N3OW_Western_eastern_europe/events/religion_events/religious_decision_events.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = religious_decision
#########################
# Seek Aid of Spirits #
# by Sean Hughes #
# 0001-0009 #
#########################
religious_decision.0001 = {
type = character_event
title = religious_decision.0001.t
desc = {
first_valid = {
triggered_desc = {
trigger = { has_government = landless_adventurer_government }
desc = religious_decision.0001.desc_landless
}
desc = religious_decision.0001.desc
}
}
theme = faith
override_background = { reference = fp3_cave }
left_portrait = {
character = root
triggered_animation = {
trigger = {
NOT = { exists = scope:realm_priest }
}
animation = personality_zealous
}
triggered_animation = {
trigger = {
NOT = { has_trait = cynical }
}
animation = disbelief
}
animation = personality_coward
}
right_portrait = {
trigger = { exists = scope:realm_priest }
character = scope:realm_priest
animation = personality_zealous
}
trigger = {
NOT = { has_character_flag = flag_sought_aid_of_spirits }
}
weight_multiplier = {
base = 1
}
immediate = {
if = {
limit = { exists = cp:councillor_court_chaplain }
cp:councillor_court_chaplain = {
save_scope_as = realm_priest
}
}
}
option = {
trigger = {
OR = {
is_ai = no
short_term_gold > major_gold_value
}
}
name = religious_decision.0001.a
remove_short_term_gold = major_gold_value
custom_tooltip = religious_decision.0001.a.tt.1
custom_tooltip = religious_decision.0001.a.tt.2
save_scope_value_as = {
name = offering
value = flag:expensive
}
stress_impact = {
greedy = medium_stress_gain
cynical = medium_stress_gain
}
trigger_event = {
id = religious_decision.0002
days = { 2 3 }
}
ai_chance = {
base = 0
ai_value_modifier = {
ai_zeal = 10
ai_greed = -10
}
}
}
option = {
trigger = {
OR = {
is_ai = no
short_term_gold > minor_gold_value
}
}
name = religious_decision.0001.b
remove_short_term_gold = minor_gold_value
custom_tooltip = religious_decision.0001.b.tt
save_scope_value_as = {
name = offering
value = flag:traditional
}
trigger_event = {
id = religious_decision.0002
days = { 2 3 }
}
ai_chance = {
base = 100
}
}
option = {
name = religious_decision.0001.c
custom_tooltip = religious_decision.0001.c.tt
save_scope_value_as = {
name = offering
value = flag:none
}
stress_impact = {
generous = medium_stress_gain
humble = medium_stress_gain
}
trigger_event = {
id = religious_decision.0002
days = { 2 3 }
}
ai_chance = {
base = 0
ai_value_modifier = {
ai_boldness = 5
ai_greed = 5
ai_zeal = -10
}
modifier = {
add = 980
has_trait = arrogant
}
}
}
option = {
name = religious_decision.0001.d
flavor = religious_decision.0001.d.flavor
remove_character_flag = flag_sought_aid_of_spirits
ai_chance = {
base = 0
}
}
}
religious_decision.0002 = {
type = character_event
title = religious_decision.0002.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:realm_priest
scope:offering = flag:none
}
desc = religious_decision.0002.desc.start_no_offering
}
triggered_desc = {
trigger = { scope:offering = flag:none }
desc = religious_decision.0002.desc.start_no_offering_alone
}
triggered_desc = {
trigger = { exists = scope:realm_priest }
desc = religious_decision.0002.desc.start_offering
}
desc = religious_decision.0002.desc.start_offering_alone
}
first_valid = {
triggered_desc = {
trigger = { exists = scope:realm_priest }
desc = religious_decision.0002.desc
}
desc = religious_decision.0002.desc_alone
}
first_valid = {
triggered_desc = {
trigger = {
scope:outcome = flag:no_effect
}
desc = religious_decision.0002.desc.end_no_change
}
desc = religious_decision.0002.desc.end_changed
}
}
theme = faith
override_background = { reference = fp3_cave }
left_portrait = {
character = root
triggered_animation = {
trigger = { scope:outcome = flag:shrewd }
animation = personality_rational
}
triggered_animation = {
trigger = {
OR = {
scope:outcome = flag:strong
scope:outcome = flag:wind_spirit
scope:outcome = flag:water_spirit
scope:outcome = flag:tree_spirit
scope:outcome = flag:bush_spirit
scope:outcome = flag:rock_spirit
}
}
animation = ecstasy
}
triggered_animation = {
trigger = {
OR = {
scope:outcome = flag:possessed
scope:outcome = flag:impotent
}
}
animation = paranoia
}
triggered_animation = {
trigger = { scope:outcome = flag:ill }
animation = sick
}
triggered_animation = {
trigger = { scope:outcome = flag:infirm }
animation = personality_irrational
}
animation = disbelief
}
right_portrait = {
trigger = { exists = scope:realm_priest }
character = scope:realm_priest
animation = personality_zealous
}
trigger = {
trigger_if = {
limit = { exists = scope:realm_priest }
scope:realm_priest = { is_available_adult = yes }
}
}
# Refund the player's money if the ritual fails for some reason.
on_trigger_fail = {
if = {
limit = {
scope:offering = flag:expensive
}
add_gold = major_gold_value
}
else_if = {
limit = {
scope:offering = flag:traditional
}
add_gold = minor_gold_value
}
}
immediate = {
# Character cannot take this decision again for 5 years.
add_character_flag = {
flag = flag_sought_aid_of_spirits
years = 5
}
# Determine what the impact of the ritual will be.
if = {
#Realm Priest, don't fail me now
limit = { exists = scope:realm_priest }
random_list = {
# Positive Effect
40 = { # Maximum ~85% chance of a good effect (Expensive offering nullifies no outcome; 60 weight good vs. 10 weight bad)
compare_modifier = {
value = {
value = scope:realm_priest.learning
subtract = 10
}
}
modifier = {
add = 10
scope:realm_priest = { has_trait = lifestyle_mystic }
}
random_list = {
# Permanent Skill Boost
10 = {
# Minimum chance of ~0%. Maximum chance of ~40% (Miracle Worker RP with 20 Learning and an Expensive Offering)
compare_modifier = {
value = {
value = scope:realm_priest.learning
subtract = 10
}
}
modifier = {
add = 10
scope:realm_priest = { has_trait = lifestyle_mystic }
}
modifier = {
add = 10
scope:realm_priest = {
has_trait = lifestyle_mystic
has_trait_xp = {
trait = lifestyle_mystic
value >= 50
}
}
}
modifier = {
add = 10
scope:realm_priest = {
has_trait = lifestyle_mystic
has_trait_xp = {
trait = lifestyle_mystic
value >= 100
}
}
}
modifier = {
add = 40
scope:offering = flag:expensive
}
trigger = {
NAND = {
has_trait = shrewd
has_trait_rank = {
trait = intellect_bad
rank > 0
}
has_trait = strong
has_trait_rank = {
trait = physique_bad
rank > 0
}
}
}
random_list = {
50 = {
trigger = {
NOR = {
has_trait = shrewd
has_trait_rank = {
trait = intellect_bad
rank > 0
}
}
}
save_scope_value_as = {
name = outcome
value = flag:shrewd
}
}
50 = {
trigger = {
NOR = {
has_trait = strong
has_trait_rank = {
trait = physique_bad
rank > 0
}
}
}
save_scope_value_as = {
name = outcome
value = flag:strong
}
}
}
}
# Temporary Skill Boost
90 = {
random_list = {
20 = {
save_scope_value_as = {
name = outcome
value = flag:wind_spirit
}
}
20 = {
save_scope_value_as = {
name = outcome
value = flag:water_spirit
}
}
20 = {
save_scope_value_as = {
name = outcome
value = flag:bush_spirit
}
}
20 = {
save_scope_value_as = {
name = outcome
value = flag:rock_spirit
}
}
20 = {
save_scope_value_as = {
name = outcome
value = flag:tree_spirit
}
}
}
}
}
}
# No Effect
40 = {
# Offering modifiers only effect the 'None' chance.
modifier = { # 0% chance with expensive offering.
add = -40
scope:offering = flag:expensive
}
modifier = { # 40% chance with standard offering.
add = 0
scope:offering = flag:traditional
}
modifier = { # 66% chance with no offering.
add = 80
scope:offering = flag:none
NOT = { has_trait = arrogant }
}
# Since the effects of the ritual could be explained through belief alone (placebo effect), a character's skepticism influences if they receive a bonus or not.
modifier = { # Cynical characters less likely to believe in the ritual.
add = 40
has_trait = cynical
}
modifier = { # Zealous characters more likely to believe in the ritual.
add = -20
has_trait = zealous
}
save_scope_value_as = {
name = outcome
value = flag:no_effect
}
}
# Negative Effect
20 = {
modifier = {
add = 20
scope:offering = flag:none
}
compare_modifier = {
value = {
value = 10
subtract = scope:realm_priest.learning
min = -10
}
}
random_list = {
25 = {
trigger = { NOT = { has_trait = possessed } }
modifier = {
add = 100
scope:offering = flag:expensive
}
save_scope_value_as = {
name = outcome
value = flag:possessed
}
}
25 = {
trigger = { NOT = { has_trait = impotent } }
save_scope_value_as = {
name = outcome
value = flag:impotent
}
}
25 = {
trigger = { can_contract_disease_trigger = { DISEASE = ill } }
save_scope_value_as = {
name = outcome
value = flag:ill
}
}
25 = {
trigger = { NOT = { has_trait = infirm } }
save_scope_value_as = {
name = outcome
value = flag:infirm
}
}
}
}
}
}
#... we're on our own
else = {
random_list = {
# Positive Effect
40 = { # Maximum ~85% chance of a good effect (Expensive offering nullifies no outcome; 60 weight good vs. 10 weight bad)
compare_modifier = {
value = {
value = learning
subtract = 10
}
}
modifier = {
add = 10
has_trait = lifestyle_mystic
}
random_list = {
# Permanent Skill Boost
10 = {
# Minimum chance of ~0%. Maximum chance of ~40% (Miracle Worker RP with 20 Learning and an Expensive Offering)
compare_modifier = {
value = {
value = learning
subtract = 10
}
}
modifier = {
add = 10
has_trait = lifestyle_mystic
}
modifier = {
add = 10
has_trait = lifestyle_mystic
has_trait_xp = {
trait = lifestyle_mystic
value >= 50
}
}
modifier = {
add = 10
has_trait = lifestyle_mystic
has_trait_xp = {
trait = lifestyle_mystic
value >= 100
}
}
modifier = {
add = 40
scope:offering = flag:expensive
}
trigger = {
NAND = {
has_trait = shrewd
has_trait_rank = {
trait = intellect_bad
rank > 0
}
has_trait = strong
has_trait_rank = {
trait = physique_bad
rank > 0
}
}
}
random_list = {
50 = {
trigger = {
NOR = {
has_trait = shrewd
has_trait_rank = {
trait = intellect_bad
rank > 0
}
}
}
save_scope_value_as = {
name = outcome
value = flag:shrewd
}
}
50 = {
trigger = {
NOR = {
has_trait = strong
has_trait_rank = {
trait = physique_bad
rank > 0
}
}
}
save_scope_value_as = {
name = outcome
value = flag:strong
}
}
}
}
# Temporary Skill Boost
90 = {
random_list = {
20 = {
save_scope_value_as = {
name = outcome
value = flag:wind_spirit
}
}
20 = {
save_scope_value_as = {
name = outcome
value = flag:water_spirit
}
}
20 = {
save_scope_value_as = {
name = outcome
value = flag:bush_spirit
}
}
20 = {
save_scope_value_as = {
name = outcome
value = flag:rock_spirit
}
}
20 = {
save_scope_value_as = {
name = outcome
value = flag:tree_spirit
}
}
}
}
}
}
# No Effect
40 = {
# Offering modifiers only effect the 'None' chance.
modifier = { # 0% chance with expensive offering.
add = -40
scope:offering = flag:expensive
}
modifier = { # 40% chance with standard offering.
add = 0
scope:offering = flag:traditional
}
modifier = { # 66% chance with no offering.
add = 80
scope:offering = flag:none
NOT = { has_trait = arrogant }
}
# Since the effects of the ritual could be explained through belief alone (placebo effect), a character's skepticism influences if they receive a bonus or not.
modifier = { # Cynical characters less likely to believe in the ritual.
add = 40
has_trait = cynical
}
modifier = { # Zealous characters more likely to believe in the ritual.
add = -20
has_trait = zealous
}
save_scope_value_as = {
name = outcome
value = flag:no_effect
}
}
# Negative Effect
20 = {
modifier = {
add = 20
scope:offering = flag:none
}
compare_modifier = {
value = {
value = 10
subtract = learning
min = -10
}
}
random_list = {
25 = {
trigger = { NOT = { has_trait = possessed } }
modifier = {
add = 100
scope:offering = flag:expensive
}
save_scope_value_as = {
name = outcome
value = flag:possessed
}
}
25 = {
trigger = { NOT = { has_trait = impotent } }
save_scope_value_as = {
name = outcome
value = flag:impotent
}
}
25 = {
trigger = { can_contract_disease_trigger = { DISEASE = ill } }
save_scope_value_as = {
name = outcome
value = flag:ill
}
}
25 = {
trigger = { NOT = { has_trait = infirm } }
save_scope_value_as = {
name = outcome
value = flag:infirm
}
}
}
}
}
}
# If we failed to set the outcome flag, set it now.
if = {
limit = {
NOT = { exists = scope:outcome }
}
save_scope_value_as = {
name = outcome
value = flag:no_effect
}
}
}
option = {
# Custom name text based on ritual outcome.
name = {
trigger = { scope:outcome = flag:shrewd }
text = religious_decision.0002.shrewd
}
name = {
trigger = { scope:outcome = flag:strong }
text = religious_decision.0002.strong
}
name = {
trigger = {
OR = {
scope:outcome = flag:wind_spirit
scope:outcome = flag:water_spirit
scope:outcome = flag:rock_spirit
scope:outcome = flag:bush_spirit
scope:outcome = flag:tree_spirit
}
}
text = religious_decision.0002.good
}
name = {
trigger = {
OR = {
scope:outcome = flag:ill
scope:outcome = flag:impotent
scope:outcome = flag:infirm
}
}
text = religious_decision.0002.bad
}
name = {
trigger = { scope:outcome = flag:possessed }
text = religious_decision.0002.possessed
}
name = {
trigger = {
scope:outcome = flag:no_effect
has_trait = zealous
}
text = religious_decision.0002.no_change.zealous
}
name = {
trigger = {
scope:outcome = flag:no_effect
NOT = { has_trait = zealous }
}
text = religious_decision.0002.no_change
}
# Apply the actual outcome effects:
# Good Outcomes
if = {
limit = { scope:outcome = flag:shrewd }
if = {
limit = { has_trait = dull }
remove_trait = dull
}
else = {
add_trait = shrewd
}
}
else_if = {
limit = { scope:outcome = flag:strong }
if = {
limit = { has_trait = weak }
remove_trait = weak
}
else = {
add_trait = strong
}
}
else_if = {
limit = { scope:outcome = flag:wind_spirit }
add_character_modifier = {
modifier = wind_spirit_blessing
years = 20
}
}
else_if = {
limit = { scope:outcome = flag:water_spirit }
add_character_modifier = {
modifier = water_spirit_blessing
years = 20
}
}
else_if = {
limit = { scope:outcome = flag:tree_spirit }
add_character_modifier = {
modifier = tree_spirit_blessing
years = 20
}
}
else_if = {
limit = { scope:outcome = flag:bush_spirit }
add_character_modifier = {
modifier = bush_spirit_blessing
years = 20
}
}
else_if = {
limit = { scope:outcome = flag:rock_spirit }
add_character_modifier = {
modifier = rock_spirit_blessing
years = 20
}
}
# Bad Outcomes
else_if = {
limit = { scope:outcome = flag:possessed }
add_trait = possessed_1
}
else_if = {
limit = { scope:outcome = flag:impotent }
add_trait = impotent
}
else_if = {
limit = { scope:outcome = flag:ill }
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
}
else_if = {
limit = { scope:outcome = flag:infirm }
add_trait = infirm
}
}
}
#########################
# Select Personal God #
# by Sean Hughes #
# 0101-0120 #
#########################
religious_decision.0101 = {
type = character_event
title = religious_decision.0101.t
desc = {
desc = religious_decision.0101.desc.start
first_valid = {
triggered_desc = {
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism }
}
}
desc = religious_decision.0101.desc.vaishnavism
}
triggered_desc = {
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
}
}
desc = religious_decision.0101.desc.shaivism
}
triggered_desc = {
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism }
}
}
desc = religious_decision.0101.desc.smartism
}
desc = religious_decision.0101.desc.generic
}
desc = religious_decision.0101.desc.end
}
theme = faith
left_portrait = {
character = root
animation = personality_rational
}
# 'Generic' Hinduism
option = {
name = religious_decision.0101.ganga
trigger = {
NOR = {
# vaishnavism includes this one
faith = {
OR = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism }
}
}
has_character_modifier = bhakti_hinduism_ganga
}
}
set_bhakti_effect = { BHAKTI = bhakti_hinduism_ganga }
}
option = {
name = religious_decision.0101.saraswati
trigger = {
NOR = {
faith = {
OR = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism }
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism }
}
}
has_character_modifier = bhakti_hinduism_saraswati
}
}
set_bhakti_effect = { BHAKTI = bhakti_hinduism_saraswati }
}
option = {
name = religious_decision.0101.kali
trigger = {
NOR = {
faith = {
OR = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism }
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism }
}
}
has_character_modifier = bhakti_hinduism_kali
}
}
set_bhakti_effect = { BHAKTI = bhakti_hinduism_kali }
}
option = {
name = religious_decision.0101.kubera
trigger = {
NOR = {
faith = {
OR = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism }
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
}
}
# smartism includes this one
has_character_modifier = bhakti_hinduism_kubera
}
}
set_bhakti_effect = { BHAKTI = bhakti_hinduism_kubera }
}
# Vaishnavism
option = {
name = religious_decision.0101.lakishmi
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism }
}
NOT = { has_character_modifier = bhakti_vaishnavism_lakishmi }
}
set_bhakti_effect = { BHAKTI = bhakti_vaishnavism_lakishmi }
}
option = {
name = religious_decision.0101.jagganath
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism }
}
NOT = { has_character_modifier = bhakti_vaishnavism_jagganath }
}
set_bhakti_effect = { BHAKTI = bhakti_vaishnavism_jagganath }
}
option = {
name = religious_decision.0101.hayagriva
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:vaishnavism }
}
NOT = { has_character_modifier = bhakti_vaishnavism_hayagriva }
}
set_bhakti_effect = { BHAKTI = bhakti_vaishnavism_hayagriva }
}
# Shaivism
option = {
name = religious_decision.0101.parvati
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
}
NOT = { has_character_modifier = bhakti_shaivism_parvati }
}
set_bhakti_effect = { BHAKTI = bhakti_shaivism_parvati }
}
option = {
name = religious_decision.0101.virabhadra
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
}
NOT = { has_character_modifier = bhakti_shaivism_virabhadra }
}
set_bhakti_effect = { BHAKTI = bhakti_shaivism_virabhadra }
}
option = {
name = religious_decision.0101.munishwarar
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
}
NOT = { has_character_modifier = bhakti_shaivism_munishwarar }
}
set_bhakti_effect = { BHAKTI = bhakti_shaivism_munishwarar }
}
option = {
name = religious_decision.0101.dakshinamoorthy
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:shaivism }
}
NOT = { has_character_modifier = bhakti_shaivism_dakshinamoorthy }
}
set_bhakti_effect = { BHAKTI = bhakti_shaivism_dakshinamoorthy }
}
# Smartism
option = {
name = religious_decision.0101.ganesha
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism }
}
NOT = { has_character_modifier = bhakti_smartism_ganesha }
}
set_bhakti_effect = { BHAKTI = bhakti_smartism_ganesha }
}
option = {
name = religious_decision.0101.vishnu
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism }
}
NOT = { has_character_modifier = bhakti_smartism_vishnu }
}
set_bhakti_effect = { BHAKTI = bhakti_smartism_vishnu }
}
option = {
name = religious_decision.0101.shiva
trigger = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:smartism }
}
NOT = { has_character_modifier = bhakti_smartism_shiva }
}
set_bhakti_effect = { BHAKTI = bhakti_smartism_shiva }
}
# Opt-Out
option = {
name = religious_decision.0101.optout
flavor = religious_decision.0101.flavor
ai_chance = {
base = 0
}
}
}
religious_decision.0102 = {
type = character_event
title = religious_decision.0102.t
desc = religious_decision.0102.desc
theme = faith
left_portrait = {
character = root
animation = personality_rational
}
# Odin
option = {
name = religious_decision.0102.odin
trigger = {
NOT = { has_character_modifier = bhakti_germanic_generic_odin }
}
set_bhakti_effect = { BHAKTI = bhakti_germanic_generic_odin }
}
# Ullr
option = {
name = religious_decision.0102.ullr
trigger = {
is_vaguely_danish_bhakti_trigger = no
NOT = { has_character_modifier = bhakti_germanic_not_danish_ullr }
}
set_bhakti_effect = { BHAKTI = bhakti_germanic_not_danish_ullr }
}
# Tyr
option = {
name = religious_decision.0102.tyr
trigger = {
is_vaguely_danish_bhakti_trigger = yes
NOT = { has_character_modifier = bhakti_germanic_danish_tyr }
}
set_bhakti_effect = { BHAKTI = bhakti_germanic_danish_tyr }
}
# Thor
option = {
name = religious_decision.0102.thor
trigger = {
NOT = { has_character_modifier = bhakti_germanic_generic_thor }
}
set_bhakti_effect = { BHAKTI = bhakti_germanic_generic_thor }
}
# Freyr
option = {
name = religious_decision.0102.freyr
trigger = {
NOT = { has_character_modifier = bhakti_germanic_generic_freyr }
}
set_bhakti_effect = { BHAKTI = bhakti_germanic_generic_freyr }
}
# Opt-Out
option = {
name = religious_decision.0102.optout
flavor = religious_decision.0102.flavor
ai_chance = {
base = 0
}
}
}
#########################
# Meditate in Seclusion #
# by Sean Hughes #
# 0201-0299 #
#########################
# If the player exits the travel planning UI, this event fires reseting the decision cooldown and removing variables
religious_decision.0200 = {
hidden = yes
trigger = {
OR = {
exists = var:meditation_location
has_character_flag = meditation_character_flag
}
}
immediate = {
current_travel_plan ?= {
if = {
limit = { can_cancel = yes }
cancel_travel_plan = yes
}
}
remove_decision_cooldown = meditate_in_seclusion_decision
remove_variable = meditation_location
remove_character_flag = meditation_character_flag
}
}
scripted_trigger religious_decision_0201_can_meditate_in_terrain_trigger = {
religious_decision_0201_has_two_meditation_options_trigger = no
any_sub_realm_barony = {
this != root.capital_barony
title_province = {
terrain = $TERRAIN$
}
}
}
scripted_trigger religious_decision_0201_has_two_meditation_options_trigger = {
# Stops after we've found 2 good places for meditation (don't want to overload the player).
calc_true_if = {
amount >= 2
has_character_flag = meditation_option_plains
has_character_flag = meditation_option_hills
has_character_flag = meditation_option_steppe
has_character_flag = meditation_option_forest
has_character_flag = meditation_option_drylands
has_character_flag = meditation_option_mountains
has_character_flag = meditation_option_wetlands
has_character_flag = meditation_option_jungle
has_character_flag = meditation_option_desert
}
}
scripted_effect save_meditation_option_effect = {
add_character_flag = meditation_option_$TERRAIN$
random_sub_realm_barony = {
limit = {
this != root.capital_barony
title_province = {
terrain = $TERRAIN$
}
}
title_province = { save_scope_as = $TERRAIN$_location }
}
}
scripted_effect meditate_at_location_effect = {
set_variable = {
name = meditation_location
value = scope:$TERRAIN$_location
}
scope:$TERRAIN$_location = { #to show the location name in the difficulty custom tooltip
save_scope_as = tooltip_loc
}
start_travel_plan = {
destination = var:meditation_location
on_travel_planner_cancel_event = religious_decision.0200
on_arrival_event = religious_decision.0210
on_arrival_destinations = all_but_last
}
add_character_modifier = {
modifier = meditating_in_seclusion_modifier
days = meditation_duration
}
add_character_flag = meditation_character_flag
}
religious_decision.0201 = {
type = character_event
title = religious_decision.0201.t
desc = religious_decision.0201.desc
theme = faith
override_background = {
reference = throne_room
}
left_portrait = {
character = root
animation = personality_rational
}
immediate = {
# Stop characters from planning multiple activities at once.
add_character_flag = {
flag = planning_an_activity
days = 30
}
# Save the character's capital scope for meditation
capital_barony.title_province = {
save_scope_as = capital_location
}
# Generate options for meditation based on terrain in character's realm.
if = {
limit = {
religious_decision_0201_has_two_meditation_options_trigger = no
any_sub_realm_barony = {
this != root.capital_barony
title_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
add_character_flag = meditation_option_mountains
random_sub_realm_barony = {
limit = {
this != root.capital_barony
title_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
title_province = { save_scope_as = mountains_location }
}
}
if = {
limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = steppe}}
save_meditation_option_effect = { TERRAIN = steppe }
}
if = {
limit = {
religious_decision_0201_has_two_meditation_options_trigger = no
any_sub_realm_barony = {
this != root.capital_barony
title_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
}
add_character_flag = meditation_option_forest
random_sub_realm_barony = {
limit = {
this != root.capital_barony
title_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
title_province = { save_scope_as = forest_location }
}
}
if = {
limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = desert}}
save_meditation_option_effect = { TERRAIN = desert }
}
if = {
limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = hills}}
save_meditation_option_effect = { TERRAIN = hills }
}
if = {
limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = drylands}}
save_meditation_option_effect = { TERRAIN = drylands }
}
if = {
limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = plains}}
save_meditation_option_effect = { TERRAIN = plains }
}
if = {
limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = jungle}}
save_meditation_option_effect = { TERRAIN = jungle }
}
if = {
limit = { religious_decision_0201_can_meditate_in_terrain_trigger = {TERRAIN = wetlands}}
save_meditation_option_effect = { TERRAIN = wetlands }
}
}
# Option 1: Meditate at home. Lowest risk, lowest reward.
option = {
name = religious_decision.0201.home
set_variable = {
name = meditation_location
value = scope:capital_location
}
add_character_flag = meditation_character_flag
add_character_modifier = {
modifier = meditating_in_seclusion_modifier
days = meditation_duration
}
scope:capital_location = { #to show the location name in the difficulty custom tooltip
save_scope_as = tooltip_loc
}
custom_tooltip = religious_decision.0201.difficulty.easy
trigger_event = {
id = religious_decision.0211
days = meditation_duration
}
}
# Option 2-A: Meditate in the plains. Low risk, low reward.
option = {
trigger = { has_character_flag = meditation_option_plains }
name = religious_decision.0201.plains
meditate_at_location_effect = { TERRAIN = plains }
custom_tooltip = religious_decision.0201.difficulty.easy
custom_tooltip = religious_decision.0201.stress
}
# Option 2-B: Meditate in the hills. Low risk, low reward.
option = {
trigger = { has_character_flag = meditation_option_hills }
name = religious_decision.0201.hills
meditate_at_location_effect = { TERRAIN = hills }
custom_tooltip = religious_decision.0201.difficulty.easy
custom_tooltip = religious_decision.0201.learning
}
# Option 2-C: Meditate in the steppe. Low risk, medium reward.
option = {
trigger = { has_character_flag = meditation_option_steppe }
name = religious_decision.0201.steppe
meditate_at_location_effect = { TERRAIN = steppe }
custom_tooltip = religious_decision.0201.difficulty.easy
custom_tooltip = religious_decision.0201.trait
}
# Option 2-D: Meditate in the forest. Medium risk, medium reward.
option = {
trigger = { has_character_flag = meditation_option_forest }
name = religious_decision.0201.forest
meditate_at_location_effect = { TERRAIN = forest }
custom_tooltip = religious_decision.0201.difficulty.medium
custom_tooltip = religious_decision.0201.stress
}
# Option 2-E: Meditate in the drylands. Medium risk, medium reward.
option = {
trigger = { has_character_flag = meditation_option_drylands }
name = religious_decision.0201.drylands
meditate_at_location_effect = { TERRAIN = drylands }
custom_tooltip = religious_decision.0201.difficulty.medium
custom_tooltip = religious_decision.0201.learning
}
# Option 2-F: Meditate in the mountains. High risk, high reward.
option = {
trigger = { has_character_flag = meditation_option_mountains }
name = religious_decision.0201.mountains
meditate_at_location_effect = { TERRAIN = mountains }
custom_tooltip = religious_decision.0201.difficulty.hard
custom_tooltip = religious_decision.0201.stress
custom_tooltip = religious_decision.0201.trait
}
# Option 2-G: Meditate in the desert. High risik, high reward.
option = {
trigger = { has_character_flag = meditation_option_desert }
name = religious_decision.0201.desert
meditate_at_location_effect = { TERRAIN = desert }
custom_tooltip = religious_decision.0201.difficulty.hard
custom_tooltip = religious_decision.0201.learning
}
# Option 2-H: Meditate in the swamp. High risk, low reward.
option = {
trigger = { has_character_flag = meditation_option_wetlands }
name = religious_decision.0201.wetlands
meditate_at_location_effect = { TERRAIN = wetlands }
custom_tooltip = religious_decision.0201.difficulty.hard
}
# Option 2-I: Meditate in the jugnle. High risk, low reward.
option = {
trigger = { has_character_flag = meditation_option_jungle }
name = religious_decision.0201.jungle
meditate_at_location_effect = { TERRAIN = jungle }
custom_tooltip = religious_decision.0201.difficulty.hard
}
# Option 3: Opt-out
option = {
name = religious_decision.0201.optout
flavor = religious_decision.0201.optout.flavor
ai_chance = {
base = 0
}
remove_decision_cooldown = meditate_in_seclusion_decision
}
after = {
remove_character_flag = meditation_option_plains
remove_character_flag = meditation_option_hills
remove_character_flag = meditation_option_steppe
remove_character_flag = meditation_option_forest
remove_character_flag = meditation_option_drylands
remove_character_flag = meditation_option_mountains
remove_character_flag = meditation_option_wetlands
remove_character_flag = meditation_option_jungle
remove_character_flag = meditation_option_desert
remove_character_flag = planning_an_activity
}
}
scripted_effect improve_meditation_skill = {
if = {
limit = {
has_variable = meditation_experience
}
change_variable = {
name = meditation_experience
add = 1
}
}
else = {
set_variable = {
name = meditation_experience
value = 1
}
}
custom_tooltip = religious_decision.0211.experience
}
religious_decision.0210 = {
hidden = yes
immediate = {
send_interface_toast = {
title = religious_decision.0210.toast
left_icon = root
current_travel_plan = {
delay_travel_plan = { days = meditation_duration }
}
}
trigger_event = {
id = religious_decision.0211
days = meditation_duration
}
}
}
religious_decision.0211 = {
type = character_event
title = religious_decision.0211.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:at_home = yes }
desc = religious_decision.0211.desc.beginning.home
}
triggered_desc = {
trigger = {
var:meditation_location = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
desc = religious_decision.0211.desc.beginning.mountains
}
triggered_desc = {
trigger = {
var:meditation_location = {
OR = {
terrain = forest
terrain = taiga
}
}
}
desc = religious_decision.0211.desc.beginning.forest
}
triggered_desc = {
trigger = {var:meditation_location = { terrain = plains }}
desc = religious_decision.0211.desc.beginning.plains
}
triggered_desc = {
trigger = {var:meditation_location = { terrain = hills }}
desc = religious_decision.0211.desc.beginning.hills
}
triggered_desc = {
trigger = {var:meditation_location = { terrain = steppe }}
desc = religious_decision.0211.desc.beginning.steppe
}
triggered_desc = {
trigger = {var:meditation_location = { terrain = drylands }}
desc = religious_decision.0211.desc.beginning.drylands
}
triggered_desc = {
trigger = {var:meditation_location = { terrain = wetlands }}
desc = religious_decision.0211.desc.beginning.wetlands
}
triggered_desc = {
trigger = {var:meditation_location = { terrain = jungle }}
desc = religious_decision.0211.desc.beginning.jungle
}
triggered_desc = {
trigger = {var:meditation_location = { terrain = desert }}
desc = religious_decision.0211.desc.beginning.desert
}
}
first_valid = {
triggered_desc = {
trigger = { has_character_flag = meditation_minor_stress_loss }
desc = religious_decision.0211.desc.result.minor_stress
}
triggered_desc = {
trigger = { has_character_flag = meditation_medium_stress_loss }
desc = religious_decision.0211.desc.result.medium_stress
}
triggered_desc = {
trigger = { has_character_flag = meditation_major_stress_loss }
desc = religious_decision.0211.desc.result.major_stress
}
triggered_desc = {
trigger = { has_character_flag = meditation_reflection }
desc = religious_decision.0211.desc.result.reflection
}
triggered_desc = {
trigger = { has_character_flag = meditation_fugue }
desc = religious_decision.0211.desc.result.fugue
}
triggered_desc = {
trigger = { has_character_flag = meditation_epiphany }
desc = religious_decision.0211.desc.result.epiphany
}
triggered_desc = {
trigger = { has_character_flag = meditation_impatient }
desc = religious_decision.0211.desc.result.impatient
}
triggered_desc = {
trigger = { has_character_flag = meditation_secret }
desc = religious_decision.0211.desc.result.secret
}
triggered_desc = {
trigger = { has_character_flag = meditation_hungry }
desc = religious_decision.0211.desc.result.hungry
}
triggered_desc = {
trigger = { has_character_flag = meditation_thirsty }
desc = religious_decision.0211.desc.result.thirsty
}
triggered_desc = {
trigger = { has_character_flag = meditation_headache }
desc = religious_decision.0211.desc.result.headache
}
triggered_desc = {
trigger = { has_character_flag = meditation_distraction }
desc = religious_decision.0211.desc.result.distraction
}
}
}
theme = faith
override_background = {
trigger = { scope:at_home = yes }
reference = sitting_room
}
override_background = {
trigger = { scope:at_home = no }
reference = wilderness_scope
}
override_background = {
trigger = { has_character_flag = meditation_thirsty }
reference = bp1_crossroads_inn
}
left_portrait = root
immediate = {
if = {
limit = {
NOT = {
exists = var:meditation_location
}
}
set_variable = {
name = meditation_location
value = root.location
}
}
var:meditation_location = {
save_scope_as = meditation_location
save_scope_as = background_wilderness_scope
}
# Check if we are meditating in our capital (will be checked frequently when determining outcomes).
if = {
limit = {
exists = capital_province
scope:meditation_location = root.capital_province
}
save_scope_value_as = {
name = at_home
value = yes
}
}
else = {
save_scope_value_as = {
name = at_home
value = no
}
}
# Determine what the outcome of the meditation journey will be.
random_list = {
# Positive Outcomes
80 = {
# Double positive chance for meditating at home (though the benefits will be small).
modifier = {
add = 80
trigger = { scope:at_home = yes }
}
random_list = {
# Stress Reduction
60 = {
modifier = {
add = 40
scope:meditation_location = {
OR = {
terrain = mountains
terrain = desert_mountains
terrain = forest
terrain = taiga
}
}
}
random_list = {
# Lower stress loss when meditating at home.
100 = {
trigger = { scope:at_home = yes }
add_character_flag = meditation_minor_stress_loss
}
# Higher stress loss when meditating in the wilderness
66 = {
trigger = { scope:at_home = no }
add_character_flag = meditation_medium_stress_loss
}
33 = {
trigger = { scope:at_home = no }
modifier = {
add = 121
scope:meditation_location = {
OR = {
terrain = desert_mountains
terrain = mountains
}
}
}
add_character_flag = meditation_major_stress_loss
}
}
}
# Replace Negative Trait
20 = {
trigger = {
scope:at_home = no
# Must have a negative trait to replace.
OR = {
has_trait = greedy
has_trait = lustful
has_trait = gluttonous
has_trait = deceitful
has_trait = ambitious
has_trait = impatient
has_trait = sadistic
has_trait = wrathful
}
}
# Greater chance when meditating in one of these terrains.
modifier = {
add = 75
scope:meditation_location = {
terrain = steppe
}
}
modifier = {
add = 150
scope:meditation_location = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
add_character_flag = meditation_reflection
}
# Gain Learning
20 = {
trigger = {
scope:at_home = no
}
modifier = {
add = 50
scope:meditation_location = {
terrain = hills
}
}
add_character_flag = meditation_epiphany
}
# Gain extra Learning
50 = {
trigger = {
scope:at_home = no
# Only in hot regions.
scope:meditation_location = {
OR = {
terrain = desert
terrain = drylands
}
}
}
modifier = {
add = 100
scope:meditation_location = {
terrain = desert
}
}
add_character_flag = meditation_fugue
}
}
}
# Negative Outcomes
20 = {
# Location modifiers.
modifier = { # Failure increases from 20% to 25%. Still relatively easy.
add = 7 # Total 27
scope:at_home = no
}
modifier = { # Failure increases from 25% to 40%. Moderate difficulty.
add = 26 # Total 53
scope:at_home = no
scope:meditation_location = {
OR = {
terrain = forest
terrain = taiga
terrain = drylands
}
}
}
modifier = { # Failure increases from 25% to 60%. Hard difficulty.
add = 93 # Total 120
scope:at_home = no
scope:meditation_location = {
OR = {
terrain = desert
terrain = desert_mountains
terrain = mountains
terrain = wetlands
terrain = jungle
}
}
}
# Positive Personality Modifiers.
modifier = {
factor = 0.86
has_trait = patient
}
modifier = {
factor = 0.90
has_trait = calm
}
modifier = {
factor = 0.92
has_trait = temperate
}
# Negative Personality Modifiers.
modifier = {
factor = 1.13
has_trait = impatient
}
modifier = {
factor = 1.10
has_trait = gluttonous
}
modifier = {
factor = 1.08
has_trait = wrathful
}
# Reduces failure chance by 10 points per previous successful meditation.
modifier = {
add = {
subtract = var:meditation_experience
multiply = 10
}
has_variable = meditation_experience
}
random_list = {
25 = {
trigger = { NOT = { has_trait = patient } }
modifier = {
add = 50
var:meditation_location = {
terrain = wetlands
}
}
modifier = {
add = 75
has_trait = impatient
}
add_character_flag = meditation_impatient
}
25 = {
trigger = {
any_secret = { }
}
modifier = {
add = 75
any_secret = {
is_criminal_for = root
}
}
add_character_flag = meditation_secret
}
75 = {
trigger = {
scope:meditation_location = {
terrain = jungle
}
}
add_character_flag = meditation_distraction
}
25 = {
modifier = {
add = -20
has_trait = temperate
}
modifier = {
add = 75
has_trait = gluttonous
}
add_character_flag = meditation_hungry
}
100 = {
trigger = {
scope:meditation_location = {
OR = {
terrain = desert
terrain = drylands
}
}
}
add_character_flag = meditation_thirsty
}
100 = {
trigger = {
scope:meditation_location = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
add_character_flag = meditation_headache
}
}
}
}
}
option = {
name = {
trigger = {
OR = {
has_character_flag = meditation_epiphany
has_character_flag = meditation_fugue
has_character_flag = meditation_major_stress_loss
}
}
text = religious_decision.0211.a.critical_success
}
name = {
trigger = {
OR = {
has_character_flag = meditation_reflection
has_character_flag = meditation_medium_stress_loss
has_character_flag = meditation_minor_stress_loss
}
}
text = religious_decision.0211.a.success
}
name = {
trigger = {
OR = {
has_character_flag = meditation_secret
has_character_flag = meditation_impatient
has_character_flag = meditation_hungry
has_character_flag = meditation_thirsty
has_character_flag = meditation_distraction
has_character_flag = meditation_headache
}
}
text = religious_decision.0211.a.failure
}
if = {
limit = { has_character_flag = meditation_minor_stress_loss }
add_stress = minor_stress_loss
improve_meditation_skill = yes
}
else_if = {
limit = { has_character_flag = meditation_medium_stress_loss }
add_stress = medium_stress_loss
improve_meditation_skill = yes
}
else_if = {
limit = { has_character_flag = meditation_major_stress_loss }
add_stress = major_stress_loss
improve_meditation_skill = yes
}
else_if = {
limit = { has_character_flag = meditation_reflection }
random_list = {
1 = {
trigger = { has_trait = gluttonous }
remove_trait = gluttonous
add_trait_force_tooltip = temperate
}
1 = {
trigger = { has_trait = greedy }
remove_trait = greedy
add_trait_force_tooltip = generous
}
1 = {
trigger = { has_trait = ambitious }
remove_trait = ambitious
add_trait_force_tooltip = content
}
1 = {
trigger = { has_trait = lustful }
remove_trait = lustful
add_trait_force_tooltip = chaste
}
1 = {
trigger = { has_trait = deceitful }
remove_trait = deceitful
add_trait_force_tooltip = honest
}
1 = {
trigger = { has_trait = sadistic }
remove_trait = sadistic
add_trait_force_tooltip = compassionate
}
1 = {
trigger = { has_trait = impatient }
remove_trait = impatient
add_trait_force_tooltip = patient
}
1 = {
trigger = { has_trait = wrathful }
remove_trait = wrathful
add_trait_force_tooltip = calm
}
}
improve_meditation_skill = yes
}
else_if = {
limit = { has_character_flag = meditation_fugue }
add_learning_skill = 2
improve_meditation_skill = yes
}
else_if = {
limit = { has_character_flag = meditation_epiphany }
add_learning_skill = 1
improve_meditation_skill = yes
}
else_if = {
limit = { has_character_flag = meditation_impatient }
add_stress = minor_stress_gain
}
else_if = {
limit = { has_character_flag = meditation_secret }
add_stress = minor_stress_gain
}
else_if = {
limit = { has_character_flag = meditation_hungry }
add_stress = minor_stress_gain
}
else_if = {
limit = { has_character_flag = meditation_thirsty }
add_stress = minor_stress_gain
}
else_if = {
limit = { has_character_flag = meditation_headache }
add_stress = minor_stress_gain
}
else_if = {
limit = { has_character_flag = meditation_distraction }
add_stress = minor_stress_gain
}
}
after = {
# Remove character
remove_character_flag = meditation_secret
remove_character_flag = meditation_impatient
remove_character_flag = meditation_epiphany
remove_character_flag = meditation_fugue
remove_character_flag = meditation_reflection
remove_character_flag = meditation_major_stress_loss
remove_character_flag = meditation_medium_stress_loss
remove_character_flag = meditation_minor_stress_loss
# Run the clean-up event.
trigger_event = {
id = religious_decision.0291
days = 30
}
}
}
religious_decision.0291 = {
hidden = yes
immediate = {
send_interface_toast = {
title = religious_decision.0291.toast
left_icon = root
current_travel_plan ?= {
if = {
limit = { is_paused = yes }
resume_travel_plan = yes
}
}
}
remove_variable = meditation_location
remove_character_flag = meditation_character_flag
}
}
#########################
# Sky Burials #
# by Sean Hughes #
# 0301-0302 #
#########################
religious_decision.0301 = {
hidden = yes
# Faiths with Sky Burial need to have this character saved as a variable on their successor.
trigger = {
exists = player_heir
faith = {
has_doctrine_parameter = sky_burials_active
}
}
immediate = {
player_heir = {
if = {
limit = {
faith = root.faith
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
set_variable = {
name = ancestor_to_bury
value = root
years = 5
}
}
}
}
}
religious_decision.0302 = {
type = character_event
title = religious_decision.0302.t
desc = {
triggered_desc = {
trigger = {
NOR = {
religion = religion:zoroastrianism_religion
religion = religion:zunism_religion
}
}
desc = religious_decision.0302.desc.wilderness
}
triggered_desc = {
trigger = {
OR = {
religion = religion:zoroastrianism_religion
religion = religion:zunism_religion
}
}
desc = religious_decision.0302.desc.zoroastrian
}
}
theme = faith
override_background = {
trigger = {
NOR = {
religion = religion:zoroastrianism_religion
religion = religion:zunism_religion
}
}
reference = wilderness
}
override_background = {
trigger = {
OR = {
religion = religion:zoroastrianism_religion
religion = religion:zunism_religion
}
}
reference = temple
}
left_portrait = {
character = var:ancestor_to_bury
}
immediate = {
add_piety = major_piety_value
if = {
limit = {
any_vassal = {
faith = {
has_doctrine_parameter = sky_burials_active
}
}
}
every_vassal = {
limit = {
faith = {
has_doctrine_parameter = sky_burials_active
}
}
custom = give_sky_burial_vassals
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 20
}
}
}
}
option = {
name = religious_decision.0302.a
}
after = {
remove_variable = ancestor_to_bury
}
}
#################################
# Raise Runestone Maintenance #
# by Linnéa Thimrén #
# 0311 #
#################################
religious_decision.0311 = {
hidden = yes
# Faiths that can raise a runestone need to have this character saved as a variable on their successor.
trigger = {
player_heir ?= {
is_close_family_of = root
is_alive = yes
}
dynasty = player_heir.dynasty
# Has access to a valid method of raising runestones.
fp1_can_raise_stele_trigger = yes
}
immediate = {
player_heir = {
set_variable = {
name = ancestor_to_bury
value = root
years = 5
}
}
}
}
#New holder of the county with a runestone
religious_decision.0312 = {
hidden = yes
orphan = yes
trigger = {
scope:title = {
exists = var:ancestor_to_bury
}
dynasty != scope:previous_holder.dynasty #We only have to change something if the new holder is of a different dynasty
# Use expanded version if we have FP1.
has_fp1_dlc_trigger = no
}
immediate = {
if = {
limit = {
scope:title = {
NOT = { var:ancestor_to_bury.dynasty = root.dynasty }
}
}
scope:title = {
remove_county_modifier = county_raised_runestone_modifier
remove_variable = ancestor_to_bury
}
}
}
}
#########################
# Divine the Stars #
# by Sean Hughes #
# 0401 #
#########################
religious_decision.0401 = {
type = character_event
title = religious_decision.0401.t
desc = {
desc = religious_decision.0401.desc.beginning
first_valid = {
triggered_desc = {
trigger = {
scope:divination_outcome = flag:great_battle
}
desc = religious_decision.0401.desc.great_battle
}
triggered_desc = {
trigger = {
scope:divination_outcome = flag:new_friends
}
desc = religious_decision.0401.desc.new_friends
}
triggered_desc = {
trigger = {
scope:divination_outcome = flag:hard_work
}
desc = religious_decision.0401.desc.hard_work
}
triggered_desc = {
trigger = {
scope:divination_outcome = flag:betrayal
}
desc = religious_decision.0401.desc.betrayal
}
triggered_desc = {
trigger = {
scope:divination_outcome = flag:new_beginnings
}
desc = religious_decision.0401.desc.new_beginnings
}
}
}
theme = faith
override_background = {
trigger = { is_landless_adventurer = no }
reference = corridor_night
}
override_background = {
trigger = { has_government = landless_adventurer_government }
reference = bp1_bonfire
}
left_portrait = root
immediate = {
random_list = {
20 = {
save_scope_value_as = {
name = divination_outcome
value = flag:great_battle
}
}
20 = {
save_scope_value_as = {
name = divination_outcome
value = flag:new_friends
}
}
20 = {
save_scope_value_as = {
name = divination_outcome
value = flag:hard_work
}
}
20 = {
save_scope_value_as = {
name = divination_outcome
value = flag:betrayal
}
}
20 = {
save_scope_value_as = {
name = divination_outcome
value = flag:new_beginnings
}
}
}
}
option = {
name = religious_decision.0401.a
if = {
limit = {
scope:divination_outcome = flag:great_battle
}
add_character_modifier = {
modifier = astrology_great_battle
years = 10
}
}
else_if = {
limit = {
scope:divination_outcome = flag:new_friends
}
add_character_modifier = {
modifier = astrology_new_friends
years = 10
}
}
else_if = {
limit = {
scope:divination_outcome = flag:hard_work
}
add_character_modifier = {
modifier = astrology_hard_work
years = 10
}
}
else_if = {
limit = {
scope:divination_outcome = flag:betrayal
}
add_character_modifier = {
modifier = astrology_betrayal
years = 10
}
}
else_if = {
limit = {
scope:divination_outcome = flag:new_beginnings
}
add_character_modifier = {
modifier = astrology_new_beginnings
years = 10
}
}
# Remove the blocking flag.
remove_character_flag = divining_the_stars
}
}
#########################
# Reforming Kabarism #
# by James Beaumont #
# 0501-0502 #
#########################
religious_decision.0501 = {
type = character_event
title = religious_decision.0501.t
desc = {
desc = religious_decision.0501.desc
}
theme = faith
override_background = {
reference = temple_generic
}
left_portrait = root
right_portrait = root.faith.religious_head
immediate = {
save_scope_as = khazar_khan
}
option = {
name = religious_decision.0501.a
trigger = {
OR = {
NOT = { exists = scope:bwow_chosen_people }
scope:bwow_chosen_people = no
}
OR = {
NOT = { exists = scope:bwow_esotericism }
scope:bwow_esotericism = no
}
OR = {
NOT = { exists = scope:bwow_fundementalist }
scope:bwow_fundementalist = no
}
}
root.faith = { remove_doctrine = unreformed_faith_doctrine }
custom_description_no_bullet = {
text = can_never_reform_kuzarism_tt
subject = root
}
root.faith.religious_head = {
add_opinion = {
target = root
modifier = insult_opinion
opinion = -40
}
}
every_vassal = {
custom = religious_decision.0501.jewish.tt
limit = {
has_religion = religion:judaism_religion
}
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -10
}
}
every_vassal = {
custom = religious_decision.0501.nonjewish.tt
limit = {
NOT = { has_religion = religion:judaism_religion }
}
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
stress_impact = {
zealous = major_stress_impact_gain
cynical = minor_stress_impact_loss
}
}
option = {
name = religious_decision.0501.d
trigger = {
scope:bwow_chosen_people ?= yes
}
root.faith = { break_with_old_ways_become_chosen_people = yes }
every_vassal = {
custom = religious_decision.0501.diff_culture.tt
limit = {
culture != root.culture
}
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -10
}
}
hidden_effect = {
every_ruler = {
limit = {
this != root
OR = {
is_vassal_of = root
has_faith = faith:kabarism
}
}
trigger_event = religious_decision.0502
}
}
ai_chance = {
base = 100
}
stress_impact = {
zealous = minor_stress_impact_loss
}
}
option = {
name = religious_decision.0501.b
trigger = {
scope:bwow_esotericism ?= yes
}
root.faith = { break_with_old_ways_become_righteous = yes }
every_vassal = {
custom = religious_decision.0501.nonjewish.tt
limit = {
NOT = { has_religion = religion:judaism_religion }
}
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -10
}
}
hidden_effect = {
every_ruler = {
limit = {
this != root
OR = {
is_vassal_of = root
has_faith = faith:kabarism
}
}
trigger_event = religious_decision.0502
}
}
ai_chance = {
base = 100
}
stress_impact = {
zealous = minor_stress_impact_loss
}
}
option = {
name = religious_decision.0501.c
trigger = {
scope:bwow_fundementalist ?= yes
}
root.faith = { break_with_old_ways_become_fundamentalist = yes }
every_vassal = {
custom = religious_decision.0501.nonjewish.tt
limit = {
NOT = { has_religion = religion:judaism_religion }
}
add_opinion = {
target = root
modifier = scared_opinion
opinion = -25
}
}
every_vassal = {
limit = {
has_religion = religion:judaism_religion
}
custom = religious_decision.0501.jewish.tt
add_opinion = {
target = root
modifier = respect_opinion
opinion = 20
}
}
hidden_effect = {
every_ruler = {
limit = {
this != root
OR = {
is_vassal_of = root
has_faith = faith:kabarism
}
}
trigger_event = religious_decision.0502
}
}
stress_impact = {
zealous = major_stress_impact_loss
gregarious = minor_stress_impact_gain
}
}
}
#Event notifying vassals and Kabarites of the changes
religious_decision.0502 = {
type = character_event
title = religious_decision.0502.t
desc = {
desc = religious_decision.0502.desc.intro
desc = religious_decision.0502.desc.body
triggered_desc = {
trigger = {
scope:khazar_khan.faith = {
NOT = {
has_doctrine = doctrine_pluralism_fundamentalist
}
}
}
desc = religious_decision.0502.desc.righteous
}
triggered_desc = {
trigger = {
scope:khazar_khan.faith = {
has_doctrine = doctrine_pluralism_fundamentalist
}
}
desc = religious_decision.0502.desc.fundamentalist
}
}
theme = faith
override_background = {
reference = temple_generic
}
left_portrait = scope:khazar_khan
right_portrait = root
option = {
name = religious_decision.0502.a
trigger = {
NOT = { has_faith = faith:kabarism }
scope:khazar_khan.faith = {
NOT = {
has_doctrine = doctrine_pluralism_fundamentalist
}
}
}
ai_chance = {
base = 10
}
show_as_tooltip = {
scope:khazar_khan.faith = {
break_with_old_ways_become_righteous = yes
}
}
}
option = {
name = religious_decision.0502.a
trigger = {
NOT = { has_faith = faith:kabarism }
scope:khazar_khan.faith = { has_doctrine = doctrine_pluralism_fundamentalist }
}
show_as_tooltip = {
scope:khazar_khan.faith = {
break_with_old_ways_become_fundamentalist = yes
}
}
}
option = {
name = religious_decision.0502.b
trigger = {
has_faith = faith:kabarism
scope:khazar_khan.faith = {
NOT = {
has_doctrine = doctrine_pluralism_fundamentalist
}
}
}
ai_chance = {
base = 10
}
show_as_tooltip = {
scope:khazar_khan.faith = {
break_with_old_ways_become_righteous = yes
}
}
}
option = {
name = religious_decision.0502.b
trigger = {
has_faith = faith:kabarism
scope:khazar_khan.faith = { has_doctrine = doctrine_pluralism_fundamentalist }
}
show_as_tooltip = {
scope:khazar_khan.faith = {
break_with_old_ways_become_fundamentalist = yes
}
}
}
}
#########################
# Adopt Hebrew Language #
# by James Beaumont #
# 0503 #
#########################
#Event notifying vassals and Kabarites of the changes
religious_decision.0503 = {
type = character_event
title = religious_decision.0503.t
desc = religious_decision.0503.desc
theme = faith
override_background = {
reference = temple_generic
}
left_portrait = scope:hebrew_language_adopter_scope
option = { # Ah heck yeah
name = {
trigger = { root.faith.religion = religion:judaism_religion }
text = religious_decision.0503.a.jewish
}
name = religious_decision.0503.a.non_jewish
custom_tooltip = switch_to_israelite_language_tt
}
option = { # Ah heck no
trigger = {
NOT = { root.faith.religion = religion:judaism_religion }
this != scope:hebrew_language_adopter_scope
exists = scope:target_other_culture
}
name = religious_decision.0503.b
create_divergent_culture = yes
custom_tooltip = {
text = switch_to_original_language_tt
root.culture = {
set_language_from = scope:target_other_culture
}
}
}
}
#############################
# Schisming the Caliphate #
# by Ewan Cowhig Croft #
# 0601 - 0610 #
#############################
scripted_effect religious_decision_0601_count_converts_effect = {
if = {
limit = { exists = var:schismed_caliphate_major_ruler_converted_count }
custom_tooltip = religious_decision.0601.tt.some_rulers_converted_away
}
else = { custom_tooltip = religious_decision.0601.tt.all_rulers_stayed }
}
# Scope:founder's POV - you're the new caliph!
religious_decision.0601 = {
type = character_event
title = religious_decision.0601.t
desc = religious_decision.0601.desc
theme = faith
left_portrait = {
character = scope:founder
animation = personality_bold
}
right_portrait = {
character = scope:old_caliph
animation = fear
}
immediate = {
play_music_cue = "mx_cue_faith_conversion"
# Execute the actual effects.
appoint_a_righteous_caliph_scripted_effect = yes
}
# This is a heavy burden I now bear...
option = {
name = religious_decision.0601.a
# Inform scope:founder how many, if any, folks rejected their coup.
religious_decision_0601_count_converts_effect = yes
# No stress impact, choice is narrative.
ai_chance = {
# AI chance is irrelevant, as the options are cosmetic.
base = 100
}
}
# Hah, take *that* scope:old_caliph!
option = {
name = religious_decision.0601.b
# Inform scope:founder how many, if any, folks rejected their coup.
religious_decision_0601_count_converts_effect = yes
# No stress impact, choice is narrative.
ai_chance = {
# AI chance is irrelevant, as the options are cosmetic.
base = 100
}
}
after = {
# Clean up the variable count, if required.
if = {
limit = { exists = var:schismed_caliphate_major_ruler_converted_count }
remove_variable = schismed_caliphate_major_ruler_converted_count
}
}
}
# Co-faithist POV - uhhh, there's a new HoF in town?
religious_decision.0602 = {
type = character_event
title = religious_decision.0602.t
desc = religious_decision.0602.desc
theme = faith
left_portrait = {
character = scope:founder
animation = personality_zealous
}
right_portrait = {
character = scope:old_caliph
animation = rage
}
immediate = {
play_music_cue = "mx_cue_faith_conversion"
# Plus grab the current faith for loc.
faith = { save_scope_as = current_faith }
# Show the effects of the schism.
show_as_tooltip = {
scope:founder = { appoint_a_righteous_caliph_scripted_effect = yes }
}
}
# Scope:founder shall lead us to PositiveAfterLife!
option = {
name = religious_decision.0602.a
custom_tooltip = religious_decision.0602.a.tt
# No stress impact, as zealous and cynical could come down on either side here.
ai_chance = {
base = 0
opinion_modifier = {
opinion_target = scope:founder
multiplier = 5
}
# Distant caliphs are less respected.
modifier = {
add = 100
NOT = { in_diplomatic_range = scope:old_caliph }
}
}
}
# Never: my loyalty to scope:old_caliph outweighs my loyalty to scope:current_faith!
option = {
name = religious_decision.0602.b
# We're not fussed about much, but very young kids don't really get a choice in this.
trigger = { age >= 8 }
# Convert to scope:old_caliph's faith.
set_character_faith_with_conversion = scope:old_caliph.faith
# Make a note that a major character chose to convert rather than toe the line.
scope:founder = {
if = {
limit = {
NOT = { exists = var:schismed_caliphate_major_ruler_converted_count }
}
set_variable = {
name = schismed_caliphate_major_ruler_converted_count
value = 1
}
}
else = {
change_variable = {
name = schismed_caliphate_major_ruler_converted_count
add = 1
}
}
}
# No stress impact, as zealous and cynical could come down on either side here.
ai_chance = {
base = 0
opinion_modifier = {
opinion_target = scope:old_caliph
multiplier = 5
}
# Caliphs within writing distance are more respected.
modifier = {
add = 100
in_diplomatic_range = scope:old_caliph
}
# Heirs to scope:founder won't voluntarily disinherit themselves unless they're zealous.
modifier = {
factor = 0
NOT = { has_trait = zealous }
any_heir_title = { holder = scope:founder }
}
}
}
# People seem desperate for a true leader...
option = {
name = religious_decision.0602.c
trigger = { is_ai = no }
# It becomes cheaper to make your own faith for a while.
add_character_modifier = {
modifier = fp2_opportunistic_schismatic_modifier
years = 25
}
# No stress impact, as zealous and cynical could come down on either side here.
ai_chance = {
# AI chance irrelevant, since the AI doesn't use the relevant feature.
base = 100
}
}
}
# Other POV - bit dramatic, mate.
religious_decision.0603 = {
type = character_event
title = religious_decision.0603.t
desc = religious_decision.0603.desc
theme = faith
left_portrait = {
character = scope:founder
animation = personality_zealous
}
right_portrait = {
character = scope:old_caliph
animation = rage
}
immediate = {
play_music_cue = "mx_cue_faith_conversion"
# Show the effects of the schism.
show_as_tooltip = {
scope:founder = { appoint_a_righteous_caliph_scripted_effect = yes }
}
}
# Scope:old_caliph's POV - Fiend! Cur! Blasphemer!
option = {
name = religious_decision.0603.a
trigger = { this = scope:old_caliph }
# No stress impact, choice is narrative.
ai_chance = {
# AI chance is irrelevant, since the choice is narrative.
base = 100
}
}
# Other co-religionist's POV - Scope:old_caliph cannot keep HerHis house in order...
option = {
name = religious_decision.0603.b
trigger = {
this != scope:old_caliph
religion = religion:islam_religion
}
# No stress impact, choice is narrative.
ai_chance = {
# AI chance is irrelevant, since the choice is narrative.
base = 100
}
}
# Neighbouring Ruler POV: Ha! What high drama!
option = {
name = religious_decision.0603.c
trigger = {
NOT = { religion = religion:islam_religion }
}
# No stress impact, choice is narrative.
ai_chance = {
# AI chance is irrelevant, since the choice is narrative.
base = 100
}
}
}