N3OW/events/activities/tour_activity/tour_travel_events.txt
2026-01-06 14:25:21 +01:00

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# Events for the travel portion of the Tour grand activity
namespace = tour_travel
############################
## Tour Travel Events
## 1000-2999
## by James Beaumont
############################
# tour_travel.1001 - Local peasants are talking about how much they hate the royals
# tour_travel.1002 - Pass by a particularly pretty commoner by the roadside
# tour_travel.1003 - A peasant does not show you proper ettiquette
# tour_travel.1004 - You decide to wash the feet of locals, royal touch
# tour_travel.1005 - Locals beg for your royal touch, royal touch
# tour_travel.1006 - Distribute alms in front of a local temple
#
#
############################
## Tour Travel Events
## 3000-3999
## by Veronica Pazos
############################
# tour_travel.3110-3111 - Danger! Local ruler invites you to a banquet to steal from you
# tour_travel.3120 - Visit a local inn!
# tour_travel.3130 - A peasant complains they've lost their job
# tour_travel.3140 - Visit a local brothel!
#
#
#####################################################################################
############################
## Tour Travel Events
## 1000-2999
## by James Beaumont
############################
# Local peasants are talking about how much they hate the royals
tour_travel.1001 = {
type = character_event
title = tour_travel.1001.title
desc = {
desc = tour_travel.1001.desc.intro
random_valid = {
triggered_desc = {
trigger = {
NOT = { knows_language_of_culture = scope:angry_county_scope.culture }
}
desc = tour_travel.1001.desc.mid.wrong_language
}
triggered_desc = {
trigger = {
culture != scope:angry_county_scope.culture
}
desc = tour_travel.1001.desc.mid.wrong_culture
}
triggered_desc = {
trigger = {
faith != scope:angry_county_scope.faith
}
desc = tour_travel.1001.desc.mid.wrong_faith
}
triggered_desc = {
trigger = {
root.primary_title = {
any_claimant = {
house != root.house
}
}
}
desc = tour_travel.1001.desc.mid.pretender
}
triggered_desc = {
trigger = {
has_active_diarchy = yes
diarchy_swing >= 50
}
desc = tour_travel.1001.desc.mid.powerful_diarch
}
desc = tour_travel.1001.desc.mid.just_plain_dislike_em
}
first_valid = {
triggered_desc = {
trigger = {
should_be_naked_trigger = yes
}
desc = tour_travel.1001.desc.outro.nudist
}
desc = tour_travel.1001.desc.outro
}
}
theme = travel_tour
left_portrait = {
character = root
animation = fear
}
right_portrait = {
character = scope:angry_peasant
animation = rage
outfit_tags = { beggar_rags }
}
cooldown = { years = 2 }
trigger = {
is_location_valid_for_travel_event_on_land = yes
faith_forbids_alcohol_trigger = no # It should make sense that there is a tavern in this county
root.location.county = { county_opinion <= -5 }
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
root.location.county = {
county_opinion <= -5
NOT = {
root = {
knows_language_of_culture = prev.culture
}
}
}
}
}
immediate = {
root.location = {
save_scope_as = angry_county_scope
save_scope_as = background_wilderness_scope # For theme
}
create_character = {
location = scope:angry_county_scope
template = drunken_peasant_character
culture = scope:angry_county_scope.culture
faith = scope:angry_county_scope.faith
save_scope_as = angry_peasant
}
if = {
limit = {
root.primary_title = {
any_claimant = {
house != root.house
}
}
}
root.primary_title = {
random_claimant = {
limit = {
house != root.house
}
save_scope_as = claimant_character_scope
}
}
}
}
option = { # Punch your way out!
name = tour_travel.1001.a
trigger = {
is_adult = yes
}
duel = {
skill = prowess
target = scope:angry_peasant
10 = {
compare_modifier = {
value = scope:duel_value
multiplier = 1
}
add_prestige = minor_prestige_gain
scope:angry_county_scope.county = {
add_county_modifier = {
modifier = liege_respected_fighter_modifier
years = 10
}
}
}
10 = {
compare_modifier = {
value = scope:duel_value
multiplier = -0.5
}
increase_wounds_effect = { REASON = fight }
}
1 = {
compare_modifier = {
value = scope:duel_value
multiplier = -0.5
}
death = {
killer = scope:angry_peasant
death_reason = death_fight
}
}
}
if = {
limit = { is_alive = yes }
stress_impact = {
brave = minor_stress_impact_loss
craven = major_stress_impact_gain
}
}
ai_chance = {
base = 50
modifier = {
factor = 0
has_trait = craven
}
modifier = {
add = -50
NOR = {
has_trait = arrogant
has_trait = brave
}
root.prowess < scope:angry_peasant.prowess
}
}
}
option = { # Bribe them with lower taxes
name = tour_travel.1001.b
scope:angry_county_scope.county = {
add_county_modifier = {
modifier = reduced_taxes_modifier
years = 10
}
}
stress_impact = {
callous = minor_stress_impact_gain
craven = minor_stress_impact_loss
greedy = major_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
has_trait = greedy
}
}
}
option = { # Attempt to convince them you're not you
name = tour_travel.1001.c
duel = {
skill = intrigue
target = scope:angry_peasant
10 = {
compare_modifier = {
value = scope:duel_value
multiplier = 1
}
add_prestige = minor_prestige_gain
if = {
limit = {
OR = {
has_any_nickname = no
has_bad_nickname = yes
}
}
hidden_effect = {
random_list = {
80 = {
}
20 = {
give_nickname = nick_the_nameless
}
}
}
}
}
10 = {
compare_modifier = {
value = scope:duel_value
multiplier = -0.5
}
increase_wounds_effect = { REASON = fight }
}
}
stress_impact = {
brave = major_stress_impact_gain
honest = major_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = honest
has_trait = brave
}
}
}
}
after = {
scope:angry_peasant = { silent_disappearance_effect = yes }
}
}
# Pass by a particularly pretty commoner by the roadside
tour_travel.1002 = {
type = character_event
title = tour_travel.1002.title
desc = tour_travel.1002.desc
theme = travel_tour
left_portrait = {
character = root
animation = love
}
right_portrait = {
character = scope:pretty_peasant
animation = flirtation
outfit_tags = { beggar_rags }
}
cooldown = { years = 2 }
trigger = {
is_location_valid_for_travel_event_on_land = yes
is_available_travelling_adult = yes
NOT = { has_trait = celibate }
location = { is_sea_province = no }
sexually_liberal_trigger = yes
might_cheat_on_every_partner_trigger = yes
NOT = { has_sexuality = asexual }
}
weight_multiplier = {
base = 1
modifier = { # Can still happen for others, but rarely
factor = 0.1
NOT = {
has_activity_intent = lechery_intent
}
}
}
immediate = {
add_character_flag = {
flag = no_sex_stress_loss
days = 30
}
root.location.county = {
save_scope_as = pretty_peasant_county_scope
save_scope_as = background_wilderness_scope
}
create_character = {
location = scope:pretty_peasant_county_scope.title_province
template = beautiful_peasant_character
culture = scope:pretty_peasant_county_scope.culture
faith = scope:pretty_peasant_county_scope.faith
age = age_compared_to_root_minus_ten_always_adult
gender_female_chance = root_attraction_based_female_chance
save_scope_as = pretty_peasant
}
random_list = {
10 = {
trigger = {
OR = {
AND = {
ROOT = { is_male = yes }
scope:pretty_peasant = { is_female = yes }
}
AND = {
ROOT = { is_female = yes }
scope:pretty_peasant = { is_male = yes }
}
}
}
scope:pretty_peasant = { set_sexuality = heterosexual }
}
10 = {
scope:pretty_peasant = { set_sexuality = bisexual }
}
10 = {
trigger = {
OR = {
AND = {
ROOT = { is_male = yes }
scope:pretty_peasant = { is_male = yes }
}
AND = {
ROOT = { is_female = yes }
scope:pretty_peasant = { is_female = yes }
}
}
}
scope:pretty_peasant = { set_sexuality = homosexual }
}
}
}
option = { # She/he must be mine!
name = tour_travel.1002.a
set_relation_lover = scope:pretty_peasant
had_sex_with_effect = {
CHARACTER = scope:pretty_peasant
PREGNANCY_CHANCE = 50
}
add_to_entourage_court_and_activity_effect = {
CHAR_TO_ADD = scope:pretty_peasant
NEW_COURT_OWNER = root
}
scope:pretty_peasant = {
add_character_flag = {
flag = blocked_from_leaving
years = 5
}
}
if = {
limit = {
OR = {
would_be_sinful_adulterer_trigger = yes
relation_with_character_is_sodomy_in_faith_trigger = {
CHARACTER = scope:pretty_peasant
FAITH = root.faith
}
}
}
stress_impact = {
craven = minor_stress_impact_gain
honest = medium_stress_impact_gain
chaste = major_stress_impact_gain
lustful = major_stress_impact_loss
zealous = major_stress_impact_gain
}
}
else = {
stress_impact = {
craven = minor_stress_impact_gain
honest = medium_stress_impact_gain
chaste = major_stress_impact_gain
lustful = major_stress_impact_loss
}
}
ai_chance = {
base = 50
modifier = {
factor = 0
has_trait = chaste
}
modifier = {
add = -50
would_be_sinful_adulterer_trigger = yes
relation_with_character_is_sodomy_in_faith_trigger = {
CHARACTER = scope:pretty_peasant
FAITH = root.faith
}
has_trait = zealous
}
}
}
option = { # Pass them by
name = tour_travel.1002.b
scope:pretty_peasant = { silent_disappearance_effect = yes }
stress_impact = {
callous = minor_stress_impact_gain
craven = minor_stress_impact_loss
honest = minor_stress_impact_loss
disloyal = minor_stress_impact_gain
lustful = major_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
has_trait = lustful
}
}
}
}
# A peasant does not show you proper ettiquette
tour_travel.1003 = {
type = character_event
title = tour_travel.1003.title
desc = tour_travel.1003.desc
theme = travel_tour
left_portrait = {
character = root
animation = schadenfreude
}
right_portrait = {
character = scope:rude_peasant
animation = fear
outfit_tags = { beggar_rags }
}
cooldown = { years = 2 }
trigger = {
has_activity_intent = justice_intent
is_location_valid_for_travel_event_on_land = yes
root.location.county = {
county_opinion <= -5
county_control <= 90
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
has_trait = sadistic
}
modifier = {
factor = 0.5
has_trait = compassionate
}
}
immediate = {
root.location.county = {
save_scope_as = angry_county_scope
save_scope_as = background_wilderness_scope # For theme
}
create_character = {
location = scope:angry_county_scope.title_province
template = peasant_character
culture = scope:angry_county_scope.culture
faith = scope:angry_county_scope.faith
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
save_scope_as = rude_peasant
}
}
option = { # She/he must be punished.
name = tour_travel.1003.a
add_tyranny = minor_tyranny_gain
add_dread = medium_dread_gain
scope:angry_county_scope = {
change_county_control = 5
add_county_modifier = {
modifier = scared_of_liege_modifier
years = 10
}
}
stress_impact = {
sadistic = medium_stress_impact_loss
arrogant = minor_stress_impact_loss
base = minor_stress_impact_gain
just = minor_stress_impact_gain
humble = major_stress_impact_gain
forgiving = major_stress_impact_gain
compassionate = massive_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = just
has_trait = humble
has_trait = forgiving
has_trait = compassionate
}
}
}
}
option = { # Punish them *a lot*
name = tour_travel.1003.b
trigger = {
has_trait = torturer
}
add_tyranny = medium_tyranny_gain
add_dread = major_dread_gain
scope:angry_county_scope = {
change_county_control = 20
add_county_modifier = {
modifier = terrified_of_liege_modifier
years = 10
}
}
scope:rude_peasant = {
death = {
killer = root
death_reason = death_torture
}
}
stress_impact = {
sadistic = major_stress_impact_loss
arrogant = minor_stress_impact_loss
base = minor_stress_impact_gain
just = minor_stress_impact_gain
humble = major_stress_impact_gain
forgiving = major_stress_impact_gain
compassionate = massive_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = sadistic
has_trait = arrogant
has_trait = arbitrary
}
}
}
}
option = { # Let it slide
name = tour_travel.1003.c
add_prestige = minor_prestige_loss
add_dread = medium_dread_loss
stress_impact = {
forgiving = minor_stress_impact_loss
callous = minor_stress_impact_gain
craven = minor_stress_impact_loss
arbitrary = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
sadistic = major_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = sadistic
has_trait = arrogant
has_trait = arbitrary
}
}
}
}
after = {
if = {
limit = {
scope:rude_peasant = { is_alive = yes }
}
scope:rude_peasant = { silent_disappearance_effect = yes }
}
}
}
# You decide to wash the feet of locals, royal touch
tour_travel.1004 = {
type = character_event
title = tour_travel.1004.title
desc = {
desc = tour_travel.1004.desc.intro
first_valid = {
triggered_desc = {
trigger = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
desc = tour_travel.1004.desc.outro.christian
}
desc = tour_travel.1004.desc.outro
}
}
theme = travel_tour
cooldown = { years = 2 }
left_portrait = {
character = root
animation = fear
}
right_portrait = {
character = scope:diseased_peasant
animation = flirtation
outfit_tags = { beggar_rags }
}
trigger = {
is_location_valid_for_travel_event_on_land = yes
has_activity_intent = altruism_intent
faith = { religion_tag = christianity_religion }
is_governor = no
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
has_trait = compassionate
}
modifier = {
factor = 2
has_trait = zealous
}
modifier = { # This is heavily based on Christian things so other faiths should not necessarily be excluded, but should be less likely to see it.
factor = 0.1
NOT = {
religion = { is_in_family = rf_abrahamic }
}
}
modifier = { # The faith should not be selfish
factor = 0
faith = {
OR = {
trait_is_virtue = callous
trait_is_virtue = sadistic
trait_is_virtue = arrogant
}
}
}
}
immediate = {
root.location = {
select_root_vegetable_effect = yes
county = {
save_scope_as = diseased_county_scope
save_scope_as = background_wilderness_scope # For theme
}
}
create_character = {
location = scope:diseased_county_scope.title_province
template = diseased_peasant_character
culture = scope:diseased_county_scope.culture
faith = scope:diseased_county_scope.faith
gender_female_chance = 50
save_scope_as = diseased_peasant
}
}
option = { # Wash the dirty dirty feet of the diseased peasant
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { is_deviant_trigger = yes }
desc = tour_travel.1004.a.tarantino
}
desc = tour_travel.1004.a
}
}
}
add_prestige = minor_prestige_loss
add_piety = medium_piety_gain
random = {
chance = 5
show_as_tooltip = { add_trait = ill }
hidden_effect = {
trigger_event = {
id = health.1001
days = { 3 10 }
}
}
}
scope:diseased_county_scope = {
change_county_control = 5
add_county_modifier = {
modifier = sacred_touch
years = 10
}
}
stress_impact = {
base = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
deviant = major_stress_impact_loss
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = sadistic
has_trait = callous
has_trait = arrogant
}
}
}
}
option = { # I could do this every day
name = tour_travel.1004.b
trigger = {
is_deviant_trigger = yes
matching_gender_and_sexuality_trigger = { CHARACTER_1 = scope:diseased_peasant CHARACTER_2 = root }
}
add_prestige = medium_prestige_loss
add_piety = medium_piety_gain
random = {
chance = 5
show_as_tooltip = { add_trait = ill }
hidden_effect = {
trigger_event = {
id = health.1001
days = { 3 10 }
}
}
}
scope:diseased_county_scope = {
change_county_control = 5
add_county_modifier = {
modifier = sacred_touch
years = 10
}
}
set_relation_lover = scope:diseased_peasant
add_courtier = scope:diseased_peasant
stress_impact = {
base = minor_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
deviant = massive_stress_impact_loss
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = sadistic
has_trait = callous
has_trait = arrogant
has_trait = paranoid
}
}
}
}
option = { # Just a light touch on the forehead
name = tour_travel.1004.c
add_piety = minor_piety_gain
scope:diseased_county_scope = {
change_county_control = 2
add_county_modifier = {
modifier = sacred_touch
years = 2
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
callous = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0.5
OR = {
has_trait = sadistic
has_trait = callous
has_trait = arrogant
}
}
modifier = {
factor = 0.5
OR = {
has_trait = humble
has_trait = compassionate
has_trait = zealous
}
}
}
}
option = { # I will not be reduced to touching filthy peasants
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { is_vegetarian_trigger = yes }
desc = tour_travel.1004.d.two_veg
}
desc = tour_travel.1004.d.meat
}
}
}
add_piety = minor_piety_loss
stress_impact = {
forgiving = minor_stress_impact_gain
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = compassionate
has_trait = zealous
}
}
}
}
after = {
if = {
limit = {
scope:diseased_peasant = {
is_alive = yes
employer != root
}
}
scope:diseased_peasant = { silent_disappearance_effect = yes }
}
}
}
# Locals beg for your royal touch, royal touch
tour_travel.1005 = {
type = character_event
title = tour_travel.1005.title
desc = tour_travel.1005.desc
theme = travel_tour
left_portrait = {
character = root
animation = personality_compassionate
}
cooldown = { years = 2 }
trigger = {
is_location_valid_for_travel_event_on_land = yes
has_activity_intent = altruism_intent
faith = { religion_tag = christianity_religion }
is_governor = no
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
has_trait = compassionate
}
modifier = {
factor = 2
has_trait = zealous
}
}
immediate = {
root.location.county = {
save_scope_as = county_to_bless_scope
}
}
option = { # Hand out blessed coins
name = tour_travel.1005.a
remove_short_term_gold = medium_gold_value
add_piety = medium_piety_gain
scope:county_to_bless_scope = {
add_county_modifier = {
modifier = sacred_touch
years = 10
}
}
stress_impact = {
profligate = medium_stress_impact_loss
greedy = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = sadistic
has_trait = callous
has_trait = arrogant
}
}
modifier = {
add = -50
short_term_gold < medium_gold_value
}
}
}
option = { # Sprinkle the locals with blessed water
name = tour_travel.1005.b
add_piety = minor_piety_gain
scope:county_to_bless_scope = {
change_county_control = 5
add_county_modifier = {
modifier = sacred_touch
years = 5
}
}
stress_impact = {
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = sadistic
has_trait = callous
has_trait = arrogant
}
}
}
}
option = { # Ride ahead!
name = tour_travel.1005.c
add_piety = minor_piety_loss
stress_impact = {
greedy = minor_stress_impact_loss
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = humble
has_trait = compassionate
has_trait = zealous
}
}
}
}
}
# Distribute alms in front of a local temple
tour_travel.1006 = {
type = character_event
title = tour_travel.1006.title
desc = tour_travel.1006.desc
theme = travel_tour
override_background = {
reference = temple
}
left_portrait = {
character = root
animation = personality_compassionate
}
cooldown = { years = 2 }
trigger = {
is_location_valid_for_travel_event_on_land = yes
root.location.barony = {
title_province = { has_holding_type = church_holding }
}
has_activity_intent = altruism_intent
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
has_trait = compassionate
}
modifier = {
factor = 2
has_trait = zealous
}
}
immediate = {
root.location.barony = {
county = { save_scope_as = county_to_bless_scope }
holder = { save_scope_as = county_holder_to_bless_scope }
save_scope_as = church_barony_scope # For loc
}
}
option = { # Hand out blessed coins
name = tour_travel.1006.a
remove_short_term_gold = medium_gold_value
add_piety = medium_piety_gain
scope:county_to_bless_scope = {
add_county_modifier = {
modifier = alms_distributed
years = 10
}
}
stress_impact = {
profligate = medium_stress_impact_loss
greedy = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = sadistic
has_trait = callous
has_trait = arrogant
}
}
modifier = {
add = -50
short_term_gold < medium_gold_value
}
}
}
option = { # Give them nothing
name = tour_travel.1006.b
add_piety = minor_piety_loss
stress_impact = {
greedy = minor_stress_impact_loss
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = humble
has_trait = compassionate
has_trait = zealous
}
}
}
}
option = { # Have the peasants thrown off the steps
name = tour_travel.1006.c
trigger = {
OR = {
has_trait = sadistic
has_trait = callous
}
}
add_piety = medium_piety_loss
stress_impact = {
callous = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
greedy = minor_stress_impact_loss
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = humble
has_trait = compassionate
has_trait = zealous
}
}
}
}
}
############################
## Wise Woman chain
## 1007-1009
############################
# An attendee in your procession suggests seeing the Wise Woman/Man of CountyName
tour_travel.1007 = {
type = character_event
title = tour_travel.1007.title
desc = {
desc = tour_travel.1007.desc.intro
first_valid = {
triggered_desc = {
trigger = {
has_any_illness = yes
}
desc = tour_travel.1007.desc.mid.ill
}
triggered_desc = {
trigger = {
has_trait = pregnant
}
desc = tour_travel.1007.desc.mid.pregnant
}
triggered_desc = {
trigger = {
OR = {
has_trait = depressed
has_trait = lunatic
has_trait = possessed
}
}
desc = tour_travel.1007.desc.mid.psychological
}
triggered_desc = {
trigger = {
OR = {
has_trait = wounded
has_trait = maimed
has_trait = infirm
}
}
desc = tour_travel.1007.desc.mid.weakened
}
triggered_desc = {
trigger = {
has_trait = beauty_bad
}
desc = tour_travel.1007.desc.mid.ugly
}
}
desc = tour_travel.1007.desc.outro
}
theme = travel_tour
left_portrait = {
character = root
triggered_animation = {
trigger = {
has_any_illness = yes
}
animation = pain
}
animation = personality_rational
}
right_portrait = {
character = scope:superstituous_courtier_scope
animation = personality_compassionate
}
cooldown = { years = 2 }
trigger = {
is_location_valid_for_travel_event_on_land = yes
root.location.barony = {
county = {
development_level <= 5
}
title_province = {
OR = { # The location is somewhat remote
terrain = wetlands
terrain = forest
terrain = jungle
terrain = taiga
terrain = mountains
terrain = desert
terrain = desert_mountains
terrain = steppe
}
}
}
OR = { # There is something "wrong" with you or you're gregnant
has_any_illness = yes
has_trait = pregnant
has_trait = depressed
has_trait = lunatic
has_trait = possessed
has_trait = wounded
has_trait = maimed
has_trait = infirm
has_trait = beauty_bad
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
has_any_illness = yes
}
}
immediate = {
random_courtier = {
save_scope_as = superstituous_courtier_scope
}
root.location.barony = {
save_scope_as = wise_woman_barony_scope # For loc
save_scope_as = background_wilderness_scope # For theme
}
create_character = {
location = scope:wise_woman_barony_scope.title_province
template = wise_woman_character
culture = scope:wise_woman_barony_scope.culture
faith = scope:wise_woman_barony_scope.faith
save_scope_as = wise_woman_scope
}
}
option = { # Go see the wise woman
name = tour_travel.1007.a
remove_short_term_gold = minor_gold_value
custom_tooltip = {
text = go_see_wise_woman_tt
random_list = {
65 = { # The wise woman is good and helpful
modifier = { # You're a cynic and less likely to believe her
has_trait = cynical
add = -25
}
trigger_event = tour_travel.1008
}
35 = { # The wise woman is a total crackpot
trigger_event = tour_travel.1009
}
}
}
stress_impact = {
stubborn = minor_stress_impact_gain # I'm fine!
craven = minor_stress_impact_gain # I'm afraid of doctors!
shy = minor_stress_impact_gain # I'm afraid of everyone!
paranoid = medium_stress_impact_gain
cynical = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
if = {
limit = {
NOT = {
faith = { has_doctrine_parameter = witchcraft_accepted }
}
}
stress_impact = {
zealous = medium_stress_impact_gain
}
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = stubborn
has_trait = craven
has_trait = shy
has_trait = paranoid
has_trait = cynical
has_trait = arrogant
AND = {
NOT = { faith = { has_doctrine_parameter = witchcraft_accepted } }
has_trait = zealous
}
}
}
modifier = {
add = -50
short_term_gold < minor_gold_value
}
}
}
option = { # F that
name = tour_travel.1007.b
stress_impact = {
base = minor_stress_impact_gain
humble = minor_stress_impact_gain
brave = medium_stress_impact_gain
trusting = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = brave
has_trait = trusting
has_trait = gregarious
}
}
}
}
}
# You feel helped by the wise woman
scripted_effect positive_wise_woman_healing_effect = {
if = {
limit = {
has_any_illness = yes
}
add_character_modifier = healed_by_wise_woman_modifier
}
else_if = {
limit = {
has_trait = pregnant
}
add_character_modifier = tended_by_wise_woman_modifier
}
else_if = {
limit = {
OR = {
has_trait = depressed
has_trait = lunatic
has_trait = possessed
}
}
add_character_modifier = balanced_by_wise_woman_modifier
}
else_if = {
limit = {
has_trait = beauty_bad
}
add_character_modifier = makeover_from_wise_woman_modifier
}
}
tour_travel.1008 = {
type = character_event
title = tour_travel.1008.title
desc = {
desc = tour_travel.1008.desc.intro
first_valid = {
triggered_desc = {
trigger = {
has_any_illness = yes
}
desc = tour_travel.1008.desc.mid.ill
}
triggered_desc = {
trigger = {
has_trait = pregnant
}
desc = tour_travel.1008.desc.mid.pregnant
}
triggered_desc = {
trigger = {
OR = {
has_trait = depressed
has_trait = lunatic
has_trait = possessed
}
}
desc = tour_travel.1008.desc.mid.psychological
}
triggered_desc = {
trigger = {
OR = {
has_trait = wounded
has_trait = maimed
has_trait = infirm
}
}
desc = tour_travel.1008.desc.mid.weakened
}
triggered_desc = {
trigger = {
has_trait = beauty_bad
}
desc = tour_travel.1008.desc.mid.ugly
}
}
desc = tour_travel.1008.desc.outro
}
theme = travel_tour
left_portrait = {
character = root
animation = happiness
}
right_portrait = {
character = scope:wise_woman_scope
animation = personality_rational
}
immediate = {
if = {
limit = {
employs_court_position = court_physician_court_position
}
random_court_position_holder = {
type = court_physician_court_position
save_scope_as = current_physician
}
}
}
option = { # Go see the wise woman
name = tour_travel.1008.a
positive_wise_woman_healing_effect = yes
stress_impact = {
base = medium_stress_impact_loss
cynical = minor_stress_impact_gain # This breaks my idea of what medicine is
}
ai_chance = {
base = 50
modifier = {
factor = 0
}
}
}
option = { # Recruit her as your physician
name = tour_travel.1008.b
positive_wise_woman_healing_effect = yes
remove_treasury_or_gold = minor_treasury_or_gold_value
add_courtier = scope:wise_woman_scope
court_position_grant_effect = {
POS = court_physician
CANDIDATE = scope:wise_woman_scope
EMPLOYER = root
}
stress_impact = {
base = medium_stress_impact_loss
cynical = medium_stress_impact_gain
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = cynical
has_trait = greedy
}
}
modifier = {
add = 50
NOT = { employs_court_position = court_physician_court_position }
}
modifier = {
add = -50
short_term_treasury_or_gold < minor_treasury_or_gold_value
}
}
}
}
# You feel that the Wise Woman did nothing
tour_travel.1009 = {
type = character_event
title = tour_travel.1009.title
desc = {
desc = tour_travel.1009.desc.intro
first_valid = {
triggered_desc = {
trigger = {
has_character_modifier = hurt_by_wise_woman_modifier
}
desc = tour_travel.1009.desc.mid.ill
}
triggered_desc = {
trigger = {
has_character_modifier = bad_makeover_from_wise_woman_modifier
}
desc = tour_travel.1009.desc.mid.ugly
}
desc = tour_travel.1009.desc.mid.nothing
}
desc = tour_travel.1009.desc.outro
}
theme = travel_tour
left_portrait = {
character = root
animation = rage
}
right_portrait = {
character = scope:wise_woman_scope
animation = personality_irrational
}
immediate = {
random_list = {
50 = {
# Wise Woman actively hurts you
if = {
limit = {
OR = {
has_any_illness = yes
has_trait = depressed
has_trait = lunatic
has_trait = possessed
has_trait = pregnant
has_trait = wounded
has_trait = maimed
has_trait = infirm
}
}
add_character_modifier = hurt_by_wise_woman_modifier
}
else_if = {
limit = {
has_trait = beauty_bad
}
add_character_modifier = bad_makeover_from_wise_woman_modifier
}
}
50 = {
# Nothing happens
}
}
}
option = {
name = tour_travel.1009.a
stress_impact = {
base = medium_stress_impact_loss
cynical = major_stress_impact_loss
}
ai_chance = {
base = 50
}
}
option = { # Have her executed!
name = tour_travel.1009.b
scope:wise_woman_scope = {
death = {
killer = root
death_reason = death_execution
}
}
stress_impact = {
callous = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
just = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 50
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = forgiving
has_trait = just
}
}
}
}
}
##################################################
# Visit an inn along the way
# by Veronica Pazos
# 3120
##################################################
scripted_trigger tour_travel_3120_valid_vassal = {
is_available_ai_adult = yes
any_memory = { }
}
tour_travel.3120 = {
type = character_event
title = tour_travel.3120.t
desc = {
desc = tour_travel.3120.desc.intro
first_valid = {
triggered_desc = {
trigger = { has_variable = inn_artifact_var }
desc = tour_travel.3120.desc.artifact
}
desc = tour_travel.3120.desc.fallback
}
}
theme = travel_tour
override_background = {
reference = bp1_crossroads_inn
}
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
has_trait = impatient
has_trait = arrogant
}
}
animation = boredom
}
animation = drink_goblet
}
cooldown = { years = 5 }
right_portrait = {
character = scope:vassal_inn
animation = throne_room_conversation_1
}
artifact = {
target = scope:vassal_artifact
position = lower_center_portrait
trigger = { has_variable = inn_artifact_var }
}
trigger = {
is_location_valid_for_travel_event_on_land = yes
has_activity_intent = reduce_stress_intent
is_adult = yes
any_pool_character = {
province = root.location
tour_travel_3120_valid_vassal = yes
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
OR = {
has_trait = drunkard
has_trait = lifestyle_reveler
}
}
}
immediate = {
random_pool_character = {
province = root.location
limit = { tour_travel_3120_valid_vassal = yes }
weight = {
base = 1
modifier = {
add = 2
is_powerful_vassal = yes
}
modifier = {
add = 2
has_any_high_skill_rating = yes
}
modifier = {
add = 1
any_memory = { has_memory_category = major }
}
}
save_scope_as = vassal_inn
random_memory = {
weight = {
base = 1
modifier = {
add = 1
has_memory_category = major
}
}
save_scope_as = vassal_memory
}
}
scope:vassal_inn = { get_quirk_character_effect = yes } #localization
if = {
limit = {
scope:vassal_inn = { any_character_artifact = { exists = yes } }
}
random = {
chance = 50
set_variable = inn_artifact_var
scope:vassal_inn = {
random_character_artifact = { save_scope_as = vassal_artifact }
}
}
}
}
option = { # I like you join me
name = tour_travel.3120.a
duel = {
skill = diplomacy
target = scope:vassal_inn
50 = { #they join you!
desc = tour_travel.3120.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
send_interface_toast = {
title = tour_travel.3120.a.success
left_icon = scope:vassal_inn
add_courtier = scope:vassal_inn
}
}
50 = { #they refuse
desc = tour_travel.3120.a.failure
send_interface_toast = {
title = tour_travel.3120.a.failure
left_icon = scope:vassal_inn
scope:vassal_inn = {
add_opinion = {
target = root
modifier = flattered_opinion
opinion = 5
}
}
}
}
}
stress_impact = {
profligate = medium_stress_impact_loss
greedy = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = sadistic
has_trait = callous
has_trait = arrogant
}
}
}
}
option = { # I wanna learn from you
name = tour_travel.3120.b
if = {
limit = {
scope:vassal_inn = { intrigue >= high_skill_rating }
}
add_intrigue_skill = 1
}
else_if = {
limit = {
scope:vassal_inn = { diplomacy >= high_skill_rating }
}
add_diplomacy_skill = 1
}
else_if = {
limit = {
scope:vassal_inn = { martial >= high_skill_rating }
}
add_martial_skill = 1
}
else_if = {
limit = {
scope:vassal_inn = { learning >= high_skill_rating }
}
add_learning_skill = 1
}
else_if = {
limit = {
scope:vassal_inn = { stewardship >= high_skill_rating }
}
add_stewardship_skill = 1
}
else = {
add_random_skill_point_effect = yes
}
stress_impact = {
greedy = minor_stress_impact_loss
humble = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = humble
has_trait = compassionate
has_trait = zealous
}
}
}
}
option = { # They give you something
name = tour_travel.3120.c
trigger = {
has_variable = inn_artifact_var
}
scope:vassal_artifact = {
set_owner = root
}
stress_impact = {
callous = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
greedy = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = humble
has_trait = compassionate
has_trait = zealous
}
}
}
}
after = {
remove_variable = inn_artifact_var
}
}
##################################################
# A peasant complains about not having a job
# by Veronica Pazos
# 3130
##################################################
scripted_trigger tour_travel_3130_valid_vassal = {
is_available_ai_adult = yes
}
scripted_trigger tour_travel_3130_valid_location = {
OR = {
has_building_or_higher = hunting_grounds_01
has_building_or_higher = royal_garden_01
has_building_or_higher = regimental_grounds_01
has_building_or_higher = caravanserai_01
has_building_or_higher = watermills_01
has_building_or_higher = windmills_01
}
}
tour_travel.3130 = {
type = character_event
title = tour_travel.3130.t
desc = {
desc = tour_travel.3130.desc.intro
random_valid = {
triggered_desc = {
trigger = {
location = {
OR = {
has_building_or_higher = hunting_grounds_01
has_building_or_higher = royal_garden_01
has_building_or_higher = regimental_grounds_01
}
}
}
desc = tour_travel.3130.desc.no_farms
}
triggered_desc = {
trigger = {
location = {
OR = {
has_building_or_higher = caravanserai_01
has_building_or_higher = watermills_01
has_building_or_higher = windmills_01
}
}
}
desc = tour_travel.3130.desc.no_jobs
}
}
desc = tour_travel.3130.desc.outro
}
theme = travel_tour
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
has_trait = impatient
has_trait = arrogant
}
}
animation = dismissal
}
triggered_animation = {
trigger = {
OR = {
has_trait = compassionate
has_trait = forgiving
has_trait = humble
has_trait = generous
}
}
animation = personality_compassionate
}
animation = personality_rational
}
right_portrait = {
character = scope:complaining_peasant
animation = beg
}
cooldown = { years = 2 }
trigger = {
is_location_valid_for_travel_event_on_land = yes
location = { tour_travel_3130_valid_location = yes }
any_pool_character = {
province = root.location
tour_travel_3130_valid_vassal = yes
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
has_activity_intent = justice_intent
}
}
immediate = {
random_pool_character = {
province = root.location
limit = { tour_travel_3130_valid_vassal = yes }
save_scope_as = complaining_peasant
}
}
option = { # Im sorry have some money
name = tour_travel.3130.a
pay_short_term_gold = {
target = scope:complaining_peasant
gold = minor_gold_value
}
if = {
limit = {
has_activity_intent = altruism_intent
}
add_piety = medium_piety_gain
}
add_piety = minor_piety_gain
stress_impact = {
profligate = medium_stress_impact_loss
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
greedy = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = sadistic
has_trait = callous
}
}
modifier = {
factor = 2
OR = {
has_activity_intent = altruism_intent
has_trait = profligate
}
}
}
}
option = { # You can come work my lands
name = tour_travel.3130.b
trigger = {
has_activity_intent = justice_intent
}
custom_tooltip = available_because_intent_tt
capital_province.county = {
add_county_modifier = {
modifier = peasant_influx_modifier
years = 10
}
}
add_hook = {
type = loyalty_hook
target = scope:complaining_peasant
}
stress_impact = {
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = humble
has_trait = compassionate
has_trait = zealous
}
}
modifier = {
factor = 2
has_activity_intent = justice_intent
}
}
}
option = { # F you lol
name = tour_travel.3130.c
stress_impact = {
generous = medium_stress_impact_gain
humble = medium_stress_impact_gain
compassionate = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = humble
has_trait = compassionate
has_activity_intent = altruism_intent
}
}
}
}
}
##################################################
# Stop to visit a brothel
# by Veronica Pazos
# 3140
##################################################
scripted_trigger tour_travel_3140_valid_character = {
is_available_ai_adult = yes
is_attracted_to_gender_of = root
root = { is_attracted_to_gender_of = prev }
is_married = no
NOT = { has_sexuality = asexual }
NOR = {
has_trait = chaste
has_trait = celibate
}
}
tour_travel.3140 = {
type = character_event
title = tour_travel.3140.t
desc = tour_travel.3140.desc
theme = travel_tour
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
has_trait = impatient
has_trait = arrogant
}
}
animation = flirtation_left
}
triggered_animation = {
trigger = {
OR = {
has_trait = compassionate
has_trait = forgiving
has_trait = humble
has_trait = generous
}
}
animation = personality_compassionate
}
animation = personality_rational
}
right_portrait = {
character = scope:brothel_worker
animation = flirtation
}
override_background = { reference = bp1_crossroads_inn }
cooldown = { months = 3 }
trigger = {
is_location_valid_for_travel_event_on_land = yes
has_activity_intent = lechery_intent
is_adult = yes
NOT = { has_sexuality = asexual }
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
OR = {
has_trait = lustful
has_trait = rakish
}
}
}
immediate = {
if = {
limit = {
any_pool_character = {
province = root.location
tour_travel_3140_valid_character = yes
}
}
random_pool_character = {
province = root.location
limit = { tour_travel_3140_valid_character = yes }
save_scope_as = brothel_worker
}
}
else = {
create_character = {
template = generic_peasant_character
gender_female_chance = root_sexuality_female_chance
location = root.location
culture = root.location.culture
faith = root.location.faith
dynasty = none
save_scope_as = brothel_worker
}
}
scope:brothel_worker = { get_quirk_character_effect = yes } #localization
}
option = { # Go
name = tour_travel.3140.a
add_piety = minor_piety_loss
add_character_modifier = {
modifier = brothel_stop_modifier
months = 3
}
hidden_effect = {
random_list = {
50 = {
trigger = {
is_attracted_to_men = yes
}
had_sex_with_unknown_effect = {
GENDER = male
}
}
50 = {
trigger = {
is_attracted_to_women = yes
}
had_sex_with_unknown_effect = {
GENDER = female
}
}
}
}
stress_impact = {
base = medium_stress_impact_loss
lustful = medium_stress_impact_loss
chaste = major_stress_impact_gain
celibate = massive_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = chaste
has_trait = celibate
}
}
modifier = {
factor = 0.5
has_trait = zealous
}
}
}
option = { # Don't go
name = tour_travel.3140.b
add_piety = minor_piety_gain
stress_impact = {
lustful = medium_stress_impact_gain
rakish = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = lustful
has_trait = rakish
}
}
}
}
}
##################################################
# Danger! Ghino di Tacco-ish local ruler invites you to a banquet before stealing from you, then he confesses there are not that many options here to survive and needs money for his family and subjects. Changed the story so much that's almost unrecognisible, apologies.
# by Veronica Pazos
# 3110-3111
##################################################
tour_travel.3110 = {
type = character_event
title = tour_travel.3110.t
desc = tour_travel.3110.desc
theme = travel_danger
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:ghino_di_tacco_scope
animation = happiness
}
override_background = { reference = corridor_day }
cooldown = { years = 2 }
trigger = {
is_location_valid_for_travel_event_on_land = yes
location = {
province_owner ?= {
is_available_ai_adult = yes
NOR = {
this = root
is_liege_or_above_of = root
}
}
}
OR = {
NOT = { exists = scope:activity }
scope:activity = {
NOT = { has_activity_type = activity_tour }
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
mp_delay_travel_plan = { DAYS = 90 }
location = { save_scope_as = ghino_di_tacco_location }
location.province_owner = { save_scope_as = ghino_di_tacco_scope }
traveler_danger_xp_effect = {
MIN = 3
MAX = 6
}
}
#Accept invite
option = {
name = tour_travel.3110.a
custom_tooltip = tour_travel.3110.a.tt
play_music_cue = mx_cue_banquet
trigger_event = tour_travel.3111
stress_impact = {
comfort_eater = minor_stress_loss
drunkard = minor_stress_loss
lifestyle_reveler = medium_stress_loss
shy = minor_stress_impact_gain
paranoid = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
add = -50
has_trait = shy
}
modifier = {
factor = 0
has_trait = paranoid
}
}
}
#Deny
option = {
name = tour_travel.3110.b
reverse_add_opinion = {
target = scope:ghino_di_tacco_scope
modifier = insult_opinion
opinion = -20
}
stress_impact = {
trusting = medium_stress_impact_gain
gregarious = major_stress_impact_gain
gluttonous = major_stress_impact_gain
lifestyle_reveler = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0.5
has_trait = trusting
}
modifier = {
factor = 0
has_trait = gluttonous
}
modifier = {
factor = 0
has_trait = gregarious
}
modifier = {
factor = 0
has_trait = lifestyle_reveler
}
}
}
#Accept and I shall provide the entertainment
option = {
name = tour_travel.3110.c
custom_tooltip = tour_travel.3110.a.tt
play_music_cue = mx_cue_banquet
trigger = {
current_travel_plan = {
any_entourage_character = {
has_court_position = court_jester_court_position
}
}
}
add_prestige = minor_prestige_gain
trigger_event = tour_travel.3111
stress_impact = {
comfort_eater = minor_stress_loss
drunkard = minor_stress_loss
humble = minor_stress_impact_gain
shy = minor_stress_impact_gain
temperate = minor_stress_impact_gain
paranoid = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
add = -25
has_trait = humble
}
modifier = {
add = -50
has_trait = shy
}
modifier = {
add = -50
has_trait = temperate
}
modifier = {
factor = 0
has_trait = paranoid
}
}
}
after = {
mp_resume_travel_plan = yes
}
}
scripted_trigger has_breaking_down_trait_trigger = {
OR = {
has_trait = craven
has_trait = contrite
has_trait = honest
has_trait = just
has_trait = loyal
has_trait = gallant
has_any_good_relationship_with_root_trigger = yes
}
}
#Gentleman breaks down and confesses his plan
tour_travel.3111 = {
type = character_event
title = tour_travel.3111.t
desc = {
desc = tour_travel.3111.desc_intro
first_valid = {
triggered_desc = {
trigger = {
scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes }
}
desc = tour_travel.3111.desc_breaking_down
}
triggered_desc = {
trigger = {
scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = no }
}
desc = tour_travel.3111.desc_committed
}
}
}
theme = travel
left_portrait = {
character = root
triggered_animation = {
trigger = {
scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes }
OR = {
has_trait = wrathful
has_trait = callous
has_trait = vengeful
}
}
animation = anger
}
triggered_animation = {
trigger = {
scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes }
}
animation = worry
}
animation = toast_goblet
}
right_portrait = {
character = scope:ghino_di_tacco_scope
triggered_animation = {
trigger = {
has_breaking_down_trait_trigger = yes
}
animation = grief
}
animation = toast_goblet
}
override_background = { reference = feast }
cooldown = { years = 10 }
immediate = {
play_music_cue = mx_cue_banquet
}
#Forgive and donate
option = {
name = tour_travel.3111.a
trigger = {
scope:ghino_di_tacco_scope = {
has_breaking_down_trait_trigger = yes
}
}
pay_short_term_gold = {
target = scope:ghino_di_tacco_scope
gold = minor_gold_value
}
scope:ghino_di_tacco_location = {
add_province_modifier = {
modifier = generous_donations_modifier
years = 10
}
}
stress_impact = {
greedy = medium_stress_impact_gain
avaricious = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
callous = major_stress_impact_gain
vengeful = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = greedy
}
modifier = {
factor = 0
has_trait = avaricious
}
modifier = {
factor = 0
has_trait = wrathful
}
modifier = {
factor = 0
has_trait = callous
}
modifier = {
factor = 0
has_trait = vengeful
}
}
}
#Forgive but leave
option = {
name = tour_travel.3111.b
trigger = {
scope:ghino_di_tacco_scope = {
has_breaking_down_trait_trigger = yes
}
}
reverse_add_opinion = {
target = scope:ghino_di_tacco_scope
modifier = grateful_opinion
opinion = 20
}
stress_impact = {
compassionate = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
generous = medium_stress_impact_gain
callous = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
vengeful = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0.25
has_trait = compassionate
}
modifier = {
factor = 0.25
has_trait = generous
}
modifier = {
factor = 0.5
has_trait = forgiving
}
modifier = {
factor = 0
has_trait = avaricious
}
modifier = {
factor = 0
has_trait = wrathful
}
modifier = {
factor = 0
has_trait = callous
}
modifier = {
factor = 0
has_trait = vengeful
}
}
}
#Demand a compensation
option = {
name = tour_travel.3111.c
trigger = {
scope:ghino_di_tacco_scope = {
has_breaking_down_trait_trigger = yes
}
}
scope:ghino_di_tacco_scope = {
pay_short_term_gold = {
target = root
gold = tiny_gold_value
}
}
progress_towards_rival_effect = {
REASON = rival_stole_from_me_banquet
CHARACTER = scope:ghino_di_tacco_scope
OPINION = default_rival_opinion
}
stress_impact = {
humble = minor_stress_impact_gain
calm = medium_stress_impact_gain
compassionate = major_stress_impact_gain
forgiving = major_stress_impact_gain
generous = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0.25
has_trait = humble
}
modifier = {
factor = 0.25
has_trait = calm
}
modifier = {
factor = 0
has_trait = compassionate
}
modifier = {
factor = 0
has_trait = forgiving
}
modifier = {
factor = 0
has_trait = generous
}
}
}
#You ask your guards to arrest him
option = {
name = tour_travel.3111.d
trigger = {
current_travel_plan = {
has_travel_option = hire_experienced_mercenaries_option
}
}
imprison_character_effect = {
TARGET = scope:ghino_di_tacco_scope
IMPRISONER = root
}
add_dread = minor_dread_gain
stress_impact = {
just = medium_stress_impact_gain
calm = major_stress_impact_gain
compassionate = major_stress_impact_gain
forgiving = major_stress_impact_gain
generous = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = just
}
modifier = {
factor = 0
has_trait = calm
}
modifier = {
factor = 0
has_trait = compassionate
}
modifier = {
factor = 0
has_trait = forgiving
}
modifier = {
factor = 0
has_trait = generous
}
}
}
#He steals from you gottem
option = {
name = tour_travel.3111.e
trigger = {
scope:ghino_di_tacco_scope = {
has_breaking_down_trait_trigger = no
}
}
duel = {
skill = intrigue
target = scope:ghino_di_tacco_scope
30 = { #you notice he's trying to steal
desc = tour_travel.3111.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
send_interface_toast = {
title = tour_travel.3111.e.success
left_icon = scope:ghino_di_tacco_scope
progress_towards_rival_effect = {
REASON = rival_stole_from_me_banquet
CHARACTER = scope:ghino_di_tacco_scope
OPINION = default_rival_opinion
}
}
}
70 = { #he steals from you
desc = tour_travel.3111.e.failure
send_interface_toast = {
title = tour_travel.3111.e.failure
left_icon = scope:ghino_di_tacco_scope
pay_short_term_gold = {
target = scope:ghino_di_tacco_scope
gold = minor_gold_value
}
}
}
}
stress_impact = {
base = medium_stress_impact_gain
forgiving = minor_stress_impact_loss
}
ai_chance = {
base = 100
#default/fallback option
}
}
}