N3OW/common/scripted_character_templates/00_pool_repopulation_character_templates.txt
2026-03-04 15:55:28 +00:00

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#################################### THE DUKE AND THE BODENSEE ######################################
# #
# The Duke of Swabia sat by the shores of the Bodensee with his fishing rod for many months without #
# reward. He had even put a lovely slice of dove pie on the hook, but his bucket remained empty. #
# "Are there no characters in the lake?" he thought to himself and sighed. "At this rate, my court #
# will become desolate within a generation! My heir will have no diligent councillors, no brave #
# knights, and no wise crones to help him rule the lands!" #
# #
# The Duke cried for a long, long while, and then stood up to gathering his things. #
# "Thank God!" he suddenly exclaimed. "I have an idea!" #
# If the lake was empty, could he not create some new characters and release them into the waters? #
# If some of them married, the Bodensee would surely be repopulated in just a few years! #
# #
# The clever Duke quickly got to work. He made maidens and adventurers, matrons and fools. Young #
# and old he made them, weak and strong, wicked and pious. The sun rose in the sky and set again. #
# Under the light of moon and stars, the Duke put the final touch on his creation. #
# #
# The next morning, he gently released the little characters into the waters. He watched them swim #
# away with tears of happiness trailing down his whiskered cheeks. This was farewell, but he was #
# certain - they would not be gone for long. #
# #
# And this is the story behind why pools spawn new characters for the royal courts all over the #
# world. Whenever we throw our hook into the depths, we send a thought of gratitude to the noble #
# Duke of Swabia, and his marvelous creation. #
# #
#####################################################################################################
#Notes
#Random Traits List contains relevant lifestyle traits and all personality traits exist in 1 template
#Template-specific skill min/max regulated through scripted values
#Template-specific education trait is weighted
pool_repopulate_prowess = {
age = { 20 40 }
random_traits = yes
gender_female_chance = root_soldier_female_chance
culture = root.culture
faith = root.faith
prowess = {
min_guest_template_skill max_guest_template_skill
}
random_traits_list = {
education_martial_1 = { weight = { base = 35 } }
education_martial_2 = { weight = { base = 35 } }
education_martial_3 = { weight = { base = 20 } }
education_martial_4 = { weight = { base = 10 } }
}
random_traits_list = {
count = { 0 1 }
lifestyle_blademaster = {}
gallant = {}
brave = {}
gluttonous = {}
strong = {}
athletic = {}
lifestyle_hunter = {}
}
dynasty = none
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 100
}
5 = {
change_current_weight = 200
}
}
random = {
chance = 1
add_trait = lifestyle_poet
modifier = {
add = 10
culture = { has_cultural_parameter = poet_trait_more_common }
}
modifier = {
add = 5
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
}
}
# Cultural Traditions
if = {
limit = {
culture = {
has_cultural_parameter = winter_soldier_trait_more_common
}
NOT = {
has_trait = winter_soldier
}
}
random = {
chance = 10
add_trait = winter_soldier
}
}
if = {
limit = {
culture = {
has_cultural_parameter = forest_fighter_trait_more_common
}
NOT = {
has_trait = forest_fighter
}
}
random = {
chance = 10
add_trait = forest_fighter
}
}
if = {
limit = {
culture = {
has_cultural_parameter = rough_terrain_expert_trait_more_common
}
NOT = {
has_trait = rough_terrain_expert
}
}
random = {
chance = 10
add_trait = rough_terrain_expert
}
}
if = {
limit = {
culture = {
has_cultural_parameter = desert_warrior_trait_more_common
}
NOT = {
has_trait = desert_warrior
}
}
random = {
chance = 10
add_trait = desert_warrior
}
}
if = {
limit = {
culture = {
has_cultural_parameter = jungle_stalker_trait_more_common
}
NOT = {
has_trait = jungle_stalker
}
}
random = {
chance = 10
add_trait = jungle_stalker
}
}
set_interesting_traits_and_modifiers_effect = yes
add_random_tiered_trait_xp_effect = {
TRAIT = lifestyle_blademaster
LEVEL_1 = yes
LEVEL_3 = yes
}
add_random_tiered_trait_track_xp_effect = {
TRAIT = lifestyle_hunter
TRACK = hunter
LEVEL_1 = yes
LEVEL_3 = no
}
# ToTo Hastiluder
if = {
limit = { has_dlc_feature = tours_and_tournaments }
random = {
chance = 33
add_trait = tourney_participant
add_random_tourney_participant_level_effect = yes
}
}
}
}
pool_repopulate_diplomacy = {
age = { 20 40 }
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because chancellor gender is doctrine dependent
random_traits = yes
culture = root.culture
faith = root.faith
diplomacy = {
min_guest_template_skill max_guest_template_skill
}
random_traits_list = {
education_diplomacy_1 = { weight = { base = 35 } }
education_diplomacy_2 = { weight = { base = 35 } }
education_diplomacy_3 = { weight = { base = 20 } }
education_diplomacy_4 = { weight = { base = 10 } }
}
random_traits_list = {
count = { 0 1 }
diplomat = {}
family_first = {}
august = {}
lifestyle_reveler = {}
generous = {}
arrogant = {}
honest = {}
gregarious = {}
trusting = {}
compassionate = {}
fickle = {}
forgiving = {}
lifestyle_poet = {}
tourney_participant = {}
lifestyle_traveler = {}
}
dynasty = none
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 100
}
5 = {
change_current_weight = 200
}
}
random = {
chance = 1
add_trait = lifestyle_poet
modifier = {
add = 15
culture = { has_cultural_parameter = poet_trait_more_common }
}
modifier = {
add = 10
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
}
}
set_interesting_traits_and_modifiers_effect = yes
if = {
limit = { has_trait = lifestyle_reveler }
add_trait_xp = {
trait = lifestyle_reveler
value = {
integer_range = {
min = small_lifestyle_random_xp_low
max = small_lifestyle_random_xp_high
}
}
}
}
add_random_tiered_trait_track_xp_effect = {
TRAIT = tourney_participant
TRACK = wit
LEVEL_1 = yes
LEVEL_3 = no
}
}
}
pool_repopulate_martial = {
age = { 30 45 }
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because marshal gender is doctrine dependent
random_traits = yes
culture = root.culture
faith = root.faith
martial = {
min_guest_template_skill max_guest_template_skill
}
random_traits_list = {
education_martial_1 = { weight = { base = 35 } }
education_martial_2 = { weight = { base = 35 } }
education_martial_3 = { weight = { base = 20 } }
education_martial_4 = { weight = { base = 10 } }
}
random_traits_list = {
count = { 0 1 }
strategist = {}
overseer = {}
wrathful = {}
zealous = {}
impatient = {}
lifestyle_hunter = {}
tourney_participant = {}
}
dynasty = none
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 100
}
5 = {
change_current_weight = 200
}
}
if = {
limit = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
}
random_list = {
65 = {}
15 = {
add_trait = varangian
}
15 = {
add_trait = berserker
}
5 = {
add_trait = lifestyle_poet
}
}
}
# Cultural Traditions
if = {
limit = {
culture = {
has_cultural_parameter = poet_trait_more_common
}
NOT = {
has_trait = lifestyle_poet
}
}
random = {
chance = 10
add_trait = lifestyle_poet
}
}
if = {
limit = {
culture = {
has_cultural_parameter = winter_soldier_trait_more_common
}
NOT = {
has_trait = winter_soldier
}
}
random = {
chance = 10
add_trait = winter_soldier
}
}
if = {
limit = {
culture = {
has_cultural_parameter = forest_fighter_trait_more_common
}
NOT = {
has_trait = forest_fighter
}
}
random = {
chance = 10
add_trait = forest_fighter
}
}
if = {
limit = {
culture = {
has_cultural_parameter = rough_terrain_expert_trait_more_common
}
NOT = {
has_trait = rough_terrain_expert
}
}
random = {
chance = 10
add_trait = rough_terrain_expert
}
}
if = {
limit = {
culture = {
has_cultural_parameter = desert_warrior_trait_more_common
}
NOT = {
has_trait = desert_warrior
}
}
random = {
chance = 10
add_trait = desert_warrior
}
}
if = {
limit = {
culture = {
has_cultural_parameter = jungle_stalker_trait_more_common
}
NOT = {
has_trait = jungle_stalker
}
}
random = {
chance = 10
add_trait = jungle_stalker
}
}
set_interesting_traits_and_modifiers_effect = yes
add_random_tiered_trait_track_xp_effect = {
TRAIT = lifestyle_hunter
TRACK = hunter
LEVEL_1 = yes
LEVEL_3 = no
}
add_random_tiered_trait_track_xp_effect = {
TRAIT = tourney_participant
TRACK = wit
LEVEL_1 = yes
LEVEL_3 = no
}
}
}
pool_repopulate_stewardship = {
age = { 20 40 }
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because steward gender is doctrine dependent
random_traits = yes
culture = root.culture
faith = root.faith
stewardship = {
min_guest_template_skill max_guest_template_skill
}
random_traits_list = {
education_stewardship_1 = { weight = { base = 35 } }
education_stewardship_2 = { weight = { base = 35 } }
education_stewardship_3 = { weight = { base = 20 } }
education_stewardship_4 = { weight = { base = 10 } }
}
random_traits_list = {
count = { 0 1 }
architect = {}
administrator = {}
avaricious = {}
temperate = {}
greedy = {}
just = {}
stubborn = {}
ambitious = {}
}
dynasty = none
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 100
}
5 = {
change_current_weight = 200
}
}
random = {
chance = 1
add_trait = lifestyle_poet
modifier = {
add = 10
culture = { has_cultural_parameter = poet_trait_more_common }
}
modifier = {
add = 5
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
}
}
set_interesting_traits_and_modifiers_effect = yes
}
}
pool_repopulate_intrigue = {
age = { 25 40 }
random_traits = yes
gender_female_chance = 50 #No gender blocks for spymaster
culture = root.culture
faith = root.faith
intrigue = {
min_guest_template_skill max_guest_template_skill
}
random_traits_list = {
education_intrigue_1 = { weight = { base = 35 } }
education_intrigue_2 = { weight = { base = 35 } }
education_intrigue_3 = { weight = { base = 20 } }
education_intrigue_4 = { weight = { base = 10 } }
}
random_traits_list = {
count = { 0 1 }
schemer = {}
seducer = {}
torturer = {}
deceitful = {}
lustful = {}
calm = {}
arbitrary = {}
paranoid = {}
callous = {}
sadistic = {}
vengeful = {}
craven = {}
}
dynasty = none
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 100
}
5 = {
change_current_weight = 200
}
}
random = {
chance = 1
add_trait = lifestyle_poet
modifier = {
add = 10
culture = { has_cultural_parameter = poet_trait_more_common }
}
modifier = {
add = 5
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
}
}
set_interesting_traits_and_modifiers_effect = yes
}
}
pool_repopulate_learning = {
age = { 25 60 }
gender_female_chance = 50 #No gender blocks for physicians
random_traits = yes
culture = root.culture
faith = root.faith
learning = {
min_guest_template_skill max_guest_template_skill
}
random_traits_list = {
education_learning_1 = { weight = { base = 35 } }
education_learning_2 = { weight = { base = 35 } }
education_learning_3 = { weight = { base = 20 } }
education_learning_4 = { weight = { base = 10 } }
}
random_traits_list = {
count = { 0 1 }
scholar = {}
theologian = {}
whole_of_body = {}
lifestyle_physician = {}
lifestyle_mystic = {}
lifestyle_herbalist = {}
chaste = {}
diligent = {}
patient = {}
humble = {}
shy = {}
content = {}
cynical = {}
lazy = {}
}
dynasty = none
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 100
}
5 = {
change_current_weight = 200
}
}
if = {
limit = {
faith = {
has_doctrine = tenet_monasticism
}
}
random_list = {
75 = {}
25 = {
add_trait = devoted
}
}
}
random = {
chance = 1
add_trait = lifestyle_poet
modifier = {
add = 10
culture = { has_cultural_parameter = poet_trait_more_common }
}
modifier = {
add = 5
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
}
}
set_interesting_traits_and_modifiers_effect = yes
add_random_tiered_trait_xp_effect = {
TRAIT = lifestyle_physician
LEVEL_1 = yes
LEVEL_3 = yes
}
add_random_tiered_trait_xp_effect = {
TRAIT = lifestyle_mystic
LEVEL_1 = yes
LEVEL_3 = no
}
}
}
pool_repopulate_spouse = {
gender_female_chance = root.marriage_gender_adjusted_female_chance
age = { 16 26 }
random_traits = yes
culture = root.culture
faith = root.faith
random_traits_list = {
education_diplomacy_1 = { weight = { base = 35 } }
education_diplomacy_2 = { weight = { base = 35 } }
education_diplomacy_3 = { weight = { base = 20 } }
education_diplomacy_4 = { weight = { base = 10 } }
education_martial_1 = {
weight = {
base = 35
modifier = { # Less common with martial education if character can't be combatant because of gender
factor = 0.3
trigger_if = {
limit = { root = { is_female = yes } }
dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
trigger_else = {
dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
}
}
}
education_martial_2 = {
weight = {
base = 35
modifier = { # Less common with martial education if character can't be combatant because of gender
factor = 0.3
trigger_if = {
limit = { root = { is_female = yes } }
dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
trigger_else = {
dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
}
}
}
education_martial_3 = {
weight = {
base = 20
modifier = { # Less common with martial education if character can't be combatant because of gender
factor = 0.3
trigger_if = {
limit = { root = { is_female = yes } }
dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
trigger_else = {
dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
}
}
}
education_martial_4 = {
weight = {
base = 10
modifier = { # Less common with martial education if character can't be combatant because of gender
factor = 0.3
trigger_if = {
limit = { root = { is_female = yes } }
dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
trigger_else = {
dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
}
}
}
education_stewardship_1 = { weight = { base = 35 } }
education_stewardship_2 = { weight = { base = 35 } }
education_stewardship_3 = { weight = { base = 20 } }
education_stewardship_4 = { weight = { base = 10 } }
education_intrigue_1 = { weight = { base = 35 } }
education_intrigue_2 = { weight = { base = 35 } }
education_intrigue_3 = { weight = { base = 20 } }
education_intrigue_4 = { weight = { base = 10 } }
education_learning_1 = { weight = { base = 35 } }
education_learning_2 = { weight = { base = 35 } }
education_learning_3 = { weight = { base = 20 } }
education_learning_4 = { weight = { base = 10 } }
}
random_traits_list = {
count = { 0 1 }
diplomat = {}
strategist = {}
architect = {}
schemer = {}
scholar = {}
whole_of_body = {}
fecund = {}
intellect_good_1 = {}
physique_good_1 = {}
beauty_good_1 = {}
}
dynasty = none
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 100
}
5 = {
change_current_weight = 200
}
}
random = {
chance = 1
add_trait = lifestyle_poet
modifier = {
add = 10
culture = { has_cultural_parameter = poet_trait_more_common }
}
modifier = {
add = 5
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
}
}
set_interesting_traits_and_modifiers_effect = yes
}
}
pool_repopulate_local_flavor = {
age = { 25 45 }
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because council gender is doctrine dependent
random_traits = yes
faith = root.faith
random_culture = {
culture:ashkenazi = {
trigger = {
NOT = {
root.faith = { religion = { is_in_family = rf_pagan } }
}
root.capital_province = {
OR = {
geographical_region = world_europe
geographical_region = world_asia_minor
}
}
}
}
root.culture = {
trigger = {
root.faith = { religion = { is_in_family = rf_pagan } }
}
}
culture:NEOW_sephardi = {
trigger = {
root.capital_province = {
geographical_region = world_europe
}
}
}
culture:sharoni = {
trigger = {
root.capital_province = {
geographical_region = world_europe
}
}
}
culture:cale = {
trigger = {
root.capital_province = {
geographical_region = world_europe
}
}
}
culture:atlantannach = {
trigger = {
root.capital_province = {
geographical_region = world_europe
}
}
}
culture:beur = {
trigger = {
root.capital_province = {
geographical_region = world_europe
}
}
}
culture:turkisch = {
trigger = {
root.capital_province = {
geographical_region = world_europe
}
}
}
culture:kurdish = {
trigger = {
root.capital_province = {
geographical_region = world_middle_east_persia
}
}
}
culture:rajput = {
trigger = {
root.capital_province = {
geographical_region = world_india
}
}
}
culture:hindustani = {
trigger = {
root.capital_province = {
geographical_region = world_india_rajastan
}
}
}
culture:gujarati = {
trigger = {
root.capital_province = {
geographical_region = world_india_rajastan
}
}
}
culture:marathi = {
trigger = {
root.capital_province = {
OR = {
geographical_region = world_india_rajastan
geographical_region = world_india_deccan
}
}
}
}
culture:tamil = {
trigger = {
root.capital_province = {
OR = {
geographical_region = world_india_deccan
geographical_region = world_asia_southeast_islands
}
}
}
}
culture:telugu = {
trigger = {
root.capital_province = {
geographical_region = world_india_deccan
}
}
}
culture:kannada = {
trigger = {
root.capital_province = {
geographical_region = world_india_deccan
}
}
}
culture:bengali = {
trigger = {
root.capital_province = {
OR = {
geographical_region = world_india_bengal
geographical_region = world_burma
}
}
}
}
culture:burmese = {
trigger = {
root.capital_province = {
OR = {
geographical_region = world_india_bengal
geographical_region = world_burma
}
}
}
}
culture:butr = {
trigger = {
root.capital_province = {
geographical_region = world_africa
}
}
}
culture:zaghawa = {
trigger = {
root.capital_province = {
geographical_region = world_africa
}
}
}
culture:bolghar = {
trigger = {
root.capital_province = {
geographical_region = world_steppe_west
}
}
}
culture:assyrian = {
trigger = {
root.capital_province = {
OR = {
geographical_region = world_steppe_east
geographical_region = world_steppe_tarim
}
}
}
}
culture:khitan = {
trigger = {
root.capital_province = {
OR = {
geographical_region = world_steppe_east
geographical_region = world_steppe_tarim
geographical_region = world_tibet
geographical_region = world_asia_north_east
}
}
}
}
culture:han = {
trigger = {
root.capital_province = {
OR = {
geographical_region = world_steppe_east
geographical_region = world_steppe_tarim
geographical_region = world_tibet
geographical_region = world_burma
geographical_region = world_asia_north_east
geographical_region = world_asia_china
geographical_region = world_asia_korea
geographical_region = world_asia_southeast_mainland
}
}
}
}
culture:cuman = {
trigger = {
root.capital_province = {
geographical_region = world_steppe_west
}
}
}
culture:bodpa = {
trigger = {
root.capital_province = {
geographical_region = world_tibet
}
}
}
culture:somali = {
trigger = {
root.capital_province = {
OR = {
geographical_region = world_middle_east
geographical_region = world_middle_east_persia
geographical_region = world_africa_north_east
AND = {
geographical_region = world_india
county.holder.faith = {
religion_tag = islam_religion
}
}
}
}
}
}
culture:swahili = {
trigger = {
root.capital_province = {
geographical_region = dlc_tgp_swahili_coast_region
}
}
}
culture:yemeni = {
trigger = {
root.capital_province = {
geographical_region = dlc_tgp_swahili_coast_region
county.holder = {
NOT = { government_has_flag = government_is_tribal }
faith = { religion_tag = islam_religion }
}
}
}
}
culture:persian = {
trigger = {
root.capital_province = {
geographical_region = dlc_tgp_swahili_coast_region
county.holder = {
NOT = { government_has_flag = government_is_tribal }
faith = { religion_tag = islam_religion }
}
}
}
}
culture:japanese = {
trigger = {
root.capital_province = { geographical_region = world_asia_japan }
}
}
culture:khanty = {
trigger = {
root.capital_province = {
geographical_region = world_siberia
}
}
}
}
learning = {
min_guest_template_skill max_guest_template_skill
}
stewardship = {
min_guest_template_skill max_guest_template_skill
}
diplomacy = {
min_guest_template_skill max_guest_template_skill
}
random_traits_list = {
education_learning_3 = { weight = { base = 10 } }
education_learning_4 = { weight = { base = 20 } }
education_stewardship_3 = { weight = { base = 5 } }
education_stewardship_4 = { weight = { base = 10 } }
education_diplomacy_3 = { weight = { base = 10 } }
education_diplomacy_4 = { weight = { base = 20 } }
}
random_traits_list = {
scholar = {}
theologian = {}
lifestyle_physician = {}
lifestyle_mystic = {}
lifestyle_herbalist = {}
administrator = {}
architect = {}
diplomat = {}
lifestyle_hunter = {}
}
dynasty = none
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 100
}
5 = {
change_current_weight = 200
}
}
if = {
limit = {
culture = { has_cultural_pillar = heritage_israelite }
}
add_character_flag = ai_will_not_convert
set_character_faith = faith:congregationist
if = {
limit = {
NOT = {
knows_language_of_culture = root.capital_province.culture
}
}
learn_language_of_culture = root.capital_province.culture
}
}
if = {
limit = {
culture = atlantannach
}
add_character_flag = ai_will_not_convert
set_character_faith = faith:iberian
if = {
limit = {
NOT = {
knows_language_of_culture = root.capital_province.culture
}
}
learn_language_of_culture = root.capital_province.culture
}
}
if = {
limit = {
culture = beur
}
add_character_flag = ai_will_not_convert
set_character_faith = faith:simurghi
if = {
limit = {
NOT = {
knows_language_of_culture = root.capital_province.culture
}
}
learn_language_of_culture = root.capital_province.culture
}
}
if = {
limit = {
culture = turkisch
}
add_character_flag = ai_will_not_convert
set_character_faith = faith:quranist
if = {
limit = {
NOT = {
knows_language_of_culture = root.capital_province.culture
}
}
learn_language_of_culture = root.capital_province.culture
}
}
else_if = {
limit = {
OR = {
culture = culture:rajput
culture = culture:marathi
culture = culture:gujarati
culture = culture:tamil
culture = culture:telugu
culture = culture:hindustani
culture = culture:kannada
culture = culture:bengali
culture = culture:burmese
}
}
random_list = {
10 = {
set_character_faith = faith:digambara
}
10 = {
set_character_faith = faith:svetambara
}
20 = {
set_character_faith = faith:yapaniya
}
35 = {
trigger = {
culture = culture:gujarati
}
set_character_faith = faith:zurvanism
}
100 = {
trigger = {
culture = culture:burmese
}
set_character_faith = faith:ari
}
5 = {
set_character_faith = faith:nestorian
}
25 = {
trigger = {
OR = {
culture = culture:kannada
culture = culture:telugu
culture = culture:tamil
}
}
set_character_faith = faith:malabarism
}
}
}
else_if = {
limit = {
OR = {
culture = culture:butr
culture = culture:zaghawa
}
}
random_list = {
10 = {
set_character_faith = faith:ibadi
}
10 = {
set_character_faith = faith:sufri
}
}
}
else_if = {
limit = {
culture = culture:kurdish
}
set_character_faith = faith:yazidi
}
else_if = {
limit = {
OR = {
culture = culture:bolghar
culture = culture:somali
}
}
set_character_faith = faith:ashari
if = {
limit = {
root.capital_county.faith = {
religion_tag = islam_religion
}
}
set_character_faith = root.capital_county.faith
}
}
else_if = {
limit = {
culture = culture:khazar
}
set_character_faith = faith:kabarism
}
else_if = {
limit = {
culture = culture:assyrian
}
set_character_faith = faith:nestorian
}
else_if = {
limit = {
culture = culture:khitan
}
random_list = {
15 = {
set_character_faith = faith:vajrayana
}
10 = {
set_character_faith = faith:tengri_pagan
}
5 = {
set_character_faith = faith:quanzhen
}
}
}
else_if = {
limit = {
culture = culture:han
}
random_list = {
50 = {
set_character_faith = faith:shangqing
random_list = {
50 = {}
50 = {
add_trait = devoted
}
}
}
15 = {
set_character_faith = faith:mahayana
}
5 = {
set_character_faith = faith:zhengyi
}
}
random = {
chance = 5
modifier = {
root.capital_province = {
geographical_region = world_asia_china
}
add = 10
}
add_trait = confucian_education
if = {
limit = {
OR = {
AND = {
is_male = yes
root.capital_province.province_owner = {
OR = {
has_realm_law = male_only_law
has_realm_law = male_preference_law
has_realm_law = equal_law
}
}
}
AND = {
is_female = yes
root.capital_province.province_owner = {
OR = {
has_realm_law = female_only_law
has_realm_law = female_preference_law
has_realm_law = equal_law
}
}
}
}
}
change_merit = { fixed_range = { min = 1000 max = 5000 } }
assign_completed_exams_based_on_merit_effect = yes
}
}
}
else_if = {
limit = {
culture = culture:bodpa
}
random_list = {
10 = {
set_character_faith = faith:bon
}
10 = {
set_character_faith = faith:old_bon
}
}
}
else_if = {
limit = {
religion = { is_in_family = rf_pagan }
}
random_list = {
10 = {
add_trait = one_eyed
}
10 = {
add_trait = albino
}
10 = {
add_trait = scaly
}
10 = {
add_trait = torturer
}
10 = {
add_trait = whole_of_body
}
10 = {
add_trait = flagellant
}
10 = {
add_trait = scarred
add_trait_xp = {
trait = scarred
value = {
integer_range = {
min = 5
max = 100
}
}
}
}
10 = {
add_trait = blind
}
10 = {
add_trait = shrewd
}
10 = {
add_trait = strong
}
10 = {
add_trait = giant
}
10 = {
add_trait = lifestyle_poet
}
450 = {
trigger = {
NOT = {
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = this.faith GENDER_CHARACTER = this }
}
}
add_trait = witch
}
150 = {
trigger = {
faith = {
has_doctrine = tenet_warmonger
}
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
}
NOR = {
has_trait = craven
has_trait = berserker
has_trait = calm
}
}
add_trait = berserker
}
}
}
# Learn flavorful & appropriate languages
if = {
limit = {
OR = {
culture = culture:butr
culture = culture:kurdish
culture = culture:somali
}
}
if = {
limit = {
NOT = {
knows_language = language_arabic
}
}
random = {
chance = 70
learn_language = language_arabic
}
}
}
if = {
limit = {
culture = culture:assyrian
}
if = {
limit = {
NOT = {
knows_language = language_greek
}
}
random = {
chance = 70
learn_language = language_greek
}
}
}
if = { # Guaranteed warriors
limit = {
OR = {
culture = culture:butr
culture = culture:zaghawa
culture = culture:khitan
culture = culture:somali
}
}
remove_trait = education_learning_3
remove_trait = education_learning_4
remove_trait = education_stewardship_3
remove_trait = education_stewardship_4
remove_trait = education_diplomacy_3
remove_trait = education_diplomacy_4
remove_trait = lifestyle_physician
remove_trait = lifestyle_mystic
remove_trait = theologian
remove_trait = lifestyle_herbalist
remove_trait = diplomat
remove_trait = administrator
remove_trait = architect
remove_trait = scholar
add_martial_skill = 4
add_prowess_skill = 6
random_list = {
50 = {
add_trait = education_martial_3
}
50 = {
add_trait = education_martial_4
}
}
random_list = {
10 = {
add_trait = strategist
}
30 = {
add_trait = lifestyle_blademaster
add_random_tiered_trait_xp_effect = {
TRAIT = lifestyle_blademaster
LEVEL_1 = yes
LEVEL_3 = yes
}
}
10 = {
add_trait = tourney_participant
add_random_tiered_trait_track_xp_effect = {
TRAIT = tourney_participant
TRACK = bow
LEVEL_1 = yes
LEVEL_3 = yes
}
}
10 = {
add_trait = overseer
}
}
give_random_commander_trait_effect = yes
}
else_if = {
limit = {
OR = {
religion = { is_in_family = rf_pagan }
culture = culture:bolghar
culture = culture:cuman
}
}
random_list = {
50 = {}
50 = {
remove_trait = education_learning_3
remove_trait = education_learning_4
remove_trait = education_stewardship_3
remove_trait = education_stewardship_4
remove_trait = education_diplomacy_3
remove_trait = education_diplomacy_4
remove_trait = lifestyle_physician
remove_trait = lifestyle_mystic
remove_trait = theologian
remove_trait = lifestyle_herbalist
remove_trait = diplomat
remove_trait = administrator
remove_trait = architect
remove_trait = scholar
add_martial_skill = 4
add_prowess_skill = 6
random_list = {
50 = {
add_trait = education_martial_3
}
50 = {
add_trait = education_martial_4
}
}
random_list = {
10 = {
add_trait = strategist
}
30 = {
add_trait = lifestyle_blademaster
add_random_tiered_trait_xp_effect = {
TRAIT = lifestyle_blademaster
LEVEL_1 = yes
LEVEL_3 = yes
}
}
10 = {
add_trait = tourney_participant
add_random_tiered_trait_track_xp_effect = {
TRAIT = tourney_participant
TRACK = bow
LEVEL_1 = yes
LEVEL_3 = yes
}
}
10 = {
add_trait = overseer
}
}
give_random_commander_trait_effect = yes
}
}
}
set_interesting_traits_and_modifiers_effect = yes
add_random_tiered_trait_xp_effect = {
TRAIT = lifestyle_physician
LEVEL_1 = yes
LEVEL_3 = yes
}
add_random_tiered_trait_xp_effect = {
TRAIT = lifestyle_mystic
LEVEL_1 = yes
LEVEL_3 = no
}
add_random_tiered_trait_track_xp_effect = {
TRAIT = lifestyle_hunter
TRACK = hunter
LEVEL_1 = yes
LEVEL_3 = no
}
add_random_tiered_trait_xp_effect = {
TRAIT = confucian_education
LEVEL_1 = yes
LEVEL_3 = yes
}
}
}