N3OW/events/lifestyles/warfare_lifestyle/historical_commander_trait_events.txt
2026-01-06 14:25:21 +01:00

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#These events serve as an alternate way of gaining commander traits, by learning about historical battles.
namespace = historical_commander_trait
##################################################
# Hannibal Bacar
# by Sean Hughes
# 0001
##################################################
historical_commander_trait.0001 = {
type = character_event
title = historical_commander_trait.0001.t
desc = historical_commander_trait.0001.desc
theme = war
left_portrait = {
character = root
animation = reading
}
trigger = {
NOR = {
has_character_flag = being_taught_commander_trait
has_character_flag = had_historical_commander_trait_event_0001
culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
number_of_commander_traits < 3
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
}
immediate = {
add_character_flag = {
flag = had_historical_commander_trait_event_0001
}
}
option = {
name = historical_commander_trait.0001.a
trigger = { NOT = { has_trait = aggressive_attacker } }
add_trait = aggressive_attacker
stress_impact = {
compassionate = minor_stress_impact_gain
calm = minor_stress_impact_gain
lazy = minor_stress_impact_gain
patient = minor_stress_impact_gain
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.25
ai_energy = 0.5
ai_boldness = 1
ai_vengefulness = 0.2
ai_compassion = -0.5
}
}
}
option = {
name = historical_commander_trait.0001.b
trigger = { NOT = { has_trait = logistician } }
add_trait = logistician
stress_impact = {
impatient = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.25
ai_greed = -0.5
}
}
}
option = {
name = historical_commander_trait.0001.c
trigger = { NOT = { has_trait = flexible_leader } }
add_trait = flexible_leader
stress_impact = {
impatient = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.25
ai_greed = -0.5
}
}
}
option = {
name = historical_commander_trait.0001.d
name = {
trigger = {
has_trait = compassionate
has_trait = forgiving
}
text = historical_commander_trait.0001.d.good
}
custom_tooltip = historical_commander_trait.reject.tt
add_martial_lifestyle_xp = minor_lifestyle_xp
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_boldness = -0.5
ai_honor = -0.5
ai_vengefulness = -0.5
}
}
}
}
##################################################
# Julius Caesar
# by Sean Hughes
# 0002
##################################################
historical_commander_trait.0002 = {
type = character_event
title = historical_commander_trait.0002.t
desc = historical_commander_trait.0002.desc
theme = war
left_portrait = {
character = root
animation = reading
}
trigger = {
NOR = {
has_character_flag = being_taught_commander_trait
has_character_flag = had_historical_commander_trait_event_0002
culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
number_of_commander_traits < 3
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
}
immediate = {
add_character_flag = {
flag = had_historical_commander_trait_event_0002
}
}
option = {
name = historical_commander_trait.0002.a
trigger = { NOT = { has_trait = military_engineer } }
add_trait = military_engineer
stress_impact = {
eccentric = minor_stress_impact_gain
lazy = minor_stress_impact_gain
patient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_boldness = -0.5
ai_vengefulness = -0.5
ai_rationality = 0.5
}
}
}
option = {
name = historical_commander_trait.0002.b
trigger = { NOT = { has_trait = unyielding_defender } }
add_trait = unyielding_defender
stress_impact = {
impatient = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
brave = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = -1
ai_energy = -0.5
ai_greed = -0.5
}
}
}
option = {
name = historical_commander_trait.0002.c
trigger = { NOT = { has_trait = reckless } }
add_trait = reckless
stress_impact = {
eccentric = minor_stress_impact_loss
diligent = minor_stress_impact_gain
patient = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1
ai_boldness = 0.5
ai_greed = 0.5
}
}
}
option = {
name = historical_commander_trait.0002.d
custom_tooltip = historical_commander_trait.reject.tt
add_martial_lifestyle_xp = minor_lifestyle_xp
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
}
##################################################
# Alexander the Great
# by Sean Hughes
# 0003
##################################################
historical_commander_trait.0003 = {
type = character_event
title = historical_commander_trait.0003.t
desc = historical_commander_trait.0003.desc
theme = war
left_portrait = {
character = root
animation = reading
}
trigger = {
NOR = {
has_character_flag = being_taught_commander_trait
has_character_flag = had_historical_commander_trait_event_0003
culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
number_of_commander_traits < 3
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
}
immediate = {
add_character_flag = {
flag = had_historical_commander_trait_event_0003
}
}
option = {
name = historical_commander_trait.0003.a
trigger = { NOT = { has_trait = forder } }
add_trait = forder
stress_impact = {
lazy = minor_stress_impact_gain
patient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_boldness = 1
ai_vengefulness = 0.5
}
}
}
option = {
name = historical_commander_trait.0003.b
trigger = { NOT = { has_trait = military_engineer } }
add_trait = military_engineer
stress_impact = {
lazy = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.25
ai_greed = -0.5
}
}
}
option = {
name = historical_commander_trait.0003.c
trigger = { NOT = { has_trait = reaver } }
add_trait = reaver
stress_impact = {
generous = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_energy = 0.5
ai_greed = 2
}
}
}
option = {
name = historical_commander_trait.0003.d
custom_tooltip = historical_commander_trait.reject.tt
add_martial_lifestyle_xp = minor_lifestyle_xp
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_boldness = 0.5
ai_vengefulness = 0.5
}
}
}
}
##################################################
# Constantine
# by Sean Hughes
# 0004
##################################################
historical_commander_trait.0004 = {
type = character_event
title = historical_commander_trait.0004.t
desc = historical_commander_trait.0004.desc
theme = war
left_portrait = {
character = root
animation = reading
}
trigger = {
NOR = {
has_character_flag = being_taught_commander_trait
has_character_flag = had_historical_commander_trait_event_0004
}
number_of_commander_traits < 3
OR = {
faith = faith:catholic
faith = faith:orthodox
}
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
}
immediate = {
add_character_flag = {
flag = had_historical_commander_trait_event_0004
}
}
option = {
name = historical_commander_trait.0004.a
trigger = { NOT = { has_trait = holy_warrior } }
add_trait = holy_warrior
stress_impact = {
cynical = minor_stress_impact_gain
craven = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 2
ai_honor = 1
ai_boldness = 0.5
}
}
}
option = {
name = historical_commander_trait.0004.b
trigger = { NOT = { has_trait = forder } }
add_trait = forder
stress_impact = {
patient = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 2
ai_energy = 0.5
ai_greed = 0.5
}
}
}
option = {
name = historical_commander_trait.0004.c
trigger = { NOT = { has_trait = flexible_leader } }
add_trait = flexible_leader
stress_impact = {
impatient = minor_stress_impact_gain
stubborn = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 2
ai_energy = 0.5
ai_boldness = -0.5
}
}
}
option = {
name = historical_commander_trait.0004.d
custom_tooltip = historical_commander_trait.reject.tt
add_martial_lifestyle_xp = minor_lifestyle_xp
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -0.5
ai_boldness = -0.5
ai_honor = -0.5
ai_vengefulness = 0.5
}
}
}
}
##################################################
# Khalid ibn al-Walid
# by Sean Hughes
# 0004
##################################################
historical_commander_trait.0005 = {
type = character_event
title = historical_commander_trait.0005.t
desc = historical_commander_trait.0005.desc
theme = war
left_portrait = {
character = root
animation = reading
}
trigger = {
NOR = {
has_character_flag = being_taught_commander_trait
has_character_flag = had_historical_commander_trait_event_0005
}
number_of_commander_traits < 3
faith = {
religion_tag = islam_religion
}
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
}
immediate = {
add_character_flag = {
flag = had_historical_commander_trait_event_0005
}
}
option = {
name = historical_commander_trait.0005.a
trigger = { NOT = { has_trait = holy_warrior } }
add_trait = holy_warrior
stress_impact = {
cynical = minor_stress_impact_gain
craven = minor_stress_impact_gain
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 2
ai_honor = 1
ai_boldness = 0.5
}
}
}
option = {
name = historical_commander_trait.0005.b
trigger = { NOT = { has_trait = unyielding_defender } }
add_trait = unyielding_defender
stress_impact = {
wrathful = medium_stress_impact_gain
impatient = minor_stress_impact_gain
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_honor = 1
ai_vengefulness = -1
}
}
}
option = {
name = historical_commander_trait.0005.c
trigger = { NOT = { has_trait = logistician } }
add_trait = logistician
stress_impact = {
impatient = minor_stress_impact_gain
stubborn = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1.25
ai_boldness = -0.75
}
}
}
option = {
name = historical_commander_trait.0005.d
custom_tooltip = historical_commander_trait.reject.tt
add_martial_lifestyle_xp = minor_lifestyle_xp
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -0.5
ai_boldness = -0.5
ai_honor = -0.5
}
}
}
}
##################################################
# Bilge Khagan
# by Naslund
# 0006
##################################################
historical_commander_trait.0006 = {
type = character_event
title = historical_commander_trait.0006.t
desc = historical_commander_trait.0006.desc
theme = war
override_background = { reference = mpo_camp_steppe }
left_portrait = {
character = root
animation = thinking
}
trigger = {
NOR = {
has_character_flag = being_taught_commander_trait
has_character_flag = had_historical_commander_trait_event_0006
}
number_of_commander_traits < 3
has_government = nomad_government
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
}
immediate = {
add_character_flag = {
flag = had_historical_commander_trait_event_0006
}
}
option = {
name = historical_commander_trait.0006.a
trigger = { NOT = { has_trait = unyielding_defender } }
add_trait = unyielding_defender
stress_impact = {
wrathful = medium_stress_impact_gain
impatient = minor_stress_impact_gain
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_honor = 1
ai_vengefulness = -1
}
}
}
option = {
name = historical_commander_trait.0006.b
trigger = { NOT = { has_trait = logistician } }
add_trait = logistician
stress_impact = {
impatient = minor_stress_impact_gain
stubborn = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1.25
ai_boldness = -0.75
}
}
}
option = {
name = historical_commander_trait.0006.c
trigger = { NOT = { has_trait = flexible_leader } }
add_trait = flexible_leader
stress_impact = {
impatient = minor_stress_impact_gain
stubborn = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 2
ai_energy = 0.5
ai_boldness = -0.5
}
}
}
option = {
name = historical_commander_trait.0006.d
custom_tooltip = historical_commander_trait.reject.tt
add_martial_lifestyle_xp = minor_lifestyle_xp
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -0.5
ai_boldness = -0.5
ai_honor = -0.5
}
}
}
}
##################################################
# Sun Tzu
# 0007
##################################################
historical_commander_trait.0007 = {
type = character_event
title = historical_commander_trait.0007.t
desc = historical_commander_trait.0007.desc
theme = war
left_portrait = {
character = root
animation = reading
}
override_background = { reference = study }
trigger = {
NOR = {
has_character_flag = being_taught_commander_trait
has_character_flag = had_historical_commander_trait_event_0007
}
culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
number_of_commander_traits < 3
}
weight_multiplier = {
base = 1
compare_modifier = {
factor = martial
multiplier = 0.1
max = 2
}
modifier = {
factor = 0.3
number_of_commander_traits > 0
}
modifier = {
factor = 0.3
number_of_commander_traits > 1
}
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
}
immediate = {
add_character_flag = {
flag = had_historical_commander_trait_event_0007
}
}
option = {
name = historical_commander_trait.0007.a
trigger = { NOT = { has_trait = logistician } }
add_trait = logistician
stress_impact = {
lazy = minor_stress_impact_gain
patient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_boldness = 1
ai_vengefulness = 0.5
}
}
}
option = {
name = historical_commander_trait.0007.b
trigger = { NOT = { has_trait = cautious_leader } }
add_trait = cautious_leader
stress_impact = {
lazy = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.25
ai_greed = -0.5
}
}
}
option = {
name = historical_commander_trait.0007.c
trigger = { NOT = { has_trait = flexible_leader } }
add_trait = flexible_leader
stress_impact = {
generous = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_energy = 0.5
ai_greed = 2
}
}
}
option = {
name = historical_commander_trait.0007.d
custom_tooltip = historical_commander_trait.reject.tt
add_martial_lifestyle_xp = minor_lifestyle_xp
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_boldness = 0.5
ai_vengefulness = 0.5
}
}
}
}