N3OW/common/customizable_localization/00_diarchy_custom_loc.txt
2025-02-20 17:49:25 +00:00

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Text

##################################################
# #General
GetDiarchyArticle = {
type = character
# Fallback: "a".
text = {
localization_key = article_a
fallback = yes
trigger = { always = no }
}
# Some start with vowels.
text = {
localization_key = article_an
trigger = {
liege = { has_diarchy_parameter = dismissal_requires_gift }
}
}
}
GetLiegeYou = {
type = character
# You.
text = {
trigger = {
this = { is_local_player = yes }
}
localization_key = CHARACTER_NAME_ME
}
# The liege.
text = {
trigger = { always = no }
fallback = yes
localization_key = LIEGE_POSSESSIVE
}
}
GetLiegeYour = {
type = character
# You.
text = {
trigger = {
this = { is_local_player = yes }
}
localization_key = CHARACTER_NAME_MY
}
# The liege.
text = {
trigger = { always = no }
fallback = yes
localization_key = LIEGE_POSSESSIVE
}
}
GetChildInvalid = {
type = character
# Child.
text = {
trigger = { is_adult = no }
localization_key = invalid_child
}
# Incapable.
text = {
trigger = { has_trait = incapable }
localization_key = invalid_incapable
}
# Fallback.
text = {
trigger = { always = no }
fallback = yes
localization_key = invalid_helpless
}
}
GetChildInvalidPossessive = {
type = character
# Child.
text = {
trigger = { is_adult = no }
localization_key = invalid_child_possessive
}
# Incapable.
text = {
trigger = { has_trait = incapable }
localization_key = invalid_incapable_possessive
}
# Fallback.
text = {
trigger = { always = no }
fallback = yes
localization_key = invalid_helpless_possessive
}
}
GetWarning_WeakDiarchSuccessionScore = {
type = character
# People get annoyed if you skip them.
text = {
trigger = {
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
}
localization_key = diarch.succession_offence.succession_score
}
}
GetWarning_DiarchAppointmentCourtlies = {
type = character
# Unrelated lowborns.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
is_lowborn = yes
NOT = {
any_close_or_extended_family_member = { this = root.liege }
}
}
localization_key = diarch.succession_offence.unrelated_lowborn
}
# Related lowborns.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
is_lowborn = yes
always = no
}
localization_key = diarch.succession_offence.related_lowborn
}
# Low succession score characters.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_low
}
localization_key = diarch.succession_offence.low_succession
}
# Medium succession score characters.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_medium
}
localization_key = diarch.succession_offence.medium_succession
}
# High succession score characters.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_high
}
localization_key = diarch.succession_offence.high_succession
}
text = { localization_key = diarch.succession_offence.empty }
}
GetCustomTooltip_WeakDiarchSuccessionScore = {
type = character
# People get annoyed if you skip them.
text = {
trigger = {
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
}
localization_key = diarch.succession_offence.succession_score.guts
}
}
GetCustomTooltip_DiarchAppointmentCourtlies = {
type = character
# Unrelated lowborns.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
is_lowborn = yes
NOT = {
any_close_or_extended_family_member = { this = root.liege }
}
}
localization_key = diarch.succession_offence.unrelated_lowborn.guts
}
# Related lowborns.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
is_lowborn = yes
always = no
}
localization_key = diarch.succession_offence.related_lowborn.guts
}
# Low succession score characters.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_low
}
localization_key = diarch.succession_offence.low_succession.guts
}
# Medium succession score characters.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_medium
}
localization_key = diarch.succession_offence.medium_succession.guts
}
# High succession score characters.
text = {
trigger = {
# Designating the first person in the queue is your best choice, so they can't ever upset anyone.
liege = {
any_diarchy_succession_character = { diarchy_regent_succession_score_value > root.diarchy_regent_succession_score_value }
}
# Now calc everything else.
save_temporary_scope_as = char_temp
liege = {
any_vassal = {
has_vassal_stance = courtly
NOT = { this = scope:char_temp }
}
}
diarchy_regent_succession_score_value <= courtly_offence_at_succession_threshold_high
}
localization_key = diarch.succession_offence.high_succession.guts
}
text = { localization_key = diarch.succession_offence.empty }
}
##################################################
# #Vizier Extravagance
# Note: I've tagged stuff below as either "historically attested" where we know someone definitely did it (generally the caliph's vizier, though not always) or else "fictional" where we _don't_ have evidence someone did it. With the exception of some obviously tongue-in-cheek examples, stuff placed under fictional isn't to indicate that we know a thing _wasn't_ practiced, just that, at time of writing, we don't have specific examples for 'em (or, for a couple, examples are _markedly_ out of period but the practice could easily be recurrent).
# Tier 1 custom locs.
VizierExtravagance_T1_Treasure = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Excessive hankerchiefs.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.treasure.hankerchiefs
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = eccentric }
}
}
}
## Fine perfumes, cosmetics, and ointments.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.treasure.cosmetics
}
## Jewellery.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.treasure.jewellery
}
## Furniture.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.treasure.furniture
# Humble characters most likely to avoid personal ostentation, so we weight up furniture for them.
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = humble }
}
}
}
## Clothing.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.treasure.clothing
}
## Ostentatious hats.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t1.treasure.hats
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Collection of low-tier religious relics.
### Fictional but probable.
text = {
trigger = {
diarch = {
faith = {
NOT = { has_doctrine_parameter = destroying_artifacts_is_pious }
}
}
}
localization_key = viz_extravagance.t1.treasure.relics
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = zealous }
}
}
}
## Surprising quantities of drugs.
### Fictional but probable.
text = {
trigger = {
diarch = {
NOR = {
has_trait = temperate
drinks_alcohol_trigger = yes
}
}
}
localization_key = viz_extravagance.t1.treasure.drugs
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = gluttonous
has_trait = hashishiyah
has_trait = drunkard
}
}
}
}
}
## Expensive game pieces.
### Historically attested.
text = {
trigger = {
diarch = { has_trait = gregarious }
}
localization_key = viz_extravagance.t1.treasure.game_pieces
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = gregarious }
}
}
}
## Ulta-precise hourglasses.
text = {
trigger = {
diarch = { has_trait = impatient }
}
localization_key = viz_extravagance.t1.treasure.hourglasses
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = impatient }
}
}
}
}
VizierExtravagance_T1_Activities = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Charitable parades.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t1.activities.parades
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = generous
has_trait = compassionate
}
}
}
}
}
## Backyard festivals.
### Fictional - well, period fictional, but this was something the local landholders did with the abbey & its grounds near where I grew up, so I'm guessing prior Large Building Owners™ probably thought of it too.
text = {
localization_key = viz_extravagance.t1.activities.festivals
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = trusting }
}
}
}
## Charity auctions.
### Fictional.
text = {
localization_key = viz_extravagance.t1.activities.auctions
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = generous
has_trait = compassionate
}
}
}
}
}
## Feasted local nobility.
### Fictional.
text = {
localization_key = viz_extravagance.t1.activities.feasts
}
## Board game tournaments.
### Fictional.
text = {
localization_key = viz_extravagance.t1.activities.board_game_tourneys
}
## Pigeon racing.
### Historically attested - albeit mainly the preserve of eunuchs.
text = {
localization_key = viz_extravagance.t1.activities.pigeon_racing
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Discrete parties (orgies).
### Fictional but probable.
text = {
trigger = {
diarch = {
has_trait = lustful
# If the faith calls for this stuff, this'd hardly be unusual.
faith = {
NOT = { trait_is_virtue = lustful }
}
}
}
localization_key = viz_extravagance.t1.activities.orgies
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lustful }
}
}
}
## Weekly feasts.
### Fictional but probable.
text = {
trigger = {
diarch = { has_trait = gregarious }
}
localization_key = viz_extravagance.t1.activities.feasts.weekly
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = gregarious }
}
}
}
## Art exhibitions.
### Fictional.
text = {
trigger = {
diarch = { has_trait = shy }
}
localization_key = viz_extravagance.t1.activities.exhibitions
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = shy }
}
}
}
## Open house parties.
### Fictional.
text = {
trigger = {
diarch = {
has_trait = trusting
NOT = { has_trait = shy }
}
}
localization_key = viz_extravagance.t1.activities.feasts.commoners
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = trusting }
}
}
}
}
VizierExtravagance_T1_Property = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Stately townhouse.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t1.property.townhouse
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = humble }
}
}
}
## Various minor business concerns.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.property.minor_businesses
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = greedy }
}
}
}
## A small arena for horse sports.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t1.property.small_arena
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = profligate }
}
}
}
## A private manse.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t1.property.manse
}
## A key toll road.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t1.property.toll_road
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = greedy
has_trait = arbitrary
}
}
}
}
}
## A network of trading agents.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.property.agent_network
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = greedy }
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Personal rooftop garden.
### Fictional.
text = {
trigger = {
diarch = {
OR = {
has_trait = content
has_trait = lifestyle_gardener
has_trait = lifestyle_herbalist
culture = { has_cultural_parameter = can_appoint_court_gardener }
}
}
}
localization_key = viz_extravagance.t1.property.rooftop_garden
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = content }
}
}
}
## Bought market inspectors.
### Fictional but probable.
text = {
trigger = {
diarch = {
OR = {
has_trait = arbitrary
AND = {
has_trait = deceitful
NOT = { has_trait = just }
}
}
}
}
localization_key = viz_extravagance.t1.property.market_officials_on_payroll
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = arbitrary
has_trait = deceitful
}
}
}
}
}
## A cheap hostel.
### Fictional - not actually too probable, as they'd generally likely just make it free for the optics, so mostly here to give humble/compassionate/content something to grab.
text = {
trigger = {
diarch = {
OR = {
has_trait = compassionate
AND = {
OR = {
has_trait = humble
has_trait = content
}
NOR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
}
localization_key = viz_extravagance.t1.property.hostel
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = compassionate
has_trait = humble
has_trait = content
}
}
}
}
}
## A gang of ruthless street thugs and their territory.
text = {
trigger = {
diarch = {
OR = {
has_trait = ambitious
has_trait = callous
has_trait = sadistic
}
}
}
localization_key = viz_extravagance.t1.property.gangers
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = ambitious
has_trait = callous
has_trait = sadistic
}
}
}
}
}
}
VizierExtravagance_T1_Charity = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## An allowance for taking in and educating orphans.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.charity.orphans
}
## An allowance for the repair of damaged buildings whose owners are too poor to fix 'em.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.charity.building_repair
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = architect }
}
}
}
## Subsidising several annual religious feasts for the poor.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.charity.feasts.religious
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = zealous
has_trait = gregarious
has_trait = compassionate
}
}
}
}
}
## An endowment for widows/widowers.
### Historically attested.
### Female soldiers: widowers.
text = {
trigger = {
dummy_female = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
}
localization_key = viz_extravagance.t1.charity.widowers
weight_multiplier = {
modifier = {
add = 10
# Lived experiences.
diarch = {
has_trait = education_martial
has_trait = compassionate
}
}
}
}
### Male soldiers: widows.
text = {
trigger = {
dummy_male = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
}
localization_key = viz_extravagance.t1.charity.widows
weight_multiplier = {
modifier = {
add = 10
# Lived experiences.
diarch = {
has_trait = education_martial
has_trait = compassionate
}
}
}
}
### And if you allow both, then we allow both and just pick one.
## A fund for beggars and the destitute.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.charity.beggars
}
## A fund for buying replacement jugs for child servants who accidentally smash theirs whilst drawing water for the household.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.charity.awkward_children
}
## A small guard station + guard for civil service buildings.
### Historically attested.
text = {
localization_key = viz_extravagance.t1.charity.civil_service.guard
# Weight up the least-weird sounding option for callous'n'sadistic characters.
weight_multiplier = {
modifier = {
add = 1000
diarch = {
OR = {
has_trait = sadistic
has_trait = callous
}
}
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## An allowance for feeding the birds of the capital.
### Historically attested.
#### And furthermore: n'aww.
text = {
trigger = {
exists = capital_county
diarch = {
OR = {
has_trait = compassionate
has_trait = humble
}
}
}
localization_key = viz_extravagance.t1.charity.birds
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = compassionate
has_trait = humble
}
}
}
}
}
## Funding the creation of an isolated religious community.
### Historically attested.
text = {
trigger = {
diarch = { has_trait = zealous }
}
localization_key = viz_extravagance.t1.charity.monastery
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = zealous }
}
}
}
## Extra pay for judges to spend more time hearing cases and travelling their circuits.
### Fictional but probable.
text = {
trigger = {
diarch = { has_trait = just }
}
localization_key = viz_extravagance.t1.charity.judges
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = just }
}
}
}
## Paying for free kitchens to serve the poor.
### Historically attested.
text = {
trigger = {
diarch = { has_trait = compassionate }
}
localization_key = viz_extravagance.t1.charity.kitchens
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = compassionate }
}
}
}
}
# Tier 2 custom locs.
VizierExtravagance_T2_Treasure = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Cabient of foreign curiosities.
### Fictional & lightly anachronistic (at least as a widespread practice), but still fairly probable.
text = {
localization_key = viz_extravagance.t2.treasure.cabinet_of_curiosities
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = education_learning }
}
}
}
## Collections of gemstones.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.treasure.gems
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = greedy }
}
}
}
## Clever artful sculptures.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.treasure.sculpture
}
## Decorative gilded weapons & armour for display.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t2.treasure.decorative_martial_gear
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = education_martial }
}
}
}
## Bezoar-cut cutlery.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.treasure.bezoar_cutlery
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = education_intrigue
has_trait = deceitful
has_trait = schemer
}
}
}
}
}
## Fly-stones.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.treasure.fly_stones
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Pre-measured library of bribery purses.
### Fictional.
text = {
trigger = {
diarch = { has_trait = deceitful }
}
localization_key = viz_extravagance.t2.treasure.indexed_bribes
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = deceitful }
}
}
}
## Grand map of the known world.
### Historically attested.
text = {
trigger = {
# More than one kind of person daydreams about far-off lands.
diarch = {
OR = {
has_trait = shy
has_trait = ambitious
}
}
}
localization_key = viz_extravagance.t2.treasure.map_of_world
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = shy
has_trait = ambitious
}
}
}
}
}
## Bling for your steed.
### Historically attested.
text = {
trigger = {
diarch = { has_trait = arrogant }
}
localization_key = viz_extravagance.t2.treasure.horse_armour
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = arrogant }
}
}
}
## Comically enormous crockery.
### Historically attested.
text = {
trigger = {
diarch = { has_trait = gluttonous }
}
localization_key = viz_extravagance.t2.treasure.crockery
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = gluttonous }
}
}
}
}
VizierExtravagance_T2_Activities = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Noble pool parties.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.activities.feasts.pool
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = gregarious }
}
}
}
## Horse races w. gambling.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.activities.gambling.horse
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = profligate }
}
}
}
## Interactive feasts.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.activities.feasts.interactive
}
## Week-long parties.
### Fictional.
text = {
localization_key = viz_extravagance.t2.activities.feasts.long
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = gregarious }
}
}
}
## Live concerts.
### Fictional but probable - albeit not in the modern mould.
text = {
localization_key = viz_extravagance.t2.activities.concerts
}
## Elaborate plays.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t2.activities.theatre
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Poetry readings.
### Fictional.
text = {
trigger = {
diarch = { has_trait = poet }
}
localization_key = viz_extravagance.t2.activities.poetry
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = poet }
}
}
}
## Amnesties for repentant criminals.
### Fictional.
text = {
trigger = {
diarch = {
OR = {
has_trait = forgiving
AND = {
has_trait = honest
NOT = { has_trait = vengeful }
}
}
}
}
localization_key = viz_extravagance.t2.activities.amnesties
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = forgiving
has_trait = honest
}
}
}
}
}
## Animal fights.
### Fictional but probable.
text = {
trigger = {
diarch = {
has_trait = wrathful
NOT = { has_trait = compassionate }
}
}
localization_key = viz_extravagance.t2.activities.animal_baiting
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = wrathful }
}
}
}
## Passionate religious sermons.
### Historically attested.
text = {
trigger = {
diarch = { has_trait = zealous }
}
localization_key = viz_extravagance.t2.activities.sermons
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = zealous }
}
}
}
}
VizierExtravagance_T2_Property = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## An important monopoly on certain staples.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t2.property.monopoly
}
## A famous market of exotic wares.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.property.exotic_market
}
## An industrious mine.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t2.property.mine
}
## An expansive set of warehouses.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.property.warehouses
}
## A network of loyal messengers.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.property.messenger_network
}
## A long lane of important workshops.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t2.property.workshops
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Personal temple.
### Fictional but probable.
text = {
trigger = {
diarch = {
NOT = { has_trait = cynical }
}
}
localization_key = viz_extravagance.t2.property.personal_temple
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = zealous }
}
}
}
## Small fort in a dangerous, but lucrative, hinterland.
### Fictional
text = {
trigger = {
diarch = { has_trait = brave }
}
localization_key = viz_extravagance.t2.property.fort
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = brave }
}
}
}
## A formidably defended personal treasury.
### Fictional.
text = {
trigger = {
diarch = {
OR = {
has_trait = stubborn
has_trait = greedy
}
}
}
localization_key = viz_extravagance.t2.property.treasury
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = stubborn
has_trait = greedy
}
}
}
}
}
## A small fortified palace with various secret passages and escape routes.
### Fictional but probable.
text = {
trigger = {
diarch = { has_trait = craven }
}
localization_key = viz_extravagance.t2.property.defensible_palace
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = craven }
}
}
}
}
VizierExtravagance_T2_Charity = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Paying for several schools for young children.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.charity.schools
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = education_learning }
}
}
}
## Creating hospitals to treat the poor.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.charity.hospitals
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = compassionate }
}
}
}
## Paying for funerals for those who died too poor or whilst travelling.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.charity.poor_funerals
}
## Sponsoring local philosophical scholars.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.charity.scholars.philosophical
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = education_learning }
}
}
}
## Sponsoring local legal scholars.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.charity.scholars.legal
}
## Supplemental pay for key civil service positions.
### Historically attested.
text = {
localization_key = viz_extravagance.t2.charity.civil_service.extra_positions
# Weight up the least-weird sounding option for callous'n'sadistic characters.
weight_multiplier = {
modifier = {
add = 1000
diarch = {
OR = {
has_trait = sadistic
has_trait = callous
}
}
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Funding the creation/expansion of a police force for the capital — and uhh, doing what private police tend to do.
### Fictional but probable.
text = {
trigger = {
exists = capital_barony
diarch = { has_trait = vengeful }
}
localization_key = viz_extravagance.t2.charity.police
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = vengeful }
}
}
}
## Sponsoring local theological scholars.
### Historically attested.
text = {
trigger = {
diarch = {
NOT = { has_trait = cynical }
}
}
localization_key = viz_extravagance.t2.charity.scholars.theological
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = zealous }
}
}
}
## Sponsoring local mystical scholars.
### Historically attested.
text = {
trigger = {
diarch.faith = {
NOT = { has_doctrine_parameter = witchcraft_illegal }
}
}
localization_key = viz_extravagance.t2.charity.scholars.mystical
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = lifestyle_mystic
# Technically the stereotype of the rich man funding occultists is really, really anachronistic but...
has_trait = eccentric
}
}
}
}
}
## Paying to have orphans circumcised.
### Historically attested.
#### Really, really frequently historically attested.
##### They held celebratory circumcision banquests, even.
###### Generally this was a prerequisite/bonus attached to caring for male orphans in the relevant faiths.
text = {
trigger = {
religion_has_circumcision_trigger = yes
diarch = { religion_has_circumcision_trigger = yes }
}
localization_key = viz_extravagance.t2.charity.circumcision
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = zealous }
}
}
}
## Paying for roaming preachers to take the faith to the streets.
### Fictional.
text = {
trigger = {
faith = diarch.faith
diarch = { has_trait = zealous }
}
localization_key = viz_extravagance.t2.charity.preachers
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = zealous }
}
}
}
}
# Tier 3 custom locs.
VizierExtravagance_T3_Treasure = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Fancy mirrors.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.treasure.mirrors
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = arrogant }
}
}
}
## A collection of parasols.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.treasure.parasols
}
## A massive silken travelling tent.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.treasure.silk_bigtop
}
## A warehouse of exotic fabrics.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.treasure.fabrics
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = greedy }
}
}
}
## Exotic animals from far away kept as pets.
text = {
localization_key = viz_extravagance.t3.treasure.exotic_pets
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = eccentric }
}
}
}
## Truly phenomenal carpets.
### Historically attested - and weirdly enthusiastically, I might add.
text = {
localization_key = viz_extravagance.t3.treasure.carpets
weight_multiplier = {
modifier = {
add = 10
# Sometimes you just want to lie down, y'know?
diarch = { has_trait = lazy }
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## A woven golden mattress.
### Historically attested.
text = {
trigger = {
diarch = { has_trait = lazy }
}
localization_key = viz_extravagance.t3.treasure.gold_mattress
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lazy }
}
}
}
## Exotic birth control solutions.
### Fictional but probable.
text = {
trigger = {
diarch = { has_trait = lustful }
}
localization_key = viz_extravagance.t3.treasure.birth_control
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lustful }
}
}
}
## A multi-articulated sculpture of the vizier, who pose and clothing can be changed endlessly.
### Fictional.
text = {
trigger = {
diarch = { has_trait = fickle }
}
localization_key = viz_extravagance.t3.treasure.sculpture.articulated
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = fickle }
}
}
}
## Five hundred crystal pots containing rare plants.
### Fictional-ish; pots ain't, plants are.
text = {
trigger = {
diarch = {
OR = {
has_trait = lifestyle_gardener
has_trait = lifestyle_herbalist
culture = { has_cultural_parameter = can_appoint_court_gardener }
}
}
}
localization_key = viz_extravagance.t3.treasure.plants
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = lifestyle_gardener
has_trait = lifestyle_herbalist
}
}
}
}
}
}
VizierExtravagance_T3_Activities = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Surprise give-away feasts (e.g., hiding a gem inside a chicken).
### Historically attested.
text = {
localization_key = viz_extravagance.t3.activities.feasts.surprise
}
## Gift packages for neighbouring nobles.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.activities.aid
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = gregarious
has_trait = diplomat
}
}
}
}
}
## Lively scholarly debates.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t3.activities.scholars.debates
}
## Overt give-away feasts.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.activities.feasts.give_away
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = generous }
}
}
}
## Land & livestock grants.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.activities.land_and_livestock_grants
}
## Spectacle feasts.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t3.activities.feasts.spectacle
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Shower silver coins over party guests.
### Historically attested.
text = {
trigger = {
diarch = { has_trait = generous }
}
localization_key = viz_extravagance.t3.activities.feasts.coin_shower
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = generous }
}
}
}
## Palanquin races.
### Fictional. Sadly.
text = {
trigger = {
diarch = { has_trait = eccentric }
}
localization_key = viz_extravagance.t3.activities.gambling.palanquin
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = eccentric }
}
}
}
## Debauched parties.
### Fictional but probable.
text = {
# Unlike the subtler ones, anyone can make a name for themselves here, regardless of what their faith says.
## For good or for ill.
trigger = {
diarch = { has_trait = lustful }
}
localization_key = viz_extravagance.t3.activities.orgies
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lustful }
}
}
}
## Elaborate showcase parades.
### Fictional.
text = {
trigger = {
diarch = { has_trait = arrogant }
}
localization_key = viz_extravagance.t3.activities.parades
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = arrogant }
}
}
}
}
VizierExtravagance_T3_Property = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Cushioned pool.
### Fictional.
text = {
localization_key = viz_extravagance.t3.property.pool.cushions
}
## Labyrinthine business interests.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t3.property.businesses
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = greedy }
}
}
}
## Gargantuan palace.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t3.property.palace.huge
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = lazy
has_trait = arrogant
}
}
}
}
}
## Personal bathhouse.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t3.property.bathhouse
}
## Colossal stables.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t3.property.stables
}
## A large pool layered with gold coins.
### Fictional.
text = {
localization_key = viz_extravagance.t3.property.pool.gold
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = greedy
has_trait = avaricious
}
}
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## A commercial fleet.
### Fictional but probable.
text = {
trigger = {
any_held_county = { is_coastal_county = yes }
}
localization_key = viz_extravagance.t3.property.fleet.commercial
}
## Reclaimed businesses.
### Historically attested.
text = {
trigger = {
diarch = {
OR = {
has_trait = arbitrary
AND = {
has_trait = greedy
NOT = { has_trait = just }
}
}
}
}
localization_key = viz_extravagance.t3.property.business.stolen
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = arbitrary
has_trait = greedy
}
}
}
}
}
## Entire capital districts.
### Historically attested.
text = {
trigger = {
diarch = { exists = capital_county }
}
localization_key = viz_extravagance.t3.property.tycoon
}
## Den of Vice
### Fictional but probable.
text = {
trigger = {
diarch = {
OR = {
has_trait = gluttonous
AND = {
faith = { trait_is_virtue = gluttonous }
has_trait = zealous
}
has_trait = drunkard
has_trait = hashishiyah
}
}
}
localization_key = viz_extravagance.t3.property.den_of_vice
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = gluttonous
has_trait = drunkard
has_trait = hashishiyah
}
}
}
}
}
}
VizierExtravagance_T3_Charity = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Patronising observatories.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.charity.observatories
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = education_learning }
}
}
}
## Patronising institutions of higher learning.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.charity.universities
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = scholar }
}
}
}
## Patronising libraries.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.charity.libraries
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = education_learning }
}
}
}
## Paying for the construction and maintenance of public baths.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.charity.bathhouses
}
## Paying for advanced medical equipment for local hospitals.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.charity.hospitals.equipment
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lifestyle_physician }
}
}
}
## Paying for extra positions within the administration to exist.
### Historically attested.
text = {
localization_key = viz_extravagance.t3.charity.civil_service.expansion
# Weight up the least-weird sounding option for callous'n'sadistic characters.
weight_multiplier = {
modifier = {
add = 1000
diarch = {
OR = {
has_trait = sadistic
has_trait = callous
}
}
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Paying for the construction and maintenance of watermills.
### Historically attested.
text = {
trigger = {
holds_county_with_water_trigger = yes
culture = { has_innovation = innovation_windmills }
}
localization_key = viz_extravagance.t3.charity.watermills
}
## Paying for network of beggar-spies.
### Fictional.
text = {
trigger = {
diarch = { has_trait = paranoid }
}
localization_key = viz_extravagance.t3.charity.beggar_spies
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = paranoid }
}
}
}
## Creation & fill of water tanks for the Hajj
### Historically attested.
text = {
trigger = {
diarch.faith = {
religion = religion:islam_religion
NOT = { has_doctrine_parameter = forbidden_from_pilgrimage }
}
}
localization_key = viz_extravagance.t3.charity.hajj_water_tanks
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = zealous
has_trait = pilgrim
}
}
}
}
}
## Donating gear to holy warriors.
### Historically attested.
text = {
trigger = {
diarch = {
has_trait = zealous
faith = {
this = liege.faith
NOT = { has_doctrine_parameter = holy_wars_forbidden }
}
}
}
localization_key = viz_extravagance.t3.charity.holy_warrior_gear
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = zealous
has_trait = faith_warrior
has_trait = holy_warrior
}
}
}
}
}
}
# Tier 4 custom locs.
VizierExtravagance_T4_Treasure = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Literal thousands of cushions.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.treasure.cushions
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lazy }
}
}
}
## An army's worth of decorative weapons and armour.
### Historically attested.
#### Honestly I'm under-selling it.
##### They weren't always decorative.
###### Sometimes you just have four thousand military-grade saddles just... because...
text = {
localization_key = viz_extravagance.t4.treasure.martial_gear
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = education_martial }
}
}
}
## A king's ransom in ambergris, perfumes, and exotic ointments.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.treasure.cosmetics
}
## A vizierial office carved and furnished with the most expensive of metal-inlaid stone furniture.
### Historically attested - sorta, common to do aspects of this but rarely all at the same time.
text = {
localization_key = viz_extravagance.t4.treasure.office
# Humble characters most likely to avoid personal ostentation, so we weight up furniture for them.
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = humble }
}
}
}
## The cutlery and crockery for a full feast of people, each piece once held by the ruler of some foreign or dead empire.
### Historically attested but heavily exaggerated; you were actually more likely to encounter _a_ set of this attached to some specific ruler.
text = {
localization_key = viz_extravagance.t4.treasure.crockery.historic
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = education_learning }
}
}
}
## An artificial orchard of precious metal trees, with carved gem stone fruit.
### Historically attested - surprisingly common, even.
text = {
localization_key = viz_extravagance.t4.treasure.precious_orchard
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = avaricious
has_trait = greedy
}
}
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## A personal flotilla of barques for transport.
### Historically attested.
text = {
trigger = {
capital_county ?= {
OR = {
is_riverside_county = yes
is_coastal_county = yes
}
}
}
localization_key = viz_extravagance.t4.treasure.fleet.personal
}
## A sword as long as three men.
### Fictional.
text = {
trigger = {
diarch = { has_trait = wrathful }
}
localization_key = viz_extravagance.t4.treasure.massive_sword
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = wrathful }
}
}
}
## Alchemical & potion ingredients, including those (reportedly) from mythical animals.
### Historically attested.
text = {
trigger = {
diarch = {
OR = {
has_trait = eccentric
has_trait = lifestyle_mystic
has_trait = lifestyle_physician
has_trait = lifestyle_herbalist
}
}
}
localization_key = viz_extravagance.t4.treasure.mystic_ingredients
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = eccentric }
}
}
}
## Illuminated manuscripts featuring apes.
### Fictional but sadly apparently incredibly probable.
text = {
trigger = {
diarch = {
OR = {
learning <= 0
AND = {
learning <= low_skill_rating
OR = {
has_trait = trusting
has_trait = profligate
}
}
}
}
}
weight_multiplier = 0.1
localization_key = viz_extravagance.t4.treasure.sensible_investments_for_smart_adults
}
}
VizierExtravagance_T4_Activities = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Rose pool parties.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.activities.feasts.pool.rose
}
## Legendary give-aways.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.activities.give_aways
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = generous }
}
}
}
## Sprawling festivities.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t4.activities.feasts.big
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = gregarious }
}
}
}
## World-renowned menagerie shows.
### Fictional.
text = {
localization_key = viz_extravagance.t4.activities.menagerie
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lifestyle_hunter }
}
}
}
## Local nobility aid packages.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.activities.aid
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = generous }
}
}
}
## Magnanimous hosting of foreign embassies.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t4.activities.host
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## High stakes gambling.
### Fictional but probable.
text = {
trigger = {
diarch = { has_trait = arbitrary }
}
localization_key = viz_extravagance.t4.activities.gambling.xtra_xtreme
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = arbitrary }
}
}
}
## Elite costume parties.
### Fictional.
text = {
trigger = {
diarch = {
OR = {
has_trait = eccentric
has_trait = deceitful
has_trait = gregarious
}
}
}
localization_key = viz_extravagance.t4.activities.masquerade
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = eccentric
has_trait = deceitful
has_trait = gregarious
}
}
}
}
}
## Mercurial garden
### Fictional.
text = {
trigger = {
diarch = {
OR = {
has_trait = fickle
has_trait = lifestyle_gardener
# We're a little more restrictive here than other garden triggers — gardening isn't actually the primary motivation.
}
}
}
localization_key = viz_extravagance.t4.activities.plants.ever_changing
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = fickle }
}
}
}
## Delectable feasts.
text = {
trigger = {
diarch = {
has_trait = eccentric
OR = {
has_trait = cannibal
any_secret = { secret_type = secret_cannibal }
}
}
}
localization_key = viz_extravagance.t4.activities.feasts.cannibal
# Don't weight this up - it's not something we want to see very commonly.
}
}
VizierExtravagance_T4_Property = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Pool Palace.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.property.palace.pool
}
## Vast countryside retreat.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t4.property.palace.spa
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = shy }
}
}
}
## Private army.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t4.property.army
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = ambitious }
}
}
}
## Tens of thousands of head of livestock.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.property.livestock
}
## Guest Palace.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t4.property.palace.guest
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = shy }
}
}
}
## Vizierial Spire.
### Fictional.
text = {
localization_key = viz_extravagance.t4.property.spire
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = architect
has_trait = overseer
}
}
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Palace of the Month
### Fictional but semi-probable; you wouldn't move literally _per_ month but they could and would own substantially more palaces than any one civil servant _needs_.
text = {
trigger = {
diarch = {
NOT = { has_trait = humble }
}
}
localization_key = viz_extravagance.t4.property.palace.monthly
}
## Personal Bordello.
### Fictional but probable.
text = {
trigger = {
diarch = { has_trait = lustful }
}
localization_key = viz_extravagance.t4.property.bordello
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lustful }
}
}
}
## Personal debtor's prison.
### Fictional but probable.
text = {
trigger = {
diarch = {
OR = {
has_trait = greedy
AND = {
has_trait = callous
NOT = { has_trait = generous }
}
}
}
}
localization_key = viz_extravagance.t4.property.gaol
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = greedy
has_trait = callous
}
}
}
}
}
## Eponymous Hell.
### Fictional.
#### Loosely based on the legendary Ashoka's Hell.
text = {
trigger = {
diarch = { has_trait = sadistic }
}
localization_key = viz_extravagance.t4.property.palace.torture
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = sadistic }
}
}
}
}
VizierExtravagance_T4_Charity = {
type = character
random_valid = yes
# GENERIC OPTIONS
## No triggers on the first ~6 or so, so we always have a decent variety of fallbacks.
## Paying for waystations & caravanserais for long-distance travellers.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.charity.waystations
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lifestyle_traveler }
}
}
}
## Funding the construction and maintenance of major bridges.
### Historically attested.
text = {
localization_key = viz_extravagance.t4.charity.bridges
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = architect }
}
}
}
## A staple food dole.
### Fictional but probable.
text = {
localization_key = viz_extravagance.t4.charity.dole
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = compassionate }
}
}
}
## Cheap urban housing.
### Fictional.
text = {
localization_key = viz_extravagance.t4.charity.housing
}
## Sprawling public gardens.
### Fictional.
text = {
localization_key = viz_extravagance.t4.charity.gardens
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = lifestyle_gardener }
}
}
}
## Paying for organised local fire services.
### Fictional.
text = {
localization_key = viz_extravagance.t4.charity.civil_service.fire
# Weight up the least-weird sounding option for callous'n'sadistic characters.
weight_multiplier = {
modifier = {
add = 1000
diarch = {
OR = {
has_trait = sadistic
has_trait = callous
}
}
}
}
}
# TRIGGERED OPTIONS
## Anything a bit more specific from hereon in.
## Paying for the construction and maintenance of aqueducts.
### Historically attested.
text = {
trigger = { holds_county_with_water_trigger = yes }
localization_key = viz_extravagance.t4.charity.aqueducts
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = architect }
}
}
}
## A grand public festival.
### Fictional but probable.
text = {
trigger = {
diarch = { has_trait = gregarious }
}
localization_key = viz_extravagance.t4.charity.festivals
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = gregarious }
}
}
}
## A fund for people to go on pilgrimage.
### Historically attested.
text = {
trigger = {
diarch = {
NOR = {
has_trait = cynical
faith = { has_doctrine_parameter = forbidden_from_pilgrimage }
}
}
}
localization_key = viz_extravagance.t4.charity.pilgrimage
weight_multiplier = {
modifier = {
add = 10
diarch = {
OR = {
has_trait = zealous
has_trait = pilgrim
}
}
}
}
}
## Loan remittance service.
text = {
trigger = {
diarch = { has_trait = generous }
}
localization_key = viz_extravagance.t4.charity.loans
weight_multiplier = {
modifier = {
add = 10
diarch = { has_trait = generous }
}
}
}
}