N3OW/events/dlc/tgp/tgp_dynastic_cycle_flavor_events.txt
2026-05-25 07:54:55 -04:00

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#namespace = tgp_dynastic_cycle_events
#
####################################################################################
### By Veronica Pazos
### tgp_dynastic_cycle_events.0001 - Tilt the scales towards Advancement
### tgp_dynastic_cycle_events.0010 - Disciple has a mental breakdown in Instability
### tgp_dynastic_cycle_events.0020 - Rowdy peasants steal food during Instability
### tgp_dynastic_cycle_events.0030 - In this time of Expansion you should become a Military Governor
### tgp_dynastic_cycle_events.0040 - Steward is interested in the Silk Road
### tgp_dynastic_cycle_events.0050 - Debate the Favoured Movement and get ahead of them
####################################################################################
#
## Tilt the scales towards Advancement
#scripted_trigger tgp_dynastic_cycle_events_0001_valid_servant = {
# is_available_ai_adult = yes
# is_lowborn = yes
# has_any_court_position = no
# is_councillor = no
#}
#
#tgp_dynastic_cycle_events.0001 = {
# type = character_event
# title = tgp_dynastic_cycle_events.0001.t
# desc = tgp_dynastic_cycle_events.0001.desc
# left_portrait = {
# character = root
# animation = thinking
# camera = camera_event_right_fully_away
# }
# right_portrait = {
# character = scope:servant
# animation = serving_tray
# camera = camera_event_right_to_the_right
# }
# theme = dynastic_cycle
# override_background = { reference = garden }
# cooldown = { years = 10 }
#
# trigger = {
# is_available_adult = yes
# has_tgp_dlc_trigger = yes
# government_has_flag = government_is_celestial
# NOT = {
# situation:dynastic_cycle ?= {
# situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
# }
# }
# }
#
# immediate = {
# situation:dynastic_cycle = { save_scope_as = my_situation }
# top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
# random_courtier = {
# limit = { tgp_dynastic_cycle_events_0001_valid_servant = yes }
# save_scope_as = servant
# }
# if = {
# limit = { NOT = { exists = scope:servant } }
# hidden_effect_new_object = {
# create_character = {
# template = servant_character
# dynasty = none
# location = root.location
# culture = root.location.culture
# faith = root.location.faith
# gender_female_chance = 50
# save_scope_as = servant
# }
# add_courtier = scope:servant
# scope:servant = { assign_quirk_effect = yes }
# }
# }
# if = {
# limit = {
# any_relation = {
# type = potential_friend
# is_available_ai_adult = yes
# count >= 1
# }
# }
# random_relation = {
# type = potential_friend
# limit = { is_available_ai_adult = yes }
# save_scope_as = potential_friend
# }
# }
# else_if = {
# limit = {
# any_relation = {
# type = friend
# is_available_ai_adult = yes
# count >= 1
# }
# }
# random_relation = {
# type = friend
# limit = { is_available_ai_adult = yes }
# save_scope_as = friend
# }
# }
# }
#
# option = { #
# name = tgp_dynastic_cycle_events.0001.aa
# trigger = {
# top_participant_group:dynastic_cycle ?= {
# participant_group_type = advancement_movement
# }
# }
# add_internal_flag = special
# reason = movement
# custom_tooltip = event_increase_movement_power_minor_effect_tooltip
# scope:my_movement = {
# event_change_movement_power_effect = {
# VALUE = event_increase_movement_power_minor_value
# }
# }
# situation:dynastic_cycle ?= {
# if = {
# limit = {
# situation_top_has_catalyst = catalyst_event_advancement_medium_progress
# }
# trigger_situation_catalyst = {
# catalyst = catalyst_event_advancement_medium_progress
# character = root
# }
# }
# }
# stress_impact = {
# ambitious = medium_stress_impact_loss
# content = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = ambitious
# factor = 2
# }
# modifier = {
# has_trait = content
# factor = 0
# }
# }
# }
#
# option = { # Focus on friendos
# name = tgp_dynastic_cycle_events.0001.a
# if = {
# limit = {
# exists = scope:potential_friend
# }
# custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend
# set_relation_friend = {
# target = scope:potential_friend
# reason = friend_together_in_preparation
# }
# }
# else_if = {
# limit = {
# exists = scope:friend
# }
# custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend
# change_influence = major_influence_gain
# scope:friend = { change_influence = major_influence_gain }
# }
# else = { change_influence = medium_influence_gain }
# stress_impact = {
# gregarious = medium_stress_impact_loss
# callous = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = gregarious
# factor = 2
# }
# modifier = {
# has_trait = callous
# factor = 0
# }
# }
# }
#
# option = { # Why wait?
# name = tgp_dynastic_cycle_events.0001.b
# add_character_modifier = {
# modifier = tgp_advancement_focus_modifier
# years = 20
# }
# stress_impact = {
# impatient = medium_stress_impact_loss
# patient = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = deceitful
# factor = 2
# }
# modifier = {
# has_trait = honest
# factor = 0
# }
# }
# }
#
# option = { # We must focus on NOW
# name = tgp_dynastic_cycle_events.0001.c
# stress_impact = {
# base = medium_stress_impact_loss
# }
# ai_chance = {
# base = 100
# }
# }
#}
#
## Disciple has a mental breakdown in Instability
#scripted_trigger tgp_dynastic_cycle_events_0010_valid_disciple = {
# is_available_ai_adult = yes
# has_personality_dominant_trigger = no
# has_a_stress_coping_trait_trigger = no
#}
#
#tgp_dynastic_cycle_events.0010 = {
# type = character_event
# title = tgp_dynastic_cycle_events.0010.t
# desc = tgp_dynastic_cycle_events.0010.desc
# left_portrait = {
# character = root
# triggered_animation = {
# trigger = {
# has_personality_malicious_trigger = yes
# }
# animation = dismissal
# }
# animation = worry
# }
# right_portrait = {
# character = scope:disciple
# animation = stress
# }
# theme = dynastic_cycle
# override_background = { reference = relaxing_room }
# cooldown = { years = 10 }
#
# trigger = {
# is_available_adult = yes
# has_tgp_dlc_trigger = yes
# government_has_flag = government_is_celestial
# situation:dynastic_cycle ?= {
# situation_current_phase = situation_dynastic_cycle_phase_instability
# }
# any_relation = {
# type = disciple
# tgp_dynastic_cycle_events_0010_valid_disciple = yes
# }
# }
#
# immediate = {
# situation:dynastic_cycle = { save_scope_as = my_situation }
# top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
# random_relation = {
# type = disciple
# limit = { tgp_dynastic_cycle_events_0010_valid_disciple = yes }
# weight = {
# base = 1
# modifier = {
# has_personality_emotional_trigger = yes
# add = 10
# }
# modifier = {
# age <= 35
# add = 5
# }
# }
# save_scope_as = disciple
# }
# random_list = {
# 1 = {
# set_variable = {
# name = stress_trait
# value = flag:drunkard
# }
# }
# 1 = {
# set_variable = {
# name = stress_trait
# value = flag:flagellant
# }
# }
# 1 = {
# set_variable = {
# name = stress_trait
# value = flag:contrite
# }
# }
# 1 = {
# set_variable = {
# name = stress_trait
# value = flag:irritable
# }
# }
# 1 = {
# set_variable = {
# name = stress_trait
# value = flag:rakish
# }
# }
# 1 = {
# set_variable = {
# name = stress_trait
# value = flag:hashishiyah
# }
# }
# }
# }
#
# option = { # You gotta straighten up
# name = tgp_dynastic_cycle_events.0010.a
# switch = {
# trigger = var:stress_trait
# flag:drunkard = {
# scope:disciple = { add_trait = drunkard }
# }
# flag:flagellant = {
# scope:disciple = { add_trait = flagellant }
# }
# flag:contrite = {
# scope:disciple = { add_trait = contrite }
# }
# flag:rakish = {
# scope:disciple = { add_trait = rakish }
# }
# flag:hashishiyah = {
# scope:disciple = { add_trait = hashishiyah }
# }
# }
# scope:disciple = { add_stress = major_stress_impact_gain }
# change_influence = medium_influence_gain
# stress_impact = {
# callous = medium_stress_impact_loss
# compassionate = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = callous
# factor = 2
# }
# modifier = {
# has_trait = compassionate
# factor = 0
# }
# }
# }
#
# option = { # Comfort them
# name = tgp_dynastic_cycle_events.0010.b
# if = {
# limit = {
# can_add_hook = {
# type = favor_hook
# target = scope:disciple
# }
# }
# add_hook = {
# type = favor_hook
# target = scope:disciple
# }
# }
# scope:disciple = { add_stress = medium_stress_impact_loss }
# stress_impact = {
# compassionate = major_stress_impact_loss
# callous = major_stress_impact_gain
# sadistic = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# OR = {
# has_trait = callous
# has_trait = sadistic
# }
# factor = 0
# }
# modifier = {
# has_trait = compassionate
# factor = 2
# }
# }
# }
#
# option = { # Instability is actually good
# name = tgp_dynastic_cycle_events.0010.c
# gain_appropriate_lifestyle_medium_xp_effect = yes
# scope:disciple = {
# gain_appropriate_lifestyle_medium_xp_effect = yes
# add_stress = medium_stress_impact_gain
# }
# stress_impact = {
# content = medium_stress_impact_loss
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = content
# factor = 2
# }
# }
# }
#}
#
## Rowdy peasants steal food during instability
#tgp_dynastic_cycle_events.0020 = {
# type = character_event
# title = tgp_dynastic_cycle_events.0020.t
# desc = tgp_dynastic_cycle_events.0020.desc
# left_portrait = {
# character = root
# animation = japanese_war_fan
# camera = camera_event_very_left
# }
# right_portrait = {
# character = scope:marshal
# animation = relaxed_spear
# }
# theme = dynastic_cycle
# override_background = { reference = throne_room }
# cooldown = { years = 10 }
#
# trigger = {
# is_available_adult = yes
# has_tgp_dlc_trigger = yes
# government_has_flag = government_is_celestial
# situation:dynastic_cycle ?= {
# situation_current_phase = situation_dynastic_cycle_phase_instability
# }
# any_held_county = {
# county_control >= low_county_control
# }
# }
#
# immediate = {
# situation:dynastic_cycle = { save_scope_as = my_situation }
# top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
# if = {
# limit = {
# exists = cp:councillor_marshal
# cp:councillor_marshal = { is_available_healthy_ai_adult = yes }
# }
# cp:councillor_marshal = { save_scope_as = marshal }
# }
# else_if = {
# limit = {
# any_knight = { is_available_healthy_ai_adult = yes }
# }
# ordered_knight = {
# limit = { is_available_healthy_ai_adult = yes }
# order_by = martial
# save_scope_as = marshal
# }
# }
# else = {
# hidden_effect_new_object = {
# create_character = {
# template = knight
# dynasty = none
# location = root.location
# culture = root.location.culture
# faith = root.location.faith
# gender_female_chance = root_soldier_female_chance
# save_scope_as = marshal
# }
# }
# }
# scope:marshal = {
# assign_quirk_effect = yes
# add_character_flag = need_military_outfit
# hidden_effect = {
# if = {
# limit = {
# NOR = {
# is_courtier_of = root
# is_vassal_of = root
# }
#
# }
# root = { add_courtier = prev }
# }
# }
# }
# random_held_county = {
# limit = { county_control >= low_county_control }
# change_county_control = major_county_control_loss
# save_scope_as = peasant_county
# }
# }
#
# option = { # Execute them
# name = tgp_dynastic_cycle_events.0020.a
# trigger = {
# has_focus = intrigue_intimidation_focus
# }
# reason = lifestyle_focus
# add_internal_flag = special
# add_dread = major_dread_gain
# scope:peasant_county = {
# add_county_modifier = {
# modifier = tgp_executed_peasants_county_modifier
# years = 10
# }
# change_county_control = medium_county_control_gain
# }
# stress_impact = {
# callous = medium_stress_impact_loss
# compassionate = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = callous
# factor = 2
# }
# modifier = {
# has_trait = compassionate
# factor = 0
# }
# }
# }
#
# option = { # Pay money to make Increase County Control better
# name = tgp_dynastic_cycle_events.0020.b
# pay_treasury_or_gold = {
# target = scope:marshal
# value = major_treasury_or_gold_value
# }
# scope:peasant_county = { change_county_control = medium_county_control_gain }
# stress_impact = {
# greedy = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# OR = {
# has_trait = greedy
# treasury_or_gold <= massive_treasury_or_gold_value
# }
# factor = 0
# }
# }
# }
#
# option = { # What can you do
# name = tgp_dynastic_cycle_events.0020.c
# stress_impact = {
# lazy = medium_stress_impact_loss
# diligent = medium_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = lazy
# factor = 2
# }
# modifier = {
# has_trait = diligent
# factor = 0
# }
# }
# }
#}
#
## In this time of Expansion you should become a Military Governor
#tgp_dynastic_cycle_events.0030 = {
# type = character_event
# title = tgp_dynastic_cycle_events.0030.t
# desc = tgp_dynastic_cycle_events.0030.desc
# left_portrait = {
# character = root
# animation = frontend_center_idle
# camera = camera_event_very_left
# }
# right_portrait = {
# character = scope:marshal
# animation = celebrate_spear
# }
# theme = dynastic_cycle
# override_background = { reference = courtyard }
# cooldown = { years = 10 }
#
# trigger = {
# is_available_adult = yes
# has_tgp_dlc_trigger = yes
# government_has_flag = government_is_celestial
# situation:dynastic_cycle ?= {
# situation_current_phase = situation_dynastic_cycle_phase_stability_expansion
# }
# NOT = { has_trait_with_flag = military_province } # You are not a Military Governor
# }
#
# immediate = {
# situation:dynastic_cycle = { save_scope_as = my_situation }
# top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
# assign_quirk_effect = yes
# if = {
# limit = {
# exists = cp:councillor_marshal
# cp:councillor_marshal = { is_available_healthy_ai_adult = yes }
# }
# cp:councillor_marshal = { save_scope_as = marshal }
# }
# else_if = {
# limit = {
# any_knight = { is_available_healthy_ai_adult = yes }
# }
# ordered_knight = {
# limit = { is_available_healthy_ai_adult = yes }
# order_by = martial
# save_scope_as = marshal
# }
# }
# else = {
# hidden_effect_new_object = {
# create_character = {
# template = knight
# dynasty = none
# location = root.location
# culture = root.location.culture
# faith = root.location.faith
# gender_female_chance = root_soldier_female_chance
# save_scope_as = marshal
# }
# }
# }
# scope:marshal = {
# assign_quirk_effect = yes
# add_character_flag = need_military_outfit
# hidden_effect = {
# if = {
# limit = { NOT = { is_courtier_of = root } }
# root = { add_courtier = prev }
# }
# }
# }
# }
#
# option = { # Let's do it!!!
# name = tgp_dynastic_cycle_events.0030.a
# custom_tooltip = {
# text = change_to_military_career_desc
# set_variable = {
# name = appointment_trait_override
# value = trait:education_martial_1
# }
# }
# add_martial_lifestyle_perk_points = 1
# add_martial_lifestyle_xp = massive_lifestyle_xp
# stress_impact = {
# base = major_stress_impact_gain
# fickle = major_stress_impact_loss
# arbitrary = major_stress_impact_loss
# }
# ai_chance = {
# base = 100
# modifier = {
# OR = {
# has_trait = fickle
# has_trait = arbitrary
# }
# factor = 2
# }
# }
# }
#
# option = { # Thank you but no
# name = tgp_dynastic_cycle_events.0030.b
# custom_tooltip = {
# text = tgp_movement_events.0001.c.tt
# give_random_commander_trait_effect = yes
# }
# stress_impact = {
# diligent = major_stress_impact_loss
# lazy = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = lazy
# factor = 0
# }
# modifier = {
# has_trait = diligent
# factor = 0
# }
# }
# }
#
# option = { # I am good thanks
# name = tgp_dynastic_cycle_events.0030.c
# change_merit = medium_merit_gain
# stress_impact = {
# content = medium_stress_impact_loss
# lazy = medium_stress_impact_loss
# fickle = medium_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# OR = {
# has_trait = content
# has_trait = lazy
# }
# factor = 2
# }
# modifier = {
# has_trait = fickle
# factor = 0
# }
# }
# }
#}
#
## Steward is interested in the Silk Road
#tgp_dynastic_cycle_events.0040 = {
# type = character_event
# title = tgp_dynastic_cycle_events.0040.t
# desc = tgp_dynastic_cycle_events.0040.desc
# left_portrait = {
# character = root
# animation = interested
# }
# right_portrait = {
# character = scope:steward
# animation = steward
# }
# theme = dynastic_cycle
# override_background = { reference = study }
# cooldown = { years = 10 }
#
# trigger = {
# is_available_adult = yes
# has_tgp_dlc_trigger = yes
# government_has_flag = government_is_celestial
# exists = cp:councillor_steward
# exists = situation:dynastic_cycle
# exists = situation:silk_road_situation
# culture = { culture_has_any_fascination = yes }
# }
#
# weight_multiplier = {
# base = 0.5
# modifier = {
# situation:dynastic_cycle ?= {
# situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
# }
# add = 1.5
# }
# modifier = {
# is_ai = yes
# factor = 0.2
# }
# }
#
# immediate = {
# situation:dynastic_cycle = { save_scope_as = my_situation }
# situation:silk_road_situation = { save_scope_as = silk_road_situation }
# top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
# assign_quirk_effect = yes
# cp:councillor_steward = {
# assign_quirk_effect = yes
# save_scope_as = steward
# }
# }
#
# option = { # Special option if it's Advancement phase
# name = tgp_dynastic_cycle_events.0040.a
# trigger = {
# situation:dynastic_cycle ?= {
# situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
# }
# }
# add_internal_flag = special
# reason = advancement_phase
# pay_treasury_or_gold = {
# target = scope:steward
# value = medium_treasury_or_gold_value
# }
# add_stewardship_lifestyle_xp = minor_lifestyle_xp
# add_character_modifier = {
# modifier = tgp_silk_road_advancement_modifier
# years = 15
# }
# stress_impact = {
# greedy = medium_stress_impact_loss
# }
# ai_chance = {
# base = 50
# modifier = {
# OR = {
# has_trait = greedy
# has_lifestyle = stewardship_lifestyle
# }
# factor = 2
# }
# }
# }
#
# option = { # Invest!
# name = tgp_dynastic_cycle_events.0040.b
# pay_treasury_or_gold = {
# target = scope:steward
# value = medium_treasury_or_gold_value
# }
# culture = { add_fascination_progress = 2.5 }
# stress_impact = {
# avaricious = medium_stress_impact_loss
# }
# ai_chance = {
# base = 50
# modifier = {
# has_trait = greedy
# treasury_or_gold <= major_treasury_or_gold_value
# factor = 0
# }
# }
# }
#
# option = { # I am good thanks
# name = tgp_dynastic_cycle_events.0040.c
#
# stress_impact = {
# avaricious = medium_stress_impact_gain
# }
# ai_chance = {
# base = 200
# modifier = {
# has_trait = greedy
# factor = 2
# }
# modifier = {
# has_trait = avaricious
# factor = 0.5
# }
# }
# }
#}
#
## Debate the Favoured Movement and get ahead of them
#tgp_dynastic_cycle_events.0050 = {
# type = character_event
# title = tgp_dynastic_cycle_events.0050.t
# desc = tgp_dynastic_cycle_events.0050.desc
# left_portrait = {
# character = root
# animation = disapproval
# }
# theme = dynastic_cycle
# override_background = { reference = study }
# cooldown = { years = 10 }
#
# trigger = {
# is_available_adult = yes
# has_tgp_dlc_trigger = yes
# government_has_flag = government_is_celestial
# is_any_movement_member_not_undecided = yes # You are part of a Movement
# situation:dynastic_cycle ?= { # You are not the Favoured Movement
# any_participant_group = {
# exists = var:movement_favored
# NOT = { participant_group_has_character = root }
# }
# }
# NOT = { has_variable = tgp_debate_discount_var }
# }
#
# weight_multiplier = {
# base = 1
# modifier = {
# is_any_movement_leader = yes
# add = 1
# }
# }
#
# immediate = {
# situation:dynastic_cycle = {
# save_scope_as = my_situation
# random_participant_group = {
# limit = {
# has_variable = movement_favored
# }
# save_scope_as = favored_movement
# }
# }
# top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
# top_liege = { save_scope_as = top_liege }
# }
#
# option = { # Get discount to Debate
# name = tgp_dynastic_cycle_events.0050.a
# custom_tooltip = {
# text = tgp_debate_discount_var_tt
# set_variable = {
# name = tgp_debate_discount_var
# years = 5
# }
# }
# stress_impact = {
# greedy = medium_stress_impact_loss
# }
# ai_chance = {
# base = 50
# modifier = {
# is_any_movement_leader = yes
# add = 50
# }
# }
# }
#
# option = { # Just get some Movement Power
# name = tgp_dynastic_cycle_events.0050.b
# custom_tooltip = event_increase_movement_power_medium_effect_tooltip
# scope:my_movement = {
# event_change_movement_power_effect = {
# VALUE = event_increase_movement_power_medium_value
# }
# }
# stress_impact = {
# arrogant = medium_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = arrogant
# factor = 0
# }
# }
# }
#
# option = { # Focus on yourself
# name = tgp_dynastic_cycle_events.0050.c
# change_influence = medium_influence_gain
# stress_impact = {
# humble = medium_stress_impact_gain
# }
# ai_chance = {
# base = 100
# modifier = {
# has_trait = humble
# factor = 0
# }
# }
# }
#}
#