanks on the nickname, more prestige instead please.
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option = {
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name = british_isles.4001.b
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add_prestige = medium_prestige_gain
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}
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}
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#Inform any players.
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british_isles.4002 = {
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type = character_event
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title = british_isles.4001.t
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desc = british_isles.4002.desc
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theme = realm
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theme = diplomacy
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left_portrait = {
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character = scope:founder
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animation = personality_honorable
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}
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option = {
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name = { #Brythonic peoples are happy.
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trigger = {
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culture = { has_cultural_pillar = heritage_brythonic }
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NOT = { has_title = title:k_england }
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}
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text = british_isles.4002.a
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}
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name = { #Anglo-Saxons, the English, & the monarch of England are outraged.
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trigger = {
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OR = {
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has_culture = culture:anglo_saxon
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has_culture = culture:english
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has_title = title:k_england
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}
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}
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text = british_isles.4002.b
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}
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name = { #Noone else especially cares.
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trigger = {
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NOR = {
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culture = { has_cultural_pillar = heritage_brythonic }
|
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has_culture = culture:anglo_saxon
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has_culture = culture:english
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has_title = title:k_england
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}
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}
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text = british_isles.4002.c
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}
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}
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}
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