N3OW/events/dlc/ep3/ep3_travel_events_3.txt
2026-01-06 14:25:21 +01:00

1429 lines
31 KiB
Text

namespace = ep3_travel_events
##################################################
# EP3 Travel Events
# by Jason Cantalini
#
# 3000 Waters of the Jordan
# 3001 The Cilician Gates
# 3002-3 Where Armenians Govern
# 3010 Anatolian Silence
scripted_trigger ep3_travel_events_3000_enraptured_trigger = {
#every kind of personality which wouldn't mind or self-delude about the river being a bit icky
OR = {
has_trait = zealous
has_trait = stubborn
has_trait = trusting
has_trait = humble
has_trait = peasant_leader
}
}
# You enter a province which your faith is syncretic with
ep3_travel_events.3000 = {
type = character_event
title = ep3_travel_events.3000.t
desc = {
desc = ep3_travel_events.3000.desc
first_valid = {
triggered_desc = {
trigger = {
religion = religion:judaism_religion
}
desc = ep3_travel_events.3000.israel
}
triggered_desc = {
trigger = {
religion = religion:islam_religion
}
desc = ep3_travel_events.3000.muslim
}
triggered_desc = {
trigger = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
culture = { has_cultural_pillar = language_greek }
}
desc = ep3_travel_events.3000.greek_christian
}
triggered_desc = {
trigger = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
desc = ep3_travel_events.3000.christian
}
}
first_valid = {
triggered_desc = {
trigger = {
ep3_travel_events_3000_enraptured_trigger = yes
}
desc = ep3_travel_events.3000.outro_rapture
}
desc = ep3_travel_events.3000.outro
}
}
theme = travel
override_background = {
reference = wilderness_wetlands
}
left_portrait = {
character = root
triggered_animation = {
trigger = {
ep3_travel_events_3000_enraptured_trigger = yes
}
animation = wedding_happy_cry
}
triggered_animation = {
trigger = {
ep3_travel_events_3000_enraptured_trigger = no
}
animation = disgust
}
triggered_outfit = {
remove_default_outfit = no
outfit_tags = { nightgown }
}
}
cooldown = { years = 75 }
trigger = {
age >= 14
is_available_travelling = yes
is_playable_character = yes
is_location_valid_for_travel_event_on_land = yes
location = {
OR = {
barony = title:b_maab
barony = title:b_jarash
barony = title:b_irbid
barony = title:b_zurra
barony = title:b_baniyas
barony = title:b_tiberias
barony = title:b_nablus
}
}
NOT = {
has_trait = cynical
}
OR = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
religion = religion:judaism_religion
religion = religion:islam_religion
}
}
immediate = {
hidden_effect_new_object = {
root = {
save_scope_as = owner
#Create fancy regalia
set_artifact_rarity_masterwork = yes
create_artifact = {
name = artifact_water_of_the_jordan
description = placeholder # Will be updated in the post-creation effects
creator = root
visuals = flask
type = miscellaneous
modifier = artifact_monthly_piety_gain_per_legitimacy_level_mult_3_modifier
modifier = artifact_legitimacy_gain_mult_3_modifier
wealth = scope:wealth
quality = scope:quality
save_scope_as = newly_created_artifact_1
history = {
type = created_before_history
}
}
scope:newly_created_artifact_1 = {
set_artifact_description = artifact_water_of_the_jordan_desc
}
}
}
}
# I'm here looking for holiness, cleanliness be damned! Taking some water with me
option = {
trigger = {
OR = {
has_trait = zealous
trigger_if = {
limit = {
involved_activity ?= {
has_activity_type = activity_pilgrimage
}
}
has_activity_intent = zealot_intent
}
}
}
name = {
trigger = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
text = ep3_travel_events.3000.a_christian
}
name = {
trigger = {
religion = religion:judaism_religion
}
text = ep3_travel_events.3000.a_jewish
}
name = {
trigger = {
religion = religion:islam_religion
}
text = ep3_travel_events.3000.a_muslim
}
show_as_tooltip = {
scope:newly_created_artifact_1 = {
set_owner = {
target = root
history = { type = created_before_history }
}
}
}
add_character_modifier = {
modifier = holy_water_mortal_stomach_modifier
years = 5
}
stress_impact = {
content = minor_stress_impact_gain
zealous = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_energy = 1
}
modifier = {
factor = 0
OR = {
has_trait = content
has_trait = paranoid
}
}
}
}
# A cleansing rite!
option = {
name = {
trigger = {
ep3_travel_events_3000_enraptured_trigger = yes
}
text = ep3_travel_events.3000.b_zealot
}
name = {
trigger = {
ep3_travel_events_3000_enraptured_trigger = no
}
text = ep3_travel_events.3000.b
}
flavor = ep3_travel_events.3000.b.flavor
add_piety = medium_piety_gain
add_stress = miniscule_stress_impact_loss
add_character_modifier = {
modifier = holy_water_mortal_stomach_modifier
years = 5
}
stress_impact = {
honest = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
craven = miniscule_stress_impact_gain
arrogant = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
modifier = {
factor = 0
OR = {
has_trait = arrogant
has_trait = honest
has_trait = craven
has_trait = paranoid
}
}
}
}
# This doesn't taste good... I should take precautions
option = {
name = {
trigger = {
ep3_travel_events_3000_enraptured_trigger = yes
}
text = ep3_travel_events.3000.c_zealot
}
name = {
trigger = {
ep3_travel_events_3000_enraptured_trigger = no
}
text = ep3_travel_events.3000.c
}
flavor = ep3_travel_events.3000.c_flavor
stress_impact = {
zealous = medium_stress_impact_gain
brave = miniscule_stress_impact_gain
stubborn = minor_stress_impact_gain
trusting = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
}
modifier = {
factor = 0
OR = {
has_trait = trusting
has_trait = stubborn
has_trait = brave
has_trait = zealous
}
}
modifier = {
health <= poor_health
add = 100
}
modifier = {
health <= dying_health
add = 100
}
}
}
}
scripted_trigger ep3_travel_events_3001_is_foe_trigger = {
#every kind of personality which wouldn't mind or self-delude about the river being a bit icky
OR = {
faith = {
faith_hostility_level = {
target = scope:lords_liege.faith
value >= faith_hostile_level
}
}
is_at_war_with = scope:lord_of_passes
liege ?= {
is_at_war_with = scope:lord_of_passes
}
top_liege ?= {
is_at_war_with = scope:lord_of_passes
}
scope:lord_of_passes = {
liege ?= {
is_at_war_with = root
}
}
scope:lord_of_passes = {
top_liege ?= {
is_at_war_with = root
}
}
}
}
# You enter the Cilician Gates
ep3_travel_events.3001 = {
type = character_event
title = ep3_travel_events.3001.t
desc = {
desc = ep3_travel_events.3001.intro
first_valid = {
triggered_desc = {
trigger = {
culture = { has_cultural_pillar = language_greek }
ep3_travel_events_3001_is_foe_trigger = no
}
desc = ep3_travel_events.3001.greek
}
triggered_desc = {
trigger = {
ep3_travel_events_3001_is_foe_trigger = no
}
desc = ep3_travel_events.3001.friend
}
triggered_desc = {
trigger = {
ep3_travel_events_3001_is_foe_trigger = yes
knows_language = language_arabic
religion = religion:islam_religion
}
desc = ep3_travel_events.3001.islamic_arabic
}
desc = ep3_travel_events.3001.foe
}
first_valid = {
triggered_desc = {
trigger = {
ep3_travel_events_3001_is_foe_trigger = no
}
desc = ep3_travel_events.3001.praise_outro
}
triggered_desc = {
trigger = {
ep3_travel_events_3001_is_foe_trigger = yes
}
desc = ep3_travel_events.3001.distrust_outro
}
}
}
theme = travel
override_background = {
reference = ep2_travel_settlement_mountains
}
left_portrait = {
character = root
animation = jockey_walk
camera = camera_event_horse_left
}
trigger = {
age >= 12
is_available_travelling = yes
is_playable_character = yes
is_location_valid_for_travel_event_on_land = yes
location = {
barony = title:b_tyana
is_occupied = no
}
location.county.holder != root #If I own it then it does not make sense to visit it.
NOT = { has_character_flag = had_ep3_travel_events.3001 }
}
immediate = {
#Make sure the same person doesn't get this twice
add_character_flag = had_ep3_travel_events.3001
location = {
save_scope_as = current_location
}
location.county.holder = {
save_scope_as = lord_of_passes
}
if = {
limit = {
exists = scope:lord_of_passes.top_liege
}
scope:lord_of_passes.top_liege = {
save_scope_as = lords_liege
}
}
else = {
scope:lord_of_passes = {
save_scope_as = lords_liege
}
}
show_as_tooltip = {
add_martial_lifestyle_xp = travel_medium_xp
}
}
# These are our defenders and I am proud
option = {
trigger = {
ep3_travel_events_3001_is_foe_trigger = no
}
name = {
trigger = {
culture = { has_cultural_pillar = language_greek }
}
text = ep3_travel_events.3001.a_greek
}
name = {
trigger = {
NOT = { culture = { has_cultural_pillar = language_greek } }
}
text = ep3_travel_events.3001.a_non_greek
}
if = {
limit = {
faith = {
faith_hostility_level = {
target = scope:lord_of_passes.faith
value < faith_hostile_level
}
}
NOT = {
is_at_war_with = scope:lord_of_passes
}
#Need to be in same realm
OR = {
liege ?= {
OR = {
AND = {
exists = scope:lord_of_passes.liege
this = scope:lord_of_passes.liege
}
this = scope:lord_of_passes
}
}
scope:lord_of_passes = {
is_vassal_of = root
}
}
culture = { has_cultural_pillar = language_greek }
}
add_opinion = {
target = scope:lord_of_passes
opinion = 10
modifier = impressed_opinion
}
}
stress_impact = {
trusting = minor_stress_impact_loss
zealous = minor_stress_impact_loss
}
ai_chance = {
base = 100
}
}
# These are our foes and it's ominous
option = {
trigger = {
ep3_travel_events_3001_is_foe_trigger = yes
}
name = ep3_travel_events.3001.b
add_character_modifier = {
modifier = haunted_by_hostile_troops_modifier
years = 1
}
stress_impact = {
paranoid = miniscule_stress_impact_gain
craven = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
}
}
}
scripted_trigger ep3_travel_events_3002_byzantine_root_trigger = {
culture = {
has_cultural_pillar = heritage_byzantine
OR = {
any_parent_culture_or_above = { this = culture:greek }
this = culture:greek
}
}
}
# You visit the capital of a ruler who belongs to a neighboring culture
ep3_travel_events.3002 = {
type = character_event
title = ep3_travel_events.3002.t
desc = {
desc = ep3_travel_events.3002.intro
#One desc for admin, one for non-admins
first_valid = {
triggered_desc = {
trigger = {
scope:local_lord = {
government_allows = administrative
}
}
desc = ep3_travel_events.3002.admin
}
desc = ep3_travel_events.3002.non_admin
}
#Different descs for historic flavor
first_valid = {
#Armenian
triggered_desc = {
trigger = {
ep3_travel_events_3002_byzantine_root_trigger = yes
scope:local_lord.culture = {
OR = {
any_parent_culture_or_above = { this = culture:armenian }
this = culture:armenian
}
}
}
desc = ep3_travel_events.3002.armenian
}
#Georgian
triggered_desc = {
trigger = {
ep3_travel_events_3002_byzantine_root_trigger = yes
scope:local_lord.culture = {
OR = {
any_parent_culture_or_above = { this = culture:georgian }
this = culture:georgian
}
}
}
desc = ep3_travel_events.3002.georgian
}
#Bulgarian
triggered_desc = {
trigger = {
ep3_travel_events_3002_byzantine_root_trigger = yes
scope:local_lord.culture = {
OR = {
any_parent_culture_or_above = { this = culture:bulgarian }
this = culture:bulgarian
}
}
}
desc = ep3_travel_events.3002.bulgarian
}
#Serbian
triggered_desc = {
trigger = {
ep3_travel_events_3002_byzantine_root_trigger = yes
scope:local_lord.culture = {
OR = {
any_parent_culture_or_above = { this = culture:serbian }
this = culture:serbian
}
}
}
desc = ep3_travel_events.3002.serbian
}
#Latin
triggered_desc = {
trigger = {
ep3_travel_events_3002_byzantine_root_trigger = yes
scope:local_lord.culture = {
has_cultural_pillar = heritage_latin
}
}
desc = ep3_travel_events.3002.latin
}
#Vlach
triggered_desc = {
trigger = {
ep3_travel_events_3002_byzantine_root_trigger = yes
scope:local_lord.culture = {
OR = {
any_parent_culture_or_above = { this = culture:vlach }
this = culture:vlach
}
}
}
desc = ep3_travel_events.3002.vlach
}
desc = ep3_travel_events.3002.generic
}
}
theme = travel
override_background = {
reference = holy_site_generic
}
left_portrait = {
character = root
animation = jockey_idle
camera = camera_event_horse_left
}
lower_right_portrait = {
character = scope:local_lord
}
trigger = {
#check root is an eligible travelling person
age >= 12
is_available_travelling = yes
is_playable_character = yes
is_location_valid_for_travel_event_on_land = yes
government_allows = administrative
OR = {
NOT = { exists = top_liege }
top_liege.culture = {
this = root.culture
}
}
location.county.holder = {
highest_held_title_tier >= tier_duchy
culture = {
this != root.culture
}
faith = {
faith_hostility_level = {
target = root.faith
value <= faith_hostile_level
}
}
#shouldn't loath root
opinion = {
target = root
value >= -60
}
NOR = {
#If I own it then it does not make sense to visit it.
this = root
AND = {
exists = root.liege
this = root.liege
}
AND = {
exists = root.top_liege
this = root.top_liege
}
}
#check that this is actually a neighbour
OR = {
#neighbour
any_neighboring_top_liege_realm_owner = {
this = root
}
#same realm
liege ?= root.liege
liege ?= root.top_liege
liege = root
#within de jure empire
OR = {
AND = {
exists = root.top_liege
root.top_liege.primary_title = {
any_de_jure_county = {
this = root.location.county
}
}
}
root.primary_title = {
any_de_jure_county = {
this = root.location.county
}
}
}
#Also the special named cultures for Byzantines
AND = {
root = { ep3_travel_events_3002_byzantine_root_trigger = yes }
culture = {
OR = {
has_cultural_pillar = heritage_latin
any_parent_culture_or_above = { this = culture:armenian }
this = culture:armenian
any_parent_culture_or_above = { this = culture:georgian }
this = culture:georgian
any_parent_culture_or_above = { this = culture:serbian }
this = culture:serbian
any_parent_culture_or_above = { this = culture:vlach }
this = culture:vlach
any_parent_culture_or_above = { this = culture:bulgarian }
this = culture:bulgarian
}
}
}
}
#The cultures should sorta like each other (more than just sharing a religion)
culture = {
OR = {
#exception for former romans
has_cultural_pillar = heritage_latin
cultural_acceptance = {
target = ROOT.culture
value >= 10
}
}
}
save_temporary_scope_as = location_holder
}
location.county = {
this = scope:location_holder.capital_county
culture = {
this != root.culture
}
}
location = {
is_occupied = no
OR = {
is_county_capital = yes
any_neighboring_province = {
is_county_capital = yes
county = root.location.county
}
}
}
}
cooldown = { days = 30 }
immediate = {
location.county.holder = {
save_scope_as = local_lord
}
location = {
save_scope_as = current_location
}
scope:local_lord.capital_county = {
save_scope_as = local_lord_capital
}
}
# This is an opportunity to represent the majesty of the empire
option = {
name = {
trigger = {
ep3_travel_events_3002_byzantine_root_trigger = yes
}
text = ep3_travel_events.3002.a_byzantine
}
name = {
trigger = {
ep3_travel_events_3002_byzantine_root_trigger = no
}
text = ep3_travel_events.3002.a
}
flavor = ep3_travel_events.3002.a.flavor
#I am an impressive imperial Greek!!!!!
duel = {
skill = diplomacy
target = scope:local_lord
50 = { #The local lord is in awe
desc = ep3_travel_events.3002.a_success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
OR = {
AND = {
highest_held_title_tier >= tier_empire
scope:local_lord = { highest_held_title_tier < tier_empire }
}
AND = {
highest_held_title_tier >= tier_kingdom
scope:local_lord = { highest_held_title_tier < tier_kingdom }
}
}
add = 25
}
modifier = {
OR = {
AND = {
highest_held_title_tier >= tier_empire
scope:local_lord = { highest_held_title_tier = tier_empire }
}
AND = {
highest_held_title_tier >= tier_kingdom
scope:local_lord = { highest_held_title_tier = tier_kingdom }
}
}
add = 10
}
send_interface_toast = {
title = ep3_travel_events.3002.a_success
left_icon = root
right_icon = scope:local_lord
add_prestige = minor_prestige_gain
if = {
limit = {
highest_held_title_tier >= tier_empire
scope:local_lord = {
NOR = {
top_liege = root
liege = root
}
}
}
custom_tooltip = impressive_visit_vassalization_acceptance_bonus
scope:local_lord = {
add_character_flag = cowed_increased_vassalization_acceptance
trigger_event = {
id = ep3_travel_events.3003
years = 5
}
}
}
else_if = {
#de jure integration bonus on vassal's land if in progress
limit = {
is_liege_or_above_of = scope:local_lord
scope:local_lord_capital = {
de_jure_drifting_towards = root.primary_title
}
}
scope:local_lord_capital = {
change_de_jure_drift_progress = {
target = scope:councillor_liege.primary_title
value = 10
}
}
}
else = {
change_influence = minor_influence_gain
}
}
}
50 = { #The local lord is irked
desc = ep3_travel_events.3002.a_failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
prestige_level <= 1
add = 10
}
send_interface_toast = {
title = ep3_travel_events.3002.a_failure
left_icon = root
right_icon = scope:local_lord
if = {
limit = {
scope:local_lord = {
liege ?= root
}
}
scope:local_lord = {
add_opinion = {
target = root
modifier = angry_opinion
opinion = -10
}
}
}
#The relationship is less useful, might as well toss more opinion
else = {
scope:local_lord = {
add_opinion = {
target = root
modifier = angry_opinion
opinion = -20
}
}
}
if = {
limit = {
this = root.culture.culture_head
}
culture = {
change_cultural_acceptance = {
target = scope:local_lord.culture
value = minor_cultural_acceptance_loss
desc = cultural_acceptance_loss_insulted_by_visiting_emperor
}
}
}
}
}
}
stress_impact = {
humble = minor_stress_impact_gain
shy = miniscule_stress_impact_gain
craven = miniscule_stress_impact_gain
compassionate = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = shy
has_trait = craven
has_trait = compassionate
}
}
modifier = {
add = -50
diplomacy < decent_skill_rating
}
modifier = {
add = -20
prestige_level <= 1
}
modifier = {
add = -20
NOR = {
AND = {
highest_held_title_tier >= tier_empire
scope:local_lord = { highest_held_title_tier < tier_empire }
}
AND = {
highest_held_title_tier >= tier_kingdom
scope:local_lord = { highest_held_title_tier < tier_kingdom }
}
}
}
ai_value_modifier = {
ai_compassion = -1
ai_boldness = 1
}
}
}
# I should visit their local places of worship
option = {
name = ep3_travel_events.3002.b
flavor = ep3_travel_events.3002.b.flavor
add_piety = minor_piety_gain
if = {
limit = {
highest_held_title_tier >= tier_empire
scope:local_lord_capital.faith = {
this != root.faith
}
faith = {
NOT = { has_doctrine = doctrine_pluralism_pluralistic }
}
}
faith = {
change_fervor = {
value = -5
desc = fervor_loss_emperor_pluralistic_act
}
}
}
stress_impact = {
zealous = miniscule_stress_impact_loss
cynical = miniscule_stress_impact_gain
gregarious = minor_stress_impact_gain
impatient = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = cynical
has_trait = gregarious
has_trait = impatient
}
}
ai_value_modifier = {
ai_energy = -1
ai_zeal = 1
}
}
}
# I should pay tribute to our neighbours
option = {
name = {
trigger = {
scope:local_lord = {
NOR = {
liege ?= root.liege
liege ?= root.top_liege
liege = root
}
}
}
text = ep3_travel_events.3002.c_foreign
}
name = {
trigger = {
scope:local_lord = {
is_liege_or_above_of = root
}
}
text = ep3_travel_events.3002.c
}
if = {
limit = {
scope:local_lord = {
liege ?= root
}
}
scope:local_lord = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 10
}
}
}
#The relationship is less useful, might as well toss more opinion
else = {
scope:local_lord = {
add_opinion = {
target = root
modifier = friendliness_opinion
opinion = 20
}
}
}
if = {
limit = {
this = root.culture.culture_head
}
root.culture = {
change_cultural_acceptance = {
target = scope:local_lord.culture
value = minor_cultural_acceptance_gain
desc = cultural_acceptance_gain_honored_by_visiting_emperor
}
}
}
stress_impact = {
arrogant = minor_stress_impact_gain
callous = miniscule_stress_impact_gain
sadistic = miniscule_stress_impact_gain
stubborn = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = arrogant
has_trait = callous
has_trait = sadistic
has_trait = stubborn
}
}
ai_value_modifier = {
ai_energy = -1
ai_zeal = 1
}
}
}
}
#follow up event that removes vassalization acceptance effect from the local lord
ep3_travel_events.3003 = {
hidden = yes
trigger = {
is_alive = yes
}
immediate = {
remove_character_flag = cowed_increased_vassalization_acceptance
}
}
scripted_trigger ep3_travel_events_3010_anatolian_native_trigger = {
OR = {
has_cultural_pillar = heritage_byzantine
AND = {
has_cultural_pillar = heritage_caucasian
any_parent_culture_or_above = { this = culture:armenian }
this = culture:armenian
}
}
OR = {
any_parent_culture_or_above = { this = culture:greek }
this = culture:greek
any_parent_culture_or_above = { this = culture:armenian }
this = culture:armenian
}
}
#you arrive in a low control anatolian province and the locals hide, mistaking you for tax-collectors/raiders
ep3_travel_events.3010 = {
type = character_event
title = ep3_travel_events.3010.t
desc = {
desc = ep3_travel_events.3010
#Alternate loc if you're in the fairy tower county
first_valid = {
triggered_desc = {
trigger = {
location = {
barony = title:b_kaisereia
}
}
desc = ep3_travel_events.3010.fairy_towers
}
desc = ep3_travel_events.3010.normal_holes
}
#Alternate desc for fellow Greeks/Armenians
first_valid = {
triggered_desc = {
trigger = {
culture = { ep3_travel_events_3010_anatolian_native_trigger = yes }
}
desc = ep3_travel_events.3010.native_knowledge
}
desc = ep3_travel_events.3010.foreigners
}
}
theme = travel
override_background = {
reference = terrain_travel
}
left_portrait = {
character = root
animation = eyeroll
}
right_portrait = {
character = scope:hornblower
animation = hunting_horn
}
trigger = {
#check root is an eligible travelling person
age >= 6
is_available_travelling = yes
is_playable_character = yes
is_location_valid_for_travel_event_on_land = yes
location = {
county = {
#check local people are greeks, armenians or products thereof
culture = {
ep3_travel_events_3010_anatolian_native_trigger = yes
}
county_control <= 90
duchy = {
OR = {
this = title:d_anatolia
this = title:d_cappadocia
this = title:d_charsianon
this = title:d_sebasteia
this = title:d_mesopotamia
this = title:d_diyarbakr
this = title:d_vaspurakan
this = title:d_cilicia
this = title:d_cibyrrhaeot
this = title:d_edessa
}
}
holder = {
is_ai = yes
}
}
}
}
cooldown = { days = 60 }
immediate = {
location.county.holder = {
save_scope_as = local_lord
}
location = {
save_scope_as = current_location
}
if = {
limit = {
current_travel_plan ?= {
any_entourage_character = {
age >= 10
}
}
}
current_travel_plan ?= {
random_entourage_character = {
limit = {
age >= 10
}
save_scope_as = hornblower
}
}
}
create_character = {
template = anatolian_guide_character
location = root.location
culture = root.location.county.culture
faith = root.location.county.faith
dynasty = none
save_scope_as = anatolian_guide
}
}
#Well... let's see what's left for the taking these empty houses
option = {
name = ep3_travel_events.3010.a
flavor = ep3_travel_events.3010.a.flavor
random_list = {
10 = {
send_interface_toast = {
title = ep3_travel_events.3010.a_success
left_icon = root
add_gold = minor_gold_value
}
}
10 = {
send_interface_toast = {
title = ep3_travel_events.3010.a_failure
left_icon = root
}
}
}
location.county = {
change_development_progress = minimal_development_progress_loss
change_county_control = miniscule_county_control_loss
}
stress_impact = {
honest = minor_stress_impact_gain
just = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
generous = minor_stress_impact_gain
}
ai_chance = {
base = 25
modifier = {
factor = 0
OR = {
has_trait = honest
has_trait = just
has_trait = compassionate
has_trait = generous
}
}
ai_value_modifier = {
ai_compassion = -1
ai_greed = 1
ai_honor = -1
}
}
}
#Convince them to come out and get a local guide
option = {
name = ep3_travel_events.3010.b
flavor = ep3_travel_events.3010.b.flavor
duel = {
skill = diplomacy
value = decent_skill_rating
60 = { #The locals come out
desc = ep3_travel_events.3010.b_success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
location.county.holder = {
OR = {
this = root
any_liege_or_above = {
this = root
}
}
}
add = 25
}
send_interface_toast = {
title = ep3_travel_events.3010.b_success
left_icon = root
add_diplomacy_lifestyle_xp = miniscule_lifestyle_xp
current_travel_plan = {
add_companion = scope:anatolian_guide
}
add_character_modifier = {
modifier = ep3_guide_from_the_borderlands_modifier
years = 1
}
if = {
limit = {
NOT = { scope:anatolian_guide = { is_courtier_of = root } }
}
add_courtier = scope:anatolian_guide
}
}
}
40 = { #The locals ignore you
desc = ep3_travel_events.3010.b_failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
send_interface_toast = {
title = ep3_travel_events.3010.b_failure
left_icon = root
add_stress = miniscule_stress_impact_gain
}
}
}
stress_impact = {
shy = medium_stress_impact_gain
arrogant = minor_stress_impact_gain
content = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
add = -50
diplomacy < decent_skill_rating
}
modifier = {
factor = 0
OR = {
has_trait = shy
has_trait = arrogant
has_trait = content
}
}
ai_value_modifier = {
ai_sociability = 1
}
}
}
#Let's just appreciate the quiet, no commoners bustling around (and beauty of the fairy towers)
option = {
name = {
trigger = {
location = {
barony = title:b_kaisereia
}
}
text = ep3_travel_events.3010.c_fairy_towers
}
name = {
trigger = {
NOT = {
location = {
barony = title:b_kaisereia
}
}
}
text = ep3_travel_events.3010.c
}
flavor = ep3_travel_events.3010.c.flavor
if = {
limit = {
location = {
barony = title:b_kaisereia
}
}
stress_impact = {
base = minor_stress_impact_loss
impatient = minor_stress_impact_gain
stubborn = miniscule_stress_impact_gain
vengeful = miniscule_stress_impact_gain
wrathful = minor_stress_impact_gain
}
}
else = {
stress_impact = {
base = miniscule_stress_impact_loss
impatient = minor_stress_impact_gain
stubborn = miniscule_stress_impact_gain
vengeful = miniscule_stress_impact_gain
wrathful = minor_stress_impact_gain
}
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = impatient
has_trait = stubborn
has_trait = wrathful
has_trait = vengeful
}
}
ai_value_modifier = {
ai_vengefulness = -1
ai_energy = -1
}
}
}
after = {
if = {
limit = {
is_ai = yes
}
scope:anatolian_guide = { silent_disappearance_effect = yes }
}
}
}