218 lines
6 KiB
Text
218 lines
6 KiB
Text
wayfarer_the_real_threat_trigger = {
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is_councillor_of = root
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is_ai = yes
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opinion = {
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target = root
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value < 10
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}
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}
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# Used to keep track of mines found after our time period, so they have a higher chance to spawn for the Inspection event, particularly in Norway
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later_historical_gold_mine_trigger = {
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OR = {
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this = province:1705 # Kildonan Gold Rush, 1869
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this = province:1665 # Dolgellau Gold Rush, Mid-19th century
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}
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}
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later_historical_silver_mine_trigger = {
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OR = {
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this = province:248 # Kongsberg, 1623
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this = province:346 # Sala, 15th century
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}
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}
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later_historical_copper_mine_trigger = {
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OR = {
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this = province:241 # Røros, 1645
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}
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}
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reminiscing_event_trigger = {
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is_ai = no
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has_variable = reminiscing_location
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var:reminiscing_location = root.location
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}
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local_guild_trigger = {
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OR = {
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has_building_or_higher = watermills_01
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has_building_or_higher = windmills_01
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has_building_or_higher = common_tradeport_01
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has_building_or_higher = pastures_01
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has_building_or_higher = hunting_grounds_01
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has_building_or_higher = orchards_01
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has_building_or_higher = logging_camps_01
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has_building_or_higher = quarries_01
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has_building_or_higher = smiths_01
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has_building_or_higher = stables_01
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has_building_or_higher = guild_halls_01
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has_building_or_higher = hospices_01
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has_building_or_higher = workshops_01
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}
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}
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local_guild_compare_trigger = {
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switch = {
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trigger = scope:local_guild_scope
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1 = {
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NOT = { has_building_or_higher = watermills_01 }
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building_watermills_requirement_terrain = yes
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}
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2 = {
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NOT = { has_building_or_higher = windmills_01 }
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building_windmills_requirement_terrain = yes
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}
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3 = {
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NOT = { has_building_or_higher = common_tradeport_01 }
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building_common_tradeport_requirement_terrain = yes
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}
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4 = {
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NOT = { has_building_or_higher = pastures_01 }
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building_pastures_requirement_terrain = yes
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}
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5 = {
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NOT = { has_building_or_higher = pastures_01 }
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building_pastures_requirement_terrain = yes
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}
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6 = {
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NOT = { has_building_or_higher = pastures_01 }
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building_pastures_requirement_terrain = yes
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}
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7 = {
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NOT = { has_building_or_higher = pastures_01 }
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building_pastures_requirement_terrain = yes
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}
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8 = {
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NOT = { has_building_or_higher = hunting_grounds_01 }
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building_hunting_grounds_requirement_terrain = yes
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}
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9 = {
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NOT = { has_building_or_higher = hunting_grounds_01 }
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building_hunting_grounds_requirement_terrain = yes
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}
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10 = {
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NOT = { has_building_or_higher = hunting_grounds_01 }
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building_hunting_grounds_requirement_terrain = yes
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}
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11 = {
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NOT = { has_building_or_higher = orchards_01 }
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building_orchards_requirement_terrain = yes
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}
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12 = {
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NOT = { has_building_or_higher = logging_camps_01 }
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building_logging_camps_requirement_terrain = yes
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}
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13 = {
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NOT = { has_building_or_higher = quarries_01 }
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building_quarries_requirement_terrain = yes
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}
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14 = {
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NOT = { has_building_or_higher = quarries_01 }
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building_quarries_requirement_terrain = yes
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}
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15 = {
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NOT = { has_building_or_higher = smiths_01 }
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building_smiths_requirement_terrain = yes
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}
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16 = {
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NOT = { has_building_or_higher = stables_01 }
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building_stables_requirement_terrain = yes
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}
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17 = {
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NOT = { has_building_or_higher = guild_halls_01 }
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has_building_or_higher = city_01
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}
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18 = {
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NOT = { has_building_or_higher = hospices_01 }
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}
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19 = {
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NOT = { has_building_or_higher = hospices_01 }
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}
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20 = {
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NOT = { has_building_or_higher = workshops_01 }
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building_workshops_requirement_terrain = yes
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}
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}
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}
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landless_inspector_terrain_knowing_the_land_trigger = {
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trigger_if = {
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limit = {
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OR = {
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terrain = forest
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terrain = jungle
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terrain = taiga
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terrain = wetlands
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}
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}
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landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
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}
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trigger_if = {
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limit = {
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OR = {
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terrain = mountains
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terrain = hills
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terrain = desert_mountains
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}
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}
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landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
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}
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trigger_if = {
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limit = {
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OR = {
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terrain = plains
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terrain = steppe
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terrain = farmlands
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terrain = floodplains
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}
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}
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landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
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}
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trigger_if = {
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limit = {
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OR = {
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terrain = desert
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terrain = oasis
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terrain = drylands
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}
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}
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landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
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}
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}
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landless_inspector_terrain_master_trigger = {
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root = {
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OR = {
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has_character_modifier = landless_inspector_$TERRAIN$_tier_1_modifier
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has_character_modifier = landless_inspector_$TERRAIN$_tier_2_modifier
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has_character_modifier = nomadic_inspector_$TERRAIN$_tier_2_modifier
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has_character_modifier = landless_inspector_$TERRAIN$_tier_3_modifier
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has_character_modifier = nomadic_inspector_$TERRAIN$_tier_3_modifier
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}
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}
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}
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landless_inspector_king_of_the_wilds = {
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switch = {
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trigger = has_character_modifier
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# Woodlands
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master_terrain_forest_modifier = { root.location ?= { terrain = forest } }
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master_terrain_jungle_modifier = { root.location ?= { terrain = jungle } }
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master_terrain_taiga_modifier = { root.location ?= { terrain = taiga } }
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master_terrain_wetlands_modifier = { root.location ?= { terrain = wetlands } }
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# Highlands
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master_terrain_mountains_modifier = { root.location ?= { terrain = mountains } }
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master_terrain_hills_modifier = { root.location ?= { terrain = hills } }
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master_terrain_desert_mountains_modifier = { root.location ?= { terrain = desert_mountains } }
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# Lowlands
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master_terrain_plains_modifier = { root.location ?= { terrain = plains } }
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master_terrain_steppe_modifier = { root.location ?= { terrain = steppe } }
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master_terrain_farmlands_modifier = { root.location ?= { terrain = farmlands } }
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master_terrain_floodplains_modifier = { root.location ?= { terrain = floodplains } }
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# Drylands
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master_terrain_drylands_modifier = { root.location ?= { terrain = drylands } }
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master_terrain_desert_modifier = { root.location ?= { terrain = desert } }
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master_terrain_oasis_modifier = { root.location ?= { terrain = oasis } }
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}
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}
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