N3OW_Western_eastern_europe/events/dlc/bp3/bp3_survey_events.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = bp3_survey
### Setup Events
# Arrival Event
bp3_survey.0005 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.0005.t
desc = {
first_valid = {
triggered_desc = {
trigger = { root != root }
desc = bp3_survey.0005.desc.holder
}
desc = bp3_survey.0005.desc.no_holder
}
}
theme = survey_activity
override_background = {
reference = study
}
left_portrait = {
character = scope:host
triggered_animation = {
trigger = {
government_allows = merit
}
animation = holding_scrolls
}
animation = pondering
camera = camera_event_group_talking_left_left
}
right_portrait = {
trigger = { scope:host != scope:county_holder }
character = scope:county_holder
animation = obsequious_bow
}
immediate = {
if = {
limit = {
location.county.holder != root
}
location.county.holder = {
save_scope_as = county_holder
save_opinion_value_as = {
name = county_holder_opinion
target = root
}
trigger_event = bp3_survey.0050
}
}
else = { save_scope_as = county_holder }
}
option = {
name = bp3_survey.0005.a
trigger = {
location.county = {
any_neighboring_county = {
exists = holder
holder.top_liege != root.location.county.holder.top_liege
}
}
}
custom_tooltip = bp3_survey.0005.a.tt
set_variable = inspection_activity_border_focus
}
option = {
name = bp3_survey.0005.b
custom_tooltip = bp3_survey.0005.b.tt
set_variable = inspection_activity_bureaucracy_focus
}
option = {
name = bp3_survey.0005.c
custom_tooltip = bp3_survey.0005.c.tt
set_variable = inspection_activity_domain_focus
}
}
# Ending Event
bp3_survey.0010 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.0010.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:success
has_variable = inspection_activity_border_focus
}
desc = bp3_survey.0010.desc.border.success
}
triggered_desc = {
trigger = {
has_variable = inspection_activity_border_focus
}
desc = bp3_survey.0010.desc.border.failure
}
triggered_desc = {
trigger = {
exists = scope:success
has_variable = inspection_activity_bureaucracy_focus
}
desc = bp3_survey.0010.desc.bureaucracy.success
}
triggered_desc = {
trigger = {
has_variable = inspection_activity_bureaucracy_focus
}
desc = bp3_survey.0010.desc.bureaucracy.failure
}
triggered_desc = {
trigger = {
exists = scope:success
has_variable = inspection_activity_domain_focus
}
desc = bp3_survey.0010.desc.people.success
}
triggered_desc = {
trigger = {
has_variable = inspection_activity_domain_focus
}
desc = bp3_survey.0010.desc.people.failure
}
}
}
theme = survey_activity
override_background = {
reference = study
}
left_portrait = {
character = scope:host
triggered_animation = {
trigger = {
exists = scope:success
government_allows = merit
}
animation = toast_goblet
}
triggered_animation = {
trigger = {
exists = scope:success
}
animation = toast
}
triggered_animation = {
trigger = {
NOT = { exists = scope:success }
}
animation = disapproval
}
}
right_portrait = {
character = scope:county_holder
triggered_animation = {
trigger = {
exists = scope:success
}
animation = drink
}
triggered_animation = {
trigger = {
NOT = { exists = scope:success }
}
animation = disappointed
}
}
immediate = {
location = { save_scope_as = inspection_province }
location.county = { save_scope_as = inspection_location }
random = { # Check if Activity was a success or not
chance = root.involved_activity.var:inspection_success_chance
save_scope_value_as = {
name = success
value = yes
}
}
scope:inspection_location.holder = { # Save the holder, if not liege, for Opinion check and for animation
if = {
limit = {
this != root
}
save_scope_as = county_holder
}
}
if = { # Save data needed for Claims/Vassal Acceptance, if you have the border focus
limit = {
has_variable = inspection_activity_border_focus
}
scope:inspection_location = {
random_neighboring_county = {
limit = {
exists = holder
holder.top_liege = root.location.county.holder.top_liege
NOT = {
holder = {
OR = {
is_vassal_of = root
this = root
}
}
}
}
save_scope_as = claim_location
}
every_neighboring_county = {
limit = {
holder.top_liege != root.top_liege
holder.top_liege.highest_held_title_tier < root.highest_held_title_tier
}
holder = { add_to_list = independent_rulers }
}
}
}
}
option = {
name = bp3_survey.0010.a
trigger = {
exists = scope:success
}
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
inspection_survey_intent_development = { VALUE = 15 }
if = { # If you have a Border Focus (Claims/Acceptance)
limit = {
has_variable = inspection_activity_border_focus
}
### Claims
if = { # Focused on Claims
limit = {
has_variable = inspection_activity_border_claim_focus
}
scope:inspection_location = {
every_neighboring_county = {
limit = {
holder.top_liege != root.top_liege
OR = {
NOT = { root = { has_claim_on = prev } }
NOT = { root = { has_claim_on = prev.duchy } }
}
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_claim_key
show_in_conclusion = yes
character = root
prev = {
inspection_claim_effects = {
ACTOR = root
TARGET = prev
TYPE = pressed
}
inspection_claim_effects = {
ACTOR = root
TARGET = prev.duchy
TYPE = pressed
}
}
}
}
}
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_expansionist_mindset_key
show_in_conclusion = yes
character = root
root = {
add_character_modifier = {
modifier = inspection_reward_focused_claims_modifier
years = 15
}
}
}
}
}
else = { # Not focused on Claims
scope:claim_location.duchy = {
if = {
limit = {
NOT = {
root = { has_claim_on = prev }
}
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_claim_key
show_in_conclusion = yes
character = root
prev = {
inspection_claim_effects = {
ACTOR = root
TARGET = prev
TYPE = unpressed
}
}
}
}
}
}
}
### Vassal Acceptance
if = { # Focused on Vassal Acceptance
limit = {
has_variable = inspection_activity_border_vassal_focus
any_in_list = {
list = independent_rulers
count > 0
}
}
every_in_list = {
list = independent_rulers
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_acceptance_key
show_in_conclusion = yes
character = root
prev = { custom_tooltip = bp3_survey.0010.acceptance.success }
}
}
add_to_variable_list = {
name = inspection_reward
target = root
years = 15
}
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_impressed_neighbors_key
show_in_conclusion = yes
character = root
root = {
add_character_modifier = {
modifier = inspection_reward_focused_vassal_acceptance
years = 15
}
}
}
}
}
else_if = { # Not focused on Vassal Acceptance
limit = {
any_in_list = {
list = independent_rulers
count > 0
}
}
random_in_list = {
list = independent_rulers
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_acceptance_key
show_in_conclusion = yes
character = root
prev = { custom_tooltip = bp3_survey.0010.acceptance.success }
}
}
add_to_variable_list = {
name = inspection_reward
target = root
years = 15
}
}
}
}
else_if = { # If you have Bureaucracy Focus (Tax/Development/Control)
limit = {
has_variable = inspection_activity_bureaucracy_focus
}
if = { # Focused on Taxes
limit = {
has_variable = inspection_activity_bureaucracy_tax_focus
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_tax_key
show_in_conclusion = yes
character = root
scope:inspection_province = {
add_province_modifier = {
modifier = inspection_reward_focused_tax_modifier
years = 15
}
}
root = { add_treasury_or_gold = medium_treasury_or_gold_value }
}
}
inspection_survey_local_message_province_modifier = {
TYPE = message_good
MODIFIER = inspection_reward_focused_tax_modifier
YEARS = 15
}
}
else = { # Not focused on Taxes
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_tax_key
show_in_conclusion = yes
character = root
scope:inspection_province = {
add_province_modifier = {
modifier = inspection_reward_average_tax_modifier
years = 15
}
}
}
}
inspection_survey_local_message_province_modifier = {
TYPE = message_good
MODIFIER = inspection_reward_average_tax_modifier
YEARS = 15
}
}
if = { # Focused on Development
limit = {
has_variable = inspection_activity_bureaucracy_development_focus
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_development_key
show_in_conclusion = yes
character = root
scope:inspection_location = {
add_county_modifier = {
modifier = inspection_reward_focused_development_modifier
years = 15
}
change_development_progress_with_overflow = 50
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_reward_focused_development_modifier
YEARS = 15
}
}
else = { # Not focused on Development
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_development_key
show_in_conclusion = yes
character = root
scope:inspection_location = {
change_development_progress_with_overflow = 25
}
}
}
}
if = { # Focused on Control
limit = {
has_variable = inspection_activity_bureaucracy_control_focus
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_control_key
show_in_conclusion = yes
character = root
scope:inspection_location = {
add_county_modifier = {
modifier = inspection_reward_focused_control_modifier
years = 15
}
change_county_control = 10
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_reward_focused_control_modifier
YEARS = 15
}
}
else_if = { # Not focused on Control
limit = {
scope:inspection_location.county_control < 100
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_control_key
show_in_conclusion = yes
character = root
scope:inspection_location = { change_county_control = 5 }
}
}
}
}
else_if = { # If you have People Focus (Levy/Opinion/Popular Opinion)
limit = {
has_variable = inspection_activity_domain_focus
}
if = { # Focused on Levies
limit = {
has_variable = inspection_activity_domain_levy_focus
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_levy_key
show_in_conclusion = yes
character = root
scope:inspection_location = {
add_county_modifier = {
modifier = inspection_reward_focused_levy_modifier
years = 15
}
}
root = {
spawn_army = {
name = local_militia_name_default
levies = inspection_levy_reward_value
location = scope:inspection_location.title_province
inheritable = no
war_keep_on_attacker_victory = yes
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_reward_focused_levy_modifier
YEARS = 15
}
}
else = { # Not focused on Levies
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_levy_key
show_in_conclusion = yes
character = root
scope:inspection_location = {
add_county_modifier = {
modifier = inspection_reward_average_levy_modifier
years = 15
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_reward_average_levy_modifier
YEARS = 15
}
}
if = { # Focused on Opinion
limit = {
has_variable = inspection_activity_domain_opinion_focus
}
if = {
limit = {
exists = root
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_opinion_key
show_in_conclusion = yes
character = root
root = {
add_opinion = {
modifier = friendliness_opinion
target = root
opinion = 20
}
}
root = {
add_character_modifier = {
modifier = inspection_reward_focused_opinion_modifier
years = 15
}
}
}
}
}
else = {
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_opinion_key
show_in_conclusion = yes
character = root
root = {
add_character_modifier = {
modifier = inspection_reward_focused_opinion_modifier
years = 15
}
}
}
}
}
}
else_if = { # Not focused on Opinion
limit = {
exists = root
exists = scope:county_holder
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_opinion_key
show_in_conclusion = yes
character = root
root = {
reverse_add_opinion = {
modifier = friendliness_opinion
target = scope:county_holder
opinion = 10
}
}
}
}
}
if = { # Focused on Popular Opinion
limit = {
has_variable = inspection_activity_domain_popular_focus
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_popular_opinion_key
show_in_conclusion = yes
character = root
scope:inspection_location = {
add_county_modifier = {
modifier = inspection_reward_focused_popular_opinion_modifier
years = 15
}
}
root = {
add_character_modifier = {
modifier = inspection_reward_focused_popular_opinion_character_modifier
years = 15
}
}
}
}
}
else = { # Not focused on Popular Opinion
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_popular_opinion_key
show_in_conclusion = yes
character = root
scope:inspection_location = {
add_county_modifier = {
modifier = inspection_reward_average_popular_opinion_modifier
years = 15
}
}
}
}
}
}
# As an admin governor, gain some governor trait XP
if = {
limit = { is_governor = yes }
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_governor_experience_key
show_in_conclusion = yes
character = root
root = { increase_governance_effect = { VALUE = 10 } }
}
}
}
# If you have Merit we give Merit
if = {
limit = { government_allows = merit }
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_merit_key
show_in_conclusion = yes
character = root
root = {
change_merit = {
value = major_merit_gain
house ?= {
if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_5 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_5_value
}
}
else_if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_4 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_4_value
}
}
else_if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_3 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_3_value
}
}
else_if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_2 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_2_value
}
}
else_if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_1 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_1_value
}
}
}
}
}
}
}
}
# If you have the governance aspiration, you gain some gold and a higher salary
if = {
limit = {
house ?= { has_house_power_parameter = inspection_activity_increases_salary }
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_salary_key
show_in_conclusion = yes
character = root
root = {
add_gold = medium_gold_value
add_character_modifier = {
modifier = tgp_aspiration_great_salary_modifier
years = 15
}
hidden_effect = {
if = {
limit = {
has_character_modifier = tgp_aspiration_modest_salary_modifier
}
remove_character_modifier = tgp_aspiration_modest_salary_modifier
}
}
}
}
}
}
if = { #Devotion for tenet
limit = {
faith = { has_doctrine_parameter = inspection_gives_devotion }
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_success_piety_key
show_in_conclusion = yes
character = root
root = {
add_piety_experience = medium_piety_value
}
}
}
}
hidden_effect = {
scope:province = {
remove_province_modifier = inspection_second_try_modifier
remove_province_modifier = inspection_third_try_modifier
remove_province_modifier = inspection_fourth_try_modifier
}
}
}
option = {
name = bp3_survey.0010.b
trigger = {
NOT = { exists = scope:success }
}
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_gain }
scope:province = {
if = {
limit = {
root = { is_ai = no }
NOT = {
has_province_modifier = inspection_fourth_try_modifier
}
}
if = {
limit = {
has_province_modifier = inspection_third_try_modifier
NOT = { has_province_modifier = inspection_fourth_try_modifier }
}
add_province_modifier = inspection_fourth_try_modifier
hidden_effect = {
remove_province_modifier = inspection_third_try_modifier
}
}
else_if = {
limit = {
has_province_modifier = inspection_second_try_modifier
NOT = { has_province_modifier = inspection_third_try_modifier }
}
add_province_modifier = inspection_third_try_modifier
hidden_effect = {
remove_province_modifier = inspection_second_try_modifier
}
}
else_if = {
limit = {
NOT = { has_province_modifier = inspection_second_try_modifier }
}
add_province_modifier = inspection_second_try_modifier
}
}
}
if = {
limit = {
faith = { has_doctrine_parameter = inspection_gives_devotion } #Devotion for tenet
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_failure_devotion_key
show_in_conclusion = yes
character = root
root = {
add_piety_experience = minor_piety_value
}
}
}
}
# If you have Merit we give Merit - but you gain less than if you were successful
if = {
limit = { government_allows = merit }
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_failure_merit_key
show_in_conclusion = yes
character = root
root = {
change_merit = {
value = minor_merit_gain
house ?= {
if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_5 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_5_value
}
}
else_if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_4 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_4_value
}
}
else_if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_3 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_3_value
}
}
else_if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_2 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_2_value
}
}
else_if = {
limit = { has_house_power_parameter = inspection_activity_merit_bonus_1 }
multiply = {
value = 1
add = inspection_activity_merit_bonus_1_value
}
}
}
}
}
}
}
}
# If you have the governance aspiration, you gain some gold and a higher salary - but less than if you were successful
if = {
limit = {
house ?= { has_house_power_parameter = inspection_activity_increases_salary }
}
scope:activity = {
add_activity_log_entry = {
key = inspection_conclusion_failure_salary_key
show_in_conclusion = yes
character = root
root = {
add_gold = minor_gold_value
add_character_modifier = {
modifier = tgp_aspiration_modest_salary_modifier
years = 15
}
hidden_effect = {
if = {
limit = {
has_character_modifier = tgp_aspiration_great_salary_modifier
}
remove_character_modifier = tgp_aspiration_great_salary_modifier
}
}
}
}
}
}
}
}
### Mid Events
# Border Focus
bp3_survey.0020 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.0020.t
desc = {
desc = bp3_survey.0020.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:neighboring_lord
}
desc = bp3_survey.0020.desc_weak_neighbor
}
desc = bp3_survey.0020.desc_no_neighbor
}
}
theme = survey_activity
override_background = {
reference = terrain_activity
}
left_portrait = {
character = scope:host
animation = survey
}
right_portrait = {
character = scope:neighboring_lord
animation = worry
}
trigger = {
has_variable = inspection_activity_border_focus
}
immediate = {
scope:province.county = {
random_neighboring_county = {
limit = {
holder.top_liege != prev.holder.top_liege
}
weight = {
base = 1
modifier = {
factor = 100
holder.top_liege = {
highest_held_title_tier < root.highest_held_title_tier
}
}
}
save_scope_as = neighboring_county
if = {
limit = {
holder.top_liege = {
highest_held_title_tier < root.highest_held_title_tier
}
}
holder = { save_scope_as = neighboring_lord }
}
}
}
}
option = {
name = bp3_survey.0020.a
trigger = {
exists = scope:neighboring_lord
}
skill = diplomacy
custom_tooltip = bp3_survey.0020.a.tt
set_variable = inspection_activity_border_vassal_focus
duel = {
skill = diplomacy
value = 8
20 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -19
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_border_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 10 }
inspection_success_chance_change_effect = { CHANGE = increase_medium }
custom_tooltip = bp3_survey.0020.acceptance.great_success
}
}
}
scope:neighboring_lord = {
add_to_variable_list = {
name = inspection_bonus
target = root
years = 5
}
}
}
40 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -39
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_border_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 5 }
inspection_success_chance_change_effect = { CHANGE = increase_minor }
custom_tooltip = bp3_survey.0020.acceptance.success
}
}
}
scope:neighboring_lord = {
add_to_variable_list = {
name = lesser_inspection_bonus
target = root
years = 5
}
}
}
40 = {
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -29
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_border_fail_key
show_in_conclusion = yes
character = root
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
}
}
}
}
}
option = {
name = bp3_survey.0020.b
skill = intrigue
custom_tooltip = bp3_survey.0020.b.tt
set_variable = inspection_activity_border_claim_focus
duel = {
skill = intrigue
value = 8
20 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -19
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_border_key
show_in_conclusion = yes
character = root
inspection_success_chance_change_effect = { CHANGE = increase_medium }
root = {
inspection_survey_intent_development = { VALUE = 10 }
add_pressed_claim = scope:neighboring_county
}
}
}
}
40 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -39
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_border_key
show_in_conclusion = yes
character = root
inspection_success_chance_change_effect = { CHANGE = increase_minor }
root = {
inspection_survey_intent_development = { VALUE = 5 }
add_unpressed_claim = scope:neighboring_county
}
}
}
}
40 = {
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -29
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_border_fail_key
show_in_conclusion = yes
character = root
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
}
}
}
}
}
}
# Bureaucracy Focus
bp3_survey.0030 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.0030.t
desc = bp3_survey.0030.desc
theme = survey_activity
override_background = {
reference = study
}
left_portrait = {
character = scope:host
animation = writing
}
trigger = {
has_variable = inspection_activity_bureaucracy_focus
}
option = {
name = bp3_survey.0030.a
skill = stewardship
custom_tooltip = bp3_survey.0030.a.tt
set_variable = inspection_activity_bureaucracy_tax_focus
duel = {
skill = stewardship
value = 8
20 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -19
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 10 }
inspection_success_chance_change_effect = { CHANGE = increase_medium }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_tax_great_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_tax_great_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -39
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 5 }
inspection_success_chance_change_effect = { CHANGE = increase_minor }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_tax_average_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_tax_average_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -29
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_fail_key
show_in_conclusion = yes
character = root
root = {
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
}
}
}
}
}
}
option = {
name = bp3_survey.0030.b
skill = learning
custom_tooltip = bp3_survey.0030.b.tt
set_variable = inspection_activity_bureaucracy_development_focus
duel = {
skill = learning
value = 8
20 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -19
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 10 }
inspection_success_chance_change_effect = { CHANGE = increase_medium }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_development_great_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_development_great_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -39
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 5 }
inspection_success_chance_change_effect = { CHANGE =
increase_minor }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_development_average_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_development_average_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -29
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_fail_key
show_in_conclusion = yes
character = root
root = {
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
}
}
}
}
}
}
option = {
name = bp3_survey.0030.c
trigger = {
scope:province.county = {
county_control < 100
}
}
skill = martial
custom_tooltip = bp3_survey.0030.c.tt
set_variable = inspection_activity_bureaucracy_control_focus
duel = {
skill = martial
value = 8
20 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -19
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 10 }
inspection_success_chance_change_effect = { CHANGE = increase_medium }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_control_great_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_control_great_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -39
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 5 }
inspection_success_chance_change_effect = { CHANGE = increase_minor }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_control_average_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_control_average_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -29
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_fail_key
show_in_conclusion = yes
character = root
root = {
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
}
}
}
}
}
}
option = {
name = bp3_survey.0030.d
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_domain_selfish_key
show_in_conclusion = yes
character = root
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
root = { add_gold = minor_gold_value }
}
}
}
}
# Domain Focus
bp3_survey.0040 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.0040.t
desc = {
desc = bp3_survey.0040.desc
triggered_desc = {
trigger = {
exists = scope:county_holder
}
desc = bp3_survey.0040.mid
}
desc = bp3_survey.0040.outro
}
theme = survey_activity
override_background = {
reference = market
}
center_portrait = {
character = scope:county_holder
animation = boredom
}
left_portrait = {
character = scope:host
animation = debating
}
right_portrait = {
character = scope:peasant
animation = thinking
hide_info = yes
}
override_effect_2d = {
reference = legend_glow
}
trigger = {
has_variable = inspection_activity_domain_focus
}
immediate = {
if = {
limit = {
scope:province.province_owner != root
}
scope:province.province_owner = {
save_scope_as = county_holder
}
}
create_character = {
location = scope:province
template = generic_peasant_character
save_scope_as = peasant
}
}
option = {
name = bp3_survey.0040.a
skill = martial
custom_tooltip = bp3_survey.0040.a.tt
set_variable = inspection_activity_domain_levy_focus
duel = {
skill = martial
value = 8
20 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -19
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 10 }
inspection_success_chance_change_effect = { CHANGE = increase_medium }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_levy_great_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_levy_great_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -39
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 5 }
inspection_success_chance_change_effect = { CHANGE = increase_minor }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_levy_average_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_levy_average_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -29
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_fail_key
show_in_conclusion = yes
character = root
root = {
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
}
}
}
}
}
}
option = {
name = bp3_survey.0040.b
trigger = {
exists = scope:county_holder
}
skill = diplomacy
custom_tooltip = bp3_survey.0040.b.tt
set_variable = inspection_activity_domain_opinion_focus
duel = {
skill = diplomacy
value = 8
20 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -19
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 10 }
inspection_success_chance_change_effect = { CHANGE = increase_medium }
}
root = {
add_opinion = {
modifier = compliment_opinion
target = root
opinion = 20
}
}
}
}
}
40 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -39
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 5 }
inspection_success_chance_change_effect = { CHANGE = increase_minor }
}
root = {
add_opinion = {
modifier = compliment_opinion
target = root
opinion = 10
}
}
}
}
}
40 = {
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -29
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_fail_key
show_in_conclusion = yes
character = root
root = {
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
}
}
}
}
}
}
option = {
name = bp3_survey.0040.c
skill = stewardship
custom_tooltip = bp3_survey.0040.c.tt
set_variable = inspection_activity_domain_popular_focus
duel = {
skill = stewardship
value = 8
20 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
min = -19
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 10 }
inspection_success_chance_change_effect = { CHANGE = increase_medium }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_opinion_great_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_opinion_great_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -39
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_key
show_in_conclusion = yes
character = root
root = {
inspection_survey_intent_development = { VALUE = 5 }
inspection_success_chance_change_effect = { CHANGE = increase_minor }
}
scope:province.county = {
add_county_modifier = {
modifier = inspection_mid_activity_opinion_average_modifier
years = 10
}
}
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_mid_activity_opinion_average_modifier
YEARS = 10
}
}
40 = {
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -29
}
scope:activity = {
add_activity_log_entry = {
key = inspection_mid_people_fail_key
show_in_conclusion = yes
character = root
root = {
inspection_success_chance_change_effect = { CHANGE = decrease_minor }
}
}
}
}
}
}
after = {
scope:peasant = {
silent_disappear_ai_if_not_hired = yes
}
}
}
### Vassal Event
bp3_survey.0050 = {
type = character_event
content_source = dlc_015
title = bp3_survey.0050.t
desc = bp3_survey.0050.desc
theme = survey_activity
override_background = {
reference = study
}
left_portrait = {
character = scope:host
animation = thinking
}
right_portrait = {
character = root
animation = obsequious_bow
}
immediate = {
}
option = {
name = bp3_survey.0050.a
custom_tooltip = "bp3_survey.0050.a.tt"
}
}
### Random Events ###
# Empty Lands
bp3_survey.1000 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1000.t
desc = {
triggered_desc = {
trigger = {
exists = scope:guest_1
}
desc = bp3_survey.1000.desc
}
triggered_desc = {
trigger = {
NOT = { exists = scope:guest_1 }
}
desc = bp3_survey.1000.desc_lonely
}
desc = bp3_survey.1000.desc_continuation
triggered_desc = {
trigger = {
has_variable = inspection_activity_border_focus
}
desc = bp3_survey.1000.desc_border
}
triggered_desc = {
trigger = {
has_variable = inspection_activity_bureaucracy_focus
}
desc = bp3_survey.1000.desc_bureaucracy
}
triggered_desc = {
trigger = {
has_variable = inspection_activity_domain_focus
}
desc = bp3_survey.1000.desc_domain
}
}
theme = survey_activity
override_background = {
reference = terrain_scope
}
cooldown = { years = 1 }
left_portrait = {
character = root
animation = survey
}
right_portrait = {
character = scope:guest_1
animation = thinking
}
trigger = {
scope:province.county = {
any_county_province = {
has_holding = no
NOR = {
has_province_modifier = inspection_empty_lands_border_modifier
has_province_modifier = inspection_empty_lands_domain_modifier
}
}
}
}
immediate = {
inspection_survey_intent_county_modifier = { MODIFIER = inspection_survey_new_goods_modifier }
scope:province.county = {
random_county_province = {
limit = {
has_holding = no
}
save_scope_as = empty_province
save_scope_as = background_terrain_scope
}
}
scope:activity = {
random_attending_character = {
limit = {
this != root
}
weight = {
base = 1
modifier = {
factor = 20
OR = {
is_close_family_of = root
is_spouse_of = root
}
}
}
save_scope_as = guest_1
}
}
}
option = {
name = bp3_survey.1000.a
remove_treasury_or_gold = inspection_minor_gold
scope:empty_province = {
add_province_modifier = inspection_empty_lands_border_modifier
}
inspection_survey_local_message_permanent_province_modifier = {
TYPE = message_good
MODIFIER = inspection_empty_lands_border_modifier
}
# Success Chance changes
inspection_success_chance_change_focus_effect = {
FOCUS = border
CHANGE = increase_medium
}
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = increase_minor
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
stress_impact = {
greedy = minor_stress_gain
overseer = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = greedy
}
modifier = {
factor = 10
has_variable = inspection_activity_border_focus
}
modifier = {
factor = 5
has_trait = overseer
}
}
}
option = {
name = bp3_survey.1000.b
remove_treasury_or_gold = tiny_treasury_or_gold_value
scope:empty_province = {
add_province_modifier = inspection_empty_lands_domain_modifier
}
inspection_survey_local_message_permanent_province_modifier = {
TYPE = message_good
MODIFIER = inspection_empty_lands_domain_modifier
}
# Success Chance changes
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = increase_medium
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = bureaucracy
CHANGE = decrease_minor
}
stress_impact = {
greedy = minor_stress_gain
administrator = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = greedy
}
modifier = {
factor = 10
has_variable = inspection_activity_bureaucracy_focus
}
modifier = {
factor = 5
has_trait = administrator
}
}
}
option = {
name = bp3_survey.1000.c
add_prestige = minor_prestige_gain
scope:empty_province = {
add_province_modifier = {
modifier = inspection_empty_lands_populace_modifier
years = 5
}
}
inspection_survey_local_message_province_modifier = {
TYPE = message_good
MODIFIER = inspection_empty_lands_populace_modifier
YEARS = 5
}
# Success Chance changes
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_medium
}
inspection_success_chance_change_focus_effect = {
FOCUS = border
CHANGE = increase_minor
}
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = decrease_minor
}
stress_impact = {
gregarious = minor_stress_impact_loss
reclusive = medium_stress_gain
shy = medium_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = reclusive
has_trait = shy
}
}
modifier = {
factor = 10
has_variable = inspection_activity_domain_focus
}
modifier = {
factor = 5
has_trait = gregarious
}
}
}
}
# Bandits in <X>
bp3_survey.1010 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1010.t
desc = bp3_survey.1010.desc
theme = survey_activity
override_background = {
reference = alley_day
}
cooldown = { years = 1 }
left_portrait = {
character = root
animation = go_to_your_room
}
center_portrait = {
character = scope:peasant_character
animation = fear
hide_info = yes
}
right_portrait = {
character = scope:bandit_character
animation = celebrate_sword
hide_info = yes
}
weight_multiplier = {
base = 1
modifier = {
factor = 3
scope:province.county = {
county_control < 80
}
}
}
immediate = {
inspection_survey_intent_control = { VALUE = 5 }
create_character = {
template = mercenary
location = scope:province
gender = root
culture = scope:province.culture
faith = scope:province.faith
save_scope_as = bandit_character
}
create_character = {
template = peasant_character
location = scope:province
gender = female
culture = scope:province.culture
faith = scope:province.faith
save_scope_as = peasant_character
}
}
option = {
name = bp3_survey.1010.a
duel = {
skill = martial
value = 12
50 = {
inspection_activity_options_positive_modifier = yes
desc = bp3_survey.1010.a.win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_message = {
type = event_generic_good
title = bp3_survey.1010.a.win_short
add_prestige = medium_prestige_gain
scope:province.county = {
if = {
limit = {
has_county_modifier = inspection_bandits_in_x_border_negative_modifier
}
remove_county_modifier = inspection_bandits_in_x_border_negative_modifier
}
add_county_modifier = {
modifier = inspection_bandits_in_x_border_positive_modifier
years = 10
}
}
# Success chance
inspection_success_chance_change_focus_effect = {
FOCUS = border
CHANGE = increase_medium
}
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = increase_minor
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_bandits_in_x_border_positive_modifier
YEARS = 10
}
}
50 = {
inspection_activity_options_negative_modifier = yes
desc = bp3_survey.1010.a.lose_short
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -39
}
send_interface_message = {
type = event_generic_bad
title = bp3_survey.1010.a.lose
scope:province.county = {
add_county_modifier = {
modifier = inspection_bandits_in_x_border_negative_modifier
years = 10
}
}
# Success chance
inspection_success_chance_change_effect = {
CHANGE = decrease_minor
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_bad
MODIFIER = inspection_bandits_in_x_border_negative_modifier
YEARS = 10
}
}
}
stress_impact = {
craven = minor_stress_gain
brave = minor_stress_impact_loss
diligent = minor_stress_impact_loss
overseer = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = craven
}
modifier = {
factor = 10
has_variable = inspection_activity_border_focus
}
modifier = {
factor = 5
OR = {
has_trait = overseer
has_trait = diligent
has_trait = brave
}
}
}
}
option = {
name = bp3_survey.1010.b
flavor = bp3_survey.1010.b.flavor
remove_short_term_gold = inspection_medium_gold
scope:province.county = {
add_county_modifier = {
modifier = inspection_bandits_in_x_domain_modifier
years = 10
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message
MODIFIER = inspection_bandits_in_x_domain_modifier
YEARS = 10
}
# Success chance
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = increase_medium
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = bureaucracy
CHANGE = decrease_minor
}
stress_impact = {
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
compassionate = medium_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = compassionate
}
modifier = {
factor = 10
has_variable = inspection_activity_bureaucracy_focus
}
modifier = {
factor = 5
OR = {
has_trait = callous
has_trait = sadistic
}
}
}
}
option = {
name = bp3_survey.1010.c
duel = {
skill = prowess
value = 18
50 = {
desc = bp3_survey.1010.c.win
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_message = {
type = event_generic_good
title = bp3_survey.1010.c.win_short
add_prestige = medium_prestige_gain
add_character_modifier = {
modifier = inspection_bandits_in_x_populace_modifier
years = 10
}
# Success chance
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_medium
}
inspection_success_chance_change_focus_effect = {
FOCUS = border
CHANGE = increase_minor
}
}
}
50 = {
desc = bp3_survey.1010.c.lose
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -39
}
send_interface_message = {
type = event_generic_bad
title = bp3_survey.1010.c.lose
increase_wounds_no_death_effect = { REASON = fight }
inspection_success_chance_change_effect = {
CHANGE = decrease_minor
}
}
}
}
stress_impact = {
craven = minor_stress_gain
brave = minor_stress_impact_loss
compassionate = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = craven
}
modifier = {
factor = 10
has_variable = inspection_activity_domain_focus
}
modifier = {
factor = 5
OR = {
has_trait = brave
has_trait = compassionate
}
}
}
}
option = {
name = bp3_survey.1010.d
flavor = bp3_survey.1010.d.flavor
add_prestige = minor_prestige_loss
# Success chance
inspection_success_chance_change_effect = {
CHANGE = decrease_minor
}
stress_impact = {
craven = minor_stress_impact_loss
brave = minor_stress_gain
compassionate = medium_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = brave
has_trait = compassionate
}
}
modifier = {
factor = 5
has_trait = craven
}
}
}
after = {
scope:bandit_character = {
silent_disappear_ai_if_not_hired = yes
}
scope:peasant_character = {
silent_disappear_ai_if_not_hired = yes
}
}
}
# Old Roads of <X>
bp3_survey.1020 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1020.t
desc = bp3_survey.1020.desc
theme = survey_activity
override_background = {
reference = terrain_scope
}
cooldown = { years = 1 }
left_portrait = {
character = scope:soldier_character
hide_info = yes
animation = throne_room_two_handed_passive_1
}
center_portrait = {
character = root
animation = survey
}
trigger = {
scope:province.county = {
NOR = {
has_county_modifier = governance_excellent_new_road_modifier
has_county_modifier = governance_good_new_road_modifier
has_county_modifier = governance_standard_new_road_modifier
has_county_modifier = governance_poor_new_road_modifier
}
}
}
immediate = {
inspection_survey_intent_development = { VALUE = 5 }
scope:province = { save_scope_as = background_terrain_scope }
create_character = {
template = soldier_friend_character
culture = root.culture
faith = root.faith
gender = root
location = scope:province
save_scope_as = soldier_character
after_creation = {
add_character_flag = {
flag = need_military_outfit
}
}
}
}
option = {
name = bp3_survey.1020.a
scope:province.county = {
add_county_modifier = {
modifier = inspection_old_roads_of_x_border_modifier
years = 10
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_good
MODIFIER = inspection_old_roads_of_x_border_modifier
YEARS = 10
}
remove_treasury_or_gold = inspection_minor_gold
# Success chance
inspection_success_chance_change_focus_effect = {
FOCUS = border
CHANGE = increase_medium
}
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = increase_minor
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
stress_impact = {
greedy = minor_stress_gain
generous = minor_stress_impact_loss
profligate = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = greedy
}
modifier = {
factor = 5
OR = {
has_trait = generous
has_trait = profligate
}
}
}
}
option = {
name = bp3_survey.1020.b
scope:province.county = {
add_county_modifier = {
modifier = inspection_old_roads_of_x_populace_modifier
years = 10
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message
MODIFIER = inspection_old_roads_of_x_populace_modifier
YEARS = 10
}
inspection_success_chance_change_focus_effect = {
FOCUS = border
CHANGE = increase_minor
}
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = increase_medium
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = decrease_minor
}
ai_chance = {
base = 100
}
}
option = {
name = bp3_survey.1020.c
scope:province.county = {
add_county_modifier = {
modifier = inspection_old_roads_of_x_domain_modifier
years = 10
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message
MODIFIER = inspection_old_roads_of_x_domain_modifier
YEARS = 10
}
inspection_success_chance_change_focus_effect = {
FOCUS = border
CHANGE = decrease_minor
}
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = decrease_minor
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_medium
}
ai_chance = {
base = 100
}
}
option = {
name = bp3_survey.1020.d
scope:province.county = {
add_county_modifier = {
modifier = inspection_old_roads_negative_modifier
years = 10
}
}
inspection_survey_local_message_county_modifier = {
TYPE = message_bad
MODIFIER = inspection_old_roads_negative_modifier
YEARS = 10
}
# Success chance
inspection_success_chance_change_effect = {
CHANGE = decrease_minor
}
stress_impact = {
generous = minor_stress_gain
profligate = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = profligate
}
}
}
}
after = {
scope:soldier_character = {
silent_disappear_ai_if_not_hired = yes
}
}
}
scripted_effect bp3_survey_1030_character_effect = {
create_character = {
template = merchant_template
faith = scope:city_province.faith
culture = scope:city_province.culture
gender = root
location = scope:city_province
save_scope_as = merchant_$VALUE$
after_creation = {
if = {
limit = {
scope:city_province = {
has_variable = fighting_guilds_option_$VALUE$
var:fighting_guilds_option_$VALUE$ = {
OR = {
this = 12
this = 14
this = 15
}
}
}
}
add_trait = giant
}
}
}
}
# Fighting Guilds
bp3_survey.1030 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1030.t
desc = bp3_survey.1030.desc
theme = survey_activity
override_background = {
reference = market
}
cooldown = { years = 1 }
left_portrait = {
character = scope:merchant_1
animation = disapproval
hide_info = yes
}
center_portrait = {
character = root
animation = debating
}
right_portrait = {
character = scope:merchant_2
animation = rage
hide_info = yes
}
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
}
scope:province.county = {
any_county_province = {
has_holding_type = city_holding
NOR = {
has_province_modifier = inspection_fighting_guilds_innkeepers_guild_modifier
has_province_modifier = inspection_fighting_guilds_artists_guild_modifier
}
free_building_slots >= 1
}
}
}
immediate = {
inspection_survey_intent_county_modifier = { MODIFIER = inspection_learning_intent_local_guilds_modifier }
scope:province.county = {
random_county_province = {
limit = {
has_holding_type = city_holding
NOR = {
has_province_modifier = inspection_fighting_guilds_innkeepers_guild_modifier
has_province_modifier = inspection_fighting_guilds_artists_guild_modifier
}
free_building_slots >= 1
}
weight = {
base = 1
modifier = {
factor = 10
free_building_slots >= 2
}
}
save_scope_as = city_province
}
}
inspection_fighting_guilds_effect = { VALUE = 1 }
inspection_fighting_guilds_effect = { VALUE = 2 }
bp3_survey_1030_character_effect = { VALUE = 1 }
bp3_survey_1030_character_effect = { VALUE = 2 }
}
option = {
name = bp3_survey.1030.a
trigger = {
scope:city_province = {
free_building_slots >= 2
}
}
duel = {
skills = { diplomacy stewardship }
value = 25
50 = {
desc = bp3_survey.1030.a.win
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_message = {
type = event_generic_good
title = bp3_survey.1030.a.win
add_prestige = medium_prestige_gain
scope:city_province = {
inspection_fighting_guilds_setup_reward_effect = { VALUE = 1 }
inspection_fighting_guilds_setup_reward_effect = { VALUE = 2 }
}
# Success chance
inspection_success_chance_change_effect = {
CHANGE = increase_medium
}
}
hidden_effect = {
if = {
limit = {
scope:province.county.holder != scope:host
}
scope:province.county.holder = {
send_interface_message = {
type = send_interface_message_good
title = bp3_survey_liege_intervention
show_as_tooltip = {
scope:city_province = {
inspection_fighting_guilds_setup_reward_effect = { VALUE = 1 }
inspection_fighting_guilds_setup_reward_effect = { VALUE = 2 }
}
}
}
}
}
}
}
50 = {
desc = bp3_survey.1030.a.loss
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -39
}
send_interface_message = {
type = event_generic_bad
title = bp3_survey.1030.a.loss_short
# Success chance
inspection_success_chance_change_effect = {
CHANGE = decrease_medium
}
}
}
}
ai_chance = {
base = 100
}
}
option = {
name = bp3_survey.1030.b
scope:city_province = {
inspection_fighting_guilds_setup_reward_effect = { VALUE = 1 }
}
hidden_effect = {
if = {
limit = {
scope:province.county.holder != scope:host
}
scope:province.county.holder = {
send_interface_message = {
type = send_interface_message_good
title = bp3_survey_liege_intervention
show_as_tooltip = {
scope:city_province = {
inspection_fighting_guilds_setup_reward_effect = { VALUE = 1 }
}
}
}
}
}
}
# Success chance
inspection_success_chance_change_effect = {
CHANGE = increase_minor
}
ai_chance = {
base = 100
}
}
option = {
name = bp3_survey.1030.c
scope:city_province = {
inspection_fighting_guilds_setup_reward_effect = { VALUE = 2 }
}
hidden_effect = {
if = {
limit = {
scope:province.county.holder != scope:host
}
scope:province.county.holder = {
send_interface_message = {
type = send_interface_message_good
title = bp3_survey_liege_intervention
show_as_tooltip = {
scope:city_province = {
inspection_fighting_guilds_setup_reward_effect = { VALUE = 2 }
}
}
}
}
}
}
# Success chance
inspection_success_chance_change_effect = {
CHANGE = increase_minor
}
ai_chance = {
base = 100
}
}
option = {
name = bp3_survey.1030.d
add_gold = medium_gold_value
# Success chance
inspection_success_chance_change_effect = {
CHANGE = decrease_minor
}
stress_impact = {
greedy = minor_stress_impact_loss
generous = minor_stress_gain
profligate = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = profligate
}
}
modifier = {
factor = 5
has_trait = greedy
}
}
}
after = {
scope:merchant_1 = {
silent_disappear_ai_if_not_hired = yes
}
scope:merchant_2 = {
silent_disappear_ai_if_not_hired = yes
}
remove_variable = fighting_guilds_option_1
remove_variable = fighting_guilds_option_2
}
}
# The Fire Spreading
bp3_survey.1040 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1040.t
desc = bp3_survey.1040.desc
theme = survey_activity
override_background = {
reference = burning_building
}
cooldown = { years = 1 }
left_portrait = {
character = scope:soldier_character
hide_info = yes
animation = throne_room_two_handed_passive_1
}
center_portrait = {
character = root
animation = fear
}
right_portrait = {
character = scope:merchant_character
hide_info = yes
animation = crying
}
lower_right_portrait = {
character = scope:county_owner
}
override_effect_2d = {
reference = smoke
}
immediate = {
inspection_survey_intent_development = { VALUE = 5 }
create_character = {
template = soldier_friend_character
culture = root.culture
faith = root.faith
gender = root
location = scope:province
save_scope_as = soldier_character
after_creation = {
add_character_flag = {
flag = need_military_outfit
}
}
}
create_character = {
template = merchant_template
faith = scope:province.faith
culture = scope:province.culture
gender = root
location = scope:province
save_scope_as = merchant_character
}
scope:province = {
destroy_random_building_variable_effect = yes
if = {
limit = {
province_owner != root
}
province_owner = {
save_scope_as = county_owner
}
}
}
}
option = {
name = bp3_survey.1040.a
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
duel = {
skill = prowess
value = 14
50 = {
desc = bp3_survey.1040.a.win
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_message = {
type = event_generic_good
title = bp3_survey.1040.a.win
add_prestige = medium_prestige_gain
inspection_success_chance_change_effect = {
CHANGE = increase_medium
}
add_character_modifier = {
modifier = inspection_selfless_ruler_modifier
years = 10
}
}
}
45 = {
desc = bp3_survey.1040.a.loss
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -34
}
hidden_effect = {
if = {
limit = {
scope:province.county.holder != scope:host
}
scope:province.county.holder = {
send_interface_message = {
type = send_interface_message_bad
title = bp3_survey_liege_intervention
show_as_tooltip = {
scope:province = { destroy_random_building_effect = yes }
}
}
}
}
}
send_interface_message = {
type = event_generic_bad
title = bp3_survey.1040.a.loss
increase_wounds_no_death_effect = { REASON = burned }
scope:province = { destroy_random_building_effect = yes }
}
}
5 = {
desc = bp3_survey.1040.a.death
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -4
}
death = {
death_reason = death_burned
}
}
}
stress_impact = {
brave = minor_stress_impact_loss
compassionate = medium_stress_impact_loss
craven = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = craven
}
modifier = {
factor = 5
OR = {
has_trait = brave
has_trait = compassionate
}
}
}
}
option = {
name = bp3_survey.1040.b
remove_treasury_or_gold = inspection_medium_gold
scope:province.county = {
add_county_modifier = {
modifier = inspection_fire_spreading_modifier
years = 10
}
}
inspection_success_chance_change_focus_effect = {
FOCUS = bureaucracy
CHANGE = increase_minor
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = decrease_minor
}
random = {
chance = 25
hidden_effect = {
if = {
limit = {
scope:province.county.holder != scope:host
}
scope:province.county.holder = {
send_interface_message = {
type = send_interface_message_bad
title = bp3_survey_liege_intervention
show_as_tooltip = {
scope:province = { destroy_random_building_effect = yes }
}
}
}
}
}
scope:province = { destroy_random_building_effect = yes }
}
stress_impact = {
generous = minor_stress_impact_loss
greedy = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = greedy
}
modifier = {
factor = 5
has_trait = generous
}
}
}
option = {
name = bp3_survey.1040.c
trigger = {
exists = scope:county_owner
NOR = {
scope:county_owner = root
scope:county_owner = { is_ai = yes }
}
OR = {
has_trait = callous
has_trait = sadistic
AND = {
has_relation_rival = scope:province.province_owner
has_trait = vengeful
}
}
}
duel = {
skill = intrigue
value = 15
50 = {
desc = bp3_survey.1040.c.win
inspection_activity_options_positive_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
send_interface_message = {
type = event_generic_good
title = bp3_survey.1040.c.win
scope:county_owner = {
add_opinion = {
modifier = respect_opinion
target = root
opinion = 25
}
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
}
}
50 = {
desc = bp3_survey.1040.c.loss
inspection_activity_options_negative_modifier = yes
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -39
}
send_interface_message = {
type = event_generic_bad
title = bp3_survey.1040.c.loss
scope:county_owner = {
add_opinion = {
modifier = hate_opinion
target = root
opinion = -50
}
}
inspection_success_chance_change_effect = {
CHANGE = decrease_medium
}
}
}
}
hidden_effect = {
if = {
limit = {
scope:province.county.holder != scope:host
}
scope:province.county.holder = {
send_interface_message = {
type = send_interface_message_bad
title = bp3_survey_liege_intervention
show_as_tooltip = {
scope:province = {
destroy_random_building_effect = yes
county = { change_development_level = -2 }
}
}
}
}
}
}
scope:province = {
destroy_random_building_effect = yes
county = { change_development_level = -2 }
}
stress_impact = {
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
vengeful = minor_stress_impact_loss
compassionate = major_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = compassionate
}
modifier = {
factor = 5
OR = {
has_trait = callous
has_trait = sadistic
has_trait = vengeful
}
}
}
}
option = {
name = bp3_survey.1040.d
random = {
chance = 50
hidden_effect = {
if = {
limit = {
scope:province.county.holder != scope:host
}
scope:province.county.holder = {
send_interface_message = {
type = send_interface_message_bad
title = bp3_survey_liege_intervention
show_as_tooltip = {
scope:province = {
destroy_random_building_effect = yes
county = { change_development_level = -1 }
}
}
}
}
}
}
send_interface_message = {
type = event_generic_bad
title = bp3_survey.1040.destroyed_building
scope:province = {
destroy_random_building_effect = yes
county = { change_development_level = -1 }
}
}
}
inspection_success_chance_change_effect = {
CHANGE = decrease_medium
}
stress_impact = {
compassionate = medium_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = compassionate
}
}
}
after = {
scope:merchant_character = {
silent_disappear_ai_if_not_hired = yes
}
scope:soldier_character = {
silent_disappear_ai_if_not_hired = yes
}
}
}
# Expanding the Town Walls
bp3_survey.1050 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1050.t
desc = bp3_survey.1050.desc
theme = survey_activity
override_background = {
reference = market
}
cooldown = { years = 1 }
left_portrait = {
character = scope:soldier_character
hide_info = yes
animation = disapproval
}
center_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:merchant_character
hide_info = yes
animation = debating
}
immediate = {
inspection_survey_intent_county_modifier = { MODIFIER = inspection_learning_intent_building_modifier }
create_character = {
template = soldier_friend_character
culture = root.culture
faith = root.faith
gender = root
location = scope:province
save_scope_as = soldier_character
after_creation = {
add_character_flag = {
flag = need_military_outfit
}
}
}
create_character = {
template = merchant_template
faith = scope:province.faith
culture = scope:province.culture
gender = root
location = scope:province
save_scope_as = merchant_character
}
}
option = {
name = bp3_survey.1050.a
remove_treasury_or_gold = {
value = {
value = minor_treasury_or_gold_value
min = 50
}
multiply = inspection_activity_option_multiplier
}
scope:province = {
add_province_modifier = {
modifier = inspection_expanding_walls_new_modifier
years = 10
}
}
inspection_survey_local_message_province_modifier = {
TYPE = message_good
MODIFIER = inspection_expanding_walls_new_modifier
YEARS = 10
}
inspection_success_chance_change_effect = {
CHANGE = increase_minor
}
stress_impact = {
greedy = minor_stress_gain
generous = minor_stress_impact_loss
profligate = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = greedy
}
modifier = {
factor = 5
OR = {
has_trait = generous
has_trait = profligate
}
}
}
}
option = {
name = bp3_survey.1050.b
remove_treasury_or_gold = {
value = {
value = minor_treasury_or_gold_value
min = 50
}
multiply = inspection_activity_option_multiplier
}
scope:province = {
add_province_modifier = {
modifier = inspection_expanding_walls_old_modifier
years = 10
}
}
inspection_survey_local_message_province_modifier = {
TYPE = message_good
MODIFIER = inspection_expanding_walls_old_modifier
YEARS = 10
}
inspection_success_chance_change_effect = {
CHANGE = increase_minor
}
stress_impact = {
greedy = minor_stress_gain
generous = minor_stress_impact_loss
profligate = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = greedy
}
modifier = {
factor = 5
OR = {
has_trait = generous
has_trait = profligate
}
}
}
}
option = {
name = bp3_survey.1050.c
inspection_success_chance_change_effect = {
CHANGE = decrease_minor
}
stress_impact = {
greedy = minor_stress_impact_loss
generous = minor_stress_gain
profligate = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = profligate
}
}
modifier = {
factor = 5
has_trait = greedy
}
}
}
after = {
scope:merchant_character = {
silent_disappear_ai_if_not_hired = yes
}
scope:soldier_character = {
silent_disappear_ai_if_not_hired = yes
}
}
}
# Mine Your Own Business
bp3_survey.1060 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1060.t
desc = {
desc = bp3_survey.1060.desc
first_valid = {
triggered_desc = {
trigger = {
scope:mine_type = 1
}
desc = bp3_survey.1060.desc.copper
}
triggered_desc = {
trigger = {
scope:mine_type = 2
}
desc = bp3_survey.1060.desc.silver
}
triggered_desc = {
trigger = {
scope:mine_type = 3
}
desc = bp3_survey.1060.desc.gold
}
}
}
theme = survey_activity
override_background = {
reference = fp3_cave
}
cooldown = { years = 1 }
left_portrait = {
character = scope:soldier_character
hide_info = yes
animation = throne_room_two_handed_passive_1
}
center_portrait = {
character = root
animation = survey
}
right_portrait = {
character = scope:guest_1
animation = ecstasy
}
trigger = {
scope:province = { has_special_building_slot = no }
}
weight_multiplier = {
base = 1
modifier = {
factor = 10
scope:province = {
OR = {
later_historical_gold_mine_trigger = yes
later_historical_silver_mine_trigger = yes
later_historical_copper_mine_trigger = yes
}
}
}
}
immediate = {
inspection_survey_intent_province_modifier = { MODIFIER = inspection_learning_intent_flourishing_metal_trade_modifier }
create_character = {
template = soldier_friend_character
culture = root.culture
faith = root.faith
gender = root
location = scope:province
save_scope_as = soldier_character
after_creation = {
add_character_flag = {
flag = need_military_outfit
}
}
}
scope:activity = {
random_attending_character = {
limit = {
this != root
}
weight = {
base = 1
modifier = {
factor = 20
OR = {
is_close_family_of = root
is_spouse_of = root
}
}
}
save_scope_as = guest_1
}
}
random_list = {
60 = {
trigger = {
scope:province = {
NOR = {
later_historical_gold_mine_trigger = yes
later_historical_silver_mine_trigger = yes
}
}
}
save_scope_value_as = {
name = mine_type
value = 1
}
}
35 = {
trigger = {
scope:province = {
NOR = {
later_historical_gold_mine_trigger = yes
later_historical_copper_mine_trigger = yes
}
}
}
save_scope_value_as = {
name = mine_type
value = 2
}
}
5 = {
trigger = {
scope:province = {
NOR = {
later_historical_silver_mine_trigger = yes
later_historical_copper_mine_trigger = yes
}
}
}
save_scope_value_as = {
name = mine_type
value = 3
}
}
}
}
option = {
name = bp3_survey.1060.a
scope:province = {
switch = {
trigger = scope:mine_type
3 = {
hidden_effect = { add_special_building_slot = generic_gold_mines_01 }
add_special_building = generic_gold_mines_01
}
2 = {
hidden_effect = { add_special_building_slot = generic_silver_mines_01 }
add_special_building = generic_silver_mines_01
}
1 = {
hidden_effect = { add_special_building_slot = generic_copper_mines_01 }
add_special_building = generic_copper_mines_01
}
}
}
hidden_effect = {
if = {
limit = {
scope:province.county.holder != scope:host
}
scope:province.county.holder = {
send_interface_message = {
type = send_interface_message_good
title = bp3_survey_liege_intervention
show_as_tooltip = {
scope:province = {
switch = {
trigger = scope:mine_type
3 = {
hidden_effect = { add_special_building_slot = generic_gold_mines_01 }
add_special_building = generic_gold_mines_01
}
2 = {
hidden_effect = { add_special_building_slot = generic_silver_mines_01 }
add_special_building = generic_silver_mines_01
}
1 = {
hidden_effect = { add_special_building_slot = generic_copper_mines_01 }
add_special_building = generic_copper_mines_01
}
}
}
}
}
}
}
}
inspection_success_chance_change_effect = {
CHANGE = increase_medium
}
}
after = {
scope:soldier_character = {
silent_disappear_ai_if_not_hired = yes
}
}
}
# Regular Irregularities
bp3_survey.1070 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1070.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = scope:county_owner }
}
desc = bp3_survey.1070.desc.intro.personal
}
triggered_desc = {
trigger = {
exists = scope:county_owner
}
desc = bp3_survey.1070.desc.intro.vassal
}
}
desc = bp3_survey.1070.desc
}
theme = survey_activity
override_background = {
reference = study
}
cooldown = { years = 1 }
left_portrait = {
character = root
animation = reading
}
right_portrait = {
character = scope:county_owner
animation = shame
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
scope:province.province_owner != root
scope:province.province_owner.stewardship < 10
}
}
immediate = {
inspection_survey_intent_control = { VALUE = 5 }
if = {
limit = {
scope:province.province_owner != root
}
scope:province.province_owner = { save_scope_as = county_owner }
}
}
option = {
name = bp3_survey.1070.a
flavor = bp3_survey.1070.a.flavor
scope:county_owner ?= {
add_opinion = {
modifier = frustrated_opinion
target = root
opinion = -10
}
}
add_dread = 10
add_treasury_or_gold = minor_treasury_or_gold_value
add_character_modifier = {
modifier = inspection_regular_irregularities_modifier
years = 10
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = decrease_minor
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
stress_impact = {
just = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 5
has_trait = just
}
}
}
option = {
name = bp3_survey.1070.b
flavor = bp3_survey.1070.b.flavor
add_treasury_or_gold = minor_treasury_or_gold_value
add_character_modifier = {
modifier = inspection_regular_irregularities_local_modifier
years = 5
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = decrease_minor
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
stress_impact = {
greedy = minor_stress_impact_loss
arbitrary = minor_stress_impact_loss
just = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = just
}
modifier = {
factor = 5
OR = {
has_trait = arbitrary
has_trait = greedy
}
}
}
}
option = {
name = bp3_survey.1070.c
flavor = bp3_survey.1070.c.flavor
scope:county_owner ?= {
add_opinion = {
modifier = grateful_opinion
target = root
opinion = 10
}
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = domain
CHANGE = decrease_minor
}
stress_impact = {
greedy = minor_stress_gain
wrathful = minor_stress_gain
just = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = wrathful
has_trait = greedy
has_trait = just
}
}
}
}
}
scripted_trigger place_worth_visiting_modifier_trigger = {
NOR = {
has_province_modifier = inspection_proteted_poi_levy_modifier
has_province_modifier = inspection_protected_holy_site_levy_modifier
has_province_modifier = inspection_protected_holy_poi_levy_modifier
has_province_modifier = inspection_protected_poi_gold_modifier
has_province_modifier = inspection_protected_holy_site_gold_modifier
has_province_modifier = inspection_protected_holy_poi_gold_modifier
}
}
# A Place Worth Visiting
bp3_survey.1080 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1080.t
desc = {
desc = bp3_survey.1080.desc
first_valid = {
triggered_desc = {
trigger = {
exists = scope:holy_poi_location
}
desc = bp3_survey.1080.desc.holy_poi
}
triggered_desc = {
trigger = {
exists = scope:poi_location
}
desc = bp3_survey.1080.desc.poi
}
triggered_desc = {
trigger = {
exists = scope:holy_site_location
}
desc = bp3_survey.1080.desc.holy_site
}
}
desc = bp3_survey.1080.desc.outro
}
theme = survey_activity
override_background = {
reference = market
}
cooldown = { years = 1 }
left_portrait = {
character = scope:soldier_character
hide_info = yes
animation = throne_room_two_handed_passive_1
}
center_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:traveler_character
hide_info = yes
animation = debating
}
trigger = {
scope:province.county = {
any_county_province = {
OR = {
barony = { is_holy_site_of = root.faith }
has_special_building = yes
}
place_worth_visiting_modifier_trigger = yes
}
}
}
immediate = {
inspection_survey_intent_control = { VALUE = 5 }
create_character = {
template = soldier_friend_character
culture = root.culture
faith = root.faith
gender = root
location = scope:province
save_scope_as = soldier_character
after_creation = {
add_character_flag = {
flag = need_military_outfit
}
}
}
create_character = {
template = travel_leader_court_position_template
faith = root.faith
culture = root.culture
gender = root
location = scope:province
save_scope_as = traveler_character
}
scope:province.county = {
random_county_province = {
limit = {
OR = {
any_journey_point_of_interest_trigger = yes
AND = {
barony = { is_holy_site_of = root.faith }
barony.title_province = scope:province.county.title_province
}
}
place_worth_visiting_modifier_trigger = yes
}
alternative_limit = {
OR = {
any_journey_point_of_interest_trigger = yes
barony = { is_holy_site_of = root.faith }
}
place_worth_visiting_modifier_trigger = yes
}
weight = {
base = 1
modifier = {
factor = 100
barony = { is_holy_site_of = root.faith }
}
}
if = {
limit = {
any_journey_point_of_interest_trigger = yes
barony = { is_holy_site_of = root.faith }
}
save_scope_as = holy_poi_location
}
else_if = {
limit = {
any_journey_point_of_interest_trigger = yes
}
save_scope_as = poi_location
}
else_if = {
limit = {
barony = { is_holy_site_of = root.faith }
}
save_scope_as = holy_site_location
}
save_scope_as = location_province
}
}
}
option = {
name = bp3_survey.1080.a
remove_treasury_or_gold = inspection_minor_gold
scope:poi_location ?= {
add_province_modifier = {
modifier = inspection_protected_poi_gold_modifier
years = 25
}
inspection_survey_local_message_specific_location_province_modifier = {
TYPE = message_good
MODIFIER = inspection_protected_poi_gold_modifier
YEARS = 25
}
}
scope:holy_site_location ?= {
add_province_modifier = {
modifier = inspection_protected_holy_site_gold_modifier
years = 25
}
inspection_survey_local_message_specific_location_province_modifier = {
TYPE = message_good
MODIFIER = inspection_protected_holy_site_gold_modifier
YEARS = 25
}
}
scope:holy_poi_location ?= {
add_province_modifier = {
modifier = inspection_protected_holy_poi_gold_modifier
years = 25
}
inspection_survey_local_message_specific_location_province_modifier = {
TYPE = message_good
MODIFIER = inspection_protected_holy_poi_gold_modifier
YEARS = 25
}
}
inspection_success_chance_change_effect = {
CHANGE = increase_medium
}
stress_impact = {
compassionate = minor_stress_impact_loss
diligent = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 5
OR = {
has_trait = compassionate
has_trait = diligent
}
}
}
}
option = {
name = bp3_survey.1080.b
scope:poi_location ?= {
add_province_modifier = {
modifier = inspection_proteted_poi_levy_modifier
years = 25
}
inspection_survey_local_message_specific_location_province_modifier = {
TYPE = message
MODIFIER = inspection_proteted_poi_levy_modifier
YEARS = 25
}
}
scope:holy_site_location ?= {
add_province_modifier = {
modifier = inspection_protected_holy_site_levy_modifier
years = 25
}
inspection_survey_local_message_specific_location_province_modifier = {
TYPE = message
MODIFIER = inspection_protected_holy_site_levy_modifier
YEARS = 25
}
}
scope:holy_poi_location ?= {
add_province_modifier = {
modifier = inspection_protected_holy_poi_levy_modifier
years = 25
}
inspection_survey_local_message_specific_location_province_modifier = {
TYPE = message
MODIFIER = inspection_protected_holy_poi_levy_modifier
YEARS = 25
}
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = decrease_minor
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
stress_impact = {
arrogant = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 5
has_trait = arrogant
}
}
}
option = {
name = bp3_survey.1080.c
inspection_success_chance_change_effect = {
CHANGE = decrease_minor
}
stress_impact = {
compassionate = minor_stress_gain
diligent = minor_stress_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = diligent
}
}
}
}
after = {
scope:soldier_character = {
silent_disappear_ai_if_not_hired = yes
}
scope:traveler_character = {
silent_disappear_ai_if_not_hired = yes
}
}
}
scripted_trigger bp3_survey_1090_terrain_trigger = {
OR = {
has_holding = no
terrain = hills
terrain = mountains
terrain = steppe
terrain = forest
terrain = desert_mountains
terrain = desert
terrain = drylands
}
}
# The Hidden Hinterlands
bp3_survey.1090 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1090.t
desc = bp3_survey.1090.desc
theme = survey_activity
override_background = {
trigger = {
scope:poaching_province = {
OR = {
terrain = forest
terrain = hills
terrain = mountains
}
}
}
reference = ep2_hunt_poachers_camp
}
override_background = {
reference = wilderness
}
cooldown = { years = 1 }
left_portrait = {
character = scope:soldier_character
hide_info = yes
animation = throne_room_two_handed_passive_1
}
center_portrait = {
character = root
animation = survey
}
right_portrait = {
character = scope:hunter_character
hide_info = yes
animation = hunting_carcass_start
}
trigger = {
scope:province.county = {
any_county_province = {
bp3_survey_1090_terrain_trigger = yes
NOR = {
has_province_modifier = inspection_hidden_hinterlands_recruit_modifier
has_province_modifier = inspection_hidden_hinterlands_hunters_modifier
}
}
}
}
immediate = {
inspection_survey_intent_control = { VALUE = 5 }
create_character = {
template = soldier_friend_character
culture = root.culture
faith = root.faith
gender = root
location = scope:province
save_scope_as = soldier_character
after_creation = {
add_character_flag = {
flag = need_military_outfit
}
}
}
create_character = {
template = hunter_template
faith = root.faith
culture = root.culture
gender = root
location = scope:province
save_scope_as = hunter_character
}
scope:province.county = {
random_county_province = {
limit = {
bp3_survey_1090_terrain_trigger = yes
}
save_scope_as = poaching_province
}
}
}
option = {
name = bp3_survey.1090.a
remove_treasury_or_gold = inspection_minor_gold
scope:poaching_province = {
add_province_modifier = {
modifier = inspection_hidden_hinterlands_recruit_modifier
years = 25
}
inspection_survey_local_message_specific_location_province_modifier = {
TYPE = message_good
MODIFIER = inspection_hidden_hinterlands_recruit_modifier
YEARS = 25
}
}
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = decrease_minor
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = domain
CHANGE = increase_medium
}
stress_impact = {
diligent = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 5
OR = {
has_trait = diligent
has_trait = wrathful
}
}
}
}
option = {
name = bp3_survey.1090.b
scope:poaching_province = {
add_province_modifier = {
modifier = inspection_hidden_hinterlands_hunters_modifier
years = 25
}
inspection_survey_local_message_specific_location_province_modifier = {
TYPE = message
MODIFIER = inspection_hidden_hinterlands_hunters_modifier
YEARS = 25
}
}
inspection_success_chance_change_focus_effect = {
FOCUS = border
CHANGE = decrease_minor
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = border
CHANGE = increase_minor
}
stress_impact = {
lifestyle_hunter = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 5
has_trait = lifestyle_hunter
}
}
}
option = {
name = bp3_survey.1090.c
inspection_success_chance_change_focus_effect = {
FOCUS = domain
CHANGE = increase_minor
}
inspection_success_chance_change_not_focus_effect = {
FOCUS = domain
CHANGE = decrease_minor
}
stress_impact = {
content = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 5
has_trait = content
}
}
}
after = {
scope:soldier_character = {
silent_disappear_ai_if_not_hired = yes
}
scope:hunter_character = {
silent_disappear_ai_if_not_hired = yes
}
}
}
### Progression Events ###
bp3_survey.1200 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1200.t
desc = bp3_survey.1200.desc
theme = survey_activity
override_background = { reference = study }
left_portrait = {
character = root
animation = writing
}
cooldown = { years = 1 }
option = {
name = bp3_survey.1200.a
inspection_success_chance_change_effect = {
CHANGE = increase_medium
}
}
}
bp3_survey.1210 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1210.t
desc = bp3_survey.1210.desc
theme = survey_activity
override_background = { reference = study }
left_portrait = {
character = root
animation = writing
}
cooldown = { years = 1 }
option = {
name = bp3_survey.1210.a
inspection_success_chance_change_effect = {
CHANGE = increase_minor
}
}
}
bp3_survey.1220 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1220.t
desc = bp3_survey.1220.desc
theme = survey_activity
override_background = { reference = study }
left_portrait = {
character = root
animation = disapproval
}
cooldown = { years = 1 }
option = {
name = bp3_survey.1220.a
inspection_success_chance_change_effect = {
CHANGE = decrease_minor
}
}
}
bp3_survey.1230 = {
type = activity_event
content_source = dlc_015
title = bp3_survey.1230.t
desc = bp3_survey.1230.desc
theme = survey_activity
override_background = { reference = study }
left_portrait = {
character = root
animation = rage
}
cooldown = { years = 1 }
option = {
name = bp3_survey.1230.a
inspection_success_chance_change_effect = {
CHANGE = decrease_medium
}
}
}