N3OW/events/lifestyles/warfare_lifestyle/martial_authority_events_2.txt
2026-01-06 14:25:21 +01:00

697 lines
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Text

namespace = martial_authority
##################################################
#Martial Authority Lifestyle events
# 5000 - You visit some baronies or go partying.
# 8000 - Your child joins a tourney
##################################################
##################################################
# Touring the Backwaters
# by Ewan Cowhig Croft
# 5000
##################################################
scripted_trigger martial_authority_5000_minor_barons = {
is_available = yes
highest_held_title_tier = tier_barony
is_powerful_vassal = no
}
scripted_trigger martial_authority_5000_powerful_vassal = {
is_available = yes
is_at_war = no
NOT = { has_relation_rival = root }
}
#You visit some baronies or go partying with an important vassal.
#by Ewan Cowhig Croft
martial_authority.5000 = {
type = character_event
title = martial_authority.5000.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
OR = {
faith = { religion_tag = christianity_religion }
faith = { religion_tag = dualism_religion }
faith = { religion_tag = islam_religion }
faith = { religion_tag = hellenism_religion }
faith = { religion_tag = judaism_religion }
faith = { religion_tag = zoroastrianism_religion }
faith = { religion_tag = zunism_religion }
faith = { religion_tag = hinduism_religion }
}
}
desc = martial_authority.5000.authoritative_religion.desc
}
desc = martial_authority.5000.relaxed_religion.desc
}
}
theme = martial_authority_focus
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:party_vassal
animation = beg
}
lower_left_portrait = scope:baron_1
lower_center_portrait = scope:baron_2
lower_right_portrait = scope:baron_3
trigger = {
is_at_war = no
NOT = { has_character_flag = had_event_martial_control_5000 }
any_vassal = {
martial_authority_5000_minor_barons = yes
save_temporary_scope_as = tmp_baron_1
}
any_vassal = {
martial_authority_5000_minor_barons = yes
primary_title.county != scope:tmp_baron_1.primary_title.county
save_temporary_scope_as = tmp_baron_2
}
any_vassal = {
martial_authority_5000_minor_barons = yes
NOR = {
primary_title.county = scope:tmp_baron_1.primary_title.county
primary_title.county = scope:tmp_baron_2.primary_title.county
}
}
any_powerful_vassal = { martial_authority_5000_powerful_vassal = yes }
}
weight_multiplier = {
base = 1
upweight_for_focus_modifier = { FOCUS = martial_authority_focus }
downweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
downweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
}
immediate = {
add_character_flag = {
flag = had_event_martial_control_5000
days = 1825
}
every_vassal = {
limit = {martial_authority_5000_minor_barons = yes }
add_to_list = baron_initial_list
}
random_in_list = {
list = baron_initial_list
limit = { primary_title.county.county_control < full_county_control }
alternative_limit = { always = yes }
weight = {
base = 1
modifier = {
add = {
value = 120
subtract = primary_title.county.county_control
}
}
}
save_scope_as = baron_1
scope:baron_1 = {
primary_title.county = { save_scope_as = baron_1_lands }
}
add_to_list = baron_final_list
}
random_in_list = {
list = baron_initial_list
limit = {
NOR = {
this = scope:baron_1
primary_title.county = scope:baron_1.primary_title.county
}
primary_title.county.county_control < full_county_control
}
alternative_limit = {
this != scope:baron_1
}
weight = {
base = 1
modifier = {
add = {
value = 120
subtract = primary_title.county.county_control
}
}
}
save_scope_as = baron_2
scope:baron_2 = {
primary_title.county = { save_scope_as = baron_2_lands }
}
add_to_list = baron_final_list
}
random_in_list = {
list = baron_initial_list
limit = {
NOR = {
this = scope:baron_1
primary_title.county = scope:baron_1.primary_title.county
this = scope:baron_2
primary_title.county = scope:baron_2.primary_title.county
}
primary_title.county.county_control < full_county_control
}
alternative_limit = {
NOR = {
this = scope:baron_1
this = scope:baron_2
}
}
weight = {
base = 1
modifier = {
add = {
value = 120
subtract = primary_title.county.county_control
}
}
}
save_scope_as = baron_3
scope:baron_3 = {
primary_title.county = { save_scope_as = baron_3_lands }
}
add_to_list = baron_final_list
}
random_powerful_vassal = {
limit = {
martial_authority_5000_powerful_vassal = yes
has_relation_potential_friend = root
NOR = {
this = scope:baron_1
this = scope:baron_2
this = scope:baron_3
}
}
alternative_limit = {
martial_authority_5000_powerful_vassal = yes
NOR = {
this = scope:baron_1
this = scope:baron_2
this = scope:baron_3
}
}
save_scope_as = party_vassal
}
}
option = {
name = martial_authority.5000.a
every_in_list = {
list = baron_final_list
custom = martial_authority.5000.a.characters_baron_final_list
add_opinion = {
modifier = pleased_opinion
opinion = 30
target = root
}
}
#Effects separated for purely aesthetic reasons.
every_in_list = {
list = baron_final_list
custom = martial_authority.5000.a.land_baron_final_list
primary_title.county = {
change_county_control = 30
add_county_modifier = {
modifier = authority_central_control_modifier
years = 15
}
}
}
stress_impact = { lazy = medium_stress_impact_gain }
ai_chance = {
base = 100
ai_energy_target_modifier = { VALUE = 100 }
ai_honor_target_modifier = { VALUE = 50 }
}
}
option = {
name = martial_authority.5000.b
progress_towards_friend_effect = {
CHARACTER = scope:party_vassal
OPINION = 0
REASON = friend_attended_party
}
scope:party_vassal = {
add_opinion = {
modifier = pleased_opinion
opinion = 20
target = root
}
}
every_in_list = {
list = baron_final_list
custom = martial_authority.5000.a.characters_baron_final_list
add_opinion = {
modifier = insult_opinion
opinion = -30
target = root
}
}
stress_impact = {
shy = medium_stress_impact_gain
temperate = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_energy_target_modifier = { VALUE = -100 }
ai_honor_target_modifier = { VALUE = -50 }
}
}
}
##################################################
# Child Tourney
# by Isabella Welch
# 8000
##################################################
martial_authority.8000 = {
type = character_event
title = martial_authority.8000.t
desc = martial_authority.8000.desc
theme = martial_authority_focus
left_portrait = {
character = root
animation = dismissal
}
right_portrait = {
character = player_heir
animation = personality_bold
}
override_background = {
reference = army_camp
}
trigger = {
NOR = {
has_character_flag = had_event_martial_authority_8000
has_dlc_feature = tours_and_tournaments
}
exists = player_heir
root = { is_parent_of = player_heir }
player_heir = {
age > 4
age < 13
NOR = {
has_trait = humble
has_trait = shy
has_trait = craven
has_trait = compassionate
has_trait = disfigured
has_trait = one_legged
has_trait = incapable
AND = {
has_trait = brave
has_trait = arrogant
has_trait = wrathful
}
}
is_ai = yes
number_of_personality_traits < personality_trait_limit
}
any_knight = {
count > 2
is_ai = yes
}
exists = cp:councillor_marshal
cp:councillor_marshal = {
is_ai = yes
is_available = yes
}
}
weight_multiplier = {
base = 1
}
immediate = {
root = {
add_character_flag = had_event_martial_authority_8000
}
cp:councillor_marshal = {
save_scope_as = marshal
}
player_heir = {
save_scope_as = fighting_child
}
}
option = { #Order your warriors to pull their punches
name = martial_authority.8000.a
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_boldness = 2
}
}
random_list = {
60 = {
scope:fighting_child = {
random_list = {
10 = {
trigger = { NOT = { has_trait = brave} }
root = {
send_interface_toast = {
left_icon = scope:fighting_child
title = martial_authority_child_trait_gain
scope:fighting_child = { add_trait = brave }
}
}
#hidden_effect = {
# root = {
# send_interface_toast = {
# left_icon = scope:fighting_child
# title = martial_authority_child_t#rait_gain#
# show_as_t#ooltip = { scope:#fighting_#child = { add_tra#it = #brave } }#
# }#
# }
#}
#add_trait = brave
}
10 = {
trigger = { NOT = { has_trait = arrogant } }
root = {
send_interface_toast = {
left_icon = scope:fighting_child
title = martial_authority_child_trait_gain
scope:fighting_child = { add_trait = arrogant }
}
}
}
10 = {
trigger = { NOT = { has_trait = wrathful } }
root = {
send_interface_toast = {
left_icon = scope:fighting_child
title = martial_authority_child_trait_gain
scope:fighting_child = { add_trait = wrathful }
}
}
}
}
}
}
40 = {
desc = martial_authority.8000.tt
custom_tooltip = martial_authority.8000.a.tt
trigger_event = {
id = martial_authority.8100
days = { 3 4 }
}
}
}
}
option = {
name = martial_authority.8000.b
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -2
ai_boldness = 2
}
}
random_list = {
10 = {
desc = martial_authority.8000.tt
modifier = {
factor = 2
scope:fighting_child = {
has_trait = brave
}
}
scope:fighting_child = {
add_martial_skill = 2
}
trigger_event = {
id = martial_authority.8100
days = { 3 4 }
}
}
30 = {
desc = martial_authority.8000.tt.failure
modifier = {
factor = 2
scope:fighting_child = {
OR = {
has_trait = clubfooted
has_trait = hunchbacked
has_trait = dwarf
has_trait = incapable
has_trait = blind
has_trait = one_eyed
has_trait = disfigured
}
}
}
scope:fighting_child = {
custom_tooltip = martial_authority.8000_injury
hidden_effect = {
random_list = {
10 = {
trigger = { NOT = { has_trait = one_eyed } }
add_trait = one_eyed
hidden_effect = {
root = {
send_interface_toast = {
left_icon = scope:fighting_child
title = martial_authority_one_eyed_child_title
custom_tooltip = martial_authority_one_eyed_child
}
}
}
}
10 = {
trigger = { NOT = { has_trait = disfigured } }
add_trait = disfigured
hidden_effect = {
root = {
send_interface_toast = {
left_icon = scope:fighting_child
title = martial_authority_disfigured_child_title
custom_tooltip = martial_authority_disfigured_child
}
}
}
}
}
}
}
}
30 = {
desc = martial_authority.8000.tt.failure
custom_tooltip = martial_authority_unremarkable_child
hidden_effect = {
send_interface_toast = {
left_icon = scope:fighting_child
title = martial_authority_unremarkable_child_title
custom_tooltip = martial_authority_unremarkable_child
}
}
}
}
}
option = {
name = martial_authority.8000.c
trigger = {
scope:fighting_child = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
}
scope:fighting_child = {
add_opinion = {
target = root
opinion = -15
modifier = neglected_opinion
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
option = {
name = martial_authority.8000.d
trigger = {
scope:fighting_child = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
scope:fighting_child = {
add_opinion = {
target = root
opinion = -15
modifier = neglected_opinion
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
}
martial_authority.8100 = { # Your heir kills one of your knights
type = character_event
title = martial_authority.8000.t
desc = martial_authority.8100.desc
theme = martial_authority_focus
left_portrait = {
character = scope:marshal
animation = worry
}
right_portrait = {
character = scope:fighting_child
animation = happiness
}
lower_left_portrait = {
character = scope:murdered_knight
}
override_background = {
reference = army_camp
}
trigger = {
any_knight = {
is_available = yes
is_ai = yes
this != scope:marshal
}
scope:marshal = { is_available = yes }
scope:fighting_child = { is_available = yes }
}
weight_multiplier = {
base = 1
}
immediate = {
random_knight = {
limit = {
is_available = yes
is_ai = yes
this != scope:marshal
}
weight = {
base = 1
modifier = {
add = 8
prowess <15
}
modifier = {
add = 20
prowess <10
}
}
save_scope_as = murdered_knight
}
player_heir = {
add_trait = lifestyle_blademaster
if = {
limit = {
NOR = {
has_trait = wrathful
has_trait = sadistic
}
}
add_stress = major_stress_gain
}
}
scope:murdered_knight = {
death = {
killer = scope:fighting_child
death_reason = death_duel
}
}
every_knight = {
custom = custom.every_knight
add_opinion = {
target = scope:fighting_child
opinion = -40
modifier = hate_opinion
}
}
scope:marshal = {
add_opinion = {
target = scope:fighting_child
opinion = -40
modifier = hate_opinion
}
}
}
option = { #Good work!
name = martial_authority.8100.a
add_dread = medium_dread_gain
scope:fighting_child = {
add_opinion = {
target = root
opinion = 30
modifier = supportive_parent
}
}
scope:marshal = {
add_opinion = {
target = root
opinion = -10
modifier = insult_opinion
}
}
every_knight = {
custom = custom.every_knight
add_opinion = {
target = root
opinion = -20
modifier = insult_opinion
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
option = { #Good god!
name = martial_authority.8100.c
add_dread = medium_dread_loss
scope:marshal = {
add_opinion = {
target = root
opinion = 5
modifier = respect_opinion
}
}
every_knight = {
custom = custom.every_knight
add_opinion = {
target = root
opinion = 5
modifier = respect_opinion
}
}
scope:fighting_child = {
add_opinion = {
target = root
opinion = -15
modifier = insult_opinion
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 3
}
}
}
}