3477 lines
106 KiB
Text
3477 lines
106 KiB
Text
# Called every Jan 1st
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# Root does not exist
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yearly_global_pulse = {
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effect = {
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# Historical character spawner
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if = {
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limit = {
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NOT = {
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has_game_rule = no_historical_characters
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}
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}
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spawn_historical_characters_effect = yes
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}
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# Visigothic culture split
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## Deprecated; to reenable, remove always = no line & decomment the trigger_event section.
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if = {
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limit = {
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always = no
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current_date <= 920.1.1 # No need to check this in later starts
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NOT = { has_global_variable = visigothic_culture_split }
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current_date >= 850.1.1
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}
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random = {
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chance = 0 # No chance the first year of play if starting in 867
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modifier = {
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add = 10
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current_date >= 868.1.1
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}
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modifier = {
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add = 10 # 20% chance
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current_date >= 875.1.1
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}
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modifier = {
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add = 10 # 30% chance
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current_date >= 890.1.1
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}
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set_global_variable = {
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name = visigothic_culture_split
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value = yes
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}
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#trigger_event = {
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#id = global_culture.0001
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#days = { 60 300 }
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#}
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}
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}
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# Norse culture split.
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if = {
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limit = {
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current_date < 990.1.1
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NOT = { has_global_variable = norse_culture_split }
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current_date >= 950.1.1
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}
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random = {
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chance = 10
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modifier = {
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add = 20 # 30% chance
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current_date >= 960.1.1
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}
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modifier = {
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add = 30 # 60% chance
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current_date >= 970.1.1
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}
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modifier = {
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add = 40 # 100% chance
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current_date >= 980.1.1
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}
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set_global_variable = {
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name = norse_culture_split
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value = yes
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}
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trigger_event = {
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id = global_culture.0011
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days = { 60 300 }
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}
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}
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}
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# Anglo-Saxon -> Scottish Culture Shift
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if = {
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limit = {
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current_date <= 1066.1.1 # No need to check this in later starts
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NOT = { has_global_variable = scottish_culture_creation }
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current_date >= 867.1.1
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}
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random = {
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chance = 0 # No chance the first year of play if starting in 867
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modifier = {
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add = 2 # 2% chance per year
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current_date >= 900.1.1
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}
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modifier = {
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add = 8 # 10% chance per year
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current_date >= 950.1.1
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}
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modifier = {
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add = 15 # 25% chance per year
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current_date >= 1000.1.1
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}
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set_global_variable = {
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name = scottish_culture_creation
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value = yes
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}
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trigger_event = {
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id = global_culture.0031
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days = { 60 300 }
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}
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}
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}
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# Mongol Invasion
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if = { limit = { has_game_rule = never_mongol_invasion } }
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else_if = {
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limit = {
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has_game_rule = random_mongol_invasion
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NOT = { has_global_variable = mongols_have_appeared }
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#Greatest of khans hasn't come along
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NOT = { has_global_variable = greatest_of_khans_title }
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#Someone's not currently trying to be greatest of khans
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NOT = { has_global_variable = mpo_gok_war_ongoing }
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#Temujin dying prevents Mongol invasion for at least 50 years
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NOT = {
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has_global_variable = temujin_failed
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}
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}
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random = {
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chance = temujin_appearance_base_chance
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modifier = {
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factor = 0.25
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current_date < 1180.1.1
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}
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modifier = {
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add = 3
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current_date > 1200.1.1
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}
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modifier = {
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add = 5
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current_date > 1220.1.1
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}
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modifier = {
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add = 5
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current_date > 1235.1.1
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}
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set_global_variable = {
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name = mongols_have_appeared
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value = yes
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}
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debug_log = "Attempting to spawn mongol invasion within 240 days"
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trigger_event = {
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id = mongol_invasion.0001
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days = { 2 240 }
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}
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}
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}
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else = {
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if = {
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limit = {
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current_date > 1180.1.1
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current_date < 1250.1.1
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NOT = { has_global_variable = mongols_have_appeared }
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#Greatest of khans hasn't come along
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NOT = { has_global_variable = greatest_of_khans_title }
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#Someone's not currently trying to be greatest of khans
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NOT = { has_global_variable = mpo_gok_war_ongoing }
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trigger_if = {
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limit = {
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game_start_date = 1178.10.1
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}
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years_from_game_start >= 20
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}
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#Temujin dying prevents Mongol invasion for at least 50 years
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NOT = {
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has_global_variable = temujin_failed
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}
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}
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debug_log = "Checking for chance of spawning mongols under historical settings"
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random = {
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chance = temujin_appearance_base_chance
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modifier = {
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add = 9
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current_date > 1200.1.1
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}
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modifier = {
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add = 10
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current_date > 1220.1.1
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}
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modifier = {
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add = 20
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current_date > 1235.1.1
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}
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modifier = {
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add = 30
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exists = character:125501 # Temüjin
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character:125501 = {
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is_physically_able_ai_adult = yes
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}
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}
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set_global_variable = {
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name = mongols_have_appeared
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value = yes
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}
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debug_log = "Attempting to spawn mongol invasion within 240 days"
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trigger_event = {
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id = mongol_invasion.0001
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days = { 2 240 }
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}
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}
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}
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}
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# Almohad Invasion
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if = {
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limit = {
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current_date >= 1110.1.1
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current_date < 1150.1.1
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NOT = { has_global_variable = spawned_almohads }
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}
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random = {
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chance = almohad_appearance_base_chance
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modifier = {
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add = 3
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current_date >= 1130.1.1
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}
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modifier = {
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add = 3
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current_date >= 1140.1.1
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}
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debug_log = "Attempting to spawn Almohads within 240 days"
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trigger_event = {
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id = almohad.0001
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days = { 2 240 }
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}
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}
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}
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# Jomsvikings form autonomously.
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if = {
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limit = {
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# Do we have the correct flavour pack?
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has_fp1_dlc_trigger = yes
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# Must be within the 10th century.
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current_date >= 900.1.1
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current_date < 1000.1.1
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# The Jomsvikings cannot have already formed for any reason & by any method.
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fp1_jomsvikings_have_not_existed_trigger = yes
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# Must be a valid target somewhere in the appropriate region.
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any_county_in_region = {
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region = dlc_fp1_region_non_scandinavian_southern_baltic
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holder = { fp1_ruler_eligible_for_jomsviking_coup = yes }
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}
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}
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random = {
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# Low initial chance, to give the player time.
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chance = 5
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# Add 5% every decade for the first half of the century.
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modifier = {
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add = 5
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current_date >= 910.1.1
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}
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modifier = {
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add = 5
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current_date >= 920.1.1
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}
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modifier = {
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add = 5
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current_date >= 930.1.1
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}
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modifier = {
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add = 5
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current_date >= 940.1.1
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}
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modifier = {
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add = 5
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current_date >= 950.1.1
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}
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# And then add another 25% solid chance for the whole of the latter half of the century.
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modifier = {
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add = 25
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current_date >= 960.1.1
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}
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# Fire the event.
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trigger_event = {
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id = fp1_jomsvikings.1011
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days = { 30 300 }
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}
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}
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}
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# A wandering French monk appears.
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if = {
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limit = {
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# Do we have the correct flavour pack?
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has_fp2_dlc_trigger = yes
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# Must be before the monk would likely die.
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current_date <= 880.1.1
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# The monk hasn't already tried to turn up somewhere.
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NOT = {
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is_target_in_global_variable_list = {
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name = unavailable_unique_events
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target = flag:lyonese_monk_event
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}
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}
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}
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# If there's a player in this region, we wait for one to become eligible.
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if = {
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limit = {
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any_player = {
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capital_province = { geographical_region = dlc_fp2_lyonese_monk_region }
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}
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}
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if = {
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limit = {
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OR = {
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any_player = {
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capital_province = { geographical_region = dlc_fp2_lyonese_monk_region }
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fp2_lyonese_monk_0002_valid_character_configuration_trigger = yes
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}
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current_date = 880.1.1
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}
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}
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# Fire the event.
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trigger_event = {
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id = fp2_lyonese_monk.0002
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days = { 30 90 }
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}
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}
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}
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# Otherwise, we roll randomly per year immediately.
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else_if = {
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limit = {
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any_county_in_region = {
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region = dlc_fp2_lyonese_monk_region
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holder = { fp2_lyonese_monk_0002_valid_court_trigger = yes }
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}
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}
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random = {
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# Low initial chance, to give the player time.
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chance = 5
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# Slowly ramp up the chance till *someone* is selected, assuming we have any valid candidates.
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modifier = {
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add = 20
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current_date >= 870.1.1
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}
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modifier = {
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add = 25
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current_date >= 873.1.1
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}
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modifier = {
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add = 25
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current_date >= 876.1.1
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}
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modifier = {
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add = 25
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current_date = 880.1.1
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}
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# Fire the event.
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trigger_event = {
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id = fp2_lyonese_monk.0002
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days = { 30 90 }
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}
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}
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}
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}
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# Rabbinicism becomes Monogamous
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if = {
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limit = {
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# Rabbi Gershom bans polygamy sometime in the 11th century
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current_date > "1000.01.01"
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# Make sure this hasn't happened already
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faith:rabbinism = {
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has_doctrine = doctrine_polygamy
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NOT = {
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has_variable = rabbinicism_accepted_monogamy
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has_variable = rabbinicism_rejected_monogamy
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}
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}
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}
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religion:judaism_religion = {
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every_faith = {
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limit = {
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has_doctrine = doctrine_polygamy
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has_doctrine = temple_authority_rabbinic_doctrine
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}
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if = {
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limit = {
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exists = religious_head
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}
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if = {
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limit = {
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religious_head = { top_liege != this }
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religious_head.top_liege.faith = this
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}
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religious_head.top_liege = { trigger_event = jewish_events.0001 }
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}
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else_if = {
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limit = {
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religious_head = { top_liege != this }
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religious_head.liege.faith = this
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}
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religious_head.liege = { trigger_event = jewish_events.0001 }
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}
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else = {
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religious_head = { trigger_event = jewish_events.0001 }
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}
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}
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else_if = {
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limit = {
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any_player = { # Checking players is more performant than checking faith characters and limiting it to players
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faith = prev
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}
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}
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random_player = {
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limit = { faith = prev }
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trigger_event = jewish_events.0001
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}
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}
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else = {
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random_faith_character = {
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trigger_event = jewish_events.0001
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}
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}
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}
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}
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}
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# The Rise of the Seljuk
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if = { limit = { has_game_rule = never_seljuk_invasion } }
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else_if = { # Random Seljuk Invasion
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limit = {
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has_game_rule = random_seljuk_invasion
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NOR = {
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exists = global_var:seljuk_invasion_happened
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exists = struggle:persian_struggle # We don't allow it during the struggle (not that it can happen in 930)
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}
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}
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random = {
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chance = fp3_seljuk_chance_of_appearance
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modifier = {
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add = 5
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current_date > 965.1.1
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}
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modifier = {
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add = 5
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current_date > 985.1.1
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}
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modifier = {
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add = 5
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current_date > 1005.1.1
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}
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modifier = {
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factor = 0.25
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OR = {
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culture:turkish = { culture_number_of_counties = 0 }
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faith:ashari = { has_followers_trigger = no }
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}
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}
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set_global_variable = {
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name = seljuk_invasion_happened
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value = yes
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}
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debug_log = "Attempting to spawn seljuk invasion within 240 days"
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trigger_event = {
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id = fp3_story_cycle_seljuks_invasion_events.0001
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days = { 2 240 }
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}
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}
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}
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else_if = { # Historical Seljuk Invasion
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limit = {
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current_date < 1066.1.1
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current_date >= 945.1.1
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NOR = {
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exists = global_var:seljuk_invasion_happened
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exists = struggle:persian_struggle # We don't allow it during the struggle (not that it can happen in 930)
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}
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}
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random = {
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chance = fp3_seljuk_chance_of_appearance
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modifier = {
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add = 5
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current_date > 965.1.1
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}
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modifier = {
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add = 5
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current_date > 985.1.1
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}
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modifier = {
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add = 5
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current_date > 1005.1.1
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}
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modifier = {
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factor = 0.25
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OR = {
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culture:turkish = { culture_number_of_counties = 0 }
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faith:ashari = { has_followers_trigger = no }
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}
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}
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set_global_variable = {
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name = seljuk_invasion_happened
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value = yes
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}
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debug_log = "Attempting to spawn seljuk invasion within 240 days"
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trigger_event = {
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id = fp3_story_cycle_seljuks_invasion_events.0001
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days = { 2 240 }
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}
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}
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}
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|
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# Zanj Rebellion
|
|
if = {
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limit = {
|
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current_date = 868.1.2
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NOT = { exists = global_var:zanj_rebellion_happened }
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}
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|
debug_log = "Zanj Rebellion Story Cycle Started"
|
|
trigger_event = {
|
|
id = fp3_story_cycle_zanj_rebellion_events.0001
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|
days = { 100 5000 }
|
|
}
|
|
set_global_variable = {
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|
name = zanj_rebellion_happened
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|
value = yes
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}
|
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}
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|
#Grant latin emperor a de jure kingdom after 100 years, if they've failed to grab any de jure lands yet
|
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if = {
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limit = {
|
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exists = global_var:byz_collapse_counter
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current_year >= global_var:byz_collapse_counter
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exists = title:e_latin_empire.holder
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|
title:e_latin_empire.holder = {
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is_alive = yes
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primary_title = title:e_latin_empire
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capital_county.kingdom = {
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empire = title:e_byzantium
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any_de_jure_county = {
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percent >= 0.5
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holder.top_liege = {
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this = title:e_latin_empire.holder
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}
|
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}
|
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}
|
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}
|
|
NOT = {
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title:e_latin_empire = {
|
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any_in_de_jure_hierarchy = {
|
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tier <= tier_kingdom
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}
|
|
}
|
|
}
|
|
}
|
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title:e_latin_empire.holder = {
|
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trigger_event = ep3_frankokratia_events.0140
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}
|
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}
|
|
#Greek anarchy CB becomes unavailable when things are settled
|
|
if = {
|
|
limit = {
|
|
exists = global_var:byz_collapse_counter
|
|
current_year >= global_var:byz_collapse_counter
|
|
OR = {
|
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NOT = {
|
|
exists = title:e_latin_empire.holder
|
|
}
|
|
title:e_latin_empire.holder ?= {
|
|
NOT = {
|
|
any_realm_county = {
|
|
OR = {
|
|
empire = title:e_latin_empire
|
|
empire = title:e_byzantium
|
|
}
|
|
}
|
|
}
|
|
}
|
|
title:e_latin_empire.holder ?= {
|
|
any_held_title = {
|
|
this = title:e_byzantium
|
|
}
|
|
}
|
|
}
|
|
}
|
|
remove_global_variable = byz_collapse_counter
|
|
|
|
#Send notification out to everyone in de jure latin empire
|
|
if = {
|
|
limit = {
|
|
title:e_latin_empire = {
|
|
any_in_de_jure_hierarchy = {
|
|
holder ?= {
|
|
is_ai = no
|
|
}
|
|
}
|
|
}
|
|
}
|
|
title:e_latin_empire = {
|
|
every_in_de_jure_hierarchy = {
|
|
limit = {
|
|
holder ?= {
|
|
is_ai = no
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
holder ?= {
|
|
NOT = { is_in_list = latin_byz_notify }
|
|
}
|
|
}
|
|
holder = {
|
|
add_to_list = latin_byz_notify
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium = {
|
|
any_in_de_jure_hierarchy = {
|
|
holder ?= {
|
|
is_ai = no
|
|
}
|
|
}
|
|
}
|
|
}
|
|
title:e_byzantium = {
|
|
every_in_de_jure_hierarchy = {
|
|
limit = {
|
|
holder ?= {
|
|
is_ai = no
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
holder = {
|
|
NOT = { is_in_list = latin_byz_notify }
|
|
}
|
|
}
|
|
holder = {
|
|
add_to_list = latin_byz_notify
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
title:e_latin_empire.holder = {
|
|
if = {
|
|
limit = {
|
|
is_ai = no
|
|
NOT = { is_in_list = latin_byz_notify }
|
|
}
|
|
add_to_list = latin_byz_notify
|
|
}
|
|
trigger_event = ep3_frankokratia_events.0081
|
|
}
|
|
title:e_byzantium.holder = {
|
|
if = {
|
|
limit = {
|
|
is_ai = no
|
|
NOT = { is_in_list = latin_byz_notify }
|
|
}
|
|
add_to_list = latin_byz_notify
|
|
}
|
|
}
|
|
title:e_byzantium = {
|
|
save_scope_as = byzantium
|
|
}
|
|
if = {
|
|
limit = {
|
|
any_in_list = {
|
|
list = latin_byz_notify
|
|
count > 0
|
|
}
|
|
}
|
|
every_in_list = {
|
|
list = latin_byz_notify
|
|
send_interface_message = {
|
|
type = msg_frankokratia_anarchy_end
|
|
title = msg_greek_anarchy_cb_loss.t
|
|
desc = msg_greek_anarchy_cb_loss.desc
|
|
right_icon = scope:byzantium
|
|
custom_tooltip = lose_greek_anarchy_cb_tt
|
|
}
|
|
}
|
|
}
|
|
}
|
|
# TGP House Relations tracking
|
|
every_active_dynasty = {
|
|
every_dynasty_house = {
|
|
every_house_relation = {
|
|
if = {
|
|
limit = {
|
|
has_variable = house_relation_duration_years
|
|
}
|
|
change_variable = {
|
|
name = house_relation_duration_years
|
|
add = 1
|
|
}
|
|
}
|
|
else = {
|
|
set_variable = {
|
|
name = house_relation_duration_years
|
|
value = 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:h_china.holder ?= {
|
|
can_have_tributaries_trigger = yes
|
|
any_tributary = {
|
|
count < 20 # hol' up with this if China already has 20 tributaries or more
|
|
}
|
|
}
|
|
}
|
|
random_county_in_region = {
|
|
region = tgp_china_tributary_region
|
|
limit = {
|
|
holder.top_overlord = {
|
|
is_ai = yes
|
|
is_independent_ruler = yes
|
|
any_county_in_region = {
|
|
region = tgp_china_tributary_region
|
|
this = prev.primary_title
|
|
}
|
|
NOR = {
|
|
any_owned_story = {
|
|
OR = {
|
|
story_type = story_mongol_invasion
|
|
story_type = story_greatest_of_khans
|
|
}
|
|
}
|
|
mpo_has_gok_mongol_empire_trigger = yes
|
|
has_trait = conqueror
|
|
has_trait = greatest_of_khans
|
|
is_gurkhan = yes
|
|
}
|
|
}
|
|
}
|
|
holder.top_overlord = {
|
|
set_variable = {
|
|
name = wants_to_become_tributary_of_china
|
|
years = 10 # if they haven't completed a tribute mission within 10 years we stop trying
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
on_actions = {
|
|
inspiration_maintenance_global_pulse
|
|
natural_disaster_maintenance_global_pulse
|
|
}
|
|
}
|
|
|
|
# Called from code once a year for "playable" (count+) characters.
|
|
# Root is the character
|
|
yearly_playable_pulse = {
|
|
effect = {
|
|
ai_budget_manipulation_effect = yes
|
|
|
|
#Mandala
|
|
if = {
|
|
limit = {
|
|
government_has_flag = government_is_mandala
|
|
primary_title.tier >= tier_county
|
|
has_mandala_aspect_trigger = yes
|
|
house.house_head ?= root
|
|
is_adult = yes
|
|
is_at_war = no
|
|
}
|
|
ai_chance_to_become_mandala_godking_effect = yes
|
|
# Mandala Contracts
|
|
if = {
|
|
limit = {
|
|
trigger_if = {
|
|
limit = { is_ai = yes }
|
|
is_available = yes
|
|
}
|
|
trigger_else = { always = yes }
|
|
}
|
|
if = { # Spawn up to three rituals
|
|
limit = {
|
|
trigger_if = {
|
|
limit = { exists = var:available_mandala_rituals }
|
|
var:available_mandala_rituals < mandala_max_available_rituals_value
|
|
}
|
|
trigger_else = { always = yes }
|
|
}
|
|
random = {
|
|
chance = {
|
|
value = 75
|
|
if = {
|
|
limit = {
|
|
is_ai = no
|
|
capital_province = {
|
|
NOT = {
|
|
has_building_with_flag = mandala_capital_building
|
|
}
|
|
}
|
|
}
|
|
add = 25
|
|
}
|
|
if = {
|
|
limit = { is_at_war = yes }
|
|
add = -50
|
|
}
|
|
if = {
|
|
limit = { is_travelling = yes }
|
|
add = -50
|
|
}
|
|
if = {
|
|
limit = {
|
|
is_ai = yes
|
|
OR = {
|
|
is_tributary = yes
|
|
top_liege != this
|
|
}
|
|
}
|
|
add = -50
|
|
}
|
|
}
|
|
spawn_mandala_realm_task_contract_effect = yes
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
is_travelling = no
|
|
is_at_war = no
|
|
is_ai = no
|
|
}
|
|
send_interface_message = {
|
|
type = msg_mandala_bad
|
|
title = mandala_followers_doubting
|
|
add_piety = {
|
|
value = mandala_contract_piety
|
|
multiply = -2.5
|
|
}
|
|
add_piety_experience = {
|
|
value = mandala_contract_piety
|
|
multiply = -2.5
|
|
}
|
|
add_legitimacy = {
|
|
value = mandala_contract_legitimacy
|
|
multiply = -2.5
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
# Mercenary cultrad
|
|
else_if = {
|
|
limit = {
|
|
government_has_flag = government_is_mercenary
|
|
culture = {
|
|
has_cultural_parameter = mercenary_courtiers_gain_extra_skills
|
|
}
|
|
}
|
|
knight_increase_prowess_chance_effect = yes
|
|
every_courtier = {
|
|
limit = {
|
|
is_knight = yes
|
|
}
|
|
knight_increase_prowess_chance_effect = yes
|
|
}
|
|
}
|
|
# Independent rulers
|
|
if = {
|
|
limit = {
|
|
this = top_liege
|
|
}
|
|
# Treasury update for governments with a treasury
|
|
if = {
|
|
limit = {
|
|
has_treasury = yes
|
|
}
|
|
trigger_event = tgp_china_ministry.0100
|
|
}
|
|
}
|
|
# Assign or level up court type trait for courtiers in a royal court
|
|
if = {
|
|
limit = {
|
|
has_royal_court = yes
|
|
has_dlc_feature = royal_court
|
|
}
|
|
assign_court_type_traits_to_courtiers_effect = yes
|
|
}
|
|
# Yurt domicile bonuses distribution
|
|
if = {
|
|
limit = {
|
|
government_has_flag = government_is_nomadic
|
|
exists = domicile
|
|
}
|
|
#Dynasty of Many Khans
|
|
mpo_yearly_dynasty_of_many_khans_effect = yes
|
|
|
|
#Yearly yurt rewards
|
|
domicile ?= {
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
has_domicile_building_or_higher = family_yurt_01
|
|
has_domicile_building_or_higher = mystical_yurt_01
|
|
has_domicile_building_or_higher = court_yurt_01
|
|
}
|
|
}
|
|
mpo_yearly_yurt_rewards_effect = yes
|
|
}
|
|
}
|
|
}
|
|
|
|
# Yearly house head opinion update: to change into only one log maybe?
|
|
if = {
|
|
limit = {
|
|
government_has_flag = government_is_clan
|
|
exists = house
|
|
is_house_head = yes
|
|
}
|
|
save_scope_as = unity_target
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
has_character_flag = steer_unity_towards_harmonious_passive_gain
|
|
has_character_flag = steer_unity_towards_antagonistic_passive_loss
|
|
}
|
|
}
|
|
house = {
|
|
add_unity_value = {
|
|
value = {
|
|
if = {
|
|
limit = { root = { has_character_flag = steer_unity_towards_harmonious_passive_gain } }
|
|
add = medium_unity_gain
|
|
}
|
|
else = {
|
|
add = medium_unity_loss
|
|
}
|
|
}
|
|
character = root
|
|
desc = clan_unity_steer_direction_passive_change.desc
|
|
}
|
|
}
|
|
}
|
|
else = {
|
|
house = {
|
|
set_variable = {
|
|
name = house_opinion_unity_impact
|
|
value = 0
|
|
}
|
|
every_house_member = {
|
|
limit = {
|
|
is_house_head = no
|
|
is_adult = yes
|
|
}
|
|
if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:unity_target
|
|
value >= low_positive_opinion
|
|
}
|
|
}
|
|
prev = {
|
|
change_variable = {
|
|
name = house_opinion_unity_impact
|
|
add = miniscule_unity_value
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:unity_target
|
|
value >= high_positive_opinion
|
|
}
|
|
}
|
|
prev = {
|
|
change_variable = {
|
|
name = house_opinion_unity_impact
|
|
add = minor_unity_value
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
else = {
|
|
prev = {
|
|
change_variable = {
|
|
name = house_opinion_unity_impact
|
|
subtract = miniscule_unity_value
|
|
}
|
|
}
|
|
|
|
if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:unity_target
|
|
value <= high_negative_opinion
|
|
}
|
|
}
|
|
prev = {
|
|
change_variable = {
|
|
name = house_opinion_unity_impact
|
|
subtract = minor_unity_value
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = { var:house_opinion_unity_impact != 0 }
|
|
add_unity_value = {
|
|
value = {
|
|
if = {
|
|
limit = { var:house_opinion_unity_impact > 0 }
|
|
add = minor_unity_gain
|
|
}
|
|
else = {
|
|
add = minor_unity_loss
|
|
}
|
|
}
|
|
character = root
|
|
desc = clan_unity_generic_average_yearly_opinion_house_head.desc
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# ADMINISTRATIVE GOVERNMENT
|
|
# Governor contract generation
|
|
if = {
|
|
limit = {
|
|
is_governor = yes
|
|
trigger_if = {
|
|
limit = { is_ai = yes }
|
|
is_available = yes
|
|
}
|
|
NOT = { has_government = celestial_government }
|
|
}
|
|
random = {
|
|
chance = {
|
|
value = 70
|
|
if = {
|
|
limit = { has_character_flag = admin_governance_frequency_cooldown }
|
|
subtract = 50
|
|
}
|
|
}
|
|
spawn_governance_contract_effect = yes
|
|
}
|
|
}
|
|
|
|
# CELESTIAL GOVERNMENT
|
|
if = {
|
|
limit = {
|
|
government_has_flag = government_is_celestial
|
|
}
|
|
|
|
# Governor contract generation
|
|
if = {
|
|
limit = {
|
|
trigger_if = {
|
|
limit = { is_ai = no }
|
|
is_governor_or_admin_count = yes
|
|
}
|
|
trigger_else = { # The AI only gets contracts if available and of higher tiers
|
|
is_governor = yes
|
|
is_available = yes
|
|
}
|
|
}
|
|
random = {
|
|
chance = {
|
|
value = 75
|
|
if = {
|
|
limit = { has_character_flag = admin_governance_frequency_cooldown }
|
|
subtract = 40
|
|
}
|
|
}
|
|
spawn_celestial_governance_contract_effect = yes
|
|
}
|
|
}
|
|
|
|
# Yearly check to see if the hegemon is above the limit for any administration types
|
|
if = {
|
|
limit = {
|
|
is_independent_ruler = yes
|
|
OR = {
|
|
any_vassal = {
|
|
count > celestial_province_protectorate_max_value
|
|
vassal_contract_has_flag = celestial_province_protectorate
|
|
}
|
|
any_vassal = {
|
|
count > celestial_province_metropolitan_max_value
|
|
vassal_contract_has_flag = celestial_province_metropolitan
|
|
}
|
|
}
|
|
}
|
|
|
|
# If true, this will cost legitimacy
|
|
send_interface_message = {
|
|
type = msg_legitimacy_loss
|
|
title = celestial_province_above_limit_title
|
|
|
|
left_icon = root
|
|
|
|
add_legitimacy = minor_legitimacy_loss
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
highest_held_title_tier >= tier_empire
|
|
is_independent_ruler = yes
|
|
allowed_concubines = yes
|
|
is_ai = yes
|
|
number_of_concubines < tgp_ai_concubine_soft_cap
|
|
}
|
|
create_character = {
|
|
template = tgp_concubine_template
|
|
location = root.location
|
|
save_scope_as = new_concubine
|
|
}
|
|
make_concubine = scope:new_concubine
|
|
}
|
|
}
|
|
|
|
if = { # Is Admin
|
|
limit = {
|
|
government_has_flag = government_is_administrative
|
|
is_landed = yes
|
|
}
|
|
# Failsafe to ensure we don't get independent admin rulers of too low a rank (i.e. below king)
|
|
# Failsafe to ensure we don't have a noble family holding land without other titles - Give any held land to liege
|
|
else_if = {
|
|
limit = {
|
|
# They are a Vassal
|
|
is_independent_ruler = no
|
|
# They have a Noble Family Title
|
|
any_held_title = {
|
|
is_noble_family_title = yes
|
|
save_temporary_scope_as = nf_title_temp
|
|
}
|
|
# And no other high tier Titles
|
|
trigger_if = {
|
|
limit = { has_government = japan_administrative_government }
|
|
NOT = {
|
|
any_held_title = {
|
|
tier >= tier_county
|
|
is_noble_family_title = no
|
|
is_landless_type_title = no
|
|
}
|
|
}
|
|
}
|
|
trigger_else = {
|
|
NOT = {
|
|
any_held_title = {
|
|
tier >= tier_duchy
|
|
is_noble_family_title = no
|
|
is_landless_type_title = no
|
|
}
|
|
}
|
|
}
|
|
}
|
|
create_title_and_vassal_change = {
|
|
type = stepped_down
|
|
save_scope_as = change
|
|
add_claim_on_loss = no
|
|
}
|
|
every_held_title = {
|
|
limit = {
|
|
is_landless_type_title = no
|
|
is_noble_family_title = no
|
|
}
|
|
add_to_list = revoked_titles
|
|
}
|
|
every_in_list = {
|
|
list = revoked_titles
|
|
change_title_holder_include_vassals = {
|
|
holder = root.liege
|
|
change = scope:change
|
|
}
|
|
}
|
|
resolve_title_and_vassal_change = scope:change
|
|
}
|
|
}
|
|
|
|
if = {
|
|
limit = {
|
|
has_character_flag = tournament_ai_override
|
|
}
|
|
ai_attempt_to_host_activity = activity_tournament
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
has_character_flag = feast_ai_override
|
|
}
|
|
ai_attempt_to_host_activity = activity_feast
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
has_character_flag = examinations_ai_override
|
|
}
|
|
ai_attempt_to_host_activity = activity_imperial_examination
|
|
}
|
|
|
|
# Scalable Modifiers which needs to be reapplied
|
|
hidden_effect = {
|
|
if = {
|
|
limit = {
|
|
has_character_modifier = church_investment_modifier
|
|
}
|
|
remove_character_modifier = church_investment_modifier
|
|
add_character_modifier = church_investment_modifier
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_perk = learn_on_the_job_perk
|
|
has_government = landless_adventurer_government
|
|
}
|
|
every_courtier = {
|
|
limit = {
|
|
is_physically_able_adult = yes
|
|
NOT = { exists = inspiration }
|
|
}
|
|
random = {
|
|
chance = {
|
|
value = 0
|
|
add = {
|
|
value = book_inspiration_average_skill_value
|
|
if = {
|
|
limit = {
|
|
has_trait = lazy
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
if = {
|
|
limit = {
|
|
root = {
|
|
any_courtier = {
|
|
exists = inspiration
|
|
}
|
|
}
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
}
|
|
}
|
|
create_inspiration = book_inspiration
|
|
save_scope_as = inspired_follower
|
|
root = {
|
|
send_interface_message = {
|
|
type = send_interface_message_good
|
|
title = adventurers_gather_inspiration_option.title
|
|
left_icon = scope:inspired_follower
|
|
scope:inspired_follower = {
|
|
custom_tooltip = {
|
|
text = adventurers_gather_inspiration_option.effect
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
# AI Adventurer contract logic setup
|
|
if = {
|
|
limit = {
|
|
ep3_adventurer_ai_logic_valid_trigger = yes
|
|
NOT = { owns_story_of_type = story_adventurer_ai }
|
|
}
|
|
create_story = { type = story_adventurer_ai }
|
|
}
|
|
if = { # If a player adventurer manages to glitch in place, save them by moving them to the domicile location
|
|
limit = {
|
|
is_ai = no
|
|
has_government = landless_adventurer_government
|
|
location != domicile.domicile_location
|
|
is_imprisoned = no
|
|
is_travelling = no
|
|
NOT = {
|
|
exists = involved_activity
|
|
}
|
|
num_taken_task_contracts <= 0
|
|
is_commanding_army = no
|
|
}
|
|
set_location_to_default = yes
|
|
}
|
|
if = { # If courtiers get lost between governorship assignments, move them home
|
|
limit = {
|
|
government_allows = merit
|
|
}
|
|
if = {
|
|
limit = {
|
|
is_landed = yes
|
|
}
|
|
every_courtier = {
|
|
limit = {
|
|
location != root.capital_province
|
|
is_imprisoned = no
|
|
is_travelling = no
|
|
is_commanding_army = no
|
|
NOR = {
|
|
exists = involved_activity
|
|
exists = knight_army
|
|
}
|
|
}
|
|
set_location_to_default = yes
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
exists = domicile.domicile_location
|
|
}
|
|
every_courtier = {
|
|
limit = {
|
|
location != root.domicile.domicile_location
|
|
is_imprisoned = no
|
|
is_travelling = no
|
|
is_commanding_army = no
|
|
NOR = {
|
|
exists = involved_activity
|
|
exists = knight_army
|
|
}
|
|
}
|
|
set_location_to_default = yes
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
NOT = {
|
|
top_liege ?= {
|
|
is_confederation_member = yes
|
|
}
|
|
}
|
|
has_character_modifier = mpo_confederation_member_modifier
|
|
}
|
|
remove_character_modifier = mpo_confederation_member_modifier
|
|
}
|
|
# Stray player Herders get turned into Nomads
|
|
if = {
|
|
limit = {
|
|
is_ai = no
|
|
government_has_flag = government_is_herder
|
|
}
|
|
every_held_title = {
|
|
limit = {
|
|
tier = tier_county
|
|
title_province = {
|
|
has_holding_type = herder_holding
|
|
}
|
|
}
|
|
title_province = {
|
|
set_holding_type = nomad_holding
|
|
}
|
|
}
|
|
change_government = nomad_government
|
|
}
|
|
|
|
######################
|
|
# Various safeguarding against realm setups with landless participants
|
|
######################
|
|
if = {
|
|
limit = {
|
|
is_landed = no
|
|
}
|
|
|
|
save_scope_as = scoped_ruler
|
|
|
|
######################
|
|
# Fix Adventurers that end up with a Liege or Noble Family title
|
|
######################
|
|
|
|
if = {
|
|
limit = {
|
|
government_has_flag = government_is_landless_adventurer
|
|
}
|
|
if = {
|
|
limit = {
|
|
this != top_liege
|
|
}
|
|
create_title_and_vassal_change = {
|
|
type = independency
|
|
save_scope_as = change
|
|
add_claim_on_loss = no
|
|
}
|
|
scope:scoped_ruler = {
|
|
becomes_independent = { change = scope:change }
|
|
}
|
|
resolve_title_and_vassal_change = scope:change
|
|
}
|
|
if = {
|
|
limit = {
|
|
any_held_title = {
|
|
is_noble_family_title = yes
|
|
}
|
|
}
|
|
every_held_title = {
|
|
limit = {
|
|
is_noble_family_title = yes
|
|
}
|
|
scope:scoped_ruler = {
|
|
destroy_title = prev
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
######################
|
|
# Repair realms with Landless participants having vassals
|
|
######################
|
|
|
|
if = {
|
|
limit = {
|
|
any_sub_realm_county = {
|
|
is_landless_type_title = no
|
|
}
|
|
}
|
|
|
|
######################
|
|
# Landless Lieges with Landed Vassals should take a County from a Vassal
|
|
######################
|
|
|
|
if = {
|
|
limit = { # Make sure we repair realms in the right order
|
|
OR = {
|
|
this = top_liege
|
|
liege ?= {
|
|
is_landed = yes
|
|
}
|
|
}
|
|
}
|
|
create_title_and_vassal_change = {
|
|
type = revoked
|
|
save_scope_as = change
|
|
}
|
|
random_sub_realm_county = {
|
|
limit = {
|
|
is_landless_type_title = no
|
|
}
|
|
weight = {
|
|
modifier = {
|
|
add = 100
|
|
this = scope:scoped_ruler.primary_title.title_capital_county
|
|
}
|
|
modifier = {
|
|
add = -100
|
|
holder = {
|
|
is_ai = no
|
|
}
|
|
}
|
|
}
|
|
change_title_holder = {
|
|
holder = scope:scoped_ruler
|
|
change = scope:change
|
|
}
|
|
}
|
|
resolve_title_and_vassal_change = scope:change
|
|
|
|
######################
|
|
# Landless vassals with Landed vassals should take something and become landed
|
|
######################
|
|
|
|
every_vassal = {
|
|
limit = {
|
|
is_landed = no
|
|
any_sub_realm_county = {
|
|
is_landless_type_title = no
|
|
}
|
|
}
|
|
save_scope_as = vassal_ruler
|
|
create_title_and_vassal_change = {
|
|
type = revoked
|
|
save_scope_as = change
|
|
}
|
|
random_sub_realm_county = {
|
|
limit = {
|
|
is_landless_type_title = no
|
|
}
|
|
weight = {
|
|
modifier = {
|
|
add = 100
|
|
this = scope:vassal_ruler.primary_title.title_capital_county
|
|
}
|
|
modifier = {
|
|
add = -100
|
|
holder = {
|
|
is_ai = no
|
|
}
|
|
}
|
|
}
|
|
change_title_holder = {
|
|
holder = scope:vassal_ruler
|
|
change = scope:change
|
|
}
|
|
}
|
|
resolve_title_and_vassal_change = scope:change
|
|
}
|
|
}
|
|
}
|
|
|
|
######################
|
|
# Destroy the AI's landless nomad vassals, as they'll just bloat the game for no gain
|
|
######################
|
|
|
|
else_if = {
|
|
limit = {
|
|
is_ai = yes
|
|
top_liege != this
|
|
government_has_flag = government_is_nomadic
|
|
is_landed = no
|
|
liege = { is_ai = yes }
|
|
}
|
|
every_held_title = {
|
|
limit = {
|
|
is_nomad_title = yes
|
|
}
|
|
scope:scoped_ruler = {
|
|
destroy_title = prev
|
|
}
|
|
}
|
|
}
|
|
# Players become independent so they can migrate
|
|
else_if = {
|
|
limit = {
|
|
is_ai = no
|
|
top_liege != this
|
|
government_has_flag = government_is_nomadic
|
|
is_landed = no
|
|
liege = { is_ai = yes }
|
|
}
|
|
create_title_and_vassal_change = {
|
|
type = independency
|
|
save_scope_as = change
|
|
add_claim_on_loss = no
|
|
}
|
|
becomes_independent = { change = scope:change }
|
|
resolve_title_and_vassal_change = scope:change
|
|
}
|
|
|
|
######################
|
|
# AI's with a Nomadic Camp title that somehow end up with the wrong government and landless should be purged
|
|
######################
|
|
|
|
if = {
|
|
limit = {
|
|
NOT = { government_has_flag = government_is_nomadic }
|
|
any_held_title = {
|
|
is_nomad_title = yes
|
|
}
|
|
}
|
|
save_scope_as = scoped_ruler
|
|
if = {
|
|
limit = {
|
|
is_ai = yes
|
|
}
|
|
every_held_title = {
|
|
limit = {
|
|
is_nomad_title = yes
|
|
}
|
|
scope:scoped_ruler = {
|
|
destroy_title = prev
|
|
}
|
|
}
|
|
}
|
|
# Players are saved
|
|
else_if = {
|
|
limit = {
|
|
is_ai = no
|
|
}
|
|
change_government = nomad_government
|
|
}
|
|
}
|
|
|
|
######################
|
|
# Landless nomads outside any migration area? Cleanup.
|
|
######################
|
|
|
|
if = {
|
|
limit = {
|
|
is_ai = yes
|
|
top_liege = this
|
|
NOT = {
|
|
any_character_situation = {
|
|
any_participant_group = {
|
|
participant_group_type = nomad_rulers_capital
|
|
participant_group_has_character = scope:scoped_ruler
|
|
}
|
|
}
|
|
}
|
|
any_held_title = {
|
|
is_nomad_title = yes
|
|
}
|
|
}
|
|
every_held_title = {
|
|
limit = {
|
|
is_nomad_title = yes
|
|
}
|
|
scope:scoped_ruler = {
|
|
destroy_title = prev
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# ACH AI vibe checks
|
|
if = {
|
|
limit = {
|
|
has_realm_law = uncrowned
|
|
is_ai = yes
|
|
}
|
|
# Why are you like this, get rid of the crowned variables
|
|
if = {
|
|
limit = {
|
|
has_variable = crowned_king_var
|
|
}
|
|
remove_variable = crowned_king_var
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
has_variable = crowned_emperor_var
|
|
}
|
|
remove_variable = crowned_emperor_var
|
|
}
|
|
#Try removing them from their army to make them available
|
|
if = {
|
|
limit = {
|
|
is_in_army = yes
|
|
martial <= medium_skill_rating
|
|
location ?= {
|
|
any_army_in_location = {
|
|
is_army_in_combat = no
|
|
}
|
|
}
|
|
NOR = {
|
|
any_war_enemy = {
|
|
is_ai = no
|
|
}
|
|
any_war_ally = {
|
|
is_ai = no
|
|
}
|
|
}
|
|
}
|
|
location = {
|
|
random_army_in_location = {
|
|
limit = {
|
|
army_commander = root
|
|
}
|
|
remove_commander = yes
|
|
}
|
|
}
|
|
}
|
|
#Do you need an artifact?
|
|
if = {
|
|
limit = {
|
|
can_host_activity = activity_coronation
|
|
coronation_has_proper_artifact_trigger = no
|
|
}
|
|
random = {
|
|
chance = coronation_artifact_ai_instant_creation_chance
|
|
coronation_create_artifact_yearly_effect = yes
|
|
}
|
|
}
|
|
|
|
#If you need to be anointed...
|
|
#First step is being un-excommunicated
|
|
if = {
|
|
limit = {
|
|
highest_held_title_tier >= tier_empire
|
|
has_trait = excommunicated
|
|
faith = {
|
|
has_doctrine = doctrine_spiritual_head
|
|
has_doctrine = doctrine_imperial_anointment
|
|
}
|
|
custom_tooltip = {
|
|
text = anointment_request_already_supported
|
|
NOT = {
|
|
is_target_in_variable_list = {
|
|
name = supported_anointments
|
|
target = scope:actor
|
|
}
|
|
}
|
|
}
|
|
is_character_interaction_valid = {
|
|
recipient = faith.religious_head
|
|
interaction = declaration_of_repentance_interaction
|
|
}
|
|
}
|
|
run_interaction = {
|
|
interaction = declaration_of_repentance_interaction
|
|
actor = this
|
|
recipient = faith.religious_head
|
|
execute_threshold = maybe
|
|
}
|
|
}
|
|
#Next step is getting approval
|
|
else_if = {
|
|
limit = {
|
|
exists = faith.religious_head
|
|
is_character_interaction_valid = {
|
|
recipient = faith.religious_head
|
|
interaction = coronation_anointment_request
|
|
}
|
|
faith = {
|
|
has_doctrine = doctrine_spiritual_head
|
|
has_doctrine = doctrine_imperial_anointment
|
|
}
|
|
}
|
|
run_interaction = {
|
|
interaction = coronation_anointment_request
|
|
actor = this
|
|
recipient = faith.religious_head
|
|
execute_threshold = maybe
|
|
}
|
|
}
|
|
#Next step is hosting the dang coronation
|
|
else = {
|
|
ai_attempt_to_host_activity = activity_coronation
|
|
debug_log = "AI attempted to host a coronation"
|
|
debug_log_scopes = yes
|
|
}
|
|
}
|
|
}
|
|
events = {
|
|
court_maintenance.0012 # Dynasty banner improves with renown
|
|
court_maintenance.0013 # Remove duplicate dynasty banners
|
|
}
|
|
on_actions = {
|
|
ai_character_pulse
|
|
delay = { days = 75 }
|
|
|
|
pagan_conversion_pulse
|
|
}
|
|
}
|
|
|
|
# Called from code once every three years for "playable" (count+) characters.
|
|
# Root is the character
|
|
three_year_playable_pulse = {
|
|
events = {
|
|
adultery.0001 #Suspected spouse/soulmate of cheating (increased chance when there is a lover, but can also trigger otherwise)
|
|
}
|
|
random_events = {
|
|
800 = 0
|
|
200 = global_culture.3011
|
|
600 = global_culture.3012
|
|
}
|
|
effect = {
|
|
if = { # Nomadic herd starves if you're landless
|
|
limit = {
|
|
is_landed = no
|
|
government_has_flag = government_is_nomadic
|
|
exists = domicile
|
|
is_migrating = no
|
|
is_at_war = no
|
|
}
|
|
if = {
|
|
limit = {
|
|
domicile.herd > 500
|
|
}
|
|
change_current_weight = -25
|
|
every_courtier = {
|
|
change_current_weight = -25
|
|
}
|
|
send_interface_toast = {
|
|
type = event_toast_effect_bad
|
|
title = herd_starvation_title
|
|
left_icon = root
|
|
custom_tooltip = herd_starvation_custom_tooltip
|
|
domicile ?= {
|
|
change_herd = {
|
|
value = root.domicile.herd
|
|
divide = 3
|
|
min = 500
|
|
if = {
|
|
limit = {
|
|
root = { is_ai = yes }
|
|
}
|
|
min = 1000
|
|
}
|
|
multiply = -1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
clean_up_ai_nomad_effect = yes
|
|
}
|
|
if = { # Various nomadic safeguards
|
|
limit = {
|
|
is_landed = yes
|
|
NOR = {
|
|
government_has_flag = government_is_nomadic
|
|
government_has_flag = government_is_herder
|
|
}
|
|
}
|
|
|
|
save_scope_as = scoped_ruler
|
|
|
|
######################
|
|
# Nomadic titles that end up with non-nomadic holders are destroyed
|
|
######################
|
|
if = {
|
|
limit = {
|
|
any_held_title = {
|
|
is_nomad_title = yes
|
|
}
|
|
}
|
|
every_held_title = {
|
|
limit = {
|
|
is_nomad_title = yes
|
|
}
|
|
scope:scoped_ruler = {
|
|
destroy_title = prev
|
|
}
|
|
}
|
|
}
|
|
|
|
######################
|
|
# Anyone who *only* holds Nomadic lands should become Nomadic
|
|
######################
|
|
|
|
if = {
|
|
limit = {
|
|
highest_held_title_tier >= tier_county
|
|
capital_province = {
|
|
OR = {
|
|
has_holding_type = nomad_holding
|
|
has_holding_type = herder_holding
|
|
}
|
|
}
|
|
NOT = {
|
|
any_held_title = {
|
|
tier = tier_county
|
|
is_landless_type_title = no
|
|
title_province = {
|
|
NOR = {
|
|
has_holding_type = nomad_holding
|
|
has_holding_type = herder_holding
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
every_held_title = {
|
|
limit = {
|
|
tier = tier_county
|
|
title_province = {
|
|
has_holding_type = herder_holding
|
|
}
|
|
}
|
|
title_province = {
|
|
set_holding_type = nomad_holding
|
|
}
|
|
}
|
|
change_government = nomad_government
|
|
|
|
# We don't want overly-funky nomad camps to spring up, so set an appropriate culture/faith
|
|
if = {
|
|
limit = {
|
|
domicile.domicile_culture != capital_county.culture
|
|
}
|
|
domicile = {
|
|
set_domicile_culture = scope:scoped_ruler.capital_county.culture
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
domicile.domicile_faith != capital_county.faith
|
|
}
|
|
domicile = {
|
|
set_domicile_faith = scope:scoped_ruler.capital_county.faith
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
government_has_flag = government_is_nomadic
|
|
is_ruler = yes
|
|
}
|
|
|
|
save_scope_as = scoped_ruler
|
|
|
|
######################
|
|
# If you end up losing your Nomadic Capital, get a new one
|
|
######################
|
|
|
|
if = {
|
|
limit = {
|
|
NOT = {
|
|
any_held_title = {
|
|
is_nomad_title = yes
|
|
}
|
|
}
|
|
}
|
|
create_nomad_title = {
|
|
name = nomad_title_name
|
|
holder = scope:scoped_ruler
|
|
government = nomad_government
|
|
save_scope_as = new_nomad_title
|
|
}
|
|
domicile ?= {
|
|
add_domicile_building = yurt_main_02
|
|
add_domicile_building = yurt_main_03
|
|
add_random_yurt_external_building_effect = yes
|
|
add_random_yurt_external_building_effect = yes
|
|
upgrade_random_yurt_external_building_effect = yes
|
|
upgrade_random_yurt_external_building_effect = yes
|
|
}
|
|
}
|
|
|
|
######################
|
|
# If your nomadic capital domicile somehow gets lost, move it to your capital province
|
|
######################
|
|
|
|
if = {
|
|
limit = {
|
|
is_at_war = no
|
|
exists = domicile
|
|
domicile.domicile_location != capital_province
|
|
}
|
|
domicile = { move_domicile = scope:scoped_ruler.capital_province }
|
|
}
|
|
}
|
|
if = { # Inspirations for courtiers of Advancement Movement rulers
|
|
limit = {
|
|
has_dlc_feature = all_under_heaven
|
|
top_participant_group:dynastic_cycle ?= {
|
|
participant_group_type = advancement_movement
|
|
}
|
|
any_courtier_or_guest = {
|
|
is_physically_able_adult = yes
|
|
ep1_is_valid_character_for_inspiration_trigger = yes
|
|
save_temporary_scope_as = inspired_courtier
|
|
}
|
|
}
|
|
grant_inspiration_to_character_no_court_artifacts_effect = {
|
|
CHARACTER = scope:inspired_courtier
|
|
}
|
|
send_interface_toast = {
|
|
type = msg_court_inspiration
|
|
left_icon = scope:inspired_courtier
|
|
title = courtier_inspired_message
|
|
desc = courtier_inspired_effect
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# Called from code once every five years for "playable" (count+) characters.
|
|
# Root is the character
|
|
five_year_playable_pulse = {
|
|
effect = {
|
|
ai_chance_to_become_conqueror_effect = yes
|
|
# Special Holy Seeds drops
|
|
if = {
|
|
limit = {
|
|
has_dlc_feature = legends
|
|
piety_level >= very_high_piety_level
|
|
NOT = { has_variable = saintly_deed_var }
|
|
NOR = {
|
|
has_game_rule = historical_legends_only
|
|
has_personal_legend_seed = holy
|
|
}
|
|
}
|
|
random = {
|
|
chance = 10
|
|
send_interface_toast = {
|
|
title = holy_seed_toast_traits
|
|
left_icon = root
|
|
set_variable = saintly_deed_var
|
|
create_legend_seed = {
|
|
type = holy
|
|
quality = famed
|
|
chronicle = saintly_life
|
|
properties = {
|
|
religion = root.religion
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
chance_for_random_nickname_effect = yes
|
|
ai_chance_to_switch_to_travel_focus_effect = yes
|
|
if = {
|
|
limit = {
|
|
has_royal_court = yes
|
|
has_dlc_feature = royal_court
|
|
}
|
|
every_courtier = {
|
|
limit = {
|
|
is_available_ai = yes
|
|
age > 6
|
|
NOT = {
|
|
knows_court_language_of = host
|
|
}
|
|
}
|
|
random = {
|
|
chance = {
|
|
value = -4
|
|
add = learning
|
|
if = {
|
|
limit = {
|
|
is_adult = no
|
|
}
|
|
add = 4
|
|
}
|
|
if = {
|
|
limit = {
|
|
host = {
|
|
employs_court_position = court_tutor_court_position
|
|
}
|
|
}
|
|
add = 2
|
|
}
|
|
if = {
|
|
limit = {
|
|
host = {
|
|
employs_court_position = court_guru_court_position
|
|
}
|
|
}
|
|
add = 2
|
|
}
|
|
if = {
|
|
limit = {
|
|
host = {
|
|
has_court_type = court_diplomatic
|
|
}
|
|
}
|
|
add = 2
|
|
}
|
|
if = {
|
|
limit = {
|
|
host = {
|
|
has_court_type = court_scholarly
|
|
}
|
|
}
|
|
add = 4
|
|
}
|
|
}
|
|
learn_court_language_of = host
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
employs_court_position = court_poet_court_position
|
|
}
|
|
every_court_position_holder = {
|
|
type = court_poet_court_position
|
|
limit = {
|
|
is_physically_able_adult = yes
|
|
ep1_is_valid_character_for_inspiration_trigger = yes
|
|
}
|
|
random = {
|
|
chance = {
|
|
value = 5
|
|
add = {
|
|
value = this.aptitude:court_poet_court_position
|
|
multiply = 5
|
|
if = {
|
|
limit = {
|
|
has_trait = lazy
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
}
|
|
}
|
|
grant_inspiration_to_character_effect = { CHARACTER = this }
|
|
save_scope_as = inspired_poet
|
|
root = {
|
|
send_interface_toast = {
|
|
type = msg_court_inspiration
|
|
left_icon = scope:inspired_poet
|
|
title = poet_inspired_message
|
|
desc = poet_inspired_effect
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
employs_court_position = court_artificer_court_position
|
|
}
|
|
every_court_position_holder = {
|
|
type = court_artificer_court_position
|
|
limit = {
|
|
is_physically_able_adult = yes
|
|
ep1_is_valid_character_for_inspiration_trigger = yes
|
|
NOT = { has_character_flag = regular_inspiration_block }
|
|
}
|
|
random = {
|
|
chance = {
|
|
value = 5
|
|
add = {
|
|
value = this.aptitude:court_artificer_court_position
|
|
multiply = 5
|
|
if = {
|
|
limit = {
|
|
has_trait = lazy
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
}
|
|
}
|
|
grant_inspiration_to_character_effect = { CHARACTER = this }
|
|
save_scope_as = artificer
|
|
root = {
|
|
send_interface_toast = {
|
|
type = msg_court_inspiration
|
|
left_icon = scope:artificer
|
|
title = poet_inspired_message
|
|
desc = court_artificer_inspired_effect
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
cp:councillor_court_chaplain ?= {
|
|
is_theocratic_lessee = yes
|
|
NOT = {
|
|
knows_language_of_culture = root.culture
|
|
}
|
|
}
|
|
}
|
|
cp:councillor_court_chaplain = {
|
|
random_list = {
|
|
10 = {
|
|
modifier = {
|
|
add = learning
|
|
}
|
|
learn_language_of_culture = root.culture
|
|
}
|
|
5 = {
|
|
trigger = {
|
|
can_start_scheme = { type = learn_language target_character = root }
|
|
}
|
|
start_scheme = {
|
|
type = learn_language
|
|
target_character = root
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
events = {
|
|
courtier_guest_management.3001 # Courtiers and guests getting relationships & secrets
|
|
game_rule.1 # De Jure Requirement Game Rule
|
|
game_rule.4 # Empire Obscurity Game Rule
|
|
culture_tradition_events.3000 # Bear Sightings
|
|
}
|
|
on_actions = {
|
|
delay = { days = { 45 75 } }
|
|
culture_hybridization_emergence_events
|
|
delay = { days = { 45 75 } }
|
|
culture_divergence_emergence_events
|
|
}
|
|
}
|
|
|
|
# Called from code once a quarter for "playable" (count+) characters.
|
|
# Root is the character
|
|
# scope:quarter is which quarter it's for, from 1 to 4. Note that scope:quarter = 1 isn't necessarily in Q1 by calendar time
|
|
quarterly_playable_pulse = {
|
|
on_actions = {
|
|
realm_maintenance_quarterly_pulse
|
|
|
|
# Event pools
|
|
stewardship_lifestyle_progress_pulse
|
|
intrigue_lifestyle_progress_pulse
|
|
diplomacy_lifestyle_progress_pulse
|
|
martial_lifestyle_progress_pulse
|
|
learning_lifestyle_progress_pulse
|
|
wanderer_lifestyle_progress_pulse
|
|
|
|
# Relation pulses are spread out across the four quarterly pulses a year
|
|
lover_quarterly_pulse
|
|
friendship_quarterly_pulse
|
|
rival_quarterly_pulse
|
|
mentor_student_quarterly_pulse
|
|
|
|
# EP1 maintenance pulses
|
|
inspiration_maintenance_quarterly_pulse
|
|
|
|
# MPO
|
|
mpo_tributary_check_pulse
|
|
}
|
|
random_on_action = {
|
|
chance_to_happen = 75
|
|
chance_of_no_event = { # Fewer events for the AI
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
is_ai = yes
|
|
}
|
|
add = 95
|
|
}
|
|
}
|
|
100 = ep3_yearly_events_laamps
|
|
}
|
|
}
|
|
|
|
# Called from code once a year for all "playable" characters, at a random point that year (individually for each character). Different time from the random_yearly_everyone_pulse (coincides by random 1 time out of 365)
|
|
# Root is the character
|
|
random_yearly_playable_pulse = {
|
|
trigger = {
|
|
basic_is_valid_for_yearly_events_trigger = yes
|
|
}
|
|
random_on_action = {
|
|
chance_of_no_event = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
is_ai = yes
|
|
highest_held_title_tier >= tier_kingdom
|
|
}
|
|
add = 30 # No need to waste performance here
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
is_ai = yes
|
|
highest_held_title_tier >= tier_duchy
|
|
}
|
|
add = 70 # No need to waste performance here
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
is_ai = yes
|
|
}
|
|
add = 95 # AI counts aren't particularly important
|
|
}
|
|
}
|
|
6 = on_yearly_events
|
|
5 = fp1_yearly_events
|
|
4 = fp2_yearly_events
|
|
4 = fp3_yearly_events
|
|
2 = bp1_yearly_events
|
|
6 = ep3_yearly_events_byzantium
|
|
6 = ep3_yearly_events_admin
|
|
6 = tgp_japan_yearly_events
|
|
6 = tgp_china_yearly_events
|
|
6 = tgp_mandala_yearly_events
|
|
6 = ongoing_house_feud_events
|
|
10 = mpo_yearly_events_nomads
|
|
}
|
|
effect = {
|
|
# Special Holy Seeds drops
|
|
if = {
|
|
limit = {
|
|
has_dlc_feature = legends
|
|
OR = {
|
|
has_trait = theologian
|
|
has_trait = sayyid
|
|
}
|
|
NOR = {
|
|
has_game_rule = historical_legends_only
|
|
has_personal_legend_seed = holy
|
|
}
|
|
}
|
|
random = {
|
|
chance = 15
|
|
send_interface_toast = {
|
|
type = msg_legend_seed_created
|
|
title = holy_seed_toast_traits
|
|
left_icon = root
|
|
create_legend_seed = {
|
|
type = holy
|
|
quality = famed
|
|
chronicle = saintly_life
|
|
properties = {
|
|
religion = root.religion
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
# Commander Trait Leveling for AI
|
|
if = {
|
|
limit = {
|
|
is_ai = yes
|
|
OR = {
|
|
has_commander_trait_trigger = yes
|
|
any_knight = {
|
|
has_commander_trait_trigger = yes
|
|
}
|
|
}
|
|
}
|
|
commander_trait_lvling_ai_effect = yes
|
|
every_knight = {
|
|
limit = {
|
|
is_ai = yes
|
|
has_commander_trait_trigger = yes
|
|
}
|
|
commander_trait_lvling_ai_effect = yes
|
|
}
|
|
}
|
|
if = {
|
|
limit = { has_tgp_dlc_trigger = yes }
|
|
develop_celestial_tributaries = yes
|
|
}
|
|
# Fallback for AI budgeting (primarily handled in `tgp_china_ministry.0100`)
|
|
if = {
|
|
limit = {
|
|
is_ai = yes
|
|
is_independent_ruler = yes
|
|
has_treasury = yes
|
|
OR = {
|
|
# In big treasury debt
|
|
treasury <= -200
|
|
# We're due a budget
|
|
treasury_years_since_budget_enact_date > 3
|
|
# We have a lot of new budget capacity
|
|
character_treasury_new_budget_capacity > {
|
|
value = character_treasury_budget_capacity
|
|
multiply = 2.0
|
|
}
|
|
}
|
|
can_afford_enact_treasury_budget_costs = yes
|
|
}
|
|
enact_treasury_budgets = yes
|
|
}
|
|
}
|
|
on_actions = {
|
|
delay = { days = { 45 75 } }
|
|
on_yearly_common_events
|
|
delay = { days = { 50 80 } }
|
|
on_yearly_invisible_events
|
|
delay = { days = { 85 165 } }
|
|
bishop_ongoing
|
|
delay = { days = { 166 185 } }
|
|
wet_nurse_pulse
|
|
delay = { days = { 51 180 } }
|
|
childhood_ongoing
|
|
delay = { days = { 51 180 } }
|
|
hunt_sighting_on_action
|
|
delay = { days = { 181 240 } }
|
|
bp2_child_pulse
|
|
delay = { days = { 181 240 } }
|
|
bp2_parent_guardian_hostage_taker_pulse
|
|
delay = { days = { 241 290 } }
|
|
bp2_adult_followups
|
|
delay = { days = { 291 310 } }
|
|
court_scholar_ongoing
|
|
delay = { days = { 25 44 } }
|
|
clan_events_on_action
|
|
ep3_akolouthos_on_action
|
|
delay = { days = { 25 44 } }
|
|
mpo_migration_contract
|
|
delay = { days = { 1 180 } }
|
|
mpo_migration_contract
|
|
delay = { days = { 181 360 } }
|
|
mpo_de_jure_shift
|
|
delay = { days = { 1 30 } }
|
|
# on_yearly_tutorial_events # TODO[Ruler Objectives]: Make generally available once ready for it
|
|
}
|
|
}
|
|
|
|
# Called from code once a year for all characters, at a random point that year (individually for each character)
|
|
# Root is the character
|
|
random_yearly_everyone_pulse = {
|
|
on_actions = {
|
|
yearly_health_pulse
|
|
stress_pulse
|
|
prison_maintenance_pulse
|
|
house_feud_ai_scheme_pulse
|
|
}
|
|
random_on_action = {
|
|
chance_of_no_event = {
|
|
value = 95
|
|
}
|
|
1 = assign_trait_events
|
|
}
|
|
events = {
|
|
holy_order.0206 #To increment the years passed since loan
|
|
marriage_interaction.0007 #One of the betrothed became part of clergy that doesn't allow marriage
|
|
tgp_silk_road_events.0100 #Culture adopts controlled Silk Road market innovation
|
|
}
|
|
random_events = {
|
|
500 = 0
|
|
100 = holy_order.0202 #Holy order demands payment
|
|
}
|
|
}
|
|
|
|
# Called from code once every five years for all characters.
|
|
# Root is the character
|
|
five_year_everyone_pulse = {
|
|
effect = {
|
|
# Herders may become Seasoned Pastoralists
|
|
root = {
|
|
if = {
|
|
limit = {
|
|
government_has_flag = government_is_herder
|
|
NOT = { has_trait = lifestyle_seasoned_pastor }
|
|
age >= 30
|
|
}
|
|
random = {
|
|
chance = 20
|
|
add_trait = lifestyle_seasoned_pastor
|
|
}
|
|
}
|
|
|
|
if = { # Non-lowborn Barons should marry and produce a family
|
|
limit = {
|
|
primary_title.tier ?= tier_barony
|
|
is_adult = yes
|
|
is_married = no
|
|
is_lowborn = no
|
|
NOT = {
|
|
government_has_flag = government_is_republic
|
|
}
|
|
can_marry_trigger = yes
|
|
}
|
|
if = {
|
|
limit = {
|
|
exists = location
|
|
any_pool_character = {
|
|
province = root.location
|
|
can_have_children_with = { CHARACTER = root }
|
|
is_physically_able_adult = yes
|
|
age <= 40
|
|
is_married = no
|
|
can_marry_trigger = yes
|
|
is_concubine = no
|
|
is_claimant = no
|
|
}
|
|
}
|
|
random_pool_character = {
|
|
province = root.location
|
|
limit = {
|
|
can_have_children_with = { CHARACTER = root }
|
|
is_physically_able_adult = yes
|
|
age <= 40
|
|
is_married = no
|
|
can_marry_trigger = yes
|
|
is_concubine = no
|
|
is_claimant = no
|
|
}
|
|
save_temporary_scope_as = spouse
|
|
}
|
|
}
|
|
else = {
|
|
create_character = {
|
|
location = root.location
|
|
template = mediocre_spouse
|
|
save_temporary_scope_as = spouse
|
|
}
|
|
}
|
|
|
|
if = {
|
|
limit = {
|
|
is_female = yes
|
|
scope:spouse = {
|
|
is_lowborn = yes
|
|
}
|
|
}
|
|
marry_matrilineal = scope:spouse
|
|
}
|
|
else = {
|
|
marry = scope:spouse
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
if = { # Long term gold is pointless for Barons - add it to short term instead
|
|
limit = {
|
|
is_ai = yes
|
|
highest_held_title_tier = tier_barony
|
|
gold > 0
|
|
long_term_gold > 0
|
|
}
|
|
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_short_term }
|
|
}
|
|
|
|
# FP2 - Checks to start El Cid's Travels
|
|
if = {
|
|
limit = { # Am I El Cid?
|
|
has_fp2_dlc_trigger = yes
|
|
has_ep3_dlc_trigger = no
|
|
this = character:107590
|
|
NOT = { has_character_flag = has_already_begun_travelling } # Separate first check, for performance
|
|
|
|
NOT = { # Start date employer is either dead or gone
|
|
OR = {
|
|
top_liege = character:107500
|
|
liege = character:107500
|
|
employer = character:107500
|
|
}
|
|
}
|
|
is_available_healthy_ai_adult = yes # Am I ready to go on an adventure?
|
|
}
|
|
trigger_event = fp2_struggle.2045
|
|
}
|
|
#young nobodies getting castrated
|
|
if = {
|
|
limit = {
|
|
ep3_ai_castration_target_trigger = yes
|
|
}
|
|
trigger_event = ep3_yearly.3000
|
|
}
|
|
}
|
|
on_actions = {
|
|
disease_outbreak_pulse # moved from health_on_actions.txt
|
|
}
|
|
events = {
|
|
murder_scheme_maintenance.1 # Murder schemes for the AI, including unlanded characters
|
|
}
|
|
}
|
|
|
|
# Called from code once every 3 years for pool characters
|
|
# root = the character
|
|
three_year_pool_pulse = {
|
|
trigger = {
|
|
is_pool_character = yes # Can cease to be in the pool between it queuing and executing
|
|
}
|
|
events = {
|
|
courtier_guest_management.2001 #"Develops" the character and gives those without location a location
|
|
}
|
|
random_events = {
|
|
chance_to_happen = 25
|
|
chance_of_no_event = { # throttle wanderer Adventurers because they're simply less interesting
|
|
if = {
|
|
limit = {
|
|
has_global_variable_list = laamps_tally
|
|
global_variable_list_size = {
|
|
name = laamps_tally
|
|
value > seventyfive_percent_of_max_desired_laamps_value
|
|
}
|
|
}
|
|
value = 100
|
|
}
|
|
}
|
|
100 = courtier_guest_management.4001 # Wanderer becomes an adventurer
|
|
}
|
|
}
|
|
|
|
#Only triggered if you actually have prisoners
|
|
prison_maintenance_pulse = {
|
|
trigger = {
|
|
any_prisoner = { }
|
|
}
|
|
on_actions = {
|
|
#Set up quarterly pulses
|
|
delay = { days = 45 }
|
|
quarterly_prison_maintenance_pulse
|
|
delay = { days = 135 }
|
|
quarterly_prison_maintenance_pulse
|
|
delay = { days = 225 }
|
|
quarterly_prison_maintenance_pulse
|
|
delay = { days = 315 }
|
|
quarterly_prison_maintenance_pulse
|
|
}
|
|
}
|
|
|
|
|
|
#Pulse for various AI stuff
|
|
ai_character_pulse = {
|
|
trigger = {
|
|
is_ai = yes
|
|
}
|
|
random_events = {
|
|
chance_to_happen = 25
|
|
500 = 0
|
|
100 = learn_commander_trait.0001
|
|
100 = holy_order.0100 #Give pilgrim trait to holy order members
|
|
}
|
|
}
|
|
|
|
culture_hybridization_emergence_events = {
|
|
random_events = {
|
|
95 = 0
|
|
5 = culture_emergence_events.0001 # Create a hybrid culture with your capital culture
|
|
}
|
|
}
|
|
|
|
culture_divergence_emergence_events = {
|
|
random_events = {
|
|
199 = 0
|
|
1 = culture_emergence_events.0002 # Create a divergent culture
|
|
}
|
|
}
|
|
|
|
on_yearly_common_events = {
|
|
random_events = {
|
|
chance_to_happen = 50
|
|
1000 = 0
|
|
300 = lover.0003 #Too many lovers - break up with one?
|
|
90 = language_events.0001 #Too many known languages - forget one?
|
|
10 = language_events.0010 #Owl version of Too many known languages - forget one?
|
|
200 = parent.0001 #parent_meddling_value_effect decreases over time
|
|
200 = childhood.2010 # Convince ward they owe you
|
|
50 = relation_upgrade.3000 # Vengeful character gains a rival, also for Cultural Tradition more rivals
|
|
#Adultery events
|
|
50 = adultery.2001 #Is the father suspicious of child or not?
|
|
10 = adultery.3001 #Mother tells child the secret about them
|
|
10 = culture_tradition_events.2000 # Vassal Gain Loyal Trait
|
|
10 = culture_tradition_events.2001 # Vassal Gain Disloyal Trait
|
|
100 = culture_tradition_events.2100 # Storytelling cultural tradition
|
|
}
|
|
}
|
|
|
|
# Accolades yearly events
|
|
three_year_playable_pulse = {
|
|
events = {
|
|
ep2_accolade_events.0100 #Huntsmaster gives you or heir Hunter trait event
|
|
ep2_accolade_events.0200 #Blademaster gives you or heir Blademaster trait event
|
|
ep2_accolade_events.0300 #Master of Revels gives you or heir Reveler trait event
|
|
ach_maintenance_events.0002 # ACH Oath synergy culture rewards
|
|
}
|
|
}
|
|
|
|
on_yearly_invisible_events = {
|
|
random_events = {
|
|
chance_to_happen = 5
|
|
150 = 0
|
|
100 = secrets.1004 #Courtier learns another courtier's minor secret
|
|
50 = secrets.1005 #A Courtier learns another courtier's major secret
|
|
}
|
|
}
|
|
|
|
on_yearly_events = {
|
|
random_events = {
|
|
chance_to_happen = 25
|
|
200 = 0
|
|
|
|
50 = yearly.0001 #Skill Tutoring
|
|
100 = yearly.0002 #Indiscreet Councillor
|
|
10 = yearly.0003 #Forbidden Love
|
|
25 = yearly.0011 #Comet Sighted!
|
|
|
|
75 = yearly.1001 #Someone else's spouse makes a move at you
|
|
50 = yearly.1010 #Person you care about is abducted by rival
|
|
15 = yearly.1020 #High-up ruler wants you to deal with pesky enemy
|
|
100 = yearly.1030 #Someone you have hooked offers up other character's secret
|
|
50 = yearly.1040 #Courtier is hiding a letter - surprise or secret?
|
|
100 = yearly.1050 #Heir fancies themselves a duelist
|
|
100 = yearly.1060 #The oldest joke in the book
|
|
100 = yearly.1070 #Someone is your potential soulmate
|
|
100 = yearly.1080 #You are being paranoid
|
|
100 = yearly.1090 #Foreign guests
|
|
|
|
80 = yearly.3001 #Dedication to Loyalty
|
|
100 = yearly.3011 #An Impression Twice Made
|
|
100 = yearly.3021 #On Their Deathbed
|
|
100 = yearly.3031 #Getting Ahead
|
|
50 = yearly.3040 #A Good FaithPracticioner
|
|
100 = yearly.3041 #Chafing Under Secular Laws
|
|
100 = yearly.3051 #By Right
|
|
50 = yearly.3061 #Cagots
|
|
5 = yearly.3071 #A terrible nightmare
|
|
5 = party_baron.0001 # Start the Party Baron story cycle
|
|
|
|
100 = yearly.4001 #A powerful vassal has angered neighboring ruler
|
|
100 = yearly.4011 #Heir is spending a lot of time with one of your powerful vassals
|
|
10 = yearly.4021 #Mamaaaa, just killed a child
|
|
10 = yearly.4031 #Who keeps leaving dead bodies all around the castle?!
|
|
20 = yearly.4051 #Get a gift from a neighboring ruler (triggered here so you can't know for sure if someone has a scheme towards you)
|
|
|
|
100 = yearly.5001 #Catching Lover and Spouse fighting.
|
|
100 = yearly.5010 #Vassal shows compassion to stressed/sick ruler, incurs in the jealousy of another vassal
|
|
100 = yearly.5020 #Councilor offers to teach heir
|
|
100 = yearly.5030 #Powerful Vassal offers to reveal secret of other Powerful Vassal to liege.
|
|
100 = yearly.5040 #Two unimportant courtiers caught talking about powerful vassal.
|
|
100 = yearly.5050 #Spouse feels slighted by courtier.
|
|
|
|
10 = stress_trait_coping_decisions.2002 #Your stuff got stolen by a person in a brothel!
|
|
|
|
100 = yearly.7001 #Faction attempts a coup or kidnapping
|
|
|
|
10 = yearly.7010 #Opportunity to participate in a football game
|
|
|
|
10 = yearly.7050 #Foggy Hill
|
|
|
|
200 = major_decisions.2011 #Gain a scholar character if you have a University in your sub-realm
|
|
|
|
#'Nice' events (positive effects)
|
|
100 = yearly.8000 # Vassal offers liege a gift
|
|
100 = yearly.8100 # The peasantry of a Domain province gives you a gift
|
|
100 = yearly.8200 # Your realm priest offers you part of a large donation
|
|
100 = yearly.8300 # A group of vassals collectively wish to contribute to your war effort
|
|
20 = yearly.8400 # Discover a guest's Deviant secret (Strong Hook), and get the potential to send them to a rival's court
|
|
300 = yearly.8500 # Your Head of Faith sends you a gift if you're fighting heathens
|
|
|
|
#Ai value events
|
|
100 = trait_specific_ongoing.2010 # Positive zeal: which god/saint is talking to me?
|
|
100 = witch.4001 # Negative zeal: annoying clergy
|
|
|
|
# Stress Events
|
|
100 = stress_trait_ongoing.0501 # A relaxing evening with some hashish cakes.
|
|
100 = stress_trait_ongoing.0506 # Self-medicating pain away with hashish.
|
|
100 = stress_trait_ongoing.0511 # An elderly person laments the follies of hashish-consuming youth.
|
|
100 = stress_trait_ongoing.0516 # You zone out whilst eating hashish in an important meeting.
|
|
100 = stress_trait_ongoing.1501 # Rake fantasizes about courtier.
|
|
100 = stress_trait_ongoing.4501 # Comfort Eater runs out of favorite food.
|
|
100 = stress_trait_ongoing.4502 # Cannibal needs to satisfy their craving!
|
|
100 = stress_trait_ongoing.5001 # Inappetetic has a important character prepare a feast for them.
|
|
|
|
#Elephant events for India
|
|
300 = yearly.9020 # A Mighty Elephant
|
|
|
|
# Tribal events
|
|
100 = tribal.1101 #Holmgang with a rival
|
|
100 = tribal.1201 #Horse Racing
|
|
100 = tribal.1301 #Crocodile Encounter
|
|
100 = tribal.1303 #Irrigate Oasis
|
|
|
|
#Clan events
|
|
150 = clan.1001 #Powerful vassal requests marriage
|
|
150 = clan.1011 #A vassal asks for a perk
|
|
150 = clan.1101 #Vassal Resents Nepotism
|
|
100 = clan.1201 #Culture seeks Representation
|
|
|
|
#Muslim-specific events (mostly about Islamic centers of learning)
|
|
200 = yearly.4061 #A wise man visits your court
|
|
200 = yearly.4071 #You're very educated!
|
|
200 = yearly.4081 #Sponsor the translation of a book from Greek
|
|
200 = yearly.4091 #Your ward and you visit scholars
|
|
|
|
# Saharan regional flavour events.
|
|
## Marginally bumped some weightings for regional effect.
|
|
500 = yearly_saharan.0001 # An organised faith's merchants try to convert a pagan county in your domain.
|
|
500 = yearly_saharan.0021 # Desert nomads wish to move to one of your non-nomadic Saharan counties.
|
|
300 = yearly_saharan.0031 # Local slave raids intensify (aggressor).
|
|
300 = yearly_saharan.0032 # Local slave raids intensify (defender).
|
|
|
|
# Persion regional flavor events
|
|
400 = yearly_persian.1001 # Nowruz, or Persian New Year
|
|
400 = yearly_persian.1101 # Shu'ubiyya, or Persian Nationalism (From the foreign side)
|
|
|
|
# Varangian Guard
|
|
400 = varangian.0001 # A Courtier wants to join the Varangian Guard
|
|
|
|
#Pet story cycles
|
|
20 = pet_animal.5001 # Rival has cat...
|
|
20 = pet_animal.5002 # Rival has dog...
|
|
|
|
#Holy Order
|
|
100 = holy_order.2001 # Child wishes to join Holy Order
|
|
100 = holy_order.2002 # Sibling wants to join a Holy Order
|
|
200 = holy_order.2003 # Holy Order suggests you send them a child
|
|
1000 = holy_order.2004 # Child returns to pick up the mantle
|
|
100 = holy_order.2005 # A - Possibly Undesirable - Child Returns Home
|
|
1000 = fp1_jomsvikings.0011 # FP1 - Jomsvikings terrorise their neighbours
|
|
|
|
#Relationship Upgrade Events
|
|
75 = relation_upgrade.0001
|
|
75 = relation_upgrade.1001
|
|
75 = relation_upgrade.2001
|
|
75 = relation_upgrade.2101
|
|
|
|
#lunatic
|
|
100 = trait_specific_ongoing.1001 # You're developing 'glass delusion'
|
|
100 = trait_specific_ongoing.1003 # Collecting animals
|
|
100 = trait_specific_ongoing.1005 # Talk to dead people
|
|
100 = trait_specific_ongoing.1007 # A lunatic dreams of glass (enables the lunatic_building_decision decision)
|
|
50 = trait_specific_ongoing.1008 # You kill a friend :(
|
|
100 = trait_specific_ongoing.1009 # Grandiose delusions
|
|
100 = trait_specific_ongoing.1010 # You love your warhorse
|
|
100 = trait_specific_ongoing.1011 # Force your court to be naked
|
|
20 = trait_specific_ongoing.1012 # Ravings
|
|
100 = trait_specific_ongoing.1015 # Paranoid delusions
|
|
#possessed
|
|
100 = trait_specific_ongoing.2001 # Witchy or divine visions?
|
|
100 = trait_specific_ongoing.2009 # Which god/saint is talking to me?
|
|
100 = trait_specific_ongoing.2015 # Court physician wants to treat you
|
|
100 = trait_specific_ongoing.2025 # Seizure surrounded by people
|
|
#depressed
|
|
100 = trait_specific_ongoing.3001 # You bond with a fellow depressed character
|
|
100 = trait_specific_ongoing.3002 # Your court physician tries to treat you
|
|
100 = trait_specific_ongoing.3009 # You're exhausted
|
|
100 = trait_specific_ongoing.3015 # Someone calls you lazy
|
|
#cannibal
|
|
100 = trait_specific_ongoing.5001 # Private conversation with a vassal or courtier
|
|
100 = trait_specific_ongoing.5003 # Eat someone from the staff
|
|
100 = trait_specific_ongoing.5004 # Eat an old lady
|
|
100 = trait_specific_ongoing.5005 # Eat a courtier
|
|
#deviant
|
|
100 = trait_specific_ongoing.6001 # Convert a lover to the freaky side of things
|
|
100 = trait_specific_ongoing.6002 # You walk in on your deviant liege
|
|
#drunkard
|
|
#100 = trait_specific_ongoing.7001
|
|
#incestuous
|
|
#100 = trait_specific_ongoing.8001
|
|
#Witch
|
|
100 = witch.4000 #Annoying clergy
|
|
100 = witch.4010 #Personal witch ritual
|
|
100 = witch.4020 #Pray with potential friends
|
|
25 = witch.4030 #Rare book
|
|
|
|
# Friend Events
|
|
10 = friendship.0003 #Friend might become Lover
|
|
100 = friendship.1001 #Send Friend a gift
|
|
500 = friendship.1006 # Receive wartime support from Friend
|
|
100 = friendship.1008 #Send a good courtier to your Friend
|
|
100 = friendship.2001 #Confess a secret to your Friend
|
|
30 = friendship.2004 #Confess a Major secret to your Friend
|
|
100 = friendship.2007 #Try to improve a character's impression of your Friend
|
|
25 = friendship.3001 #Get along with your spouse's friend
|
|
25 = friendship.3003 #You hate your spouse's friend
|
|
100 = friendship.3006 #A Friend gets you a favor hook on one of your Councillors
|
|
300 = friendship.3007 # Hanging out with your Friend reduces Stress
|
|
|
|
# Rival Events
|
|
200 = rivalry.2001 #Hinder the progress of rival's Befriend scheme
|
|
100 = rivalry.1001 #Rival adds stress
|
|
100 = rivalry.1010 #Spiteful Acts ( my rival's aggravating behavior has gone on long enough)
|
|
100 = rivalry.1030 #Meddling in Marriage
|
|
100 = rivalry.3001 #Rival insults you
|
|
100 = rivalry.3002 #You like the Rival of a Friend less
|
|
100 = rivalry.3004 #Decrease opinion of rival because of opposing personality trait
|
|
|
|
# Vassal Events
|
|
100 = vassal.1001 # Religious liege wants you to build temple
|
|
100 = vassal.1101 # Religious vassal wants you to build temple
|
|
100 = vassal.2001 # Vassal wants liege to educate their child
|
|
100 = vassal.2101 # No feast in a while, vassal requests it
|
|
200 = vassal.2201 # You lend money from a vassal
|
|
400 = vassal.2205 # Vassal reminds you of the money you owe them
|
|
100 = vassal.2301 # Highly skilled vassal progresses development in province
|
|
100 = vassal.2401 # Vassal wants gold, offers territory/better Vassal Contract
|
|
100 = vassal.2451 # Vassal wants better contract, offers territory/gold
|
|
100 = vassal.2501 # Peaceful vassal complains about ongoing war
|
|
100 = vassal.2601 # Warmongering vassal complains about peace
|
|
100 = vassal.2701 # Ask vassal to teach you CT
|
|
100 = vassal.2801 # Liege complains abut no province improvement
|
|
100 = vassal.2901 # Vassal requesting land they have claim on
|
|
100 = vassal.3001 # You have no heir, ask a vassal for help
|
|
100 = vassal.5010 # Zealous vassal wants liege to fight religious enemies
|
|
100 = vassal.5050 # Vassal wants liege to fight war over his claim
|
|
|
|
# Spouse Events
|
|
75 = spouse.0001 #Increase opinion of spouse because of common personality
|
|
75 = spouse.0003 #Increase opinion of spouse because of common lifestyle or education
|
|
75 = spouse.0005 #Decrease opinion of spouse because of opposite personality
|
|
75 = spouse.0007 #Increase opinion of spouse because of common friend
|
|
75 = spouse.1001 #Increase opinion of an ambivalent spouse
|
|
75 = spouse.1003 #Decrease opinion of an ambivalent spouse
|
|
75 = spouse.2001 #Lose stress thanks to a loving spouse
|
|
75 = spouse.2002 #An opportunity to speak highly of your spouse!
|
|
75 = spouse.2012 #Share a secret with spouse
|
|
75 = spouse.2014 #You suspect a plot against your spouse
|
|
75 = spouse.3001 #Spouse adds stress
|
|
75 = spouse.3002 #Spread rumours about your spouse
|
|
75 = spouse.3012 #Pretend there is a plot against your spouse
|
|
100 = intrigue_scheme_ongoing.5021 #Spouse/parent is plotting against someone!
|
|
|
|
# Parent Events
|
|
75 = parent.1001 #Parent aids with Martial
|
|
75 = parent.1002 #Parent aids with Diplomacy
|
|
75 = parent.1003 #Parent aids with Intrigue
|
|
75 = parent.1004 #Parent aids with Stewardship
|
|
75 = parent.1005 #Parent aids with Learning
|
|
50 = parent.1006 #Parent helps administrate one of your counties
|
|
75 = parent.1007 #Parent helps with courtier opinion
|
|
50 = parent.1009 #Parent gives you a new courtier
|
|
75 = parent.1010 #Parent gives stress_loss
|
|
|
|
# Secret Events
|
|
100 = secrets.1001 #Randomly learn a courtier's secrets
|
|
100 = secrets.1002 #Courtier randomly learns one of court owner's minor secrets
|
|
50 = secrets.1003 #Courtier randomly learns one of court owner's major secrets
|
|
300 = secrets.1011 #A Friend discovers your secret lover
|
|
100 = secrets.1100 #Discover a sibling's Bastard secret
|
|
200 = secrets.2001 #A Just or Compassionate relation does not like your murder secret
|
|
150 = secrets.3001 #A close relation disrupts a Scheme against you
|
|
#Blackmail events
|
|
100 = blackmail.1001 #Blackmailing a vassal causes Dread with the others
|
|
100 = blackmail.1002 #Gain Stress from being under Blackmail
|
|
|
|
# Lover Events
|
|
50 = lover.1001 #A Lover shares someone's secret with you
|
|
50 = lover.1002 #A Lover aids a diplomatic scheme
|
|
100 = lover.3203 #Go to your spouse or your lover
|
|
100 = lover.3206 #You're forced to wage war against your lover
|
|
50 = lover.1003 #Lover helps you lose stress
|
|
50 = lover.1004 #Travel somewhere with your lover
|
|
200 = lover.1006 #Liege lover granting council position
|
|
200 = lover.1007 #Liege lover granting better contract
|
|
200 = lover.1008 #Liege lover granting county modifier
|
|
100 = lover.2001 #Having a secret lover causes stress
|
|
100 = lover.2002 #High stress damages your relationship to your Lover
|
|
100 = lover.2004 #Question exclusive partner about spouse
|
|
20 = lover.3002 #Start Love Letter chain
|
|
50 = lover.0300 #Ask lover to be exclusive
|
|
50 = lover.3201 #Leave lover_object_of_importance for lover to find
|
|
100 = lover.3204 #Your lover is far far away
|
|
100 = lover.3207 #Write letter to beloved!
|
|
100 = lover.3211 # Send lover a painting
|
|
100 = lover.3215 #Send a troubadour to lover's court
|
|
100 = lover.3219 # Send a personal object to lover
|
|
100 = lover.7001 #Chance that a good friend becomes a potential lover
|
|
100 = lover.7003 #Chance that a rival becomes a potential lover
|
|
50 = lover.7005 #Chance that a close family member becomes a potential lover
|
|
|
|
#TGP Elder/Disciple events
|
|
100 = chinese_students.001 #Rivalry between two students
|
|
100 = chinese_students.010 #Disciple writes a scroll
|
|
100 = chinese_students.020 #Disciple performs divination
|
|
100 = chinese_students.030 #Disciple displays talent or requests improvement
|
|
|
|
#FP1 Events (These ones do not explicitly need you to be norse, but should be more likely if you are - present in both this and fp1_yearly_events)
|
|
200 = fp1_yearly.2100 # Two lovers duel for your love
|
|
200 = fp1_yearly.0521 # Blood on the Snow - your child wishes to snowball fight.
|
|
200 = fp1_yearly.0531 # [Dynasty] on Ice - your child wants to learn how to ice skate.
|
|
200 = fp1_yearly.0591 # Raised Voices at the Thing - two of your counties are fighting at a regional thing.
|
|
200 = fp1_yearly.0601 # The Hardest Part of Ruling - you're incredibly bored in a protracted thing session.
|
|
200 = fp1_yearly.0651 # Leviathan - you spot a whale whilst sailing.
|
|
200 = fp1_yearly.0661 # A Novel Challenge - a knight challenges you to skiing.
|
|
200 = fp1_yearly.0671 # A Slippery Slope - your child wants to go sledding.
|
|
200 = fp1_yearly.0071 # In the Deep Places of the World - locals in your Scandi capital report a troll.
|
|
15 = fp1_yearly.2000 # A Child wants to run away to marry their beloved
|
|
|
|
#EP1 Flavor Events
|
|
50 = ep1_flavor.0001 # A neighbouring court has a secret child
|
|
100 = ep1_flavor.0011 # Diplomats from nearby realms have trashed your favourite hall.
|
|
100 = ep1_flavor.0021 # You compete with another realm that shares your court language for grandeur.
|
|
100 = ep1_flavor.0031 # Several fresh young scholars are newly arrived at court & need guidance.
|
|
100 = ep1_flavor.1000 # A visiting eunuch offers their services
|
|
100 = ep1_flavor.1200 # A learned eunuch wishes to sell various tips & tricks
|
|
25 = ep1_flavor.2000 # Invest in sports for your men-at-arms
|
|
25 = ep1_flavor.2010 # Too many plots at court, which one is real?!
|
|
25 = ep1_flavor.2020 # Two men-at-arms don't like each other
|
|
25 = ep1_flavor.2030 # Rule on a dispute between two provincial characters
|
|
100 = ep1_flavor.2041 # A trader offers an exotic weapon from a faraway land
|
|
25 = ep1_flavor.2060 # Local merchant outed by local policeman
|
|
25 = ep1_flavor.2070 # Interfere in a debate with a gifted visting scholar
|
|
100 = language_events.0002 # Vassal who speak the language lauds your efforts
|
|
|
|
#Flavor Events
|
|
200 = yearly.9100 # Trouble in the Garden
|
|
200 = yearly.9110 # The Flower Thief
|
|
200 = yearly.9120 # The Seed Merchant
|
|
|
|
#Artifact Modifiers
|
|
50 = artifact.4000 # Cursed Rumors
|
|
80 = artifact.4002 # A Dark Fame
|
|
100 = artifact.4010 # A Killing Weapon of Fame
|
|
100 = artifact.4020 # A Renowned Armor
|
|
100 = artifact.4030 # The Crown of Our People
|
|
80 = artifact.4040 # The Eye of the Expert
|
|
100 = artifact.4050 # Anger Burst
|
|
50 = artifact.4060 # The Blessed Sword of God
|
|
100 = artifact.4070 # A Relic Desecrated
|
|
100 = artifact.4080 # A Master Dueler's Weapon
|
|
100 = artifact.4090 # A Relic and Weapon Combined
|
|
|
|
#EP1 Courtly Events
|
|
100 = court_yearly.1000 # Growing Debauchery
|
|
100 = court_yearly.2001 # Competitive Cronying
|
|
100 = court_yearly.6040 # Scrounger Life
|
|
100 = court_yearly.1020 # Long Arm of the Law
|
|
100 = court_yearly.5001 # Lonely Days
|
|
100 = court_yearly.5010 # The Haunting
|
|
100 = court_yearly.5020 # Pillow Talk
|
|
100 = court_yearly.6030 # The Ballad of the Garlic King
|
|
100 = court_yearly.7100 # Exotic Animal at Court
|
|
100 = court_yearly.7200 # Loud and Proud
|
|
100 = court_yearly.7030 # Foreign Merchants wish to establish a merchant quarter
|
|
100 = court_yearly.7040 # Courtier on a pillar
|
|
100 = court_yearly.4350 # Your caravans are attacked by rampaging Christian nobles!
|
|
100 = court_yearly.4355 # one of our nobles attacked a trading caravan!
|
|
100 = court_yearly.4800 # Spread Your Wings
|
|
100 = court_yearly.0101 # Random Criminal Appears
|
|
100 = court_yearly.0102 # Executioner feels lonely
|
|
100 = court_yearly.0103 # Executioner selling items from prisoners
|
|
100 = court_yearly.0104 # An Unhealthy Obsession
|
|
100 = court_yearly.0106 # Dark Theatres for Dark Deeds
|
|
100 = court_yearly.0110 # A Lecture on Lustfulness
|
|
100 = court_yearly.8100 # Questionable Concoction
|
|
100 = court_yearly.8120 # Novel Perspectives
|
|
|
|
#Culture Events
|
|
## Mendicant Mystics
|
|
100 = culture_tradition_events.0101 # A mendicant mystic offers to teach your court's children for coin.
|
|
100 = culture_tradition_events.0111 # A mendicant mystic seeks to teach you a lesson about HighGodName.
|
|
100 = culture_tradition_events.0121 # A mendicant wishes to join your court.
|
|
100 = culture_tradition_events.0131 # A mendicant is repulsed by your sins, and invokes the wrath of HighGodName against you.
|
|
100 = culture_tradition_events.0141 # A mendicant of your culture, but not your faith, offers tutelage if you'll convert.
|
|
|
|
#Trait Events
|
|
100 = trait_specific.8501 # Someone mocks your lisp
|
|
|
|
# FP2 - Fate of Iberia Events
|
|
180 = fp2_yearly.2020 # Horchata colonialism event
|
|
160 = fp2_yearly.8000 # Burning the Vineyards
|
|
180 = fp2_yearly.8001 # Assembling the Cortes
|
|
180 = fp2_yearly.8002 # A Dietary Dilemma
|
|
180 = fp2_yearly.8003 # Flight of Fancy
|
|
180 = fp2_yearly.8004 # Translation School
|
|
180 = fp2_yearly.8005 # Under the Stone Pine
|
|
180 = fp2_yearly.8006 # Saqaliba Settlers
|
|
180 = fp2_struggle.1002 # Xenophilic Advancment
|
|
160 = fp2_struggle.1050 # Dreams of Destruction
|
|
150 = fp2_struggle.2000 # Disorderly Market
|
|
140 = fp2_struggle.2008 # Misdeeds of the Councillor
|
|
300 = fp2_struggle.2013 # The Secret to Freedom
|
|
130 = fp2_struggle.2015 # Letter on the Back
|
|
180 = fp2_yearly.2025 # Suffering from Success
|
|
150 = fp2_yearly.4001 # You fancy a little siesta
|
|
150 = fp2_yearly.4002 # A county is increasingly religiously intertwined
|
|
150 = fp2_yearly.4003 # The road to Santiago is under threat from bandits
|
|
150 = fp2_yearly.4007 # Finding a shell on the road to Santiago
|
|
150 = fp2_yearly.4008 # Folk stories around the fireside
|
|
300 = fp2_yearly.4009 # Visiting the Malato Tree
|
|
150 = fp2_yearly.4010 # Finding a Verraco
|
|
300 = fp2_yearly.3000 # Neighboring Muslims are growing rice, adopt the practice yourself?
|
|
150 = fp2_yearly.3001 # Choosing your epitaph
|
|
150 = fp2_yearly.3002 # And They Were Roommates
|
|
150 = fp2_yearly.3003 # A Flavorful Evening
|
|
180 = fp2_struggle.2003 # Band of Lost Birds
|
|
|
|
#BP1 - Bontent Pack One Events
|
|
100 = bp1_yearly.1000 # Best friend introduces you to a new hobby
|
|
200 = bp1_yearly.1010 # A friend offers to mediate with your HoF who has excommunicated you
|
|
500 = bp1_yearly.1020 # A friend visits you on your dying bed
|
|
500 = bp1_yearly.1021 # You visit a friend on their dying bed
|
|
500 = bp1_yearly.1030 # A rival visits you on your dying bed
|
|
500 = bp1_yearly.1031 # You visit a rival on their dying bed
|
|
100 = bp1_yearly.1040 # You make a new friend at the bathhouse
|
|
50 = bp1_yearly.1050 # You make a new rival at the bathhouse
|
|
100 = bp1_yearly.1060 # React to a superstitious friend
|
|
150 = bp1_yearly.1061 # Make someone superstitious - hidden
|
|
100 = bp1_yearly.1070 # Rival is superstitious - take advantage?
|
|
100 = bp1_yearly.1080 # Married off relative writes home
|
|
400 = bp1_yearly.1082 # Married off relative writes home to share a secret
|
|
100 = bp1_yearly.2000 # Spoil your partner(s), learn a secret/hook followup
|
|
400 = bp1_yearly.2010 # Two of your spouses/concubines are lovers!
|
|
100 = bp1_yearly.2020 # A consort attempts to influence you into changing your heir
|
|
100 = bp1_yearly.2030 # Mopey consort wants some guidance
|
|
100 = bp1_yearly.2040 # Consort is upset with other consort
|
|
100 = bp1_yearly.2050 # Friendly consorts wants to start a study circle
|
|
200 = bp1_yearly.2060 # Friendly consorts want to tutor other consort's child
|
|
100 = bp1_yearly.2070 # Childless older soulmate spouse ponders your relationship
|
|
500 = bp1_yearly.3001 # Friend spots you some cash
|
|
500 = bp1_yearly.3002 # You spot your friend some cash
|
|
100 = bp1_yearly.3007 # Spouse's family member wants you to sponsor their inspiration
|
|
100 = bp1_yearly.3100 # Your vassal/friend/family member offers you a skilled courtier
|
|
20 = bp1_yearly.3101 # Friend offers to sell you a county you have a claim on
|
|
100 = bp1_yearly.3201 #Fake feast invite from rival/nemesis
|
|
100 = bp1_yearly.3300 # Remembering a pilgrimage
|
|
200 = bp1_yearly.3301 # Remembering a pilgrimage w/ a friend
|
|
100 = bp1_yearly.4000 # Reflect over a family memory
|
|
100 = bp1_yearly.4010 # Spouse demands their child gets a better guardian
|
|
100 = bp1_yearly.4020 # Friend writes poetry about a war memory
|
|
250 = bp1_yearly.4030 # Rival nestles their way into marrying one of your vassals, turns them disloyal
|
|
10 = bp1_yearly.4040 # Kindly grandmother won't stop feeding you snacks; suffer the consequences of overeating, or break her heart?
|
|
50 = bp1_yearly.5301 # Your friend is concerned about your physique
|
|
150 = bp1_yearly.5100 # Chadsplaining to a plain courtier
|
|
150 = bp1_yearly.5701 # Your Friend's Spouse Is Keeping Them Away From You
|
|
100 = bp1_yearly.5702 # You ask a friend for help with skill
|
|
200 = bp1_yearly.5703 # Your lover/rival threatens you in bed
|
|
100 = bp1_yearly.5704 # Your rival seems strangely... attractive?
|
|
200 = bp1_yearly.5705 # Your friend tries to talk you out of a bad relationship
|
|
100 = bp1_yearly.5706 # You sleep with your rival's offspring
|
|
400 = bp1_yearly.5707 # Your rival catches you sleeping with their offspring
|
|
200 = bp1_yearly.5708 #You empathise with a friend's faith
|
|
100 = bp1_yearly.5709 #Tempers flare between you and your rival
|
|
100 = bp1_yearly.5713 #Your lover asks for money
|
|
100 = bp1_yearly.5715 #You and a friend argue about pronunciation
|
|
100 = bp1_yearly.5716 #Your zealous wife burns books
|
|
100 = bp1_yearly.5717 #Your rival and your friend get into a drunken brawl
|
|
100 = bp1_yearly.5719 #Your disloyal vassal is trying to embezzle
|
|
100 = bp1_yearly.5720 #You and your rival armwrestle
|
|
200 = bp1_yearly.5722 #Your nemesis launches your pet out of a catapult
|
|
100 = bp1_yearly.5725 #You search for Khutulun
|
|
100 = bp1_yearly.5728 #Rival steals and burns one of your artifacts
|
|
10 = bp1_yearly.5740 #Scrambling for Answers
|
|
80 = bp1_yearly.5800 #You make a perfume
|
|
125 = bp1_yearly.6000 #Attacked by Rival's Child / Family Feud
|
|
100 = bp1_yearly.7000 #Go on a picnic
|
|
100 = bp1_yearly.7001 #Go fishing
|
|
10 = bp1_yearly.7002 #Throw chamberpot at rival
|
|
25 = bp1_yearly.7003 #Orgy Tapestry
|
|
100 = bp1_yearly.7004 #Friend offers to talk about bad memory
|
|
100 = bp1_yearly.7010 #Loyalty test
|
|
100 = bp1_yearly.7050 #Memory of a war
|
|
100 = bp1_yearly.7051 #Memory of Battle
|
|
100 = bp1_yearly.7052 #Telling a story of a memory
|
|
100 = bp1_yearly.7053 #A memory of revenge
|
|
100 = bp1_yearly.7054 #Forgetting a memory
|
|
100 = bp1_yearly.7055 #Recording a memory
|
|
100 = bp1_yearly.7056 #Intimidating someone
|
|
150 = bp1_yearly.7057 #Yearning
|
|
100 = bp1_yearly.7058 #Friend eats all your food
|
|
100 = bp1_yearly.8000 #Claimant moving towards rivalry
|
|
200 = bp1_yearly.8010 #Best friend offers you a negotiated alliance
|
|
100 = bp1_yearly.8020 #Rival of your rival offers friendship
|
|
100 = bp1_yearly.8040 #Friend with conflicting personality falls out with you
|
|
25 = bp1_yearly.8100 #Sycophant/favoritism chain start
|
|
100 = bp1_yearly.9001 #Bully/guardian destroys your favourite toy
|
|
100 = bp1_yearly.9005 #You get revenge for your destroyed toy
|
|
100 = bp1_yearly.9006 #Becoming friends over a common sin
|
|
10 = bp1_yearly.9007 #You find a peasant who looks exactly like you
|
|
50 = bp1_yearly.9016 #Uppity second-in-line wants the throne
|
|
50 = bp1_yearly.9017 #Uppity child is insecure about culture
|
|
200 = bp1_yearly.9018 #Illegitimate child feels excluded
|
|
100 = bp1_yearly.9019 #Spouse proposes a gay threesome
|
|
200 = bp1_yearly.9020 #Spouse wants to do something kinky
|
|
100 = bp1_yearly.9021 #Rival spouse is good in the bedroom
|
|
100 = bp1_yearly.9022 #Friend holds an intervention
|
|
200 = bp1_yearly.9023 #You realise you don't speak the same language
|
|
100 = bp1_yearly.9024 #A friend visits you while you're sick
|
|
150 = bp1_yearly.9025 #You realise you hate your friend
|
|
100 = bp1_yearly.9026 #You're haunted by an old friend who convinces you to make ammends before you die
|
|
100 = bp1_yearly.9034 # You find a terrifying bog witch
|
|
100 = bp1_yearly.9037 # You find a bog corpse
|
|
100 = bp1_yearly.9040 # The ghost of your dead lover wants to have sex again
|
|
100 = bp1_yearly.9042 # Your chaplain finds a dessert that looks like HealthGodName
|
|
100 = bp1_yearly.9043 # Your chaplain admits to being a deviant and a cannibal who eats babies
|
|
10 = bp1_yearly.9046 # Your child poops themselves during their baptism
|
|
100 = bp1_yearly.9047 # Lover wants you to wear their hair
|
|
100 = bp1_yearly.9048 # Nemesis wants to end your rivalry by wrestling
|
|
100 = bp1_yearly.9050 # You and a friend share war stories
|
|
20 = bp1_yearly.7100 # Excreta incident, gain Nemesis
|
|
|
|
# Family Feud
|
|
250 = bp1_house_feud.0001 # Consider starting feud against own rival's house
|
|
250 = bp1_house_feud.0002 # Consider starting feud against house family member rivals
|
|
250 = bp1_house_feud.0003 # Consider starting feud against house who killed close family
|
|
250 = bp1_house_feud.0006 # Consider starting feud against house with competing claims
|
|
250 = bp1_house_feud.0007 # Consider starting feud against house who imprisoned you a while
|
|
250 = bp1_house_feud.0008 # Consider starting feud against house who imprisoned family a while
|
|
250 = bp1_house_feud.0012 # Consider starting feud against house who cuckolded you
|
|
|
|
# FP3 - Frontier Events
|
|
250 = fp3_yearly.8000 # Ghazi Gone Bad
|
|
250 = fp3_yearly.8001 # Frontier Fortress Benefactor
|
|
250 = fp3_yearly.8002 # Faith at the Frontier
|
|
350 = fp3_yearly.8003 # Exotic Espand
|
|
350 = fp3_yearly.8004 # The Frontier Beckons
|
|
350 = fp3_yearly.8009 # Caliphal Concerns
|
|
250 = fp3_yearly.8010 # Abode of War
|
|
250 = fp3_yearly.8014 # Secrets of the Teapot
|
|
250 = fp3_yearly.8016 # Forgotten Stones & Hyrcanian Havoc
|
|
500 = fp3_yearly.8018 # Heavenly Horses
|
|
100 = fp3_yearly.8888 #A Grazing Grievance (start of the Nomads Story Cycle)
|
|
|
|
# FP3 - Heritage Events
|
|
250 = fp3_yearly.8019 # Refuge of Light
|
|
250 = fp3_yearly.8020 # The Lady of the Land
|
|
350 = fp3_yearly.8021 # An Acidic Accident
|
|
500 = fp3_yearly.8024 # The Return to the Sky
|
|
350 = fp3_yearly.8027 # Nine-Hundred Ninety Chapters of Gold
|
|
250 = fp3_yearly.8033 # Frozen Delights
|
|
550 = fp3_yearly.8034 # The Hephthalite Hoard
|
|
250 = fp3_yearly.8035 # The Heart and the Creator
|
|
250 = fp3_yearly.8036 # The City of the Mouthless
|
|
500 = fp3_yearly.8037 # A Cure for Acedia (the Melancholia Chain)
|
|
300 = fp3_scholarship.1000 # Request Indian mathematician courtiers
|
|
200 = fp3_scholarship.8500
|
|
200 = fp3_scholarship.8600
|
|
|
|
#FP3 - Extra Yearly Events
|
|
150 = fp3_yearly.8045 #The Mysterious Bundle (the Buzina Chain)
|
|
500 = false_conversion.2000 # A Moment of Weakness
|
|
|
|
# FP3 - Zoroastrian Events
|
|
200 = fp3_yearly.8050 #The Fate of the Dead
|
|
200 = fp3_yearly.8051 # The Purest Fire
|
|
|
|
# Guardianship Events
|
|
200 = childhood.2400 # Ward approaches guardian with theological doubts
|
|
|
|
# Hunt
|
|
50 = hunt.2000 # Dog salesman
|
|
50 = hunt.2001 # Falcon salesman
|
|
|
|
# Pilgrimage / Hajj
|
|
50 = pilgrimage.0500 # Promise your dying religious relative to go on a Pilgrimage
|
|
50 = hajj.0500 # Promise your dying Hajjaj relative to go on the Hajj
|
|
|
|
#BP2 - Bontent Pack Two Events
|
|
50 = pet_rock.0001 #You find a neat-looking rock
|
|
10 = destiny_child.0001 #Destiny Child Story Cycle
|
|
|
|
100 = bp2_yearly_extra.0001 #My favorite councilor
|
|
|
|
200 = bp2_yearly.0601 # Ruling Rightly - Regent tries to teach you about state.
|
|
100 = bp2_yearly.0611 # PrimaryTitle's Second Capital - Far away regent never seems to visit.
|
|
200 = bp2_yearly.0621 # AuntUncle RegentFirstName - Nearby regents visits often.
|
|
200 = bp2_yearly.0631 # Courtier-regent turns you against a rival for the regency.
|
|
100 = bp2_yearly.0641 # Regent offers special present in exchange for your agreement on some documents.
|
|
100 = bp2_yearly.0651 # Regent makes time for your interests, be they play or poetry.
|
|
200 = bp2_yearly.0661 # Regent quarrels with your family about access to you.
|
|
|
|
100 = bp2_yearly.1000 # Parent/Guardian: Your child/ward walks in on you performing your stress trait
|
|
100 = bp2_yearly.1005 # Child: You notice your parent/guardian performing a stress trait
|
|
100 = bp2_yearly.1010 # Parent/Guardian: Your child gives you a hug
|
|
100 = bp2_yearly.1015 # Parent/Guardian: Your child/ward found a pouch of gold while exploring
|
|
100 = bp2_yearly.1020 # Parent/Guardian: Your child/ward has found a secret in court
|
|
100 = bp2_yearly.1030 # Parent: Your child does not have the same educational orientation as you. Change?
|
|
100 = bp2_yearly.1035 # Parent/Guardian: Your child/ward has a rock collection
|
|
100 = bp2_yearly.1040 # Parent/Guardian: Your child/ward has a text about martial arts
|
|
100 = bp2_yearly.1045 # Parent/Guardian: There is a brawl among some children
|
|
|
|
100 = bp2_yearly.2000 # You (a kid) learn about your house founder and can gain one of their traits (or the opposite)
|
|
100 = bp2_yearly.2001 # You (a kid) learn about an ancestor and can gain one of their traits (or the opposite)
|
|
100 = bp2_yearly.2100 # Build something with another child
|
|
# The following are upweighted for non-ai characters because we don't want the ai to start getting these traits at an inordinate rate
|
|
10 = bp2_yearly.2110 # Gain Humble or Arrogant
|
|
10 = bp2_yearly.2120 # Gain Temperate or Gluttonous
|
|
10 = bp2_yearly.2130 # Gain Generous or Greedy
|
|
10 = bp2_yearly.2140 # Gain Honest or Deceitful
|
|
10 = bp2_yearly.2150 # Gain Loyal or Disloyal
|
|
10 = bp2_yearly.2160 # Gain Compassionate or Sadistic
|
|
|
|
100 = bp2_yearly.3000 # Child bored of lesson
|
|
|
|
150 = bp2_yearly.5000 # You have a chance to imprison the young prince/ss
|
|
300 = bp2_yearly.5009 # You promise?
|
|
100 = bp2_yearly.5050 # You learn a language off a guest or courtier
|
|
150 = bp2_yearly.5051 # Child interacts with baby sibling
|
|
300 = bp2_yearly.5052 # Child spends time with their grandparent
|
|
300 = bp2_yearly.5053 # Host's child gets jealous of ward
|
|
300 = bp2_yearly.5054 # Hostage and child are becoming friends
|
|
100 = bp2_yearly.6000 # a same-culture ward or hostage doesn't know how to behave like one of you
|
|
100 = bp2_yearly.6010 # a ward or hostage is sad and wants their family to send monies
|
|
100 = bp2_yearly.6020 # hostage might reveal a family secret to you
|
|
100 = bp2_yearly.6130 # hostage and a family member are becoming friends
|
|
100 = bp2_yearly.6140 # hostage and a family member are becoming rivals
|
|
100 = bp2_yearly.6150 # hostage is reticent to keep taking their place next to you during court appearances
|
|
100 = bp2_yearly.6160 # your kid and your hostage snuck out of the palace to see your capital
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|
150 = bp2_yearly.6170 # your family mad that you sent a hostage to an uncivilized court
|
|
|
|
100 = bp2_yearly.7000 # Wet nurse has a disease and can pass it down to a child
|
|
100 = bp2_yearly.7001 # Spouse is jealous about wet nurse
|
|
100 = bp2_yearly.7002 # Court Chaplain informs You that your marraige is incestuous, due to you having same wet nurse as your spouse
|
|
10 = bp2_yearly.7003 # Wet Nurse informs you about first words of your child
|
|
10 = bp2_yearly.7004 # Wet Nurse informs you about first steps of your child
|
|
10 = bp2_yearly.7005 # Wet Nurse informs you about first fallen teeth of your child
|
|
10 = bp2_yearly.7006 # Wet Nurse informs you about first independent dress up of your child
|
|
500 = bp2_yearly.7029 # You, a tribal ruler after completing Rites of Passage, can enourage or not next child doing the rites
|
|
500 = bp2_yearly.7014 # Child and Wet Nurse connect over same faith/culture
|
|
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100 = bp2_yearly.8000 # Your hostage learns your court language!
|
|
100 = bp2_yearly.8010 # A kid makes fun of your stupid accent
|
|
100 = bp2_yearly.8020 # Childhood event, play with toys :D
|
|
400 = bp2_yearly.8071 # 8070 follow-up - higher weight because it requires specific childhood event
|
|
100 = bp2_yearly.8100 # You develop feelings for another kid, is this a crush?
|
|
400 = bp2_yearly.8110 # Sacred childbirth, people want to pamper you
|
|
200 = bp2_yearly.8120 # Sacred childbirth, offer to take care of your pregnant spouse
|
|
50 = pet_rock.0001 #You find a neat-looking rock
|
|
10 = destiny_child.0001 #Destiny Child Story Cycle
|
|
25 = bp2_yearly.2010 # Imaginary Friend Story Cycle Start
|
|
|
|
100 = bp2_yearly_extra.0001 #My favorite councilor
|
|
|
|
#FP3 - Clan Events
|
|
250 = fp3_clan.8000 # Usury against Unity, by Ola Jentzsch
|
|
250 = fp3_clan.8001 # Clan Quarrel, by Ola Jentzsch
|
|
250 = fp3_clan.8002 # Bonds of Faith, by Ola Jentzsch
|
|
250 = fp3_clan.8003 # The Power of a Name, by Ola Jentzsch
|
|
250 = fp3_clan.8004 # Bonds of Fear, by Ola Jentzsch
|
|
250 = fp3_clan.8005 # A Proper Position, by Ola Jentzsch
|
|
250 = fp3_clan.8006 # Small Spies, by Ola Jentzsch
|
|
250 = fp3_clan.8008 # Bleeding them Dry, by Ola Jentzsch
|
|
250 = fp3_clan.8009 # Popular with the People, by Ola Jentzsch
|
|
250 = fp3_clan.8010 # Competent Qadis / More Magistrates, by Ola Jentzsch
|
|
250 = fp3_clan.8011 # A Proper Paymaster, by Ola Jentzsch
|
|
250 = fp3_clan.8012 # Auspicious Avarice, by Ola Jentzsch
|
|
240 = fp3_clan.8013 # The Burden of Tax Farming, by Ola Jentzsch
|
|
250 = fp3_clan.8015 # Scandalous Scion, by Ola Jentzsch
|
|
250 = fp3_clan.8016 # Hammam Havoc, by Ola Jentzsch
|
|
250 = fp3_clan.8017 # A Questionable Position, by Ola Jentzsch
|
|
175 = fp3_clan.3000 # Ravaged Tulips, by Hugo Cortell
|
|
|
|
# FP3 - Eren Events
|
|
250 = fp3_yearly.2000 # Daylight Censors
|
|
250 = fp3_yearly.2001 # Public Intoxication
|
|
100 = fp3_yearly.2011 # Maunds of Wheat no royal court
|
|
250 = fp3_yearly.2020 # Set the Scale, Vassal Version
|
|
250 = fp3_yearly.2021 # Set the Scale, Liege Version
|
|
500 = fp3_yearly.2040 # Commander of the Faithful
|
|
|
|
# EP3 - Byzantine Events
|
|
500 = ep3_emperor_yearly.2010 # Courtiers grumble about you sending an imperial prince/princess to marry abroad among barbarians
|
|
250 = ep3_emperor_yearly.2140 # Plunder imperial graves if in debt
|
|
250 = ep3_emperor_yearly.2150 # Stylite saint: is he for real or just faking it?
|
|
250 = ep3_emperor_yearly.2160 # Pressure from bordering nomads
|
|
250 = ep3_emperor_yearly.2170 # Use or disband the tunnels from a low-control county?
|
|
200 = ep3_emperor_yearly.2190 # Landowner (estate owner) has been hoarding grain
|
|
250 = ep3_emperor_yearly.2200 # Governor can embezzle taxes
|
|
250 = ep3_emperor_yearly.2210 # Landless vassal present a prophecy to increase succession score
|
|
200 = ep3_emperor_yearly.2220 # Monks complain about roaming shepherds
|
|
250 = ep3_emperor_yearly.2230 # Riots against foreign merchants
|
|
250 = ep3_emperor_yearly.2240 # Annoying "scholar" keeps quoting the Classics out of place
|
|
250 = ep3_emperor_yearly.2320 # HoF helps you change state faith
|
|
250 = ep3_emperor_yearly.8000 # Shortage of people in imperial capital
|
|
250 = ep3_emperor_yearly.8010 # Fake imperial letter of introduction
|
|
250 = ep3_emperor_yearly.8020 # Selling purple rights
|
|
25 = ep3_emperor_yearly.8030 # Porphyrios strikes back - rare
|
|
150 = ep3_emperor_yearly.8040 # Embrace Iconoclasm
|
|
250 = ep3_emperor_yearly.8050 # Northern raider ransom
|
|
250 = ep3_emperor_yearly.8060 # Border governor defects
|
|
|
|
# EP3 - Governor Events
|
|
250 = ep3_governor_yearly.8010 # Governor wants to swap a favor with you
|
|
250 = ep3_governor_yearly.8020 # Extort an estate in your province
|
|
250 = ep3_governor_yearly.8030 # Estate brings unexpected local benefits
|
|
250 = ep3_governor_yearly.8040 # Estate is taking too much of your time
|
|
500 = ep3_governor_yearly.8050 # Offer liege help in war targeting your province
|
|
250 = ep3_governor_yearly.8060 # Embezzle from provincial treasury
|
|
50 = ep3_governor_yearly.8070 # Overwhelmed by provincial bureaucracy
|
|
250 = ep3_governor_yearly.8080 # Local magistrate accused of corruption
|
|
250 = ep3_governor_yearly.8090 # Family that governed your province is jealous
|
|
250 = ep3_governor_yearly.8100 # Neighboring governor wants your province
|
|
250 = ep3_governor_yearly.8110 # Two neighboring governors falling out
|
|
250 = ep3_governor_yearly.8120 # Support disaster victims in your governorship
|
|
250 = ep3_governor_yearly.8130 # Raise arbitrary taxes on your province
|
|
250 = ep3_governor_yearly.8140 # Stand up to an estate in your province
|
|
250 = ep3_governor_yearly.8150 # Response to rebels in your province
|
|
250 = ep3_governor_yearly.8160 # Minority access to governor bureaucracy
|
|
250 = ep3_governor_yearly.8170 # Prepare defense against nearby raiders
|
|
|
|
# EP3 - Laamp Events
|
|
250 = ep3_laamps.0050 # Close family members wants to become an adventurer
|
|
|
|
# EP3 - Powerfam events
|
|
250 = ep3_powerful_families.8000
|
|
250 = ep3_powerful_families.8010
|
|
250 = ep3_powerful_families.8030
|
|
250 = ep3_powerful_families.8040
|
|
250 = ep3_powerful_families.8060
|
|
250 = ep3_powerful_families.8070
|
|
|
|
# EP3 - Landless Admin Events
|
|
250 = ep3_landless_admin.1000 # This guy could be a cool councillor
|
|
250 = ep3_landless_admin.1010 # You have upgraded your estate a bunch, locals are impressed
|
|
250 = ep3_landless_admin.1020 # Upgrade a building in your estate
|
|
250 = ep3_landless_admin.1030 # You get offered a hook on your liege
|
|
250 = ep3_landless_admin.1040 # Lie about a rival candidate
|
|
250 = ep3_landless_admin.1050 # There's something in your basement
|
|
|
|
# EP3 - Eparch events
|
|
500 = ep3_eparch_event.0001
|
|
500 = ep3_eparch_event.0005
|
|
500 = ep3_eparch_event.0010
|
|
500 = ep3_eparch_event.0015
|
|
500 = ep3_eparch_event.0020
|
|
|
|
# MPO - Nomadic Rulers Events
|
|
100 = nomad_events.0001 # Starts the Achmach Fanakiti event chain
|
|
250 = mpo_nomad_events.1030 # You choose a sport for your son to tryhard
|
|
200 = mpo_nomad_events.1020 # Your kin wants to break off from your tribe
|
|
250 = court_astrologer_events.0002 # Your Astrologer suggest a better place to migrate to
|
|
250 = nomad_events.0100 # Two vassals have a herd dispute
|
|
250 = nomad_events.0120 # You take an evening ride with someone
|
|
250 = nomad_events.0130 # A merchant offers you some herd
|
|
150 = nomad_events.0140 # A foreign merchant passes by your capital and asks to stay
|
|
250 = nomad_events.0150 # You share a drink with a courtier
|
|
300 = nomad_events.0160 # Your spouse tells you they admire you
|
|
300 = nomad_events.0170 # Your spouse is scared of your high dread
|
|
250 = nomad_events.0180 # Random courtier laughs at your child low prowess
|
|
250 = nomad_events.0190 # Reminisce of a past memory
|
|
250 = nomad_events.0200 # Someone tells you of a dream they had
|
|
250 = nomad_events.0220 # Spouse scolds you for your low Prowess
|
|
250 = nomad_events.0230 # Spouse is feeling homesick
|
|
250 = nomad_events.0240 # Neighbouring Nomad's herd shows up in your capital
|
|
100 = nomad_events.0250 # Enthusiastic priest asks you to convert
|
|
150 = nomad_events.0260 # Distant priest arrives at your court
|
|
150 = mpo_nomad_events.1050 # A neighboring herder is salty at you
|
|
300 = mpo_nomad_events.1060 # You trade with non-nomad neighbors
|
|
100 = mpo_nomad_events.1070 #You wake up after having ridden off alone
|
|
200 = mpo_nomad_events.1080 #Neighbor is intruding on your land hunting a criminal
|
|
200 = mpo_nomad_events.1100 #You adapt your herds to the local terrain
|
|
200 = mpo_nomad_events.1110 #Your capital is by a place you can fish
|
|
250 = mpo_events_tova.0025 # You are invited to a knucklebone shooting game
|
|
250 = mpo_events_tova.0030 # No astrologer? Someone comes to you with a vision
|
|
250 = mpo_events_tova.0035 # Anda comes to you with marital concerns
|
|
250 = mpo_events_tova.0045 # A Treasured Friend
|
|
250 = nomad_events_oltner.0001 # Hunt sighting in your lands
|
|
250 = nomad_events_oltner.0002 # Bird sighting in your lands
|
|
250 = nomad_events_oltner.0003 # Dangerous Hunt sighting in your lands
|
|
150 = nomad_events_oltner.0004 # Zud - Dangerous animals eat your herd
|
|
250 = nomad_events_oltner.0005 # Good season! Animals aplenty.
|
|
250 = nomad_events_oltner.0006 # You are offered a skilled Master of the Chase from a tributary
|
|
250 = nomad_events_oltner.0007 # You are offered a falcon from a tributary
|
|
50 = mpo_bb_events.0001 # blood brother comes by for a wrestling match
|
|
100 = mpo_events_anna.0001 #Train Them Young - teach a child how to ride a horse
|
|
250 = mpo_events_anna.0005 #Stories from the Past - choose a story to be told
|
|
250 = mpo_events_anna.0010 #Whistle Like an Arrow - being taught how to whistle as a child
|
|
250 = mpo_events_ariana.0001 # Nest Sighting
|
|
50 = mpo_events_ariana.0010 # Your Heir wants to convert to a different faith
|
|
250 = mpo_events_ariana.0020 # A spouse is suspicious of a councillor
|
|
250 = mpo_events_ariana.0050 # A family member risks being branded
|
|
150 = mpo_events_ariana.0060 # A child in your family spots an eagles nest with treasure
|
|
250 = mpo_events_ariana.0080 # Someone tells you about a magical tree
|
|
150 = pet_animal.3050 # Your rival has an eagle
|
|
250 = mpo_events_ariana.0090 # Your child wants to be a herder
|
|
250 = mpo_events_ariana.0100 # A non-martial gender family member is very skilled
|
|
150 = mpo_events_ariana.0110 # Your court astrologer wants you to move your capital
|
|
|
|
# MPO - Season Specific Events
|
|
500 = mpo_nomads_season_events.0001 # Herders robbed during drought
|
|
500 = mpo_nomads_season_events.0005 # A hungry neighbour asks for herd
|
|
500 = mpo_nomads_season_events.0010 # A well-to-do neighbor offers herd
|
|
500 = mpo_nomads_season_events.0015 # Two Kurultai members fight over food
|
|
200 = nomad_events.0110 # A snow wolf attacks a child (weighted up during white zud/cold zud)
|
|
500 = nomad_events.0210 # Spouse/Child is worried about low herd
|
|
200 = mpo_nomad_events.1120 #It's winter. wolves are hungry for your herd (weighted up during white zud/cold zud)
|
|
|
|
# MPO - Settled Rulers Events
|
|
500 = mpo_flavor_events_settled.0010 # Horse Lord at your door
|
|
|
|
# TGP - Movement Events
|
|
200 = tgp_movement_events.0001 # Marshal urges you to prepare for Expansion
|
|
200 = tgp_movement_events.0010 # Try to convince an undecided ruler to join your movement
|
|
200 = tgp_movement_events.0020 # Another Advancement member wants to focus on innovations
|
|
200 = tgp_movement_events.0030 # Movement member sends you a letter asking for support
|
|
200 = tgp_movement_events.0040 # Hegemon sends envoy thanking you for being Pro-Song
|
|
200 = tgp_movement_events.0050 # Elder takes interest in you
|
|
200 = tgp_movement_events.0060 # Antagonize another movement
|
|
200 = tgp_movement_events.0070 # Councillor of your highest skill helps you study
|
|
200 = tgp_movement_events.0080 # Family member asks you to focus on your family
|
|
200 = tgp_movement_events.0090 # Movement member wants to make amends
|
|
200 = tgp_movement_events.0100 # Ask a Movement Leader to abandon their Movement
|
|
200 = tgp_movement_events.0110 # Movement member sends you some books
|
|
# tgp_movement_events.0120 # Feast event - Movement member teaches you Confucianism
|
|
200 = tgp_movement_events.0130 # Movement member teaches you the language of the capital
|
|
200 = tgp_movement_events.0140 # Disciple brings you a gift
|
|
200 = tgp_movement_events.0150 # Shinto visitor at court
|
|
200 = tgp_movement_events.0160 # Promise Movement leader to not scheme against each other
|
|
|
|
# TGP - Dynastic Cycle Events
|
|
200 = tgp_dynastic_cycle_events.0001 # Tilt the scales towards Advancement
|
|
200 = tgp_dynastic_cycle_events.0010 # Disciple has a mental breakdown in Instability
|
|
200 = tgp_dynastic_cycle_events.0020 # Rowdy peasants steal food during Instability
|
|
200 = tgp_dynastic_cycle_events.0030 # In this time of Expansion you should become a Military Governor
|
|
200 = tgp_dynastic_cycle_events.0040 # Steward is interested in the Silk Road
|
|
200 = tgp_dynastic_cycle_events.0050 # Debate the Favoured Movement and get ahead of them
|
|
|
|
# TGP - Confucianism Events
|
|
250 = tgp_china_yearly.0001 # Charitable Acts
|
|
250 = tgp_china_yearly.0005 # Child mourns the loss of a father
|
|
250 = tgp_china_yearly.0010 # Hack poet peddles "lucky" poems
|
|
250 = tgp_china_yearly.0015 # Settle merchant dispute
|
|
250 = tgp_china_yearly.0020 # County has unpaid back-taxes
|
|
|
|
# TGP- Mandala Events
|
|
100 = tgp_east_asia_mandala_events.9000 #Freak accident makes you seem inclined to divinity
|
|
100 = devaraja.0002
|
|
100 = devaraja.0003
|
|
100 = devaraja.0004
|
|
100 = devaraja.0005
|
|
100 = devaraja.0006
|
|
100 = devaraja.0007
|
|
100 = devaraja.0008
|
|
# Missionary no longer
|
|
250 = devaraja.0009
|
|
250 = devaraja.0010
|
|
|
|
# ACH - yearly councillor events
|
|
25 = ach_yearly_events.1001
|
|
25 = ach_yearly_events.1002
|
|
25 = ach_yearly_events.1003
|
|
25 = ach_yearly_events.1004
|
|
|
|
# TGP - Ceremonial Liege Events
|
|
100 = tgp_ceremonial_liege_events.0001 # A councillor sends out documents with both seals (Liege/Regent)
|
|
75 = tgp_ceremonial_liege_events.0010 # You are extremely stressed, a spouse mentions giving power to the regent (Liege)
|
|
100 = tgp_ceremonial_liege_events.0020 # The liege/regent is in an activity which you were not invited to (Liege/Regent)
|
|
50 = tgp_ceremonial_liege_events.0030 # A scholar writes about you two and the liege is clearly favored (Liege/Regent)
|
|
75 = tgp_ceremonial_liege_events.0040 # Someone is questioning why you are even ruled over by your vassal at all (Regent)
|
|
}
|
|
}
|
|
|
|
on_yearly_tutorial_events = {
|
|
trigger = {
|
|
always = no # TODO[Ruler Objectives]: Make generally available once ready for it
|
|
is_ai = no
|
|
has_global_variable = tutorial_completed
|
|
}
|
|
random_events = {
|
|
chance_to_happen = 100
|
|
1 = tutorial.1001
|
|
}
|
|
}
|