953 lines
21 KiB
Text
953 lines
21 KiB
Text
namespace = tgp_dynastic_cycle_events
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###################################################################################
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## By Veronica Pazos
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## tgp_dynastic_cycle_events.0001 - Tilt the scales towards Advancement
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## tgp_dynastic_cycle_events.0010 - Disciple has a mental breakdown in Instability
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## tgp_dynastic_cycle_events.0020 - Rowdy peasants steal food during Instability
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## tgp_dynastic_cycle_events.0030 - In this time of Expansion you should become a Military Governor
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## tgp_dynastic_cycle_events.0040 - Steward is interested in the Silk Road
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## tgp_dynastic_cycle_events.0050 - Debate the Favoured Movement and get ahead of them
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###################################################################################
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# Tilt the scales towards Advancement
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scripted_trigger tgp_dynastic_cycle_events_0001_valid_servant = {
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is_available_ai_adult = yes
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is_lowborn = yes
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has_any_court_position = no
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is_councillor = no
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}
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tgp_dynastic_cycle_events.0001 = {
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type = character_event
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title = tgp_dynastic_cycle_events.0001.t
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desc = tgp_dynastic_cycle_events.0001.desc
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left_portrait = {
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character = root
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animation = thinking
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camera = camera_event_right_fully_away
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}
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right_portrait = {
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character = scope:servant
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animation = serving_tray
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camera = camera_event_right_to_the_right
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}
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theme = dynastic_cycle
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override_background = { reference = garden }
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cooldown = { years = 10 }
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trigger = {
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is_available_adult = yes
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has_tgp_dlc_trigger = yes
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government_has_flag = government_is_celestial
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NOT = {
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situation:dynastic_cycle ?= {
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situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
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}
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}
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}
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immediate = {
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situation:dynastic_cycle = { save_scope_as = my_situation }
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top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
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random_courtier = {
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limit = { tgp_dynastic_cycle_events_0001_valid_servant = yes }
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save_scope_as = servant
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}
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if = {
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limit = { NOT = { exists = scope:servant } }
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hidden_effect_new_object = {
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create_character = {
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template = servant_character
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dynasty = none
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location = root.location
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culture = root.location.culture
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faith = root.location.faith
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gender_female_chance = 50
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save_scope_as = servant
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}
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add_courtier = scope:servant
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scope:servant = { assign_quirk_effect = yes }
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}
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}
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if = {
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limit = {
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any_relation = {
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type = potential_friend
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is_available_ai_adult = yes
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count >= 1
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}
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}
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random_relation = {
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type = potential_friend
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limit = { is_available_ai_adult = yes }
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save_scope_as = potential_friend
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}
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}
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else_if = {
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limit = {
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any_relation = {
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type = friend
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is_available_ai_adult = yes
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count >= 1
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}
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}
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random_relation = {
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type = friend
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limit = { is_available_ai_adult = yes }
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save_scope_as = friend
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}
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}
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}
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option = { #
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name = tgp_dynastic_cycle_events.0001.aa
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trigger = {
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top_participant_group:dynastic_cycle ?= {
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participant_group_type = advancement_movement
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}
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}
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add_internal_flag = special
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reason = movement
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custom_tooltip = event_increase_movement_power_minor_effect_tooltip
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scope:my_movement = {
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event_change_movement_power_effect = {
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VALUE = event_increase_movement_power_minor_value
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}
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}
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situation:dynastic_cycle ?= {
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if = {
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limit = {
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situation_top_has_catalyst = catalyst_event_advancement_medium_progress
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}
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trigger_situation_catalyst = {
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catalyst = catalyst_event_advancement_medium_progress
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character = root
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}
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}
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}
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stress_impact = {
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ambitious = medium_stress_impact_loss
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content = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = ambitious
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factor = 2
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}
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modifier = {
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has_trait = content
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factor = 0
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}
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}
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}
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option = { # Focus on friendos
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name = tgp_dynastic_cycle_events.0001.a
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if = {
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limit = {
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exists = scope:potential_friend
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}
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custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend
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set_relation_friend = {
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target = scope:potential_friend
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reason = friend_together_in_preparation
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}
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}
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else_if = {
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limit = {
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exists = scope:friend
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}
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custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend
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change_influence = major_influence_gain
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scope:friend = { change_influence = major_influence_gain }
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}
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else = { change_influence = medium_influence_gain }
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stress_impact = {
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gregarious = medium_stress_impact_loss
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callous = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = gregarious
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factor = 2
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}
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modifier = {
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has_trait = callous
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factor = 0
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}
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}
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}
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option = { # Why wait?
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name = tgp_dynastic_cycle_events.0001.b
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add_character_modifier = {
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modifier = tgp_advancement_focus_modifier
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years = 20
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}
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stress_impact = {
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impatient = medium_stress_impact_loss
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patient = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = deceitful
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factor = 2
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}
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modifier = {
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has_trait = honest
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factor = 0
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}
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}
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}
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option = { # We must focus on NOW
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name = tgp_dynastic_cycle_events.0001.c
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stress_impact = {
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base = medium_stress_impact_loss
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}
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ai_chance = {
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base = 100
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}
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}
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}
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# Disciple has a mental breakdown in Instability
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scripted_trigger tgp_dynastic_cycle_events_0010_valid_disciple = {
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is_available_ai_adult = yes
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has_personality_dominant_trigger = no
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has_a_stress_coping_trait_trigger = no
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}
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tgp_dynastic_cycle_events.0010 = {
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type = character_event
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title = tgp_dynastic_cycle_events.0010.t
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desc = tgp_dynastic_cycle_events.0010.desc
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left_portrait = {
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character = root
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triggered_animation = {
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trigger = {
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has_personality_malicious_trigger = yes
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}
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animation = dismissal
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}
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animation = worry
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}
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right_portrait = {
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character = scope:disciple
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animation = stress
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}
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theme = dynastic_cycle
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override_background = { reference = relaxing_room }
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cooldown = { years = 10 }
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trigger = {
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is_available_adult = yes
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has_tgp_dlc_trigger = yes
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government_has_flag = government_is_celestial
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situation:dynastic_cycle ?= {
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situation_current_phase = situation_dynastic_cycle_phase_instability
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}
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any_relation = {
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type = disciple
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tgp_dynastic_cycle_events_0010_valid_disciple = yes
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}
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}
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immediate = {
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situation:dynastic_cycle = { save_scope_as = my_situation }
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top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
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random_relation = {
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type = disciple
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limit = { tgp_dynastic_cycle_events_0010_valid_disciple = yes }
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weight = {
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base = 1
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modifier = {
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has_personality_emotional_trigger = yes
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add = 10
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}
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modifier = {
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age <= 35
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add = 5
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}
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}
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save_scope_as = disciple
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}
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random_list = {
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1 = {
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set_variable = {
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name = stress_trait
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value = flag:drunkard
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}
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}
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1 = {
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set_variable = {
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name = stress_trait
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value = flag:flagellant
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}
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}
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1 = {
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set_variable = {
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name = stress_trait
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value = flag:contrite
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}
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}
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1 = {
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set_variable = {
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name = stress_trait
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value = flag:irritable
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}
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}
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1 = {
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set_variable = {
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name = stress_trait
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value = flag:rakish
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}
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}
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1 = {
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set_variable = {
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name = stress_trait
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value = flag:hashishiyah
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}
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}
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}
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}
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option = { # You gotta straighten up
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name = tgp_dynastic_cycle_events.0010.a
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switch = {
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trigger = var:stress_trait
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flag:drunkard = {
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scope:disciple = { add_trait = drunkard }
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}
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flag:flagellant = {
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scope:disciple = { add_trait = flagellant }
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}
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flag:contrite = {
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scope:disciple = { add_trait = contrite }
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}
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flag:rakish = {
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scope:disciple = { add_trait = rakish }
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}
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flag:hashishiyah = {
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scope:disciple = { add_trait = hashishiyah }
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}
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}
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scope:disciple = { add_stress = major_stress_impact_gain }
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change_influence = medium_influence_gain
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stress_impact = {
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callous = medium_stress_impact_loss
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compassionate = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = callous
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factor = 2
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}
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modifier = {
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has_trait = compassionate
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factor = 0
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}
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}
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}
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option = { # Comfort them
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name = tgp_dynastic_cycle_events.0010.b
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if = {
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limit = {
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can_add_hook = {
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type = favor_hook
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target = scope:disciple
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}
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}
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add_hook = {
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type = favor_hook
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target = scope:disciple
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}
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}
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scope:disciple = { add_stress = medium_stress_impact_loss }
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stress_impact = {
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compassionate = major_stress_impact_loss
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callous = major_stress_impact_gain
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sadistic = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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OR = {
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has_trait = callous
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has_trait = sadistic
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}
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factor = 0
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}
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modifier = {
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has_trait = compassionate
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factor = 2
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}
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}
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}
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option = { # Instability is actually good
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name = tgp_dynastic_cycle_events.0010.c
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gain_appropriate_lifestyle_medium_xp_effect = yes
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scope:disciple = {
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gain_appropriate_lifestyle_medium_xp_effect = yes
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add_stress = medium_stress_impact_gain
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}
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stress_impact = {
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content = medium_stress_impact_loss
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = content
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factor = 2
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}
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}
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}
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}
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# Rowdy peasants steal food during instability
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tgp_dynastic_cycle_events.0020 = {
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type = character_event
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title = tgp_dynastic_cycle_events.0020.t
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desc = tgp_dynastic_cycle_events.0020.desc
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left_portrait = {
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character = root
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animation = japanese_war_fan
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camera = camera_event_very_left
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}
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right_portrait = {
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character = scope:marshal
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animation = relaxed_spear
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}
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theme = dynastic_cycle
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override_background = { reference = throne_room }
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cooldown = { years = 10 }
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trigger = {
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is_available_adult = yes
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has_tgp_dlc_trigger = yes
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government_has_flag = government_is_celestial
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situation:dynastic_cycle ?= {
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situation_current_phase = situation_dynastic_cycle_phase_instability
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}
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any_held_county = {
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county_control >= low_county_control
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}
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}
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immediate = {
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situation:dynastic_cycle = { save_scope_as = my_situation }
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top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
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if = {
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limit = {
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exists = cp:councillor_marshal
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cp:councillor_marshal = { is_available_healthy_ai_adult = yes }
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}
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cp:councillor_marshal = { save_scope_as = marshal }
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}
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else_if = {
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limit = {
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any_knight = { is_available_healthy_ai_adult = yes }
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}
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ordered_knight = {
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limit = { is_available_healthy_ai_adult = yes }
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order_by = martial
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save_scope_as = marshal
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}
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}
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else = {
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hidden_effect_new_object = {
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create_character = {
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template = knight
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dynasty = none
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location = root.location
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culture = root.location.culture
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faith = root.location.faith
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gender_female_chance = root_soldier_female_chance
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save_scope_as = marshal
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}
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}
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}
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scope:marshal = {
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assign_quirk_effect = yes
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add_character_flag = need_military_outfit
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hidden_effect = {
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if = {
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limit = {
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NOR = {
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is_courtier_of = root
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is_vassal_of = root
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}
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}
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root = { add_courtier = prev }
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}
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}
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}
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random_held_county = {
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limit = { county_control >= low_county_control }
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change_county_control = major_county_control_loss
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save_scope_as = peasant_county
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}
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}
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option = { # Execute them
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name = tgp_dynastic_cycle_events.0020.a
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trigger = {
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has_focus = intrigue_intimidation_focus
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}
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reason = lifestyle_focus
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add_internal_flag = special
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add_dread = major_dread_gain
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scope:peasant_county = {
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add_county_modifier = {
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modifier = tgp_executed_peasants_county_modifier
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years = 10
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}
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change_county_control = medium_county_control_gain
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}
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stress_impact = {
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callous = medium_stress_impact_loss
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compassionate = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = callous
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factor = 2
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}
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modifier = {
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has_trait = compassionate
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factor = 0
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}
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}
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}
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option = { # Pay money to make Increase County Control better
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name = tgp_dynastic_cycle_events.0020.b
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pay_treasury_or_gold = {
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target = scope:marshal
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value = major_treasury_or_gold_value
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}
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scope:peasant_county = { change_county_control = medium_county_control_gain }
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stress_impact = {
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greedy = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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OR = {
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has_trait = greedy
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treasury_or_gold <= massive_treasury_or_gold_value
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}
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factor = 0
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}
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}
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}
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option = { # What can you do
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name = tgp_dynastic_cycle_events.0020.c
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stress_impact = {
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lazy = medium_stress_impact_loss
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diligent = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = lazy
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factor = 2
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}
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modifier = {
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has_trait = diligent
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factor = 0
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}
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}
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}
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}
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# In this time of Expansion you should become a Military Governor
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tgp_dynastic_cycle_events.0030 = {
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type = character_event
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title = tgp_dynastic_cycle_events.0030.t
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desc = tgp_dynastic_cycle_events.0030.desc
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left_portrait = {
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character = root
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animation = frontend_center_idle
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camera = camera_event_very_left
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}
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right_portrait = {
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character = scope:marshal
|
|
animation = celebrate_spear
|
|
}
|
|
theme = dynastic_cycle
|
|
override_background = { reference = courtyard }
|
|
cooldown = { years = 10 }
|
|
|
|
trigger = {
|
|
is_available_adult = yes
|
|
has_tgp_dlc_trigger = yes
|
|
government_has_flag = government_is_celestial
|
|
situation:dynastic_cycle ?= {
|
|
situation_current_phase = situation_dynastic_cycle_phase_stability_expansion
|
|
}
|
|
NOT = { has_trait_with_flag = military_province } # You are not a Military Governor
|
|
}
|
|
|
|
immediate = {
|
|
situation:dynastic_cycle = { save_scope_as = my_situation }
|
|
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
|
assign_quirk_effect = yes
|
|
if = {
|
|
limit = {
|
|
exists = cp:councillor_marshal
|
|
cp:councillor_marshal = { is_available_healthy_ai_adult = yes }
|
|
}
|
|
cp:councillor_marshal = { save_scope_as = marshal }
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
any_knight = { is_available_healthy_ai_adult = yes }
|
|
}
|
|
ordered_knight = {
|
|
limit = { is_available_healthy_ai_adult = yes }
|
|
order_by = martial
|
|
save_scope_as = marshal
|
|
}
|
|
}
|
|
else = {
|
|
hidden_effect_new_object = {
|
|
create_character = {
|
|
template = knight
|
|
dynasty = none
|
|
location = root.location
|
|
culture = root.location.culture
|
|
faith = root.location.faith
|
|
gender_female_chance = root_soldier_female_chance
|
|
save_scope_as = marshal
|
|
}
|
|
}
|
|
}
|
|
scope:marshal = {
|
|
assign_quirk_effect = yes
|
|
add_character_flag = need_military_outfit
|
|
hidden_effect = {
|
|
if = {
|
|
limit = { NOT = { is_courtier_of = root } }
|
|
root = { add_courtier = prev }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # Let's do it!!!
|
|
name = tgp_dynastic_cycle_events.0030.a
|
|
custom_tooltip = {
|
|
text = change_to_military_career_desc
|
|
set_variable = {
|
|
name = appointment_trait_override
|
|
value = trait:education_martial_1
|
|
}
|
|
}
|
|
add_martial_lifestyle_perk_points = 1
|
|
add_martial_lifestyle_xp = massive_lifestyle_xp
|
|
stress_impact = {
|
|
base = major_stress_impact_gain
|
|
fickle = major_stress_impact_loss
|
|
arbitrary = major_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
OR = {
|
|
has_trait = fickle
|
|
has_trait = arbitrary
|
|
}
|
|
factor = 2
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # Thank you but no
|
|
name = tgp_dynastic_cycle_events.0030.b
|
|
custom_tooltip = {
|
|
text = tgp_movement_events.0001.c.tt
|
|
give_random_commander_trait_effect = yes
|
|
}
|
|
stress_impact = {
|
|
diligent = major_stress_impact_loss
|
|
lazy = major_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
has_trait = lazy
|
|
factor = 0
|
|
}
|
|
modifier = {
|
|
has_trait = diligent
|
|
factor = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # I am good thanks
|
|
name = tgp_dynastic_cycle_events.0030.c
|
|
change_merit = medium_merit_gain
|
|
stress_impact = {
|
|
content = medium_stress_impact_loss
|
|
lazy = medium_stress_impact_loss
|
|
fickle = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
OR = {
|
|
has_trait = content
|
|
has_trait = lazy
|
|
}
|
|
factor = 2
|
|
}
|
|
modifier = {
|
|
has_trait = fickle
|
|
factor = 0
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Steward is interested in the Silk Road
|
|
tgp_dynastic_cycle_events.0040 = {
|
|
type = character_event
|
|
title = tgp_dynastic_cycle_events.0040.t
|
|
desc = tgp_dynastic_cycle_events.0040.desc
|
|
left_portrait = {
|
|
character = root
|
|
animation = interested
|
|
}
|
|
right_portrait = {
|
|
character = scope:steward
|
|
animation = steward
|
|
}
|
|
theme = dynastic_cycle
|
|
override_background = { reference = study }
|
|
cooldown = { years = 10 }
|
|
|
|
trigger = {
|
|
is_available_adult = yes
|
|
has_tgp_dlc_trigger = yes
|
|
government_has_flag = government_is_celestial
|
|
exists = cp:councillor_steward
|
|
exists = situation:dynastic_cycle
|
|
exists = situation:silk_road_situation
|
|
culture = { culture_has_any_fascination = yes }
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 0.5
|
|
modifier = {
|
|
situation:dynastic_cycle ?= {
|
|
situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
|
|
}
|
|
add = 1.5
|
|
}
|
|
modifier = {
|
|
is_ai = yes
|
|
factor = 0.2
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
situation:dynastic_cycle = { save_scope_as = my_situation }
|
|
situation:silk_road_situation = { save_scope_as = silk_road_situation }
|
|
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
|
assign_quirk_effect = yes
|
|
cp:councillor_steward = {
|
|
assign_quirk_effect = yes
|
|
save_scope_as = steward
|
|
}
|
|
}
|
|
|
|
option = { # Special option if it's Advancement phase
|
|
name = tgp_dynastic_cycle_events.0040.a
|
|
trigger = {
|
|
situation:dynastic_cycle ?= {
|
|
situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
|
|
}
|
|
}
|
|
add_internal_flag = special
|
|
reason = advancement_phase
|
|
pay_treasury_or_gold = {
|
|
target = scope:steward
|
|
value = medium_treasury_or_gold_value
|
|
}
|
|
add_stewardship_lifestyle_xp = minor_lifestyle_xp
|
|
add_character_modifier = {
|
|
modifier = tgp_silk_road_advancement_modifier
|
|
years = 15
|
|
}
|
|
stress_impact = {
|
|
greedy = medium_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 50
|
|
modifier = {
|
|
OR = {
|
|
has_trait = greedy
|
|
has_lifestyle = stewardship_lifestyle
|
|
}
|
|
factor = 2
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # Invest!
|
|
name = tgp_dynastic_cycle_events.0040.b
|
|
pay_treasury_or_gold = {
|
|
target = scope:steward
|
|
value = medium_treasury_or_gold_value
|
|
}
|
|
culture = { add_fascination_progress = 2.5 }
|
|
stress_impact = {
|
|
avaricious = medium_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 50
|
|
modifier = {
|
|
has_trait = greedy
|
|
treasury_or_gold <= major_treasury_or_gold_value
|
|
factor = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # I am good thanks
|
|
name = tgp_dynastic_cycle_events.0040.c
|
|
|
|
stress_impact = {
|
|
avaricious = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 200
|
|
modifier = {
|
|
has_trait = greedy
|
|
factor = 2
|
|
}
|
|
modifier = {
|
|
has_trait = avaricious
|
|
factor = 0.5
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Debate the Favoured Movement and get ahead of them
|
|
tgp_dynastic_cycle_events.0050 = {
|
|
type = character_event
|
|
title = tgp_dynastic_cycle_events.0050.t
|
|
desc = tgp_dynastic_cycle_events.0050.desc
|
|
left_portrait = {
|
|
character = root
|
|
animation = disapproval
|
|
}
|
|
theme = dynastic_cycle
|
|
override_background = { reference = study }
|
|
cooldown = { years = 10 }
|
|
|
|
trigger = {
|
|
is_available_adult = yes
|
|
has_tgp_dlc_trigger = yes
|
|
government_has_flag = government_is_celestial
|
|
is_any_movement_member_not_undecided = yes # You are part of a Movement
|
|
situation:dynastic_cycle ?= { # You are not the Favoured Movement
|
|
any_participant_group = {
|
|
exists = var:movement_favored
|
|
NOT = { participant_group_has_character = root }
|
|
}
|
|
}
|
|
NOT = { has_variable = tgp_debate_discount_var }
|
|
}
|
|
|
|
weight_multiplier = {
|
|
base = 1
|
|
modifier = {
|
|
is_any_movement_leader = yes
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
immediate = {
|
|
situation:dynastic_cycle = {
|
|
save_scope_as = my_situation
|
|
random_participant_group = {
|
|
limit = {
|
|
has_variable = movement_favored
|
|
}
|
|
save_scope_as = favored_movement
|
|
}
|
|
}
|
|
top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
|
|
top_liege = { save_scope_as = top_liege }
|
|
}
|
|
|
|
option = { # Get discount to Debate
|
|
name = tgp_dynastic_cycle_events.0050.a
|
|
custom_tooltip = {
|
|
text = tgp_debate_discount_var_tt
|
|
set_variable = {
|
|
name = tgp_debate_discount_var
|
|
years = 5
|
|
}
|
|
}
|
|
stress_impact = {
|
|
greedy = medium_stress_impact_loss
|
|
}
|
|
ai_chance = {
|
|
base = 50
|
|
modifier = {
|
|
is_any_movement_leader = yes
|
|
add = 50
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # Just get some Movement Power
|
|
name = tgp_dynastic_cycle_events.0050.b
|
|
custom_tooltip = event_increase_movement_power_medium_effect_tooltip
|
|
scope:my_movement = {
|
|
event_change_movement_power_effect = {
|
|
VALUE = event_increase_movement_power_medium_value
|
|
}
|
|
}
|
|
stress_impact = {
|
|
arrogant = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
has_trait = arrogant
|
|
factor = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
option = { # Focus on yourself
|
|
name = tgp_dynastic_cycle_events.0050.c
|
|
change_influence = medium_influence_gain
|
|
stress_impact = {
|
|
humble = medium_stress_impact_gain
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
modifier = {
|
|
has_trait = humble
|
|
factor = 0
|
|
}
|
|
}
|
|
}
|
|
}
|