N3OW/events/dlc/mpo/mpo_flavor_events_settled.txt
2026-01-06 14:25:21 +01:00

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namespace = mpo_flavor_events_settled
# mpo_flavor_events_settled.0001 - You hear of a Havsarsan Zud
# mpo_flavor_events_settled.0010 - Horse Lord at your door
#######################
# You hear of a Havsarsan Zud
#######################
mpo_flavor_events_settled.0001 = {
type = character_event
title = mpo_flavor_events_settled.0001.t
desc = mpo_flavor_events_settled.0001.desc
theme = nomads
override_background = { reference = ep3_city_gate }
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
}
}
animation = schadenfreude
}
triggered_animation = {
trigger = {
OR = {
has_trait = brave
has_trait = arrogant
}
}
animation = dismissal
}
animation = worry
}
right_portrait = {
character = scope:nomad
animation = horse_exhausted
camera = camera_event_horse_right
}
widget = {
gui = "event_window_widget_vfx_snowstorm"
container = "foreground_shader_vfx_container"
}
cooldown = { years = 10 }
trigger = {
has_mpo_dlc_trigger = yes
NOT = { government_has_flag = government_is_nomadic }
OR = {
any_character_situation = { # You are a settled ruler in the Great Steppe
any_participant_group = {
participant_group_type = settled_rulers
participant_group_has_character = root
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
}
}
any_sub_realm_county = { # You are neighbouring the Great Steppe
any_neighboring_county = {
holder != root
any_county_situation = {
situation:the_great_steppe ?= this
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
}
}
}
}
}
}
immediate = {
if = {
limit = {
any_neighboring_top_liege_realm_owner = {
government_has_flag = government_is_nomadic
}
}
random_neighboring_top_liege_realm_owner = {
limit = { government_has_flag = government_is_nomadic }
save_scope_as = nomad_lord
}
}
else = {
random_ruler = {
limit = {
in_diplomatic_range = root
government_has_flag = government_is_nomadic
}
save_scope_as = nomad_lord
}
}
create_character = {
location = root.location
template = nomadic_hunter_template
faith = scope:nomad_lord.faith
culture = scope:nomad_lord.culture
save_scope_as = nomad
}
scope:nomad = { add_trait = nomadic_philosophy }
}
option = { # Get out
name = mpo_flavor_events_settled.0001.aa
reason = faith
add_internal_flag = special
trigger = {
faith = {
trait_is_virtue = callous
}
}
add_piety = medium_piety_gain
stress_impact = {
callous = major_stress_impact_loss
generous = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
has_trait = callous
}
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = paranoid
}
}
}
}
option = { # Let's prepare
name = mpo_flavor_events_settled.0001.a
remove_short_term_gold = medium_gold_value
every_sub_realm_county = {
limit = { holder = root }
add_county_modifier = {
modifier = mpo_settled_preparations_war_county_modifier
years = 15
}
}
stress_impact = {
wrathful = medium_stress_impact_loss
brave = medium_stress_impact_loss
craven = medium_stress_impact_gain
greedy = medium_stress_impact_gain
avaricious = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = wrathful
has_trait = brave
}
factor = 0
}
modifier = {
OR = {
short_term_gold <= major_gold_value
has_trait = greedy
has_trait = avaricious
has_trait = craven
}
factor = 0
}
}
}
option = { # We should focus on building
name = mpo_flavor_events_settled.0001.b
every_sub_realm_county = {
limit = { holder = root }
add_county_modifier = {
modifier = mpo_settled_preparations_building_county_modifier
years = 10
}
}
stress_impact = {
compassionate = major_stress_impact_loss
greedy = medium_stress_impact_gain
avaricious = medium_stress_impact_gain
}
ai_chance = {
base = 100
}
}
option = { # Recruit this guy
name = mpo_flavor_events_settled.0001.c
trigger = {
NOT = {
faith = {
trait_is_virtue = callous
}
}
}
add_courtier = scope:nomad
if = {
limit = {
faith = { trait_is_virtue = compassionate }
}
add_piety = major_piety_gain
}
else = {
add_piety = medium_piety_gain
}
stress_impact = {
compassionate = major_stress_impact_loss
callous = major_stress_impact_gain
}
ai_chance = {
base = 100
}
}
after = {
custom_tooltip = mpo_flavor_events_settled.0001.tt
if = {
limit = { is_ai = yes }
scope:nomad = { silent_disappearance_effect = yes }
}
}
}
#######################
# Horse Lord at your door
#######################
scripted_trigger mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = {
government_has_flag = government_is_nomadic
NOR = {
is_close_family_of = root
is_vassal_of = root
is_tributary_of = root
this = root.liege
this = root.suzerain
}
any_character_situation = {
situation:the_great_steppe ?= this
}
}
mpo_flavor_events_settled.0010 = {
type = character_event
title = mpo_flavor_events_settled.0010.t
desc = mpo_flavor_events_settled.0010.desc
theme = nomads
override_background = { reference = ep3_city_gate }
left_portrait = {
character = root
animation = anger
}
right_portrait = {
character = scope:nomad
animation = horse_conversing_left
camera = camera_event_horse_right
}
lower_right_portrait = scope:nomad_lord
cooldown = { years = 10 }
trigger = {
has_mpo_dlc_trigger = yes
NOT = { government_has_flag = government_is_nomadic }
any_neighboring_top_liege_realm_owner = {
mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = yes
}
}
weight_multiplier = {
base = 1
modifier = {
any_neighboring_top_liege_realm_owner = {
government_has_flag = government_is_nomadic
highest_held_title_tier >= tier_kingdom
}
factor = 2
}
}
immediate = {
random_neighboring_top_liege_realm_owner = {
limit = { mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = yes }
weight = {
base = 1
modifier = {
highest_held_title_tier >= tier_kingdom
add = 5
}
}
save_scope_as = nomad_lord
}
create_character = {
location = root.location
template = nomadic_commander_template
faith = scope:nomad_lord.faith
culture = scope:nomad_lord.culture
save_scope_as = nomad
}
hidden_effect = {
scope:nomad = { add_trait = nomadic_philosophy }
scope:nomad_lord = { add_courtier = scope:nomad }
}
}
option = { # Pay tribute
name = mpo_flavor_events_settled.0010.a
trigger = {
OR = {
scope:nomad_lord.primary_title.tier > root.primary_title.tier
scope:nomad_lord.current_military_strength > root.current_military_strength
}
}
start_tributary_interaction_effect = {
TRIBUTARY = root
SUZERAIN = scope:nomad_lord
}
scope:nomad_lord = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 25
}
}
add_prestige = medium_prestige_gain
stress_impact = {
vengeful = major_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 0
}
}
option = { # Pay to get truce
name = mpo_flavor_events_settled.0010.b
trigger = {
NOR = {
scope:nomad_lord.primary_title.tier > root.primary_title.tier
scope:nomad_lord.current_military_strength > root.current_military_strength
}
}
if = {
limit = {
has_perk = defensive_measures_perk
}
custom_tooltip = mpo_flavor_events_settled.0010.b_perk_tt
pay_short_term_gold = {
target = scope:nomad_lord
gold = root.purchase_truce_interaction_small_sum
}
add_truce_both_ways = {
character = scope:nomad_lord
days = purchase_truce_interaction_truce_days_medium_value
name = TRUCE_PURCHASED
}
}
else = {
pay_short_term_gold = {
target = scope:nomad_lord
gold = root.purchase_truce_interaction_medium_sum
}
add_truce_both_ways = {
character = scope:nomad_lord
days = purchase_truce_interaction_truce_days_medium_value
name = TRUCE_PURCHASED
}
}
stress_impact = {
brave = medium_stress_impact_gain
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
OR = {
has_trait = content
has_trait = craven
}
factor = 2
}
modifier = {
OR = {
has_trait = brave
has_trait = ambitious
has_trait = arrogant
has_trait = greedy
gold <= root.purchase_truce_interaction_major_sum
}
factor = 0
}
}
}
option = { # Offend them
name = mpo_flavor_events_settled.0010.c
add_dread = medium_dread_value
scope:nomad_lord = {
progress_towards_rival_effect = {
CHARACTER = root
OPINION = -40
REASON = rival_disrespected_envoy
}
}
stress_impact = {
callous = major_stress_impact_loss
craven = major_stress_impact_gain
vengeful = major_stress_impact_gain
}
ai_chance = {
base = 0
modifier = {
add = 150
has_trait = callous
current_military_strength > scope:nomad_lord.current_military_strength
}
}
}
option = { # Let's just be friends
name = mpo_flavor_events_settled.0010.d
add_diplomacy_lifestyle_xp = minor_lifestyle_xp
scope:nomad_lord = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 5
}
}
stress_impact = {
gregarious = medium_stress_impact_loss
}
ai_chance = {
base = 200
}
}
after = {
if = {
limit = { is_ai = yes }
scope:nomad = { silent_disappearance_effect = yes }
}
}
}