N3OW/events/dlc/tgp/tgp_governor_contract_events_2000.txt
2026-05-23 20:45:31 -04:00

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##########################
# GOVERNOR CONTRACT EVENTS
##########################
namespace = tgp_governor_contract_event
### Missing Equipment
# Intro event
tgp_governor_contract_event.2000 = {
type = character_event
title = tgp_governor_contract_event.2000.t
desc = tgp_governor_contract_event.2000.desc
theme = administrative
left_portrait = {
character = root
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = missing_equipment
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = robbery_location
}
}
# Save the capital location
top_liege = {
capital_province = {
save_scope_as = capital_location
}
}
}
option = { # Let's pay the workshops a visit.
name = tgp_governor_contract_event.2000.a
# Travel to the capital and visit a workshop/production facility
custom_tooltip = {
text = tgp_governor_contract_event.2000.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:capital_location
ARRIVAL_EVENT = tgp_governor_contract_event.2001
}
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.2000.b
scope:ongoing_contract = {
complete_task_contract = buy_replacements
}
ai_chance = {
base = 0
modifier = { # The AI may take this if they have A LOT of gold
add = 100
short_term_gold >= massive_gold_value
}
}
}
option = {
name = tgp_governor_contract_event.2000.c
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = { # Pick this only if necessary
add = 100
is_available = no
}
}
}
}
# Arrival at the workshop
tgp_governor_contract_event.2001 = {
type = character_event
title = tgp_governor_contract_event.2001.t
desc = tgp_governor_contract_event.2001.desc
theme = administrative
override_background = { reference = market }
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:foreman
animation = reading
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = missing_equipment
}
save_scope_as = ongoing_contract
}
# Save the capital location
top_liege = {
capital_province = {
save_scope_as = capital_location
}
}
# Find/create a foreman for us to talk to
if = {
limit = {
any_pool_character = {
province = scope:capital_location
is_physically_able_ai_adult = yes
}
}
random_pool_character = {
province = scope:capital_location
limit = {
is_physically_able_ai_adult = yes
}
save_scope_as = foreman
}
}
else = {
create_character = {
template = scholar_character
culture = scope:capital_location.county.culture
faith = scope:capital_location.county.faith
location = scope:capital_location
gender_female_chance = root_faith_dominant_gender_female_chance
save_scope_as = foreman
}
}
# Check if you have an important relation at the imperial court
top_liege = {
if = {
limit = {
OR = {
has_relation_friend = root
has_relation_lover = root
is_close_or_extended_family_of = root
root = { has_hook = prev }
}
}
save_scope_as = court_relation
}
else_if = {
limit = {
cp:councillor_chancellor ?= {
OR = {
has_relation_friend = root
has_relation_lover = root
is_close_or_extended_family_of = root
root = { has_hook = prev }
}
}
}
cp:councillor_chancellor = { save_scope_as = court_relation }
}
else_if = {
limit = {
cp:councillor_marshal ?= {
OR = {
has_relation_friend = root
has_relation_lover = root
is_close_or_extended_family_of = root
root = { has_hook = prev }
}
}
}
cp:councillor_marshal = { save_scope_as = court_relation }
}
else_if = {
limit = {
cp:councillor_steward ?= {
OR = {
has_relation_friend = root
has_relation_lover = root
is_close_or_extended_family_of = root
root = { has_hook = prev }
}
}
}
cp:councillor_steward = { save_scope_as = court_relation }
}
else_if = {
limit = {
cp:councillor_spymaster ?= {
OR = {
has_relation_friend = root
has_relation_lover = root
is_close_or_extended_family_of = root
root = { has_hook = prev }
}
}
}
cp:councillor_spymaster = { save_scope_as = court_relation }
}
else_if = {
limit = {
cp:councillor_court_chaplain ?= {
OR = {
has_relation_friend = root
has_relation_lover = root
is_close_or_extended_family_of = root
root = { has_hook = prev }
}
}
}
cp:councillor_court_chaplain = { save_scope_as = court_relation }
}
}
hidden_effect = { # Delay the travel until the events are resolved
current_travel_plan ?= {
delay_travel_plan = { days = 180 }
}
}
}
option = { # A _clerical_ error? [relation] will hear about this...
name = tgp_governor_contract_event.2001.a
trigger = {
exists = scope:court_relation
}
custom_tooltip = {
text = tgp_governor_contract_event.2001.a.tt
trigger_event = {
id = tgp_governor_contract_event.2002
}
}
ai_chance = {
base = 100
}
}
option = { # Surely some additional compensation is in order?
name = tgp_governor_contract_event.2001.b
duel = {
skill = diplomacy
value = 10
50 = { # Success
desc = tgp_governor_contract_event.2001.tt_success_desc
compare_modifier = {
value = scope:duel_value
multiplier = 2.5
}
trigger_event = {
id = tgp_governor_contract_event.2002
}
custom_tooltip = tgp_governor_contract_event.2001.tt_success
}
50 = { # Failure
desc = tgp_governor_contract_event.2001.tt_failure_desc
compare_modifier = {
value = scope:duel_value
multiplier = -2.5
}
trigger_event = {
id = tgp_governor_contract_event.2003
}
custom_tooltip = tgp_governor_contract_event.2001.tt_failure
show_as_tooltip = { # Actual deduction is done in follow-up event
change_influence = medium_influence_loss
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 2
diplomacy >= good_skill_level
}
modifier = {
factor = 0
exists = scope:court_relation
}
modifier = {
factor = 0
has_trait = content
}
}
}
option = { # It would be unfortunate if your incompetence became public, no?
name = tgp_governor_contract_event.2001.c
duel = {
skill = intrigue
value = 10
50 = { # Success
desc = tgp_governor_contract_event.2001.tt_success_desc
compare_modifier = {
value = scope:duel_value
multiplier = 2.5
}
trigger_event = {
id = tgp_governor_contract_event.2002
}
custom_tooltip = tgp_governor_contract_event.2001.tt_success
}
50 = { # Failure
desc = tgp_governor_contract_event.2001.tt_failure_desc
compare_modifier = {
value = scope:duel_value
multiplier = -2.5
}
trigger_event = {
id = tgp_governor_contract_event.2003
}
custom_tooltip = tgp_governor_contract_event.2001.tt_failure
show_as_tooltip = { # Actual deduction is done in follow-up event
change_influence = medium_influence_loss
add_prestige = medium_prestige_loss
}
}
}
stress_impact = {
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 0
modifier = {
factor = 2
intrigue >= good_skill_level
}
modifier = {
factor = 1.2
has_trait = deceitful
}
modifier = {
factor = 0
has_trait = compassionate
}
}
}
option = { # Very well. Just make certain that it does.
name = tgp_governor_contract_event.2001.d
scope:ongoing_contract = {
complete_task_contract = offered_replacements
}
current_travel_plan ?= { resume_travel_plan = yes }
ai_chance = {
base = 50
modifier = {
factor = 2
has_trait = content
}
}
}
}
# Workship visit: Success
tgp_governor_contract_event.2002 = {
type = character_event
title = tgp_governor_contract_event.2002.t
desc = tgp_governor_contract_event.2002.desc
theme = administrative
override_background = { reference = market }
left_portrait = {
character = root
animation = schadenfreude
}
right_portrait = {
character = scope:foreman
animation = obsequious_bow
}
immediate = {
generate_governance_outcome_effect = { OPTIONS = 4 }
}
# Special governor trait option
option = { # Let's secure a number of shipments in the future.
name = tgp_governor_contract_event.2002.a
trigger = {
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = secure_future_deliveries
}
ai_chance = {
base = 100
}
}
option = { # Secure me your next #EMP two#! shipments.
name = tgp_governor_contract_event.2002.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = demand_extra_shipment
}
ai_chance = {
base = 25
}
}
option = { # A monetary compensation is in order.
name = tgp_governor_contract_event.2002.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = demand_gold
}
ai_chance = {
base = 25
}
}
option = { # Send me the best equipment you have available.
name = tgp_governor_contract_event.2002.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = demand_best_equipment
}
ai_chance = {
base = 25
}
}
after = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
# Workship visit: Failure
tgp_governor_contract_event.2003 = {
type = character_event
title = tgp_governor_contract_event.2003.t
desc = tgp_governor_contract_event.2003.desc
theme = administrative
override_background = { reference = market }
left_portrait = {
character = root
animation = disappointed
}
right_portrait = {
character = scope:foreman
animation = anger
}
immediate = {
}
option = { # Fine.
name = tgp_governor_contract_event.2003.a
scope:ongoing_contract = {
complete_task_contract = offered_replacements
}
change_influence = medium_influence_loss
add_prestige = medium_prestige_loss
}
after = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}