N3OW/events/dlc/tgp/tgp_china_ministry_events.txt
2026-05-23 20:45:31 -04:00

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Text

namespace = tgp_china_ministry
### EVENT LIST ####################################################################
## 0001 - 0020 Minister of Defense - Grand Campaign GP
## XXXX - XXXX Event Name Here by Author Name Here
###################################################################################
###################################
# Minister of Defense - Grand Campaign GP
# 0001 - War starts - Minister notification and script logic to start the war
# 0002 - War won
# 0003 - War lost or white peaced
# 0004 - War joins
# 0005 - Great Project ends - timer or all wars were won/lost
# 0006 - Great Project canceled
# 0007 - War starts - Others notification
# By Arkadiusz Majewski
###################################
# War starts - Minister notification and script logic to start the war
tgp_china_ministry.0001 = {
type = character_event
title = tgp_china_ministry.0001.t
desc = tgp_china_ministry.0001.desc
theme = martial
left_portrait = {
character = root
animation = war_attacker
}
right_portrait = {
trigger = {
scope:contributor != root
}
character = scope:contributor
animation = random_weapon_aggressive
}
lower_right_portrait = {
trigger = {
scope:war_leader != root
}
character = scope:war_leader
}
lower_center_portrait = scope:defender
lower_left_portrait = scope:owner
immediate = {
start_war = {
cb = grand_campaign_kingdom_invasion_cb
target = scope:defender
target_title = scope:great_project.var:grand_campaign_target_kingdom
}
scope:war_leader = {
random_character_war = {
limit = {
using_cb = grand_campaign_kingdom_invasion_cb
}
save_scope_as = grand_campaign_war
set_variable = {
name = grand_campaign_project
value = scope:great_project
}
}
}
scope:great_project = {
set_variable = {
name = grand_campaign_war
value = scope:grand_campaign_war
}
}
}
option = {
name = tgp_china_ministry.0001.a
add_character_modifier = {
modifier = tgp_joined_grand_campaign_modifier
}
}
after = {
grand_campaign_update_war_participants_effect = yes
scope:owner = {
if = {
limit = { this != root }
trigger_event = tgp_china_ministry.0007
}
}
}
}
# War won
tgp_china_ministry.0002 = {
type = character_event
title = tgp_china_ministry.0002.t
desc = tgp_china_ministry.0002.desc
theme = martial
left_portrait = {
character = root
animation = war_over_win
}
right_portrait = {
character = scope:attacker
animation = random_weapon_celebrate
}
lower_center_portrait = scope:defender
immediate = {
save_scope_as = owner
custom_tooltip = grand_campaign_kingdom_invasion_cb_victory_desc_attacker
}
option = {
name = tgp_china_ministry.0002.a
if = {
limit = {
scope:great_project = {
any_in_list = {
variable = grand_campaign_targets
count = all
any_in_de_jure_hierarchy = {
count = all
filter = {
tier = tier_county
}
holder.top_overlord = scope:owner
}
}
}
}
scope:great_project = {
complete_great_project = scope:great_project
}
}
add_legitimacy = miniscule_legitimacy_gain
custom_tooltip = grand_campaign_won_tt
custom_tooltip = grand_campaign_lost_tt
}
}
# War lost or white peaced
tgp_china_ministry.0003 = {
type = character_event
title = tgp_china_ministry.0003.t
desc = tgp_china_ministry.0003.desc
theme = martial
left_portrait = {
character = root
animation = disappointed
}
right_portrait = {
character = scope:attacker
animation = nervous
}
lower_center_portrait = scope:defender
immediate = {
save_scope_as = owner
}
option = {
name = tgp_china_ministry.0003.a
scope:attacker = {
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = root
CATALYST = catalyst_hegemon_lost_war
}
}
add_legitimacy = miniscule_legitimacy_loss
}
}
# War joins
tgp_china_ministry.0004 = {
type = character_event
title = tgp_china_ministry.0004.t
desc = tgp_china_ministry.0004.desc
theme = martial
left_portrait = {
character = root
animation = war_attacker
}
right_portrait = {
character = scope:war_leader
animation = random_weapon_aggressive
trigger = {
scope:war_leader != root
}
}
lower_right_portrait = scope:owner
lower_center_portrait = scope:target_title.holder
immediate = {
scope:great_project.var:grand_campaign_war = {
save_scope_as = grand_campaign_war
if = {
limit = {
scope:contributor = {
NOT = {
any_character_war = { this = prev }
}
}
}
add_attacker = scope:contributor
}
}
add_character_modifier = {
modifier = tgp_joined_grand_campaign_modifier
}
custom_tooltip = grand_campaign_added_war_target_tt
}
option = {
name = tgp_china_ministry.0004.a
}
}
# Great Project ends - timer or all wars were won
tgp_china_ministry.0005 = {
type = character_event
title = tgp_china_ministry.0005.t
desc = {
first_valid = {
triggered_desc = {
trigger = { list_size:titles_won >= list_size:titles_lost }
desc = tgp_china_ministry.0005.desc_won
}
desc = tgp_china_ministry.0005.desc_lost
}
}
theme = martial
left_portrait = {
character = root
triggered_animation = {
trigger = { list_size:titles_won >= list_size:titles_lost }
animation = admiration
}
animation = dismissal
}
right_portrait = {
character = scope:war_leader
triggered_animation = {
trigger = { list_size:titles_won >= list_size:titles_lost }
animation = random_weapon_celebrate
}
animation = shame
}
immediate = {
scope:great_project.var:grand_campaign_target_kingdom = {
save_scope_as = target_kingdom
}
every_in_list = {
list = all_contributors
if = {
limit = {
list_size:titles_won >= list_size:titles_lost
}
custom_tooltip = grand_campaign_movement_power_gain_tt
if = {
limit = {
exists = var:grand_campaign_won
}
change_variable = {
name = grand_campaign_won
add = 100
}
}
else = {
set_variable = {
name = grand_campaign_won
value = 100
}
}
add_merit_if_relevant_effect = {
MERIT = monumental_merit_value
}
}
else = {
custom_tooltip = grand_campaign_movement_power_loss_tt
if = {
limit = {
exists = var:grand_campaign_lost
}
change_variable = {
name = grand_campaign_lost
add = -100
}
}
else = {
set_variable = {
name = grand_campaign_lost
value = -100
}
}
}
}
}
option = {
name = {
trigger = { list_size:titles_won >= list_size:titles_lost }
text = tgp_china_ministry.0005.a_win
}
name = tgp_china_ministry.0005.a_lost
if = {
limit = {
list_size:titles_won >= list_size:titles_lost
}
add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
scope:war_leader = {
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:owner
CATALYST = catalyst_grand_campaign
}
add_merit_if_relevant_effect = {
MERIT = 1000
}
}
}
else = {
add_legitimacy_effect = { LEGITIMACY = major_legitimacy_loss }
scope:war_leader = {
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:owner
CATALYST = catalyst_grand_campaign_lost
}
change_influence = major_influence_loss
}
}
}
}
# Great Project canceled
tgp_china_ministry.0006 = {
type = letter_event
opening = tgp_china_ministry.0006.opening
desc = tgp_china_ministry.0006.desc
sender = scope:founder
immediate = {
if = {
limit = {
this != scope:owner
this != scope:founder
}
add_opinion = {
modifier = wasted_our_efforts
target = scope:owner
opinion = -30
}
}
}
option = {
name = tgp_china_ministry.0006.a
}
}
# War starts - Others notification
tgp_china_ministry.0007 = {
type = character_event
title = tgp_china_ministry.0007.t
desc = tgp_china_ministry.0007.desc
theme = martial
left_portrait = {
character = root
animation = war_attacker
}
right_portrait = {
character = scope:war_leader
animation = random_weapon_aggressive
}
lower_center_portrait = scope:defender
immediate = {
show_as_tooltip = {
scope:war_leader = {
start_war = {
cb = grand_campaign_kingdom_invasion_cb
target = scope:defender
target_title = scope:great_project.var:grand_campaign_target_kingdom
}
}
}
}
option = {
name = tgp_china_ministry.0001.a
}
}
# Great Project ends - Others notification
tgp_china_ministry.0008 = {
type = character_event
title = tgp_china_ministry.0005.t
desc = {
first_valid = {
triggered_desc = {
trigger = { list_size:titles_won >= list_size:titles_lost }
desc = tgp_china_ministry.0005.desc_won
}
desc = tgp_china_ministry.0005.desc_lost
}
}
theme = martial
left_portrait = {
character = root
triggered_animation = {
trigger = { list_size:titles_won >= list_size:titles_lost }
animation = random_weapon_celebrate
}
animation = shame
}
right_portrait = {
character = scope:owner
triggered_animation = {
trigger = { list_size:titles_won >= list_size:titles_lost }
animation = admiration
}
animation = dismissal
}
cooldown = { days = 1 }
immediate = {
scope:great_project.var:grand_campaign_target_kingdom = {
save_scope_as = target_kingdom
}
show_as_tooltip = {
every_in_list = {
list = all_contributors
if = {
limit = {
list_size:titles_won >= list_size:titles_lost
}
custom_tooltip = grand_campaign_movement_power_gain_tt
if = {
limit = {
exists = var:grand_campaign_won
}
change_variable = {
name = grand_campaign_won
add = 100
}
}
else = {
set_variable = {
name = grand_campaign_won
value = 100
}
}
add_merit_if_relevant_effect = {
MERIT = monumental_merit_value
}
}
else = {
custom_tooltip = grand_campaign_movement_power_loss_tt
if = {
limit = {
exists = var:grand_campaign_lost
}
change_variable = {
name = grand_campaign_lost
add = -100
}
}
else = {
set_variable = {
name = grand_campaign_lost
value = -100
}
}
}
}
}
}
option = {
name = {
trigger = { list_size:titles_won >= list_size:titles_lost }
text = tgp_china_ministry.0005.a_win
}
name = tgp_china_ministry.0005.a_lost
show_as_tooltip = {
scope:owner = {
if = {
limit = {
list_size:titles_won >= list_size:titles_lost
}
add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
scope:war_leader = {
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:owner
CATALYST = catalyst_grand_campaign
}
add_merit_if_relevant_effect = {
MERIT = 1000
}
}
}
else = {
add_legitimacy_effect = { LEGITIMACY = major_legitimacy_loss }
scope:war_leader = {
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:owner
CATALYST = catalyst_grand_campaign_lost
}
change_influence = major_influence_loss
}
}
}
}
}
}
# Minister of Revenue - Budget events
# Top liege is enforced to enact a new budget
tgp_china_ministry.0100 = {
type = character_event
title = tgp_china_ministry.0100.t
desc = {
desc = tgp_china_ministry.0100.intro
desc = newline.desc
# Desc depending on if you have someone to tell you about the budget or not
first_valid = {
triggered_desc = {
trigger = {
exists = scope:steward
}
desc = tgp_china_ministry.0100.steward_desc
}
desc = tgp_china_ministry.0100.solo_desc
}
# Reason for needing a new budget
first_valid = {
triggered_desc = {
trigger = {
monthly_character_treasury_balance < -50
}
desc = tgp_china_ministry.0100.deficit_desc
}
triggered_desc = {
trigger = {
character_treasury_new_budget_capacity >= { value = character_treasury_budget_capacity multiply = 1.3 }
}
desc = tgp_china_ministry.0100.income_desc
}
desc = tgp_china_ministry.0100.fallback_desc
}
triggered_desc = {
trigger = {
exists = scope:steward
}
desc = single_quotation_desc
}
}
theme = stewardship
left_portrait = {
character = root
triggered_animation = {
trigger = {
exists = scope:steward
government_has_flag = government_is_celestial
}
animation = emperor
}
triggered_animation = {
trigger = {
exists = scope:steward
government_has_flag = government_is_administrative
}
animation = acknowledging
}
triggered_animation = {
trigger = {
exists = scope:steward
government_has_flag = government_is_japan_administrative
}
animation = fanning
}
animation = steward
}
right_portrait = {
character = scope:steward
animation = stressed_teacher
}
trigger = {
this = top_liege
has_treasury = yes
OR = { # You are not travelling, but we don't mind if AI is
is_ai = yes
is_travelling = no
}
# You should enact a new budget if you fulfill ANY of these reasons
OR = {
# The AI hasn't set a new budget recently
AND = {
is_ai = yes
treasury_months_since_budget_enact_date >= 60
}
# The player hasn't set a new budget recently (time is more generous than for the AI)
treasury_months_since_budget_enact_date >= 96
# Left over treasury is more than 30% larger than the last budget
character_treasury_new_budget_capacity >= { value = character_treasury_budget_capacity multiply = 1.3 }
# You are running too big a deficit
monthly_character_treasury_balance < -50
}
}
immediate = {
save_scope_as = treasury_ruler
# Find and save a suitable character who wants to update the budget
if = {
limit = { exists = cp:councillor_steward }
cp:councillor_steward = {
save_scope_as = steward
}
}
else_if = {
limit = { exists = cp:councillor_chancellor }
cp:councillor_chancellor = {
save_scope_as = steward
}
}
else_if = {
limit = { exists = cp:minister_personnel }
cp:minister_personnel = {
save_scope_as = steward
}
}
else_if = {
limit = { any_vassal = { count > 0 } }
random_vassal = {
weight = {
base = 1
modifier = {
has_same_government = liege
add = 5
}
modifier = {
vassal_contract_has_flag = celestial_civil_appointment
add = 20
}
}
save_scope_as = steward
}
}
# If we have a character, let's find their preferred budget
if = {
limit = {
exists = scope:steward
government_has_flag = government_is_celestial
}
random_list = {
10 = {
trigger = {
prefers_salary_favored_budget_trigger = { CHARACTER = scope:steward }
}
save_scope_as = salary_budget
}
10 = {
trigger = {
prefers_ministry_favored_budget_trigger = { CHARACTER = scope:steward }
}
save_scope_as = ministry_budget
}
10 = {
trigger = {
prefers_military_favored_budget_trigger = { CHARACTER = scope:steward }
}
save_scope_as = military_budget
}
10 = {
trigger = {
prefers_hegemon_favored_budget_trigger = { CHARACTER = scope:steward }
}
save_scope_as = hegemon_budget
}
}
}
else_if = {
limit = { exists = scope:steward }
random_list = {
10 = {
trigger = {
prefers_salary_favored_budget_trigger = { CHARACTER = scope:steward }
}
save_scope_as = meritocratic_salary_budget
}
10 = {
trigger = {
prefers_military_favored_budget_trigger = { CHARACTER = scope:steward }
}
save_scope_as = meritocratic_military_budget
}
}
}
}
option = { # Set a budget
name = tgp_china_ministry.0100.a
# You get to pick a specific budget suggestion
if = {
limit = { is_ai = no }
custom_tooltip = tgp_china_ministry.0100.a_tooltip
trigger_event = tgp_china_ministry.0101
}
else = {
if = { # Salary favored budget
limit = {
government_has_flag = government_is_celestial
prefers_salary_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
tgp_treasury_enact_salary_budget_effect = yes
}
else_if = { # Ministry favored budget
limit = {
government_has_flag = government_is_celestial
prefers_ministry_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
tgp_treasury_enact_ministry_budget_effect = yes
}
else_if = { # Military favored budget
limit = {
government_has_flag = government_is_celestial
prefers_military_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
tgp_treasury_enact_military_budget_effect = yes
}
else_if = { # Hegemon favored budget
limit = {
government_has_flag = government_is_celestial
prefers_hegemon_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
tgp_treasury_enact_hegemon_budget_effect = yes
}
else_if = { # If no preference exists, pick a balanced budget
limit = {
government_has_flag = government_is_celestial
}
tgp_treasury_enact_balanced_budget_effect = yes
}
# Non-Celestial
else_if = { # Salary favored budget
limit = {
prefers_salary_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
tgp_treasury_enact_meritocratic_salary_budget_effect = yes
}
else_if = { # Military favored budget
limit = {
prefers_military_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
tgp_treasury_enact_meritocratic_military_budget_effect = yes
}
else = { # If no preference exists, pick a balanced budget
tgp_treasury_enact_meritocratic_balanced_budget_effect = yes
}
}
ai_chance = {
base = 0
}
}
option = { # Keep the existing budget
name = tgp_china_ministry.0100.b
enact_treasury_budgets_no_costs = yes
ai_chance = {
base = 0
}
}
option = { # Let the minister handle the budget for you
trigger = {
exists = scope:steward
}
name = tgp_china_ministry.0100.c
# The minister will pick a suitable budget
# Celestial
if = { # Salary favored budget
limit = {
exists = scope:salary_budget
}
tgp_treasury_enact_salary_budget_effect = yes
}
else_if = { # Ministry favored budget
limit = {
exists = scope:ministry_budget
}
tgp_treasury_enact_ministry_budget_effect = yes
}
else_if = { # Military favored budget
limit = {
exists = scope:military_budget
}
tgp_treasury_enact_military_budget_effect = yes
}
else_if = { # Hegemon favored budget
limit = {
exists = scope:hegemon_budget
}
tgp_treasury_enact_hegemon_budget_effect = yes
}
else_if = { # If no preference exists, pick a balanced budget
limit = {
government_has_flag = government_is_celestial
}
tgp_treasury_enact_balanced_budget_effect = yes
}
# Non-Celestial
else_if = { # Salary favored budget
limit = {
exists = scope:meritocratic_salary_budget
}
tgp_treasury_enact_meritocratic_salary_budget_effect = yes
}
else_if = { # Military favored budget
limit = {
exists = scope:meritocratic_military_budget
}
tgp_treasury_enact_meritocratic_military_budget_effect = yes
}
else = { # If no preference exists, pick a balanced budget
tgp_treasury_enact_meritocratic_balanced_budget_effect = yes
}
ai_chance = {
base = 100
}
}
}
# Pick which budget to enact
tgp_china_ministry.0101 = {
type = character_event
title = tgp_china_ministry.0100.t
desc = tgp_china_ministry.0101.desc
theme = stewardship
left_portrait = {
character = root
triggered_animation = {
trigger = {
exists = scope:steward
government_has_flag = government_is_celestial
}
animation = emperor
}
triggered_animation = {
trigger = {
exists = scope:steward
government_has_flag = government_is_administrative
}
animation = acknowledging
}
triggered_animation = {
trigger = {
exists = scope:steward
government_has_flag = government_is_japan_administrative
}
animation = fanning
}
animation = steward
}
right_portrait = {
character = scope:steward
animation = stressed_teacher
}
option = { # Salary budget
trigger = {
government_has_flag = government_is_celestial
}
name = tgp_china_ministry.0101.a
flavor = tgp_treasury_enact_salary_budget_info_desc
tgp_treasury_enact_salary_budget_effect = yes
}
option = { # Ministry budget
trigger = {
government_has_flag = government_is_celestial
}
name = tgp_china_ministry.0101.b
flavor = tgp_treasury_enact_ministry_budget_info_desc
tgp_treasury_enact_ministry_budget_effect = yes
}
option = { # Military budget
trigger = {
government_has_flag = government_is_celestial
}
name = tgp_china_ministry.0101.c
flavor = tgp_treasury_enact_military_budget_info_desc
tgp_treasury_enact_military_budget_effect = yes
}
option = { # Hegemon budget
trigger = {
government_has_flag = government_is_celestial
}
name = tgp_china_ministry.0101.d
flavor = tgp_treasury_enact_hegemon_budget_info_desc
tgp_treasury_enact_hegemon_budget_effect = yes
}
option = { # Balanced budget
trigger = {
government_has_flag = government_is_celestial
}
name = tgp_china_ministry.0101.e
flavor = tgp_treasury_enact_balanced_budget_info_desc
tgp_treasury_enact_balanced_budget_effect = yes
}
option = { # Meritocratic - Salary budget
trigger = {
NOT = { government_has_flag = government_is_celestial }
}
name = tgp_china_ministry.0101.a
flavor = tgp_treasury_enact_salary_budget_info_desc
tgp_treasury_enact_meritocratic_salary_budget_effect = yes
}
option = { # Meritocratic - Military budget
trigger = {
NOT = { government_has_flag = government_is_celestial }
}
name = tgp_china_ministry.0101.c
flavor = tgp_treasury_enact_military_budget_info_desc
tgp_treasury_enact_meritocratic_military_budget_effect = yes
}
option = { # Meritocratic - Balanced budget
trigger = {
NOT = { government_has_flag = government_is_celestial }
}
name = tgp_china_ministry.0101.e
flavor = tgp_treasury_enact_balanced_budget_info_desc
tgp_treasury_enact_meritocratic_balanced_budget_effect = yes
}
}
# The minister of revenue brings a budget suggestion
tgp_china_ministry.0200 = {
type = character_event
title = tgp_china_ministry.0200.t
desc = {
desc = tgp_china_ministry.0200.desc
}
theme = stewardship
left_portrait = {
character = root
triggered_animation = {
trigger = {
stewardship >= 10
}
animation = chancellor
}
animation = boredom
}
right_portrait = {
character = scope:minister_of_revenue
animation = holding_scrolls
}
immediate = {
# If we want to increase a single budget category, let's pick something to lower
if = {
limit = { exists = scope:budget_suggestion_salary_increase }
if = {
limit = {
NOT = { realm_law_group_at_minimum_level = budget_allocation_military_law }
}
save_scope_as = budget_increase_salary_decrease_military
}
else_if = {
limit = {
NOT = { realm_law_group_at_minimum_level = budget_allocation_ministry_law }
}
save_scope_as = budget_increase_salary_decrease_ministry
}
else = {
save_scope_as = budget_increase_salary_no_decrease
}
}
if = {
limit = { exists = scope:budget_suggestion_ministry_increase }
if = {
limit = {
NOT = { realm_law_group_at_minimum_level = budget_allocation_military_law }
}
save_scope_as = budget_increase_ministry_decrease_military
}
else_if = {
limit = {
NOT = { realm_law_group_at_minimum_level = budget_allocation_salary_law }
}
save_scope_as = budget_increase_ministry_decrease_salary
}
else = {
save_scope_as = budget_increase_ministry_no_decrease
}
}
if = {
limit = { exists = scope:budget_suggestion_military_increase }
if = {
limit = {
NOT = { realm_law_group_at_minimum_level = budget_allocation_ministry_law }
}
save_scope_as = budget_increase_military_decrease_ministry
}
else_if = {
limit = {
NOT = { realm_law_group_at_minimum_level = budget_allocation_salary_law }
}
save_scope_as = budget_increase_military_decrease_salary
}
else = {
save_scope_as = budget_increase_military_no_decrease
}
}
}
option = { # Excellent. Let's put this budget into effect immediately.
name = tgp_china_ministry.0200.a
switch = {
trigger = exists
# Suggested budget templates
scope:budget_suggestion_salary_template = {
tgp_treasury_enact_salary_budget_effect = yes
}
scope:budget_suggestion_ministry_template = {
tgp_treasury_enact_ministry_budget_effect = yes
}
scope:budget_suggestion_military_template = {
tgp_treasury_enact_military_budget_effect = yes
}
scope:budget_suggestion_hegemon_template = {
tgp_treasury_enact_hegemon_budget_effect = yes
}
scope:budget_suggestion_balanced_template = {
tgp_treasury_enact_balanced_budget_effect = yes
}
# Suggested minor edits
# Salary
scope:budget_increase_salary_decrease_military = {
change_realm_law_level = { law_group = budget_allocation_salary_law change = 1 }
change_realm_law_level = { law_group = budget_allocation_military_law change = -1 }
enact_treasury_budgets_no_costs = yes
}
scope:budget_increase_salary_decrease_ministry = {
change_realm_law_level = { law_group = budget_allocation_salary_law change = 1 }
change_realm_law_level = { law_group = budget_allocation_ministry_law change = -1 }
enact_treasury_budgets_no_costs = yes
}
scope:budget_increase_salary_no_decrease = {
change_realm_law_level = { law_group = budget_allocation_salary_law change = 1 }
enact_treasury_budgets_no_costs = yes
}
# Ministry
scope:budget_increase_ministry_decrease_military = {
change_realm_law_level = { law_group = budget_allocation_ministry_law change = 1 }
change_realm_law_level = { law_group = budget_allocation_military_law change = -1 }
enact_treasury_budgets_no_costs = yes
}
scope:budget_increase_ministry_decrease_salary = {
change_realm_law_level = { law_group = budget_allocation_ministry_law change = 1 }
change_realm_law_level = { law_group = budget_allocation_salary_law change = -1 }
enact_treasury_budgets_no_costs = yes
}
scope:budget_increase_ministry_no_decrease = {
change_realm_law_level = { law_group = budget_allocation_ministry_law change = 1 }
enact_treasury_budgets_no_costs = yes
}
# Military
scope:budget_increase_military_decrease_ministry = {
change_realm_law_level = { law_group = budget_allocation_military_law change = 1 }
change_realm_law_level = { law_group = budget_allocation_ministry_law change = -1 }
enact_treasury_budgets_no_costs = yes
}
scope:budget_increase_military_decrease_salary = {
change_realm_law_level = { law_group = budget_allocation_military_law change = 1 }
change_realm_law_level = { law_group = budget_allocation_salary_law change = -1 }
enact_treasury_budgets_no_costs = yes
}
scope:budget_increase_military_no_decrease = {
change_realm_law_level = { law_group = budget_allocation_military_law change = 1 }
enact_treasury_budgets_no_costs = yes
}
}
# Notify the minister
scope:minister_of_revenue = {
send_interface_toast = {
type = event_toast_text_and_effect_good
title = tgp_china_ministry.0200.toast_t_success
desc = tgp_china_ministry.0200.toast_desc_success
left_icon = root
change_merit = major_merit_gain
add_prestige = major_prestige_gain
}
}
ai_chance = {
base = 75
# General modifiers
opinion_modifier = {
opinion_target = scope:minister_of_revenue
multiplier = 0.5
}
modifier = {
add = 100
has_trait = lazy
}
modifier = {
add = 50
has_trait = content
}
modifier = {
add = 50
has_trait = fickle
}
modifier = {
add = 25
has_trait = humble
}
modifier = {
add = 50
stress_level > 0
}
# Does the AI like the specific suggestion?
modifier = {
add = 50
OR = {
exists = scope:budget_suggestion_salary_template
exists = scope:budget_increase_salary_decrease_military
exists = scope:budget_increase_salary_decrease_ministry
exists = scope:budget_increase_salary_no_decrease
}
prefers_salary_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
modifier = {
add = 50
exists = scope:budget_suggestion_ministry_template
OR = {
exists = scope:budget_suggestion_ministry_template
exists = scope:budget_increase_ministry_decrease_military
exists = scope:budget_increase_ministry_decrease_salary
exists = scope:budget_increase_ministry_no_decrease
}
prefers_ministry_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
modifier = {
add = 50
exists = scope:budget_suggestion_military_template
OR = {
exists = scope:budget_suggestion_military_template
exists = scope:budget_increase_military_decrease_ministry
exists = scope:budget_increase_military_decrease_salary
exists = scope:budget_increase_military_no_decrease
}
prefers_military_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
modifier = {
add = 50
exists = scope:budget_suggestion_hegemon_template
prefers_hegemon_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
}
}
}
option = { # I'm afraid I have other plans for the treasury.
name = tgp_china_ministry.0200.b
scope:minister_of_revenue = {
add_opinion = {
modifier = disappointed_opinion
target = root
opinion = -20
}
# Notify the minister
send_interface_toast = {
type = event_toast_text_bad
title = tgp_china_ministry.0200.toast_t_failure
desc = tgp_china_ministry.0200.toast_desc_failure
left_icon = root
}
}
ai_chance = {
base = 50
opinion_modifier = {
opinion_target = scope:minister_of_revenue
multiplier = -0.5
}
modifier = {
add = 50
has_trait = paranoid
}
modifier = {
add = 50
has_trait = ambitious
}
modifier = {
add = 25
has_trait = eccentric
}
modifier = {
add = 20
has_trait = diligent
}
modifier = {
factor = 0
stewardship < 5
}
modifier = {
factor = 0
has_trait = trusting
}
}
}
}
# Honors Bestowed
tgp_china_ministry.1000 = {
type = character_event
title = tgp_china_ministry.1000.t
desc = tgp_china_ministry.1000.desc
window = big_event_window
override_background = { reference = tgp_asia_throne_room }
theme = merit
left_portrait = {
character = root
animation = prostration
camera = shop_camera_baby_angle_90
}
right_portrait = {
character = scope:huangdi
animation = emperor
camera = shop_camera_baby_angle_300
}
widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container }
immediate = {
top_liege = {
save_scope_as = huangdi
}
}
option = {
name = tgp_china_ministry.1000.a
reverse_add_opinion = {
target = root.top_liege
modifier = honorable_opinion
opinion = 50
}
add_character_modifier = tgp_personal_honors_modifier
if = {
limit = {
has_title = title:e_minister_chancellor
}
house = {
add_house_modifier = tgp_e_minister_chancellor_modifier
}
}
else_if = {
limit = {
has_title = title:e_minister_censor
}
house = {
add_house_modifier = tgp_e_minister_censor_modifier
}
}
else_if = {
limit = {
has_title = title:e_minister_grand_marshal
}
house = {
add_house_modifier = tgp_e_minister_grand_marshal_modifier
}
}
else_if = {
limit = {
has_title = title:e_minister_of_personnel
}
house = {
add_house_modifier = tgp_e_minister_of_personnel_modifier
}
}
else_if = {
limit = {
has_title = title:e_minister_of_revenue
}
house = {
add_house_modifier = tgp_e_minister_of_revenue_modifier
}
}
else_if = {
limit = {
has_title = title:e_minister_of_rites
}
house = {
add_house_modifier = tgp_e_minister_of_rites_modifier
}
}
else_if = {
limit = {
has_title = title:e_minister_of_war
}
house = {
add_house_modifier = tgp_e_minister_of_war_modifier
}
}
else_if = {
limit = {
has_title = title:e_minister_of_justice
}
house = {
add_house_modifier = tgp_e_minister_of_justice_modifier
}
}
else_if = {
limit = {
has_title = title:e_minister_of_works
}
house = {
add_house_modifier = tgp_e_minister_of_works_modifier
}
}
dynasty = { add_dynasty_prestige = 2000 }
}
}