N3OW/N3OW/events/activities/hunt_activity/mpo_nerge_events.txt
2025-12-05 22:36:07 +00:00

3540 lines
68 KiB
Text

namespace = mpo_nerge
###################################
# Setup & Maintenance Events
###################################
# Start Events - 0005 - 0100
# mpo_nerge.0005 - Setup for Beginning Events
# mpo_nerge.0010 - Regular Start - Host
# mpo_nerge.0015 - Regular Start - Guest
###################################
# Outcome Events - 0105 - 0200
# mpo_nerge.0105 - Setup for Outcome Events
# mpo_nerge.0110 - Unimpressive Outcome
# mpo_nerge.0115 - Regular Outcome
# mpo_nerge.0120 - Impressive Outcome
# mpo_nerge.0125 - Great Outcome
# mpo_nerge.0130 - Fantastic Outcome
###################################
# Ongoing Events - 1000 - 2000
# mpo_nerge.1000 - Your eagle brings the pelt of an animal
# mpo_nerge.1005 - A guest is not impressed with the hunt (Host)
# mpo_nerge.1010 - Someone rides too far ahead and scares the animals
# mpo_nerge.1015 - Some animals stampede towards the group (Host)
# mpo_nerge.1020 - The master of the hunt warns there aren't many animals left (Host)
# mpo_nerge.1025 - Arguments break out over the spoils (Host)
# mpo_nerge.1030 - A rare animal and their young are spotted
# mpo_nerge.1035 - Hunters suggest a new tactic to catch the animals
# mpo_nerge.1040 - Hunter finds a bow among the bushes
# mpo_nerge.1050 - Animal gets on the way, hunters try to get them
# mpo_nerge.1060 - Delicious animals get on the way, get them
# Beginning Events
mpo_nerge.0005 = {
hidden = yes
immediate = {
court_position:master_of_hunt_court_position ?= {
save_scope_as = master_of_hunt
}
trigger_event = {
id = mpo_nerge.0010
}
scope:activity = {
every_attending_character = {
limit = {
NOT = { this = scope:host }
}
trigger_event = {
id = mpo_nerge.0015
}
}
}
}
}
mpo_nerge.0010 = { # Regular Nerge Start - Host
type = activity_event
title = mpo_nerge.0010.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:master_of_hunt
}
desc = mpo_nerge.0010.desc.intro.master_of_hunt
}
desc = mpo_nerge.0010.desc.intro
}
first_valid = {
triggered_desc = {
trigger = {
OR = {
has_trait = maimed
has_trait = infirm
has_trait = incapable
has_trait = blind
}
exists = scope:master_of_hunt
}
desc = mpo_nerge.0010.desc.outro.alt.moh
}
triggered_desc = {
trigger = {
OR = {
has_trait = maimed
has_trait = infirm
has_trait = incapable
has_trait = blind
}
}
desc = mpo_nerge.0010.desc.outro.alt
}
desc = mpo_nerge.0010.desc.outro
}
}
theme = hunt_activity
left_portrait = {
character = scope:master_of_hunt
animation = horse_conversing_right
camera = camera_event_horse_left
}
right_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
option = {
name = mpo_nerge.0010.a
if = {
limit = {
is_ai = yes
}
nerge_progression_large_effect = yes
random = {
chance = 10
nerge_progression_large_effect = yes
}
random = {
chance = 10
nerge_progression_medium_effect = yes
}
random = {
chance = 10
nerge_progression_small_effect = yes
}
}
else = {
nerge_progression_tiny_effect = yes
}
}
}
mpo_nerge.0015 = { # Regular Nerge Start - Guest
type = activity_event
title = mpo_nerge.0015.t
desc = mpo_nerge.0015.desc
theme = hunt_activity
left_portrait = {
character = root
animation = horse_sword_shield
camera = camera_event_horse_left_forward
}
right_portrait = {
character = scope:host
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
option = {
name = mpo_nerge.0015.a
}
}
# Outcome Events
mpo_nerge.0105 = {
hidden = yes
trigger = {
exists = scope:activity
}
immediate = {
scope:activity = {
activity_location = { save_scope_as = nerge_location }
if = {
limit = {
var:activity_special_type_progression >= 25
}
every_attending_character = {
limit = {
has_activity_intent = successful_nerge_intent
}
complete_activity_intent = yes
}
}
if = {
limit = {
var:activity_special_type_progression < 25
}
every_attending_character = {
trigger_event = {
id = mpo_nerge.0110
}
}
}
else_if = {
limit = {
var:activity_special_type_progression < 50
}
every_attending_character = {
trigger_event = {
id = mpo_nerge.0115
}
}
}
else_if = {
limit = {
var:activity_special_type_progression < 75
}
every_attending_character = {
trigger_event = {
id = mpo_nerge.0120
}
}
}
else_if = {
limit = {
var:activity_special_type_progression < 100
}
every_attending_character = {
trigger_event = {
id = mpo_nerge.0125
}
}
}
else_if = {
limit = {
var:activity_special_type_progression >= 100
}
every_attending_character = {
trigger_event = {
id = mpo_nerge.0130
}
}
}
}
}
}
mpo_nerge.0110 = { # Unimpressive Outcome
type = activity_event
title = mpo_nerge.0110.t
desc = mpo_nerge.0110.desc
theme = hunt_activity
right_portrait = {
character = root
animation = jockey_loss
camera = camera_event_horse_left
}
immediate = {
hand_out_nerge_rewards = { OUTCOME = unimpressive }
}
option = {
name = mpo_nerge.0110.a
}
}
mpo_nerge.0115 = { # Regular Outcome
type = activity_event
title = mpo_nerge.0115.t
desc = mpo_nerge.0115.desc
theme = hunt_activity
right_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
immediate = {
hand_out_nerge_rewards = { OUTCOME = regular }
}
option = {
name = mpo_nerge.0115.a
}
}
mpo_nerge.0120 = { # Impressive Outcome
type = activity_event
title = mpo_nerge.0120.t
desc = mpo_nerge.0120.desc
theme = hunt_activity
right_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
immediate = {
hand_out_nerge_rewards = { OUTCOME = impressive }
}
option = {
name = mpo_nerge.0120.a
if = {
limit = {
root = scope:host
}
nerge_commander_trait_effect = yes
}
}
}
mpo_nerge.0125 = { # Great Outcome
type = activity_event
title = mpo_nerge.0125.t
desc = mpo_nerge.0125.desc
theme = hunt_activity
right_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
immediate = {
hand_out_nerge_rewards = { OUTCOME = great }
}
option = {
name = mpo_nerge.0125.a
if = {
limit = {
is_ai = no
}
nerge_commander_trait_effect = yes
}
else = {
random = {
chance = 15
nerge_commander_trait_effect = yes
}
}
}
}
mpo_nerge.0130 = { # Fantastic Outcome
type = activity_event
title = mpo_nerge.0130.t
desc = mpo_nerge.0130.desc
theme = hunt_activity
right_portrait = {
character = root
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
immediate = {
hand_out_nerge_rewards = { OUTCOME = fantastic }
}
option = {
name = mpo_nerge.0130.a
if = {
limit = {
is_ai = no
}
nerge_commander_trait_effect = yes
}
else = {
random = {
chance = 30
nerge_commander_trait_effect = yes
}
}
}
}
### Ongoing Events ###
#######################
# Your eagle brings the pelt of an animal
#######################
mpo_nerge.1000 = {
type = activity_event
title = mpo_nerge.1000.t
desc = mpo_nerge.1000.desc
theme = hunt_activity
left_portrait = {
character = root
triggered_animation = {
trigger = { has_trait = paranoid }
animation = paranoia
}
animation = hunting_falcon
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
has_eagle_trigger = yes
}
immediate = {
involved_activity = { save_scope_as = activity }
}
option = { # A sure sign, follow him!
name = mpo_nerge.1000.a
random_list = {
50 = {
desc = mpo_nerge.1000.a.tt.success
modifier = {
add = 15
has_variable = eagle_personality_trait_2
}
modifier = {
add = 10
has_character_modifier = brave_eagle_story_modifier
}
modifier = {
add = 15
has_character_modifier = cunning_eagle_story_modifier
}
modifier = {
add = 5
has_trait_xp = {
trait = lifestyle_hunter
track = falconer
value >= 50
}
}
modifier = {
add = 5
has_trait_xp = {
trait = lifestyle_hunter
track = falconer
value >= 25
}
}
modifier = {
add = 5
has_trait_xp = {
trait = lifestyle_hunter
track = falconer
value >= 1
}
}
modifier = {
add = 10
has_trait = lifestyle_hunter
}
send_interface_toast = {
type = event_toast_effect_good
title = mpo_nerge.1000.a.tt.success
nerge_progression_large_effect = yes
}
random = {
chance = 75
if = {
limit = {
NOT = { has_variable = eagle_personality_trait }
}
show_as_tooltip = { add_character_modifier = cunning_eagle_story_modifier }
hidden_effect = {
set_eagle_personality_trait_effect = { TRAIT = cunning ADD_MODIFIER = yes }
}
}
}
}
50 = {
modifier = {
add = 10
has_character_modifier = weak_eagle_modifier
}
modifier = {
add = 15
has_character_modifier = very_weak_eagle_modifier
}
desc = mpo_nerge.1000.a.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1000.a.tt.failure
add_stress = miniscule_stress_gain
}
}
}
if = {
limit = {
NOT = { has_trait = lifestyle_hunter }
}
add_trait = lifestyle_hunter
}
add_trait_xp = {
trait = lifestyle_hunter
track = falconer
value = medium_trait_xp
}
stress_impact = {
trusting = medium_stress_impact_loss
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 1.5
has_trait = brave
}
modifier = {
factor = 2
has_trait = trusting
}
modifier = {
factor = 0
has_trait = craven
}
}
}
option = { # Send a few trusted riders to investigate.
name = mpo_nerge.1000.b
duel = {
skill = intrigue
value = decent_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_nerge.1000.b.tt.success
send_interface_toast = {
title = mpo_nerge.1000.b.tt.success
type = event_toast_effect_good
nerge_progression_medium_effect = yes
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_nerge.1000.a.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1000.a.tt.failure
add_stress = miniscule_stress_gain
}
}
}
stress_impact = {
ambitious = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 2
intrigue >= decent_skill_rating
}
}
}
option = { # Ignore it, stay focused on the main hed.
name = mpo_nerge.1000.c
nerge_progression_tiny_effect = yes
random = {
chance = 10
if = {
limit = {
NOT = { has_variable = eagle_personality_trait }
}
show_as_tooltip = { add_character_modifier = cunning_eagle_story_modifier }
hidden_effect = {
set_eagle_personality_trait_effect = { TRAIT = cunning ADD_MODIFIER = yes }
}
}
}
ai_chance = {
base = 75
modifier = {
factor = 2
OR = {
has_trait = paranoid
has_trait = lazy
has_trait = content
}
}
}
}
}
#######################
# A guest is not impressed with the hunt
#######################
mpo_nerge.1005 = {
type = activity_event
title = mpo_nerge.1005.t
desc = mpo_nerge.1005.desc
theme = hunt_activity
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:dissenter
animation = personality_vengeful
}
override_background = { reference = wilderness_activity }
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
this = involved_activity.activity_host
involved_activity ?= {
any_attending_character = {
is_adult = yes
is_alive = yes
this != root
}
}
}
immediate = {
involved_activity = {
save_scope_as = activity
random_attending_character = {
limit = {
is_adult = yes
is_alive = yes
this != root
}
weight = {
base = 5
modifier = {
add = 3
has_trait = arrogant
}
modifier = {
add = 1
NOT = { is_obedient_to = root }
}
modifier = {
add = 3
root = {
intent_target ?= prev
}
}
modifier = {
add = 35
opinion = {
value <= low_negative_opinion
target = root
}
}
}
save_scope_as = dissenter
}
}
}
option = { # Then watch this
name = mpo_nerge.1005.a
duel = {
skill = prowess
desc = mpo_nerge.1005.a.tt
value = decent_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_nerge.1005.a.tt.success
send_interface_toast = {
title = mpo_nerge.1005.a.tt.success
type = event_toast_effect_good
nerge_progression_large_effect = yes
add_prestige = minor_prestige_gain
if = {
limit = {
scope:dissenter = {
NOT = { is_obedient_to = root }
OR = {
is_tributary_of = root
is_vassal_of = root
is_courtier_of = root
}
}
}
scope:dissenter = {
add_opinion = {
modifier = obedience_opinion
target = root
years = 5
}
}
if = {
limit = {
has_activity_intent = impose_obedience_intent
intent_target ?= scope:dissenter
}
complete_activity_intent = yes
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_nerge.1005.a.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1005.a.tt.failure
}
}
}
stress_impact = {
arrogant = minor_stress_impact_loss
}
ai_chance = {
base = 50
modifier = {
factor = 2
prowess > decent_skill_rating
}
modifier = {
factor = 2
has_trait = arrogant
}
modifier = {
factor = 1.5
has_activity_intent = impose_obedience_intent
intent_target ?= scope:dissenter
}
}
}
option = { # You should take the lead then.
name = mpo_nerge.1005.b
scope:dissenter = {
duel = {
skill = martial
value = decent_skill_rating
desc = mpo_nerge.1005.b.tt
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_nerge.1005.b.tt.success
root = {
send_interface_toast = {
title = mpo_nerge.1005.b.tt.success
type = event_toast_effect_good
nerge_progression_medium_effect = yes
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_nerge.1005.b.tt.failure
root = {
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1005.b.tt.failure
add_dread = medium_dread_gain
scope:dissenter = { add_stress = medium_stress_gain }
if = {
limit = {
has_activity_intent = dreadful_nerge_intent
}
complete_activity_intent = yes
}
}
}
}
}
}
stress_impact = {
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
modifier = {
factor = 0
has_trait = arrogant
}
modifier = {
factor = 1.5
has_activity_intent = dreadful_nerge_intent
}
}
}
option = { # Okay I don't care
name = mpo_nerge.1005.c
stress_impact = {
base = minor_stress_impact_loss
humble = minor_stress_impact_loss
arrogant = minor_stress_impact_gain
}
nerge_progression_tiny_effect = yes
scope:dissenter = {
add_opinion = {
target = root
modifier = insult_opinion
opinion = -10
}
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = humble
}
modifier = {
factor = 0
has_trait = arrogant
}
}
}
}
#######################
# Someone runs out of formation and scares the animals
#######################
mpo_nerge.1010 = {
type = activity_event
title = mpo_nerge.1010.t
desc = mpo_nerge.1010.desc
theme = hunt_activity
left_portrait = {
character = root
animation = horse_exhausted
camera = camera_event_horse_left
}
right_portrait = {
character = scope:chaser
animation = jockey_gallop
camera = camera_event_horse_left
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
involved_activity ?= {
any_attending_character = {
is_adult = yes
is_alive = yes
is_ai = yes
this != root
NOR = {
is_vassal_of = root
is_tributary_of = root
}
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 5
OR = {
has_activity_intent = dreadful_nerge_intent
has_activity_intent = impose_obedience_intent
}
}
}
immediate = {
involved_activity = { save_scope_as = activity }
involved_activity = {
random_attending_character = {
limit = {
this != root
is_adult = yes
is_alive = yes
is_ai = yes
NOR = {
is_vassal_of = root
is_tributary_of = root
}
}
weight = {
base = 1
modifier = {
add = 3
culture != root.culture
}
modifier = {
add = 2
NOT = { is_obedient_to = root }
}
modifier = {
add = 10
root = {
intent_target ?= prev
}
}
modifier = {
add = 2
NOT = { is_close_or_extended_family_of = root }
}
}
save_scope_as = chaser
hunt_wound_select_effect = yes
}
}
}
option = { # Abandon him
name = mpo_nerge.1010.a
add_dread = major_dread_gain
scope:chaser = {
random_list = {
50 = {
show_chance = no
desc = mpo_nerge.1010.a.tt.injury
add_opinion = {
modifier = abandoned_me_opinion
target = root
}
root = {
send_interface_toast = {
type = event_toast_effect_neutral
title = mpo_nerge.1010.a.tt.injury
left_icon = scope:chaser
scope:chaser = { increase_wounds_effect = { REASON = hunting_accident } }
}
}
}
50 = {
show_chance = no
desc = mpo_nerge.1010.a.tt.death
root = {
send_interface_toast = {
type = event_toast_effect_neutral
title = mpo_nerge.1010.a.tt.death
left_icon = scope:chaser
if = {
limit = {
has_activity_intent = murder_attendee_intent
intent_target ?= scope:chaser
}
scope:chaser = { death = { death_reason = death_trampled } }
complete_activity_intent = yes
}
else = {
scope:chaser = { increase_wounds_effect = { REASON = trampled_by_horse } apply_maimed_trait_and_modifier_effect = yes }
}
}
}
}
}
}
if = {
limit = {
has_activity_intent = dreadful_nerge_intent
}
complete_activity_intent = yes
}
stress_impact = {
compassionate = major_stress_impact_gain
callous = major_stress_impact_loss
vengeful = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
ai_compassion = -1
}
opinion_modifier = {
opinion_target = scope:chaser
multiplier = -0.5
}
modifier = {
factor = 1.5
intent_target ?= scope:chaser
}
}
}
option = { # Try and scavenge what you can
name = mpo_nerge.1010.b
if = {
limit = {
government_has_flag = government_is_nomadic
exists = domicile
}
domicile = {
change_herd = -50
}
}
duel = {
skill = stewardship
value = decent_skill_rating
60 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
add = 10
OR = {
has_trait = organizer
has_trait = logistician
}
}
min = 5
desc = mpo_nerge.1010.b.tt.success
send_interface_toast = {
title = mpo_nerge.1010.b.tt.success
type = event_toast_effect_good
nerge_progression_medium_effect = yes
}
}
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1010.b.tt.failure
send_interface_toast = {
type = event_toast_effect_neutral
title = mpo_nerge.1010.b.tt.failure
nerge_progression_small_effect = yes
}
}
}
stress_impact = {
greedy = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = { # It's okay
name = {
text = {
first_valid = {
triggered_desc = {
trigger = {
has_activity_intent = impose_obedience_intent
intent_target ?= scope:chaser
}
desc = mpo_nerge.1010.c_obedience
}
desc = mpo_nerge.1010.c
}
}
}
if = {
limit = {
has_activity_intent = impose_obedience_intent
intent_target ?= scope:chaser
}
complete_activity_intent = yes
scope:chaser = {
add_opinion = {
modifier = obedience_opinion
target = root
years = 5
}
}
}
else = {
scope:chaser = {
add_opinion = {
modifier = grateful_opinion
target = root
opinion = 15
}
}
add_dread = miniscule_dread_loss
}
if = {
limit = {
scope:chaser.culture != root.culture
}
culture = {
change_cultural_acceptance = {
target = scope:chaser.culture
value = miniscule_cultural_acceptance_gain
desc = cultural_acceptance_gain_event
}
}
}
stress_impact = {
forgiving = minor_stress_impact_loss
content = miniscule_stress_impact_loss
compassionate = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = -1
ai_compassion = 1
}
opinion_modifier = {
opinion_target = scope:chaser
multiplier = 0.5
}
modifier = {
factor = 2
has_activity_intent = impose_obedience_intent
intent_target ?= scope:chaser
}
}
}
}
#######################
# Animals charge towards the group
#######################
mpo_nerge.1015 = {
type = activity_event
title = mpo_nerge.1015.t
desc = mpo_nerge.1015.desc
theme = hunt_activity
left_portrait = {
character = scope:hunter_1
animation = jockey_gallop
camera = camera_event_horse_left
}
center_portrait = {
character = scope:hunter_2
animation = jockey_gallop
camera = camera_event_horse_left
}
right_portrait = {
character = root
animation = jockey_gallop
camera = camera_event_horse_right
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
this = involved_activity.activity_host
involved_activity ?= {
any_attending_character = {
is_adult = yes
is_alive = yes
this != root
count >= 2
}
}
}
immediate = {
involved_activity = { save_scope_as = activity }
involved_activity = {
random_attending_character = {
limit = {
is_adult = yes
is_alive = yes
this != root
}
save_scope_as = hunter_1
}
random_attending_character = {
limit = {
is_adult = yes
is_alive = yes
this != root
this != scope:hunter_1
}
save_scope_as = hunter_2
}
}
}
option = { # Fight back
name = mpo_nerge.1015.a
duel = {
skill = martial
value = decent_skill_rating
30 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
add = scope:hunter_1.martial
}
modifier = {
always = yes
add = scope:hunter_2.martial
}
min = 5
desc = mpo_nerge.1015.a.tt.success
send_interface_toast = {
title = mpo_nerge.1015.a.tt.success
type = event_toast_effect_good
add_prestige = miniscule_prestige_gain
nerge_progression_large_effect = yes
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1015.a.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1015.a.tt.failure
add_prestige = miniscule_prestige_loss
random = {
chance = 25
increase_wounds_effect = { REASON = hunting_accident }
scope:hunter_1 = { increase_wounds_effect = { REASON = hunting_accident } }
scope:hunter_2 = { increase_wounds_effect = { REASON = hunting_accident } }
}
}
}
}
stress_impact = {
brave = minor_stress_impact_loss
craven = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
modifier = {
add = 10
OR = {
scope:hunter_1.martial > decent_skill_rating
scope:hunter_2.martial > decent_skill_rating
}
}
modifier = {
factor = 2
has_trait = brave
}
modifier = {
factor = 0
has_trait = craven
}
}
}
option = { # Try and get a few animals
name = mpo_nerge.1015.b
nerge_progression_medium_effect = yes
random = {
chance = 25
domicile ?= { change_herd = 75 }
}
stress_impact = {
content = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
modifier = {
factor = 2
has_trait = craven
}
}
}
option = { # Let them pass
name = mpo_nerge.1015.c
add_piety = minor_piety_gain
location.county = { change_county_fertility = minor_county_fertility_gain }
stress_impact = {
compassionate = minor_stress_impact_loss
content = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 1.5
has_trait = content
}
modifier = {
factor = 2
has_trait = compassionate
}
modifier = {
factor = 2
location.county.county_fertility < bad_county_fertility_level
}
}
}
option = { # Punish the riders
name = mpo_nerge.1015.d
add_dread = medium_dread_gain
if = {
limit = {
has_activity_intent = dreadful_nerge_intent
}
complete_activity_intent = yes
}
scope:hunter_1 = {
progress_towards_rival_effect = {
REASON = rival_humiliated_at_nerge
CHARACTER = root
OPINION = default_rival_opinion
}
if = {
limit = {
exists = scope:hunter_1.domicile
scope:hunter_1.domicile.herd > domicile.minor_herd_value
}
pay_herd = {
target = root
value = domicile.minor_herd_value
}
}
else = {
root = {
add_hook_no_toast = { type = favor_hook target = scope:hunter_1 }
}
}
}
scope:hunter_2 = {
progress_towards_rival_effect = {
REASON = rival_humiliated_at_nerge
CHARACTER = root
OPINION = default_rival_opinion
}
if = {
limit = {
exists = scope:hunter_2.domicile
scope:hunter_2.domicile.herd > domicile.minor_herd_value
}
pay_herd = {
target = root
value = domicile.minor_herd_value
}
}
else = {
root = {
add_hook_no_toast = { type = favor_hook target = scope:hunter_2 }
}
}
}
stress_impact = {
compassionate = minor_stress_impact_gain
callous = minor_stress_impact_loss
vengeful = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
ai_compassion = -1
}
modifier = {
factor = -1
OR = {
has_trait = compassionate
has_trait = gregarious
}
}
modifier = {
factor = 2
has_activity_intent = dreadful_nerge_intent
}
opinion_modifier = {
opinion_target = scope:hunter_1
multiplier = -0.5
}
opinion_modifier = {
opinion_target = scope:hunter_2
multiplier = -0.5
}
}
}
}
#######################
# The master of the hunt warns there aren't many animals left
#######################
mpo_nerge.1020 = {
type = activity_event
title = mpo_nerge.1020.t
desc = mpo_nerge.1020.desc
theme = hunt_activity
left_portrait = {
character = root
animation = jockey_walk
camera = camera_event_horse_left
}
right_portrait = {
character = scope:master_of_hunt
animation = jockey_walk
camera = camera_event_horse_right
}
cooldown = { years = 1 }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
this = involved_activity.activity_host
involved_activity ?= {
any_attending_character = {
is_adult = yes
is_alive = yes
has_court_position = master_of_hunt_court_position
}
}
}
immediate = {
involved_activity = { save_scope_as = activity }
court_position:master_of_hunt_court_position ?= {
save_scope_as = master_of_hunt
}
}
option = { # Only hunt what we need
name = mpo_nerge.1020.a
custom_tooltip = mpo_nerge.1020.a.tt
nerge_progression_tiny_effect = yes
stress_impact = {
greedy = minor_stress_impact_gain
temperate = minor_stress_impact_loss
content = minor_stress_impact_loss
}
scope:master_of_hunt = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 10
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
modifier = {
factor = 2
OR = {
has_trait = content
has_trait = compassionate
has_trait = temperate
}
}
}
}
option = { # Doesn't matter, kill them all
name = mpo_nerge.1020.b
location.county = {
change_county_fertility = miniscule_county_fertility_loss
add_county_modifier = {
modifier = mpo_nerge_overhunting_modifier
years = 2
}
}
nerge_progression_small_effect = yes
stress_impact = {
greedy = minor_stress_impact_loss
callous = minor_stress_impact_loss
content = minor_stress_impact_gain
}
add_dread = medium_dread_gain
if = {
limit = {
has_activity_intent = dreadful_nerge_intent
}
complete_activity_intent = yes
}
scope:master_of_hunt = {
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -15
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
modifier = {
factor = 2
has_trait = callous
}
modifier = {
factor = 2
has_activity_intent = dreadful_nerge_intent
}
modifier = {
factor = 0
OR = {
has_trait = content
has_trait = compassionate
has_trait = temperate
}
}
}
}
option = { # Hunt selectively
name = mpo_nerge.1020.c
duel = {
skill = learning
value = decent_skill_rating
desc = mpo_nerge.1020.c.tt
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
add = 10
has_trait = lifestyle_mystic
}
min = 5
desc = mpo_nerge.1020.c.tt.success
send_interface_toast = {
title = mpo_nerge.1020.c.tt.success
type = event_toast_effect_good
scope:master_of_hunt = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 10
}
}
nerge_progression_medium_effect = yes
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1020.c.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1020.c.tt.failure
location.county = {
change_county_fertility = miniscule_county_fertility_loss
add_county_modifier = {
modifier = mpo_nerge_overhunting_modifier
years = 2
}
}
}
}
}
stress_impact = {
greedy = minor_stress_impact_gain
temperate = minor_stress_impact_loss
lifestyle_mystic = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_greed = -1
}
modifier = {
factor = 2
OR = {
learning > decent_skill_rating
has_trait = lifestyle_mystic
}
}
}
}
}
#######################
# Arguments break out over the spoils
#######################
mpo_nerge.1025 = {
type = activity_event
title = mpo_nerge.1025.t
desc = mpo_nerge.1025.desc
theme = hunt_activity
left_portrait = {
character = scope:hunter_1
animation = jockey_walk
camera = camera_event_horse_left
}
center_portrait = {
character = scope:hunter_2
animation = jockey_walk
camera = camera_event_horse_left
}
right_portrait = {
character = root
animation = jockey_walk
camera = camera_event_horse_right
}
cooldown = { years = 1 }
override_background = { reference = army_camp }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
this = involved_activity.activity_host
involved_activity ?= {
any_attending_character = {
is_adult = yes
is_alive = yes
this != root
count >= 2
}
}
}
immediate = {
involved_activity = { save_scope_as = activity }
involved_activity = {
random_attending_character = {
limit = {
is_adult = yes
is_alive = yes
this != root
}
weight = {
base = 5
modifier = {
add = 1
has_trait = arrogant
}
modifier = {
add = 3
root = {
intent_target ?= prev
}
}
}
save_scope_as = hunter_1
}
random_attending_character = {
limit = {
is_adult = yes
is_alive = yes
this != root
this != scope:hunter_1
}
weight = {
base = 5
modifier = {
add = 1
has_trait = arrogant
}
modifier = {
add = 3
root = {
intent_target ?= prev
}
}
}
save_scope_as = hunter_2
}
}
if = {
limit = {
exists = intent_target
}
intent_target = { save_scope_as = intent_target }
}
}
option = { # I will make a feast
name = mpo_nerge.1025.a
flavor = mpo_nerge.1025.a.flavor
custom_tooltip = mpo_nerge.1025.a.tt
add_character_modifier = {
modifier = mpo_nerge_feast_discount
days = 366
}
trigger_event = {
id = mpo_nerge.1026
years = 1
}
stress_impact = {
compassionate = minor_stress_impact_loss
gregarious = medium_stress_impact_loss
gluttonous = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
ai_rationality = 1
}
modifier = {
factor = 2
has_trait = gregarious
}
}
}
option = { # Fight for it
name = mpo_nerge.1025.b
add_dread = minor_dread_gain
if = {
limit = {
has_activity_intent = dreadful_nerge_intent
}
complete_activity_intent = yes
}
scope:hunter_1 = {
duel = {
skill = prowess
target = scope:hunter_2
desc = mpo_nerge.1025.b.tt
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
min = 5
desc = mpo_nerge.1025.b.tt.hunter_1
root = {
send_interface_toast = {
title = mpo_nerge.1025.b.tt.hunter_1
scope:hunter_1 = { add_prestige = minor_prestige_gain }
type = event_toast_effect_neutral
left_icon = scope:hunter_1
}
}
scope:hunter_2 = {
increase_wounds_effect = { REASON = fight }
add_opinion = {
target = root
modifier = angry_opinion
opinion = -30
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1025.b.tt.hunter_2
root = {
send_interface_toast = {
title = mpo_nerge.1025.b.tt.hunter_2
scope:hunter_2 = { add_prestige = minor_prestige_gain }
type = event_toast_effect_neutral
left_icon = scope:hunter_2
}
}
scope:hunter_1 = {
increase_wounds_effect = { REASON = fight }
add_opinion = {
target = root
modifier = angry_opinion
opinion = -30
}
}
}
}
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = callous
}
modifier = {
factor = 0
has_trait = compassionate
}
modifier = {
factor = 2
has_activity_intent = dreadful_nerge_intent
}
}
}
option = { # It's for me
name = mpo_nerge.1025.c
duel = {
skill = intrigue
value = decent_skill_rating
desc = mpo_nerge.1025.c.tt
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
add = 10
scope:hunter_1 = { has_trait = trusting }
}
modifier = {
add = 10
scope:hunter_2 = { has_trait = trusting }
}
min = 5
desc = mpo_nerge.1025.c.tt.success
send_interface_toast = {
title = mpo_nerge.1025.c.tt.success
add_dread = minor_dread_gain
add_prestige = minor_prestige_gain
type = event_toast_effect_good
}
scope:hunter_1 = {
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -15
}
}
scope:hunter_2 = {
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -15
}
}
if = {
limit = {
has_activity_intent = dreadful_nerge_intent
}
complete_activity_intent = yes
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1025.c.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1025.c.tt.failure
add_stress = minor_stress_gain
}
}
}
stress_impact = {
schemer = minor_stress_impact_loss
honest = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
}
modifier = {
factor = 0
has_trait = honest
}
modifier = {
factor = 1.5
has_activity_intent = dreadful_nerge_intent
}
}
}
option = { # Obey me and you will have it
name = mpo_nerge.1025.d
trigger = {
has_activity_intent = impose_obedience_intent
OR = {
intent_target ?= scope:hunter_1
intent_target ?= scope:hunter_2
}
}
if = {
limit = {
has_activity_intent = impose_obedience_intent
}
complete_activity_intent = yes
intent_target = {
add_opinion = {
modifier = obedience_opinion
target = root
years = 5
}
}
}
if = {
limit = { intent_target = scope:hunter_1 }
scope:hunter_2 = { add_opinion = { modifier = angry_opinion target = root opinion = -15 } }
}
else = {
scope:hunter_1 = { add_opinion = { modifier = angry_opinion target = root opinion = -15 } }
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
}
modifier = {
factor = 0
has_trait = honest
}
modifier = {
factor = 2
has_activity_intent = impose_obedience_intent
OR = {
intent_target ?= scope:hunter_1
intent_target ?= scope:hunter_2
}
}
}
}
}
# Follow up event
mpo_nerge.1026 = {
title = mpo_nerge.1026.t
desc = mpo_nerge.1026.desc
theme = realm
type = character_event
left_portrait = {
character = root
animation = sadness
}
trigger = {
has_character_modifier = mpo_nerge_feast_discount
}
option = {
name = mpo_nerge.1026.a
remove_character_modifier = mpo_nerge_feast_discount
add_prestige = medium_prestige_loss
add_character_modifier = {
modifier = mpo_nerge_promised_feast_failed
years = 5
}
}
}
#######################
# Another animal and their young are spotted
#######################
mpo_nerge.1030 = {
type = activity_event
title = mpo_nerge.1030.t
desc = mpo_nerge.1030.desc
theme = hunt_activity
left_portrait = {
character = root
animation = jockey_walk
camera = camera_event_horse_left
}
right_portrait = {
character = scope:master_of_hunt
animation = jockey_walk
camera = camera_event_horse_left
}
cooldown = { years = 1 }
override_background = { reference = wilderness_activity }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
NOT = {
any_realm_county = { has_county_modifier = hunt_sighting_legendary_modifier }
}
involved_activity ?= {
any_attending_character = {
is_adult = yes
is_alive = yes
this != root
}
activity_host ?= root
}
}
weight_multiplier = {
base = 1
modifier = {
add = 2
has_trait = lifestyle_mystic
}
}
immediate = {
involved_activity = { save_scope_as = activity }
involved_activity = {
random_attending_character = {
limit = {
has_court_position = master_of_hunt_court_position
}
alternative_limit = {
is_adult = yes
is_alive = yes
this != root
}
save_scope_as = master_of_hunt
}
}
location.county = { save_scope_as = county }
}
option = { # Slay it
name = mpo_nerge.1030.a
duel = {
skills = { martial prowess }
value = decent_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
add = 10
has_trait = lifestyle_hunter
}
min = 5
desc = mpo_nerge.1030.a.tt.success
send_interface_toast = {
title = mpo_nerge.1030.a.tt.success
type = event_toast_effect_good
nerge_progression_medium_effect = yes
add_prestige = medium_prestige_gain
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1030.a.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1030.a.tt.failure
increase_wounds_effect = { REASON = hunting_accident }
}
}
}
stress_impact = {
brave = medium_stress_impact_loss
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = wounded
}
}
}
}
option = { # Track it
name = mpo_nerge.1030.b
duel = {
skill = learning
value = high_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
add = 10
has_trait = lifestyle_mystic
}
min = 5
desc = mpo_nerge.1030.b.tt.success
send_interface_toast = {
title = mpo_nerge.1030.b.tt.success
type = event_toast_effect_good
if = {
limit = {
has_trait = lifestyle_mystic
}
add_trait_xp = {
trait = lifestyle_mystic
value = lifestyle_mystic_xp_gain_minor_value
}
}
else = {
add_trait = lifestyle_mystic
}
trigger_event = {
id = mpo_nerge.1031
days = { 60 720 }
}
custom_tooltip = mpo_nerge.1030.b.tt.effect
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1030.b.tt.failure
send_interface_toast = {
type = event_toast_effect_neutral
title = mpo_nerge.1030.b.tt.failure
add_stress = minor_stress_loss
}
}
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
content = medium_stress_impact_loss
lifestyle_mystic = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
modifier = {
factor = 2
has_trait = lifestyle_mystic
}
}
}
option = { # Let it go
name = mpo_nerge.1030.c
scope:master_of_hunt = {
add_opinion = {
modifier = annoyed_opinion
target = root
opinion = -15
}
}
nerge_progression_tiny_effect = yes
stress_impact = {
base = minor_stress_impact_loss
lazy = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
}
modifier = {
factor = 2
has_trait = lazy
}
}
}
}
# Follow up event
mpo_nerge.1031 = {
type = character_event
hidden = yes
immediate = {
scope:county ?= {
if = {
limit = {
NOT = { has_county_modifier = hunt_sighting_legendary_modifier }
}
root = {
send_interface_message = {
type = event_generic_good
title = mpo_nerge.1031.t
start_hunt_mystical_animal_story_cycle_effect = yes
scope:county = {
hunt_create_sighting_effect = {
TYPE = legendary
ANIMAL = flag:deer
OWNER = root
}
}
}
}
}
}
remove_variable = legendary_county
}
}
#######################
# Hunters suggest a new tactic to catch the animals
#######################
mpo_nerge.1035 = {
type = activity_event
title = mpo_nerge.1035.t
desc = mpo_nerge.1035.desc
theme = hunt_activity
left_portrait = {
character = scope:hunter_1
animation = personality_vengeful
}
center_portrait = {
character = scope:hunter_2
animation = personality_bold
}
right_portrait = {
character = scope:hunter_3
animation = personality_forgiving
}
cooldown = { years = 1 }
override_background = { reference = mpo_hunt_steppe }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
involved_activity ?= {
any_attending_character = {
is_adult = yes
is_alive = yes
this != root
count >= 3
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 15
this = involved_activity.activity_host
}
}
immediate = {
involved_activity = { save_scope_as = activity }
involved_activity = {
ordered_attending_character = {
limit = {
is_adult = yes
is_alive = yes
this != root
}
order_by = martial
save_scope_as = hunter_1
}
ordered_attending_character = {
limit = {
is_adult = yes
is_alive = yes
this != root
this != scope:hunter_1
}
order_by = diplomacy
save_scope_as = hunter_2
}
ordered_attending_character = {
limit = {
is_adult = yes
is_alive = yes
this != root
this != scope:hunter_1
this != scope:hunter_2
}
order_by = intrigue
save_scope_as = hunter_3
}
}
}
option = { # Martial option
name = mpo_nerge.1035.a
custom_tooltip = mpo_nerge.1035.a.tt
duel = {
skill = martial
value = decent_skill_rating
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
always = yes
add = scope:hunter_1.martial
}
min = 5
desc = mpo_nerge.1035.tt.success
send_interface_toast = {
title = mpo_nerge.1035.tt.success
type = event_toast_effect_good
nerge_progression_large_effect = yes
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1035.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1035.tt.failure
increase_wounds_effect = { REASON = hunting_accident }
hidden_effect = {
involved_activity = {
every_attending_character = {
limit = {
this != root
}
random = {
chance = 5
increase_wounds_effect = { REASON = hunting_accident }
}
}
}
}
}
}
}
scope:hunter_1 = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 15
}
}
stress_impact = {
brave = medium_stress_impact_loss
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
modifier = {
factor = 0
OR = {
has_trait = craven
has_trait = wounded
}
}
modifier = {
factor = 2
highest_skill = martial
}
}
}
option = { # Diplomacy option
name = mpo_nerge.1035.b
custom_tooltip = mpo_nerge.1035.b.tt
duel = {
skill = diplomacy
value = decent_skill_rating
40 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
always = yes
add = scope:hunter_2.martial
}
min = 5
desc = mpo_nerge.1035.tt.success
send_interface_toast = {
title = mpo_nerge.1035.tt.success
type = event_toast_effect_good
nerge_progression_medium_effect = yes
}
hidden_effect = {
involved_activity = {
every_attending_character = {
limit = {
this != root
}
random = {
chance = 25
if = {
limit = {
OR = {
is_vassal_of = root
is_courtier_of = root
is_tributary_of = root
}
NOT = { is_obedient_to = root }
}
add_opinion = {
target = root
modifier = obedience_opinion
years = 5
}
if = {
limit = {
root.intent_target ?= this
root = { has_activity_intent = impose_obedience_intent }
}
root = { complete_activity_intent = yes }
}
}
else = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = 15
}
}
}
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1035.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1035.tt.failure
add_stress = minor_stress_gain
}
}
}
scope:hunter_2 = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 15
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
shy = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
modifier = {
factor = 0
has_trait = shy
}
modifier = {
factor = 2
highest_skill = diplomacy
}
}
}
option = { # Intrigue/Learning option
name = mpo_nerge.1035.c
custom_tooltip = mpo_nerge.1035.c.tt
duel = {
skills = { intrigue learning }
value = decent_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
modifier = {
always = yes
add = scope:hunter_3.intrigue
}
min = 5
desc = mpo_nerge.1035.tt.success
send_interface_toast = {
title = mpo_nerge.1035.tt.success
type = event_toast_effect_good
nerge_progression_small_effect = yes
add_character_modifier = {
modifier = mpo_nerge_investigation
years = 3
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
min = 5
desc = mpo_nerge.1035.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1035.tt.failure
add_stress = minor_stress_gain
}
}
}
scope:hunter_3 = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 15
}
}
stress_impact = {
patient = medium_stress_impact_loss
calm = medium_stress_impact_loss
impatient = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
modifier = {
factor = 2
OR = {
highest_skill = learning
highest_skill = intrigue
}
}
modifier = {
factor = 0
has_trait = impatient
}
modifier = {
factor = 2
OR = {
has_trait = patient
has_trait = calm
}
}
}
}
option = { # Neutral option
name = mpo_nerge.1035.d
nerge_progression_tiny_effect = yes
scope:hunter_1 = {
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -10
}
}
scope:hunter_2 = {
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -10
}
}
scope:hunter_3 = {
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -10
}
}
stress_impact = {
base = medium_stress_impact_loss
lazy = medium_stress_impact_loss
}
ai_chance = {
base = 50
modifier = {
factor = 2
has_trait = lazy
}
}
}
}
#######################
# Hunter finds a bow among the bushes
#######################
mpo_nerge.1040 = {
type = activity_event
title = mpo_nerge.1040.t
desc = mpo_nerge.1040.desc
theme = hunt_activity
left_portrait = {
character = root
animation = horse_archer_idle
camera = camera_event_horse_left
}
center_portrait = {
character = scope:hunter
animation = hunting_shortbow_rest_arrow_default
camera= camera_event_kneeling
}
artifact = {
target = scope:newly_created_artifact
position = lower_left_portrait
}
cooldown = { years = 1 }
override_background = { reference = wilderness_activity }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
involved_activity ?= {
any_attending_character = {
is_adult = yes
this != root
}
activity_host ?= root
}
}
weight_multiplier = {
base = 1
modifier = {
add = 5
has_activity_intent = impose_obedience_intent
}
modifier = {
add = 5
NOT = {
any_character_artifact = {
artifact_slot_type = primary_armament
is_equipped = yes
}
}
}
}
immediate = {
random_dummy_gender_effect = yes
involved_activity = { save_scope_as = activity }
involved_activity = {
random_attending_character = {
limit = {
root = { has_activity_intent = impose_obedience_intent }
this = root.intent_target
NOT = { is_obedient_to = root }
}
alternative_limit = {
is_adult = yes
this != root
}
save_scope_as = hunter
}
}
scope:hunter = {
hidden_effect_new_object = {
create_artifact_bow_effect = {
OWNER = scope:hunter
CREATOR = scope:dummy_gender
SET_BOW_TYPE = flag:no
}
}
}
}
option = { # Leverage your Dread, it's mine by right
name = mpo_nerge.1040.a
trigger = { dread >= medium_dread }
add_internal_flag = special
scope:newly_created_artifact = { set_owner = root }
involved_activity ?= {
every_attending_character = {
limit = {
is_adult = yes
is_ai = yes
this != root
}
add_opinion = {
target = root
modifier = respect_opinion
opinion = 10
}
}
}
stress_impact = {
callous = medium_stress_impact_loss
greedy = major_stress_impact_loss
avaricious = major_stress_impact_loss
gregarious = medium_stress_impact_gain
generous = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = greedy
has_trait = avaricious
has_trait = callous
dread >= medium_dread
}
}
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = gregarious
}
}
}
}
option = { # It's mine
name = mpo_nerge.1040.b
trigger = { dread < medium_dread }
scope:newly_created_artifact = { set_owner = root }
scope:hunter = {
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -15
}
}
stress_impact = {
callous = medium_stress_impact_loss
greedy = major_stress_impact_loss
avaricious = major_stress_impact_loss
gregarious = medium_stress_impact_gain
generous = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = greedy
has_trait = avaricious
has_trait = callous
}
}
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = gregarious
}
}
}
}
option = { # You can keep it
name = mpo_nerge.1040.c
custom_tooltip = mpo_nerge.1040.c.tt
if = {
limit = {
has_activity_intent = impose_obedience_intent
intent_target = scope:hunter
}
random = {
chance = 65
send_interface_toast = {
type = event_toast_effect_good
title = mpo_nerge.1040.c.tt
right_icon = scope:hunter
scope:hunter = {
add_opinion = {
target = root
modifier = obedience_opinion
}
}
complete_activity_intent = yes
}
}
}
else = {
scope:hunter = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 20
}
}
involved_activity = {
every_attending_character = {
limit = {
is_adult = yes
is_ai = yes
this != root
this != scope:hunter
}
add_opinion = {
target = root
modifier = respect_opinion
opinion = 5
}
}
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
generous = major_stress_impact_loss
callous = medium_stress_impact_gain
greedy = major_stress_impact_gain
avaricious = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = avaricious
}
}
}
}
option = { # Focus on the hunt
name = mpo_nerge.1040.d
nerge_progression_medium_effect = yes
hidden_effect = { destroy_artifact = scope:newly_created_artifact }
stress_impact = {
diligent = medium_stress_impact_loss
greedy = medium_stress_impact_gain
avaricious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = avaricious
}
}
}
}
}
#######################
# Animal gets on the way, hunters try to get them
#######################
mpo_nerge.1050 = {
type = activity_event
title = mpo_nerge.1050.t
desc = mpo_nerge.1050.desc
theme = hunt_activity
left_portrait = {
character = root
animation = horse_archer_idle
camera = camera_event_horse_left
}
center_portrait = {
character = scope:hunter
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
right_portrait = {
character = scope:hunter_2
animation = horse_archer_aggressive
camera = camera_event_horse_left
}
cooldown = { years = 1 }
override_background = { reference = wilderness_activity }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
involved_activity ?= {
any_attending_character = {
is_adult = yes
this != root
count >= 2
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 5
involved_activity = {
any_attending_character = {
OR = {
has_relation_blood_brother = root
is_knight_of = root
}
}
}
}
}
immediate = {
involved_activity = {
random_attending_character = {
limit = { has_relation_blood_brother = root }
alternative_limit = { is_knight_of = root }
alternative_limit = {
is_adult = yes
this != root
}
save_scope_as = hunter
}
random_attending_character = {
limit = {
is_knight_of = root
this != scope:hunter
}
alternative_limit = {
is_adult = yes
this != root
this != scope:hunter
}
save_scope_as = hunter_2
}
}
scope:activity = {
random_list = {
1 = {
set_variable = {
name = animal_type
value = flag:boar
}
}
1 = {
set_variable = {
name = animal_type
value = flag:wolf
}
}
1 = {
set_variable = {
name = animal_type
value = flag:stag
}
}
}
}
location.county = {
set_variable = {
name = mismanaged_animal_type
value = scope:activity.var:animal_type
}
}
}
option = { # My brother/sister, let's get them
name = mpo_nerge.1050.a
trigger = {
has_relation_blood_brother = scope:hunter
}
reason = blood_brother
add_internal_flag = special
duel = {
skill = prowess
value = decent_skill_rating
65 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_nerge.1050.a.tt.success
send_interface_toast = {
type = event_toast_effect_good
title = mpo_nerge.1050.a.tt.success
left_icon = root
right_icon = scope:hunter
add_prowess_skill = 1
scope:hunter = { add_prowess_skill = 1 }
}
}
35 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_nerge.1050.a.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1050.a.tt.failure
left_icon = root
add_stress = minor_stress_gain
}
}
}
stress_impact = {
brave = major_stress_impact_loss
gregarious = major_stress_impact_loss
arrogant = major_stress_impact_loss
lazy = medium_stress_impact_gain
craven = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = brave
has_trait = arrogant
has_trait = gregarious
}
}
modifier = {
factor = 0
OR = {
has_trait = lazy
has_trait = craven
}
}
}
}
option = { # Fight yourself
name = mpo_nerge.1050.b
trigger = {
NOT = { has_relation_blood_brother = scope:hunter }
}
duel = {
skill = prowess
value = high_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_nerge.1050.b.tt.success
send_interface_toast = {
type = event_toast_effect_good
title = mpo_nerge.1050.b.tt.success
left_icon = root
add_prowess_skill = 1
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_nerge.1050.b.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1050.b.tt.failure
left_icon = root
add_prestige = miniscule_prestige_loss
add_stress = medium_stress_gain
}
}
}
stress_impact = {
brave = major_stress_impact_loss
arrogant = major_stress_impact_loss
lazy = medium_stress_impact_gain
craven = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = brave
has_trait = arrogant
}
}
modifier = {
factor = 0
OR = {
has_trait = lazy
has_trait = craven
}
}
}
}
option = { # Encourage them
name = mpo_nerge.1050.c
scope:hunter = {
duel = {
skill = prowess
value = high_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_nerge.1050.c.tt.success
send_interface_toast = {
type = event_toast_effect_good
title = mpo_nerge.1050.c.tt.success
left_icon = scope:hunter
right_icon = scope:hunter_2
scope:hunter = { add_prowess_skill = 1 }
scope:hunter_2 = { add_prowess_skill = 1 }
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_nerge.1050.c.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1050.c.tt.failure
left_icon = scope:hunter
right_icon = scope:hunter_2
scope:hunter = {
add_stress = medium_stress_gain
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -15
}
}
scope:hunter_2 = {
add_stress = medium_stress_gain
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -15
}
}
}
}
}
}
stress_impact = {
gregarious = major_stress_impact_loss
lazy = major_stress_impact_loss
craven = major_stress_impact_loss
diligent = medium_stress_impact_gain
brave = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = lazy
has_trait = craven
has_trait = gregarious
}
}
modifier = {
factor = 0
OR = {
has_trait = diligent
has_trait = brave
}
}
}
}
option = { # Don't bother
name = mpo_nerge.1050.d
nerge_progression_small_effect = yes
stress_impact = {
diligent = medium_stress_impact_loss
brave = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 0
has_trait = brave
}
}
}
}
#######################
# Delicious animals get on the way, get them
#######################
mpo_nerge.1060 = {
type = activity_event
title = mpo_nerge.1060.t
desc = mpo_nerge.1060.desc
theme = hunt_activity
left_portrait = {
character = root
animation = horse_sword_shield
camera = camera_event_horse_left
}
center_portrait = {
character = scope:hunter
animation = horse_sword_shield
camera = camera_event_horse_left
}
right_portrait = {
character = scope:hunter_2
animation = horse_sword_shield
camera = camera_event_horse_left
}
cooldown = { years = 1 }
override_background = { reference = wilderness_activity }
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
involved_activity ?= {
any_attending_character = {
is_adult = yes
this != root
count >= 2
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 5
involved_activity = {
any_attending_character = {
has_relation_blood_brother = root
}
}
}
}
immediate = {
involved_activity = {
random_attending_character = {
limit = { has_relation_blood_brother = root }
alternative_limit = {
is_adult = yes
this != root
}
save_scope_as = hunter
}
random_attending_character = {
limit = {
is_adult = yes
this != root
this != scope:hunter
}
save_scope_as = hunter_2
}
}
}
option = { # This is obviously a trap
name = mpo_nerge.1060.a
trigger = {
has_trait = paranoid
}
add_character_modifier = {
modifier = nerge_evaded_trap_modifier
years = 10
}
nerge_progression_medium_effect = yes
stress_impact = {
paranoid = major_stress_impact_loss # You are pleased with yourself
}
ai_chance = {
base = 500 # Always pick this if you're paranoid
}
}
option = { # Hunt them with a sick move
name = mpo_nerge.1060.b
duel = {
skill = prowess
value = decent_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_nerge.1060.b.tt.success
send_interface_toast = {
type = event_toast_effect_good
title = mpo_nerge.1060.b.tt.success
left_icon = root
add_prestige = minor_prestige_gain
add_prowess_skill = 1
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_nerge.1060.b.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1060.b.tt.failure
left_icon = root
add_prestige = miniscule_prestige_loss
add_stress = medium_stress_gain
}
}
}
stress_impact = {
arrogant = major_stress_impact_loss
gluttonous = major_stress_impact_gain
comfort_eater = major_stress_impact_gain
content = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = arrogant
}
modifier = {
factor = 0
OR = {
has_trait = content
has_trait = gluttonous
has_trait = comfort_eater
}
}
}
}
option = { # Hunt them for meat
name = mpo_nerge.1060.c
duel = {
skill = prowess
value = high_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
desc = mpo_nerge.1060.c.tt.success
send_interface_toast = {
type = event_toast_effect_good
title = mpo_nerge.1060.c.tt.success
left_icon = root
custom_tooltip = {
text = mpo_nerge.1060.c.tt_feast
set_variable = mpo_nerge_1060_free_feast
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
desc = mpo_nerge.1060.c.tt.failure
send_interface_toast = {
type = event_toast_effect_bad
title = mpo_nerge.1060.c.tt.failure
left_icon = root
domicile ?= { change_herd = miniscule_herd_value }
}
}
}
stress_impact = {
gluttonous = major_stress_impact_loss
comfort_eater = major_stress_impact_loss
diligent = medium_stress_impact_gain
arrogant = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
OR = {
has_trait = gluttonous
has_trait = comfort_eater
}
}
modifier = {
factor = 0
OR = {
has_trait = diligent
has_trait = arrogant
}
}
}
}
option = { # Focus
name = mpo_nerge.1060.d
nerge_progression_small_effect = yes
stress_impact = {
diligent = medium_stress_impact_loss
arrogant = major_stress_impact_gain
gluttonous = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 0
OR = {
has_trait = gluttonous
has_trait = arrogant
}
}
}
}
}