namespace = bookmark ############################### # 867 - WRATH OF THE NORTHMEN # ############################### ###Æthelred isn't as cool as Alfred so we kill him bookmark.0001 = { #by Mathilda Bjarnehed type = character_event hidden = yes trigger = { this = character:33358 #Æthelred is_ai = yes player_heir ?= character:7627 #Alfred the Great } immediate = { if = { limit = { is_at_war = yes } random_list = { 20 = { #Very wounded increase_wounds_effect = { REASON = battle } if = { limit = { is_alive = yes } increase_wounds_effect = { REASON = battle } } if = { limit = { is_alive = yes } increase_wounds_effect = { REASON = battle } } if = { limit = { is_alive = yes } increase_wounds_effect = { REASON = battle } } } 80 = { #Killed random_war_enemy = { if = { limit = { is_commanding_army = yes } save_scope_as = killer } else = { random_knight = { save_scope_as = killer } } } if = { limit = { exists = scope:killer } death = { death_reason = death_hunting_accident killer = scope:killer } } } } } else = { random_list = { 10 = { #Cancer contract_disease_effect = { DISEASE = cancer TREATMENT_EVENT = no } } 90 = { #Hunting accident death = { death_reason = death_hunting_accident } } } } } } ### Alfred is pretty cool so we give him a nickname bookmark.0002 = { #by Mathilda Bjarnehed type = character_event title = bookmark.0002.t desc = bookmark.0002.desc theme = crown left_portrait = { character = root animation = personality_honorable } trigger = { is_ai = no top_liege = this } #Resend on_trigger_fail = { if = { limit = { is_ai = no } trigger_event = { id = bookmark.0002 days = 1800 #~5 years } } } immediate = { play_music_cue = "mx_cue_positive_effect" capital_province = { save_scope_as = capital } random_realm_province = { limit = { this != scope:capital } save_scope_as = province } give_nickname = nick_the_great } option = { name = bookmark.0002.a } } ### The Ragnarsson brothers catch King Aella ## # The event can trigger when you imprison Aella as one of his sons # It also works for other norse! bookmark.0003 = { #by Mathilda Bjarnehed type = character_event hidden = yes trigger = { scope:imprisoner.faith = { trait_is_virtue = vengeful } scope:imprisoner = { any_close_family_member = { even_if_dead = yes killer ?= root save_temporary_scope_as = killed_character } } #If the imprisoner don't know you're the killer you might reveal yourself if you're dumb or not sneaky trigger_if = { limit = { any_secret = { type = secret_murder secret_target = scope:killed_character NOT = { any_secret_knower = { this = scope:imprisoner } } } } OR = { has_trait = intellect_bad has_trait = dull intrigue <= medium_skill_rating } NOR = { has_trait = shrewd has_trait = intellect_good has_trait = schemer } } trigger_if = { limit = { this = character:163103 } #Aella NOT = { is_target_in_global_variable_list = { name = triggered_bookmark_events target = flag:bookmark_867_northmen_aellas_capture } } } } immediate = { if = { limit = { this = character:163103 } #Aella add_to_global_variable_list = { name = triggered_bookmark_events target = flag:bookmark_867_northmen_aellas_capture } } save_scope_as = prisoner scope:imprisoner = { random_close_family_member = { even_if_dead = yes limit = { killer ?= root this = character:163109 #Lodbrok } alternative_limit = { killer ?= root } save_scope_as = dead } trigger_event = { id = bookmark.0004 days = 1 } } } } bookmark.0004 = { #by Mathilda Bjarnehed type = character_event title = bookmark.0004.t desc = { first_valid = { triggered_desc = { trigger = { #You did not know they had killed your family-member scope:prisoner = { any_secret = { type = secret_murder secret_target = scope:dead NOT = { any_secret_knower = { this = root } } } } } desc = bookmark.0004.desc_unknown } desc = bookmark.0004.desc } } theme = dungeon left_portrait = { character = scope:prisoner animation = fear } lower_right_portrait = scope:dead trigger = { NOT = { any_in_list = { list = captured_rivals this = scope:prisoner } } } immediate = { play_music_cue = "mx_cue_murder" if = { limit = { scope:prisoner = { any_secret = { type = secret_murder secret_target = scope:dead NOT = { any_secret_knower = { this = root } } } } } scope:prisoner = { random_secret = { type = secret_murder limit = { secret_target = scope:dead NOT = { any_secret_knower = { this = root } } } reveal_to = root } } } } #Blood eagle option = { name = bookmark.0004.a add_dread = medium_dread_gain add_prestige = medium_prestige_gain scope:prisoner = { death = { death_reason = death_execution_blood_eagle killer = root } } scope:dead = { every_close_family_member = { custom = bookmark.0004.a.custom limit = { this != root } add_opinion = { modifier = pleased_opinion opinion = 30 target = root } } } execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root } ai_chance = { base = 50 modifier = { scope:dead = character:163109 #Lodbrok add = 1000 } } } #Sacrifice to Odin option = { name = bookmark.0004.b trigger = { faith = { has_doctrine_parameter = human_sacrifice_active } } add_piety = major_piety_gain scope:prisoner = { death = { death_reason = death_execution_blood_eagle killer = root } } scope:dead = { every_close_family_member = { custom = bookmark.0004.a.custom limit = { this != root } add_opinion = { modifier = pleased_opinion opinion = 30 target = root } } } execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root } ai_chance = { base = 50 } } #I have other plans... option = { name = bookmark.0004.c ai_chance = { base = 0 modifier = { ai_vengefulness <= medium_negative_ai_value add = 100 } } } } ############################### # 867 - THE GREAT ADVENTURERS # ############################### ### Daurama takes Bawo under her wing. bookmark.0101 = { type = character_event title = bookmark.0101.t desc = { desc = bookmark.0101.desc_intro first_valid = { triggered_desc = { trigger = { scope:bayajidda = { is_alive = yes } } desc = bookmark.0101.desc_living } desc = bookmark.0101.desc_dead } } theme = crown left_portrait = { character = root animation = personality_rational } right_portrait = { character = scope:bayajidda } lower_center_portrait = { character = scope:bewo } trigger = { is_ai = no character:251181 = { is_alive = yes } } immediate = { play_music_cue = "mx_cue_succession" character:251180 = { save_scope_as = bayajidda } character:251181 = { save_scope_as = bewo } character:251252 = { save_scope_as = shawata } title:k_hausaland = { save_scope_as = hausaland} } # Remember your heritage, my child. option = { name = bookmark.0101.a #Move Bewo to Daurama's house. custom_tooltip = bookmark.0101.a.tt character:251181 = { set_house = root.house } add_courtier = character:251181 #Move him to your court #Bayajidda is, understandably, a little hurt by all this. character:251180 = { add_opinion = { modifier = hurt_opinion target = root opinion = -20 } } ai_chance = { base = 0 #The AI should never get this event, but if they do, shouldn't opt in. } } # He is my blood, whatever his name. option = { name = bookmark.0101.b character:251180 = { add_opinion = { modifier = pleased_opinion target = root opinion = 40 } } custom_tooltip = bookmark.0101.b.tt ai_chance = { base = 100 #AI doesn't get this event, but should always pick no. } } # The Magajiya will continue to rule! option = { name = bookmark.0101.c add_realm_law_skip_effects = female_preference_law scope:bewo = { set_house = root.house add_trait = disinherited } scope:shawata = { if = { limit = { is_alive = yes OR = { matrilinear_marriage = yes is_married = no } } custom_tooltip = bookmark.0101.c.tt } else = { custom_tooltip = bookmark.0101.b.tt } } ai_chance = { base = 0 #The AI should never get this event, but if they do, shouldn't opt in. } } } ###Radhanites were influential in Khazaria, so we spawn a bunch of them bookmark.0200 = { #by James Beaumont type = character_event hidden = yes trigger = { this = title:e_caspian-pontic_steppe.holder #Khagan of Khazaria is_alive = yes is_landed = yes } immediate = { create_character = { location = title:e_caspian-pontic_steppe.holder.capital_province trait = lifestyle_mystic random_traits = yes faith = faith:kabarism culture = culture:radhanite gender_female_chance = { if = { limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } save_scope_as = new_courtier } title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } create_character = { location = title:e_caspian-pontic_steppe.holder.capital_province faith = faith:kabarism culture = culture:radhanite random_traits_list = { count = 1 education_learning_2 = {} education_learning_3 = {} education_learning_4 = {} } random_traits = yes gender_female_chance = { if = { limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } save_scope_as = new_courtier } title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } create_character = { location = title:e_caspian-pontic_steppe.holder.capital_province age = { 18 35 } random_traits_list = { count = 1 education_martial_2 = {} education_martial_3 = {} education_martial_4 = {} } random_traits_list = { count = 1 brave = {} just = {} } random_traits_list = { #Something nice honest = {} gregarious = {} trusting = {} compassionate = {} generous = {} humble = {} calm = {} } random_traits_list = { count = 1 lustful = {} chaste = {} wrathful = {} arrogant = {} impatient = {} patient = {} impatient = {} ambitious = {} cynical = {} zealous = {} stubborn = {} } random_traits = no martial = { min_template_decent_skill max_template_decent_skill } prowess = { min_template_decent_skill max_template_decent_skill } faith = faith:kabarism culture = culture:radhanite gender_female_chance = { add = 25 } save_scope_as = new_courtier } title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } create_character = { location = title:e_caspian-pontic_steppe.holder.capital_province random_traits = yes faith = faith:kabarism culture = culture:radhanite gender_female_chance = { add = 25 } save_scope_as = new_courtier } title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } create_character = { location = title:e_caspian-pontic_steppe.holder.capital_province random_traits = yes faith = faith:kabarism culture = culture:radhanite gender_female_chance = { add = 25 } save_scope_as = new_courtier } title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier } } } ############## # 867 - MISC # ############## ################################################## # In Memory of Your Good Taste # by Ewan Cowhig Croft & Stu Taylor # 0211 - 0220 ################################################## # Basileios has just murdered Michael. ## Credit to Stu Taylor of Dead Good Comics for the title line and entire lead-in to this event. bookmark.0211 = { type = character_event title = bookmark.0211.t desc = bookmark.0211.desc theme = murder_scheme left_portrait = { character = scope:basil animation = toast_goblet outfit_tags = { military_outfit no_cloak no_headgear } } right_portrait = { character = scope:michael animation = map_fear } override_background = { reference = ep3_byzantine_feast } trigger = { is_alive = yes } immediate = { play_music_cue = "mx_cue_murder" character:1700 = { save_scope_as = basil } character:70490 = { save_scope_as = michael # Remove his nickname, which we have to leave on him for future bookmarks otherwise. hidden_effect = { remove_nickname = yes } } } # Michael the Drunkard. option = { name = bookmark.0211.a flavor = bookmark.0211.a.flavour scope:michael = { give_nickname = nick_the_drunkard_michael_iii } add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain } # No stress, no AI. } # Michael the Pious. option = { name = bookmark.0211.b trigger = { is_ai = no } flavor = bookmark.0211.b.flavour scope:michael = { give_nickname = nick_the_pious_michael_iii } add_piety = massive_piety_gain # No stress, no AI. } # Michael the Young. option = { name = bookmark.0211.c trigger = { is_ai = no } flavor = bookmark.0211.c.flavour scope:michael = { give_nickname = nick_the_young_michael_iii } domicile ?= { switch = { trigger = has_domicile_building vineyard_05 = { add_domicile_building = vineyard_06 } vineyard_04 = { add_domicile_building = vineyard_05 } vineyard_03 = { add_domicile_building = vineyard_04 } vineyard_02 = { add_domicile_building = vineyard_03 } vineyard_01 = { add_domicile_building = vineyard_02 } fallback = { if = { limit = { free_external_domicile_building_slots >= 1 } add_domicile_building = vineyard_01 } else = { root = { add_prestige = major_prestige_gain } } } } } # No stress, no AI. } } ######################### # 1066 - RAGS TO RICHES # ######################### ### Matilda start-up event bookmark.1066 = { type = character_event title = bookmark.1066.t desc = bookmark.1066.desc theme = marriage override_background = { reference = ep2_wedding_ceremony } override_effect_2d = { reference = rain } left_portrait = { character = root animation = stress } right_portrait = { character = scope:hunchback animation = ecstasy } lower_right_portrait = { character = scope:hunchbacks_father } lower_left_portrait = { character = scope:mum } trigger = { #this = character:7757 } immediate = { play_music_cue = "mx_cue_succession" character:20248 = { save_scope_as = hunchback } character:11030 = { save_scope_as = hunchbacks_father } mother = { save_scope_as = mum } hidden_effect = { add_opinion = { target = scope:hunchback modifier = disgusted_opinion opinion = -75 } } } option = { # Murder the husband, with a *hefty* bonus (*Potentially* Historical Option) name = bookmark.1066.a flavor = bookmark.1066.a_flavor marry = scope:hunchback if = { limit = { NOT = { any_scheme = { type = murder scheme_target_character = scope:hunchback } } } start_scheme = { target_character = scope:hunchback type = murder } } custom_tooltip = diplomacy_family.2250.b.tt hidden_effect = { random_scheme = { type = murder limit = { scheme_target_character = scope:hunchback } add_scheme_modifier = { type = massive_extra_success_chance_modifier } } } ai_chance = { base = 100 } } option = { # Physically abandon and permanently avoid him (Historical Option) name = bookmark.1066.b flavor = bookmark.1066.b_flavor add_character_modifier = { modifier = abandoned_marriage_modifier } if = { limit = { betrothed ?= scope:hunchback } break_betrothal = scope:hunchback } else_if = { limit = { is_spouse_of = scope:hunchback } divorce_effect = { DIVORCER = root DIVORCEE = scope:hunchback } } scope:hunchbacks_father = { if = { limit = { NOT = { scope:hunchback = { is_courtier_of = scope:hunchbacks_father } } } add_courtier = scope:hunchback } } reverse_add_opinion = { target = scope:hunchback modifier = abandoned_me_opinion years = 30 opinion = -50 } reverse_add_opinion = { target = scope:hunchbacks_father modifier = insulted_opinion years = 30 opinion = -50 } ai_chance = { base = 100 } } option = { # Use your influence to flip the lineality of the marriage name = bookmark.1066.c flavor = bookmark.1066.c_flavor add_piety = -100 marry_matrilineal = scope:hunchback reverse_add_opinion = { target = scope:hunchbacks_father modifier = annoyed_opinion opinion = -20 } ai_chance = { base = 100 modifier = { factor = 0 scope:hunchbacks_father = { is_ai = no } } } } option = { # Just hope he dies... name = bookmark.1066.d flavor = lineality_warning add_internal_flag = dangerous marry = scope:hunchback ai_chance = { base = 100 } } } # Matilda, a witch or not? bookmark.1067 = { type = character_event title = bookmark.1067.t desc = bookmark.1067.desc theme = faith override_background = { reference = bp1_bonfire } override_effect_2d = { reference = smoke } left_portrait = { character = root animation = personality_cynical } right_portrait = { character = scope:witch animation = happy_teacher } trigger = { NOR = { is_witch_trigger = yes has_trait = lifestyle_herbalist } } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" if = { limit = { any_pool_character = { province = root.location is_physically_able_ai_adult = yes has_no_particular_noble_roots_trigger = yes is_female = yes age > root.age age >= 25 has_education_intrigue_trigger = yes } } random_pool_character = { province = root.location limit = { is_physically_able_ai_adult = yes has_no_particular_noble_roots_trigger = yes is_female = yes age > root.age age >= 25 has_education_intrigue_trigger = yes } save_scope_as = witch } } else = { hidden_effect = { create_character = { template = witchy_template gender_female_chance = 100 location = root.location culture = root.location.culture faith = root.location.faith dynasty = none save_scope_as = witch } } } hidden_effect = { scope:witch ?= { if = { limit = { NOT = { has_trait = eccentric } } add_trait = eccentric } give_witch_secret_or_trait_effect = yes } } } option = { # Embrace the knowledge name = bookmark.1067.a flavor = bookmark.1067.a_flavor add_internal_flag = dangerous set_focus = intrigue_skulduggery_focus add_intrigue_lifestyle_perk_points = 5 give_witch_secret_or_trait_effect = yes add_trait = lifestyle_herbalist ai_chance = { base = 25 } } option = { # No, I'm pious! name = bookmark.1067.b flavor = bookmark.1067.b_flavor add_learning_lifestyle_xp = major_lifestyle_experience add_piety = 500 add_learning_skill = 2 ai_chance = { base = 75 } } } # Vratislav chooses whether to lay claims, or appease the emperor bookmark.1068 = { type = character_event title = bookmark.1068.t desc = bookmark.1068.desc theme = war override_background = { reference = ep2_travel_bridge } left_portrait = { character = root animation = personality_cynical } right_portrait = { character = scope:emperor animation = personality_cynical } trigger = { exists = title:d_meissen.holder exists = title:d_lausitz.holder NOR = { has_claim_on = title:d_meissen has_claim_on = title:d_lausitz title:d_lausitz.holder = root title:d_meissen.holder = root } title:e_hre.holder ?= { this != root } is_vassal_of = title:e_hre.holder } immediate = { play_music_cue = "mx_cue_positive_effect" title:e_hre.holder = { save_scope_as = emperor } } option = { # Lay claim to the lands name = bookmark.1068.a flavor = bookmark.1068.a_flavor add_pressed_claim = title:d_meissen add_pressed_claim = title:d_lausitz ai_chance = { base = 25 } } option = { # Appease the Emperor name = bookmark.1068.b flavor = bookmark.1068.b_flavor add_prestige = 500 add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain } scope:emperor = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } if = { limit = { scope:emperor = { is_ai = yes } can_add_hook = { target = scope:emperor type = favor_hook } } add_hook = { type = favor_hook target = scope:emperor } } ai_chance = { base = 75 } } } # The matter of Jaromir bookmark.1069 = { type = character_event title = bookmark.1069.t desc = bookmark.1069.desc theme = faith override_background = { reference = holy_site_generic } override_effect_2d = { reference = rain } left_portrait = { character = character:john_monk animation = prayer } right_portrait = { character = scope:jaromir animation = dismissal } lower_right_portrait = root.faith.religious_head trigger = { character:528 ?= { is_alive = yes is_councillor_of = root } character:john_monk ?= { is_alive = yes } } immediate = { play_music_cue = "mx_cue_negative" character:528 = { save_scope_as = jaromir } character:john_monk = { save_scope_as = john_monk } } option = { # Replace Jaromir with John name = bookmark.1069.a flavor = bookmark.1069.a_flavor faith.religious_head = { add_opinion = { target = root modifier = impious_opinion opinion = -30 } } create_title_and_vassal_change = { type = granted save_scope_as = change } title:c_opava = { change_title_holder = { holder = scope:john_monk change = scope:change take_baronies = no } } resolve_title_and_vassal_change = scope:change scope:john_monk = { hidden_effect = { change_government = theocracy_government } } if = { limit = { character:528 = { is_councillor_of = root } } fire_councillor = character:528 } assign_councillor_type = { type = councillor_court_chaplain remove_existing_councillor = yes target = character:john_monk } add_character_flag = { flag = bishop_assignment days = 1 } ai_chance = { base = 25 } } option = { # Make great concessions to Jaromir name = bookmark.1069.b flavor = bookmark.1069.b_flavor pay_short_term_gold = { target = scope:jaromir gold = medium_gold_value } scope:jaromir = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } remove_relation_rival = root } ai_chance = { base = 75 } } option = { # Make great concessions to Jaromir name = bookmark.1069.c flavor = bookmark.1069.c_flavor ai_chance = { base = 75 } } after = { hidden_effect = { if = { limit = { has_character_flag = bishop_assignment } assign_councillor_type = { type = councillor_court_chaplain remove_existing_councillor = yes target = character:john_monk } } } } } # A Norman Sicily bookmark.1070 = { type = character_event title = bookmark.1070.t desc = bookmark.1070.desc theme = war override_background = { reference = terrain } left_portrait = { character = root animation = hunting_knife_start } lower_right_portrait = scope:pope lower_left_portrait = scope:emperor trigger = { } immediate = { play_music_cue = "mx_cue_positive_effect" title:e_hre.holder = { save_scope_as = emperor } root.faith.religious_head = { save_scope_as = pope } custom_tooltip = claim_sicily hidden_effect = { add_pressed_claim = title:d_salerno add_pressed_claim = title:c_napoli add_pressed_claim = title:d_capua add_pressed_claim = title:c_siracusa add_pressed_claim = title:c_agrigento add_pressed_claim = title:c_palermo } } option = { name = bookmark.1070.a add_pressed_claim = title:d_benevento add_pressed_claim = title:d_spoleto show_as_tooltip = { spawn_army = { levies = 750 location = root.capital_province name = norman_highwaymen } } hidden_effect = { spawn_army = { levies = 125 men_at_arms = { type = bowmen men = 50 } men_at_arms = { type = light_horsemen men = 50 } men_at_arms = { type = conrois men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { levies = 125 men_at_arms = { type = bowmen men = 50 } men_at_arms = { type = light_horsemen men = 50 } men_at_arms = { type = conrois men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { levies = 125 men_at_arms = { type = bowmen men = 50 } men_at_arms = { type = light_horsemen men = 50 } men_at_arms = { type = conrois men = 25 } location = root.capital_province name = norman_highwaymen } } scope:emperor = { add_opinion = { target = root modifier = angry_opinion opinion = -30 } } scope:pope = { add_opinion = { target = root modifier = angry_opinion opinion = -30 } } ai_chance = { base = 100 } } option = { name = bookmark.1070.b add_pressed_claim = title:d_benevento show_as_tooltip = { spawn_army = { levies = 500 location = root.capital_province name = norman_highwaymen } } hidden_effect = { spawn_army = { levies = 125 men_at_arms = { type = bowmen men = 50 } men_at_arms = { type = light_horsemen men = 50 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { levies = 125 men_at_arms = { type = bowmen men = 50 } men_at_arms = { type = light_horsemen men = 50 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } } scope:pope = { add_opinion = { target = root modifier = angry_opinion opinion = -30 } } ai_chance = { base = 100 } } option = { name = bookmark.1070.c spawn_army = { levies = 125 men_at_arms = { type = bowmen men = 50 } men_at_arms = { type = light_horsemen men = 50 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } ai_chance = { base = 100 } } } # The Pretender Monk bookmark.1071 = { type = character_event title = bookmark.1071.t desc = bookmark.1071.desc theme = martial override_background = { reference = throne_room } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:raiktor animation = beg } trigger = { gold >= 100 is_at_war = no title:e_byzantium.holder ?= { this != root } } on_trigger_fail = { if = { limit = { title:e_byzantium.holder ?= { this != root } } trigger_event = { id = bookmark.1071 days = 25 } } } immediate = { title:e_byzantium.holder ?= { save_scope_as = byz_emperor } create_character = { template = monk_character_template name = Raiktor culture = culture:greek faith = faith:orthodox age = 30 gender_female_chance = 0 save_scope_as = raiktor employer = root intrigue = { min_template_high_skill max_template_high_skill } learning = { min_template_high_skill max_template_high_skill } } hidden_effect = { scope:raiktor = { add_unpressed_claim = title:e_byzantium if = { limit = { has_trait = honest } remove_trait = honest } add_trait = deceitful add_trait = historical_character add_character_flag = raiktor set_variable = { name = show_historical_gui value = 1 } } } } option = { name = bookmark.1071.a flavor = hard_raiktor_war custom_tooltip = start_raiktor_war custom_tooltip = gain_war_troops hidden_effect = { start_war = { cb = raiktor_claim_cb target = title:e_byzantium.holder claimant = scope:raiktor target_title = title:e_byzantium } random_character_war = { limit = { using_cb = raiktor_claim_cb } save_scope_as = war } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } } ai_chance = { base = 10 modifier = { factor = 0.1 title:e_byzantium.holder ?= { is_ai = no } } } } option = { name = bookmark.1071.b flavor = easy_raiktor_war custom_tooltip = start_raiktor_conquest_war custom_tooltip = gain_war_troops hidden_effect = { start_war = { cb = raiktor_conquest_cb target = title:e_byzantium.holder claimant = scope:raiktor target_title = title:c_dyrrachion target_title = title:c_avlonas target_title = title:c_buthrotum } random_character_war = { limit = { using_cb = raiktor_conquest_cb } save_scope_as = war } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } spawn_army = { war = scope:war levies = 300 men_at_arms = { type = bowmen men = 100 } men_at_arms = { type = light_horsemen men = 75 } men_at_arms = { type = armored_horsemen men = 25 } location = root.capital_province name = norman_highwaymen } } ai_chance = { base = 100 modifier = { factor = 0.1 title:e_byzantium.holder ?= { is_ai = no } } } } option = { name = bookmark.1071.c scope:raiktor = { select_and_move_to_pool_effect = yes } ai_chance = { base = 10 modifier = { factor = 10 title:e_byzantium.holder ?= { is_ai = no } } } } } # Conquering Cordoba bookmark.1072 = { type = character_event title = bookmark.1072.t desc = bookmark.1072.desc theme = martial override_background = { reference = terrain_scope } left_portrait = { character = root animation = spymaster } right_portrait = { character = title:c_cordoba.holder animation = steward } trigger = { exists = title:c_cordoba.holder NOT = { title:c_cordoba.holder = root } } immediate = { title:c_cordoba.holder = { save_scope_as = cordoba_holder } title:c_cordoba.title_province = { save_scope_as = background_terrain_scope } } option = { name = bookmark.1072.a trait = schemer custom_tooltip = intrigue_challenge add_character_flag = intrigue_duel_on_attack custom_tooltip = start_cordoba_war hidden_effect = { if = { limit = { title:c_cordoba.holder = { has_title = title:c_cabra } } start_war = { cb = county_conquest_cb target = title:c_cordoba.holder target_title = title:c_cordoba target_title = title:c_cabra } } else = { start_war = { cb = county_conquest_cb target = title:c_cordoba.holder target_title = title:c_cordoba } } } ai_chance = { base = 90 } } option = { name = bookmark.1072.b spawn_army = { levies = 100 men_at_arms = { type = abudrar men = 100 } men_at_arms = { type = light_horsemen men = 50 } location = root.capital_province name = event_troop_default_name } custom_tooltip = start_cordoba_war hidden_effect = { if = { limit = { title:c_cordoba.holder = { has_title = title:c_cabra } } start_war = { cb = county_conquest_cb target = title:c_cordoba.holder target_title = title:c_cordoba target_title = title:c_cabra } } else = { start_war = { cb = county_conquest_cb target = title:c_cordoba.holder target_title = title:c_cordoba } } } ai_chance = { base = 10 } } option = { name = bookmark.1072.c ai_chance = { base = 0 } } } # The Seljuk Scion bookmark.1073 = { type = character_event title = bookmark.1073.t desc = bookmark.1073.desc theme = martial override_background = { reference = terrain_scope } left_portrait = { character = root animation = stress } right_portrait = { character = scope:alp_arslan animation = war_over_win } lower_left_portrait = scope:qutalmish lower_right_portrait = scope:tughril immediate = { character:3040 = { save_scope_as = alp_arslan } character:3033 = { save_scope_as = qutalmish } character:3038 = { save_scope_as = tughril } title:e_persia.title_capital_county.title_province = { save_scope_as = background_terrain_scope } show_as_tooltip = { scope:alp_arslan = { set_relation_rival = { reason = rival_killed_parent target = root } } add_realm_law = camp_purpose_mercenaries } if = { limit = { has_mpo_dlc_trigger = yes } spawn_army = { name = event_troop_default_name men_at_arms = { type = horse_archers stacks = 2 } men_at_arms = { type = steppe_raiders stacks = 2 } men_at_arms = { type = heavy_horse_archers stacks = 2 } location = root.location origin = root.location } } else = { spawn_army = { name = event_troop_default_name men_at_arms = { type = horse_archers stacks = 2 } men_at_arms = { type = steppe_raiders stacks = 2 } men_at_arms = { type = heavy_horse_archers stacks = 2 } location = root.location origin = root.location } } } option = { name = bookmark.1073.a add_prestige_level = 1 if = { limit = { has_mpo_dlc_trigger = yes } spawn_army = { name = event_troop_default_name men_at_arms = { type = horse_archers stacks = 2 } men_at_arms = { type = steppe_raiders stacks = 2 } men_at_arms = { type = heavy_horse_archers stacks = 2 } location = root.location origin = root.location } } else = { spawn_army = { name = event_troop_default_name men_at_arms = { type = horse_archers stacks = 2 } men_at_arms = { type = light_horsemen stacks = 2 } men_at_arms = { type = light_footmen stacks = 2 } location = root.location origin = root.location } } ai_chance = { base = 90 } } option = { name = bookmark.1073.b add_unpressed_claim = title:e_persia add_realm_law = camp_purpose_legitimists scope:alp_arslan = { set_relation_nemesis = { reason = rival_killed_parent target = root } } ai_chance = { base = 10 } } } ###We let the player decide which dynasty Sibylla's son will belong to avoid undesirable potential game overs bookmark.0300 = { type = character_event title = bookmark.0300.t desc = bookmark.0300.desc theme = family left_portrait = { character = root animation = personality_rational } lower_center_portrait = { character = scope:dead_husband animation = dead } right_portrait = { character = scope:baby_baudouin } trigger = { is_ai = no character:223541 = { is_ai = yes is_alive = yes } } immediate = { character:223541 = { save_scope_as = baby_baudouin } character:223540 = { save_scope_as = dead_husband } } option = { name = bookmark.0300.a character:223541 = { set_house = root.house } ai_chance = { base = 0 # The AI shouldn't get this event, but should want to maintain the status quo if it did } } option = { name = bookmark.0300.b ai_chance = { base = 100 # AI doesn't get this event, but should always pick no. } custom_tooltip = bookmark.0300.b.tt } } bookmark.0400 = { type = character_event title = bookmark.0400.t desc = bookmark.0400.desc theme = family left_portrait = { character = root animation = disapproval } lower_left_portrait = { character = scope:brother } lower_right_portrait = { character = scope:child } right_portrait = { character = scope:emperor animation = pain } trigger = { is_ai = no character:206651 = { # your husband is_alive = yes is_ai = yes is_landed = yes } character:206653 = { # your child is_alive = yes is_ai = yes top_liege = root.top_liege } character:tangut_liang_2 = { # your brother is_alive = yes is_ai = yes top_liege = root.top_liege } } immediate = { character:206651 = { save_scope_as = emperor } character:206653 = { save_scope_as = child } character:tangut_liang_2 = { save_scope_as = brother } scope:emperor.primary_title = { save_scope_as = xia } } option = { name = bookmark.0400.a custom_tooltip = { text = bookmark.0400.a.tt scope:emperor = { every_held_title = { limit = { tier >= tier_county is_landless_type_title = no } add_to_list = titles_to_transfer } } create_title_and_vassal_change = { type = usurped save_scope_as = change add_claim_on_loss = yes } every_in_list = { list = titles_to_transfer change_title_holder = { holder = root change = scope:change } } scope:emperor = { every_vassal = { limit = { NOT = { this = root } } change_liege = { LIEGE = root CHANGE = scope:change } } } resolve_title_and_vassal_change = scope:change scope:emperor = { death = { death_reason = death_wounds } } } if = { limit = { exists = cp:councillor_chancellor cp:councillor_chancellor != character:tangut_liang_2 } fire_councillor = cp:councillor_chancellor assign_councillor_type = { type = councillor_chancellor target = character:tangut_liang_2 } } every_child = { limit = { house != root.house } set_house = root.house } ai_chance = { base = 0 } } option = { name = bookmark.0400.b custom_tooltip = { text = bookmark.0400.b.tt add_character_flag = has_had_diarch_intro_event_flag scope:emperor = { designate_diarch = root try_start_diarchy = regency set_diarchy_swing = 100 if = { limit = { exists = cp:councillor_chancellor cp:councillor_chancellor != character:tangut_liang_2 } fire_councillor = cp:councillor_chancellor scope:brother = { set_employer = scope:emperor } assign_councillor_type = { type = councillor_chancellor target = character:tangut_liang_2 } } } } change_influence = monumental_influence_gain add_prestige = monumental_prestige_gain ai_chance = { base = 100 } } option = { name = bookmark.0400.c custom_tooltip = { text = bookmark.0400.c.tt add_character_flag = has_had_diarch_intro_event_flag scope:emperor = { death = { death_reason = death_wounds } } scope:brother = { set_employer = scope:child } scope:child = { set_diarch = root set_diarchy_swing = 100 if = { limit = { exists = cp:councillor_chancellor cp:councillor_chancellor != character:tangut_liang_2 } fire_councillor = cp:councillor_chancellor assign_councillor_type = { type = councillor_chancellor target = character:tangut_liang_2 } } } } change_influence = monumental_influence_gain add_prestige = monumental_prestige_gain ai_chance = { base = 0 } } after = { add_hook = { type = loyalty_hook target = scope:brother } scope:brother = { change_influence = massive_influence_gain add_prestige = massive_prestige_gain } } }