N3OW/events/dlc/ep3/ep3_powerful_families_8.txt
2026-01-06 14:25:21 +01:00

2038 lines
42 KiB
Text

namespace = ep3_powerful_families
##################################################
# EP3 Powerful Families
# by James Beaumont
# 8000 In High Places
# 8010 Emperor in Distress
# 8020 In the Bud
# 8030 Families That Scheme Together...
# 8040 Cordially
# 8050 An Atrocious Appointment
# 8060 A Villainous Villa
# 8070 Folly
# 8080 Stammering Silence
# In High Places
# 8000
ep3_powerful_families.8000 = {
type = character_event
title = ep3_powerful_families.8000.t
desc = ep3_powerful_families.8000.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:influential_family_member
animation = scheme
}
lower_right_portrait = {
character = liege
}
cooldown = { years = 10 }
trigger = {
government_allows = administrative
house ?= {
is_powerful_family = yes
}
# No Emperors
top_liege != this
liege = { is_ai = yes }
house = {
any_house_member = {
this != root
any_court_position_employer = { this = root.liege }
ai_rationality > ai_honor
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
house = {
random_house_member = {
limit = {
this != root
any_court_position_employer = { this = root.liege }
ai_rationality > ai_honor
}
save_scope_as = influential_family_member
}
}
liege = { save_scope_as = liege } # for loc
}
# Spread our influence like a weed
option = {
name = ep3_powerful_families.8000.a
scope:influential_family_member = {
duel = {
skill = intrigue
target = root.liege
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_powerful_families.8000.a.win
left_icon = root
right_icon = scope:influential_family_member
change_influence = medium_influence_gain
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_powerful_families.8000.a.win
left_icon = root
right_icon = scope:influential_family_member
change_influence = minor_influence_gain
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_powerful_families.8000.a.lose
left_icon = root
right_icon = scope:influential_family_member
liege = {
progress_towards_rival_effect = {
REASON = rival_abused_power
CHARACTER = root
OPINION = default_rival_opinion
}
}
}
}
}
}
}
stress_impact = {
honest = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 1.5
ai_honor = -1.5
}
}
}
# Discover the Empire's dirty secrets
option = {
name = ep3_powerful_families.8000.b
scope:influential_family_member = {
duel = {
skill = intrigue
target = root.liege
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
custom_tooltip = ep3_powerful_families.8000.b.tt
hidden_effect = {
root = {
random_list = {
75 = {
trigger = {
liege = {
any_secret = {
NOT = {
is_known_by = root
}
}
}
}
send_interface_toast = {
title = ep3_powerful_families.8000.b.win.secret
left_icon = root
right_icon = scope:influential_family_member
liege = {
random_secret = {
limit = {
NOT = {
is_known_by = root
}
}
reveal_to_without_events_effect = {
CHARACTER = root
}
}
}
}
}
25 = {
send_interface_toast = {
title = ep3_powerful_families.8000.b.win.no_secret
left_icon = root
right_icon = scope:influential_family_member
change_influence = minor_influence_gain
}
}
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_powerful_families.8000.a.lose
left_icon = root
right_icon = scope:influential_family_member
liege = {
progress_towards_rival_effect = {
REASON = rival_abused_power
CHARACTER = root
OPINION = default_rival_opinion
}
}
}
}
}
}
}
stress_impact = {
honest = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 1.5
ai_honor = -1.5
}
}
}
# Curry favor with the emperor
option = {
name = ep3_powerful_families.8000.c
liege = {
progress_towards_friend_effect = {
REASON = friend_loyal_servant
CHARACTER = root
OPINION = default_friend_opinion
}
}
stress_impact = {
ambitious = medium_stress_impact_gain
deceitful = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -1.5
ai_honor = 1.5
ai_compassion = 1.5
}
}
}
}
# Emperor in Distress
# 8010-8019
scripted_effect ep3_pf_8010_a_effect = {
scope:generous_family = {
pay_short_term_gold = {
target = liege
gold = medium_gold_value
}
change_influence = medium_influence_gain
}
}
scripted_effect ep3_pf_8010_b_accept_effect = {
scope:war = {
if = {
limit = {
is_attacker = scope:liege
}
add_attacker = scope:generous_family
}
else_if = {
limit = {
is_defender = scope:liege
}
add_defender = scope:generous_family
}
}
scope:generous_family = {
change_influence = major_influence_gain
}
}
ep3_powerful_families.8010 = {
type = character_event
title = ep3_powerful_families.8010.t
desc = ep3_powerful_families.8010.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = liege
animation = stress
}
cooldown = { years = 10 }
trigger = {
government_allows = administrative
house ?= {
is_powerful_family = yes
}
# No Emperors
top_liege != this
is_at_war_with_liege = no
liege = {
NOT = { has_character_flag = ep3_pf_8010 }
any_character_war = {
OR = {
AND = {
is_attacker = root.liege
attacker_war_score < defender_war_score
}
AND = {
is_defender = root.liege
defender_war_score < attacker_war_score
}
}
NOT = {
is_participant = root
}
}
}
}
immediate = {
save_scope_as = generous_family
liege = {
save_scope_as = liege # for loc
random_character_war = {
limit = {
OR = {
AND = {
is_attacker = root.liege
attacker_war_score < defender_war_score
}
AND = {
is_defender = root.liege
defender_war_score < attacker_war_score
}
}
NOT = {
is_participant = root
}
}
save_scope_as = war
}
add_character_flag = {
flag = ep3_pf_8010
years = 15
}
}
}
# Send gold for influence
option = {
name = ep3_powerful_families.8010.a
show_as_tooltip = {
ep3_pf_8010_a_effect = yes
}
hidden_effect = {
liege = {
trigger_event = {
id = ep3_powerful_families.8011
days = 1
}
}
}
stress_impact = {
arbitrary = minor_stress_impact_gain
callous = minor_stress_impact_gain
greedy = minor_stress_impact_gain
content = minor_stress_impact_gain
brave = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_honor = 1.5
ai_rationality = 1.5
ai_greed = -1.5
}
}
}
# Join the war directly
option = {
name = ep3_powerful_families.8010.b
show_as_tooltip = {
random_list = {
50 = {
show_chance = no
desc = tour_grounds_if_liege_accepts_tt
ep3_pf_8010_b_accept_effect = yes
}
50 = {
show_chance = no
desc = tour_grounds_if_liege_rejects_tt
change_influence = minor_influence_gain
}
}
}
hidden_effect = {
liege = {
trigger_event = {
id = ep3_powerful_families.8012
days = 1
}
}
}
stress_impact = {
arbitrary = minor_stress_impact_gain
callous = minor_stress_impact_gain
craven = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = 1.5
ai_honor = 1.5
ai_boldness = 1.5
}
}
}
# Take advantage of the Emperor's weakness
option = {
name = ep3_powerful_families.8010.c
duel = {
skill = intrigue
target = root.liege
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8010.a.win
left_icon = root
right_icon = scope:liege
change_influence = medium_influence_gain
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8010.a.lose
left_icon = root
right_icon = scope:liege
liege = {
progress_towards_rival_effect = {
REASON = rival_abused_power
CHARACTER = root
OPINION = default_rival_opinion
}
}
}
}
}
stress_impact = {
honest = medium_stress_impact_gain
just = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
content = minor_stress_impact_gain
brave = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -1.5
ai_honor = -1.5
}
}
}
# Not my problem
option = {
name = ep3_powerful_families.8010.d
hidden_effect = {
scope:liege = {
remove_character_flag = ep3_pf_8010
}
}
stress_impact = {
ambitious = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
brave = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_honor = -1.5
ai_boldness = -1.5
}
}
}
}
ep3_powerful_families.8011 = {
type = letter_event
opening = ep3_powerful_families.8011.t
desc = ep3_powerful_families.8011.desc
sender = scope:generous_family
# Thanks!
option = {
name = ep3_powerful_families.8011.a
ep3_pf_8010_a_effect = yes
}
}
ep3_powerful_families.8012 = {
type = character_event
title = ep3_powerful_families.8012.t
desc = ep3_powerful_families.8012.desc
theme = administrative
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:generous_family
animation = personality_honorable
}
# Accept their offer to help!
option = {
name = ep3_powerful_families.8012.a
scope:generous_family = {
send_interface_toast = {
title = ep3_powerful_families.8012.a.toast
left_icon = scope:generous_family
right_icon = scope:liege
ep3_pf_8010_b_accept_effect = yes
}
}
stress_impact = {
paranoid = minor_stress_impact_gain
greedy = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
brave = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_honor = 1.5
ai_rationality = 1.5
ai_boldness = -1.5
}
}
}
# Refuse their help
option = {
name = ep3_powerful_families.8012.b
scope:generous_family = {
send_interface_toast = {
title = ep3_powerful_families.8012.b.toast
left_icon = scope:generous_family
right_icon = scope:liege
change_influence = minor_influence_gain
}
}
stress_impact = {
arbitrary = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
craven = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_rationality = -1.5
ai_boldness = 1.5
}
}
}
}
# In the Bud
# You are from a Powerful Family - react to a new Powerful Family emerging
# 8020
ep3_powerful_families.8020 = {
type = character_event
title = ep3_powerful_families.8020.t
desc = ep3_powerful_families.8020.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:new_family
animation = personality_honorable
}
trigger = {
has_ep3_dlc_trigger = yes
government_allows = administrative
house ?= {
is_powerful_family = yes
}
NOT = {
#cooldown
has_character_flag = 8020_powerful_family_cooldown
}
}
immediate = {
add_character_flag = {
flag = 8020_powerful_family_cooldown
years = 10
}
}
# Stifle their influence
option = {
name = ep3_powerful_families.8020.a
duel = {
skills = { intrigue stewardship }
target = scope:new_family
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8020.a.win
left_icon = root
right_icon = scope:new_family
scope:new_family = {
set_relation_rival = {
target = root
reason = rival_stifled_my_influence
}
}
change_influence = major_influence_gain
scope:new_family = {
change_influence = major_influence_loss
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8020.a.lose
left_icon = root
right_icon = scope:new_family
scope:new_family = {
progress_towards_rival_effect = {
CHARACTER = root
REASON = rival_stifled_my_influence
OPINION = default_rival_opinion
}
}
}
}
}
stress_impact = {
just = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_honor = -1.5
ai_rationality = -1.5
ai_boldness = 1.5
ai_greed = 1.5
ai_vengefulness = 1.5
}
}
}
# Reach out an olive branch
option = {
name = ep3_powerful_families.8020.b
duel = {
skill = diplomacy
target = scope:new_family
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8020.b.win
left_icon = root
right_icon = scope:new_family
scope:new_family = {
set_relation_friend = {
target = root
reason = friend_aided_my_family
}
}
change_influence = medium_influence_loss
scope:new_family = {
change_influence = medium_influence_gain
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8020.b.lose
left_icon = root
right_icon = scope:new_family
change_influence = medium_influence_loss
}
}
}
stress_impact = {
arbitrary = minor_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
shy = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 1.5
ai_honor = 1.5
ai_rationality = 1.5
ai_sociability = 1.5
ai_greed = 1.5
ai_vengefulness = -1.5
}
}
}
# I don't care
option = {
name = ep3_powerful_families.8020.c
stress_impact = {
ambitious = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
lazy = minor_stress_impact_loss
shy = minor_stress_impact_loss
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -1.5
ai_sociability = -1.5
ai_greed = -1.5
}
}
}
}
# Families That Scheme Together...
# 8030
ep3_powerful_families.8030 = {
type = character_event
title = ep3_powerful_families.8030.t
desc = ep3_powerful_families.8030.desc
theme = administrative
left_portrait = {
character = root
animation = scheme
}
right_portrait = {
character = scope:friendly_family
animation = personality_honorable
}
cooldown = { years = 15 }
trigger = {
government_allows = administrative
house ?= {
is_powerful_family = yes
}
# No Emperors
top_liege != this
is_a_faction_member = yes
any_relation = {
type = friend
is_ai = yes
liege = root.liege
house ?= {
is_powerful_family = yes
}
can_join_faction = root.joined_faction
OR = {
NOT = { exists = joined_faction }
joined_faction != root.joined_faction
}
}
}
immediate = {
random_relation = {
type = friend
limit = {
is_ai = yes
liege = root.liege
house ?= {
is_powerful_family = yes
}
can_join_faction = root.joined_faction
OR = {
NOT = { exists = joined_faction }
joined_faction != root.joined_faction
}
}
save_scope_as = friendly_family
}
joined_faction = { save_scope_as = faction }
}
# Coax them into the faction
option = {
name = ep3_powerful_families.8030.a
change_influence = medium_influence_loss
duel = {
skill = diplomacy
target = scope:friendly_family
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8030.a.win
left_icon = root
right_icon = scope:friendly_family
scope:friendly_family = {
join_faction_forced = {
faction = scope:faction
forced_by = root
years = 10
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8030.a.lose
left_icon = root
right_icon = scope:friendly_family
}
}
}
stress_impact = {
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
just = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_honor = -1.5
ai_rationality = 1.5
ai_boldness = 1.5
ai_vengefulness = 1.5
}
}
}
# This is not what friends do
option = {
name = ep3_powerful_families.8030.b
change_influence = minor_influence_gain
stress_impact = {
ambitious = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
schemer = minor_stress_impact_gain
deceitful = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_honor = 1.5
ai_rationality = -1.5
ai_boldness = -1.5
ai_vengefulness = -1.5
}
}
}
}
# Cordially
# Your estate is on someone else's lands, invite them round for tea?
# 8040
ep3_powerful_families.8040 = {
type = character_event
title = ep3_powerful_families.8040.t
desc = ep3_powerful_families.8040.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:other_family
animation = personality_honorable
}
cooldown = { years = 15 }
trigger = {
government_allows = administrative
is_available = yes
house ?= {
is_powerful_family = yes
}
domicile ?= {
is_domicile_type = estate
trigger_if = {
limit = {
root = { top_liege != this }
}
domicile_location.county.holder.liege != root
}
domicile_location.county.holder.house.house_head = {
this != root
exists = house
house != root.house
house = {
is_powerful_family = yes
}
is_available_ai_adult = yes
}
}
}
immediate = {
domicile ?= {
domicile_location.county = {
save_scope_as = location
holder.house.house_head = {
save_scope_as = other_family
}
}
}
}
# Have them over for a good dinner
option = {
name = ep3_powerful_families.8040.a
change_influence = minor_influence_loss
duel = {
skill = diplomacy
target = scope:other_family
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8040.a.win
left_icon = root
right_icon = scope:other_family
scope:other_family = {
progress_towards_friend_effect = {
REASON = friend_dinner
CHARACTER = root
OPINION = default_friend_opinion
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8040.a.lose
left_icon = root
right_icon = scope:other_family
}
}
}
stress_impact = {
ambitious = minor_stress_impact_gain
shy = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
}
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:other_family
multiplier = 0.1
}
ai_value_modifier = {
ai_sociability = 1.5
ai_rationality = 1.5
ai_boldness = -1.5
ai_vengefulness = -1.5
}
}
}
# Spread your influence in their lands
option = {
name = ep3_powerful_families.8040.b
scope:other_family = {
progress_towards_rival_effect = {
REASON = rival_plotting_against_me
CHARACTER = root
OPINION = default_rival_opinion
}
}
duel = {
skills = { intrigue stewardship }
target = scope:other_family
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8040.b.win
left_icon = root
right_icon = scope:other_family
change_influence = medium_influence_gain
scope:other_family = {
change_influence = minor_influence_loss
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8040.b.lose
left_icon = root
right_icon = scope:other_family
change_influence = medium_influence_loss
scope:other_family = {
change_influence = minor_influence_gain
}
}
}
}
stress_impact = {
compassionate = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_honor = -1.5
ai_rationality = -1.5
ai_boldness = 1.5
ai_vengefulness = 1.5
}
}
}
# Keep a low profile
option = {
name = ep3_powerful_families.8040.c
stress_impact = {
ambitious = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_sociability = -1.5
ai_boldness = -2
ai_vengefulness = -1.5
}
}
}
}
# A Villainous Villa
# A rival family's estate is on your lands, try and mess with them?
# 8060
ep3_powerful_families.8060 = {
type = character_event
title = ep3_powerful_families.8060.t
desc = ep3_powerful_families.8060.desc
theme = administrative
left_portrait = {
character = root
animation = rage
}
right_portrait = {
character = scope:other_family
animation = schadenfreude
}
cooldown = { years = 15 }
trigger = {
government_allows = administrative
is_available = yes
house ?= {
is_powerful_family = yes
}
any_relation = {
type = rival
top_liege = root.top_liege
exists = house
house != root.house
house = {
is_powerful_family = yes
}
is_available_ai_adult = yes
domicile ?= {
is_domicile_type = estate
domicile_location.county.holder = root
}
}
}
immediate = {
random_relation = {
type = rival
limit = {
top_liege = root.top_liege
exists = house
house != root.house
house = {
is_powerful_family = yes
}
is_available_ai_adult = yes
domicile ?= {
is_domicile_type = estate
domicile_location.county.holder = root
}
}
domicile.domicile_location.county = { save_scope_as = location }
save_scope_as = other_family
}
}
# Try to steal their stuff!
option = {
name = ep3_powerful_families.8060.a
scope:other_family = {
progress_towards_rival_effect = {
REASON = rival_plotting_against_me
CHARACTER = root
OPINION = default_rival_opinion
}
}
duel = {
skill = intrigue
target = scope:other_family
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8060.a.win
left_icon = root
right_icon = scope:other_family
scope:other_family = {
pay_short_term_gold = {
target = root
gold = medium_gold_value
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8060.a.lose
left_icon = root
right_icon = scope:other_family
scope:other_family = {
pay_short_term_gold = {
target = root
gold = medium_gold_value
}
add_opinion = {
modifier = theft_opinion
target = root
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8060.a.lose
left_icon = root
right_icon = scope:other_family
scope:other_family = {
add_opinion = {
modifier = theft_opinion
target = root
}
}
}
}
}
stress_impact = {
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:other_family
multiplier = 0.1
}
ai_value_modifier = {
ai_honor = -1.5
ai_boldness = 1.5
ai_vengefulness = 3.5
ai_greed = 1.5
}
}
}
# Bribe their servants
option = {
name = ep3_powerful_families.8060.b
remove_short_term_gold = minor_gold_value
change_influence = minor_influence_gain
stress_impact = {
compassionate = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 0
short_term_gold <= minor_gold_value
}
ai_value_modifier = {
ai_rationality = 1.5
ai_boldness = 1.5
ai_vengefulness = -1.5
ai_greed = -1.5
}
}
}
# Nah nah nah
option = {
name = ep3_powerful_families.8060.c
stress_impact = {
ambitious = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_greed = -1.5
ai_boldness = -2
ai_vengefulness = -1.5
}
}
}
}
# Folly
# One of your young house members has been hanging out at a rival family's estate
# 8070
ep3_powerful_families.8070 = {
type = character_event
title = ep3_powerful_families.8070.t
desc = ep3_powerful_families.8070.desc
theme = administrative
left_portrait = {
character = root
animation = rage
}
right_portrait = {
character = scope:child
animation = fear
}
lower_right_portrait = {
character = scope:other_family
}
cooldown = { years = 15 }
trigger = {
government_allows = administrative
is_available = yes
house ?= {
is_powerful_family = yes
}
exists = domicile
house = {
any_house_member = {
top_liege = root.top_liege
is_available_ai = yes
is_adult = no
child_not_infant_trigger = yes # Should generally only be teens
}
}
top_liege = {
any_powerful_family = {
this != root.house
house_head = {
is_available_ai_adult = yes
domicile ?= {
is_domicile_type = estate
domicile_location.county = root.domicile.domicile_location.county
}
OR = {
has_relation_rival = root
root = {
house_has_feud_relation_with_trigger = { TARGET = prev }
}
}
}
}
}
}
immediate = {
house = {
random_house_member = {
limit = {
top_liege = root.top_liege
is_available_ai = yes
is_adult = no
child_not_infant_trigger = yes
}
save_scope_as = child
}
}
top_liege = {
random_powerful_family = {
limit = {
this != root.house
house_head = {
is_available_ai_adult = yes
domicile ?= {
is_domicile_type = estate
domicile_location.county = root.domicile.domicile_location.county
}
OR = {
has_relation_rival = root
root = {
house_has_feud_relation_with_trigger = { TARGET = prev }
}
}
}
}
house_head = { save_scope_as = other_family }
}
}
}
# Convince them to give you info on the family
option = {
name = ep3_powerful_families.8070.a
duel = {
skills = { intrigue diplomacy }
target = scope:child
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8070.a.win
left_icon = root
right_icon = scope:child
scope:other_family = {
change_influence = medium_influence_loss
}
change_influence = medium_influence_gain
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -1.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8070.a.lose
left_icon = root
right_icon = scope:child
scope:other_family = {
progress_towards_rival_effect = {
REASON = rival_plotting_against_me
CHARACTER = root
OPINION = default_rival_opinion
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8070.a.lose
left_icon = root
right_icon = scope:child
scope:other_family = {
progress_towards_rival_effect = {
REASON = rival_plotting_against_me
CHARACTER = root
OPINION = default_rival_opinion
}
}
scope:other_family = {
change_influence = medium_influence_gain
}
change_influence = minor_influence_loss
}
}
}
stress_impact = {
content = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:other_family
multiplier = -0.1
}
ai_value_modifier = {
ai_honor = -1.5
ai_boldness = 1.5
ai_vengefulness = 3.5
ai_greed = 1.5
}
}
}
# Try to leverage them to break the rivalry
option = {
name = ep3_powerful_families.8070.b
scope:child = {
duel = {
skill = diplomacy
target = scope:other_family
15 = { # Crit success, rivalry is gone
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
root = {
send_interface_toast = {
title = ep3_powerful_families.8070.b.crit_win
left_icon = root
right_icon = scope:child
upgrade_to_friend_effect = {
CHARACTER = scope:other_family
REASON = friend_making_ammends
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8070.b.win
left_icon = root
right_icon = scope:child
scope:other_family = {
progress_towards_friend_effect = {
REASON = friend_making_ammends
CHARACTER = root
OPINION = default_rival_opinion
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8070.b.lose
left_icon = root
right_icon = scope:child
scope:other_family = {
progress_towards_rival_effect = {
REASON = rival_plotting_against_me
CHARACTER = root
OPINION = default_rival_opinion
}
}
scope:other_family = {
change_influence = medium_influence_gain
}
change_influence = minor_influence_loss
}
}
}
}
stress_impact = {
vengeful = medium_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:other_family
multiplier = 0.1
}
ai_value_modifier = {
ai_compassion = 1.5
ai_rationality = 1.5
ai_vengefulness = -1.5
}
}
}
# Just let the kid do as the kid do
option = {
name = ep3_powerful_families.8070.c
stress_impact = {
content = minor_stress_impact_loss
ambitious = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = -2
}
}
}
}
# Stammering Silence
# Another rival family is giving a speech and chokes up
# 8080
ep3_powerful_families.8080 = {
type = activity_event
title = ep3_powerful_families.8080.t
desc = ep3_powerful_families.8080.desc
theme = feast_activity
left_portrait = {
character = root
animation = schadenfreude
}
right_portrait = {
character = scope:other_family
animation = pain
}
cooldown = { years = 15 }
trigger = {
government_allows = administrative
house ?= {
OR = {
is_powerful_family = yes
is_dominant_family = yes
}
}
scope:activity = {
any_attending_character = {
OR = {
this = root.liege
liege = root.liege
}
house ?= {
this != root.house
is_powerful_family = yes
is_dominant_family = yes
}
is_ai = yes
}
}
}
immediate = {
house = {
random_house_member = {
limit = {
top_liege = root.top_liege
is_available_ai_adult = yes
is_adult = no
child_not_infant_trigger = yes
}
save_scope_as = child
}
}
scope:activity = {
random_attending_character = {
limit = {
OR = {
this = root.liege
liege = root.liege
}
house ?= {
this != root.house
is_powerful_family = yes
is_dominant_family = yes
}
is_ai = yes
}
save_scope_as = other_family
}
}
}
# Steal their thunder!
option = {
name = ep3_powerful_families.8080.a
progress_towards_rival_effect = {
REASON = rival_humiliated_at_feast
CHARACTER = scope:other_family
OPINION = default_rival_opinion
}
change_influence = minor_influence_gain
add_prestige = medium_prestige_gain
stress_impact = {
content = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:other_family
multiplier = -0.1
}
ai_value_modifier = {
ai_honor = -1.5
ai_boldness = 1.5
ai_vengefulness = 3.5
}
}
}
# Support them
option = {
name = ep3_powerful_families.8080.b
progress_towards_friend_effect = {
REASON = friend_supported_at_feast
CHARACTER = scope:other_family
OPINION = default_friend_opinion
}
stress_impact = {
ambitious = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
}
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:other_family
multiplier = 0.1
}
ai_value_modifier = {
ai_sociability = 1.5
ai_honor = 1.5
ai_vengefulness = -3.5
}
}
}
}
# Civil Savagery
# You're forced to sit next to someone from a rival family as they schmooze the liege
# 8090
scripted_trigger ep3_pf_rival_fam_trigger = {
house ?= {
is_powerful_family = yes
}
top_liege != this
top_liege = root.top_liege
house != root.house
OR = {
house.house_head = {
has_relation_rival = root.house.house_head
}
has_relation_rival = root
}
is_ai = yes
}
ep3_powerful_families.8090 = {
type = activity_event
title = ep3_powerful_families.8090.t
desc = ep3_powerful_families.8090.desc
theme = feast_activity
left_portrait = {
character = root
animation = anger
}
right_portrait = {
character = scope:other_family
animation = rage
}
lower_right_portrait = {
character = scope:liege
}
cooldown = { years = 15 }
trigger = {
government_allows = administrative
house ?= {
is_powerful_family = yes
}
top_liege != this
scope:activity = {
any_attending_character = {
this = root.liege
}
any_attending_character = {
ep3_pf_rival_fam_trigger = yes
}
}
}
immediate = {
scope:activity = {
random_attending_character = {
limit = {
ep3_pf_rival_fam_trigger = yes
}
save_scope_as = other_family
}
}
top_liege = { save_scope_as = liege }
}
# Steal their thunder!
option = {
name = ep3_powerful_families.8090.a
progress_towards_rival_effect = {
REASON = rival_humiliated_at_feast
CHARACTER = scope:other_family
OPINION = default_rival_opinion
}
duel = {
skills = { stewardship diplomacy }
target = scope:liege
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8090.a.win
left_icon = root
right_icon = scope:liege
scope:other_family = {
change_influence = medium_influence_loss
}
change_influence = medium_influence_gain
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8090.a.lose
left_icon = root
right_icon = scope:liege
scope:other_family = {
progress_towards_rival_effect = {
REASON = rival_plotting_against_me
CHARACTER = root
OPINION = default_rival_opinion
}
}
scope:other_family = {
change_influence = medium_influence_gain
}
change_influence = minor_influence_loss
}
}
}
stress_impact = {
content = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:other_family
multiplier = -0.1
}
ai_value_modifier = {
ai_honor = -1.5
ai_boldness = 1.5
ai_sociability = 1.5
ai_vengefulness = 3.5
}
}
}
# Shut up and sit tight
option = {
name = ep3_powerful_families.8090.b
scope:other_family = {
change_influence = medium_influence_gain
}
stress_impact = {
ambitious = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
}
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:other_family
multiplier = 0.1
}
ai_value_modifier = {
ai_sociability = 1.5
ai_honor = 1.5
ai_vengefulness = -3.5
}
}
}
}
# Civil Service
# Try to convince your liege to hire your relative
# 8100
scripted_trigger ep3_relative_valid_for_court_position_trigger = {
is_adult = yes
is_ruler = no
has_any_court_position = no
is_councillor = no
top_liege = root.top_liege
OR = {
liege = { is_ai = yes }
liege = root
liege = root.liege
}
can_be_employed_as = court_poet_court_position
}
ep3_powerful_families.8100 = {
type = activity_event
title = ep3_powerful_families.8100.t
desc = ep3_powerful_families.8100.desc
theme = feast_activity
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:liege
animation = toast_goblet
}
lower_left_portrait = {
character = scope:cp_fam
}
cooldown = { years = 15 }
trigger = {
government_allows = administrative
house ?= {
is_powerful_family = yes
}
top_liege != this
house = {
any_house_member = {
ep3_relative_valid_for_court_position_trigger = yes
}
}
liege = { is_ai = yes }
scope:activity = {
any_attending_character = {
this = root.liege
}
}
}
immediate = {
hidden_effect = {
house = {
random_house_member = {
limit = {
ep3_relative_valid_for_court_position_trigger = yes
}
add_trait = lifestyle_poet
save_scope_as = cp_fam
}
}
liege = {
save_scope_as = liege
add_courtier = scope:cp_fam
}
}
}
# My family member should be your poet!
option = {
name = ep3_powerful_families.8100.a
duel = {
skill = diplomacy
target = scope:liege
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8100.a.win
left_icon = root
right_icon = scope:liege
scope:liege = {
court_position_grant_effect = {
EMPLOYER = scope:liege
POS = court_poet
CANDIDATE = scope:cp_fam
}
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_powerful_families.8100.a.lose
left_icon = root
right_icon = scope:liege
change_influence = minor_influence_loss
}
}
}
stress_impact = {
content = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_boldness = 1.5
ai_sociability = 1.5
}
}
}
# Make pleasant conversation
option = {
name = ep3_powerful_families.8100.b
reverse_add_opinion = {
modifier = feast_had_good_talk
target = scope:liege
}
change_influence = minor_influence_gain
stress_impact = {
ambitious = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
}
ai_chance = {
base = 10
ai_value_modifier = {
ai_sociability = -1.5
ai_honor = -1.5
}
}
}
}