diff --git a/Generation_code_batiments/BATS generator main buildings.ods b/Generation_code_batiments/BATS generator main buildings.ods new file mode 100644 index 00000000..bff63986 Binary files /dev/null and b/Generation_code_batiments/BATS generator main buildings.ods differ diff --git a/Generation_code_batiments/requis2.csv b/Generation_code_batiments/requis2.csv new file mode 100644 index 00000000..5455a634 --- /dev/null +++ b/Generation_code_batiments/requis2.csv @@ -0,0 +1,27 @@ +tag;nom FR;nom ENG;cout Or;cout Prestige;temps;Effet 1 nom;Effet 1 valeur;Effet 2 nom;Effet 2 valeur;Effet 3 nom;Effet 3 valeur;Effet 4 nom;Effet 4 valeur;libre code;not_if_exists;Prérequis Bâtiment1;Prérequis Bâtiment2;Upgrade from;Prérequis Terrain;Prérequis modifieur de province;Prérequis Technologie;Niveau de la technologie requise;Facteur de création IA;Extra tech;Description FR;Description ENG 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Tower;150;30;220;liege_prestige;0,02;tax_income;-0,1;;;;;;;CITE_L1;CT_adm_urbain_L1;;;;TECH_CONSTRUCTION;1;95;10;x;x +CT_beffroi_L2;Beffroi;Belfry;240;60;460;liege_prestige;0,03;tax_income;-0,2;;;;;;;;VOC_COMMERCIALE;CT_beffroi_L1;;;TECH_CONSTRUCTION;1;94;10;x;x +CT_beffroi_L3;Haut Beffroi;High Belfry;360;70;770;liege_prestige;0,05;tax_income;-0,3;;;;;;;CT_adm_urbain_L3;VOC_COMMERCIALE;CT_beffroi_L2;;;TECH_CONSTRUCTION;1;93;10;x;x diff --git a/Generation_code_batiments/requis2.ods b/Generation_code_batiments/requis2.ods new file mode 100644 index 00000000..aa705149 Binary files /dev/null and b/Generation_code_batiments/requis2.ods differ diff --git a/L3T gfx work/logo/LOGO WS.pdn b/L3T gfx work/logo/LOGO WS.pdn index d73a2360..116157b9 100644 --- a/L3T gfx work/logo/LOGO WS.pdn +++ b/L3T gfx work/logo/LOGO WS.pdn @@ -1,11 +1,11 @@ -PDN3-ôÿÿÿÿ NPaintDotNet.Data, Version=4.105.6913.325, Culture=neutral, PublicKeyToken=nullPaintDotNet.Document -isDisposedlayerswidthheight 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--- a/L3T/Changelog_ENG.txt +++ b/L3T/Changelog_ENG.txt @@ -1,9 +1,86 @@ -############################### +################################## # MOD Les 3 Tours / The 3 Towers # -############################## +################################## ###by Arko and Mouchi +RELEASE 1.00 SEAL1 (14th june 2020) for CK2 v3.3.3 + +INSTALL WILL REQUIRE DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag) +NOT SAVE COMPATIBLE + + +MAJOR: +-revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal +-new claims mechanics and flavour (mechanics being rule locked behind a new game rule) +-new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much +-changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here. +-brand new loading screens based on "Codex Manesse" graphics +-made "Fortress" specialization more worthy (prison building, new special fortifications, balance) +-Romanesque cathedrals are now wonders and so showed on map with a 3D model + +MINOR and VARIOUS: +-new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success +-proselytize job map highlights now feature a distinct colour for heresies +-debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too +-new steward flavour (delegation) +-AI with no tribal vassals won't enact tribal related laws +-tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone +-some renovated and new events pics +-updated and added some icons (modifiers and target decisions) +-Muslim school building "Madrasah" gets an additional level +-cities get a city size marker automated building chain, showing the growth of the holding (3 levels) +-some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers) +-adapting some vanilla buildings to holdings specializations (capped by specialization) +-new chains of buildings (perception and belfry) +-new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed +-fortification buildings for cities and temples holdings (merely same as castles ones) +-chancellor's "perform statecraft" job now can protect against claim fabrication +-spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you +-new option to arrest and banish a chancellor fabricating a claim +-added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map +-Romanesque cathedral burning may bring in pilgrims +-addition of a Pilgrim inn/road house you can build in a province with a province relic +-a province relic in itself don't bring taxes any-more (it didn't differed among religions) +-addition of a "Mufti" council position for Muslim +-new horse armours artefacts given as prize in Furusiyyas +-some event optimisation and file clean-up +-better event computation, code and files clean-up +-filling missing texts and better texts +-improved some English translations + +BALANCE: +-realm capitals are now assigned on startup +-AI may sometimes not attend to tournaments and furusiyyas +-can't add a new holding slot in a province any-more +-religious tolerance technology now worsen inter-religion opinion instead of improving it +-put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists) +-building costs won't decrease overtime due to technology +-improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap) +-"cadastre" event chains are now more dynamic and triggered only, it is also more rewarding +-tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more +-ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed +-weaken chances a bit for "increase council power" faction +-dynamic trade routes helps with troops reinforcement and technology spread +-prosperous industry modifier is more worthy +-general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance +-the population buildings progression are a bit faster on first levels +-trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses) +-general income and taxes changes +-various changes to specialization buildings, tribal holdings +-tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus +-you can't revoke a recently given title any-more (cool-down is 100years instead of 12months) +-improved starting population levels for various areas and eras +-changed some starting technologies for various areas and eras + +BUGFIX: +-fixed relic not being consumed properly when starting the cathedral +-fixed buying relic not always transferring the relic properly +-non Christian capitals properly get a "Feudal city" (or equivalent) on startup +-fixed some vanilla bugs +-fixed my own bugs by the way +-population bonus from specializations now apply correctly + RELEASE BETA 0.99 SAINT2 (3rd of november 2019) for CK2 v3.2.x/v3.3.0 diff --git a/L3T/Changelog__FR.txt b/L3T/Changelog__FR.txt index 98b7a93d..45b9d59d 100644 --- a/L3T/Changelog__FR.txt +++ b/L3T/Changelog__FR.txt @@ -1,9 +1,86 @@ -############################### +################################## # MOD Les 3 Tours / The 3 Towers # -############################## +################################## ###par Arko et Mouchi +RELEASE 1.00 SEAL1 (14th june 2020) for CK2 v3.3.3 + +INSTALL WILL REQUIRE DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag) +NOT SAVE COMPATIBLE + + +MAJEUR : +-revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal +-new claims mechanics and flavour (mechanics being rule locked behind a new game rule) +-new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much +-changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here. +-brand new loading screens based on "Codex Manesse" graphics +-made "Fortress" specialization more worthy (prison building, new special fortifications, balance) +-les cathédrales romanes sont désormais des "merveilles" et sont représentées sur la carte de jeu avec un modèle 3D + +MINEUR et DIVERS : +-new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success +-proselytize job map highlights now feature a distinct colour for heresies +-debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too +-new steward flavour (delegation) +-AI with no tribal vassals won't enact tribal related laws +-tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone +-some renovated and new events pics +-updated and added some icons (modifiers and target decisions) +-Muslim school building "Madrasah" gets an additional level +-cities get a city size marker automated building chain, showing the growth of the holding (3 levels) +-some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers) +-adapting some vanilla buildings to holdings specializations (capped by specialization) +-new chains of buildings (perception and belfry) +-new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed +-fortification buildings for cities and temples holdings (merely same as castles ones) +-chancellor's "perform statecraft" job now can protect against claim fabrication +-spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you +-new option to arrest and banish a chancellor fabricating a claim +-added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map +-Romanesque cathedral burning may bring in pilgrims +-addition of a Pilgrim inn/road house you can build in a province with a province relic +-a province relic in itself don't bring taxes any-more (it didn't differed among religions) +-addition of a "Mufti" council position for Muslim +-new horse armours artefacts given as prize in Furusiyyas +-some event optimisation and file clean-up +-better event computation, code and files clean-up +-filling missing texts and better texts +-improved some English translations + +EQUILIBRAGE : +-realm capitals are now assigned on startup +-AI may sometimes not attend to tournaments and furusiyyas +-can't add a new holding slot in a province any-more +-religious tolerance technology now worsen inter-religion opinion instead of improving it +-put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists) +-building costs won't decrease overtime due to technology +-improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap) +-"cadastre" event chains are now more dynamic and triggered only, it is also more rewarding +-tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more +-ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed +-weaken chances a bit for "increase council power" faction +-dynamic trade routes helps with troops reinforcement and technology spread +-prosperous industry modifier is more worthy +-general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance +-the population buildings progression are a bit faster on first levels +-trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses) +-general income and taxes changes +-various changes to specialization buildings, tribal holdings +-tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus +-you can't revoke a recently given title any-more (cool-down is 100years instead of 12months) +-improved starting population levels for various areas and eras +-changed some starting technologies for various areas and eras + +CORRECTION DE BUGS : +-fixed relic not being consumed properly when starting the cathedral +-fixed buying relic not always transferring the relic properly +-non Christian capitals properly get a "Feudal city" (or equivalent) on startup +-fixed some vanilla bugs +-fixed my own bugs by the way +-population bonus from specializations now apply correctly + RELEASE BETA 0.99 SAINT2 (3 novembre 2019) pour CK2 v3.2.x/v3.3.0 diff --git a/L3T/GFX/event_pictures/ReC11.dds b/L3T/GFX/event_pictures/ReC11.dds new file mode 100644 index 00000000..8d625539 Binary files /dev/null and b/L3T/GFX/event_pictures/ReC11.dds differ diff --git a/L3T/GFX/event_pictures/ReC6.dds b/L3T/GFX/event_pictures/ReC6.dds index cb185c29..246fa34e 100644 Binary files a/L3T/GFX/event_pictures/ReC6.dds and b/L3T/GFX/event_pictures/ReC6.dds differ diff --git a/L3T/GFX/event_pictures/ReC7.dds b/L3T/GFX/event_pictures/ReC7.dds index 1ed91788..66f082b1 100644 Binary files a/L3T/GFX/event_pictures/ReC7.dds and b/L3T/GFX/event_pictures/ReC7.dds differ diff --git a/L3T/GFX/event_pictures/ReC8.dds b/L3T/GFX/event_pictures/ReC8.dds index aa2450fe..3b1c8d7b 100644 Binary files a/L3T/GFX/event_pictures/ReC8.dds and b/L3T/GFX/event_pictures/ReC8.dds differ diff --git a/L3T/GFX/interface/diplo_land_icon.dds b/L3T/GFX/interface/diplo_land_icon.dds new file mode 100644 index 00000000..9901f128 Binary files /dev/null and b/L3T/GFX/interface/diplo_land_icon.dds differ diff --git a/L3T/GFX/interface/diplo_muslim_icon.dds b/L3T/GFX/interface/diplo_muslim_icon.dds new file mode 100644 index 00000000..99dc2b1a Binary files /dev/null and b/L3T/GFX/interface/diplo_muslim_icon.dds differ diff --git a/L3T/GFX/interface/diplo_prison_icon.dds b/L3T/GFX/interface/diplo_prison_icon.dds new file mode 100644 index 00000000..913a8e75 Binary files /dev/null and b/L3T/GFX/interface/diplo_prison_icon.dds differ diff --git a/L3T/GFX/interface/modifier_icons_arko.dds b/L3T/GFX/interface/modifier_icons_arko.dds index 291462d3..80813f5b 100644 Binary files a/L3T/GFX/interface/modifier_icons_arko.dds and b/L3T/GFX/interface/modifier_icons_arko.dds differ diff --git a/L3T/GFX/interface/tax_levy_slider_locked_L3Ttrib.dds b/L3T/GFX/interface/tax_levy_slider_locked_L3Ttrib.dds new file mode 100644 index 00000000..e67cd285 Binary files /dev/null and b/L3T/GFX/interface/tax_levy_slider_locked_L3Ttrib.dds differ diff --git a/L3T/GFX/interface/tax_levy_slider_selected_L3Ttrib.dds b/L3T/GFX/interface/tax_levy_slider_selected_L3Ttrib.dds new file mode 100644 index 00000000..56bf7f05 Binary files /dev/null and b/L3T/GFX/interface/tax_levy_slider_selected_L3Ttrib.dds differ diff --git a/L3T/GFX/interface/tax_levy_slider_unlocked_L3Ttrib.dds b/L3T/GFX/interface/tax_levy_slider_unlocked_L3Ttrib.dds new file mode 100644 index 00000000..d93a4283 Binary files /dev/null and b/L3T/GFX/interface/tax_levy_slider_unlocked_L3Ttrib.dds differ diff --git a/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_large.dds b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_large.dds new file mode 100644 index 00000000..477c9e45 Binary files /dev/null and b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_large.dds differ diff --git a/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_medium.dds b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_medium.dds new file mode 100644 index 00000000..3ee7f64f Binary files /dev/null and b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_medium.dds differ diff --git a/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_small.dds b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_small.dds new file mode 100644 index 00000000..47b4d83f Binary files /dev/null and b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_gothique_small.dds differ diff --git a/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_large.dds b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_large.dds new file mode 100644 index 00000000..477c9e45 Binary files /dev/null and b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_large.dds differ diff --git a/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_medium.dds b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_medium.dds new file mode 100644 index 00000000..3ee7f64f Binary files /dev/null and b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_medium.dds differ diff --git a/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_small.dds b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_small.dds new file mode 100644 index 00000000..47b4d83f Binary files /dev/null and b/L3T/GFX/interface/wonder_interface/wonder_strips/wonder_stages_cathedral_romane_small.dds differ diff --git a/L3T/GFX/loadingscreens/load_16.dds b/L3T/GFX/loadingscreens/load_16.dds new file mode 100644 index 00000000..4cae6809 Binary files /dev/null and b/L3T/GFX/loadingscreens/load_16.dds differ diff --git a/L3T/GFX/loadingscreens/load_17.dds b/L3T/GFX/loadingscreens/load_17.dds new file mode 100644 index 00000000..9ea8c832 Binary files /dev/null and b/L3T/GFX/loadingscreens/load_17.dds differ diff --git a/L3T/GFX/loadingscreens/load_18.dds b/L3T/GFX/loadingscreens/load_18.dds index d2f43ec7..4a148f8a 100644 Binary files a/L3T/GFX/loadingscreens/load_18.dds and b/L3T/GFX/loadingscreens/load_18.dds differ diff --git a/L3T/common/artifacts/L3T_artifacts.txt b/L3T/common/artifacts/L3T_artifacts.txt index 442d4c9b..29296c8f 100644 --- a/L3T/common/artifacts/L3T_artifacts.txt +++ b/L3T/common/artifacts/L3T_artifacts.txt @@ -3,6 +3,50 @@ slots = { slot_egg = 10 slot_books = 3 slot_royal_law = 1 + slot_horse_armor = 1 +} + +#horse armors +horse_armor_tier_1_human = { + monthly_character_prestige = 0.25 + martial = 1 + combat_rating = 5 + quality = 1 + active = { + is_adult = yes + } + flags = { horse_armor armor created } + stacking = no + picture = "GFX_horse_armor_T1" + slot = slot_horse_armor +} +horse_armor_tier_2_human = { + monthly_character_prestige = 0.5 + martial = 1 + combat_rating = 7 + command_modifier = { cavalry = 0.05 } + quality = 2 + active = { + is_adult = yes + } + flags = { horse_armor armor created } + stacking = no + picture = "GFX_horse_armor_T2" + slot = slot_horse_armor +} +horse_armor_tier_3_human = { + monthly_character_prestige = 0.75 + martial = 1 + combat_rating = 10 + command_modifier = { cavalry = 0.1 } + quality = 3 + active = { + is_adult = yes + } + flags = { horse_armor armor created } + stacking = no + picture = "GFX_horse_armor_T3_glow_blue" + slot = slot_horse_armor } ###ambition quests diff --git a/L3T/common/buildings/00_buildings_CA.txt b/L3T/common/buildings/00_buildings_CA.txt index 295782a0..294f24ee 100644 --- a/L3T/common/buildings/00_buildings_CA.txt +++ b/L3T/common/buildings/00_buildings_CA.txt @@ -16,236 +16,238 @@ castle = { # Wall quality, gives fortlevel ##utilise en prebuild jusqu au niveau 1 - #recycled tags for history files -ca_wall_q_1 = { #Fossé - desc = ca_wall_q_1_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - gold_cost = 100 - - build_time = 180 - ai_creation_factor = 99 - fort_level = 0.1 - add_number_to_name = no - - extra_tech_building_start = 2 -} + #recycled tags for history files + ca_wall_q_1 = { #Fossé + desc = wall_q_1_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + gold_cost = 100 + + build_time = 180 + ai_creation_factor = 99 + fort_level = 0.1 + add_number_to_name = no -ca_wall_q_2 = { #Fossé avec piques - desc = ca_wall_q_2_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - upgrades_from = ca_wall_q_1 - gold_cost = 90 - - build_time = 260 - ai_creation_factor = 98 - fort_level = 0.2 - add_number_to_name = no - - extra_tech_building_start = 3 -} + extra_tech_building_start = 2 + } -ca_wall_q_3 = { #Fossé inondé - desc = ca_wall_q_3_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - upgrades_from = ca_wall_q_2 - gold_cost = 150 - - build_time = 480 - ai_creation_factor = 97 - fort_level = 0.4 - add_number_to_name = no - - extra_tech_building_start = 4 -} + ca_wall_q_2 = { #Fossé avec piques + desc = wall_q_2_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { ca_wall_1 } + upgrades_from = ca_wall_q_1 + gold_cost = 90 + + build_time = 260 + ai_creation_factor = 98 + fort_level = 0.2 + add_number_to_name = no -ca_wall_q_4 = { #Douves - desc = ca_wall_q_4_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - prerequisites = { - FEODAL_mil + extra_tech_building_start = 3 } - upgrades_from = ca_wall_q_3 - gold_cost = 310 - - build_time = 1100 - ai_creation_factor = 96 - fort_level = 0.3 - add_number_to_name = no - - extra_tech_building_start = 5 -} -ca_wall_1 = { #Talus défensif - desc = ca_wall_1_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - gold_cost = 160 - - build_time = 270 - ai_creation_factor = 100 - fort_level = 0.1 - add_number_to_name = no - - extra_tech_building_start = 1 -} + ca_wall_q_3 = { #Fossé inondé + desc = wall_q_3_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { ca_wall_2 } + upgrades_from = ca_wall_q_2 + gold_cost = 150 + + build_time = 480 + ai_creation_factor = 97 + fort_level = 0.4 + add_number_to_name = no -ca_wall_2 = { #Palissade en bois - desc = ca_wall_2_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - upgrades_from = ca_wall_1 - gold_cost = 200 - - build_time = 550 - ai_creation_factor = 99 - fort_level = 0.5 - tax_income = -0.2 - add_number_to_name = no - - extra_tech_building_start = 2 -} + extra_tech_building_start = 4 + } -ca_wall_3 = { #Enceinte de pierre - desc = ca_wall_3_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - upgrades_from = ca_wall_2 - gold_cost = 400 - - build_time = 910 - ai_creation_factor = 98 - fort_level = 1.2 - tax_income = -0.6 - add_number_to_name = no - - extra_tech_building_start = 3 -} + ca_wall_q_4 = { #Douves + desc = wall_q_4_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { + FEODAL_mil + } + upgrades_from = ca_wall_q_3 + gold_cost = 310 + + build_time = 1100 + ai_creation_factor = 96 + fort_level = 0.3 + add_number_to_name = no -ca_wall_4 = { #Enceinte épaisse - desc = ca_wall_4_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - not_if_x_exists = { FEODAL_prod} - upgrades_from = ca_wall_3 - gold_cost = 360 - - build_time = 770 - ai_creation_factor = 97 - fort_level = 0.5 - tax_income = -0.3 - add_number_to_name = no - - extra_tech_building_start = 10 -} + extra_tech_building_start = 5 + } + + ca_wall_1 = { #Talus défensif + desc = wall_1_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + gold_cost = 160 + + build_time = 270 + ai_creation_factor = 100 + fort_level = 0.1 + add_number_to_name = no -ca_wall_5 = { #Grande enceinte - desc = ca_wall_5_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - prerequisites = { - FEODAL_mil + extra_tech_building_start = 1 } - upgrades_from = ca_wall_4 - gold_cost = 590 - - build_time = 1460 - ai_creation_factor = 96 - fort_level = 0.7 - tax_income = -0.4 - add_number_to_name = no - - extra_tech_building_start = 10 -} -ca_con_wall_6 = { #Murs Théodosiens - desc = ca_con_wall_6_desc - trigger = { - TECH_CASTLE_CONSTRUCTION = 0 - FROM = { prestige = 120 } #replaces prestige_cost - custom_tooltip = { text = TOOLTIP_prestige_building } + ca_wall_2 = { #Palissade en bois + desc = wall_2_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + upgrades_from = ca_wall_1 + gold_cost = 200 + + build_time = 550 + ai_creation_factor = 99 + fort_level = 0.5 + tax_income = -0.2 + add_number_to_name = no + + extra_tech_building_start = 2 } - potential = { - FROMFROM = { title = b_constantinople } + + ca_wall_3 = { #Enceinte de pierre + desc = wall_3_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + upgrades_from = ca_wall_2 + gold_cost = 400 + + build_time = 910 + ai_creation_factor = 98 + fort_level = 1.2 + tax_income = -0.6 + add_number_to_name = no + + extra_tech_building_start = 3 } - upgrades_from = ca_wall_5 - gold_cost = 450 - #prestige_cost = 120 - build_time = 1230 - ai_creation_factor = 90 - fort_level = 1.0 - tax_income = -0.5 - add_number_to_name = no - - extra_tech_building_start = 0.0 -} -#new tags -ca_tour_L1 = { #Tours en rondins - desc = ca_tour_L1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - gold_cost = 170 + ca_wall_4 = { #Enceinte épaisse + desc = wall_4_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + not_if_x_exists = { FEODAL_prod} + upgrades_from = ca_wall_3 + gold_cost = 360 + + build_time = 770 + ai_creation_factor = 97 + fort_level = 0.5 + tax_income = -0.3 + add_number_to_name = no + + extra_tech_building_start = 10 + } - build_time = 270 - ai_creation_factor = 98 - fort_level = 0.2 - tax_income = -0.1 - archers = 10 - add_number_to_name = no + ca_wall_5 = { #Grande enceinte #used in events + desc = wall_5_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { + FEODAL_mil + } + upgrades_from = ca_wall_4 + gold_cost = 590 + + build_time = 1460 + ai_creation_factor = 96 + fort_level = 0.7 + tax_income = -0.4 + add_number_to_name = no - extra_tech_building_start = 2 -} + extra_tech_building_start = 10 + } -ca_tour_L2 = { #Tours en pierre - desc = ca_tour_L2_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - upgrades_from = ca_tour_L1 - gold_cost = 220 + ca_con_wall_6 = { #Murs Théodosiens + desc = ca_con_wall_6_desc + trigger = { + TECH_CASTLE_CONSTRUCTION = 0 + FROM = { prestige = 120 } #replaces prestige_cost_120 + custom_tooltip = { text = TOOLTIP_prestige_building } + } + potential = { + FROMFROM = { title = b_constantinople } + } + upgrades_from = ca_wall_5 + gold_cost = 450 + #prestige_cost = 120 + build_time = 1230 + ai_creation_factor = 90 + fort_level = 1.0 + tax_income = -0.5 + add_number_to_name = no - build_time = 550 - ai_creation_factor = 97 - fort_level = 0.3 - tax_income = -0.1 - archers = 20 - add_number_to_name = no + extra_tech_building_start = 0.0 + } - extra_tech_building_start = 3 -} + #new tags + ca_tour_L1 = { #Tours en rondins + desc = ca_tour_L1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + gold_cost = 170 -ca_tour_L3 = { #Tours en pierre maçonnées - desc = ca_tour_L3_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - not_if_x_exists = { FEODAL_prod} - upgrades_from = ca_tour_L2 - gold_cost = 250 - - build_time = 480 - ai_creation_factor = 96 - fort_level = 0.2 - tax_income = -0.1 - archers = 10 - add_number_to_name = no - - extra_tech_building_start = 10 -} + build_time = 270 + ai_creation_factor = 98 + fort_level = 0.2 + tax_income = -0.1 + archers = 10 + add_number_to_name = no -ca_tour_L4 = { #Tours rondes - desc = ca_tour_L4_desc - trigger = { - TECH_CASTLE_CONSTRUCTION = 0 - FROM = { prestige = 90 } #replaces prestige_cost - custom_tooltip = { text = TOOLTIP_prestige_building } + extra_tech_building_start = 2 } - prerequisites = { - FEODAL_mil + + ca_tour_L2 = { #Tours en pierre + desc = ca_tour_L2_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + upgrades_from = ca_tour_L1 + gold_cost = 220 + + build_time = 550 + ai_creation_factor = 97 + fort_level = 0.3 + tax_income = -0.1 + archers = 20 + add_number_to_name = no + + extra_tech_building_start = 3 } - upgrades_from = ca_tour_L3 - gold_cost = 290 - #prestige_cost = 90 - build_time = 690 - ai_creation_factor = 95 - fort_level = 0.3 - tax_income = -0.2 - archers = 20 - add_number_to_name = no - - extra_tech_building_start = 10 -} -###end new L3T for now + + ca_tour_L3 = { #Tours en pierre maçonnées + desc = ca_tour_L3_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + not_if_x_exists = { FEODAL_prod} + upgrades_from = ca_tour_L2 + gold_cost = 250 + + build_time = 480 + ai_creation_factor = 96 + fort_level = 0.2 + tax_income = -0.1 + archers = 10 + add_number_to_name = no + + extra_tech_building_start = 10 + } + + ca_tour_L4 = { #Tours rondes + desc = ca_tour_L4_desc + trigger = { + TECH_CASTLE_CONSTRUCTION = 0 + FROM = { prestige = 90 } #replaces prestige_cost_90 + custom_tooltip = { text = TOOLTIP_prestige_building } + } + prerequisites = { + FEODAL_mil + } + upgrades_from = ca_tour_L3 + gold_cost = 290 + #prestige_cost = 90 + build_time = 690 + ai_creation_factor = 95 + fort_level = 0.3 + tax_income = -0.2 + archers = 20 + add_number_to_name = no + + extra_tech_building_start = 10 + } + ###end new L3T for now #Keeps, gives levy and garrison size ##utilise en prebuild jusqu au niveau 2 @@ -258,7 +260,7 @@ ca_tour_L4 = { #Tours rondes garrison_size = 0.05 ai_creation_factor = 102 #add_number_to_name = no - court_size_modifier = 1 #temporary, give it palace + #court_size_modifier = 1 #temporary, give it palace extra_tech_building_start = 1.0 } ca_keep_2 = { @@ -272,7 +274,7 @@ ca_tour_L4 = { #Tours rondes garrison_size = 0.1 ai_creation_factor = 101 #add_number_to_name = no - court_size_modifier = 1 #temporary, give it palace + #court_size_modifier = 1 #temporary, give it palace extra_tech_building_start = 3.0 } ca_keep_3 = { @@ -286,25 +288,31 @@ ca_tour_L4 = { #Tours rondes garrison_size = 0.15 ai_creation_factor = 100 #add_number_to_name = no - court_size_modifier = 1 #temporary, give it palace + #court_size_modifier = 1 #temporary, give it palace extra_tech_building_start = 4.0 } ca_keep_4 = { desc = ca_keep_1_desc trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 } upgrades_from = ca_keep_3 + not_if_x_exists = { + FEODAL_prod + } gold_cost = 400 build_time = 1460 #4y levy_size = 0.2 garrison_size = 0.2 ai_creation_factor = 99 #add_number_to_name = no - court_size_modifier = 1 #temporary, give it palace + #court_size_modifier = 1 #temporary, give it palace extra_tech_building_start = 5.0 } ca_keep_5 = { desc = ca_keep_1_desc trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6 } + not_if_x_exists = { + FEODAL_prod + } upgrades_from = ca_keep_4 gold_cost = 500 build_time = 2190 #6y @@ -312,12 +320,19 @@ ca_tour_L4 = { #Tours rondes garrison_size = 0.2 ai_creation_factor = 98 #add_number_to_name = no - court_size_modifier = 1 #temporary, give it palace + #court_size_modifier = 1 #temporary, give it palace extra_tech_building_start = 6.0 } - ca_keep_6 = { + ca_keep_6 = { #used in scripted triggers desc = ca_keep_1_desc trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 } + prerequisites = { + FEODAL_mil + } + not_if_x_exists = { + FEODAL_adm + FEODAL_prod + } upgrades_from = ca_keep_5 gold_cost = 500 build_time = 2190 #6y @@ -357,6 +372,11 @@ ca_tour_L4 = { #Tours rondes ca_militia_barracks_3 = { desc = ca_militia_barracks_3_desc trigger = { TECH_CASTLE_CONSTRUCTION = 5 } + prerequisites = { + } + not_if_x_exists = { + FEODAL_prod + } upgrades_from = ca_militia_barracks_2 gold_cost = 200 build_time = 1095 @@ -369,6 +389,13 @@ ca_tour_L4 = { #Tours rondes ca_militia_barracks_4 = { desc = ca_militia_barracks_3_desc trigger = { TECH_CASTLE_CONSTRUCTION = 7 } + prerequisites = { + FEODAL_mil + } + not_if_x_exists = { + FEODAL_adm + FEODAL_prod + } upgrades_from = ca_militia_barracks_3 gold_cost = 300 build_time = 1095 @@ -381,350 +408,374 @@ ca_tour_L4 = { #Tours rondes #Training grounds, gives morale and reinforce rate ##utilise en prebuild jusqu au niveau 1 -#vanilla rewrite -ca_training_grounds_1 = { #Porte de guet - desc = ca_training_grounds_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - gold_cost = 80 - - build_time = 130 - ai_creation_factor = 97 - fort_level = 0.1 - tax_income = -0.1 - light_infantry = 10 - add_number_to_name = no - - extra_tech_building_start = 3 -} + #vanilla rewrite + ca_training_grounds_1 = { #Porte de guet + desc = ca_training_grounds_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + gold_cost = 80 -ca_training_grounds_2 = { #Porte en pierre - desc = ca_training_grounds_2_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - not_if_x_exists = { FEODAL_prod} - upgrades_from = ca_training_grounds_1 - gold_cost = 270 - - build_time = 550 - ai_creation_factor = 96 - fort_level = 0.4 - tax_income = -0.1 - pikemen = 20 - add_number_to_name = no - - extra_tech_building_start = 10 -} -# ca_training_grounds_3 = { -# desc = ca_training_grounds_1_desc -# trigger = { TECH_CASTLE_CONSTRUCTION = 6 } -# upgrades_from = ca_training_grounds_2 -# gold_cost = 300 -# build_time = 2190 -# land_morale = 0.2 -# levy_reinforce_rate = 0.2 -# retinuesize = 20 -# ai_creation_factor = 88 - #add_number_to_name = no -# extra_tech_building_start = 0.2 -# } + build_time = 130 + ai_creation_factor = 97 + fort_level = 0.1 + tax_income = -0.1 + light_infantry = 10 + add_number_to_name = no -#vanilla - - # Barracks, gives heavy infantry and pikemen - ##utilise en prebuild jusqu au niveau 2 - ca_barracks_1 = { - desc = ca_barracks_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - gold_cost = 100 - build_time = 365 - heavy_infantry = 30 - pikemen = 15 - ai_creation_factor = 105 - #add_number_to_name = no - extra_tech_building_start = 1.0 + extra_tech_building_start = 3 } - ca_barracks_2 = { - desc = ca_barracks_1_desc + + ca_training_grounds_2 = { #Porte en pierre + desc = ca_training_grounds_2_desc trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - prerequisites = { ca_wall_1 } - upgrades_from = ca_barracks_1 - gold_cost = 120 - build_time = 547 - heavy_infantry = 40 - pikemen = 15 - ai_creation_factor = 104 - #add_number_to_name = no - extra_tech_building_start = 1.8 - } - ca_barracks_3 = { - desc = ca_barracks_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 1 } - prerequisites = { ca_wall_2 FEODAL_mil } - upgrades_from = ca_barracks_2 - gold_cost = 200 - build_time = 730 - heavy_infantry = 45 + not_if_x_exists = { FEODAL_prod} + upgrades_from = ca_training_grounds_1 + gold_cost = 270 + + build_time = 550 + ai_creation_factor = 96 + fort_level = 0.4 + tax_income = -0.1 pikemen = 20 - ai_creation_factor = 103 - #add_number_to_name = no - extra_tech_building_start = 3.0 - } - ca_barracks_4 = { - desc = ca_barracks_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 3 } - upgrades_from = ca_barracks_3 - gold_cost = 300 - build_time = 1095 - heavy_infantry = 50 - pikemen = 25 - ai_creation_factor = 102 - #add_number_to_name = no - extra_tech_building_start = 3.0 - } - ca_barracks_5 = { - desc = ca_barracks_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 5 } - upgrades_from = ca_barracks_4 - gold_cost = 400 - build_time = 2190 - heavy_infantry = 60 - pikemen = 25 - ai_creation_factor = 101 - #add_number_to_name = no - extra_tech_building_start = 2.0 - } - ca_barracks_6 = { - desc = ca_barracks_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 7 } - upgrades_from = ca_barracks_5 - gold_cost = 500 - build_time = 2190 - heavy_infantry = 65 - pikemen = 30 - ai_creation_factor = 100 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - - #Stable, gives light cavalry and some heavy cavalry - ##utilise en prebuild jusqu au niveau 2 - ca_stable_1 = { - desc = ca_stable_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - gold_cost = 100 - build_time = 365 - light_cavalry = 35 - ai_creation_factor = 89 - #add_number_to_name = no - extra_tech_building_start = 0.4 - } - ca_stable_2 = { - desc = ca_stable_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - prerequisites = { ca_wall_1 } - upgrades_from = ca_stable_1 - gold_cost = 120 - build_time = 547 - light_cavalry = 45 - ai_creation_factor = 88 - #add_number_to_name = no - extra_tech_building_start = 0.8 - } - ca_stable_3 = { - desc = ca_stable_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 2 } - prerequisites = { ca_wall_2 } - upgrades_from = ca_stable_2 - gold_cost = 200 - build_time = 730 - light_cavalry = 55 - ai_creation_factor = 87 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - ca_stable_4 = { - desc = ca_stable_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 4 } - upgrades_from = ca_stable_3 - gold_cost = 300 - build_time = 1095 - light_cavalry = 55 - knights = 5 - ai_creation_factor = 86 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - ca_stable_5 = { - desc = ca_stable_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 6 } - upgrades_from = ca_stable_4 - gold_cost = 400 - build_time = 2190 - light_cavalry = 55 - knights = 10 - ai_creation_factor = 85 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - ca_stable_6 = { - desc = ca_stable_1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 8 } - upgrades_from = ca_stable_5 - gold_cost = 500 - build_time = 2190 - light_cavalry = 55 - knights = 20 - ai_creation_factor = 85 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - - #Castle town, gives income - ##utilise en prebuild jusqu au niveau 3 - -#L3T stuff - event only - ca_town_1 = { - desc = ca_town_1_desc - prerequisites = {xxx} - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - gold_cost = 100 - build_time = 365 - tax_income = 2 - ai_creation_factor = 100 - add_number_to_name = no - - #court_size_modifier = 1 #stupid, vanilla - extra_tech_building_start = 10 - } - ca_town_2 = { - desc = ca_town_2_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 2 } - prerequisites = {xxx} - upgrades_from = ca_town_1 - gold_cost = 120 - build_time = 547 - tax_income = 2 - ai_creation_factor = 99 add_number_to_name = no - - #court_size_modifier = 1 #stupid, vanilla + extra_tech_building_start = 10 } - ca_town_3 = { - desc = ca_town_3_desc - prerequisites = {xxx} - trigger = { TECH_CASTLE_CONSTRUCTION = 4 } - upgrades_from = ca_town_2 - gold_cost = 200 - build_time = 730 - tax_income = 2 - ai_creation_factor = 98 - add_number_to_name = no + # ca_training_grounds_3 = { + # desc = ca_training_grounds_1_desc + # trigger = { TECH_CASTLE_CONSTRUCTION = 6 } + # upgrades_from = ca_training_grounds_2 + # gold_cost = 300 + # build_time = 2190 + # land_morale = 0.2 + # levy_reinforce_rate = 0.2 + # retinuesize = 20 + # ai_creation_factor = 88 + #add_number_to_name = no + # extra_tech_building_start = 0.2 + # } + + #vanilla - #court_size_modifier = 1 #stupid, vanilla - extra_tech_building_start = 10 - } - ca_town_4 = { - desc = ca_town_4_desc - prerequisites = {xxx} - trigger = { TECH_CASTLE_CONSTRUCTION = 6 } - upgrades_from = ca_town_3 - gold_cost = 300 - build_time = 1095 - tax_income = 2 - ai_creation_factor = 97 - add_number_to_name = no + # Barracks, gives heavy infantry and pikemen + ##utilise en prebuild jusqu au niveau 2 + ca_barracks_1 = { + desc = ca_barracks_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + gold_cost = 100 + build_time = 365 + heavy_infantry = 30 + pikemen = 15 + ai_creation_factor = 105 + #add_number_to_name = no + extra_tech_building_start = 1.0 + } + ca_barracks_2 = { + desc = ca_barracks_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + prerequisites = { ca_wall_1 } + upgrades_from = ca_barracks_1 + gold_cost = 120 + build_time = 547 + heavy_infantry = 40 + pikemen = 15 + ai_creation_factor = 104 + #add_number_to_name = no + extra_tech_building_start = 1.8 + } + ca_barracks_3 = { + desc = ca_barracks_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 1 } + prerequisites = { ca_wall_2 } + upgrades_from = ca_barracks_2 + gold_cost = 200 + build_time = 730 + heavy_infantry = 45 + pikemen = 20 + ai_creation_factor = 103 + #add_number_to_name = no + extra_tech_building_start = 3.0 + } + ca_barracks_4 = { + desc = ca_barracks_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 3 } + prerequisites = { + } + not_if_x_exists = { + FEODAL_prod + } + upgrades_from = ca_barracks_3 + gold_cost = 300 + build_time = 1095 + heavy_infantry = 50 + pikemen = 25 + ai_creation_factor = 102 + #add_number_to_name = no + extra_tech_building_start = 3.0 + } + ca_barracks_5 = { + desc = ca_barracks_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 5 } + prerequisites = { + FEODAL_mil + } + not_if_x_exists = { + FEODAL_adm + FEODAL_prod + } + upgrades_from = ca_barracks_4 + gold_cost = 400 + build_time = 2190 + heavy_infantry = 60 + pikemen = 25 + ai_creation_factor = 101 + #add_number_to_name = no + extra_tech_building_start = 2.0 + } + # ca_barracks_6 = { + # desc = ca_barracks_1_desc + # trigger = { TECH_CASTLE_CONSTRUCTION = 7 } + # upgrades_from = ca_barracks_5 + # gold_cost = 500 + # build_time = 2190 + # heavy_infantry = 65 + # pikemen = 30 + # ai_creation_factor = 100 + # #add_number_to_name = no + # extra_tech_building_start = 0.2 + # } - #court_size_modifier = 1 #stupid, vanilla - extra_tech_building_start = 10 - } - ca_town_5 = { - desc = ca_town_4_desc - prerequisites = {xxx} - trigger = { TECH_CASTLE_CONSTRUCTION = 8 } - upgrades_from = ca_town_4 - gold_cost = 400 - build_time = 2190 - tax_income = 2 - ai_creation_factor = 96 - add_number_to_name = no - extra_tech_building_start = 10 - } - - #new tags -ca_eglise_L1 = { #Oratoire - desc = ca_eglise_L1_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - potential = { - OR = { - religion_group = christian - religion_group = muslim + #Stable, gives light cavalry and some heavy cavalry + ##utilise en prebuild jusqu au niveau 2 + ca_stable_1 = { + desc = ca_stable_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + gold_cost = 100 + build_time = 365 + light_cavalry = 35 + ai_creation_factor = 89 + #add_number_to_name = no + extra_tech_building_start = 0.4 + } + ca_stable_2 = { + desc = ca_stable_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + prerequisites = { ca_wall_1 } + upgrades_from = ca_stable_1 + gold_cost = 120 + build_time = 547 + light_cavalry = 45 + ai_creation_factor = 88 + #add_number_to_name = no + extra_tech_building_start = 0.8 + } + ca_stable_3 = { + desc = ca_stable_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 2 } + prerequisites = { ca_wall_2 } + upgrades_from = ca_stable_2 + gold_cost = 200 + build_time = 730 + light_cavalry = 55 + ai_creation_factor = 87 + #add_number_to_name = no + extra_tech_building_start = 0.2 + } + ca_stable_4 = { + desc = ca_stable_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 4 } + not_if_x_exists = { + FEODAL_prod + } + upgrades_from = ca_stable_3 + gold_cost = 300 + build_time = 1095 + light_cavalry = 25 + knights = 15 + ai_creation_factor = 86 + #add_number_to_name = no + extra_tech_building_start = 0.2 + } + ca_stable_5 = { + desc = ca_stable_1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 6 } + prerequisites = { + FEODAL_mil } + not_if_x_exists = { + FEODAL_adm + FEODAL_prod + } + upgrades_from = ca_stable_4 + gold_cost = 400 + build_time = 2190 + light_cavalry = 25 + knights = 20 + ai_creation_factor = 85 + #add_number_to_name = no + extra_tech_building_start = 0.2 + } + # ca_stable_6 = { + # desc = ca_stable_1_desc + # trigger = { TECH_CASTLE_CONSTRUCTION = 8 } + # upgrades_from = ca_stable_5 + # gold_cost = 500 + # build_time = 2190 + # light_cavalry = 55 + # knights = 20 + # ai_creation_factor = 85 + # #add_number_to_name = no + # extra_tech_building_start = 0.2 + # } + + #Castle town, gives income + ##utilise en prebuild jusqu au niveau 3 + + #L3T stuff - event only + ca_town_1 = { + desc = ca_town_1_desc + prerequisites = {xxx} + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + gold_cost = 100 + build_time = 365 + tax_income = 2 + ai_creation_factor = 100 + add_number_to_name = no + + #court_size_modifier = 1 #stupid, vanilla + extra_tech_building_start = 10 + } + ca_town_2 = { + desc = ca_town_2_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 2 } + prerequisites = {xxx} + upgrades_from = ca_town_1 + gold_cost = 120 + build_time = 547 + tax_income = 2 + ai_creation_factor = 99 + add_number_to_name = no + + #court_size_modifier = 1 #stupid, vanilla + extra_tech_building_start = 10 + } + ca_town_3 = { + desc = ca_town_3_desc + prerequisites = {xxx} + trigger = { TECH_CASTLE_CONSTRUCTION = 4 } + upgrades_from = ca_town_2 + gold_cost = 200 + build_time = 730 + tax_income = 2 + ai_creation_factor = 98 + add_number_to_name = no + + #court_size_modifier = 1 #stupid, vanilla + extra_tech_building_start = 10 } - gold_cost = 100 + ca_town_4 = { + desc = ca_town_4_desc + prerequisites = {xxx} + trigger = { TECH_CASTLE_CONSTRUCTION = 6 } + upgrades_from = ca_town_3 + gold_cost = 300 + build_time = 1095 + tax_income = 2 + ai_creation_factor = 97 + add_number_to_name = no + + #court_size_modifier = 1 #stupid, vanilla + extra_tech_building_start = 10 + } + ca_town_5 = { + desc = ca_town_4_desc + prerequisites = {xxx} + trigger = { TECH_CASTLE_CONSTRUCTION = 8 } + upgrades_from = ca_town_4 + gold_cost = 400 + build_time = 2190 + tax_income = 2 + ai_creation_factor = 96 + add_number_to_name = no + extra_tech_building_start = 10 + } + #ca_town_6 = { #exists in vanilla scripted triggers - build_time = 180 - ai_creation_factor = 101 - liege_piety = 0.02 - add_number_to_name = no + + #new tags + ca_eglise_L1 = { #Oratoire + desc = ca_eglise_L1_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + potential = { + OR = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 100 - extra_tech_building_start = 0 -} + build_time = 180 + ai_creation_factor = 101 + liege_piety = 0.02 + add_number_to_name = no -ca_eglise_L2 = { #Chapelle - desc = ca_eglise_L2_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - prerequisites = { - ca_town_1 + extra_tech_building_start = 0 } - upgrades_from = ca_eglise_L1 - gold_cost = 140 - build_time = 370 - ai_creation_factor = 100 - liege_piety = 0.01 - add_number_to_name = no + ca_eglise_L2 = { #Chapelle + desc = ca_eglise_L2_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + prerequisites = { + ca_town_1 + } + upgrades_from = ca_eglise_L1 + gold_cost = 140 - extra_tech_building_start = 1 -} + build_time = 370 + ai_creation_factor = 100 + liege_piety = 0.01 + add_number_to_name = no -ca_eglise_L3 = { #Église - desc = ca_eglise_L3_desc - trigger = { TECH_CASTLE_CONSTRUCTION = 0 } - prerequisites = { - ca_town_2 + extra_tech_building_start = 1 } - upgrades_from = ca_eglise_L2 - gold_cost = 290 - build_time = 680 - ai_creation_factor = 99 - liege_piety = 0.03 - add_number_to_name = no + ca_eglise_L3 = { #Église + desc = ca_eglise_L3_desc + trigger = { TECH_CASTLE_CONSTRUCTION = 0 } + prerequisites = { + ca_town_2 + } + upgrades_from = ca_eglise_L2 + gold_cost = 290 - extra_tech_building_start = 2 -} + build_time = 680 + ai_creation_factor = 99 + liege_piety = 0.03 + add_number_to_name = no -ca_eglise_L4 = { #Grande église - desc = ca_eglise_L4_desc - trigger = { - TECH_CASTLE_CONSTRUCTION = 0 - FROM = { prestige = 90 } #replaces prestige_cost - custom_tooltip = { text = TOOLTIP_prestige_building } + extra_tech_building_start = 2 } - prerequisites = { - ca_town_3 + + ca_eglise_L4 = { #Grande église + desc = ca_eglise_L4_desc + trigger = { + TECH_CASTLE_CONSTRUCTION = 0 + FROM = { prestige = 90 } #replaces prestige_cost_90 + custom_tooltip = { text = TOOLTIP_prestige_building } + } + prerequisites = { + ca_town_3 + } + upgrades_from = ca_eglise_L3 + gold_cost = 390 + #prestige_cost = 90 + build_time = 920 + ai_creation_factor = 98 + liege_piety = 0.05 + add_number_to_name = no + + extra_tech_building_start = 3 } - upgrades_from = ca_eglise_L3 - gold_cost = 390 - #prestige_cost = 90 - build_time = 920 - ai_creation_factor = 98 - liege_piety = 0.05 - add_number_to_name = no - - extra_tech_building_start = 3 -} -##vanilla + ##vanilla #shipyard ##utilise en prebuild jusqu au niveau 4 @@ -740,7 +791,8 @@ ca_eglise_L4 = { #Grande église #trigger = { TECH_NAVAL = 1 } gold_cost = 100 build_time = 365 - galleys = 6 + tax_income = -0.2 + galleys = 5 ai_creation_factor = 100 add_number_to_name = no extra_tech_building_start = 10.0 @@ -758,8 +810,10 @@ ca_eglise_L4 = { #Grande église upgrades_from = ca_shipyard_1 gold_cost = 100 build_time = 730 - galleys = 7 + tax_income = -0.2 + galleys = 5 ai_creation_factor = 99 + add_number_to_name = no extra_tech_building_start = 10.0 } @@ -773,11 +827,16 @@ ca_eglise_L4 = { #Grande église TECH_NAVAL = 3 } prerequisites = { FEODAL_adm } + not_if_x_exists = { + FEODAL_prod + } upgrades_from = ca_shipyard_2 gold_cost = 100 build_time = 1095 + tax_income = -0.2 galleys = 8 ai_creation_factor = 98 + add_number_to_name = no extra_tech_building_start = 10.0 } @@ -791,56 +850,34 @@ ca_eglise_L4 = { #Grande église TECH_NAVAL = 4 } potential = { has_province_modifier = NEVER } + prerequisites = { + FEODAL_mil + } + not_if_x_exists = { + FEODAL_adm + FEODAL_prod + } upgrades_from = ca_shipyard_3 gold_cost = 100 build_time = 1460 - galleys = 9 + tax_income = -0.2 + galleys = 12 ai_creation_factor = 97 + add_number_to_name = no extra_tech_building_start = 10.0 } #Castellan Bloodline buildings. + + #no more bloodline lock, but FEODAL_mil restricted ca_special_fortifications_1 = { #Insulated Sections desc = ca_special_fortifications_1_desc - potential = { - OR = { - FROMFROM = { has_building = ca_special_fortifications_1 } #Show the building only if it has been already built or if the owner has the proper bloodline to build it. - FROM = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - FROM = { - any_liege = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - } - } - } trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 - custom_tooltip = { - text = tooltip_has_castellan_bloodline - hidden_tooltip = { - OR = { - FROM = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - FROM = { - any_liege = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - } - } - } - } + } + prerequisites = { + FEODAL_mil } is_active_trigger = { FROM = { @@ -860,31 +897,12 @@ ca_eglise_L4 = { #Grande église ai_creation_factor = 88 - extra_tech_building_start = 1.2 + extra_tech_building_start = 10.0 } ca_special_fortifications_2 = { #Killing Fields desc = ca_special_fortifications_2_desc trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 - custom_tooltip = { - text = tooltip_has_castellan_bloodline - hidden_tooltip = { - OR = { - FROM = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - FROM = { - any_liege = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - } - } - } - } } is_active_trigger = { FROM = { @@ -905,31 +923,12 @@ ca_eglise_L4 = { #Grande église ai_creation_factor = 88 - extra_tech_building_start = 1.2 + extra_tech_building_start = 10.0 } ca_special_fortifications_3 = { #Extended Machicolations desc = ca_special_fortifications_3_desc trigger = { - TECH_FORTIFICATIONS_CONSTRUCTION = 5 - custom_tooltip = { - text = tooltip_has_castellan_bloodline - hidden_tooltip = { - OR = { - FROM = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - FROM = { - any_liege = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - } - } - } - } + } is_active_trigger = { FROM = { @@ -950,31 +949,12 @@ ca_eglise_L4 = { #Grande église ai_creation_factor = 88 - extra_tech_building_start = 1.2 + extra_tech_building_start = 10.0 } ca_special_fortifications_4 = { #Reinforced Barbican desc = ca_special_fortifications_4_desc trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7 - custom_tooltip = { - text = tooltip_has_castellan_bloodline - hidden_tooltip = { - OR = { - FROM = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - FROM = { - any_liege = { - any_owned_bloodline = { - has_bloodline_flag = bloodline_castellan - } - } - } - } - } - } } is_active_trigger = { FROM = { @@ -996,13 +976,18 @@ ca_eglise_L4 = { #Grande église ai_creation_factor = 88 - extra_tech_building_start = 1.2 + extra_tech_building_start = 10.0 } #Murder Builder Bloodline buildings. ca_oppressive_fortifications_1 = { #Gloomy Monument desc = ca_oppressive_fortifications_1_desc potential = { + #L3T restriction + has_game_rule = { + name = supernatural_events + value = on + } OR = { FROMFROM = { has_building = ca_oppressive_fortifications_1 } #Show the building only if it has been already built or if the owner has the proper bloodline to build it. FROM = { @@ -1041,6 +1026,9 @@ ca_eglise_L4 = { #Grande église } } } + prerequisites = { + FEODAL_mil + } is_active_trigger = { FROM = { NOR = { @@ -1059,7 +1047,7 @@ ca_eglise_L4 = { #Grande église ai_creation_factor = 88 - extra_tech_building_start = 1.2 + extra_tech_building_start = 10.0 } ca_oppressive_fortifications_2 = { #Connected Watchtowers desc = ca_oppressive_fortifications_2_desc @@ -1104,7 +1092,7 @@ ca_eglise_L4 = { #Grande église ai_creation_factor = 88 - extra_tech_building_start = 1.2 + extra_tech_building_start = 10.0 } ca_oppressive_fortifications_3 = { #Lonely Spire desc = ca_oppressive_fortifications_3_desc @@ -1149,7 +1137,7 @@ ca_eglise_L4 = { #Grande église ai_creation_factor = 88 - extra_tech_building_start = 1.2 + extra_tech_building_start = 10.0 } ca_oppressive_fortifications_4 = { #Palace of Justice desc = ca_oppressive_fortifications_4_desc @@ -1194,6 +1182,51 @@ ca_eglise_L4 = { #Grande église ai_creation_factor = 88 - extra_tech_building_start = 1.2 + extra_tech_building_start = 10.0 + } +#FORTRESS PRISON + CA_prison_L1 = { # + desc = prison_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 } + potential = { + FROMFROM = { has_building = FEODAL_mil } #doesn't work despite being used in vanilla + } + prerequisites = { FEODAL_mil ca_keep_2 } + gold_cost = 125 + build_time = 365 + ai_creation_factor = 95 + + fort_level = 0.5 + tax_income = -0.1 + #add_number_to_name = no + extra_tech_building_start = 10.0 + } + CA_prison_L2 = { # + desc = prison_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 } + prerequisites = { FEODAL_mil } + upgrades_from = CA_prison_L1 + gold_cost = 125 + build_time = 365 + ai_creation_factor = 93 + + fort_level = 0.5 + tax_income = -0.2 + #add_number_to_name = no + extra_tech_building_start = 10.0 + } + CA_prison_L3 = { # + desc = prison_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 } + prerequisites = { FEODAL_mil } + upgrades_from = CA_prison_L2 + gold_cost = 125 + build_time = 365 + ai_creation_factor = 91 + + tax_income = -0.1 + + #add_number_to_name = no + extra_tech_building_start = 10.0 } } diff --git a/L3T/common/buildings/00_buildings_CT.txt b/L3T/common/buildings/00_buildings_CT.txt index 660ea4a0..53607709 100644 --- a/L3T/common/buildings/00_buildings_CT.txt +++ b/L3T/common/buildings/00_buildings_CT.txt @@ -14,130 +14,140 @@ # City city = { - #vanilla ##utilise en prebuild jusqu au niveau 1 - ct_wall_q_1 = { - desc = ct_wall_q_1_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - prerequisites = { ct_wall_1 } - gold_cost = 50 - build_time = 182 - fort_level = 0.4 - ai_creation_factor = 60 - #add_number_to_name = no - extra_tech_building_start = 1.0 - } - ct_wall_q_2 = { - desc = ct_wall_q_2_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 } - prerequisites = { ct_wall_2 } - upgrades_from = ct_wall_q_1 - gold_cost = 50 - build_time = 182 - fort_level = 0.4 - ai_creation_factor = 59 - #add_number_to_name = no - extra_tech_building_start = 1.5 - } - ct_wall_q_3 = { - desc = ca_wall_q_3_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 } - upgrades_from = ct_wall_q_2 - gold_cost = 50 - build_time = 182 - fort_level = 0.5 - ai_creation_factor = 58 - #add_number_to_name = no - extra_tech_building_start = 1.0 - } - ct_wall_q_4 = { - desc = ca_wall_q_4_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 } - upgrades_from = ct_wall_q_3 - gold_cost = 100 - build_time = 365 - fort_level = 1 - ai_creation_factor = 57 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - ct_wall_q_5 = { - desc = ca_wall_q_5_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7 } - upgrades_from = ct_wall_q_4 - gold_cost = 100 - build_time = 365 - fort_level = 1 - ai_creation_factor = 56 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } +ct_wall_q_1 = { #Fossé + desc = wall_q_1_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + gold_cost = 100 + + build_time = 180 + ai_creation_factor = 99 + fort_level = 0.1 + add_number_to_name = no + + extra_tech_building_start = 2 +} + +ct_wall_q_2 = { #Fossé avec piques + desc = wall_q_2_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { ct_wall_1 } + upgrades_from = ct_wall_q_1 + gold_cost = 90 + + build_time = 260 + ai_creation_factor = 98 + fort_level = 0.2 + add_number_to_name = no + + extra_tech_building_start = 3 +} + +ct_wall_q_3 = { #Fossé inondé + desc = wall_q_3_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { ct_wall_2 } + upgrades_from = ct_wall_q_2 + gold_cost = 150 + + build_time = 480 + ai_creation_factor = 97 + fort_level = 0.4 + add_number_to_name = no + + extra_tech_building_start = 4 +} + +ct_wall_q_4 = { #Douves + desc = wall_q_4_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + #prerequisites = { CITEEPISCOPALE} + upgrades_from = ct_wall_q_3 + gold_cost = 310 + + build_time = 1100 + ai_creation_factor = 96 + fort_level = 0.3 + add_number_to_name = no + + extra_tech_building_start = 5 +} ##utilise en prebuild jusqu au niveau 2 - ct_wall_1 = { - desc = ca_wall_1_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - gold_cost = 50 - build_time = 365 - fort_level = 0.4 - levy_size = 0.025 - tax_income = 0.2 - ai_creation_factor = 99 - #add_number_to_name = no - extra_tech_building_start = 1.0 - } - ct_wall_2 = { - desc = ca_wall_2_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 } - upgrades_from = ct_wall_1 - gold_cost = 50 - build_time = 547 - fort_level = 0.4 - levy_size = 0.025 - tax_income = 0.2 - ai_creation_factor = 98 - #add_number_to_name = no - extra_tech_building_start = 1.5 - } - ct_wall_3 = { - desc = ct_wall_3_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 } - upgrades_from = ct_wall_2 - gold_cost = 100 - build_time = 730 - fort_level = 0.4 - levy_size = 0.05 - tax_income = 0.2 - ai_creation_factor = 97 - #add_number_to_name = no - extra_tech_building_start = 2.0 - } - ct_wall_4 = { - desc = ct_wall_4_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6 } - upgrades_from = ct_wall_3 - gold_cost = 100 - build_time = 1095 - fort_level = 0.5 - levy_size = 0.05 - tax_income = 0.2 - ai_creation_factor = 96 - #add_number_to_name = no - extra_tech_building_start = 1.0 - } - ct_wall_5 = { - desc = ct_wall_5_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 } - upgrades_from = ct_wall_4 - gold_cost = 150 - build_time = 1460 - fort_level = 1.0 - levy_size = 0.075 - tax_income = 0.5 - ai_creation_factor = 95 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } +ct_wall_1 = { #Talus défensif + desc = wall_1_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + gold_cost = 160 + + build_time = 270 + ai_creation_factor = 100 + fort_level = 0.1 + add_number_to_name = no + + extra_tech_building_start = 1 +} + +ct_wall_2 = { #Palissade en bois + desc = wall_2_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + upgrades_from = ct_wall_1 + gold_cost = 200 + + build_time = 550 + ai_creation_factor = 99 + fort_level = 0.5 + tax_income = -0.2 + add_number_to_name = no + + extra_tech_building_start = 2 +} + +ct_wall_3 = { #Enceinte de pierre + desc = wall_3_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + upgrades_from = ct_wall_2 + gold_cost = 400 + + build_time = 910 + ai_creation_factor = 98 + fort_level = 1.2 + tax_income = -0.6 + add_number_to_name = no + + extra_tech_building_start = 3 +} + +ct_wall_4 = { #Enceinte épaisse + desc = wall_4_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + #prerequisites = { CITEEPISCOPALE} + upgrades_from = ct_wall_3 + gold_cost = 360 + + build_time = 770 + ai_creation_factor = 97 + fort_level = 0.5 + tax_income = -0.3 + add_number_to_name = no + + extra_tech_building_start = 10 +} + +ct_wall_5 = { #Grande enceinte + desc = wall_5_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + #prerequisites = { CITEEPISCOPALE} + upgrades_from = ct_wall_4 + gold_cost = 590 + + build_time = 1460 + ai_creation_factor = 96 + fort_level = 0.7 + tax_income = -0.4 + add_number_to_name = no + + extra_tech_building_start = 10 +} # Merchant Republic Arsenal ct_rep_arsenal_1 = { @@ -581,8 +591,9 @@ ct_training_grounds_3 = { #Porte de la ville gold_cost = 600 build_time = 1095 - tech_growth_modifier = 0.3 + tech_growth_modifier = 0.2 economy_techpoints = 0.05 + culture_techpoints = 0.05 ai_creation_factor = 90 #add_number_to_name = no @@ -595,8 +606,9 @@ ct_training_grounds_3 = { #Porte de la ville gold_cost = 800 build_time = 2190 - tech_growth_modifier = 0.3 + tech_growth_modifier = 0.2 economy_techpoints = 0.05 + culture_techpoints = 0.05 ai_creation_factor = 89 #add_number_to_name = no @@ -609,8 +621,9 @@ ct_training_grounds_3 = { #Porte de la ville gold_cost = 800 build_time = 2190 - tech_growth_modifier = 0.3 + tech_growth_modifier = 0.2 economy_techpoints = 0.05 + culture_techpoints = 0.05 ai_creation_factor = 88 #add_number_to_name = no @@ -838,7 +851,7 @@ ct_training_grounds_3 = { #Porte de la ville trigger = { TECH_CITY_CONSTRUCTION = 8 } gold_cost = 100 build_time = 365 - tax_income = 0.4 + tax_income = 2 ai_creation_factor = 100 add_number_to_name = no extra_tech_building_start = 1 @@ -851,7 +864,7 @@ ct_training_grounds_3 = { #Porte de la ville upgrades_from = ct_town_1 gold_cost = 120 build_time = 547 - tax_income = 0.8 + tax_income = 2 ai_creation_factor = 99 add_number_to_name = no extra_tech_building_start = 1 @@ -864,7 +877,7 @@ ct_training_grounds_3 = { #Porte de la ville upgrades_from = ct_town_2 gold_cost = 200 build_time = 730 - tax_income = 1.2 + tax_income = 2 ai_creation_factor = 98 add_number_to_name = no extra_tech_building_start = 1 @@ -877,7 +890,7 @@ ct_training_grounds_3 = { #Porte de la ville upgrades_from = ct_town_3 gold_cost = 300 build_time = 1095 - tax_income = 1.6 + tax_income = 2 ai_creation_factor = 97 add_number_to_name = no extra_tech_building_start = 1 @@ -890,7 +903,7 @@ ct_training_grounds_3 = { #Porte de la ville upgrades_from = ct_town_4 gold_cost = 400 build_time = 2190 - tax_income = 2 #total 6.0 + tax_income = 2 #total 12.0 ai_creation_factor = 96 add_number_to_name = no extra_tech_building_start = 1 @@ -953,7 +966,7 @@ ct_eglise_L4 = { #Grande église desc = ct_eglise_L4_desc trigger = { TECH_CITY_CONSTRUCTION = 0 - FROM = { prestige = 90 } #replaces prestige_cost + FROM = { prestige = 90 } #replaces prestige_cost_90 custom_tooltip = { text = TOOLTIP_prestige_building } } prerequisites = { @@ -974,7 +987,7 @@ ct_eglise_L5 = { #Basilique desc = ct_eglise_L5_desc trigger = { TECH_CITY_CONSTRUCTION = 0 - FROM = { prestige = 120 } #replaces prestige_cost + FROM = { prestige = 120 } #replaces prestige_cost_120 custom_tooltip = { text = TOOLTIP_prestige_building } } prerequisites = { diff --git a/L3T/common/buildings/00_buildings_TP.txt b/L3T/common/buildings/00_buildings_TP.txt index cbdd71bd..f2bee54f 100644 --- a/L3T/common/buildings/00_buildings_TP.txt +++ b/L3T/common/buildings/00_buildings_TP.txt @@ -52,206 +52,159 @@ tp_training_grounds_L2 = { #Porte en pierre } #vanilla - tp_wall_q_1 = { - desc = tp_wall_q_1_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - prerequisites = { tp_wall_1 } - gold_cost = 50 - build_time = 182 - fort_level = 0.5 - ai_creation_factor = 82 - #add_number_to_name = no - extra_tech_building_start = 0.4 - } - tp_wall_q_2 = { - desc = tp_wall_q_2_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 } - prerequisites = { tp_wall_2 } - upgrades_from = tp_wall_q_1 - gold_cost = 50 - build_time = 182 - fort_level = 0.5 - ai_creation_factor = 81 - #add_number_to_name = no - extra_tech_building_start = 0.8 - } - tp_wall_q_3 = { - desc = ca_wall_q_3_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 } - upgrades_from = tp_wall_q_2 - gold_cost = 50 - build_time = 182 - fort_level = 0.5 - ai_creation_factor = 80 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_wall_q_4 = { - desc = ca_wall_q_4_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 } - upgrades_from = tp_wall_q_3 - gold_cost = 100 - build_time = 365 - fort_level = 1 - ai_creation_factor = 79 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_wall_q_5 = { - desc = ca_wall_q_5_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7 } - upgrades_from = tp_wall_q_4 - gold_cost = 100 - build_time = 365 - fort_level = 1 - ai_creation_factor = 78 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } +##utilise en prebuild jusqu au niveau 1 +tp_wall_q_1 = { #Fossé + desc = wall_q_1_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + gold_cost = 100 + + build_time = 180 + ai_creation_factor = 99 + fort_level = 0.1 + add_number_to_name = no + + extra_tech_building_start = 2 +} + +tp_wall_q_2 = { #Fossé avec piques + desc = wall_q_2_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { tp_wall_1 } + upgrades_from = tp_wall_q_1 + gold_cost = 90 + + build_time = 260 + ai_creation_factor = 98 + fort_level = 0.2 + add_number_to_name = no + + extra_tech_building_start = 3 +} + +tp_wall_q_3 = { #Fossé inondé + desc = wall_q_3_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { tp_wall_2 } + upgrades_from = tp_wall_q_2 + gold_cost = 150 + + build_time = 480 + ai_creation_factor = 97 + fort_level = 0.4 + add_number_to_name = no + + extra_tech_building_start = 4 +} + +tp_wall_q_4 = { #Douves + desc = wall_q_4_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { CITEEPISCOPALE} + upgrades_from = tp_wall_q_3 + gold_cost = 310 + + build_time = 1100 + ai_creation_factor = 96 + fort_level = 0.3 + add_number_to_name = no + + extra_tech_building_start = 5 +} ##utilise en prebuild jusqu au niveau 2 - tp_wall_1 = { - desc = ca_wall_1_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } - gold_cost = 50 - build_time = 365 - fort_level = 0.5 - levy_size = 0.025 - tax_income = 0.2 - ai_creation_factor = 95 - #add_number_to_name = no - extra_tech_building_start = 0.5 - } - tp_wall_2 = { - desc = ca_wall_2_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 } - upgrades_from = tp_wall_1 - gold_cost = 50 - build_time = 547 - fort_level = 0.5 - levy_size = 0.025 - tax_income = 0.2 - ai_creation_factor = 94 - #add_number_to_name = no - extra_tech_building_start = 1.0 - } - tp_wall_3 = { - desc = tp_wall_3_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 } - upgrades_from = tp_wall_2 - gold_cost = 100 - build_time = 730 - fort_level = 1.0 - levy_size = 0.05 - tax_income = 0.2 - ai_creation_factor = 93 - #add_number_to_name = no - extra_tech_building_start = 1.5 - } - tp_wall_4 = { - desc = tp_wall_4_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6 } - upgrades_from = tp_wall_3 - gold_cost = 100 - build_time = 1095 - fort_level = 1.0 - levy_size = 0.05 - tax_income = 0.2 - ai_creation_factor = 92 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_wall_5 = { - desc = tp_wall_5_desc - trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 } - upgrades_from = tp_wall_4 - gold_cost = 150 - build_time = 1460 - fort_level = 1.5 - levy_size = 0.075 - tax_income = 0.5 - ai_creation_factor = 91 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } +tp_wall_1 = { #Talus défensif + desc = wall_1_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + gold_cost = 160 + + build_time = 270 + ai_creation_factor = 100 + fort_level = 0.1 + add_number_to_name = no + + extra_tech_building_start = 1 +} + +tp_wall_2 = { #Palissade en bois + desc = wall_2_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + upgrades_from = tp_wall_1 + gold_cost = 200 + + build_time = 550 + ai_creation_factor = 99 + fort_level = 0.5 + tax_income = -0.2 + add_number_to_name = no + + extra_tech_building_start = 2 +} + +tp_wall_3 = { #Enceinte de pierre + desc = wall_3_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + upgrades_from = tp_wall_2 + gold_cost = 400 + + build_time = 910 + ai_creation_factor = 98 + fort_level = 1.2 + tax_income = -0.6 + add_number_to_name = no + + extra_tech_building_start = 3 +} + +tp_wall_4 = { #Enceinte épaisse + desc = wall_4_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { CITEEPISCOPALE} + upgrades_from = tp_wall_3 + gold_cost = 360 + + build_time = 770 + ai_creation_factor = 97 + fort_level = 0.5 + tax_income = -0.3 + add_number_to_name = no + + extra_tech_building_start = 10 +} + +tp_wall_5 = { #Grande enceinte #used in events + desc = wall_5_desc + trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } + prerequisites = { CITEEPISCOPALE} + upgrades_from = tp_wall_4 + gold_cost = 590 + + build_time = 1460 + ai_creation_factor = 96 + fort_level = 0.7 + tax_income = -0.4 + add_number_to_name = no + + extra_tech_building_start = 10 +} + ##utilise en prebuild jusqu au niveau 3 - tp_monastery_1 = { - desc = tp_monastery_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 0 } - gold_cost = 150 - build_time = 547 - levy_size = 0.05 - garrison_size = 0.05 - ai_creation_factor = 96 - liege_piety = 0.05 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_monastery_2 = { - desc = tp_monastery_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 0 } - prerequisites = { tp_wall_1 } - upgrades_from = tp_monastery_1 - gold_cost = 200 - build_time = 730 - levy_size = 0.075 - garrison_size = 0.1 - ai_creation_factor = 95 - liege_piety = 0.05 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_monastery_3 = { - desc = tp_monastery_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 2 } - upgrades_from = tp_monastery_2 - gold_cost = 300 - build_time = 1095 - levy_size = 0.1 - garrison_size = 0.15 - ai_creation_factor = 94 - liege_piety = 0.05 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_monastery_4 = { - desc = tp_monastery_2_desc - trigger = { TECH_CITY_CONSTRUCTION = 4 } - upgrades_from = tp_monastery_3 - gold_cost = 400 - build_time = 1460 - levy_size = 0.125 - garrison_size = 0.2 - ai_creation_factor = 93 - liege_piety = 0.05 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_monastery_5 = { - desc = tp_monastery_2_desc - trigger = { TECH_CITY_CONSTRUCTION = 6 } - upgrades_from = tp_monastery_4 - gold_cost = 500 - build_time = 2190 - levy_size = 0.15 - garrison_size = 0.25 - ai_creation_factor = 92 - liege_piety = 0.05 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_monastery_6 = { - desc = tp_monastery_2_desc - trigger = { TECH_CITY_CONSTRUCTION = 8 } - upgrades_from = tp_monastery_5 - gold_cost = 500 - build_time = 2190 - levy_size = 0.15 - garrison_size = 0.25 - ai_creation_factor = 91 - liege_piety = 0.05 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } +# tp_monastery_1 = { +# desc = tp_monastery_1_desc +# trigger = { TECH_CITY_CONSTRUCTION = 0 } +# gold_cost = 150 +# build_time = 547 +# levy_size = 0.05 +# garrison_size = 0.05 +# ai_creation_factor = 96 +# liege_piety = 0.05 +# #add_number_to_name = no +# extra_tech_building_start = 0.2 +# } +# tp_monastery_2 = { +# tp_monastery_3 = { +# tp_monastery_4 = { +# tp_monastery_5 = { +# tp_monastery_6 = { #used in scripted triggers + ##utilise en prebuild jusqu au niveau 2 tp_barracks_1 = { desc = tp_barracks_1_desc @@ -262,7 +215,7 @@ tp_training_grounds_L2 = { #Porte en pierre archers = 30 ai_creation_factor = 94 #add_number_to_name = no - extra_tech_building_start = 0.5 + extra_tech_building_start = 1.0 } tp_barracks_2 = { desc = tp_barracks_1_desc @@ -275,7 +228,7 @@ tp_training_grounds_L2 = { #Porte en pierre archers = 45 ai_creation_factor = 93 #add_number_to_name = no - extra_tech_building_start = 1.0 + extra_tech_building_start = 2 } tp_barracks_3 = { desc = tp_barracks_1_desc @@ -284,11 +237,10 @@ tp_training_grounds_L2 = { #Porte en pierre upgrades_from = tp_barracks_2 gold_cost = 200 build_time = 730 - light_infantry = 70 - archers = 60 + heavy_infantry = 65 ai_creation_factor = 92 #add_number_to_name = no - extra_tech_building_start = 0.5 + extra_tech_building_start = 3 } tp_barracks_4 = { desc = tp_barracks_1_desc @@ -300,7 +252,7 @@ tp_training_grounds_L2 = { #Porte en pierre archers = 75 ai_creation_factor = 91 #add_number_to_name = no - extra_tech_building_start = 0.2 + extra_tech_building_start = 10.0 } tp_barracks_5 = { desc = tp_barracks_1_desc @@ -308,11 +260,10 @@ tp_training_grounds_L2 = { #Porte en pierre upgrades_from = tp_barracks_4 gold_cost = 400 build_time = 2190 - light_infantry = 85 - archers = 85 + heavy_infantry = 75 ai_creation_factor = 90 #add_number_to_name = no - extra_tech_building_start = 0.2 + extra_tech_building_start = 10.0 } tp_barracks_6 = { desc = tp_barracks_1_desc @@ -322,78 +273,20 @@ tp_training_grounds_L2 = { #Porte en pierre build_time = 2190 light_infantry = 95 archers = 95 + heavy_infantry = 95 ai_creation_factor = 89 #add_number_to_name = no - extra_tech_building_start = 0.2 + extra_tech_building_start = 10.0 } - tp_elite_barracks_1 = { - desc = tp_elite_barracks_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 0 } - gold_cost = 100 - build_time = 365 - heavy_infantry = 45 - ai_creation_factor = 95 - #add_number_to_name = no - extra_tech_building_start = 0.5 - } - tp_elite_barracks_2 = { - desc = tp_elite_barracks_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 0 } - prerequisites = { tp_wall_1 } - upgrades_from = tp_elite_barracks_1 - gold_cost = 120 - build_time = 730 - heavy_infantry = 55 - ai_creation_factor = 94 - #add_number_to_name = no - extra_tech_building_start = 1.0 - } - tp_elite_barracks_3 = { - desc = tp_elite_barracks_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 2 } - prerequisites = { tp_wall_2 } - upgrades_from = tp_elite_barracks_2 - gold_cost = 200 - build_time = 730 - heavy_infantry = 65 - ai_creation_factor = 93 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_elite_barracks_4 = { - desc = tp_elite_barracks_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 4 } - upgrades_from = tp_elite_barracks_3 - gold_cost = 300 - build_time = 1095 - heavy_infantry = 75 - ai_creation_factor = 92 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_elite_barracks_5 = { - desc = tp_elite_barracks_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 6 } - upgrades_from = tp_elite_barracks_4 - gold_cost = 400 - build_time = 2190 - heavy_infantry = 85 - ai_creation_factor = 91 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } - tp_elite_barracks_6 = { - desc = tp_elite_barracks_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 8 } - upgrades_from = tp_elite_barracks_5 - gold_cost = 500 - build_time = 2190 - heavy_infantry = 95 - ai_creation_factor = 90 - #add_number_to_name = no - extra_tech_building_start = 0.2 - } +# tp_elite_barracks_1 = { +# tp_elite_barracks_2 = { +# tp_elite_barracks_3 = { +# tp_elite_barracks_4 = { +# tp_elite_barracks_5 = { +# tp_elite_barracks_6 = { + + ##utilise en prebuild jusqu au niveau 2 tp_town_1 = { desc = tp_town_1_desc @@ -454,7 +347,138 @@ tp_training_grounds_L2 = { #Porte en pierre add_number_to_name = no extra_tech_building_start = 1 } + #temple church new tag + tp_eglise_L1 = { #Oratoire + desc = tp_eglise_L1_desc + trigger = { TECH_CITY_CONSTRUCTION = 0 } + potential = { + OR = { + religion_group = christian + religion_group = muslim + } + } + is_active_trigger = { + OR = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 100 + + build_time = 180 + ai_creation_factor = 101 + liege_piety = 0.02 + add_number_to_name = no + + extra_tech_building_start = 0 + } + + tp_eglise_L2 = { #Chapelle + desc = tp_eglise_L2_desc + trigger = { TECH_CITY_CONSTRUCTION = 0 } + prerequisites = { + tp_town_1 + } + upgrades_from = tp_eglise_L1 + is_active_trigger = { + OR = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 140 + + build_time = 370 + ai_creation_factor = 100 + liege_piety = 0.03 + add_number_to_name = no + + extra_tech_building_start = 1 + } + + tp_eglise_L3 = { #Église + desc = tp_eglise_L3_desc + trigger = { TECH_CITY_CONSTRUCTION = 0 } + prerequisites = { + tp_town_2 + } + upgrades_from = tp_eglise_L2 + is_active_trigger = { + OR = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 290 + + build_time = 680 + ai_creation_factor = 99 + liege_piety = 0.05 + add_number_to_name = no + + extra_tech_building_start = 2 + } + + tp_eglise_L4 = { #Grande église + desc = tp_eglise_L4_desc + trigger = { + TECH_CITY_CONSTRUCTION = 0 + FROM = { prestige = 90 } #replaces prestige_cost_90 + custom_tooltip = { text = TOOLTIP_prestige_building } + } + prerequisites = { + tp_town_3 + } + not_if_x_exists = { + BOURG_EPISCOPAL + } + upgrades_from = tp_eglise_L3 + is_active_trigger = { + OR = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 390 + #prestige_cost = 90 + build_time = 920 + ai_creation_factor = 98 + liege_piety = 0.05 + add_number_to_name = no + + extra_tech_building_start = 3 + } + tp_eglise_L5 = { #Basilique + desc = tp_eglise_L5_desc + trigger = { + TECH_CITY_CONSTRUCTION = 0 + FROM = { prestige = 120 } #replaces prestige_cost_120 + custom_tooltip = { text = TOOLTIP_prestige_building } + } + prerequisites = { + tp_town_4 + } + not_if_x_exists = { + BOURG_EPISCOPAL + } + upgrades_from = tp_eglise_L4 + is_active_trigger = { + OR = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 650 + #prestige_cost = 120 + build_time = 1750 + ai_creation_factor = 97 + liege_piety = 0.10 + add_number_to_name = no + + extra_tech_building_start = 4 + } + ##utilise en prebuild jusqu au niveau 4 tp_shipyard_1 = { desc = shipyard_desc @@ -529,8 +553,8 @@ tp_training_grounds_L2 = { #Porte en pierre tp_school_1 = { desc = tp_school_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 3 } - prerequisites = { tp_wall_1 } + trigger = { TECH_CITY_CONSTRUCTION = 2 } + #prerequisites = { tp_wall_1 } gold_cost = 120 build_time = 547 @@ -541,12 +565,12 @@ tp_training_grounds_L2 = { #Porte en pierre #add_number_to_name = no liege_piety = 0.05 - extra_tech_building_start = 0.2 + extra_tech_building_start = 2.0 } tp_school_2 = { desc = tp_school_1_desc - trigger = { TECH_CITY_CONSTRUCTION = 6 } - prerequisites = { tp_wall_2 } + trigger = { TECH_CITY_CONSTRUCTION = 4 } + #prerequisites = { tp_wall_2 } upgrades_from = tp_school_1 gold_cost = 120 build_time = 547 @@ -558,7 +582,33 @@ tp_training_grounds_L2 = { #Porte en pierre #add_number_to_name = no liege_piety = 0.05 - extra_tech_building_start = 0.2 + extra_tech_building_start = 5.0 + } + tp_school_3 = { + desc = tp_school_1_desc + trigger = { + TECH_CITY_CONSTRUCTION = 6 + religion_group = muslim + } + potential = { + religion_group = muslim + } + is_active_trigger = { + religion_group = muslim + } + #prerequisites = { tp_wall_2 } + upgrades_from = tp_school_2 + gold_cost = 250 + build_time = 1300 + + tech_growth_modifier = 0.2 + culture_techpoints = 0.04 + + ai_creation_factor = 92 + #add_number_to_name = no + liege_piety = 0.05 + + extra_tech_building_start = 10.0 } # Hellenic Dedicated temples tp_shrine_zeus = { @@ -1046,7 +1096,8 @@ tp_training_grounds_L2 = { #Porte en pierre build_time = 730 liege_prestige = 0.05 - economy_techpoints = 0.02 + economy_techpoints = 0.07 + tech_growth_modifier = 0.3 ai_creation_factor = 92 #add_number_to_name = no @@ -1070,8 +1121,9 @@ tp_training_grounds_L2 = { #Porte en pierre prestige_cost = 280 #prix et tps a recalc build_time = 365 - military_techpoints = 0.02 - economy_techpoints = 0.01 + military_techpoints = 0.04 + economy_techpoints = 0.03 + tech_growth_modifier = 0.3 ai_creation_factor = 91 #add_number_to_name = no @@ -1094,7 +1146,8 @@ tp_training_grounds_L2 = { #Porte en pierre build_time = 730 liege_piety = 0.05 - culture_techpoints = 0.02 + culture_techpoints = 0.07 + tech_growth_modifier = 0.3 ai_creation_factor = 92 #add_number_to_name = no @@ -1119,10 +1172,83 @@ tp_training_grounds_L2 = { #Porte en pierre build_time = 365 liege_piety = 0.05 - culture_techpoints = 0.01 + culture_techpoints = 0.02 + tech_growth_modifier = 0.03 ai_creation_factor = 91 #add_number_to_name = no extra_tech_building_start = 10 } -} + +#generic temples + tp_temple_L1 = { # + desc = tp_temple_A_desc + trigger = { TECH_CITY_CONSTRUCTION = 0 } + potential = { + NOT = { + religion_group = christian + religion_group = muslim + } + } + is_active_trigger = { + NOT = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 100 + + build_time = 180 + ai_creation_factor = 101 + liege_piety = 0.02 + #add_number_to_name = no + + extra_tech_building_start = 0 + } + + tp_temple_L2 = { # + desc = tp_temple_A_desc + trigger = { TECH_CITY_CONSTRUCTION = 0 } + prerequisites = { + tp_town_1 + } + upgrades_from = tp_temple_L1 + is_active_trigger = { + NOT = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 140 + + build_time = 370 + ai_creation_factor = 100 + liege_piety = 0.03 + #add_number_to_name = no + + extra_tech_building_start = 1 + } + + tp_temple_L3 = { # + desc = tp_temple_B_desc + trigger = { TECH_CITY_CONSTRUCTION = 0 } + prerequisites = { + tp_town_2 + } + upgrades_from = tp_temple_L2 + is_active_trigger = { + NOT = { + religion_group = christian + religion_group = muslim + } + } + gold_cost = 290 + + build_time = 680 + ai_creation_factor = 99 + liege_piety = 0.05 + #add_number_to_name = no + + extra_tech_building_start = 2 + } +} \ No newline at end of file diff --git a/L3T/common/buildings/L3T_adm.txt b/L3T/common/buildings/L3T_adm.txt new file mode 100644 index 00000000..718ebef3 --- /dev/null +++ b/L3T/common/buildings/L3T_adm.txt @@ -0,0 +1,694 @@ +temple = { + #make a muslim equivalent as suffi zaouiat + + #Une zaouïa (en arabe : ?????), également retranscrit zaouiya1, zawiya ou zawiyah, et appelé zaviye en turc, ou encore dahira au Sénégal, + #est un édifice religieux musulman qui constitue le centre autour duquel une confrérie soufie se structure. + #Par extension, elle désigne souvent la confrérie elle-même. + #Le terme zaouïa est surtout usité en Afrique du Nord. + #Au Moyen Orient, on trouve les termes khanqah, tekke ou tekiyeh, et en Asie du Sud, le mot darga. + + tp_monastery_1 = { #Ermitage + desc = tp_monastery_1_desc + trigger = { + TECH_CONSTRUCTION = 0 + religion_group = christian + FROM = { religion_group = christian } + } + prerequisites = { + MONASTERE + } + not_if_x_exists = { + CITEEPISCOPALE + BOURG_EPISCOPAL + } + potential = { + religion_group = christian + } + is_active_trigger = { + religion_group = christian + } + gold_cost = 100 + build_time = 180 + ai_creation_factor = 97 + + liege_piety = 0.01 + local_tax_modifier = 0.02 + + add_number_to_name = no + + extra_tech_building_start = 0.5 + } + + tp_monastery_2 = { #Prieuré + desc = tp_monastery_2_desc + trigger = { + TECH_CONSTRUCTION = 0 + religion_group = christian + FROM = { religion_group = christian } + } + prerequisites = { + MONASTERE + } + not_if_x_exists = { + CITEEPISCOPALE + BOURG_EPISCOPAL + } + is_active_trigger = { + religion_group = christian + } + upgrades_from = tp_monastery_1 + gold_cost = 140 + build_time = 370 + ai_creation_factor = 96 + + liege_piety = 0.02 + local_tax_modifier = 0.03 + + add_number_to_name = no + + extra_tech_building_start = 0.5 + } + + tp_monastery_3 = { #Monastère + desc = tp_monastery_3_desc + trigger = { + TECH_CONSTRUCTION = 0 + FROM = { prestige = 70} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + religion_group = christian + FROM = { religion_group = christian } + } + prerequisites = { + MONASTERE + } + not_if_x_exists = { + CITEEPISCOPALE + BOURG_EPISCOPAL + } + is_active_trigger = { + religion_group = christian + } + upgrades_from = tp_monastery_2 + gold_cost = 170 + #prestige_cost = 70 + build_time = 570 + ai_creation_factor = 95 + + liege_piety = 0.02 + local_tax_modifier = 0.05 + + add_number_to_name = no + + extra_tech_building_start = 10 + } + + tp_monastery_4 = { #Abbaye + desc = tp_monastery_4_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { higher_tier_than = BARON } + religion_group = christian + FROM = { religion_group = christian } + } + #potential = { FROM = { higher_tier_than = BARON }} + prerequisites = { + MONASTERE + } + not_if_x_exists = { + CITEEPISCOPALE + BOURG_EPISCOPAL + } + is_active_trigger = { + religion_group = christian + } + upgrades_from = tp_monastery_3 + gold_cost = 520 + + build_time = 1100 + ai_creation_factor = 94 + + liege_piety = 0.02 + liege_prestige = 0.01 + local_tax_modifier = 0.05 + + add_number_to_name = no + + extra_tech_building_start = 10 + } + + tp_monastery_5 = { #Abbatiale + desc = tp_monastery_5_desc + trigger = { + TECH_CONSTRUCTION = 2 + FROM = { prestige = 120} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = COUNT } + religion_group = christian + FROM = { religion_group = christian } + } + #potential = { FROM = { higher_tier_than = COUNT }} + prerequisites = { + MONASTERE + } + not_if_x_exists = { + CITEEPISCOPALE + BOURG_EPISCOPAL + } + is_active_trigger = { + religion_group = christian + } + upgrades_from = tp_monastery_4 + gold_cost = 450 + #prestige_cost = 120 + build_time = 1230 + ai_creation_factor = 93 + + liege_piety = 0.01 + liege_prestige = 0.02 + local_tax_modifier = 0.05 + + add_number_to_name = no + + extra_tech_building_start = 10 + } + #tp_monastery_6 = { #exists in vanilla scripted triggers + + TP_episcopat_L1 = { #Résidence épiscopale/du nazir + desc = TP_episcopat_L1_desc + trigger = { + TECH_CONSTRUCTION = 0 + #is_catholic_group= yes + } + #potential = { + # is_catholic_group= yes + #} + prerequisites = { + #none, to allow muslim to build their version of it, may be split in the future if adding Waqf spec + } + not_if_x_exists = { + MONASTERE + } + gold_cost = 120 + + build_time = 180 + ai_creation_factor = 97 + + liege_prestige = 0.01 + #tax_income = 0 + local_tax_modifier = 0.05 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 1.0 + } + + TP_episcopat_L2 = { #Résidence épiscopale + desc = TP_episcopat_L2_desc + trigger = { TECH_CONSTRUCTION = 0 } + not_if_x_exists = { + MONASTERE + } + upgrades_from = TP_episcopat_L1 + gold_cost = 230 + + build_time = 380 + ai_creation_factor = 96 + + liege_prestige = 0.01 + #tax_income = 0 + local_tax_modifier = 0.05 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 2.0 + } + + TP_episcopat_L3 = { #Résidence épiscopale + desc = TP_episcopat_L3_desc + trigger = { + TECH_CONSTRUCTION = 0 + FROM = { prestige = 70} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + } + not_if_x_exists = { + MONASTERE + } + upgrades_from = TP_episcopat_L2 + gold_cost = 360 + #prestige_cost = 70 + build_time = 770 + ai_creation_factor = 95 + + liege_prestige = 0.01 + tax_income = -0.1 + local_tax_modifier = 0.05 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 10 + } + + TP_episcopat_L4 = { #Palais épiscopal + desc = TP_episcopat_L4_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { higher_tier_than = BARON } + } + #potential = { FROM = { higher_tier_than = BARON }} + prerequisites = { + #CITEEPISCOPALE + } + + not_if_x_exists = { + MONASTERE + BOURG_EPISCOPAL + } + upgrades_from = TP_episcopat_L3 + gold_cost = 380 + + build_time = 820 + ai_creation_factor = 94 + + liege_prestige = 0.01 + tax_income = -0.2 + local_tax_modifier = 0.05 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 10 + } + + TP_episcopat_L5 = { #Palais épiscopal + desc = TP_episcopat_L5_desc + trigger = { + TECH_CONSTRUCTION = 2 + FROM = { prestige = 120} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = COUNT } + } + #potential = { FROM = { higher_tier_than = COUNT }} + prerequisites = { + #CITEEPISCOPALE + } + not_if_x_exists = { + MONASTERE + BOURG_EPISCOPAL + } + upgrades_from = TP_episcopat_L4 + gold_cost = 450 + #prestige_cost = 120 + build_time = 1230 + ai_creation_factor = 93 + + liege_prestige = 0.01 + tax_income = -0.3 + local_tax_modifier = 0.05 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 10 + } +} +castle = { + CA_logis_L1 = { #Logis seigneurial + desc = CA_logis_L1_desc + trigger = { + TECH_CONSTRUCTION = 0 + FROM = { prestige = 30} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + } + gold_cost = 120 + #prestige_cost = 30 + build_time = 220 + ai_creation_factor = 97 + + liege_prestige = 0.01 + #tax_income = 0 + local_tax_modifier = 0.03 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 2.0 + } + + CA_logis_L2 = { #Logis seigneurial + desc = CA_logis_L2_desc + trigger = { TECH_CONSTRUCTION = 0 } + upgrades_from = CA_logis_L1 + gold_cost = 150 + + build_time = 380 + ai_creation_factor = 96 + + liege_prestige = 0.02 + #tax_income = 0 + local_tax_modifier = 0.02 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 10 + } + + CA_logis_L3 = { #Logis seigneurial + desc = CA_logis_L3_desc + trigger = { + TECH_CONSTRUCTION = 0 + FROM = { prestige = 70} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = BARON } + } + #potential = { FROM = { higher_tier_than = BARON }} + upgrades_from = CA_logis_L2 + gold_cost = 270 + #prestige_cost = 70 + build_time = 570 + ai_creation_factor = 95 + + liege_prestige = 0.01 + tax_income = -0.1 + local_tax_modifier = 0.05 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 0.6 + } + + CA_logis_L4 = { #Logis seigneurial + desc = CA_logis_L4_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { higher_tier_than = COUNT } + } + #potential = { FROM = { higher_tier_than = COUNT }} + not_if_x_exists = { + FEODAL_mil + } + upgrades_from = CA_logis_L3 + gold_cost = 270 + + build_time = 570 + ai_creation_factor = 94 + + liege_prestige = 0.02 + tax_income = -0.2 + local_tax_modifier = 0.05 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 10 + } + + CA_logis_L5 = { #Logis seigneurial + desc = CA_logis_L5_desc + trigger = { + TECH_CONSTRUCTION = 2 + FROM = { prestige = 120} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = DUKE } + } + #potential = { FROM = { higher_tier_than = DUKE }} + prerequisites = { + FEODAL_adm + } + not_if_x_exists = { + FEODAL_mil + FEODAL_prod + } + upgrades_from = CA_logis_L4 + gold_cost = 450 + #prestige_cost = 120 + build_time = 1230 + ai_creation_factor = 93 + + liege_prestige = 0.05 + tax_income = -0.3 + local_tax_modifier = 0.05 + court_size_modifier = 1 + #add_number_to_name = no + + extra_tech_building_start = 10 + } + + CA_adm_seigneurial_L1 = { #Perception + desc = CA_adm_seigneurial_L1_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { higher_tier_than = BARON } + } + #potential = { FROM = { higher_tier_than = BARON }} + not_if_x_exists = { + FEODAL_mil + } + gold_cost = 180 + + build_time = 180 + + ai_creation_factor = 95 + local_tax_modifier = 0.05 + + #add_number_to_name = no + + extra_tech_building_start = 10 + } + + CA_adm_seigneurial_L2 = { #Perception + desc = CA_adm_seigneurial_L2_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { higher_tier_than = COUNT } + } + #potential = { FROM = { higher_tier_than = COUNT }} + prerequisites = { + CA_logis_L1 + } + not_if_x_exists = { + FEODAL_mil + FEODAL_prod + } + upgrades_from = CA_adm_seigneurial_L1 + gold_cost = 190 + + build_time = 380 + + ai_creation_factor = 94 + local_tax_modifier = 0.05 + + #add_number_to_name = no + + extra_tech_building_start = 10 + } + + CA_adm_seigneurial_L3 = { #Perception + desc = CA_adm_seigneurial_L3_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { higher_tier_than = DUKE } + } + #potential = { FROM = { higher_tier_than = DUKE }} + prerequisites = { + FEODAL_adm + CA_logis_L3 + } + not_if_x_exists = { + FEODAL_mil + FEODAL_prod + } + upgrades_from = CA_adm_seigneurial_L2 + gold_cost = 330 + + build_time = 640 + + ai_creation_factor = 93 + local_tax_modifier = 0.1 + + #add_number_to_name = no + + extra_tech_building_start = 10 + } +} +city = { + CT_adm_urbain_L1 = { #Maison de commune + desc = CT_adm_urbain_L1_desc + trigger = { TECH_CONSTRUCTION = 0 } + gold_cost = 120 + + build_time = 180 + ai_creation_factor = 97 + + #tax_income = 0 + local_tax_modifier = 0.05 + court_size_modifier = 1 + add_number_to_name = no + + extra_tech_building_start = 1.0 + } + + CT_adm_urbain_L2 = { #Hôtel de commune + desc = CT_adm_urbain_L2_desc + trigger = { TECH_CONSTRUCTION = 0 } + upgrades_from = CT_adm_urbain_L1 + gold_cost = 150 + + build_time = 380 + ai_creation_factor = 96 + + #tax_income = 0 + local_tax_modifier = 0.05 + court_size_modifier = 1 + add_number_to_name = no + + extra_tech_building_start = 2.0 + } + + CT_adm_urbain_L3 = { #Hôtel de ville + desc = CT_adm_urbain_L3_desc + trigger = { + TECH_CONSTRUCTION = 0 + FROM = { prestige = 70} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = BARON } + } + #potential = { FROM = { higher_tier_than = BARON }} + prerequisites = { + CITE_L2 + } + upgrades_from = CT_adm_urbain_L2 + gold_cost = 380 + #prestige_cost = 70 + build_time = 820 + ai_creation_factor = 95 + + tax_income = -0.1 + local_tax_modifier = 0.1 + court_size_modifier = 1 + add_number_to_name = no + + extra_tech_building_start = 10 + } + + CT_adm_urbain_L4 = { #Salle du conseil + desc = CT_adm_urbain_L4_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { higher_tier_than = COUNT } + } + #potential = { FROM = { higher_tier_than = COUNT }} + upgrades_from = CT_adm_urbain_L3 + gold_cost = 520 + + build_time = 1100 + ai_creation_factor = 94 + + tax_income = -0.2 + local_tax_modifier = 0.2 + court_size_modifier = 1 + add_number_to_name = no + + extra_tech_building_start = 10 + } + + CT_adm_urbain_L5 = { #Palais communal + desc = CT_adm_urbain_L5_desc + trigger = { + TECH_CONSTRUCTION = 2 + FROM = { prestige = 120} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = DUKE } + } + #potential = { FROM = { higher_tier_than = DUKE }} + prerequisites = { + CITE_L3 + } + upgrades_from = CT_adm_urbain_L4 + gold_cost = 450 + #prestige_cost = 120 + build_time = 1230 + ai_creation_factor = 93 + + tax_income = -0.3 + local_tax_modifier = 0.25 + court_size_modifier = 1 + add_number_to_name = no + + extra_tech_building_start = 10 + } + + CT_beffroi_L1 = { #Tour Horloge + desc = CT_beffroi_L1_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { prestige = 30} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = BARON } + } + #potential = { higher_tier_than = BARON } + prerequisites = { + CITE_L1 + CT_adm_urbain_L1 + } + gold_cost = 150 + #prestige_cost = 30 + build_time = 220 + ai_creation_factor = 95 + + liege_prestige = 0.05 + tax_income = -0.1 + + add_number_to_name = no + + extra_tech_building_start = 10 + } + + CT_beffroi_L2 = { #Beffroi + desc = CT_beffroi_L2_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { prestige = 60} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = COUNT } + } + #potential = { FROM = { higher_tier_than = COUNT }} + prerequisites = { + CITE_L2 + } + upgrades_from = CT_beffroi_L1 + gold_cost = 240 + #prestige_cost = 60 + build_time = 460 + ai_creation_factor = 94 + + liege_prestige = 0.05 + tax_income = -0.2 + + add_number_to_name = no + + extra_tech_building_start = 10 + } + + CT_beffroi_L3 = { #Haut Beffroi + desc = CT_beffroi_L3_desc + trigger = { + TECH_CONSTRUCTION = 1 + FROM = { prestige = 70} #replaces prestige_cost + custom_tooltip = { text = TOOLTIP_prestige_building } + FROM = { higher_tier_than = DUKE } + } + #potential = { FROM = { higher_tier_than = DUKE }} + prerequisites = { + CT_adm_urbain_L3 + CITE_L3 + } + upgrades_from = CT_beffroi_L2 + gold_cost = 360 + #prestige_cost = 70 + build_time = 770 + ai_creation_factor = 93 + + liege_prestige = 0.1 + tax_income = -0.3 + + add_number_to_name = no + + extra_tech_building_start = 10 + } +} diff --git a/L3T/common/buildings/L3T_bats_SPE.txt b/L3T/common/buildings/L3T_bats_SPE.txt index f9e8416b..2073ef1f 100644 --- a/L3T/common/buildings/L3T_bats_SPE.txt +++ b/L3T/common/buildings/L3T_bats_SPE.txt @@ -86,26 +86,59 @@ # Castle castle = { + +#castle = { +# tax_income = 4 #1/5/4 +# fort_level = 3 #5/3/2 +# build_cost_modifier = 500 +# build_time_modifier = 730 +# archers = 0 #30/15/15 +# archers_defensive = 0.02 #0.02/0.0/0.0 +# archers_offensive = 0.02 #0.02/0.0/0.0 +# light_infantry = 60 #60/60/50 +# heavy_infantry = 150 #200/150/50 +# knights = 0 #7/15/0 +# pikemen = 0 #0/5/0 +# pikemen_defensive = 0.02 #0.0/0.03/0.0 +# light_cavalry = 15 #25/15/10 +# levy_size = 0 #0.2/0.00/0.5 +# garrison_size = 0 #0.2/0.10/-0.25 +# liege_prestige = 0 #0.05/0.1/0.0 +# levy_reinforce_rate = 1.00 #1.00/0.75/0.50 +# land_organisation = 0.2 +# tech_growth_modifier_military = 0.05 #0.05/0.0/0.0 +# tech_growth_modifier_culture = 0.05 #0.0/0.05/0.0 +# tech_growth_modifier_economy = 0.05 #0.0/0.0/0.05 +#} FEODAL_mil = { #défense et attaque, vocation militaire desc = "FEODAL_mil_desc" prerequisites = {xxx} - trigger = { TECH_TRADE_PRACTICES = 0 } + trigger = { + TECH_TRADE_PRACTICES = 0 + custom_tooltip = { + text = xxx + always = no + } + } not_if_x_exists = { FEODAL_adm FEODAL_prod } gold_cost = 0.0 build_time = 8 - tax_income = -3 - fort_level = 1.0 - archers = 25 - light_infantry = 20 - heavy_infantry = 40 + tax_income = -3 #1 + fort_level = 2.0 #5 + archers = 30 + #light_infantry = 20 + heavy_infantry = 50 + HEAVY_INFANTRY_OFFENSIVE = 0.1 light_cavalry = 10 - knights = 5 + knights = 7 + KNIGHTS_OFFENSIVE = 0.2 archers_defensive = 0.02 archers_offensive = 0.02 - levy_size = 0.1 - liege_piety = 0.05 - liege_prestige = 0.03 + #levy_reinforce_rate = -0.25 + garrison_size = 0.4 + levy_size = 0.3 + liege_prestige = 0.05 military_techpoints = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 @@ -114,25 +147,23 @@ castle = { desc = "FEODAL_adm_desc" prerequisites = {xxx} trigger = { TECH_TRADE_PRACTICES = 0 } -# is_active_trigger = { -# is_capital = yes -# capital_holding = { title = FROMFROM } -# } not_if_x_exists = { FEODAL_mil FEODAL_prod } gold_cost = 0.0 build_time = 8 - #fort_level = 1.0 - archers = 20 - light_infantry = 25 - heavy_infantry = 15 - light_cavalry = 10 + tax_income = 1 #5 + #fort_level = 1.0 #3 + archers = 15 + #light_infantry = 25 + #heavy_infantry = 15 + #light_cavalry = 10 + knights = 15 pikemen = 5 - pikemen_defensive = 0.02 + pikemen_defensive = 0.03 levy_reinforce_rate = -0.25 - garrison_size = 0.1 + #garrison_size = 0.05 + #levy_size = 0.05 liege_prestige = 0.1 culture_techpoints = 0.05 - economy_techpoints = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 } @@ -143,13 +174,15 @@ castle = { not_if_x_exists = { FEODAL_adm FEODAL_mil } gold_cost = 0.0 build_time = 8 - fort_level = -1 - tax_income = -1 + fort_level = -1 #2 + #tax_income = -1 #4 archers = 15 - light_infantry = 20 - heavy_infantry = 10 - light_cavalry = 5 + #light_infantry = 20 + heavy_infantry = -150 + light_cavalry = -5 levy_reinforce_rate = -0.50 + garrison_size = -0.5 + levy_size = -0.5 economy_techpoints = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 @@ -159,6 +192,20 @@ castle = { # City city = { +#city = { +# tax_income = 12 #6-9/8-11/13-16 +# fort_level = 0 #0.5-1.0/1.0-1.5/2.0-2.5 +# light_infantry = 75 #100/110/110 +# archers = 40 #60/80/100 +# galleys =0 #1/3/5 +# pikemen = 0 #0/10/20 +# pikemen_defensive = 0 #0.0/0.02/0.05 +# garrison_size = 0 #0.0/0.3/0.3 #starts much lower than others +# build_cost_modifier = 500 +# build_time_modifier = 730 +# land_organisation = 0.2 +# +#} VOC_INDUSTRIELLE = { desc = "VOC_INDUSTRIELLE_DESC" prerequisites = { CITE_L1 } @@ -166,6 +213,7 @@ city = { not_if_x_exists = { VOC_COMMERCIALE } gold_cost = 0.0 build_time = 8 + tax_income = -1 #7 economy_techpoints = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 @@ -177,7 +225,9 @@ city = { not_if_x_exists = { VOC_INDUSTRIELLE } gold_cost = 0.0 build_time = 8 - economy_techpoints = 0.05 + fort_level = 0.5 #0.5 + tax_income = 2 #9 + culture_techpoints = 0.03 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 } @@ -187,14 +237,15 @@ city = { trigger = { TECH_TRADE_PRACTICES = 0 } gold_cost = 0.0 build_time = 8 - tax_income = -4 - fort_level = 0.5 - light_infantry = 30 + #tax_income = -5 #7 + fort_level = 0.5 #0.5 + light_infantry = 25 archers = 20 galleys = 1 - garrison_size = 0.1 + #garrison_size = 0.2 + tech_growth_modifier_economy = 0.02 + tech_growth_modifier_culture = 0.02 economy_techpoints = 0.05 - culture_techpoints = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 } @@ -203,16 +254,18 @@ city = { prerequisites = {xxx} trigger = { TECH_TRADE_PRACTICES = 0 } upgrades_from = CITE_L1 - #potential = { NOT = { religion_group = pagan_group } } gold_cost = 0.0 build_time = 8 - tax_income = 2 - fort_level = 0.5 - light_infantry = 30 + tax_income = 2 #10 + fort_level = 0.5 #1.0 + light_infantry = 10 + pikemen = 10 + pikemen_defensive = 0.02 archers = 20 galleys = 2 - garrison_size = 0.2 - economy_techpoints = 0.05 + garrison_size = 0.3 + tech_growth_modifier_economy = 0.03 + tech_growth_modifier_culture = 0.03 culture_techpoints = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 @@ -223,25 +276,40 @@ city = { prerequisites = {xxx} trigger = { TECH_TRADE_PRACTICES = 0 } upgrades_from = CITE_L2 - #potential = { NOT = { religion_group = pagan_group } } gold_cost = 0.0 build_time = 8 - tax_income = 2 - fort_level = 0.5 - light_infantry = 30 + tax_income = 5 #15 + fort_level = 1.0 #2.0 + heavy_infantry = 15 + pikemen = 10 + pikemen_defensive = 0.03 archers = 20 galleys = 2 - garrison_size = 0.2 - economy_techpoints = 0.05 - culture_techpoints = 0.05 + garrison_size = 0.3 + tech_growth_modifier = 0.05 + culture_techpoints = 0.03 + economy_techpoints = 0.03 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 - } + } } # Temple temple = { +#temple = { +# tax_income = 8 #6/5/8 +# fort_level = 0 #0/0/2.0 +# heavy_infantry = 45 #5/5/60 +# light_infantry = 45 #30/30/100 +# archers = 40 #20/20/50 +# garrison_size = -0.5/-0.5/+0.0 +# build_cost_modifier = 500 +# build_time_modifier = 730 +# levy_reinforce_rate = 0.25 +# land_organisation = 0.2 +#} + MONASTERE = { desc = "MONASTERE_desc" trigger = { TECH_TRADE_PRACTICES = 0 } @@ -254,11 +322,14 @@ temple = { gold_cost = 0.0 build_time = 8 fort_level = 0 - tax_income = -1 - heavy_infantry = 5 - light_infantry = 20 - archers = 5 + #tax_income = -2 #6 + #heavy_infantry = -55 + light_infantry = -15 + archers = -20 + garrison_size = -0.5 + levy_size = -0.25 liege_piety = 0.20 + tech_growth_modifier_culture = 0.05 culture_techpoints = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 @@ -276,11 +347,14 @@ temple = { gold_cost = 0.0 build_time = 8 fort_level = 0 - tax_income = -2 - heavy_infantry = 5 - light_infantry = 20 - archers = 5 - liege_piety = 0.20 + tax_income = -1 #5 + #heavy_infantry = -35 + light_infantry = -15 + archers = -20 + garrison_size = -0.5 + levy_size = -0.25 + liege_prestige = 0.05 + liege_piety = 0.05 economy_techpoints = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 @@ -297,126 +371,21 @@ temple = { potential = { NOT = { religion_group = pagan_group } } gold_cost = 0.0 build_time = 8 - fort_level = 1.0 - #tax_income = -2 - heavy_infantry = 10 - light_infantry = 40 + fort_level = 2.0 + tax_income = 1 #7 + heavy_infantry = 60 + light_infantry = 60 archers = 10 + knights = 5 + #garrison_size = 0.2 + levy_size = 0.2 liege_prestige = 0.10 liege_piety = 0.05 - economy_techpoints = 0.05 - culture_techpoints = 0.05 + tech_growth_modifier = 0.05 ai_creation_factor = 5 add_number_to_name = no extra_tech_building_start = 10.0 } -# COMMANDERIE = { -# desc = "COMMANDERIE_desc" -# trigger = { -# TECH_CITY_CONSTRUCTION = 0 -# religion = catholic -# } -# prerequisites = { xxx } -# potential = { religion_group = christian } -# is_active_trigger = { religion_group = christian } -# gold_cost = 1000 -# build_time = 8 -# light_infantry = 20 -# light_cavalry = 20 -# knights = 30 -# liege_piety = 0.05 -# liege_prestige = 0.05 -# ai_creation_factor = 5 -# add_number_to_name = no extra_tech_building_start = 10.0 -# } -# COMMANDERIE_L2 = { -# desc = "COMMANDERIE_desc" -# trigger = { TECH_CITY_CONSTRUCTION = 0 } -# prerequisites = { -# tp_wall_1 #vanilla wall -# tp_training_grounds_L1 #Porte de guet -# } -# upgrades_from = COMMANDERIE -# is_active_trigger = { religion_group = christian } -# gold_cost = 125 -# build_time = 750 -# #light_infantry = 10 -# light_cavalry = 10 -# knights = 10 -# knights_offensive = 0.05 -# liege_piety = 0.03 -# #liege_prestige = 0.03 -# ai_creation_factor = 95 -# #add_number_to_name = no -# extra_tech_building_start = 10.0 -# } -# COMMANDERIE_L3 = { -# desc = "COMMANDERIE_desc" -# trigger = { -# TECH_CITY_CONSTRUCTION = 1 -# TECH_CASTLE_CONSTRUCTION = 1 -# #OR = { -# #has_province_modifier = ordre_type_classique -# #has_province_modifier = ordre_type_hospitalier -# #} -# } -# upgrades_from = COMMANDERIE_L2 -# is_active_trigger = { religion_group = christian } -# gold_cost = 225 -# build_time = 500 -# light_infantry = 10 -# #light_cavalry = 10 -# knights = 15 -# knights_offensive = 0.05 -# #liege_piety = 0.03 -# liege_prestige = 0.03 -# ai_creation_factor = 93 -# #add_number_to_name = no -# extra_tech_building_start = 10.0 -# } -# COMMANDERIE_L4 = { -# desc = "COMMANDERIE_desc" -# trigger = { -# TECH_CITY_CONSTRUCTION = 2 -# TECH_CASTLE_CONSTRUCTION = 2 -# } -# prerequisites = { tp_town_2 } -# upgrades_from = COMMANDERIE_L3 -# is_active_trigger = { religion_group = christian } -# gold_cost = 125 -# build_time = 365 -# #light_infantry = 10 -# knights = 15 -# knights_defensive = 0.05 -# liege_piety = 0.03 -# #liege_prestige = 0.03 -# -# ai_creation_factor = 91 -# #add_number_to_name = no -# extra_tech_building_start = 10.0 -# } -# COMMANDERIE_L5 = { -# desc = "COMMANDERIE_desc" -# trigger = { -# TECH_CITY_CONSTRUCTION = 4 -# TECH_CASTLE_CONSTRUCTION = 4 -# } -# upgrades_from = COMMANDERIE_L4 -# is_active_trigger = { religion_group = christian } -# gold_cost = 200 -# build_time = 365 -# #light_infantry = 30 -# #light_cavalry = 30 -# knights_defensive = 0.05 -# knights_offensive = 0.05 -# knights = 30 -# liege_piety = 0.05 -# liege_prestige = 0.05 -# ai_creation_factor = 90 -# #add_number_to_name = no -# extra_tech_building_start = 10.0 -# } - REGLE_DE_1 = { desc = "REGLE_DE_1_desc" prerequisites = { xxx } @@ -424,7 +393,7 @@ temple = { potential = { religion = catholic } gold_cost = 0.0 build_time = 8 - local_tax_modifier = 0.25 + local_tax_modifier = 0.05 ai_creation_factor = 5 start = { always = no } add_number_to_name = no @@ -436,7 +405,7 @@ temple = { potential = { religion = catholic } gold_cost = 0.0 build_time = 8 - tech_growth_modifier = 0.1 + tech_growth_modifier_culture = 0.05 ai_creation_factor = 5 start = { always = no } add_number_to_name = no diff --git a/L3T/common/buildings/L3T_tradepost.txt b/L3T/common/buildings/L3T_tradepost.txt index 46b6cbdf..1eb6dd2c 100644 --- a/L3T/common/buildings/L3T_tradepost.txt +++ b/L3T/common/buildings/L3T_tradepost.txt @@ -212,7 +212,7 @@ trade_post = { build_time = 180 ai_creation_factor = 97 galleys = 2 - tax_income = 0.5 + tax_income = -0.5 add_number_to_name = no extra_tech_building_start = 2 @@ -227,7 +227,7 @@ trade_post = { build_time = 550 ai_creation_factor = 96 galleys = 3 - tax_income = 0.5 + tax_income = -0.5 add_number_to_name = no extra_tech_building_start = 10 @@ -242,7 +242,7 @@ trade_post = { build_time = 640 ai_creation_factor = 95 galleys = 5 - tax_income = 0.5 + tax_income = -1.0 add_number_to_name = no extra_tech_building_start = 10 @@ -317,6 +317,7 @@ trade_post = { retinuesize = 10 pikemen = 30 galleys = 2 + tax_income = -0.2 add_number_to_name = no extra_tech_building_start = 2 @@ -336,6 +337,7 @@ trade_post = { retinuesize = 30 pikemen = 50 galleys = 2 + tax_income = -0.2 add_number_to_name = no extra_tech_building_start = 10 diff --git a/L3T/common/buildings/REC_cathedrales.txt b/L3T/common/buildings/REC_cathedrales.txt index 26cb422f..3b0e198e 100644 --- a/L3T/common/buildings/REC_cathedrales.txt +++ b/L3T/common/buildings/REC_cathedrales.txt @@ -837,4 +837,59 @@ temple = { add_number_to_name = no extra_tech_building_start = 100.0 } + + TP_hostellerie_pelerins_1 = { + desc = TP_hostellerie_pelerins_1_desc + potential = { + has_province_modifier = relique_generique + } + trigger = { + TECH_CASTLE_CONSTRUCTION = 1 + FROM = { is_catholic_group = yes } + religion_group = christian + } + is_active_trigger = { + FROM = { is_catholic_group = yes } + religion_group = christian + has_province_modifier = relique_generique + } + gold_cost = 120 + build_time = 365 + + liege_piety = 0.05 + temple_tax_modifier = 0.07 + + ai_creation_factor = 93 + add_number_to_name = no + extra_tech_building_start = 10.0 + } + TP_hostellerie_pelerins_2 = { + desc = TP_hostellerie_pelerins_2_desc + potential = { + has_province_modifier = relique_generique + } + trigger = { + TECH_CASTLE_CONSTRUCTION = 1 + FROM = { is_catholic_group = yes } + religion_group = christian + } + + is_active_trigger = { + FROM = { is_catholic_group = yes } + religion_group = christian + has_province_modifier = relique_generique + } + + upgrades_from = TP_hostellerie_pelerins_1 + + gold_cost = 185 + build_time = 730 + + liege_piety = 0.05 + temple_tax_modifier = 0.08 + + ai_creation_factor = 91 + add_number_to_name = no + extra_tech_building_start = 10.0 + } } diff --git a/L3T/common/cb_types/00_cb_types.txt b/L3T/common/cb_types/00_cb_types.txt index ae380bf0..9fadc76e 100644 --- a/L3T/common/cb_types/00_cb_types.txt +++ b/L3T/common/cb_types/00_cb_types.txt @@ -16513,6 +16513,9 @@ tributary_cb = { has_dlc = "Horse Lords" ROOT = { + ###L3T + is_theocracy = no + ## mercenary = no OR = { is_tributary = no @@ -16533,6 +16536,44 @@ tributary_cb = { } independent = yes } + ###L3T + #ROOT is attacker + #FROM is target + OR = { + #feudal can only tributarize other feudal if of different religion group + AND = { + ROOT = { + is_feudal = yes + } + FROM = { + is_feudal = yes + NOT = { religion_group = ROOT } + } + } + #feudal can tributarize republics + AND = { + ROOT = { + is_feudal = yes + } + FROM = { + is_republic = yes + } + } + #republics can tributarize other republics or feudals + AND = { + ROOT = { + is_republic = yes + } + FROM = { + OR = { + is_republic = yes + is_feudal = yes + } + } + } + } + ## + FROM = { higher_tier_than = BARON NOT = { diff --git a/L3T/common/defines/L3T.lua b/L3T/common/defines/L3T.lua index 01bd93ee..23395566 100644 --- a/L3T/common/defines/L3T.lua +++ b/L3T/common/defines/L3T.lua @@ -11,10 +11,21 @@ -- IDEAL_YEAR_LEVEL_8 ex 1500 -- CROWDED ex 75 -- DOW ex 0.75 - NDefines.NDiplomacy.DEMESNE_MAX_SIZE_STEWARDSHIP_MULT = 0.25 + NDefines.NDiplomacy.DEMESNE_MAX_SIZE_STEWARDSHIP_MULT = 0.3 +-- vanilla is 0.15 + NDefines.NDiplomacy.DEMESNE_MAX_SIZE_COUNT_MULT = 1.5 +-- vanilla is 1.0 + NDefines.NDiplomacy.DEMESNE_MAX_SIZE_KING_MULT = 5.0 +-- vanilla is 3.0 + NDefines.NDiplomacy.DEMESNE_MAX_SIZE_EMPEROR_MULT = 2.0 +-- vanilla is 4.0 NDefines.NDiplomacy.TRANSFER_VASSAL_INTERACTION_ENABLED = 0 + + -- ex 2 NDefines.NCharacter.BASE_NR_OF_CHILDREN_PER_COUPLE = 3 + -- ex 2 NDefines.NCharacter.EXTRA_NR_OF_CHILDREN_FOR_PLAYERS = 0 + NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_0 = 300 -- Natural deaths per decade out of 10000 people: Age 0-9 NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_10 = 10 -- Natural deaths per decade out of 10000 people: Age 10-19 NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_20 = 10 -- Natural deaths per decade out of 10000 people: Age 20-29 @@ -26,16 +37,39 @@ NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_80 = 2000 -- Natural deaths per decade out of 10000 people: Age 80-90 NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_90 = 4000 -- Natural deaths per decade out of 10000 people: Age 90-99 NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_100 = 8000 -- Natural deaths per decade out of 10000 people: Age 100+ + -- ex 0.5 NDefines.NCharacter.FERTILITY_BASE_MULT = 0.70 -- Base fertility multiplier to adjust the base chance of impregnation NDefines.NCharacter.INFANT_DEATH_CHANCE = 0.05 + NDefines.NReligion.CREATE_ANTIPOPE_PRESTIGE_COST = 1000 + -- ex 0 , 25 , 0 + NDefines.NReligion.ASK_FOR_EXCOMMUNICATION_INTERACTION_MONEY = 50 + NDefines.NReligion.ASK_FOR_EXCOMMUNICATION_INTERACTION_PIETY = 250 + NDefines.NReligion.ASK_FOR_EXCOMMUNICATION_INTERACTION_PRESTIGE = 250 + -- ex 0 , 25 , 0 + NDefines.NReligion.ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_MONEY = 50 + NDefines.NReligion.ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_PIETY = 250 + NDefines.NReligion.ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_PRESTIGE = 250 + NDefines.NTechnology.IDEAL_YEAR_LEVEL_0 = 900 - NDefines.NTechnology.IDEAL_YEAR_LEVEL_8 = 1650 +-- NDefines.NTechnology.IDEAL_YEAR_LEVEL_8 = 1550 NDefines.NDisease.CROWDED_THRESHOLD_MODIFIER = 45 -- How many courtiers in a court to make it crowded and increase chance for disease. + -- + NDefines.NAI.MAX_KING_TITLES_TO_CREATE = 3 -- AI will not seek to create/usurp more King-level titles than this (0 for unlimited) + NDefines.NAI.MAX_EMPIRE_TITLES_TO_CREATE = 1 -- AI will not seek to create/usurp more Empire-level titles than this (0 for unlimited) + NDefines.NAI.DOW_AGGRESSION_FACTOR = 0.25 NDefines.NEconomy.BUILDING_COST_MULT = 0.0 -- Increase to the build cost of all buildings that cost GOLD + NDefines.NEconomy.MAX_TRADE_POSTS_BASE = 3 + NDefines.NEconomy.MIN_TRADE_POSTS = 3 -- Minimum number of max trade posts per patrician + NDefines.NEconomy.MIN_TRADETECH_LEVEL_FOR_TPS = 0 -- Minimum tech level needed to build trade posts + NDefines.NEconomy.TRADETECH_LEVEL_FOR_BASE_TPS = 1 -- tech step which start granting tradepost bonus + NDefines.NEconomy.WONDER_STACKING_PENALTY = 0.0 + NDefines.NEconomy.WONDER_STACKING_PENALTY_SAME_TYPE = 0.0 NDefines.NGraphics.TREASURY_MODIFIER_ICON_FRAME = 182 NDefines.NDiplomacy.GIVE_ARTIFACT_INTERACTION_ENABLED = 0 -- NDefines.NEconomy.HOLDING_SLOT_BUILD_COST_MOD = 1.0 -- ENFORCE_ONE_OF_EACH_HOLDING = 1, -- Require players to build at least one City, Temple and Castle in each province NDefines.NTitle.ENFORCE_ONE_OF_EACH_HOLDING = 0 -- Require players to build at least one City, Temple and Castle in each province + NDefines.NTitle.MIN_REVOKE_MONTHS_AFTER_GRANT = 1200 + NDefines.NWonders.MIN_LOOTABLE_STAGE = 3 diff --git a/L3T/common/defines/L3T_mili.lua b/L3T/common/defines/L3T_mili.lua new file mode 100644 index 00000000..eca10c1c --- /dev/null +++ b/L3T/common/defines/L3T_mili.lua @@ -0,0 +1,53 @@ +-- Format for overwriting define values: +-- +-- NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0 +-- + + --ex 0.01 might kill more + NDefines.NMilitary.ATTACK_TO_DAMAGE_MULT = 0.04 -- Attack value of troops is multiplied by this when doing damage + --ex 1.5 + NDefines.NMilitary.LEVY_MAINTENANCE_FACTOR = 1.7 -- General maintenance factor for levy troops + --ex 3.0 + NDefines.NMilitary.MERCENARY_MAINTENANCE_FACTOR = 3.5 -- Maintenance factor for NORMAL mercenary units + --ex0.05 + NDefines.NMilitary.REINFORCE_RATE = 0.04 -- Reinforce rate per year + --ex 0.015 + NDefines.NMilitary.MERC_REINFORCE_RATE = 0.0 -- The rate at which mercenaries and holy orders reinforce in the field + --ex0.5 + NDefines.NMilitary.LEVY_RAISED_REINFORCE_RATE_MULTIPLIER = 0.1 -- The rate at which the garrison/levy reinforce when the levy is raised + --ex0.0 + NDefines.NMilitary.NAVAL_ATTRITION = 0.04 + --ex 3 + NDefines.NMilitary.ARMY_MOVEMENT_SPEED = 2 -- Base movement speed of land units + --ex 15 + NDefines.NMilitary.NAVY_MOVEMENT_SPEED = 12 -- Base movement speed of naval units + --ex 1.0 doesn't work on startup given troops like for william + NDefines.NMilitary.EVENT_TROOPS_SIZE_MULT = 0.6 -- Applied to match_mult to determine size of troops spawned from events & history + NDefines.NMilitary.RETINUE_HIRE_COST_MULTIPLIER = 0.14 -- Retinues are free to hire atm, but they cost a lot to reinforce + --ex 0.025 + NDefines.NMilitary.RETINUE_REINFORCE_RATE = 0.02 + --ex 3.0 + NDefines.NMilitary.RETINUE_REINFORCE_COST = 4.0 -- Retinues cost while reinforcing. + NDefines.NMilitary.RETINUE_CONSTANT_COST = 0.25 -- Retinues cost at all times. + --ex 2, knight is 10, cavalry is 3 + NDefines.NMilitary.SPECIAL_TROOPS_MAINTENANCE = 5 + + -- ex 1.5 + NDefines.NMilitary.SHATTERED_RETREAT_MORALE_MULTIPLIER = 1.1 -- Multiplier of morale regain when shattered + -- ex 10 + NDefines.NMilitary.SHATTERED_RETREAT_MAX_PROVINCES = 7 -- Units can not move longer than this many provinces during a shattered retreat + + -- ex 10.0 + NDefines.NMilitary.MAX_RIVER_MOVEMENT_FORT_LEVEL = 7.0 + --ex 0.05 + NDefines.NMilitary.LIEGE_LEVY_REINF_RATE = 0.04 + --ex 18 + NDefines.NAI.RAID_AGGRESSION = 36 -- General frequency of raids. A LOWER number means more often! + + + --ex 0.5 + NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_LEVY_MULTIPLIER = 0.25 + --ex 0.5 + NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_GARRISON_MULTIPLIER = 0.05 + --ex 0.5 + NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_TAX_MULTIPLIER = 0.5 diff --git a/L3T/common/event_modifiers/L3T_modifiers.txt b/L3T/common/event_modifiers/L3T_modifiers.txt index 8b8955f9..4afd05ee 100644 --- a/L3T/common/event_modifiers/L3T_modifiers.txt +++ b/L3T/common/event_modifiers/L3T_modifiers.txt @@ -156,10 +156,10 @@ #209-211 - not used #212 - tradition chrétienne #213 - tradition musulmane -#214 - tradition autre (voir si tuile) -#215 - déclin tradition chrétienne -#216 - déclin tradition musulmane -#217 - déclin tradition autre (voir si tuile) [NOT USED] +#214 - christian minority -accepted- +#215 - muslim minority -accepted- +#216 - christian minority -undergone- +#217 - muslim minority -undergone- #218 - depopulation vanilla 1 [NOT USED] #219 - depopulation vanilla 2 [NOT USED] #220 - depopulation vanilla 3 [NOT USED] @@ -408,7 +408,7 @@ relique_achercher_05 = {icon = 179} relique_graal_01 = {icon = 179} relique_generique = { icon = 179 - temple_tax_modifier = 0.15 + #temple_tax_modifier = 0.15 #bonus moved to TP_hostellerie_pelerins_1&2 } relique_fort_douteuse = {icon = 179} relique_falsifiee = {icon = 179} @@ -518,12 +518,12 @@ loge_modifier = { } ########## -trad_chretienne = { icon = 212 } #flag -trad_musulmane = { icon = 213 } #flag -trad_autre = { icon = 214 } #flag - -minorite_chretienne = { icon = 215 } -minorite_musulmane = { icon = 216 } +trad_christian = { icon = 212 } #+flag +trad_muslim = { icon = 213 } #+flag +minority_christian_pos = { icon = 214 } #+flag +minority_muslim_pos = { icon = 215 } #+flag +minority_christian_neg = { icon = 216 } #+flag +minority_muslim_neg = { icon = 217 } #+flag ########## boost_opinion_bourgeois = { town_opinion = 25 icon = 197 } @@ -715,7 +715,7 @@ industrie_prospere = { icon = 162 local_revolt_risk = -0.05 tax_income = 3.0 - local_tax_modifier = 0.15 + local_tax_modifier = 0.25 } ###Meteo @@ -832,6 +832,7 @@ realm_capital_province = { economy_techpoints = 0.05 culture_techpoints = 0.05 military_techpoints = 0.05 + tech_growth_modifier = 0.03 } ### Specialization modifiers feodal_prod_L1 = {icon = 225 } @@ -901,26 +902,36 @@ episco_muslim = {icon = 207 } route_size1 = { icon = 5 #major_modifer_icon_strip local_tax_modifier = 0.07 + levy_reinforce_rate = 0.01 + tech_growth_modifier = 0.01 major = yes } route_size2 = { icon = 4 #major_modifer_icon_strip - local_tax_modifier = 0.10 + local_tax_modifier = 0.10 + levy_reinforce_rate = 0.02 + tech_growth_modifier = 0.02 major = yes } route_size3 = { icon = 3 #major_modifer_icon_strip local_tax_modifier = 0.15 + levy_reinforce_rate = 0.03 + tech_growth_modifier = 0.03 major = yes } route_size4 = { icon = 2 #major_modifer_icon_strip local_tax_modifier = 0.20 + levy_reinforce_rate = 0.04 + tech_growth_modifier = 0.04 major = yes } route_size5 = { icon = 1 #major_modifer_icon_strip local_tax_modifier = 0.25 + levy_reinforce_rate = 0.05 + tech_growth_modifier = 0.05 major = yes } @@ -928,15 +939,39 @@ route_fluviale = { #icon = 164 icon = 6 #major_modifer_icon_strip local_tax_modifier = 0.05 + tech_growth_modifier = 0.01 major = yes } route_terrestre = { #icon = 165 icon = 8 #major_modifer_icon_strip local_tax_modifier = 0.05 + tech_growth_modifier = 0.01 major = yes } future_route = { icon = 9 major = yes } + +#fortress prison +the_fortress = { + health = -1 + diplomacy = -20 + icon = 38 +} + +#vanilla bandits +purge_mobilization = { + levy_size = -0.2 + castle_tax_modifier = -0.05 + icon = 19 +} +failed_purge = { + local_revolt_risk = 0.02 + icon = 32 +} +tarnished_reputation_claim = { + diplomacy = -1 + icon = 21 +} \ No newline at end of file diff --git a/L3T/common/event_modifiers/L3T_modifiers_STW.txt b/L3T/common/event_modifiers/L3T_modifiers_STW.txt new file mode 100644 index 00000000..56832fa3 --- /dev/null +++ b/L3T/common/event_modifiers/L3T_modifiers_STW.txt @@ -0,0 +1,34 @@ +################################# +# L3T par Arko # +################################# + +##stewardship effect revised +##ruler +stw_ruler_bonus0_6 = { global_tax_modifier = -0.10 icon = 22 } +stw_ruler_bonus7_10 = { global_tax_modifier = 0.01 icon = 24 } +stw_ruler_bonus11 = { global_tax_modifier = 0.02 icon = 4 } +stw_ruler_bonus12 = { global_tax_modifier = 0.04 icon = 4 } +stw_ruler_bonus13 = { global_tax_modifier = 0.06 icon = 4 } +stw_ruler_bonus14 = { global_tax_modifier = 0.08 icon = 4 } +stw_ruler_bonus15 = { global_tax_modifier = 0.10 icon = 4 } +stw_ruler_bonus16 = { global_tax_modifier = 0.12 icon = 4 } +stw_ruler_bonus17 = { global_tax_modifier = 0.14 icon = 4 } +stw_ruler_bonus18 = { global_tax_modifier = 0.16 icon = 4 } +stw_ruler_bonus19 = { global_tax_modifier = 0.18 icon = 4 } +stw_ruler_bonus20 = { global_tax_modifier = 0.20 icon = 4 } +##steward +stw_stew_bonus0_6 = { global_tax_modifier = -0.05 icon = 22 } +stw_stew_bonus7_10 = { global_tax_modifier = 0.05 icon = 24 } +stw_stew_bonus11 = { global_tax_modifier = 0.06 icon = 4 } +stw_stew_bonus12 = { global_tax_modifier = 0.08 icon = 4 } +stw_stew_bonus13 = { global_tax_modifier = 0.10 icon = 4 } +stw_stew_bonus14 = { global_tax_modifier = 0.12 icon = 4 } +stw_stew_bonus15 = { global_tax_modifier = 0.15 icon = 4 } +stw_stew_bonus16 = { global_tax_modifier = 0.20 icon = 4 } +stw_stew_bonus17 = { global_tax_modifier = 0.25 icon = 4 } +stw_stew_bonus18 = { global_tax_modifier = 0.30 icon = 4 } +stw_stew_bonus19 = { global_tax_modifier = 0.35 icon = 4 } +stw_stew_bonus20 = { global_tax_modifier = 0.40 icon = 4 } +##delegation +STW_delegation = { global_tax_modifier = 0.05 icon = 4 } +STW_extra_work = { icon = 22 } \ No newline at end of file diff --git a/L3T/common/event_modifiers/xx_vanilla_overide.txt b/L3T/common/event_modifiers/xx_vanilla_overide.txt new file mode 100644 index 00000000..72006a58 --- /dev/null +++ b/L3T/common/event_modifiers/xx_vanilla_overide.txt @@ -0,0 +1,51 @@ +#less OP +trade_route = { + city_tax_modifier = 0.07 + castle_tax_modifier = 0.05 + tribal_tax_modifier = 0.05 + icon = 4 +} + +#Vanilla bandits reshuffled modifiers+icons +incompetent_rule = { + local_revolt_risk = 0.05 + city_tax_modifier = -0.15 + castle_tax_modifier = -0.15 + temple_tax_modifier = -0.15 + icon = 25 #red crown +} + +thieves_guild = { #voleurs + ##thieves steal travellers and villagers, racketeering. cities are less affected + #city_tax_modifier = -0.25 + castle_tax_modifier = -0.20 + temple_tax_modifier = -0.20 + tribal_tax_modifier = -0.20 + nomad_tax_modifier = -0.20 + ##harsh to stand for people + local_revolt_risk = 0.05 + icon = 23 #red letter +} + +smugglers_ring = { #contrebande + #disease_defence = -0.1 + ##good material is harder to get and more expensive + #local_build_time_modifier = 0.5 + local_build_time_modifier = 0.3 + #local_build_cost_modifier = 0.25 + local_build_cost_modifier = 0.3 + ##cities gain less + city_tax_modifier = -0.30 + icon = 24 #gray coins +} + +highway_robber_band = { #routiers + supply_limit = -2 + levy_size = -0.33 + tribal_levy_size = -0.33 + manpower_growth = -0.1 + ##harder to move in security + global_movement_speed = -0.15 + local_tax_modifier = -0.10 + icon = 31 #red gauntlet +} \ No newline at end of file diff --git a/L3T/common/game_rules/000_REC_game_rules.txt b/L3T/common/game_rules/000_REC_game_rules.txt index dda8ca6f..3b438339 100644 --- a/L3T/common/game_rules/000_REC_game_rules.txt +++ b/L3T/common/game_rules/000_REC_game_rules.txt @@ -16,6 +16,8 @@ opus_francigenum = { name = "RULE_OPUS_FRANCIGENUM" group = "RULE_GROUP_RAILROADING" + group = "RULE_GROUP_L3T" + option = { name = dynamic text = "RULE_OPUS_FRANCIGENUM_DYNAMIC" diff --git a/L3T/common/game_rules/001_L3T_game_rules.txt b/L3T/common/game_rules/001_L3T_game_rules.txt new file mode 100644 index 00000000..659161e2 --- /dev/null +++ b/L3T/common/game_rules/001_L3T_game_rules.txt @@ -0,0 +1,36 @@ +# +# List of options showing in the Game Rules screen +# +# format is: +# rule_token = { +# name = "TEXT_KEY_FOR_NAME" +# desc = "TEXT_KEY_FOR_LONG_DESC" +# group = "TEXT_KEY_FOR_GROUP" # Used for filtering. A single rule can be in multiple groups +# option = { # please note that the first option is always the default option +# name = option_token +# text = "TEXT_KEY_FOR_OPTION_NAME" +# achievements = no # by default achievements = yes, allows or disallows achievements +# } +# } + +better_claims = { + name = "RULE_BETTER_CLAIMS" + group = "RULE_GROUP_WARFARE" + group = "RULE_GROUP_L3T" + + option = { + name = restricted + text = "RULE_BETTER_CLAIMS_restricted" + desc = "RULE_BETTER_CLAIMS_restricted_DESC" + } + option = { + name = vanilla + text = "RULE_BETTER_CLAIMS_vanilla" + desc = "RULE_BETTER_CLAIMS_vanilla_DESC" + } + option = { + name = plots_only + text = "RULE_BETTER_CLAIMS_plots_only" + desc = "RULE_BETTER_CLAIMS_plots_only_DESC" + } +} diff --git a/L3T/common/governments/_governments.info b/L3T/common/governments/_governments.info new file mode 100644 index 00000000..bfe06421 --- /dev/null +++ b/L3T/common/governments/_governments.info @@ -0,0 +1,21 @@ +This documentation is rather sparse, sorry. Mainly consists of functionality addded in 2.8 or later + +Government parameters +aggression = 2.0 - Changes the opinion threshold for being willing to declare war by 20 per point, and how quickly the AI is likely to declare war. 1 is default, and results in no change. Anything below 1 makes the AI less likely to declare war. A value of 0 will make the AI never declare war except via script. A negative value is considered invalid and should not be used + +gets_religion_opinion_penalties = no # The holder cares if people are of a different religion. Defaults to yes +gives_religion_opinion_penalties = no # Other people care if the holder is a different religion. Defaults to yes +vassal_government_opinion_penalties = no # Gets opinion penalties due to "accepts_liege_governments" and similar. Defaults to yes +offmap_power = offmap_china # What offmap power to use for culture and religion when using succ_offmap_succession +can_create_kingdoms = no # Whether people with this government can create kingdoms. Defaults to yes +can_create_empires = no # Whether people with this government can create empires. Defaults to yes +can_demand_religious_conversion = no # Whether people with this government can use the Demand Religious Conversion interaction. Defaults to yes +can_inherit = no # Whether people with this government can inherit titles. Defaults to yes +uses_bride_price = yes # Whether people with this government has to pay a bride price to marry people who don't use bride prices. Defaults to no +can_grant_kingdoms_and_empires_to_other_government = yes # Whether people with this government can give kingdoms and empires to people with a different government. Defaults to "yes" +can_grant_kingdoms_and_empires_to_other_government_group = yes # Whether people with this government can give kingdoms and empires to people with a different government group. Defaults to "no" +can_be_granted_kingdoms_and_empires_by_other_government = yes # Whether people with this government can receive kingdoms and empires from people with a different government. Defaults to "yes" +can_be_granted_kingdoms_and_empires_by_other_government_group = yes # Whether people with this government can receive kingdoms and empires from people with a different government group. Defaults to "yes" +women_can_take_consorts = yes # If set, women can take consorts as well, not just men. Defaults to "no". No effect if max_consorts is 0 +men_can_take_consorts = yes # If set, men can take consorts. Defaults to "yes". No effect if max_consorts is 0 +marriage_ignore_religion = yes # If set, the AI will ignore religion when considering marriage offers or taking consorts, defaults to "no" \ No newline at end of file diff --git a/L3T/common/governments/feudal_governments.txt b/L3T/common/governments/feudal_governments.txt new file mode 100644 index 00000000..b4961ef0 --- /dev/null +++ b/L3T/common/governments/feudal_governments.txt @@ -0,0 +1,446 @@ +feudal_governments = { + + feudal_government = { + preferred_holdings = { CASTLE } + allowed_holdings = { + CASTLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + muslim_government + theocratic_feudal_government + chinese_imperial_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + AND = { + has_global_flag = SWMH + religion = paulician + } + } + NOT = { religion_group = muslim } + NOT = { is_government_potential = roman_imperial_government } + NOT = { is_government_potential = order_government } + NAND = { + culture_group = tibetan_group + OR = { + religion = bon + religion = bon_reformed + religion = buddhist + } + higher_tier_than = BARON + } + NAND = { + tier = EMPEROR + primary_title = { has_title_flag = pretender_chinese_empire } + OR = { + culture_group = chinese_group + culture = khitan + culture = tangut + culture = jurchen + has_character_flag = chinese_imperial_government_preserve + } + } + is_patrician = no + } + + color = { 91 133 207 } + + dukes_called_kings = yes + barons_need_dynasty = yes + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 600 + + ## Modifiers + court_size_modifier = 10 + } + + muslim_government = { + preferred_holdings = { CASTLE } + allowed_holdings = { + CASTLE + TEMPLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + feudal_government + theocratic_feudal_government + chinese_imperial_government + } + free_revoke_on_tiers = { + duke + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_iqta" + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + AND = { + has_global_flag = SWMH + religion = paulician + } + } + religion_group = muslim + NOT = { is_government_potential = roman_imperial_government } + NOT = { is_government_potential = order_government } + NAND = { + tier = EMPEROR + primary_title = { has_title_flag = pretender_chinese_empire } + OR = { + culture_group = chinese_group + culture = khitan + culture = tangut + culture = jurchen + has_character_flag = chinese_imperial_government_preserve + } + } + is_patrician = no + } + + color = { 10 138 57 } + + uses_decadence = yes + uses_piety_for_law_change = yes + + dukes_called_kings = yes + barons_need_dynasty = yes + have_gender_laws = no + allows_matrilineal_marriage = no + free_retract_vassalage = yes + + free_levies_in_offensive_war = yes # Took away the hardcoded stuff for muslims where they could raise levies without pissing off vassals if in an offensive war. + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 600 + + ## Modifiers + court_size_modifier = 10 + } + + theocratic_feudal_government = { + preferred_holdings = { CASTLE TEMPLE } + allowed_holdings = { + CASTLE + TEMPLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + muslim_government + theocracy_government + feudal_government + chinese_imperial_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_theocraticfeudal" + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + AND = { + has_global_flag = SWMH + religion = paulician + } + } + NOT = { religion_group = muslim } + NOT = { is_government_potential = roman_imperial_government } + NOT = { is_government_potential = order_government } + AND = { + culture_group = tibetan_group + OR = { + religion = bon + religion = bon_reformed + religion = buddhist + } + higher_tier_than = BARON + } + NAND = { + tier = EMPEROR + primary_title = { has_title_flag = pretender_chinese_empire } + OR = { + culture_group = chinese_group + culture = khitan + culture = tangut + culture = jurchen + has_character_flag = chinese_imperial_government_preserve + } + } + is_patrician = no + } + + color = { 207 145 90 } + + uses_piety_for_law_change = yes + dukes_called_kings = yes + barons_need_dynasty = yes + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 600 + ## Modifiers + court_size_modifier = 10 + } + + chinese_imperial_government = { + preferred_holdings = { CASTLE CITY } + allowed_holdings = { + CASTLE + CITY + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + feudal_government + muslim_government + theocratic_feudal_government + } + free_revoke_on_tiers = { + duke + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_chineseimperial" + potential = { + tier = EMPEROR + primary_title = { has_title_flag = pretender_chinese_empire } + OR = { + culture_group = chinese_group + culture = khitan + culture = tangut + culture = jurchen + has_character_flag = chinese_imperial_government_preserve #keeps government when player is given culture change opton + } + is_patrician = no + } + + color = { 118 255 163 } + + barons_need_dynasty = yes + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 200 + + can_usurp_kingdoms_and_empires = no + can_create_empires = no + can_demand_religious_conversion = no + gets_religion_opinion_penalties = no + gives_religion_opinion_penalties = no + vassal_government_opinion_penalties = no + can_grant_kingdoms_and_empires_to_other_government_group = yes + free_retract_vassalage = yes + marriage_ignore_religion = yes + + vassal_limit = 10 + + character_modifier = { + monthly_character_piety = 1 + } + ## Modifiers + court_size_modifier = 15 + } + + order_government = { + preferred_holdings = { CASTLE } + allowed_holdings = { + CASTLE + TEMPLE + TRIBAL + FORT + HOSPITAL + } + accepts_liege_governments = { + feudal_government + muslim_government + theocracy_government + theocratic_feudal_government + chinese_imperial_government + } + free_revoke_on_governments = { + order_government + } + free_revoke_on_tiers = { + BARON + } + + forced_contract = { + order_government + } + + frame_suffix = "_order" + title_prefix = "order_" + + potential = { + OR = { + holy_order = yes + AND = { + any_liege = { + holy_order = yes + religion = ROOT + } + ai = yes + NAND = { + is_government_potential = merchant_republic_government + OR = { + tier = DUKE + is_patrician = yes + } + any_demesne_province = { + any_province_holding = { + OR = { + AND = { + tier = BARON + holding_type = family_palace + } + AND = { + NOT = { + tier = BARON + } + holding_type = city + } + } + } + } + } + } + } + } + + color = { 169 169 169 } + + have_gender_laws = no + can_create_kingdoms = no + can_create_empires = no + can_imprison_without_reason = no + can_revoke_without_reason = no + dukes_called_kings = yes + barons_need_dynasty = yes + can_usurp_kingdoms_and_empires = no + can_grant_kingdoms_and_empires_to_other_government = no + can_be_granted_kingdoms_and_empires_by_other_government = no + can_inherit = no + free_retract_vassalage = yes + } + roman_imperial_government = { + preferred_holdings = { CASTLE CITY } + allowed_holdings = { + CASTLE + CITY + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + feudal_government + republic_government + merchant_republic_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_romanimperial" + potential = { + OR = { + AND = { + is_save_game = no + has_game_started = no + primary_title = { + OR = { + title = e_byzantium + title = e_roman_empire + } + } + } + AND = { + primary_title = { + OR = { + title = e_byzantium + title = e_roman_empire + } + has_law = succ_byzantine_elective + } + } + } + is_patrician = no + } + + color = { 143 12 125 } + + barons_need_dynasty = yes + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 2000 + + can_usurp_kingdoms_and_empires = no + can_imprison_without_reason = no + can_create_empires = no + vassal_government_opinion_penalties = no + can_grant_kingdoms_and_empires_to_other_government_group = yes + can_be_granted_kingdoms_and_empires_by_other_government = no + free_retract_vassalage = yes + + ## Modifiers + court_size_modifier = 15 + } +} diff --git a/L3T/common/governments/nomadic_governments.txt b/L3T/common/governments/nomadic_governments.txt new file mode 100644 index 00000000..a4c2889e --- /dev/null +++ b/L3T/common/governments/nomadic_governments.txt @@ -0,0 +1,69 @@ +nomadic_governments = { + + nomadic_government = { + preferred_holdings = { NOMAD } + allowed_holdings = { NOMAD } + vassal_call_to_arms = { + nomadic_government + } + no_vassal_tax = { + nomadic_government + } + forced_contract = { + feudal_government + muslim_government + theocracy_government + merchant_republic_government + republic_government + tribal_government + theocratic_feudal_government + chinese_imperial_government + } + ignore_in_vassal_limit_calculation = { + nomadic_government + } + frame_suffix = "_nomadic" + title_prefix = "nomadic_" + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + AND = { + has_global_flag = SWMH + religion = paulician + } + } + is_patrician = no + mercenary = no + holy_order = no + } + + unit_home_modifier = { + supply_limit = 5 # Supply limit modifier for Nomads in Nomad lands + } + + color = { 201 179 36 } + + uses_prestige_for_law_change = yes + allow_title_revokation = yes + allow_looting = yes + max_consorts = 3 + ignores_de_jure_laws = yes + can_build_holdings = no + can_build_forts = no + can_build_hospitals = no + can_build_temple = yes + can_demand_religious_conversion = no + marriage_ignore_religion = yes + + vassal_limit = -10 + commander_limit = -4 + capital_move_delay = 120 + } + +} diff --git a/L3T/common/governments/republic_governments.txt b/L3T/common/governments/republic_governments.txt new file mode 100644 index 00000000..0c52071d --- /dev/null +++ b/L3T/common/governments/republic_governments.txt @@ -0,0 +1,206 @@ +republic_governments = { + + merchant_republic_government = { + preferred_holdings = { CITY } + allowed_holdings = { + TRADE_POST + CITY + CASTLE + FAMILY_PALACE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Accepts other republics + republic_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_merchantrepublic" + title_prefix = "city_" + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + AND = { + has_global_flag = SWMH + religion = paulician + } + } + #is_female = no + OR = { + AND = { + is_patrician = yes + OR = { + liege_before_war = { + NOT = { character = PREV } + is_merchant_republic = yes + NOT = { + liege_before_war = { + NOT = { character = PREV } + is_merchant_republic = yes + } + } + } + has_game_started = no + } + } + AND = { + OR = { + AND = { + has_game_started = yes + is_merchant_republic = yes + } + capital_scope = { port = yes } + } + higher_real_tier_than = count + any_demesne_province = { + always = yes + } + NOT = { + liege_before_war = { + NOT = { character = PREV } + is_merchant_republic = yes + } + } + } + } + } + + color = { 250 0 0 } + + merchant_republic = yes + + can_imprison_without_reason = no + can_revoke_without_reason = no + can_usurp_kingdoms_and_empires = no + have_gender_laws = no + can_grant_kingdoms_and_empires_to_other_government = yes + allows_matrilineal_marriage = no + uses_bride_price = yes + + can_build_tribal = no + + landed_inheritance = no + + capital_move_delay = 600 + + ## Modifiers + court_size_modifier = 5 + court_size_maintenance_cost_modifier = -0.05 + } + + republic_government = { + preferred_holdings = { CITY } + allowed_holdings = { + CITY + CASTLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Accepts other republics + merchant_republic_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_republic" + title_prefix = "city_" + potential = { + NAND = { + controls_religion = yes + NOT = { religion_group = muslim } + #NOT = { religion = norse_pagan_reformed } + #NOT = { religion = paulician } + } + NOT = { + AND = { + has_global_flag = SWMH + NOT = { religion = norse_pagan_reformed } + } + } + NOT = { + AND = { + has_global_flag = SWMH + NOT = { religion = paulician } + } + } + NOT = { is_government_potential = merchant_republic_government } + holy_order = no + } + + color = { 209 125 130 } + + can_imprison_without_reason = no + can_revoke_without_reason = no + + can_build_tribal = no + + capital_move_delay = 600 + + ## Modifiers + court_size_modifier = 5 + } + + confucian_bureaucracy = { + offmap_power = offmap_china + preferred_holdings = { CASTLE CITY } + allowed_holdings = { + CASTLE + CITY + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + forced_contract = { + feudal_government + muslim_government + theocratic_feudal_government + chinese_imperial_government + theocracy_government + tribal_government + merchant_republic_government + republic_government + } + gets_religion_opinion_penalties = no + vassal_government_opinion_penalties = no + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_confucian" + potential = { + is_offmap_tag = offmap_china + } + + color = { 94 187 185 } + + can_imprison_without_reason = no + can_revoke_without_reason = no + + can_build_tribal = no + + capital_move_delay = 600 + + aggression = 0 # AI only attacks by script + can_create_kingdoms = no + can_create_empires = no + can_demand_religious_conversion = no + can_inherit = no + + ## Modifiers + court_size_modifier = 10 + } +} diff --git a/L3T/common/governments/theocracy_governments.txt b/L3T/common/governments/theocracy_governments.txt new file mode 100644 index 00000000..cb42839a --- /dev/null +++ b/L3T/common/governments/theocracy_governments.txt @@ -0,0 +1,52 @@ +theocracy_governments = { + + theocracy_government = { + preferred_holdings = { TEMPLE } + allowed_holdings = { + TEMPLE + CASTLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + accepts_liege_governments = { + feudal_government + muslim_government + republic_government + merchant_republic_government + theocratic_feudal_government + chinese_imperial_government + } + frame_suffix = "_theocracy" + title_prefix = "temple_" + potential = { + NOT = { religion_group = muslim } + holy_order = no + is_patrician = no + OR = { + is_female = no + religion_allows_female_temple_holders = yes + } + OR = { + is_female = yes + religion_allows_male_temple_holders = yes + } + } + + color = { 220 220 220 } + + can_create_kingdoms = no + have_gender_laws = no + can_be_granted_kingdoms_and_empires_by_other_government = no + + can_build_tribal = no + + capital_move_delay = 600 + } + +} \ No newline at end of file diff --git a/L3T/common/governments/tribal_governments.txt b/L3T/common/governments/tribal_governments.txt new file mode 100644 index 00000000..ae74a2e4 --- /dev/null +++ b/L3T/common/governments/tribal_governments.txt @@ -0,0 +1,78 @@ +tribal_governments = { + + tribal_government = { + preferred_holdings = { TRIBAL } + allowed_holdings = { + TRIBAL + FORT + } + accepts_liege_governments_culture = { # Tribals have no opinion penalty towards their liege if of the same culture + feudal_government + republic_government + merchant_republic_government + theocracy_government + muslim_government + theocratic_feudal_government + chinese_imperial_government + } + accepts_liege_governments_culture_and_religion = { # Tribals have no opinion penalty towards their liege if of the same culture and religion + order_government + } + vassal_call_to_arms = { + tribal_government + } + no_vassal_tax = { + tribal_government + } + builds_with_prestige = { + TRIBAL + } + frame_suffix = "_tribal" + title_prefix = "tribal_" + potential = { + OR = { + is_feudal = no + has_game_started = no + } + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + AND = { + has_global_flag = SWMH + religion = paulician + } + } + is_patrician = no + mercenary = no + holy_order = no + NOT = { is_government_potential = order_government } + } + + color = { 92 31 23 } + + dukes_called_kings = yes + + uses_decadence = yes + + allow_looting = yes + max_consorts = 3 + ignores_de_jure_laws = yes + can_build_castle = no + can_build_city = no + can_build_temple = yes + can_build_tribal = yes + can_build_hospitals = no + can_change_to_nomad_on_start = yes + + #demesne_size = 2 #L3T + #vassal_limit = -10 #L3T + + capital_move_delay = 600 + } + +} diff --git a/L3T/common/job_actions/00_job_actions.txt b/L3T/common/job_actions/00_job_actions.txt new file mode 100644 index 00000000..5435b936 --- /dev/null +++ b/L3T/common/job_actions/00_job_actions.txt @@ -0,0 +1,899 @@ +########################################## +# COUNCILLOR ACTIONS +########################################## +# attribute = [diplomacy/stewardship/intrigue/martial/learning] - Character attribute is multiplied with the modifiers +# trigger = Province scope trigger to determine if the action is meaningful in a province (the player character is FROM, the councillor is in 'new_character') +# Events that can trigger off this action. This info is only used by the GUI. +# All modifiers (like 'local_build_time_modifier') are multiplied by the attribute + +# display_on_map = { +# tooltip = JOB_PROSELYTIZE_DIFFERENT_RELIGION # Key of the loc to add to the tooltip +# trigger = { # Trigger for when this should happen. Same scopes as the allow/potential for the job action itself +# NOT = { religion = FROM } +# } +# color = { 255 0 0 } # What color to use on the map +# } + + +# Chancellor +action_improve_relations = { + attribute = diplomacy + + potential = { + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + is_theocracy = no + FROM = { + job_chancellor = { + NOT = { character = PREVPREV } # Can't be sent to improve relations with himself... + + } + } + } + is_within_diplo_range = FROM + } + + + events = { 910 911 } +} + +action_clan_sentiment = { + attribute = diplomacy + + potential = { + FROM = { + is_nomadic = yes + } + } + + trigger = { + owner = { + is_nomadic = yes + NOT = { character = FROM } + + FROM = { + job_chancellor = { + NOT = { character = PREVPREV } # Can't be sent to improve relations with himself... + + } + } + + OR = { + vassal_of = FROM + same_liege = FROM + overlord_of = FROM + } + } + } + + events = { 20235 } +} + +action_fabricate_claims = { + attribute = diplomacy + + potential = { + FROM = { is_nomadic = no } + FROM = { is_tribal = no } + NOT = { + has_game_rule = { + name = better_claims + value = plots_only + } + } + } + + trigger = { + OR = { + AND = { + has_game_rule = { + name = better_claims + value = restricted + } + any_province_lord = { + NOT = { character = FROM } #not against me + NOT = { is_vassal_or_below_of = FROM } #not against vassals + } + + OR = { + #a neighbour of my demesne, 1 province far + any_neighbor_province = { + owner = { + character = FROM + } + } + #a neighbour of my demesne, 2 provinces far + any_neighbor_province = { + any_neighbor_province = { + owner = { + character = FROM + } + } + } + #a neighbour a vassal, 1 province far + any_neighbor_province = { + owner = { + is_vassal_or_below_of = FROM + } + } + } + } + AND = { + has_game_rule = { + name = better_claims + value = vanilla + } + any_province_lord = { + NOT = { character = FROM } + FROM = { + job_chancellor = { + NOT = { character = PREVPREV } # Can't be sent to improve relations with himself... + + } + } + } + } + } + is_within_diplo_range = FROM + #ruler can't send again a chancellor against the same target after banishment + NOT = { + any_province_lord = { + has_opinion_modifier = { + who = FROM + name = he_attempted_fabricate_claim_chancellor_banned + } + } + } + } + + display_on_map = { + tooltip = JOB_CLAIM_CONNECTED_INSIDE + trigger = { + AND = { + has_game_rule = { + name = better_claims + value = restricted + } + any_province_lord = { + NOT = { character = FROM } #not against me + NOT = { is_vassal_or_below_of = FROM } #not against vassals + same_realm = FROM + } + + #OR = { + #a neighbour of my demesne, 1 province far + any_neighbor_province = { + owner = { + character = FROM + } + } + #} + } + } + color = { 0 255 0 } + } + display_on_map = { + tooltip = JOB_CLAIM_CONNECTED_OUTSIDE + trigger = { + AND = { + has_game_rule = { + name = better_claims + value = restricted + } + any_province_lord = { + NOT = { character = FROM } #not against me + NOT = { is_vassal_or_below_of = FROM } #not against vassals + NOT = { same_realm = FROM } + } + + #OR = { + #a neighbour of my demesne, 1 province far + any_neighbor_province = { + owner = { + character = FROM + } + } + #} + } + } + color = { 255 255 0 } + } + display_on_map = { + tooltip = JOB_CLAIM_UNCONNECTED_INSIDE + trigger = { + AND = { + has_game_rule = { + name = better_claims + value = restricted + } + any_province_lord = { + NOT = { character = FROM } #not against me + NOT = { is_vassal_or_below_of = FROM } #not against vassals + same_realm = FROM + } + + OR = { + #a neighbour of my demesne, 2 provinces far + any_neighbor_province = { + any_neighbor_province = { + owner = { + character = FROM + } + } + } + #a neighbour a vassal, 1 province far + any_neighbor_province = { + owner = { + is_vassal_or_below_of = FROM + } + } + } + } + } + color = { 0 155 0 } + } + display_on_map = { + tooltip = JOB_CLAIM_UNCONNECTED_OUTSIDE + trigger = { + AND = { + has_game_rule = { + name = better_claims + value = restricted + } + any_province_lord = { + NOT = { character = FROM } #not against me + NOT = { is_vassal_or_below_of = FROM } #not against vassals + NOT = { same_realm = FROM } + } + + OR = { + #a neighbour of my demesne, 2 provinces far + any_neighbor_province = { + any_neighbor_province = { + owner = { + character = FROM + } + } + } + #a neighbour a vassal, 1 province far + any_neighbor_province = { + owner = { + is_vassal_or_below_of = FROM + } + } + } + } + } + color = { 155 155 0 } + } + + events = { 913 914 } +} + +action_sow_dissent = { + attribute = diplomacy + + potential = { + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + NOT = { is_liege_or_above = FROM } + } + is_within_diplo_range = FROM + } + + events = { 916 917 } +} + +action_statecraft = { + attribute = diplomacy + + potential = { + has_dlc = Mystics + } + + liege_modifier = statecraft_liege_mod + + offmap = yes + + events = { MNM.78000 MNM.78003 } +} + +# Steward +action_squeeze_peasants = { + attribute = stewardship + + potential = { + FROM = { + is_tribal = no + is_nomadic = no + } + } + + trigger = { + any_province_lord = { + character = FROM + } + } + + local_tax_modifier = 0.025 + + events = { 920 921 } +} + +action_collect_tribute = { + attribute = stewardship + + potential = { + FROM = { + is_nomadic = yes + } + } + + trigger = { + num_of_settlements = 1 + any_province_lord = { + NOT = { character = FROM } + + FROM = { + job_treasurer = { + NOT = { character = PREVPREV } # Can't be sent to himself... + } + } + + OR = { + vassal_of = FROM + pays_tribute_to = FROM + } + capital_scope = { + province = ROOT + } + } + } + + events = { 20225 } +} + +action_settle_tribe = { + attribute = stewardship + + potential = { + FROM = { + is_tribal = yes + } + } + + trigger = { + any_province_lord = { + character = FROM + } + NOT = { culture = FROM } + OR = { + NOT = { + has_game_rule = { + name = culture_conversion + value = restricted + } + } + any_neighbor_province = { culture = FROM } + any_neighbor_province = { port = yes } + } + } + + events = { 925 20206 } +} + +action_oversee_construction = { + attribute = stewardship + + potential = { + } + + trigger = { + any_province_lord = { + character = FROM + } + } + + local_build_time_modifier = -0.025 + + events = { 923 924 } +} + +action_advance_eco_tech = { + attribute = stewardship + + potential = { + FROM = { + is_tribal = no + } + } + + trigger = { + any_province_lord = { + character = FROM + } + technology_can_spread = yes + } + + display_on_map = { + tooltip = JOB_ECO_CAPITAL + trigger = { + any_province_lord = { + character = FROM + } + technology_can_spread = yes + has_province_modifier = realm_capital_province + } + color = { 0 50 250 } + } + display_on_map = { + tooltip = JOB_ECO_CAPITAL_NOT + trigger = { + any_province_lord = { + character = FROM + } + technology_can_spread = yes + NOT = { has_province_modifier = realm_capital_province } + } + color = { 230 230 0 } + } + + tech_growth_modifier_economy = 0.05 + + events = { } +} + +action_build_legend = { + attribute = stewardship + + potential = { + FROM = { + is_tribal = yes + } + } + + trigger = { + FROM = { + is_capital = PREV + } + } + + monthly_character_prestige = 0.1 + + events = { 20208 } +} + +action_administer_realm = { + attribute = stewardship + + potential = { + has_dlc = Mystics + } + + offmap = yes + + events = { MNM.70005 MNM.78007 } +} + +# Spymaster +action_uncover_plots = { + attribute = intrigue + + potential = { + NOT = { has_dlc = Mystics } + } + + trigger = { + any_province_lord = { + OR = { + is_liege_or_above = FROM + same_liege = FROM + } + } + } + + plot_discovery_chance = 0.01 + + events = { 929 931 9000 9020 } +} + +action_uncover_plots_offmap = { + attribute = intrigue + + potential = { + has_dlc = Mystics + } + + offmap = yes + + plot_discovery_chance = 0.01 + + events = { MNM.70022 MNM.70024 MNM.70023 } +} + +action_study_technology = { + attribute = intrigue + + potential = { + } + + trigger = { + has_higher_tech_than = FROM + any_province_lord = { + NOT = { is_liege_or_above = FROM } + NOT = { character = FROM } + } + is_within_diplo_range = FROM + } + + events = { 932 933 } +} + +action_organize_spies = { + attribute = intrigue + + potential = { + NOT = { + has_dlc = "Mystics" + } + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + } + is_within_diplo_range = FROM + } + + plot_power_modifier = 0.005 + + events = { 935 936 } +} + +action_organize_spies_mystics = { + attribute = intrigue + + potential = { + has_dlc = "Mystics" + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + } + is_within_diplo_range = FROM + } + + plot_power_modifier = 0.005 + + events = { 935 936 931 9000 9020 } +} + +action_sabotage_province = { + attribute = intrigue + + potential = { + has_dlc = Mystics + } + + trigger = { + any_province_lord = { + NOT = { + tier = BARON + } + NOT = { character = FROM } + } + can_be_sabotaged_trigger = yes + is_within_diplo_range = FROM + } + + events = { MNM.70020 933 } +} + +# Marshal +action_advance_mil_tech = { + attribute = martial + + potential = { + FROM = { + is_tribal = no + } + } + + trigger = { + any_province_lord = { + character = FROM + } + technology_can_spread = yes + } + + tech_growth_modifier_military = 0.05 + + events = { 938 939 } +} + +action_organize_raid = { + attribute = martial + + potential = { + FROM = { + is_tribal = yes + } + } + + trigger = { + FROM = { + is_capital = PREV + } + } + + events = { 20221 } +} + +action_train_troops = { + attribute = martial + + potential = { + FROM = { + is_nomadic = no + } + } + + trigger = { + any_province_lord = { + character = FROM + } + } + + levy_size = 0.025 + levy_reinforce_rate = 0.06 #vanilla 0.05 + + events = { 941 942 } +} + +action_train_troops_nomadic = { + attribute = martial + + potential = { + FROM = { + is_nomadic = yes + } + } + + trigger = { + FROM = { + is_capital = ROOT + } + } + + manpower_growth = 0.015 + + events = { } +} + +action_assist_arrest = { + attribute = martial + + potential = { + } + + trigger = { + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + + arrest_chance_modifier = 0.01 + local_revolt_risk = -0.01 + + events = { } +} + +action_organize_army = { + attribute = martial + + potential = { + has_dlc = Mystics + } + + offmap = yes + + liege_modifier = organize_army_liege_mod + + attribute_cap = 25 + + events = { MNM.70010 MNM.70012 MNM.70015 } +} + +# Court Chaplain +action_inquisition = { + attribute = learning + + potential = { + } + + ###L3T + #possibly continue the conversion work if there is an unwanted minority there + + + trigger = { + num_of_settlements = 1 + NAND = { + FROM = { job_spiritual = { has_character_modifier = spiritual_refused_pagans } } # See Event ZE.5040 + owner = { AND = { religion_group = pagan_group NOT = { religion = FROM } } } + } + OR = { + proselytize_convert_independent_trigger = yes + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + } + + display_on_map = { + tooltip = JOB_PROSELYTIZE_SAME_RELIGION + trigger = { + religion = FROM + NOT = { is_heresy_of = FROM } + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + color = { 0 0 255 } + } + + display_on_map = { + tooltip = JOB_PROSELYTIZE_SAME_RELIGION_HERESY + trigger = { + #religion = FROM + is_heresy_of = FROM + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + color = { 255 255 0 } + } + display_on_map = { + tooltip = JOB_PROSELYTIZE_DIFFERENT_RELIGION + trigger = { + NOT = { religion = FROM } + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + color = { 0 255 0 } + } + + display_on_map = { + tooltip = JOB_PROSELYTIZE_CONVERT_INDEPENDENT + trigger = { + proselytize_convert_independent_trigger = yes + } + color = { 255 35 35 } + } + + events = { 900 901 902 903 } +} + +action_improve_rel_relations = { + attribute = learning + + potential = { + FROM = { + NOT = { religion_group = muslim } + } + } + + trigger = { + any_province_lord = { + religion = FROM + is_theocracy = yes + FROM = { + job_spiritual = { + NOT = { character = PREVPREV } # Can't be sent to improve relations with himself... + } + } + } + is_within_diplo_range = FROM + } + + events = { 906 907 } +} + +action_advance_cul_tech = { + attribute = learning + + potential = { + FROM = { + is_tribal = no + } + } + + trigger = { + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + technology_can_spread = yes + } + + tech_growth_modifier_culture = 0.05 + + events = { 926 927 } +} + +action_build_zeal = { + attribute = learning + + potential = { + FROM = { + is_tribal = yes + } + } + + trigger = { + FROM = { + is_capital = PREV + } + } + + monthly_character_piety = 0.05 + + events = { 20218 } +} + +action_hunt_heretics = { + attribute = learning + + potential = { + has_dlc = Mystics + } + + liege_modifier = apostate_liege_mod + + offmap = yes + + events = { MNM.70100 } +} + +# Lord Spiritual (Muslim only) +action_charity = { + attribute = learning + + potential = { + FROM = { religion_group = muslim } + } + + trigger = { + any_province_lord = { + character = FROM + } + } + + local_revolt_risk = -0.01 + + events = { 20040 20043 20048 20050 } +} \ No newline at end of file diff --git a/L3T/common/laws/demesne_laws.txt b/L3T/common/laws/demesne_laws.txt new file mode 100644 index 00000000..d679001d --- /dev/null +++ b/L3T/common/laws/demesne_laws.txt @@ -0,0 +1,2723 @@ +# Demesne type (de facto) laws (set for the PRIMARY title in a demesne but affects the whole demesne) + +law_groups = { + centralization = { + law_type = realm + } + tribal_organization = { + law_type = realm + } + vice_royalty = { + law_type = realm + } + administration = { + law_type = realm + } + feudal_contract = { + law_type = realm + } + feudal_tax = { + law_type = realm + } + iqta_contract = { + law_type = realm + } + iqta_tax = { + law_type = realm + } + city_contract = { + law_type = realm + } + city_tax = { + law_type = realm + } + temple_contract = { + law_type = realm + } + temple_tax = { + law_type = realm + } +# tribal_contract = { #removed L3T +# law_type = realm +# } + tribal_tax = { + law_type = realm + } +} + +laws = { + + # CENTRALIZATION LAWS + ############################## + + centralization_0 = { + group = centralization + default = yes + + allow = { + OR = { + has_law = centralization_1 + AND = { + NOT = { has_law = centralization_0 } + NOT = { has_law = centralization_1 } + NOT = { has_law = centralization_2 } + NOT = { has_law = centralization_3 } + NOT = { has_law = centralization_4 } + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.8 + } + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_1 + over_vassal_limit = -1 + over_max_demesne_size = -1 + } + AND = { + has_law = centralization_2 + over_vassal_limit = -6 + over_max_demesne_size = -2 + } + AND = { + has_law = centralization_3 + over_vassal_limit = -11 + over_max_demesne_size = -3 + } + AND = { + has_law = centralization_4 + over_vassal_limit = -16 + over_max_demesne_size = -4 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = 10 + } + + centralization_1 = { + group = centralization + + allow = { + OR = { + has_law = centralization_0 + has_law = centralization_2 + } + OR = { + OR = { + has_law = tribal_organization_1 + has_law = tribal_organization_2 + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + holder_scope = { + is_tribal = no + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.9 + } + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_0 + over_vassal_limit = -1 + over_max_demesne_size = 1 + } + AND = { + has_law = centralization_2 + over_vassal_limit = 1 + over_max_demesne_size = -1 + } + AND = { + has_law = centralization_3 + over_vassal_limit = 6 + over_max_demesne_size = -2 + } + AND = { + has_law = centralization_4 + over_vassal_limit = 11 + over_max_demesne_size = -3 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = 5 + demesne_size = 1 + } + + centralization_2 = { + group = centralization + + allow = { + OR = { + has_law = centralization_1 + has_law = centralization_3 + } + OR = { + OR = { + has_law = tribal_organization_2 + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + holder_scope = { + is_tribal = no + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_0 + over_vassal_limit = -6 + over_max_demesne_size = 2 + } + AND = { + has_law = centralization_1 + over_vassal_limit = -1 + over_max_demesne_size = 1 + } + AND = { + has_law = centralization_3 + over_vassal_limit = 1 + over_max_demesne_size = -1 + } + AND = { + has_law = centralization_4 + over_vassal_limit = 6 + over_max_demesne_size = -2 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = 0 + demesne_size = 2 + } + + centralization_3 = { + group = centralization + + allow = { + OR = { + has_law = centralization_2 + has_law = centralization_4 + } + OR = { + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + holder_scope = { + is_tribal = no + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.9 + } + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_0 + over_vassal_limit = -11 + over_max_demesne_size = 3 + } + AND = { + has_law = centralization_1 + over_vassal_limit = -6 + over_max_demesne_size = 2 + } + AND = { + has_law = centralization_2 + over_vassal_limit = -1 + over_max_demesne_size = 1 + } + AND = { + has_law = centralization_4 + over_vassal_limit = 1 + over_max_demesne_size = -1 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = -5 + demesne_size = 3 + } + + centralization_4 = { + group = centralization + + allow = { + has_law = centralization_3 + OR = { + has_law = tribal_organization_4 + holder_scope = { + is_tribal = no + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.8 + } + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_0 + over_vassal_limit = -16 + over_max_demesne_size = 4 + } + AND = { + has_law = centralization_1 + over_vassal_limit = -11 + over_max_demesne_size = 3 + } + AND = { + has_law = centralization_2 + over_vassal_limit = -6 + over_max_demesne_size = 2 + } + AND = { + has_law = centralization_3 + over_vassal_limit = -1 + over_max_demesne_size = 1 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = -10 + demesne_size = 4 + } + + + # TRIBAL ORGANIZATION + ############################## + + tribal_organization_0 = { + group = tribal_organization + default = yes + + unreformed_tribal_opinion = 5 + + allow = { + OR = { + has_law = tribal_organization_1 + AND = { + NOT = { has_law = tribal_organization_0 } + NOT = { has_law = tribal_organization_1 } + NOT = { has_law = tribal_organization_2 } + NOT = { has_law = tribal_organization_3 } + NOT = { has_law = tribal_organization_4 } + } + } + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0 + has_law = tribal_organization_1 + holder_scope = { + NOT = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + } + } + } + modifier = { + factor = 0.5 + has_law = tribal_organization_1 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = no + set_allow_free_infidel_revokation = no + set_tribal_vassal_levy_control = no + set_tribal_vassal_tax_income = no + } + hidden_tooltip = { + if = { + limit = { has_dlc = "Zeus" } + revoke_law = law_voting_power_1 + revoke_law = war_voting_power_1 + disable_council_voting_on_issue = laws + disable_council_voting_on_issue = enforce_peace + disable_council_voting_on_issue = declare_war_interaction + } + } + if = { + limit = { + has_law = tribal_organization_1 + } + custom_tooltip = { + text = disables_centralization_1 + } + } + if = { + limit = { + has_law = tribal_organization_2 + } + custom_tooltip = { + text = disables_centralization_2 + } + } + if = { + limit = { + has_law = tribal_organization_3 + } + custom_tooltip = { + text = disables_centralization_3 + } + custom_tooltip = { + text = disables_tribal_levy_laws + } + custom_tooltip = { + text = disables_tribal_tax_laws + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disables_centralization_4 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disallows_change_government + } + } + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = centralization_1 + has_law = centralization_2 + has_law = centralization_3 + has_law = centralization_4 + } + } + add_law = centralization_0 + } + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + #revoke_law = tribal_contract_0 + #revoke_law = tribal_contract_1 + #revoke_law = tribal_contract_2 + #revoke_law = tribal_contract_3 + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + } + + tribal_organization_1 = { + group = tribal_organization + + unreformed_tribal_opinion = -5 + + allow = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_2 + } + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.5 + has_law = tribal_organization_0 + holder_scope = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 10 + } + } + } + } + } + modifier = { + factor = 0 + has_law = tribal_organization_2 + holder_scope = { + NOT = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + } + } + } + modifier = { + factor = 2 + has_law = tribal_organization_0 + holder_scope = { dislike_tribal_organization = no } + } + modifier = { + factor = 0.5 + has_law = tribal_organization_2 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + pass_effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tribal_organization_0 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + dislike_tribal_organization = yes + } + opinion = { + who = ROOT + modifier = opinion_increased_tribal_organization + months = 60 + } + } + } + } + } + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = yes + set_allow_free_infidel_revokation = no + set_tribal_vassal_levy_control = no + set_tribal_vassal_tax_income = no + } + if = { + limit = { + has_law = tribal_organization_0 + } + custom_tooltip = { + text = enables_centralization_1 + } + } + if = { + limit = { + has_law = tribal_organization_2 + } + custom_tooltip = { + text = disables_centralization_2 + } + } + if = { + limit = { + has_law = tribal_organization_3 + } + custom_tooltip = { + text = disables_centralization_3 + } + custom_tooltip = { + text = disables_tribal_levy_laws + } + custom_tooltip = { + text = disables_tribal_tax_laws + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disables_centralization_4 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disallows_change_government + } + } + if = { + limit = { has_dlc = "Zeus" } + add_law = law_voting_power_1 + add_law = war_voting_power_1 + } + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = centralization_2 + has_law = centralization_3 + has_law = centralization_4 + } + } + add_law = centralization_1 + } + if = { + limit = { has_dlc = "Zeus" } + hidden_tooltip = { + revoke_law = revoke_title_voting_power_1 + revoke_law = grant_title_voting_power_1 + disable_council_voting_on_issue = revoke_title_interaction + disable_council_voting_on_issue = grant_landed_title_interaction + } + } + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + #revoke_law = tribal_contract_0 + #revoke_law = tribal_contract_1 + #revoke_law = tribal_contract_2 + #revoke_law = tribal_contract_3 + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + } + + tribal_organization_2 = { + group = tribal_organization + + unreformed_tribal_opinion = -10 + + allow = { + OR = { + has_law = tribal_organization_1 + has_law = tribal_organization_3 + } + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.5 + has_law = tribal_organization_1 + holder_scope = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 5 + } + } + } + } + } + modifier = { + factor = 0 + has_law = tribal_organization_3 + holder_scope = { + NOT = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + } + } + } + modifier = { + factor = 2 + has_law = tribal_organization_1 + holder_scope = { dislike_tribal_organization = no } + } + modifier = { + factor = 0.5 + has_law = tribal_organization_3 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + pass_effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tribal_organization_1 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + dislike_tribal_organization = yes + } + opinion = { + who = ROOT + modifier = opinion_increased_tribal_organization + months = 60 + } + } + } + } + } + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = yes + set_allow_free_infidel_revokation = yes + set_tribal_vassal_levy_control = no + set_tribal_vassal_tax_income = no + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + } + } + custom_tooltip = { + text = enables_centralization_2 + } + } + if = { + limit = { + has_law = tribal_organization_3 + } + custom_tooltip = { + text = disables_centralization_3 + } + custom_tooltip = { + text = disables_tribal_levy_laws + } + custom_tooltip = { + text = disables_tribal_tax_laws + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disables_centralization_4 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disallows_change_government + } + } + if = { + limit = { has_dlc = "Zeus" } + add_law = revoke_title_voting_power_1 + add_law = grant_title_voting_power_1 + } + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = centralization_3 + has_law = centralization_4 + } + } + add_law = centralization_2 + } + if = { + limit = { has_dlc = "Zeus" } + hidden_tooltip = { + revoke_law = imprison_voting_power_1 + revoke_law = banish_voting_power_1 + revoke_law = execution_voting_power_1 + disable_council_voting_on_issue = imprison_character_interaction + disable_council_voting_on_issue = exile_imprisoned_interaction + disable_council_voting_on_issue = execute_imprisoned_interaction + } + } + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + #revoke_law = tribal_contract_0 + #revoke_law = tribal_contract_1 + #revoke_law = tribal_contract_2 + #revoke_law = tribal_contract_3 + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + } + + tribal_organization_3 = { + group = tribal_organization + + unreformed_tribal_opinion = -20 + + allow = { + OR = { + has_law = tribal_organization_2 + has_law = tribal_organization_4 + } + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.5 + has_law = tribal_organization_2 + holder_scope = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 10 + } + } + } + } + } + modifier = { + factor = 0 + has_law = tribal_organization_4 + holder_scope = { + NOT = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + } + } + } + modifier = { + factor = 2 + has_law = tribal_organization_2 + holder_scope = { dislike_tribal_organization = no } + } + modifier = { + factor = 0.5 + has_law = tribal_organization_4 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + pass_effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tribal_organization_2 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + dislike_tribal_organization = yes + } + opinion = { + who = ROOT + modifier = opinion_increased_tribal_organization + months = 60 + } + } + } + } + } + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = yes + set_allow_free_infidel_revokation = yes + set_tribal_vassal_levy_control = yes + set_tribal_vassal_tax_income = yes + } + if = { + limit = { has_dlc = "Zeus" } + add_law = imprison_voting_power_1 + add_law = banish_voting_power_1 + add_law = execution_voting_power_1 + hidden_tooltip = { + add_law = law_voting_power_1 + add_law = war_voting_power_1 + add_law = revoke_title_voting_power_1 + add_law = grant_title_voting_power_1 + } + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + has_law = tribal_organization_2 + } + } + if = { + limit = { NOT = { has_dlc = "Zeus" } } + custom_tooltip = { + text = enables_tribal_levy_laws + } + custom_tooltip = { + text = enables_tribal_tax_laws + } + hidden_tooltip = { + #add_law = tribal_contract_0 + add_law = tribal_tax_0 + } + } + custom_tooltip = { + text = enables_centralization_3 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disables_centralization_4 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disallows_change_government + } + } + hidden_tooltip = { + if = { + limit = { + has_law = centralization_4 + } + add_law = centralization_3 + } + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + } + } + } + + tribal_organization_4 = { + group = tribal_organization + + unreformed_tribal_opinion = -30 + + allow = { + has_law = tribal_organization_3 + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.5 + has_law = tribal_organization_3 + holder_scope = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 10 + } + } + } + } + } + modifier = { + factor = 2 + has_law = tribal_organization_3 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + pass_effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tribal_organization_3 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + dislike_tribal_organization = yes + } + opinion = { + who = ROOT + modifier = opinion_increased_tribal_organization + months = 60 + } + } + } + } + } + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = yes + set_allow_free_infidel_revokation = yes + set_tribal_vassal_levy_control = yes + set_tribal_vassal_tax_income = yes + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + has_law = tribal_organization_2 + has_law = tribal_organization_3 + } + } + custom_tooltip = { + text = enables_centralization_4 + } + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + has_law = tribal_organization_2 + } + NOT = { has_dlc = "Zeus" } + } + custom_tooltip = { + text = enables_tribal_levy_laws + } + custom_tooltip = { + text = enables_tribal_tax_laws + } + hidden_tooltip = { + #add_law = tribal_contract_0 + add_law = tribal_tax_0 + } + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + has_law = tribal_organization_2 + has_law = tribal_organization_3 + } + } + custom_tooltip = { + text = allows_change_government + } + } + hidden_tooltip = { + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + } + } + } + + # VICE ROYALTY LAWS + ############################## + + vice_royalty_0 = { + group = vice_royalty + default = yes + + potential = { + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + has_dlc = "Charlemagne" + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = vice_royalty_0 + revoke_law = vice_royalty_1 + revoke_law = vice_royalty_2 + } + set_allow_vice_royalties = no + } + } + + vice_royalty_1 = { + group = vice_royalty + + potential = { + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + has_dlc = "Charlemagne" + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 2 + modifier = { + factor = 0 + has_law = vice_royalty_2 + } + modifier = { + factor = 0 + has_law = vice_royalty_0 + over_vassal_limit = -5 + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = vice_royalty_0 + revoke_law = vice_royalty_1 + revoke_law = vice_royalty_2 + } + set_allow_vice_royalties = king + } + + vassal_limit = -5 + } + + vice_royalty_2 = { + group = vice_royalty + + potential = { + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + has_dlc = "Charlemagne" + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 3 + modifier = { + factor = 0 + has_law = vice_royalty_0 + over_vassal_limit = -10 + } + modifier = { + factor = 0 + has_law = vice_royalty_1 + over_vassal_limit = -5 + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = vice_royalty_0 + revoke_law = vice_royalty_1 + revoke_law = vice_royalty_2 + } + set_allow_vice_royalties = duke + } + + vassal_limit = -10 + } + + # BYZANTINE ADMINISTRATION + ############################## + + feudal_administration = { + group = administration + + allow = { + } + + potential = { + NOT = { has_dlc = "Zeus" } + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + + effect = { + if = { + limit = { + NOT = { has_dlc = "Charlemagne" } + } + set_allow_free_duchy_revokation = no + } + if = { + limit = { + has_dlc = "Charlemagne" + } + set_allow_free_vice_royalty_revokation = no + } + hidden_tooltip = { + revoke_law = imperial_administration + } + } + } + + imperial_administration = { + group = administration + + allow = { + has_law = crown_authority_4 + } + + potential = { + NOT = { has_dlc = "Zeus" } + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 10 + } + ai_will_revoke = { + factor = 0 + } + + effect = { + if = { + limit = { + NOT = { has_dlc = "Charlemagne" } + } + set_allow_free_duchy_revokation = yes + } + if = { + limit = { + has_dlc = "Charlemagne" + } + add_law = vice_royalty_2 + set_allow_free_vice_royalty_revokation = yes + } + hidden_tooltip = { + revoke_law = feudal_administration + } + } + + vassal_limit = 25 + feudal_opinion = -10 + } + + + # FEUDAL VASSAL LEVY SIZE LAWS + ############################## + + feudal_contract_0 = { + group = feudal_contract + feudal_opinion = 10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_contract_0 + revoke_law = feudal_contract_1 + revoke_law = feudal_contract_2 + revoke_law = feudal_contract_3 + } + } + + castle_vassal_max_levy = -0.4 + } + + feudal_contract_1 = { + group = feudal_contract + feudal_opinion = 5 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_contract_0 + revoke_law = feudal_contract_1 + revoke_law = feudal_contract_2 + revoke_law = feudal_contract_3 + } + } + castle_vassal_max_levy = -0.3 + } + + feudal_contract_2 = { + group = feudal_contract + feudal_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_contract_0 + revoke_law = feudal_contract_1 + revoke_law = feudal_contract_2 + revoke_law = feudal_contract_3 + } + } + + castle_vassal_max_levy = -0.2 + } + + feudal_contract_3 = { + group = feudal_contract + feudal_opinion = -5 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + revoke_law = feudal_contract_0 + revoke_law = feudal_contract_1 + revoke_law = feudal_contract_2 + } + } + + + # FEUDAL VASSAL TAX SIZE LAWS + ############################## + + feudal_tax_0 = { + group = feudal_tax + feudal_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_tax_0 + revoke_law = feudal_tax_1 + revoke_law = feudal_tax_2 + revoke_law = feudal_tax_3 + } + } + castle_vassal_tax_modifier = 0.0 + } + + feudal_tax_1 = { + group = feudal_tax + feudal_opinion = -10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_tax_0 + revoke_law = feudal_tax_1 + revoke_law = feudal_tax_2 + revoke_law = feudal_tax_3 + } + } + + castle_vassal_tax_modifier = 0.1 + + } + + feudal_tax_2 = { + group = feudal_tax + feudal_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_tax_0 + revoke_law = feudal_tax_1 + revoke_law = feudal_tax_2 + revoke_law = feudal_tax_3 + } + } + castle_vassal_tax_modifier = 0.2 + } + + feudal_tax_3 = { + group = feudal_tax + feudal_opinion = -30 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_tax_0 + revoke_law = feudal_tax_1 + revoke_law = feudal_tax_2 + revoke_law = feudal_tax_3 + } + } + + castle_vassal_tax_modifier = 0.3 + } + +############################## + # MUSLIM FEUDAL LAWS + ############################## + + # IQTA VASSAL LEVY SIZE LAWS + ############################## + + iqta_contract_0 = { + group = iqta_contract + feudal_opinion = 10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_contract_0 + revoke_law = iqta_contract_1 + revoke_law = iqta_contract_2 + revoke_law = iqta_contract_3 + } + } + + castle_vassal_max_levy = -0.4 + } + + iqta_contract_1 = { + group = iqta_contract + feudal_opinion = 5 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_contract_0 + revoke_law = iqta_contract_1 + revoke_law = iqta_contract_2 + revoke_law = iqta_contract_3 + } + } + castle_vassal_max_levy = -0.3 + } + + iqta_contract_2 = { + group = iqta_contract + feudal_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_contract_0 + revoke_law = iqta_contract_1 + revoke_law = iqta_contract_2 + revoke_law = iqta_contract_3 + } + } + + castle_vassal_max_levy = -0.2 + } + + iqta_contract_3 = { + group = iqta_contract + feudal_opinion = -5 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + revoke_law = iqta_contract_0 + revoke_law = iqta_contract_1 + revoke_law = iqta_contract_2 + } + } + + + # FEUDAL VASSAL TAX SIZE LAWS + ############################## + + iqta_tax_0 = { + group = iqta_tax + feudal_opinion = 10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_tax_0 + revoke_law = iqta_tax_1 + revoke_law = iqta_tax_2 + revoke_law = iqta_tax_3 + } + } + castle_vassal_tax_modifier = 0.0 + } + + iqta_tax_1 = { + group = iqta_tax + default = yes + feudal_opinion = -0 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_tax_0 + revoke_law = iqta_tax_1 + revoke_law = iqta_tax_2 + revoke_law = iqta_tax_3 + } + } + + castle_vassal_tax_modifier = 0.1 + } + + iqta_tax_2 = { + group = iqta_tax + feudal_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_tax_0 + revoke_law = iqta_tax_1 + revoke_law = iqta_tax_2 + revoke_law = iqta_tax_3 + } + } + castle_vassal_tax_modifier = 0.2 + } + + iqta_tax_3 = { + group = iqta_tax + feudal_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_tax_0 + revoke_law = iqta_tax_1 + revoke_law = iqta_tax_2 + revoke_law = iqta_tax_3 + } + } + + castle_vassal_tax_modifier = 0.3 + } + + # CITY VASSAL LEVY SIZE LAWS + ############################## + + city_contract_0 = { + group = city_contract + city_opinion = 10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_contract_0 + revoke_law = city_contract_1 + revoke_law = city_contract_2 + revoke_law = city_contract_3 + } + } + + city_vassal_max_levy = -0.5 + } + + city_contract_1 = { + group = city_contract + city_opinion = 0 + default = yes + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_contract_0 + revoke_law = city_contract_1 + revoke_law = city_contract_2 + revoke_law = city_contract_3 + } + } + + city_vassal_max_levy = -0.35 + } + + city_contract_2 = { + group = city_contract + city_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_contract_0 + revoke_law = city_contract_1 + revoke_law = city_contract_2 + revoke_law = city_contract_3 + } + } + city_vassal_max_levy = -0.2 + } + + city_contract_3 = { + group = city_contract + city_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_contract_0 + revoke_law = city_contract_1 + revoke_law = city_contract_2 + revoke_law = city_contract_3 + } + } + + city_vassal_max_levy = -0.05 + } + + + # CITY VASSAL TAX SIZE LAWS + ############################## + + city_tax_0 = { + group = city_tax + city_opinion = 10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_tax_0 + revoke_law = city_tax_1 + revoke_law = city_tax_2 + revoke_law = city_tax_3 + } + } + + city_vassal_tax_modifier = 0.15 + } + + city_tax_1 = { + group = city_tax + city_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_tax_0 + revoke_law = city_tax_1 + revoke_law = city_tax_2 + revoke_law = city_tax_3 + } + } + + city_vassal_tax_modifier = 0.25 + } + + city_tax_2 = { + group = city_tax + city_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_tax_0 + revoke_law = city_tax_1 + revoke_law = city_tax_2 + revoke_law = city_tax_3 + } + } + city_vassal_tax_modifier = 0.35 + } + + city_tax_3 = { + group = city_tax + city_opinion = -20 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_tax_0 + revoke_law = city_tax_1 + revoke_law = city_tax_2 + revoke_law = city_tax_3 + } + } + + city_vassal_tax_modifier = 0.45 + } + + # TEMPLE VASSAL LEVY SIZE LAWS + ############################## + + temple_contract_0 = { + group = temple_contract + temple_opinion = 10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_contract_0 + revoke_law = temple_contract_1 + revoke_law = temple_contract_2 + revoke_law = temple_contract_3 + } + } + + temple_vassal_max_levy = -0.5 + + } + + temple_contract_1 = { + group = temple_contract + temple_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_contract_0 + revoke_law = temple_contract_1 + revoke_law = temple_contract_2 + revoke_law = temple_contract_3 + } + } + temple_vassal_max_levy = -0.4 + } + + temple_contract_2 = { + group = temple_contract + temple_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_contract_0 + revoke_law = temple_contract_1 + revoke_law = temple_contract_2 + revoke_law = temple_contract_3 + } + } + temple_vassal_max_levy = -0.3 + } + + temple_contract_3 = { + group = temple_contract + temple_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_contract_0 + revoke_law = temple_contract_1 + revoke_law = temple_contract_2 + revoke_law = temple_contract_3 + } + } + temple_vassal_max_levy = -0.2 + } + + + + # TEMPLE VASSAL TAX SIZE LAWS + ############################## + + temple_tax_0 = { + group = temple_tax + temple_opinion = 20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_tax_0 + revoke_law = temple_tax_1 + revoke_law = temple_tax_2 + revoke_law = temple_tax_3 + } + } + + temple_vassal_tax_modifier = 0.0 + + } + + temple_tax_1 = { + group = temple_tax + temple_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_tax_0 + revoke_law = temple_tax_1 + revoke_law = temple_tax_2 + revoke_law = temple_tax_3 + } + } + temple_vassal_tax_modifier = 0.35 + } + + temple_tax_2 = { + group = temple_tax + temple_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_tax_0 + revoke_law = temple_tax_1 + revoke_law = temple_tax_2 + revoke_law = temple_tax_3 + } + } + temple_vassal_tax_modifier = 0.45 + } + + temple_tax_3 = { + group = temple_tax + temple_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_tax_0 + revoke_law = temple_tax_1 + revoke_law = temple_tax_2 + revoke_law = temple_tax_3 + } + } + temple_vassal_tax_modifier = 0.55 + } + + # TRIBAL VASSAL LEVY SIZE LAWS + ############################## +#removed L3T + + # TRIBAL VASSAL TAX SIZE LAWS + ############################## + + tribal_tax_0 = { + group = tribal_tax + tribal_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + + tribal_vassal_tax_modifier = 0 + + } + + tribal_tax_1 = { + group = tribal_tax + tribal_opinion = -10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + tribal_vassal_tax_modifier = 0.1 + } + + tribal_tax_2 = { + group = tribal_tax + tribal_opinion = -20 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + tribal_vassal_tax_modifier = 0.2 + } + + tribal_tax_3 = { + group = tribal_tax + tribal_opinion = -30 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + tribal_vassal_tax_modifier = 0.3 + } +} diff --git a/L3T/common/laws/ze_obligation_laws.txt b/L3T/common/laws/ze_obligation_laws.txt new file mode 100644 index 00000000..32224527 --- /dev/null +++ b/L3T/common/laws/ze_obligation_laws.txt @@ -0,0 +1,4011 @@ +law_groups = { + tax_levy_law_feudal = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } + + tax_levy_law_iqta = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } + + tax_levy_law_republic = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } + + tax_levy_law_theocracy = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } + + tax_levy_law_tribal = { + law_type = obligations + left_value = TAX + right_value = OPINION + slider_sprite = GFX_tax_levy_slider_L3Ttrib + allowed_for_councillors = yes + } +} + +laws = { + tax_levy_law_feudal_0 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + has_law = tax_levy_law_feudal_1 + OR = { + has_law = centralization_4 #max + has_law = centralization_3 #high + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_1 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0 + castle_vassal_max_levy = -0.8 + castle_vassal_tax_modifier = 0.4 + } + + tax_levy_law_feudal_1 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_0 + has_law = tax_levy_law_feudal_2 + } + OR = { + has_law = centralization_4 #max + has_law = centralization_3 #high + has_law = centralization_2 #medium + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_0 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_2 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_0 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_2 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.1 + castle_vassal_max_levy = -0.7 + castle_vassal_tax_modifier = 0.3 #L3T ex 0.35 + } + + tax_levy_law_feudal_2 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_1 + has_law = tax_levy_law_feudal_3 + } + OR = { + has_law = centralization_4 #max + has_law = centralization_3 #high + has_law = centralization_2 #medium + has_law = centralization_1 #low + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_1 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_3 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_1 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_3 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.2 + castle_vassal_max_levy = -0.6 + castle_vassal_tax_modifier = 0.2 #L3T ex 0.3 + } + + tax_levy_law_feudal_3 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_2 + has_law = tax_levy_law_feudal_4 + } + OR = { + has_law = centralization_4 #max + has_law = centralization_3 #high + has_law = centralization_2 #medium + has_law = centralization_1 #low + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_2 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_4 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_2 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_4 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.3 + castle_vassal_max_levy = -0.5 + castle_vassal_tax_modifier = 0.1 #L3T ex 0.25 + } + + tax_levy_law_feudal_4 = { + group = tax_levy_law_feudal + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_3 + has_law = tax_levy_law_feudal_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_3 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_5 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_3 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_5 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.4 + castle_vassal_max_levy = -0.4 + castle_vassal_tax_modifier = 0.05 #L3T ex 0.2 + } + + tax_levy_law_feudal_5 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_4 + has_law = tax_levy_law_feudal_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_4 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_6 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_4 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_6 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.5 + castle_vassal_max_levy = -0.3 + #castle_vassal_tax_modifier = 0.15 + } + + tax_levy_law_feudal_6 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_5 + has_law = tax_levy_law_feudal_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_5 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_7 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_5 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_7 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.6 + castle_vassal_max_levy = -0.2 + #castle_vassal_tax_modifier = 0.1 + } + + tax_levy_law_feudal_7 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_6 + has_law = tax_levy_law_feudal_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_6 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_8 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_6 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_8 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.7 + castle_vassal_max_levy = -0.1 + #castle_vassal_tax_modifier = 0.05 + } + + tax_levy_law_feudal_8 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + has_law = tax_levy_law_feudal_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + is_feudal = yes + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + } + } + castle_vassal_min_levy = 0.8 + castle_vassal_max_levy = 0 + #castle_vassal_tax_modifier = 0 + } + + tax_levy_law_iqta_0 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + has_law = tax_levy_law_iqta_1 + OR = { + has_law = centralization_4 #max + has_law = centralization_3 #high + + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_1 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0 + castle_vassal_max_levy = -0.85 + castle_vassal_tax_modifier = 0.45 + } + + tax_levy_law_iqta_1 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_0 + has_law = tax_levy_law_iqta_2 + } + OR = { + has_law = centralization_4 #max + has_law = centralization_3 #high + has_law = centralization_2 #medium + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_0 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_2 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_0 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_2 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.05 + castle_vassal_max_levy = -0.75 + castle_vassal_tax_modifier = 0.35 #L3T ex 0.4 + } + + tax_levy_law_iqta_2 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_1 + has_law = tax_levy_law_iqta_3 + } + OR = { + has_law = centralization_4 #max + has_law = centralization_3 #high + has_law = centralization_2 #medium + has_law = centralization_1 #low + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_1 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_3 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_1 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_3 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.15 + castle_vassal_max_levy = -0.65 + castle_vassal_tax_modifier = 0.3 #L3T ex 0.35 + } + + tax_levy_law_iqta_3 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_2 + has_law = tax_levy_law_iqta_4 + } + OR = { + has_law = centralization_4 #max + has_law = centralization_3 #high + has_law = centralization_2 #medium + has_law = centralization_1 #low + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_2 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_4 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_2 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_4 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.25 + castle_vassal_max_levy = -0.55 + castle_vassal_tax_modifier = 0.15 #L3T ex 0.3 + } + + tax_levy_law_iqta_4 = { + group = tax_levy_law_iqta + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_3 + has_law = tax_levy_law_iqta_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_3 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_5 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_3 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_5 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.35 + castle_vassal_max_levy = -0.45 + castle_vassal_tax_modifier = 0.10 #L3T ex 0.25 + } + + tax_levy_law_iqta_5 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_4 + has_law = tax_levy_law_iqta_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_4 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_6 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_4 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_6 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.45 + castle_vassal_max_levy = -0.35 + #castle_vassal_tax_modifier = 0.2 + } + + tax_levy_law_iqta_6 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_5 + has_law = tax_levy_law_iqta_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_5 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_7 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_5 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_7 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.55 + castle_vassal_max_levy = -0.25 + #castle_vassal_tax_modifier = 0.15 + } + + tax_levy_law_iqta_7 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_6 + has_law = tax_levy_law_iqta_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_6 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_8 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_6 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_8 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.65 + castle_vassal_max_levy = -0.15 + #castle_vassal_tax_modifier = 0.1 + } + + tax_levy_law_iqta_8 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + has_law = tax_levy_law_iqta_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + is_feudal = yes + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.75 + castle_vassal_max_levy = -0.05 + #castle_vassal_tax_modifier = 0.05 + } + + tax_levy_law_republic_0 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + has_law = tax_levy_law_republic_1 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_1 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0 + city_vassal_max_levy = -1 + city_vassal_tax_modifier = 0.5 + } + + tax_levy_law_republic_1 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_0 + has_law = tax_levy_law_republic_2 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_0 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_2 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_0 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_2 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0 + city_vassal_max_levy = -0.8 + city_vassal_tax_modifier = 0.45 + } + + tax_levy_law_republic_2 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_1 + has_law = tax_levy_law_republic_3 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_1 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_3 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_1 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_3 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.1 + city_vassal_max_levy = -0.7 + city_vassal_tax_modifier = 0.4 + } + + tax_levy_law_republic_3 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_2 + has_law = tax_levy_law_republic_4 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_2 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_4 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_2 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_4 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.2 + city_vassal_max_levy = -0.6 + city_vassal_tax_modifier = 0.35 + } + + tax_levy_law_republic_4 = { + group = tax_levy_law_republic + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_3 + has_law = tax_levy_law_republic_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_3 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_5 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_3 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_5 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.3 + city_vassal_max_levy = -0.5 + city_vassal_tax_modifier = 0.3 + } + + tax_levy_law_republic_5 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_4 + has_law = tax_levy_law_republic_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_4 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_6 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_4 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_6 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.4 + city_vassal_max_levy = -0.4 + city_vassal_tax_modifier = 0.25 + } + + tax_levy_law_republic_6 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_5 + has_law = tax_levy_law_republic_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_5 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_7 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_5 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_7 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.5 + city_vassal_max_levy = -0.3 + city_vassal_tax_modifier = 0.2 + } + + tax_levy_law_republic_7 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_6 + has_law = tax_levy_law_republic_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_6 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_8 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_6 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_8 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.6 + city_vassal_max_levy = -0.2 + city_vassal_tax_modifier = 0.15 + } + + tax_levy_law_republic_8 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + has_law = tax_levy_law_republic_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + is_republic = yes + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + } + } + city_vassal_min_levy = 0.7 + city_vassal_max_levy = -0.1 + city_vassal_tax_modifier = 0.10 + } + + tax_levy_law_theocracy_0 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + has_law = tax_levy_law_theocracy_1 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_1 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0 + temple_vassal_max_levy = -1 + temple_vassal_tax_modifier = 0.7 + } + + tax_levy_law_theocracy_1 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_0 + has_law = tax_levy_law_theocracy_2 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_2 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_0 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_2 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0 + temple_vassal_max_levy = -0.9 + temple_vassal_tax_modifier = 0.6 + } + + tax_levy_law_theocracy_2 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_1 + has_law = tax_levy_law_theocracy_3 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_3 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_1 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_3 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0 + temple_vassal_max_levy = -0.8 + temple_vassal_tax_modifier = 0.5 + } + + tax_levy_law_theocracy_3 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_2 + has_law = tax_levy_law_theocracy_4 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_4 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_2 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_4 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.1 + temple_vassal_max_levy = -0.7 + temple_vassal_tax_modifier = 0.4 + } + + tax_levy_law_theocracy_4 = { + group = tax_levy_law_theocracy + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_3 + has_law = tax_levy_law_theocracy_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_5 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = tax_levy_law_theocracy_3 + has_law = tax_levy_law_theocracy_5 + } + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.2 + temple_vassal_max_levy = -0.6 + temple_vassal_tax_modifier = 0.3 + } + + tax_levy_law_theocracy_5 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_4 + has_law = tax_levy_law_theocracy_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_6 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_4 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_6 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.3 + temple_vassal_max_levy = -0.5 + temple_vassal_tax_modifier = 0.2 + } + + tax_levy_law_theocracy_6 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_5 + has_law = tax_levy_law_theocracy_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_7 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_5 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_7 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.4 + temple_vassal_max_levy = -0.4 + temple_vassal_tax_modifier = 0.1 + } + + tax_levy_law_theocracy_7 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_6 + has_law = tax_levy_law_theocracy_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_8 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_6 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_8 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.5 + temple_vassal_max_levy = -0.3 + temple_vassal_tax_modifier = 0 + } + + tax_levy_law_theocracy_8 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + has_law = tax_levy_law_theocracy_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + } + } + temple_vassal_min_levy = 0.6 + temple_vassal_max_levy = -0.2 + temple_vassal_tax_modifier = 0 + } + + tax_levy_law_tribal_0 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + AND = { + has_law = tax_levy_law_tribal_1 + holder_scope = { + NOR = { + is_tribal = yes #L3T + is_nomadic = yes #L3T + } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + #is_republic = yes + is_nomadic = yes + } + } + } + } + modifier = { + factor = 0 + holder_scope = { + NOT = { + any_vassal = { is_tribal = yes } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_1 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + } + } + #tribal_vassal_min_levy = 0 + #tribal_vassal_max_levy = -1 + tribal_vassal_tax_modifier = 0.4 + tribal_opinion = -40 + } + + tax_levy_law_tribal_1 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + AND = { + OR = { + has_law = tax_levy_law_tribal_0 + has_law = tax_levy_law_tribal_2 + } + holder_scope = { + NOR = { + is_tribal = yes #L3T + is_nomadic = yes #L3T + } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + #is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_2 + } + } + modifier = { + factor = 0 + holder_scope = { + NOT = { + any_vassal = { is_tribal = yes } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_0 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_2 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + } + } + #tribal_vassal_min_levy = 0 + #tribal_vassal_max_levy = -0.9 + tribal_vassal_tax_modifier = 0.30 + tribal_opinion = -30 + } + + tax_levy_law_tribal_2 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + AND = { + OR = { + has_law = tax_levy_law_tribal_1 + has_law = tax_levy_law_tribal_3 + } + holder_scope = { + NOR = { + is_tribal = yes #L3T + is_nomadic = yes #L3T + } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + #is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_3 + } + } + modifier = { + factor = 0 + holder_scope = { + NOT = { + any_vassal = { is_tribal = yes } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_1 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_3 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + } + } + #tribal_vassal_min_levy = 0 + #tribal_vassal_max_levy = -0.8 + tribal_vassal_tax_modifier = 0.20 + tribal_opinion = -20 + } + + tax_levy_law_tribal_3 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + AND = { + OR = { + has_law = tax_levy_law_tribal_2 + has_law = tax_levy_law_tribal_4 + } + holder_scope = { + NOR = { + is_tribal = yes #L3T + is_nomadic = yes #L3T + } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + #is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_4 + } + } + modifier = { + factor = 0 + holder_scope = { + NOT = { + any_vassal = { is_tribal = yes } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_2 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_4 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_4 + } + } + #tribal_vassal_min_levy = 0.1 + #tribal_vassal_max_levy = -0.7 + tribal_vassal_tax_modifier = 0.10 + tribal_opinion = -10 + } + + tax_levy_law_tribal_4 = { + group = tax_levy_law_tribal + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + has_law = tax_levy_law_tribal_3 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + #has_law = tax_levy_law_tribal_5 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_3 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + } + } + #tribal_vassal_min_levy = 0.0 + #tribal_vassal_max_levy = -1.0 + #tribal_vassal_tax_modifier = 0.05 + #tribal_opinion = 10 + } +} \ No newline at end of file diff --git a/L3T/common/minor_titles/00_minor_titles.txt b/L3T/common/minor_titles/00_minor_titles.txt deleted file mode 100644 index 6db7d268..00000000 --- a/L3T/common/minor_titles/00_minor_titles.txt +++ /dev/null @@ -1,3498 +0,0 @@ -######################################################## -# MINOR TITLES -# Characters can have any number of these -######################################################## -# grant_limit: Max number of holders. -# realm_in_name: Append the name of the country after the title (Queen [of Sweden]) -# allowed_to_hold: conditions for the character to hold the title -# allowed_to_grant: conditions for a ruler to grant the title -# regent: This is the title for regents (not really "minor") -# gain_effect: fires when the title is granted -# lose_effect: fires when a title is lost through most causes -# retire_effect: fires when a title is lost due to the character stepping down -# death_effect: fires when a title is lost due to the character dying -# message: should fire a message to the its owner when set -# The other fields are all character modifiers. - -####################################### -# HARD: AUTO-GRANTED - DO NOT REMOVE! -####################################### -title_regent = { - realm_in_name = yes - dignity = 0.9 - revoke_allowed = no - is_voter = yes - - monthly_salary = 0.1 - monthly_prestige = 1.50 - - gain_effect = { - } - lose_effect = { - } - - message = yes -} - -title_appointed_regent = { - is_high_prio = yes - realm_in_name = yes - dignity = 0.9 - grant_limit = 1 - opinion_effect = 10 - revoke_allowed = yes - - monthly_salary = 0.05 - monthly_prestige = 0.75 - - allowed_to_hold = { - is_adult = yes - prisoner = no - NOT = { trait = incapable } - has_regent = no - } - - allowed_to_grant = { - has_regent = no - NOT = { - has_game_rule = { - name = regencies - value = off - } - } - } - revoke_trigger = { - FROM = { has_regent = no } - } - - gain_effect = { - } - - lose_effect = { - } - message = yes -} - -title_ruler_consort = { - dignity = 0.88 - show_as_title = yes - realm_in_name = yes - spouse_context = yes # Title name as if the other gender version of the spouse's ruler title - revoke_allowed = no - - monthly_salary = 0.1 - monthly_prestige = 0.5 - - gain_effect = { - } - - lose_effect = { - } - - message = no -} - -title_tanist = { - dignity = 0.86 - show_as_title = yes - realm_in_name = yes - revoke_allowed = no - - monthly_salary = 0.07 - monthly_prestige = 0.75 - - gain_effect = { - } - lose_effect = { - } - - message = no -} - -title_queen_mother = { - dignity = 0.85 - show_as_title = yes - realm_in_name = yes - revoke_allowed = no - - monthly_salary = 0.05 - monthly_prestige = 1.00 - - gain_effect = { - } - lose_effect = { - } - - message = no -} - -title_prince = { - dignity = 0.8 - show_as_title = yes - realm_in_name = yes - revoke_allowed = no - - monthly_salary = 0.05 - monthly_prestige = 0.25 - - gain_effect = { - } - lose_effect = { - } - - message = no -} - -# Pagan consort -title_courtesan = { - dignity = 0.05 - #realm_in_name = yes - revoke_allowed = no - - monthly_salary = 0.02 - monthly_prestige = 0.10 - - gain_effect = { - } - lose_effect = { - } - - message = no -} - -title_male_consort = { - dignity = 0.05 - #realm_in_name = yes - revoke_allowed = no - - monthly_salary = 0.02 - monthly_prestige = 0.10 - - gain_effect = { - } - lose_effect = { - } - - message = no -} - -# Commander, granted via its own interaction, so very special -title_commander = { - is_high_prio = yes - - attribute = martial - dignity = 0.05 - opinion_effect = 5 - realm_in_name = yes - - monthly_salary = 0.05 - monthly_prestige = 0.50 - #combat_rating = 10 # Reactivate if we get this working - - revoke_allowed = no # Handled by diplomatic interaction - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - liege = { character = FROM } - OR = { - AND = { - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - OR = { - NOT = { religion = hindu } - trait = kshatriya - } - is_adult = yes - } - has_character_flag = special_marshal - } - - prisoner = no - NOT = { trait = incapable } - NOT = { is_inaccessible_trigger = yes } - NOT = { has_character_flag = guru } - NOT = { has_character_modifier = refusing_to_lead } - OR = { - NOT = { liege = { has_law = succ_byzantine_elective } } #Either not Imperial... - higher_real_tier_than = BARON #...Or potential commander is vassal... - NOT = { #...Or there are no valid vassal candidates that can be commanders. - custom_tooltip = { - text = tooltip_byzantine_empire_can_appoint_commanders - liege = { - any_vassal = { - higher_real_tier_than = BARON - NOT = { - primary_title = { temporary = yes } - } - OR = { - AND = { - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - OR = { - NOT = { religion = hindu } - trait = kshatriya - } - is_adult = yes - } - has_character_flag = special_marshal - } - - prisoner = no - NOT = { trait = incapable } - NOT = { is_inaccessible_trigger = yes } - NOT = { has_character_flag = guru } - NOT = { has_character_modifier = refusing_to_lead } - NOR = { - has_job_title = job_chancellor - has_job_title = job_marshal - has_job_title = job_treasurer - has_job_title = job_spymaster - has_job_title = job_spiritual - has_minor_title = title_commander - } - } - } - } - } - } - } - - gain_effect = { - if = { - limit = { - liege = { - has_law = succ_byzantine_elective - } - } - character_event = { id = HFP.20805 days = 1 } - } - hidden_effect = { # Because this cannot be added in the passive effects, for some code reason - add_character_modifier = { - name = hidden_commander_bonus - duration = -1 - hidden = yes - } - } - } - lose_effect = { - if = { - limit = { - liege = { has_law = succ_byzantine_elective } - } - character_event = { id = HFP.20803 days = 1 } #Make sure the commander is not being made a sub-vassal. - - } - hidden_effect = { - remove_character_modifier = hidden_commander_bonus - } - } - - message = yes -} - -####################################### -# SOFT: GRANTABLE - FULLY MODDABLE -####################################### - -################################## -# L3T modifications : -# - Change all the gain_effect to add a flag -# - Change all the lose_effect to clear this flag -# It allows to simply check this flag instead of all the minor titles - -title_court_eunuch = { - dignity = 0.01 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.02 - monthly_prestige = 0.25 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - trait = eunuch - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - NOT = { has_landed_title = e_byzantium } - NOT = { has_landed_title = e_roman_empire } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_court_dwarf = { - dignity = 0.01 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.02 - monthly_prestige = 0.25 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - trait = dwarf - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_court_jester = { - dignity = 0.01 - realm_in_name = yes - grant_limit = 1 - opinion_effect = -5 - - monthly_salary = 0.02 - monthly_prestige = -0.25 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { has_character_flag = guru } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - has_dharmic_religion_trigger = yes - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# Keeper of the King's Swans -title_keeper_of_swans = { - dignity = 0.05 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.01 - monthly_prestige = 0.50 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - NOT = { has_landed_title = e_byzantium } - NOT = { has_landed_title = e_roman_empire } - OR = { - religion_group = christian - religion_group = jewish_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_master_of_the_horse = { - dignity = 0.06 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - NOT = { has_landed_title = e_byzantium } - NOT = { has_landed_title = e_roman_empire } - OR = { - religion_group = christian - religion_group = jewish_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_master_of_the_hunt = { - dignity = 0.05 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { has_character_flag = guru } - NOT = { trait = incapable } - NOT = { religion = jain } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - NOT = { has_landed_title = e_byzantium } - NOT = { has_landed_title = e_roman_empire } - OR = { - religion_group = christian - religion_group = jewish_group - has_dharmic_religion_trigger = yes - } - NOT = { religion = jain } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_high_almoner = { - dignity = 0.03 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - NOT = { has_landed_title = e_byzantium } - NOT = { has_landed_title = e_roman_empire } - OR = { - religion_group = christian - religion_group = jewish_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_cupbearer = { - dignity = 0.1 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.05 - monthly_prestige = 0.60 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { has_character_flag = guru } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - NOT = { has_landed_title = e_byzantium } - NOT = { has_landed_title = e_roman_empire } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_seneschal = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.05 - monthly_prestige = 0.60 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { has_character_flag = guru } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - NOT = { has_landed_title = e_byzantium } - NOT = { has_landed_title = e_roman_empire } - OR = { - religion_group = christian - religion_group = jewish_group - has_dharmic_religion_trigger = yes - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_paramount_knight = { - dignity = 0.8 - grant_limit = 0 - opinion_effect = 0 - - monthly_prestige = 1.50 - - allowed_to_hold = { - NOT = { trait = incapable } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# Byzantine Titles -title_despot = { - dignity = 6.0 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 30 - - monthly_salary = 0.1 - monthly_prestige = 0.5 - - counts_as_purple_born = yes - - show_as_title = yes - - is_unique = yes - - allowed_to_hold = { - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - has_law = true_cognatic_succession - } - is_close_relative = FROM - NOT = { trait = monk } - NOT = { trait = nun } - NOT = { trait = eunuch } - is_theocracy = no - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_sebastokrator = { - dignity = 0.2 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.25 - - show_as_title = yes - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_close_relative = FROM - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_caesar = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.25 - - show_as_title = yes - is_unique = yes - - allowed_to_hold = { - always = yes - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_kouropalates = { - dignity = 0.10 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_anthypatos = { - dignity = 3.0 - grant_limit = 5 - opinion_effect = 10 - - monthly_salary = 0.005 - monthly_prestige = 0.25 - - show_as_title = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - NOT = { has_minor_title = title_hypatos } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_imperial_eunuch = { - dignity = 0.050 - grant_limit = 1 - opinion_effect = 30 - - monthly_salary = 0.02 - monthly_prestige = 0.35 - - show_as_title = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - is_female = no - trait = eunuch - } - - allowed_to_grant = { - real_tier = emperor - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# Muslim World titles - -title_food_taster = { - dignity = 0.01 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = -0.25 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - religion_group = muslim - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_court_calligrapher = { - dignity = 0.05 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.01 - monthly_prestige = 0.20 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - religion_group = muslim - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_court_musician = { - dignity = 0.06 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - religion_group = muslim - has_dharmic_religion_trigger = yes - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_court_poet = { - dignity = 0.05 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion_group = muslim - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_chief_architect = { - dignity = 0.03 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion_group = muslim - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_chief_qadi = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.05 - monthly_prestige = 0.60 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - religion_group = muslim - liege = { religion = PREV } - OR = { - trait = detached_priest - trait = martial_cleric - trait = scholarly_theologian - trait = mastermind_theologian - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - religion_group = muslim - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - - -# MERCHANT REPUBLIC TITLES - -# State Inquisitor -title_state_inquisitor = { - dignity = 0.06 - realm_in_name = yes - grant_limit = 3 - opinion_effect = 6 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - is_merchant_republic = yes - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_high_admiral = { - dignity = 0.1 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.05 - monthly_prestige = 0.60 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - is_merchant_republic = yes - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_high_judge = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.05 - monthly_prestige = 0.60 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - is_merchant_republic = yes - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# Special - This title determines the heir of a Patrician -title_patrician_heir = { - is_high_prio = yes - - dignity = 0.05 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 25 - - patrician_heir = yes - - monthly_salary = 0.01 - monthly_prestige = 0.20 - - allowed_to_hold = { - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - is_landed = no - dynasty = FROM - NOT = { trait = bastard } - NOT = { trait = monk } - NOT = { trait = nun } - NOT = { trait = eunuch } - is_theocracy = no - } - - allowed_to_grant = { - is_patrician = yes - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# NORSE PAGAN TITLES - -title_volva = { - dignity = 0.050 - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.25 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - is_female = yes - trait = mystic - custom_tooltip = { - text = is_germanic_pagan_custom_tooltip - hidden_tooltip = { - OR = { - religion = norse_pagan - religion = norse_pagan_reformed - } - } - } - } - - allowed_to_grant = { - OR = { - religion = norse_pagan - religion = norse_pagan_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_lawspeaker = { - dignity = 0.2 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - custom_tooltip = { - text = is_germanic_pagan_custom_tooltip - hidden_tooltip = { - OR = { - religion = norse_pagan - religion = norse_pagan_reformed - } - } - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - religion = norse_pagan - religion = norse_pagan_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_drottseti = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.5 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - religion = norse_pagan - religion = norse_pagan_reformed - } - higher_tier_than = DUKE - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_court_skald = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - trait = poet - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - religion = norse_pagan - religion = norse_pagan_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_marksman = { - dignity = 0.1 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - religion = norse_pagan - religion = norse_pagan_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_hirdman = { - dignity = 0.075 - grant_limit = 4 - opinion_effect = 5 - - monthly_salary = 0.005 - monthly_prestige = 0.25 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - religion = norse_pagan - religion = norse_pagan_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# MONGOL PAGAN TITLES - -title_baghatur = { - dignity = 0.2 - realm_in_name = yes - grant_limit = 2 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - AND = { - is_nomadic = yes - culture = mongol - } - AND = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_cherbi = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.5 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - AND = { - is_nomadic = yes - culture = mongol - } - AND = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_darkhan = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 2 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - AND = { - is_nomadic = yes - culture = mongol - } - AND = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_noyan = { - dignity = 0.075 - grant_limit = 4 - opinion_effect = 5 - - monthly_salary = 0.005 - monthly_prestige = 0.5 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_behi = { - dignity = 0.1 - grant_limit = 2 - opinion_effect = 5 - - monthly_salary = 0.05 - monthly_prestige = 0.25 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - is_female = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - AND = { - is_nomadic = yes - culture = mongol - } - AND = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_master_of_the_eagle = { - dignity = 0.10 - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.35 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - AND = { - is_nomadic = yes - culture = mongol - } - AND = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - - -# ZOROASTRIAN TITLES - -title_shahrwaraz = { - dignity = 0.2 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - martial = 15 - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion_group = zoroastrian_group - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_kardarigan = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - martial = 15 - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion_group = zoroastrian_group - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_shahin = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - martial = 15 - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion_group = zoroastrian_group - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_pushtigban_salar = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.5 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion_group = zoroastrian_group - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_spahbod = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 4 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - higher_tier_than = DUKE - OR = { - is_feudal = yes - is_tribal = yes - } - religion_group = zoroastrian_group - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_eran_ambaragbed = { - dignity = 0.075 - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.005 - monthly_prestige = 0.5 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion_group = zoroastrian_group - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# GENERIC PAGAN TITLES - -title_champion = { - dignity = 0.2 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.75 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - OR = { - religion = baltic_pagan_reformed - religion = baltic_pagan - religion = finnish_pagan_reformed - religion = finnish_pagan - religion = slavic_pagan_reformed - religion = slavic_pagan - religion = west_african_pagan_reformed - religion = west_african_pagan - religion = aztec_reformed - religion = aztec - religion = zun_pagan_reformed - religion = zun_pagan - religion = bon - religion = bon_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_master_of_the_blade = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { has_minor_title = title_master_of_the_bow } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - NOT = { - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - OR = { - religion = baltic_pagan_reformed - religion = baltic_pagan - religion = finnish_pagan_reformed - religion = finnish_pagan - religion = slavic_pagan_reformed - religion = slavic_pagan - religion = west_african_pagan_reformed - religion = west_african_pagan - religion = aztec_reformed - religion = aztec - religion = tengri_pagan - religion = tengri_pagan_reformed - religion = zun_pagan_reformed - religion = zun_pagan - religion = bon - religion = bon_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_master_of_the_bow = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { has_minor_title = title_master_of_the_blade } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - NOT = { - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - OR = { - religion = baltic_pagan_reformed - religion = baltic_pagan - religion = finnish_pagan_reformed - religion = finnish_pagan - religion = slavic_pagan_reformed - religion = slavic_pagan - religion = west_african_pagan_reformed - religion = west_african_pagan - religion = aztec_reformed - religion = aztec - religion = tengri_pagan - religion = tengri_pagan_reformed - religion = zun_pagan_reformed - religion = zun_pagan - religion = bon - religion = bon_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_venerable_elder = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 4 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - age = 50 - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - NOT = { - OR = { - has_landed_title = e_mongol_empire - has_landed_title = e_golden_horde - has_landed_title = e_il-khanate - } - } - OR = { - religion = baltic_pagan_reformed - religion = baltic_pagan - religion = finnish_pagan_reformed - religion = finnish_pagan - religion = slavic_pagan_reformed - religion = slavic_pagan - religion = west_african_pagan_reformed - religion = west_african_pagan - religion = aztec_reformed - religion = aztec - religion = tengri_pagan - religion = tengri_pagan_reformed - religion = zun_pagan_reformed - religion = zun_pagan - religion = bon - religion = bon_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# TENGRI TITLES: - -title_yabgu = { - dignity = 0.25 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 15 - - monthly_salary = 0.1 - monthly_prestige = 0.50 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - is_close_relative = FROM - NOT = { trait = incapable } - } - - allowed_to_grant = { - #OR = { - # AND = { - is_nomadic = yes - NOT = { culture = mongol } - # } - # AND = { - # OR = { - # is_feudal = yes - # is_tribal = yes - # } - # NOT = { - # OR = { - # has_landed_title = e_mongol_empire - # has_landed_title = e_golden_horde - # has_landed_title = e_il-khanate - # } - # } - # OR = { - # religion = tengri_pagan - # religion = tengri_pagan_reformed - # } - # } - #} - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_ishad = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 4 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - #OR = { - # AND = { - is_nomadic = yes - NOT = { culture = mongol } - # } - # AND = { - # OR = { - # is_feudal = yes - # is_tribal = yes - # } - # NOT = { - # OR = { - # has_landed_title = e_mongol_empire - # has_landed_title = e_golden_horde - # has_landed_title = e_il-khanate - # } - # } - # OR = { - # religion = tengri_pagan - # religion = tengri_pagan_reformed - # } - # } - #} - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_kundur = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.1 - monthly_prestige = 0.5 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - NOT = { trait = incapable } - } - - allowed_to_grant = { - #OR = { - # AND = { - is_nomadic = yes - NOT = { culture = mongol } - # } - # AND = { - # OR = { - # is_feudal = yes - # is_tribal = yes - # } - # NOT = { - # OR = { - # has_landed_title = e_mongol_empire - # has_landed_title = e_golden_horde - # has_landed_title = e_il-khanate - # } - # } - # OR = { - # religion = tengri_pagan - # religion = tengri_pagan_reformed - # } - # } - #} - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -# INDIAN TITLES - -title_master_of_the_royal_elephants = { - dignity = 0.06 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { has_character_flag = guru } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - primary_title = { - OR = { - tier = king - tier = emperor - } - } - NOT = { has_landed_title = e_byzantium } - NOT = { has_landed_title = e_roman_empire } - has_dharmic_religion_trigger = yes - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_royal_builder = { - dignity = 0.03 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { has_character_flag = guru } - NOT = { trait = incapable } - } - - allowed_to_grant = { - is_feudal = yes - primary_title = { - OR = { - tier = king - tier = emperor - } - } - has_dharmic_religion_trigger = yes - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_court_poet_india = { - dignity = 0.05 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { has_character_flag = guru } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - has_dharmic_religion_trigger = yes - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_guru = { - dignity = 0.050 - grant_limit = 1 - opinion_effect = 10 - monthly_salary = 0.02 - monthly_prestige = 0.75 - - revoke_allowed = no - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - OR = { - has_character_flag = guru - has_character_flag = fake_guru - } - is_adult = yes - OR = { - has_dharmic_religion_trigger = yes - religion = bon - religion = bon_reformed - } - } - - allowed_to_grant = { - OR = { - has_dharmic_religion_trigger = yes - religion = bon - religion = bon_reformed - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} -title_genghis = { - dignity = 10 - revoke_allowed = no - - realm_in_name = no - show_as_title = yes - - replace_order = yes - - monthly_salary = 0 - monthly_prestige = 1.50 - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_councilmember_king = { - is_high_prio = yes - dignity = 0.050 - grant_limit = 1 - opinion_effect = 10 - monthly_salary = 0.00 - monthly_prestige = 0.75 - is_voter = yes - - allowed_to_grant = { - higher_tier_than = DUKE - has_dlc = "Zeus" - primary_title = { has_law = law_voting_power_1 } - } - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - can_be_councilmember_king_trigger = yes - } - revoke_trigger = { - FROM = { - primary_title = { - NOT = { - AND = { - has_law = succession_voting_power_1 - ROOT = { is_powerful_vassal = yes } - } - } - } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { - clr_character_flag = titre_mineur_detenu - if = { - limit = { - FROM = { - NOT = { - has_character_flag = swapping_councillors - } - } - } - opinion = { who = FROM modifier = opinion_fired_from_council } - opinion = { who = FROM modifier = opinion_recently_fired } - } - } - - retire_effect = { - if = { - limit = { - NOT = { - age = 65 - } - health = 3 - NOT = { - is_sick_or_injured_trigger = yes - } - can_be_councilmember_king_trigger = yes - } - - FROM = { - opinion = { who = ROOT modifier = opinion_resigned_from_council } - } - } - } - - message = yes -} - -title_councilmember_emperor = { - is_high_prio = yes - dignity = 0.060 - grant_limit = 1 - opinion_effect = 10 - monthly_salary = 0.00 - monthly_prestige = 1.00 - is_voter = yes - - allowed_to_grant = { - higher_tier_than = KING - has_dlc = "Zeus" - primary_title = { has_law = law_voting_power_1 } - } - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - can_be_councilmember_emperor_trigger = yes - } - - revoke_trigger = { - FROM = { - primary_title = { - NOT = { - AND = { - has_law = succession_voting_power_1 - ROOT = { is_powerful_vassal = yes } - } - } - } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { - clr_character_flag = titre_mineur_detenu - if = { - limit = { - FROM = { - NOT = { - has_character_flag = swapping_councillors - } - } - } - opinion = { who = FROM modifier = opinion_fired_from_council } - opinion = { who = FROM modifier = opinion_recently_fired } - } - } - - retire_effect = { - if = { - limit = { - NOT = { - age = 65 - } - health = 3 - NOT = { - is_sick_or_injured_trigger = yes - } - can_be_councilmember_king_trigger = yes - } - - FROM = { - opinion = { who = ROOT modifier = opinion_resigned_from_council } - } - } - } - - message = yes -} - -#TAOIST TITLES - -title_court_architect = { - dignity = 0.03 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - is_feudal = yes - primary_title = { - OR = { - tier = king - tier = emperor - } - } - religion = taoist - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_zhangshi = { - dignity = 0.05 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - monthly_prestige = 0.40 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion = taoist - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_canjun = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_commander_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion = taoist - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_yuhou = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion = taoist - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_historiographer = { - dignity = 0.15 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - - monthly_salary = 0.075 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - NOT = { trait = incapable } - learning = 7 - } - - allowed_to_grant = { - OR = { - is_feudal = yes - is_tribal = yes - } - religion = taoist - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - - -## Court Physician -title_court_physician = { - is_high_prio = yes - attribute = learning - dignity = 5 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 10 - monthly_salary = 0.2 - monthly_prestige = 0.5 - - allowed_to_grant = { - OR = { - higher_tier_than = BARON - is_patrician = yes - } - has_dlc = "Reapers" - } - - allowed_to_hold = { - custom_tooltip = { - text = court_physician_tooltip_1 - NOT = { - primary_title = { temporary = yes } - } - } - custom_tooltip = { - text = court_physician_tooltip_2 - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - } - OR = { - learning = 15 - AND = { - learning = 10 - OR = { - trait = physician - trait = scholar - trait = mystic - trait = mutazilite - } - } - custom_tooltip = { - text = educated_court_physician - hidden_tooltip = { - has_character_flag = is_court_physician - } - } - } - OR = { - NOT = { religion = hindu } - trait = brahmin - } - is_adult = yes - - prisoner = no - NOT = { trait = in_hiding } - NOT = { trait = incapable } - } - - revoke_trigger = { - custom_tooltip = { - text = revoke_court_physician_being_treated_tt - NOT = { FROM = { has_character_flag = being_treated } } - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - retire_effect = { - } - - message = yes -} - - -#MNM hermetics apprentice -title_hermetics_apprentice = { - is_high_prio = yes - attribute = learning - dignity = 1 - realm_in_name = no - grant_limit = 1 - opinion_effect = 10 - monthly_salary = 0.1 - monthly_prestige = 0.1 - revoke_allowed = no - - allowed_to_grant = { - has_dlc = "Mystics" - society_member_of = hermetics - ai = no - } - - allowed_to_hold = { - custom_tooltip = { - text = court_physician_tooltip_1 - NOT = { - primary_title = { temporary = yes } - } - } - is_adult = yes - OR = { - society_member_of = hermetics - is_in_society = no - } - - NOT = { trait = in_hiding } - NOT = { trait = incapable } - prisoner = no - - hidden_trigger = { - liege = { society_member_of = hermetics } - ai = yes - NOT = { has_character_flag = completed_apprenticeship } - OR = { - FROM = { ai = no } - learning = 10 - is_smart_trigger = yes - trait = gardener - trait = scholar - trait = mystic - } - } - } - - gain_effect = { - set_character_flag = titre_mineur_detenu - if = { - limit = { NOT = { society_member_of = hermetics } } - join_society = hermetics - } - character_event = { id = MNM.1413 days = 4500 random = 1000 } #Some years later, the apprenticeship ends - - opinion = { - modifier = opinion_hermetic_apprentice - who = FROM - years = 100 - } - FROM = { - if = { - limit = { has_quest = quest_hermetics_find_apprentice } - character_event = { id = MNM.1409 } - } - } - } - lose_effect = { - clr_character_flag = titre_mineur_detenu - remove_opinion = { - modifier = opinion_hermetic_apprentice - who = FROM - } - } - retire_effect = { - } - - message = yes -} - - -###JADE DRAGON MINOR TITLES### - -title_china_emperor = { # this title is not granted by a character to another, it is automatically obtained - # when one character becomes emperor of china. It is used solely to identify them as such - is_offmap_holder = yes - offmap_power = offmap_china - show_as_title = yes - dignity = 1000 # this should always be higher than 0, or it won't be applied in all cases -} - -title_administrator = { - is_high_prio = no - dignity = 0.9 - realm_in_name = no - grant_limit = 1 - opinion_effect = 10 - monthly_salary = 0.1 - monthly_prestige = 0.1 - - allowed_to_grant = { - has_dlc = "Jade Dragon" - any_courtier = { has_character_modifier = jd_administrator } - } - - allowed_to_hold = { - custom_tooltip = { - text = title_administrator_modifier_tt - has_character_modifier = jd_administrator - } - NOT = { trait = in_hiding } - NOT = { trait = incapable } - prisoner = no - } - - revoke_trigger = { - always = yes - } - - gain_effect = { - set_character_flag = titre_mineur_detenu - if = { - limit = { - has_character_flag = jd_administrator_golden_age #courtier is from golden age - } - liege = { - add_character_modifier = { - name = employing_jd_administrator_golden_age - duration = -1 - } - } - } - else = { - liege = { - add_character_modifier = { - name = employing_jd_administrator - duration = -1 - } - } - } - } - lose_effect = { - clr_character_flag = titre_mineur_detenu - liege = { - if = { - limit = { has_character_modifier = employing_jd_administrator } - remove_character_modifier = employing_jd_administrator - } - if = { - limit = { has_character_modifier = employing_jd_administrator_golden_age } - remove_character_modifier = employing_jd_administrator_golden_age - } - } - } - retire_effect = { - liege = { - if = { - limit = { has_character_modifier = employing_jd_administrator } - remove_character_modifier = employing_jd_administrator - } - if = { - limit = { has_character_modifier = employing_jd_administrator_golden_age } - remove_character_modifier = employing_jd_administrator_golden_age - } - } - } - death_effect = { - liege = { - if = { - limit = { has_character_modifier = employing_jd_administrator } - remove_character_modifier = employing_jd_administrator - } - if = { - limit = { has_character_modifier = employing_jd_administrator_golden_age } - remove_character_modifier = employing_jd_administrator_golden_age - } - } - } - - message = yes -} - -title_master_engineer = { - is_high_prio = no - dignity = 0.9 - realm_in_name = no - grant_limit = 1 - opinion_effect = 10 - monthly_salary = 0.1 - monthly_prestige = 0.1 - - allowed_to_grant = { - has_dlc = "Jade Dragon" - any_courtier = { has_character_modifier = jd_master_engineer } - } - - allowed_to_hold = { - custom_tooltip = { - text = title_master_engineer_modifier_tt - has_character_modifier = jd_master_engineer - } - NOT = { trait = in_hiding } - NOT = { trait = incapable } - prisoner = no - } - - revoke_trigger = { - always = yes - } - - gain_effect = { - set_character_flag = titre_mineur_detenu - if = { - limit = { has_character_flag = master_engineer_just_spawned } - character_event = { id = JD.20033 days = 10 } - clr_character_flag = master_engineer_just_spawned - break = yes - } - if = { - limit = { - has_character_flag = china_master_engineer_golden_age - } - character_event = { id = JD.20033 days = 1460 random = 542 } - } - else = { - character_event = { id = JD.20033 days = 2920 random = 1095 } - } - } - lose_effect = { - clr_character_flag = titre_mineur_detenu - clear_delayed_event = { id = JD.20033 } - } - retire_effect = { - clear_delayed_event = { id = JD.20033 } - } - death_effect = { - clear_delayed_event = { id = JD.20033 } - } - - message = yes -} - -# Special Title. Do not Delete or alter the name of the tag! -# The Teacher serves as the default Educator for all children at court who are not close relatives of the ruler -title_teacher = { - dignity = 0.1 - grant_limit = 1 - opinion_effect = 5 - - monthly_salary = 0.02 - - is_unique = yes - - allowed_to_grant = { - has_dlc = "Zeus" - is_theocracy = no - OR = { - is_republic = no - is_patrician = yes - } - is_landed = yes - is_playable = yes - } - - allowed_to_hold = { - is_adult = yes - is_ruler = no - prisoner = no - NOR = { - trait = incapable - trait = infirm - trait = imbecile - } - learning = 5 - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -### New Byzantine Minor Titles ### -title_augusta = { - dignity = 5.0 - realm_in_name = yes - grant_limit = 1 - opinion_effect = 30 - - show_as_title = yes - - monthly_salary = 0.05 - monthly_prestige = 0.75 - - is_unique = yes - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - NOT = { has_minor_title = title_sebastos } - is_female = yes - is_close_relative = FROM - is_adult = yes - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_patrikios = { - dignity = 2.0 - grant_limit = 10 - opinion_effect = 5 - - show_as_title = yes - - monthly_salary = 0.03 - monthly_prestige = 0.125 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - NOT = { family = FROM } - NOT = { is_close_relative = FROM } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_hypatos = { - dignity = 1.0 - grant_limit = 20 - opinion_effect = 5 - - monthly_salary = 0.03 - monthly_prestige = 0.0625 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - NOT = { family = FROM } - NOT = { is_close_relative = FROM } - NOT = { has_minor_title = title_anthypatos } - is_adult = yes - OR = { - male_can_hold_minor_title_trigger = yes - female_can_hold_minor_title_trigger = yes - } - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} - -title_sebastos = { - dignity = 2.5 - grant_limit = 10 - opinion_effect = 5 - - show_as_title = yes - - monthly_salary = 0.02 - monthly_prestige = 0.1875 - - allowed_to_hold = { - NOT = { - primary_title = { temporary = yes } - } - NOT = { has_minor_title = title_augusta } - OR = { - is_close_relative = FROM - family = FROM - is_cousin_of = FROM - is_friend = FROM - } - } - - allowed_to_grant = { - is_feudal = yes - OR = { - has_landed_title = e_byzantium - has_landed_title = e_roman_empire - } - OR = { - religion_group = christian - religion_group = jewish_group - religion_group = pagan_group - } - } - - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } - - message = yes -} \ No newline at end of file diff --git a/L3T/common/minor_titles/ReC_minor_title.txt b/L3T/common/minor_titles/ReC_minor_title.txt index ed8cb4ab..7d1b4fa6 100644 --- a/L3T/common/minor_titles/ReC_minor_title.txt +++ b/L3T/common/minor_titles/ReC_minor_title.txt @@ -30,7 +30,6 @@ title_batisseur = { # } # } #is_feudal = no - NOT = { has_character_flag = titre_mineur_detenu } } allowed_to_grant = { @@ -38,8 +37,93 @@ title_batisseur = { trait = batisseur_cathedrale } - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } + gain_effect = {} + lose_effect = {} + + message = yes +} + +title_councilmember_muslim = { + is_high_prio = yes + dignity = 0.030 + grant_limit = 1 + opinion_effect = 5 + monthly_piety = 0.5 + monthly_prestige = 0.25 + is_voter = yes + + allowed_to_grant = { + higher_tier_than = COUNT + has_dlc = "Zeus" + #primary_title = { has_law = law_voting_power_1 } + religion_group = muslim + } + + allowed_to_hold = { + NOT = { + primary_title = { temporary = yes } + } + can_be_councilmember_king_trigger = yes + #L3T specifics + any_demesne_title = { holding_type = temple } + any_demesne_title = { NOT = { holding_type = castle }} + liege = { religion = ROOT } + has_education_learning_trigger = yes + religion_group = muslim + # + } + revoke_trigger = { + FROM = { + primary_title = { + NOT = { + AND = { + #has_law = succession_voting_power_1 + ROOT = { is_powerful_vassal = yes } + } + } + } + } + #L3T specifics + any_demesne_title = { NOT = { holding_type = temple }} + any_demesne_title = { holding_type = castle } + NOT = { liege = { religion = ROOT }} + # + } + + gain_effect = { + } + lose_effect = { + if = { + limit = { + FROM = { + NOT = { + has_character_flag = swapping_councillors + } + } + } + opinion = { who = FROM modifier = opinion_fired_from_council } + opinion = { who = FROM modifier = opinion_recently_fired } + } + } + + retire_effect = { + if = { + limit = { + NOT = { + age = 65 + } + health = 3 + NOT = { + is_sick_or_injured_trigger = yes + } + can_be_councilmember_king_trigger = yes + } + + FROM = { + opinion = { who = ROOT modifier = opinion_resigned_from_council } + } + } + } message = yes } diff --git a/L3T/common/minor_titles/XYLO_minor_title.txt b/L3T/common/minor_titles/XYLO_minor_title.txt index 2787a32f..2a5a0d1e 100644 --- a/L3T/common/minor_titles/XYLO_minor_title.txt +++ b/L3T/common/minor_titles/XYLO_minor_title.txt @@ -12,7 +12,6 @@ title_forestier = { is_adult = yes is_female = no stewardship = 10 - NOT = { has_character_flag = titre_mineur_detenu } } allowed_to_grant = { @@ -20,14 +19,14 @@ title_forestier = { any_demesne_province = { region = world_europe } } - gain_effect = { set_character_flag = titre_mineur_detenu } + gain_effect = {} lose_effect = { - clr_character_flag = titre_mineur_detenu remove_opinion = { modifier = opinion_titre_mineur_promu who = ROOT } } + message = yes } @@ -47,7 +46,6 @@ title_veneur = { trait = falconer martial = 12 } - NOT = { has_character_flag = titre_mineur_detenu } } allowed_to_grant = { @@ -56,8 +54,8 @@ title_veneur = { any_demesne_province = { has_province_modifier = foret2_chasse } } - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } + gain_effect = {} + lose_effect = {} message = yes } @@ -76,7 +74,6 @@ title_soigneur = { is_adult = yes is_female = no learning = 12 - NOT = { has_character_flag = titre_mineur_detenu } } allowed_to_grant = { @@ -85,8 +82,8 @@ title_soigneur = { any_demesne_province = { has_province_modifier = foret2_holy } } - gain_effect = { set_character_flag = titre_mineur_detenu } - lose_effect = { clr_character_flag = titre_mineur_detenu } + gain_effect = {} + lose_effect = {} message = yes } \ No newline at end of file diff --git a/L3T/common/objectives/00_factions.txt b/L3T/common/objectives/00_factions.txt new file mode 100644 index 00000000..35890723 --- /dev/null +++ b/L3T/common/objectives/00_factions.txt @@ -0,0 +1,9511 @@ +# Faction tags need to start with 'faction_' + +# Supported types: +# liege_titles, liege_titles_w_claimant, character + +# The succession law factions have hard coded elements to ensure that the correct heir is shown in Plot and +# Faction interfaces and that AI faction members vote for laws in accordance with the faction goal. +# The valid tags correspond to the law name: faction_succ_seniority, faction_succ_primogeniture, etc. +# (faction_succ_ultimogeniture is fully supported by the code, but not currently implemented) + +############### +# FACTIONS +############### + +# Institute Succession by Seniority in Liege Title +faction_succ_seniority = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + OR = { + NOT = { has_dlc = "Zeus" } + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + NOT = { trait = incapable } + liege = { + is_vice_royalty = no + is_feudal = yes + OR = { + year = 1350 + primary_title = { is_tribal_type_title = no } + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + NOT = { religion_group = muslim } + primary_title = { higher_tier_than = BARON } + + NOT = { in_faction = faction_succ_primogeniture } + NOT = { in_faction = faction_succ_feudal_elective } + NOT = { in_faction = faction_succ_gavelkind } + + OR = { + # Is not affected by a Crown Law title + NOT = { + crownlaw_title = { + always = yes + } + } + + # The Crown Law title holder is my liege + crownlaw_title = { + holder_scope = { + ROOT = { + liege = { + character = PREVPREV + } + } + } + } + + # The Crown Law title allows vassal infighting + crownlaw_title = { + NOT = { + OR = { + has_law = crown_authority_2 + has_law = crown_authority_3 + has_law = crown_authority_4 + } + } + } + } + + NOT = { has_character_modifier = faction_succ_seniority_ultimatum_timer } + } + + # Target scope + allow = { + is_law_potential = succ_seniority + is_law_allowed = succ_seniority + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + NOR = { + has_law = succ_seniority + AND = { + has_law = succession_voting_power_1 + has_law = succ_feudal_elective + } + AND = { + has_law = succession_voting_power_1 + has_law = succ_hre_elective + } + } + + holder_scope = { + NOT = { + any_war = { + war_title = ROOT + using_cb = change_seniority_succession_law + } + } + + NOT = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + OR = { + NOT = { has_dlc = "Zeus"} + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + + NOT = { religion_group = muslim } + NOT = { in_faction = faction_succ_primogeniture } + NOT = { in_faction = faction_succ_feudal_elective } + NOT = { in_faction = faction_succ_gavelkind } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + modifier = { + factor = 0 + NOT = { would_be_heir_under_law = { who = FROM law = seniority } } + + #heir_under_seniority_law = { + #OR = { + #ROOT = { current_heir = { character = PREV } } + #FROM = { + #opinion_diff = { + #first = LIEGE + #second = PREV + #value = -25 # I don't like the pretender enough + #as_if_liege = yes + #} + #} + #} + #} + + } + + modifier = { + factor = 0 + FROM = { + OR = { + AND = { + NOT = { leads_faction = faction_succ_seniority } + opinion = { who = LIEGE value = 50 } + } + AND = { + leads_faction = faction_succ_seniority + opinion = { who = LIEGE value = 75 } + } + } + } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = 0 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + in_faction = faction_succ_feudal_elective + in_faction = faction_succ_primogeniture + in_faction = faction_succ_gavelkind + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_succ_seniority_ultimatum_timer + } + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + OR = { + AND = { + NOT = { in_faction = faction_succ_seniority } + opinion = { who = LIEGE value = 50 } + } + AND = { + in_faction = faction_succ_seniority + opinion = { who = LIEGE value = 75 } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + FROM = { # Remember: the faction leader is also the person who would inherit under this law + liege = { + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + ROOT = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + religion = ROOT + opinion_diff = { + first = ROOT + second = LIEGE + value = 10 # I like the Claimant more than the current ruler + as_if_liege = yes + } + } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + FROMFROM = { + heir_under_seniority_law = { + ROOT = { + OR = { + AND = { + NOT = { in_faction = faction_succ_seniority } + opinion_diff = { + first = LIEGE + second = PREV + value = -10 # I don't like the pretender enough + as_if_liege = yes + } + } + AND = { + in_faction = faction_succ_seniority + opinion_diff = { + first = LIEGE + second = PREV + value = 10 + as_if_liege = yes + } + } + } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 2 + FROMFROM = { + heir_under_seniority_law = { + ROOT = { + opinion_diff = { + first = PREV + second = LIEGE + value = 25 + as_if_liege = yes + } + } + } + } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + has_law = succ_seniority + } + + abort = { + always = no # Factions will abort if the Potential or Allow triggers are no longer valid + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_succ_seniority + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +# Institute Succession by Primogeniture +faction_succ_primogeniture = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + OR = { + NOT = { has_dlc = "Zeus" } + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + NOT = { trait = incapable } + liege = { + is_vice_royalty = no + is_feudal = yes + OR = { + year = 1350 + primary_title = { is_tribal_type_title = no } + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + NOT = { religion_group = muslim } + primary_title = { higher_tier_than = BARON } + + NOT = { in_faction = faction_succ_seniority } + NOT = { in_faction = faction_succ_feudal_elective } + NOT = { in_faction = faction_succ_gavelkind } + + OR = { + # Is not affected by a Crown Law title + NOT = { + crownlaw_title = { + always = yes + } + } + + # The Crown Law title holder is my liege + crownlaw_title = { + holder_scope = { + ROOT = { + liege = { + character = PREVPREV + } + } + } + } + + # The Crown Law title allows vassal infighting + crownlaw_title = { + NOT = { + OR = { + has_law = crown_authority_2 + has_law = crown_authority_3 + has_law = crown_authority_4 + } + } + } + } + + NOT = { has_character_modifier = faction_succ_primogeniture_ultimatum_timer } + } + + # Target scope + allow = { + is_law_potential = succ_primogeniture + is_law_allowed = succ_primogeniture + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + NOR = { + has_law = succ_primogeniture + AND = { + has_law = succession_voting_power_1 + has_law = succ_feudal_elective + } + AND = { + has_law = succession_voting_power_1 + has_law = succ_hre_elective + } + } + + holder_scope = { + NOT = { + any_war = { + war_title = ROOT + using_cb = change_primogeniture_succession_law + } + } + + NOT = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + OR = { + NOT = { has_dlc = "Zeus"} + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + + NOT = { religion_group = muslim } + NOT = { in_faction = faction_succ_seniority } + NOT = { in_faction = faction_succ_feudal_elective } + NOT = { in_faction = faction_succ_gavelkind } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + modifier = { + factor = 0 + NOT = { would_be_heir_under_law = { who = FROM law = primogeniture } } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + AND = { + NOT = { leads_faction = faction_succ_primogeniture } + opinion = { who = LIEGE value = 50 } + } + AND = { + leads_faction = faction_succ_primogeniture + opinion = { who = LIEGE value = 75 } + } + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = 0 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + in_faction = faction_succ_feudal_elective + in_faction = faction_succ_seniority + in_faction = faction_succ_gavelkind + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_succ_primogeniture_ultimatum_timer + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + FROMFROM = { + heir_under_primogeniture_law = { + ROOT = { + OR = { + AND = { + NOT = { in_faction = faction_succ_primogeniture } + opinion_diff = { + first = LIEGE + second = PREV + value = -10 # I don't like the pretender enough + as_if_liege = yes + } + } + AND = { + in_faction = faction_succ_primogeniture + opinion_diff = { + first = LIEGE + second = PREV + value = 10 + as_if_liege = yes + } + } + } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + AND = { + NOT = { in_faction = faction_succ_primogeniture } + opinion = { who = LIEGE value = 50 } + } + AND = { + in_faction = faction_succ_primogeniture + opinion = { who = LIEGE value = 75 } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + FROM = { # Remember: the faction leader is also the person who would inherit under this law + OR = { + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + liege = { + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + ROOT = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + culture = ROOT + religion = ROOT + } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 2 + FROMFROM = { + heir_under_primogeniture_law = { + ROOT = { + opinion_diff = { + first = PREV + second = LIEGE + value = 25 + as_if_liege = yes + } + } + } + } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + has_law = succ_primogeniture + } + + abort = { + always = no # Factions will abort if the Potential or Allow triggers are no longer valid + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_succ_primogeniture + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + + +# Institute Succession by Gavelkind +faction_succ_gavelkind = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + OR = { + NOT = { has_dlc = "Zeus" } + is_voter = no + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + } + } + } + NOT = { trait = incapable } + liege = { + is_vice_royalty = no + is_feudal = yes + OR = { + year = 1350 + primary_title = { is_tribal_type_title = no } + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + NOT = { religion_group = muslim } + primary_title = { higher_tier_than = BARON } + + NOT = { in_faction = faction_succ_seniority } + NOT = { in_faction = faction_succ_primogeniture } + NOT = { in_faction = faction_succ_feudal_elective } + + OR = { + # Is not affected by a Crown Law title + NOT = { + crownlaw_title = { + always = yes + } + } + + # The Crown Law title holder is my liege + crownlaw_title = { + holder_scope = { + ROOT = { + liege = { + character = PREVPREV + } + } + } + } + + # The Crown Law title allows vassal infighting + crownlaw_title = { + NOT = { + OR = { + has_law = crown_authority_2 + has_law = crown_authority_3 + has_law = crown_authority_4 + } + } + } + } + + NOT = { has_character_modifier = faction_succ_gavelkind_ultimatum_timer } + } + + # Target scope + allow = { + is_law_potential = succ_gavelkind + is_law_allowed = succ_gavelkind + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + NOR = { + has_law = succ_gavelkind + AND = { + has_law = succession_voting_power_1 + has_law = succ_feudal_elective + } + AND = { + has_law = succession_voting_power_1 + has_law = succ_hre_elective + } + } + + holder_scope = { + NOT = { + any_war = { + war_title = ROOT + using_cb = change_gavelkind_succession_law + } + } + + NOT = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + OR = { + NOT = { has_dlc = "Zeus"} + is_voter = no + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + } + } + } + + NOT = { religion_group = muslim } + NOT = { in_faction = faction_succ_seniority } + NOT = { in_faction = faction_succ_primogeniture } + NOT = { in_faction = faction_succ_feudal_elective } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + # Not for the current heir + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + modifier = { + factor = 0 + OR = { + has_law = succ_feudal_elective + has_law = succ_hre_elective + } + NOT = { + holder_scope = { + dynasty = FROM + } + } + } + + + #modifier = { # Removed, we want Vassals to start Gavelkind factions in general + # factor = 0 + # # Is not a child of the title holder, and no need to split the demesne + # holder_scope = { + # NOT = { + # any_demesne_title = { + # tier = PREVPREV + # NOT = { title = PREVPREV } + # } + # } + # FROM = { + # OR = { + # NOT = { is_child_of = PREV } + # trait = bastard + # AND = { + # is_female = yes + # is_pretender = no + # } + # } + # } + # } + #} + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + holder_scope = { + OR = { + NOT = { culture = FROM } + NOT = { religion = FROM } + } + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + FROM = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + culture = FROM + religion = FROM + } + } + } + } + + modifier = { + factor = 0 + FROM = { + OR = { + AND = { + NOT = { leads_faction = faction_succ_gavelkind } + opinion = { who = LIEGE value = 50 } + } + AND = { + leads_faction = faction_succ_gavelkind + opinion = { who = LIEGE value = 75 } + } + } + } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 4 + FROM = { + liege = { + has_council = yes + primary_title = { + NOT = { + has_law = law_voting_power_1 + has_law = banish_voting_power_1 + has_law = execution_voting_power_1 + has_law = revoke_title_voting_power_1 + has_law = grant_title_voting_power_1 + has_law = imprison_voting_power_1 + has_law = war_voting_power_1 + } + } + } + is_voter = yes + } + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = 0 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + + modifier = { + factor = 4.0 + FROM = { is_pretender = yes } + } + + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + in_faction = faction_succ_feudal_elective + in_faction = faction_succ_seniority + in_faction = faction_succ_primogeniture + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + + OR = { + AND = { + NOT = { in_faction = faction_succ_gavelkind } + opinion_diff = { + first = LIEGE + second = FROM + value = 10 # I like my liege rather a lot more than the faction leader + as_if_liege = yes + } + } + AND = { + in_faction = faction_succ_gavelkind + opinion_diff = { + first = LIEGE + second = FROM + value = 25 + as_if_liege = yes + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_succ_gavelkind_ultimatum_timer + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + AND = { + NOT = { in_faction = faction_succ_gavelkind } + opinion = { who = LIEGE value = 50 } + } + AND = { + in_faction = faction_succ_gavelkind + opinion = { who = LIEGE value = 75 } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 4 + liege = { + has_council = yes + primary_title = { + NOT = { + has_law = law_voting_power_1 + has_law = banish_voting_power_1 + has_law = execution_voting_power_1 + has_law = revoke_title_voting_power_1 + has_law = grant_title_voting_power_1 + has_law = imprison_voting_power_1 + has_law = war_voting_power_1 + } + } + } + is_voter = yes + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 2.0 + opinion_diff = { + first = FROM + second = LIEGE + value = 25 + as_if_liege = yes + } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + has_law = succ_gavelkind + } + + abort = { + always = no # Factions will abort if the Potential or Allow triggers are no longer valid + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_succ_gavelkind + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +# Institute Succession by Feudal Elective +faction_succ_feudal_elective = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + OR = { + NOT = { has_dlc = "Zeus" } + is_voter = no + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + primary_title = { title = e_hre } + primary_title = { has_title_flag = alternate_hre } + } + } + } + NOT = { trait = incapable } + liege = { + NOT = { government = chinese_imperial_government } + OR = { + primary_title = { title = e_hre } + primary_title = { has_title_flag = alternate_hre } + primary_title = { + has_law = law_voting_power_1 + has_law = banish_voting_power_1 + has_law = execution_voting_power_1 + has_law = revoke_title_voting_power_1 + has_law = grant_title_voting_power_1 + has_law = imprison_voting_power_1 + has_law = war_voting_power_1 + } + NOT = { has_dlc = "Zeus" } + } + is_vice_royalty = no + is_feudal = yes + OR = { + year = 1350 + primary_title = { is_tribal_type_title = no } + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + NOT = { religion_group = muslim } + primary_title = { higher_tier_than = BARON } + + NOT = { in_faction = faction_succ_seniority } + NOT = { in_faction = faction_succ_primogeniture } + NOT = { in_faction = faction_succ_gavelkind } + + OR = { + # Is not affected by a Crown Law title + NOT = { + crownlaw_title = { + always = yes + } + } + + # The Crown Law title holder is my liege + crownlaw_title = { + holder_scope = { + ROOT = { + liege = { + character = PREVPREV + } + } + } + } + + # The Crown Law title allows vassal infighting + crownlaw_title = { + NOT = { + OR = { + has_law = crown_authority_2 + has_law = crown_authority_3 + has_law = crown_authority_4 + } + } + } + } + + NOT = { has_character_modifier = faction_succ_feudal_elective_ultimatum_timer } + } + + # Target scope + allow = { + OR = { + AND = { + is_law_potential = succ_feudal_elective + is_law_allowed = succ_feudal_elective + } + AND = { + is_law_potential = succ_hre_elective + is_law_allowed = succ_hre_elective + } + } + NOR = { + has_law = succ_feudal_elective + has_law = succ_hre_elective + AND = { + has_law = succession_voting_power_1 + has_law = succ_feudal_elective + } + AND = { + has_law = succession_voting_power_1 + has_law = succ_hre_elective + } + } + + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + + holder_scope = { + NOT = { + any_war = { + war_title = ROOT + using_cb = change_feudal_elective_succession_law + } + } + + NOT = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + OR = { + NOT = { has_dlc = "Zeus"} + is_voter = no + is_tribal = yes + liege = { + OR = { + primary_title = { title = e_hre } + primary_title = { has_title_flag = alternate_hre } + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + } + } + } + + NOT = { religion_group = muslim } + NOT = { in_faction = faction_succ_seniority } + NOT = { in_faction = faction_succ_primogeniture } + NOT = { in_faction = faction_succ_gavelkind } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 1.5 + liege = { + primary_title = { title = e_hre } + } + } + modifier = { + factor = 1.5 + liege = { + primary_title = { has_title_flag = alternate_hre } + } + } + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + # Not for the current heir + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + # Not for spouse of current heir + modifier = { + factor = 0 + current_heir = { + any_spouse = { character = FROM } + } + } + + # Not for children of the present holder + modifier = { + factor = 0 + holder_scope = { + FROM = { + is_child_of = PREV + } + } + } + + # Not for dynasty members if under seniority law + modifier = { + factor = 0 + has_law = succ_seniority + holder_scope = { + dynasty = FROM + } + } + + # If next in line under seniority, choose that plot insetead + modifier = { + factor = 0 + would_be_heir_under_law = { who = FROM law = seniority } + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + holder_scope = { + OR = { + NOT = { culture = FROM } + NOT = { religion = FROM } + } + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + FROM = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + culture = FROM + religion = FROM + } + } + } + } + + modifier = { + factor = 0 + FROM = { + OR = { + AND = { + NOT = { leads_faction = faction_succ_feudal_elective } + opinion = { who = LIEGE value = 50 } + } + AND = { + leads_faction = faction_succ_feudal_elective + opinion = { who = LIEGE value = 75 } + } + } + } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0.7 + FROM = { + liege = { + has_law = succ_gavelkind + } + } + } + + modifier = { + factor = 0.7 + FROM = { + NOR = { + has_opinion_modifier = { who = LIEGE modifier = opinion_evil_tyrant } + has_opinion_modifier = { who = LIEGE modifier = opinion_tyrant } + } + } + } + + modifier = { + factor = 3 + FROM = { + liege = { + has_council = yes + } + is_voter = yes + } + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = 0 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + + modifier = { + factor = 4.0 + FROM = { is_pretender = yes } + } + + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + in_faction = faction_succ_seniority + in_faction = faction_succ_primogeniture + in_faction = faction_succ_gavelkind + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + + OR = { + AND = { + NOT = { in_faction = faction_succ_feudal_elective } + opinion_diff = { + first = LIEGE + second = FROM + value = 10 # I like my liege rather a lot more than the faction leader + as_if_liege = yes + } + } + AND = { + in_faction = faction_succ_feudal_elective + opinion_diff = { + first = LIEGE + second = FROM + value = 25 + as_if_liege = yes + } + } + } + + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + AND = { + NOT = { in_faction = faction_succ_feudal_elective } + opinion = { who = LIEGE value = 50 } + } + AND = { + in_faction = faction_succ_feudal_elective + opinion = { who = LIEGE value = 75 } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_succ_feudal_elective_ultimatum_timer + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0.7 + liege = { + has_law = succ_gavelkind + } + } + + modifier = { + factor = 0.7 + NOR = { + has_opinion_modifier = { who = LIEGE modifier = opinion_evil_tyrant } + has_opinion_modifier = { who = LIEGE modifier = opinion_tyrant } + } + } + + modifier = { + factor = 3 + liege = { + has_council = yes + } + is_voter = yes + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 2.0 + opinion_diff = { + first = FROM + second = LIEGE + value = 25 + as_if_liege = yes + } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + OR = { + has_law = succ_feudal_elective + has_law = succ_hre_elective + } + } + + abort = { + always = no # Factions will abort if the Potential or Allow triggers are no longer valid + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_succ_feudal_elective + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +# Lower Crown Authority +faction_lower_crown_authority = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + NOT = { has_dlc = "Zeus" } + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + NOT = { trait = incapable } + liege = { + is_feudal = yes + OR = { + year = 1350 + primary_title = { is_tribal_type_title = no } + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + primary_title = { higher_tier_than = BARON } + + NOT = { has_character_modifier = faction_lower_CA_ultimatum_timer } + } + + # Target scope + allow = { + higher_tier_than = DUKE + + holder_scope = { + independent = yes + } + + OR = { + is_primary_holder_title = yes + is_titular = no + } + + NOT = { has_law = crown_authority_0 } + + holder_scope = { + NOT = { + any_war = { + war_title = ROOT + using_cb = lower_crown_authority_law + } + } + + NOT = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + NOT = { has_dlc = "Zeus"} + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + modifier = { + factor = 0 + NOT = { FROM = { crownlaw_title = { title = ROOT } } } + } + + modifier = { + factor = 0 + holder_scope = { + FROM = { + has_opinion_modifier = { who = PREV modifier = opinion_lowered_crown_authority } + } + } + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + holder_scope = { + OR = { + NOT = { culture = FROM } + NOT = { religion = FROM } + } + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + FROM = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + culture = FROM + religion = FROM + } + } + } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0.1 + has_law = crown_authority_1 + } + modifier = { + factor = 1.5 + has_law = crown_authority_3 + } + modifier = { + factor = 2.25 + has_law = crown_authority_4 + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = -10 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + NOT = { crownlaw_title = { title = FROMFROM } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_lower_CA_ultimatum_timer + } + + modifier = { + factor = 0 + NOT = { opinion = { who = FROM value = -40 } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 25 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -10 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + + modifier = { + factor = 0.1 + FROMFROM = { + has_law = crown_authority_1 + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 1.5 + FROMFROM = { + has_law = crown_authority_3 + } + } + modifier = { + factor = 2.25 + FROMFROM = { + has_law = crown_authority_4 + } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + holder_scope = { + FROM = { + has_opinion_modifier = { who = PREV modifier = opinion_lowered_crown_authority } + } + } + } + + abort = { + always = no + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_lower_crown_authority + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +# Lower Tribal Organization +faction_lower_tribal_organization = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + NOT = { trait = incapable } + OR = { + is_tribal = yes + AND = { + has_dlc = "Zeus" + OR = { + is_voter = no + is_nomadic = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + } + } + liege = { + is_tribal = yes + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + primary_title = { higher_tier_than = BARON } + + NOT = { has_character_modifier = faction_lower_TO_ultimatum_timer } + } + + # Target scope + allow = { + higher_tier_than = COUNT + + holder_scope = { + independent = yes + } + + is_primary_holder_title = yes + + NOT = { has_law = tribal_organization_0 } + + holder_scope = { + NOT = { + any_war = { + war_title = ROOT + using_cb = lower_tribal_organization_law + } + } + + NOT = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + OR = { + is_tribal = yes + AND = { + has_dlc = "Zeus" + OR = { + is_voter = no + is_nomadic = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + } + } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0 + FROM = { dislike_tribal_organization = no } + } + + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + modifier = { + factor = 0 + holder_scope = { + FROM = { + has_opinion_modifier = { who = PREV modifier = opinion_lowered_tribal_organization } + } + } + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + holder_scope = { + OR = { + NOT = { culture = FROM } + NOT = { religion = FROM } + } + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = COUNT + } + FROM = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + culture = FROM + religion = FROM + } + } + } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0.1 + has_law = tribal_organization_1 + } + modifier = { + factor = 1.5 + has_law = tribal_organization_3 + } + modifier = { + factor = 2.25 + has_law = tribal_organization_4 + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = -10 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0 + dislike_tribal_organization = no + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_lower_TO_ultimatum_timer + } + + modifier = { + factor = 0 + NOT = { opinion = { who = FROM value = -40 } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 25 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -10 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + + modifier = { + factor = 0.1 + FROMFROM = { + has_law = tribal_organization_1 + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 1.5 + FROMFROM = { + has_law = tribal_organization_3 + } + } + modifier = { + factor = 2.25 + FROMFROM = { + has_law = tribal_organization_4 + } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + holder_scope = { + FROM = { + has_opinion_modifier = { who = PREV modifier = opinion_lowered_tribal_organization } + } + } + } + + abort = { + always = no + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_lower_tribal_organization + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +# Independence +faction_independence = { + type = character + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + OR = { + NOT = { has_dlc = "Zeus" } + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + has_landed_title = e_china_west_governor + #has_council = no + } + } + } + + NOT = { trait = incapable } + + higher_tier_than = BARON + OR = { + ai = yes + is_feudal = yes + is_tribal = yes + is_nomadic = yes + higher_tier_than = COUNT + } + + liege = { + independent = yes + NOT = { + any_war = { + using_cb = cb_faction_independence + } + } + + # Mongols and Aztecs do not have independence revolt problems before 1350 + OR = { + year = 1350 + primary_title = { is_tribal = no } + NOT = { culture = ROOT } + NOT = { religion = ROOT } + NOT = { + OR = { + culture = nahuatl + culture = mongol + } + } + } + + # Not allowed to start factions like this if our capital borders the liege's capital + NOT = { + capital_scope = { + any_neighbor_province = { + ROOT = { + capital_scope = { + province = PREVPREV + } + } + } + } + } + + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + + OR = { + is_nomadic = no + NOT = { has_dlc = "Horse Lords" } + liege = { + NOT = { has_blood_oath_with = PREV } + } + } + + # No independence factions in merchant republics + NOT = { + AND = { + is_merchant_republic = yes + liege = { + is_merchant_republic = yes + } + } + } + + NOT = { has_landed_title = k_orthodox } + + NOT = { has_character_modifier = faction_independence_ultimatum_timer } + mercenary = no + } + + # Target scope + allow = { + prisoner = no + + NOR = { + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + AND = { + is_nomadic = yes + clan_opinion = { who = LIEGE value = 0 } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + mercenary = no + OR = { + NOT = { has_dlc = "Zeus"} + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + has_landed_title = e_china_west_governor + #has_council = no + } + } + } + OR = { + is_nomadic = no + NOT = { + clan_opinion = { who = LIEGE value = 0 } + } + } + + # No independence factions in merchant republics + NOT = { + AND = { + is_merchant_republic = yes + liege = { + is_merchant_republic = yes + } + } + } + + # Can't join factions when in blood oath with liege + OR = { + is_nomadic = no + NOT = { has_dlc = "Horse Lords" } + liege = { + NOT = { has_blood_oath_with = PREV } + } + } + } + } + + # AI creation weight + chance = { + factor = 4 + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + has_character_modifier = in_seclusion + } + } + + modifier = { + factor = 0 + war = yes + } + + modifier = { + factor = 0 + is_patrician = yes + is_merchant_republic = no + } + + modifier = { + factor = 0 + liege = { + religion = ROOT + culture = ROOT + OR = { + NOT = { distance = { who = ROOT distance = 100 } } + AND = { + NOT = { distance = { who = ROOT distance = 200 } } + ROOT = { + OR = { + NOT = { religion_group = pagan_group } + is_reformed_religion = yes + } + } + OR = { + NOT = { ROOT = { religion_group = pagan_group } } + ROOT = { is_reformed_religion = yes } + } + } + AND = { + de_jure_vassal_or_below = ROOT + NOT = { ROOT = { tier = KING } } + } + } + } + } + + modifier = { + factor = 0 + liege = { + current_heir = { + character = ROOT + } + } + } + + modifier = { + factor = 0 + lower_tier_than = KING + OR = { + NOT = { religion_group = pagan_group } + is_reformed_religion = yes + } + liege = { + culture_group = ROOT + religion_group = ROOT + OR = { + religion = ROOT + culture = ROOT + } + NOT = { distance = { who = ROOT distance = 200 } } + } + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + lower_tier_than = KING + liege = { + OR = { + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + ROOT = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + culture = ROOT + religion = ROOT + } + } + } + } + + modifier = { + factor = 0 + OR = { + AND = { + NOT = { leads_faction = faction_independence } + opinion = { who = LIEGE value = 60 } + } + AND = { + leads_faction = faction_independence + opinion = { who = LIEGE value = 80 } + } + } + } + + modifier = { + factor = 0 + preparing_invasion = yes + } + + modifier = { + factor = 0.1 + OR = { + NOT = { religion_group = pagan_group } + is_reformed_religion = yes + } + liege = { + NOT = { distance = { who = ROOT distance = 200 } } + } + } + + modifier = { + factor = 0.25 + liege = { + religion = ROOT + culture = ROOT + } + } + + modifier = { + factor = 1.5 + liege = { + distance = { who = ROOT distance = 300 } + } + } + modifier = { + factor = 2.0 + liege = { + distance = { who = ROOT distance = 400 } + } + } + + modifier = { + factor = 2.0 + religion_group = pagan_group + is_reformed_religion = no + } + + modifier = { + factor = 2.0 + liege = { + NOT = { religion_group = ROOT } + } + } + + modifier = { + factor = 1.5 + liege = { + NOT = { culture_group = ROOT } + } + } + + modifier = { + factor = 0.5 + opinion = { who = LIEGE value = 20 } + } + modifier = { + factor = 0 + opinion = { who = LIEGE value = 40 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -20 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + + modifier = { + factor = 0.025 + trait = content + } + modifier = { + factor = 0.025 + trait = imbecile + } + modifier = { + factor = 0.025 + trait = craven + } + modifier = { + factor = 0.1 + trait = inbred + } + modifier = { + factor = 0.1 + OR = { + trait = slow + trait = dull + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + modifier = { + factor = 1.5 + primary_title = { + is_vice_royalty = yes + } + } + modifier = { + factor = 2 + OR = { + has_opinion_modifier = { who = LIEGE modifier = opinion_evil_tyrant } + has_opinion_modifier = { who = LIEGE modifier = opinion_tyrant } + } + } + modifier = { # More likely to want to go independent from the WP if China is unstable + factor = 10.0 + liege = { + government = confucian_bureaucracy + } + offmap_china = { + NOR = { + has_status = china_stable + has_status = china_golden_age + } + } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 4 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + has_landed_title = k_orthodox + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + is_patrician = yes + is_merchant_republic = no + } + + modifier = { + factor = 0 + liege = { + religion = ROOT + culture = ROOT + OR = { + NOT = { distance = { who = ROOT distance = 100 } } + AND = { + NOT = { distance = { who = ROOT distance = 200 } } + ROOT = { + OR = { + NOT = { religion_group = pagan_group } + is_reformed_religion = yes + } + } + } + AND = { + de_jure_vassal_or_below = ROOT + NOT = { ROOT = { tier = KING } } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + lower_tier_than = KING + OR = { + NOT = { religion_group = pagan_group } + is_reformed_religion = yes + } + liege = { + culture_group = ROOT + religion_group = ROOT + OR = { + religion = ROOT + culture = ROOT + } + NOT = { distance = { who = ROOT distance = 200 } } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + liege = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_independence_ultimatum_timer + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + + liege = { + OR = { + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + ROOT = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + culture = ROOT + religion = ROOT + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + AND = { + NOT = { in_faction = faction_independence } + opinion = { who = LIEGE value = 60 } + } + AND = { + in_faction = faction_independence + opinion = { who = LIEGE value = 80 } + } + } + + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + + # Won't join this type of faction if our capital borders the liege's capital + liege = { + capital_scope = { + any_neighbor_province = { + ROOT = { + capital_scope = { + province = PREVPREV + } + } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 0.1 + OR = { + NOT = { religion_group = pagan_group } + is_reformed_religion = yes + } + liege = { + NOT = { distance = { who = ROOT distance = 200 } } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + # Clans are very unlikely to join Independence factions led by non-nomads + modifier = { + factor = 0.01 + is_nomadic = yes + FROM = { + is_nomadic = no + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0.25 + liege = { + religion = ROOT + culture = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1.5 + liege = { + distance = { who = ROOT distance = 300 } + } + } + modifier = { + factor = 2.0 + liege = { + distance = { who = ROOT distance = 400 } + } + } + + modifier = { + factor = 2.0 + religion_group = pagan_group + is_reformed_religion = no + } + + modifier = { + factor = 2.0 + liege = { + NOT = { religion_group = ROOT } + } + } + + modifier = { + factor = 1.5 + liege = { + NOT = { culture_group = ROOT } + } + } + + modifier = { + factor = 0.5 + opinion = { who = LIEGE value = 20 } + } + modifier = { + factor = 0 + opinion = { who = LIEGE value = 40 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -20 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + + modifier = { + factor = 0.025 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.025 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.025 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + modifier = { + factor = 2 + OR = { + has_opinion_modifier = { who = LIEGE modifier = opinion_evil_tyrant } + has_opinion_modifier = { who = LIEGE modifier = opinion_tyrant } + } + } + modifier = { # More likely to want to go independent from the WP if China is unstable + factor = 10.0 + liege = { + government = confucian_bureaucracy + } + offmap_china = { + NOR = { + has_status = china_stable + has_status = china_golden_age + } + } + } + } + + success = { + independent = yes + } + + abort = { + always = no + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_independence + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +# Support Claimant to Liege Title +faction_claimant = { + type = liege_titles_w_claimant # 'new_character' is a Claimant, or, if the title is Elective, anyone eligible for election + exclusive = yes # Can only lead or be in one faction of this type + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + OR = { + NOT = { has_dlc = "Zeus" } + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + NOT = { trait = incapable } + liege = { + is_vice_royalty = no + OR = { + is_feudal = yes + is_tribal = yes + is_nomadic = yes + } + OR = { + # Hordes should have less problems with this type of faction until ca 1350 + year = 1350 + primary_title = { is_tribal = no } + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + primary_title = { higher_tier_than = BARON } + + OR = { + # Is not affected by a Crown Law title + NOT = { + crownlaw_title = { + always = yes + } + } + + # The Crown Law title holder is my liege + crownlaw_title = { + holder_scope = { + ROOT = { + liege = { + character = PREVPREV + } + } + } + } + + # The Crown Law title allows vassal infighting + crownlaw_title = { + NOT = { + OR = { + has_law = crown_authority_2 + has_law = crown_authority_3 + has_law = crown_authority_4 + } + } + } + } + OR = { + liege = { + is_nomadic = no + } + AND = { + liege = { + is_nomadic = yes + NOT = { has_blood_oath_with = PREV } + } + is_nomadic = yes + new_character = { + character = PREV + } + has_dlc = "Horse Lords" + } + } + + NOT = { has_character_modifier = faction_claimant_timer } + } + + # Target scope + allow = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + new_character = { + NOT = { has_landed_title = PREV } + + NOT = { is_vassal_or_below = FROM } + + OR = { + same_realm = FROM + FROM = { + liege = { independent = yes } + } + } + + OR = { + OR = { + is_female = no + AND = { + NOT = { religion_group = muslim } + NOT = { ROOT = { succ_law_title = { has_law = agnatic_succession } } } + NOT = { has_religion_feature = religion_patriarchal } + } + } + OR = { + is_female = yes + AND = { + NOT = { religion_group = muslim } + NOT = { ROOT = { succ_law_title = { has_law = enatic_succession } } } + NOT = { has_religion_feature = religion_matriarchal } + } + } + } + + OR = { + ROOT = { has_law = succ_feudal_elective } + ROOT = { has_law = succ_hre_elective } + has_claim = ROOT + } + + NOR = { + has_landed_title = k_papal_state + has_landed_title = d_fraticelli + } + + OR = { + is_ruler = no + primary_title = { + OR = { + is_primary_type_title = no # Static Mercs, the Pope, Holy Orders, etc + higher_tier_than = ROOT + tier = ROOT + } + } + } + + ROOT = { + holder_scope = { + NOT = { + defending_against_claimant = { + character = PREVPREV + title = ROOT + } + } + } + } + } + + NOT = { + holder_scope = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + OR = { + NOT = { has_dlc = "Zeus"} + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + + # Can't join factions when in blood oath with liege + OR = { + is_nomadic = no + NOT = { has_dlc = "Horse Lords" } + liege = { + NOT = { has_blood_oath_with = PREV } + } + } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + # Will not install old women + modifier = { + factor = 0 + new_character = { + is_female = yes + age = 40 + } + } + + # Will not install a parent of the current ruler's + modifier = { + factor = 0 + new_character = { + FROM = { + liege = { + or = { + is_father = PREVPREV + is_mother = PREVPREV + } + } + } + } + } + + modifier = { # Title does NOT have Elective and the current heir is me + factor = 0 + NOT = { has_law = succ_feudal_elective } + NOT = { has_law = succ_hre_elective } + current_heir = { + OR = { + character = FROM + ROOT = { + new_character = { + character = PREVPREV + } + } + } + } + } + + modifier = { # Do not push non-dynasty claimants if liege is my dynasty + factor = 0 + holder_scope = { + dynasty = FROM + religion = FROM + culture = FROM + } + new_character = { + NOT = { dynasty = FROM } + } + } + + modifier = { + factor = 0 + new_character = { + ROOT = { + holder_scope = { + is_child_of = PREVPREV + } + } + } + } + + #If claimaint's sex is incompatible with religious dogma. + modifier = { + factor = 0 + has_religion_feature = religion_patriarchal + new_character = { + is_female = yes + } + } + modifier = { + factor = 0 + has_religion_feature = religion_matriarchal + new_character = { + is_female = no + } + } + #Or if vassal is under the yoke of the wrong kind of liege. + modifier = { + factor = 3 + has_religion_feature = religion_patriarchal + FROM = { + is_female = yes + } + new_character = { + is_female = no + } + } + modifier = { + factor = 3 + has_religion_feature = religion_matriarchal + FROM = { + is_female = no + } + new_character = { + is_female = yes + } + } + modifier = { + factor = 0 + new_character = { + OR = { + NOT = { religion = FROM } + NOT = { culture_group = FROM } + trait = blinded + trait = eunuch + trait = incapable + trait = imbecile + trait = inbred + } + } + } + + modifier = { + factor = 0 + OR = { has_law = succ_hre_elective has_law = succ_feudal_elective } + new_character = { + character = FROM + NOT = { trait = ambitious } + NOT = { trait = deceitful } + NOT = { trait = proud } + NOT = { has_strong_claim = PREV } + } + } + + #modifier = { + # factor = 0 + # NOT = { has_law = succ_feudal_elective } + # holder_scope = { + # culture_group = FROM + # religion = FROM + # + # any_war = { + # war_title = ROOT + # defender = { character = THIS } + # attacker = { + # OR = { + # NOT = { culture_group = FROM } + # NOT = { religion = FROM } + # } + # } + # } + # } + #} + + modifier = { + factor = 0 + FROM = { + OR = { + AND = { + NOT = { leads_faction = faction_claimant } + opinion = { who = LIEGE value = 50 } + } + AND = { + leads_faction = faction_claimant + opinion = { who = LIEGE value = 75 } + } + } + } + } + + modifier = { + factor = 0 + NOT = { new_character = { character = FROM } } + FROM = { + has_claim = ROOT + } + } + + modifier = { + factor = 0 + NOT = { de_jure_vassal_or_below = FROM } + holder_scope = { + any_demesne_title = { + is_primary_holder_title_tier = yes + de_jure_vassal_or_below = FROM + NOT = { title = ROOT } + } + } + } + + modifier = { + factor = 0 + is_conquered = yes + #NOT = { conquest_culture = FROM } + NOT = { new_character = { culture = FROM } } + } + + # If there is an antiking faction, prioritize that + modifier = { + factor = 0 + FROM = { + OR = { + religion = catholic + religion = fraticelli + } + top_liege = { + FROM = { + liege = { + character = PREVPREV + } + } + religion = FROM + rightful_religious_head_scope = { + OR = { + has_claim = k_papal_state + has_claim = d_fraticelli + } + } + any_realm_lord = { + in_faction = faction_antiking + } + } + } + } + + modifier = { + factor = 0 + NOT = { + new_character = { + character = FROM + } + } + NOT = { + new_character = { + FROM = { + OR = { + AND = { + NOT = { in_faction = faction_claimant } + opinion_diff = { + first = PREV + second = LIEGE + value = 5 # I like the Claimant more than the current ruler + as_if_liege = yes + } + } + AND = { + in_faction = faction_claimant + opinion_diff = { + first = PREV + second = LIEGE + value = -25 + as_if_liege = yes + } + } + } + } + } + } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0.1 + is_conquered = yes + NOT = { conquest_culture = FROM } + holder_scope = { + any_vassal = { + NOT = { character = FROM } + in_faction = faction_claimant + faction_claimant = { + new_character = { + culture = FROM # If we are subjugated, tend to unite behind one single claimant + FROM = { + opinion_diff = { + first = PREV + second = LIEGE + value = 10 # I like the Claimant more than the current ruler + as_if_liege = yes + } + } + } + } + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0.7 + NAND = { + has_dlc = "Zeus" + OR = { + has_religion_feature = religion_matriarchal + has_religion_feature = religion_equal + has_religion_feature = religion_feature_bon + has_law = status_of_women_4 + has_game_rule = { + name = gender + value = all + } + } + } + new_character = { + is_female = yes + } + } + + modifier = { + factor = 0.5 + new_character = { + NOT = { age = 13 } + } + } + + modifier = { + factor = 0.5 + new_character = { + NOT = { age = 10 } + } + } + + modifier = { + factor = 0.5 + new_character = { + NOT = { age = 5 } + } + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = 0 } } } + } + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = -25 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + + modifier = { + factor = 3.0 + new_character = { + character = FROM + } + } + + modifier = { + factor = 1.5 + new_character = { + dynasty = FROM + } + } + modifier = { + factor = 0.5 + title = e_byzantium + FROM = { culture_group = byzantine } + new_character = { + NOT = { trait = born_in_the_purple } + } + } + + modifier = { + factor = 2.0 + title = e_byzantium + FROM = { culture_group = byzantine } + new_character = { + trait = born_in_the_purple + } + } + modifier = { + factor = 0.5 + title = e_byzantium + FROM = { culture_group = byzantine } + holder_scope = { + trait = born_in_the_purple + } + } + + modifier = { + factor = 2.0 + title = e_byzantium + FROM = { culture_group = byzantine } + holder_scope = { + NOT = { trait = born_in_the_purple } + } + } + + modifier = { + factor = 2.0 + new_character = { + trait = sayyid + } + holder_scope = { + NOT = { trait = sayyid } + } + } + modifier = { + factor = 1.5 + new_character = { + trait = mirza + } + holder_scope = { + NOT = { + OR = { + trait = sayyid + trait = mirza + } + } + } + } + + modifier = { + factor = 4.0 + is_conquered = yes + NOT = { conquest_culture = FROM } + new_character = { culture = FROM } + } + + modifier = { + factor = 2.0 + holder_scope = { + dynasty_realm_power = 0.25 + } + new_character = { + ROOT = { + holder_scope = { + NOT = { dynasty = PREVPREV } + } + } + } + } + modifier = { + factor = 2.0 + holder_scope = { + dynasty_realm_power = 0.4 + } + new_character = { + ROOT = { + holder_scope = { + NOT = { dynasty = PREVPREV } + } + } + } + } + + modifier = { + factor = 0.01 + FROM = { trait = content } + OR = { + is_conquered = no + conquest_culture = FROM + } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + modifier = { + factor = 5 + new_character = { + same_society_as = FROM + } + } + modifier = { + factor = 2 + FROM = { + OR = { + has_opinion_modifier = { who = LIEGE modifier = opinion_evil_tyrant } + has_opinion_modifier = { who = LIEGE modifier = opinion_tyrant } + } + } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { # I do not join factions if I am the heir, unless the claimant is myself + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + new_character = { + NOT = { character = ROOT } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { # If my liege is my dynasty, only push claimants of my dynasty + factor = 0 + liege = { + dynasty = ROOT + religion = ROOT + culture = ROOT + } + new_character = { + NOT = { dynasty = ROOT } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { # Exclude heretics and obviously bad rulers + factor = 0 + new_character = { + OR = { + NOT = { religion = ROOT } + #NOT = { culture_group = ROOT } + trait = blinded + trait = eunuch + trait = incapable + trait = imbecile + trait = inbred + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + #modifier = { + # factor = 0 + # liege = { + # culture_group = ROOT + # religion = ROOT + # any_war = { + # war_title = FROMFROM + # defender = { character = THIS } + # attacker = { + # OR = { + # NOT = { culture_group = ROOT } + # NOT = { religion = ROOT } + # } + # } + # } + # } + # NOT = { + # has_opinion_modifier = { + # who = FROM + # modifier = opinion_coerced_into_joining_faction + # } + # } + #} + + modifier = { # If the title is not my De Jure liege, and my liege holds my De Jure title, don't push claimants + factor = 0 + FROMFROM = { + NOT = { de_jure_vassal_or_below = ROOT } + holder_scope = { + any_demesne_title = { + is_primary_holder_title_tier = yes + de_jure_vassal_or_below = ROOT + NOT = { title = PREVPREV } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { # If the title is conquered only push claimants of my exact culture + factor = 0 + FROMFROM = { + is_conquered = yes + } + NOT = { new_character = { culture = ROOT } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { # Lower chance of joining if I myself has a claim on the same title + factor = 0.1 + FROMFROM = { + claimed_by = ROOT + } + NOT = { new_character = { character = ROOT } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_claimant_timer + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 40 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + # If there is an antiking faction, prioritize that + modifier = { + factor = 0 + OR = { + religion = catholic + religion = fraticelli + } + top_liege = { + ROOT = { + liege = { + character = PREVPREV + } + } + religion = ROOT + rightful_religious_head_scope = { + OR = { + has_claim = k_papal_state + has_claim = d_fraticelli + } + } + any_realm_lord = { + in_faction = faction_antiking + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { # If the claimant is not me, make sure I like the claimant more than my current liege + factor = 0 + NOT = { + new_character = { + character = ROOT + } + } + + NOT = { + new_character = { + ROOT = { + OR = { + AND = { + NOT = { in_faction = faction_claimant } + opinion_diff = { + first = PREV + second = LIEGE + value = 10 # I like the Claimant more than the current ruler + as_if_liege = yes + } + } + AND = { + in_faction = faction_claimant + opinion_diff = { + first = PREV + second = LIEGE + value = -25 + as_if_liege = yes + } + } + } + } + } + } + + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 3.0 + new_character = { + character = ROOT + } + } + + modifier = { + factor = 1.5 + new_character = { + dynasty = ROOT + } + } + + modifier = { + factor = 0.7 + NAND = { + has_dlc = "Zeus" + OR = { + has_law = status_of_women_4 + has_religion_feature = religion_equal + has_religion_feature = religion_matriarchal + has_game_rule = { + name = gender + value = all + } + } + } + new_character = { + is_female = yes + NOT = { character = ROOT } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0.5 + new_character = { + NOT = { age = 13 } + NOT = { character = ROOT } + } + } + + modifier = { + factor = 0.5 + new_character = { + NOT = { age = 10 } + NOT = { character = ROOT } + } + } + + modifier = { + factor = 0.5 + new_character = { + NOT = { age = 5 } + NOT = { character = ROOT } + } + } + + modifier = { + factor = 0.5 + culture_group = byzantine + FROMFROM = { + title = e_byzantium + } + new_character = { + NOT = { trait = born_in_the_purple } + } + } + + modifier = { + factor = 0.5 + culture_group = byzantine + FROMFROM = { + title = e_byzantium + } + liege = { + trait = born_in_the_purple + } + } + + modifier = { + factor = 2.0 + culture_group = byzantine + FROMFROM = { + title = e_byzantium + } + new_character = { + trait = born_in_the_purple + } + } + + modifier = { + factor = 2.0 + culture_group = byzantine + FROMFROM = { + title = e_byzantium + } + liege = { + NOT = { trait = born_in_the_purple } + } + } + + modifier = { + factor = 2.0 + new_character = { + religion_group = muslim + trait = sayyid + } + liege = { + religion_group = muslim + NOT = { trait = sayyid } + } + } + modifier = { + factor = 1.5 + new_character = { + religion_group = muslim + trait = mirza + } + liege = { + religion_group = muslim + NOT = { trait = sayyid } + NOT = { trait = mirza } + } + } + + modifier = { + factor = 2.0 + new_character = { + ROOT = { + opinion_diff = { + first = PREV + second = LIEGE + value = 20 + as_if_liege = yes + } + } + } + } + + modifier = { + factor = 2.0 + new_character = { + ROOT = { + opinion_diff = { + first = PREV + second = LIEGE + value = 30 + as_if_liege = yes + } + } + } + } + + modifier = { + factor = 2.0 + new_character = { + ROOT = { + opinion_diff = { + first = PREV + second = LIEGE + value = 40 + as_if_liege = yes + } + } + } + } + + modifier = { + factor = 0.01 + trait = content + FROMFROM = { + OR = { + is_conquered = no + conquest_culture = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 2.0 + liege = { + dynasty_realm_power = 0.25 + } + new_character = { + ROOT = { + liege = { + NOT = { dynasty = PREVPREV } + } + } + } + } + + modifier = { + factor = 2.0 + liege = { + dynasty_realm_power = 0.4 + } + new_character = { + ROOT = { + liege = { + NOT = { dynasty = PREVPREV } + } + } + } + } + + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + modifier = { + factor = 5 + FROMFROM = { + new_character = { + same_society_as = ROOT + } + } + } + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = 0 } } + } + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -25 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + modifier = { + factor = 2 + OR = { + has_opinion_modifier = { who = LIEGE modifier = opinion_evil_tyrant } + has_opinion_modifier = { who = LIEGE modifier = opinion_tyrant } + } + } + } + + success = { + always = no + } + + abort = { + always = no # Factions will abort if the Potential or Allow triggers are no longer valid + } + + abort_effect = { + } + + effect = { + } +} + +# Antiking Faction +faction_antiking = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + rel_head_loyalist = yes # Members consider the "real" pope to be the rightful religious head + cancel_on_leader_death = yes # The faction will not automatically continue under a new leader + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + OR = { + NOT = { has_dlc = "Zeus" } + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + OR = { + religion = catholic + religion = fraticelli + } + NOT = { trait = incapable } + primary_title = { higher_tier_than = COUNT } + liege = { + religion = ROOT + rightful_religious_head_scope = { + OR = { + has_claim = k_papal_state + has_claim = d_fraticelli + } + } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + + NOT = { has_character_modifier = faction_antiking_ultimatum_timer } + } + + # Target scope + allow = { + higher_tier_than = DUKE + is_primary_holder_title = yes + + holder_scope = { + independent = yes + NOT = { + any_war = { + war_title = ROOT + using_cb = cb_install_antiking + } + } + + NOT = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + + OR = { + culture = FROM + holder_scope = { + culture = FROM + } + } + } + + # If false, shows the faction entry for players, but disabled + player_allow = { + FROM = { + piety = 500 + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + OR = { + NOT = { has_dlc = "Zeus"} + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + } + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = -10 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + + modifier = { + factor = 0.25 + NOT = { claimed_by = FROM } + } + + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + NOT = { religion = FROM } + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_antiking_ultimatum_timer + } + + modifier = { + factor = 0 + NOT = { opinion = { who = FROM value = -40 } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 25 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -10 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + always = no + } + + abort = { + always = no + } + + abort_effect = { + } + + effect = { + } +} + +# Overthrow a weak Khan faction +faction_overthrow = { + + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + cancel_on_leader_death = yes # The faction will not automatically continue under a new leader + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + is_nomadic = yes + primary_title = { holy_order = no } + OR = { + NOT = { has_dlc = "Zeus" } + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + NOT = { trait = incapable } + liege = { + NOT = { has_blood_oath_with = PREV } + } + } + + # Target scope + allow = { + is_nomadic = yes + is_primary_holder_title = yes + + holder_scope = { + independent = yes + + NOT = { + OR = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + blood_brother = { + holder_scope = { + character = FROM + } + } + } + } + } + } + + # If false, shows the faction entry for players, but disabled + player_allow = { + is_nomadic = yes + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + is_nomadic = yes + NOT = { trait = incapable } + prisoner = no + OR = { + NOT = { has_dlc = "Zeus"} + is_voter = no + is_nomadic = yes + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + #NOT = { + # blood_brother = { + # holder_scope = { + # character = FROM + # } + # } + #} + # Can't join factions when in blood oath with liege + OR = { + is_nomadic = no + NOT = { has_dlc = "Horse Lords" } + liege = { + NOT = { has_blood_oath_with = PREV } + } + } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + NOT = { + trait = deceitful + trait = ambitious + trait = envious + } + liege = { + NOT = { is_weak_trigger = yes } + health = 4 + } + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 75 } + OR = { + trait = deceitful + trait = ambitious + trait = envious + } + liege = { + NOT = { is_weak_trigger = yes } + health = 4 + } + } + } + + modifier = { + factor = 1.5 + NOT = { + holder_scope = { + clan_title = { + FROM = { + clan_title = { + clan_opinion = { who = PREVPREV value = -10 } + } + } + } + } + } + } + modifier = { + factor = 2.0 + NOT = { + holder_scope = { + clan_title = { + FROM = { + clan_title = { + clan_opinion = { who = PREVPREV value = -50 } + } + } + } + } + } + } + modifier = { + factor = 4.0 + NOT = { + holder_scope = { + clan_title = { + FROM = { + clan_title = { + clan_opinion = { who = PREVPREV value = -75 } + } + } + } + } + } + } + modifier = { + factor = 0.25 + holder_scope = { + clan_title = { + FROM = { + clan_title = { + clan_opinion = { who = PREVPREV value = 10 } + } + } + } + } + } + modifier = { + factor = 0.05 + holder_scope = { + clan_title = { + FROM = { + clan_title = { + clan_opinion = { who = PREVPREV value = 50 } + } + } + } + } + } + modifier = { + factor = 0.01 + holder_scope = { + clan_title = { + FROM = { + clan_title = { + clan_opinion = { who = PREVPREV value = 75 } + } + } + } + } + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = -10 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + + modifier = { + factor = 0.25 + FROM = { opinion = { who = LIEGE value = 10 } } + } + modifier = { + factor = 0.05 + FROM = { opinion = { who = LIEGE value = 50 } } + } + modifier = { + factor = 0.01 + FROM = { opinion = { who = LIEGE value = 75 } } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = content + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = imbecile + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = inbred + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + OR = { + trait = slow + trait = dull + } + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = kind + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = humble + } + } + } + + modifier = { + factor = 2 + FROM = { + liege = { + trait = craven + } + } + } + + modifier = { + factor = 3 + FROM = { + liege = { + is_weak_trigger = yes + } + } + } + + modifier = { + factor = 0.01 + FROM = { + liege = { + OR = { + trait = strong + trait = robust + } + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + NOT = { health = 5 } + } + } + } + + modifier = { + factor = 2 + FROM = { + liege = { + NOT = { health = 3 } + } + } + } + + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + NOT = { opinion = { who = FROM value = -40 } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 50 } + liege = { + NOT = { is_weak_trigger = yes } + health = 4 + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = content + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = imbecile + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = inbred + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + OR = { + trait = slow + trait = dull + } + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = kind + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + trait = humble + } + } + } + + modifier = { + factor = 2 + FROM = { + liege = { + trait = craven + } + } + } + + modifier = { + factor = 3 + FROM = { + liege = { + is_weak_trigger = yes + } + } + } + + modifier = { + factor = 0.01 + FROM = { + liege = { + OR = { + trait = strong + trait = robust + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1.5 + FROM = { + liege = { + NOT = { health = 5 } + } + } + } + + modifier = { + factor = 2 + FROM = { + liege = { + NOT = { health = 3 } + } + } + } + + modifier = { + factor = 1.5 + NOT = { + liege = { + clan_title = { + ROOT = { + clan_title = { + clan_opinion = { who = PREVPREV value = -10 } + } + } + } + } + } + } + modifier = { + factor = 2.0 + NOT = { + liege = { + clan_title = { + ROOT = { + clan_title = { + clan_opinion = { who = PREVPREV value = -50 } + } + } + } + } + } + } + modifier = { + factor = 4.0 + NOT = { + liege = { + clan_title = { + ROOT = { + clan_title = { + clan_opinion = { who = PREVPREV value = -75 } + } + } + } + } + } + } + + modifier = { + factor = 0.5 + liege = { + clan_title = { + ROOT = { + clan_title = { + clan_opinion = { who = PREVPREV value = 10 } + } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + liege = { + clan_title = { + ROOT = { + clan_title = { + clan_opinion = { who = PREVPREV value = 50 } + } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.05 + liege = { + clan_title = { + ROOT = { + clan_title = { + clan_opinion = { who = PREVPREV value = 75 } + } + } + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -10 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + modifier = { + factor = 0.25 + opinion = { who = LIEGE value = 10 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.05 + opinion = { who = LIEGE value = 50 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + opinion = { who = LIEGE value = 75 } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + always = no + } + + abort = { + always = no + } + + abort_effect = { + } + + effect = { + } +} + +# Increase Council Power +faction_increase_council_power = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + has_dlc = "Zeus" + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + OR = { + is_voter = no + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + } + } + } + NOT = { trait = incapable } + liege = { + NOT = { + is_nomadic = yes + } + OR = { + year = 1350 + primary_title = { is_tribal_type_title = no } + NOT = { culture = ROOT } + NOT = { religion = ROOT } + } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + primary_title = { higher_tier_than = BARON } + + NOT = { has_character_modifier = faction_council_power_ultimatum_timer } + } + + # Target scope + allow = { + higher_tier_than = COUNT + is_primary_holder_title = yes + holder_scope = { + primary_title = { + ROOT = { + tier = PREV + } + } + + NOT = { + any_vassal = { + higher_tier_than = BARON + NOT = { character = FROM } + num_of_faction_backers = { + faction = faction_increase_council_power + value = 0 + } + } + } + } + + holder_scope = { + primary_title = { + OR = { + has_law = law_voting_power_0 + has_law = banish_voting_power_0 + has_law = execution_voting_power_0 + has_law = revoke_title_voting_power_0 + has_law = grant_title_voting_power_0 + has_law = imprison_voting_power_0 + has_law = war_voting_power_0 + } + } + NOT = { + any_war = { + war_title = ROOT + using_cb = increase_council_power_war + } + } + + NOT = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + NOT = { has_character_modifier = faction_council_power_ultimatum_timer } + OR = { + is_voter = no + is_tribal = yes + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + } + } + } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + holder_scope = { + OR = { + NOT = { culture = FROM } + NOT = { religion = FROM } + } + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + FROM = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + culture = FROM + religion = FROM + } + } + } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 25 } + NOR = { + trait = deceitful + trait = ambitious + trait = envious + } + is_voter = no + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 50 } + } + } + + modifier = { + #factor = 1.5 + factor = 1.1 #L3T + FROM = { is_voter = yes } + calc_true_if = { + amount = 6 + NOT = { has_law = law_voting_power_1 } + NOT = { has_law = banish_voting_power_1 } + NOT = { has_law = execution_voting_power_1 } + NOT = { has_law = revoke_title_voting_power_1 } + NOT = { has_law = grant_title_voting_power_1 } + NOT = { has_law = imprison_voting_power_1 } + NOT = { has_law = war_voting_power_1 } + } + } + + modifier = { + #factor = 1.5 + factor = 1.1 #L3T + FROM = { is_voter = yes } + calc_true_if = { + amount = 3 + NOT = { has_law = law_voting_power_1 } + NOT = { has_law = banish_voting_power_1 } + NOT = { has_law = execution_voting_power_1 } + NOT = { has_law = revoke_title_voting_power_1 } + NOT = { has_law = grant_title_voting_power_1 } + NOT = { has_law = imprison_voting_power_1 } + NOT = { has_law = war_voting_power_1 } + } + } +#L3T commented +# modifier = { +# factor = 1.5 +# FROM = { is_voter = yes } +# calc_true_if = { +# amount = 2 +# NOT = { has_law = law_voting_power_1 } +# NOT = { has_law = banish_voting_power_1 } +# NOT = { has_law = execution_voting_power_1 } +# NOT = { has_law = revoke_title_voting_power_1 } +# NOT = { has_law = grant_title_voting_power_1 } +# NOT = { has_law = imprison_voting_power_1 } +# NOT = { has_law = war_voting_power_1 } +# } +# } + + modifier = { + factor = 10 + FROM = { + is_voter = yes + has_position = malcontent + } + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = -10 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_council_power_ultimatum_timer + } + + modifier = { + factor = 0 + NOT = { opinion = { who = FROM value = -40 } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 25 } + NOR = { + trait = deceitful + trait = ambitious + trait = envious + } + is_voter = no + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = 50 } + } + + modifier = { + factor = 2 + FROMFROM= { + OR = { + has_law = vassal_wars_law_1 + has_law = vassal_wars_law_2 + } + } + } + + modifier = { + factor = 0.8 + is_voter = no + FROMFROM = { + calc_true_if = { + amount = 2 + has_law = law_voting_power_1 + has_law = banish_voting_power_1 + has_law = execution_voting_power_1 + has_law = revoke_title_voting_power_1 + has_law = grant_title_voting_power_1 + has_law = imprison_voting_power_1 + has_law = war_voting_power_1 + } + } + } + + modifier = { + factor = 0.5 + is_voter = no + FROMFROM = { + calc_true_if = { + amount = 4 + has_law = law_voting_power_1 + has_law = banish_voting_power_1 + has_law = execution_voting_power_1 + has_law = revoke_title_voting_power_1 + has_law = grant_title_voting_power_1 + has_law = imprison_voting_power_1 + has_law = war_voting_power_1 + } + } + } + + modifier = { + factor = 0.3 + is_voter = no + FROMFROM = { + calc_true_if = { + amount = 6 + has_law = law_voting_power_1 + has_law = banish_voting_power_1 + has_law = execution_voting_power_1 + has_law = revoke_title_voting_power_1 + has_law = grant_title_voting_power_1 + has_law = imprison_voting_power_1 + has_law = war_voting_power_1 + } + } + } + + modifier = { + #factor = 1.5 + factor = 1.1 #L3T + is_voter = yes + FROMFROM = { + calc_true_if = { + amount = 6 + NOT = { has_law = law_voting_power_1 } + NOT = { has_law = banish_voting_power_1 } + NOT = { has_law = execution_voting_power_1 } + NOT = { has_law = revoke_title_voting_power_1 } + NOT = { has_law = grant_title_voting_power_1 } + NOT = { has_law = imprison_voting_power_1 } + NOT = { has_law = war_voting_power_1 } + } + } + } + + modifier = { + #factor = 1.5 + factor = 1.1 #L3T + is_voter = yes + FROMFROM = { + calc_true_if = { + amount = 3 #L3T ex 4 + NOT = { has_law = law_voting_power_1 } + NOT = { has_law = banish_voting_power_1 } + NOT = { has_law = execution_voting_power_1 } + NOT = { has_law = revoke_title_voting_power_1 } + NOT = { has_law = grant_title_voting_power_1 } + NOT = { has_law = imprison_voting_power_1 } + NOT = { has_law = war_voting_power_1 } + } + } + } +#L3T commented +# modifier = { +# factor = 1.5 +# is_voter = yes +# FROMFROM = { +# calc_true_if = { +# amount = 2 +# NOT = { has_law = law_voting_power_1 } +# NOT = { has_law = banish_voting_power_1 } +# NOT = { has_law = execution_voting_power_1 } +# NOT = { has_law = revoke_title_voting_power_1 } +# NOT = { has_law = grant_title_voting_power_1 } +# NOT = { has_law = imprison_voting_power_1 } +# NOT = { has_law = war_voting_power_1 } +# } +# } +# } + + modifier = { + factor = 10 + is_voter = yes + has_position = malcontent + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -10 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + holder_scope = { + FROM = { + has_opinion_modifier = { who = PREV modifier = opinion_increased_council_power } + } + } + } + + abort = { + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_increase_council_power + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +# Powerful vassals overthrow their liege +faction_powerful_vassal_takeover = { + type = liege_titles + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + has_dlc = "Zeus" + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + is_feudal = yes + primary_title = { holy_order = no } + OR = { + is_voter = no + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + } + } + } + NOT = { trait = incapable } + liege = { + is_feudal = yes + NOT = { government = chinese_imperial_government } + NOT = { controls_religion = yes } + NOT = { + any_demesne_title = { + temporary = yes + } + } + } + primary_title = { higher_tier_than = BARON } + + NOT = { has_character_modifier = faction_powerful_vassal_takeover_ultimatum_timer } + } + + # Target scope + allow = { + higher_tier_than = DUKE + is_primary_holder_title = yes + holder_scope = { + primary_title = { + ROOT = { + tier = PREV + } + } + + NOT = { + any_vassal = { + higher_tier_than = COUNT + NOT = { character = FROM } + num_of_faction_backers = { + faction = faction_powerful_vassal_takeover + value = 0 + } + } + } + } + + holder_scope = { + NOT = { + any_war = { + war_title = ROOT + using_cb = powerful_vassal_takeover_war + } + } + + NOR = { + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_leaving_faction + } + reverse_has_opinion_modifier = { + who = FROM + modifier = opinion_replaced_bad_ruler + } + } + } + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + NOT = { trait = incapable } + prisoner = no + NOT = { has_character_modifier = faction_powerful_vassal_takeover_ultimatum_timer } + OR = { + is_voter = no + liege = { + OR = { + is_council_content = no + NOT = { primary_title = { has_law = war_voting_power_1 } } + #has_council = no + } + } + } + } + } + + # AI creation weight + chance = { + factor = 1 + + modifier = { + factor = 0.5 + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + modifier = { + factor = 0.2 + FROM = { pacifist = yes } + } + + modifier = { + factor = 0 + FROM = { + OR = { + leads_faction = faction_claimant + in_faction = faction_claimant + } + } + } + + modifier = { + factor = 0 + FROM = { + OR = { + prisoner = yes + has_character_modifier = in_seclusion + } + } + } + + modifier = { + factor = 0 + holder_scope = { + any_spouse = { character = FROM } + } + } + + modifier = { + factor = 0 + current_heir = { + character = FROM + } + } + + # Try to exclude people who should rather support a claimant + modifier = { + factor = 0 + holder_scope = { + any_demesne_title = { + OR = { + is_primary_holder_title = yes + higher_tier_than = DUKE + } + FROM = { + primary_title = { + de_jure_liege_or_above = PREVPREV + } + } + any_claimant = { + religion = FROM + opinion_diff = { + first = FROM + second = LIEGE + value = 10 # I like the Claimant more than the current ruler + as_if_liege = yes + } + } + } + } + } + + modifier = { + factor = 0 + FROM = { preparing_invasion = yes } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = 0 } + NOR = { + trait = deceitful + trait = ambitious + trait = envious + } + is_voter = no + } + } + + modifier = { + factor = 0 + FROM = { + opinion = { who = LIEGE value = -15 } + } + } + + modifier = { + factor = 1.5 + NOT = { FROM = { opinion = { who = LIEGE value = -25 } } } + } + modifier = { + factor = 2.0 + NOT = { FROM = { opinion = { who = LIEGE value = -50 } } } + } + modifier = { + factor = 4.0 + NOT = { FROM = { opinion = { who = LIEGE value = -75 } } } + } + modifier = { + factor = 0 + FROM = { + NOR = { + has_opinion_modifier = { who = LIEGE modifier = opinion_evil_tyrant } + has_opinion_modifier = { who = LIEGE modifier = opinion_tyrant } + } + } + } + modifier = { + factor = 0.01 + FROM = { trait = content } + } + modifier = { + factor = 0.01 + FROM = { trait = imbecile } + } + modifier = { + factor = 0.1 + FROM = { trait = inbred } + } + modifier = { + factor = 0.1 + FROM = { trait = craven } + } + modifier = { + factor = 0.2 + FROM = { + OR = { + trait = slow + trait = dull + } + } + } + modifier = { + factor = 0.5 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 + FROM = { trait = charitable } + } + modifier = { + factor = 0.5 + FROM = { trait = honest } + } + modifier = { + factor = 0.75 + FROM = { trait = humble } + } + modifier = { + factor = 0.75 + FROM = { trait = just } + } + modifier = { + factor = 1.5 + FROM = { trait = proud } + } + modifier = { + factor = 1.5 + FROM = { trait = brave } + } + modifier = { + factor = 1.5 + FROM = { trait = arbitrary } + } + modifier = { + factor = 2.0 + FROM = { trait = envious } + } + modifier = { + factor = 2.0 + FROM = { trait = greedy } + } + modifier = { + factor = 2.0 + FROM = { trait = impaler } + } + modifier = { + factor = 2.0 + FROM = { trait = deceitful } + } + modifier = { + factor = 4.0 + FROM = { trait = ambitious } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 0.5 + ROOT = { + liege = { + any_owned_bloodline = { has_bloodline_flag = bloodline_less_factions } + } + } + } + modifier = { + factor = 0 + OR = { + leads_faction = faction_claimant + in_faction = faction_claimant + } + } + + modifier = { + factor = 0 + OR = { + prisoner = yes + trait = incapable + is_adult = no + is_landed = no + preparing_invasion = yes + } + } + + modifier = { + factor = 0 + FROMFROM = { + current_heir = { + character = ROOT + } + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_character_modifier = faction_powerful_vassal_takeover_ultimatum_timer + } + + modifier = { + factor = 0 + opinion = { who = FROMFROM value = 0 } + } + + modifier = { + factor = 0 + NOT = { opinion = { who = FROM value = -40 } } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + liege = { + NOT = { year = 1350 } + primary_title = { is_tribal_type_title = yes } + culture = ROOT + religion = ROOT + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + has_opinion_modifier = { + who = LIEGE + modifier = opinion_coerced_into_leaving_faction + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = -40 } + is_voter = no + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0 + opinion = { who = LIEGE value = -20 } + is_voter = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 0.2 + pacifist = yes + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + + modifier = { + factor = 1000 + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + + modifier = { + factor = 1.5 + NOT = { opinion = { who = LIEGE value = -10 } } + } + modifier = { + factor = 2.0 + NOT = { opinion = { who = LIEGE value = -50 } } + } + modifier = { + factor = 4.0 + NOT = { opinion = { who = LIEGE value = -75 } } + } + + modifier = { + factor = 0 + NOR = { + has_opinion_modifier = { who = LIEGE modifier = opinion_evil_tyrant } + has_opinion_modifier = { who = LIEGE modifier = opinion_tyrant } + } + } + + modifier = { + factor = 0.01 + trait = content + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.01 + trait = imbecile + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = inbred + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.1 + trait = craven + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.2 + OR = { + trait = slow + trait = dull + } + NOT = { + has_opinion_modifier = { + who = FROM + modifier = opinion_coerced_into_joining_faction + } + } + } + modifier = { + factor = 0.5 + trait = kind + } + modifier = { + factor = 0.5 + trait = charitable + } + modifier = { + factor = 0.5 + trait = honest + } + modifier = { + factor = 0.75 + trait = humble + } + modifier = { + factor = 0.75 + trait = just + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + trait = arbitrary + } + modifier = { + factor = 2.0 + trait = envious + } + modifier = { + factor = 2.0 + trait = greedy + } + modifier = { + factor = 2.0 + trait = impaler + } + modifier = { + factor = 2.0 + trait = deceitful + } + modifier = { + factor = 4.0 + trait = ambitious + } + } + + success = { + holder_scope = { + FROM = { + has_opinion_modifier = { who = PREV modifier = opinion_abdicated } + } + } + } + + abort = { + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_powerful_vassal_takeover + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +faction_true_belivers = { + type = character + + warning_level = 0.7 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + NOT = { trait = incapable } + has_character_flag = ai_flag_refuse_conversion + religion_group = pagan_group + is_reformed_religion = no + liege = { + NOT = { religion = PREV } + } + primary_title = { higher_tier_than = BARON } + has_character_flag = flag_truebelievers_revolter + + #NOT = { has_character_modifier = faction_lower_TO_ultimatum_timer } + } + + # Target scope + allow = { + prisoner = no + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + # independent = no + # is_landed = yes + # is_adult = yes + # NOT = { trait = incapable } + # prisoner = no + religion_group = pagan_group + is_reformed_religion = no + } + } + + # AI creation weight + chance = { + factor = 1 + modifier = { + factor = 1000 + FROM = { has_character_flag = ai_flag_refuse_conversion } + } + + modifier = { + factor = 0 + FROM = { NOT = { has_character_flag = ai_flag_refuse_conversion } } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + modifier = { + factor = 1000 + has_character_flag = ai_flag_refuse_conversion + } + modifier = { + factor = 0 + NOT = { religion = FROM } + } + modifier = { + factor = 0 + NOT = { has_character_flag = ai_flag_refuse_conversion } + } + } + + success = { + independent = yes + } + + abort = { + always = no + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_true_belivers + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} + +faction_abrahamic_revolters = { + type = character + + warning_level = 0.9 # At this level of faction power we give player an alert. Set to 0 for no alerts. + + # Plotter scope + potential = { + prisoner = no + is_ruler = yes + independent = no + is_landed = yes + is_adult = yes + primary_title = { holy_order = no } + primary_title = { mercenary = no } + NOT = { trait = incapable } + has_character_flag = flag_abrahamic_revolter + OR = { + religion_group = christian + religion_group = muslim + religion_group = jewish_group + } + liege = { + OR = { + religion = hellenic_pagan + religion = hellenic_pagan_reformed + } + } + primary_title = { higher_tier_than = BARON } + + #NOT = { has_character_modifier = faction_lower_TO_ultimatum_timer } + } + + # Target scope + allow = { + prisoner = no + } + + # Faction member scope (ROOT = joiner, FROM = target) + allow_join = { + ROOT = { + is_ruler = yes + # independent = no + # is_landed = yes + # is_adult = yes + # NOT = { trait = incapable } + # prisoner = no + OR = { + religion_group = christian + religion_group = muslim + religion_group = jewish_group + } + } + } + + # AI creation weight + chance = { + factor = 1 + modifier = { + factor = 1000 + FROM = { has_character_flag = flag_abrahamic_revolter } + } + + modifier = { + factor = 0 + FROM = { NOT = { has_character_flag = flag_abrahamic_revolter } } + } + } + + # AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. + membership = { + factor = 1 + + } + + success = { + independent = yes + } + + abort = { + always = no + } + + abort_effect = { + } + + effect = { + FROM = { + any_faction_backer = { + faction = faction_abrahamic_revolters + reverse_opinion = { + modifier = opinion_grateful + who = FROM + years = 5 + } + } + } + } +} diff --git a/L3T/common/on_actions/L3T_on_actions.txt b/L3T/common/on_actions/L3T_on_actions.txt index 8fe4a1c5..e232170d 100644 --- a/L3T/common/on_actions/L3T_on_actions.txt +++ b/L3T/common/on_actions/L3T_on_actions.txt @@ -1,12 +1,18 @@ #character on_startup = { events = { - L3T.10 #choix carte/map choice - #Initialisation population building L3T.1101 - #AI money start bonus + + #map detection + L3T.10 + #AI random starting money and piety bonus L3T.12 + #stewardship adjusting + L3T.90 + + #sets capital modifier + L3T.20 #city apocalypto #L3T.45 @@ -37,9 +43,13 @@ on_yearly_pulse = { XYLO.1 #hire a forester XYLO.2 #choose forest spec computation + #stewardship adjusting + L3T.90 + L3T.93 #steward asymetry + #màj capital modifier - L3T.50 - L3T.51 + L3T.20 + L3T.21 ##population events #castle @@ -62,6 +72,12 @@ on_yearly_pulse = { L3T.115 #pop natural growth L3T.1103 + #upgrade cities + L3T.42 + L3T.43 + + #annual religion check + L3T.121 #ReC REC.3 @@ -69,16 +85,23 @@ on_yearly_pulse = { REC.20 REC.21 } - - random_events = { - # Stewardship focus - 1000 = ECO.320 - 3000 = ECO.321 - 1000 = ECO.322 - 1000 = ECO.323 +} + +#character +on_five_year_pulse = { + events = { + L3T.86 #fund claim fabrication } } - + +# character +on_adulthood = { + events = { + #stewardship adjusting + L3T.90 #to wipe regency + } +} + # character on_decade_pulse = { events = { @@ -133,16 +156,16 @@ on_holding_building_start = { L3T.221 L3T.241 #library_1 L3T.245 #library_2 + #L3T.249 #prison L3T.302 + #building prestige cost events - L3T.230 - L3T.231 - L3T.232 - L3T.233 - L3T.234 - L3T.235 -# L3T.236 -# L3T.237 + L3T.230 #30 prestige + L3T.231 #60 prestige + L3T.232 #70 prestige + L3T.233 #90 prestige + L3T.234 #120 prestige + } } @@ -158,13 +181,15 @@ on_new_holder = { L3T.222 L3T.242 #library_1 L3T.246 #library_2 - L3T.227 + #cathedral REC.1 REC.11 + #stewardship adjusting + L3T.90 #màj capital modifier - L3T.50 - L3T.51 + L3T.20 + L3T.21 } } @@ -180,13 +205,15 @@ on_new_holder_inheritance = { L3T.222 L3T.242 #library_1 L3T.246 #library_2 - L3T.227 + #cathedral REC.1 REC.11 + #stewardship adjusting + L3T.90 #màj capital modifier - L3T.50 - L3T.51 + L3T.20 + L3T.21 } } @@ -202,20 +229,22 @@ on_new_holder_usurpation = { L3T.222 L3T.242 #library_1 L3T.246 #library_2 - L3T.227 + #cathedral REC.1 REC.11 + #stewardship adjusting + L3T.90 #màj capital modifier - L3T.50 - L3T.51 + L3T.20 + L3T.21 } } # ROOT = Builder, FROM = Title on_settlement_construction_completed = { events = { - L3T.9 #starts spec holding for the new built building + L3T.3 #starts spec holding for the new built building L3T.1101 #gives dev init + random bonus } } @@ -226,6 +255,13 @@ on_character_convert_religion = { REC.12 } } +# When the religion changes in a county, ROOT is province. FROM has the old religion. +#fires only on "natural" conversion, no console +on_county_religion_change = { + events = { + #L3T.122 #test event ATM + } +} on_loot_settlement = { #seems it fires for the settlement owner, FROM is the settlement #random_events = { @@ -248,6 +284,28 @@ on_hospital_construction_completed = { } } +# A character selects a focus +# Root = Character +on_focus_selected = { + events = { + #stewardship adjusting + L3T.90 + } +} +# Yearly pulse (six months from on_yearly_pulse) intended for Focus events (only fires for characters with a Focus) +on_focus_pulse = { + random_events = { + ## War Focus + 180 = ECO.310 # Legendary sword + #vanilla events are chance 120 each + + ##Business focus + 100 = ECO.300 #textile + 100 = ECO.308 #cadastre + #vanilla has no pulse for this focus + } +} + # on action event is sent whenever a character receives an artifact (one event for each artifact) # Scopes: ROOT is the character, FROM is the artifact, FROMFROM is the old holder on_artifact_inheritance = { @@ -263,5 +321,61 @@ on_death = { REC.2104 # Death of a master glass maker REC.2114 # Death of a master sculptor REC.2124 # Death of a master painter + L3T.92 #steward delegation removal + #L3T.2490 #dies when was in fortress prison (frees on imprisoning slot) + } +} + +# Triggers when looting of a wonder stage is completed +# ROOT = owner +# FROM = wonder +# FROMFROM = province (location of wonder) +on_wonder_stage_loot_finish = { + events = { + REC.103 # Romanesque cathedral burning + } +} + + +#character. Triggers if someone is released from prison - ROOT is prisoner, FROM is imprisoner +on_released_from_prison = { + events = { + L3T.2490 #released from fortress prison (frees on imprisoning slot), removes the prison modifier + } +} + +#character. Triggers if someone is executed, character not dead yet +on_executed = { + events = { + #L3T.2490 #executed when was in fortress prison (frees on imprisoning slot) + } +} + +#root is the prisoner too +RANSOM_CHARACTER_INTERACTION_ACCEPT_EVENT = { + events = { + L3T.2490 #removes the prison modifier + } +} + + +##L3T may be usefull for STW check and prison feature + +# Triggers when a change of employer has been detected. Note that the from scope is empty for newly created characters. +# Root = character that got a new employer +# From = previous employer +# FromFrom = new employer +on_employer_change = { + events = { + } +} + +# Triggers when a change of host has been detected. Note that the from scope is empty for newly created characters. "on_employer_change" is triggered first if a character has had both their employer and host changed since the last check was made. +# Root = the character that got a new host +# From = the previous host +# FromFrom = new employer +on_host_change = { + events = { + L3T.2490 #removes the prison modifier } } \ No newline at end of file diff --git a/L3T/common/opinion_modifiers/L3T_opinion_modifiers.txt b/L3T/common/opinion_modifiers/L3T_opinion_modifiers.txt index 0a49cc16..88d46974 100644 --- a/L3T/common/opinion_modifiers/L3T_opinion_modifiers.txt +++ b/L3T/common/opinion_modifiers/L3T_opinion_modifiers.txt @@ -11,4 +11,22 @@ opinion_titre_mineur_promu = { } opinion_cathedral_employer = { opinion = 100 -} \ No newline at end of file +} + +he_attempted_fabricate_claim_chancellor_banned = { + opinion = -20 +} +banned_councillor = { + opinion = -10 +} +opinion_failure_claim = { + opinion = -5 +} + +opinion_success_bandits = { + opinion = 10 +} +opinion_failure_bandits = { + opinion = -10 +} + diff --git a/L3T/common/scripted_effects/00_scripted_effects.txt b/L3T/common/scripted_effects/00_scripted_effects.txt index 6dffe8ac..9fcf30fb 100644 --- a/L3T/common/scripted_effects/00_scripted_effects.txt +++ b/L3T/common/scripted_effects/00_scripted_effects.txt @@ -4,6 +4,7 @@ ##################### # L3T modifications # # Replace prosperity_modifier by prosperityz_modifier +# STW modifier maintenance # Audax Validator "!" Ignore_ALL #With notification @@ -2587,6 +2588,26 @@ leave_court_effect = { } } +courtiers_leaving_effect = { + hidden_effect = { #To get a banishment reason + reverse_opinion = { + modifier = opinion_leave + who = ROOT + } + + banish = yes + + reverse_remove_opinion = { + modifier = opinion_leave + who = ROOT + } + } + opinion = { + modifier = opinion_left_court + who = root + } +} + leave_court_and_die_effect = { death = { death_reason = death_missing } } @@ -2836,6 +2857,8 @@ leave_council_position_effect = { if = { limit = { has_job_title = job_treasurer } remove_title = job_treasurer + remove_character_modifier = STW_extra_work #L3T + liege = { remove_character_modifier = STW_delegation } #L3T add_character_modifier = { modifier = resigned_in_anger years = 2 @@ -9327,6 +9350,7 @@ add_trait_for_prevs_secret_religion_society_effect = { flip_to_secret_religion_effect = { convert_to_secret_religion = yes + abdicate_holy_order_if_religion_changes_effect = yes } add_prevs_secret_religion_trait_effect = { @@ -15647,7 +15671,7 @@ clean_up_after_leaving_society_effect = { } clr_character_flag = suggestion_A_flag clr_character_flag = suggestion_B_flag - clr_character_flag = 3264_deceitful_flag + #clr_character_flag = 3264_deceitful_flag #vanilla bug validator clr_character_flag = 3264_publish_flag clr_character_flag = 3264_depressed_flag clr_character_flag = 3264_deceitful_flag @@ -15667,7 +15691,7 @@ clean_up_after_leaving_society_effect = { clr_character_flag = holy_seclusion_slothful clr_character_flag = holy_seclusion_struggled_with_loneliness clr_character_flag = holy_seclusion_scripture_reading - clr_character_flag = holy_seclusion_scripture_reading + #clr_character_flag = holy_seclusion_scripture_reading #vanilla bug validator clr_character_flag = holy_seclusion_interrupting_child clr_character_flag = success_seculison_desc_A clr_character_flag = success_seculison_desc_B @@ -15721,8 +15745,8 @@ clean_up_after_leaving_society_effect = { clr_character_flag = HF_legend_skull clr_character_flag = HF_legend_eagle clr_character_flag = HF_legend_upgrade_weapon - clr_character_flag = HF_legend_artifact - clr_character_flag = HF_legend_artifact + #clr_character_flag = HF_legend_artifact #vanilla bug validator + #clr_character_flag = HF_legend_artifact #vanilla bug validator #Duel outcomes... clr_character_flag = WL_desc_A @@ -16540,6 +16564,10 @@ spawn_fantastic_diplomat_effect = { if = { limit = { has_global_flag = christian_crusades_unlocked + OR = { + religion = catholic + religion = fraticelli + } } random = { chance = 20 @@ -16642,10 +16670,9 @@ spawn_fantastic_scholar_effect = { remove_trait = theologian remove_trait = scholar - remove_trait = naive_appeaser - remove_trait = underhanded_rogue - remove_trait = charismatic_negotiator - remove_trait = grey_eminence + remove_trait = detached_priest + remove_trait = martial_cleric + remove_trait = scholarly_theologian add_trait = mastermind_theologian @@ -30444,4 +30471,1390 @@ give_smith_artifacts_flag_expensive_optionC_effect = { limit = { FROM = { has_character_flag = armor_set } } add_artifact = armor_tier_3_warden } +} + +give_random_character_modifier_effect = { + random_list = { + 100 = { + trigger = { + NOT = { has_character_modifier = aspiring_poet } + } + modifier = { + factor = 2 + learning = 12 + } + add_character_modifier = { + name = aspiring_poet + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = aspiring_duelist } + } + modifier = { + factor = 2 + martial = 12 + } + modifier = { + factor = 2 + OR = { + duelist_skill_is_medium_group_trigger = yes + duelist_skill_is_high_group_trigger = yes + } + } + add_character_modifier = { + name = aspiring_duelist + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = aspiring_hunter } + } + add_character_modifier = { + name = aspiring_hunter + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = aspiring_falconer } + } + add_character_modifier = { + name = aspiring_falconer + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = learning_advice } + } + add_character_modifier = { + name = learning_advice + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = slept_in_church } + } + modifier = { + factor = 2 + trait = drunkard + } + add_character_modifier = { + name = slept_in_church + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = gambler } + } + add_character_modifier = { + name = gambler + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = whoremaster } + } + modifier = { + factor = 2 + trait = lustful + } + add_character_modifier = { + name = whoremaster + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = good_deeds } + } + modifier = { + factor = 1.5 + is_benevolent_trigger = yes + } + modifier = { + factor = 1.5 + has_pleasant_personality_trigger = yes + } + add_character_modifier = { + name = good_deeds + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = proving_bravery } + } + modifier = { + factor = 2 + trait = brave + } + add_character_modifier = { + name = proving_bravery + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = suspected_coward } + } + modifier = { + factor = 0.5 + trait = brave + } + add_character_modifier = { + name = suspected_coward + years = 5 + } + } + 5 = { + trigger = { + NOT = { has_character_modifier = speaking_in_tounges } + } + modifier = { + factor = 4 + trait = lunatic + } + add_character_modifier = { + name = speaking_in_tounges + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = good_times } + } + add_character_modifier = { + name = good_times + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = good_hunt } + } + modifier = { + factor = 2 + trait = hunter + } + add_character_modifier = { + name = good_hunt + years = 5 + } + } + 5 = { + trigger = { + NOT = { has_character_modifier = epic_hangover } + } + modifier ={ + factor = 4 + trait = drunkard + } + add_character_modifier = { + name = epic_hangover + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = weird_scholar } + } + modifier = { + factor = 2 + learning = 12 + } + add_character_modifier = { + name = weird_scholar + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = comfort_of_lover } + } + trigger = { + has_lover = yes + } + add_character_modifier = { + name = comfort_of_lover + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = sleep_deprivation } + } + add_character_modifier = { + name = sleep_deprivation + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = pet_cat } + } + add_character_modifier = { + name = pet_cat + years = 5 + } + random_list = { + 25 = { + trigger = { + is_female = yes + } + add_character_modifier = { + name = crazy_cat_lady + years = 5 + } + } + 25 = { + trigger = { + is_female = no + } + add_character_modifier = { + name = crazy_cat_lord + years = 5 + } + } + 50 = {} + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = invigorated } + } + add_character_modifier = { + name = invigorated + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = good_listener } + } + add_character_modifier = { + name = good_listener + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = confident } + } + add_character_modifier = { + name = confident + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = bad_person } + is_benevolent_trigger = no + has_pleasant_personality_trigger = no + } + modifier = { + factor = 2 + OR = { + is_evil_trigger = yes + has_unpleasant_personality_trigger = yes + } + } + add_character_modifier = { + name = bad_person + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = pet_parrot } + } + add_character_modifier = { + name = pet_parrot + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = pet_owl } + } + add_character_modifier = { + name = pet_owl + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = taking_it_easy } + } + modifier = { + factor = 2 + trait = slothful + } + add_character_modifier = { + name = taking_it_easy + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = fell_into_the_river } + } + add_character_modifier = { + name = fell_into_the_river + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = green_fingers } + } + add_character_modifier = { + name = green_fingers + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = pet_house_dog } + } + add_character_modifier = { + name = pet_house_dog + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = pet_hedgehog } + } + add_character_modifier = { + name = pet_hedgehog + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = pet_otter } + } + add_character_modifier = { + name = pet_otter + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = bad_nights_sleep } + } + add_character_modifier = { + name = bad_nights_sleep + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = good_nights_sleep } + } + add_character_modifier = { + name = good_nights_sleep + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = well_spoken } + } + modifier = { + factor = 2 + diplomacy = 12 + } + add_character_modifier = { + name = well_spoken + years = 5 + } + } + 100 = { + trigger = { + NOT = { has_character_modifier = jumbling_words } + } + modifier = { + factor = 2 + diplomacy < 8 + } + add_character_modifier = { + name = jumbling_words + years = 5 + } + } + 100 = { + trigger = { + has_injury_trigger = no + } + apply_random_minor_injury_effect = yes + } + 0.001 = { + #fallback + } + } +} + +assign_random_nickname_effect = { + random_list = { + 10 = { + trigger = { + trait = brave + } + random_list = { + 10 = { + give_nickname = nick_the_brave + } + 10 = { + give_nickname = nick_the_fearless + } + } + } + 10 = { + give_nickname = nick_the_unlucky + } + 10 = { + give_nickname = nick_the_lucky + } + 5 = { + modifier = { + factor = 4 + learning < 6 + } + give_nickname = nick_the_clueless + } + 10 = { + modifier = { + factor = 4 + OR = { + is_evil_trigger = yes + has_unpleasant_personality_trigger = yes + } + } + give_nickname = nick_the_ill_tempered + } + 10 = { + modifier = { + factor = 4 + OR = { + has_pleasant_personality_trigger = yes + is_pious_trigger = yes + } + } + give_nickname = nick_the_affable + } + 10 = { + trigger = { + age < 30 + } + give_nickname = nick_the_youthful + } + 5 = { + modifier = { + factor = 4 + is_attractive_trigger = yes + } + give_nickname = nick_the_beguiling + } + 10 = { + trigger = { + trait = lustful + } + give_nickname = nick_the_lewd + } + 5 = { + modifier = { + factor = 4 + trait = lustful + } + modifier = { + factor = 2 + has_lover = yes + } + give_nickname = nick_the_unchaste + } + 5 = { + trigger = { + uses_decadence = yes + decadence = 50 + } + modifier = { + factor = 4 + decadence = 70 + } + give_nickname = nick_the_decadent + } + 10 = { + trigger = { + has_unpleasant_personality_trigger = yes + } + random_list = { + 10 = { + give_nickname = nick_the_shrewd + } + 10 = { + give_nickname = nick_the_wily + } + } + } + 10 = { + trigger = { + has_pleasant_personality_trigger = yes + } + give_nickname = nick_the_jolly + } + 10 = { + trigger ={ + has_pleasant_personality_trigger = yes + } + random_list = { + 10 = { + give_nickname = nick_the_gracious + } + 10 = { + give_nickname = nick_the_kind + } + 10 = { + give_nickname = nick_the_good + } + } + } + 10 = { + trigger = { + trait = patient + } + random_list = { + 10 = { + give_nickname = nick_the_tenacious + } + 10 = { + give_nickname = nick_the_mule + } + } + } + 5 = { + modifier = { + factor = 4 + has_mental_disorder_trigger = yes + } + give_nickname = nick_the_strange + } + 10 = { + trigger = { + is_weak_trigger = yes + } + give_nickname = nick_the_clumsy + } + 10 = { + trigger = { + is_impious_trigger = yes + } + give_nickname = nick_the_evil + } + 10 = { + trigger = { + is_strong_trigger = yes + } + give_nickname = nick_the_strong + } + 10 = { + modifier = { + factor = 2 + has_pleasant_personality_trigger = yes + } + give_nickname = nick_the_merry + } + 10 = { + modifier = { + factor = 2 + has_pleasant_personality_trigger = yes + } + give_nickname = nick_the_gentle + } + 10 = { + trigger = { + trait = proud + } + give_nickname = nick_the_proud + } + 10 = { + trigger = { + trait = shy + } + give_nickname = nick_the_silent + } + 10 = { + trigger = { + trait = chaste + } + give_nickname = nick_the_chaste + } + 10 = { + trigger = { + is_attractive_trigger = yes + is_female = no + } + random_list = { + 10 = { + give_nickname = nick_the_handsome + } + 10 = { + give_nickname = nick_the_vain + } + } + } + 10 = { + trigger = { + is_attractive_trigger = yes + is_female = yes + } + random_list = { + 10 = { + give_nickname = nick_the_fair + } + 10 = { + give_nickname = nick_the_vain + } + 10 = { + give_nickname = nick_the_flower + } + } + } + 10 = { + trigger = { + is_unattractive_trigger = yes + } + random_list = { + 10 = { + give_nickname = nick_the_hideous + } + 10 = { + give_nickname = nick_the_frog + } + 10 = { + give_nickname = nick_the_repulsive + } + } + } + 10 = { + trigger = { + trait = lunatic + } + give_nickname = nick_the_mad + } + 10 = { + trigger = { + trait = drunkard + } + give_nickname = nick_the_drunkard + } + 10 = { + trigger = { + learning = 10 + } + modifier = { + factor = 2 + learning = 14 + } + give_nickname = nick_the_wise + } + 10 = { + trigger = { + is_pious_trigger = yes + } + random_list = { + 10 = { + give_nickname = nick_the_pious + } + 10 = { + give_nickname = nick_the_blessed + } + } + } + 10 = { + give_nickname = nick_the_careless + } + 10 = { + trigger = { + age < 25 + } + give_nickname = nick_the_young + } + 10 = { + trigger = { + age = 50 + } + give_nickname = nick_the_old + } + 10 = { + trigger = { + learning = 10 + } + random_list = { + 10 = { + give_nickname = nick_the_scholar + } + 10 = { + give_nickname = nick_the_understanding + } + 10 = { + give_nickname = nick_the_healer + } + } + } + 10 = { + trigger = { + combat_rating = 10 + } + give_nickname = nick_the_oakskin + } + 10 = { + give_nickname = nick_the_jittery + } + 10 = { + trigger = { + trait = slothful + } + give_nickname = nick_the_sleepy + } + 10 = { + trigger = { + base_health < 3 + } + random_list = { + 10 = { + give_nickname = nick_butter_teeth + } + 10 = { + give_nickname = nick_the_toothless + } + } + } + 10 = { + trigger = { + trait = craven + } + random_list = { + 10 = { + give_nickname = nick_the_cowardly + } + 10 = { + give_nickname = nick_the_squirmy + } + } + } + 10 = { + trigger = { + trait = paranoid + } + give_nickname = nick_the_frantic + } + 10 = { + give_nickname = nick_the_dry_throat + } + 10 = { + trigger = { + NOR = { + trait = genius + trait = quick + } + } + modifier = { + factor = 4 + OR = { + trait = imbecile + trait = slow + } + } + random_list = { + 10 = { + give_nickname = nick_the_thin_minded + } + 10 = { + give_nickname = nick_the_forgetful + } + } + } + 10 = { + give_nickname = nick_the_messy + } + 10 = { + give_nickname = nick_the_feeble + } + 10 = { + trigger = { + NOT = { trait = gregarious } + } + modifier = { + factor = 2 + trait = shy + } + give_nickname = nick_the_recluse + } + 10 = { + trigger = { + trait = wroth + } + give_nickname = nick_the_short_tempered + } + 10 = { + give_nickname = nick_the_red_cheeks + } + 10 = { + give_nickname = nick_the_blushing + } + 10 = { + trigger = { + NOT = { + trait = content + } + } + give_nickname = nick_the_whiner + } + 10 = { + trigger = { + trait = deceitful + } + give_nickname = nick_the_liar + } + 10 = { + give_nickname = nick_the_twitchy + } + } +} + +abdicate_holy_order_if_religion_changes_effect = { + #Cycle through all Holy Orders and update them + k_teutonic_state = { + if = { + limit = { + religion = catholic + is_title_active = k_teutonic_state + owner = { + ai = yes + holy_order = yes + NOT = { religion = catholic } + } + } + log = "[k_teutonic_state.owner.GetTitledFirstName] was found to be unfit to lead the [k_teutonic_state.GetName] due to religious conflict! Title is catholic, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_livonian_order = { + if = { + limit = { + is_title_active = d_livonian_order + religion = catholic + owner = { + ai = yes + holy_order = yes + NOT = { religion = catholic } + } + } + log = "[d_livonian_order.owner.GetTitledFirstName] was found to be unfit to lead the [d_livonian_order.GetName] due to religious conflict! Title is catholic, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_knights_hospitaler = { + if = { + limit = { + is_title_active = d_knights_hospitaler + religion = catholic + owner = { + ai = yes + holy_order = yes + NOT = { religion = catholic } + } + } + log = "[d_knights_hospitaler.owner.GetTitledFirstName] was found to be unfit to lead the [d_knights_hospitaler.GetName] due to religious conflict! Title is catholic, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_hashshashin = { + if = { + limit = { + is_title_active = d_hashshashin + religion = shiite + owner = { + ai = yes + holy_order = yes + NOT = { religion = shiite } + } + } + log = "[d_hashshashin.owner.GetTitledFirstName] was found to be unfit to lead the [d_hashshashin.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_bektashi = { + if = { + limit = { + is_title_active = d_bektashi + religion = sunni + owner = { + ai = yes + holy_order = yes + NOT = { religion = sunni } + } + } + log = "[d_bektashi.owner.GetTitledFirstName] was found to be unfit to lead the [d_bektashi.GetName] due to religious conflict! Title is sunni, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_haruriyyah = { + if = { + limit = { + is_title_active = d_haruriyyah + owner = { + ai = yes + holy_order = yes + NOT = { religion = ibadi } + } + } + log = "[d_haruriyyah.owner.GetTitledFirstName] was found to be unfit to lead the [d_haruriyyah.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_jomsvikings = { + if = { + limit = { + is_title_active = d_jomsvikings + religion = norse_pagan_reformed + owner = { + ai = yes + holy_order = yes + NOT = { religion = norse_pagan_reformed } + } + } + log = "[d_jomsvikings.owner.GetTitledFirstName] was found to be unfit to lead the [d_jomsvikings.GetName] due to religious conflict! Title is norse_pagan_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_jomsvikings + religion = norse_pagan + owner = { + ai = yes + holy_order = yes + NOT = { religion = norse_pagan} + } + } + log = "[d_jomsvikings.owner.GetTitledFirstName] was found to be unfit to lead the [d_jomsvikings.GetName] due to religious conflict! Title is norse_pagan, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_immortals = { + if = { + limit = { + is_title_active = d_immortals + owner = { + ai = yes + holy_order = yes + NOT = { religion = zoroastrian } + } + } + log = "[d_immortals.owner.GetTitledFirstName] was found to be unfit to lead the [d_immortals.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_zealots = { + if = { + limit = { + is_title_active = d_zealots + owner = { + ai = yes + holy_order = yes + NOT = { religion = jewish } + } + } + log = "[d_zealots.owner.GetTitledFirstName] was found to be unfit to lead the [d_zealots.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_holy_sepulchre = { + if = { + limit = { + is_title_active = d_holy_sepulchre + owner = { + ai = yes + holy_order = yes + NOT = { religion = orthodox } + } + } + log = "[d_holy_sepulchre.owner.GetTitledFirstName] was found to be unfit to lead the [d_holy_sepulchre.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_saint_anthony = { + if = { + limit = { + is_title_active = d_saint_anthony + owner = { + ai = yes + holy_order = yes + NOT = { religion = miaphysite } + } + } + log = "[d_saint_anthony.owner.GetTitledFirstName] was found to be unfit to lead the [d_saint_anthony.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_livonian_order = { + if = { + limit = { + is_title_active = d_livonian_order + owner = { + ai = yes + holy_order = yes + NOT = { religion = catholic } + } + } + log = "[d_livonian_order.owner.GetTitledFirstName] was found to be unfit to lead the [d_livonian_order.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_saint_addai = { + if = { + limit = { + is_title_active = d_saint_addai + owner = { + ai = yes + holy_order = yes + NOT = { religion = nestorian } + } + } + log = "[d_saint_addai.owner.GetTitledFirstName] was found to be unfit to lead the [d_saint_addai.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_sky_lords = { + if = { + limit = { + is_title_active = d_sky_lords + religion = tengri_pagan_reformed + owner = { + ai = yes + holy_order = yes + NOT = { religion = tengri_pagan_reformed } + } + } + log = "[d_sky_lords.owner.GetTitledFirstName] was found to be unfit to lead the [d_sky_lords.GetName] due to religious conflict! Title is tengri_pagan_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_sky_lords + religion = tengri_pagan + owner = { + ai = yes + holy_order = yes + NOT = { religion = tengri_pagan } + } + } + log = "[d_sky_lords.owner.GetTitledFirstName] was found to be unfit to lead the [d_sky_lords.GetName] due to religious conflict! Title is tengri_pagan, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_spirit_guardians = { + if = { + limit = { + is_title_active = d_spirit_guardians + religion = west_african_pagan_reformed + owner = { + ai = yes + holy_order = yes + NOT = { religion = west_african_pagan_reformed } + } + } + log = "[d_spirit_guardians.owner.GetTitledFirstName] was found to be unfit to lead the [d_spirit_guardians.GetName] due to religious conflict! Title is west_african_pagan_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_spirit_guardians + religion = west_african_pagan + owner = { + ai = yes + holy_order = yes + NOT = { religion = west_african_pagan } + } + } + log = "[d_spirit_guardians.owner.GetTitledFirstName] was found to be unfit to lead the [d_spirit_guardians.GetName] due to religious conflict! Title is west_african_pagan, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_warriors_perun = { + if = { + limit = { + is_title_active = d_warriors_perun + religion = slavic_pagan_reformed + owner = { + ai = yes + holy_order = yes + NOT = { religion = slavic_pagan_reformed } + } + } + log = "[d_warriors_perun.owner.GetTitledFirstName] was found to be unfit to lead the [d_warriors_perun.GetName] due to religious conflict! Title is slavic_pagan_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_warriors_perun + religion = slavic_pagan + owner = { + ai = yes + holy_order = yes + NOT = { religion = slavic_pagan } + } + } + log = "[d_warriors_perun.owner.GetTitledFirstName] was found to be unfit to lead the [d_warriors_perun.GetName] due to religious conflict! Title is slavic_pagan, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_chosen_perkunas = { + if = { + limit = { + is_title_active = d_chosen_perkunas + religion = baltic_pagan_reformed + owner = { + ai = yes + holy_order = yes + NOT = { religion = baltic_pagan_reformed } + } + } + log = "[d_chosen_perkunas.owner.GetTitledFirstName] was found to be unfit to lead the [d_chosen_perkunas.GetName] due to religious conflict! Title is baltic_pagan_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_chosen_perkunas + religion = baltic_pagan + owner = { + ai = yes + holy_order = yes + NOT = { religion = baltic_pagan } + } + } + log = "[d_chosen_perkunas.owner.GetTitledFirstName] was found to be unfit to lead the [d_chosen_perkunas.GetName] due to religious conflict! Title is baltic_pagan, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_sons_kaleva = { + if = { + limit = { + is_title_active = d_sons_kaleva + religion = finnish_pagan_reformed + owner = { + ai = yes + holy_order = yes + NOT = { religion = finnish_pagan_reformed } + } + } + log = "[d_sons_kaleva.owner.GetTitledFirstName] was found to be unfit to lead the [d_sons_kaleva.GetName] due to religious conflict! Title is finnish_pagan_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_sons_kaleva + religion = finnish_pagan + owner = { + ai = yes + holy_order = yes + NOT = { religion = finnish_pagan } + } + } + log = "[d_sons_kaleva.owner.GetTitledFirstName] was found to be unfit to lead the [d_sons_kaleva.GetName] due to religious conflict! Title is finnish_pagan, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_huitzilopochtli = { + if = { + limit = { + is_title_active = d_huitzilopochtli + religion = aztec_reformed + owner = { + ai = yes + holy_order = yes + NOT = { religion = aztec_reformed } + } + } + log = "[d_huitzilopochtli.owner.GetTitledFirstName] was found to be unfit to lead the [d_huitzilopochtli.GetName] due to religious conflict! Title is aztec_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_huitzilopochtli + religion = aztec + owner = { + ai = yes + holy_order = yes + NOT = { religion = aztec } + } + } + log = "[d_huitzilopochtli.owner.GetTitledFirstName] was found to be unfit to lead the [d_huitzilopochtli.GetName] due to religious conflict! Title is aztec, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_knights_santiago = { + if = { + limit = { + is_title_active = d_knights_santiago + religion = catholic + owner = { + ai = yes + holy_order = yes + NOT = { religion = catholic } + } + } + log = "[d_knights_santiago.owner.GetTitledFirstName] was found to be unfit to lead the [d_knights_santiago.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_knights_calatrava = { + if = { + limit = { + is_title_active = d_knights_calatrava + religion = catholic + owner = { + ai = yes + holy_order = yes + NOT = { religion = catholic } + } + } + log = "[d_knights_calatrava.owner.GetTitledFirstName] was found to be unfit to lead the [d_knights_calatrava.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_followers_arjuna = { + if = { + limit = { + is_title_active = d_followers_arjuna + religion = hindu + owner = { + ai = yes + holy_order = yes + NOT = { religion = hindu } + } + } + log = "[d_followers_arjuna.owner.GetTitledFirstName] was found to be unfit to lead the [d_followers_arjuna.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_ashokas_chosen = { + if = { + limit = { + is_title_active = d_ashokas_chosen + religion = buddhist + owner = { + ai = yes + holy_order = yes + NOT = { religion = buddhist } + } + } + log = "[d_ashokas_chosen.owner.GetTitledFirstName] was found to be unfit to lead the [d_ashokas_chosen.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_dralhas_children = { + if = { + limit = { + is_title_active = d_dralhas_children + owner = { + ai = yes + holy_order = yes + NOT = { religion = bon_reformed } + } + } + log = "[d_dralhas_children.owner.GetTitledFirstName] was found to be unfit to lead the [d_dralhas_children.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_bulls_rishabha = { + if = { + limit = { + is_title_active = d_bulls_rishabha + owner = { + ai = yes + holy_order = yes + NOT = { religion = jain } + } + } + log = "[d_bulls_rishabha.owner.GetTitledFirstName] was found to be unfit to lead the [d_bulls_rishabha.GetName] and therefore removed by the abdicate holy order effect!" + } + } + + d_zun_warriors = { + if = { + limit = { + religion = zun_pagan_reformed + is_title_active = d_zun_warriors + owner = { + ai = yes + holy_order = yes + NOT = { religion = zun_pagan_reformed } + } + } + log = "[d_zun_warriors.owner.GetTitledFirstName] was found to be unfit to lead the [d_zun_warriors.GetName] due to religious conflict! Title is zun_pagan_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_zun_warriors + religion = zun_pagan + owner = { + ai = yes + holy_order = yes + NOT = { religion = zun_pagan} + } + } + log = "[d_zun_warriors.owner.GetTitledFirstName] was found to be unfit to lead the [d_zun_warriors.GetName] due to religious conflict! Title is zun_pagan, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } + + d_myrmidons = { + if = { + limit = { + is_title_active = d_myrmidons + religion = hellenic_pagan_reformed + owner = { + ai = yes + holy_order = yes + NOT = { religion = hellenic_pagan_reformed } + } + } + log = "[d_myrmidons.owner.GetTitledFirstName] was found to be unfit to lead the [d_myrmidons.GetName] due to religious conflict! Title is hellenic_pagan_reformed, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + if = { + limit = { + is_title_active = d_zun_warriors + religion = hellenic_pagan + owner = { + ai = yes + holy_order = yes + NOT = { religion = hellenic_pagan } + } + } + log = "[d_myrmidons.owner.GetTitledFirstName] was found to be unfit to lead the [d_myrmidons.GetName] due to religious conflict! Title is hellenic_pagan, but owner is not. \n + ROOT = [Root.GetTitledFirstName] FROM = [From.GetTitledFirstName] PREV = [Prev.GetTitledFirstName]" + } + } } \ No newline at end of file diff --git a/L3T/common/scripted_effects/03_scripted_effects_sainthood.txt b/L3T/common/scripted_effects/03_scripted_effects_sainthood.txt index a08f8e52..36ce159b 100644 --- a/L3T/common/scripted_effects/03_scripted_effects_sainthood.txt +++ b/L3T/common/scripted_effects/03_scripted_effects_sainthood.txt @@ -362,12 +362,12 @@ deciding_upon_saint_effect = { trait = humble } } - #modifier = { - # factor = 1.2 - # event_target:saint_person = { - # trait = just - # } - #} + modifier = { + factor = 1.1 + event_target:saint_person = { + trait = just + } + } modifier = { factor = 1.5 event_target:saint_person = { diff --git a/L3T/common/scripted_effects/L3T_scripted_effects_STW.txt b/L3T/common/scripted_effects/L3T_scripted_effects_STW.txt new file mode 100644 index 00000000..935d64d7 --- /dev/null +++ b/L3T/common/scripted_effects/L3T_scripted_effects_STW.txt @@ -0,0 +1,957 @@ +remove_any_previous_STW_bonus = { + #ruler bonus + remove_character_modifier = stw_ruler_bonus0_6 + remove_character_modifier = stw_ruler_bonus7_10 + remove_character_modifier = stw_ruler_bonus11 + remove_character_modifier = stw_ruler_bonus12 + remove_character_modifier = stw_ruler_bonus13 + remove_character_modifier = stw_ruler_bonus14 + remove_character_modifier = stw_ruler_bonus15 + remove_character_modifier = stw_ruler_bonus16 + remove_character_modifier = stw_ruler_bonus17 + remove_character_modifier = stw_ruler_bonus18 + remove_character_modifier = stw_ruler_bonus19 + remove_character_modifier = stw_ruler_bonus20 + #steward bonus + remove_character_modifier = stw_stew_bonus0_6 + remove_character_modifier = stw_stew_bonus7_10 + remove_character_modifier = stw_stew_bonus11 + remove_character_modifier = stw_stew_bonus12 + remove_character_modifier = stw_stew_bonus13 + remove_character_modifier = stw_stew_bonus14 + remove_character_modifier = stw_stew_bonus15 + remove_character_modifier = stw_stew_bonus16 + remove_character_modifier = stw_stew_bonus17 + remove_character_modifier = stw_stew_bonus18 + remove_character_modifier = stw_stew_bonus19 + remove_character_modifier = stw_stew_bonus20 +} +#RULER +add_adequate_STWruler_bonus = { + #doesn't need the delegation anymore + if = { + limit = { + stewardship = 7 + has_character_modifier = STW_delegation + } + character_event = { id = L3T.94 days = 5 random = 5 } + job_treasurer = {character_event = { id = L3T.94 days = 5 random = 5 }} + } + #annual check + if = { + limit = { + NOT = { stewardship = 7 } + } + add_character_modifier = { + name = stw_ruler_bonus0_6 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 7 + NOT = { stewardship = 11 } + } + } + add_character_modifier = { + name = stw_ruler_bonus7_10 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 11 + NOT = { stewardship = 12 } + } + } + add_character_modifier = { + name = stw_ruler_bonus11 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 12 + NOT = { stewardship = 13 } + } + } + add_character_modifier = { + name = stw_ruler_bonus12 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 13 + NOT = { stewardship = 14 } + } + } + add_character_modifier = { + name = stw_ruler_bonus13 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 14 + NOT = { stewardship = 15 } + } + } + add_character_modifier = { + name = stw_ruler_bonus14 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 15 + NOT = { stewardship = 16 } + } + } + add_character_modifier = { + name = stw_ruler_bonus15 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 16 + NOT = { stewardship = 17 } + } + } + add_character_modifier = { + name = stw_ruler_bonus16 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 17 + NOT = { stewardship = 18 } + } + } + add_character_modifier = { + name = stw_ruler_bonus17 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 18 + NOT = { stewardship = 19 } + } + } + add_character_modifier = { + name = stw_ruler_bonus18 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 19 + NOT = { stewardship = 20 } + } + } + add_character_modifier = { + name = stw_ruler_bonus19 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + AND = { + stewardship = 20 + #NOT = { stewardship = 21 } + } + } + add_character_modifier = { + name = stw_ruler_bonus20 + duration = -1 + hidden=yes + } + } +} +#REGENT +add_adequate_STWregent_bonus = { + if = { + limit = { + regent = { + NOT = { stewardship = 7 } + } + } + add_character_modifier = { + name = stw_ruler_bonus0_6 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 7 + NOT = { stewardship = 11 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus7_10 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 11 + NOT = { stewardship = 12 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus11 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 12 + NOT = { stewardship = 13 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus12 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 13 + NOT = { stewardship = 14 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus13 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 14 + NOT = { stewardship = 15 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus14 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 15 + NOT = { stewardship = 16 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus15 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 16 + NOT = { stewardship = 17 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus16 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 17 + NOT = { stewardship = 18 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus17 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 18 + NOT = { stewardship = 19 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus18 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 19 + NOT = { stewardship = 20 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus19 + duration = -1 + hidden=yes + } + + } + if = { + limit = { + regent = { + AND = { + stewardship = 20 + #NOT = { stewardship = 21 } + } + } + } + add_character_modifier = { + name = stw_ruler_bonus20 + duration = -1 + hidden=yes + } + } +} +#STEWARD +add_adequate_STWsteward_bonus = { + #can't assume delegation anymore + if = { + limit = { + job_treasurer = { + NOT = { stewardship = 16 } + has_character_modifier = STW_extra_work + } + } + character_event = { id = L3T.95 days = 5 random = 5 } + job_treasurer = {character_event = { id = L3T.95 days = 5 random = 5 }} + } + #annual check + if = { + limit = { + job_treasurer = { + NOT = { stewardship = 7 } + } + } + add_character_modifier = { + name = stw_stew_bonus0_6 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 7 + NOT = { stewardship = 11 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus7_10 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 11 + NOT = { stewardship = 12 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus11 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 12 + NOT = { stewardship = 13 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus12 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 13 + NOT = { stewardship = 14 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus13 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 14 + NOT = { stewardship = 15 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus14 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 15 + NOT = { stewardship = 16 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus15 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 16 + NOT = { stewardship = 17 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus16 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 17 + NOT = { stewardship = 18 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus17 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 18 + NOT = { stewardship = 19 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus18 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 19 + NOT = { stewardship = 20 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus19 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + job_treasurer = { + AND = { + stewardship = 20 + #NOT = { stewardship = 21 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus20 + duration = -1 + hidden=yes + } + } +} +#BARON +add_adequate_STWbaron_bonus = { + if = { + limit = { + NOT = { stewardship = 7 } + } + add_character_modifier = { + name = stw_stew_bonus0_6 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 7 + NOT = { stewardship = 11 } + } + } + add_character_modifier = { + name = stw_stew_bonus7_10 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 11 + NOT = { stewardship = 12 } + } + } + add_character_modifier = { + name = stw_stew_bonus11 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 12 + NOT = { stewardship = 13 } + } + } + add_character_modifier = { + name = stw_stew_bonus12 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 13 + NOT = { stewardship = 14 } + } + } + add_character_modifier = { + name = stw_stew_bonus13 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 14 + NOT = { stewardship = 15 } + } + } + add_character_modifier = { + name = stw_stew_bonus14 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 15 + NOT = { stewardship = 16 } + } + } + add_character_modifier = { + name = stw_stew_bonus15 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 16 + NOT = { stewardship = 17 } + } + } + add_character_modifier = { + name = stw_stew_bonus16 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 17 + NOT = { stewardship = 18 } + } + } + add_character_modifier = { + name = stw_stew_bonus17 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 18 + NOT = { stewardship = 19 } + } + } + add_character_modifier = { + name = stw_stew_bonus18 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 19 + NOT = { stewardship = 20 } + } + } + add_character_modifier = { + name = stw_stew_bonus19 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + AND = { + stewardship = 20 + #NOT = { stewardship = 21 } + } + } + add_character_modifier = { + name = stw_stew_bonus20 + duration = -1 + hidden=yes + } + } +} +#REGENT2 +add_adequate_STWbaronRG_bonus = { + if = { + limit = { + regent = { + NOT = { stewardship = 7 } + } + } + add_character_modifier = { + name = stw_stew_bonus0_6 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 7 + NOT = { stewardship = 11 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus7_10 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 11 + NOT = { stewardship = 12 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus11 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 12 + NOT = { stewardship = 13 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus12 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 13 + NOT = { stewardship = 14 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus13 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 14 + NOT = { stewardship = 15 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus14 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 15 + NOT = { stewardship = 16 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus15 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 16 + NOT = { stewardship = 17 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus16 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 17 + NOT = { stewardship = 18 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus17 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 18 + NOT = { stewardship = 19 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus18 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 19 + NOT = { stewardship = 20 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus19 + duration = -1 + hidden=yes + } + break = yes + } + if = { + limit = { + regent = { + AND = { + stewardship = 20 + #NOT = { stewardship = 21 } + } + } + } + add_character_modifier = { + name = stw_stew_bonus20 + duration = -1 + hidden=yes + } + } +} \ No newline at end of file diff --git a/L3T/common/scripted_effects/REC_scripted_effects.txt b/L3T/common/scripted_effects/REC_scripted_effects.txt index 00da0f76..0b58de53 100644 --- a/L3T/common/scripted_effects/REC_scripted_effects.txt +++ b/L3T/common/scripted_effects/REC_scripted_effects.txt @@ -112,7 +112,15 @@ destroy_relic = { random_artifact = { limit = { - has_a_relic = yes + OR = { + #ReC relics + has_artifact_flag = relique + #vanilla generic/dynamic relic support + AND = { + has_artifact_flag = saint + has_artifact_flag = bodypart + } + } } # The relic will be available to be create again if = { diff --git a/L3T/common/scripted_score_values/L3T_scripted_score_values.txt b/L3T/common/scripted_score_values/L3T_scripted_score_values.txt new file mode 100644 index 00000000..bdb60456 --- /dev/null +++ b/L3T/common/scripted_score_values/L3T_scripted_score_values.txt @@ -0,0 +1,61 @@ +##INTRIGUE +#For bad avents +from_job_event_mtth_modifier_inverted_intrigue_score = { + modifier = { factor = 0.75 FROM = { NOT = { intrigue = 2 } }} + modifier = { factor = 0.75 FROM = { NOT = { intrigue = 4 } }} + modifier = { factor = 0.75 FROM = { NOT = { intrigue = 6 } }} + modifier = { factor = 0.75 FROM = { NOT = { intrigue = 8 } }} + modifier = { factor = 1.15 FROM = { intrigue = 10 }} + modifier = { factor = 1.15 FROM = { intrigue = 11 }} + modifier = { factor = 1.15 FROM = { intrigue = 12 }} + modifier = { factor = 1.15 FROM = { intrigue = 13 }} + modifier = { factor = 1.10 FROM = { intrigue = 14 }} + modifier = { factor = 1.10 FROM = { intrigue = 15 }} + modifier = { factor = 1.10 FROM = { intrigue = 16 }} + modifier = { factor = 1.10 FROM = { intrigue = 17 }} + modifier = { factor = 1.10 FROM = { intrigue = 18 }} + modifier = { factor = 1.10 FROM = { intrigue = 19 }} + modifier = { factor = 1.05 FROM = { intrigue = 20 }} + modifier = { factor = 1.05 FROM = { intrigue = 21 }} + modifier = { factor = 1.05 FROM = { intrigue = 22 }} +} +#For Good events +from_job_event_mtth_modifier_intrigue_score = { + modifier = { factor = 1.25 FROM = { NOT = { intrigue = 2 } }} + modifier = { factor = 1.25 FROM = { NOT = { intrigue = 4 } }} + modifier = { factor = 1.25 FROM = { NOT = { intrigue = 6 } }} + modifier = { factor = 1.25 FROM = { NOT = { intrigue = 8 } }} + modifier = { factor = 0.85 FROM = { intrigue = 10 }} + modifier = { factor = 0.85 FROM = { intrigue = 11 }} + modifier = { factor = 0.85 FROM = { intrigue = 12 }} + modifier = { factor = 0.85 FROM = { intrigue = 13 }} + modifier = { factor = 0.85 FROM = { intrigue = 14 }} + modifier = { factor = 0.85 FROM = { intrigue = 15 }} + modifier = { factor = 0.85 FROM = { intrigue = 16 }} + modifier = { factor = 0.90 FROM = { intrigue = 17 }} + modifier = { factor = 0.90 FROM = { intrigue = 18 }} + modifier = { factor = 0.90 FROM = { intrigue = 19 }} + modifier = { factor = 0.95 FROM = { intrigue = 20 }} + modifier = { factor = 0.95 FROM = { intrigue = 21 }} + modifier = { factor = 0.95 FROM = { intrigue = 22 }} +} +##Martial +from_job_event_mtth_modifier_martial_score = { + modifier = { factor = 1.25 FROM = { NOT = { martial = 2 } }} + modifier = { factor = 1.25 FROM = { NOT = { martial = 4 } }} + modifier = { factor = 1.25 FROM = { NOT = { martial = 6 } }} + modifier = { factor = 1.25 FROM = { NOT = { martial = 8 } }} + modifier = { factor = 0.85 FROM = { martial = 10 }} + modifier = { factor = 0.85 FROM = { martial = 11 }} + modifier = { factor = 0.85 FROM = { martial = 12 }} + modifier = { factor = 0.85 FROM = { martial = 13 }} + modifier = { factor = 0.85 FROM = { martial = 14 }} + modifier = { factor = 0.85 FROM = { martial = 15 }} + modifier = { factor = 0.85 FROM = { martial = 16 }} + modifier = { factor = 0.90 FROM = { martial = 17 }} + modifier = { factor = 0.90 FROM = { martial = 18 }} + modifier = { factor = 0.90 FROM = { martial = 19 }} + modifier = { factor = 0.95 FROM = { martial = 20 }} + modifier = { factor = 0.95 FROM = { martial = 21 }} + modifier = { factor = 0.95 FROM = { martial = 22 }} +} \ No newline at end of file diff --git a/L3T/common/scripted_triggers/L3T_maps_scripted_triggers.txt b/L3T/common/scripted_triggers/L3T_maps_scripted_triggers.txt new file mode 100644 index 00000000..f58d79bd --- /dev/null +++ b/L3T/common/scripted_triggers/L3T_maps_scripted_triggers.txt @@ -0,0 +1,1147 @@ +###VANILLA map +is_VANILLA_coasts = { #yes is coastal, no is landlocked + has_global_flag = running_VANILLA + OR = { + port = yes + #mer caspienne + province_id = 625 #Usturt + province_id = 624 #Mangyshlak + province_id = 621 #Kangly + province_id = 618 #Guryev + province_id = 620 #Itil + province_id = 604 #Kuma + province_id = 675 #Semender + province_id = 674 #Derbent + province_id = 669 #Shemakha + province_id = 668 #Shirvan + province_id = 667 #Tabriz + province_id = 666 #Gilan + province_id = 662 #Mazandaran + province_id = 661 #Tabaristan + province_id = 633 #Gurgan + province_id = 631 #Dihistan + province_id = 627 #Kara-Kum + #mer d'Aral + province_id = 622 #Turkestan + province_id = 623 #Aral + province_id = 1378 #Urgench + province_id = 901 #Kyzylkum + province_id = 900 #Syr Darya + } +} +is_VANILLA_rivers = { + has_global_flag = running_VANILLA + OR = { + ## India + AND = { + region = world_india + borders_major_river = yes + } + ##IRLANDE + province_id = 1955 # Hy-Many + province_id = 9 # Connacht + province_id = 10 # Kildare + #England + province_id = 21 # Gloucester / Wales + province_id = 30 # Worcester + province_id = 57 # York / York + province_id = 1941 # Hull + province_id = 61 # Lincoln + province_id = 32 # Middlesex /Thames + province_id = 22 # Oxford + province_id = 70 # Norfolk + ##Spains + province_id = 165 # Cadiz + province_id = 183 # Aracena + province_id = 164 # Niebla + province_id = 181 # Cordoba + province_id = 180 # Granada + province_id = 163 # Faro + province_id = 185 # Mertola + province_id = 184 # Badajoz + province_id = 195 # Caceres + province_id = 196 # Calatrava + province_id = 161 # Alcacer do Sal + province_id = 186 # Evora + province_id = 193 # Alcantara + province_id = 194 # Plasencia + province_id = 197 # Toledo + province_id = 177 # Cuenca + province_id = 158 # Porto + province_id = 188 # Braganza + province_id = 191 # Zamora + province_id = 190 # Leon + province_id = 198 # Valladolid + province_id = 172 # Castellon #Ebro + province_id = 173 # Tarragona + province_id = 174 # Albarracin + province_id = 202 # Zaragoza + province_id = 201 # Najera + province_id = 2014 # Huelva #Portugal + ##France + province_id = 151 # Labourd # Adour + province_id = 150 # Albret + province_id = 209 # Armagnac + province_id = 149 # Bordeaux # Garonne/Tarn/Dordogne + province_id = 215 # Agen + province_id = 214 # Toulouse + province_id = 210 # Foix + province_id = 218 # Rouergue + province_id = 216 # Perigord + province_id = 147 # Limousin + province_id = 106 # Nantes # Loire/Vienne/Maine/Allier + province_id = 107 # Anjou + province_id = 1959 # Saumur + province_id = 140 # Tourraine + province_id = 1965 # Dunois + province_id = 141 # Poitiers + province_id = 144 # Lusignan + province_id = 145 # La Marche + province_id = 110 # Blois + province_id = 111 # Chartres /Eure + province_id = 138 # Orleans + province_id = 1960 # Sancerre + province_id = 137 # Nevers + province_id = 146 # Bourbon + province_id = 226 # Charolais + province_id = 217 # Auvergne + province_id = 108 # Maine + province_id = 109 # Vendome + province_id = 97 # Arques # Seine/Oise/Marne/Yonne + province_id = 99 # Evreux + province_id = 98 # Vexin + province_id = 112 # Ile de France + province_id = 1963 # Senlis + province_id = 95 # Amiens + province_id = 1962 # Ponthieu + province_id = 113 # Vermandois + province_id = 1964 # Brie + province_id = 130 # Troyes + province_id = 131 # Sens + province_id = 132 # Auxerre + province_id = 75 # Boulogne # Somme + province_id = 221 # Provence # Rhône/Durance/Isère/Saône + province_id = 229 # Forcalquier + province_id = 222 # Venaissin + province_id = 228 # Dauphine Viennois + province_id = 227 # Lyon + province_id = 237 # Savoie + province_id = 225 # Macon + province_id = 240 # Chalons + province_id = 1615 # Amous + province_id = 135 # Besancon + #Rhein/Moselle/Maas/Escaut + province_id = 247 # Chur + province_id = 248 # St Gallen + province_id = 249 # Schwaben + province_id = 242 # Aargau + province_id = 134 # Sundgau + province_id = 250 # Breisgau + province_id = 125 # Baden + province_id = 122 # Leiningen + province_id = 253 # Wurttemberg + province_id = 1981 # Frankfurt + province_id = 124 # Pfalz + province_id = 118 # Trier + province_id = 128 # Metz + province_id = 129 # Verdun + province_id = 127 # Lorraine + province_id = 133 # Saintois + province_id = 930 # Bar + province_id = 115 # Luxembourg + province_id = 116 # Liege + province_id = 117 # Brabant + province_id = 90 # Julich + province_id = 123 # Mainz + province_id = 119 # Koln + province_id = 89 # Kleve + province_id = 91 # Loon + province_id = 92 # Breda + province_id = 82 # Sticht + province_id = 80 # Holland + province_id = 93 # Gent + #Elbe + province_id = 263 # Holstein + province_id = 848 # Bremen + province_id = 259 # Celle + province_id = 261 # Hamburg + province_id = 258 # Luneburg + province_id = 262 # Lubeck + province_id = 260 # Mecklemburg + province_id = 309 # Altmark + province_id = 307 # Werle + province_id = 365 # Brandenburg + province_id = 310 # Anhalt + province_id = 311 # Plauen + province_id = 312 # Meissen + province_id = 364 # Lausitz + province_id = 363 # Litomerice + province_id = 439 # Plzen + province_id = 437 # Praha + province_id = 362 # Domazlice + province_id = 361 # Niederbayern + province_id = 447 # Passau + #Saxe + province_id = 308 # Wolgast + province_id = 366 # Stettin + province_id = 1988 # Havelberg + province_id = 430 # Lubusz + province_id = 434 # Lower Silesia + province_id = 435 # Upper Silesia + province_id = 433 # Opole + province_id = 1927 # Opava + province_id = 526 # Cieszyn + province_id = 440 # Olomouc + #Vistule + province_id = 370 # Marienburg + province_id = 368 # Danzig + province_id = 369 # Chelminskie + province_id = 429 # Gnieznienskie + province_id = 428 # Kujawy + province_id = 432 # Kaliskie + province_id = 529 # Plock + province_id = 528 # Sieradzko#Leczyckie + province_id = 530 # Czersk + province_id = 527 # Krakowskie + province_id = 531 # Sandomierskie + province_id = 532 # Sacz + #Baltes + province_id = 372 # Memel + province_id = 422 # Scalovia + province_id = 426 # Yatvyagi + province_id = 421 # Zhmud + province_id = 423 # Sudovia + province_id = 420 # Aukshayts + province_id = 373 # Kurs + #Scandinavie + province_id = 290 # Uppland + province_id = 289 # Vastmanland + province_id = 292 # Sodermanland + province_id = 293 # Ostergotland + province_id = 297 # Vastergotland + province_id = 288 # Varmland + province_id = 295 # Dal + province_id = 296 # Viken + province_id = 272 # Akershus + province_id = 1620 # Romerike + province_id = 286 # Gastrikland + province_id = 287 # Jarnbaraland + province_id = 285 # Halsingland + province_id = 284 # Herjedalen + province_id = 280 # Vasterbotten + province_id = 386 # Kemi + province_id = 1600 # Oulu + province_id = 385 # Osterbotten + province_id = 384 # Satakunta + province_id = 956 # Kallavesi + province_id = 392 # Kexholm + province_id = 411 # Vodi + province_id = 393 # Onega + province_id = 394 # Trans-portage + province_id = 403 # Romny + province_id = 404 # Zaozerye + province_id = 409 # Bezhetsky Verh + province_id = 414 # Novgorod + province_id = 415 # Velikiye Luki + province_id = 410 # Toropets + province_id = 417 # Vitebsk + province_id = 413 # Pskov + province_id = 379 # Dorpat + province_id = 380 # Narva + ##West Africa + province_id = 927 # Zarma //MALI + province_id = 1753 # Dyamare + province_id = 1755 # Dendi + province_id = 1754 # Songhay + province_id = 1768 # Mema + province_id = 1880 # Soso + province_id = 1763 # Dodugu + province_id = 914 # Gao + province_id = 911 # Timbuktu + province_id = 915 # Djenne + province_id = 926 # Bambuk //Western than MALI + province_id = 1764 # Diafunu + province_id = 1765 # Kantor + province_id = 1743 # Bornu //Lac Tchaad + province_id = 1744 # Munio + province_id = 1741 # Makari + province_id = 1742 # Kagha + + #Nil + province_id = 802 # Alexandria + province_id = 799 # Gabiyaha + province_id = 798 # Delta + province_id = 789 # Pelusia + province_id = 797 # Manupura + province_id = 790 # Sarqihya + province_id = 796 # Cairo + province_id = 800 # Gizeh + province_id = 791 # Quena + province_id = 794 # Aswan + province_id = 1282 # Dotawo + province_id = 1322 # Nobatia + province_id = 1326 # Napata + province_id = 793 # Makuria + province_id = 879 # Atbara + province_id = 1334 # Alodia + province_id = 880 # Sennar + province_id = 877 # Kassala + #Mesopotanie + province_id = 649 # Basra + province_id = 648 # Khozistan + province_id = 655 # Kufa + province_id = 656 # Tigris + province_id = 657 # Luristan + province_id = 689 # Ilam + province_id = 688 # Kermanshah + province_id = 664 # Qazwin + province_id = 690 # Al Amarah + province_id = 693 # Baghdad + province_id = 695 # Deir + province_id = 696 # Euphrates + province_id = 712 # Suwaida + province_id = 711 # Sinjar + province_id = 729 # Tadmor + province_id = 710 # Al Bichri + province_id = 698 # Al Jazira + province_id = 709 # Asas + province_id = 708 # Tell Bashir + province_id = 734 # Aintab + province_id = 707 # Melitene + province_id = 701 # Taron + province_id = 683 # Amida + province_id = 684 # Nisibin + province_id = 685 # Kurdistan + # province_id = 698 # Al Jazira + province_id = 697 # Mosul + # province_id = 696 # Euphrates + ##Lombardia + province_id = 356 # Venezia + province_id = 357 # Treviso + province_id = 355 # Padua + province_id = 353 # Ferrara + province_id = 354 # Mantua + province_id = 319 # Verona + province_id = 322 # Modena + province_id = 318 # Brescia + province_id = 320 # Cremona + province_id = 321 # Parma + province_id = 235 # Lombardia + province_id = 232 # Monferrato + province_id = 236 # Piemonte + province_id = 234 # Pavia + province_id = 327 # Pisa + province_id = 323 # Lucca + province_id = 328 # Firenze + ##Grèce/Turquie + province_id = 490 # Thessalonike + province_id = 1888 # Astibus + province_id = 492 # Strymon + province_id = 494 # Adrianopolis + province_id = 1884 # Traianopolis + province_id = 745 # Smyrna + province_id = 743 # Kyzikos + province_id = 746 # Ephesos + province_id = 748 # Laodikeia + province_id = 738 # Amisos + province_id = 751 # Paphlagonia + province_id = 752 # Galatia + province_id = 1934 # Charsianon + province_id = 737 # Kaisereia + province_id = 668 # Shirvan + province_id = 669 # Shemakha + province_id = 673 # Albania + province_id = 670 # Azerbaijan + province_id = 671 # Suenik + province_id = 672 # Dwin + province_id = 598 # Tmutarakan + province_id = 599 # Kuban + #Danube + province_id = 252 # Ulm + province_id = 315 # Kempten + province_id = 314 # Nurnberg + province_id = 360 # Oberbayern + province_id = 448 # Salzburg + province_id = 446 # Morava + province_id = 445 # Pressburg + province_id = 449 # Osterreich + province_id = 450 # Sopron + province_id = 451 # Fejer + province_id = 454 # Vas + province_id = 452 # Pecs + province_id = 518 # Bacs + province_id = 517 # Temes + province_id = 516 # Severin + province_id = 514 # Turnu + province_id = 511 # Galaz + province_id = 510 # Constantia + province_id = 509 # Karvuna + province_id = 508 # Dorostotum + province_id = 507 # Nikopolis + province_id = 506 # Vidin + province_id = 505 # Belgrade + province_id = 462 # Krizevci + province_id = 453 # Szekezfehervar + province_id = 522 # Pest + province_id = 523 # Heves + province_id = 519 # Feher + province_id = 515 # Tirgoviste + province_id = 513 # Birlad + province_id = 501 # Naissus + province_id = 504 # Rama + province_id = 463 # Usora + province_id = 461 # Zagreb + province_id = 456 # Karnten + province_id = 460 # Varadzin + province_id = 455 # Steiermark + province_id = 358 # Aquileia + province_id = 512 # Belgorod + province_id = 541 # Peresechen + province_id = 545 # Torki + province_id = 546 # Terebovl + province_id = 558 # Lower Dniepr + province_id = 543 # Oleshye + province_id = 556 # Chortitza + province_id = 544 # Korsun + province_id = 555 # Pereyaslavl + province_id = 547 # Kiev + province_id = 554 # Chernigov + province_id = 553 # Lyubech + province_id = 552 # Turov + province_id = 548 # Pinsk + province_id = 550 # Minsk + province_id = 418 # Orsha + province_id = 551 # Mstislavl + province_id = 568 # Smolensk + province_id = 569 # Vyazma + province_id = 933 # Roslavl + # province_id = 576 # Bryansk + # province_id = 598 # Tmutarakan + # province_id = 599 # Kuban + ##Aral basin + province_id = 1378 # Urgench + province_id = 626 # Khiva + province_id = 628 # Bukhara + province_id = 630 # Merv + province_id = 904 # Balkh + # province_id = 904 # Balkh + province_id = 1188 # Khuttal + province_id = 622 # Turkestan + province_id = 1794 # Yangikent + province_id = 900 # Syr Darya + province_id = 1431 # Otrar + province_id = 1186 # Chach + province_id = 1181 # Oshrusana + province_id = 1423 # Fergana + #Volga + province_id = 604 # Kuma + province_id = 620 # Itil + province_id = 605 # Manych + province_id = 595 # Don portage + province_id = 594 # Sarkel + province_id = 607 # Sarpa + province_id = 596 # Tana + province_id = 597 # Azov + # province_id = 596 # Tana + province_id = 566 # Sugrov + province_id = 576 # Bryansk + province_id = 578 # Kolomna + province_id = 577 # Pronsk + province_id = 593 # Khopyor + province_id = 619 # Saray + province_id = 608 # Lower Volga + province_id = 592 # Burtasy + province_id = 609 # Syrt + province_id = 616 # Pecheneg + province_id = 610 # Bulgar + province_id = 614 # Ashli + province_id = 611 # Qazan + province_id = 589 # Grassland Cheremisa + province_id = 590 # Chuvash + province_id = 588 # Merya + province_id = 585 # Gorodez + province_id = 584 # Nizhny Novgorod + province_id = 591 # Mountain Cheremisa + province_id = 579 # Mordva + province_id = 582 # Vladimir + province_id = 580 # Ryazan + # province_id = 578 # Kolomna + province_id = 587 # Mozhaysk + province_id = 575 # Moskva + province_id = 581 # Murom + province_id = 586 # Galich Mersky + province_id = 407 # Kostroma + province_id = 583 # Suzdal + province_id = 574 # Rostov + province_id = 572 # Yaroslavl + province_id = 571 # Uglich + province_id = 408 # Beloozero + province_id = 412 # Torzhok + province_id = 570 # Tver + province_id = 405 # Chud + province_id = 406 # Vologda + province_id = 395 # North Dvina + province_id = 1822 # Pinega + province_id = 1824 # Yezhuga + province_id = 399 # Syrj + province_id = 1826 # Velsk + province_id = 1817 # Syktyvkar + province_id = 402 # Veliky Ustug + } +} + +###SWMH map +is_SWMH_coasts = { #yes is coastal, no is landlocked + has_global_flag = SWMH + OR = { + port = yes + #mer caspienne + province_id = 624 #Mangyshlak + province_id = 621 #Buzachi + province_id = 618 #Guryev + province_id = 620 #Itil + province_id = 604 #Kuma + province_id = 675 #Semender + province_id = 674 #Derbent + province_id = 669 #Shemakha + province_id = 668 #Shirvan + province_id = 670 #Azerbaijan + province_id = 666 #Gilan + province_id = 662 #Mazandaran + province_id = 661 #Ruyan + province_id = 633 #Gurgan + province_id = 631 #Dihistan + province_id = 1549 #Karasu + #mer d'Aral + province_id = 900 #Jand + #province_id = 893 #Turgay #not bordering a sea anymore SWMH 2.7 + province_id = 897 #Irgiz + province_id = 625 #Ustyurt + province_id = 623 #Kerder + } +} +is_SWMH_rivers = { #yes is coastal, no is landlocked + has_global_flag = SWMH + OR = { + ## India + borders_major_river = yes + ##IRLANDE + province_id = 13 #Thomond + province_id = 1429 #Luimnigh + province_id = 1428 #Thiobraid Arann + province_id = 1434 #Uibh Fhaili + province_id = 1433 #Tethbae + province_id = 1435 #Hy Many + province_id = 12 # Ossory + #England + province_id = 42 #Strathearn #scotland + province_id = 1488 #Dun Breatainn + province_id = 51 #Dunbar + province_id = 38 #Teviotdale + province_id = 53 #Cumberland + province_id = 1416 #York Wolds + province_id = 1415 #York Moors + province_id = 964 #Richmond + province_id = 57 #York + province_id = 61 #Lincoln + province_id = 21 #Gloucester #Wales + province_id = 30 #Worcester + province_id = 66 #Shrewsbury + province_id = 70 #Norfolk + province_id = 983 #Ely + province_id = 1412 #Huntingdon + province_id = 1411 #Cambridge + province_id = 69 #Bedford + province_id = 68 #Northampton + province_id = 32 #Middlesex + province_id = 24 #Surrey + province_id = 973 #Berkshire + province_id = 974 #Buckinghamshire + province_id = 22 #Oxford + ##Spains + province_id = 166 #Algeciras + province_id = 165 #Cadiz + province_id = 181 #Cordoba + province_id = 180 #Granada + province_id = 1192 #Jaen + province_id = 164 #Niebla + province_id = 163 #Faro + province_id = 185 #Mertola + province_id = 186 #Evora + province_id = 184 #Badajoz + province_id = 183 #Aracena + province_id = 196 #Calatrava + province_id = 161 #Alcacer do Sal + province_id = 160 #Lisboa + province_id = 1200 #Setubal + province_id = 1195 #Thomar + province_id = 187 #Castelo Branco + province_id = 193 #Alcantara + province_id = 194 #Plasencia + province_id = 195 #Caceres + province_id = 197 #Toledo + province_id = 1201 #Guadalajara + province_id = 158 #Porto + province_id = 188 #Braganza + province_id = 191 #Zamora + province_id = 1193 #Toro + province_id = 190 #Leon + province_id = 1197 #Medina del Campo + province_id = 198 #Valladolid + province_id = 199 #Burgos + province_id = 1212 #Braga + province_id = 157 #Santiago + province_id = 1191 #Lemos + province_id = 1190 #Lugo + province_id = 173 #Tarragona + province_id = 1209 #Caspe + province_id = 203 #Lleida + province_id = 1207 #Huesca + province_id = 202 #Zaragoza + province_id = 1204 #Tudela + province_id = 152 #Navarra + province_id = 1217 #Logrono + ##France + province_id = 151 #Labourd //Adour + province_id = 150 #Albret + province_id = 1253 #Marsan + province_id = 209 #Armagnac + province_id = 149 #Bordeaux //Garonne/Tarn/Dordogne/Charentes + province_id = 215 #Agen + province_id = 1188 #Quercy + province_id = 214 #Toulouse + province_id = 210 #Foix + province_id = 1157 #Comminges + province_id = 216 #Perigord + province_id = 1251 #Carlades + province_id = 218 #Rouergue + province_id = 143 #Saintonge + province_id = 148 #Angouleme + province_id = 144 #Lusignan + province_id = 106 #Nantes //Loire/Allier + province_id = 101 #Rennes + province_id = 107 #Anjou + province_id = 108 #Maine + province_id = 140 #Tourraine + province_id = 141 #Poitiers + province_id = 110 #Blois + province_id = 1186 #Chateaudun + province_id = 138 #Orleans + province_id = 1160 #Sancerre + province_id = 132 #Auxerre + province_id = 137 #Nevers + province_id = 146 #Bourbon + province_id = 226 #Charolais + province_id = 217 #Auvergne + province_id = 97 #Arques //Seine + province_id = 98 #Vexin + province_id = 99 #Evreux + province_id = 1177 #Southvexin + province_id = 112 #Ile de France + province_id = 131 #Sens + province_id = 1164 #Tonnerre + province_id = 130 #Troyes + province_id = 1166 #Brie + province_id = 1176 #Valois + province_id = 1185 #Vertus + province_id = 114 #Reims + province_id = 1162 #Rethel + province_id = 113 #Vermandois + province_id = 1181 #Porcien + province_id = 1170 #Ponthieu //Somme/Escaut + province_id = 95 #Amiens + province_id = 117 #Brabant + province_id = 92 #Breda + province_id = 93 #Gent + province_id = 1019 #Brussel + province_id = 94 #Hainaut + province_id = 1022 #Valenciennes + province_id = 1024 #Cambrai + province_id = 1179 #Lille + province_id = 77 #Artois + province_id = 1047 #Arles //Rhone/Saone/Doubs + province_id = 221 #Provence + province_id = 1249 #Nimes + province_id = 222 #Venaissin + province_id = 229 #Forcalquier + province_id = 1252 #Valentinois + province_id = 223 #Viviers + province_id = 228 #Dauphine Viennois + province_id = 1048 #Graisivaudan + province_id = 237 #Savoie + province_id = 239 #Geneve + province_id = 1040 #Chablais + province_id = 227 #Lyon + province_id = 1042 #Bresse + province_id = 225 #Macon + province_id = 240 #Chalons + province_id = 1039 #Amous + province_id = 1045 #Portois + province_id = 135 #Besancon + #Africa + province_id = 1324 # Yauri //Mali + province_id = 1322 # Kebbi + province_id = 1486 # Volta Basin + province_id = 1319 # Say + province_id = 914 # Gao + province_id = 911 # Timbuktu + province_id = 915 # Djenne + province_id = 1377 # Mema + province_id = 1378 # Massina + province_id = 1389 # Kala + province_id = 1387 # Sibiridugu + province_id = 925 # Mali + province_id = 1379 # Djolof //Senegal + province_id = 1381 # Galam + province_id = 1232 # Awlil + province_id = 1371 # Takrur + province_id = 1372 # Silla + province_id = 926 # Bambuk + province_id = 1383 # Malal + province_id = 1374 # Kingui + province_id = 1513 # Begemdir //Nile + province_id = 1512 # Semien + province_id = 1506 # Tigre + province_id = 877 # Kassala + province_id = 879 # Atbara + province_id = 882 # Ankober + province_id = 881 # Asosa + province_id = 1485 # Kordofan + province_id = 880 # Sennar + province_id = 1491 # Alwa + province_id = 1492 # Butana + province_id = 1494 # Abu Hammad + province_id = 793 # Makuria + province_id = 1230 # Dongola + province_id = 1499 # Semna + province_id = 792 # Nubia + province_id = 1500 # Qasr Ibrim + province_id = 794 # Aswan + province_id = 1340 # Qus + province_id = 1339 # Ikhmin + province_id = 795 # Asyut + province_id = 1337 # Manfalut + province_id = 1336 # Bahnasa + province_id = 1335 # Itfih + province_id = 800 # Gizeh + province_id = 796 # Cairo + province_id = 802 # Alexandria + province_id = 801 # Buhairya + province_id = 799 # Gabiyaha + province_id = 797 # Manupura + province_id = 798 # Delta + province_id = 1331 # Bilbays + province_id = 789 # Pelusia + province_id = 1359 # Malila /Marocco + province_id = 1358 # Sa + province_id = 1357 # Wajda + #Italy + province_id = 333 # Roma //Tibre + province_id = 243 # Vico + province_id = 349 # Assisi + province_id = 1145 # Marciano + province_id = 1118 # Sabina + province_id = 327 # Lucca //Pisa region + province_id = 323 # Pisa + province_id = 1137 # Prato + province_id = 328 # Firenze + province_id = 317 # Trente //Pô lower valley + province_id = 357 # Treviso + province_id = 356 # Venezia + province_id = 355 # Padua + province_id = 1143 # Este + province_id = 353 # Rovigo + province_id = 354 # San Martino + province_id = 319 # Verona + province_id = 352 # Romagna + province_id = 957 # Reggio //Pô upper valley + province_id = 321 # Parma + province_id = 1124 # Piacenza + province_id = 1139 # Sabionetta + province_id = 1290 # Seprio + province_id = 320 # Camisano + province_id = 235 # Burgaria + province_id = 234 # Pavia + province_id = 232 # Asti + province_id = 1130 # Vercelli + province_id = 851 # Aversa // Napoli region + province_id = 1105 # Fondi + province_id = 1114 # Aquino + province_id = 325 # Arbarée // Sardinia + province_id = 1113 # Manopello // Adriatic coast + province_id = 1110 # Gravina //Southern italy + #Rhein/Moselle/Maas + province_id = 248 # St Gallen + province_id = 242 # Aargau + province_id = 1037 # Basel + province_id = 250 # Breisgau + province_id = 134 # Sundgau + province_id = 126 # Nordgau + province_id = 125 # Baden + province_id = 124 # Pfalz + province_id = 960 # Lauffen + province_id = 253 # Wurttemberg + province_id = 123 # Mainz //Main + province_id = 952 # Frankfurt + province_id = 122 # Leiningen + province_id = 254 # Franken + province_id = 313 # Bamberg + province_id = 970 # Comburg + province_id = 127 # Lorraine //Mosel + province_id = 133 # Saintois + province_id = 128 # Metz + province_id = 115 # Luxembourg + province_id = 118 # Trier + province_id = 1008 # Zweibrucken //Saar + province_id = 942 # Saarbruken + province_id = 1028 # Pontamousson //Maas + province_id = 129 # Verdun + province_id = 1061 # Chiny + province_id = 116 # Liege + province_id = 1056 # Namur + province_id = 91 # Loon + province_id = 90 # Julich + province_id = 83 # Gelre + province_id = 82 # Sticht + province_id = 80 # Holland + province_id = 1017 # Arnhem + province_id = 1059 # Oversticht + province_id = 89 # Kleve + province_id = 1009 # Mark + province_id = 1063 # Berg + province_id = 119 # Koln + province_id = 1007 # Konigssondergau + province_id = 85 # Ostfriesland + province_id = 1079 # Tecklenburg + province_id = 88 # Munster + province_id = 120 # Gottingen + province_id = 980 # Everstein + province_id = 258 # Luneburg + province_id = 1020 # Schaumburg + province_id = 848 # Bremen + province_id = 1184 # Rustringen + #Elbe + province_id = 1065 # Dithmarschen + province_id = 263 # Holstein + province_id = 261 # Hamburg + province_id = 1098 # Lauenburg + province_id = 951 # Schwerin + province_id = 1053 # Dannenberg + province_id = 982 # Prignitz + province_id = 1074 # Magdeburg + province_id = 309 # Altmark + province_id = 365 # Brandenburg + province_id = 1064 # Niederlausitz + province_id = 310 # Anhalt + province_id = 1075 # Wittenberg + province_id = 1077 # Brehna + province_id = 312 # Meissen + province_id = 363 # Litomerice + province_id = 437 # Praha + province_id = 362 # Domazlice + #Vistule + province_id = 1267 # Szvuine + province_id = 366 # Stettin + province_id = 1303 # Neumark + province_id = 430 # Lubusz + province_id = 435 # Upper Silesia + province_id = 434 # Lower Silesia + province_id = 1302 # Santok + province_id = 431 # Poznanskie + province_id = 432 # Kaliskie + #Scandinavia + province_id = 1100 # Raumrike + province_id = 272 # Akershus + province_id = 296 # Viken + province_id = 297 # Vastergotland + province_id = 288 # Varmland + province_id = 286 # Gastrikland + province_id = 287 # Jarnbaraland + province_id = 283 # Medelpad + province_id = 281 # Angermanland + province_id = 280 # Vasterbotten + province_id = 386 # Kemi + province_id = 385 # Osterbotten + province_id = 398 # Ugra + province_id = 400 # Zyriane + province_id = 402 # Veliky Ustug + province_id = 406 # Vologda + province_id = 405 # Chud + province_id = 396 # Bjarmia + province_id = 395 # North Dvina + province_id = 393 # Onega + province_id = 388 # Karelen + province_id = 403 # Romny + province_id = 411 # Vodi + #Baltes + province_id = 392 # Kexholm + province_id = 415 # Velikiye Luki + province_id = 410 # Toropets + province_id = 1269 # Russa + province_id = 414 # Novgorod + province_id = 409 # Bezhetsky Verh + province_id = 1268 # Koporje + province_id = 1270 # Porkhov + province_id = 413 # Pskov + province_id = 380 # Narva + province_id = 375 # Lettigalians + province_id = 1068 # Toreida + province_id = 374 # Zemigalians + province_id = 992 # Upyte + province_id = 963 # Jeriska + province_id = 985 # Selija + province_id = 416 # West Dvina + province_id = 962 # Braslaw + province_id = 419 # Polotsk + province_id = 417 # Vitebsk + province_id = 568 # Smolensk + province_id = 1307 # Bandava + province_id = 421 # Zhmud + province_id = 1306 # Zaslawye + province_id = 1305 # Asmena + province_id = 424 # Jacwiez + province_id = 425 # Podlasie + province_id = 990 # Lida + province_id = 426 # Yatvyagi + province_id = 989 # Trakai + province_id = 372 # Memel + province_id = 422 # Scalovia + province_id = 371 # Sambia + province_id = 370 # Marienburg + province_id = 1299 # Bartia + province_id = 534 # Peremyshl + province_id = 531 # Sandomierskie + province_id = 527 # Krakowskie + province_id = 528 # Sieradzko#Leczyckie + province_id = 1315 # Leczyca + province_id = 996 # Lublin + province_id = 535 # Vladimir Volynsky + province_id = 991 # Chelm + province_id = 549 # Beresty + province_id = 530 # Czersk + province_id = 1314 # Rawa Mazovia + province_id = 529 # Plock + province_id = 428 # Kujawy + province_id = 369 # Chelminskie + province_id = 368 # Danzig + province_id = 1297 # Pomesania + #western black sea + province_id = 536 # Galich + province_id = 546 # Terebovl + province_id = 1286 # Kamyanetspodilsky + province_id = 1283 # Cern + province_id = 541 # Peresechen + province_id = 542 # Olvia + province_id = 1146 # Iasi + province_id = 512 # Belgorod + province_id = 511 # Galaz + province_id = 545 # Torki + province_id = 1147 # Bacau + province_id = 513 # Birlad + province_id = 510 # Constantia //Danube + province_id = 1529 # Ialomita + province_id = 509 # Karvuna + province_id = 508 # Dorostotum + province_id = 514 # Turnu + province_id = 499 # Tyrnovo + province_id = 516 # Severin + province_id = 506 # Vidin + province_id = 1523 # Okic //Balkan branch + province_id = 461 # Zagreb + province_id = 959 # Vodica + province_id = 1524 # Vrbas + province_id = 1004 # Pozega + province_id = 462 # Krizevci + province_id = 463 # Usora + province_id = 1581 # Soli + province_id = 1127 # Macva + province_id = 1000 # Syrmia + province_id = 503 # Hum + province_id = 504 # Rama + province_id = 505 # Belgrade + province_id = 502 # Rashka + province_id = 501 # Naissus + province_id = 961 # Branicevo + province_id = 517 # Temes + province_id = 1006 # Krasso + province_id = 1330 # Omis //Adriatique + province_id = 469 # Zeta + province_id = 470 # Dyrrachion + province_id = 1011 # Arbanon + province_id = 1346 # Veria //Egee + province_id = 489 # Thessalia + province_id = 490 # Thessalonike + province_id = 492 # Strymon + province_id = 1526 # Strumica + province_id = 1016 # Traianopolis + province_id = 495 # Kaliopolis + province_id = 494 # Adrianopolis + province_id = 521 # Csanad //Roumanie + province_id = 1005 # Zarand + province_id = 519 # Feher + province_id = 1152 # Bekes + province_id = 520 # Bihar + province_id = 523 # Heves + province_id = 444 # Esztergom + province_id = 453 # Szekezfehervar + province_id = 518 # Bacs + province_id = 537 # Bereg + province_id = 454 # Vas + province_id = 460 # Varadzin + province_id = 1317 # Celje + province_id = 455 # Steiermark + province_id = 448 # Salzburg + province_id = 1034 # Helfenstein //retour aux sources + province_id = 1029 # Teck + province_id = 981 # Ansbach + province_id = 955 # Augsburg + province_id = 361 # Niederbayern + province_id = 447 # Passau + province_id = 360 # Oberbayern + province_id = 359 # Innsbruck + province_id = 1264 # Kuenring + province_id = 449 # Osterreich + province_id = 524 # Gemer + province_id = 1151 # Komarom + province_id = 451 # Fejer + province_id = 1155 # Hont + province_id = 443 # Nitra + province_id = 442 # Trencin + province_id = 445 # Pressburg + province_id = 441 # Brno + province_id = 440 # Olomouc + province_id = 598 # Tmutarakan //black sea + province_id = 597 # Azov + province_id = 599 # Kuban + province_id = 706 # Koloneia //Anatolia + province_id = 1228 # Neokaisareia + province_id = 941 # Amasia + province_id = 738 # Amisos + province_id = 1241 # Eukhaita + province_id = 1234 # Gangra + province_id = 752 # Galatia + province_id = 737 # Kaisereia + province_id = 1347 # Tzamandos + province_id = 1218 # Sebastia + province_id = 1222 # Nyssa + province_id = 749 # Dorylaion + province_id = 956 # Sangarios + province_id = 741 # Nikomedeia + province_id = 725 # Thyateira + province_id = 971 # Philadelphia + province_id = 745 # Smyrna + province_id = 758 # Seleukeia + province_id = 762 # Adana + province_id = 969 # Sis + + #Mesopotanie // southern Caspian sea + province_id = 675 #Semender + province_id = 595 #Don portage + province_id = 1089 #Simsir + province_id = 668 #Shirvan + province_id = 1092 #Arran + province_id = 673 #Albania + province_id = 1084 #Utik + province_id = 1082 #Hereti + province_id = 1080 #Lori + province_id = 679 #Kartli + province_id = 670 #Azerbaijan + province_id = 1085 #Artsakh + province_id = 1083 #Baghk + province_id = 667 #Tabriz + province_id = 686 #Oromieh + province_id = 1095 #Goghtn + province_id = 682 #Vaspurakan + province_id = 672 #Dwin + province_id = 681 #Ani + province_id = 1088 #Vanand + province_id = 701 #Taron + province_id = 1097 #Dzopk + province_id = 707 #Melitene + province_id = 683 #Amida + province_id = 1239 #Mardin + province_id = 734 #Aintab + province_id = 699 #Edessa + province_id = 708 #Tell Bashir + province_id = 1240 #Manbij + province_id = 709 #Asas + province_id = 698 #Al Jazira + province_id = 710 #Al Bichri + province_id = 729 #Tadmor + province_id = 711 #Sinjar + province_id = 695 #Deir + province_id = 715 #Al Habbariyah + province_id = 666 #Gilan //parenthése sud caspienne + province_id = 661 #Ruyan + province_id = 1531 #Zanjan + province_id = 665 #Kharraqan + province_id = 1093 #Corduene //back + province_id = 1094 #Persarmenia + province_id = 685 #Kurdistan + province_id = 684 #Nisibin + province_id = 697 #Mosul + province_id = 696 #Euphrates + province_id = 687 #Kirkuk + province_id = 657 #Luristan + province_id = 693 #Baghdad + province_id = 694 #Karbala + province_id = 655 #Kufa + province_id = 690 #Al Amarah + province_id = 692 #Al Nadjaf + province_id = 656 #Tigris + province_id = 691 #Al Nasiryah + province_id = 649 #Basra + province_id = 648 #Ahwaz + province_id = 647 #Idhaj + province_id = 643 #Mandistan //golfe persique + province_id = 1534 #Darabjird + province_id = 621 #Buzachi //nord caspienne + province_id = 897 #Irgiz + province_id = 618 #Guryev + province_id = 895 #Yaik + province_id = 617 #Uzens + province_id = 609 #Syrt + province_id = 616 #Pecheneg + province_id = 896 #Aqtobe + province_id = 1549 #Karasu //Caspienne / Aral link + province_id = 631 #Dihistan + province_id = 1481 #Uzboy + province_id = 623 #Kerder + province_id = 626 #Kath + province_id = 902 #Harazasp + province_id = 1543 #Amol + province_id = 904 #Balkh + province_id = 1545 #Chaghaniyan + province_id = 1578 #Talekan + province_id = 1556 #Khuttal + province_id = 637 #Sistan //Persia + province_id = 905 #Badghis + province_id = 1539 #Ganj Rustaq + province_id = 1538 #Sarakhs + province_id = 628 #Bukhara + province_id = 903 #Samarkand + province_id = 900 #Jand //Aral + province_id = 622 #Sighnaq + province_id = 1562 #Otrar + province_id = 1561 #Shash + province_id = 1557 #Ustrushana + province_id = 1558 #Khojand + province_id = 1573 #Yeti-su //steppes + } +} + +###LCDA map +is_LCDA_coasts = { #yes is coastal, no is landlocked + has_global_flag = running_LCDA + OR = { + port = yes + #province_id = 6 # Aigle + } +} +is_LCDA_rivers = { #yes is coastal, no is landlocked + has_global_flag = running_LCDA + OR = { + borders_major_river = yes + #province_id = 6 # Aigle + } +} diff --git a/L3T/common/scripted_triggers/REC_scripted_triggers.txt b/L3T/common/scripted_triggers/REC_scripted_triggers.txt index f21bf1d9..9302520c 100644 --- a/L3T/common/scripted_triggers/REC_scripted_triggers.txt +++ b/L3T/common/scripted_triggers/REC_scripted_triggers.txt @@ -107,7 +107,7 @@ construire_cathedral_allow = { text = custom_paix_totale hidden_tooltip = { war = no - NOT = { any_liege = { war = yes } } + #NOT = { any_liege = { war = yes } } #it tends to be hard to achieve } } #Has a relic diff --git a/L3T/common/scripted_triggers/VANI_SMWH_maps_scripted_triggers.txt b/L3T/common/scripted_triggers/VANI_SMWH_maps_scripted_triggers.txt new file mode 100644 index 00000000..7f51a080 --- /dev/null +++ b/L3T/common/scripted_triggers/VANI_SMWH_maps_scripted_triggers.txt @@ -0,0 +1,155 @@ +###VANILLA map +is_VANILLA_hard_monastery = { + has_global_flag = running_VANILLA + OR = { + title = b_saint_claude + title = b_cluny + title = b_luxeuil + title = b_stgallen + title = b_romainmotier + } +} +is_VANILLA_hard_episcopat = { + has_global_flag = running_VANILLA + NOT = { title = b_rialto} #venice island + NOT = { title = b_tholen} #zeeland islands + OR = { + #British islands + title = b_st_peters #York + title = b_canterbury + #France Aquitaine Burgundy + title = b_reims + title = b_fecamp #Rouen archbishop + title = b_beauvais + title = b_montargis #Sens archbishop + title = b_chinon #Tours archbishop + title = b_deols #Bourges + title = b_bellevaux #Besac + title = b_stjeanbaptiste #Lyon + #title = b_vienne + #title = b_lasauve #Bordeaux archbishop + title = b_eauze #Auch archbishop + title = b_albi # + #title = b_lavaur #toulouse + title = b_aix #Arles, Marseille, Aix archbishop + #title = b_embrun + title = b_dol #britain, bishopric + #Spains + title = b_santiago + #HRE + title = b_strassburg + title = b_sitten + title = b_chur + title = b_havelberg #to enforce since the province is pagan, shouldn't be secular however + #title = b_utrecht + } +} +is_VANILLA_hard_regula1 = { #bénédictins/Cluny + has_global_flag = running_VANILLA + OR = { + + #title = b_saintmaurice2 #saint Maurice d'Agaune + + } +} +is_VANILLA_hard_regula2 = { #augustiniens + has_global_flag = running_VANILLA + OR = { + #title = b_saintmaurice2 #saint Maurice d'Agaune + } +} +is_VANILLA_hard_rurale = { + has_global_flag = running_VANILLA + OR = { + #title = b_saintmaurice2 #saint Maurice d'Agaune + } +} + +###SWMH map +is_SWMH_hard_monastery = { + has_global_flag = SWMH + OR = { + #title = b_abondance4 #Valdranses + title = b_jumieges + + } +} +is_SWMH_hard_episcopat = { + has_global_flag = SWMH + OR = { + #British islands + title = b_york + title = b_canterbury + # + #France Aquitaine Burgundy + title = b_reims + #title = b_arques #Rouen + #title = b_montargis #Sens + #title = b_chinon #Tours + title = b_vierzon #Bourges + title = b_besancon #Besac + title = b_lyon #Lyon + title = b_vienne + title = b_lasauve #Bordeaux + title = b_lectoure #Auch + title = b_albioccitiania # + #title = b_lavaur #toulouse + title = b_arles #Arles, Marseille, Aix + title = b_embrun + } +} +is_SWMH_hard_regula1 = { #bénédictins/Cluny + has_global_flag = SWMH + OR = { + + #title = b_saintmaurice2 #saint Maurice d'Agaune + + } +} +is_SWMH_hard_regula2 = { #augustiniens + has_global_flag = SWMH + OR = { + #title = b_saintmaurice2 #saint Maurice d'Agaune + } +} +is_SWMH_hard_rurale = { + has_global_flag = SWMH + OR = { + #title = b_saintmaurice2 #saint Maurice d'Agaune + } +} +narbonaise_lands = { + #liege = { + has_landed_title = { + OR = { + AND = { + has_global_flag = SWMH + OR= { + c_montpellier + c_narbonne + c_carcassonne + c_provence + c_nimes #SWMH + c_beziers #SWMH + c_marseille #SWMH + } + } + AND = { + has_global_flag = running_VANILLA + OR= { + c_montpellier + c_narbonne + c_carcassonne + c_provence + } + } + AND = { + has_global_flag = running_LCDA + OR= { + c_aigle + } + } + } + } + #} +} \ No newline at end of file diff --git a/L3T/common/static_modifiers.txt b/L3T/common/static_modifiers.txt new file mode 100644 index 00000000..ed08b0bd --- /dev/null +++ b/L3T/common/static_modifiers.txt @@ -0,0 +1,1175 @@ +# All global modifiers are here. They are applied from certain game-features. +# +# Effects are fully scriptable here. + +# The names can NOT be removed or changed since the code references them + +########################################################################## +# Difficulty Modifiers +########################################################################## + +very_easy_player = { + fertility = 0.5 + land_morale = 0.5 +} + +easy_player = { + fertility = 0.25 + land_morale = 0.25 +} + +normal_player = { +} + +hard_player = { +} + +very_hard_player = { + land_morale = -0.25 +} + +very_easy_ai = { + land_morale = -0.25 +} + +easy_ai = { +} + +normal_ai = { +} + +hard_ai = { + land_morale = 0.25 + global_tax_modifier = 0.1 + levy_reinforce_rate = 0.5 +} + +very_hard_ai = { + land_morale = 0.5 + global_tax_modifier = 0.2 + levy_reinforce_rate = 1.0 +} + +########################################################################## +# Provincial Static Modifiers +########################################################################## + +province_base_values = { + supply_limit = 5 # 5K troops +} + +coastal = { +} + +non_coastal = { +} + +coastal_sea = { +} + +sea_zone = { + max_attrition = 0.05 +} + +land_province = { + max_attrition = 0.05 +} + +mild_winter = { + supply_limit = -2 + max_attrition = 0.1 +} + +normal_winter = { + supply_limit = -3 + max_attrition = 0.15 +} + +severe_winter = { + supply_limit = -5 + max_attrition = 0.2 +} + +out_of_supply = +{ + max_attrition = 0.1 +} + +no_adjacent_controlled = { +} + +# Another culture in the same culture group +same_culture_group = { + local_revolt_risk = 0.01 +} + +# A culture in another culture group +non_accepted_culture = { + local_revolt_risk = 0.02 +} + +# Another religion in the same religion group +same_religion_group = { + local_revolt_risk = 0.01 +} + +# A religion in another religion group +different_religion = { + local_revolt_risk = 0.02 +} + +# County vs Count is heresy vs parent religion +county_heresy = { + local_revolt_risk = 0.03 +} + +# Nomads: Pressure from minor Clans to form another Major Clan +# Multiplied by the number counties held above the required proportion (see define MIN_CLAN_LAND_PROPORTION) +nomad_ruling_clan_too_powerful = { + local_revolt_risk = 0.04 +} + +# Isolated county +county_isolated = { + local_revolt_risk = 0.08 #L3T doubled ex = 0.04 +} + +new_administration = { + levy_reinforce_rate = -0.7 + local_tax_modifier = -0.3 + icon = 19 +} + +recently_conquered = { + levy_size = -2 + levy_reinforce_rate = -1 + local_tax_modifier = -1 + icon = 19 +} + +occupied = { + levy_size = -2 + levy_reinforce_rate = -1 + local_tax_modifier = -1.5 + icon = 19 +} + +occupied_different_culture = { + levy_size = -0.25 + levy_reinforce_rate = -0.25 + local_tax_modifier = -0.25 + icon = 20 +} + +occupied_different_culturegroup = { + levy_size = -0.5 + levy_reinforce_rate = -0.5 + local_tax_modifier = -0.5 + icon = 20 +} + +occupied_different_religion = { + levy_size = -0.5 + levy_reinforce_rate = -0.5 + local_tax_modifier = -0.5 + icon = 35 +} + +occupied_different_religiongroup = { + levy_size = -2 + levy_reinforce_rate = -0.5 + local_tax_modifier = -0.75 + icon = 35 +} + +looted_modifier = { + local_tax_modifier = -0.25 + + icon = 24 +} + +maintaining_mercenary_band = { + levy_size = -0.025 + levy_reinforce_rate = -0.10 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_2 = { + levy_size = -0.05 + levy_reinforce_rate = -0.20 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_3 = { + levy_size = -0.075 + levy_reinforce_rate = -0.30 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_4 = { + levy_size = -0.1 + levy_reinforce_rate = -0.40 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_5 = { + levy_size = -0.125 + levy_reinforce_rate = -0.50 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_6 = { + levy_size = -0.15 + levy_reinforce_rate = -0.60 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_7 = { + levy_size = -0.175 + levy_reinforce_rate = -0.70 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +occupied_tutorial = { + icon = 19 + levy_size = -2 + garrison_size = -0.9 +} +troops_tutorial = { + icon = 19 + levy_size = 4 +} + +under_siege = { + local_tax_modifier = -0.3 #L3T new +} + +revolt_risk = { + local_tax_modifier = -0.01 +} + +foreign_rebels = { + local_revolt_risk = 0.05 + icon = 1 +} + +jizya_tax = { + local_tax_modifier = 0.25 + icon = 4 +} + +settled_adventurer = { + icon = 1 +} + +########################################################################## +# Combat Static Modifiers +########################################################################## + +river_crossing = { + icon = 2 + archers_defensive = -0.1 + light_infantry_defensive = -0.1 + pikemen_defensive = -0.15 + heavy_infantry_defensive = -0.15 + light_cavalry_defensive = -0.125 + knights_defensive = -0.15 + horse_archers_defensive = -0.125 + + archers_offensive = -0.05 + light_infantry_offensive = -0.1 + pikemen_offensive = -0.15 + heavy_infantry_offensive = -0.15 + light_cavalry_offensive = -0.125 + knights_offensive = -0.15 + horse_archers_offensive = -0.075 +} + +major_river_crossing = { + icon = 2 + archers_defensive = -0.2 + light_infantry_defensive = -0.2 + pikemen_defensive = -0.3 + heavy_infantry_defensive = -0.3 + light_cavalry_defensive = -0.25 + knights_defensive = -0.3 + horse_archers_defensive = -0.25 + + archers_offensive = -0.1 + light_infantry_offensive = -0.2 + pikemen_offensive = -0.3 + heavy_infantry_offensive = -0.3 + light_cavalry_offensive = -0.25 + knights_offensive = -0.3 + horse_archers_offensive = -0.15 +} + +strait_crossing = { + icon = 3 + archers_defensive = -0.15 + light_infantry_defensive = -0.15 + pikemen_defensive = -0.3 + heavy_infantry_defensive = -0.3 + light_cavalry_defensive = -0.2 + knights_defensive = -0.3 + horse_archers_defensive = -0.2 + + archers_offensive = -0.1 + light_infantry_offensive = -0.15 + pikemen_offensive = -0.3 + heavy_infantry_offensive = -0.3 + light_cavalry_offensive = -0.2 + knights_offensive = -0.3 + horse_archers_offensive = -0.2 +} + +amphibious_landing = { + icon = 4 + archers_defensive = -0.15 + light_infantry_defensive = -0.15 + pikemen_defensive = -0.2 + heavy_infantry_defensive = -0.2 + light_cavalry_defensive = -0.175 + knights_defensive = -0.2 + horse_archers_defensive = -0.175 + + archers_offensive = -0.1 + light_infantry_offensive = -0.15 + pikemen_offensive = -0.2 + heavy_infantry_offensive = -0.2 + light_cavalry_offensive = -0.175 + knights_offensive = -0.2 + horse_archers_offensive = -0.125 +} + +defenderbonus_mountain = { + icon = 1 + archers_defensive = 1.0 + light_infantry_defensive = 1.0 + pikemen_defensive = 0.5 + heavy_infantry_defensive = 0.5 + + archers_offensive = 0.5 + pikemen_offensive = 0.2 #from SWMH, but doubled + #light_infantry_offensive = 1.0 #L3T delete +} + +defenderbonus_hills = { + icon = 1 + archers_defensive = 0.5 + pikemen_defensive = 0.1 #from SWMH + horse_archers_defensive = 0.15 + archers_offensive = 0.2 + pikemen_offensive = 0.1 + horse_archers_offensive = 0.10 +} + +defenderbonus_jungle = { + icon = 1 + archers_defensive = 0.3 + light_infantry_defensive = 0.5 + pikemen_defensive = 0.2 + heavy_infantry_defensive = 0.1 + horse_archers_defensive = -0.25 + + light_infantry_offensive = 0.5 + heavy_infantry_offensive = 0.1 + pikemen_offensive = 0.1 + horse_archers_offensive = -0.15 +} + +defenderbonus_forest = { + icon = 1 + archers_defensive = 0.3 + light_infantry_defensive = 0.3 + pikemen_defensive = 0.1 + heavy_infantry_defensive = 0.1 + + light_infantry_offensive = 0.3 + heavy_infantry_offensive = 0.1 + pikemen_offensive = 0.1 +} + +defenderbonus_desert = { + icon = 1 + horse_archers_defensive = 0.15 + light_cavalry_defensive = 0.15 + camel_cavalry_defensive = 0.50 + + horse_archers_offensive = 0.15 + light_cavalry_offensive = 0.15 + camel_cavalry_offensive = 0.50 +} + +personally_leading_troops = { + land_morale = 0.15 +} + +########################################################################## +# Attribute Mods: Multiplied by the value (including councillor and spouse additions) +########################################################################## + +static_diplomacy_mod = { + monthly_character_prestige = 0.01 +} + +static_intrigue_mod = { +} + +static_stewardship_mod = { + #global_tax_modifier = 0.02 #L3T delete +} + +static_martial_mod = { + land_organisation = 0.01 +} + +static_learning_mod = { + monthly_character_piety = 0.02 +} + +########################################################################## +# Realm Static Modifiers +########################################################################## + +base_values = { + land_organisation = 0.2 #20% morale recovery. + # global_tax_modifier = -0.10 #L3T not taking SWMH here, vanilla not has this one. Not explicit in UI. +} + +war = { + global_tax_modifier = 0.05 #L3T new doesn't work + levy_reinforce_rate = -0.5 #L3T new +} + +peace = { +} + +pretender_modifier = { +} + +########################################################################## +# Settlement Base Modifiers +########################################################################## + +castle = { + tax_income = 4 + fort_level = 3 + build_cost_modifier = 500 + build_time_modifier = 730 + light_infantry = 80 + heavy_infantry = 150 + light_cavalry = 15 + levy_reinforce_rate = 1.00 + land_organisation = 0.2 +} + +city = { + tax_income = 7 #L3T ex12 + fort_level = 0 + light_infantry = 75 + archers = 40 + build_cost_modifier = 500 + build_time_modifier = 730 + land_organisation = 0.2 +} + +temple = { + tax_income = 6 #L3T ex8 + #heavy_infantry = 45 + light_infantry = 45 + archers = 40 + build_cost_modifier = 500 + build_time_modifier = 730 + #levy_reinforce_rate = 0.25 + land_organisation = 0.1 +} + +trade_post = { + tax_income = 5 #L3T ex 6 + fort_level = 0 + levy_size = 0 + light_infantry = 50 + archers = 50 + galleys = 1 #L3T new + build_cost_modifier = 150 + build_time_modifier = 365 + land_organisation = 0.2 +} + +family_palace = { + tax_income = 6 #L3T ex 10 + fort_level = 0 + light_infantry = 40 + archers = 10 + galleys = 25 + levy_reinforce_rate = 1.25 + land_organisation = 0.2 +} + +tribal = { + tax_income = 0.5 + fort_level = 0.5 #L3T ex 1.0 + light_infantry = 100 + heavy_infantry = 5 + archers = 20 + levy_reinforce_rate = 1.0 #L3T ex 1.5 + garrison_size = -0.5 #L3T new + land_organisation = 0.2 + build_cost_modifier = 25 # cost per empty holding slot + build_time_modifier = 365 +} + +nomad = { + tax_income = 0 + #fort_level = 0 #L3T delete + levy_size = -3 + light_infantry = 120 #L3T delete ex 160 + heavy_infantry = 40 + horse_archers = 20 #L3T new, more logic + levy_reinforce_rate = 0 + land_organisation = 0 +} + +fort = { + tax_income = 0 #L3T can't get negative + fort_level = 2 + levy_size = 0 + build_cost_modifier = 20 + build_time_modifier = 20 + light_infantry = 30 + heavy_infantry = 50 #L3T ex 75 + archers = 30 #L3T new + #light_cavalry = 7 #L3T delete, it's stupid + levy_reinforce_rate = 2 + land_organisation = 0.2 +} + +hospital = { + tax_income = 0 + hospital_level = 1 + fort_level = 0 + levy_size = 0 + build_cost_modifier = 100 + build_time_modifier = 365 + land_organisation = 0.2 +} + +########################################################################## +# Culture Static Modifiers +########################################################################## +# The name of these must be specified in the culture itself, except for the holding modifiers + +########################################################################## +# Culture Static Modifiers SWMH +########################################################################## +# +default_culture_modifier = { +} +########################################################################### +# Norse Culture Static Modifiers +norse_culture_modifier = { + light_infantry_offensive = 0.15 + light_infantry_defensive = 0.05 + heavy_infantry_offensive = 0.15 + heavy_infantry_defensive = 0.05 + knights_defensive = -0.10 +} +norwegian_culture_modifier = { + archers_offensive = 0.1 + archers_defensive = 0.05 + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.1 + knights_defensive = -0.05 +} +gothic_culture_modifier = { + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.1 + knights_offensive = 0.05 +} +danish_culture_modifier = { + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.05 + knights_offensive = 0.1 + knights_defensive = 0.05 +} +swedish_culture_modifier = { + light_infantry_offensive = 0.1 + light_infantry_defensive = 0.05 + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.1 + knights_defensive = -0.05 +} +anglonorse_culture_modifier = { + light_infantry_offensive = 0.1 + light_infantry_defensive = 0.05 + heavy_infantry_offensive = 0.15 + heavy_infantry_defensive = 0.1 + knights_defensive = -0.1 +} +########################################################################## +# West Germanic Culture Static Modifiers +saxon_culture_modifier = { + light_infantry_defensive = 0.05 + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.15 +} +frisian_culture_modifier = { + pikemen_offensive = 0.1 + pikemen_defensive = 0.1 + light_infantry_offensive = 0.1 + light_infantry_defensive = 0.1 + knights_offensive = -0.05 + knights_defensive = -0.05 +} +english_culture_modifier = { + archers_offensive = 0.15 + archers_defensive = 0.1 + heavy_infantry_defensive = 0.05 +} +########################################################################## +# Celtic Culture Static Modifiers +irish_culture_modifier = { + light_infantry_offensive = 0.15 + light_infantry_defensive = 0.05 + heavy_infantry_offensive = 0.10 + heavy_infantry_defensive = 0.10 + knights_defensive = -0.10 +} +scotish_culture_modifier = { + pikemen_offensive = 0.1 + pikemen_defensive = 0.1 + light_infantry_offensive = 0.1 + knights_defensive = -0.1 +} +breton_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + heavy_infantry_offensive = 0.05 + heavy_infantry_defensive = 0.05 +} +welsh_culture_modifier = { + archers_offensive = 0.1 + archers_defensive = 0.1 + light_infantry_offensive = 0.05 + light_infantry_defensive = 0.05 +} +########################################################################## +# +# Central Germanic Culture Static Modifiers +# +german_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + pikemen_defensive = 0.1 +} +dutch_culture_modifier = { + pikemen_offensive = 0.15 + pikemen_defensive = 0.15 + +} +########################################################################## +# Italian Culture Static Modifiers +roman_culture_modifier = { + light_infantry_defensive = 0.05 + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.15 +} +lombard_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.15 + archers_offensive = 0.05 +} +sardinian_culture_modifier = { + light_infantry_offensive = 0.05 + light_infantry_defensive = 0.05 + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.1 +} +sicilian_culture_modifier = { + heavy_infantry_offensive = 0.05 + heavy_infantry_defensive = 0.05 + knights_offensive = 0.1 + knights_defensive = 0.1 +} +corsican_culture_modifier = { + light_infantry_offensive = 0.1 + light_infantry_defensive = 0.1 + heavy_infantry_offensive = 0.05 + heavy_infantry_defensive = 0.05 +} +central_italian_culture_modifier = { + knights_offensive = 0.05 + knights_defensive = 0.1 + pikemen_offensive = 0.05 + pikemen_defensive = 0.1 +} +ligurian_culture_modifier = { + archers_offensive = 0.1 + archers_defensive = 0.15 + pikemen_offensive = 0.05 +} +venetian_culture_modifier = { + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.1 + light_cavalry_offensive = 0.1 +} +langobardisch_culture_modifier = { + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.1 + light_cavalry_offensive = 0.05 + light_cavalry_defensive = 0.05 +} +########################################################################## +# West Slavic Culture Static Modifiers +bohemian_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + pikemen_offensive = 0.05 + pikemen_defensive = 0.05 +} +polish_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + light_cavalry_offensive = 0.05 + light_cavalry_defensive = 0.05 +} +pommeranian_culture_modifier = { + light_infantry_offensive = 0.1 + light_infantry_defensive = 0.1 + heavy_infantry_offensive = 0.05 + heavy_infantry_defensive = 0.05 +} +########################################################################## +# East Slavic Culture Static Modifiers +russian_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.05 + horse_archers_offensive = 0.05 + heavy_infantry_offensive = 0.1 +} +########################################################################## +# South Slavic Culture Static Modifiers +croatian_culture_modifier = { + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.1 + knights_offensive = 0.05 + knights_defensive = 0.05 +} +carantanian_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + light_cavalry_offensive = 0.05 + light_cavalry_defensive = 0.05 +} +serbian_culture_modifier = { + light_cavalry_offensive = 0.15 + light_cavalry_defensive = 0.15 + knights_offensive = 0.1 + archers_offensive = -0.1 +} +bulgarian_culture_modifier = { + heavy_infantry_offensive = 0.05 + heavy_infantry_defensive = 0.1 + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.05 +} +romanian_culture_modifier = { + archers_offensive = 0.05 + archers_defensive = 0.05 + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 +} +########################################################################## +# Magyar Culture Static Modifiers +hungarian_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + horse_archers_offensive = 0.1 +} +########################################################################## +# Oil Culture Static Modifiers +frankish_culture_modifier = { + knights_offensive = 0.15 + knights_defensive = 0.1 + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.05 + archers_offensive = -0.05 + archers_defensive = -0.05 +} +arpitan_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + pikemen_offensive = 0.05 + pikemen_defensive = 0.05 +} +norman_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + heavy_infantry_offensive = 0.1 +} +occitan_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + light_cavalry_offensive = 0.05 + light_cavalry_defensive = 0.05 +} +########################################################################## +# Iberian Culture Static Modifiers + +catalan_culture_modifier = { + light_infantry_offensive = 0.15 + light_infantry_defensive = 0.15 +} +galician_culture_modifier = { + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.1 + knights_offensive = 0.05 + knights_defensive = 0.05 +} +basque_culture_modifier = { + heavy_infantry_offensive = 0.1 + heavy_infantry_defensive = 0.05 + light_infantry_offensive = 0.1 + light_infantry_defensive = 0.05 +} +spanish_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 + archers_offensive = -0.05 + archers_defensive = -0.05 +} +andalusian_arabic_culture_modifier = { + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 + archers_offensive = 0.05 + archers_defensive = 0.05 +} +########################################################################## +# Arab Culture Static Modifiers +arab_culture_modifier = { + light_infantry_offensive = 0.05 + light_infantry_defensive = 0.1 + archers_offensive = 0.05 + archers_defensive = 0.1 +} +beduin_arabic_culture_modifier = { + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 + horse_archers_offensive = 0.05 + horse_archers_defensive = 0.05 +} +########################################################################## +# Altaic Culture Static Modifiers +tatar_culture_modifier = { + horse_archers_offensive = 0.1 + horse_archers_defensive = 0.1 + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 + pikemen_offensive = -0.05 + pikemen_defensive = -0.05 +} +mongol_culture_modifier = { + horse_archers_offensive = 0.15 + horse_archers_defensive = 0.15 + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 + pikemen_offensive = -0.1 + pikemen_defensive = -0.1 +} +turkish_culture_modifier = { + horse_archers_offensive = 0.1 + horse_archers_defensive = 0.05 + light_cavalry_offensive = 0.075 + light_cavalry_defensive = 0.075 +} +bolghar_culture_modifier = { + horse_archers_offensive = 0.075 + horse_archers_defensive = 0.075 + light_cavalry_offensive = 0.05 + light_cavalry_defensive = 0.05 + archers_offensive = 0.05 +} +########################################################################## +# Persian Culture Static Modifiers +persian_culture_modifier = { + knights_offensive = 0.075 + knights_defensive = 0.075 + horse_archers_offensive = 0.075 + horse_archers_defensive = 0.075 +} +kurdish_culture_modifier = { + archers_offensive = 0.075 + archers_defensive = 0.075 + light_infantry_offensive = 0.05 + light_infantry_defensive = 0.05 + light_cavalry_offensive = 0.05 + light_cavalry_defensive = 0.05 +} +########################################################################## +# Byzantine Culture Static Modifiers +greek_culture_modifier = { + knights_offensive = 0.075 + knights_defensive = 0.075 + pikemen_offensive = 0.075 + pikemen_defensive = 0.075 +} +armenian_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + horse_archers_offensive = 0.05 + horse_archers_defensive = 0.05 +} +georgian_culture_modifier = { + knights_offensive = 0.1 + knights_defensive = 0.1 + light_cavalry_offensive = 0.05 + light_cavalry_defensive = 0.05 +} +albanian_culture_modifier = { + light_cavalry_offensive = 0.15 + light_cavalry_defensive = 0.075 + light_infantry_offensive = 0.075 +} +alan_culture_modifier = { + light_cavalry_offensive = 0.15 + light_cavalry_defensive = 0.1 + horse_archers_offensive = 0.05 +} +########################################################################## +# Baltic Culture Static Modifiers +lithuanian_culture_modifier = { + light_infantry_offensive = 0.1 + heavy_infantry_offensive = 0.125 + heavy_infantry_defensive = 0.075 +} +baltic_culture_modifier = { + light_infantry_offensive = 0.1 + archers_offensive = 0.1 + heavy_infantry_offensive = 0.1 + +} +########################################################################## +# Finish Culture Static Modifiers +finish_culture_modifier = { + light_infantry_offensive = 0.1 + archers_offensive = 0.1 + light_cavalry_offensive = 0.1 +} +########################################################################## +# North african Static Modifiers +tuareg_culture_modifier = { + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 + horse_archers_offensive = 0.05 + horse_archers_defensive = 0.05 +} +berber_culture_modifier = { + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 + horse_archers_offensive = 0.05 + horse_archers_defensive = 0.05 +} +masmuda_culture_modifier = { + archers_offensive = 0.05 + archers_defensive = 0.05 + light_cavalry_offensive = 0.1 + light_cavalry_defensive = 0.1 +} +########################################################################## +# East african Static Modifiers +########################################################################## +east_african_culture_modifier = { + archers_offensive = 0.05 + archers_defensive = 0.05 + light_infantry_offensive = 0.1 + light_infantry_defensive = 0.05 + heavy_infantry_offensive = 0.05 +} +########################################################################## +# West african Static Modifiers +west_african_culture_modifier = { + archers_offensive = 0.05 + archers_defensive = 0.05 + light_infantry_offensive = 0.1 + light_infantry_defensive = 0.1 +} +########################################################################## +# Judaic Culture Static Modifiers +ashkenazi_culture_modifier = { +} +sephardic_culture_modifier = { +} + +########################################################################## +# Age Static Modifiers +########################################################################## + +# 0-15 +age_child = { +} + +# 16-19 +age_teen = { +} + +# 20-29 +age_young = { +} + +# 30-49 +age_adult = { +} + +# 50-69 +age_old = { + combat_rating = -15 +} + +# 70+ +age_very_old = { + combat_rating = -35 +} + +#MNM Modifier + +########################################################################## +# Job Action Modifiers +########################################################################## + +statecraft_liege_mod = { + threat_decay_speed = 0.01 +} + +apostate_liege_mod = { + monthly_character_piety = 0.030 +} + +organize_army_liege_mod = { + retinue_maintenence_cost = -0.01 # only one of the two is used, the appropriate one for your government type + horde_maintenence_cost = -0.01 +} +########################################################################## +# #MNM Modifier +########################################################################## + +successful_mission = { + society_influence = 1 + static_modifier_cap = 10 #How many you can stack together +} + +failed_mission = { + society_influence = -1 + static_modifier_cap = 10 +} + +########################################################################## +# #Government modifiers +########################################################################## + +# Applied for Nomads if the province is in the steppe, desert, and plains +nomad_horse_offensive_modifier = { + light_cavalry_offensive = 0.05 + knights_offensive = 0.05 + horse_archers_offensive = 0.05 +} + +# Applied for Nomads if the province is in the artctic, hills, or mountains +nomad_horse_defensive_modifier = { + light_cavalry_defensive = 0.05 + knights_defensive = 0.05 + horse_archers_defensive = 0.05 +} + +# Applied to tribal holdings if you're of the wrong religion group +tribal_wrong_religion_group_modifier = { + levy_size = -0.25 + garrison_size = -0.25 + local_tax_modifier = -0.25 +} + +# Applied to tribal holdings if you're of the reformed version of the religion and the province isn't, or vice versa +tribal_wrong_religion_reformed_modifier = { + levy_size = -0.1 + garrison_size = -0.1 + local_tax_modifier = -0.1 +} + +# Applied to tribal holdings if you're of the wrong religion +tribal_wrong_religion_modifier = { + levy_size = -0.15 + garrison_size = -0.15 + local_tax_modifier = -0.15 +} + +# Applied to tribal holdings if you're of the wrong culture grup +tribal_wrong_culture_group_modifier = { + levy_size = -0.25 + garrison_size = -0.25 + local_tax_modifier = -0.25 +} + +# Applied to tribal holdings if you're of the wrong culture +tribal_wrong_culture_modifier = { + levy_size = -0.15 + garrison_size = -0.15 + local_tax_modifier = -0.15 +} + +########################################################################### +# #Liege levy modifiers +########################################################################## +# Of the following, the one highest up that is applicable will be applied. E.G., capital_county overrides capital_duchy + +# Applied to your holdings in your capital province if you're independent +capital_county_independent_holder = { + levy_size = 0.5 +} + +# Applied to your holdings in your capital province if you're a count and a vassal +capital_county_vassal_count = { + +} + +# Applied to your holdings in your capital province if you're above count level and a vassal +capital_county_vassal = { + levy_size = 0.25 +} + +# Applied to your holdings in the dejure duchy your capital is in if you're independent +capital_duchy_independent_holder = { + levy_size = 0.25 +} + +# Applied to your holdings in the dejure duchy your capital is in if you're not independent +capital_duchy_vassal = { + levy_size = 0.15 +} + +# Applied to your holdings in the dejure kingdom your capital is in +capital_kingdom = { +} + +# Applied to your holdings in the dejure empire your capital is in +capital_empire = { +} + +# Applied to your holdings not in the dejure empire your capital is in +outside_capital_empire = { +} \ No newline at end of file diff --git a/L3T/common/technology.txt b/L3T/common/technology.txt index 1e6d9d05..969854ab 100644 --- a/L3T/common/technology.txt +++ b/L3T/common/technology.txt @@ -65,7 +65,7 @@ TECH_GROUP_MILITARY = { TECH_GROUP_ECONOMY = { TECH_CASTLE_CONSTRUCTION = { #castle buildings modifier = { - CASTLE_TAX_MODIFIER = 0.5 + CASTLE_TAX_MODIFIER = 0.30 #L3T ex 0.5 } 1 = { add_building = ca_militia_barracks_2 @@ -143,8 +143,8 @@ TECH_GROUP_ECONOMY = { } 6 = { add_building = ca_stable_5 - add_building = ca_town_5 - add_building = ca_training_grounds_3 + #add_building = ca_town_5 + #add_building = ca_training_grounds_3 add_building = no_wrestling_8 add_building = no_composite_bow_crafter_7 add_building = no_lamellar_armor_crafter_8 @@ -152,19 +152,19 @@ TECH_GROUP_ECONOMY = { add_building = no_elephant_camp_8 } 7 = { - add_building = ca_barracks_6 + #add_building = ca_barracks_6 add_building = ca_militia_barracks_4 add_building = no_composite_bow_crafter_8 } 8 = { - add_building = ca_stable_6 - add_building = ca_town_6 + #add_building = ca_stable_6 + #add_building = ca_town_6 } } TECH_CITY_CONSTRUCTION = { #city buildings modifier = { - CITY_TAX_MODIFIER = 0.4 - TEMPLE_TAX_MODIFIER = 0.4 + CITY_TAX_MODIFIER = 0.2 #L3T ex 0.4 + TEMPLE_TAX_MODIFIER = 0.2 #L3T ex 0.4 } 1 = { add_building = ct_marketplace_3 @@ -216,7 +216,6 @@ TECH_GROUP_ECONOMY = { add_building = no_gathering_hall_5 add_building = no_gathering_hall_6 add_building = tp_monastery_3 - add_building = tp_elite_barracks_3 add_building = no_shrine_4 add_building = no_minority_shrine_4 add_building = no_minority_shrine_5 @@ -246,7 +245,7 @@ TECH_GROUP_ECONOMY = { 4 = { add_building = ct_guard_3 add_building = ct_university_2 - add_building = ct_training_grounds_4 + #add_building = ct_training_grounds_4 add_building = no_airag_producer_6 add_building = no_ox_wagon_7 add_building = no_ox_wagon_8 @@ -270,26 +269,24 @@ TECH_GROUP_ECONOMY = { } 6 = { add_building = ct_guard_4 - add_building = ct_training_grounds_5 + #add_building = ct_training_grounds_5 add_building = no_airag_producer_8 add_building = no_felt_crafter_8 add_building = no_ger_crafter_8 add_building = tp_monastery_5 - add_building = tp_elite_barracks_5 add_building = tp_school_2 } 7 = { - add_building = ct_marketplace_6 + #add_building = ct_marketplace_6 add_building = ct_barracks_6 add_building = tp_barracks_6 - add_building = tp_town_6 + #add_building = tp_town_6 } 8 = { add_building = ct_guard_5 add_building = ct_university_3 - add_building = ct_training_grounds_6 - add_building = tp_monastery_6 - add_building = tp_elite_barracks_6 + #add_building = ct_training_grounds_6 + #add_building = tp_monastery_6 } } # TECH_TEMPLE_CONSTRUCTION = { #temple buildings @@ -396,20 +393,23 @@ TECH_GROUP_ECONOMY = { add_building = no_baghatur_council_8 } 7 = { - add_building = ca_wall_q_5 - add_building = ct_wall_q_5 - add_building = tp_wall_q_5 - } - 8 = { - add_building = ca_keep_6 + #add_building = ca_wall_q_5 #L3T doesn't exist + #add_building = ct_wall_q_5 #L3T doesn't exist + #add_building = tp_wall_q_5 #L3T doesn't exist add_building = ca_wall_5 add_building = ct_wall_5 add_building = tp_wall_5 } + 8 = { + add_building = ca_keep_6 + #add_building = ca_wall_5 #L3T moved to L7 + #add_building = ct_wall_5 #L3T moved to L7 + #add_building = tp_wall_5 #L3T moved to L7 + } } TECH_TRADE_PRACTICES = { modifier = { - TRADEVALUE_MULT = 0.6 + TRADEVALUE_MULT = 0.3 #L3T ex 0.6 } 1 = { add_building = ct_port_2 @@ -445,7 +445,7 @@ TECH_GROUP_ECONOMY = { TECH_CONSTRUCTION = { #improved construction of all buildings modifier = { LOCAL_BUILD_TIME_MODIFIER = -0.25 - LOCAL_BUILD_COST_MODIFIER = -0.25 + #LOCAL_BUILD_COST_MODIFIER = -0.25 #L3T delete wonder_build_time_modifier = -0.2 wonder_build_cost_modifier = -0.15 } @@ -533,6 +533,12 @@ TECH_GROUP_CULTURE = { TECH_POPULAR_CUSTOMS = { modifier = { TOWN_OPINION = 24 + #custom_modifier_text = tech_custom_illuminations_1 #L3T same custom text for all levels + } + + 1 = { + #custom_modifier_text = tech_custom_illuminations_tt #works only inside a modifier block + #add_decision = blabla #displays a "government unlocked" text which i guess is not used anymore } } TECH_RELIGIOUS_CUSTOMS = { @@ -562,7 +568,7 @@ TECH_GROUP_CULTURE = { TECH_CULTURE_FLEX = { modifier = { CULTURE_FLEX = -0.5 - RELIGION_FLEX = -0.5 + RELIGION_FLEX = 0.5 #L3T ex -0.5 } 1 = {} 2 = {} diff --git a/L3T/common/wonders/L3T_pseudo_wonders.txt b/L3T/common/wonders/L3T_pseudo_wonders.txt new file mode 100644 index 00000000..f6cf10c1 --- /dev/null +++ b/L3T/common/wonders/L3T_pseudo_wonders.txt @@ -0,0 +1,127 @@ +##################################################################### +############################ INDEX ################################## +##################################################################### +### ANYONE ADDING WONDERS: Keep this updated, please! +### +### Template: +### +### wonder_example_name = { +### picture = GFX_something +### model = GFX_something +### default_picture_stage = 3 +### allow_construction = yes +### is_in_water = no +### allow_coastal = no +### show_model = yes +### background_overrides = { +### jungle = fields +### forest = jungle +### } +### potential = { +### } +### active = { +### } +### available_upgrades = { +### } +### flags = { +### } +### stage = { +### allow = { +### +### } +### build_time = 600 +### restore_time = 90 +### loot_time = 10 +### gold_cost_flat = 1000 +### gold_cost_ticking = 2 +### restore_cost_flat = 427 +### restore_cost_ticking = 3 +### upgrade_slots = { +### +### } +### local_modifier = { +### +### } +### owner_modifier = { +### +### } +### } +### } +### +# = { # The unique identifier of the wonder type. For example pyramid, great_library. +# available_upgrades = { } # A list of upgrades that are available for construction in this wonder. Choose upgrades from the common/wonder_upgrades folder. +# picture = GFX_wonder_cathedral # The gfx entry to use for this wonder +# stage = { # defines values for the first stage. Required. Stages are order dependant. +# build_time = 12 # Defines how long the base build time is in months. +# gold_cost_flat = 500 # Defines how much gold will be deducted when the stage construction is initiated. +# gold_cost_ticking = 10 # Defines how much gold will be deducted at the end of each month +# upgrade_slots = 2 # Defines how many new upgrade slots the stage makes available. + +# Scopes: +#ROOT is the character, +#FROMFROM the wonder +#FROMFROMFROM the province. + +################### Available Wonders ############################# + +# 1A. Cathedral +wonder_cathedral_romane = { + picture = GFX_wonder_strip_cathedral_romane + model = westerngfx_temple_4 + #stage n°0 until stage n°1 is achieved, displays empty picture +contruction 3D model + potential = { + religion_group = christian + } + active = { + ROOT = { + religion_group = christian + } + } + flags = { + cathedrale_romane + is_historical #to prevent renaming + holy_building + inspires_piety + burial_ground + is_destructible + L3T_pseudo_wonder + } + available_upgrades = {} + allow_construction = no #Indicates if new construction of new instances of this wonder type should be allowed. Defaults to yes. + + #stage n°1 #once achieved, displays "holding picture" +contruction 3D model + stage = { + allow = { always = no } + build_time = 120 + gold_cost_flat = 200 + gold_cost_ticking = 1 + restore_time = 120 + loot_time = 6 + restore_cost_flat = 200 + restore_cost_ticking = 1 + upgrade_slots = 0 + local_modifier = { + } + owner_modifier = { + } + } + + #stage n°2 #1st stage showing the dedicated 3D model + stage = { + allow = { always = no } + build_time = 120 + gold_cost_flat = 200 + gold_cost_ticking = 1 + restore_time = 120 + loot_time = 6 + restore_cost_flat = 200 + restore_cost_ticking = 1 + upgrade_slots = 0 + local_modifier = { + monthly_character_prestige = 0.2 #province owner + monthly_character_piety = 0.2 #province owner + } + owner_modifier = { + } + } +} \ No newline at end of file diff --git a/L3T/decisions/L3T_debug_tools.txt b/L3T/decisions/L3T_debug_tools.txt new file mode 100644 index 00000000..e12fde75 --- /dev/null +++ b/L3T/decisions/L3T_debug_tools.txt @@ -0,0 +1,43 @@ +# Targetted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope. +# FROM is the decision taker +# ROOT is the targetted character +# +# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] ('self' MUST be set for decisions targetting only the taker, the other filter types can be set to lessen CPU load) +# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (which characters for which the AI evaluates the decision.) +# court: all characters in the AI's host court, including prisoners, and characters currently away (wards, prisoners, etc) +# home_court: all characters in the AI's home court, including prisoners, and characters currently away (wards, prisoners, etc) +# vassals: direct vassal rulers of the AI's employer +# sub_realm: all characters below the AI's employer +# realm: all characters in the same top realm as the AI +# dynasty: all members of the same dynasty +# rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates) +# all: all living characters (Avoid if possible. VERY CPU-HEAVY!) +# +targetted_decisions = { + burn_cathedral = { + only_playable = yes + filter = realm + ai_target_filter = realm + ai_check_interval = 12 + + from_potential = { + has_global_flag = debug_L3T + } + + potential = { + is_theocracy = yes + religion = catholic + any_demesne_title = { + has_building = tp_roman_cathedrale + } + } + + allow = { + has_global_flag = debug_L3T + } + + effect = { character_event = { id = REC.103 }} + } +} + + diff --git a/L3T/decisions/L3T_easter_decision.txt b/L3T/decisions/L3T_easter_decision.txt index 08cc208b..9f015666 100644 --- a/L3T/decisions/L3T_easter_decision.txt +++ b/L3T/decisions/L3T_easter_decision.txt @@ -145,7 +145,7 @@ decisions = { has_ambition = obj_egg_them_all } } - narrative_event = { id = L3T.421 days = 21 random = 7} + character_event = { id = L3T.421 days = 21 random = 7} } ##monastery chain 22 = { @@ -167,7 +167,7 @@ decisions = { has_ambition = obj_egg_them_all } } - narrative_event = { id = L3T.431 days = 21 random = 7} + character_event = { id = L3T.431 days = 21 random = 7} } ##forest chain 22 = { @@ -189,11 +189,11 @@ decisions = { has_ambition = obj_egg_them_all } } - narrative_event = { id = L3T.441 days = 21 random = 7} + character_event = { id = L3T.441 days = 21 random = 7} } ##courtier chain #easier to get, so reducing the chances - 12 = { + 6 = { #halved v1.10 #more likely to fire if not owned modifier = { factor = 1.5 @@ -212,7 +212,7 @@ decisions = { has_ambition = obj_egg_them_all } } - narrative_event = { id = L3T.451 days = 21 random = 7} + character_event = { id = L3T.451 days = 21 random = 7} } } } @@ -227,7 +227,7 @@ decisions = { } ai_will_do = { - factor = 1 + factor = 0.5 #halved v1.10 modifier = { factor = 5 has_ambition = obj_egg_them_all @@ -254,7 +254,7 @@ decisions = { NOT = { had_character_flag = { flag = recent_minor_decision - days = 730 + days = 1095 #3y for ai } } } diff --git a/L3T/decisions/L3T_settlement_decisions.txt b/L3T/decisions/L3T_settlement_decisions.txt index eb34233c..c5f5a3bc 100644 --- a/L3T/decisions/L3T_settlement_decisions.txt +++ b/L3T/decisions/L3T_settlement_decisions.txt @@ -14,9 +14,11 @@ settlement_decisions = { only_rulers = yes filter = owned # capital create some logs in error.log ai_target_filter = owned # same thing + diplomacy_icon = GFX_diplo_land_icon from_potential = { is_ruler = yes + ai = no } potential = { @@ -116,15 +118,7 @@ settlement_decisions = { } remove_building = ca_barracks_5 } - if = { - limit = { has_building = ca_barracks_6} - random_list = { - 20 = { owner = { wealth = 200 } } - 60 = { owner = { wealth = 250 } } - 20 = { owner = { wealth = 300 } } - } - remove_building = ca_barracks_6 - } + remove_building = FEODAL_mil remove_holding_modifier = feodal_mil_L1 } @@ -462,9 +456,11 @@ settlement_decisions = { only_rulers = yes filter = owned ai_target_filter = owned + diplomacy_icon = GFX_diplo_land_icon from_potential = { is_ruler = yes + ai = no } potential = { @@ -613,9 +609,11 @@ settlement_decisions = { only_playable = yes filter = owned ai_target_filter = owned + diplomacy_icon = GFX_diplo_land_icon from_potential = { is_ruler = yes + ai = no } potential = { @@ -941,9 +939,11 @@ settlement_decisions = { only_playable = yes filter = owned ai_target_filter = owned + diplomacy_icon = GFX_diplo_land_icon from_potential = { is_ruler = yes + ai = no } potential = { @@ -1021,15 +1021,7 @@ settlement_decisions = { } remove_building = ca_barracks_5 } - if = { - limit = { has_building = ca_barracks_6} - random_list = { - 20 = { owner = { wealth = 200 } } - 60 = { owner = { wealth = 250 } } - 20 = { owner = { wealth = 300 } } - } - remove_building = ca_barracks_6 - } + # Remove weapons if there is no more producer location = { if = { @@ -1096,4 +1088,96 @@ settlement_decisions = { factor = 0 } } + swap_to_indus = { #totoro + only_rulers = yes + filter = all + ai_target_filter = owned + + from_potential = { + is_ruler = yes + ai = no + } + + potential = { + has_global_flag = debug_L3T + holding_type = city + has_building = VOC_COMMERCIALE + } + + allow = { + FROM = { wealth = 10 } + } + + effect = { + FROM = { wealth = -10 } + remove_building = VOC_COMMERCIALE + remove_holding_modifier = voc_comm_L1 + add_holding_modifier = { name = voc_indus_L1 duration = -1 } + add_building = VOC_INDUSTRIELLE + } + + revoke_allowed = { always = no } + ai_will_do = { factor = 0 } + } + swap_to_comm = { #totoro + only_rulers = yes + filter = all + ai_target_filter = owned + + from_potential = { + is_ruler = yes + ai = no + } + + potential = { + has_global_flag = debug_L3T + holding_type = city + has_building = VOC_INDUSTRIELLE + } + + allow = { + FROM = { wealth = 10 } + } + + effect = { + FROM = { wealth = -10 } + remove_building = VOC_INDUSTRIELLE + remove_holding_modifier = voc_indus_L1 + add_holding_modifier = { name = voc_comm_L1 duration = -1 } + add_building = VOC_COMMERCIALE + } + + revoke_allowed = { always = no } + ai_will_do = { factor = 0 } + } + spec_city = { #totoro + only_rulers = yes + filter = all + ai_target_filter = owned + + from_potential = { + is_ruler = yes + ai = no + } + + potential = { + has_global_flag = debug_L3T + holding_type = city + NOT = { has_building = CITE_L1 } + } + + allow = { + FROM = { wealth = 10 } + } + + effect = { + FROM = { wealth = -10 } + add_building = CITE_L1 + add_holding_modifier = { name = voc_comm_L1 duration = -1 } + add_building = VOC_COMMERCIALE + } + + revoke_allowed = { always = no } + ai_will_do = { factor = 0 } + } } diff --git a/L3T/decisions/REC_settlement_decisions.txt b/L3T/decisions/REC_settlement_decisions.txt index e65699dd..6805dcfd 100644 --- a/L3T/decisions/REC_settlement_decisions.txt +++ b/L3T/decisions/REC_settlement_decisions.txt @@ -23,8 +23,15 @@ settlement_decisions = { potential = { holder_scope = { character = FROM } - is_capital = yes + is_capital = yes #province capital FROM = { construire_cathedral_potential = yes } + OR = { + AND = { + FROM = { has_character_flag = has_relique_from_cathedral } + has_title_flag = awaits_gothical_cathedral + } + NOT = { has_title_flag = awaits_gothical_cathedral } + } } allow = { diff --git a/L3T/decisions/REC_target_decisions.txt b/L3T/decisions/REC_target_decisions.txt index c63f3abb..6591fb0e 100644 --- a/L3T/decisions/REC_target_decisions.txt +++ b/L3T/decisions/REC_target_decisions.txt @@ -70,9 +70,11 @@ targetted_decisions = { effect = { #ROOT = { wealth = 50 } ROOT = { - random_province_holding = { - limit = { has_title_flag = cathedral_construction } - change_variable = { which = cathedral value = 35 } + any_realm_province = { + random_province_holding = { + limit = { has_title_flag = cathedral_construction } + change_variable = { which = cathedral value = 35 } + } } } FROM = { diff --git a/L3T/decisions/vassal_decisions.txt b/L3T/decisions/vassal_decisions.txt new file mode 100644 index 00000000..56f1d517 --- /dev/null +++ b/L3T/decisions/vassal_decisions.txt @@ -0,0 +1,706 @@ +# Targeted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope. +# +# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] ('self' MUST be set for decisions targeting only the taker, the other filter types can be set to lessen CPU load) +# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (which characters for which the AI evaluates the decision.) +# court: all characters in the AI's host court, including prisoners, and characters currently away (wards, prisoners, etc) +# home_court: all characters in the AI's home court, including prisoners, and characters currently away (wards, prisoners, etc) +# vassals: direct vassal rulers of the AI's employer +# sub_realm: all characters below the AI's employer +# realm: all characters in the same top realm as the AI +# dynasty: all members of the same dynasty +# rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates) +# all: all living characters (Avoid if possible. VERY CPU-HEAVY!) +# + +##L3T adds a new prison accomodation## + +targetted_decisions = { + + vassal_fatwa_decision = { + only_playable = yes + filter = vassals # Only those under me + ai_target_filter = vassals # Only those under me + ai_check_interval = 18 + + from_potential = { + is_playable = yes + uses_decadence = yes + any_courtier = { + has_job_title = job_spiritual + uses_decadence = yes + } + } + + potential = { + vassal_of = FROM + is_ruler = yes + age = 16 + is_landed = yes + prisoner = no + uses_decadence = yes + decadence = 40 + NOT = { piety = 100 } + NOT = { dynasty = FROM } + NOT = { has_job_title = job_spiritual } + NOT = { has_character_modifier = fatwa_timer } + } + allow = { + NOT = { FROM = { decadence = 40} } + FROM = { piety = 100 } + } + effect = { + add_character_modifier = { + name = fatwa_timer + duration = 1140 + hidden = yes + } + custom_tooltip = { text = EVTTOOLTIP88750 } + hidden_tooltip = { + FROM = { + random_courtier = { + limit = { has_job_title = job_spiritual } + hidden_tooltip = { character_event = { id = 88750 days = 3 } } + } + } + } + hidden_tooltip = { + FROM = { + character_event = { id = 88754 } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0 + reverse_opinion = { who = FROM value = 40 } + } + } + } + + vassal_castrate_decision = { + only_playable = yes + filter = court + ai_target_filter = court + ai_check_interval = 6 + + from_potential = { + has_dlc = "Legacy of Rome" + is_playable = yes + OR = { + culture_group = byzantine + culture_group = chinese_group + any_owned_bloodline = { + has_bloodline_flag = bloodline_castration + } + } + } + + potential = { + host = { character = FROM } + prisoner = yes + is_female = no + NOT = { trait = eunuch } + } + allow = { + prisoner = yes + } + effect = { + hidden_tooltip = { + if = { + limit = { age = 16} + FROM = { + character_event = { id = LoR.832 } + } + } + if = { + limit = { NOT = { age = 16 } } + FROM = { + character_event = { id = LoR.834 } + } + } + character_event = { id = LoR.833 tooltip = "EVTTOOLTIPLoR.833" } + } + add_trait = eunuch + if = { + limit = { + has_game_rule = { + name = punishment_release_prisoner + value = on + } + } + prisoner = no + remove_character_modifier = the_fortress #L3T + } + opinion = { + modifier = opinion_castrated_me + who = FROM + } + FROM = { + if = { + limit = { NOT = { trait = cruel } } + custom_tooltip = { + text = cruel_imprisoner_trait_chance_TT + random = { + chance = 25 + add_trait = cruel + hidden_tooltip = { + character_event = { id = 38259 } + } + } + } + } + piety = -50 + } + hidden_tooltip = { + mother = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + father = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + spouse = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + any_child = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + if = { + limit = { + FROM = { + NOT = { dynasty = ROOT } + NOT = { sibling = ROOT } + } + } + any_sibling = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + any_dynasty_member = { + opinion = { + modifier = opinion_castrated_family + who = FROM + } + } + } + FROM = { + remove_opinion = { who = ROOT modifier = opinion_traitor } + remove_opinion = { who = ROOT modifier = opinion_rebel_traitor } + remove_opinion = { who = ROOT modifier = opinion_dishonorable } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + OR = { + reverse_opinion = { who = FROM value = 40 } + FROM = { NOT = { piety = 100 } } + FROM = { LIEGE = { dynasty = ROOT } } + } + } + modifier = { + factor = 0 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 # Less likely to do it + } + modifier = { + factor = 1.2 + FROM = { + OR = { + trait = cruel + trait = impaler + } + } + } + } + } + + vassal_blinding_decision = { + only_playable = yes + filter = court + ai_target_filter = court + ai_check_interval = 6 + + from_potential = { + has_dlc = "Legacy of Rome" + is_playable = yes + OR = { + culture_group = byzantine + any_owned_bloodline = { + has_bloodline_flag = bloodline_blinding + } + } + } + + potential = { + host = { character = FROM } + prisoner = yes + NOT = { trait = blinded } + } + allow = { + prisoner = yes + } + effect = { + hidden_tooltip = { + FROM = { + character_event = { id = LoR.830 } + } + character_event = { id = LoR.831 tooltip = "EVTTOOLTIPLoR.831" } + } + if = { + limit = { + trait = one_eyed + } + remove_trait = one_eyed + } + add_trait = blinded + if = { + limit = { + has_game_rule = { + name = punishment_release_prisoner + value = on + } + } + prisoner = no + remove_character_modifier = the_fortress #L3T + } + opinion = { + modifier = opinion_blinded_me + who = FROM + } + FROM = { + if = { + limit = { NOT = { trait = cruel } } + custom_tooltip = { + text = cruel_imprisoner_trait_chance_TT + random = { + chance = 25 + add_trait = cruel + hidden_tooltip = { + character_event = { id = 38259 } + } + } + } + } + piety = -50 + } + hidden_tooltip = { + mother = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + father = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + spouse = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + any_child = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + if = { + limit = { + FROM = { + NOT = { dynasty = ROOT } + NOT = { sibling = ROOT } + } + } + any_sibling = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + any_dynasty_member = { + opinion = { + modifier = opinion_blinded_family + who = FROM + } + } + } + FROM = { + remove_opinion = { who = ROOT modifier = opinion_traitor } + remove_opinion = { who = ROOT modifier = opinion_rebel_traitor } + remove_opinion = { who = ROOT modifier = opinion_dishonorable } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + OR = { + reverse_opinion = { who = FROM value = 40 } + FROM = { NOT = { piety = 100 } } + FROM = { LIEGE = { dynasty = ROOT } } + } + } + modifier = { + factor = 0 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 # Less likely to do it + } + modifier = { + factor = 2 + is_pretender = yes + FROM = { + OR = { + is_pretender = yes + is_primary_heir = yes + } + } + } + } + } + + + vassal_zun_judgement_decision = { + only_playable = yes + filter = court + ai_target_filter = court + ai_check_interval = 6 + + from_potential = { + is_playable = yes + OR = { + religion = zun_pagan + religion = zun_pagan_reformed + } + NOT = { + has_alternate_start_parameter = { key = religion_names value = random } + } + } + + potential = { + vassal_of = FROM + host = { character = FROM } + prisoner = yes + NOT = { has_character_modifier = zun_judgement } + NOT = { has_character_modifier = the_fortress } #L3T + } + allow = { + prisoner = yes + } + effect = { + character_event = { id = CM.15000 days = 1 } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + reverse_opinion = { who = FROM value = 40 } + } + modifier = { + factor = 0 + FROM = { trait = kind } + } + modifier = { + factor = 2 + FROM = { trait = cruel } + } + modifier = { + factor = 0.5 # Less likely to do it + } + modifier = { + factor = 2 + is_pretender = yes + FROM = { + OR = { + is_pretender = yes + is_primary_heir = yes + } + } + } + } + } + + prisoner_to_oubilette = { + filter = court + ai_target_filter = court + ai_check_interval = 24 + + from_potential = { + ai = no + } + + potential = { + host = { character = FROM } + prisoner = yes + NOT = { has_character_modifier = the_oubliette } + NOT = { has_character_modifier = the_fortress } #L3T can't get out of it, it is definitive + } + allow = { + prisoner = yes + } + effect = { + add_character_modifier = { + name = the_oubliette + duration = -1 + } + hidden_tooltip = { + remove_character_modifier = the_dungeon + remove_character_modifier = house_arrest + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + prisoner_to_dungeon = { + filter = court + ai_target_filter = court + ai_check_interval = 36 + + from_potential = { + ai = no + } + + potential = { + host = { character = FROM } + prisoner = yes + OR = { + has_character_modifier = the_oubliette + has_character_modifier = house_arrest + } + NOT = { has_character_modifier = the_fortress } #L3T can't get out of it, it is definitive + } + allow = { + prisoner = yes + } + effect = { + add_character_modifier = { + name = the_dungeon + duration = -1 + } + hidden_tooltip = { + remove_character_modifier = the_oubliette + remove_character_modifier = house_arrest + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + prisoner_to_suite = { + filter = court + ai_target_filter = court + ai_check_interval = 36 + + from_potential = { + ai = no + } + + potential = { + host = { character = FROM } + prisoner = yes + NOT = { has_character_modifier = house_arrest } + NOT = { has_character_modifier = the_fortress } #L3T can't get out of it, it is definitive + } + allow = { + prisoner = yes + } + effect = { + add_character_modifier = { + name = house_arrest + duration = -1 + } + hidden_tooltip = { + remove_character_modifier = the_oubliette + remove_character_modifier = the_dungeon + character_event = { id = ZE.12219 } # Loses pet rat + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + #L3T new decision + prisoner_to_fortress = { + filter = court + ai_target_filter = court + ai_check_interval = 24 + diplomacy_icon = GFX_diplo_prison_icon + + from_potential = { + #ai = no + } + + potential = { + host = { character = FROM } + prisoner = yes + NOT = { has_character_modifier = the_fortress } + } + + allow = { + FROM = { + any_demesne_title = { + tier = baron + holding_type = castle + #have to wait the construction to be finished, even if the variable is here already + #OR = { + has_building = CA_prison_L1 + # has_building = CA_prison_L2 + # has_building = CA_prison_L3 + #} + #check_variable = { which = "prison_capacity" value = 1 }#1 or more + #save_event_target_as = your_new_home + } + } + prisoner = yes + } + effect = { + custom_tooltip = { text = has_a_warm_prison } + hidden_tooltip = { + FROM = { + random_demesne_title = { + limit = { + tier = baron + holding_type = castle + #have to wait the construction to be finished, even if the variable is here already + #OR = { + has_building = CA_prison_L1 + # has_building = CA_prison_L2 + # has_building = CA_prison_L3 + #} + #check_variable = { which = "prison_capacity" value = 1 }#1 or more + } + #save_event_target_as = your_new_home + } + } + } + add_character_modifier = { + name = the_fortress + duration = -1 + } + hidden_tooltip = { + remove_character_modifier = the_dungeon + remove_character_modifier = house_arrest + remove_character_modifier = the_oubliette + } + #event_target:your_new_home = { change_variable = { which = "prison_capacity" value = -1 }} + #clear_event_target = your_new_home + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + OR = { + reverse_opinion = { who = FROM value = 40 } + FROM = { NOT = { piety = 100 } } + FROM = { LIEGE = { dynasty = ROOT } } + } + } + modifier = { + factor = 0 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 # Less likely to do it + } + modifier = { + factor = 1.1 + is_landed = yes + } + modifier = { + factor = 0.9 + tier = baron + } + modifier = { + factor = 0.9 + tier = count + } + modifier = { + factor = 1.1 + tier = king + } + modifier = { + factor = 1.1 + tier = emperor + } + modifier = { + factor = 2 + is_rival = FROM + } + modifier = { + factor = 2 + is_pretender = yes + FROM = { + OR = { + is_pretender = yes + is_primary_heir = yes + } + } + } + } + } +} diff --git a/L3T/decisions/way_of_life_decisions.txt b/L3T/decisions/way_of_life_decisions.txt new file mode 100644 index 00000000..c75b96dd --- /dev/null +++ b/L3T/decisions/way_of_life_decisions.txt @@ -0,0 +1,1138 @@ +# Targetted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope. +# +# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/spouse/liege/religious_head/rivals/society/all] ('self' MUST be set for decisions targetting only the taker, the other filter types can be set to lessen CPU load) +# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/spouse/liege/religious_head/rivals/society/all] (which characters for which the AI evaluates the decision.) +# court: all characters in the host court, including prisoners, and characters currently away (wards, prisoners, etc) +# home_court: all characters in the home court, including prisoners, and characters currently away (wards, prisoners, etc) +# vassals: direct vassal rulers of the AI's employer +# sub_realm: all characters below the AI's employer +# realm: all characters in the same top realm as the AI +# dynasty: all members of the same dynasty (but not yourself) +# rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates) +# society: the other members of your society (but not yourself) +# all: all living characters (Avoid if possible. VERY CPU-HEAVY!) +# + +targetted_decisions = { + + break_up_with_lover = { + ai_target_filter = court + ai = no + + from_potential = { + has_dlc = "Way of Life" + has_lover = yes + } + potential = { + is_lover = FROM + NOT = { any_spouse = { character = FROM } } + NOT = { any_consort = { character = FROM } } + } + allow = { + always = yes + } + effect = { + FROM = { character_event = { id = WoL.1109 tooltip = EVTTOOLTIP64046 } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + } + + seduce_decision = { + only_playable = yes + + ai_target_filter = realm + ai_check_interval = 6 + + from_potential = { + has_focus = focus_seduction + is_marriage_adult = yes + NOT = { trait = incapable } + prisoner = no + NOT = { has_any_opinion_modifier = opinion_seducing } + OR = { + ai = no + AND = { + OR = { + is_female = no + AND = { + trait = homosexual + OR = { + is_married = yes + is_consort = yes + } + } + trait = lustful + any_spouse = { + trait = homosexual + } + any_consort = { + trait = homosexual + } + } + is_ill = no + NOT = { trait = eunuch } + NOT = { trait = infirm } + NOT = { trait = inbred } + NOT = { trait = imbecile } + NOT = { trait = chaste } + NOT = { trait = shy } + } + } + } + + potential = { + is_marriage_adult = yes + NOT = { character = FROM } + NOT = { trait = incapable } + prisoner = no + NOT = { is_lover = FROM } + NOT = { is_former_lover = FROM } + + NOT = { is_consort = FROM } + NOT = { any_spouse = { character = FROM } } + + OR = { + AND = { + NOT = { is_child_of = FROM } + NOT = { mother_even_if_dead = { is_child_of = FROM } } + NOT = { father_even_if_dead = { is_child_of = FROM } } + FROM = { + NOT = { is_child_of = ROOT } + NOT = { mother_even_if_dead = { is_child_of = ROOT } } + NOT = { father_even_if_dead = { is_child_of = ROOT } } + } + } + AND = { + religion_group = zoroastrian_group + FROM = { religion_group = zoroastrian_group } + } + AND = { + religion = messalian + FROM = { religion = messalian } + } + } + + OR = { + AND = { + FROM = { NOT = { trait = homosexual } } + NOT = { trait = homosexual } + NOT = { same_sex = FROM } + } + AND = { + FROM = { trait = homosexual } + trait = homosexual + same_sex = FROM + } + } + } + + allow = { + NOR = { + has_opinion_modifier = { who = FROM modifier = opinion_seduced_refused } + has_character_modifier = dismissed_proposal + } + NOT = { trait = celibate } + NOT = { FROM = { trait = celibate } } + OR = { + religion_group = FROM + is_liege_or_above = FROM + } + is_within_diplo_range = FROM + } + + effect = { + hidden_tooltip = { + FROM = { + opinion = { + who = ROOT + modifier = opinion_seducing + years = 1000 + } + + if = { + limit = { + is_close_relative = ROOT + NOT = { religion = messalian } + NOT = { religion = zoroastrian } + } + character_event = { id = WoL.102 days = 1 } # Warning - Incest scandal risk + break = yes + } + + if = { + limit = { + same_sex = ROOT + } + character_event = { id = WoL.104 days = 1 } # Warning - Homosexual scandal risk + break = yes + } + + if = { + limit = { + religion_group = christian + OR = { + is_priest = yes + is_ascetic_trigger = yes + ROOT = { is_priest = yes } + ROOT = { is_ascetic_trigger = yes } + } + } + character_event = { id = WoL.103 days = 1 } # Warning - Priest scandal risk + break = yes + } + + if = { + limit = { + age_diff = { + who = ROOT + years = 25 + } + } + character_event = { id = WoL.101 days = 1 } # Warning - Age scandal risk + break = yes + } + + character_event = { id = WoL.100 days = 1 } # No warning - Let the chase begin! + } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 1 # 1 = 100% chance every month (for each allowed target!) + modifier = { + factor = 0.25 + } + modifier = { + factor = 0 + is_female = yes + age = 40 + } + modifier = { + factor = 0 + is_female = yes + has_character_modifier = lustful_affair_timer + } + modifier = { + factor = 0.5 + FROM = { + is_female = no + num_of_children = 3 + } + } + modifier = { + factor = 0.1 + FROM = { + is_female = no + num_of_children = 6 + } + } + modifier = { + factor = 0.5 + FROM = { + is_female = no + num_of_children = 8 + } + } + + modifier = { + factor = 0 + num_of_lovers = 1 + NOT = { trait = lustful } + NOT = { trait = hedonist } + NOT = { trait = seducer } + NOT = { trait = seductress } + NOT = { has_focus = focus_seduction } + } + + modifier = { + factor = 0.25 + ai = no + } + + modifier = { + factor = 0.1 + is_ruler = no + OR = { + any_spouse = { + ai = no + } + any_consort = { + ai = no + } + } + } + + modifier = { + factor = 10 + FROM = { + OR = { + trait = lustful + trait = hedonist + trait = seducer + trait = seductress + } + } + } + + modifier = { + factor = 0 + OR = { + trait = chaste + trait = ugly + trait = dwarf + trait = inbred + trait = imbecile + trait = clubfooted + trait = harelip + trait = hunchback + trait = eunuch + is_ill = yes + is_pregnant = yes + } + } + modifier = { + factor = 0.25 + is_close_relative = FROM + FROM = { + NOT = { trait = lustful } + NOT = { trait = arbitrary } + NOT = { trait = possessed } + NOT = { trait = lunatic } + } + } + + modifier = { + factor = 0.5 + trait = uncouth + } + modifier = { + factor = 2 + trait = gregarious + } + modifier = { + factor = 5 # A more interesting quarry + OR = { + is_playable = yes + is_married = yes + father_even_if_dead = { + always = yes + } + mother_even_if_dead = { + always = yes + } + } + } + + modifier = { + factor = 10 + trait = fair + } + modifier = { + factor = 3 + trait = groomed + } + } + } + + stop_seduce_decision = { + filter = self + ai_target_filter = self + ai = no + + potential = { + is_marriage_adult = yes + has_focus = focus_seduction + OR = { + has_character_flag = seduction_confirmed + has_any_opinion_modifier = opinion_seducing + } + } + + effect = { + random_opinion_modifier_target = { + limit = { + ROOT = { + has_opinion_modifier = { + who = PREV + modifier = opinion_seducing + } + } + } + save_event_target_as = target_seduced + ROOT = { character_event = { id = WoL.118 tooltip = stop_seduce_decision_tt } } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + stop_seduce_decision_target = { + ai_target_filter = realm + ai = no + + from_potential = { + is_marriage_adult = yes + has_focus = focus_seduction + OR = { + has_character_flag = seduction_confirmed + has_any_opinion_modifier = opinion_seducing + } + } + + potential = { + FROM = { + has_opinion_modifier = { + who = ROOT + modifier = opinion_seducing + } + } + } + + effect = { + save_event_target_as = target_seduced + hidden_tooltip = { + FROM = { character_event = { id = WoL.118 } } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + decision_spy_on = { + only_playable = yes + ai_target_filter = realm + ai_check_interval = 12 + + from_potential = { + is_playable = yes + has_focus = focus_intrigue + NOT = { trait = incapable } + prisoner = no + NOT = { has_any_opinion_modifier = opinion_spying_on } + NOT = { has_any_opinion_modifier = opinion_breaking_out } + } + potential = { + NOT = { trait = incapable } + same_realm = FROM + NOT = { character = FROM } + } + allow = { + prisoner = no + is_adult = yes + is_within_diplo_range = FROM + } + effect = { + hidden_tooltip = { + FROM = { + any_opinion_modifier_target = { + limit = { + reverse_has_opinion_modifier = { + who = PREV + modifier = opinion_spying_on + } + } + reverse_remove_opinion = { + who = PREV + modifier = opinion_spying_on + } + } + opinion = { + who = ROOT + modifier = opinion_spying_on + months = 12000 + } + character_event = { id = WoL.2050 days = 1 } + } + } + } + + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 # 1 = 100% chance every month (for each allowed target!) + modifier = { + factor = 0.25 + } + modifier = { + factor = 0 + NOR = { + is_rival = FROM + is_married = FROM + AND = { + OR = { + is_ruler = yes + has_plot = yes + } + liege = { character = FROM } + } + AND = { + is_ruler = yes + same_liege = FROM + } + } + } + modifier = { + factor = 2.0 + has_plot = yes + } + modifier = { + factor = 5.0 + FROM = { trait = paranoid } + } + modifier = { + factor = 10.0 + in_faction = yes + liege = { character = FROM } + } + modifier = { + factor = 10.0 + FROM = { leads_faction = yes } + in_faction = no + same_liege = FROM + } + } + } + + stop_spy_on_decision = { + filter = self + ai_target_filter = self + ai = no + + potential = { + has_focus = focus_intrigue + has_any_opinion_modifier = opinion_spying_on + } + + effect = { + random_opinion_modifier_target = { + limit = { + ROOT = { + has_opinion_modifier = { + who = PREV + modifier = opinion_spying_on + } + } + } + save_event_target_as = target_spy_on + ROOT = { character_event = { id = WoL.2069 tooltip = stop_spy_on_decision_tt } } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + stop_spy_on_decision_target = { + ai_target_filter = realm + ai = no + + from_potential = { + has_focus = focus_intrigue + has_any_opinion_modifier = opinion_spying_on + } + + potential = { + FROM = { + has_opinion_modifier = { + who = ROOT + modifier = opinion_spying_on + } + } + } + + effect = { + save_event_target_as = target_spy_on + hidden_tooltip = { + FROM = { character_event = { id = WoL.2069 } } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + decision_break_free = { + only_playable = yes + is_high_prio = yes + ai_check_interval = 6 + + ai_target_filter = dynasty + + from_potential = { + is_playable = yes + has_focus = focus_intrigue + NOT = { trait = incapable } + NOT = { has_any_opinion_modifier = opinion_breaking_out } + NOT = { has_any_opinion_modifier = opinion_spying_on } + } + + potential = { + NOT = { character = FROM } + OR = { + AND = { + prisoner = yes + liege = { character = FROM } + host = { NOT = { character = FROM } } + } + AND = { + is_female = yes + is_consort = yes + prisoner = no + consort = { + NOT = { character = FROM } + reverse_has_opinion_modifier = { + who = ROOT + modifier = opinion_forced_consort + } + } + is_close_relative = FROM + } + } + } + + allow = { + NOT = { trait = incapable } + NOT = { has_character_modifier = failed_escape } + NOT = { has_character_modifier = the_fortress } #L3T may extend + } + + effect = { + hidden_tooltip = { + FROM = { + opinion = { + who = ROOT + modifier = opinion_breaking_out + months = 12000 + } + if = { + limit = { ROOT = { prisoner = yes } } + character_event = { id = WoL.2200 days = 1 } + } + if = { + limit = { ROOT = { prisoner = no } } + character_event = { id = WoL.2201 days = 1 } + } + } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 1 # 1 = 100% chance every month (for each allowed target!) + modifier = { + factor = 0.5 + } + modifier = { + factor = 0 + is_rival = FROM + } + modifier = { + factor = 0 + trait = decadent + religion_group = muslim + } + } + } + + invite_to_party = { + only_playable = yes + is_high_prio = yes + ai_target_filter = court + ai_check_interval = 2 + + from_potential = { + is_playable = yes + is_adult = yes + has_focus = focus_carousing + prisoner = no + NOT = { trait = incapable } + NOT = { is_inaccessible_trigger = yes } + NOT = { had_character_flag = { flag = inviting_guests_to_party_timer days = 90 } } + NOT = { has_character_flag = party_host } + } + potential = { + is_adult = yes + prisoner = no + NOT = { is_inaccessible_trigger = yes } + NOT = { trait = incapable } + is_within_diplo_range = FROM + NOT = { has_character_flag = carousing_invite } + NOT = { character = FROM } # Can't do this decision on yourself... + } + allow = { + same_realm = FROM # Can only invite characters in same realm! + NOT = { has_character_modifier = organizing_party } + NOT = { has_character_modifier = party_carousing } + war = no + NOT = { + reverse_has_opinion_modifier = { + modifier = opinion_declined_party + who = FROM + } + } + ROOT = { + custom_tooltip = { + text = tooltip_not_busy + NOT = { has_character_flag = do_not_disturb } + } + } + FROM = { + + war = no + NOT = { has_character_modifier = party_timer } + OR = { + NOT = { religion_group = muslim } + trait = decadent + trait = hedonist + trait = drunkard + } + } + } + effect = { + FROM = { + if = { + limit = { + NOT = { has_character_modifier = organizing_party } + } + add_character_modifier = { + modifier = organizing_party + duration = 120 + } + hidden_tooltip = { character_event = { id = WoL.4010 days = 120 } } # Party to be held in four months + set_character_flag = inviting_guests_to_party_timer + } + set_character_flag = do_not_disturb # NOTE + } + hidden_tooltip = { + letter_event = { id = WoL.4000 days = 7 } # Invitee receives event - any number of invitees possible + } + set_character_flag = carousing_invite + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0.5 #Slow it down + } + modifier = { + factor = 0 + FROM = { has_character_modifier = organizing_party } # AI will only invite one person + } + modifier = { + factor = 0 + OR = { + trait = leper + trait = has_bubonic_plague + trait = has_typhoid_fever + trait = has_typhus + trait = has_measles + trait = has_small_pox + } + } + } + } + +# DEPRECATED: the new version of this can be found in hf_warrior_lodge_decisions.txt +# duel_decision = { +# only_playable = yes +# is_high_prio = yes + # +# #filter = rivals +# ai_target_filter = rivals + # +# from_potential = { +# is_playable = yes +# is_adult = yes +# prisoner = no +# has_dlc = "Way of Life" +# has_focus = focus_war +# has_regent = no +# is_inaccessible_trigger = no +# +# OR = { +# ai = no + # +# is_female = no +# +# AND = { +# is_female = yes +# OR = { +# trait = brave +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# gender_equality_trigger = yes +# } +# } +# } +# } + # +# potential = { +# is_adult = yes +# prisoner = no +# NOT = { character = FROM } +# is_inaccessible_trigger = no +# +# OR = { +# AND = { +# OR = { +# is_rival = FROM +# is_foe = FROM +# AND = { +# FROM = { trait = zealous } +# OR = { +# AND = { +# religion = FROM +# trait = excommunicated +# } +# AND = { +# FROM = { religion_group = muslim } +# trait = decadent +# } +# } +# } +# has_game_rule = { +# name = dueling +# value = restricted +# } +# } +# OR = { +# is_female = no +# +# #Both FROM and ROOT have gender equality +# AND = { +# OR = { +# trait = brave +# gender_equality_trigger = yes +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# } +# FROM = { +# OR = { +# gender_equality_trigger = yes +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# } +# } +# } +# } +# } +# has_game_rule = { +# name = dueling +# value = unrestricted +# } +# } +# } + # +# allow = { +# OR = { +# AND = { +# #Valid reasons for duel +# OR = { +# custom_tooltip = { +# text = duel_tooltip_rivals +# is_rival = FROM +# } +# custom_tooltip = { +# text = duel_tooltip_foes +# is_foe = FROM +# } +# custom_tooltip = { +# text = duel_tooltip_excommunicated +# religion = FROM +# FROM = { trait = zealous } +# trait = excommunicated +# } +# custom_tooltip = { +# text = duel_tooltip_decadent +# FROM = { religion_group = muslim } +# FROM = { trait = zealous } +# trait = decadent +# } +# has_game_rule = { +# name = dueling +# value = restricted +# } +# } +# +# #Both are healthy +# custom_tooltip = { +# text = duel_tooltip_sickness +# FROM = { +# NOR = { +# trait = incapable +# trait = infirm +# trait = has_aztec_disease +# trait = has_small_pox +# trait = has_measles +# trait = has_bubonic_plague +# trait = has_typhus +# trait = has_typhoid_fever +# trait = has_tuberculosis +# trait = leper +# trait = pneumonic +# } +# } +# ROOT = { +# NOR = { +# trait = incapable +# trait = infirm +# trait = has_aztec_disease +# trait = has_small_pox +# trait = has_measles +# trait = has_bubonic_plague +# trait = has_typhus +# trait = has_typhoid_fever +# trait = has_tuberculosis +# trait = leper +# trait = pneumonic +# age = 70 +# } +# } +# } + # +# #Checks gender and some religious stuff +# custom_tooltip = { +# text = duel_tooltip_valid_target +# hidden_tooltip = { ### Not female or challenger religion accepts female warriors +# OR = { +# is_female = no +# +# #Both FROM and ROOT have gender equality +# AND = { +# OR = { +# trait = brave +# gender_equality_trigger = yes +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# } +# FROM = { +# OR = { +# gender_equality_trigger = yes +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# } +# } +# } +# } +# ### Not priest or challenger religion is pagan +# OR = { +# is_priest = no +# FROM = { religion_group = pagan_group } +# } + # +# } +# } +# } +# has_game_rule = { +# name = dueling +# value = unrestricted +# } +# } +# custom_tooltip = { +# text = duel_tooltip_challenged_before +# hidden_tooltip = { +# NOT = { +# has_opinion_modifier = { who = FROM modifier = opinion_fought_duel } +# } +# FROM = { +# NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_fought_duel } } +# NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_fled_duel } } +# } +# } +# } +# custom_tooltip = { +# text = duel_tooltip_recent_duel +# hidden_tooltip = { +# FROM = { NOT = { has_character_modifier = recent_duel_timer } } +# NOT = { has_character_modifier = recent_duel_timer } +# } +# } +# custom_tooltip = { +# text = duel_tooltip_busy +# hidden_tooltip = { +# FROM = { +# NOT = { has_character_flag = do_not_disturb } +# NOT = { war = yes } +# } +# NOT = { has_character_flag = do_not_disturb } +# NOT = { war = yes } +# } +# } +# is_within_diplo_range = ROOT # CPU HEAVY! +# } + # +# effect = { +# if = { +# limit = { +# OR = { +# age = 50 +# trait = wounded +# is_maimed_trigger = yes +# } +# } +# custom_tooltip = { +# text = dishonorable_duel_tooltip +# hidden_tooltip = { +# FROM = { +# any_realm_character = { +# limit = { +# NOT = { character = FROM } +# OR = { +# trait = honest +# trait = kind +# trait = just +# } +# } +# opinion = { +# modifier = opinion_dishonorable_duel +# who = PREV +# months = 36 +# } +# } +# } +# } +# } +# } +# FROM = { +# pacifists_lose_piety_effect = yes +# add_character_modifier = { +# modifier = recent_duel_timer +# duration = 365 +# hidden = yes +# } +# } +# hidden_tooltip = { +# character_event = { id = WoL.11000 } +# } +# } + # +# revoke_allowed = { +# always = no +# } +# ai_will_do = { +# factor = 1 +# modifier = { +# factor = 0 +# has_character_modifier = declined_prestige_duel_timer +# } +# modifier = { +# factor = 0.01 +# } +# } +# } +} + +################################## +# OLD STYLE REGULAR DECISIONS +################################## + +decisions = { + + # Build an observatory (learning focus) + build_observatory = { + only_playable = yes + is_high_prio = yes + ai_check_interval = 24 + + potential = { + is_playable = yes + has_focus = focus_scholarship + NOT = { trait = incapable } + NOT = { trait = scholar } + NOT = { trait = mystic } + NOT = { has_character_flag = building_observatory } + NOT = { has_character_flag = built_observatory } + NOT = { has_character_modifier = studying_the_stars } + NOT = { has_character_modifier = heliocentrist_scholar } + NOT = { has_character_modifier = weird_scholar } + } + allow = { + prisoner = no + wealth = 25 + is_adult = yes + custom_tooltip = { + text = is_not_busy_trigger_tooltip + hidden_tooltip = { NOT = { has_character_flag = do_not_disturb } } + } + } + effect = { + wealth = -25 + set_character_flag = building_observatory + hidden_tooltip = { character_event = { id = WoL.6000 } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + NOT = { wealth = 50 } + } + modifier = { + factor = 0.5 + } + modifier = { + factor = 0.25 + trait = zealous + } + modifier = { + factor = 2 + trait = cynical + } + modifier = { + factor = 0.1 + NOT = { age = 30 } + } + } + } +} \ No newline at end of file diff --git a/L3T/events/ECO+_IMMERSION.txt b/L3T/events/ECO+_IMMERSION.txt index 2673b7f4..4d3a9388 100644 --- a/L3T/events/ECO+_IMMERSION.txt +++ b/L3T/events/ECO+_IMMERSION.txt @@ -847,6 +847,7 @@ province_event = { clr_province_flag = industrie_prospere_C #set_province_flag = industrie_prospere_B owner = { change_stewardship = 1 } + owner = { character_event = { id = L3T.90 }} #updates stewardship bonus owner = { wealth = 250 } } } diff --git a/L3T/events/ECO+_ambition_events.txt b/L3T/events/ECO+_ambition_events.txt index eaf90018..e0163741 100644 --- a/L3T/events/ECO+_ambition_events.txt +++ b/L3T/events/ECO+_ambition_events.txt @@ -5,10 +5,9 @@ namespace = ECO #################### ### Epée légendaire - # Début chaîne d'event character_event = { - id = ECO.311 + id = ECO.310 #focus pulse version desc = "DESCECO.311" picture = GFX_evt_battle border = GFX_event_normal_frame_war @@ -16,12 +15,15 @@ character_event = { capable_only = yes prisoner = no only_men = yes + + is_triggered_only = yes trigger = { + is_adult = yes OR = { AND = { has_focus = focus_war - NOT = { martial = 8 } + NOT = { martial = 15 } } has_ambition = obj_improve_martial } @@ -32,19 +34,114 @@ character_event = { NOT = { has_character_flag = epee } NOT = { has_character_flag = epee_taken } NOT = { has_artifact = legendary_sword_2_0 } - any_demesne_title = { - tier = baron - holding_type = castle - has_building = CA_fonderie_L2 + NOT = { has_artifact = sayf_al_islam } + #any_demesne_title = { + # tier = baron + # holding_type = castle + # has_building = CA_fonderie_L2 + #} + } + + weight_multiplier = { + days = 1 + modifier = { factor = 1.5 NOT = { martial = 7 }} + modifier = { factor = 1.5 NOT = { martial = 6 }} + modifier = { factor = 1.5 NOT = { martial = 5 }} + modifier = { factor = 0.5 war = yes } + modifier = { + factor = 2.0 + any_demesne_title = { + tier = baron + holding_type = castle + has_building = CA_fonderie_L2 + } + } + modifier = { factor = 1.5 has_ambition = obj_create_treasury } + } + + # La chaîne d'event commence + option = { + name = "ECO.311A" + ai_chance = { + factor = 90 + modifier = { + factor = 2 + trait = ambitious + } + } + character_event = { id = ECO.312 days = 30 tooltip = TOOLTIPECO.311A} + set_character_flag = epee + set_character_flag = epee_taken + # On met les flags des events Vanilla ici pour qu'ils n'interfèrent pas + # En mettant cela ici, on évite de changer les events Vanilla + set_character_flag = toy_army + set_character_flag = street_ruffians + set_character_flag = warrior_mentor + } + + # On n'est pas interessé + option = { + name = "ECO.311B" + ai_chance = { + factor = 10 + modifier = { + factor = 10 + trait = content + } + } + custom_tooltip = { text = improve_martial_quit } + } +} +# Début chaîne d'event +character_event = { + id = ECO.311 #normal version + desc = "DESCECO.311" + picture = GFX_evt_battle + border = GFX_event_normal_frame_war + + capable_only = yes + prisoner = no + only_men = yes + + trigger = { + is_adult = yes + OR = { + AND = { + has_focus = focus_war + NOT = { martial = 15 } + } + has_ambition = obj_improve_martial } + wealth = 100 + NOT = { has_character_flag = toy_army } + NOT = { has_character_flag = street_ruffians } + NOT = { has_character_flag = warrior_mentor } + NOT = { has_character_flag = epee } + NOT = { has_character_flag = epee_taken } + NOT = { has_artifact = legendary_sword_2_0 } + NOT = { has_artifact = sayf_al_islam } + #any_demesne_title = { + # tier = baron + # holding_type = castle + # has_building = CA_fonderie_L2 + #} } mean_time_to_happen = { months = 140 - modifier = { factor = 0.9 NOT = { martial = 7 }} - modifier = { factor = 0.9 NOT = { martial = 6 }} - modifier = { factor = 0.9 NOT = { martial = 5 }} - modifier = { factor = 2.0 war = yes } + modifier = { factor = 0.8 NOT = { martial = 7 }} + modifier = { factor = 0.8 NOT = { martial = 6 }} + modifier = { factor = 0.8 NOT = { martial = 5 }} + modifier = { factor = 2.0 war = yes } + modifier = { + factor = 0.5 + any_demesne_title = { + tier = baron + holding_type = castle + has_building = CA_fonderie_L2 + } + } + modifier = { factor = 0.8 has_ambition = obj_create_treasury } } # La chaîne d'event commence @@ -518,7 +615,7 @@ character_event = { ##Le textile # Event de choix de faire la suite ou pas character_event = { - id = ECO.301 + id = ECO.300 #focus pulse version desc = "DESCECO.301" picture = GFX_evt_carriage border = GFX_event_normal_frame_economy @@ -526,12 +623,15 @@ character_event = { capable_only = yes prisoner = no min_age = 16 + + is_triggered_only = yes trigger = { + is_adult = yes OR = { AND = { has_focus = focus_business - NOT = { stewardship = 8 } + NOT = { stewardship = 15 } } has_ambition = obj_improve_stewardship } @@ -543,16 +643,97 @@ character_event = { NOT = { has_character_flag = drap_taken } NOT = { has_character_flag = cadastreux } war = no - any_demesne_province = { - has_province_modifier = elevage4_drap + #any_demesne_province = { + # has_province_modifier = elevage4_drap + #} + } + + weight_multiplier = { + days = 1 + modifier = { factor = 1.5 NOT = { stewardship = 7 }} + modifier = { factor = 1.5 NOT = { stewardship = 6 }} + modifier = { factor = 1.5 NOT = { stewardship = 5 }} + modifier = { factor = 0.5 war = yes } + modifier = { + factor = 2.0 + any_demesne_province = { has_province_modifier = elevage4_drap } + } + } + + option = { + name = "ECO.301A" + ai_chance = { + factor = 90 + modifier = { + factor = 2 + trait = ambitious + } + } + character_event = { id = ECO.302 days = 30 tooltip = TOOLTIPECO.301A} + set_character_flag = drap + set_character_flag = drap_taken + # On met les flags des events Vanilla ici pour qu'ils n'interfèrent pas + # En mettant cela ici, on évite de changer les events Vanilla + set_character_flag = the_inn + set_character_flag = the_garden + set_character_flag = the_survey + } + option = { + name = "ECO.301B" + ai_chance = { + factor = 10 + modifier = { + factor = 10 + trait = content + } + } + custom_tooltip = { text = improve_stewardship_quit } + set_character_flag = drap_taken + } +} + +character_event = { + id = ECO.301 + desc = "DESCECO.301" + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + capable_only = yes + prisoner = no + min_age = 16 + + trigger = { + is_adult = yes + OR = { + AND = { + has_focus = focus_business + NOT = { stewardship = 15 } + } + has_ambition = obj_improve_stewardship } + wealth = 50 + NOT = { has_character_flag = the_inn } + NOT = { has_character_flag = the_garden } + NOT = { has_character_flag = the_survey } + NOT = { has_character_flag = drap } + NOT = { has_character_flag = drap_taken } + NOT = { has_character_flag = cadastreux } + war = no + #any_demesne_province = { + # has_province_modifier = elevage4_drap + #} } mean_time_to_happen = { months = 140 - modifier = { factor = 0.9 NOT = { stewardship = 7 }} - modifier = { factor = 0.9 NOT = { stewardship = 6 }} - modifier = { factor = 0.9 NOT = { stewardship = 5 }} + modifier = { factor = 0.8 NOT = { stewardship = 7 }} + modifier = { factor = 0.8 NOT = { stewardship = 6 }} + modifier = { factor = 0.8 NOT = { stewardship = 5 }} + modifier = { factor = 2.0 war = yes } + modifier = { + factor = 0.5 + any_demesne_province = { has_province_modifier = elevage4_drap } + } } option = { @@ -583,6 +764,7 @@ character_event = { } } custom_tooltip = { text = improve_stewardship_quit } + set_character_flag = drap_taken } } # Choix de l'achat @@ -677,9 +859,9 @@ character_event = { 18 = { wealth = 8 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303E} } 19 = { wealth = 10 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303F} } 15 = { wealth = 12 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303G} } - 11 = { wealth = 14 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303H} } - 6 = { wealth = 16 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303I} } - 4 = { wealth = 18 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303J} } + 11 = { wealth = 14 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303H} set_character_flag = good_selling_xp } + 6 = { wealth = 16 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303I} set_character_flag = good_selling_xp } + 4 = { wealth = 18 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.303J} set_character_flag = good_selling_xp } } } } @@ -713,9 +895,9 @@ character_event = { 18 = { wealth = 20 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304E} } 19 = { wealth = 25 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304F} } 15 = { wealth = 30 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304G} } - 11 = { wealth = 35 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304H} } - 6 = { wealth = 40 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304I} } - 4 = { wealth = 45 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304J} } + 11 = { wealth = 35 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304H} set_character_flag = good_selling_xp } + 6 = { wealth = 40 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304I} set_character_flag = good_selling_xp } + 4 = { wealth = 45 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.304J} set_character_flag = good_selling_xp } } } } @@ -749,9 +931,9 @@ character_event = { 19 = { wealth = 40 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305E} } 18 = { wealth = 50 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305F} } 13 = { wealth = 60 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305G} } - 8 = { wealth = 70 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305H} } - 5 = { wealth = 80 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305I} } - 2 = { wealth = 90 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305J} } + 8 = { wealth = 70 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305H} set_character_flag = good_selling_xp } + 5 = { wealth = 80 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305I} set_character_flag = good_selling_xp } + 2 = { wealth = 90 character_event = { id = ECO.306 days = 30 tooltip = TOOLTIPECO.305J} set_character_flag = good_selling_xp } } } } @@ -791,7 +973,7 @@ character_event = { add_trait = greedy } } - 50 = { prestige = 10 } + 50 = { prestige = 15 } } character_event = { id = ECO.307 days = 30 tooltip = TOOLTIPECO.306A} } @@ -813,11 +995,13 @@ character_event = { add_trait = charitable } } - 50 = { piety = 10 } + 50 = { piety = 15 } } character_event = { id = ECO.307 days = 30 tooltip = TOOLTIPECO.306B} } } + + # Fin de la chaîne character_event = { id = ECO.307 @@ -831,16 +1015,104 @@ character_event = { option = { name = "ECO.307A" + trigger = { NOT = { has_character_flag = good_selling_xp }} change_stewardship = 1 + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus clr_character_flag = drap # Retire les flags Vanille clr_character_flag = the_inn clr_character_flag = the_garden clr_character_flag = the_survey + clr_character_flag = good_selling_xp + } + + option = { + name = "ECO.307B" + trigger = { has_character_flag = good_selling_xp } + change_stewardship = 2 + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus + clr_character_flag = drap + # Retire les flags Vanille + clr_character_flag = the_inn + clr_character_flag = the_garden + clr_character_flag = the_survey + clr_character_flag = good_selling_xp } } ##Le cadastre +narrative_event = { + id = ECO.308 #focus pulse version + desc = "DESCECO.319" + picture = GFX_evt_L3T_carte + border = GFX_event_narrative_frame_economy + title = "NAMEECO.319" + + capable_only = yes + prisoner = no + min_age = 16 + + is_triggered_only = yes + + trigger = { + OR = { + AND = { + has_focus = focus_business + NOT = { stewardship = 15 } + } + has_ambition = obj_improve_stewardship + } + wealth = 100 + NOT = { has_character_flag = the_inn } + NOT = { has_character_flag = the_garden } + NOT = { has_character_flag = the_survey } + NOT = { has_character_flag = drap } + war = no + NOT = { has_character_flag = cadastreux } #ne peut plus relancer cette session une fois entamée, même terminée + NOT = { has_character_flag = cadastreux_termine } + NOT = { has_character_flag = cadastreux_refuse } + } + + weight_multiplier = { + days = 1 + modifier = { factor = 1.5 NOT = { stewardship = 7 }} + modifier = { factor = 1.5 NOT = { stewardship = 6 }} + modifier = { factor = 1.5 NOT = { stewardship = 5 }} + modifier = { factor = 0.5 war = yes } + } + + option = { + name = "ECO.319A" + ai_chance = { + factor = 90 + modifier = { + factor = 2 + trait = ambitious + } + } + custom_tooltip = { text = TOOLTIPECO319 } + set_character_flag = cadastreux + hidden_tooltip = { ROOT = { set_variable = { which = "cadastre" value = 1}}} + # On met les flags des events Vanilla ici pour qu'ils n'interfèrent pas + # En mettant cela ici, on évite de changer les events Vanilla + set_character_flag = the_inn + set_character_flag = the_garden + set_character_flag = the_survey + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains + } + option = { + name = "ECO.319B" + ai_chance = { + factor = 10 + modifier = { + factor = 10 + trait = content + } + } + custom_tooltip = { text = improve_stewardship_quit } #d'autres moyens + set_character_flag = cadastreux_refuse #ne se le reverra pas proposé + } +} narrative_event = { id = ECO.319 desc = "DESCECO.319" @@ -856,7 +1128,7 @@ narrative_event = { OR = { AND = { has_focus = focus_business - NOT = { stewardship = 10 } + NOT = { stewardship = 15 } } has_ambition = obj_improve_stewardship } @@ -873,6 +1145,10 @@ narrative_event = { mean_time_to_happen = { months = 140 + modifier = { factor = 0.8 NOT = { stewardship = 7 }} + modifier = { factor = 0.8 NOT = { stewardship = 6 }} + modifier = { factor = 0.8 NOT = { stewardship = 5 }} + modifier = { factor = 2.0 war = yes } } option = { @@ -892,6 +1168,7 @@ narrative_event = { set_character_flag = the_inn set_character_flag = the_garden set_character_flag = the_survey + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } option = { name = "ECO.319B" @@ -923,16 +1200,16 @@ character_event = { #régler les conflits de parcelles #acception/refus OR = { AND = { has_focus = focus_business - NOT = { stewardship = 8 } + NOT = { stewardship = 15 } } has_ambition = obj_improve_stewardship } wealth = 100 - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - NOT = { has_character_flag = drap } - NOT = { has_character_flag = drap_taken } + #NOT = { has_character_flag = the_inn } + #NOT = { has_character_flag = the_garden } + #NOT = { has_character_flag = the_survey } + #NOT = { has_character_flag = drap } + #NOT = { has_character_flag = drap_taken } #war = no has_character_flag = cadastreux NOT = { has_character_flag = chaine_cadastre_1_refusee } @@ -960,6 +1237,7 @@ character_event = { #régler les conflits de parcelles #acception/refus } } set_character_flag = chaine_cadastre_1_refusee + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } } character_event = { #régler les conflits de parcelle : sur le terrain @@ -996,6 +1274,7 @@ character_event = { #régler les conflits de parcelle : sur le terrain } custom_tooltip = { text = TOOLTIPECO3202B } set_character_flag = chaine_cadastre_1_terminee #fin prématurée + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } } character_event = { #faire les mesures @@ -1021,6 +1300,7 @@ character_event = { #faire les mesures } } hidden_tooltip = { ROOT = { change_variable = { which = "cadastre" value = 1}}} + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } option = { name = "ECO.3202B" #faire preuve de clémence fiscale @@ -1044,6 +1324,7 @@ character_event = { #faire les mesures } } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } } #Inventaire des fiefs #chaine 2 @@ -1062,16 +1343,16 @@ character_event = { #Inventaire des fiefs #acception/refus OR = { AND = { has_focus = focus_business - NOT = { stewardship = 8 } + NOT = { stewardship = 15 } } has_ambition = obj_improve_stewardship } wealth = 100 - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - NOT = { has_character_flag = drap } - NOT = { has_character_flag = drap_taken } + #NOT = { has_character_flag = the_inn } + #NOT = { has_character_flag = the_garden } + #NOT = { has_character_flag = the_survey } + #NOT = { has_character_flag = drap } + #NOT = { has_character_flag = drap_taken } #war = no has_character_flag = cadastreux NOT = { has_character_flag = chaine_cadastre_2_refusee } @@ -1092,6 +1373,7 @@ character_event = { #Inventaire des fiefs #acception/refus } } set_character_flag = chaine_cadastre_2_refusee + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } option = { name = "ECO.321B" #intérêt #propres fiefs @@ -1302,6 +1584,7 @@ character_event = { #allons plus loin ? registre or not registre ? } } hidden_tooltip = { ROOT = { change_variable = { which = "cadastre" value = 1}}} + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains wealth = -50 } option = { @@ -1313,6 +1596,7 @@ character_event = { #allons plus loin ? registre or not registre ? trait = content } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains prestige = 25 } } @@ -1332,33 +1616,22 @@ character_event = { #cartographier nos fiefs ? #acception/refus OR = { AND = { has_focus = focus_business - NOT = { stewardship = 8 } + NOT = { stewardship = 15 } } has_ambition = obj_improve_stewardship } wealth = 100 - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - NOT = { has_character_flag = drap } - NOT = { has_character_flag = drap_taken } + #NOT = { has_character_flag = the_inn } + #NOT = { has_character_flag = the_garden } + #NOT = { has_character_flag = the_survey } + #NOT = { has_character_flag = drap } + #NOT = { has_character_flag = drap_taken } #war = no has_character_flag = cadastreux NOT = { has_character_flag = chaine_cadastre_3_refusee } NOT = { has_character_flag = chaine_cadastre_3_terminee } } - - option = { - name = "ECO.322A" #pas intéressé - ai_chance = { - factor = 90 - modifier = { - factor = 2 - trait = ambitious - } - } - set_character_flag = chaine_cadastre_3_refusee - } + option = { name = "ECO.322B" #intérêt ai_chance = { @@ -1370,7 +1643,20 @@ character_event = { #cartographier nos fiefs ? #acception/refus } hidden_tooltip = { ROOT = { change_variable = { which = "cadastre" value = 1}}} character_event = { id = ECO.3221 days = 30 tooltip = TOOLTIPECO3221} + } + option = { + name = "ECO.322A" #pas intéressé + ai_chance = { + factor = 90 + modifier = { + factor = 2 + trait = ambitious + } + } + set_character_flag = chaine_cadastre_3_refusee + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } + } character_event = { #existant ou néant ? id = ECO.3221 @@ -1404,6 +1690,7 @@ character_event = { #existant ou néant ? 50 = { ROOT = { change_variable = { which = "cadastre" value = 1}}} } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains wealth = -40 } option = { @@ -1421,6 +1708,7 @@ character_event = { #existant ou néant ? 50 = { ROOT = { change_variable = { which = "cadastre" value = 2}}} } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains wealth = -80 } option = { @@ -1432,6 +1720,7 @@ character_event = { #existant ou néant ? trait = content } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } } #harmoniser les mesures ? #chaine 4 @@ -1450,33 +1739,22 @@ character_event = { #harmoniser les mesures ? #acception/refus OR = { AND = { has_focus = focus_business - NOT = { stewardship = 8 } + NOT = { stewardship = 15 } } has_ambition = obj_improve_stewardship } wealth = 100 - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - NOT = { has_character_flag = drap } - NOT = { has_character_flag = drap_taken } + #NOT = { has_character_flag = the_inn } + #NOT = { has_character_flag = the_garden } + #NOT = { has_character_flag = the_survey } + #NOT = { has_character_flag = drap } + #NOT = { has_character_flag = drap_taken } #war = no has_character_flag = cadastreux NOT = { has_character_flag = chaine_cadastre_4_refusee } NOT = { has_character_flag = chaine_cadastre_4_terminee } } - - option = { - name = "ECO.323A" #pas intéressé - ai_chance = { - factor = 90 - modifier = { - factor = 2 - trait = ambitious - } - } - set_character_flag = chaine_cadastre_4_refusee - } + option = { name = "ECO.323B" #intérêt ai_chance = { @@ -1489,6 +1767,19 @@ character_event = { #harmoniser les mesures ? #acception/refus hidden_tooltip = { ROOT = { change_variable = { which = "cadastre" value = 1}}} character_event = { id = ECO.3231 days = 30 tooltip = TOOLTIPECO3231} } + option = { + name = "ECO.323A" #pas intéressé + ai_chance = { + factor = 90 + modifier = { + factor = 2 + trait = ambitious + } + } + set_character_flag = chaine_cadastre_4_refusee + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains + } + } character_event = { #harmoniser les mesures id = ECO.3231 @@ -1512,6 +1803,7 @@ character_event = { #harmoniser les mesures trait = proud } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains prestige = 50 wealth = 25 } @@ -1524,6 +1816,7 @@ character_event = { #harmoniser les mesures NOT = { wealth = 50 } } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains prestige = -50 wealth = 65 } @@ -1536,9 +1829,34 @@ character_event = { #harmoniser les mesures trait = slothful } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains prestige = -25 wealth = 45 } + option = { + name = "ECO.3231D" #inventer quelque chose + custom_tooltip = { text = TOOLTIPECO3231D } + ai_chance = { + factor = 10 + modifier = { + factor = 5 + trait = mystic + } + } + random_list = { + 20 = { prestige = 50 } + 30 = { prestige = 25 } + 30 = { prestige = -25 } + 20 = { prestige = -50 } + } + random_list = { + 20 = { wealth = -25 } + 30 = { wealth = 25 } + 30 = { wealth = 45 } + 20 = { wealth = 65 } + } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains + } } #conclusions narrative_event = { @@ -1550,7 +1868,9 @@ narrative_event = { capable_only = yes prisoner = no - + + is_triggered_only = yes + trigger = { has_character_flag = cadastreux NOT = { has_character_flag = cadastreux_termine } @@ -1566,17 +1886,17 @@ narrative_event = { } } - mean_time_to_happen = { - months = 12 - modifier = { factor = 1.20 has_character_flag = chaine_cadastre_1_refusee } - modifier = { factor = 1.50 has_character_flag = chaine_cadastre_2_refusee } - modifier = { factor = 1.20 has_character_flag = chaine_cadastre_3_refusee } - modifier = { factor = 1.20 has_character_flag = chaine_cadastre_4_refusee } - modifier = { factor = 0.80 has_character_flag = chaine_cadastre_1_terminee } - modifier = { factor = 0.60 has_character_flag = chaine_cadastre_2_terminee } - modifier = { factor = 0.80 has_character_flag = chaine_cadastre_3_terminee } - modifier = { factor = 0.80 has_character_flag = chaine_cadastre_4_terminee } - } + #mean_time_to_happen = { + # months = 12 + # modifier = { factor = 1.20 has_character_flag = chaine_cadastre_1_refusee } + # modifier = { factor = 1.50 has_character_flag = chaine_cadastre_2_refusee } + # modifier = { factor = 1.20 has_character_flag = chaine_cadastre_3_refusee } + # modifier = { factor = 1.20 has_character_flag = chaine_cadastre_4_refusee } + # modifier = { factor = 0.80 has_character_flag = chaine_cadastre_1_terminee } + # modifier = { factor = 0.60 has_character_flag = chaine_cadastre_2_terminee } + # modifier = { factor = 0.80 has_character_flag = chaine_cadastre_3_terminee } + # modifier = { factor = 0.80 has_character_flag = chaine_cadastre_4_terminee } + #} immediate = { } @@ -1594,7 +1914,13 @@ narrative_event = { check_variable = { which = "cadastre" value = 10 } is_female = no } - change_stewardship = 1 + change_stewardship = 2 + random = { + chance = 20 + modifier = { factor = 4 check_variable = { which = "cadastre" value = 12 }} + change_stewardship = 1 + } + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus random_list = { 50 = { give_nickname = nick_larpenteur } 50 = { give_nickname = nick_le_cartographe } @@ -1612,7 +1938,13 @@ narrative_event = { check_variable = { which = "cadastre" value = 10 } is_female = yes } - change_stewardship = 1 + change_stewardship = 2 + random = { + chance = 20 + modifier = { factor = 3 check_variable = { which = "cadastre" value = 12 }} + change_stewardship = 1 + } + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus random_list = { 50 = { give_nickname = nick_larpenteuse } 50 = { give_nickname = nick_la_cartographe } @@ -1635,9 +1967,13 @@ narrative_event = { 50 = { give_nickname = nick_larpenteur } 50 = { give_nickname = nick_le_cartographe } } + change_stewardship = 1 random = { chance = 50 + modifier = { factor = 0.8 NOT = { check_variable = { which = "cadastre" value = 8 }}} + modifier = { factor = 1.2 check_variable = { which = "cadastre" value = 9 }} change_stewardship = 1 + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus } } option = { @@ -1657,9 +1993,13 @@ narrative_event = { 50 = { give_nickname = nick_larpenteuse } 50 = { give_nickname = nick_la_cartographe } } + change_stewardship = 1 random = { chance = 50 + modifier = { factor = 0.8 NOT = { check_variable = { which = "cadastre" value = 8 }}} + modifier = { factor = 1.2 check_variable = { which = "cadastre" value = 9 }} change_stewardship = 1 + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus } } option = { @@ -1680,8 +2020,11 @@ narrative_event = { 50 = { give_nickname = nick_le_cartographe } } random = { - chance = 25 + chance = 50 + modifier = { factor = 0.8 NOT = { check_variable = { which = "cadastre" value = 5 }}} + modifier = { factor = 1.2 check_variable = { which = "cadastre" value = 6 }} change_stewardship = 1 + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus } } option = { @@ -1702,8 +2045,11 @@ narrative_event = { 50 = { give_nickname = nick_la_cartographe } } random = { - chance = 25 + chance = 50 + modifier = { factor = 0.8 NOT = { check_variable = { which = "cadastre" value = 5 }}} + modifier = { factor = 1.2 check_variable = { which = "cadastre" value = 6 }} change_stewardship = 1 + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus } } option = { @@ -1724,16 +2070,25 @@ narrative_event = { NOT = { check_variable = { which = "cadastre" value = 10 }} # Il existe un moyen de gagner des points OR = { - NOT = { has_character_flag = chaine_cadastre_1_refusee } - NOT = { has_character_flag = chaine_cadastre_1_terminee } - NOT = { has_character_flag = chaine_cadastre_2_refusee } - NOT = { has_character_flag = chaine_cadastre_2_terminee } - NOT = { has_character_flag = chaine_cadastre_3_refusee } - NOT = { has_character_flag = chaine_cadastre_3_terminee } - NOT = { has_character_flag = chaine_cadastre_4_refusee } - NOT = { has_character_flag = chaine_cadastre_4_terminee } + NOT = { + has_character_flag = chaine_cadastre_1_refusee + has_character_flag = chaine_cadastre_1_terminee + } + NOT = { + has_character_flag = chaine_cadastre_2_refusee + has_character_flag = chaine_cadastre_2_terminee + } + NOT = { + has_character_flag = chaine_cadastre_3_refusee + has_character_flag = chaine_cadastre_3_terminee + } + NOT = { + has_character_flag = chaine_cadastre_4_refusee + has_character_flag = chaine_cadastre_4_terminee + } } } + hidden_tooltip = { character_event = { id = ECO.326}} #launches tombola for the 4 chains } } character_event = { #aller plus loin ? @@ -1857,6 +2212,7 @@ character_event = { #cadastre achevé name = "ECO.3252A" prestige = 100 change_stewardship = 1 + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus custom_tooltip = { text = entree_chronique } chronicle = { entry = CHRONICLE_CADASTRE @@ -1865,4 +2221,125 @@ character_event = { #cadastre achevé location = { add_province_modifier = { name = redaction_dun_cadastre duration = 3650 }} } } +#event tombola +character_event = { + id = ECO.326 + hide_window = yes + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { + modifier = { + factor = 0 + OR = { + has_character_flag = chaine_cadastre_1_refusee + has_character_flag = chaine_cadastre_1_terminee + } + } + modifier = { + factor = 2 + NOT = { + has_character_flag = chaine_cadastre_1_terminee + has_character_flag = chaine_cadastre_2_terminee + has_character_flag = chaine_cadastre_3_terminee + has_character_flag = chaine_cadastre_4_terminee + } + } + character_event = { id = ECO.320 days=30 random=15 } + } + 10 = { + modifier = { + factor = 0 + OR = { + has_character_flag = chaine_cadastre_2_refusee + has_character_flag = chaine_cadastre_2_terminee + } + } + modifier = { + factor = 2 + NOT = { + has_character_flag = chaine_cadastre_1_terminee + has_character_flag = chaine_cadastre_2_terminee + has_character_flag = chaine_cadastre_3_terminee + has_character_flag = chaine_cadastre_4_terminee + } + } + character_event = { id = ECO.321 days=30 random=15 } + } + 10 = { + modifier = { + factor = 0 + OR = { + has_character_flag = chaine_cadastre_3_refusee + has_character_flag = chaine_cadastre_3_terminee + } + } + modifier = { + factor = 2 + NOT = { + has_character_flag = chaine_cadastre_1_terminee + has_character_flag = chaine_cadastre_2_terminee + has_character_flag = chaine_cadastre_3_terminee + has_character_flag = chaine_cadastre_4_terminee + } + } + character_event = { id = ECO.322 days=30 random=15 } + } + 10 = { + modifier = { + factor = 0 + OR = { + has_character_flag = chaine_cadastre_4_refusee + has_character_flag = chaine_cadastre_4_terminee + } + } + modifier = { + factor = 2 + NOT = { + has_character_flag = chaine_cadastre_1_terminee + has_character_flag = chaine_cadastre_2_terminee + has_character_flag = chaine_cadastre_3_terminee + has_character_flag = chaine_cadastre_4_terminee + } + } + character_event = { id = ECO.323 days=30 random=15 } + } + 10 = { + modifier = { + factor = 0 + NOT = { + has_character_flag = chaine_cadastre_1_refusee + has_character_flag = chaine_cadastre_1_terminee + has_character_flag = chaine_cadastre_2_refusee + has_character_flag = chaine_cadastre_2_terminee + has_character_flag = chaine_cadastre_3_refusee + has_character_flag = chaine_cadastre_3_terminee + has_character_flag = chaine_cadastre_4_refusee + has_character_flag = chaine_cadastre_4_terminee + } + } + modifier = { + factor = 100 + OR = { + AND = { + has_character_flag = chaine_cadastre_1_refusee + has_character_flag = chaine_cadastre_2_refusee + has_character_flag = chaine_cadastre_3_refusee + has_character_flag = chaine_cadastre_4_refusee + } + AND = { + has_character_flag = chaine_cadastre_1_terminee + has_character_flag = chaine_cadastre_2_terminee + has_character_flag = chaine_cadastre_3_terminee + has_character_flag = chaine_cadastre_4_terminee + } + } + } + #finishing + narrative_event = { id = ECO.324 days=10 random=5 } + } + } + } +} \ No newline at end of file diff --git a/L3T/events/HF_baptism_events.txt b/L3T/events/HF_baptism_events.txt index 3174d86d..4164c16f 100644 --- a/L3T/events/HF_baptism_events.txt +++ b/L3T/events/HF_baptism_events.txt @@ -7865,9 +7865,10 @@ character_event = { option = { #Prince-bishop Baptism name = EVTOPTBHF20100 custom_tooltip = { text = tooltip_HF20100_B } - trigger = { event_target:scoped_bishop = { is_alive = yes } } + #trigger = { event_target:scoped_bishop = { is_alive = yes } } show_portrait = scoped_bishop trigger = { + event_target:scoped_bishop = { is_alive = yes } any_realm_character = { is_theocracy = yes top_liege = { character = ROOT } @@ -9354,9 +9355,10 @@ character_event = { option = { #Prince-bishop Baptism name = EVTOPTBHF20100 custom_tooltip = { text = tooltip_HF20100_B } - trigger = { event_target:scoped_bishop = { is_alive = yes } } + #trigger = { event_target:scoped_bishop = { is_alive = yes } } show_portrait = scoped_bishop trigger = { + event_target:scoped_bishop = { is_alive = yes } #L3T fixing vanilla any_realm_character = { is_theocracy = yes top_liege = { character = ROOT } diff --git a/L3T/events/ID_list.txt b/L3T/events/ID_list.txt index 4e433d61..1e9ee113 100644 --- a/L3T/events/ID_list.txt +++ b/L3T/events/ID_list.txt @@ -4,65 +4,93 @@ #List ID des events. #namespace = L3T +#TCL language for better reading of the file # Cf [COMMENTE] pour les events qui ne sont pas disponibles car commentés # Cf [NON INCLUS] pour les fichiers d'events non inclus dans la version courante ###L3T_init_DOMAINES.txt -#id = L3T.3 #SPEC domaine Féodal -#id = L3T.31 #domaine Féodal capitals are feudal cities -#id = L3T.4 #SPEC domaine Communal -#id = L3T.41 #domaine Communal province à double cité +#id = L3T.30 #SPEC domaine Féodal +#id = L3T.31 #domaine Féodal capitals are feudal cities (on_action) + +#id = L3T.40 #SPEC domaine Communal +#id = L3T.41 #domaine Communal province à double cité (on_action) +#id = L3T.42 #upgrade CITE L2 (on_action) +#id = L3T.43 #upgrade CITE L3 (on_action) +#id = L3T.44 #FREE #id = L3T.45#city apocalypto #id = L3T.46#city apocalypto end -#obsolete#id = L3T.5 #upgrade CITE GRANDE L1 vers L2 à rename en 4x +#id = L3T.50's #####FREE SLOT + +#id = L3T.60 #SPEC domaine Ecclésial +#id = L3T.61 #domaine Ecclésial hardcode (on_action) +#id = L3T.62 #old cathedral and spe in religious province for capitals (on_action) +#id = L3T.63 #filling the grid of old cathedrals (on_action) +#id = L3T.64 #attribution règle monastique (on_action) -#id = L3T.6 #SPEC domaine Ecclésial -#id = L3T.61 #domaine Ecclésial hardcode -#id = L3T.62 #old cathedral and spe in religious province for capitals -#id = L3T.63 #filling the grid ofold cathedrals +#id = L3T.70's #####FREE SLOT +#id = L3T.80's used in job_chancellor_L3T_add.txt +#id = L3T.90's used in job_treasurer_L3T_add.txt -#id = L3T.7 #attribution règle monastique +#id = L3T.3 #Init built holding (on_action) -#id = L3T.9 #Init built holding (on_action) +###L3T_init_GENERAL.txt -###L3T_mod_selection.txt -#id = L3T.1 #mode debug //activation -#id = L3T.2 #mode debug //désactivation +#id = L3T.1 #mode debug //activation/désactivation +#id = L3T.2 #technology adjusting +#id = L3T.3 ##used in L3T_init_DOMAINES.txt +#id = L3T.4-8 #####FREE SLOT #id = L3T.10 #détection de la carte + paix de Dieu #id = L3T.11 #fin paix de Dieu #id = L3T.12 #boost IA gold+piety +#id = L3T.13 #####FREE SLOT +#id = L3T.14 #stewardship delegation + +#id = L3T.20 #maintenance capitales - initiate/update +#id = L3T.21 #maintenance capitales - removal +#id = L3T.22 #ressources +#id = L3T.23 #temple pre-spec +#id = L3T.24 #castle pre-spec +#id = L3T.25 #city pre-spec +#id = L3T.26 #####FREE SLOT +#id = L3T.27 #####FREE SLOT +#id = L3T.28 #toute carte - Cols attribution +#id = L3T.29 #toute carte - Cols notification -###id = L3T.13 #adbication (provisoire, la localisation de la décision porte cet ID} - -###L3T_mod_selection_SWMH.txt -#id = L3T.20 #SWMH attribution coasts rivers lands +###job_chancellor_L3T_add.txt -###L3T_mod_selection_LCDA.txt -#id = L3T.21#LCDA attribution coasts rivers lands +#id = L3T.80 #successful arrestation, inform everyone +#id = L3T.81 #Chancellor heard about the arrestation attempt, choosing what to do +#id = L3T.82 #Chancellor is informed he has fled but have to abandon job +#id = L3T.83 #liege is informed about chancellor's failure and return +#id = L3T.84 #noble is informed about chancellor's arrestation and banishment +#id = L3T.85 #claim fabricated on a barony +#id = L3T.86 #recurrent claim fabrication cost +#id = L3T.87-89 ######FREE SLOT -###L3T_mod_selection_VANI.txt -#id = L3T.22 #Vanilla attribution coasts rivers lands +###job_treasurer_L3T_add.txt -###L3T_mod_selection.txt -#id = L3T.28 #toute carte - Cols attribution -#id = L3T.29 #toute carte - Cols notification +#id = L3T.90 #realm_stewardship_balance (on_yearly_pulse) +#id = L3T.91 #stewardship delegation +#id = L3T.92 #death of liege or steward (on_death) +#id = L3T.93 #fixing asymetry (on_yearly_pulse) +#id = L3T.94 #inform liege and treasurer about the end of delegation (due to ruler) +#id = L3T.95 #inform liege and treasurer about the end of delegation (due to steward) +#id = L3T.96 #inform liege and treasurer about the end of delegation (due to death) -#id = L3T.50#maintenance capitales - update -#id = L3T.51#maintenance capitales - removal +##job_marshal_L3T_add.txt -###[NON INCLUS] L3T_minorite.txt -#id = L3T.15 #event initial -#id = L3T.16 #check annuel religion -#id = L3T.17 #marquage conversion depuis -#id = L3T.18 # -#id = L3T.19 # +#id = L3T.97 #send skillful marshal purging the province from thieves smugglers robbers +#id = L3T.98 #send skillful spymaster kill villains's chief +#id = L3T.99 #inform of success/failure +#id = L3T.100 #what to make with the loot (TO DO) ###L3T_population.txt + #id = L3T.1101 #initialisation dev variable (devv) buildings #id = L3T.1102 #check dev variable settlement decision #id = L3T.1103 #dev variable natural growth @@ -86,7 +114,17 @@ #id = L3T.114 #upgrade population TP vers L4 #id = L3T.115 #upgrade population TP vers L5 +###[NON INCLUS] L3T_pop_minorities.txt + +#A RETAG 120 121 122 123 124 125 +#id = L3T.120 #initial event (on_action) +#id = L3T.121 #annual religion check for variables (on_action) +#id = L3T.122 #on_county_religion_change test (on_action) +#id = L3T.123 # +#id = L3T.124 # + ###L3T_pop_notifications.txt + #id = L3T.11031 #dev changes notifs debug #id = L3T.11032 #dev changes notifs debug #id = L3T.11033 #dev changes notifs debug @@ -99,6 +137,7 @@ #id = L3T.11095 #dev variable ress adv+20 ###L3T_building_modifiers.txt + #id = L3T.201 # Give the chapelle modifier 1 year after starting the building #id = L3T.202 # Give the chapelle modifier to the new holder and remove it to the old #id = L3T.203 # Give the chapelle modifier @@ -125,11 +164,9 @@ #id = L3T.224 # Remove the chancellerie modifier #id = L3T.225 # Remove the feodal_adm_modifier [MAINTENANCE EVENT] #id = L3T.226 # Add the feodal_adm_modifier [MAINTENANCE EVENT] -#id = L3T.227 # Wait a little before to alert that it can be a good idea to move the capital -#id = L3T.228 # Pass by the province to localize its name -#id = L3T.229 # Alert that it can be a good idea to move the capital -#id = L3T.230-237 see L3T_building_prestige_cost.txt -#id = L3T.237-240 FREE +#id = L3T.227-229 FREE #obsolete since all capital castles are feudal cities now +#id = L3T.230-234 see L3T_building_prestige_cost.txt +#id = L3T.235-240 FREE #id = L3T.241 # Give the library_1 modifier 1 year after starting the building #id = L3T.242 # Give the library_1 modifier to the new holder and remove it to the old #id = L3T.243 # Give the library_1 modifier @@ -138,22 +175,21 @@ #id = L3T.246 # Give the library_2 modifier to the new holder and remove it to the old #id = L3T.247 # Give the library_2 modifier #id = L3T.248 # Remove the library_2 modifier -#id = L3T.249 FREE - -#L3T_building_prestige_cost.txt -#id = L3T.230 # Spends prestige point for building ca_tour_L4 -#id = L3T.232 # Spends prestige point for building ca_eglise_L4 -#id = L3T.231 # Spends prestige point for building ca_con_wall_6 -#id = L3T.233 # Spends prestige point for building ct_training_grounds_3 -#id = L3T.234 # Spends prestige point for building ct_eglise_L4 -#id = L3T.235 # Spends prestige point for building ct_eglise_L5 -#id = L3T.236 # Spends prestige point for building TR_bureau_3 -#id = L3T.237 # Spends prestige point for building TR_cartographe_2 -#id = L3T.237-240 FREE -#id = L3T.241-248 # See L3T_building_modifiers.txt -#id = L3T.249 FREE - -#L3T_various_flavour.txt +#id = L3T.249 # Cells capacity for fortress prison +#id = L3T.2490 # Ransomed or released from prison maintenance event + +##L3T_building_prestige_cost.txt + +#id = L3T.230 # Spends prestige point for building cost 30 +#id = L3T.231 # Spends prestige point for building cost 60 +#id = L3T.232 # Spends prestige point for building cost 70 +#id = L3T.233 # Spends prestige point for building cost 90 +#id = L3T.234 # Spends prestige point for building cost 120 +#id = L3T.235-240 FREE +#id = L3T.241-249 # See L3T_building_modifiers.txt + +##L3T_various_flavour.txt + #id = L3T.250 #Buy books decision //choose who/where to buy it #id = L3T.251 #Buy books decision //choose the type of book #id = L3T.2510 #Buy + Studying books decision //flag cleaner @@ -179,10 +215,12 @@ #id = L3T.256 #clean used book flag on artifact inheritance ###L3T_specialization_change.txt + # id = L3T.301 # Remove the FEODAL_adm dependancies and choose a new specialization # id = L3T.302 # Add a holding modifier after starting to build ###L3T_easter_eggs.txt + # id = L3T.401 #end if we go to war. # id = L3T.402 #Normal end. # id = L3T.411 # Search egg number 1 @@ -205,7 +243,7 @@ # id = L3T.441 # Search egg number 4 # id = L3T.442 # Found egg 4 by oneself # id = L3T.443 # Someone else found egg 4 -### id = L3T.444 # Free slot +# id = L3T.444 ###### FREE SLOT # id = L3T.445 # Found egg 4 by oneself -false egg "acts" strangely # id = L3T.446 # Found egg 4 by oneself -false egg hatches GOOD # id = L3T.447 # Found egg 4 by oneself -false egg hatches BAD @@ -234,6 +272,7 @@ ###ECO_init_RESSOURCES.txt ##Détection ressources + #id = ECO.1 #évaluation du potentiel économique -plaines- #id = ECO.2 #évaluation du potentiel économique -coteaux- #id = ECO.3 #évaluation du potentiel économique -forets- @@ -247,7 +286,9 @@ #id = ECO.16 #marquage port unique #id = ECO.17 #marquage holding ressources L2 + ##activation ressources + #id = ECO.100 #activation pour commerce -agriculture -céréales //province #id = ECO.101 #activation pour commerce -agriculture -fruits #id = ECO.102 #activation pour commerce -agriculture -légumes @@ -360,6 +401,8 @@ #id = ECO.213 #voir #Mine ##ambition_events.txt + +#id = ECO.300 #Début chaîne d'event "acheter pour revendre" (focus event pulse) #id = ECO.301 #Début chaîne d'event "acheter pour revendre" #id = ECO.302 #Choix de l'achat #id = ECO.303 #Vente laine @@ -367,7 +410,10 @@ #id = ECO.305 #Vente drap #id = ECO.306 #Gestion des invendus #id = ECO.307 #Fin de la chaîne +#id = ECO.308 #voir cadastre +#id = ECO.309 #FREE +#id = ECO.310 #Début chaîne d'event "fabriquer une épée légendaire" (focus event pulse) #id = ECO.311 #Début chaîne d'event "fabriquer une épée légendaire" #id = ECO.312 #Envoi d'un serviteur #id = ECO.313 #Une femme vient vous voir @@ -377,6 +423,7 @@ #id = ECO.317 #Equilibrage épée ou abandon #id = ECO.318 #Fin de la chaîne +#id = ECO.308 #flag chaînes cadastre (focus event pulse) #id = ECO.319 #flag chaînes cadastre #id = ECO.320 #conflits de parcelles #id = ECO.3201 #conflits de parcelles suites @@ -393,8 +440,10 @@ #id = ECO.325 #rédiger un cadastre complet #id = ECO.3251 #rédiger un cadastre complet suites #id = ECO.3252 #rédiger un cadastre complet suites +#id = ECO.326 #tombola chaines cadastre ##Vin & bière + #id = ECO.320 #Bière ou vin au banquet ? !!!à renuméroter!!! #id = ECO.321 #Bonne réputation pour le vignoble !!!à renuméroter!!! #id = ECO.322 #Bonne réputation pour la brasserie !!!à renuméroter!!! @@ -424,6 +473,7 @@ #namespace = REC ##ReC_events_construction.txt + #id = REC.1 # Give builder trait succession #id = REC.2 # Remove builder trait succession #id = REC.3 # Construction base progression [character] @@ -442,6 +492,7 @@ #id = REC.16 # Catholic starts again construction ##saint_events.txt + #saint_events.1 #saint_events.10 alternate debug for saint_events.1 #saint_events.2 @@ -449,21 +500,30 @@ #saint_events.4 #saint_events.5 -#ReC_sainthood.txt +##ReC_sainthood.txt + #id = REC.20# deus_vox trait evaluation #id = REC.21# deus_gladio trait evaluation +##file à ajouter +###id = REC.22 #monastery adbication (provisoire, la localisation de la décision porte cet ID} + + ##Rec_events_opus_francigenum.txt + #id = REC.101 # Free Opus Francigenum #id = REC.102 # Historical or 50 years Opus Francigenum #id = REC.103 # Romanesque cathedral burning #id = REC.104 # End of the romanesque cathedral reconstruction -#id = REC.105 # Dynamic Opus Francigenum +#id = REC.105 # Dynamic Opus Francigenum notification (player owned rebuilt roman cathedral) #id = REC.106 # Ask lord contribution #id = REC.107 # Lord gets a piety malus if it has not already (1st year) #id = REC.108 # Lord gets a piety malus if it has not already (5years) +#id = REC.109 # Romanesque cathedral maintenance #used ? +#id = REC.110 # Some pilgrim can build an hostellerie during romanesque cathedral recontruction ##ReC_events_buildings.txt + #id = REC.201 # bonus achèvement étape 1 (modifieur pour recrutement) #id = REC.202 >> REC.211 # bonus achévement des étapes sauf 0210 #id = REC.1210 # bonus achévement étape n°10_ca diff --git a/L3T/events/L3T_building_modifiers.txt b/L3T/events/L3T_building_modifiers.txt index 0fbd7d01..249f73ee 100644 --- a/L3T/events/L3T_building_modifiers.txt +++ b/L3T/events/L3T_building_modifiers.txt @@ -843,98 +843,11 @@ character_event = { } } + # Wait a little before to alert that it can be a good idea to move the capital # ROOT is the character, FROM is the title, FROMFROM is the old holder -character_event = { - id = L3T.227 - - hide_window = yes - is_triggered_only = yes - - #ai = no - - immediate = { - FROM = { set_variable = { which = "global_best_capital" which = "best_capital" }} - if = { - limit = { - ai = no - NOT = { - FROM = { is_capital = ROOT } - ROOT = { - any_demesne_title = { - is_capital = yes - holding_type = castle - has_building = FEODAL_adm - check_variable = { which = "best_capital" which = "global_best_capital" } - } - } - } - } - #makes the events firing only if the title is has a better "best_capital" value - FROM = { location = { province_event = { id = L3T.228 days = 30 } } } #ex days=30 - FROM = { set_title_flag = better_realm_capital } - } - if = { - limit = { - ai = yes - NOT = { - FROM = { is_capital = ROOT } - ROOT = { - any_demesne_title = { - is_capital = yes - holding_type = castle - has_building = FEODAL_adm - check_variable = { which = "best_capital" which = "global_best_capital" } - } - } - } - } - #for the AI, if this title has a better "best_capital" value, make it the new capital - FROM = { make_capital_holding = yes } - } - } -} - -# Pass by the province to localize its name -province_event = { - id = L3T.228 - - hide_window = yes - is_triggered_only = yes - - trigger = { - NOT = { FROM = { is_capital = ROOT } } - capital_holding = { - holding_type = castle - has_building = FEODAL_adm - has_title_flag = better_realm_capital - } - } - - immediate = { - holder_scope = { character_event = { id = L3T.229 days = 0 } } - } -} - -# Alert that it can be a good idea to move the capital -character_event = { - id = L3T.229 - desc = "DESCL3T.229" - picture = GFX_evt_castle_construction - - is_triggered_only = yes - - option = { - name = L3T.229A #I'll think about it - } - option = { - name = L3T.229B #make it the new realm capital - FROM = { - make_capital_holding = yes - clr_title_flag = better_realm_capital - } - } -} +###obsolete since all capital castles are feudal cities now +##(not triggered anymore) #ex 227/228/229 # Give the librairie_1 modifier 1 year after starting the building # ROOT = Builder, FROM = The Holding Title @@ -1136,3 +1049,85 @@ character_event = { remove_feodal_adm_modifier_if_necessary = yes } } + +#doesn't work correctly, it should start only for actual prison, needs to mark the owner aswell maybe +#so not used ATM +character_event = { + id = L3T.249 + + hide_window = yes + is_triggered_only = yes + + trigger = { + FROMFROM = { + tier = baron + holding_type = castle + has_building = FEODAL_mil + } + } + + immediate = { + if = { + limit = { + FROMFROM = { + tier = baron + holding_type = castle + #first building, has not the variable yet, add it + NOT = { check_variable = { which = "prison_capacity" value = 0 }} + } + } + FROM = { + set_variable = { which = "prison_capacity" value = 0 } + change_variable = { which = "prison_capacity" value = 1 } + } + } + if = { + limit = { + FROMFROM = { + tier = baron + holding_type = castle + has_building = CA_prison_L1 + NOT = { has_building = CA_prison_L2 } #currently being built + #not the first building, should have the variable and first building + check_variable = { which = "prison_capacity" value = 0 } + } + } + FROMFROM = { change_variable = { which = "prison_capacity" value = 1 }} + } + if = { + limit = { + FROMFROM = { + tier = baron + holding_type = castle + has_building = CA_prison_L2 + NOT = { has_building = CA_prison_L3 } #currently being built + #not the first building, should have the variable and two first buildings + check_variable = { which = "prison_capacity" value = 0 } + } + } + FROMFROM = { change_variable = { which = "prison_capacity" value = 1 }} + } + } +} + +#ROOT is prisoner, FROM is imprisoner +character_event = { + id = L3T.2490 + + hide_window = yes + is_triggered_only = yes + #triggered from on_released_from_prison + #triggered from RANSOM_CHARACTER_INTERACTION_ACCEPT_EVENT + + trigger = { + ROOT = { + has_character_modifier = the_fortress + } + } + + immediate = { + ROOT = { + remove_character_modifier = the_fortress + } + } +} diff --git a/L3T/events/L3T_building_prestige_cost.txt b/L3T/events/L3T_building_prestige_cost.txt index 0ab0fd8c..b564a0c5 100644 --- a/L3T/events/L3T_building_prestige_cost.txt +++ b/L3T/events/L3T_building_prestige_cost.txt @@ -2,192 +2,381 @@ namespace = L3T # ROOT = Builder, FROM = The Holding Title -#holding_type = castle +##prestige cost for buildings requiring both gold and prestige +#factorisation par coût - prestige -30 character_event = { id = L3T.230 hide_window = yes is_triggered_only = yes trigger = { - FROM = { - tier = baron - holding_type = castle - has_building = ca_tour_L4 - NOT = { has_title_flag = BONUS_ca_tour_L4 } + OR = { + FROM = { + tier = baron + holding_type = city + has_building = CT_beffroi_L1 + NOT = { has_title_flag = BONUS_CT_beffroi_L1 } + } + FROM = { + tier = baron + holding_type = castle + has_building = CA_logis_L1 + NOT = { has_title_flag = BONUS_CA_logis_L1 } + } } } immediate = { - FROM = { - set_title_flag = BONUS_ca_tour_L4 - holder_scope = { - prestige = -90 + FROM = { + if = { + limit = { + tier = baron + holding_type = city + has_building = CT_beffroi_L1 + NOT = { has_title_flag = BONUS_CT_beffroi_L1 } + } + set_title_flag = BONUS_CT_beffroi_L1 + #holder_scope = { prestige = -30 } + } + if = { + limit = { + tier = baron + holding_type = castle + has_building = CA_logis_L1 + NOT = { has_title_flag = BONUS_CA_logis_L1 } + } + set_title_flag = BONUS_CA_logis_L1 + #holder_scope = { prestige = -30 } } + holder_scope = { prestige = -30 } } } } + +#factorisation par coût - prestige -60 character_event = { id = L3T.231 hide_window = yes is_triggered_only = yes trigger = { - FROM = { - tier = baron - holding_type = castle - has_building = ca_eglise_L4 - NOT = { has_title_flag = BONUS_ca_eglise_L4 } + OR = { + FROM = { + tier = baron + holding_type = city + has_building = CT_beffroi_L2 + NOT = { has_title_flag = BONUS_CT_beffroi_L2 } + } } } immediate = { - FROM = { - set_title_flag = BONUS_ca_eglise_L4 - holder_scope = { - prestige = -90 + FROM = { + if = { + limit = { + tier = baron + holding_type = city + has_building = CT_beffroi_L2 + NOT = { has_title_flag = BONUS_CT_beffroi_L2 } + } + set_title_flag = BONUS_CT_beffroi_L2 + #holder_scope = { prestige = -60 } } + holder_scope = { prestige = -60 } } } } + +#factorisation par coût - prestige -70 character_event = { id = L3T.232 hide_window = yes is_triggered_only = yes trigger = { - FROM = { - tier = baron - holding_type = castle - has_building = ca_con_wall_6 - NOT = { has_title_flag = BONUS_ca_con_wall_6 } + OR = { + FROM = { + tier = baron + holding_type = city + has_building = ct_training_grounds_3 + NOT = { has_title_flag = BONUS_ct_training_grounds_3 } + } + FROM = { + tier = baron + holding_type = city + has_building = CT_beffroi_L3 + NOT = { has_title_flag = BONUS_CT_beffroi_L3 } + } + FROM = { + tier = baron + holding_type = temple + has_building = tp_monastery_3 + NOT = { has_title_flag = BONUS_TP_monastery_3 } + } + FROM = { + tier = baron + holding_type = temple + has_building = TP_episcopat_L3 + NOT = { has_title_flag = BONUS_TP_episcopat_L3 } + } + FROM = { + tier = baron + holding_type = castle + has_building = CA_logis_L3 + NOT = { has_title_flag = BONUS_CA_logis_L3 } + } + FROM = { + tier = baron + holding_type = city + has_building = CT_adm_urbain_L3 + NOT = { has_title_flag = BONUS_CT_adm_urbain_L3 } + } } } - + immediate = { FROM = { - set_title_flag = BONUS_ca_con_wall_6 - holder_scope = { - prestige = -120 + if = { + limit = { + tier = baron + holding_type = city + has_building = ct_training_grounds_3 + NOT = { has_title_flag = BONUS_ct_training_grounds_3 } + } + set_title_flag = BONUS_ct_training_grounds_3 + #holder_scope = { prestige = -70 } + } + if = { + limit = { + tier = baron + holding_type = city + has_building = CT_beffroi_L3 + NOT = { has_title_flag = BONUS_CT_beffroi_L3 } + } + set_title_flag = BONUS_CT_beffroi_L3 + #holder_scope = { prestige = -70 } + } + if = { + limit = { + tier = baron + holding_type = temple + has_building = tp_monastery_3 + NOT = { has_title_flag = BONUS_TP_monastery_3 } + } + set_title_flag = BONUS_TP_monastery_3 + #holder_scope = { prestige = -70 } } + if = { + limit = { + tier = baron + holding_type = temple + has_building = TP_episcopat_L3 + NOT = { has_title_flag = BONUS_TP_episcopat_L3 } + } + set_title_flag = BONUS_TP_episcopat_L3 + #holder_scope = { prestige = -70 } + } + if = { + limit = { + tier = baron + holding_type = castle + has_building = CA_logis_L3 + NOT = { has_title_flag = BONUS_CA_logis_L3 } + } + set_title_flag = BONUS_CA_logis_L3 + #holder_scope = { prestige = -70 } + } + if = { + limit = { + tier = baron + holding_type = city + has_building = CT_adm_urbain_L3 + NOT = { has_title_flag = BONUS_CT_adm_urbain_L3 } + } + set_title_flag = BONUS_CT_adm_urbain_L3 + #holder_scope = { prestige = -70 } + } + holder_scope = { prestige = -70 } } } } -#holding_type = city + +#factorisation par coût - prestige -90 character_event = { id = L3T.233 hide_window = yes is_triggered_only = yes trigger = { - FROM = { - tier = baron - holding_type = city - has_building = ct_training_grounds_3 - NOT = { has_title_flag = BONUS_ct_training_grounds_3 } + OR = { + FROM = { + tier = baron + holding_type = castle + has_building = ca_tour_L4 + NOT = { has_title_flag = BONUS_ca_tour_L4 } + } + FROM = { + tier = baron + holding_type = castle + has_building = ca_eglise_L4 + NOT = { has_title_flag = BONUS_ca_eglise_L4 } + } + FROM = { + tier = baron + holding_type = city + has_building = ct_eglise_L4 + NOT = { has_title_flag = BONUS_ct_eglise_L4 } + } } } immediate = { FROM = { - set_title_flag = BONUS_ct_training_grounds_3 - holder_scope = { - prestige = -70 + if = { + limit = { + tier = baron + holding_type = castle + has_building = ca_tour_L4 + NOT = { has_title_flag = BONUS_ca_tour_L4 } + } + set_title_flag = BONUS_ca_tour_L4 + #holder_scope = { prestige = -90 } } + if = { + limit = { + tier = baron + holding_type = castle + has_building = ca_eglise_L4 + NOT = { has_title_flag = BONUS_ca_eglise_L4 } + } + set_title_flag = BONUS_ca_eglise_L4 + #holder_scope = { prestige = -90 } + } + if = { + limit = { + tier = baron + holding_type = city + has_building = ct_eglise_L4 + NOT = { has_title_flag = BONUS_ct_eglise_L4 } + } + set_title_flag = BONUS_ct_eglise_L4 + #holder_scope = { prestige = -90 } + } + holder_scope = { prestige = -90 } } } } + +#factorisation par coût - prestige -120 character_event = { id = L3T.234 hide_window = yes is_triggered_only = yes trigger = { - FROM = { - tier = baron - holding_type = city - has_building = ct_eglise_L4 - NOT = { has_title_flag = BONUS_ct_eglise_L4 } + OR = { + FROM = { + tier = baron + holding_type = castle + has_building = ca_con_wall_6 + NOT = { has_title_flag = BONUS_ca_con_wall_6 } + } + FROM = { + tier = baron + holding_type = city + has_building = ct_eglise_L5 + NOT = { has_title_flag = BONUS_ct_eglise_L5 } + } + FROM = { + tier = baron + holding_type = temple + has_building = tp_monastery_5 + NOT = { has_title_flag = BONUS_TP_monastery_5 } + } + FROM = { + tier = baron + holding_type = temple + has_building = TP_episcopat_L5 + NOT = { has_title_flag = BONUS_TP_episcopat_L5 } + } + FROM = { + tier = baron + holding_type = castle + has_building = CA_logis_L5 + NOT = { has_title_flag = BONUS_CA_logis_L5 } + } + FROM = { + tier = baron + holding_type = city + has_building = CT_adm_urbain_L5 + NOT = { has_title_flag = BONUS_CT_adm_urbain_L5 } + } } } immediate = { FROM = { - set_title_flag = BONUS_ct_eglise_L4 - holder_scope = { - prestige = -90 + if = { + limit = { + tier = baron + holding_type = castle + has_building = ca_con_wall_6 + NOT = { has_title_flag = BONUS_ca_con_wall_6 } + } + set_title_flag = BONUS_ca_con_wall_6 + #holder_scope = { prestige = -120 } } - } - } -} -character_event = { - id = L3T.235 - hide_window = yes - is_triggered_only = yes - - trigger = { - FROM = { - tier = baron - holding_type = city - has_building = ct_eglise_L5 - NOT = { has_title_flag = BONUS_ct_eglise_L5 } - } - } - - immediate = { - FROM = { - set_title_flag = BONUS_ct_eglise_L5 - holder_scope = { - prestige = -120 + if = { + limit = { + tier = baron + holding_type = city + has_building = ct_eglise_L5 + NOT = { has_title_flag = BONUS_ct_eglise_L5 } + } + set_title_flag = BONUS_ct_eglise_L5 + #holder_scope = { prestige = -120 } + } + if = { + limit = { + tier = baron + holding_type = temple + has_building = tp_monastery_5 + NOT = { has_title_flag = BONUS_TP_monastery_5 } + } + set_title_flag = BONUS_TP_monastery_5 + #holder_scope = { prestige = -120 } + } + if = { + limit = { + tier = baron + holding_type = temple + has_building = TP_episcopat_L5 + NOT = { has_title_flag = BONUS_TP_episcopat_L5 } + } + set_title_flag = BONUS_TP_episcopat_L5 + #holder_scope = { prestige = -120 } + } + if = { + limit = { + tier = baron + holding_type = castle + has_building = CA_logis_L5 + NOT = { has_title_flag = BONUS_CA_logis_L5 } + } + set_title_flag = BONUS_CA_logis_L5 + #holder_scope = { prestige = -120 } } + if = { + limit = { + tier = baron + holding_type = city + has_building = CT_adm_urbain_L5 + NOT = { has_title_flag = BONUS_CT_adm_urbain_L5 } + } + set_title_flag = BONUS_CT_adm_urbain_L5 + #holder_scope = { prestige = -120 } + } + holder_scope = { prestige = -120 } } } -} - -#character_event = { -# id = L3T.236 -# hide_window = yes -# is_triggered_only = yes -# -# trigger = { -# FROM = { -# tier = baron -# location = { trade_post_has_building = TR_bureau_3 } -# NOT = { has_title_flag = BONUS_TR_bureau_3 } -# } -# } -# -# immediate = { -# FROM = { -# set_title_flag = BONUS_TR_bureau_3 -# holder_scope = { -# prestige = -70 -# } -# } -# } -#} -#character_event = { -# id = L3T.237 -# hide_window = yes -# is_triggered_only = yes -# -# trigger = { -# FROM = { -# tier = baron -# location = { trade_post_has_building = TR_cartographe_2 } -# NOT = { has_title_flag = BONUS_TR_cartographe_2 } -# } -# } -# -# immediate = { -# FROM = { -# set_title_flag = BONUS_TR_cartographe_2 -# holder_scope = { -# prestige = -60 -# } -# } -# } -#} - -#holding_type = temple - - +} \ No newline at end of file diff --git a/L3T/events/L3T_easter_eggs.txt b/L3T/events/L3T_easter_eggs.txt index d750b4d1..5da41c41 100644 --- a/L3T/events/L3T_easter_eggs.txt +++ b/L3T/events/L3T_easter_eggs.txt @@ -1,5 +1,13 @@ namespace = L3T +##EGG synthesis +#egg1 (green) holy site or souvenir of pilgrimage +#egg2 (purple) buy on the market +#egg3 (yellow) patronized monastery +#egg4 (blue or special) has an uprgraded forest +#egg5 (red) a courtier has got one + + #war end. character_event = { id = L3T.401 diff --git a/L3T/events/L3T_init_DOMAINES.txt b/L3T/events/L3T_init_DOMAINES.txt index 46db4135..9a31b60f 100644 --- a/L3T/events/L3T_init_DOMAINES.txt +++ b/L3T/events/L3T_init_DOMAINES.txt @@ -10,25 +10,25 @@ namespace = L3T #Domaine Féodal narrative_event = { - title = "NAMEL3T.3" - id = L3T.3 + title = "NAMEL3T.30" + id = L3T.30 picture = GFX_evt_castle_construction desc = { trigger = { capital_holding = { has_title_flag = castle_to_specialize }} - text = "DESCL3T.3.Cap" + text = "DESCL3T.30.Cap" picture = GFX_evt_castle_construction } desc = { trigger = { NOT = { capital_holding = { has_title_flag = castle_to_specialize }}} - text = "DESCL3T.3.pasCap" + text = "DESCL3T.30.pasCap" picture = GFX_evt_castle_construction } only_rulers = yes capable_only = yes prisoner = no - + trigger = { OR = { had_global_flag = { flag = SWMH days = 30 } @@ -79,7 +79,7 @@ narrative_event = { } option = { - name = "L3T.3A" #ADM + name = "L3T.30A" #ADM custom_tooltip = { text = custom_est_capitale } custom_tooltip = { text = custom_spec_industrie } trigger = { @@ -120,7 +120,7 @@ narrative_event = { } option = { - name = "L3T.3B" #MIL + name = "L3T.30B" #MIL custom_tooltip = { text = custom_spec_milites } ai_chance = { factor = 50 @@ -159,7 +159,7 @@ narrative_event = { } option = { - name = "L3T.3C" #ECO + name = "L3T.30C" #ECO custom_tooltip = { text = custom_spec_production } ai_chance = { factor = 50 @@ -252,9 +252,9 @@ province_event = { #Domaine Communal narrative_event = { - title = "NAMEL3T.4" - id = L3T.4 - desc = "DESCL3T.4" + title = "NAMEL3T.40" + id = L3T.40 + desc = "DESCL3T.40" picture = GFX_evt_L3T_city only_rulers = yes @@ -320,7 +320,7 @@ narrative_event = { } option = { - name = "L3T.4A" + name = "L3T.40A" custom_tooltip = { text = custom_spec_production } custom_tooltip = { text = custom_spec_industrie } ai_chance = { @@ -358,7 +358,7 @@ narrative_event = { } option = { - name = "L3T.4B" + name = "L3T.40B" custom_tooltip = { text = custom_spec_commerce } trigger = { any_demesne_title = { @@ -684,7 +684,7 @@ province_event = { #called on_action - inactive ATM- character_event = { id = L3T.45 - #desc = DESCL3T.13 + #desc = DESCL3T.90 #picture = GFX_evt_castle_construction #border = GFX_event_normal_frame_religion hide_window = yes @@ -729,7 +729,7 @@ character_event = { } random_list = { 25 = { - convert_to = CASTLE + convert_to = castle refill_holding_levy = yes holder_scope = { set_government_type = feudal_government } #set_title_flag = city_2_convert @@ -753,7 +753,7 @@ character_event = { NOT = { religion_group = muslim } any_province_holding = { holding_type = city - NOT = { count = 2 } + count < 2 tier = baron } } @@ -767,7 +767,7 @@ character_event = { } random_list = { 50 = { - convert_to = CASTLE + convert_to = castle refill_holding_levy = yes holder_scope = { set_government_type = feudal_government } #set_title_flag = city_2_convert @@ -784,7 +784,7 @@ character_event = { religion_group = muslim any_province_holding = { holding_type = city - NOT = { count = 2 } + count < 2 tier = baron } } @@ -798,7 +798,7 @@ character_event = { } random_list = { 30 = { - convert_to = CASTLE + convert_to = castle refill_holding_levy = yes holder_scope = { set_government_type = feudal_government } #set_title_flag = city_2_convert @@ -836,100 +836,114 @@ character_event = { set_global_flag = apocalypto_finished } } + #upgrade CITE L1 vers L2 -#narrative_event = { -# title = "NAMEL3T.5" -# desc = "DESCL3T.5" -# id = L3T.5 -# picture = GFX_evt_L3T_city -# -# only_rulers = yes -# capable_only = yes -# #prisoner = no -# -# trigger = { -# #OR = { #dealt through gov_type instead of religion -# # NOT = { religion_group = pagan_group } -# # religion = west_african_pagan -# # religion = west_african_pagan_reformed -# #} -# any_demesne_title = { -# tier = baron -# holding_type = city -# num_of_buildings = 25 #à changer une fois testé -# has_building = CITE_L1 -# -# NOT = { has_building = CITE_L2 } -# } -# } -# -# mean_time_to_happen = { days = 450 } -# -# option = { -# name = "L3T.5A" -# random_demesne_title = { -# limit = { -# tier = baron -# holding_type = city -# num_of_buildings = 25 #à changer une fois testé -25- -# NOT = { has_building = CITE_L2 } -# } -# add_building = CITE_L2 -# } -# } -#} +character_event = { + title = "NAMEL3T.42" + desc = "DESCL3T.42" + id = L3T.42 + picture = GFX_evt_L3T_city + + only_rulers = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + any_demesne_title = { + tier = baron + holding_type = city + num_of_buildings = 25 ##à revoir peut être + has_building = CITE_L1 + NOT = { has_building = CITE_L2 } + } + } + + immediate = { + random_demesne_title = { + limit = { + tier = baron + holding_type = city + num_of_buildings = 25 ##à revoir peut être + has_building = CITE_L1 + NOT = { has_building = CITE_L2 } + } + save_event_target_as = ct_2_up + } + } + option = { + name = "L3T.42A" + event_target:ct_2_up = { + add_building = CITE_L2 + hidden_tooltip ={ + set_variable = { which = "developpementold" which = "developpement" } + change_variable = { which = "developpement" value = 50 } + change_variable = { which = "developpement_spec" value = 50 } #debug tracking + clear_event_target = ct_2_up + } + } + } +} #upgrade CITE L2 vers L3 -#narrative_event = { -# title = "NAMEL3T.2" -# desc = "DESCL3T.2" -# id = L3T.2 -# picture = GFX_evt_L3T_city -# -# only_rulers = yes -# capable_only = yes -# #prisoner = no -# -# trigger = { -# OR = { -# NOT = { religion_group = pagan_group } -# religion = west_african_pagan -# religion = west_african_pagan_reformed -# } -# any_demesne_title = { -# tier = baron -# holding_type = city -# num_of_buildings = 45 #à changer une fois testé -# has_building = CITE_L2 -# -# NOT = { has_building = CITE_L3 } -# } -# } -# -# mean_time_to_happen = { days = 450 } -# -# option = { -# name = "L3T.2A" -# random_demesne_title = { -# limit = { -# tier = baron -# holding_type = city -# num_of_buildings = 45 #à changer une fois testé -25- -# NOT = { has_building = CITE_L3 } -# } -# add_building = CITE_L3 -# } -# } -#} +character_event = { + title = "NAMEL3T.43" + desc = "DESCL3T.43" + id = L3T.43 + picture = GFX_evt_L3T_city + + only_rulers = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + any_demesne_title = { + tier = baron + holding_type = city + num_of_buildings = 35 #à revoir peut être + has_building = CITE_L2 + NOT = { has_building = CITE_L3 } + } + } + + immediate = { + random_demesne_title = { + limit = { + tier = baron + holding_type = city + num_of_buildings = 35 ##à revoir peut être + has_building = CITE_L2 + NOT = { has_building = CITE_L3 } + } + save_event_target_as = ct_2_up + } + } + + option = { + name = "L3T.43A" + event_target:ct_2_up = { + add_building = CITE_L3 + hidden_tooltip ={ + set_variable = { which = "developpementold" which = "developpement" } + change_variable = { which = "developpement" value = 50 } + change_variable = { which = "developpement_spec" value = 50 } #debug tracking + clear_event_target = ct_2_up + } + } + } +} #Domaine Ecclésial narrative_event = { - id = L3T.6 - title = "NAMEL3T.6" + id = L3T.60 + title = "NAMEL3T.60" picture = GFX_evt_monk border = GFX_event_narrative_frame_religion - desc = "DESCL3T.6" #ne mettre que si tous les cas ne sont pas couverts par les triggers + desc = "DESCL3T.60" #ne mettre que si tous les cas ne sont pas couverts par les triggers only_rulers = yes capable_only = yes @@ -950,8 +964,13 @@ narrative_event = { has_building = CITEEPISCOPALE has_building = BOURG_EPISCOPAL } - is_LCDA_hard_monastery = no - is_LCDA_hard_episcopat = no + ##hardcode works only on startup + #is_LCDA_hard_monastery = no + #is_LCDA_hard_episcopat = no + #is_SWMH_hard_monastery =no + #is_SWMH_hard_episcopat = no + #is_VANILLA_hard_monastery =no + #is_VANILLA_hard_episcopat = no } } @@ -978,8 +997,12 @@ narrative_event = { has_building = CITEEPISCOPALE has_building = BOURG_EPISCOPAL } - is_LCDA_hard_monastery =no - is_LCDA_hard_episcopat = no + #is_LCDA_hard_monastery =no + #is_LCDA_hard_episcopat = no + #is_SWMH_hard_monastery =no + #is_SWMH_hard_episcopat = no + #is_VANILLA_hard_monastery =no + #is_VANILLA_hard_episcopat = no } set_title_flag = temple_to_specialize set_variable = { which = "specNB" value = 0 } #debug @@ -988,7 +1011,7 @@ narrative_event = { } option = { - name = "L3T.6A" + name = "L3T.60A" custom_tooltip = { text = custom_spec_production } ai_chance = { factor = 50 @@ -1036,6 +1059,7 @@ narrative_event = { } } add_building = MONASTERE + clr_title_flag = temple_to_specialize set_title_flag = L3T6_made_me_opt_A hidden_tooltip ={ change_variable = { which = "developpement" value = 10 } @@ -1043,7 +1067,8 @@ narrative_event = { } add_holding_modifier = { name = monastere_L1 duration = -1 } hidden_tooltip = { change_variable = { which = "specNB" value = 1 }} #debug - holder_scope = { narrative_event = { id = L3T.7 days = 0 }} ####MAKE IT automatic ONCE new holdings will be built by decision only###### + holder_scope = { narrative_event = { id = L3T.64 days = 0 }} ####MAKE IT automatic ONCE new holdings will be built by decision only###### + clear_event_target = holding_to_spec } if = { limit = { has_global_flag = running_LCDA } @@ -1060,15 +1085,13 @@ narrative_event = { NOT = { has_building = REGLE_DE_3 } } add_building = REGLE_DE_3 #saint-Basile - clear_event_target = holding_to_spec - clr_title_flag = temple_to_specialize } } set_character_flag = canGetEasterEgg3 } option = { - name = "L3T.6B" + name = "L3T.60B" custom_tooltip = { text = custom_spec_production } ai_chance = { factor = 50 @@ -1125,24 +1148,37 @@ narrative_event = { } } option = { - name = "L3T.6C" + name = "L3T.60C" custom_tooltip = { text = custom_spec_industrie } custom_tooltip = { text = custom_est_capitale } trigger = { any_demesne_title = { - is_capital = yes + is_capital = yes #it is a capital, it doens't need to follow the grid location = { religion_group = christian } has_title_flag = temple_to_specialize } } capital_holding = { - limit = { - location = { religion_group = christian } - has_title_flag = temple_to_specialize + if = { + limit = { + location = { religion_group = christian } + has_title_flag = temple_to_specialize + } + clear_event_target = holding_to_spec + clr_title_flag = temple_to_specialize } - clear_event_target = holding_to_spec - clr_title_flag = temple_to_specialize + if = { + limit = { + location = { NOT = { has_province_modifier = relique_generique }} + } + location = { + add_province_modifier = { + name = relique_generique + duration = -1 + } + } + } if = { limit = { NOT = { @@ -1151,6 +1187,16 @@ narrative_event = { has_building = BOURG_EPISCOPAL } } + add_building = tp_roman_cathedrale + save_event_target_as = lieu_cathedrale + location = { + add_wonder = wonder_cathedral_romane + wonder = { + add_wonder_stage = 1 + set_name = wonder_cathedral_romane + set_description = wonder_cathedral_romane_desc + } + } add_building = CITEEPISCOPALE set_title_flag = L3T6_made_me_opt_C hidden_tooltip ={ @@ -1159,7 +1205,23 @@ narrative_event = { } add_holding_modifier = { name = episcopale_L1 duration = -1 } } - hidden_tooltip = { change_variable = { which = "specNB" value = 1 }} #debug + hidden_tooltip = { change_variable = { which = "specNB" value = 1 }} #debug + location = { + set_province_flag = roman_cathedral + any_neighbor_province = { + set_province_flag = neighbor_roman_cathedral + any_neighbor_province = { + limit = { + NOT = { + has_province_flag = neighbor_roman_cathedral + has_province_flag = neighbor_neighbor_roman_cathedral + has_province_flag = roman_cathedral + } + } + set_province_flag = neighbor_neighbor_roman_cathedral + } + } + } } } } @@ -1178,6 +1240,10 @@ province_event = { OR = { is_LCDA_hard_monastery = yes is_LCDA_hard_episcopat = yes + is_VANILLA_hard_monastery = yes + is_VANILLA_hard_episcopat = yes + is_SWMH_hard_monastery = yes + is_SWMH_hard_episcopat = yes } NOT = { has_building = MONASTERE @@ -1192,8 +1258,20 @@ province_event = { limit = { holding_type = temple ##MONASTERY - is_LCDA_hard_monastery = yes - is_LCDA_hard_episcopat = no + OR = { + AND = { + is_LCDA_hard_episcopat = no + is_LCDA_hard_monastery = yes + } + AND = { + is_VANILLA_hard_episcopat = no + is_VANILLA_hard_monastery = yes + } + AND = { + is_SWMH_hard_episcopat = no + is_SWMH_hard_monastery = yes + } + } NOT = { has_building = MONASTERE has_building = CITEEPISCOPALE @@ -1202,7 +1280,7 @@ province_event = { } set_variable = { which = "specNB" value = 0 } #debug add_building = MONASTERE - set_title_flag = L3T60_made_me_cas_Aa + set_title_flag = L3T61_made_me_cas_Aa hidden_tooltip ={ change_variable = { which = "developpement" value = 10 } change_variable = { which = "developpement_spec" value = 10 } @@ -1213,17 +1291,33 @@ province_event = { #add rule automaticaly if = { - limit = { is_LCDA_hard_regula1 = yes } + limit = { + OR = { + is_LCDA_hard_regula1 = yes + is_SWMH_hard_regula1 = yes + is_VANILLA_hard_regula1 = yes + } + } add_building = REGLE_DE_1 } if = { - limit = { is_LCDA_hard_regula2 = yes } + limit = { + OR = { + is_LCDA_hard_regula2 = yes + is_SWMH_hard_regula2 = yes + is_VANILLA_hard_regula2 = yes + } + } add_building = REGLE_DE_2 } if = { limit = { is_LCDA_hard_regula1 = no is_LCDA_hard_regula2 = no + is_SWMH_hard_regula1 = no + is_SWMH_hard_regula2 = no + is_VANILLA_hard_regula1 = no + is_VANILLA_hard_regula2 = no } random_list = { 10 = { add_building = REGLE_DE_1 } @@ -1236,6 +1330,7 @@ province_event = { limit = { is_capital = yes location = { + is_catholic_group = yes #not orthodox or heresy of #religion_group = christian NOT = { had_global_flag = { flag = opus_francigenum days = 360 } @@ -1244,7 +1339,16 @@ province_event = { } } add_building = tp_roman_cathedrale - set_title_flag = L3T60_made_me_cas_Ab + save_event_target_as = lieu_cathedrale + location = { + add_wonder = wonder_cathedral_romane + wonder = { + add_wonder_stage = 1 + set_name = wonder_cathedral_romane + set_description = wonder_cathedral_romane_desc + } + } + set_title_flag = L3T61_made_me_cas_Ab hidden_tooltip = { change_variable = { which = "specNB" value = 1 }} #debug location = { @@ -1284,8 +1388,22 @@ province_event = { limit = { holding_type = temple ##EPISCOPAT - is_LCDA_hard_monastery = no - is_LCDA_hard_episcopat = yes + AND = { + OR = { + AND = { + is_LCDA_hard_episcopat = yes + is_LCDA_hard_monastery = no + } + AND = { + is_SWMH_hard_episcopat = yes + is_SWMH_hard_monastery = no + } + AND = { + is_VANILLA_hard_episcopat = yes + is_VANILLA_hard_monastery = no + } + } + } NOT = { has_building = MONASTERE has_building = CITEEPISCOPALE @@ -1294,7 +1412,7 @@ province_event = { } set_variable = { which = "specNB" value = 0 } #debug add_building = CITEEPISCOPALE - set_title_flag = L3T60_made_me_cas_B + set_title_flag = L3T61_made_me_cas_B hidden_tooltip ={ change_variable = { which = "developpement" value = 15 } change_variable = { which = "developpement_spec" value = 15 } @@ -1305,6 +1423,7 @@ province_event = { if = { limit = { location = { + is_catholic_group = yes #not orthodox or heresy of NOT = { had_global_flag = { flag = opus_francigenum days = 360 } has_province_flag = roman_cathedral @@ -1312,6 +1431,15 @@ province_event = { } } add_building = tp_roman_cathedrale + save_event_target_as = lieu_cathedrale + location = { + add_wonder = wonder_cathedral_romane + wonder = { + add_wonder_stage = 1 + set_name = wonder_cathedral_romane + set_description = wonder_cathedral_romane_desc + } + } hidden_tooltip = { change_variable = { which = "specNB" value = 1 }} #debug location = { set_province_flag = roman_cathedral @@ -1349,7 +1477,7 @@ province_event = { } - ##church spec open to non hardcode + ##church spec open to non hardcode -CAPITALS- #old cathedral and spe in religious province, christian only province_event = { id = L3T.62 @@ -1360,10 +1488,23 @@ province_event = { trigger = { religion_group = christian NOT = { has_province_flag = roman_cathedral } + OR = { + AND = { + owner = { demesne_size = 2 } + has_province_modifier = realm_capital_province + } + AND = { + NOT = { owner = { demesne_size = 2 }} + } + } capital_holding = { holding_type = temple is_LCDA_hard_monastery =no is_LCDA_hard_episcopat = no + is_SWMH_hard_monastery =no + is_SWMH_hard_episcopat = no + is_VANILLA_hard_monastery =no + is_VANILLA_hard_episcopat = no NOT = { has_building = MONASTERE has_building = CITEEPISCOPALE @@ -1376,6 +1517,7 @@ province_event = { if = { limit = { NOT = { has_province_modifier = relique_generique } + } add_province_modifier = { name = relique_generique @@ -1384,17 +1526,40 @@ province_event = { } if = { limit = { - religion_group = christian + #religion_group = christian + is_catholic_group = yes #not orthodox or heresy of + OR = { + AND = { + owner = { demesne_size = 2 } + has_province_modifier = realm_capital_province + } + AND = { + NOT = { owner = { demesne_size = 2 }} + } + } capital_holding = { holding_type = temple is_LCDA_hard_monastery =no is_LCDA_hard_episcopat = no + is_SWMH_hard_monastery =no + is_SWMH_hard_episcopat = no + is_VANILLA_hard_monastery =no + is_VANILLA_hard_episcopat = no } } capital_holding = { add_building = tp_roman_cathedrale + save_event_target_as = lieu_cathedrale + location = { + add_wonder = wonder_cathedral_romane + wonder = { + add_wonder_stage = 1 + set_name = wonder_cathedral_romane + set_description = wonder_cathedral_romane_desc + } + } add_building = CITEEPISCOPALE - set_title_flag = L3T61_made_me + set_title_flag = L3T62_made_me hidden_tooltip ={ change_variable = { which = "developpement" value = 15 } change_variable = { which = "developpement_spec" value = 15 } @@ -1419,7 +1584,7 @@ province_event = { } } } -##church spec open to non hardcode +##church spec open to non hardcode -non CAPITALS- #old cathedral and spe in religious province, christian only province_event = { id = L3T.63 @@ -1454,8 +1619,13 @@ province_event = { has_building = tp_roman_cathedrale } is_capital = no + is_LCDA_hard_monastery =no is_LCDA_hard_episcopat = no + is_SWMH_hard_monastery =no + is_SWMH_hard_episcopat = no + is_VANILLA_hard_monastery =no + is_VANILLA_hard_episcopat = no } } @@ -1463,7 +1633,8 @@ province_event = { random_province_holding = { limit = { location = { - religion_group = christian + is_catholic_group = yes #not orthodox or heresy of + #religion_group = christian NOT = { has_province_flag = neighbor_roman_cathedral has_province_flag = neighbor_neighbor_roman_cathedral @@ -1486,12 +1657,26 @@ province_event = { has_building = tp_roman_cathedrale } is_capital = no + is_LCDA_hard_monastery =no - is_LCDA_hard_episcopat = no + is_LCDA_hard_episcopat = no + is_SWMH_hard_monastery =no + is_SWMH_hard_episcopat = no + is_VANILLA_hard_monastery =no + is_VANILLA_hard_episcopat = no } add_building = tp_roman_cathedrale + save_event_target_as = lieu_cathedrale + location = { + add_wonder = wonder_cathedral_romane + wonder = { + add_wonder_stage = 1 + set_name = wonder_cathedral_romane + set_description = wonder_cathedral_romane_desc + } + } add_building = CITEEPISCOPALE - set_title_flag = L3T62_made_me + set_title_flag = L3T63_made_me hidden_tooltip ={ change_variable = { which = "developpement" value = 15 } change_variable = { which = "developpement_spec" value = 15 } @@ -1524,9 +1709,9 @@ province_event = { #Attribution règle narrative_event = { - title = "NAMEL3T.7" - id = L3T.7 - desc = "DESCL3T.7" + title = "NAMEL3T.64" + id = L3T.64 + desc = "DESCL3T.64" picture = GFX_evt_monastery_monks only_rulers = yes @@ -1555,7 +1740,7 @@ narrative_event = { #Regula Benedicti option = { - name = "L3T.7A" + name = "L3T.64A" # trigger = { # any_demesne_title = { # location = { @@ -1580,7 +1765,7 @@ narrative_event = { } #Regula Augustini option = { - name = "L3T.7B" + name = "L3T.64B" # trigger = { # any_demesne_title = { # location = { @@ -1604,9 +1789,9 @@ narrative_event = { } } } - #Regula Basili #given by L3T.6 + #Regula Basili #given by L3T.60 # option = { -# name = "L3T.7C" +# name = "L3T.64C" # trigger = { # any_demesne_title = { # location = { @@ -1637,22 +1822,22 @@ narrative_event = { # Init built holding (on_action) # ROOT = Builder, FROM = Title character_event = { - id = L3T.9 + id = L3T.3 hide_window = yes is_triggered_only = yes immediate = { if = { limit = { FROM = { holding_type = castle } } - narrative_event = { id = L3T.3 days = 1 } + narrative_event = { id = L3T.30 days = 1 } } if = { limit = { FROM = { holding_type = city } } - narrative_event = { id = L3T.4 days = 1 } + narrative_event = { id = L3T.40 days = 1 } } if = { limit = { FROM = { holding_type = temple } } - narrative_event = { id = L3T.6 days = 1 } + narrative_event = { id = L3T.60 days = 1 } } } } \ No newline at end of file diff --git a/L3T/events/L3T_init_GENERAL.txt b/L3T/events/L3T_init_GENERAL.txt new file mode 100644 index 00000000..a532dfdf --- /dev/null +++ b/L3T/events/L3T_init_GENERAL.txt @@ -0,0 +1,766 @@ +namespace = L3T + +## Mode debug +character_event = { + id = L3T.1 + title = "NAMEL3T.1" + #desc = "DESCL3T.1" + picture = GFX_evt_L3T_capitulaire + + desc = { + trigger = { NOT = { has_global_flag = debug_L3T }} + text = "DESCL3T.1" + picture = GFX_evt_L3T_capitulaire + } + desc = { + trigger = { has_global_flag = debug_L3T } + text = "DESCL3T.2" + picture = GFX_evt_L3T_capitulaire + } + is_triggered_only = yes + + option = { + name = OK + trigger = { NOT = { has_global_flag = debug_L3T }} + set_global_flag = debug_L3T + } + option = { + name = OK + trigger = { has_global_flag = debug_L3T } + clr_global_flag = debug_L3T + } +} + +province_event = { + id = L3T.2 + hide_window = yes + + is_triggered_only = yes + + immediate = { + #technology adjusting + if = { + limit = { + #pre-1000 - shirmish bonus + NOT = { year = 1000 } + OR = { + owner = { is_tribal = yes } + #owner = { is_nomadic = yes } + religion_group = pagan_group + } + } + location = { + change_tech = { + technology = TECH_SKIRMISH + value = 1 + } + } + } + if = { + limit = { + #pre-1100 - feudal + NOT = { year = 1100 } + NOT = { + owner = { is_tribal = yes } + owner = { is_nomadic = yes } + religion_group = pagan_group + } + } + location = { + change_tech = { + technology = TECH_SIEGE_EQUIPMENT + value = 1.2 + } + } + } + } +} + + +## Détection de la carte +#pops on day1 +character_event = { + id = L3T.10 + title = { + trigger = { religion_group = christian } + text = "NAMEL3T.10_christian" + } + title = { + trigger = { religion_group = muslim } + text = "NAMEL3T.10_muslim" + } + title = { + trigger = { NOT = { religion_group = muslim religion_group = christian }} + text = "NAMEL3T.10_other" + } + + desc = { + trigger = { has_global_flag = running_LCDA } + text = DESCL3T.10_LCDA + } + desc = { + trigger = { has_global_flag = SWMH } + text = DESCL3T.10_SWMH + } + desc = { + trigger = { + NOT = { has_global_flag = SWMH } + NOT = { has_global_flag = running_LCDA } + } + text = DESCL3T.10_VANILLA + } + + picture = GFX_evt_L3Tv_hermes + window = EventWindowL3T + + major = yes + hide_new = yes + hide_from = yes + ai=no + + is_triggered_only = yes + + trigger = { + NOT = { + had_global_flag = { flag = running_LCDA days = 2 } + has_global_flag = running_VANILLA + # The SWMH flag is already given when creating history + # The LCDA flag is already given when creating history + had_global_flag = { flag = SWMH days = 2 } + } + } + + immediate = { + ##map detection finalization + if = { + limit = { + NOT = { has_global_flag = SWMH } + NOT = { has_global_flag = running_LCDA } + } + set_global_flag = running_VANILLA + } + ##triggers mountain passes attribution + any_province = { + province_event = { id = L3T.28 days = 7 random = 7} #attribution cols + set_province_flag = had_event_LT_60001 #to prevent additional holding slot from wonders + set_variable = { which = "was_christian_for" value = 0 } + set_variable = { which = "was_muslim_for" value = 0 } + } + ##various global flags + set_global_flag = running_L3T + set_global_flag = paix_de_dieu #moved from individual options + set_global_flag = available_relique26 + if = { + limit = { + ai = no + has_game_rule = { + name = opus_francigenum + value = free + } + } + narrative_event = { id = REC.101 days = 10 } + } + if = { + limit = { ai = no } + set_variable = { which = "global_burns" value = 0 } + random_list = { + 30 = {} + 30 = { change_variable = { which = "global_burns" value = 6 }} + 30 = { change_variable = { which = "global_burns" value = 11 }} + } + } + if = { + limit = { ai = no } + set_variable = { which = "global_L3T_saint_number" value = 0 } + } + #char stuf + character_event = { id = L3T.90 } #stewardship + ##triggers various maps specifities + #SWMH + if = { + limit = { has_global_flag = SWMH } + any_province = { + #map based attributions for coasts, land, rivers etc. + if = { + limit = { is_SWMH_coasts = yes } + add_province_modifier = { + name = province_cotiere + duration = -1 + } + } + if = { + limit = { is_SWMH_coasts = no } + add_province_modifier = { + name = province_cotiere + duration = -1 + } + } + if = { + limit = { is_SWMH_rivers = yes } + add_province_modifier = { + name = province_fleuve + duration = -1 + } + } + } + } + #LCDA + if = { + limit = { has_global_flag = running_LCDA } + any_province = { + #map based attributions for coasts, land, rivers etc. + if = { + limit = { is_LCDA_coasts = yes } + add_province_modifier = { + name = province_cotiere + duration = -1 + } + } + if = { + limit = { is_LCDA_coasts = no } + add_province_modifier = { + name = province_terrestre + duration = -1 + hidden = yes + } + } + if = { + limit = { is_LCDA_rivers = yes } + add_province_modifier = { + name = province_fleuve + duration = -1 + } + } + } + } + if = { + limit = { has_global_flag = running_VANILLA } + any_province = { + #map based attributions for coasts, land, rivers etc. + if = { + limit = { is_VANILLA_coasts = yes } + add_province_modifier = { + name = province_cotiere + duration = -1 + } + } + if = { + limit = { is_VANILLA_coasts = no } + add_province_modifier = { + name = province_terrestre + duration = -1 + hidden = yes + } + } + if = { + limit = { is_VANILLA_rivers = yes } + add_province_modifier = { + name = province_fleuve + duration = -1 + } + } + } + } + any_province = { + province_event = { id = L3T.22 } #ressources attribution + province_event = { id = L3T.23 } #temple pre-spec + province_event = { id = L3T.24 } #castle pre-spec + province_event = { id = L3T.25 } #city pre-spec + province_event = { id = L3T.120 } #religion check init + } + + + } #end of immediate + + option = { + #name = "L3T.10A" + name = OK + ai_chance = { factor = 0 } + trigger = { ai = no } + } + option = { + trigger = { ai = yes } + ai_chance = { factor = 100 } + } +} + +# Fin paix de Dieu +narrative_event = { + id = L3T.11 + hide_window = yes + + trigger = { + NOT = { has_global_flag = paix_de_dieu_cleared } + has_global_flag = paix_de_dieu + had_global_flag = { flag = paix_de_dieu days = 1825 } #5 years + } + + mean_time_to_happen = { + months = 12 + modifier = { factor = 1.90 had_global_flag = { flag = paix_de_dieu days = 1825 } } #5years + modifier = { factor = 1.40 had_global_flag = { flag = paix_de_dieu days = 2190 } } #6years + #modifier = { factor = 1.00 had_global_flag = { flag = paix_de_dieu days = 2555 } } #7years #ideal year + modifier = { factor = 0.90 had_global_flag = { flag = paix_de_dieu days = 2920 } } #8years + modifier = { factor = 0.80 had_global_flag = { flag = paix_de_dieu days = 3285 } } #9years + } + + immediate = { + clr_global_flag = paix_de_dieu + set_global_flag = paix_de_dieu_cleared + } +} + +# Boost IA non feudal +character_event = { + id = L3T.12 + hide_window = yes + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = start_bonus_given } + ai = yes + is_feudal = no + is_patrician = no + NOT = { tier = count } + tier = baron + } + + immediate = { + set_character_flag = start_bonus_given + random_list = { + 16 = { wealth = 35 } + 14 = { wealth = 42 } + 13 = { wealth = 57 } + 12 = { wealth = 78 } + 10 = { wealth = 82 } + 9 = { wealth = 95 } + 8 = { wealth = 110 } + 7 = { wealth = 125 } + 6 = { wealth = 137 } + 5 = { wealth = 148 } + } + random_list = { + 16 = { piety = 15 } + 14 = { piety = 20 } + 13 = { piety = 25 } + 12 = { piety = 30 } + 10 = { piety = 35 } + 9 = { piety = 42 } + 8 = { piety = 57 } + 7 = { piety = 78 } + 6 = { piety = 82 } + 5 = { piety = 95 } + } + } +} + +##RESSOURCES ATTRIBUTION +province_event = { + id = L3T.22 + hide_window = yes + + is_triggered_only = yes + + immediate = { + province_event = { id = L3T.2 days = 1 } #technology adjusting + province_event = { id = ECO.1 } + province_event = { id = ECO.2 } + province_event = { id = ECO.3 } + province_event = { id = ECO.4 } + province_event = { id = ECO.5 } + province_event = { id = ECO.8 } + province_event = { id = ECO.80 } + province_event = { id = ECO.81 } + province_event = { id = ECO.82 } + } +} + +##TEMPLES PRE-ATTRIBUTION +province_event = { + id = L3T.23 + hide_window = yes + + is_triggered_only = yes + + #realm's capital prov modifier given through# on_startup/L3T.20 is a pre-req to this event + + immediate = { + #for hard Monasteries, will give basilique and relic if capital + #for hard bishoprics, will give basilique and relic + if = { + limit = { + any_province_holding = { + holding_type = temple + OR = { + is_LCDA_hard_monastery = yes + is_LCDA_hard_episcopat = yes + is_VANILLA_hard_monastery = yes + is_VANILLA_hard_episcopat = yes + is_SWMH_hard_monastery = yes + is_SWMH_hard_episcopat = yes + } + NOT = { + has_building = MONASTERE + has_building = CITEEPISCOPALE + has_building = BOURG_EPISCOPAL + } + } + } + province_event = { id = L3T.61 } + } + + #for christian all CAPITAL temple, will get relic + if = { + limit = { + religion_group = christian + NOT = { has_province_flag = roman_cathedral } + #has_province_modifier = realm_capital_province + capital_holding = { + holding_type = temple + is_LCDA_hard_monastery =no + is_LCDA_hard_episcopat = no + is_SWMH_hard_monastery =no + is_SWMH_hard_episcopat = no + is_VANILLA_hard_monastery =no + is_VANILLA_hard_episcopat = no + NOT = { + has_building = MONASTERE + has_building = CITEEPISCOPALE + has_building = BOURG_EPISCOPAL + } + } + } + province_event = { id = L3T.62 days = 1 } + } + + #for christian NON capital, to give relic, following grid pattern, to fill the grid + if = { + limit = { + any_province_holding = { + location = { + religion_group = christian + NOT = { + has_province_flag = neighbor_roman_cathedral + has_province_flag = neighbor_neighbor_roman_cathedral + has_province_flag = roman_cathedral + } + any_neighbor_province = { + NOT = { + has_province_flag = neighbor_roman_cathedral + has_province_flag = neighbor_neighbor_roman_cathedral + has_province_flag = roman_cathedral + } + } + NOT = { has_province_modifier = relique_generique } + } + + holding_type = temple + #NOT = { has_title_flag = temple_to_specialize } + NOT = { + has_building = MONASTERE + has_building = CITEEPISCOPALE + has_building = BOURG_EPISCOPAL + has_building = tp_roman_cathedrale + } + #OR = { + is_capital = no + # AND = { + # is_capital = yes + # NOT = { has_province_modifier = realm_capital_province } + # } + #} + is_LCDA_hard_monastery =no + is_LCDA_hard_episcopat = no + is_SWMH_hard_monastery =no + is_SWMH_hard_episcopat = no + is_VANILLA_hard_monastery =no + is_VANILLA_hard_episcopat = no + } + } + province_event = { id = L3T.63 days = 2 } + } + } +} + +##CASTLES PRE-ATTRIBUTION +province_event = { + id = L3T.24 + hide_window = yes + + is_triggered_only = yes + + immediate = { + #for feudal capital holdings, make them feudal cities + if = { + limit = { + #religion_group = christian + #holder = { capital_scope = capital_holding } + capital_holding = { + holding_type = castle + NOT = { + has_building = FEODAL_mil + has_building = FEODAL_prod + has_building = FEODAL_adm + } + } + } + province_event = { id = L3T.31 } + } + } +} + +##CITIES PRE-ATTRIBUTION +province_event = { + id = L3T.25 + hide_window = yes + + is_triggered_only = yes + + immediate = { + #for hard republics, will trigger nodes attribution + ##those will set the "hardcode is done" flagS, that opens regular MTTH spec + + # Specialization of the province with at least 2 cities (which need to have province_fleuve or not) + if = { + limit = { + any_province_holding = { + count = 2 + tier = baron + holding_type = city + } + } + # Priority for republics + if = { + limit = { + owner = { + is_republic = yes + NOT = { tier = baron } + } + } + province_event = { id = L3T.41 } #no delay unless I am adding some hardcode pre-set + break = yes + } + # The other are delayed + province_event = { id = L3T.41 days = 1 } + } + } +} + +#MOUNTAIN PASS ATTRIBUTION +province_event = { + id = L3T.28 + hide_window = yes + + is_triggered_only = yes + + trigger = { + NOT = { has_province_modifier = minor_pass } + NOT = { has_province_modifier = great_pass } + NOT = { any_neighbor_province = { has_province_modifier = great_pass }} + terrain = mountain + NOT = { is_pass = yes } #not already a hardcoded pass in LCDA + NOT = { any_neighbor_province = { is_pass = yes }} + } + + immediate = { + if = { + limit = { + NOT = { any_neighbor_province = { terrain = mountain }} #isolated mountains will receive a minor pass + } + add_province_modifier = { name = minor_pass duration = -1 } + province_event = { id = L3T.29 days = 20 random = 5 } + } + if = { + limit = { + any_neighbor_province = { terrain = mountain } + } + add_province_modifier = { name = great_pass duration = -1 } + province_event = { id = L3T.29 days = 10 random = 5 } + } + } +} +#notification pass +province_event = { + id = L3T.29 + picture = GFX_evt_LCDA_montagne1 + + title = { + trigger = { has_global_flag = running_LCDA } + text = "NAMEL3T.29_LCDA" + } + title = { + trigger = { NOT = { has_global_flag = running_LCDA }} + text = "NAMEL3T.29_noLCDA" + } + + desc = { + trigger = { + has_province_modifier = great_pass + has_global_flag = running_LCDA + } + text = "DESCL3T.29_maj_extA" + picture = GFX_evt_LCDA_montagne1 + } + desc = { + trigger = { + has_province_modifier = minor_pass + has_global_flag = running_LCDA + } + text = "DESCL3T.29_min_extA" + picture = GFX_evt_LCDA_montagne2 + } + desc = { + trigger = { + has_province_modifier = great_pass + NOT = { has_global_flag = running_LCDA } + } + text = "DESCL3T.29_maj" + picture = GFX_evt_LCDA_montagne1 + } + desc = { + trigger = { + has_province_modifier = minor_pass + NOT = { has_global_flag = running_LCDA } + } + text = "DESCL3T.29_min" + picture = GFX_evt_LCDA_montagne2 + } + #dry mountains variant for muslim regions + desc = { + trigger = { + has_province_modifier = great_pass + owner = { religion_group = muslim } + NOT = { has_global_flag = running_LCDA } + } + text = "DESCL3T.29_maj" + picture = GFX_evt_LCDA_montagne2_muslim + } + desc = { + trigger = { + has_province_modifier = minor_pass + owner = { religion_group = muslim } + NOT = { has_global_flag = running_LCDA } + } + text = "DESCL3T.29_min" + picture = GFX_evt_LCDA_montagne2_muslim + } + + is_triggered_only = yes #on_startup + + immediate = { + random_list = { + 25 = { set_province_flag = text_reponse_generique_A } + 25 = { set_province_flag = text_reponse_generique_B } + 25 = { set_province_flag = text_reponse_generique_C } + 25 = { set_province_flag = text_reponse_generique_D } + } + } + option = { + name = "text_reponse_generique_A" + trigger = { has_province_flag = text_reponse_generique_A } + clr_province_flag = text_reponse_generique_A + } + option = { + name = "text_reponse_generique_B" + trigger = { has_province_flag = text_reponse_generique_B } + clr_province_flag = text_reponse_generique_B + } + option = { + name = "text_reponse_generique_C" + trigger = { has_province_flag = text_reponse_generique_C } + clr_province_flag = text_reponse_generique_C + } + option = { + name = "text_reponse_generique_D" + trigger = { has_province_flag = text_reponse_generique_D } + clr_province_flag = text_reponse_generique_D + } +} +#Maintenance realm capitales - ADDING/KEEPING the modifier +# ROOT is the character +character_event = { + id = L3T.20 + hide_window = yes + + only_rulers = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + higher_tier_than = BARON + OR = { + demesne_size = 2 + higher_tier_than = COUNT + } + } + + immediate = { + # Ruler can have a realm capital and doesn't have it in his capital holding yet + if = { + limit = { + any_demesne_province = { + owner = { capital_scope = { province = PREVPREV}} + NOT = { has_province_modifier = realm_capital_province } + } + } + capital_scope = { + add_province_modifier = { + name = realm_capital_province + duration = -1 + } + } + } + #remove capital modifier from any province that is not the capital + if = { + limit = { + any_demesne_province = { + NOT = { owner = { capital_scope = { province = PREVPREV}}} + has_province_modifier = realm_capital_province + } + } + any_demesne_province = { #remove any other capital modifier if any + limit = { + NOT = { owner = { capital_scope = { province = PREVPREV}}} + has_province_modifier = realm_capital_province + } + remove_province_modifier = realm_capital_province + } + } + } +} + + +#Maintenance realm capitals - REMOVING the modifier +# ROOT is the character, FROM is the title, FROMFROM is the old holder +character_event = { + id = L3T.21 + hide_window = yes + + only_rulers = yes + prisoner = no + + is_triggered_only = yes + + # Ruler became too small to have a realm capital + trigger = { + higher_tier_than = BARON + NOT = { + OR = { + demesne_size = 2 + higher_tier_than = COUNT + } + } + } + + immediate = { + any_demesne_province = { + limit = { + has_province_modifier = realm_capital_province + } + remove_province_modifier = realm_capital_province + } + } +} \ No newline at end of file diff --git a/L3T/events/L3T_mod_selection.txt b/L3T/events/L3T_mod_selection.txt deleted file mode 100644 index df01cc41..00000000 --- a/L3T/events/L3T_mod_selection.txt +++ /dev/null @@ -1,492 +0,0 @@ -namespace = L3T - - -# Détection de la carte - -## Mode debug -character_event = { - id = L3T.1 - title = "NAMEL3T.1" - desc = "DESCL3T.1" - picture = GFX_evt_L3T_capitulaire - - is_triggered_only = yes - - immediate = { set_global_flag = debug_L3T } - option = { name = OK } -} -character_event = { - id = L3T.2 - title = "NAMEL3T.2" - desc = "DESCL3T.2" - picture = GFX_evt_L3T_capitulaire - - is_triggered_only = yes - - immediate = { clr_global_flag = debug_L3T } - option = { name = OK } -} - - -## Détection de la carte -character_event = { - id = L3T.10 - #title = "NAMEL3T.10" - #desc = "DESCL3T.10" - title = { - trigger = { religion_group = christian } - text = "NAMEL3T.10_christian" - } - title = { - trigger = { religion_group = muslim } - text = "NAMEL3T.10_muslim" - } - title = { - trigger = { NOT = { religion_group = muslim religion_group = christian }} - text = "NAMEL3T.10_other" - } - - desc = { - trigger = { has_global_flag = running_LCDA } - text = DESCL3T.10_LCDA - } - desc = { - trigger = { has_global_flag = SWMH } - text = DESCL3T.10_SWMH - } - desc = { - trigger = { - NOT = { has_global_flag = SWMH } - NOT = { has_global_flag = running_LCDA } - } - text = DESCL3T.10_VANILLA - } - - picture = GFX_evt_L3Tv_hermes - window = EventWindowL3T - major = yes - hide_new = yes - hide_from = yes - ai=no - - is_triggered_only = yes - - trigger = { - NOT = { - had_global_flag = { flag = running_LCDA days = 2 } - has_global_flag = running_VANILLA - # The SWMH flag is already given when creating history - # The LCDA flag is already given when creating history - had_global_flag = { flag = SWMH days = 2 } - } - } - - immediate = { - if = { - limit = { - NOT = { has_global_flag = SWMH } - NOT = { has_global_flag = running_LCDA } - } - set_global_flag = running_VANILLA - } - any_province = { - province_event = { id = L3T.28 days = 25 random = 15} #attribution cols - } - set_global_flag = running_L3T - set_global_flag = available_relique26 - if = { - limit = { - ai = no - has_game_rule = { - name = opus_francigenum - value = free - } - } - narrative_event = { id = REC.101 days = 10 } - } - if = { - limit = { ai = no } - set_variable = { which = "global_burns" value = 1 } - random_list = { - 30 = {} - 30 = { change_variable = { which = "global_burns" value = 6 }} - 30 = { change_variable = { which = "global_burns" value = 11 }} - } - } - if = { - limit = { ai = no } - set_variable = { which = "global_L3T_saint_number" value = 1 } - } - } - - option = { - #name = "L3T.10A" - name = OK - ai_chance = { factor = 0 } - trigger = { - ai = no - has_global_flag = SWMH - } - #SWMH coasts, land, rivers - hidden_tooltip = { - any_province = { - province_event = { id = L3T.20 } - #province_event = { id = L3T.21 } - #province_event = { id = L3T.22 } - } - } - set_global_flag = paix_de_dieu - } - option = { - # name = "L3T.10B" - name = OK - ai_chance = { factor = 0 } - trigger = { - ai = no - has_global_flag = running_LCDA - } - #LCDA coasts, land, rivers - hidden_tooltip = { - any_province = { - province_event = { id = L3T.21 } #LCDA coasts, land, rivers - #province_event = { id = L3T.31 } - #province_event = { id = L3T.32 } - } - } - set_global_flag = paix_de_dieu - - ###########LAUNCH HARDCODE events from here - - } - option = { - #name = "L3T.10C" - name = OK - ai_chance = { factor = 0 } - trigger = { - ai = no - #NOT = { has_global_flag = SWMH } - #NOT = { has_global_flag = running_LCDA } - has_global_flag = running_VANILLA - } - #VANILLA coasts, land, rivers - hidden_tooltip = { - any_province = { - province_event = { id = L3T.22 } - #province_event = { id = L3T.26 } - #province_event = { id = L3T.27 } - } - } - #set_global_flag = running_VANILLA - set_global_flag = paix_de_dieu - } - option = { - trigger = { ai = yes } - ai_chance = { factor = 100 } - } -} - -# Fin paix de Dieu -narrative_event = { - id = L3T.11 - hide_window = yes - - trigger = { - NOT = { has_global_flag = paix_de_dieu_cleared } - has_global_flag = paix_de_dieu - had_global_flag = { flag = paix_de_dieu days = 1825 } #5 years - } - - mean_time_to_happen = { - months = 12 - modifier = { factor = 1.90 had_global_flag = { flag = paix_de_dieu days = 1825 } } #5years - modifier = { factor = 1.40 had_global_flag = { flag = paix_de_dieu days = 2190 } } #6years - #modifier = { factor = 1.00 had_global_flag = { flag = paix_de_dieu days = 2555 } } #7years #ideal year - modifier = { factor = 0.90 had_global_flag = { flag = paix_de_dieu days = 2920 } } #8years - modifier = { factor = 0.80 had_global_flag = { flag = paix_de_dieu days = 3285 } } #9years - } - - immediate = { - clr_global_flag = paix_de_dieu - set_global_flag = paix_de_dieu_cleared - } -} - -# Boost IA non feudal -character_event = { - id = L3T.12 - #desc = "DESCL3T.12" - #picture = GFX_evt_market - hide_window = yes - - is_triggered_only = yes - - trigger = { - NOT = { has_character_flag = start_bonus_given } - ai = yes - is_feudal = no - is_patrician = no - NOT = { tier = count } - tier = baron - } - - #mean_time_to_happen = { days = 10 } - - immediate = { - #name = "L3T.12A" - set_character_flag = start_bonus_given - random_list = { - 16 = { wealth = 35 } - 14 = { wealth = 42 } - 13 = { wealth = 57 } - 12 = { wealth = 78 } - 10 = { wealth = 82 } - 9 = { wealth = 95 } - 8 = { wealth = 110 } - 7 = { wealth = 125 } - 6 = { wealth = 137 } - 5 = { wealth = 148 } - } - random_list = { - 16 = { piety = 15 } - 14 = { piety = 20 } - 13 = { piety = 25 } - 12 = { piety = 30 } - 10 = { piety = 35 } - 9 = { piety = 42 } - 8 = { piety = 57 } - 7 = { piety = 78 } - 6 = { piety = 82 } - 5 = { piety = 95 } - } - } -} -#pass attribution -all maps- -province_event = { - id = L3T.28 - hide_window = yes - - is_triggered_only = yes - - trigger = { - is_pass = no - NOT = { has_province_modifier = minor_pass } - NOT = { has_province_modifier = great_pass } - NOT = { any_neighbor_province = { has_province_modifier = great_pass }} - NOT = { any_neighbor_province = { is_pass = yes }} - terrain = mountain - NOT = { is_pass = yes } #not already a hardcoded pass in LCDA - NOT = { any_neighbor_province = { is_pass = yes }} - } - - immediate = { - if = { - limit = { - NOT = { any_neighbor_province = { terrain = mountain }} #isolated mountains will receive a minor pass - } - add_province_modifier = { name = minor_pass duration = -1 } - province_event = { id = L3T.29 days = 25 } - } - if = { - limit = { - any_neighbor_province = { terrain = mountain } - } - add_province_modifier = { name = great_pass duration = -1 } - province_event = { id = L3T.29 days = 25 } - } - } -} -#notification pass -province_event = { - id = L3T.29 - picture = GFX_evt_LCDA_montagne1 - - title = { - trigger = { has_global_flag = running_LCDA } - text = "NAMEL3T.29_LCDA" - } - title = { - trigger = { NOT = { has_global_flag = running_LCDA }} - text = "NAMEL3T.29_noLCDA" - } - - desc = { - trigger = { - has_province_modifier = great_pass - has_global_flag = running_LCDA - } - text = "DESCL3T.29_maj_extA" - picture = GFX_evt_LCDA_montagne1 - } - desc = { - trigger = { - has_province_modifier = minor_pass - has_global_flag = running_LCDA - } - text = "DESCL3T.29_min_extA" - picture = GFX_evt_LCDA_montagne2 - } - desc = { - trigger = { - has_province_modifier = great_pass - NOT = { has_global_flag = running_LCDA } - } - text = "DESCL3T.29_maj" - picture = GFX_evt_LCDA_montagne1 - } - desc = { - trigger = { - has_province_modifier = minor_pass - NOT = { has_global_flag = running_LCDA } - } - text = "DESCL3T.29_min" - picture = GFX_evt_LCDA_montagne2 - } - #dry mountains variant for muslim regions - desc = { - trigger = { - has_province_modifier = great_pass - owner = { religion_group = muslim } - NOT = { has_global_flag = running_LCDA } - } - text = "DESCL3T.29_maj" - picture = GFX_evt_LCDA_montagne2_muslim - } - desc = { - trigger = { - has_province_modifier = minor_pass - owner = { religion_group = muslim } - NOT = { has_global_flag = running_LCDA } - } - text = "DESCL3T.29_min" - picture = GFX_evt_LCDA_montagne2_muslim - } - - is_triggered_only = yes #on_startup - - immediate = { - random_list = { - 25 = { set_province_flag = text_reponse_generique_A } - 25 = { set_province_flag = text_reponse_generique_B } - 25 = { set_province_flag = text_reponse_generique_C } - 25 = { set_province_flag = text_reponse_generique_D } - } - } - option = { - name = "text_reponse_generique_A" - trigger = { has_province_flag = text_reponse_generique_A } - clr_province_flag = text_reponse_generique_A - } - option = { - name = "text_reponse_generique_B" - trigger = { has_province_flag = text_reponse_generique_B } - clr_province_flag = text_reponse_generique_B - } - option = { - name = "text_reponse_generique_C" - trigger = { has_province_flag = text_reponse_generique_C } - clr_province_flag = text_reponse_generique_C - } - option = { - name = "text_reponse_generique_D" - trigger = { has_province_flag = text_reponse_generique_D } - clr_province_flag = text_reponse_generique_D - } -} -#Maintenance realm capitales -# ROOT is the character -character_event = { - id = L3T.50 - #desc = "capital_MAJ_blah" - #picture = GFX_evt_debug_totoro - hide_window = yes - - only_rulers = yes - capable_only = yes - prisoner = no - - is_triggered_only = yes - - trigger = { - higher_tier_than = BARON - OR = { - demesne_size = 2 - higher_tier_than = COUNT - } - } - - immediate = { - #option = { - #name = "capital_MAJ" - - # Ruler can have a realm capital and doesn't have it in his capital holding yet - if = { - limit = { - any_demesne_province = { - owner = { capital_scope = { province = PREVPREV}} - NOT = { has_province_modifier = realm_capital_province } - } - } - capital_scope = { - add_province_modifier = { - name = realm_capital_province - duration = -1 - } - } - } - #remove capital modifier from any province that is not the capital - if = { - limit = { - any_demesne_province = { - NOT = { owner = { capital_scope = { province = PREVPREV}}} - has_province_modifier = realm_capital_province - } - } - any_demesne_province = { #remove any other capital modifier if any - limit = { - NOT = { owner = { capital_scope = { province = PREVPREV}}} - has_province_modifier = realm_capital_province - } - remove_province_modifier = realm_capital_province - } - - } - } -} - - -#Maintenance realm capitals -# ROOT is the character, FROM is the title, FROMFROM is the old holder -character_event = { - id = L3T.51 - #desc = "capital_MAJ_blah_51" - #picture = GFX_evt_debug_totoro - hide_window = yes - - only_rulers = yes - #capable_only = yes - prisoner = no - - is_triggered_only = yes - - # Ruler became too small to have a realm capital - trigger = { - higher_tier_than = BARON - NOT = { - OR = { - demesne_size = 2 - higher_tier_than = COUNT - } - } - } - - immediate = { - #name = "capital_MAJ_51" - - any_demesne_province = { - limit = { - has_province_modifier = realm_capital_province - } - remove_province_modifier = realm_capital_province - } - } -} diff --git a/L3T/events/L3T_mod_selection_LCDA.txt b/L3T/events/L3T_mod_selection_LCDA.txt deleted file mode 100644 index 5526eb2f..00000000 --- a/L3T/events/L3T_mod_selection_LCDA.txt +++ /dev/null @@ -1,193 +0,0 @@ -namespace = L3T - -province_event = { #installe les provinces côtières, terrestres et rivières LCDA - id = L3T.21 - hide_window = yes - - is_triggered_only = yes - - immediate = { - if = { - limit = { - NOT = { has_province_modifier = province_cotiere } - port = yes - } - add_province_modifier = { name = province_cotiere duration = -1 } - } - if = { - limit = { - NOT = { has_province_modifier = province_terrestre } - port = no - } - add_province_modifier = { - name = province_terrestre - duration = -1 - hidden = yes - } - } - if = { - limit = { - OR = { - borders_major_river = yes - #province_id = 6 # Aigle - } - } - add_province_modifier = { name = province_fleuve duration = -1 } - } - - #for hard republics, will trigger nodes attribution - ##those will set the hardcode is done flagS, that opens regular MTTH spec - - #for hard Monasteries, will give basilique and relic if capital - #for hard bishoprics, will give basilique and relic - if = { - limit = { - any_province_holding = { - holding_type = temple - OR = { - is_LCDA_hard_monastery = yes - is_LCDA_hard_episcopat = yes - } - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - } - } - } - province_event = { id = L3T.61 } #LCDA only - } - - #for christian all CAPITAL temple, will get relic - if = { - limit = { - religion_group = christian - NOT = { has_province_flag = roman_cathedral } - capital_holding = { - holding_type = temple - is_LCDA_hard_monastery =no - is_LCDA_hard_episcopat = no - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - } - } - } - province_event = { id = L3T.62 days = 1 } - } - - #for christian NON capital, to give relic, following grid pattern, to fill the grid - if = { - limit = { - any_province_holding = { - location = { - religion_group = christian - NOT = { - has_province_flag = neighbor_roman_cathedral - has_province_flag = neighbor_neighbor_roman_cathedral - has_province_flag = roman_cathedral - } - any_neighbor_province = { - NOT = { - has_province_flag = neighbor_roman_cathedral - has_province_flag = neighbor_neighbor_roman_cathedral - has_province_flag = roman_cathedral - } - } - NOT = { has_province_modifier = relique_generique } - } - - holding_type = temple - #NOT = { has_title_flag = temple_to_specialize } - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - has_building = tp_roman_cathedrale - } - is_capital = no - is_LCDA_hard_monastery =no - is_LCDA_hard_episcopat = no - } - } - province_event = { id = L3T.63 days = 2 } - } - - #for feudal capital holdings, make them feudal cities - if = { - limit = { - religion_group = christian - #holder = { capital_scope = capital_holding } - capital_holding = { - holding_type = castle - NOT = { - has_building = FEODAL_mil - has_building = FEODAL_prod - has_building = FEODAL_adm - } - } - } - province_event = { id = L3T.31 } - } - - #realm's capital receives a prov modifier - if = { - limit = { - owner = { - OR = { - demesne_size = 3 - realm_size = 8 - } - capital_scope = { - NOT = { has_province_modifier = realm_capital_province } - } - } - } - owner = { - #owner = { character_event = { id = L3T.50 }} - capital_scope = { - add_province_modifier = { - name = realm_capital_province - duration = -1 - } - } - } - } - - # Specialization of the province with at least 2 cities (which need to have province_fleuve or not) - if = { - #####TO SPLIT############# - limit = { - any_province_holding = { - count = 2 - tier = baron - holding_type = city - } - } - # Priority for republics - if = { - limit = { - owner = { - is_republic = yes - NOT = { tier = baron } - } - } - province_event = { id = L3T.41 days = 10 } - break = yes - } - # The other are delayed - province_event = { id = L3T.41 days = 60 } - } - #RESSOURCES ATTRIBUTION - province_event = { id = ECO.1 } - province_event = { id = ECO.2 } - province_event = { id = ECO.3 } - province_event = { id = ECO.4 } - province_event = { id = ECO.5 } - province_event = { id = ECO.8 } - province_event = { id = ECO.80 } - province_event = { id = ECO.81 } - province_event = { id = ECO.82 } - } -} \ No newline at end of file diff --git a/L3T/events/L3T_mod_selection_SWMH.txt b/L3T/events/L3T_mod_selection_SWMH.txt deleted file mode 100644 index efe5825a..00000000 --- a/L3T/events/L3T_mod_selection_SWMH.txt +++ /dev/null @@ -1,845 +0,0 @@ -namespace = L3T - -province_event = { #installe les provinces côtières, terrestres et rivières SWMH - id = L3T.20 - hide_window = yes - - is_triggered_only = yes - - immediate = { - if = { - limit = { - NOT = { has_province_modifier = province_cotiere } - OR = { - port = yes - #mer caspienne - province_id = 624 #Mangyshlak - province_id = 621 #Buzachi - province_id = 618 #Guryev - province_id = 620 #Itil - province_id = 604 #Kuma - province_id = 675 #Semender - province_id = 674 #Derbent - province_id = 669 #Shemakha - province_id = 668 #Shirvan - province_id = 670 #Azerbaijan - province_id = 666 #Gilan - province_id = 662 #Mazandaran - province_id = 661 #Ruyan - province_id = 633 #Gurgan - province_id = 631 #Dihistan - province_id = 1549 #Karasu - #mer d'Aral - province_id = 900 #Jand - #province_id = 893 #Turgay #not bordering a sea anymore SWMH 2.7 - province_id = 897 #Irgiz - province_id = 625 #Ustyurt - province_id = 623 #Kerder - } - } - add_province_modifier = { name = province_cotiere duration = -1 } - } - if = { - limit = { - NOT = { has_province_modifier = province_terrestre } - NOT = { - #OR = { - port = yes - #mer caspienne - province_id = 624 #Mangyshlak - province_id = 621 #Buzachi - province_id = 618 #Guryev - province_id = 620 #Itil - province_id = 604 #Kuma - province_id = 675 #Semender - province_id = 674 #Derbent - province_id = 669 #Shemakha - province_id = 668 #Shirvan - province_id = 670 #Azerbaijan - province_id = 666 #Gilan - province_id = 662 #Mazandaran - province_id = 661 #Ruyan - province_id = 633 #Gurgan - province_id = 631 #Dihistan - province_id = 1549 #Karasu - #mer d'Aral - province_id = 900 #Jand - #province_id = 893 #Turgay - province_id = 897 #Irgiz - province_id = 625 #Ustyurt - province_id = 623 #Kerder - #} - } - } - add_province_modifier = { name = province_terrestre duration = -1 hidden = yes } - } - if = { - limit = { - OR = { - ## India - #AND = { - # region = world_india - borders_major_river = yes - #} - ##IRLANDE - province_id = 13 #Thomond - province_id = 1429 #Luimnigh - province_id = 1428 #Thiobraid Arann - province_id = 1434 #Uibh Fhaili - province_id = 1433 #Tethbae - province_id = 1435 #Hy Many - province_id = 12 # Ossory - #England - province_id = 42 #Strathearn #scotland - province_id = 1488 #Dun Breatainn - province_id = 51 #Dunbar - province_id = 38 #Teviotdale - province_id = 53 #Cumberland - province_id = 1416 #York Wolds - province_id = 1415 #York Moors - province_id = 964 #Richmond - province_id = 57 #York - province_id = 61 #Lincoln - province_id = 21 #Gloucester #Wales - province_id = 30 #Worcester - province_id = 66 #Shrewsbury - province_id = 70 #Norfolk - province_id = 983 #Ely - province_id = 1412 #Huntingdon - province_id = 1411 #Cambridge - province_id = 69 #Bedford - province_id = 68 #Northampton - province_id = 32 #Middlesex - province_id = 24 #Surrey - province_id = 973 #Berkshire - province_id = 974 #Buckinghamshire - province_id = 22 #Oxford - ##Spains - province_id = 166 #Algeciras - province_id = 165 #Cadiz - province_id = 181 #Cordoba - province_id = 180 #Granada - province_id = 1192 #Jaen - province_id = 164 #Niebla - province_id = 163 #Faro - province_id = 185 #Mertola - province_id = 186 #Evora - province_id = 184 #Badajoz - province_id = 183 #Aracena - province_id = 196 #Calatrava - province_id = 161 #Alcacer do Sal - province_id = 160 #Lisboa - province_id = 1200 #Setubal - province_id = 1195 #Thomar - province_id = 187 #Castelo Branco - province_id = 193 #Alcantara - province_id = 194 #Plasencia - province_id = 195 #Caceres - province_id = 197 #Toledo - province_id = 1201 #Guadalajara - province_id = 158 #Porto - province_id = 188 #Braganza - province_id = 191 #Zamora - province_id = 1193 #Toro - province_id = 190 #Leon - province_id = 1197 #Medina del Campo - province_id = 198 #Valladolid - province_id = 199 #Burgos - province_id = 1212 #Braga - province_id = 157 #Santiago - province_id = 1191 #Lemos - province_id = 1190 #Lugo - province_id = 173 #Tarragona - province_id = 1209 #Caspe - province_id = 203 #Lleida - province_id = 1207 #Huesca - province_id = 202 #Zaragoza - province_id = 1204 #Tudela - province_id = 152 #Navarra - province_id = 1217 #Logrono - ##France - province_id = 151 #Labourd //Adour - province_id = 150 #Albret - province_id = 1253 #Marsan - province_id = 209 #Armagnac - province_id = 149 #Bordeaux //Garonne/Tarn/Dordogne/Charentes - province_id = 215 #Agen - province_id = 1188 #Quercy - province_id = 214 #Toulouse - province_id = 210 #Foix - province_id = 1157 #Comminges - province_id = 216 #Perigord - province_id = 1251 #Carlades - province_id = 218 #Rouergue - province_id = 143 #Saintonge - province_id = 148 #Angouleme - province_id = 144 #Lusignan - province_id = 106 #Nantes //Loire/Allier - province_id = 101 #Rennes - province_id = 107 #Anjou - province_id = 108 #Maine - province_id = 140 #Tourraine - province_id = 141 #Poitiers - province_id = 110 #Blois - province_id = 1186 #Chateaudun - province_id = 138 #Orleans - province_id = 1160 #Sancerre - province_id = 132 #Auxerre - province_id = 137 #Nevers - province_id = 146 #Bourbon - province_id = 226 #Charolais - province_id = 217 #Auvergne - province_id = 97 #Arques //Seine - province_id = 98 #Vexin - province_id = 99 #Evreux - province_id = 1177 #Southvexin - province_id = 112 #Ile de France - province_id = 131 #Sens - province_id = 1164 #Tonnerre - province_id = 130 #Troyes - province_id = 1166 #Brie - province_id = 1176 #Valois - province_id = 1185 #Vertus - province_id = 114 #Reims - province_id = 1162 #Rethel - province_id = 113 #Vermandois - province_id = 1181 #Porcien - province_id = 1170 #Ponthieu //Somme/Escaut - province_id = 95 #Amiens - province_id = 117 #Brabant - province_id = 92 #Breda - province_id = 93 #Gent - province_id = 1019 #Brussel - province_id = 94 #Hainaut - province_id = 1022 #Valenciennes - province_id = 1024 #Cambrai - province_id = 1179 #Lille - province_id = 77 #Artois - province_id = 1047 #Arles //Rhone/Saone/Doubs - province_id = 221 #Provence - province_id = 1249 #Nimes - province_id = 222 #Venaissin - province_id = 229 #Forcalquier - province_id = 1252 #Valentinois - province_id = 223 #Viviers - province_id = 228 #Dauphine Viennois - province_id = 1048 #Graisivaudan - province_id = 237 #Savoie - province_id = 239 #Geneve - province_id = 1040 #Chablais - province_id = 227 #Lyon - province_id = 1042 #Bresse - province_id = 225 #Macon - province_id = 240 #Chalons - province_id = 1039 #Amous - province_id = 1045 #Portois - province_id = 135 #Besancon - #Africa - province_id = 1324 # Yauri //Mali - province_id = 1322 # Kebbi - province_id = 1486 # Volta Basin - province_id = 1319 # Say - province_id = 914 # Gao - province_id = 911 # Timbuktu - province_id = 915 # Djenne - province_id = 1377 # Mema - province_id = 1378 # Massina - province_id = 1389 # Kala - province_id = 1387 # Sibiridugu - province_id = 925 # Mali - province_id = 1379 # Djolof //Senegal - province_id = 1381 # Galam - province_id = 1232 # Awlil - province_id = 1371 # Takrur - province_id = 1372 # Silla - province_id = 926 # Bambuk - province_id = 1383 # Malal - province_id = 1374 # Kingui - province_id = 1513 # Begemdir //Nile - province_id = 1512 # Semien - province_id = 1506 # Tigre - province_id = 877 # Kassala - province_id = 879 # Atbara - province_id = 882 # Ankober - province_id = 881 # Asosa - province_id = 1485 # Kordofan - province_id = 880 # Sennar - province_id = 1491 # Alwa - province_id = 1492 # Butana - province_id = 1494 # Abu Hammad - province_id = 793 # Makuria - province_id = 1230 # Dongola - province_id = 1499 # Semna - province_id = 792 # Nubia - province_id = 1500 # Qasr Ibrim - province_id = 794 # Aswan - province_id = 1340 # Qus - province_id = 1339 # Ikhmin - province_id = 795 # Asyut - province_id = 1337 # Manfalut - province_id = 1336 # Bahnasa - province_id = 1335 # Itfih - province_id = 800 # Gizeh - province_id = 796 # Cairo - province_id = 802 # Alexandria - province_id = 801 # Buhairya - province_id = 799 # Gabiyaha - province_id = 797 # Manupura - province_id = 798 # Delta - province_id = 1331 # Bilbays - province_id = 789 # Pelusia - province_id = 1359 # Malila /Marocco - province_id = 1358 # Sa - province_id = 1357 # Wajda - #Italy - province_id = 333 # Roma //Tibre - province_id = 243 # Vico - province_id = 349 # Assisi - province_id = 1145 # Marciano - province_id = 1118 # Sabina - province_id = 327 # Lucca //Pisa region - province_id = 323 # Pisa - province_id = 1137 # Prato - province_id = 328 # Firenze - province_id = 317 # Trente //Pô lower valley - province_id = 357 # Treviso - province_id = 356 # Venezia - province_id = 355 # Padua - province_id = 1143 # Este - province_id = 353 # Rovigo - province_id = 354 # San Martino - province_id = 319 # Verona - province_id = 352 # Romagna - province_id = 957 # Reggio //Pô upper valley - province_id = 321 # Parma - province_id = 1124 # Piacenza - province_id = 1139 # Sabionetta - province_id = 1290 # Seprio - province_id = 320 # Camisano - province_id = 235 # Burgaria - province_id = 234 # Pavia - province_id = 232 # Asti - province_id = 1130 # Vercelli - province_id = 851 # Aversa // Napoli region - province_id = 1105 # Fondi - province_id = 1114 # Aquino - province_id = 325 # Arbarée // Sardinia - province_id = 1113 # Manopello // Adriatic coast - province_id = 1110 # Gravina //Southern italy - #Rhein/Moselle/Maas - province_id = 248 # St Gallen - province_id = 242 # Aargau - province_id = 1037 # Basel - province_id = 250 # Breisgau - province_id = 134 # Sundgau - province_id = 126 # Nordgau - province_id = 125 # Baden - province_id = 124 # Pfalz - province_id = 960 # Lauffen - province_id = 253 # Wurttemberg - province_id = 123 # Mainz //Main - province_id = 952 # Frankfurt - province_id = 122 # Leiningen - province_id = 254 # Franken - province_id = 313 # Bamberg - province_id = 970 # Comburg - province_id = 127 # Lorraine //Mosel - province_id = 133 # Saintois - province_id = 128 # Metz - province_id = 115 # Luxembourg - province_id = 118 # Trier - province_id = 1008 # Zweibrucken //Saar - province_id = 942 # Saarbruken - province_id = 1028 # Pontamousson //Maas - province_id = 129 # Verdun - province_id = 1061 # Chiny - province_id = 116 # Liege - province_id = 1056 # Namur - province_id = 91 # Loon - province_id = 90 # Julich - province_id = 83 # Gelre - province_id = 82 # Sticht - province_id = 80 # Holland - province_id = 1017 # Arnhem - province_id = 1059 # Oversticht - province_id = 89 # Kleve - province_id = 1009 # Mark - province_id = 1063 # Berg - province_id = 119 # Koln - province_id = 1007 # Konigssondergau - province_id = 85 # Ostfriesland - province_id = 1079 # Tecklenburg - province_id = 88 # Munster - province_id = 120 # Gottingen - province_id = 980 # Everstein - province_id = 258 # Luneburg - province_id = 1020 # Schaumburg - province_id = 848 # Bremen - province_id = 1184 # Rustringen - #Elbe - province_id = 1065 # Dithmarschen - province_id = 263 # Holstein - province_id = 261 # Hamburg - province_id = 1098 # Lauenburg - province_id = 951 # Schwerin - province_id = 1053 # Dannenberg - province_id = 982 # Prignitz - province_id = 1074 # Magdeburg - province_id = 309 # Altmark - province_id = 365 # Brandenburg - province_id = 1064 # Niederlausitz - province_id = 310 # Anhalt - province_id = 1075 # Wittenberg - province_id = 1077 # Brehna - province_id = 312 # Meissen - province_id = 363 # Litomerice - province_id = 437 # Praha - province_id = 362 # Domazlice - #Vistule - province_id = 1267 # Szvuine - province_id = 366 # Stettin - province_id = 1303 # Neumark - province_id = 430 # Lubusz - province_id = 435 # Upper Silesia - province_id = 434 # Lower Silesia - province_id = 1302 # Santok - province_id = 431 # Poznanskie - province_id = 432 # Kaliskie - #Scandinavia - province_id = 1100 # Raumrike - province_id = 272 # Akershus - province_id = 296 # Viken - province_id = 297 # Vastergotland - province_id = 288 # Varmland - province_id = 286 # Gastrikland - province_id = 287 # Jarnbaraland - province_id = 283 # Medelpad - province_id = 281 # Angermanland - province_id = 280 # Vasterbotten - province_id = 386 # Kemi - province_id = 385 # Osterbotten - province_id = 398 # Ugra - province_id = 400 # Zyriane - province_id = 402 # Veliky Ustug - province_id = 406 # Vologda - province_id = 405 # Chud - province_id = 396 # Bjarmia - province_id = 395 # North Dvina - province_id = 393 # Onega - province_id = 388 # Karelen - province_id = 403 # Romny - province_id = 411 # Vodi - #Baltes - province_id = 392 # Kexholm - province_id = 415 # Velikiye Luki - province_id = 410 # Toropets - province_id = 1269 # Russa - province_id = 414 # Novgorod - province_id = 409 # Bezhetsky Verh - province_id = 1268 # Koporje - province_id = 1270 # Porkhov - province_id = 413 # Pskov - province_id = 380 # Narva - province_id = 375 # Lettigalians - province_id = 1068 # Toreida - province_id = 374 # Zemigalians - province_id = 992 # Upyte - province_id = 963 # Jeriska - province_id = 985 # Selija - province_id = 416 # West Dvina - province_id = 962 # Braslaw - province_id = 419 # Polotsk - province_id = 417 # Vitebsk - province_id = 568 # Smolensk - province_id = 1307 # Bandava - province_id = 421 # Zhmud - province_id = 1306 # Zaslawye - province_id = 1305 # Asmena - province_id = 424 # Jacwiez - province_id = 425 # Podlasie - province_id = 990 # Lida - province_id = 426 # Yatvyagi - province_id = 989 # Trakai - province_id = 372 # Memel - province_id = 422 # Scalovia - province_id = 371 # Sambia - province_id = 370 # Marienburg - province_id = 1299 # Bartia - province_id = 534 # Peremyshl - province_id = 531 # Sandomierskie - province_id = 527 # Krakowskie - province_id = 528 # Sieradzko#Leczyckie - province_id = 1315 # Leczyca - province_id = 996 # Lublin - province_id = 535 # Vladimir Volynsky - province_id = 991 # Chelm - province_id = 549 # Beresty - province_id = 530 # Czersk - province_id = 1314 # Rawa Mazovia - province_id = 529 # Plock - province_id = 428 # Kujawy - province_id = 369 # Chelminskie - province_id = 368 # Danzig - province_id = 1297 # Pomesania - #western black sea - province_id = 536 # Galich - province_id = 546 # Terebovl - province_id = 1286 # Kamyanetspodilsky - province_id = 1283 # Cern - province_id = 541 # Peresechen - province_id = 542 # Olvia - province_id = 1146 # Iasi - province_id = 512 # Belgorod - province_id = 511 # Galaz - province_id = 545 # Torki - province_id = 1147 # Bacau - province_id = 513 # Birlad - province_id = 510 # Constantia //Danube - province_id = 1529 # Ialomita - province_id = 509 # Karvuna - province_id = 508 # Dorostotum - province_id = 514 # Turnu - province_id = 499 # Tyrnovo - province_id = 516 # Severin - province_id = 506 # Vidin - province_id = 1523 # Okic //Balkan branch - province_id = 461 # Zagreb - province_id = 959 # Vodica - province_id = 1524 # Vrbas - province_id = 1004 # Pozega - province_id = 462 # Krizevci - province_id = 463 # Usora - province_id = 1581 # Soli - province_id = 1127 # Macva - province_id = 1000 # Syrmia - province_id = 503 # Hum - province_id = 504 # Rama - province_id = 505 # Belgrade - province_id = 502 # Rashka - province_id = 501 # Naissus - province_id = 961 # Branicevo - province_id = 517 # Temes - province_id = 1006 # Krasso - province_id = 1330 # Omis //Adriatique - province_id = 469 # Zeta - province_id = 470 # Dyrrachion - province_id = 1011 # Arbanon - province_id = 1346 # Veria //Egee - province_id = 489 # Thessalia - province_id = 490 # Thessalonike - province_id = 492 # Strymon - province_id = 1526 # Strumica - province_id = 1016 # Traianopolis - province_id = 495 # Kaliopolis - province_id = 494 # Adrianopolis - province_id = 521 # Csanad //Roumanie - province_id = 1005 # Zarand - province_id = 519 # Feher - province_id = 1152 # Bekes - province_id = 520 # Bihar - province_id = 523 # Heves - province_id = 444 # Esztergom - province_id = 453 # Szekezfehervar - province_id = 518 # Bacs - province_id = 537 # Bereg - province_id = 454 # Vas - province_id = 460 # Varadzin - province_id = 1317 # Celje - province_id = 455 # Steiermark - province_id = 448 # Salzburg - province_id = 1034 # Helfenstein //retour aux sources - province_id = 1029 # Teck - province_id = 981 # Ansbach - province_id = 955 # Augsburg - province_id = 361 # Niederbayern - province_id = 447 # Passau - province_id = 360 # Oberbayern - province_id = 359 # Innsbruck - province_id = 1264 # Kuenring - province_id = 449 # Osterreich - province_id = 524 # Gemer - province_id = 1151 # Komarom - province_id = 451 # Fejer - province_id = 1155 # Hont - province_id = 443 # Nitra - province_id = 442 # Trencin - province_id = 445 # Pressburg - province_id = 441 # Brno - province_id = 440 # Olomouc - province_id = 598 # Tmutarakan //black sea - province_id = 597 # Azov - province_id = 599 # Kuban - province_id = 706 # Koloneia //Anatolia - province_id = 1228 # Neokaisareia - province_id = 941 # Amasia - province_id = 738 # Amisos - province_id = 1241 # Eukhaita - province_id = 1234 # Gangra - province_id = 752 # Galatia - province_id = 737 # Kaisereia - province_id = 1347 # Tzamandos - province_id = 1218 # Sebastia - province_id = 1222 # Nyssa - province_id = 749 # Dorylaion - province_id = 956 # Sangarios - province_id = 741 # Nikomedeia - province_id = 725 # Thyateira - province_id = 971 # Philadelphia - province_id = 745 # Smyrna - province_id = 758 # Seleukeia - province_id = 762 # Adana - province_id = 969 # Sis - - #Mesopotanie // southern Caspian sea - province_id = 675 #Semender - province_id = 595 #Don portage - province_id = 1089 #Simsir - province_id = 668 #Shirvan - province_id = 1092 #Arran - province_id = 673 #Albania - province_id = 1084 #Utik - province_id = 1082 #Hereti - province_id = 1080 #Lori - province_id = 679 #Kartli - province_id = 670 #Azerbaijan - province_id = 1085 #Artsakh - province_id = 1083 #Baghk - province_id = 667 #Tabriz - province_id = 686 #Oromieh - province_id = 1095 #Goghtn - province_id = 682 #Vaspurakan - province_id = 672 #Dwin - province_id = 681 #Ani - province_id = 1088 #Vanand - province_id = 701 #Taron - province_id = 1097 #Dzopk - province_id = 707 #Melitene - province_id = 683 #Amida - province_id = 1239 #Mardin - province_id = 734 #Aintab - province_id = 699 #Edessa - province_id = 708 #Tell Bashir - province_id = 1240 #Manbij - province_id = 709 #Asas - province_id = 698 #Al Jazira - province_id = 710 #Al Bichri - province_id = 729 #Tadmor - province_id = 711 #Sinjar - province_id = 695 #Deir - province_id = 715 #Al Habbariyah - province_id = 666 #Gilan //parenthése sud caspienne - province_id = 661 #Ruyan - province_id = 1531 #Zanjan - province_id = 665 #Kharraqan - province_id = 1093 #Corduene //back - province_id = 1094 #Persarmenia - province_id = 685 #Kurdistan - province_id = 684 #Nisibin - province_id = 697 #Mosul - province_id = 696 #Euphrates - province_id = 687 #Kirkuk - province_id = 657 #Luristan - province_id = 693 #Baghdad - province_id = 694 #Karbala - province_id = 655 #Kufa - province_id = 690 #Al Amarah - province_id = 692 #Al Nadjaf - province_id = 656 #Tigris - province_id = 691 #Al Nasiryah - province_id = 649 #Basra - province_id = 648 #Ahwaz - province_id = 647 #Idhaj - province_id = 643 #Mandistan //golfe persique - province_id = 1534 #Darabjird - province_id = 621 #Buzachi //nord caspienne - province_id = 897 #Irgiz - province_id = 618 #Guryev - province_id = 895 #Yaik - province_id = 617 #Uzens - province_id = 609 #Syrt - province_id = 616 #Pecheneg - province_id = 896 #Aqtobe - province_id = 1549 #Karasu //Caspienne / Aral link - province_id = 631 #Dihistan - province_id = 1481 #Uzboy - province_id = 623 #Kerder - province_id = 626 #Kath - province_id = 902 #Harazasp - province_id = 1543 #Amol - province_id = 904 #Balkh - province_id = 1545 #Chaghaniyan - province_id = 1578 #Talekan - province_id = 1556 #Khuttal - province_id = 637 #Sistan //Persia - province_id = 905 #Badghis - province_id = 1539 #Ganj Rustaq - province_id = 1538 #Sarakhs - province_id = 628 #Bukhara - province_id = 903 #Samarkand - province_id = 900 #Jand //Aral - province_id = 622 #Sighnaq - province_id = 1562 #Otrar - province_id = 1561 #Shash - province_id = 1557 #Ustrushana - province_id = 1558 #Khojand - province_id = 1573 #Yeti-su //steppes - } - } - add_province_modifier = { name = province_fleuve duration = -1 } - } - - #for hard republics, will trigger nodes attribution - ##those will set the hardcode is done flagS, that opens regular MTTH spec - - #for hard Monasteries, will give basilique and relic if capital - #for hard bishoprics, will give basilique and relic - if = { - limit = { - any_province_holding = { - holding_type = temple - OR = { - is_LCDA_hard_monastery = yes - is_LCDA_hard_episcopat = yes - } - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - } - } - } - province_event = { id = L3T.61 } #LCDA only - } - - #for christian all CAPITAL temple, will get relic - if = { - limit = { - religion_group = christian - NOT = { has_province_flag = roman_cathedral } - capital_holding = { - holding_type = temple - is_LCDA_hard_monastery =no - is_LCDA_hard_episcopat = no - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - } - } - } - province_event = { id = L3T.62 days = 1 } - } - - #for christian NON capital, to give relic, following grid pattern, to fill the grid - if = { - limit = { - any_province_holding = { - location = { - religion_group = christian - NOT = { - has_province_flag = neighbor_roman_cathedral - has_province_flag = neighbor_neighbor_roman_cathedral - has_province_flag = roman_cathedral - } - any_neighbor_province = { - NOT = { - has_province_flag = neighbor_roman_cathedral - has_province_flag = neighbor_neighbor_roman_cathedral - has_province_flag = roman_cathedral - } - } - NOT = { has_province_modifier = relique_generique } - } - - holding_type = temple - #NOT = { has_title_flag = temple_to_specialize } - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - has_building = tp_roman_cathedrale - } - is_capital = no - is_LCDA_hard_monastery =no - is_LCDA_hard_episcopat = no - } - } - province_event = { id = L3T.63 days = 2 } - } - - #for feudal capital holdings, make them feudal cities - if = { - limit = { - religion_group = christian - #holder = { capital_scope = capital_holding } - capital_holding = { - holding_type = castle - NOT = { - has_building = FEODAL_mil - has_building = FEODAL_prod - has_building = FEODAL_adm - } - } - } - province_event = { id = L3T.31 } - } - - #realm's capital receives a prov modifier - if = { - limit = { - owner = { - OR = { - demesne_size = 3 - realm_size = 8 - } - capital_scope = { - NOT = { has_province_modifier = realm_capital_province } - } - } - } - owner = { - #owner = { character_event = { id = L3T.50 }} - capital_scope = { - add_province_modifier = { - name = realm_capital_province - duration = -1 - } - } - } - } - - # Specialization of the province with at least 2 cities (which need to have province_fleuve or not) - if = { - limit = { - any_province_holding = { - count = 2 - tier = baron - holding_type = city - } - } - # Priority for republics - if = { - limit = { - owner = { - is_republic = yes - NOT = { tier = baron } - } - } - province_event = { id = L3T.41 days = 10 } - break = yes - } - # The other are delayed - province_event = { id = L3T.41 days = 60 } - } - #RESSOURCES ATTRIBUTION - province_event = { id = ECO.1 } - province_event = { id = ECO.2 } - province_event = { id = ECO.3 } - province_event = { id = ECO.4 } - province_event = { id = ECO.5 } - province_event = { id = ECO.8 } - province_event = { id = ECO.80 } - province_event = { id = ECO.81 } - province_event = { id = ECO.82 } - } -} diff --git a/L3T/events/L3T_mod_selection_VANI.txt b/L3T/events/L3T_mod_selection_VANI.txt deleted file mode 100644 index 936ec876..00000000 --- a/L3T/events/L3T_mod_selection_VANI.txt +++ /dev/null @@ -1,702 +0,0 @@ -namespace = L3T - -province_event = { - id = L3T.22 - hide_window = yes - - is_triggered_only = yes - - immediate = { - #installe les provinces côtières Vanilla - if = { - limit = { - OR = { - port = yes - #mer caspienne - province_id = 625 #Usturt - province_id = 624 #Mangyshlak - province_id = 621 #Kangly - province_id = 618 #Guryev - province_id = 620 #Itil - province_id = 604 #Kuma - province_id = 675 #Semender - province_id = 674 #Derbent - province_id = 669 #Shemakha - province_id = 668 #Shirvan - province_id = 667 #Tabriz - province_id = 666 #Gilan - province_id = 662 #Mazandaran - province_id = 661 #Tabaristan - province_id = 633 #Gurgan - province_id = 631 #Dihistan - province_id = 627 #Kara-Kum - #mer d'Aral - province_id = 622 #Turkestan - province_id = 623 #Aral - province_id = 1378 #Urgench - province_id = 901 #Kyzylkum - province_id = 900 #Syr Darya - } - } - add_province_modifier = { name = province_cotiere duration = -1 } - } - #installe les provinces terrestres Vanilla - if = { - limit= { - NOT = { - #OR = { - port = yes - #mer caspienne - province_id = 625 #Usturt - province_id = 624 #Mangyshlak - province_id = 621 #Kangly - province_id = 618 #Guryev - province_id = 620 #Itil - province_id = 604 #Kuma - province_id = 675 #Semender - province_id = 674 #Derbent - province_id = 669 #Shemakha - province_id = 668 #Shirvan - province_id = 667 #Tabriz - province_id = 666 #Gilan - province_id = 662 #Mazandaran - province_id = 661 #Tabaristan - province_id = 633 #Gurgan - province_id = 631 #Dihistan - province_id = 627 #Kara-Kum - #mer d'Aral - province_id = 622 #Turkestan - province_id = 623 #Aral - province_id = 1378 #Urgench - province_id = 901 #Kyzylkum - province_id = 900 #Syr Darya - #} - } - } - add_province_modifier = { - name = province_terrestre - duration = -1 - hidden = yes - } - } - - if = { - #installe les provinces rivières Vanilla - limit = { - OR = { - ## India - AND = { - region = world_india - borders_major_river = yes - } - ##IRLANDE - province_id = 1955 # Hy-Many - province_id = 9 # Connacht - province_id = 10 # Kildare - #England - province_id = 21 # Gloucester / Wales - province_id = 30 # Worcester - province_id = 57 # York / York - province_id = 1941 # Hull - province_id = 61 # Lincoln - province_id = 32 # Middlesex /Thames - province_id = 22 # Oxford - province_id = 70 # Norfolk - ##Spains - province_id = 165 # Cadiz - province_id = 183 # Aracena - province_id = 164 # Niebla - province_id = 181 # Cordoba - province_id = 180 # Granada - province_id = 163 # Faro - province_id = 185 # Mertola - province_id = 184 # Badajoz - province_id = 195 # Caceres - province_id = 196 # Calatrava - province_id = 161 # Alcacer do Sal - province_id = 186 # Evora - province_id = 193 # Alcantara - province_id = 194 # Plasencia - province_id = 197 # Toledo - province_id = 177 # Cuenca - province_id = 158 # Porto - province_id = 188 # Braganza - province_id = 191 # Zamora - province_id = 190 # Leon - province_id = 198 # Valladolid - province_id = 172 # Castellon #Ebro - province_id = 173 # Tarragona - province_id = 174 # Albarracin - province_id = 202 # Zaragoza - province_id = 201 # Najera - province_id = 2014 # Huelva #Portugal - ##France - province_id = 151 # Labourd # Adour - province_id = 150 # Albret - province_id = 209 # Armagnac - province_id = 149 # Bordeaux # Garonne/Tarn/Dordogne - province_id = 215 # Agen - province_id = 214 # Toulouse - province_id = 210 # Foix - province_id = 218 # Rouergue - province_id = 216 # Perigord - province_id = 147 # Limousin - province_id = 106 # Nantes # Loire/Vienne/Maine/Allier - province_id = 107 # Anjou - province_id = 1959 # Saumur - province_id = 140 # Tourraine - province_id = 1965 # Dunois - province_id = 141 # Poitiers - province_id = 144 # Lusignan - province_id = 145 # La Marche - province_id = 110 # Blois - province_id = 111 # Chartres /Eure - province_id = 138 # Orleans - province_id = 1960 # Sancerre - province_id = 137 # Nevers - province_id = 146 # Bourbon - province_id = 226 # Charolais - province_id = 217 # Auvergne - province_id = 108 # Maine - province_id = 109 # Vendome - province_id = 97 # Arques # Seine/Oise/Marne/Yonne - province_id = 99 # Evreux - province_id = 98 # Vexin - province_id = 112 # Ile de France - province_id = 1963 # Senlis - province_id = 95 # Amiens - province_id = 1962 # Ponthieu - province_id = 113 # Vermandois - province_id = 1964 # Brie - province_id = 130 # Troyes - province_id = 131 # Sens - province_id = 132 # Auxerre - province_id = 75 # Boulogne # Somme - province_id = 221 # Provence # Rhône/Durance/Isère/Saône - province_id = 229 # Forcalquier - province_id = 222 # Venaissin - province_id = 228 # Dauphine Viennois - province_id = 227 # Lyon - province_id = 237 # Savoie - province_id = 225 # Macon - province_id = 240 # Chalons - province_id = 1615 # Amous - province_id = 135 # Besancon - #Rhein/Moselle/Maas/Escaut - province_id = 247 # Chur - province_id = 248 # St Gallen - province_id = 249 # Schwaben - province_id = 242 # Aargau - province_id = 134 # Sundgau - province_id = 250 # Breisgau - province_id = 125 # Baden - province_id = 122 # Leiningen - province_id = 253 # Wurttemberg - province_id = 1981 # Frankfurt - province_id = 124 # Pfalz - province_id = 118 # Trier - province_id = 128 # Metz - province_id = 129 # Verdun - province_id = 127 # Lorraine - province_id = 133 # Saintois - province_id = 930 # Bar - province_id = 115 # Luxembourg - province_id = 116 # Liege - province_id = 117 # Brabant - province_id = 90 # Julich - province_id = 123 # Mainz - province_id = 119 # Koln - province_id = 89 # Kleve - province_id = 91 # Loon - province_id = 92 # Breda - province_id = 82 # Sticht - province_id = 80 # Holland - province_id = 93 # Gent - #Elbe - province_id = 263 # Holstein - province_id = 848 # Bremen - province_id = 259 # Celle - province_id = 261 # Hamburg - province_id = 258 # Luneburg - province_id = 262 # Lubeck - province_id = 260 # Mecklemburg - province_id = 309 # Altmark - province_id = 307 # Werle - province_id = 365 # Brandenburg - province_id = 310 # Anhalt - province_id = 311 # Plauen - province_id = 312 # Meissen - province_id = 364 # Lausitz - province_id = 363 # Litomerice - province_id = 439 # Plzen - province_id = 437 # Praha - province_id = 362 # Domazlice - province_id = 361 # Niederbayern - province_id = 447 # Passau - #Saxe - province_id = 308 # Wolgast - province_id = 366 # Stettin - province_id = 1988 # Havelberg - province_id = 430 # Lubusz - province_id = 434 # Lower Silesia - province_id = 435 # Upper Silesia - province_id = 433 # Opole - province_id = 1927 # Opava - province_id = 526 # Cieszyn - province_id = 440 # Olomouc - #Vistule - province_id = 370 # Marienburg - province_id = 368 # Danzig - province_id = 369 # Chelminskie - province_id = 429 # Gnieznienskie - province_id = 428 # Kujawy - province_id = 432 # Kaliskie - province_id = 529 # Plock - province_id = 528 # Sieradzko#Leczyckie - province_id = 530 # Czersk - province_id = 527 # Krakowskie - province_id = 531 # Sandomierskie - province_id = 532 # Sacz - #Baltes - province_id = 372 # Memel - province_id = 422 # Scalovia - province_id = 426 # Yatvyagi - province_id = 421 # Zhmud - province_id = 423 # Sudovia - province_id = 420 # Aukshayts - province_id = 373 # Kurs - #Scandinavie - province_id = 290 # Uppland - province_id = 289 # Vastmanland - province_id = 292 # Sodermanland - province_id = 293 # Ostergotland - province_id = 297 # Vastergotland - province_id = 288 # Varmland - province_id = 295 # Dal - province_id = 296 # Viken - province_id = 272 # Akershus - province_id = 1620 # Romerike - province_id = 286 # Gastrikland - province_id = 287 # Jarnbaraland - province_id = 285 # Halsingland - province_id = 284 # Herjedalen - province_id = 280 # Vasterbotten - province_id = 386 # Kemi - province_id = 1600 # Oulu - province_id = 385 # Osterbotten - province_id = 384 # Satakunta - province_id = 956 # Kallavesi - province_id = 392 # Kexholm - province_id = 411 # Vodi - province_id = 393 # Onega - province_id = 394 # Trans-portage - province_id = 403 # Romny - province_id = 404 # Zaozerye - province_id = 409 # Bezhetsky Verh - province_id = 414 # Novgorod - province_id = 415 # Velikiye Luki - province_id = 410 # Toropets - province_id = 417 # Vitebsk - province_id = 413 # Pskov - province_id = 379 # Dorpat - province_id = 380 # Narva - ##West Africa - province_id = 927 # Zarma //MALI - province_id = 1753 # Dyamare - province_id = 1755 # Dendi - province_id = 1754 # Songhay - province_id = 1768 # Mema - province_id = 1880 # Soso - province_id = 1763 # Dodugu - province_id = 914 # Gao - province_id = 911 # Timbuktu - province_id = 915 # Djenne - province_id = 926 # Bambuk //Western than MALI - province_id = 1764 # Diafunu - province_id = 1765 # Kantor - province_id = 1743 # Bornu //Lac Tchaad - province_id = 1744 # Munio - province_id = 1741 # Makari - province_id = 1742 # Kagha - - #Nil - province_id = 802 # Alexandria - province_id = 799 # Gabiyaha - province_id = 798 # Delta - province_id = 789 # Pelusia - province_id = 797 # Manupura - province_id = 790 # Sarqihya - province_id = 796 # Cairo - province_id = 800 # Gizeh - province_id = 791 # Quena - province_id = 794 # Aswan - province_id = 1282 # Dotawo - province_id = 1322 # Nobatia - province_id = 1326 # Napata - province_id = 793 # Makuria - province_id = 879 # Atbara - province_id = 1334 # Alodia - province_id = 880 # Sennar - province_id = 877 # Kassala - #Mesopotanie - province_id = 649 # Basra - province_id = 648 # Khozistan - province_id = 655 # Kufa - province_id = 656 # Tigris - province_id = 657 # Luristan - province_id = 689 # Ilam - province_id = 688 # Kermanshah - province_id = 664 # Qazwin - province_id = 690 # Al Amarah - province_id = 693 # Baghdad - province_id = 695 # Deir - province_id = 696 # Euphrates - province_id = 712 # Suwaida - province_id = 711 # Sinjar - province_id = 729 # Tadmor - province_id = 710 # Al Bichri - province_id = 698 # Al Jazira - province_id = 709 # Asas - province_id = 708 # Tell Bashir - province_id = 734 # Aintab - province_id = 707 # Melitene - province_id = 701 # Taron - province_id = 683 # Amida - province_id = 684 # Nisibin - province_id = 685 # Kurdistan - # province_id = 698 # Al Jazira - province_id = 697 # Mosul - # province_id = 696 # Euphrates - ##Lombardia - province_id = 356 # Venezia - province_id = 357 # Treviso - province_id = 355 # Padua - province_id = 353 # Ferrara - province_id = 354 # Mantua - province_id = 319 # Verona - province_id = 322 # Modena - province_id = 318 # Brescia - province_id = 320 # Cremona - province_id = 321 # Parma - province_id = 235 # Lombardia - province_id = 232 # Monferrato - province_id = 236 # Piemonte - province_id = 234 # Pavia - province_id = 327 # Pisa - province_id = 323 # Lucca - province_id = 328 # Firenze - ##Grèce/Turquie - province_id = 490 # Thessalonike - province_id = 1888 # Astibus - province_id = 492 # Strymon - province_id = 494 # Adrianopolis - province_id = 1884 # Traianopolis - province_id = 745 # Smyrna - province_id = 743 # Kyzikos - province_id = 746 # Ephesos - province_id = 748 # Laodikeia - province_id = 738 # Amisos - province_id = 751 # Paphlagonia - province_id = 752 # Galatia - province_id = 1934 # Charsianon - province_id = 737 # Kaisereia - province_id = 668 # Shirvan - province_id = 669 # Shemakha - province_id = 673 # Albania - province_id = 670 # Azerbaijan - province_id = 671 # Suenik - province_id = 672 # Dwin - province_id = 598 # Tmutarakan - province_id = 599 # Kuban - #Danube - province_id = 252 # Ulm - province_id = 315 # Kempten - province_id = 314 # Nurnberg - province_id = 360 # Oberbayern - province_id = 448 # Salzburg - province_id = 446 # Morava - province_id = 445 # Pressburg - province_id = 449 # Osterreich - province_id = 450 # Sopron - province_id = 451 # Fejer - province_id = 454 # Vas - province_id = 452 # Pecs - province_id = 518 # Bacs - province_id = 517 # Temes - province_id = 516 # Severin - province_id = 514 # Turnu - province_id = 511 # Galaz - province_id = 510 # Constantia - province_id = 509 # Karvuna - province_id = 508 # Dorostotum - province_id = 507 # Nikopolis - province_id = 506 # Vidin - province_id = 505 # Belgrade - province_id = 462 # Krizevci - province_id = 453 # Szekezfehervar - province_id = 522 # Pest - province_id = 523 # Heves - province_id = 519 # Feher - province_id = 515 # Tirgoviste - province_id = 513 # Birlad - province_id = 501 # Naissus - province_id = 504 # Rama - province_id = 463 # Usora - province_id = 461 # Zagreb - province_id = 456 # Karnten - province_id = 460 # Varadzin - province_id = 455 # Steiermark - province_id = 358 # Aquileia - province_id = 512 # Belgorod - province_id = 541 # Peresechen - province_id = 545 # Torki - province_id = 546 # Terebovl - province_id = 558 # Lower Dniepr - province_id = 543 # Oleshye - province_id = 556 # Chortitza - province_id = 544 # Korsun - province_id = 555 # Pereyaslavl - province_id = 547 # Kiev - province_id = 554 # Chernigov - province_id = 553 # Lyubech - province_id = 552 # Turov - province_id = 548 # Pinsk - province_id = 550 # Minsk - province_id = 418 # Orsha - province_id = 551 # Mstislavl - province_id = 568 # Smolensk - province_id = 569 # Vyazma - province_id = 933 # Roslavl - # province_id = 576 # Bryansk - # province_id = 598 # Tmutarakan - # province_id = 599 # Kuban - ##Aral basin - province_id = 1378 # Urgench - province_id = 626 # Khiva - province_id = 628 # Bukhara - province_id = 630 # Merv - province_id = 904 # Balkh - # province_id = 904 # Balkh - province_id = 1188 # Khuttal - province_id = 622 # Turkestan - province_id = 1794 # Yangikent - province_id = 900 # Syr Darya - province_id = 1431 # Otrar - province_id = 1186 # Chach - province_id = 1181 # Oshrusana - province_id = 1423 # Fergana - #Volga - province_id = 604 # Kuma - province_id = 620 # Itil - province_id = 605 # Manych - province_id = 595 # Don portage - province_id = 594 # Sarkel - province_id = 607 # Sarpa - province_id = 596 # Tana - province_id = 597 # Azov - # province_id = 596 # Tana - province_id = 566 # Sugrov - province_id = 576 # Bryansk - province_id = 578 # Kolomna - province_id = 577 # Pronsk - province_id = 593 # Khopyor - province_id = 619 # Saray - province_id = 608 # Lower Volga - province_id = 592 # Burtasy - province_id = 609 # Syrt - province_id = 616 # Pecheneg - province_id = 610 # Bulgar - province_id = 614 # Ashli - province_id = 611 # Qazan - province_id = 589 # Grassland Cheremisa - province_id = 590 # Chuvash - province_id = 588 # Merya - province_id = 585 # Gorodez - province_id = 584 # Nizhny Novgorod - province_id = 591 # Mountain Cheremisa - province_id = 579 # Mordva - province_id = 582 # Vladimir - province_id = 580 # Ryazan - # province_id = 578 # Kolomna - province_id = 587 # Mozhaysk - province_id = 575 # Moskva - province_id = 581 # Murom - province_id = 586 # Galich Mersky - province_id = 407 # Kostroma - province_id = 583 # Suzdal - province_id = 574 # Rostov - province_id = 572 # Yaroslavl - province_id = 571 # Uglich - province_id = 408 # Beloozero - province_id = 412 # Torzhok - province_id = 570 # Tver - province_id = 405 # Chud - province_id = 406 # Vologda - province_id = 395 # North Dvina - province_id = 1822 # Pinega - province_id = 1824 # Yezhuga - province_id = 399 # Syrj - province_id = 1826 # Velsk - province_id = 1817 # Syktyvkar - province_id = 402 # Veliky Ustug - - } - } - add_province_modifier = { name = province_fleuve duration = -1 } - } - - - #for hard republics, will trigger nodes attribution - ##those will set the hardcode is done flagS, that opens regular MTTH spec - - #for hard Monasteries, will give basilique and relic if capital - #for hard bishoprics, will give basilique and relic - if = { - limit = { - any_province_holding = { - holding_type = temple - OR = { - is_LCDA_hard_monastery = yes - is_LCDA_hard_episcopat = yes - } - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - } - } - } - #province_event = { id = L3T.61 } #LCDA only - } - - #for christian all CAPITAL temple, will get relic - if = { - limit = { - religion_group = christian - NOT = { has_province_flag = roman_cathedral } - capital_holding = { - holding_type = temple - is_LCDA_hard_monastery =no - is_LCDA_hard_episcopat = no - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - } - } - } - province_event = { id = L3T.62 days = 1 } - } - - #for christian NON capital, to give relic, following grid pattern, to fill the grid - if = { - limit = { - any_province_holding = { - location = { - religion_group = christian - NOT = { - has_province_flag = neighbor_roman_cathedral - has_province_flag = neighbor_neighbor_roman_cathedral - has_province_flag = roman_cathedral - } - any_neighbor_province = { - NOT = { - has_province_flag = neighbor_roman_cathedral - has_province_flag = neighbor_neighbor_roman_cathedral - has_province_flag = roman_cathedral - } - } - NOT = { has_province_modifier = relique_generique } - } - - holding_type = temple - #NOT = { has_title_flag = temple_to_specialize } - NOT = { - has_building = MONASTERE - has_building = CITEEPISCOPALE - has_building = BOURG_EPISCOPAL - has_building = tp_roman_cathedrale - } - is_capital = no - is_LCDA_hard_monastery =no - is_LCDA_hard_episcopat = no - } - } - province_event = { id = L3T.63 days = 2 } - } - - #for feudal capital holdings, make them feudal cities - if = { - limit = { - religion_group = christian - #holder = { capital_scope = capital_holding } - capital_holding = { - holding_type = castle - NOT = { - has_building = FEODAL_mil - has_building = FEODAL_prod - has_building = FEODAL_adm - } - } - } - province_event = { id = L3T.31 } - } - - #realm's capital receives a prov modifier - if = { - limit = { - owner = { - OR = { - demesne_size = 3 - realm_size = 8 - } - capital_scope = { - NOT = { has_province_modifier = realm_capital_province } - } - } - } - owner = { - #owner = { character_event = { id = L3T.50 }} - capital_scope = { - add_province_modifier = { - name = realm_capital_province - duration = -1 - } - } - } - } - - # Specialization of the province with at least 2 cities (which need to have province_fleuve or not) - if = { - limit = { - any_province_holding = { - count = 2 - tier = baron - holding_type = city - } - } - # Priority for republics - if = { - limit = { - owner = { - is_republic = yes - NOT = { tier = baron } - } - } - province_event = { id = L3T.41 days = 10 } - break = yes - } - # The other are delayed - province_event = { id = L3T.41 days = 60 } - } - province_event = { id = ECO.1 } - province_event = { id = ECO.2 } - province_event = { id = ECO.3 } - province_event = { id = ECO.4 } - province_event = { id = ECO.5 } - province_event = { id = ECO.8 } - province_event = { id = ECO.80 } - province_event = { id = ECO.81 } - province_event = { id = ECO.82 } - } -} \ No newline at end of file diff --git a/L3T/events/L3T_pop_minorities.txt b/L3T/events/L3T_pop_minorities.txt new file mode 100644 index 00000000..44908f6c --- /dev/null +++ b/L3T/events/L3T_pop_minorities.txt @@ -0,0 +1,141 @@ +################################# +# L3T par Arko # +################################# + + +namespace = L3T + + +###initial religion detection +province_event = { + id = L3T.120 + hide_window = yes + + is_triggered_only = yes #from L3T_init_general (L3T.10) + + trigger = { + NOT = { has_province_flag = religion_init_set } + } + + immediate = { + set_province_flag = religion_init_set + + +### add some random fake history +## prévoir un cas de date historique ? + + if = { + limit = { + religion_group = christian + NOT = { has_province_modifier = trad_christian } + } + add_province_modifier = { + name = trad_christian + duration = -1 + hidden = yes #hidden for now + } + #set_variable = { which = was_christian_for value = 1 } + } + + if = { + limit = { + religion_group = muslim + NOT = { has_province_modifier = trad_muslim } + } + add_province_modifier = { + name = trad_muslim + duration = -1 + hidden = yes #hidden for now + } + #set_variable = { which = was_muslim_for value = 1 } + } + } +} + +###annual religion check (variable) +character_event = { + id = L3T.121 + hide_window = yes + + only_playable = yes + is_triggered_only = yes + + trigger = { + any_demesne_province = { has_province_flag = religion_init_set } + #negates year 1066 as it is not complete and some rulers may not get the yearly pulse for this event during this year + OR = { + year = 1067 + NOT = { year = 1066 } + } + } + + immediate = { + any_demesne_province = { + limit = { + has_province_flag = religion_init_set + } + if = { + ##province is still christian + limit = { + religion_group = christian + has_province_modifier = trad_christian + } + change_variable = { which = "was_christian_for" value = 1 } + } + if = { + ##province is still muslim + limit = { + religion_group = muslim + has_province_modifier = trad_muslim + } + change_variable = { which = "was_muslim_for" value = 1 } + } + } + } +} + +### add a notification if a tradition faded/about to fade +#gestion des minorités + +###religion check (on_county_religion_change) + + +###religion check (on_county_religion_change) +#ROOT is province. FROM has the old religion +#in religion scope ? pops for province owner, so character scope +province_event = { + id = L3T.122 + desc = "DESCL3T.122" + picture = "GFX_evt_bishop" + border = "GFX_event_normal_frame_religion" + + #only_playable = yes + is_triggered_only = yes + + trigger = {} + + immediate = {} + + option = { + name = "L3T.122A" + + ROOT = { + add_province_modifier = { + name = totoro + duration = -1 + } + } + religion_authority = { + modifier = achat_indulgence + years = 5 + } + FROM = { + religion_authority = { + modifier = achat_indulgence + years = 5 + } + } + } +} + + diff --git a/L3T/events/L3T_pop_notifications.txt b/L3T/events/L3T_pop_notifications.txt index 6829232a..416e5e1e 100644 --- a/L3T/events/L3T_pop_notifications.txt +++ b/L3T/events/L3T_pop_notifications.txt @@ -1,6 +1,5 @@ # Development variable notifications - -character_event = { #notification for 1103 normal growth #debug mode only +character_event = { #notification for 1103 normal growth -synthesis #debug mode only id = L3T.11031 desc = "DESCL3T.11031" title = "NAMEL3T.11031" @@ -20,6 +19,7 @@ character_event = { #notification for 1103 normal growth #debug mode only clear_event_target = holding_dev } } + character_event = { #notification for 1103 disease decrease id = L3T.11032 title = "NAMEL3T.11032" @@ -106,7 +106,66 @@ character_event = { #notification for 1103 occupied stagnation clear_event_target = holding_dev } } +character_event = { #notification for 1103 BONUS from prosperity #debug mode only + id = L3T.11035 + desc = "DESCL3T.11035" + title = "NAMEL3T.11035" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + is_triggered_only = yes #called only in debug mod + + trigger = { + has_global_flag = init_population + has_global_flag = debug_L3T #safety catch + } + + option = { + name = "OK" + clear_event_target = holding_dev + } +} +character_event = { #notification for 1103 BONUS from capital #debug mode only + id = L3T.11036 + desc = "DESCL3T.11035" + title = "NAMEL3T.11036" + + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + is_triggered_only = yes #called only in debug mod + + trigger = { + has_global_flag = init_population + has_global_flag = debug_L3T #safety catch + } + + option = { + name = "OK" + clear_event_target = holding_dev + } +} +character_event = { #notification for 1103 BONUS from steward job #debug mode only + id = L3T.11037 + desc = "DESCL3T.11035" + title = "NAMEL3T.11037" + + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + is_triggered_only = yes #called only in debug mod + + trigger = { + has_global_flag = init_population + has_global_flag = debug_L3T #safety catch + } + + option = { + name = "OK" + clear_event_target = holding_dev + } +} character_event = { #notification for 1106 on_loot_settlement decrease id = L3T.11061 title = "NAMEL3T.11061" diff --git a/L3T/events/L3T_population.txt b/L3T/events/L3T_population.txt index a0570160..6565d36f 100644 --- a/L3T/events/L3T_population.txt +++ b/L3T/events/L3T_population.txt @@ -17,10 +17,34 @@ character_event = { limit = { tier = baron } export_to_variable = { which = "developpement" value = num_of_buildings } #gives a random seed based on techs set_variable = { which = "devnextstep" value = 100 } + if = { + limit = { + #pre-900 + NOT = { year = 900 } + NOT = { location = { religion_group = pagan_group }} #already much OP + NOT = { region = world_europe_north } + NOT = { region = world_europe_east } + } + # Gives a random bonus + random_list = { + 50 = { + change_variable = { which = "developpement" value = 10 } + } + 20 = { + change_variable = { which = "developpement" value = 20 } + } + 30 = { + change_variable = { which = "developpement" value = 30 } + } + } + } if = { limit = { year = 900 NOT = { year = 1000 } + NOT = { location = { religion_group = pagan_group }} #already much OP + NOT = { region = world_europe_north } + NOT = { region = world_europe_east } } # Gives a random bonus random_list = { @@ -38,6 +62,13 @@ character_event = { if = { limit = { year = 1000 + NOT = { location = { religion_group = pagan_group }} #already much OP + NOT = { region = world_europe_west_brittania } #early brexit + NOT = { region = world_europe_north } # + NOT = { region = world_europe_east } + NOT = { region = world_europe_south_east } #declining byz + NOT = { region = world_asia_minor } #declining byz + } # Gives a random bonus random_list = { @@ -58,9 +89,44 @@ character_event = { } } } + if = { + limit = { + year = 1000 + holding_type = city + } + change_variable = { which = "developpement" value = 50 } + } + if = { + limit = { + year = 900 + location = { religion_group = muslim } #additional boost for muslim world + } + # Gives a random bonus + random_list = { + 15 = { + change_variable = { which = "developpement" value = 5 } + } + 20 = { + change_variable = { which = "developpement" value = 10 } + } + 40 = { + change_variable = { which = "developpement" value = 15 } + } + 15 = { + change_variable = { which = "developpement" value = 20 } + } + 10 = { + change_variable = { which = "developpement" value = 25 } + } + } + } if = { limit = { year = 1150 + NOT = { location = { religion_group = pagan_group }} + NOT = { location = { religion_group = muslim }} #stagnating muslim + NOT = { region = world_europe_south_east } #declining byz + NOT = { region = world_asia_minor } #declining byz } #used to be flat +50 random_list = { @@ -88,49 +154,49 @@ character_event = { # set_variable = { which = "devnextstep" value = 100 } #} if = { - limit = { check_variable = { which = "developpement" value = 100 }} + limit = { check_variable = { which = "developpement" value = 50 }} add_building = ca_town_1 - set_variable = { which = "devnextstep" value = 150 } + set_variable = { which = "devnextstep" value = 100 } } if = { - limit = { check_variable = { which = "developpement" value = 150 }} - set_variable = { which = "devnextstep" value = 200 } + limit = { check_variable = { which = "developpement" value = 100 }} + set_variable = { which = "devnextstep" value = 150 } add_building = ca_town_2 } if = { - limit = { check_variable = { which = "developpement" value = 200 }} - set_variable = { which = "devnextstep" value = 250 } + limit = { check_variable = { which = "developpement" value = 150 }} + set_variable = { which = "devnextstep" value = 200 } add_building = ca_town_3 } if = { - limit = { check_variable = { which = "developpement" value = 250 }} - set_variable = { which = "devnextstep" value = 350 } + limit = { check_variable = { which = "developpement" value = 200 }} + set_variable = { which = "devnextstep" value = 300 } add_building = ca_town_4 } if = { - limit = { check_variable = { which = "developpement" value = 350 }} + limit = { check_variable = { which = "developpement" value = 300 }} add_building = ca_town_5 } # Cities if = { - limit = { check_variable = { which = "developpement" value = 100 }} + limit = { check_variable = { which = "developpement" value = 50 }} add_building = ct_town_1 - set_variable = { which = "devnextstep" value = 150 } + set_variable = { which = "devnextstep" value = 120 } } if = { - limit = { check_variable = { which = "developpement" value = 150 }} + limit = { check_variable = { which = "developpement" value = 120 }} add_building = ct_town_2 - set_variable = { which = "devnextstep" value = 250 } + set_variable = { which = "devnextstep" value = 240 } } if = { - limit = { check_variable = { which = "developpement" value = 250 }} + limit = { check_variable = { which = "developpement" value = 240 }} add_building = ct_town_3 set_variable = { which = "devnextstep" value = 400 } } @@ -147,13 +213,13 @@ character_event = { } # Temples if = { - limit = { check_variable = { which = "developpement" value = 100 }} + limit = { check_variable = { which = "developpement" value = 70 }} add_building = tp_town_1 - set_variable = { which = "devnextstep" value = 170 } + set_variable = { which = "devnextstep" value = 140 } } if = { - limit = { check_variable = { which = "developpement" value = 170 }} + limit = { check_variable = { which = "developpement" value = 140 }} add_building = tp_town_2 set_variable = { which = "devnextstep" value = 220 } } @@ -161,17 +227,17 @@ character_event = { if = { limit = { check_variable = { which = "developpement" value = 220 }} add_building = tp_town_3 - set_variable = { which = "devnextstep" value = 260 } + set_variable = { which = "devnextstep" value = 300 } } if = { - limit = { check_variable = { which = "developpement" value = 260 }} + limit = { check_variable = { which = "developpement" value = 300 }} add_building = tp_town_4 - set_variable = { which = "devnextstep" value = 300 } + set_variable = { which = "devnextstep" value = 400 } } if = { - limit = { check_variable = { which = "developpement" value = 300 }} + limit = { check_variable = { which = "developpement" value = 400 }} add_building = tp_town_5 } } @@ -227,6 +293,10 @@ character_event = { holding_type = city } } + save_event_target_as = holding_dev + set_variable = { which = "developpementold" which = "developpement" } #copies to the new set variable the value of the 2nd one + set_variable = { which = "developpement_yearly_growth" value = 0 }#resets yearly count + if = { #progression bonus on properity #ECO_revision totoro limit = { has_siege = no @@ -241,8 +311,54 @@ character_event = { } } } - #save_event_target_as = holding_dev #totoro - set_variable = { which = "developpementold" which = "developpement" } #copies to the new set variable the value of the 2nd one + #actual yearly growth + change_variable = { which = "developpement" value = 1 } + change_variable = { which = "developpement_yearly_growth" value = 1 } + + #additional bonus if city_L2 + if = { + limit = { + holding_type = city + has_building = CITE_L2 + NOT = { has_building = CITE_L3 } + } + random = { + chance = 25 + modifier = { + factor = 1.2 + is_capital = yes #main/capital holding + } + modifier = { + factor = 1.2 #if realm capital #max36% + is_capital = yes + location = { has_province_modifier = realm_capital_province } + } + change_variable = { which = "developpement" value = 1 } + change_variable = { which = "developpement_yearly_growth" value = 1 } + } + } + #additional bonus if city_L3 + if = { + limit = { + holding_type = city + has_building = CITE_L3 + } + random = { + chance = 35 + modifier = { + factor = 1.2 + is_capital = yes #main/capital holding + } + modifier = { + factor = 1.2 #if realm capital #max50% + is_capital = yes + location = { has_province_modifier = realm_capital_province } + } + change_variable = { which = "developpement" value = 1 } + change_variable = { which = "developpement_yearly_growth" value = 1 } + } + } + #additional growth if city if = { limit = { holding_type = city @@ -252,8 +368,20 @@ character_event = { change_variable = { which = "developpement_yearly_growth" value = 1 } #add variation upon city governement } - random = { #PROSPERITY/FOOD bonus + crown_focus + #PROSPERITY/FOOD bonus + crown_focus + random = { chance = 50 + modifier = { + factor = 0.0 #0% + location = { + NOT = { + has_province_flag = crown_focus_province + has_province_modifier = agriculture4_pain + #will be based upon food supply/level + has_province_modifier = industrie_prospere + } + } + } modifier = { factor = 1.2 #60% - pure player choice location = { has_province_flag = crown_focus_province } @@ -264,34 +392,147 @@ character_event = { #will be based upon food supply/level } modifier = { - factor = 1.5 #75% - good play + factor = 2.0 #75% - good play location = { has_province_modifier = industrie_prospere } } #food+industry 50*1.3*1.5 =~100% change_variable = { which = "developpement" value = 1 } change_variable = { which = "developpement_yearly_growth" value = 1 } + if = { + limit = { has_global_flag = debug_L3T } + holder_scope = { character_event = { id = L3T.11035 }} #totoro + } } - random = { #CAPITAL bonus + #CAPITAL bonus + random = { chance = 40 modifier = { - factor = 1.25 + factor = 0.5 #20% + is_capital = no # NOT main/capital holding + NOT = { has_building = CITEEPISCOPALE } + } + modifier = { + factor = 1.0 #40% + is_capital = no # NOT main/capital holding + has_building = CITEEPISCOPALE + } + modifier = { + factor = 1.5 #60% is_capital = yes #main/capital holding } modifier = { - factor = 2.0 #100% (40*1.25*2=100) chance if realm capital + factor = 2.0 #100% (40*1.5*2=120) chance if realm capital is_capital = yes location = { has_province_modifier = realm_capital_province } } change_variable = { which = "developpement" value = 1 } change_variable = { which = "developpement_yearly_growth" value = 1 } + if = { + limit = { has_global_flag = debug_L3T } + holder_scope = { character_event = { id = L3T.11036 }} #totoro + } + } + #STEWARD JOB bonus + random = { + chance = 60 + modifier = { + factor = 0.0 + NOT = { + location = { + owner = { + job_treasurer = { + at_location = PREVPREV + has_job_action = action_advance_eco_tech #research eco + } + } + } + } + } + modifier = { + factor = 1.0 + location = { + owner = { + job_treasurer = { + at_location = PREVPREV + has_job_action = action_advance_eco_tech #research + } + } + } + } + modifier = { + factor = 0.8 + location = { + owner = { + job_treasurer = { + at_location = PREVPREV + has_job_action = action_advance_eco_tech #research + NOT = { stewardship = 8 } + } + } + } + } + modifier = { + factor = 1.1 + location = { + owner = { + job_treasurer = { + at_location = PREVPREV + has_job_action = action_advance_eco_tech #research + stewardship = 10 + } + } + } + } + modifier = { + factor = 1.2 + location = { + owner = { + job_treasurer = { + at_location = PREVPREV + has_job_action = action_advance_eco_tech #research + stewardship = 15 + } + } + } + } + modifier = { + factor = 1.3 #garanties a 100% success + location = { + owner = { + job_treasurer = { + at_location = PREVPREV + has_job_action = action_advance_eco_tech #research + stewardship = 20 + } + } + } + } + + modifier = { + factor = 1.1 # - pure player choice + location = { has_province_flag = crown_focus_province } + } + modifier = { + factor = 1.1 # - good play + location = { has_province_modifier = industrie_prospere } + } + + change_variable = { which = "developpement" value = 1 } + change_variable = { which = "developpement_yearly_growth" value = 1 } + if = { + limit = { has_global_flag = debug_L3T } + holder_scope = { character_event = { id = L3T.11037 }} #totoro + } } if = { + #positive growth synthesis limit = { has_global_flag = debug_L3T } holder_scope = { character_event = { id = L3T.11031 days = 0 }} #totoro } } + #progression malus on disease if = { - limit = { #progression malus on disease bad weather + limit = { location = { #OR = { has_disease = yes @@ -301,10 +542,10 @@ character_event = { } } - set_variable = { which = "developpementold" which = "developpement" } + #set_variable = { which = "developpementold" which = "developpement" } if = { limit = { check_variable = { which = "developpement" value = 1 }} - save_event_target_as = holding_dev #totoro + #save_event_target_as = holding_dev #totoro change_variable = { which = "developpement" value = -1 } change_variable = { which = "developpement_yearly_growth" value = -1 } #holder_scope = { character_event = { id = L3T.1105 days = 0 }} @@ -312,8 +553,9 @@ character_event = { } } + #progression malus on bad weather if = { - limit = { #progression malus on disease bad weather + limit = { location = { OR = { # has_disease = yes @@ -323,36 +565,38 @@ character_event = { } } - set_variable = { which = "developpementold" which = "developpement" } + #set_variable = { which = "developpementold" which = "developpement" } if = { limit = { check_variable = { which = "developpement" value = 1 }} - save_event_target_as = holding_dev #totoro + #save_event_target_as = holding_dev #totoro change_variable = { which = "developpement" value = -1 } change_variable = { which = "developpement_yearly_growth" value = -1 } holder_scope = { character_event = { id = L3T.11034 days = 0 }} #spam limiting, show only in debug mode } } + #no progression if occupied if = { limit = { has_siege = no is_occupied = yes location = { has_disease = no } } - save_event_target_as = holding_dev - set_variable = { which = "developpementold" which = "developpement" } + #save_event_target_as = holding_dev + #set_variable = { which = "developpementold" which = "developpement" } #holder_scope = { character_event = { id = L3T.1106 days = 0 }} holder_scope = { character_event = { id = L3T.11033 days = 0 }} } + #no progression if besieged if = { limit = { has_siege = yes is_occupied = no location = { has_disease = no } } - set_variable = { which = "developpementold" which = "developpement" } - save_event_target_as = holding_dev + #set_variable = { which = "developpementold" which = "developpement" } + #save_event_target_as = holding_dev #holder_scope = { character_event = { id = L3T.1106 days = 0 }} holder_scope = { character_event = { id = L3T.11033 days = 0 }} @@ -513,7 +757,7 @@ character_event = { tier = baron holding_type = castle NOT = { has_building = ca_town_1 } - check_variable = { which = "developpement" value = 100 } + check_variable = { which = "developpement" value = 50 } } } @@ -524,10 +768,10 @@ character_event = { tier = baron holding_type = castle NOT = { has_building = ca_town_1 } - check_variable = { which = "developpement" value = 100 } + check_variable = { which = "developpement" value = 50 } } add_building = ca_town_1 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 150 } } + hidden_tooltip = { set_variable = { which = "devnextstep" value = 100 } } } } } @@ -551,7 +795,7 @@ character_event = { holding_type = castle has_building = ca_town_1 NOT = { has_building = ca_town_2 } - check_variable = { which = "developpement" value = 150 } + check_variable = { which = "developpement" value = 100 } } } @@ -561,12 +805,12 @@ character_event = { limit = { tier = baron holding_type = castle - check_variable = { which = "developpement" value = 150 } + check_variable = { which = "developpement" value = 100 } has_building = ca_town_1 NOT = { has_building = ca_town_2 } } add_building = ca_town_2 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 200 }} + hidden_tooltip = { set_variable = { which = "devnextstep" value = 150 }} } } } @@ -590,7 +834,7 @@ character_event = { holding_type = castle has_building = ca_town_2 NOT = { has_building = ca_town_3 } - check_variable = { which = "developpement" value = 200 } + check_variable = { which = "developpement" value = 150 } } } @@ -600,12 +844,12 @@ character_event = { limit = { tier = baron holding_type = castle - check_variable = { which = "developpement" value = 200 } + check_variable = { which = "developpement" value = 150 } has_building = ca_town_2 NOT = { has_building = ca_town_3 } } add_building = ca_town_3 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 250 }} + hidden_tooltip = { set_variable = { which = "devnextstep" value = 200 }} } } } @@ -629,7 +873,7 @@ character_event = { holding_type = castle has_building = ca_town_3 NOT = { has_building = ca_town_4 } - check_variable = { which = "developpement" value = 250 } + check_variable = { which = "developpement" value = 200 } } } @@ -639,12 +883,12 @@ character_event = { limit = { tier = baron holding_type = castle - check_variable = { which = "developpement" value = 250 } + check_variable = { which = "developpement" value = 200 } has_building = ca_town_3 NOT = { has_building = ca_town_4 } } add_building = ca_town_4 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 350 }} + hidden_tooltip = { set_variable = { which = "devnextstep" value = 300 }} } } } @@ -671,7 +915,7 @@ character_event = { holding_type = castle has_building = ca_town_4 NOT = { has_building = ca_town_5 } - check_variable = { which = "developpement" value = 350 } + check_variable = { which = "developpement" value = 300 } } } @@ -681,7 +925,7 @@ character_event = { limit = { tier = baron holding_type = castle - check_variable = { which = "developpement" value = 350 } + check_variable = { which = "developpement" value = 300 } has_building = ca_town_4 NOT = { has_building = ca_town_5 } } @@ -710,7 +954,7 @@ character_event = { tier = baron holding_type = city NOT = { has_building = ct_town_1 } - check_variable = { which = "developpement" value = 100 } + check_variable = { which = "developpement" value = 50 } } } @@ -721,10 +965,10 @@ character_event = { tier = baron holding_type = city NOT = { has_building = ct_town_1 } - check_variable = { which = "developpement" value = 100 } + check_variable = { which = "developpement" value = 50 } } add_building = ct_town_1 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 150 }} + hidden_tooltip = { set_variable = { which = "devnextstep" value = 120 }} } } } @@ -748,7 +992,7 @@ character_event = { holding_type = city has_building = ct_town_1 NOT = { has_building = ct_town_2 } - check_variable = { which = "developpement" value = 150 } + check_variable = { which = "developpement" value = 120 } } } @@ -758,12 +1002,12 @@ character_event = { limit = { tier = baron holding_type = city - check_variable = { which = "developpement" value = 150 } + check_variable = { which = "developpement" value = 120 } has_building = ct_town_1 NOT = { has_building = ct_town_2 } } add_building = ct_town_2 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 250 }} + hidden_tooltip = { set_variable = { which = "devnextstep" value = 240 }} } } } @@ -787,7 +1031,7 @@ character_event = { holding_type = city has_building = ct_town_2 NOT = { has_building = ct_town_3 } - check_variable = { which = "developpement" value = 250 } + check_variable = { which = "developpement" value = 240 } } } @@ -797,7 +1041,7 @@ character_event = { limit = { tier = baron holding_type = city - check_variable = { which = "developpement" value = 250 } + check_variable = { which = "developpement" value = 240 } has_building = ct_town_2 NOT = { has_building = ct_town_3 } } @@ -906,7 +1150,7 @@ character_event = { tier = baron holding_type = temple NOT = { has_building = tp_town_1 } - check_variable = { which = "developpement" value = 120 } + check_variable = { which = "developpement" value = 70 } } } @@ -917,10 +1161,10 @@ character_event = { tier = baron holding_type = temple NOT = { has_building = tp_town_1 } - check_variable = { which = "developpement" value = 120 } + check_variable = { which = "developpement" value = 70 } } add_building = tp_town_1 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 170 }} + hidden_tooltip = { set_variable = { which = "devnextstep" value = 140 }} } } } @@ -944,7 +1188,7 @@ character_event = { holding_type = temple has_building = tp_town_1 NOT = { has_building = tp_town_2 } - check_variable = { which = "developpement" value = 170 } + check_variable = { which = "developpement" value = 140 } } } @@ -954,7 +1198,7 @@ character_event = { limit = { tier = baron holding_type = temple - check_variable = { which = "developpement" value = 170 } + check_variable = { which = "developpement" value = 140 } has_building = tp_town_1 NOT = { has_building = tp_town_2 } } @@ -998,7 +1242,7 @@ character_event = { NOT = { has_building = tp_town_3 } } add_building = tp_town_3 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 260 }} + hidden_tooltip = { set_variable = { which = "devnextstep" value = 300 }} } } } @@ -1022,7 +1266,7 @@ character_event = { holding_type = temple has_building = tp_town_3 NOT = { has_building = tp_town_4 } - check_variable = { which = "developpement" value = 260 } + check_variable = { which = "developpement" value = 300 } } } @@ -1032,12 +1276,12 @@ character_event = { limit = { tier = baron holding_type = temple - check_variable = { which = "developpement" value = 260 } + check_variable = { which = "developpement" value = 300 } has_building = tp_town_3 NOT = { has_building = tp_town_4 } } add_building = tp_town_4 - hidden_tooltip = { set_variable = { which = "devnextstep" value = 300 }} + hidden_tooltip = { set_variable = { which = "devnextstep" value = 400 }} } } } @@ -1064,7 +1308,7 @@ character_event = { holding_type = temple has_building = tp_town_4 NOT = { has_building = tp_town_5 } - check_variable = { which = "developpement" value = 300 } + check_variable = { which = "developpement" value = 400 } } } @@ -1074,7 +1318,7 @@ character_event = { limit = { tier = baron holding_type = temple - check_variable = { which = "developpement" value = 300 } + check_variable = { which = "developpement" value = 400 } has_building = tp_town_4 NOT = { has_building = tp_town_5 } } diff --git a/L3T/events/L3T_specialization_change.txt b/L3T/events/L3T_specialization_change.txt index 1849ec64..1ec71b5c 100644 --- a/L3T/events/L3T_specialization_change.txt +++ b/L3T/events/L3T_specialization_change.txt @@ -10,13 +10,13 @@ character_event = { # Choice: spe mil option = { - name = "L3T.3B" # Get same localisation than the initialisation + name = "L3T.30B" # Get same localisation than the initialisation trigger = { location = { NOT = { religion_group = pagan_group } } } - FROM = { + FROM = { #correct scope (b_title) despite validator pestering about it add_building = FEODAL_mil add_holding_modifier = { name = feodal_mil_L1 duration = -1 } @@ -59,7 +59,7 @@ character_event = { # Choice: spe prod option = { - name = "L3T.3C" # Get same localisation than the initialisation + name = "L3T.30C" # Get same localisation than the initialisation FROM = { add_building = FEODAL_prod add_holding_modifier = { name = feodal_prod_L1 duration = -1 } diff --git a/L3T/events/L3T_various_flavour.txt b/L3T/events/L3T_various_flavour.txt index 20907d1a..da15f48c 100644 --- a/L3T/events/L3T_various_flavour.txt +++ b/L3T/events/L3T_various_flavour.txt @@ -1369,13 +1369,17 @@ character_event = { #successfull reading, the book is marked as used 50 = { change_learning = 1 change_stewardship = 1 + } 50 = { change_stewardship = 2 } } ai_chance = { factor = 20 } - hidden_tooltip = { character_event = { id = L3T.2510 }} #flag cleaner, end of chain + hidden_tooltip = { + character_event = { id = L3T.90 } #updates stewardship bonus + character_event = { id = L3T.2510 } #flag cleaner, end of chain + } } option = { name = "L3T.2553_lifestyle_d" diff --git a/L3T/events/LT_wonder_maintenance_events.txt b/L3T/events/LT_wonder_maintenance_events.txt new file mode 100644 index 00000000..4b21f444 --- /dev/null +++ b/L3T/events/LT_wonder_maintenance_events.txt @@ -0,0 +1,334 @@ +########################################### +# # +# Wonder Maintenance Events # +# # +# ID LT.10000 # +# # +########################################### + +# Written by Milla Isaksson + +namespace = LT + + +# Wonder name and desc update event (fired from: on_wonder_stage_finish) +# ROOT = owner +# FROM = wonder +# FROMFROM = province (location of wonder) +character_event = { + id = LT.10000 + is_triggered_only = yes + hide_window = yes + trigger = { + FROM = { NOT = { has_wonder_flag = L3T_pseudo_wonder }} + } + + immediate = { + FROM = { save_event_target_as = target_wonder } + FROMFROM = { save_event_target_as = target_province } + FROM = { + original_wonder_owner = { + save_event_target_as = wonder_owner_original + } + } + if = { + limit = { + event_target:target_wonder = { + any_upgrade_on_wonder = { + is_active = yes + } + } + } + event_target:target_wonder = { + any_upgrade_on_wonder = { + limit = { + is_active = yes + NOT = { has_wonder_upgrade_flag = negative } + } + score_value = { #Prioritizes selecting a cool upgrade... + value = 10 + fancy_upgrade_selection_score = yes + } + save_event_target_as = upgrade_00 + } + } + } + + log = "[From.GetName] is the wonder, pre-saved as event-target" + + wonder_stage_completion_sound_effect = yes + + event_target:target_wonder = { + log = "[target_wonder.GetName] is the wonder" + + if = { # If you still have the builder's desc (otherwise, desc is left for upgrades)... + limit = { + NOR = { + has_wonder_flag = wonder_desc_1 + has_wonder_flag = wonder_desc_2 + has_wonder_flag = wonder_desc_3 + has_wonder_flag = wonder_desc_4 + has_wonder_flag = wonder_desc_5 + has_wonder_flag = wonder_desc_6 + has_wonder_flag = wonder_desc_7 + } + } + set_wonder_flag = wonder_desc_1 #1st! + } + set_description = wonder_desc_text_update + + log = "[upgrade_00.GetName] is the target upgrade" + if = { + limit = { + has_custom_name = no #only change the name if the player has not used the renaming button + NOT = { + has_wonder_flag = is_historical #Only change name if it's not a historical wonder + } + } + wonder_name_change_effect = yes #run last, because contains breaks + } + } + } +} + +# Wonder desc update event (fired from: on_wonder_upgrade_finish) +# ROOT = owner +# FROM = upgrade +# FROMFROM = wonder +# FROMFROMFROM = province (location of wonder) +character_event = { + id = LT.10001 + is_triggered_only = yes + hide_window = yes + trigger = { + FROMFROM = { NOT = { has_wonder_flag = L3T_pseudo_wonder }} + } + + immediate = { + FROM = { save_event_target_as = upgrade_00 } + FROMFROM = { save_event_target_as = target_wonder } + FROMFROMFROM = { save_event_target_as = target_province } + FROM = { + original_wonder_owner = { + save_event_target_as = wonder_owner_original + } + } + + if = { + limit = { + event_target:target_wonder = { + any_upgrade_on_wonder = { + NOT = { wonder_upgrade = event_target:upgrade_00 } + } + } + } + event_target:target_wonder = { + any_upgrade_on_wonder = { + limit = { + is_active = yes + NOT = { wonder_upgrade = event_target:upgrade_00 } + NOT = { has_wonder_upgrade_flag = negative } + } + score_value = { #Prioritizes selecting a cool upgrade... + value = 10 + fancy_upgrade_selection_score = yes + } + save_event_target_as = upgrade_01 + } + } + } + + log = "STEP 1: [upgrade_00.GetName] is the first upgrade." + log = "STEP 1: [upgrade_01.GetName] is the second upgrade." + log = "STEP 1: [target_wonder.GetName] is the wonder." + log = "STEP 1: [target_wonder.GetDesc] is the old desc." + + event_target:target_wonder = { + if = { + limit = { + OR = { + had_flag = { + flag = wonder_name_1 + years = 55 + } + had_flag = { + flag = wonder_name_2 + years = 65 + } + had_flag = { + flag = wonder_name_3 + years = 75 + } + had_flag = { + flag = wonder_name_4 + years = 85 + } + had_flag = { + flag = wonder_name_5 + years = 75 + } + had_flag = { + flag = wonder_name_6 + years = 75 + } + } + } + if = { + limit = { + has_custom_name = no #only change the name if the player has not used the renaming button + NOT = { + has_wonder_flag = is_historical #Only change name if it's not a historical wonder + } + } + wonder_name_change_effect = yes + } + } + + if = { + limit = { + OR = { + had_flag = { + flag = wonder_desc_1 + years = 15 + } + had_flag = { + flag = wonder_desc_2 + years = 35 + } + had_flag = { + flag = wonder_desc_3 + years = 35 + } + had_flag = { + flag = wonder_desc_4 + years = 35 + } + had_flag = { + flag = wonder_desc_5 + years = 35 + } + had_flag = { + flag = wonder_desc_6 + years = 35 + } + } + } + wonder_desc_change_effect = yes #run last, because contains breaks + } + + } + } +} + +# Wonder desc update event (fired from: on_wonder_stage_loot_finish) +# ROOT = owner +# FROM = wonder +# FROMFROM = province (location of wonder) +character_event = { + id = LT.10002 + is_triggered_only = yes + hide_window = yes + trigger = { + FROM = { NOT = { has_wonder_flag = L3T_pseudo_wonder }} + } + + immediate = { + FROM = { save_event_target_as = target_wonder } + FROMFROM = { save_event_target_as = target_province } + FROM = { + original_wonder_owner = { + save_event_target_as = wonder_owner_original + } + } + + event_target:target_wonder = { + + # Name... + if = { + limit = { + has_flag = wonder_stage_3 #it was a high stage building + NOT = { has_flag = was_renamed } + } + set_name = ruins_of_wonder_name # deserves to keep fancy name + } + else_if = { + limit = { has_flag = wonder_stage_less_than_3 } + set_name = destroyed_wonder_type + } + # Description.... + if = { + limit = { + has_flag = wonder_stage_3 #it was a high stage building + } + set_description = ruined_wonder_desc_1 + } + else = { + limit = { has_flag = wonder_stage_less_than_3 } + set_description = ruined_wonder_desc_2 + } + + if = { #Have it already been renamed? + limit = { + NOT = { has_flag = was_renamed } + } + set_flag = was_renamed + } + } + } + after = { + clear_flags_with_prefix = wonder_stage_ + } +} + +# Handles setting desc of upgrades using dynamic loc keys (Root.Religion.GetRandomGodName) +# Otherwise, it changes month to month +# (Fired from on_wonder_upgrade_finish) +# ROOT = owner +# FROM = upgrade +# FROMFROM = wonder +# FROMFROMFROM = province (location of wonder) +character_event = { + id = LT.10003 + hide_window = yes + is_triggered_only = yes + trigger = { + FROMFROM = { NOT = { has_wonder_flag = L3T_pseudo_wonder }} + } + immediate = { + if = { + limit = { FROM = { has_wonder_upgrade = upgrade_statue_god } } + FROM = { set_description = upgrade_statue_god_desc } + } + } +} + +# Adding the historical flag to wonders and setting Hagia Sophia cult flag. +# (Fired from on_startup) +character_event = { + id = LT.32000 + is_triggered_only = yes + hide_window = yes + + trigger = { + is_save_game = no + } + + immediate = { + any_wonder = { + set_wonder_flag = historical + + if = { + limit = { has_wonder = wonder_cathedral_hagia_sophia } + if = { + limit = { start_date > 1261.7.24 } + set_wonder_flag = Hagia_Sophia_orthodox_cult + } + else_if = { + limit = { start_date > 1204.5.15 } + set_wonder_flag = Hagia_Sophia_catholic_cult + } + else = { set_wonder_flag = Hagia_Sophia_orthodox_cult } + } + } + } +} diff --git a/L3T/events/ReC_artists.txt b/L3T/events/ReC_artists.txt index 77e8a2a2..9f75c9c7 100644 --- a/L3T/events/ReC_artists.txt +++ b/L3T/events/ReC_artists.txt @@ -571,7 +571,7 @@ character_event ={ character_event ={ id = REC.2112 desc = "DESCREC.2112" - picture = GFX_evt_REC8 + picture = GFX_evt_REC6 is_triggered_only = yes @@ -633,7 +633,7 @@ character_event ={ character_event ={ id = REC.2113 desc = "DESCREC.2113" - picture = GFX_evt_REC8 + picture = GFX_evt_REC6 is_triggered_only = yes @@ -852,7 +852,7 @@ character_event ={ character_event ={ id = REC.2122 desc = "DESCREC.2122" - picture = GFX_evt_REC8 + picture = GFX_evt_REC7 is_triggered_only = yes @@ -914,7 +914,7 @@ character_event ={ character_event ={ id = REC.2123 desc = "DESCREC.2123" - picture = GFX_evt_REC8 + picture = GFX_evt_REC7 is_triggered_only = yes diff --git a/L3T/events/ReC_events_buildings.txt b/L3T/events/ReC_events_buildings.txt index 8f509cbf..83afbb5c 100644 --- a/L3T/events/ReC_events_buildings.txt +++ b/L3T/events/ReC_events_buildings.txt @@ -90,7 +90,7 @@ province_event = { province_event = { id = REC.203 desc = "DESCREC.203" - picture = GFX_evt_REC5 + picture = GFX_evt_REC11 is_triggered_only = yes @@ -207,7 +207,7 @@ province_event = { province_event = { id = REC.205 desc = "DESCREC.205" - picture = GFX_evt_REC5 + picture = GFX_evt_REC11 is_triggered_only = yes @@ -523,7 +523,7 @@ province_event = { province_event = { id = REC.209 desc = "DESCREC.209" - picture = GFX_evt_REC5 + picture = GFX_evt_REC11 is_triggered_only = yes trigger = { diff --git a/L3T/events/ReC_events_opus_francigenum.txt b/L3T/events/ReC_events_opus_francigenum.txt index de3910a2..58dbde0e 100644 --- a/L3T/events/ReC_events_opus_francigenum.txt +++ b/L3T/events/ReC_events_opus_francigenum.txt @@ -12,6 +12,8 @@ narrative_event = { hide_new = yes hide_from = yes + religion = catholic + is_triggered_only = yes immediate = { @@ -118,10 +120,12 @@ character_event = { only_rulers = yes trigger = { + ai=yes any_demesne_title = { tier = baron holding_type = temple has_building = tp_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } OR = { NOT = { has_title_flag = repaired_cathedral } had_title_flag = { flag = repaired_cathedral years = 50 } @@ -158,6 +162,7 @@ character_event = { tier = baron holding_type = temple has_building = tp_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } has_siege = yes } } @@ -167,6 +172,8 @@ character_event = { tier = baron holding_type = temple has_building = tp_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } + ###totoro add wonder here is_occupied = yes } } @@ -181,9 +188,25 @@ character_event = { tier = baron holding_type = temple has_building = tp_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } + } + owner = { save_event_target_as = cathedral_patron } + save_event_target_as = lieu_cathedrale + location = { + destroy_wonder = yes + add_wonder = wonder_cathedral_romane + wonder = { + set_name = wonder_cathedral_romane + set_description = wonder_cathedral_romane_desc_UC + } } remove_building = tp_roman_cathedrale add_building = tp_constructing_roman_cathedrale + random_list = { + 20 = { set_title_flag = emotional_burning } #people were attached to this one + 80 = {} + } + location = { province_event = { id = REC.104 days = 3650 } } } # Opus Francigenum can appear @@ -198,8 +221,10 @@ character_event = { tier = baron holding_type = temple has_building = tp_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } } - location = { owner = { character_event = { id = REC.106 days = 10 } } } + save_event_target_as = lieu_cathedrale + location = { owner = { character_event = { id = REC.106 days = 5 } } } } } } @@ -216,10 +241,19 @@ province_event = { limit = { holding_type = temple has_building = tp_constructing_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } + } + location = { + any_wonder = { + limit = { has_wonder = wonder_cathedral_romane } + add_wonder_stage = 1 + set_description = wonder_cathedral_romane_desc + } } remove_building = tp_constructing_roman_cathedrale add_building = tp_roman_cathedrale set_title_flag = repaired_cathedral + clr_title_flag = emotional_burning } # Give Opus Francigenum if = { @@ -252,9 +286,8 @@ narrative_event = { option = { name = "OPUSFRANCIGENUM.A" trigger = { - NOT = { - has_a_relic = yes - } + NOT = { has_a_relic = yes } + is_catholic_group = yes } } @@ -262,6 +295,13 @@ narrative_event = { name = "OPUSFRANCIGENUM.B" trigger = { has_a_relic = yes + is_catholic_group = yes + } + } + option = { + name = "OPUSFRANCIGENUM.C" + trigger = { + is_catholic_group = no #non catholic wouldn't care } } } @@ -288,24 +328,37 @@ character_event = { } } # Lord is not pious - piety = -10 - FROM = { - # The romanesque cathedral is now under construction for 10 years - random_demesne_title = { - limit = { - tier = baron - holding_type = temple - has_building = tp_roman_cathedrale + piety = -50 + custom_tooltip = { text = cathedral_reconstruction_10y } + hidden_tooltip = { + FROM = { + # The romanesque cathedral is now under construction for 10 years + random_demesne_title = { + limit = { + tier = baron + holding_type = temple + has_building = tp_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } + } + owner = { save_event_target_as = cathedral_patron } + save_event_target_as = lieu_cathedrale + location = { + destroy_wonder = yes + add_wonder = wonder_cathedral_romane + wonder = { + set_name = wonder_cathedral_romane + set_description = wonder_cathedral_romane_desc_UC + } + } + remove_building = tp_roman_cathedrale + add_building = tp_constructing_roman_cathedrale + location = { province_event = { id = REC.104 days = 3650 } } + # Bishop pays by taxes + add_holding_modifier = { name = romanesque_construction days = 3650 } } - remove_building = tp_roman_cathedrale - add_building = tp_constructing_roman_cathedrale - location = { province_event = { id = REC.104 days = 3650 } } - - # Bishop pays by taxes - add_holding_modifier = { name = romanesque_construction days = 3650 } - } # Opus Francigenum can appear opus_francigenum_dynamic_apparition = yes + } } } @@ -332,24 +385,37 @@ character_event = { } # Lord pays 25% and gets piety wealth = -50 - piety = 10 - FROM = { - # The romanesque cathedral is now under construction for 10 years - random_demesne_title = { - limit = { - tier = baron - holding_type = temple - has_building = tp_roman_cathedrale + piety = 25 + custom_tooltip = { text = cathedral_reconstruction_7y } + hidden_tooltip = { + FROM = { + # The romanesque cathedral is now under construction for 10 years + random_demesne_title = { + limit = { + tier = baron + holding_type = temple + has_building = tp_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } + } + owner = { save_event_target_as = cathedral_patron } + save_event_target_as = lieu_cathedrale + location = { + destroy_wonder = yes + add_wonder = wonder_cathedral_romane + wonder = { + set_name = wonder_cathedral_romane + set_description = wonder_cathedral_romane_desc_UC + } + } + remove_building = tp_roman_cathedrale + add_building = tp_constructing_roman_cathedrale + location = { province_event = { id = REC.104 days = 3650 } } + # Bishop pays by taxes + add_holding_modifier = { name = romanesque_construction days = 2700 } # 75% of 10 years because lord pays 25% } - remove_building = tp_roman_cathedrale - add_building = tp_constructing_roman_cathedrale - location = { province_event = { id = REC.104 days = 3650 } } - - # Bishop pays by taxes - add_holding_modifier = { name = romanesque_construction days = 2700 } # 75% of 10 years because lord pays 25% + # Opus Francigenum can appear + opus_francigenum_dynamic_apparition = yes } - # Opus Francigenum can appear - opus_francigenum_dynamic_apparition = yes } } @@ -389,7 +455,32 @@ character_event = { tier = baron holding_type = temple has_building = tp_roman_cathedrale + location = { has_wonder = wonder_cathedral_romane } + } + location = { + destroy_wonder = yes } + #if = { + # limit = { + # location = { + # any_demesne_title = { + # OR = { + # is_LCDA_hard_episcopat = yes + # is_VANILLA_hard_episcopat = yes + # is_SWMH_hard_episcopat = yes + # } + # } + # } + # } + # location = { + # add_wonder = wonder_cathedral_romane + # wonder = { + # set_name = wonder_cathedral_romane + # set_description = wonder_cathedral_romane_desc_promised + # } + # } + #} + set_title_flag = awaits_gothical_cathedral remove_building = tp_roman_cathedrale location = { if = { @@ -447,4 +538,115 @@ character_event = { # Lord should use the relic in the year character_event = { id = REC.108 days = 1826 } #5years } +} + +character_event = { + id = REC.110 + desc = "DESCREC.110" + picture = GFX_evt_REC10 + + only_rulers = yes + + trigger = { + any_demesne_title = { + tier = baron + holding_type = temple + has_building = tp_constructing_roman_cathedrale + has_holding_modifier = romanesque_construction + NOT = { + has_building = TP_hostellerie_pelerins_1 + has_building = TP_hostellerie_pelerins_2 + } + } + } + + immediate = { + random_demesne_title = { + limit = { + tier = baron + holding_type = temple + has_building = tp_constructing_roman_cathedrale + has_holding_modifier = romanesque_construction + NOT = { + has_building = TP_hostellerie_pelerins_1 + has_building = TP_hostellerie_pelerins_2 + } + } + set_title_flag = hostellerie_to_be_built + } + } + + mean_time_to_happen = { + years = 10 + + modifier = { + factor = 3 + AND = { + any_war = { #the character is involved in war + using_cb = religious #that is a (minor) holy war + } + is_primary_war_defender = yes #is a defender in this war + } + } + modifier = { + factor = 1.5 + any_demesne_title = { + tier = baron + holding_type = temple + has_building = tp_constructing_roman_cathedrale + has_holding_modifier = romanesque_construction + has_siege = yes + } + } + modifier = { + factor = 2 + any_demesne_title = { + tier = baron + holding_type = temple + has_building = tp_constructing_roman_cathedrale + has_holding_modifier = romanesque_construction + is_occupied = yes + } + } + modifier = { + factor = 0.9 + any_demesne_title = { + tier = baron + holding_type = temple + has_building = tp_constructing_roman_cathedrale + has_holding_modifier = romanesque_construction + is_capital = yes + } + } + modifier = { + factor = 0.7 + any_demesne_title = { + tier = baron + holding_type = temple + has_building = tp_constructing_roman_cathedrale + has_holding_modifier = romanesque_construction + has_title_flag = emotional_burning + } + } + } + + option = { + name = "REC.110A" + random_demesne_title = { + limit = { + tier = baron + holding_type = temple + has_building = tp_constructing_roman_cathedrale + has_holding_modifier = romanesque_construction + NOT = { + has_building = TP_hostellerie_pelerins_1 + has_building = TP_hostellerie_pelerins_2 + } + has_title_flag = hostellerie_to_be_built + } + add_building = TP_hostellerie_pelerins_1 + clr_title_flag = hostellerie_to_be_built + set_title_flag = mouchard_built_by_event + } + } } \ No newline at end of file diff --git a/L3T/events/ReC_flavour_events.txt b/L3T/events/ReC_flavour_events.txt index 814bb0c9..cfdf6f6a 100644 --- a/L3T/events/ReC_flavour_events.txt +++ b/L3T/events/ReC_flavour_events.txt @@ -2017,26 +2017,33 @@ character_event = { picture = GFX_evt_relic_box is_triggered_only = yes + + immediate = { + FROMFROMFROM = { save_event_target_as = relic_seller} + ROOT = { save_event_target_as = relic_buyer } + } option = { name = "REC.1706A" FROMFROMFROM = { opinion = { modifier = stolen_relic_opinion who = ROOT years = 10 } } - random_artifact = { - limit = { - NOT = { has_artifact_flag = dynastic_relic } - OR = { - #ReC relics - has_artifact_flag = relique - #vanilla generic/dynamic relic support - AND = { - has_artifact_flag = saint - has_artifact_flag = bodypart + FROMFROMFROM = { + random_artifact = { + limit = { + NOT = { has_artifact_flag = dynastic_relic } + OR = { + #ReC relics + has_artifact_flag = relique + #vanilla generic/dynamic relic support + AND = { + has_artifact_flag = saint + has_artifact_flag = bodypart + } } } - } - transfer_artifact = { - from = FROMFROMFROM - to = ROOT + transfer_artifact = { + from = event_target:relic_seller + to = event_target:relic_buyer + } } } } diff --git a/L3T/events/XYLO_specialisation.txt b/L3T/events/XYLO_specialisation.txt index aea0643c..055d416b 100644 --- a/L3T/events/XYLO_specialisation.txt +++ b/L3T/events/XYLO_specialisation.txt @@ -33,7 +33,16 @@ character_event = { is_tribal = no any_demesne_province = { has_province_modifier = foret1 } any_demesne_province = { region = world_europe } - NOT = { any_courtier = { has_minor_title = title_forestier }} #n'a pas déjà de forestier + is_ruler = yes + NOT = { any_courtier = { has_minor_title = title_forestier } } + NOT = { any_vassal = { has_minor_title = title_forestier } } + any_courtier = { + prisoner = no + age = 16 + is_female = no + stewardship = 10 + has_minor_title = no + } } weight_multiplier = { diff --git a/L3T/events/XYLO_various_flavour.txt b/L3T/events/XYLO_various_flavour.txt index 32f57bc7..e0bf0241 100644 --- a/L3T/events/XYLO_various_flavour.txt +++ b/L3T/events/XYLO_various_flavour.txt @@ -462,8 +462,7 @@ province_event = { picture = "GFX_evt_XYLO_forest2" } - only_playable = yes - is_triggered_only = yes + is_triggered_only = yes immediate = { clr_province_flag = braconnage_notifie_seigneur @@ -531,6 +530,7 @@ province_event = { NOT = { stewardship = 7 } } change_stewardship = 1 + hidden_tooltip = { character_event = { id = L3T.90 }} #updates stewardship bonus } } } @@ -658,7 +658,6 @@ province_event = { holder_scope = { random_courtier = { limit = { has_minor_title = title_forestier } - show_portrait = no letter_event = { id = XYLO.3133 } } } @@ -687,7 +686,6 @@ province_event = { holder_scope = { random_courtier = { limit = { has_job_title = job_marshal } - show_portrait = no letter_event = { id = XYLO.3133 } } } @@ -720,7 +718,6 @@ province_event = { is_female = no prisoner = no } - show_portrait = no letter_event = { id = XYLO.3133 } } } diff --git a/L3T/events/evil_events.txt b/L3T/events/evil_events.txt new file mode 100644 index 00000000..62ba6f48 --- /dev/null +++ b/L3T/events/evil_events.txt @@ -0,0 +1,799 @@ +############################################# +# +# Evil events +# +# Event ID 68000-68999 is reserved +# +############################################# +# Written by Johan Andersson +# Adjusted by Henrik Fåhraeus + +#If in the red => increase revolt risk in a province. +province_event = { + id = 68000 + desc = EVTDESC68000 + picture = GFX_evt_bandits + + #notification = yes + + trigger = { + NOT = { owner = { wealth = 0 } } + NOT = { has_province_modifier = incompetent_rule } + } + + mean_time_to_happen = { + months = 240 + + modifier = { + factor = 0.9 + has_province_modifier = failed_purge + } + + #DEBT + modifier = { + factor = 0.9 + NOT = { owner = { wealth = -100 } } + } + modifier = { + factor = 0.8 + NOT = { owner = { wealth = -200 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { wealth = -300 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { wealth = -500 } } + } + #Bad demesne efficiency + modifier = { + factor = 0.9 + NOT = { owner = { demesne_efficiency = 0.9 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { demesne_efficiency = 0.7 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { demesne_efficiency = 0.5 } } + } + modifier = { + factor = 0.3 + NOT = { owner = { demesne_efficiency = 0.3 } } + } + modifier = { + factor = 0.1 + NOT = { owner = { demesne_efficiency = 0.1 } } + } + + #traits affect this + modifier = { + factor = 1.5 + owner = { trait = ambitious } + } + modifier = { + factor = 5.0 + owner = { trait = just } + } + modifier = { + factor = 0.5 + owner = { trait = arbitrary } + } + modifier = { + factor = 0.7 + owner = { trait = greedy } + } + modifier = { + factor = 0.7 + owner = { trait = cruel } + } + modifier = { + factor = 0.1 + owner = { trait = slothful } + } + modifier = { + factor = 0.2 + owner = { trait = incapable } + } + modifier = { + factor = 0.1 + owner = { trait = infirm } + } + + #modify by stewardship and intrigue + ##diplo insuffsante pour faire bonne figure + ##stewardship est déjà en cause pour le demesne_efficiency + modifier = { factor = 2.0 owner = { realm_diplomacy = 25 }} + modifier = { factor = 1.5 owner = { realm_diplomacy = 20 }} + modifier = { factor = 2.0 owner = { realm_stewardship = 25 }} + modifier = { factor = 1.5 owner = { realm_stewardship = 20 }} + } + + option = { + name = EVTOPTA68000 + add_province_modifier = { + name = incompetent_rule + duration = -1 + } + } +} + +province_event = { + id = 68001 + desc = EVTDESC68001 + picture = GFX_evt_council + + #notification = yes + + trigger = { + owner = { wealth = 0 } + has_province_modifier = incompetent_rule + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.5 + owner = { realm_stewardship = 20 } + } + modifier = { + factor = 0.75 + owner = { realm_diplomacy = 20 } + } + + modifier = { + factor = 0.75 + owner = { trait = just } + } + } + + option = { + name = EVTOPTA68001 + trigger = { + owner = { + religion_group = christian + } + } + remove_province_modifier = incompetent_rule + } + option = { + name = EVTOPTB68001 + trigger = { + owner = { + religion_group = muslim + } + } + remove_province_modifier = incompetent_rule + } + option = { + name = EVTOPTA88283 + trigger = { + owner = { + NOT = { religion_group = christian } + NOT = { religion_group = muslim } + } + } + remove_province_modifier = incompetent_rule + } +} + +# Establishment of thieves_guild in a province, if budget in the red +province_event = { + id = 68010 + desc = EVTDESC68010 + picture = GFX_evt_bandits + + #notification = yes + + trigger = { + #back to demesne efficiency instead of debt + NOT = { owner = { demesne_efficiency = 1.0 } } + #can't co-exists three + NOT = { has_province_modifier = thieves_guild } + NOT = { has_province_modifier = smugglers_ring } + NOT = { has_province_modifier = highway_robber_band } + + } + + mean_time_to_happen = { + months = 240 + + #Bad demesne efficiency + modifier = { factor = 0.8 terrain = forest } #ideal hideaway + modifier = { factor = 0.9 terrain = jungle } #ideal hideaway + modifier = { factor = 1.1 terrain = steppe } + modifier = { factor = 1.2 terrain = desert } + + modifier = { + factor = 0.9 + has_province_modifier = failed_purge + } + + modifier = { + factor = 0.9 + NOT = { owner = { demesne_efficiency = 0.9 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { demesne_efficiency = 0.7 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { demesne_efficiency = 0.5 } } + } + modifier = { + factor = 0.3 + NOT = { owner = { demesne_efficiency = 0.3 } } + } + modifier = { + factor = 0.1 + NOT = { owner = { demesne_efficiency = 0.1 } } + } + + #DEBT + modifier = { factor = 0.75 NOT = { owner = { wealth = -150 }}} + + #DIPLO + modifier = { factor = 0.7 NOT = { owner = { realm_diplomacy = 15 }}} + modifier = { factor = 0.7 NOT = { owner = { realm_diplomacy = 10 }}} + modifier = { factor = 0.7 NOT = { owner = { realm_diplomacy = 5 }}} + modifier = {factor = 1.5 owner = { realm_diplomacy = 20 }} + modifier = {factor = 2.0 owner = { realm_diplomacy = 25 }} + + #traits affect this + modifier = { + factor = 1.5 + owner = { trait = ambitious } + } + modifier = { + factor = 5.0 + owner = { trait = just } + } + modifier = { + factor = 0.5 + owner = { trait = arbitrary } + } + modifier = { + factor = 0.7 + owner = { trait = greedy } + } + modifier = { + factor = 0.7 + owner = { trait = cruel } + } + modifier = { + factor = 0.1 + owner = { trait = slothful } + } + modifier = { + factor = 0.2 + owner = { trait = incapable } + } + modifier = { + factor = 0.1 + owner = { trait = infirm } + } + } + + option = { + name = EVTOPTA68010 + add_province_modifier = { + name = thieves_guild + duration = -1 + } + set_province_flag = villains_thieves + } +} + +# Destruction of thieves_guild in a province +province_event = { + id = 68011 + desc = EVTDESC68011 + + picture = GFX_evt_burning_house + + #notification = yes + + trigger = { + owner = { demesne_efficiency = 1.0 } + has_province_modifier = thieves_guild + NOT = { has_province_flag = ongoing_purge } + had_province_flag = { flag = villains_thieves days = 365 } + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.5 + owner = { realm_stewardship = 20 } + } + modifier = { + factor = 0.75 + owner = { realm_intrigue = 20 } + } + modifier = { + factor = 0.75 + owner = { trait = just } + } + modifier = { factor = 1.2 terrain = forest } #ideal hideaway + modifier = { factor = 1.1 terrain = jungle } #ideal hideaway + } + + option = { + name = EVTOPTA68011 + remove_province_modifier = thieves_guild + remove_province_modifier = failed_purge + clr_province_flag = villains_thieves + } +} + +# Establishment of smugglers_ring in a province, if red budget +province_event = { + id = 68020 + desc = EVTDESC68020 + + #notification = yes + + trigger = { + #back to demesne efficiency instead of debt + NOT = { owner = { demesne_efficiency = 1.0 } } + #can't co-exists three + NOT = { has_province_modifier = thieves_guild } + NOT = { has_province_modifier = smugglers_ring } + NOT = { has_province_modifier = highway_robber_band } + } + + picture = GFX_evt_bandits + + mean_time_to_happen = { + months = 240 + + #Bad demesne efficiency + modifier = { factor = 0.9 terrain = farmlands } #richer + modifier = { factor = 0.9 terrain = plains } + modifier = { factor = 1.1 terrain = steppe } + modifier = { factor = 1.2 terrain = desert } + modifier = { factor = 0.9 terrain = mountain } #easy to hide and pass merchandises + modifier = { factor = 1.5 terrain = marsh } + + modifier = { + factor = 0.9 + has_province_modifier = failed_purge + } + + modifier = { + factor = 0.9 + NOT = { owner = { demesne_efficiency = 0.9 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { demesne_efficiency = 0.7 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { demesne_efficiency = 0.5 } } + } + modifier = { + factor = 0.3 + NOT = { owner = { demesne_efficiency = 0.3 } } + } + modifier = { + factor = 0.1 + NOT = { owner = { demesne_efficiency = 0.1 } } + } + + #DEBT + modifier = { factor = 0.75 NOT = { owner = { wealth = -150 }}} + + #STEWARDSHIP + modifier = { factor = 0.7 NOT = { owner = { realm_stewardship = 15 }}} + modifier = { factor = 0.7 NOT = { owner = { realm_stewardship = 10 }}} + modifier = { factor = 0.7 NOT = { owner = { realm_stewardship = 5 }}} + modifier = {factor = 1.5 owner = { realm_stewardship = 20 }} + modifier = {factor = 2.0 owner = { realm_stewardship = 25 }} + + #traits affect this + modifier = { + factor = 1.5 + owner = { trait = ambitious } + } + modifier = { + factor = 5.0 + owner = { trait = just } + } + modifier = { + factor = 0.5 + owner = { trait = arbitrary } + } + modifier = { + factor = 0.7 + owner = { trait = greedy } + } + modifier = { + factor = 0.7 + owner = { trait = cruel } + } + modifier = { + factor = 0.1 + owner = { trait = slothful } + } + modifier = { + factor = 0.2 + owner = { trait = incapable } + } + modifier = { + factor = 0.1 + owner = { trait = infirm } + } + } + + option = { + name = EVTOPTA68020 + add_province_modifier = { + name = smugglers_ring + duration = -1 + } + set_province_flag = villains_smugglers + } +} + +# Destruction of smugglers_ring in a province +province_event = { + id = 68021 + desc = EVTDESC68021 + + #notification = yes + + picture = GFX_evt_burning_house + + trigger = { + owner = { demesne_efficiency = 0.8 } + has_province_modifier = smugglers_ring + NOT = { has_province_flag = ongoing_purge } + had_province_flag = { flag = villains_smugglers days = 365 } + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.5 + owner = { realm_stewardship = 20 } + } + #Bad demesne efficiency + modifier = { + factor = 1.1 + NOT = { owner = { demesne_efficiency = 0.95 } } + } + modifier = { + factor = 1.1 + NOT = { owner = { demesne_efficiency = 0.85 } } + } + + modifier = { + factor = 0.75 + owner = { trait = just } + } + } + + option = { + name = EVTOPTA68021 + remove_province_modifier = smugglers_ring + remove_province_modifier = failed_purge + clr_province_flag = villains_smugglers + } +} + +#Establishment of highway_robber_band in a province, if red budget +province_event = { + id = 68030 + desc = EVTDESC68030 + + #notification = yes + + picture = GFX_evt_bandits + + trigger = { + NOT = { owner = { demesne_efficiency = 1.0 } } + NOT = { has_province_modifier = thieves_guild } + NOT = { has_province_modifier = smugglers_ring } + NOT = { has_province_modifier = highway_robber_band } + NOT = { has_province_modifier = purge_mobilization } + } + + mean_time_to_happen = { + months = 240 + + modifier = { factor = 0.9 has_province_modifier = route_size1 } #best to travel and rich area + modifier = { factor = 0.9 has_province_modifier = route_fluviale } + modifier = { factor = 0.9 has_province_modifier = route_terrestre } + + #Bad demesne efficiency + modifier = { + factor = 0.9 + NOT = { owner = { demesne_efficiency = 0.9 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { demesne_efficiency = 0.7 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { demesne_efficiency = 0.5 } } + } + modifier = { + factor = 0.3 + NOT = { owner = { demesne_efficiency = 0.3 } } + } + modifier = { + factor = 0.1 + NOT = { owner = { demesne_efficiency = 0.1 } } + } + + #DEBT + modifier = { factor = 0.75 NOT = { owner = { wealth = -150 }}} + + #MARTIAL + modifier = { factor = 0.7 NOT = { owner = { realm_martial = 15 }}} + modifier = { factor = 0.7 NOT = { owner = { realm_martial = 10 }}} + modifier = { factor = 0.7 NOT = { owner = { realm_martial = 5 }}} + modifier = {factor = 1.5 owner = { realm_martial = 20 }} + modifier = {factor = 2.0 owner = { realm_martial = 25 }} + + #traits affect this + modifier = { + factor = 1.5 + owner = { trait = ambitious } + } + modifier = { + factor = 5.0 + owner = { trait = just } + } + modifier = { + factor = 0.5 + owner = { trait = arbitrary } + } + modifier = { + factor = 0.7 + owner = { trait = greedy } + } + modifier = { + factor = 0.7 + owner = { trait = cruel } + } + modifier = { + factor = 0.1 + owner = { trait = slothful } + } + modifier = { + factor = 0.2 + owner = { trait = incapable } + } + modifier = { + factor = 0.1 + owner = { trait = infirm } + } + } + + option = { + name = EVTOPTA68030 + add_province_modifier = { + name = highway_robber_band + duration = -1 + } + set_province_flag = villains_robbers + } +} + + +# Destruction of highway_robber_band in a province +province_event = { + id = 68031 + desc = { + text = EVTDESC68031 + trigger = { + NOR = { + owner = { #fixing missing vanilla scope + any_demesne_wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + } + } + desc = { + text = EVTDESC68031_RETINUE + trigger = { + OR = { + owner = { + any_demesne_wonder = { #fixing missing vanilla scope + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + has_wonder_upgrade = upgrade_retinue + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + has_wonder_upgrade = upgrade_retinue + } + } + } + } + } + desc = { + text = EVTDESC68031_TEMPLE_GUARDS + trigger = { + OR = { + owner = { + any_demesne_wonder = {#fixing missing vanilla scope + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade = upgrade_temple_guards + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade = upgrade_temple_guards + } + } + } + } + } + desc = { + text = EVTDESC68031_FALLBACK + trigger = { + OR = { + owner = { + any_demesne_wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + NOR = { #Fallback if we add the flags to more upgrades + has_wonder_upgrade = upgrade_temple_guards + has_wonder_upgrade = upgrade_retinue + } + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + NOR = { #Fallback if we add the flags to more upgrades + has_wonder_upgrade = upgrade_temple_guards + has_wonder_upgrade = upgrade_retinue + } + } + } + } + } + } + picture = GFX_evt_burning_house + + #notification = yes + + trigger = { + owner = { wealth = 0 } + has_province_modifier = highway_robber_band + NOT = { has_province_flag = ongoing_purge } + had_province_flag = { flag = villains_robbers days = 365 } + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.5 + owner = { realm_martial = 20 } + } + modifier = { + factor = 0.75 + owner = { realm_stewardship = 30 } + } + modifier = { + factor = 0.75 + owner = { trait = just } + } + modifier = { + factor = 0.5 + OR = { + trigger_if = { + limit = { + owner = { + any_demesne_wonder = { + count = 1 + location = { province = PREVPREVPREV } + } + } + } + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + trigger_if = { + limit = { + any_neighbor_province = { + has_wonder = yes + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + } + } + } + + option = { + name = EVTOPTA68031 + remove_province_modifier = highway_robber_band + remove_province_modifier = failed_purge + clr_province_flag = villains_robbers + if = { + limit = { + owner = { + has_wonder = yes + any_demesne_wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + wonder = { + save_event_target_as = target_wonder + } + } + else_if = { + limit = { + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + random_neighbor_province = { + limit = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + wonder = { + save_event_target_as = target_wonder + } + } + } + } +} diff --git a/L3T/events/furusiyya_events.txt b/L3T/events/furusiyya_events.txt new file mode 100644 index 00000000..03779c59 --- /dev/null +++ b/L3T/events/furusiyya_events.txt @@ -0,0 +1,3040 @@ +########################################## +# +# Furusiyya Tournament Events +# +# Event ID 88250 - 88499 is reserved +# +########################################## + + +# Invitation +character_event = { + id = 88250 + title = "FURUSIYYATITLE" + desc = "EVTDESC88250" + picture = "GFX_evt_emissary_arabic" + + is_triggered_only = yes + + trigger = { NOT = { is_inaccessible_trigger = yes } } + + option = { + name = "EVTOPTA88250" + ai_chance = { + factor = 70 + modifier = { factor = 5 trait = duelist } + modifier = { factor = 1.2 has_education_martial_trigger = yes } + modifier = { factor = 2 has_lifestyle_martial_trigger = yes } + modifier = { factor = 1.5 trait = brilliant_strategist } + modifier = { factor = 2 NOT = { combat_rating = 50 }} + modifier = { factor = 0.001 ai = yes is_inaccessible_trigger = yes } + modifier = { factor = 1.5 has_ambition = obj_create_treasury } + } + prestige = 50 + set_character_flag = attending_tournament_furusiyya + set_character_flag = do_not_disturb + hidden_tooltip = { character_event = { id = 88999 days = 300 } } # safety catch flag-clearing + } + + option = { + name = "EVTOPTC88250" + ai_chance = { + factor = 20 + modifier = { factor = 2 trait = humble } + modifier = { factor = 2 has_bottom_tier_education_trait_trigger = yes } + modifier = { factor = 1.2 has_education_martial_trigger = no } + modifier = { factor = 2 has_lifestyle_martial_trigger = no } + modifier = { factor = 2 NOT = { combat_rating = 0 }} + modifier = { factor = 0.5 NOT = { prestige = 50 }} + } + prestige = -50 + } + + option = { + name = "EVTOPTB88250" + ai_chance = { + factor = 10 + modifier = { factor = 2 trait = proud } + } + prestige = -100 + } +} + +# Start of tournament +character_event = { + id = 88251 + title = "FURUSIYYATITLE" + desc = "EVTDESC88251" + picture = "GFX_evt_feast" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + war = no + + option = { + name = "EVTOPTA88251" + + trigger = { + } + + hidden_tooltip = { + set_character_flag = tournament_begins_furusiyya + set_character_flag = attending_tournament_furusiyya + set_character_flag = tournament_60_days_furusiyya + chronicle = { + entry = CHRONICLE_FURUSIYYA + picture = GFX_evt_joust + } + #Injuries + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + } + character_event = { id = 88450 days = 1 random = 15 } + #Set score + character_event = { id = 88460 days = 46 } + } + #select winner + character_event = { id = 88461 days = 48 } + #select runner up + character_event = { id = 88462 days = 49 } + #select third place + character_event = { id = 88463 days = 50 } + #Notify winners + character_event = { id = 88464 days = 51 } + } + } + option = { + name = "EVTOPTB88251" + trigger = { + war = yes + } + wealth = 200 + prestige = -100 + decadence = 5 + hidden_tooltip = { + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + } + character_event = { id = 88287 } + } + } + hidden_tooltip = { remove_character_modifier = epic_tournament_furusiyya } + } +} + +# Tournament has been cancelled +character_event = { + id = 88287 + title = "FURUSIYYATITLE" + desc = "EVTDESC88287" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88287" + prestige = -50 + clr_character_flag = attending_tournament_furusiyya + } +} + +# Message about death +character_event = { + id = 88288 + title = "FURUSIYYATITLE" + desc = "EVTDESC88288" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = no_msg_death_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + option = { + name = "EVTOPTA88288" + } + option = { + name = "EVTOPTB88288" + set_character_flag = no_msg_death_furusiyya + } +} + +# Message about maimed +character_event = { + id = 88289 + title = "FURUSIYYATITLE" + desc = "EVTDESC88289" + picture = "GFX_evt_emissary" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = no_msg_maimed_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + option = { + name = "EVTOPTA88289" + } + option = { + name = "EVTOPTB88289" + set_character_flag = no_msg_maimed_furusiyya + } +} + +# Message about wounded +character_event = { + id = 88290 + title = "FURUSIYYATITLE" + desc = "EVTDESC88290" + picture = "GFX_evt_emissary" + border = GFX_event_normal_frame_war + + trigger = { + NOT = { has_character_flag = no_msg_wounded_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + is_triggered_only = yes + + option = { + name = "EVTOPTA88290" + } + option = { + name = "EVTOPTB88290" + set_character_flag = no_msg_wounded_furusiyya + } +} + +# Tournament is over +character_event = { + id = 88252 + title = "FURUSIYYATITLE" + desc = "EVTDESC88252" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88252" + if = { + limit = { + has_dlc = "Reapers" + } + custom_tooltip = { + text = capital_prospers_custom_tooltip + hidden_tooltip = { + capital_scope = { + change_variable = { which = prosperity_value value = 15 } + } + } + } + } + hidden_tooltip = { + clr_character_flag = tournament_60_days_furusiyya + clr_character_flag = tournament_begins_furusiyya + clr_character_flag = winner_furusiyya + clr_character_flag = second_place_furusiyya + clr_character_flag = third_place_furusiyya + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = tournament_winner_furusiyya + set_character_flag = tournament_has_ended_furusiyya + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + OR = { + has_character_flag = tournament_third_place_furusiyya + has_character_flag = tournament_second_place_furusiyya + has_character_flag = tournament_winner_furusiyya + } + } + set_character_flag = tournament_has_ended_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = tournament_winner_furusiyya + opinion = { + modifier = opinion_tournament_participant + who = PREV + years = 5 + } + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + } + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + NOR = { + character = PREV + has_character_flag = tournament_third_place_furusiyya + has_character_flag = tournament_second_place_furusiyya + has_character_flag = tournament_winner_furusiyya + } + } + random_list = { + 10 = { + character_event = { id = 88253 } + } + 10 = { + character_event = { id = 88254 } + } + 10 = { + character_event = { id = 88255 } + } + 10 = { + character_event = { id = 88256 } + } + 10 = { + character_event = { id = 88257 } + } + 10 = { + character_event = { id = 88258 } + } + } + opinion = { + modifier = opinion_tournament_participant + who = PREV + years = 5 + } + set_character_flag = tournament_has_ended_furusiyya + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + } + } + } +} + +# End of tournament event +character_event = { + id = 88253 + title = "FURUSIYYATITLE" + desc = "EVTDESC88253" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88253" + prestige = 50 + } +} + +# End of tournament event +character_event = { + id = 88254 + title = "FURUSIYYATITLE" + desc = "EVTDESC88254" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88254" + prestige = 100 + } +} + +# End of tournament event +character_event = { + id = 88255 + title = "FURUSIYYATITLE" + desc = "EVTDESC88255" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88255" + prestige = -50 + } +} + +# End of tournament event +character_event = { + id = 88256 + title = "FURUSIYYATITLE" + desc = "EVTDESC88256" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88256" + prestige = -100 + } +} + +# End of tournament event +character_event = { + id = 88257 + title = "FURUSIYYATITLE" + desc = "EVTDESC88257" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88257" + change_martial = 1 + } +} + +# End of tournament event +character_event = { + id = 88258 + title = "FURUSIYYATITLE" + desc = "EVTDESC88258" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88258" + change_martial = -1 + } +} + +# Character is killed +character_event = { + id = 88259 + title = "FURUSIYYATITLE" + desc = "EVTDESC88259" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + clr_character_flag = attending_tournament_furusiyya + } + + option = { + name = "EVTOPTA88259" + death = { + death_reason = death_battle + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88288 } } + } + } + } +} + +# Character is maimed +character_event = { + id = 88260 + title = "FURUSIYYATITLE" + desc = "EVTDESC88260" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { trait = maimed } + NOT = { trait = one_handed } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + clr_character_flag = attending_tournament_furusiyya + } + + option = { + name = "EVTOPTA88260" + if = { + limit = { + has_dlc = "Reapers" + } + add_trait = one_handed + } + if = { + limit = { + NOT = { has_dlc = "Reapers" } + } + add_trait = maimed + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88289 } } + } + } + } +} + +# Character is wounded +character_event = { + id = 88261 + title = "FURUSIYYATITLE" + desc = "EVTDESC88261" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + NOT = { + trait = wounded + } + NOT = { + is_maimed_trigger = yes + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88261" + add_trait = wounded + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88290 } } + } + } + } +} + +# Character becomes craven +character_event = { + id = 88262 + title = "FURUSIYYATITLE" + desc = "EVTDESC88262" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + NOT = { + trait = craven + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88262" + add_trait = craven + } +} + +# Character becomes brave +character_event = { + id = 88263 + title = "FURUSIYYATITLE" + desc = "EVTDESC88263" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + NOT = { + trait = brave + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88263" + add_trait = brave + } +} + +# Character becomes tough soldier +character_event = { + id = 88264 + title = "FURUSIYYATITLE" + desc = "EVTDESC88264" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = misguided_warrior + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88264" + remove_trait = misguided_warrior + add_trait = tough_soldier + } +} + +# Character becomes skilled tactician +character_event = { + id = 88265 + title = "FURUSIYYATITLE" + desc = "EVTDESC88265" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = tough_soldier + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88265" + remove_trait = tough_soldier + add_trait = skilled_tactician + } +} + +# Character becomes brilliant strategist +character_event = { + id = 88266 + title = "FURUSIYYATITLE" + desc = "EVTDESC88266" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = skilled_tactician + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88266" + remove_trait = skilled_tactician + add_trait = brilliant_strategist + } +} + +# Character becomes skilled tactician +character_event = { + id = 88267 + title = "FURUSIYYATITLE" + desc = "EVTDESC88267" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = brilliant_strategist + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88267" + remove_trait = brilliant_strategist + add_trait = skilled_tactician + } +} + +# Character becomes tough soldier +character_event = { + id = 88268 + title = "FURUSIYYATITLE" + desc = "EVTDESC88268" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = skilled_tactician + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88268" + remove_trait = skilled_tactician + add_trait = tough_soldier + } +} + +# Character becomes misguided warrior +character_event = { + id = 88269 + title = "FURUSIYYATITLE" + desc = "EVTDESC88269" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = tough_soldier + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88269" + remove_trait = tough_soldier + add_trait = misguided_warrior + } +} + +# Character gets top 3 +character_event = { + id = 88270 + title = "FURUSIYYATITLE" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + desc = { + trigger = { + has_character_flag = tournament_winner_furusiyya + } + text = "EVTDESC88270" + } + + desc = { + trigger = { + has_character_flag = tournament_second_place_furusiyya + } + text = "EVTDESC88271" + } + + desc = { + trigger = { + has_character_flag = tournament_third_place_furusiyya + } + text = "EVTDESC88272" + } + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + ##L3T new option for horse armors + option = { + trigger = { + has_character_flag = tournament_winner_furusiyya + NOT = { has_artifact = horse_armor_tier_3_human } + } + name = "EVTOPT_AA88270" + + add_artifact = horse_armor_tier_3_human + + ai_chance = { + factor = 100 + modifier = { + factor = 0.8 + has_artifact = horse_armor_tier_2_human + } + modifier = { + factor = 0.9 + has_artifact = horse_armor_tier_1_human + } + modifier = { + factor = 1.5 + has_ambition = obj_create_treasury + } + } + + if = { + limit = { + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -3 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88284 days = 3 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88301 } + } + } + } + option = { + trigger = { + has_character_flag = tournament_winner_furusiyya + } + name = "EVTOPTA88270" + #wealth = 100 #happens once per reign, should then be better + wealth = 200 + #prestige = 300 + prestige = 350 + + ai_chance = { + factor = 100 + #not much interested in an armor + modifier = { + factor = 1.2 + has_education_martial_trigger = no + } + modifier = { + factor = 1.1 + has_lifestyle_martial_trigger = no + } + } + + if = { + limit = { + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -3 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88284 days = 3 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88301 } + } + } + } + option = { + trigger = { + has_character_flag = tournament_second_place_furusiyya + NOT = { + has_artifact = horse_armor_tier_2_human + has_artifact = horse_armor_tier_3_human + } + } + name = "EVTOPT_AA88271" + + add_artifact = horse_armor_tier_2_human + + ai_chance = { + factor = 100 + modifier = { + factor = 0.8 + has_artifact = horse_armor_tier_1_human + } + modifier = { + factor = 1.5 + has_ambition = obj_create_treasury + } + } + + if = { + limit = { + uses_decadence = yes + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -2 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88285 days = 2 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88302 } + } + } + } + option = { + trigger = { + has_character_flag = tournament_second_place_furusiyya + } + name = "EVTOPTA88271" + wealth = 150 + prestige = 300 + + ai_chance = { + factor = 100 + #not much interested in an armor + modifier = { + factor = 1.2 + has_education_martial_trigger = no + } + modifier = { + factor = 1.1 + has_lifestyle_martial_trigger = no + } + } + + if = { + limit = { + uses_decadence = yes + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -2 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88285 days = 2 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88302 } + } + } + } + option = { + trigger = { + has_character_flag = tournament_third_place_furusiyya + NOT = { + has_artifact = horse_armor_tier_1_human + has_artifact = horse_armor_tier_2_human + has_artifact = horse_armor_tier_3_human + } + } + name = "EVTOPT_AA88272" + + add_artifact = horse_armor_tier_1_human + + ai_chance = { + factor = 100 + #modifier = { + # factor = 1.5 + # has_ambition = obj_create_treasury #no want Q2 min + #} + } + + if = { + limit = { + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -1 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88286 days = 1 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88303 } + } + } + } + option = { + trigger = { + has_character_flag = tournament_third_place_furusiyya + } + name = "EVTOPTA88272" + wealth = 100 + prestige = 250 + + ai_chance = { + factor = 100 + #not much interested in an armor + modifier = { + factor = 1.2 + has_education_martial_trigger = no + } + modifier = { + factor = 1.1 + has_lifestyle_martial_trigger = no + } + } + + if = { + limit = { + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -1 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88286 days = 1 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88303 } + } + } + } + ##L3T new option for horse armors -end +} + +# Inform about winner +character_event = { + id = 88284 + title = "FURUSIYYATITLE" + desc = "EVTDESC88284" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88284" + opinion = { + modifier = opinion_tournament_winner + who = FROM + years = 20 + } + if = { + limit = { + FROM = { dynasty = ROOT } + } + decadence = -3 + } + hidden_tooltip = { character_event = { id = 88252 } } + } +} + +# Inform about second place +character_event = { + id = 88285 + title = "FURUSIYYATITLE" + desc = "EVTDESC88285" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88285" + opinion = { + modifier = opinion_tournament_second_place + who = FROM + years = 15 + } + if = { + limit = { + FROM = { dynasty = ROOT } + } + decadence = -2 + } + } +} + +# Inform about third place +character_event = { + id = 88286 + title = "FURUSIYYATITLE" + desc = "EVTDESC88286" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88286" + opinion = { + modifier = opinion_tournament_third_place + who = FROM + years = 10 + } + if = { + limit = { + FROM = { dynasty = ROOT } + } + decadence = -1 + } + } +} + +# Character becomes homosexual +character_event = { + id = 88273 + title = "FURUSIYYATITLE" + desc = "EVTDESC88273" + picture = "GFX_evt_lunatic_arabic" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + NOT = { + trait = homosexual + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88273" + add_trait = homosexual + } +} + +# Character becomes syphilitic +character_event = { + id = 88274 + title = "FURUSIYYATITLE" + desc = "EVTDESC88274" + picture = "GFX_evt_sultan" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + NOT = { + trait = syphilitic + trait = celibate + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88274" + add_trait = syphilitic + } +} + +# Character becomes drunkard +character_event = { + id = 88275 + title = "FURUSIYYATITLE" + desc = "EVTDESC88275" + picture = "GFX_evt_drunk" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + NOT = { + trait = drunkard + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88275" + add_trait = drunkard + } +} + +# Character becomes duelist +character_event = { + id = 88276 + title = "FURUSIYYATITLE" + desc = "EVTDESC88276" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + lacks_dlc = "Way of Life" + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + NOT = { + lifestyle_traits = 1 + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88276" + add_trait = duelist + } +} + +# Character gains intrigue +character_event = { + id = 88277 + title = "FURUSIYYATITLE" + desc = "EVTDESC88277" + picture = "GFX_evt_whispers" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88277" + change_intrigue = 1 + } +} + +# Character loses intrigue +character_event = { + id = 88278 + title = "FURUSIYYATITLE" + desc = "EVTDESC88278" + picture = "GFX_evt_whispers" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88278" + change_intrigue = -1 + } +} + +# Character gains stewardship +character_event = { + id = 88279 + title = "FURUSIYYATITLE" + desc = "EVTDESC88279" + picture = "GFX_evt_market" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88279" + change_stewardship = 1 + } +} + +# Character loses stewardship +character_event = { + id = 88280 + title = "FURUSIYYATITLE" + desc = "EVTDESC88280" + picture = "GFX_evt_market" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88280" + change_stewardship = -1 + } +} + +# Character gains diplomacy +character_event = { + id = 88281 + title = "FURUSIYYATITLE" + desc = "EVTDESC88281" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88281" + change_diplomacy = 1 + } +} + +# Character loses diplomacy +character_event = { + id = 88282 + title = "FURUSIYYATITLE" + desc = "EVTDESC88282" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88282" + change_diplomacy = -1 + } +} + +# Invitations have gone out +character_event = { + id = 88283 + title = "FURUSIYYATITLE" + desc = "EVTDESC88283" + picture = "GFX_evt_moors" + + is_triggered_only = yes + + option = { + name = "EVTOPTA88283" + hidden_tooltip = { + character_event = { id = 88251 days = 60 } # Tournament start + clr_character_flag = tournament_has_ended_furusiyya + any_realm_character = { + limit = { + OR = { + is_feudal = yes + is_tribal = yes + is_nomadic = yes + } + NOT = { has_job_title = job_spiritual } + age = 16 + NOT = { age = 50 } + NOT = { trait = incapable } + prisoner = no + is_female = no + } + clr_character_flag = tournament_has_ended_furusiyya + character_event = { id = 88250 } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88300 } + } + } + } +} + +# Ruler has died, the tournament is over +character_event = { + id = 88291 + title = "FURUSIYYATITLE" + desc = "EVTDESC88291" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + trigger = { + has_character_flag = tournament_begins_furusiyya + } + + immediate = { + clr_character_flag = tournament_begins_furusiyya + clr_character_flag = winner_furusiyya + clr_character_flag = second_place_furusiyya + clr_character_flag = third_place_furusiyya + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = tournament_winner_furusiyya + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + } + letter_event = { + id = 88292 + days = 2 + random = 2 + tooltip = "EVTTOOLTIP70042" + } + set_character_flag = tournament_has_ended_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = tournament_winner_furusiyya + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + } + } + + option = { + name = "EVTOPTA88291" + } +} + +#The tournament has been cancelled due to Ruler's death +letter_event = { + id = 88292 + title = "FURUSIYYATITLE" + desc = "EVTDESC88292" + + is_triggered_only = yes + + option = { + name = "EVTOPTA88292" + } +} + +### Decadence notifications + +# Furusiyya held +character_event = { + id = 88300 + desc = "EVTDESC88300" + picture = "GFX_evt_joust_arabic" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88300" + } +} + +# Tournament Winner +character_event = { + id = 88301 + desc = "EVTDESC88301" + picture = "GFX_evt_joust_arabic" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88301" + } +} + +# Tournament Second Place +character_event = { + id = 88302 + desc = "EVTDESC88302" + picture = "GFX_evt_joust_arabic" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88302" + } +} + +# Tournament Third Place +character_event = { + id = 88303 + desc = "EVTDESC88303" + picture = "GFX_evt_joust_arabic" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88303" + } +} + +#Tournament attender event for random occurences +character_event = { + id = 88450 + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { #character is killed + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 2 + is_maimed_trigger = yes + } + character_event = { id = 88259 days = 1 random = 25 } + } + 13 = { #character maimed + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 0 + is_maimed_trigger = yes + } + character_event = { id = 88260 days = 1 random = 25 } + } + 20 = { #character wounded + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 0 + is_maimed_trigger = yes + } + character_event = { id = 88261 days = 1 random = 25 } + } + 40 = { #gain craven + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0 + trait = craven + } + character_event = { id = 88262 days = 1 random = 25 } + } + 40 = { #gain brave + modifier = { + factor = 1.5 + combat_rating = 40 + } + modifier = { + factor = 1.5 + combat_rating = 30 + } + modifier = { + factor = 1.5 + combat_rating = 20 + } + modifier = { + factor = 1.5 + combat_rating = 10 + } + modifier = { + factor = 0.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 0.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0 + trait = brave + } + character_event = { id = 88263 days = 1 random = 25 } + } + 40 = { #promoted to tough soldier + modifier = { + factor = 0 + NOT = { trait = misguided_warrior } + } + character_event = { id = 88264 days = 1 random = 25 } + } + 40 = { #promoted to skilled tactician + modifier = { + factor = 0 + NOT = { trait = tough_soldier } + } + character_event = { id = 88265 days = 1 random = 25 } + } + 40 = { #promoted to brilliant strategist + modifier = { + factor = 0 + NOT = { trait = skilled_tactician } + } + character_event = { id = 88266 days = 1 random = 25 } + } + 40 = { #demoted to skilled tactician + modifier = { + factor = 0 + NOT = { trait = brilliant_strategist } + } + character_event = { id = 88267 days = 1 random = 25 } + } + 40 = { #demoted to tough soldier + modifier = { + factor = 0 + NOT = { trait = skilled_tactician } + } + character_event = { id = 88268 days = 1 random = 25 } + } + 40 = { #demoted to misguided warrior + modifier = { + factor = 0 + NOT = { trait = tough_soldier } + } + character_event = { id = 88269 days = 1 random = 25 } + } + 13 = { #gain homosexual + modifier = { + factor = 1.2 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = hedonist + } + modifier = { + factor = 1.2 + trait = lustful + } + modifier = { + factor = 0.5 + trait = temperate + } + modifier = { + factor = 0.3 + trait = chaste + } + modifier = { + factor = 0.3 + trait = zealous + } + modifier = { + factor = 0 + OR = { + trait = homosexual + trait = celibate + trait = eunuch + } + } + character_event = { id = 88273 days = 1 random = 25 } + } + 13 = { #gain syphilitic + modifier = { + factor = 1.2 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = hedonist + } + modifier = { + factor = 1.2 + trait = lustful + } + modifier = { + factor = 0.5 + trait = temperate + } + modifier = { + factor = 0.3 + trait = chaste + } + modifier = { + factor = 0.3 + trait = zealous + } + modifier = { + factor = 0 + OR = { + trait = syphilitic + trait = celibate + trait = eunuch + } + } + character_event = { id = 88274 days = 1 random = 25 } + } + 20 = { #gain drunkard + modifier = { + factor = 1.3 + trait = gluttonous + } + modifier = { + factor = 1.1 + trait = lustful + } + modifier = { + factor = 0.3 + trait = temperate + } + modifier = { + factor = 0.5 + trait = chaste + } + modifier = { + factor = 0 + trait = drunkard + } + character_event = { id = 88275 days = 1 random = 25 } + } + 20 = { #gain duelist + modifier = { + factor = 1.3 + trait = diligent + } + modifier = { + factor = 1.3 + trait = wroth + } + modifier = { + factor = 1.3 + trait = brave + } + modifier = { + factor = 1.3 + is_strong_trigger = yes + } + modifier = { + factor = 1.3 + martial = 10 + } + modifier = { + factor = 1.3 + martial = 15 + } + modifier = { + factor = 1.3 + martial = 20 + } + modifier = { + factor = 0 + OR = { + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + lifestyle_traits = 1 + } + } + character_event = { id = 88276 days = 1 random = 25 } + } + 40 = { #increase intrigue + modifier = { + factor = 1.2 + trait = elusive_shadow + } + modifier = { + factor = 1.1 + trait = intricate_webweaver + } + modifier = { + factor = 0.9 + trait = flamboyant_schemer + } + modifier = { + factor = 0.7 + trait = amateurish_plotter + } + modifier = { + factor = 0.7 + NOR = { + trait = elusive_shadow + trait = intricate_webweaver + trait = flamboyant_schemer + trait = amateurish_plotter + } + } + modifier = { + factor = 1.1 + trait = deceitful + } + modifier = { + factor = 0.7 + trait = honest + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 88277 days = 1 random = 25 } + } + 40 = { #decrease intrigue + modifier = { + factor = 0.8 + trait = elusive_shadow + } + modifier = { + factor = 0.9 + trait = intricate_webweaver + } + modifier = { + factor = 1.1 + trait = flamboyant_schemer + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 0.7 + NOR = { + trait = elusive_shadow + trait = intricate_webweaver + trait = flamboyant_schemer + trait = amateurish_plotter + } + } + modifier = { + factor = 0.9 + trait = deceitful + } + modifier = { + factor = 1.5 + trait = honest + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 88278 days = 1 random = 25 } + } + 40 = { #increase stewardship + modifier = { + factor = 1.5 + trait = midas_touched + } + modifier = { + factor = 1.1 + trait = fortune_builder + } + modifier = { + factor = 0.9 + trait = thrifty_clerk + } + modifier = { + factor = 0.8 + trait = indulgent_wastrel + } + modifier = { + factor = 0.7 + NOR = { + trait = midas_touched + trait = fortune_builder + trait = thrifty_clerk + trait = indulgent_wastrel + } + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 0.9 + trait = slothful + } + character_event = { id = 88279 days = 1 random = 25 } + } + 40 = { #decrease stewardship + modifier = { + factor = 0.8 + trait = midas_touched + } + modifier = { + factor = 0.9 + trait = fortune_builder + } + modifier = { + factor = 1.1 + trait = thrifty_clerk + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 0.7 + NOR = { + trait = midas_touched + trait = fortune_builder + trait = thrifty_clerk + trait = indulgent_wastrel + } + } + modifier = { + factor = 0.9 + trait = diligent + } + modifier = { + factor = 1.5 + trait = slothful + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 88280 days = 1 random = 25 } + } + 40 = { #increase diplomacy + modifier = { + factor = 1.5 + trait = grey_eminence + } + modifier = { + factor = 1.1 + trait = charismatic_negotiator + } + modifier = { + factor = 0.9 + trait = underhanded_rogue + } + modifier = { + factor = 0.8 + trait = naive_appeaser + } + modifier = { + factor = 0.7 + NOR = { + trait = grey_eminence + trait = charismatic_negotiator + trait = underhanded_rogue + trait = naive_appeaser + } + } + modifier = { + factor = 1.5 + trait = gregarious + } + modifier = { + factor = 0.9 + trait = shy + } + character_event = { id = 88281 days = 1 random = 25 } + } + 40 = { #decrease diplomacy + modifier = { + factor = 0.8 + trait = grey_eminence + } + modifier = { + factor = 0.9 + trait = charismatic_negotiator + } + modifier = { + factor = 1.1 + trait = underhanded_rogue + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 0.7 + NOR = { + trait = grey_eminence + trait = charismatic_negotiator + trait = underhanded_rogue + trait = naive_appeaser + } + } + modifier = { + factor = 0.9 + trait = gregarious + } + modifier = { + factor = 1.5 + trait = shy + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 88282 days = 1 random = 25 } + } + 1000 = {} + } + } +} + + +########################################### +#SCORING, LOOK AWAY FRAGILE EYES # +########################################### + +character_event = { + id = 88460 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { + set_character_flag = tourney_score_15 + modifier = { + factor = 0 + NOT = { combat_rating = 130 } + } + } + 10 = { + set_character_flag = tourney_score_14 + modifier = { + factor = 0 + NOT = { combat_rating = 120 } + } + modifier = { + factor = 0 + combat_rating = 170 + } + } + 10 = { + set_character_flag = tourney_score_13 + modifier = { + factor = 0 + NOT = { combat_rating = 110 } + } + modifier = { + factor = 0 + combat_rating = 160 + } + } + 10 = { + set_character_flag = tourney_score_12 + modifier = { + factor = 0 + NOT = { combat_rating = 100 } + } + modifier = { + factor = 0 + combat_rating = 150 + } + } + 10 = { + set_character_flag = tourney_score_11 + modifier = { + factor = 0 + NOT = { combat_rating = 90 } + } + modifier = { + factor = 0 + combat_rating = 140 + } + } + 10 = { + set_character_flag = tourney_score_10 + modifier = { + factor = 0 + NOT = { combat_rating = 80 } + } + modifier = { + factor = 0 + combat_rating = 130 + } + } + 10 = { + set_character_flag = tourney_score_09 + modifier = { + factor = 0 + NOT = { combat_rating = 70 } + } + modifier = { + factor = 0 + combat_rating = 120 + } + } + 10 = { + set_character_flag = tourney_score_08 + modifier = { + factor = 0 + NOT = { combat_rating = 60 } + } + modifier = { + factor = 0 + combat_rating = 110 + } + } + 10 = { + set_character_flag = tourney_score_07 + modifier = { + factor = 0 + NOT = { combat_rating = 50 } + } + modifier = { + factor = 0 + combat_rating = 100 + } + } + 10 = { + set_character_flag = tourney_score_06 + modifier = { + factor = 0 + NOT = { combat_rating = 40 } + } + modifier = { + factor = 0 + combat_rating = 90 + } + } + 10 = { + set_character_flag = tourney_score_05 + modifier = { + factor = 0 + NOT = { combat_rating = 30 } + } + modifier = { + factor = 0 + combat_rating = 80 + } + } + 10 = { + set_character_flag = tourney_score_04 + modifier = { + factor = 0 + NOT = { combat_rating = 20 } + } + modifier = { + factor = 0 + combat_rating = 70 + } + } + 10 = { + set_character_flag = tourney_score_03 + modifier = { + factor = 0 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 0 + combat_rating = 60 + } + } + 10 = { + set_character_flag = tourney_score_02 + modifier = { + factor = 0 + combat_rating = 50 + } + } + 10 = { + set_character_flag = tourney_score_01 + modifier = { + factor = 0 + combat_rating = 40 + } + } + 10 = { + set_character_flag = tourney_score_00 + modifier = { + factor = 0 + combat_rating = 30 + } + } + } + } +} + +########################################### +# First place WINNER! # +########################################### + + +character_event = { + id = 88461 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_winner_furusiyya + } + } +} + +########################################### +# Second place # +########################################### + + +character_event = { + id = 88462 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_second_place_furusiyya + } + } +} + +########################################### +# Third place # +########################################### + + +character_event = { + id = 88463 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_third_place_furusiyya + } + } +} + +########################################### +# Notify winners # +########################################### + +character_event = { + id = 88464 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + any_realm_character = { + limit = { + OR = { + has_character_flag = tournament_winner_furusiyya + has_character_flag = tournament_second_place_furusiyya + has_character_flag = tournament_third_place_furusiyya + } + } + character_event = { id = 88270 } + } + } +} + +########################################### +# Flag management # +########################################### + +# Safety catch - clears character flags and modifiers +character_event = { + id = 88999 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + clr_character_flag = do_not_disturb + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = no_msg_death_furusiyya + clr_character_flag = no_msg_maimed_furusiyya + clr_character_flag = no_msg_wounded_furusiyya + clr_character_flag = tournament_has_ended_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + clr_character_flag = tournament_winner_furusiyya + clr_character_flag = winner_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = second_place_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = third_place_furusiyya + clr_character_flag = tournament_begins_furusiyya + } +} + diff --git a/L3T/events/imprisoned_events.txt b/L3T/events/imprisoned_events.txt new file mode 100644 index 00000000..f8d29ff7 --- /dev/null +++ b/L3T/events/imprisoned_events.txt @@ -0,0 +1,1280 @@ +################################################ +# +# Imprisoned Events +# +# ID 50000 - 54999 are reserved +# +################################################## +# +# Written by Sara Wendel-Örtqvist & Henrik Fåhraeus + +#Escape from prison: Rope in flagon of wine #No more escaping. +#character_event = { +# id = 50000 +# desc = "EVTDESC50000" +# picture = "GFX_evt_into_the_dungeon" +# +# min_age = 14 +# capable_only = yes +# prisoner = yes +# +# trigger = { +# NOT = { trait = craven } +# NOT = { religion_group = muslim } +# has_character_modifier = house_arrest +# } +# +# mean_time_to_happen = { +# months = 60 +# +# modifier = { +# factor = 0.5 +# trait = deceitful +# } +# modifier = { +# factor = 0.75 +# trait = ambitious +# } +# modifier = { +# factor = 0.75 +# trait = diligent +# } +# modifier = { +# factor = 0.75 +# intrigue = 7 +# } +# modifier = { +# factor = 0.75 +# intrigue = 9 +# } +# modifier = { +# factor = 0.75 +# intrigue = 11 +# } +# modifier = { +# factor = 2.0 +# NOT = { intrigue = 5 } +# } +# modifier = { +# factor = 2.0 +# NOT = { intrigue = 3 } +# } +# modifier = { +# factor = 2.0 +# trait = slothful +# } +# modifier = { +# factor = 2.0 +# trait = content +# } +# } +# +# option = { +# name = "EVTOPTA50000" +# trigger = { +# NOT = { trait = brave } +# } +# add_trait = craven +# } +# +# option = { +# name = "EVTOPTB50000" #Do I risk it? Yes! +# hidden_tooltip = { +# random_list = { +# 30 = { +# host = { +# character_event = { +# id = 50040 +# } +# } +# character_event = { +# id = 50001 +# } +# } +# 70 = { +# host = { +# character_event = { +# id = 50002 +# } +# } +# } +# } +# } +# } +#} +# +##I'm free! +#character_event = { +# id = 50001 +# desc = "EVTDESC50001" +# picture = "GFX_evt_into_the_dungeon" +# +# is_triggered_only = yes +# +# option = { +# name = "EVTOPTA50001" +# prestige = 10 +# hidden_tooltip = { +# if = { +# limit = { +# is_ruler = no +# employer = { +# ROOT = { +# host = { +# character = PREVPREV +# } +# } +# } +# } +# prisoner = no +# banish = yes +# break = yes +# } +# } +# prisoner = no +# } +#} +# +## The host is notified of the escape +#character_event = { +# id = 50040 +# desc = "EVTDESC50040" +# picture = GFX_evt_spymaster +# +# is_triggered_only = yes +# +# option = { +# name = "EVTOPTA50040" +# prestige = -10 +# } +#} +# +##A prisoner tried to escape! +#character_event = { +# id = 50002 +# desc = "EVTDESC50002" +# picture = "GFX_evt_into_the_dungeon" +# +# is_triggered_only = yes +# +# option = { +# name = "EVTOPTA50002" +# ai_chance = { factor = 20 } +# +# hidden_tooltip = { +# FROM = { +# character_event = { +# id = 50003 +# } +# } +# } +# } +# +# option = { +# name = "EVTOPTB50002" +# ai_chance = { factor = 20 } +# +# FROM = { +# hidden_tooltip = { +# remove_character_modifier = house_arrest +# remove_character_modifier = the_oubliette +# remove_character_modifier = the_dungeon +# } +# add_character_modifier = { +# name = the_dungeon +# duration = -1 +# } +# hidden_tooltip = { +# character_event = { +# id = 50003 +# } +# } +# } +# } +# +# option = { +# name = "EVTOPTC50002" +# ai_chance = { +# factor = 20 +# modifier = { +# factor = 0 +# trait = kind +# } +# modifier = { +# factor = 2 +# trait = envious +# } +# modifier = { +# factor = 5 +# trait = wroth +# } +# modifier = { +# factor = 5 +# trait = cruel +# } +# } +# +# FROM = { +# hidden_tooltip = { +# remove_character_modifier = house_arrest +# remove_character_modifier = the_dungeon +# remove_character_modifier = the_oubliette +# } +# add_character_modifier = { +# name = the_oubliette +# duration = -1 +# } +# hidden_tooltip = { +# character_event = { +# id = 50003 +# } +# } +# } +# } +#} +# +##Failed to escape! +#character_event = { +# id = 50003 +# desc = "EVTDESC50003" +# picture = "GFX_evt_into_the_dungeon" +# +# is_triggered_only = yes +# +# option = { +# name = "EVTOPTA50003" +# trigger = { +# has_character_modifier = house_arrest +# } +# } +# +# option = { +# name = "EVTOPTB50003" +# trigger = { +# has_character_modifier = the_oubliette +# } +# random = { +# chance = 25 +# add_trait = stressed +# } +# } +# +# option = { +# name = "EVTOPTC50003" +# trigger = { +# has_character_modifier = the_dungeon +# } +# random = { +# chance = 25 +# add_trait = depressed +# } +# } +#} + +############################################### + +# Request better accomodations +character_event = { + id = 50005 + desc = "EVTDESC50005" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + min_age = 14 + capable_only = yes + only_rulers = yes + prisoner = yes + + trigger = { + host = { + war = no + } + NOT = { has_character_modifier = zun_judgement } + NOT = { has_character_modifier = the_oubliette } + NOT = { has_character_modifier = house_arrest } + NOT = { has_character_flag = asked_for_better_prison } + } + + mean_time_to_happen = { + months = 12 + modifier = { + factor = 0.5 + trait = gregarious + } + modifier = { + factor = 2.0 + trait = content + } + #L3T much less liekly to ask from the fortress + modifier = { + factor = 4.0 + has_character_modifier = the_fortress + } + } + + option = { + name = "EVTOPTA50005" + ai_chance = { + factor = 100 + } + set_character_flag = asked_for_better_prison + hidden_tooltip = { + host = { + character_event = { + id = 50006 + days = 2 + } + } + } + } + + option = { + name = "EVTOPTB50005" #I deserve this + ai_chance = { + factor = 100 + modifier = { factor = 3 has_character_modifier = the_fortress } + } + set_character_flag = asked_for_better_prison + } +} + +#Host responds to the prisoner's request +character_event = { + id = 50006 + desc = "EVTDESC50006" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + trigger = { + FROM = { + prisoner = yes + is_alive = yes + } + } + + option = { + name = "EVTOPTA50006" # Denied + trigger = { + FROM = { + prisoner = yes + } + } + FROM = { + lose_weight_medium_effect = yes + weight_trait_check_effect = yes + } + + ai_chance = { + factor = 34 + #L3T more likely denied if in fortress + modifier = { factor = 3.0 FROM = { has_character_modifier = the_fortress }} + } + + reverse_opinion = { + who = FROM + modifier = opinion_angry + months = 12 + } + } + + option = { + name = "EVTOPTB50006" # Granted + trigger = { + FROM = { + prisoner = yes + } + } + ai_chance = { + factor = 33 + modifier = { + factor = 0 + trait = paranoid + } + modifier = { + factor = 0 + trait = wroth + } + modifier = { + factor = 5 + trait = kind + } + } + tooltip = { + FROM = { + add_character_modifier = { + name = house_arrest + duration = -1 + } + opinion = { + who = ROOT + modifier = opinion_grateful + months = 12 + } + } + } + hidden_tooltip = { + FROM = { + character_event = { + id = 50007 + } + } + } + } + + option = { + name = "EVTOPTC50006" # The Oubliette! + trigger = { + FROM = { + prisoner = yes + } + } + FROM = { + lose_weight_medium_effect = yes + weight_trait_check_effect = yes + } + ai_chance = { + factor = 33 + modifier = { + factor = 0 + trait = kind + } + modifier = { + factor = 2 + trait = envious + } + modifier = { + factor = 5 + trait = paranoid + } + modifier = { + factor = 5 + trait = cruel + } + modifier = { + factor = 5 + trait = wroth + } + } + + tooltip = { + FROM = { + add_character_modifier = { + name = the_oubliette + duration = -1 + } + opinion = { + who = ROOT + modifier = opinion_hate + months = 12 + } + } + } + hidden_tooltip = { + FROM = { + character_event = { + id = 50008 + } + } + } + } + option = { + name = "EVTOPTD50006" # Already released + trigger = { + FROM = { + prisoner = no + } + } + } + + option = { + name = "EVTOPTE50006" # Release for favor + trigger = { + has_dlc = "Zeus" + NOT = { + holds_favor_on = FROM + } + FROM = { + prisoner = yes + } + } + tooltip = { + add_favor = FROM + FROM = { + prisoner = no + opinion = { + modifier = opinion_merciful + who = ROOT + months = 30 + } + } + } + hidden_tooltip = { + FROM = { + character_event = { + id = 50009 + } + } + } + } +} + +# House Arrest +character_event = { + id = 50007 + desc = "EVTDESC50007" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50007" + clr_character_flag = asked_for_better_prison + hidden_tooltip = { + remove_character_modifier = house_arrest + remove_character_modifier = the_dungeon + remove_character_modifier = the_oubliette + remove_character_modifier = the_fortress #L3T + } + if = { + limit = { + prisoner = yes + } + add_character_modifier = { + name = house_arrest + duration = -1 + } + character_event = { id = ZE.12219 } # Loses pet rat + } + opinion = { + who = FROM + modifier = opinion_grateful + months = 12 + } + } +} + +# The Oubliette +character_event = { + id = 50008 + desc = "EVTDESC50008" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50008" + clr_character_flag = asked_for_better_prison + hidden_tooltip = { + remove_character_modifier = house_arrest + remove_character_modifier = the_dungeon + remove_character_modifier = the_oubliette + remove_character_modifier = the_fortress #L3T + } + if = { + limit = { + prisoner = yes + } + add_character_modifier = { + name = the_oubliette + duration = -1 + } + } + opinion = { + who = FROM + modifier = opinion_hate + months = 12 + } + } +} + +# Released for favor +character_event = { + id = 50009 + desc = "EVTDESC50009" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50009" + clr_character_flag = asked_for_better_prison + hidden_tooltip = { + remove_character_modifier = house_arrest + remove_character_modifier = the_dungeon + remove_character_modifier = the_oubliette + remove_character_modifier = the_fortress #L3T + } + reverse_add_favor = FROM + prisoner = no + opinion = { + modifier = opinion_released_prisoner + who = FROM + months = 30 + } + } +} + +############################################### + +# Torture a prisoner! +character_event = { + id = 50010 + desc = "EVTDESC50010" + picture = "GFX_evt_torture" + border = GFX_event_normal_frame_intrigue + + min_age = 14 + only_playable = yes + prisoner = no + capable_only = yes + + trigger = { + NOT = { trait = kind } + NOT = { trait = just } + OR = { + trait = envious + trait = wroth + trait = arbitrary + trait = lunatic + trait = possessed + trait = paranoid + trait = impaler + trait = cruel + } + any_courtier = { + age = 14 + prisoner = yes + host = { character = ROOT } + NOT = { has_character_modifier = house_arrest } + } + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.25 + trait = impaler + } + modifier = { + factor = 0.5 + trait = possessed + } + modifier = { + factor = 0.5 + trait = cruel + } + modifier = { + factor = 0.75 + trait = paranoid + } + modifier = { + factor = 3.0 + trait = slothful + } + } + + option = { + name = EVTOPTA50010 # Resist my foul impulse + piety = 10 + trigger = { + NOT = { has_character_flag = demon_child_non_pagan } + } + } + + option = { + name = EVTOPTB50010 # Oil up the rack! + if = { + limit = { NOT = { religion = jain } } + piety = -10 + } + pacifists_lose_piety_effect = yes + random_courtier = { + limit = { + age = 14 + prisoner = yes + host = { character = ROOT } + NOT = { has_character_modifier = house_arrest } + } + random_list = { + 30 = { + character_event = { + id = 50011 + tooltip = "EVTTOOLTIP50011" + } + } + 30 = { + character_event = { + id = 50012 + tooltip = "EVTTOOLTIP50012" + } + } + 30 = { + character_event = { + id = 50013 + tooltip = "EVTTOOLTIP50013" + } + } + 10 = { + character_event = { + id = 50014 + tooltip = "EVTTOOLTIP50014" + } + } + } + } + } + option = { + name = EVTOPTC50010 # Phalaris bloodline. + trigger = { + NOT = { has_global_flag = flag_phalaris_bloodline } + NOT = { has_dynasty_flag = flag_phalaris_event } + has_dlc = "Holy Fury" + culture = greek + is_alternate_start = no + primary_title = { title = k_sicily } + completely_controls = d_sicily + capital_scope = { de_jure_liege = d_sicily } #Must own it AND reside in it. + OR = { + trait = lunatic + trait = possessed + trait = impaler + trait = cruel + } + learning = 15 + } + tooltip_info = learning + pacifists_lose_piety_effect = yes + random_courtier = { + limit = { + age = 14 + prisoner = yes + host = { character = ROOT } + NOT = { has_character_modifier = house_arrest } + } + character_event = { id = HF.24001 tooltip = "EVTTOOLTIP50014" } + } + } + option = { + name = EVTOPTD50010 # Phalaris bloodline. - Alt. + trigger = { + NOT = { has_global_flag = flag_phalaris_bloodline } + NOT = { has_dynasty_flag = flag_phalaris_event } + has_dlc = "Holy Fury" + culture = greek + is_alternate_start = no + is_female = no + independent = yes + primary_title = { title = k_sicily } + completely_controls = d_sicily + capital_scope = { de_jure_liege = d_sicily } #Must own it AND reside in it. + OR = { + trait = lunatic + trait = possessed + trait = impaler + trait = cruel + } + has_character_modifier = brazen_bull + } + pacifists_lose_piety_effect = yes + random_courtier = { + limit = { + age = 14 + prisoner = yes + host = { character = ROOT } + NOT = { has_character_modifier = house_arrest } + } + character_event = { id = HF.24001 tooltip = "EVTTOOLTIP50014" } + } + } +} + +# Tortured +character_event = { + id = 50011 + desc = "EVTDESC50011" + picture = "GFX_evt_torture" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50011" + + lose_weight_small_effect = yes + weight_trait_check_effect = yes + add_character_modifier = { + name = tortured + duration = 60 + } + } +} + +# Wounded +character_event = { + id = 50012 + desc = "EVTDESC50012" + picture = "GFX_evt_torture" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50012" + add_trait = wounded + } +} + +# Maimed +character_event = { + id = 50013 + desc = "EVTDESC50013" + picture = "GFX_evt_torture" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50013" + maim_hand_effect = yes + } +} + +# Killed +character_event = { + id = 50014 + desc = "EVTDESC50014" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50014" + hidden_tooltip = { + FROM = { + character_event = { + id = 50015 + } + } + } + death = { + death_reason = death_dungeon + killer = FROM + } + } +} + +# Host notified of death +character_event = { + id = 50015 + desc = "EVTDESC50015" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50015" + prestige = -10 + } +} + + +############################################### + +# Ruler is notified of the capture of an enemy commander +character_event = { + id = 50020 + title = captured_in_battle + desc = "EVTDESC50020" + picture = "GFX_evt_battle" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + portrait = event_target:captured_commander + + immediate = { + event_target:captured_commander = { save_event_target_as = kinslayer_target } + } + + # Warrior Lodge members only option... + option = { + name = EVTOPTC50020 #[He/She]'ll make a good sacrifice to [HighGodName] + tooltip_info_custom = available_due_to_warrior_lodge + custom_tooltip = { text = EVTOPTC50020_TT } + if = { + limit = { event_target:captured_commander = { prisoner = yes } } + add_kinslayer_trait_effect = yes + + if = { # If you already have three instances of this modifier... + limit = { + has_instances_of_character_modifier = { + modifier = sacrificed_prisoner + amount = 3 + } + } + hidden_effect = { # Do some hidden removal and adding, in order to refresh the final date of the modifier... + remove_character_modifier = sacrificed_prisoner #Removes all instances + add_character_modifier = { + name = sacrificed_prisoner #Add 1st + duration = 1000 + stacking = yes + } + add_character_modifier = { #Add 2nd + name = sacrificed_prisoner + duration = 1000 + stacking = yes + } + } + add_character_modifier = { #Add 3rd + name = sacrificed_prisoner + duration = 1000 + stacking = yes + } + } + else = { #If you don't have three instances, just add one... + add_character_modifier = { + name = sacrificed_prisoner + duration = 1000 + stacking = yes + } + } + + hidden_effect = { + event_target:captured_commander = { character_event = { id = 50021 } } + if = { + limit = { + OR = { + has_religion_feature = religion_ritual_sacrifice + religion = aztec + religion = aztec_reformed + } + } + if = { #A foreign religious head is also quite good. + limit = { + event_target:captured_commander = { + NOT = { religion = ROOT } + controls_religion = yes + } + } + change_variable = { which = burned_hearts_points value = 2 } + } + if = { #A foreign emperor is also well accepted. + limit = { + event_target:captured_commander = { + NOT = { religion = ROOT } + higher_tier_than = KING + } + } + change_variable = { which = burned_hearts_points value = 2 } + } + bloodthirsty_tiered_traits_effect = yes + } + } + } + + ai_chance = { + factor = 1 + modifier = { + factor = 2 + event_target:captured_commander = { is_rival = ROOT } + } + modifier = { + factor = 0.01 + trait = kind + } + modifier = { + factor = 1.5 + is_evil_trigger = yes + } + } + + trigger = { + has_dlc = "Holy Fury" + is_member_of_any_warrior_lodge_trigger = yes + has_religion_matching_joined_warrior_lodge_trigger = yes + } + } + + # Regular options... + option = { + name = "EVTOPTA50020" #Perfect! + ai_chance = { factor = 10 } + trigger = { event_target:captured_commander = { NOT = { is_rival = ROOT } } } + } + option = { + name = EVTOPTB50020 #My rival, no less? Great! + ai_chance = { factor = 10 } + trigger = { event_target:captured_commander = { is_rival = ROOT } } + } +} + +#Prisoner receives event informing that enemy_liege has decided to sacrifice you to the gods instead of simply taking you prisoner. Shiiiit. +character_event = { + id = 50021 + title = sacrificed_in_battle + desc = "EVTDESC50021" + picture = "GFX_evt_battle" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + immediate = { + save_event_target_as = sacrificed + if = { + limit = { multiplayer = yes } #insta-death in MP + death = { + death_reason = death_sacrificed + killer = FROM + } + } + } + + option = { + name = { + text = EVTOPTA50021 #I can't believe this is how it ends + trigger = { NOT = { same_society_as = FROM } } + } + name = { + text = EVTOPTB50021 #Noo..! For [society], why? + trigger = { same_society_as = FROM } + } + tooltip = { + FROM = { + show_scope_change = no + add_character_modifier = { + name = sacrificed_prisoner + duration = 1000 + stacking = yes + } + } + } + if = { + limit = { multiplayer = no } + death = { + death_reason = death_sacrificed + killer = event_target:enemy_liege + } + } + if = { #if not independent: Add notification sent to this character's liege + limit = { + independent = no + } + character_event = { id = 50022 } + } + } +} + +character_event = { + id = 50022 + desc = EVTDESC50022 + picture = GFX_evt_magic_ritual + + notification = yes + + is_triggered_only = yes + + option = { + name = OK #changed because validator pesking, might it be removed as it is a notif ? no loc key anyway + } +} + + +############################################### + +#Petition liege to release prisoner +character_event = { + id = 50025 + desc = "EVTDESC50025" + picture = GFX_evt_emissary + + only_playable = yes + min_age = 16 + capable_only = yes + prisoner = no + war = no + in_command = no + + trigger = { + is_abroad = no + independent = no + liege = { + num_of_prisoners = 1 + NOT = { character = ROOT } + any_realm_lord = { + prisoner = yes + host = { + character = PREV + } + is_friend = ROOT + NOT = { + has_character_modifier = petition_release_prisoner_timer + } + } + } + } + + mean_time_to_happen = { + months = 50 + #L3T make it less likely if in fortress prison + modifier = { + factor = 2 + liege = { + num_of_prisoners = 1 + NOT = { character = ROOT } + any_realm_lord = { + prisoner = yes + host = { + character = PREV + } + is_friend = ROOT + NOT = { + has_character_modifier = petition_release_prisoner_timer + } + has_character_modifier = the_fortress + } + } + } + } + + option = { + name = "EVTOPTA50025" + liege = { + any_realm_lord = { + limit = { + host = { + character = PREV + } + prisoner = yes + is_friend = ROOT + } + save_event_target_as = friend_2_free + score_value = { #Prioritizes selecting an interesting courtier... + value = 10 + interesting_courtier_selection_score = yes + } + hidden_tooltip = { + add_character_modifier = { + name = petition_release_prisoner_timer + duration = -1 + hidden = yes + } + } + } + } + liege = { + character_event = { + id = 50026 + tooltip = "EVTTOOLTIP50026" + } + } + } + + option = { + name = "EVTOPTB50025" + liege = { + any_realm_lord = { + limit = { + host = { + character = PREV + } + prisoner = yes + is_friend = ROOT + } + score_value = { #Prioritizes selecting an interesting courtier... + value = 10 + interesting_courtier_selection_score = yes + } + opinion = { + modifier = opinion_disgruntled + who = ROOT + years = 5 + } + } + } + } +} + +#Liege responds +character_event = { + id = 50026 + desc = "EVTDESC50026" + picture = GFX_evt_emissary + + is_triggered_only = yes + + option = { + name = "EVTOPTA50026" + ai_chance = { factor = 100 } + trigger = { + event_target:friend_2_free = { NOT = { has_character_modifier = the_fortress }} + } + prestige = -50 + random_realm_lord = { + limit = { + prisoner = yes + has_character_modifier = petition_release_prisoner_timer + } + prisoner = no + } + any_vassal = { + limit = { + prisoner = no + } + opinion = { + modifier = opinion_released_prisoner + who = ROOT + months = 30 + } + } + } + #alternate if in fortress, less likely to accept liberation + option = { + name = "EVTOPTA50026" + ai_chance = { factor = 50 } + trigger = { + event_target:friend_2_free = { has_character_modifier = the_fortress } + } + prestige = -50 + random_realm_lord = { + limit = { + prisoner = yes + has_character_modifier = petition_release_prisoner_timer + } + prisoner = no + } + any_vassal = { + limit = { + prisoner = no + } + opinion = { + modifier = opinion_released_prisoner + who = ROOT + months = 30 + } + } + } + option = { + name = "EVTOPTB50026" + ai_chance = { factor = 100 } + any_vassal = { + limit = { + liege = { + character = ROOT + } + } + opinion = { + modifier = opinion_not_release_prisoner + who = ROOT + years = 5 + } + } + } +} + diff --git a/L3T/events/job_chancellor.txt b/L3T/events/job_chancellor.txt new file mode 100644 index 00000000..969f9cc7 --- /dev/null +++ b/L3T/events/job_chancellor.txt @@ -0,0 +1,2544 @@ +############################## +# CHANCELLOR +# +# Job: action_improve_relations +# 910: The Chancellor attempts to improve relations with a local noble +# 911: The Chancellor attempts to sabotage the relations of a subject noble towards the official head of the religion +# +# Job: action_fabricate_claims +# 913: The Chancellor fabricates a claim for his liege on a local landed noble +# 914: A Noble finds out what the Chancellor is up to (trying to fabricate claims) +# +# Job: action_sow_dissent +# 916: The Chancellor sows dissent between a noble and his liege +# 917: Chancellor Discovered +# +############################## + + +############################## +# CHANCELLOR +# JOB: action_improve_relations +############################## + +# 910: The Chancellor attempts to improve relations with lord +character_event = { + id = 910 + title = EVTNAME910 + desc = EVTDESC910 + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_improve_relations + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + OR = { + primary_title = { higher_tier_than = BARON } + same_liege = ROOT + } + is_priest = no + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + } + } + } + + mean_time_to_happen = { + months = 100 + + job_event_mtth_modifier_diplomacy_score = yes + modifier = { factor = 1.1 has_character_modifier = tarnished_reputation } + } + + option = { + name = EVTOPTA910 + hidden_tooltip = { + location = { + random_province_lord = { + limit = { + is_priest = no + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + OR = { + primary_title = { higher_tier_than = BARON } + same_liege = ROOT + } + } + character_event = { id = 20100 days = 7 } + } + } + } + } +} + +# 20100: Inform the noble +character_event = { + id = 20100 + desc = "EVTDESC20100" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20100" + hidden_tooltip = { + FROM = { + liege = { letter_event = { id = 20101 } } + } + } + } +} + +# 20101: The liege is informed of the success +letter_event = { + id = 20101 + desc = "EVTDESC20101" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + option = { + name = "EVTOPTA20101" + FROM = { + opinion = { + modifier = opinion_improved_relations + who = ROOT + years = 4 + } + } + } +} + + +# 911: The Chancellor's attempts to improve relations with lord is sabotaged +character_event = { + id = 911 + title = "EVTNAME911" + desc = "EVTDESC911" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_improve_relations + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + is_priest = no + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + } + } + } + + mean_time_to_happen = { + months = 120 + job_event_mtth_modifier_inverted_diplomacy_score = yes + modifier = { factor = 0.9 has_character_modifier = tarnished_reputation } + } + + option = { + name = "EVTOPTA911" + hidden_tooltip = { + location = { + random_province_lord = { + limit = { + is_priest = no + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + } + character_event = { id = 20110 days = 7 } + } + } + } + } +} + +# 20110: Inform the noble +character_event = { + id = 20110 + desc = { + text = "EVTDESCA20110" + trigger = { NOT = { same_liege = FROM } } + } + desc = { + text = "EVTDESCB20110" + trigger = { same_liege = FROM } + } + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20110" + hidden_tooltip = { + FROM = { + liege = { letter_event = { id = 20111 } } + } + } + } +} + +# 20111: The liege is informed of the failure +letter_event = { + id = 20111 + desc = "EVTDESC20111" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + option = { + name = "EVTOPTA20111" + FROM = { + opinion = { + modifier = opinion_insulted + who = ROOT + years = 2 + } + } + } +} + +############################## +# CHANCELLOR +# JOB: action_fabricate_claims +############################## + +# 913: The Chancellor fabricates a claim for his liege on a landed noble's title +character_event = { + id = 913 + title = EVTNAME913 + desc = EVTDESC913 + picture = GFX_evt_council + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_fabricate_claims + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + NOT = { has_character_modifier = bribed_by_noble_timer } + independent = no + liege = { + ROOT = { + location = { + OR = { + ## barony claim - L3T addition + #can create a claim on a non capital castles + AND = { + has_game_rule = { + name = better_claims + value = restricted + } + any_province_holding = { #baronies + tier = baron + holding_type = castle + is_capital = no + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + } + ##county claim - L3T rule + AND = { + has_game_rule = { + name = better_claims + value = restricted + } + county = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + ROOT = { diplomacy = 12 } ##L3T additional filter + } + ##county claim - vanilla rule + AND = { + has_game_rule = { + name = better_claims + value = vanilla + } + county = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + } + ##duchy claim - L3T rule + AND = { + has_game_rule = { + name = better_claims + value = restricted + } + #L3T# becoming king ambition permits to claim a duchy + ROOT = { + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + } + } + #L3T# + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + #ROOT = { diplomacy = 15 } #diplomacy req comes in the options, 15 is minimum still + } + #duchy claim - vanilla rule + AND = { + has_game_rule = { + name = better_claims + value = vanilla + } + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + ROOT = { diplomacy = 15 } + } + #kingdom claim - vanilla rule only + AND = { + has_game_rule = { + name = better_claims + value = vanilla + } + ROOT = { + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + } + } + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + } + } + } + } + } + } + + mean_time_to_happen = { + months = 240 + + job_event_mtth_modifier_diplomacy_score = yes + modifier = { factor = 1.1 has_character_modifier = tarnished_reputation } + modifier = { factor = 1.5 set_character_flag = low_claim_funds } + modifier = { + factor = 1.2 + location = { + any_province_lord = { + job_chancellor = { + has_job_action = action_statecraft + NOT = { character = ROOT } + NOT = { diplomacy = 10 } #bad chancellor is much less impactful + #at_location = FROMFROM #unecessary with offmap jobs + } + } + } + } + modifier = { + factor = 2.0 + location = { + any_province_lord = { + job_chancellor = { + has_job_action = action_statecraft + NOT = { character = ROOT } + diplomacy = 10 + #at_location = FROMFROM #unecessary with offmap jobs + } + } + } + } + modifier = { + factor = 1.1 + location = { + any_province_lord = { + job_chancellor = { + has_job_action = action_statecraft + NOT = { character = ROOT } + diplomacy = 15 + #at_location = FROMFROM #unecessary with offmap jobs + } + } + } + } + modifier = { + factor = 1.1 + location = { + any_province_lord = { + job_chancellor = { + has_job_action = action_statecraft + NOT = { character = ROOT } + diplomacy = 20 + #at_location = FROMFROM #unecessary with offmap jobs + } + } + } + } + modifier = { + #factor = 0.75 + factor = 0.85 #L3T made it less OP + liege = { any_owned_bloodline = { has_bloodline_flag = bloodline_faster_claims } } + } + modifier = { + #factor = 0.75 + factor = 0.9 #L3T made it less OP cumulative 0.85*0.9=0.76 + any_owned_bloodline = { has_bloodline_flag = bloodline_faster_claims } #If chancellor is also your relative. + } + } + + option = { + name = "EVTOPTA913" + hidden_tooltip = { + # Try to claim Kingdom title - only available with Become King ambition + #vanilla version + if = { + limit = { + diplomacy = 22 + #vanilla only + has_game_rule = { + name = better_claims + value = vanilla + } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + ROOT = { + location = { + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 20 + location = { + kingdom = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = kingdom_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = kingdom_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + if = { + limit = { + diplomacy = 18 + NOT = { diplomacy = 22 } + #vanilla only + has_game_rule = { + name = better_claims + value = vanilla + } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + ROOT = { + location = { + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 10 + location = { + kingdom = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = kingdom_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = kingdom_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + if = { + limit = { + diplomacy = 15 + NOT = { diplomacy = 18 } + #vanilla only + has_game_rule = { + name = better_claims + value = vanilla + } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + ROOT = { + location = { + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 5 + location = { + kingdom = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = kingdom_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = kingdom_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + #L3T version, claim a duchy + if = { + limit = { + diplomacy = 22 + #vanilla only + has_game_rule = { + name = better_claims + value = restricted + } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = duchy_claimed_with_ambition } + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 20 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = duchy_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + if = { + limit = { + diplomacy = 18 + NOT = { diplomacy = 22 } + #vanilla only + has_game_rule = { + name = better_claims + value = restricted + } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = duchy_claimed_with_ambition } + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 10 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = duchy_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + if = { + limit = { + diplomacy = 15 + NOT = { diplomacy = 18 } + #vanilla only + has_game_rule = { + name = better_claims + value = restricted + } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = duchy_claimed_with_ambition } + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 5 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = duchy_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + #L3T removed less than diplo 15 that gave 2% success chance to get the claim + + #claim duchy vanilla + if = { + limit = { + diplomacy = 15 + NOT = { diplomacy = 18 } + #vanilla only + has_game_rule = { + name = better_claims + value = vanilla + } + liege = { + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 10 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + if = { + limit = { + diplomacy = 18 + NOT = { diplomacy = 20 } + #vanilla only + has_game_rule = { + name = better_claims + value = vanilla + } + liege = { + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 20 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + if = { + limit = { + diplomacy = 20 + #vanilla only + has_game_rule = { + name = better_claims + value = vanilla + } + liege = { + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 30 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + + #claim county L3T + if = { + limit = { + diplomacy = 15 + NOT = { diplomacy = 18 } + #vanilla only + has_game_rule = { + name = better_claims + value = restricted + } + liege = { + ROOT = { + location = { + county = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 10 + location = { + county = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = county_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + if = { + limit = { + diplomacy = 18 + NOT = { diplomacy = 20 } + #vanilla only + has_game_rule = { + name = better_claims + value = restricted + } + liege = { + ROOT = { + location = { + county = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 20 + location = { + county = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = county_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + if = { + limit = { + diplomacy = 20 + #vanilla only + has_game_rule = { + name = better_claims + value = restricted + } + liege = { + ROOT = { + location = { + county = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 30 + location = { + county = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = county_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + + + # Try to claim county title VANILLA + if = { + limit = { + #vanilla only + has_game_rule = { + name = better_claims + value = vanilla + } + NOT = { has_character_flag = claim_done } + liege = { + ROOT = { + location = { + county = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + location = { + county = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = county_claimed #new line L3T + character_event = { id = 20130 days = 1 } + } + } + } + } + #try to claim barony (L3T) + # + if = { + limit = { + #vanilla only + has_game_rule = { + name = better_claims + value = restricted + } + NOT = { has_character_flag = claim_done } + liege = { + ROOT = { + location = { + any_province_holding = { #baronies + tier = baron + holding_type = castle + is_capital = no + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + location = { + random_province_holding = { #baronies + limit = { + tier = baron + holding_type = castle + is_capital = no + } + save_event_target_as = target_title + holder_scope = { + set_character_flag = barony_claimed + character_event = { id = 20130 days = 1 } + } + } + } + } + clr_character_flag = claim_done + } + } +} + +# 20130: The noble is informed about the claim +character_event = { + id = 20130 + desc = "EVTDESC20130" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20130" + hidden_tooltip = { + # Claim barony + if = { + ###new event ID + limit = { has_character_flag = barony_claimed } + FROM = { liege = { letter_event = { id = L3T.85 days = 1 } } } ##!!!new ID + clr_character_flag = barony_claimed + } + # Claim county + if = { + limit = { has_character_flag = county_claimed } + FROM = { liege = { letter_event = { id = 20131 days = 1 } } } + clr_character_flag = county_claimed + } + # Claim duchy + if = { + limit = { has_character_flag = duchy_claimed } + FROM = { liege = { letter_event = { id = 20133 days = 1 } } } + clr_character_flag = duchy_claimed + } + # Claim Kingdom + if = { + limit = { has_character_flag = kingdom_claimed } + FROM = { liege = { letter_event = { id = 20134 days = 1 } } } + clr_character_flag = kingdom_claimed + } + } + } +} + +# 20131: The liege is informed and has a choice to press the claim or not +##COUNTY CLAIM +letter_event = { + id = 20131 + desc = "EVTDESC20131" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + trigger = { + FROM = { + FROM = { + has_job_action = action_fabricate_claims + location = { + #OR = { + county = { + NOT = { claimed_by = ROOT } + } +# #DUCHY +# duchy = { +# NOT = { claimed_by = ROOT } +# } + #} + } + } + } + } + + option = { # Emperor or King + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { higher_tier_than = DUKE } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 1.75 } #L3T ex 1.25 + #} + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + #scaled_wealth = -1.0 + #scaled_wealth = -1.5 + #prestige = -150 + prestige = -250 + piety = -100 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { # Duke + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = DUKE } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 1.75 } #L3T ex 1.25 + #} + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + #scaled_wealth = -1.0 + #scaled_wealth = -1.5 + prestige = -100 + piety = -50 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { # Count or Patrician + name = "EVTOPTA20131" #Press the Claim + trigger = { + OR = { + primary_title = { tier = COUNT } + AND = { + is_patrician = yes + primary_title = { NOT = { higher_tier_than = COUNT } } + } + } + } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 1.75 } #L3T ex 1.25 + #} + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + #scaled_wealth = -1.0 + #scaled_wealth = -1.5 + prestige = -50 + piety = -25 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { + name = "EVTOPTB20131" #Let it go + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { trait = ambitious } + #scaled_wealth = 1.5 + NOT = { + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + modifier = { + factor = 0 + trait = ambitious + #scaled_wealth = 1 + } + } + #piety = 10 + } +} + +# 20133: The liege is informed and has a choice to press the claim or not +#CLAIM ON DUCHY +letter_event = { + id = 20133 + desc = "EVTDESC20133" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + trigger = { + FROM = { + FROM = { + has_job_action = action_fabricate_claims + location = { + duchy = { + NOT = { claimed_by = ROOT } + } + } + } + } + } + + option = { # Emperor or King + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { higher_tier_than = DUKE } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 2.75 } + #} + } + #scaled_wealth = -2.5 + prestige = -500 +# FROM = { +# FROM = { +# location = { +# duchy = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { # Duke + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = DUKE } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 2.75 } + #} + } + #scaled_wealth = -2.5 + prestige = -200 + piety = -50 +# FROM = { +# FROM = { +# location = { +# duchy = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { # Count + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = COUNT } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 2.75 } + #} + } + #scaled_wealth = -2.5 + prestige = -100 + piety = -25 +# FROM = { +# FROM = { +# location = { +# duchy = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { + name = "EVTOPTB20131" #Let it go + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { trait = ambitious } + # scaled_wealth = 2.5 + } + modifier = { + factor = 0 + trait = ambitious + # scaled_wealth = 2.0 + } + } + #piety = 20 + } +} + +# 20134: The liege is informed and has a choice to press the claim or not +#CLAIM ON KINGDOM +letter_event = { + id = 20134 + desc = "EVTDESC20134" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + trigger = { + FROM = { + FROM = { + has_job_action = action_fabricate_claims + location = { + kingdom = { + NOT = { claimed_by = ROOT } + } + } + } + } + } + + option = { # Duke + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = DUKE } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 3.25 } + #} + } + #scaled_wealth = -3.0 + prestige = -500 + piety = -100 +# FROM = { +# FROM = { +# location = { +# kingdom = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { # Count + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = COUNT } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 3.25 } + #} + } + #scaled_wealth = -3.0 + prestige = -250 + piety = -50 +# FROM = { +# FROM = { +# location = { +# kingdom = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { + name = "EVTOPTB20131" #Let it go + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { trait = ambitious } + #scaled_wealth = 3.0 + } + modifier = { + factor = 0 + trait = ambitious + #scaled_wealth = 2.5 + } + } + #piety = 20 + } +} + +# 20132: The noble is informed if the claim is pressed, and is insulted +character_event = { + id = 20132 + title = "NAME.20132" + desc = "EVTDESC20132" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20132" + hidden_tooltip = { + FROM = { + reverse_remove_opinion = { + modifier = opinion_furious + who = ROOT + } + } + } + opinion = { + modifier = opinion_furious + who = FROM + years = 10 + } + } +} + + +# 914: A Noble finds out that the Chancellor is trying to fabricate claims +character_event = { + id = 914 + title = "EVTNAME914" + desc = "EVTDESC914" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_fabricate_claims + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + NOT = { has_character_modifier = bribed_by_noble_timer } + location = { + owner = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + } + } + } + + mean_time_to_happen = { + months = 240 + + modifier = { factor = 0.9 has_character_modifier = tarnished_reputation } + job_event_mtth_modifier_inverted_diplomacy_score = yes + + modifier = { + #factor = 1.25 + factor = 1.15 #L3T less impactive + liege = { any_owned_bloodline = { has_bloodline_flag = bloodline_faster_claims } } + } + modifier = { + #factor = 1.25 + factor = 1.1 #L3T less impactive + any_owned_bloodline = { has_bloodline_flag = bloodline_faster_claims } #If chancellor is also your relative. + } + + #L3T# Noble defences + modifier = { + factor = 0.9 + location = { + owner = { + job_spymaster = { + has_job_action = action_uncover_plots_offmap + intrigue = 10 + } + } + } + } + modifier = { + factor = 0.8 + location = { + owner = { + job_spymaster = { + has_job_action = action_uncover_plots_offmap + intrigue = 15 + } + } + } + } + modifier = { + factor = 0.5 + location = { + owner = { + job_spymaster = { + has_job_action = action_uncover_plots_offmap + intrigue = 20 + } + } + } + } + # + } + + option = { + name = "EVTOPTA914" + location = { + county = { + holder_scope = { + character_event = { id = 20140 days = 7 tooltip = "EVTTOOLTIP20140" } + } + } + } + } +} + +# 20140 - The noble knows about the fabricated claims +character_event = { + id = 20140 + desc = "EVTDESC20140" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20140" #Make him disappear... + ai_chance = { + factor = 35 + modifier = { factor = 1.2 has_education_intrigue_trigger = yes } + modifier = { factor = 1.2 has_lifestyle_intrigue_trigger = yes } + } + piety = -25 #change from -10 + random_list = { + 25 = { + #L3T ruler's VS chancellor's intrigue comes into play for success + job_event_mtth_modifier_inverted_intrigue_score = yes #ruler's intrigue + from_job_event_mtth_modifier_intrigue_score = yes #chancellor's intrigue + # + + FROM = { + character_event = { id = 20141 days = 7 tooltip = "EVTTOOLTIP20141" } + } + } + 75 = { + character_event = { id = 20143 days = 7 tooltip = "EVTTOOLTIP20143" } + } + } + } + #L3T you can choose bribe amount + option = { + name = "EVTOPTB20140" #Send him an offer + ai_chance = { + factor = 20 + modifier = { factor = 0.8 NOT = { wealth = 50 }} + modifier = { factor = 0.9 trait = greedy } + } + treasury = -50 + FROM = { + set_character_flag = bribe_normal + letter_event = { id = 20144 days = 7 tooltip = "EVTTOOLTIP20144" } + } + } + option = { + name = "EVTOPTD20140" #Send him an offer #more generous #L3T + ai_chance = { + factor = 10 + modifier = { factor = 1.2 wealth = 200 } + modifier = { factor = 0.8 trait = greedy } + } + trigger = { wealth = 100 } + treasury = -150 + FROM = { + set_character_flag = bribe_generous + letter_event = { id = 20144 days = 7 tooltip = "EVTTOOLTIP20144b" } + } + } + + #BANISH HIM (martial skill) + + #old vanilla option + #option = { + # name = "EVTOPTC20140" #I better let it be for now + # ai_chance = { + # factor = 35 + # } + #} + option = { + name = "EVTOPTC20140" #L3T additional option #Banish him... (martial/option) + ai_chance = { + factor = 35 + modifier = { factor = 1.2 has_education_martial_trigger = yes } + modifier = { factor = 1.2 has_lifestyle_martial_trigger = yes } + } + + save_event_target_as = claim_noble + FROM = { save_event_target_as = claim_chancellor } + FROM = { liege = { save_event_target_as = claim_liege }} + + random_list = { + 50 = { + custom_tooltip = { text = "EVTTOOLTIPL3T80" } + #L3T ruler's VS chancellor's martial comes into play for success + modifier = { factor = 0.75 NOT = { martial = 2 } } + modifier = { factor = 0.75 NOT = { martial = 4 } } + modifier = { factor = 0.75 NOT = { martial = 6 } } + modifier = { factor = 0.75 NOT = { martial = 8 } } + modifier = { factor = 1.15 martial = 10 } + modifier = { factor = 1.15 martial = 11 } + modifier = { factor = 1.15 martial = 12 } + modifier = { factor = 1.15 martial = 13 } + modifier = { factor = 1.10 martial = 14 } + modifier = { factor = 1.10 martial = 15 } + modifier = { factor = 1.10 martial = 16 } + modifier = { factor = 1.10 martial = 17 } + modifier = { factor = 1.10 martial = 18 } + modifier = { factor = 1.10 martial = 19 } + modifier = { factor = 1.05 martial = 20 } + modifier = { factor = 1.05 martial = 21 } + modifier = { factor = 1.05 martial = 22 } + + modifier = { factor = 1.25 event_target:claim_chancellor = { NOT = { martial = 2 } }} + modifier = { factor = 1.25 event_target:claim_chancellor = { NOT = { martial = 4 } }} + modifier = { factor = 1.25 event_target:claim_chancellor = { NOT = { martial = 6 } }} + modifier = { factor = 1.25 event_target:claim_chancellor = { NOT = { martial = 8 } }} + modifier = { factor = 0.85 event_target:claim_chancellor = { martial = 10 }} + modifier = { factor = 0.85 event_target:claim_chancellor = { martial = 11 }} + modifier = { factor = 0.85 event_target:claim_chancellor = { martial = 12 }} + modifier = { factor = 0.85 event_target:claim_chancellor = { martial = 13 }} + modifier = { factor = 0.85 event_target:claim_chancellor = { martial = 14 }} + modifier = { factor = 0.85 event_target:claim_chancellor = { martial = 15 }} + modifier = { factor = 0.85 event_target:claim_chancellor = { martial = 16 }} + modifier = { factor = 0.90 event_target:claim_chancellor = { martial = 17 }} + modifier = { factor = 0.90 event_target:claim_chancellor = { martial = 18 }} + modifier = { factor = 0.90 event_target:claim_chancellor = { martial = 19 }} + modifier = { factor = 0.95 event_target:claim_chancellor = { martial = 20 }} + modifier = { factor = 0.95 event_target:claim_chancellor = { martial = 21 }} + modifier = { factor = 0.95 event_target:claim_chancellor = { martial = 22 }} + + #job_event_mtth_modifier_inverted_martial_score = yes #ruler's martial + #job_event_mtth_modifier_inverted_intrigue_score = yes #ruler's intrigue to get it discreet enough + #from_job_event_mtth_modifier_martial_score = yes #chancellor's martial + + event_target:claim_chancellor = { + character_event = { id = L3T.80 } + set_character_flag = CHL_captured_str8 + } + } + 50 = { + custom_tooltip = { text = "EVTTOOLTIPL3T81" } + #intrigue test on the chancellor to know about the planned arrestation + modifier = { factor = 0.75 event_target:claim_chancellor = {NOT = { intrigue = 2 } }} + modifier = { factor = 0.75 event_target:claim_chancellor = {NOT = { intrigue = 4 } }} + modifier = { factor = 0.75 event_target:claim_chancellor = {NOT = { intrigue = 6 } }} + modifier = { factor = 0.75 event_target:claim_chancellor = {NOT = { intrigue = 8 } }} + modifier = { factor = 1.15 event_target:claim_chancellor = {intrigue = 10 }} + modifier = { factor = 1.15 event_target:claim_chancellor = {intrigue = 11 }} + modifier = { factor = 1.15 event_target:claim_chancellor = {intrigue = 12 }} + modifier = { factor = 1.15 event_target:claim_chancellor = {intrigue = 13 }} + modifier = { factor = 1.10 event_target:claim_chancellor = {intrigue = 14 }} + modifier = { factor = 1.10 event_target:claim_chancellor = {intrigue = 15 }} + modifier = { factor = 1.10 event_target:claim_chancellor = {intrigue = 16 }} + modifier = { factor = 1.10 event_target:claim_chancellor = {intrigue = 17 }} + modifier = { factor = 1.10 event_target:claim_chancellor = {intrigue = 18 }} + modifier = { factor = 1.10 event_target:claim_chancellor = {intrigue = 19 }} + modifier = { factor = 1.05 event_target:claim_chancellor = {intrigue = 20 }} + modifier = { factor = 1.05 event_target:claim_chancellor = {intrigue = 21 }} + modifier = { factor = 1.05 event_target:claim_chancellor = {intrigue = 22 }} + + modifier = { factor = 1.25 NOT = { intrigue = 2 } } + modifier = { factor = 1.25 NOT = { intrigue = 4 } } + modifier = { factor = 1.25 NOT = { intrigue = 6 } } + modifier = { factor = 1.25 NOT = { intrigue = 8 } } + modifier = { factor = 0.85 intrigue = 10 } + modifier = { factor = 0.85 intrigue = 11 } + modifier = { factor = 0.85 intrigue = 12 } + modifier = { factor = 0.85 intrigue = 13 } + modifier = { factor = 0.85 intrigue = 14 } + modifier = { factor = 0.85 intrigue = 15 } + modifier = { factor = 0.85 intrigue = 16 } + modifier = { factor = 0.90 intrigue = 17 } + modifier = { factor = 0.90 intrigue = 18 } + modifier = { factor = 0.90 intrigue = 19 } + modifier = { factor = 0.95 intrigue = 20 } + modifier = { factor = 0.95 intrigue = 21 } + modifier = { factor = 0.95 intrigue = 22 } + + #from_job_event_mtth_modifier_inverted_intrigue_score = yes #FROM scope is inside + event_target:claim_chancellor = { + character_event = { id = L3T.81 days = 7 } + } + } + } + } +} + +# 20141 - Chancellor is assassinated... (informing the chancellor about the attempt) +character_event = { + id = 20141 + desc = "EVTDESC20141" + picture = GFX_evt_death + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20141" + hidden_tooltip = { + FROM = { character_event = { id = 20142 } } + } + } +} + +# 20142 - Noble is informed that the assassination attempt succeeded +character_event = { + id = 20142 + desc = "EVTDESC20142" + picture = GFX_evt_death + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20142" + hidden_tooltip = { + #FROM is the chancellor to be killed + FROM = { liege = { character_event = { id = 20147 } } } + } + } +} + +# 20143 - Noble is informed that the assassination attempt failed +character_event = { + id = 20143 + desc = "EVTDESC20143" + picture = GFX_evt_death + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20143" + } +} + +# 20144 - Noble tries to bribe Chancellor +letter_event = { + id = 20144 + desc = "EVTDESC20144" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + #L3T more options and outcomes + option = { + name = "EVTOPTA20144" + trigger = { has_character_flag = bribe_normal } + ai_chance = { #L3T AI logic + factor = 10 + modifier = { + factor = 1.5 + trait = greedy + } + } + wealth = 50 + FROM = { + letter_event = { id = 20145 tooltip = "EVTTOOLTIP20145" } + } + hidden_tooltip = { + add_character_modifier = { + name = bribed_by_noble_timer + duration = 365 #1y + hidden = yes + } + } + clr_character_flag = bribe_normal + } + option = { + name = "EVTOPTC20144" + trigger = { has_character_flag = bribe_generous } + ai_chance = { #L3T AI logic + factor = 15 + modifier = { + factor = 2.5 + trait = greedy + } + modifier = { + factor = 1.5 + has_character_flag = bribe_generous + } + } + wealth = 150 + FROM = { + letter_event = { id = 20145 tooltip = "EVTTOOLTIP20145" } + } + hidden_tooltip = { + add_character_modifier = { + name = bribed_by_noble_timer + duration = 1095 #3y + hidden = yes + } + } + clr_character_flag = bribe_generous + } + option = { + name = "EVTOPTB20144" + trigger = { has_character_flag = bribe_normal } + ai_chance = { + factor = 15 + modifier = { + factor = 2 + trait = honest + } + } + prestige = 5 + FROM = { letter_event = { id = 20146 tooltip = "EVTTOOLTIP20146" } } + clr_character_flag = bribe_normal + } + option = { + name = "EVTOPTD20144" + trigger = { has_character_flag = bribe_generous } + ai_chance = { + factor = 10 + modifier = { + factor = 1.5 + trait = honest + } + } + prestige = 15 + FROM = { letter_event = { id = 20146 tooltip = "EVTTOOLTIP20146" } } + clr_character_flag = bribe_generous + } +} + +# 20145 - Noble is informed that the Chancellor accepted the bribe +letter_event = { + id = 20145 + desc = "EVTDESC20145" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20145" + } +} + +# 20146 - Noble is informed that the Chancellor didn't accept the bribe +letter_event = { + id = 20146 + desc = "EVTDESC20146" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20146" + wealth = 50 + } +} + +# 20147 - The liege is informed about the Chancellor's death +character_event = { + id = 20147 + desc = "EVTDESC20147" + picture = GFX_evt_death + border = GFX_event_normal_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + option = { + name = "EVTOPTA20147" + job_chancellor = { + death = { + death_reason = death_murder_unknown + killer = FROM + } + } + } +} + + +############################## +# CHANCELLOR +# JOB: action_sow_dissent +############################## + +# 916: The Chancellor sows dissent between a local noble and his liege +character_event = { + id = 916 + title = "EVTNAME916" + desc = "EVTDESC916" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_sow_dissent + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { same_realm = ROOT } + independent = no + } + } + } + + mean_time_to_happen = { + months = 120 + + job_event_mtth_modifier_diplomacy_score = yes + modifier = { factor = 1.1 has_character_modifier = tarnished_reputation } + + modifier = { + factor = 0.75 + liege = { any_owned_bloodline = { has_bloodline_flag = bloodline_faster_dissent } } + } + modifier = { + factor = 0.75 + any_owned_bloodline = { has_bloodline_flag = bloodline_faster_dissent } #If chancellor is also your relative. + } + } + + option = { + name = "EVTOPTA916" + hidden_tooltip = { + location = { + random_province_lord = { + limit = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { same_realm = ROOT } + independent = no + } + character_event = { id = 20160 days = 7 } + } + } + } + } +} + +# 20160: The local noble start disliking his liege +character_event = { + id = 20160 + desc = "EVTDESC20160" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20160" + liege = { + reverse_opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + character_event = { id = 20161 days = 7 tooltip = "EVTTOOLTIP20161" } + } + hidden_tooltip = { + FROM = { + liege = { + letter_event = { id = 20162 } + } + } + } + } +} + +# 20161: The liege of the local noble is informed +character_event = { + id = 20161 + desc = "EVTDESC20161" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20161" + tooltip = { + FROM = { + opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + } + } + opinion = { + modifier = opinion_angry + who = FROM + years = 2 + } + } +} + +# 20162: The liege of the Chancellor is informed +letter_event = { + id = 20162 + desc = "EVTDESC20162" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + option = { + name = "EVTOPTA20162" + } +} + + +# 917: Chancellor Discovered +character_event = { + id = 917 + title = "EVTNAME917" + desc = "EVTDESC917" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_sow_dissent + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + NOT = { is_liege_of = ROOT } + NOT = { same_realm = ROOT } + independent = no + } + } + } + + mean_time_to_happen = { + months = 120 + + job_event_mtth_modifier_inverted_diplomacy_score = yes + modifier = { factor = 0.9 has_character_modifier = tarnished_reputation } + + modifier = { + factor = 1.25 + liege = { any_owned_bloodline = { has_bloodline_flag = bloodline_faster_dissent } } + } + modifier = { + factor = 1.25 + any_owned_bloodline = { has_bloodline_flag = bloodline_faster_dissent } #If chancellor is also your relative. + } + } + + option = { + name = "EVTOPTA917" + location = { + random_province_lord = { + limit = { + NOT = { is_liege_of = ROOT } + NOT = { same_realm = ROOT } + independent = no + } + character_event = { id = 20170 tooltip = "EVTTOOLTIP20170" } + } + } + } +} + +# 20170: The local noble is informed +character_event = { + id = 20170 + desc = "EVTDESC20170" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20170" + FROM = { + imprison = ROOT + } + hidden_tooltip = { + FROM = { + character_event = { id = 20171 } + liege = { letter_event = { id = 20172 } } + } + liege = { letter_event = { id = 20173 } } + } + } + option = { + name = "EVTOPTB20170" + FROM = { + liege = { + reverse_opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + } + } + hidden_tooltip = { + FROM = { + liege = { letter_event = { id = 20175 } } + } + liege = { letter_event = { id = 20174 } } + } + } +} + +# 20171: The Chancellor is imprisoned +character_event = { + id = 20171 + desc = "EVTDESC20171" + picture = GFX_evt_into_the_dungeon + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20171" + prestige = -10 + } +} + +# 20172: The Chancellor's liege is informed about imprisonment +letter_event = { + id = 20172 + desc = "EVTDESC20172" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20172" + prestige = -10 + } +} + +# 20173: The local noble informs his liege about imprisonment +letter_event = { + id = 20173 + desc = "EVTDESC20173" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20173" + FROM = { + FROM = { + liege = { + reverse_opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + hidden_tooltip = { + letter_event = { id = 20176 } + } + } + } + } + } +} + +# 20174: The local noble informs his liege about the Chancellor's doing +letter_event = { + id = 20174 + desc = "EVTDESC20174" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20174" + FROM = { + FROM = { + liege = { + reverse_opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + hidden_tooltip = { + letter_event = { id = 20176 } + } + } + } + } + } +} + +# 20175: The Chancellor's liege is informed about the reaction of the noble +letter_event = { + id = 20175 + desc = EVTDESC20175 + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = EVTOPTA20175 + prestige = -5 + hidden_tooltip = { + FROM = { + remove_opinion = { + modifier = opinion_furious + who = ROOT + } + } + } + FROM = { + opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + } + } +} + +# 20176: The Chancellor's liege is informed about the reaction of the noble's liege +letter_event = { + id = 20176 + desc = EVTDESC20176 + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = EVTOPTA20176 + prestige = -10 + hidden_tooltip = { + FROM = { + remove_opinion = { + modifier = opinion_furious + who = ROOT + } + } + } + FROM = { + opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + } + } +} + +# 20235: The Chancellor successfully increases the sentiment of the local clan +character_event = { + id = 20235 + title = EVTNAME20235 + desc = EVTDESC20235 + picture = GFX_evt_market + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_clan_sentiment + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + owner = { + is_nomadic = yes + ROOT = { + liege = { + NOT = { character = PREVPREV } + OR = { + overlord_of = PREVPREV + vassal_of = PREVPREV + same_liege = PREVPREV + } + } + } + } + } + } + + mean_time_to_happen = { + months = 60 + modifier = { factor = 1.1 has_character_modifier = tarnished_reputation } + modifier = { + factor = 10 + clan_title = { + clan = yes # Is the head of a Clan + } + location = { + owner = { + character = ROOT # This is my own clan + } + } + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + + job_event_mtth_modifier_diplomacy_score = yes + } + + immediate = { + liege = { + clan_title = { + save_event_target_as = liege_clan + } + } + location = { + owner = { + save_event_target_as = target_chief + } + } + } + + option = { + name = EVTOPTA20235 # Increase the sentiments vs the Khan's Clan + ai_chance = { factor = 100 } + + event_target:target_chief = { + show_scope_change = no + clan_title = { + show_scope_change = no + clan_opinion = { + who = event_target:liege_clan + modifier = clan_propaganda_effort + years = 5 + } + } + } + + hidden_tooltip = { + liege = { character_event = { id = 20236 } } + } + } + + option = { + name = EVTOPTB20235 # Do nothing + ai_chance = { factor = 0 } + } +} + +character_event = { + id = 20236 + title = EVTNAME20235 + desc = EVTDESC20236 + picture = GFX_evt_market + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = EXCELLENT + + tooltip = { + event_target:target_chief = { + show_scope_change = no + clan_title = { + show_scope_change = no + clan_opinion = { + who = event_target:liege_clan + modifier = clan_propaganda_effort + years = 5 + } + } + } + } + } +} diff --git a/L3T/events/job_chancellor_L3T_add.txt b/L3T/events/job_chancellor_L3T_add.txt new file mode 100644 index 00000000..c43e791a --- /dev/null +++ b/L3T/events/job_chancellor_L3T_add.txt @@ -0,0 +1,631 @@ +################################# +# L3T par Arko # +################################# + +namespace = L3T + +############################## +# CHANCELLOR +# JOB: action_fabricate_claims +############################## + + +#Chancellor is arrested... (informing the chancellor, guards are here, no choice) +character_event = { + id = L3T.80 + #desc = "DESCL3T.80" + border = GFX_event_normal_frame_war + + #desc for direct arrestation + desc = { + text = DESCL3T.80a + trigger = { has_character_flag = CHL_captured_str8 } + } + #desc for arrestation after flee + desc = { + text = DESCL3T.80b + trigger = { has_character_flag = CHL_captured_flee } + } + #desc for arrestation after NOT flee + desc = { + text = DESCL3T.80c + trigger = { has_character_flag = CHL_captured_unflee } + } + + picture = GFX_evt_prisoner_hf + + is_triggered_only = yes + + option = { + name = "L3T.80A" + trigger = { has_character_flag = CHL_captured_str8 } + #abandon job + event_target:claim_chancellor = { cancel_job_action = action_fabricate_claims } + event_target:claim_chancellor = { + if = { limit = { NOT = { has_character_modifier = tarnished_reputation_claim }}} + add_character_modifier = { + name = tarnished_reputation_claim + duration = -1 + } + } + event_target:claim_liege = { letter_event = { id = L3T.83 days = 5 }} #informe le lige du retour + #inform noble about successful arrestation + event_target:claim_noble = { letter_event = { id = L3T.84 } } + + event_target:claim_noble = { + opinion = { + who = event_target:claim_chancellor + name = he_attempted_fabricate_claim_chancellor_banned + years = 99 + } + } + } + option = { + name = "L3T.80B" + trigger = { has_character_flag = CHL_captured_flee } + #abandon job + event_target:claim_chancellor = { cancel_job_action = action_fabricate_claims } + event_target:claim_chancellor = { + if = { limit = { NOT = { has_character_modifier = tarnished_reputation_claim }}} + add_character_modifier = { + name = tarnished_reputation_claim + duration = -1 + } + } + event_target:claim_liege = { letter_event = { id = L3T.83 days = 5 }} #informe le lige du retour + #inform noble about successful arrestation + event_target:claim_noble = { letter_event = { id = L3T.84 } } + + + event_target:claim_noble = { + opinion = { + who = event_target:claim_chancellor + name = he_attempted_fabricate_claim_chancellor_banned + years = 99 + } + } + } + option = { + name = "L3T.80C" + trigger = { has_character_flag = CHL_captured_unflee } + #abandon job + event_target:claim_chancellor = { cancel_job_action = action_fabricate_claims } + event_target:claim_chancellor = { + if = { limit = { NOT = { has_character_modifier = tarnished_reputation_claim }}} + add_character_modifier = { + name = tarnished_reputation_claim + duration = -1 + } + } + event_target:claim_liege = { letter_event = { id = L3T.83 days = 5 }} #informe le lige du retour + #inform noble about successful arrestation + event_target:claim_noble = { letter_event = { id = L3T.84 } } + + + event_target:claim_noble = { + opinion = { + who = event_target:claim_chancellor + name = he_attempted_fabricate_claim_chancellor_banned + years = 99 + } + } + } +} + +#Chancellor heard about the arrestation attempt, choosing what to do +character_event = { + id = L3T.81 + desc = "DESCL3T.81" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "L3T.81A" + #try to flee + ai_chance = { + factor = 90 + } + #to hide + + ##success on Intrigue test Chancellor VS Ruler + random_list = { + 50 = { + custom_tooltip = { text = "EVTTOOLTIPL3T81a" } + modifier = { factor = 0.75 NOT = { intrigue = 2 } } + modifier = { factor = 0.75 NOT = { intrigue = 4 } } + modifier = { factor = 0.75 NOT = { intrigue = 6 } } + modifier = { factor = 0.75 NOT = { intrigue = 8 } } + modifier = { factor = 1.15 intrigue = 10 } + modifier = { factor = 1.15 intrigue = 11 } + modifier = { factor = 1.15 intrigue = 12 } + modifier = { factor = 1.15 intrigue = 13 } + modifier = { factor = 1.10 intrigue = 14 } + modifier = { factor = 1.10 intrigue = 15 } + modifier = { factor = 1.10 intrigue = 16 } + modifier = { factor = 1.10 intrigue = 17 } + modifier = { factor = 1.10 intrigue = 18 } + modifier = { factor = 1.10 intrigue = 19 } + modifier = { factor = 1.05 intrigue = 20 } + #success but need to abandon job + event_target:claim_chancellor = { + character_event = { id = L3T.82 days = 5 } #informe du succès + set_character_flag = CHL_fled + } + } + 50 = { + custom_tooltip = { text = "EVTTOOLTIPL3T81b" } + modifier = { factor = 0.75 event_target:claim_noble = {NOT = { intrigue = 2 } }} + modifier = { factor = 0.75 event_target:claim_noble = {NOT = { intrigue = 4 } }} + modifier = { factor = 0.75 event_target:claim_noble = {NOT = { intrigue = 6 } }} + modifier = { factor = 0.75 event_target:claim_noble = {NOT = { intrigue = 8 } }} + modifier = { factor = 1.15 event_target:claim_noble = {intrigue = 10 }} + modifier = { factor = 1.15 event_target:claim_noble = {intrigue = 11 }} + modifier = { factor = 1.15 event_target:claim_noble = {intrigue = 12 }} + modifier = { factor = 1.15 event_target:claim_noble = {intrigue = 13 }} + modifier = { factor = 1.10 event_target:claim_noble = {intrigue = 14 }} + modifier = { factor = 1.10 event_target:claim_noble = {intrigue = 15 }} + modifier = { factor = 1.10 event_target:claim_noble = {intrigue = 16 }} + modifier = { factor = 1.10 event_target:claim_noble = {intrigue = 17 }} + modifier = { factor = 1.10 event_target:claim_noble = {intrigue = 18 }} + modifier = { factor = 1.10 event_target:claim_noble = {intrigue = 19 }} + modifier = { factor = 1.05 event_target:claim_noble = {intrigue = 20 }} + #failed and was catched + event_target:claim_chancellor = { + character_event = { id = L3T.80 days = 5 } #informe de l'échec + set_character_flag = CHL_captured_flee + } + } + } + } + option = { #cela ne peut être vrai / c'est pour m'intimider + name = "L3T.81B" + ai_chance = { + factor = 10 + #confident + #idiot + } + character_event = { id = L3T.80 days = 10 random = 5 } #informe de l'échec + set_character_flag = CHL_captured_unflee + } +} + +# L3T.82 - Chancellor is informed he has fled but have to abandon job +character_event = { + id = L3T.82 + desc = "DESCL3T.82" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "L3T.82A" + #success but need to abandon job + event_target:claim_chancellor = { + cancel_job_action = action_fabricate_claims + } + event_target:claim_chancellor = { + if = { limit = { NOT = { has_character_modifier = tarnished_reputation_claim }}} + add_character_modifier = { + name = tarnished_reputation_claim + duration = -1 + } + } + event_target:claim_liege = { letter_event = { id = L3T.83 days = 10 }} #informe le lige du retour + #noble is informed about the flee + event_target:claim_noble = { letter_event = { id = L3T.84 days = 5 } } + #noble will hate me BTW + event_target:claim_noble = { + opinion = { + who = event_target:claim_chancellor + name = he_attempted_fabricate_claim_chancellor_banned + years = 99 + } + } + } +} + +# L3T.83 - liege is informed about the Chancellor's failure and return +letter_event = { + id = L3T.83 +# desc = "DESCL3T.83" + + border = GFX_event_letter_frame_diplomacy + + #desc for direct arrestation + desc = { + text = DESCL3T.83a + trigger = { event_target:claim_chancellor = { has_character_flag = CHL_captured_str8 }} + } + #desc for arrestation after flee + desc = { + text = DESCL3T.83a + trigger = { event_target:claim_chancellor = { has_character_flag = CHL_captured_flee }} + } + #desc successful flee + desc = { + text = DESCL3T.83b + trigger = { event_target:claim_chancellor = { has_character_flag = CHL_fled }} + } + #desc after flee or NOT + desc = { + text = DESCL3T.83a + trigger = { event_target:claim_chancellor = { has_character_flag = CHL_captured_unflee }} + } + + is_triggered_only = yes + + option = { + name = "L3T.83A" + trigger = { job_chancellor = { has_character_flag = CHL_fled }} + opinion = { + who = event_target:claim_chancellor + name = opinion_failure_claim + years = 5 + } + event_target:claim_chancellor = { + clr_character_flag = CHL_captured_str8 + clr_character_flag = CHL_captured_flee + clr_character_flag = CHL_fled + clr_character_flag = CHL_captured_unflee + } + clear_event_target = claim_noble + clear_event_target = claim_chancellor + clear_event_target = claim_liege + + } + option = { + name = "L3T.83B" + trigger = { job_chancellor = { NOT = { has_character_flag = CHL_fled }}} + opinion = { + who = event_target:claim_chancellor + name = opinion_failure_claim + years = 5 + } + event_target:claim_chancellor = { + clr_character_flag = CHL_captured_str8 + clr_character_flag = CHL_captured_flee + clr_character_flag = CHL_fled + clr_character_flag = CHL_captured_unflee + } + clear_event_target = claim_noble + clear_event_target = claim_chancellor + clear_event_target = claim_liege + } +} +# L3T.84 - Noble is informed that the arrestation attempt succeeded or failed +letter_event = { + id = L3T.84 + #desc = "DESCL3T.84" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + #desc for direct arrestation + desc = { + text = DESCL3T.84a + trigger = { event_target:claim_chancellor = { has_character_flag = CHL_captured_str8 }} + } + #desc for arrestation after flee + desc = { + text = DESCL3T.84b + trigger = { event_target:claim_chancellor = { has_character_flag = CHL_captured_flee }} + } + #desc successful flee + desc = { + text = DESCL3T.84c + trigger = { event_target:claim_chancellor = { has_character_flag = CHL_fled }} + } + #desc after flee or NOT + desc = { + text = DESCL3T.84a + trigger = { event_target:claim_chancellor = { has_character_flag = CHL_captured_unflee }} + } + + option = { + #qu'il ne revienne jamais! + name = "L3T.84A" + trigger = { NOT = { has_character_flag = CHL_fled }} + + opinion = { + who = event_target:claim_liege + name = he_attempted_fabricate_claim_chancellor_banned + years = 10 + } + #only applied if actually banned, not successful flee + reverse_opinion = { + who = event_target:claim_noble + name = banned_councillor + years = 10 + } + #flag cleanup + event_target:claim_chancellor = { + clr_character_flag = CHL_captured_str8 + clr_character_flag = CHL_captured_flee + clr_character_flag = CHL_fled + clr_character_flag = CHL_captured_unflee + } + clear_event_target = claim_noble + clear_event_target = claim_chancellor + clear_event_target = claim_liege + } + option = { + #il n'est pas prêt de revenir + name = "L3T.84B" + trigger = { has_character_flag = CHL_fled } + + opinion = { + who = event_target:claim_liege + name = he_attempted_fabricate_claim_chancellor_banned + years = 10 + } + + #flag cleanup + event_target:claim_chancellor = { + clr_character_flag = CHL_captured_str8 + clr_character_flag = CHL_captured_flee + clr_character_flag = CHL_fled + clr_character_flag = CHL_captured_unflee + } + clear_event_target = claim_noble + clear_event_target = claim_chancellor + clear_event_target = claim_liege + } +} + +# L3T.85: The liege is informed and has a choice to press the claim or not +##CLAIM ON BARONY +letter_event = { + id = L3T.85 + desc = "DESCL3T.85" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + trigger = { + FROM = { + FROM = { + has_job_action = action_fabricate_claims + location = { + any_province_holding = { #baronies + tier = baron + holding_type = castle + is_capital = no + NOT = { claimed_by = ROOT } + } + } + } + } + } + + option = { # Emperor or King + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { higher_tier_than = DUKE } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 1.25 } + #} + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + #scaled_wealth = -1.0 + prestige = -125 + piety = -100 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { # Duke + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = DUKE } } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 1.25 } + #} + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + #scaled_wealth = -1.0 + prestige = -50 + piety = -50 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { # Count or Patrician + name = "EVTOPTA20131" #Press the Claim + trigger = { + OR = { + primary_title = { tier = COUNT } + AND = { + is_patrician = yes + primary_title = { NOT = { higher_tier_than = COUNT } } + } + } + } + ai_chance = { + factor = 90 + #modifier = { + # factor = 0 + # NOT = { scaled_wealth = 1.25 } + #} + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + #scaled_wealth = -1.0 + prestige = -25 + piety = -25 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { + name = "EVTOPTB20131" #Let it go + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { trait = ambitious } + #scaled_wealth = 1.0 + NOT = { + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + modifier = { + factor = 0 + trait = ambitious + #scaled_wealth = 0.75 + } + } + #piety = 10 + } +} + +character_event = { + id = L3T.86 + desc = "DESCL3T.86" + picture = GFX_evt_council + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes #on_yearly_pulse + + trigger = { + job_chancellor = { + has_job_action = action_fabricate_claims + } + } + + option = { + name = "L3T.86A" + ai_chance = { + factor = 100 + modifier = { factor = 1.1 job_chancellor = { diplomacy = 12 }} + modifier = { factor = 1.1 job_chancellor = { diplomacy = 15 }} + modifier = { factor = 1.5 job_chancellor = { diplomacy = 20 }} + modifier = { factor = 1.5 has_ambition = obj_become_king } + } + scaled_wealth = -0.5 + job_chancellor = { clr_character_flag = low_claim_funds } + } + option = { + name = "L3T.86B" + ai_chance = { + factor = 50 + modifier = { factor = 2.1 NOT = { scaled_wealth = 0.6 }} + } + job_chancellor = { cancel_job_action = action_fabricate_claims } + job_chancellor = { clr_character_flag = low_claim_funds } + } + option = { + name = "L3T.86C" #no need for pay + ai_chance = { + factor = 50 + modifier = { factor = 1.2 job_chancellor = { diplomacy = 15 }} + modifier = { factor = 1.5 job_chancellor = { diplomacy = 20 }} + modifier = { factor = 0.5 has_ambition = obj_become_king } + } + job_chancellor = { set_character_flag = low_claim_funds } + custom_tooltip = { text = custom_L3T.86_claim } + } +} + \ No newline at end of file diff --git a/L3T/events/job_lord_spiritual.txt b/L3T/events/job_lord_spiritual.txt index d32ace03..85684c03 100644 --- a/L3T/events/job_lord_spiritual.txt +++ b/L3T/events/job_lord_spiritual.txt @@ -41,13 +41,33 @@ character_event = { NOT = { has_character_modifier = in_seclusion } NOT = { has_character_modifier = bedridden_illness } NOT = { trait = incapable } - NOT = { location = { religion = ROOT } } + ###L3T + #possibly continue the conversion work if there is an unwanted minority there + OR = { + NOT = { location = { religion = ROOT } } #vanilla, wrong religion + AND = { + location = { + religion = ROOT #is same religion + has_province_modifier = minority_muslim_neg #there's an unwanted muslim minority + } + liege = { religion_group = christian } #employer is christian + } + AND = { + location = { + religion = ROOT #is same religion + has_province_modifier = minority_christian_neg #there's an unwanted christian minority + } + liege = { religion_group = muslim } #employer is muslim + } + } + ###L3T-end location = { owner = { same_realm = ROOT } } } mean_time_to_happen = { + #TOTORO missing religion_for influence months = 960 modifier = { @@ -298,6 +318,69 @@ character_event = { name = "EVTOPTA900" piety = 10 location = { religion = ROOT } + +# hidden_tooltip = { + location = { + #christian >> muslim + if = { + limit = { + has_province_modifier = trad_christian + religion_group = muslim + } + remove_province_modifier = trad_christian + add_province_modifier = { + name = trad_muslim + duration = -1 + hidden = yes #hidden for now + } + ###minority computation here + + # + # + #should put all this in a separate event + # + # + } + #muslim >>> christian + if = { + limit = { + has_province_modifier = trad_muslim + religion_group = christian + } + remove_province_modifier = trad_muslim + add_province_modifier = { + name = trad_christian + duration = -1 + hidden = yes #hidden for now + } + ###minority computation here + } + #christian >>> other + if = { + limit = { + has_province_modifier = trad_christian + NOT = { + religion_group = christian + religion_group = muslim + } + } + remove_province_modifier = trad_christian + ###minority computation here + } + #muslim >>> other + if = { + limit = { + has_province_modifier = trad_muslim + NOT = { + religion_group = christian + religion_group = muslim + } + } + remove_province_modifier = trad_muslim + ###minority computation here + } + } +# } hidden_tooltip = { location = { if = { diff --git a/L3T/events/job_marshal_L3T_add.txt b/L3T/events/job_marshal_L3T_add.txt new file mode 100644 index 00000000..a4bae7b8 --- /dev/null +++ b/L3T/events/job_marshal_L3T_add.txt @@ -0,0 +1,525 @@ +################################# +# L3T par Arko # +################################# + +namespace = L3T + +################################ +# MARSHAL CHASES BANDITS # +################################ + + +#L3T new event, send good marshal purging the province +province_event = { + id = L3T.97 + title = NAMEL3T.97 + + desc = { + text = DESCL3T.97a + trigger = { has_province_modifier = smugglers_ring } + } + desc = { + text = DESCL3T.97b + trigger = { has_province_modifier = highway_robber_band } + } + picture = GFX_evt_council + + trigger = { + is_tribal = no + NOT = { is_nomadic = yes } + OR = { + has_province_modifier = smugglers_ring + has_province_modifier = highway_robber_band + } + NOT = { + has_province_modifier = purge_mobilization + has_province_modifier = failed_purge + has_province_flag = ongoing_purge + } + owner = { job_marshal = { martial = 12 }} + OR = { + had_province_flag = { flag = villains_smugglers days = 365 } + had_province_flag = { flag = villains_robbers days = 365 } + } + } + + mean_time_to_happen = { + months = 360 + modifier = { factor = 0.9 owner = { job_marshal = { martial = 14 }}} + modifier = { factor = 0.9 owner = { job_marshal = { martial = 15 }}} + modifier = { factor = 0.9 owner = { job_marshal = { martial = 16 }}} + modifier = { factor = 0.9 owner = { job_marshal = { martial = 17 }}} + modifier = { factor = 0.9 owner = { job_marshal = { martial = 18 }}} + modifier = { factor = 0.9 owner = { job_marshal = { martial = 19 }}} + modifier = { factor = 0.9 owner = { job_marshal = { martial = 20 }}} #~50% + modifier = { factor = 0.5 owner = { job_marshal = { martial = 25 }}} #~25% + } + + immediate = { + random_province_holding = { save_event_target_as = holding_lair } + set_province_flag = ongoing_purge + set_province_flag = sent_marshal + } + + #target the head, relying mostly on marshal skills with an immediate cost + option = { + name = "L3T.97A" + custom_tooltip = { text = cust_L3T.97A } + ai_chance = { + factor = 100 + modifier = { factor = 1.2 owner = { job_marshal = { martial = 15 }}} #more confident if better marshal + modifier = { factor = 1.2 owner = { job_marshal = { martial = 20 }}} #more confident if better marshal + modifier = { factor = 1.5 has_province_modifier = smugglers_ring } + modifier = { factor = 0.5 has_province_modifier = highway_robber_band } + } + trigger = { + owner = { wealth = 100 } + } + owner = { wealth = -100 } + + hidden_tooltip = { + random_list = { + 50 = { + province_event = { id = L3T.99 days = 20 random = 10 } + set_province_flag = villains_success + modifier = { factor = 1.2 has_province_modifier = smugglers_ring } + modifier = { factor = 1.5 owner = { job_marshal = { martial = 15 }}} #more confident if better marshal + modifier = { factor = 1.5 owner = { job_marshal = { martial = 20 }}} #more confident if better marshal + modifier = { factor = 0.8 owner = { job_marshal = { NOT = { martial = 13 }}}} #more confident if better marshal + } + 50 = { + province_event = { id = L3T.99 days = 20 random = 10 } + set_province_flag = villains_failure + modifier = { factor = 1.2 has_province_modifier = highway_robber_band } + modifier = { factor = 1.3 owner = { job_marshal = { martial = 15 }}} #more confident if better marshal + modifier = { factor = 1.5 owner = { job_marshal = { martial = 20 }}} #more confident if better marshal + modifier = { factor = 0.9 owner = { job_marshal = { NOT = { martial = 13 }}}} #more confident if better marshal + } + } + } + } + + #invest gold and men, play on duration + option = { + name = "L3T.97B" + ai_chance = { + factor = 100 + modifier = { factor = 1.3 owner = { job_marshal = { NOT = { martial = 15 }}}} #martial matters less on duration + modifier = { factor = 0.5 has_province_modifier = smugglers_ring } + modifier = { factor = 1.5 has_province_modifier = highway_robber_band } + } + custom_tooltip = { text = cust_L3T.97B } + hidden_tooltip = { + random_list = { + 60 = { + province_event = { id = L3T.99 days = 90 random = 15 } + set_province_flag = villains_success + modifier = { factor = 1.1 has_province_modifier = smugglers_ring } + } + 40 = { + province_event = { id = L3T.99 days = 90 random = 15 } + set_province_flag = villains_failure + modifier = { factor = 1.2 has_province_modifier = highway_robber_band } + modifier = { factor = 0.8 owner = { job_marshal = { NOT = { martial = 15 }}}} #more confident if better marshal + } + } + } + add_province_modifier = { + name = purge_mobilization + duration = 365 + } + } + option = { + name = "L3T.98C" #do nothing + ai_chance = { factor = 0 } + } +} + +#L3T new event, send good spymaster purging the province +province_event = { + id = L3T.98 + title = NAMEL3T.98 + desc = "DESCL3T.98" + picture = GFX_evt_shadow + + trigger = { + is_tribal = no + NOT = { is_nomadic = yes } + has_province_modifier = thieves_guild + NOT = { + has_province_modifier = purge_mobilization + has_province_modifier = failed_purge + has_province_flag = ongoing_purge + } + owner = { job_spymaster = { intrigue = 10 }} + owner = { wealth = 75 } + had_province_flag = { flag = villains_thieves days = 365 } + } + + mean_time_to_happen = { + months = 360 + modifier = { factor = 0.9 owner = { job_spymaster = { intrigue = 14 }}} + modifier = { factor = 0.9 owner = { job_spymaster = { intrigue = 15 }}} + modifier = { factor = 0.9 owner = { job_spymaster = { intrigue = 16 }}} + modifier = { factor = 0.9 owner = { job_spymaster = { intrigue = 17 }}} + modifier = { factor = 0.9 owner = { job_spymaster = { intrigue = 18 }}} + modifier = { factor = 0.9 owner = { job_spymaster = { intrigue = 19 }}} + modifier = { factor = 0.9 owner = { job_spymaster = { intrigue = 20 }}} #~50% + modifier = { factor = 0.5 owner = { job_spymaster = { intrigue = 25 }}} #~25% + } + + immediate = { + set_province_flag = ongoing_purge + set_province_flag = sent_spymaster + random_province_holding = { + save_event_target_as = holding_lair_A + } + any_neighbor_province = { + random_province_holding = { + save_event_target_as = holding_lair_B + } + } + } + + #target the head, relying mostly on spymaster skills, act fast + option = { + name = "L3T.98A" + custom_tooltip = { text = cust_L3T.98A } + ai_chance = { + factor = 100 + modifier = { factor = 1.2 owner = { job_spymaster = { intrigue = 15 }}} + modifier = { factor = 1.2 owner = { job_spymaster = { intrigue = 20 }}} + + + } + owner = { wealth = -35 } + hidden_tooltip = { + random_list = { + 50 = { + province_event = { id = L3T.99 days = 10 random = 5 } + set_province_flag = villains_success + modifier = { factor = 1.1 owner = { job_spymaster = { intrigue = 13 }}} + modifier = { factor = 1.1 owner = { job_spymaster = { intrigue = 14 }}} + modifier = { factor = 1.5 owner = { job_spymaster = { intrigue = 15 }}} + modifier = { factor = 1.5 owner = { job_spymaster = { intrigue = 20 }}} + } + 50 = { + province_event = { id = L3T.99 days = 10 random = 5 } + set_province_flag = villains_failure + modifier = { factor = 0.9 owner = { job_spymaster = { NOT = { intrigue = 11 }}}} + modifier = { factor = 0.9 owner = { job_spymaster = { NOT = { intrigue = 12 }}}} + modifier = { factor = 0.9 owner = { job_spymaster = { NOT = { intrigue = 13 }}}} + } + } + } + } + + #target the head, relying mostly on spymaster skills, take your time + option = { + name = "L3T.98B" + ai_chance = { + factor = 100 + modifier = { factor = 1.2 owner = { job_spymaster = { NOT = { intrigue = 15 }}}} #intrigue matters less on duration + } + custom_tooltip = { text = cust_L3T.98B } + owner = { wealth = -75 } + hidden_tooltip = { + random_list = { + 60 = { + province_event = { id = L3T.99 days = 25 random = 10 } + set_province_flag = villains_success + modifier = { factor = 1.1 owner = { job_spymaster = { intrigue = 13 }}} + modifier = { factor = 1.1 owner = { job_spymaster = { intrigue = 14 }}} + modifier = { factor = 1.5 owner = { job_spymaster = { intrigue = 15 }}} + modifier = { factor = 1.5 owner = { job_spymaster = { intrigue = 20 }}} + } + 40 = { + province_event = { id = L3T.99 days = 25 random = 10 } + set_province_flag = villains_failure + modifier = { factor = 0.9 owner = { job_spymaster = { NOT = { intrigue = 11 }}}} + modifier = { factor = 0.9 owner = { job_spymaster = { NOT = { intrigue = 12 }}}} + modifier = { factor = 0.9 owner = { job_spymaster = { NOT = { intrigue = 13 }}}} + } + } + } + } + option = { + name = "L3T.98C" #do nothing + ai_chance = { factor = 0 } + } +} + +# L3T.99 - inform owner about the councillor's success or failure +province_event = { + id = L3T.99 + + title = { + trigger = { has_province_flag = villains_success } + text = "NAMEL3T.99a" + } + title = { + trigger = { has_province_flag = villains_failure } + text = "NAMEL3T.99b" + } + + desc = { + text = DESCL3T.99a #success thieves spymaster + trigger = { + has_province_modifier = thieves_guild + has_province_flag = sent_spymaster + has_province_flag = villains_success + } + picture = GFX_evt_dead_body_hf + + } + desc = { + text = DESCL3T.99b #failure thieves spymaster + trigger = { + has_province_modifier = thieves_guild + has_province_flag = sent_spymaster + has_province_flag = villains_failure + } + picture = GFX_evt_cornered_duel_hf + } + desc = { + text = DESCL3T.99c #success smugglers marshal + trigger = { + has_province_modifier = smugglers_ring + has_province_flag = sent_marshal + has_province_flag = villains_success + } + picture = GFX_evt_dead_body_hf + } + desc = { + text = DESCL3T.99d #failure smugglers marshal + trigger = { + has_province_modifier = smugglers_ring + has_province_flag = sent_marshal + has_province_flag = villains_failure + } + picture = GFX_evt_bandits + } + desc = { + text = DESCL3T.99e #success routiers marshal + trigger = { + has_province_modifier = highway_robber_band + has_province_flag = sent_marshal + has_province_flag = villains_success + } + picture = GFX_evt_heads_on_pikes_hf + } + desc = { + text = DESCL3T.99f #failure routiers marshal + trigger = { + has_province_modifier = highway_robber_band + has_province_flag = sent_marshal + has_province_flag = villains_failure + } + picture = GFX_evt_bandits + } + picture = GFX_evt_bandits + + is_triggered_only = yes + + immediate = { + clr_province_flag = ongoing_purge + #tombola butin + if = { + limit = { has_province_flag = villains_success } + if = { + limit = { + any_province_holding = { + NOT = { holding_type = tribal } + NOT = { holding_type = nomad } + count < 4 #1,2,3 + tier = baron + } + } + set_province_flag = butin1 #zero + } + if = { + limit = { + any_province_holding = { + NOT = { holding_type = tribal } + NOT = { holding_type = nomad } + count == 4 + tier = baron + } + } + set_province_flag = butin2 + } + if = { + limit = { + any_province_holding = { + NOT = { holding_type = tribal } + NOT = { holding_type = nomad } + count == 5 + tier = baron + } + } + set_province_flag = butin3 + } + if = { + limit = { + any_province_holding = { + NOT = { holding_type = tribal } + NOT = { holding_type = nomad } + count == 6 + tier = baron + } + } + set_province_flag = butin4 + } + if = { + limit = { + any_province_holding = { + NOT = { holding_type = tribal } + NOT = { holding_type = nomad } + count > 6 + tier = baron + } + } + set_province_flag = butin5 + } + } + } + + #success on owner + option = { + name = "L3T.99A" + trigger = { has_province_flag = villains_success } + owner = { prestige = 50 } + #opinion + if = { + limit = { + has_province_modifier = thieves_guild + has_province_flag = sent_spymaster + } + + owner = { + opinion = { + modifier = opinion_success_bandits + who = job_spymaster + years = 5 + } + } + remove_province_modifier = thieves_guild + } + if = { + limit = { + has_province_flag = sent_marshal + OR = { + has_province_modifier = smugglers_ring + has_province_modifier = highway_robber_band + } + } + owner = { + opinion = { + modifier = opinion_success_bandits + who = job_marshal + years = 5 + } + } + remove_province_modifier = smugglers_ring + remove_province_modifier = highway_robber_band + } + #butin + #if = { limit = { has_province_flag = butin1 } wealth = 0 } #<4 holdings + if = { limit = { has_province_flag = butin2 } owner = { wealth = 100} }#4 holdings, 20/holding + if = { limit = { has_province_flag = butin3 } owner = { wealth = 125} } + if = { limit = { has_province_flag = butin4 } owner = { wealth = 150} } + if = { limit = { has_province_flag = butin5 } owner = { wealth = 175} } + owner = { wealth = 75 } # + #redistribuer le butin ? + + #################################################### + + #modifers and flags + + + + clr_province_flag = butin1 + clr_province_flag = butin2 + clr_province_flag = butin3 + clr_province_flag = butin4 + clr_province_flag = butin5 + clr_province_flag = butin6 + clr_province_flag = butin7 + clr_province_flag = butin8 + clr_province_flag = butin9 + clr_province_flag = villains_success + clr_province_flag = villains_thieves + clr_province_flag = villains_smugglers + clr_province_flag = villains_robbers + clr_province_flag = sent_spymaster + clr_province_flag = sent_marshal + } + + #failure on owner + option = { + name = "L3T.99B" + trigger = { has_province_flag = villains_failure } + owner = { prestige = -50 } + #opinion + if = { + limit = { + has_province_modifier = thieves_guild + has_province_flag = sent_spymaster + } + + owner = { + opinion = { + modifier = opinion_failure_bandits + who = job_spymaster + years = 5 + } + } + } + if = { + limit = { + OR = { + has_province_modifier = smugglers_ring + has_province_modifier = highway_robber_band + } + has_province_flag = sent_marshal + } + owner = { + opinion = { + modifier = opinion_failure_bandits + who = job_marshal + years = 5 + } + } + } + + + #opinion + add_province_modifier = { + name = failed_purge + duration = -1 + } + clr_province_flag = villains_failure + clr_province_flag = sent_spymaster + clr_province_flag = sent_marshal + } +} + + +###redistribuer le butin ? +##keep all, it is the realm treasure (contrebande) + +##piety donations +#gives it to the poors (piety) 1 piety/2po (ou modifier) +#gives it to the church (piety) 1 piety/2po (ou modifier) +#build an hospital (75po), keep the rest +#improve an hospital, keep the rest? + +##redis for province event - or just stew pour tout ? +#recruit some thugs (50%) to protect the province (prov bonus mod) (+1 intri mod) +#redistribute 50% to paying justice to people (thieves)+just (+1 diplo mod) +#redistribute everything >> gives a prov bonus modifier (+1 stew mod) + +##it shall go to my councillor (50%) + opinion (if strong vassal) + + +# add a pirate coastal version (martial oriented?) \ No newline at end of file diff --git a/L3T/events/job_steward.txt b/L3T/events/job_steward.txt new file mode 100644 index 00000000..0e226603 --- /dev/null +++ b/L3T/events/job_steward.txt @@ -0,0 +1,1396 @@ +############################## +# STEWARD +# +# Job: action_squeeze_peasants +# 920: The Steward collects a tithe and sends it to his liege +# 921: The peasants attempt to kill the Steward (Gets away, is wounded, is maimed, is killed) +# +# Job: action_oversee_construction +# 923: Good Master Builder +# 924: Sabotage +# +# Job: action_settle_tribe +# 925: Local culture changes +# #926: Steward wounded +# 20206: Steward wounded +# #927: Steward maimed +# #928: Steward killed +# +# Job: action_build_legend +# #20208: The Steward has managed to raise an eager force of warriors +# # +# Job: action_collect_tribute +# #20225: The Steward demands extra funds from the ruler +# +############################## + + +############################## +# STEWARD +# JOB: action_squeeze_peasants +############################## + +# 920: The Steward collects a tithe and sends it to his liege +character_event = { + id = 920 + title = "EVTNAME920" + desc = "EVTDESC920" + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_squeeze_peasants + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + county = { + is_occupied = no + } + owner = { + job_treasurer = { + character = ROOT + } + } + } + } + + mean_time_to_happen = { + months = 360 + job_event_mtth_modifier_stewardship_score = yes + modifier = { factor = 1.1 has_character_modifier = STW_extra_work } + } + + option = { + name = "EVTOPTA920" + liege = { letter_event = { id = 20200 tooltip = "EVTTOOLTIP20200" } } + } +} + +# 20200: The liege is informed +character_event = { + id = 20200 + desc = EVTDESC20200 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EVTOPTA20200 + scaled_wealth = 0.5 + } +} + + +# 921: The peasants attempt to kill the Steward (Gets away, is wounded, is killed) +character_event = { + id = 921 + title = "EVTNAME921" + desc = "EVTDESC921" + picture = GFX_evt_peasants + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_squeeze_peasants + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + owner = { + job_treasurer = { + character = ROOT + } + } + } + } + + mean_time_to_happen = { + months = 240 + + job_event_mtth_modifier_inverted_stewardship_score = yes + + modifier = { + factor = 0.5 + location = { + revolt_risk = 0.01 + } + } + modifier = { + factor = 0.5 + location = { + revolt_risk = 0.02 + } + } + modifier = { + factor = 0.75 + location = { + NOT = { culture = ROOT } + } + } + modifier = { factor = 0.9 has_character_modifier = STW_extra_work } + } + + option = { + name = "EVTOPTA921" + trigger = { + NOT = { stewardship = 5 } + } + random_list = { + 25 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } } + 50 = { + character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" } + hidden_tooltip = { + liege = { letter_event = { id = 20212 } } + } + } + 25 = { + death = { + death_reason = death_rabble + } + hidden_tooltip = { + liege = { character_event = { id = 20213 } } + } + } + } + } + option = { + name = "EVTOPTA921" + tooltip_info = stewardship + trigger = { + stewardship = 5 + NOT = { stewardship = 10 } + } + random_list = { + 35 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } } + 50 = { + character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" } + hidden_tooltip = { + liege = { letter_event = { id = 20212 } } + } + } + 15 = { + death = { + death_reason = death_rabble + } + hidden_tooltip = { + liege = { character_event = { id = 20213 } } + } + } + } + } + option = { + name = "EVTOPTA921" + tooltip_info = stewardship + trigger = { + stewardship = 10 + } + random_list = { + 50 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } } + 40 = { + character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" } + hidden_tooltip = { + liege = { letter_event = { id = 20212 } } + } + } + 10 = { + death = { + death_reason = death_rabble + } + hidden_tooltip = { + liege = { character_event = { id = 20213 } } + } + } + } + } +} + +# 20210: Steward gets away +character_event = { + id = 20210 + desc = "EVTDESC20210" + picture = GFX_evt_peasants + + is_triggered_only = yes + + option = { + name = "EVTOPTA20210" + prestige = -10 + } +} + +# 20211: Steward gets wounded +character_event = { + id = 20211 + desc = "EVTDESC20211" + picture = GFX_evt_peasants + + is_triggered_only = yes + + option = { + name = EVTOPTA20211 + add_trait = wounded + custom_tooltip = { text = EVTTOOLTIP20212 } + } +} + +# 20212: Inform the Liege about wounding +character_event = { + id = 20212 + desc = EVTDESC20212 + picture = GFX_evt_carriage + + is_triggered_only = yes + + notification = yes + + option = { + name = EVTOPTA20212 +# prestige = -10 + } +} + +# 20213: Inform the Liege about death +character_event = { + id = 20213 + desc = EVTDESC20213 + picture = GFX_evt_death + + is_triggered_only = yes + + notification = yes + + option = { + name = EVTOPTA20213 +# prestige = -15 + } +} + +# 20214: Increased revolt risk +character_event = { + id = 20214 + desc = "EVTDESC20214" + picture = GFX_evt_peasants + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_squeeze_peasants + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + owner = { + job_treasurer = { + character = ROOT + } + } + NOT = { has_province_modifier = high_taxes } + } + } + + mean_time_to_happen = { + months = 240 + + job_event_mtth_modifier_inverted_stewardship_score = yes + + modifier = { + factor = 0.75 + location = { + revolt_risk = 0.01 + } + } + modifier = { + factor = 0.75 + location = { + revolt_risk = 0.02 + } + } + modifier = { + factor = 0.75 + location = { + NOT = { culture = ROOT } + } + } + modifier = { + factor = 0.75 + location = { + NOT = { religion = ROOT } + } + } + } + + option = { + name = "EVTOPTA20214" + hidden_tooltip = { + location = { + # Inform barons about the rebels + owner = { + if = { + limit = { + is_liege_of = ROOT + } + set_character_flag = liege_informed + } + } + any_province_lord = { + limit = { + NOT = { has_character_flag = liege_informed } + ai = no + } + character_event = { id = 20215 days = 1 } + } + # Inform liege + ROOT = { + liege = { letter_event = { id = 20216 } } + clr_character_flag = liege_informed + } + } + } + } +} + +# 20215: Inform province lords +character_event = { + id = 20215 + desc = "EVTDESC20215" + picture = GFX_evt_peasants + + is_triggered_only = yes + + option = { + name = "EVTOPTA20215" + } +} + +# 20214: Inform liege +letter_event = { + id = 20216 + desc = "EVTDESC20216" + border = GFX_event_letter_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20216" + FROM = { + location = { + # Increase revolt risk + add_province_modifier = { + name = high_taxes + duration = 365 + } + # Province barons + any_province_lord = { + limit = { + NOT = { character = ROOT } + NOT = { character = FROM } + } + opinion = { + who = ROOT + modifier = opinion_irritated + months = 12 + } + } + } + } + } +} + + +############################## +# STEWARD +# JOB: action_oversee_construction +############################## + +# 923: Good Master Builder +character_event = { + id = 923 + title = "EVTNAME923" + desc = "EVTDESC923" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_oversee_construction + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + NOT = { has_character_modifier = master_builder } + location = { + owner = { + job_treasurer = { + character = ROOT + } + } + } + } + + mean_time_to_happen = { + months = 480 + job_event_mtth_modifier_stewardship_score = yes + modifier = { factor = 1.1 has_character_modifier = STW_extra_work } + } + + option = { + name = "EVTOPTA923" + add_character_modifier = { + name = master_builder + duration = -1 + } + liege = { letter_event = { id = 20230 tooltip = "EVTTOOLTIP20230" } } + } +} + +# 20230: Liege get a letter +letter_event = { + id = 20230 + desc = "EVTDESC20230" + border = GFX_event_letter_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20230" + hidden_tooltip = { + FROM = { + remove_character_modifier = master_builder + } + } + FROM = { + add_character_modifier = { + name = master_builder + duration = -1 + } + } + if = { + limit = { + has_dlc = "Reapers" + } + custom_tooltip = { + text = increase_prosperity_custom_tooltip + hidden_tooltip = { + FROM = { + location = { + change_variable = { which = prosperity_value value = 6 } + } + } + } + } + } + } +} + +# 924: Sabotage +character_event = { + id = 924 + title = "EVTNAME924" + desc = "EVTDESC924" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_oversee_construction + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + independent = no + NOT = { is_liege_of = ROOT } + liege = { + NOT = { reverse_opinion = { who = ROOT value = -20 } } + } + } + } + } + + mean_time_to_happen = { + months = 120 + job_event_mtth_modifier_inverted_stewardship_score = yes + modifier = { factor = 0.9 has_character_modifier = STW_extra_work } + } + + option = { + name = "EVTOPTA924" + location = { + random_province_lord = { + limit = { + independent = no + NOT = { is_liege_of = ROOT } + liege = { + NOT = { reverse_opinion = { who = ROOT value = -20 } } + } + } + character_event = { id = 20240 tooltip = "EVTTOOLTIP20240" } + } + } + } +} + +# 20240: Noble sabotages building +character_event = { + id = 20240 + desc = "EVTDESC20240" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20240" + ai_chance = { factor = 100 } + hidden_tooltip = { + if = { + limit = { + FROM = { + liege = { + job_spymaster = { + intrigue = 12 + } + } + } + } + FROM = { + liege = { + job_spymaster = { + character_event = { id = 20243 days = 14 } + } + } + } + } + } + FROM = { + character_event = { id = 20241 days = 4 tooltip = "EVTTOOLTIP20241" } + } + } + option = { + name = "EVTOPTB20240" + ai_chance = { factor = 0 } + prestige = 5 + } +} + +# 20241: Sabotage! +character_event = { + id = 20241 + desc = "EVTDESC20241" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20241" + liege = { letter_event = { id = 20242 tooltip = "EVTTOOLTIP20242" } } + } +} + +# 20242: The liege is informed +letter_event = { + id = 20242 + desc = "EVTDESC20242" + border = GFX_event_letter_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20242" + FROM = { + add_character_modifier = { + name = sabotaged_building + duration = 365 + } + } + } +} + +# 20243: Spymaster finds out who's behind the sabotage +character_event = { + id = 20243 + desc = "EVTDESC20243" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA20243" + liege = { letter_event = { id = 20244 tooltip = "EVTTOOLTIP20244" } } + } +} + +# 20244: The liege is informed by his spymaster who is behind the sabotage +letter_event = { + id = 20244 + desc = "EVTDESC20244" + border = GFX_event_letter_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA20244" + ai_chance = { factor = 100 } + FROM = { + FROM = { + reverse_opinion = { + modifier = opinion_dishonorable + who = ROOT + years = 2 + } + } + } + } + option = { + name = "EVTOPTB20244" + ai_chance = { factor = 0 } + } +} + +############################## +# STEWARD +# JOB: action_settle_tribe +############################## + +# 925: The Steward has settled the tribe +character_event = { + id = 925 + title = EVTNAME925 + desc = EVTDESC925 + picture = GFX_evt_stone_church + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_settle_tribe + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + county = { + is_occupied = no + } + owner = { + job_treasurer = { + character = ROOT + } + NOT = { culture = PREV } + } + OR = { + NOT = { + has_game_rule = { + name = culture_conversion + value = restricted + } + } + any_neighbor_province = { ROOT = { liege = { culture = PREVPREV } } } + any_neighbor_province = { port = yes } + } + } + } + + mean_time_to_happen = { + months = 600 + modifier = { factor = 1.1 has_character_modifier = STW_extra_work } + modifier = { + factor = 3 + OR = { + has_game_rule = { + name = culture_conversion + value = slower_normal + } + has_game_rule = { + name = culture_conversion + value = faster_melting_pots_and_slower_normal + } + } + } + + modifier = { + factor = 3.0 + liege = { + tier = count + } + } + + job_event_mtth_modifier_stewardship_score = yes + + modifier = { #Roman Renaissance. + factor = 0.5 + has_global_flag = flag_started_roman_renaissance + liege = { culture = roman } + location = { county = { culture_group = latin } } + } + modifier = { + factor = 0.75 + liege = { + culture = roman + any_owned_bloodline = { + has_bloodline_flag = bloodline_faster_roman + } + } + } + modifier = { #Greek culture is more impervious to Romanization. + factor = 2 + liege = { culture = roman } + location = { county = { culture = greek } } + } + modifier = { + factor = 0.25 + location = { + county = { + OR = { + culture = zhangzhung + culture = sumpa + } + owner = { + culture = bodpa + OR = { + any_owned_bloodline = { + has_bloodline_flag = bloodline_songtsen_gampo + } + top_liege = { + any_owned_bloodline = { + has_bloodline_flag = bloodline_songtsen_gampo + } + } + } + } + } + } + } + } + + option = { + name = EVTOPTA925 + + prestige = 50 + hidden_tooltip = { + liege = { character_event = { id = 20205 } } + } + } +} + +# 20205: The liege is informed +character_event = { + id = 20205 + desc = EVTDESC20205 + picture = GFX_evt_stone_church + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EVTOPTA20205 + FROM = { + location = { + culture = ROOT + if = { + limit = { + has_province_modifier = nomad_agitation + } + remove_province_modifier = nomad_agitation + } + } + } + opinion = { + who = FROM + modifier = opinion_grateful + months = 60 + } + } +} + +# 20206: The Steward is attacked and wounded +character_event = { + id = 20206 + title = EVTNAME20206 + desc = EVTDESC20206 + picture = GFX_evt_peasants + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_settle_tribe + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + owner = { + job_treasurer = { + character = ROOT + } + NOT = { culture = PREV } + } + OR = { #Otherwise if the Settle Tribe is picked and the province cannot be converted, the Steward will always be attacked no matter what. + NOT = { + has_game_rule = { + name = culture_conversion + value = restricted + } + } + any_neighbor_province = { ROOT = { liege = { culture = PREVPREV } } } + any_neighbor_province = { port = yes } + } + } + } + + mean_time_to_happen = { + months = 500 + modifier = { factor = 0.9 has_character_modifier = STW_extra_work } + job_event_mtth_modifier_inverted_stewardship_score = yes + + modifier = { + factor = 0.75 + location = { has_province_modifier = depopulated_1 } + } + modifier = { + factor = 0.50 + location = { has_province_modifier = depopulated_2 } + } + modifier = { + factor = 0.25 + location = { has_province_modifier = depopulated_3 } + } + } + + option = { + name = EVTOPTA20206 + add_trait = wounded + hidden_tooltip = { + liege = { character_event = { id = 20207 } } + } + } +} + +# 20207: The liege is informed +character_event = { + id = 20207 + desc = EVTDESC20207 + picture = GFX_evt_peasants + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EVTOPTA20207 + opinion = { + who = FROM + modifier = opinion_grateful + months = 60 + } + } +} + +############################## +# STEWARD +# JOB: action_build_legend +############################## + +# 20208: The Steward has managed to raise an eager force of warriors +character_event = { + id = 20208 + title = EVTNAME20208 + desc = EVTDESC20208 + picture = GFX_evt_viking_battle_oldgods + border = GFX_event_normal_frame_war + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_build_legend + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + liege = { + OR = { # The AI pretty much always just let their warriors stand around, getting a prestige hit when they disband + war = yes + ai = no + } + is_adult = yes + prisoner = no + prestige = 10 + NOT = { trait = incapable } + OR = { + NOT = { has_character_flag = tribal_build_legend_troops } + had_character_flag = { flag = tribal_build_legend_troops days = 1825 } + } + } + + location = { + county = { + is_occupied = no + } + ROOT = { + liege = { + is_capital = PREVPREV + } + } + } + } + + mean_time_to_happen = { + months = 120 + modifier = { factor = 1.1 has_character_modifier = STW_extra_work } + modifier = { + factor = 3.0 + liege = { + tier = count + } + } + + job_event_mtth_modifier_stewardship_score = yes + } + + option = { + name = EVTOPTA20208 + + prestige = 50 + hidden_tooltip = { + liege = { character_event = { id = 20209 } } + } + } +} + +# 20209: The liege is informed +character_event = { + id = 20209 + desc = EVTDESC20209 + picture = GFX_evt_viking_battle_oldgods + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + immediate = { + capital_scope = { + ROOT = { + spawn_unit = { + province = PREV + home = PREV + owner = THIS + #leader = none + match_character = THIS + match_mult = 0.075 + match_min = 100 + match_max = 3000 + attrition = 1.0 + earmark = tribal_build_legend + disband_on_peace = yes + can_toggle_looting = no + } + spawn_unit = { + province = PREV + home = PREV + owner = THIS + #leader = none + match_character = THIS + match_mult = 0.075 + match_min = 100 + match_max = 3000 + attrition = 1.0 + earmark = tribal_build_legend + disband_on_peace = yes + can_toggle_looting = no + } + spawn_unit = { + province = PREV + home = PREV + owner = THIS + #leader = none + match_character = THIS + match_mult = 0.075 + match_min = 100 + match_max = 3000 + attrition = 1.0 + earmark = tribal_build_legend + disband_on_peace = yes + can_toggle_looting = no + } + } + } + + clr_character_flag = tribal_build_legend_troops + set_character_flag = tribal_build_legend_troops + + character_event = { id = 20217 days = 365 random = 90 } + } + + option = { + name = EVTOPTA20209 + opinion = { + who = FROM + modifier = opinion_grateful + months = 60 + } + } +} + +# 20217: The men are displeased and disband +character_event = { + id = 20217 + desc = EVTDESC20217 + picture = GFX_evt_viking_battle_oldgods + border = GFX_event_normal_frame_war + + is_triggered_only = yes + war = no + + trigger = { + has_earmarked_regiments = tribal_build_legend + } + + option = { + name = EVTOPTA20217 + prestige = -50 + clr_character_flag = tribal_build_legend_troops + disband_event_forces = tribal_build_legend + } +} + +############################## +# STEWARD +# JOB: action_collect_tribute +############################## + +# 20225: The Steward demands extra funds from the ruler +character_event = { + id = 20225 + title = EVTNAME20225 + desc = EVTDESC20225 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_collect_tribute + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + liege = { + ROOT = { + location = { + county = { + is_occupied = no + } + any_province_lord = { + NOT = { character = ROOT } + NOT = { character = PREVPREVPREV } + OR = { + vassal_of = PREVPREVPREV + pays_tribute_to = PREVPREVPREV + } + capital_scope = { + province = PREVPREV + } + NOT = { has_character_modifier = hidden_extra_tribute } + } + } + } + } + } + + mean_time_to_happen = { + months = 60 + job_event_mtth_modifier_stewardship_score = yes + modifier = { factor = 1.1 has_character_modifier = STW_extra_work } + } + + immediate = { + liege = { + save_event_target_as = tribute_asker + ROOT = { + location = { + random_province_lord = { + limit = { + NOT = { character = PREVPREVPREV } + OR = { + vassal_of = PREVPREVPREV + pays_tribute_to = PREVPREVPREV + } + capital_scope = { + province = PREVPREV + } + NOT = { has_character_modifier = hidden_extra_tribute } + } + save_event_target_as = tribute_giver + } + } + } + } + } + + option = { + name = EVTOPTA20225 # Demand more tribute + + ai_chance = { factor = 100 } + + event_target:tribute_giver = { + character_event = { id = 20226 days = 3 tooltip = EVTTOOLTIP_20226 } + } + } + + option = { + name = EVTOPTB20225 # I don't dare ask + ai_chance = { factor = 0 } + } +} + +# 20226: The Steward demands extra funds from the ruler. Ruler response event. +character_event = { + id = 20226 + title = EVTNAME20225 + desc = EVTDESC20226 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + immediate = { + add_character_modifier = { + name = hidden_extra_tribute + hidden = yes + days = 1825 # 5 years + } + } + + option = { + name = EVTOPTA20226 # Accept demand + ai_chance = { + factor = 100 + modifier = { + factor = 3.0 + trait = charitable + } + modifier = { + factor = 3.0 + trait = content + } + modifier = { + factor = 5.0 + trait = craven + } + modifier = { + factor = 2.0 + opinion = { + who = event_target:tribute_asker + value = 25 + } + } + modifier = { + factor = 2.0 + opinion = { + who = event_target:tribute_asker + value = 50 + } + } + modifier = { + factor = 2.0 + opinion = { + who = event_target:tribute_asker + value = 75 + } + } + } + + tooltip = { + transfer_scaled_wealth = { + to = event_target:tribute_asker + min = 5 + value = 1.0 # One year's income + } + } + + opinion = { + who = event_target:tribute_asker + modifier = squeezed_for_extra_tribute + years = 10 + } + + opinion = { + who = FROM + modifier = squeezed_for_extra_tribute + years = 10 + } + + hidden_tooltip = { + FROM = { character_event = { id = 20227 } } # Notifications + } + } + + option = { + name = EVTOPTB20226 # Refuse + ai_chance = { + factor = 100 + modifier = { + factor = 5.0 + trait = greedy + } + modifier = { + factor = 2.0 + NOT = { + opinion = { + who = event_target:tribute_asker + value = -24 + } + } + } + modifier = { + factor = 2.0 + NOT = { + opinion = { + who = event_target:tribute_asker + value = -49 + } + } + } + modifier = { + factor = 2.0 + NOT = { + opinion = { + who = event_target:tribute_asker + value = -74 + } + } + } + } + + opinion = { + who = event_target:tribute_asker + modifier = squeezed_for_extra_tribute + years = 5 + } + + hidden_tooltip = { + FROM = { character_event = { id = 20229 } } # Notifications + } + } +} + +# 20227: The target accepts to pay extra tribute. Steward notified. +character_event = { + id = 20227 + title = EVTNAME20225 + desc = EVTDESC20227 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + immediate = { + liege = { + character_event = { id = 20228 } # Liege notified + } + } + + option = { + name = EXCELLENT + } +} + +# 20228: The target accepts to pay extra tribute. Liege notified. +character_event = { + id = 20228 + title = EVTNAME20225 + desc = EVTDESC20228 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EXCELLENT + + transfer_scaled_wealth = { + from = FROMFROM + min = 5 + value = 1.0 # One year's income + } + + tooltip = { + reverse_opinion = { + who = FROMFROM + modifier = squeezed_for_extra_tribute + years = 10 + } + } + } +} + +# 20229: The target refuses to pay extra tribute. Steward notified. +character_event = { + id = 20229 + title = EVTNAME20225 + desc = EVTDESC20229 + picture = GFX_evt_emissary + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + immediate = { + liege = { + character_event = { id = 20231 } # Liege notified + } + } + + option = { + name = EVTOPTA20229 + } +} + +# 20231: The target refuses to pay extra tribute. Liege notified. +character_event = { + id = 20231 + title = EVTNAME20225 + desc = EVTDESC20231 + picture = GFX_evt_emissary + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EVTOPTA20231 + + opinion = { + who = FROMFROM + modifier = refused_extra_tribute + years = 5 + } + } +} diff --git a/L3T/events/job_treasurer_L3T_add.txt b/L3T/events/job_treasurer_L3T_add.txt new file mode 100644 index 00000000..966db8b1 --- /dev/null +++ b/L3T/events/job_treasurer_L3T_add.txt @@ -0,0 +1,432 @@ +################################# +# L3T par Arko # +################################# + +namespace = L3T + +################################ +# STEWARDSHIP BALANCE EVENTS # +################################ + +##evaluate yearly the ruler's situation if regency etc. +##evaluate yearly the stewardship bonus/malus +##delete the delegation (both sides) if the ruler don't needs it anymore +##delete the delegation (both sides) if the chancellor can't assume it anymore +character_event = { + id = L3T.90 + hide_window = yes + + only_rulers = yes + + is_triggered_only = yes + + trigger = { + } + + immediate = { + if = { + #regular case ruler+steward + limit = { + OR = { + AND = { + is_landed = yes + has_regent = no + } + AND = { + is_landed = yes + has_regent = no + tier = BARON + is_patrician = no + any_courtier = { has_job_title = job_treasurer } + } + } + } + remove_any_previous_STW_bonus = yes + add_adequate_STWruler_bonus = yes #gives ruler_bonus + add_adequate_STWsteward_bonus = yes #gives stew_bonus + } + if = { + #under regency regent+steward + limit = { + OR = { + AND = { + is_landed = yes + has_regent = yes + } + AND = { + is_landed = yes + has_regent = yes + tier = BARON + is_patrician = no + any_courtier = { has_job_title = job_treasurer } + } + } + } + remove_any_previous_STW_bonus = yes + add_adequate_STWregent_bonus = yes #gives ruler_bonus + add_adequate_STWsteward_bonus = yes #gives stew_bonus + } + if = { + #baron with no court ruler+baron (doubling ruler bonus) + limit = { + is_landed = yes + has_regent = no + tier = BARON + is_patrician = no + NOT = { any_courtier = { has_job_title = job_treasurer }} + } + remove_any_previous_STW_bonus = yes + add_adequate_STWruler_bonus = yes #gives ruler_bonus + add_adequate_STWbaron_bonus = yes #gives stew_bonus + } + if = { + #baron with no court regent+regent2 (doubling regent bonus) + limit = { + is_landed = yes + has_regent = yes + tier = BARON + is_patrician = no + NOT = { any_courtier = { has_job_title = job_treasurer }} + } + remove_any_previous_STW_bonus = yes + add_adequate_STWregent_bonus = yes #gives ruler_bonus + add_adequate_STWbaronRG_bonus = yes #gives stew_bonus + } + } +} +##si trop quiche en intendance, possibilité de déléguer +character_event = { + id = L3T.91 + desc = "DESCL3T.91" + #picture = GFX_evt_council + picture = GFX_evt_gathering_of_minds + border = GFX_event_normal_frame_economy + + only_rulers = yes + min_age = 16 + + trigger = { + OR = { + AND = { + is_landed = yes + has_regent = no + } + AND = { + is_landed = yes + has_regent = no + tier = BARON + is_patrician = no + any_courtier = { has_job_title = job_treasurer } + } + } + #ruler is not a steward himself + NOT = { has_job_title = job_treasurer } + #ruler is bad at stewardship, has the worst modifier + has_character_modifier = stw_ruler_bonus0_6 + NOT = { has_character_modifier = STW_delegation } + NOT = { has_character_flag = STW_refused_delegation } + #steward is above 15 + job_treasurer = { + stewardship = 16 + NOT = { has_character_modifier = STW_extra_work } + NOT = { trait = pregnant } + } + } + + mean_time_to_happen = { + months = 36 + modifier = { factor = 0.75 NOT = { stewardship = 2 } } + modifier = { factor = 0.75 NOT = { stewardship = 4 } } + modifier = { factor = 0.75 NOT = { stewardship = 6 } } + modifier = { factor = 0.85 job_treasurer = {stewardship = 16 }} + modifier = { factor = 0.90 job_treasurer = {stewardship = 17 }} + modifier = { factor = 0.90 job_treasurer = {stewardship = 18 }} + modifier = { factor = 0.90 job_treasurer = {stewardship = 19 }} + modifier = { factor = 0.95 job_treasurer = {stewardship = 20 }} + } + + option = { + #delegate more + name = "L3T.91A" + ##additional modifier that lowers the effect of "stw_ruler_bonus0_6 + add_character_modifier = { + name = STW_delegation + duration = -1 + } + job_treasurer = { + #modifier that lowers effecient for other tasks + add_character_modifier = { + name = STW_extra_work + duration = -1 + } + } + } + option = { + #no keep going on + name = "L3T.91B" + set_character_flag = STW_refused_delegation + } +} + +#chancellor or liege dies +character_event = { + id = L3T.92 + hide_window = yes + + #called on_death ROOT is the dead character + is_triggered_only = yes + + trigger = { + OR = { + #treasurer is dying + ROOT = { + has_job_title = job_treasurer + has_character_modifier = STW_extra_work + employer = { has_character_modifier = STW_delegation } + } + #employer is dying + ROOT = { + job_treasurer= { + has_character_modifier = STW_extra_work + } + has_character_modifier = STW_delegation + } + } + } + + immediate = { + if = { + limit = { + #dead steward + ROOT = { + has_job_title = job_treasurer + has_character_modifier = STW_extra_work + employer = { has_character_modifier = STW_delegation } + } + } + ROOT = { + employer = { + #remove_character_modifier = STW_delegation + character_event = { id = L3T.96 } + } + } + } + if = { + limit = { + #dead ruler + ROOT = { + has_character_modifier = STW_delegation + job_treasurer= { + has_character_modifier = STW_extra_work + } + } + } + ROOT = { + #job_treasurer = { remove_character_modifier = STW_extra_work } + job_treasurer = { character_event = { id = L3T.96 }} + } + } + } +} +#maintenance if not covered by breakup cases (leave council, death) +character_event = { + id = L3T.93 + #picture = GFX_evt_gathering_of_minds + #border = GFX_event_normal_frame_economy + hide_window = yes + + min_age = 16 + + #called on_yearly_pulse + is_triggered_only = yes + + trigger = { + OR = { + ##fixing asymetry + #is the treasurer but has no corresponding liege (délégant) + AND = { + has_job_title = job_treasurer + has_character_modifier = STW_extra_work + liege = { NOT = { has_character_modifier = STW_delegation }} + } + #is the liege but no corresponding chancellor (délégataire) + AND = { + has_character_modifier = STW_delegation + job_treasurer = { NOT = { has_character_modifier = STW_extra_work }} + } + } + } + immediate = { + if = { + limit = { + has_job_title = job_treasurer + has_character_modifier = STW_extra_work + liege = { NOT = { has_character_modifier = STW_delegation }} + } + remove_character_modifier = STW_extra_work + set_character_flag = removed_by_93 + } + if = { + limit = { + has_character_modifier = STW_delegation + job_treasurer = { NOT = { has_character_modifier = STW_delegation }} + } + remove_character_modifier = STW_delegation + set_character_flag = removed_by_93 + } + } +} +# L3T.94 - inform liege and treasurer about the end of delegation (due to ruler) +character_event = { + id = L3T.94 + #desc = "DESCL3T.94" + picture = GFX_evt_gathering_of_minds + border = GFX_event_normal_frame_economy + + desc = { + trigger = { + NOT = { has_job_title = job_treasurer } + } + text = "DESCL3T.94a" + picture = GFX_evt_gathering_of_minds + } + desc = { + trigger = { + has_job_title = job_treasurer + } + text = "DESCL3T.94b" + picture = GFX_evt_gathering_of_minds + } + + is_triggered_only = yes + + option = { + name = "L3T.94A" + trigger = { + NOT = { has_job_title = job_treasurer } + has_character_modifier = STW_delegation + job_treasurer = { has_character_modifier = STW_extra_work } + } + remove_character_modifier = STW_delegation + set_character_flag = removed_by_94 + job_treasurer = { + remove_character_modifier = STW_extra_work + set_character_flag = removed_by_94 + } #to ping him in the event option + } + option = { + name = "L3T.94A" + trigger = { + has_job_title = job_treasurer + has_character_modifier = STW_extra_work + employer = { has_character_modifier = STW_delegation } + } + remove_character_modifier = STW_extra_work + set_character_flag = removed_by_94 + employer = { + remove_character_modifier = STW_delegation + set_character_flag = removed_by_94 + } #to ping him in the event option + } +} +# L3T.95 - inform liege and treasurer about the end of delegation (due to steward) +character_event = { + id = L3T.95 + #desc = "DESCL3T.95" + picture = GFX_evt_gathering_of_minds + border = GFX_event_normal_frame_economy + + desc = { + trigger = { + NOT = { has_job_title = job_treasurer } + } + text = "DESCL3T.95a" + picture = GFX_evt_gathering_of_minds + } + desc = { + trigger = { + has_job_title = job_treasurer + } + text = "DESCL3T.95b" + picture = GFX_evt_gathering_of_minds + } + + is_triggered_only = yes + + option = { + name = "L3T.95A" + trigger = { + NOT = { has_job_title = job_treasurer } + } + remove_character_modifier = STW_delegation + set_character_flag = removed_by_95 + job_treasurer = { + remove_character_modifier = STW_extra_work + set_character_flag = removed_by_95 + }#to ping him in the event option + } + option = { + name = "L3T.95A" + trigger = { + has_job_title = job_treasurer + } + remove_character_modifier = STW_extra_work + set_character_flag = removed_by_95 + employer = { + remove_character_modifier = STW_delegation + set_character_flag = removed_by_95 + }#to ping him in the event option + } +} + +# L3T.96 - inform surviving part about the end of delegation (due to death) +character_event = { + id = L3T.96 + #desc = "DESCL3T.96" + picture = GFX_evt_death + border = GFX_event_normal_frame_economy + + desc = { + trigger = { + NOT = { has_job_title = job_treasurer } + has_character_modifier = STW_delegation + job_treasurer = { has_character_modifier = STW_extra_work } + } + text = "DESCL3T.96a" + picture = GFX_evt_death + } + desc = { + trigger = { + has_job_title = job_treasurer + has_character_modifier = STW_extra_work + employer = { has_character_modifier = STW_delegation } + } + text = "DESCL3T.96b" + picture = GFX_evt_death + } + + is_triggered_only = yes + + option = { + name = "L3T.96A" + trigger = { + NOT = { has_job_title = job_treasurer } + has_character_modifier = STW_delegation + job_treasurer = { has_character_modifier = STW_extra_work } + } + remove_character_modifier = STW_delegation + set_character_flag = removed_by_96 + #job_treasurer = { remove_character_modifier = STW_extra_work } #to ping him in the event option + } + option = { + name = "L3T.96A" + trigger = { + has_job_title = job_treasurer + has_character_modifier = STW_extra_work + employer = { has_character_modifier = STW_delegation } + } + remove_character_modifier = STW_extra_work + set_character_flag = removed_by_96 + #liege = { remove_character_modifier = STW_delegation } #to ping him in the event option + } +} \ No newline at end of file diff --git a/L3T/events/religious_events.txt b/L3T/events/religious_events.txt index a14fe1c0..a0256ce3 100644 --- a/L3T/events/religious_events.txt +++ b/L3T/events/religious_events.txt @@ -1649,6 +1649,7 @@ character_event = { is_theocracy = yes imprisoned_days = 14 host = { religion = ROOT } + host = { NOT = { any_realm_character = { has_claim = k_papal_state}}} #host has no antipope NOT = { rightful_religious_head = ROOT } religion_head = { reverse_opinion = { who = ROOT value = 25 } #not grovel if we dont like the pope. @@ -1678,7 +1679,11 @@ character_event = { reverse_opinion = { who = ROOT value = 25 } } } - } + modifier = { + factor = 0.9 + has_character_modifier = the_fortress #L3T + } + } immediate = { set_character_flag = nag_pope_to_help_me @@ -1900,6 +1905,10 @@ character_event = { opinion = { who = FROM value = 20 } } } + modifier = { + factor = 2 + FROM = { has_character_modifier = the_fortress } #L3T + } } piety = -25 religion_authority = { @@ -1938,7 +1947,8 @@ character_event = { is_theocracy = yes religion = orthodox imprisoned_days = 100 - host = { character = ROOT } + host = { character = ROOT } + NOT = { has_character_modifier = the_fortress } #L3T } } @@ -1961,10 +1971,9 @@ character_event = { religion_authority = 0.50 } } - + option = { name = "EVTOPTA39230" #let him go - random_courtier = { limit = { prisoner = yes @@ -1972,7 +1981,7 @@ character_event = { religion = orthodox imprisoned_days = 100 is_theocracy = yes - host = { character = ROOT } + host = { character = ROOT } } prisoner = no } @@ -3563,6 +3572,8 @@ province_event = { religion = PREV } } + #TOTORO remind me to launch maintenance event from here + #might be unecessary with the on_action } option = { @@ -4223,6 +4234,95 @@ character_event = { } } } + + ###L3T religious traditions factors - extension to realm stability factors + #eases conversion if used to be christian/muslim or a minority is still present in the past + + #at least 3 provinces are already of right religion group or a minority still exists + modifier = { + factor = 1.5 + FROM = { religion_group = christian } + any_realm_province = { + count = 3 + OR = { + has_province_modifier = trad_christian + has_province_modifier = minority_christian_neg #tolerated communities + + } + } + } + modifier = { + factor = 1.5 + FROM = { religion_group = muslim } + any_realm_province = { + count = 3 + OR = { + has_province_modifier = trad_muslim + has_province_modifier = minority_muslim_neg #tolerated communities + } + } + } + + #at least 2 provinces have accepted minority, host keeps them as mercy, not to convert to their false faith + modifier = { + factor = 0.5 + FROM = { religion_group = christian } + any_realm_province = { + count = 2 + has_province_modifier = minority_christian_pos #accepted communities + } + } + modifier = { + factor = 0.5 + FROM = { religion_group = muslim } + any_realm_province = { + count = 2 + has_province_modifier = minority_muslim_pos #accepted communities + } + } + + #at least 2 provinces are of the right religion since at least 10 years + modifier = { + factor = 2 + FROM = { religion_group = christian } + any_realm_province = { + count = 2 + has_province_modifier = trad_christian + check_variable = { which = "was_christian_for" value = 10 } #10 years + } + } + modifier = { + factor = 2 + FROM = { religion_group = muslim } + any_realm_province = { + count = 2 + has_province_modifier = trad_muslim + check_variable = { which = "was_muslim_for" value = 10 } #10 years + } + } + + #at least 2 provinces are of the right religion since at least 25 years + modifier = { + factor = 2.5 #cumulative so factor 5 + FROM = { religion_group = christian } + any_realm_province = { + count = 2 + has_province_modifier = trad_christian + check_variable = { which = "was_christian_for" value = 25 } #25 years + } + } + modifier = { + factor = 2.5 #cumulative so factor 5 + FROM = { religion_group = muslim } + any_realm_province = { + count = 2 + has_province_modifier = trad_muslim + check_variable = { which = "was_muslim_for" value = 25 } #25 years + } + } + + ###L3T religious traditions factors end + modifier = { factor = 0.3 NOT = { diff --git a/L3T/events/rip_flavor_events.txt b/L3T/events/rip_flavor_events.txt index c33af5df..e8081392 100644 --- a/L3T/events/rip_flavor_events.txt +++ b/L3T/events/rip_flavor_events.txt @@ -10746,7 +10746,10 @@ character_event = { martial = 5 } } - new_character = { save_event_target_as = death } + new_character = { + save_event_target_as = death + set_character_flag = is_death + } } } } diff --git a/L3T/events/rip_prosperity_events.txt b/L3T/events/rip_prosperity_events.txt index f63150dd..0e1c4d92 100644 --- a/L3T/events/rip_prosperity_events.txt +++ b/L3T/events/rip_prosperity_events.txt @@ -822,7 +822,8 @@ province_event = { #Reclaim Land has_flag = crown_focus_province trigger = { - has_province_modifier = prosperityz_modifier_3 #L3T + always = no # Disabled in plain SWMH, L3T too + has_province_modifier = prosperityz_modifier_3 NOT = { num_of_max_settlements = 7 } diff --git a/L3T/events/tournament_events.txt b/L3T/events/tournament_events.txt new file mode 100644 index 00000000..707b1ab7 --- /dev/null +++ b/L3T/events/tournament_events.txt @@ -0,0 +1,2729 @@ +################################################ +# +# Events for Tournament +# +# ID 70000 - 70999 is reserved +# +################################################# +# +# Written by Chris King +# +# Rewritten by Niklas Strid +# And again by Markus Olsen + +# Invitation +character_event = { + id = 70000 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70000" + picture = "GFX_evt_courier" + + is_triggered_only = yes + + trigger = { NOT = { is_inaccessible_trigger = yes } } + + option = { + name = "EVTOPTA70000" + ai_chance = { + factor = 70 + modifier = { factor = 5 trait = duelist } + modifier = { factor = 1.2 has_education_martial_trigger = yes } + modifier = { factor = 2 has_lifestyle_martial_trigger = yes } + modifier = { factor = 1.5 trait = brilliant_strategist } + modifier = { factor = 2 NOT = { combat_rating = 50 }} + modifier = { factor = 0.001 ai = yes is_inaccessible_trigger = yes } + } + prestige = 50 + set_character_flag = attending_tournament + set_character_flag = do_not_disturb + hidden_tooltip = { character_event = { id = 70999 days = 300 } } # Safety catch flag clearing + } + + option = { + name = "EVTOPTC70000" + ai_chance = { + factor = 20 + modifier = { factor = 2 trait = humble } + modifier = { factor = 2 has_bottom_tier_education_trait_trigger = yes } + modifier = { factor = 1.2 has_education_martial_trigger = no } + modifier = { factor = 2 has_lifestyle_martial_trigger = no } + modifier = { factor = 2 NOT = { combat_rating = 0 }} + modifier = { factor = 0.5 NOT = { prestige = 50 }} + } + prestige = -50 + } + + option = { + name = "EVTOPTB70000" + ai_chance = { + factor = 10 + modifier = { factor = 2 trait = proud } + } + prestige = -100 + } +} + +# Start of tournament +character_event = { + id = 70001 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70001" + picture = "GFX_evt_feast" + + is_triggered_only = yes + + war = no + + option = { + name = "EVTOPTA70001" + + trigger = { + } + + hidden_tooltip = { + set_character_flag = tournament_begins + set_character_flag = attending_tournament + chronicle = { + entry = CHRONICLE_GRAND_TOURNAMENT + picture = GFX_evt_joust + } + #Injuries + any_realm_character = { + limit = { + has_character_flag = attending_tournament + } + character_event = { id = 70050 days = 1 random = 15 } + #Set score + character_event = { id = 70060 days = 46 } + } + #select winner + character_event = { id = 70061 days = 48 } + #select runner up + character_event = { id = 70062 days = 49 } + #select third place + character_event = { id = 70063 days = 50 } + #Notify winners + character_event = { id = 70064 days = 51 } + } + } + option = { + name = "EVTOPTB70001" + trigger = { + war = yes + } + wealth = 200 + prestige = -100 + hidden_tooltip = { + any_realm_character = { + limit = { + has_character_flag = attending_tournament + } + character_event = { id = 70037 } + } + } + hidden_tooltip = { remove_character_modifier = epic_tournament } + clr_character_flag = do_not_disturb + clr_character_flag = attending_tournament + } +} + +# Tournament has been cancelled +character_event = { + id = 70037 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70037" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70037" + prestige = -50 + clr_character_flag = attending_tournament + clr_character_flag = do_not_disturb + } +} + +# Message about death +character_event = { + id = 70038 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70038" + picture = "GFX_evt_death" + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = no_msg_death } + NOT = { has_character_flag = tournament_has_ended } + } + + option = { + name = "EVTOPTA70038" + } + option = { + name = "EVTOPTB70038" + set_character_flag = no_msg_death + } +} + +# Message about maimed +character_event = { + id = 70039 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70039" + picture = "GFX_evt_emissary" + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = no_msg_maimed } + NOT = { has_character_flag = tournament_has_ended } + } + + option = { + name = "EVTOPTA70038" + } + option = { + name = "EVTOPTB70038" + set_character_flag = no_msg_maimed + } +} + +# Message about wounded +character_event = { + id = 70040 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70040" + picture = "GFX_evt_emissary" + + trigger = { + NOT = { has_character_flag = no_msg_wounded } + NOT = { has_character_flag = tournament_has_ended } + } + + is_triggered_only = yes + + option = { + name = "EVTOPTA70038" + } + option = { + name = "EVTOPTB70038" + set_character_flag = no_msg_wounded + } +} + +# Tournament is over +character_event = { + id = 70002 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70002" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70002" + custom_tooltip = { + text = EVTOPTA70002_TOOLTIP + } + if = { + limit = { + has_dlc = "Reapers" + } + custom_tooltip = { + text = capital_prospers_custom_tooltip + hidden_tooltip = { + capital_scope = { + change_variable = { which = prosperity_value value = 15 } + } + } + } + } + clr_character_flag = tournament_begins + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = tournament_winner + set_character_flag = tournament_has_ended + any_realm_character = { + limit = { + has_character_flag = attending_tournament + OR = { + has_character_flag = tournament_third_place + has_character_flag = tournament_second_place + has_character_flag = tournament_winner + } + } + set_character_flag = tournament_has_ended + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = tournament_winner + hidden_tooltip = { + opinion = { + modifier = opinion_tournament_participant + who = PREV + years = 5 + } + } + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + } + any_realm_character = { + limit = { + has_character_flag = attending_tournament + NOR = { + character = PREV + has_character_flag = tournament_third_place + has_character_flag = tournament_second_place + has_character_flag = tournament_winner + } + } + hidden_tooltip = { + random_list = { + 10 = { + character_event = { id = 70003 } + } + 10 = { + character_event = { id = 70004 } + } + 10 = { + character_event = { id = 70005 } + } + 10 = { + character_event = { id = 70006 } + } + 10 = { + character_event = { id = 70007 } + } + 10 = { + character_event = { id = 70008 } + } + } + opinion = { + modifier = opinion_tournament_participant + who = PREV + years = 5 + } + set_character_flag = tournament_has_ended + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + clr_character_flag = tourney_score_15 + clr_character_flag = tourney_score_14 + clr_character_flag = tourney_score_13 + clr_character_flag = tourney_score_12 + clr_character_flag = tourney_score_11 + clr_character_flag = tourney_score_10 + clr_character_flag = tourney_score_09 + clr_character_flag = tourney_score_08 + clr_character_flag = tourney_score_07 + clr_character_flag = tourney_score_06 + clr_character_flag = tourney_score_05 + clr_character_flag = tourney_score_04 + clr_character_flag = tourney_score_03 + clr_character_flag = tourney_score_02 + clr_character_flag = tourney_score_01 + clr_character_flag = tourney_score_00 + } + } + } +} + +# End of tournament event +character_event = { + id = 70003 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70003" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70003" + prestige = 50 + } +} + +# End of tournament event +character_event = { + id = 70004 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70004" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70004" + prestige = 100 + } +} + +# End of tournament event +character_event = { + id = 70005 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70005" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70005" + prestige = -50 + } +} + +# End of tournament event +character_event = { + id = 70006 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70006" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70006" + prestige = -100 + } +} + +# End of tournament event +character_event = { + id = 70007 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70007" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70007" + change_martial = 1 + } +} + +# End of tournament event +character_event = { + id = 70008 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70008" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70008" + change_martial = -1 + } +} + +# Character is killed +character_event = { + id = 70009 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70009" + picture = "GFX_evt_death" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + clr_character_flag = attending_tournament + } + + option = { + name = "EVTOPTA70009" + death = { + death_reason = death_battle + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70038 } } + } + } + } +} + +# Character is maimed +character_event = { + id = 70010 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70010" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + can_be_maimed_trigger = yes + NOT = { + has_character_flag = tournament_has_ended + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + clr_character_flag = attending_tournament + clr_character_flag = do_not_disturb + } + + option = { + name = "EVTOPTA70010" + add_maimed_trait_effect = yes + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70039 } } + } + } + } +} + +# Character is wounded +character_event = { + id = 70011 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70011" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { + trait = wounded + } + NOT = { + is_maimed_trigger = yes + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70011" + add_trait = wounded + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70040 } } + } + } + } +} + +# Character becomes craven +character_event = { + id = 70012 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70012" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + NOR = { + trait = craven + trait = berserker + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70012" + add_trait = craven + } +} + +# Character becomes brave +character_event = { + id = 70013 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70013" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { + trait = brave + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70013" + add_trait = brave + } +} + +# Character becomes tough soldier +character_event = { + id = 70014 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70014" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = misguided_warrior + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70014" + remove_trait = misguided_warrior + add_trait = tough_soldier + } +} + +# Character becomes skilled tactician +character_event = { + id = 70015 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70015" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = tough_soldier + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70015" + remove_trait = tough_soldier + add_trait = skilled_tactician + } +} + +# Character becomes brilliant strategist +character_event = { + id = 70016 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70016" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = skilled_tactician + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70016" + remove_trait = skilled_tactician + add_trait = brilliant_strategist + } +} + +# Character becomes skilled tactician +character_event = { + id = 70017 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70017" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = brilliant_strategist + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70017" + remove_trait = brilliant_strategist + add_trait = skilled_tactician + } +} + +# Character becomes tough soldier +character_event = { + id = 70018 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70018" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = skilled_tactician + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70018" + remove_trait = skilled_tactician + add_trait = tough_soldier + } +} + +# Character becomes misguided warrior +character_event = { + id = 70019 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70019" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = tough_soldier + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70019" + remove_trait = tough_soldier + add_trait = misguided_warrior + } +} + +# Character gets top placement in the tournament +character_event = { + id = 70020 + title = "TOURNAMENTTITLE" + picture = "GFX_evt_melee" + desc = { + trigger = { + has_character_flag = tournament_winner + } + text = "EVTDESC70020" + } + + desc = { + trigger = { + has_character_flag = tournament_second_place + } + text = "EVTDESC70021" + } + + desc = { + trigger = { + has_character_flag = tournament_third_place + } + text = "EVTDESC70022" + } + + min_age = 16 + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + OR = { + has_character_flag = tournament_winner + has_character_flag = tournament_second_place + has_character_flag = tournament_third_place + } + } + + option = { + trigger = { + has_character_flag = tournament_winner + } + name = "EVTOPTA70020" + #wealth = 100 #happens once per reign, should then be better + wealth = 200 + #prestige = 300 + prestige = 350 + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70034 days = 3} } + } + } + } + + option = { + trigger = { + has_character_flag = tournament_second_place + } + name = "EVTOPTA70021" + wealth = 150 + prestige = 300 + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70035 days = 2} } + } + } + } + + option = { + trigger = { + has_character_flag = tournament_third_place + } + name = "EVTOPTA70022" + wealth = 100 + prestige = 250 + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70036 days = 1} } + } + } + } +} + +# Inform about winner +character_event = { + id = 70034 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70034" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70034" + opinion = { + modifier = opinion_tournament_winner + who = FROM + years = 20 + } + character_event = { id = 70002 } + } +} + +# Inform about second place +character_event = { + id = 70035 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70035" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70035" + opinion = { + modifier = opinion_tournament_second_place + who = FROM + years = 15 + } + } +} + +# Inform about third place +character_event = { + id = 70036 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70036" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70036" + opinion = { + modifier = opinion_tournament_third_place + who = FROM + years = 10 + } + } +} + +# Character becomes homosexual +character_event = { + id = 70023 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70023" + picture = "GFX_evt_shadowy_cabal" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + NOT = { + trait = homosexual + trait = celibate + } + NOT = { trait = eunuch } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70023" + add_trait = homosexual + } +} + +# Character becomes syphilitic +character_event = { + id = 70024 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70024" + picture = "GFX_evt_lovers" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + NOT = { + trait = syphilitic + trait = celibate + } + NOT = { trait = eunuch } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70024" + add_trait = syphilitic + } +} + +# Character becomes drunkard +character_event = { + id = 70025 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70025" + picture = "GFX_evt_drunk" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + NOT = { + trait = drunkard + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70025" + add_trait = drunkard + } +} + +# Character becomes duelist +character_event = { + id = 70026 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70026" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + lacks_dlc = "Way of Life" + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + martial = 5 + NOR = { + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + lifestyle_traits = 1 + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70026" + add_trait = duelist + } +} + +# Character gains intrigue +character_event = { + id = 70027 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70027" + picture = "GFX_evt_whispers" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70027" + change_intrigue = 1 + } +} + +# Character loses intrigue +character_event = { + id = 70028 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70028" + picture = "GFX_evt_whispers" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70028" + change_intrigue = -1 + } +} + +# Character gains stewardship +character_event = { + id = 70029 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70029" + picture = "GFX_evt_market" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70029" + change_stewardship = 1 + } +} + +# Character loses stewardship +character_event = { + id = 70030 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70030" + picture = "GFX_evt_market" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70030" + change_stewardship = -1 + } +} + +# Character gains diplomacy +character_event = { + id = 70031 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70031" + picture = "GFX_evt_council" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70031" + change_diplomacy = 1 + } +} + +# Character loses diplomacy +character_event = { + id = 70032 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70032" + picture = "GFX_evt_council" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70032" + change_diplomacy = -1 + } +} + +# Invitations have gone out +character_event = { + id = 70033 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70033" + picture = "GFX_evt_courier" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70033" + hidden_tooltip = { + character_event = { id = 70001 days = 60 } # Tournament start + any_realm_character = { + limit = { + OR = { + is_feudal = yes + is_tribal = yes + is_nomadic = yes + } + NOT = { has_job_title = job_spiritual } + age = 16 + NOT = { age = 50 } + NOT = { trait = incapable } + prisoner = no + is_female = no + } + clr_character_flag = tournament_has_ended + character_event = { id = 70000 days = 2 } + } + } + } +} + +# Ruler has died, the tournament is over +character_event = { + id = 70041 + title = TOURNAMENTTITLE + desc = EVTDESC70041 + picture = GFX_evt_death + + is_triggered_only = yes + + trigger = { + has_character_flag = tournament_begins + } + + immediate = { + clr_character_flag = tournament_begins + clr_character_flag = winner + clr_character_flag = second_place + clr_character_flag = third_place + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = tournament_winner + clr_character_flag = do_not_disturb + any_realm_character = { + limit = { + has_character_flag = attending_tournament + } + letter_event = { + id = 70042 + days = 2 + random = 2 + tooltip = EVTTOOLTIP70042 + } + set_character_flag = tournament_has_ended + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = tournament_winner + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + } + } + + option = { + name = EVTOPTA70041 + } +} + +#The tournament has been cancelled due to Ruler's death +letter_event = { + id = 70042 + title = TOURNAMENTTITLE + desc = EVTDESC70042 + + is_triggered_only = yes + + option = { + name = EVTOPTA70042 + } +} + +#Tournament attender event for random occurences +character_event = { + id = 70050 + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { #character is killed + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 2 + is_maimed_trigger = yes + } + character_event = { id = 70009 days = 1 random = 25 } + } + 13 = { #character maimed + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 0 + NOT = { can_be_maimed_trigger = yes } + } + character_event = { id = 70010 days = 1 random = 25 } + } + 20 = { #character wounded + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 0 + is_maimed_trigger = yes + } + character_event = { id = 70011 days = 1 random = 25 } + } + 40 = { #gain craven + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0 + trait = craven + } + character_event = { id = 70012 days = 1 random = 25 } + } + 40 = { #gain brave + modifier = { + factor = 1.5 + combat_rating = 40 + } + modifier = { + factor = 1.5 + combat_rating = 30 + } + modifier = { + factor = 1.5 + combat_rating = 20 + } + modifier = { + factor = 1.5 + combat_rating = 10 + } + modifier = { + factor = 0.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 0.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0 + trait = brave + } + character_event = { id = 70013 days = 1 random = 25 } + } + 40 = { #promoted to tough soldier + modifier = { + factor = 0 + NOT = { trait = misguided_warrior } + } + character_event = { id = 70014 days = 1 random = 25 } + } + 40 = { #promoted to skilled tactician + modifier = { + factor = 0 + NOT = { trait = tough_soldier } + } + character_event = { id = 70015 days = 1 random = 25 } + } + 40 = { #promoted to brilliant strategist + modifier = { + factor = 0 + NOT = { trait = skilled_tactician } + } + character_event = { id = 70016 days = 1 random = 25 } + } + 40 = { #demoted to skilled tactician + modifier = { + factor = 0 + NOT = { trait = brilliant_strategist } + } + character_event = { id = 70017 days = 1 random = 25 } + } + 40 = { #demoted to tough soldier + modifier = { + factor = 0 + NOT = { trait = skilled_tactician } + } + character_event = { id = 70018 days = 1 random = 25 } + } + 40 = { #demoted to misguided warrior + modifier = { + factor = 0 + NOT = { trait = tough_soldier } + } + character_event = { id = 70019 days = 1 random = 25 } + } + 13 = { #gain homosexual + modifier = { + factor = 1.2 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = hedonist + } + modifier = { + factor = 1.2 + trait = lustful + } + modifier = { + factor = 0.5 + trait = temperate + } + modifier = { + factor = 0.3 + trait = chaste + } + modifier = { + factor = 0.3 + trait = zealous + } + modifier = { + factor = 0 + OR = { + trait = homosexual + trait = celibate + trait = eunuch + } + } + character_event = { id = 70023 days = 1 random = 25 } + } + 13 = { #gain syphilitic + modifier = { + factor = 1.2 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = hedonist + } + modifier = { + factor = 1.2 + trait = lustful + } + modifier = { + factor = 0.5 + trait = temperate + } + modifier = { + factor = 0.3 + trait = chaste + } + modifier = { + factor = 0.3 + trait = zealous + } + modifier = { + factor = 0 + OR = { + trait = syphilitic + trait = celibate + trait = eunuch + } + } + character_event = { id = 70024 days = 1 random = 25 } + } + 20 = { #gain drunkard + modifier = { + factor = 1.3 + trait = gluttonous + } + modifier = { + factor = 1.1 + trait = lustful + } + modifier = { + factor = 0.3 + trait = temperate + } + modifier = { + factor = 0.5 + trait = chaste + } + modifier = { + factor = 0 + trait = drunkard + } + character_event = { id = 70025 days = 1 random = 25 } + } + 20 = { #gain duelist + modifier = { + factor = 1.3 + trait = diligent + } + modifier = { + factor = 1.3 + trait = wroth + } + modifier = { + factor = 1.3 + trait = brave + } + modifier = { + factor = 1.3 + is_strong_trigger = yes + } + modifier = { + factor = 1.3 + martial = 10 + } + modifier = { + factor = 1.3 + martial = 15 + } + modifier = { + factor = 1.3 + martial = 20 + } + modifier = { + factor = 0 + OR = { + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + lifestyle_traits = 1 + } + } + character_event = { id = 70026 days = 1 random = 25 } + } + 40 = { #increase intrigue + modifier = { + factor = 1.2 + trait = elusive_shadow + } + modifier = { + factor = 1.1 + trait = intricate_webweaver + } + modifier = { + factor = 0.9 + trait = flamboyant_schemer + } + modifier = { + factor = 0.7 + trait = amateurish_plotter + } + modifier = { + factor = 0.7 + NOR = { + trait = elusive_shadow + trait = intricate_webweaver + trait = flamboyant_schemer + trait = amateurish_plotter + } + } + modifier = { + factor = 1.1 + trait = deceitful + } + modifier = { + factor = 0.7 + trait = honest + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 70027 days = 1 random = 25 } + } + 40 = { #decrease intrigue + modifier = { + factor = 0.8 + trait = elusive_shadow + } + modifier = { + factor = 0.9 + trait = intricate_webweaver + } + modifier = { + factor = 1.1 + trait = flamboyant_schemer + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 0.7 + NOR = { + trait = elusive_shadow + trait = intricate_webweaver + trait = flamboyant_schemer + trait = amateurish_plotter + } + } + modifier = { + factor = 0.9 + trait = deceitful + } + modifier = { + factor = 1.5 + trait = honest + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 70028 days = 1 random = 25 } + } + 40 = { #increase stewardship + modifier = { + factor = 1.5 + trait = midas_touched + } + modifier = { + factor = 1.1 + trait = fortune_builder + } + modifier = { + factor = 0.9 + trait = thrifty_clerk + } + modifier = { + factor = 0.8 + trait = indulgent_wastrel + } + modifier = { + factor = 0.7 + NOR = { + trait = midas_touched + trait = fortune_builder + trait = thrifty_clerk + trait = indulgent_wastrel + } + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 0.9 + trait = slothful + } + character_event = { id = 70029 days = 1 random = 25 } + } + 40 = { #decrease stewardship + modifier = { + factor = 0.8 + trait = midas_touched + } + modifier = { + factor = 0.9 + trait = fortune_builder + } + modifier = { + factor = 1.1 + trait = thrifty_clerk + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 0.7 + NOR = { + trait = midas_touched + trait = fortune_builder + trait = thrifty_clerk + trait = indulgent_wastrel + } + } + modifier = { + factor = 0.9 + trait = diligent + } + modifier = { + factor = 1.5 + trait = slothful + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 70030 days = 1 random = 25 } + } + 40 = { #increase diplomacy + modifier = { + factor = 1.5 + trait = grey_eminence + } + modifier = { + factor = 1.1 + trait = charismatic_negotiator + } + modifier = { + factor = 0.9 + trait = underhanded_rogue + } + modifier = { + factor = 0.8 + trait = naive_appeaser + } + modifier = { + factor = 0.7 + NOR = { + trait = grey_eminence + trait = charismatic_negotiator + trait = underhanded_rogue + trait = naive_appeaser + } + } + modifier = { + factor = 1.5 + trait = gregarious + } + modifier = { + factor = 0.9 + trait = shy + } + character_event = { id = 70031 days = 1 random = 25 } + } + 40 = { #decrease diplomacy + modifier = { + factor = 0.8 + trait = grey_eminence + } + modifier = { + factor = 0.9 + trait = charismatic_negotiator + } + modifier = { + factor = 1.1 + trait = underhanded_rogue + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 0.7 + NOR = { + trait = grey_eminence + trait = charismatic_negotiator + trait = underhanded_rogue + trait = naive_appeaser + } + } + modifier = { + factor = 0.9 + trait = gregarious + } + modifier = { + factor = 1.5 + trait = shy + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 70032 days = 1 random = 25 } + } + 1000 = {} + } + } +} + + +########################################### +#SCORING, LOOK AWAY FRAGILE EYES # +########################################### + +character_event = { + id = 70060 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { + set_character_flag = tourney_score_15 + modifier = { + factor = 0 + NOT = { combat_rating = 130 } + } + } + 10 = { + set_character_flag = tourney_score_14 + modifier = { + factor = 0 + NOT = { combat_rating = 120 } + } + modifier = { + factor = 0 + combat_rating = 170 + } + } + 10 = { + set_character_flag = tourney_score_13 + modifier = { + factor = 0 + NOT = { combat_rating = 110 } + } + modifier = { + factor = 0 + combat_rating = 160 + } + } + 10 = { + set_character_flag = tourney_score_12 + modifier = { + factor = 0 + NOT = { combat_rating = 100 } + } + modifier = { + factor = 0 + combat_rating = 150 + } + } + 10 = { + set_character_flag = tourney_score_11 + modifier = { + factor = 0 + NOT = { combat_rating = 90 } + } + modifier = { + factor = 0 + combat_rating = 140 + } + } + 10 = { + set_character_flag = tourney_score_10 + modifier = { + factor = 0 + NOT = { combat_rating = 80 } + } + modifier = { + factor = 0 + combat_rating = 130 + } + } + 10 = { + set_character_flag = tourney_score_09 + modifier = { + factor = 0 + NOT = { combat_rating = 70 } + } + modifier = { + factor = 0 + combat_rating = 120 + } + } + 10 = { + set_character_flag = tourney_score_08 + modifier = { + factor = 0 + NOT = { combat_rating = 60 } + } + modifier = { + factor = 0 + combat_rating = 110 + } + } + 10 = { + set_character_flag = tourney_score_07 + modifier = { + factor = 0 + NOT = { combat_rating = 50 } + } + modifier = { + factor = 0 + combat_rating = 100 + } + } + 10 = { + set_character_flag = tourney_score_06 + modifier = { + factor = 0 + NOT = { combat_rating = 40 } + } + modifier = { + factor = 0 + combat_rating = 90 + } + } + 10 = { + set_character_flag = tourney_score_05 + modifier = { + factor = 0 + NOT = { combat_rating = 30 } + } + modifier = { + factor = 0 + combat_rating = 80 + } + } + 10 = { + set_character_flag = tourney_score_04 + modifier = { + factor = 0 + NOT = { combat_rating = 20 } + } + modifier = { + factor = 0 + combat_rating = 70 + } + } + 10 = { + set_character_flag = tourney_score_03 + modifier = { + factor = 0 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 0 + combat_rating = 60 + } + } + 10 = { + set_character_flag = tourney_score_02 + modifier = { + factor = 0 + combat_rating = 50 + } + } + 10 = { + set_character_flag = tourney_score_01 + modifier = { + factor = 0 + combat_rating = 40 + } + } + 10 = { + set_character_flag = tourney_score_00 + modifier = { + factor = 0 + combat_rating = 30 + } + } + } + } +} + +########################################### +# First place WINNER! # +########################################### + + +character_event = { + id = 70061 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_winner + } + } +} + +########################################### +# Second place # +########################################### + + +character_event = { + id = 70062 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_second_place + } + } +} + +########################################### +# Third place # +########################################### + + +character_event = { + id = 70063 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_third_place + } + } +} + +########################################### +# Notify winners # +########################################### + +character_event = { + id = 70064 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + any_realm_character = { + limit = { + OR = { + has_character_flag = tournament_winner + has_character_flag = tournament_second_place + has_character_flag = tournament_third_place + } + } + character_event = { id = 70020 } + } + } +} + + +########################################### +# Flag management # +########################################### + +# Safety catch - clears character flags and modifiers +character_event = { + id = 70999 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + clr_character_flag = do_not_disturb + clr_character_flag = attending_tournament + clr_character_flag = no_msg_death + clr_character_flag = no_msg_maimed + clr_character_flag = no_msg_wounded + clr_character_flag = tournament_has_ended + clr_character_flag = attending_tournament_event + clr_character_flag = tournament_winner + clr_character_flag = winner + clr_character_flag = tournament_second_place + clr_character_flag = second_place + clr_character_flag = tournament_third_place + clr_character_flag = third_place + clr_character_flag = tournament_begins + any_realm_character = { + limit = { + has_character_flag = attending_tournament + } + clr_character_flag = tournament_winner + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + clr_character_flag = tournament_has_ended + } + } +} + diff --git a/L3T/interface/L3T_eventwindow.gfx b/L3T/interface/L3T_eventwindow.gfx index b0cbc017..c75189a5 100644 --- a/L3T/interface/L3T_eventwindow.gfx +++ b/L3T/interface/L3T_eventwindow.gfx @@ -86,6 +86,11 @@ spriteTypes = texturefile = "gfx\\event_pictures\ReC10.tga" allwaystransparent = yes } + spriteType = { + name = "GFX_evt_REC11" #proto cathedral 3D + texturefile = "gfx\\event_pictures\ReC11.tga" + allwaystransparent = yes + } spriteType = { name = "GFX_evt_ECO1" #champ céréales texturefile = "gfx\\event_pictures\ECO1.tga" diff --git a/L3T/interface/L3T_misc.gfx b/L3T/interface/L3T_misc.gfx index 78720e45..2b334a3e 100644 --- a/L3T/interface/L3T_misc.gfx +++ b/L3T/interface/L3T_misc.gfx @@ -82,6 +82,10 @@ spriteTypes = { name = "GFX_diplo_relic_icon" texturefile = "gfx\\interface\\diplo_relic_icon.dds" } + spriteType = { + name = "GFX_diplo_muslimc_icon" + texturefile = "gfx\\interface\\diplo_muslim_icon.dds" + } spriteType = { name = "GFX_diplo_gold_icon" texturefile = "gfx\\interface\\diplo_gold_icon.dds" @@ -94,6 +98,14 @@ spriteTypes = { name = "GFX_diplo_rename_icon" texturefile = "gfx\\interface\\diplo_rename_icon.dds" } + spriteType = { + name = "GFX_diplo_land_icon" + texturefile = "gfx\\interface\\diplo_land_icon.dds" + } + spriteType = { + name = "GFX_diplo_prison_icon" + texturefile = "gfx\\interface\\diplo_prison_icon.dds" + } #REC traits spriteType = { name = "GFX_trait_batisseur_cathedrale" @@ -232,4 +244,20 @@ spriteTypes = { texturefile = "gfx\\interface\\societies\\rank_icons_artist_guild_locked.dds" noOfFrames = 4 } + ###ALT LAWS + spriteType = { + name = "GFX_tax_levy_slider_L3Ttrib_unlocked" + texturefile = "gfx\\interface\\tax_levy_slider_unlocked_L3Ttrib.dds" + noOfFrames = 5 + } + spriteType = { + name = "GFX_tax_levy_slider_L3Ttrib_locked" + texturefile = "gfx\\interface\\tax_levy_slider_locked_L3Ttrib.dds" + noOfFrames = 5 + } + spriteType = { + name = "GFX_tax_levy_slider_L3Ttrib_selected" + texturefile = "gfx\\interface\\tax_levy_slider_selected_L3Ttrib.dds" + noOfFrames = 5 + } } diff --git a/L3T/interface/L3T_wonder.gfx b/L3T/interface/L3T_wonder.gfx new file mode 100644 index 00000000..7d1195a9 --- /dev/null +++ b/L3T/interface/L3T_wonder.gfx @@ -0,0 +1,38 @@ +spriteTypes = { + +###L3T cathedrals + + ###Cathedral -romanesque- + spriteType = { + name = "GFX_wonder_strip_cathedral_romane_large" + texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_cathedral_romane_large.dds" + noOfFrames = 3 + } + spriteType = { + name = "GFX_wonder_strip_cathedral_romane_medium" + texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_cathedral_romane_medium.dds" + noOfFrames = 3 + } + spriteType = { + name = "GFX_wonder_strip_cathedral_romane_small" + texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_cathedral_romane_small.dds" + noOfFrames = 3 + } + + ###Cathedral -gothique- + spriteType = { + name = "GFX_wonder_strip_cathedral_romane_large" + texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_cathedral_gothique_large.dds" + noOfFrames = 3 + } + spriteType = { + name = "GFX_wonder_strip_cathedral_gothique_medium" + texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_cathedral_gothique_medium.dds" + noOfFrames = 3 + } + spriteType = { + name = "GFX_wonder_strip_cathedral_gothique_small" + texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_cathedral_gothique_small.dds" + noOfFrames = 3 + } +} \ No newline at end of file diff --git a/L3T/interface/L3T_wonder_mesh.gfx b/L3T/interface/L3T_wonder_mesh.gfx new file mode 100644 index 00000000..d65aebc9 --- /dev/null +++ b/L3T/interface/L3T_wonder_mesh.gfx @@ -0,0 +1,8 @@ +#objectTypes = { +# pdxmesh = { +# name = "wonder_cathedral" +# file = "gfx/models/Mapitems/great_works/cathedral/wonder_cathedral_romane.mesh" +# +# scale = 0.4 +# } +#} \ No newline at end of file diff --git a/L3T/interface/zzz_settlements_replace.gfx b/L3T/interface/zzz_settlements_replace.gfx new file mode 100644 index 00000000..f24587a2 --- /dev/null +++ b/L3T/interface/zzz_settlements_replace.gfx @@ -0,0 +1,59 @@ +objectTypes = { + +#### Western settlement REPLACEMENT######################################################## + + + EMFXActorType = { + name = "westerngfx_temple_1" + actorfile = "gfx\models\Settlements\Western\Western_Church_01.xac" + scale = 1.2f + use_animation = no + cull_distance = 550.0f + } + + EMFXActorType = { + name = "westerngfx_temple_2" + actorfile = "gfx\models\Settlements\Western\Western_Church_01.xac" + scale = 1.2f + use_animation = no + cull_distance = 550.0f + } + + EMFXActorType = { + name = "westerngfx_temple_3" + actorfile = "gfx\models\Settlements\Western\Western_Church_01.xac" + scale = 1.2f + use_animation = no + cull_distance = 550.0f + } + + EMFXActorType = { + name = "westerngfx_temple_4" #romanesque cathedral + actorfile = "gfx\models\Settlements\Western\Western_Church_02.xac" + scale = 1.8f + use_animation = no + cull_distance = 750.0f + } + EMFXActorType = { + name = "westerngfx_temple_5" #gotjical cathedral + actorfile = "gfx\models\Settlements\Western\Western_Church_03.xac" + scale = 1.8f + use_animation = no + cull_distance = 750.0f + } + + pdxmesh = { + name = "tradepost_camp" + file = "gfx\models\Settlements\Trade\tradepost.mesh" + + scale = 0.2f + cull_distance = 500.0f + } + pdxmesh = { + name = "wonder_construction" + file = "gfx/models/Mapitems/great_works/construction/wonder_construction.mesh" + + # scale = 0.7 #vanilla + scale = 0.5 + } +} diff --git a/L3T/localisation/00_L3T_override.csv b/L3T/localisation/00_L3T_override.csv index 16fa5378..f8cc9114 100644 --- a/L3T/localisation/00_L3T_override.csv +++ b/L3T/localisation/00_L3T_override.csv @@ -43,9 +43,9 @@ tp_town_5_muslim;City;Cit tp_town_5_muslim_desc;Each step indicates the amount of population and the degree of development and attractivity of the demesne. It represents the taxable base for the demesne's holder.;Chaque étape indique le niveau de population, le degré de développement et d'attractivité du domaine. \nCe bâtiment représente la base taxable par le propriétaire du domaine. ;;;;;;;;;;;;x #ct_town_1;Hamlet;Hameau;;;;;;;;;;;;x #ct_town_1_desc;Each step indicates the amount of population and the degree of development and attractivity of the demesne. It represents the taxable base for the demesne's holder.\nRequires §Y10§! buildings. Next population level requires §Y15§! buildings. ;Chaque étape indique le niveau de population, le degré de développement et d'attractivité du domaine. \nCe bâtiment représente la base taxable par le propriétaire du domaine.\nRequiert §Y10§! bâtiments au total. Le prochain niveau de population requiert §Y15§! bâtiments.;;;;;;;;;;;;x -ct_town_1;Village;Village;;;;;;;;;;;;x +ct_town_1;Small borough;Bourg modeste;;;;;;;;;;;;x ct_town_1_desc;Each step indicates the amount of population and the degree of development and attractivity of the demesne. It represents the taxable base for the demesne's holder.;Chaque étape indique le niveau de population, le degré de développement et d'attractivité du domaine. \nCe bâtiment représente la base taxable par le propriétaire du domaine.;;;;;;;;;;;;x -ct_town_2;Borough;Bourg;;;;;;;;;;;;x +ct_town_2;Flourishing borough;Bourg florissant;;;;;;;;;;;;x ct_town_2_desc;Each step indicates the amount of population and the degree of development and attractivity of the demesne. It represents the taxable base for the demesne's holder.;Chaque étape indique le niveau de population, le degré de développement et d'attractivité du domaine. \nCe bâtiment représente la base taxable par le propriétaire du domaine.;;;;;;;;;;;;x ct_town_3;Town;Ville;;;;;;;;;;;;x ct_town_3_desc;Each step indicates the amount of population and the degree of development and attractivity of the demesne. It represents the taxable base for the demesne's holder.;Chaque étape indique le niveau de population, le degré de développement et d'attractivité du domaine. \nCe bâtiment représente la base taxable par le propriétaire du domaine.;;;;;;;;;;;;x @@ -65,36 +65,63 @@ ct_town_5_muslim;City;Cit ct_town_5_muslim_desc;Each step indicates the amount of population and the degree of development and attractivity of the demesne. It represents the taxable base for the demesne's holder.;Chaque étape indique le niveau de population, le degré de développement et d'attractivité du domaine. \nCe bâtiment représente la base taxable par le propriétaire du domaine.;;;;;;;;;;;;x #;;OTHER REPLACEMENTS OF VANILLA TAGS FOR BATS;;;;;;;;;;;;x ca_wall_q_1;Ditch;Fossé;;;;;;;;;;;;;x -ca_wall_q_1_desc;_;Un simple fossé ceinturant les lieux, basique mais c'est toujours mieux que rien.;;;;;;;;;;;;;x -ca_wall_q_2;Ditch ans spikes;Fossé avec piques;;;;;;;;;;;;;x -ca_wall_q_2_desc;_;Qui s'y frotte s'y pique ! ;;;;;;;;;;;;;x +ca_wall_q_2;Ditch and spikes;Fossé avec piques;;;;;;;;;;;;;x ca_wall_q_3;Flooded ditch;Fossé inondé;;;;;;;;;;;;;x -ca_wall_q_3_desc;_;Un grand fossé entourant nos défenses et empli d'eaux brunâtres.;;;;;;;;;;;;;x ca_wall_q_4;Moats;Douves;;;;;;;;;;;;;x -ca_wall_q_4_desc;_;Un fossé profond et large rempli d'eau.;;;;;;;;;;;;;x ca_wall_1;Earth bank;Talus défensif;;;;;;;;;;;;;x -ca_wall_1_desc;_;De la terre et des pierres amassées pour former une défense assez sommaire mais qui permet néanmoins de ralentir l'ennemi.;;;;;;;;;;;;;x ca_wall_2;Wooden palissade;Palissade en bois;;;;;;;;;;;;;x -ca_wall_2_desc;_;Une palissade de rondins alignés au somment taillé en pointe. Une défense efficace contre les bêtes et les bandits mais beaucoup plus vulnérables à des soldats entraînés.;;;;;;;;;;;;;x ca_wall_3;Stone walls;Enceinte de pierre;;;;;;;;;;;;;x -ca_wall_3_desc;_;Une enceinte de pierre taillées et maçonnées qui représente une défense digne et suffisante pour la plupart des seigneurs.;;;;;;;;;;;;;x ca_wall_4;Thick stone walls;Enceinte épaisse;;;;;;;;;;;;;x -ca_wall_4_desc;_;Une véritable enceinte faite pour résister à l'ennemi et au machines de siège.;;;;;;;;;;;;;x ca_wall_5;Great walls;Grande enceinte;;;;;;;;;;;;;x -ca_wall_5_desc;_;Des murs en pierre bien épais, hérissés de créneaux et de tours. Qui oserait s'en prendre à nous derrière nos solides murailles ?;;;;;;;;;;;;;x +ct_wall_q_1;Ditch;Fossé;;;;;;;;;;;;;x +ct_wall_q_2;Ditch and spikes;Fossé avec piques;;;;;;;;;;;;;x +ct_wall_q_3;Flooded ditch;Fossé inondé;;;;;;;;;;;;;x +ct_wall_q_4;Moats;Douves;;;;;;;;;;;;;x +ct_wall_1;Earth bank;Talus défensif;;;;;;;;;;;;;x +ct_wall_2;Wooden palissade;Palissade en bois;;;;;;;;;;;;;x +ct_wall_3;Stone walls;Enceinte de pierre;;;;;;;;;;;;;x +ct_wall_4;Thick stone walls;Enceinte épaisse;;;;;;;;;;;;;x +ct_wall_5;Great walls;Grande enceinte;;;;;;;;;;;;;x +tp_wall_q_1;Ditch;Fossé;;;;;;;;;;;;;x +tp_wall_q_2;Ditch and spikes;Fossé avec piques;;;;;;;;;;;;;x +tp_wall_q_3;Flooded ditch;Fossé inondé;;;;;;;;;;;;;x +tp_wall_q_4;Moats;Douves;;;;;;;;;;;;;x +tp_wall_1;Earth bank;Talus défensif;;;;;;;;;;;;;x +tp_wall_2;Wooden palissade;Palissade en bois;;;;;;;;;;;;;x +tp_wall_3;Stone walls;Enceinte de pierre;;;;;;;;;;;;;x +tp_wall_4;Thick stone walls;Enceinte épaisse;;;;;;;;;;;;;x +tp_wall_5;Great walls;Grande enceinte;;;;;;;;;;;;;x +tp_wall_q_1_muslim;Ditch;Fossé;;;;;;;;;;;;;x +tp_wall_q_2_muslim;Ditch and spikes;Fossé avec piques;;;;;;;;;;;;;x +tp_wall_q_3_muslim;Flooded ditch;Fossé inondé;;;;;;;;;;;;;x +tp_wall_q_4_muslim;Moats;Douves;;;;;;;;;;;;;x +tp_wall_1_muslim;Earth bank;Talus défensif;;;;;;;;;;;;;x +tp_wall_2_muslim;Wooden palissade;Palissade en bois;;;;;;;;;;;;;x +tp_wall_3_muslim;Stone walls;Enceinte de pierre;;;;;;;;;;;;;x +tp_wall_4_muslim;Thick stone walls;Enceinte épaisse;;;;;;;;;;;;;x +tp_wall_5_muslim;Great walls;Grande enceinte;;;;;;;;;;;;;x +wall_q_1_desc;A simple ditch surrounding the property, basic but it is always better than nothing.;Un simple fossé ceinturant les lieux, basique mais c'est toujours mieux que rien.;;;;;;;;;;;;;x +wall_q_2_desc;Gather thistles, expect prickles!;Qui s'y frotte s'y pique ! ;;;;;;;;;;;;;x +wall_q_3_desc;A large ditch surrounding our defenses and filled with brownish waters.;Un grand fossé entourant nos défenses et empli d'eaux brunâtres.;;;;;;;;;;;;;x +wall_q_4_desc;A deep and wide ditch filled with water.;Un fossé profond et large rempli d'eau.;;;;;;;;;;;;;x +wall_1_desc;Earth and stones amassed to form a fairly basic defense but which nevertheless makes it possible to slow down the enemy.;De la terre et des pierres amassées pour former une défense assez sommaire mais qui permet néanmoins de ralentir l'ennemi.;;;;;;;;;;;;;x +wall_2_desc;A palisade of logs aligned with their top sharpened. An effective defense against beasts and bandits but much more vulnerable to trained soldiers.;Une palissade de rondins alignés au sommet taillé en pointe. Une défense efficace contre les bêtes et les bandits mais beaucoup plus vulnérables à des soldats entraînés.;;;;;;;;;;;;;x +wall_3_desc;An enclosure of masoned cut stones which represents a decent and sufficient defense for most lords.;Une enceinte de pierre taillées et maçonnées qui représente une défense digne et suffisante pour la plupart des seigneurs. ;;;;;;;;;;;;;x +wall_4_desc;A real enclosure made to resist the enemy and siege machines.;Une véritable enceinte faite pour résister à l'ennemi et aux machines de siège.;;;;;;;;;;;;;x +wall_5_desc;Thick stone walls bristling with battlements and towers. Who would dare to attack us behind our solid walls?;Des murs en pierre bien épais, hérissés de créneaux et de tours. Qui oserait s'en prendre à nous derrière nos solides murailles ?;;;;;;;;;;;;;x ca_con_wall_6;Theodesian walls;Murs Théodosiens;;;;;;;;;;;;;x -ca_con_wall_6_desc;_;Les murs théodosiens ont été érigés pendant le règne de l'empereur Théodose II au début du Ve siècle. Ces murs comptent parmi les plus formidables fortifications jamais construites par l'Homme.;;;;;;;;;;;;;x +ca_con_wall_6_desc;Theodosian walls were erected during the reign of Emperor Theodosius II in the early 5th century. These walls are among the most formidable fortifications ever built by human kind.;Les murs théodosiens ont été érigés pendant le règne de l'empereur Théodose II au début du Ve siècle. Ces murs comptent parmi les plus formidables fortifications jamais construites par l'Homme.;;;;;;;;;;;;;x ca_training_grounds_1;Wooden gate;Porte de guet;;;;;;;;;;;;;x -ca_training_grounds_1_desc;_;Des planches et poutres assemblées afin de sécuriser le domaine. Cette porte est surmontée d'une vigie donnant une vue imprenable sur la région.;;;;;;;;;;;;;x +ca_training_grounds_1_desc;Planks and beams assembled to secure the demesne. This door is surmounted by a lookout giving a breathtaking view of the region.;Des planches et poutres assemblées afin de sécuriser le domaine. Cette porte est surmontée d'une vigie donnant une vue imprenable sur la région.;;;;;;;;;;;;;x ca_training_grounds_2;Stone gate;Porte en pierre;;;;;;;;;;;;;x -ca_training_grounds_2_desc;_;Une structure de pierres assemblées afin de contrôler les entrées et sorties et se barricader en cas d'attaque.;;;;;;;;;;;;;x +ca_training_grounds_2_desc;A structure of stones assembled to control the comings and goings and allow people to barricade in case of attack.;Une structure de pierres assemblées afin de contrôler les allers et venues et permettre de se barricader en cas d'attaque.;;;;;;;;;;;;;x ct_training_grounds_1;Stone gate;Porte en pierre;;;;;;;;;;;;;x -ct_training_grounds_1_desc;_;Des planches et poutres assemblées afin de sécuriser le domaine. Cette porte est surmontée d'une vigie donnant une vue imprenable sur la région.;;;;;;;;;;;;;x +ct_training_grounds_1_desc;Planks and beams assembled to secure the area. This door is surmounted by a lookout giving a breathtaking view of the region.;Des planches et poutres assemblées afin de sécuriser le domaine. Cette porte est surmontée d'une vigie donnant une vue imprenable sur la région.;;;;;;;;;;;;;x ct_training_grounds_2;Guarded gate;Porte gardée;;;;;;;;;;;;;x -ct_training_grounds_2_desc;_;Une structure de pierres assemblées afin de contrôler les entrées et sorties et se barricader en cas d'attaque.;;;;;;;;;;;;;x +ct_training_grounds_2_desc;A structure of stones assembled to control entrances and exits and barricade themselves in the event of an attack.;Une structure de pierres assemblées afin de contrôler les entrées et sorties et se barricader en cas d'attaque.;;;;;;;;;;;;;x ct_training_grounds_3;City gate;Porte de la ville;;;;;;;;;;;;;x -ct_training_grounds_3_desc;_;Une porte renforcée avec des factionnaires en poste.;;;;;;;;;;;;;x -#;;temp to preven vanilla silliness;;;;;;;;;;;;x +ct_training_grounds_3_desc;A reinforced door with sentries on duty. \nThis building costs §Y70§! prestige to get built. Your prestige points will be decreased when you start to build it.;Une porte renforcée avec des factionnaires en poste. \nCe bâtiment requiert de dépenser §Y30§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x +#;;temp to prevent vanilla silliness;;;;;;;;;;;;x ca_keep_1;Keep;Donjon;Bergfried;;Torreón;;;;;;;;;x ca_keep_2;Keep;Donjon;Bergfried;;Torreón;;;;;;;;;x ca_keep_3;Keep;Donjon;Bergfried;;Torreón;;;;;;;;;x @@ -104,13 +131,8 @@ ca_keep_6;Keep;Donjon;Bergfried;;Torre #;;MINOR TITLE;;;;;;;;;;;;x title_master_of_the_hunt;Master of the Hunt;Maître de Chasse;Jägermeister;;Maestro de caza;;;;;;;;;x title_master_of_the_hunt_desc;In an era when hunting was an opportunity to demonstrate horsemanship and martial prowess the hunt was serious business. The master of the hunt was a position of importance.;La chasse permet d’afficher ses talents de cavalier et de guerrier, et jouit d’une grande popularité. Maître de chasse est un titre important.;In einem Zeitalter, in dem Jagen als Möglichkeit galt, die eigene Reit- und Kriegskunst unter Beweis zu stellen, war die Jagd ein ernsthaftes Geschäft. Demnach war das Amt des Jägermeisters sehr wichtig.;;En una época en la que cazar era una oportunidad de demostrar las habilidades marciales y de equitación, la caza era algo serio. Así pues, ser maestro de caza era un cargo importante.;;;;;;;;;x -#;;BANDIT EVENTS;;;;;;;;;;;;x -EVTDESC68001;The peasants of [Root.GetName] are slowly starting to respect my rule again. I should keep my demesne small enough to manage.;Les paysans de [Root.GetName] recommencent progressivement à respecter mon autorité. Je devrais maintenir mon domaine à une taille gérable.;;;;;;;;;;;;x -EVTDESC68010;Due to my somewhat lacking Stewardship skill, a Thieves' Guild has been established in [Root.GetName].;Mon inaptitude pour l’intendance a entraîné l’établissement d’une Guilde de voleurs à [Root.GetName].;;;;;;;;;;;;x -EVTDESC68020;My less than perfect Diplomacy has allowed a Smugglers' Ring to appear in [Root.GetName].;Mes piètres talents de diplomate ont permis à un Cercle de contrebandiers de se créer à [Root.GetName].;;;;;;;;;;;;x -EVTDESC68030;Due to my mediocre understanding of Martial matters, bands of robbers are roaming the countryside in [Root.GetName]. They are too craven to attack my castles though.;À cause de mon manque de discernement dans le domaine martial, des bandes de voleurs sillonnent les campagnes de [Root.GetName]. Ils sont cependant trop lâches pour attaquer mes châteaux.;;;;;;;;;;;;x #;;DIVERS;;;;;;;;;;;;x -CHRONICLE_FILL0009;A river flooded parts of [Root.GetName] in the spring.;Une hideuse sorcière a été pourchassée une bonne partie de l'année par les contrées de [Root.GetName].\nElle fût finalement capturée et -sommairement- jugée avant qu'elle n'offrit un superbe feu de joie pour la population ! ;Ein Fluss trat im [Root.GetName] im Frühjahr über die Ufer.;;En primavera, un río inundó partes de [Root.GetName].;;;;;;;;x +CHRONICLE_FILL0009;An hideous witch was prosecuted for most of the year in the lands of [Root.GetName] in the spring.;Une hideuse sorcière a été pourchassée une bonne partie de l'année par les contrées de [Root.GetName].\nElle fût finalement capturée et -sommairement- jugée avant qu'elle n'offrit un superbe feu de joie pour la population ! ;Ein Fluss trat im [Root.GetName] im Frühjahr über die Ufer.;;En primavera, un río inundó partes de [Root.GetName].;;;;;;;;x coastal_desert;Coastal;Désert côtier;Ozean;;Océano;;;;;;;;;x hills;Hills;Coteaux;Hügel;;Colinas;;;;;;;;;x defenderbonus_hills;Hills;Coteaux;Hügel;;Colinas;;;;;;;;;x @@ -162,17 +184,25 @@ ct_marketplace_2_muslim;Village bazaar;Bazar de village;;;;;;;;;;;;;x ct_marketplace_3_muslim;Local Souq;Souk local;;;;;;;;;;;;;x ct_marketplace_4_muslim;Medina Quarter;Quartier de la médina;;;;;;;;;;;;;x ct_marketplace_5_muslim;Great bazaar;Grand bazar;;;;;;;;;;;;;x -marketplace_1_desc;;Une petite place de marché au centre du hameau où les habitants pratique essentiellement le troc.;;;;;;;;;;;;;x -marketplace_2_desc;;Ce marché est au centre de ce qui est désormais un village. Les marchands y vendent la production des alentours immédiats.;;;;;;;;;;;;;x -marketplace_3_desc;;Grâce à la richesse des productions artisanales locales, ce marché attire des acheteurs venus de toute la province.;;;;;;;;;;;;;x -marketplace_4_desc;;Le marché déjà florissant prend encore de l'ampleur à mesure que la cité croît et génère encore plus d'échanges, de transactions et de revenus.;;;;;;;;;;;;;x -marketplace_5_desc;;La spécialisation des industries locales permet de proposer des produits uniques. Ceux-ci attirent des clients et marchands venus de loin pour acquérir ces produits peu courants.;;;;;;;;;;;;;x +tp_school_1_muslim;Madrasah [muslim.GetGroupName] School;Médersa (Ecole [muslim.GetReligiousGroupMascFem];Madrasa [muslim.GetGroupName]e Schule;;Escuela madrasa [muslim.GetGroupName];;;;;x +tp_school_2_muslim;Madrasah [muslim.GetGroupName] School;Médersa (Ecole [muslim.GetReligiousGroupMascFem];Madrasa [muslim.GetGroupName]e Schule;;Escuela madrasa [muslim.GetGroupName];;;;;x +tp_school_3_muslim;Madrasah [muslim.GetGroupName] School;Médersa (Ecole [muslim.GetReligiousGroupMascFem];Madrasa [muslim.GetGroupName]e Schule;;Escuela madrasa [muslim.GetGroupName];;;;;x +tp_school_1;Monastic School;École monastique;Klosterschule;;Escuela monástica;;;;;;;;;x +tp_school_2;Monastic School;École monastique;Klosterschule;;Escuela monástica;;;;;;;;;x +tp_school_3;Monastic School;École monastique;Klosterschule;;Escuela monástica;;;;;;;;;x +tp_school_1_desc;This school teaches many subjects and is a rare center of high learning, but the students enrolled here primarily study to prepare themselves for future careers in the clergy. No girls allowed.;De nombreuses disciplines sont enseignées dans cette école et c'est l'un des rares lieux d'enseignement. Toutefois, les élèves qui y sont admis se préparent principalement à une carrière religieuse. Les filles n'y sont bien sûr pas admises.;Diese Schule unterrichtet viele Fächer und ist ein seltenes Zentrum der höheren Lehre, doch die Schüler, die hier eingeschrieben sind, studieren hier hauptsächlich, um sich auf ihre zukünftigen Karrieren im Klerus vorzubereiten. Mädchen sind nicht erlaubt.;;Esta escuela imparte numerosas materias y es un centro poco habitual para la formación superior, aunque la mayoría de los estudiantes matriculados en ella se preparan para su futura carrera en el clero. No se admiten mujeres.;;;;;;;;;x +marketplace_1_desc;A small market place in the center of the hamlet where the inhabitants mainly trade.;Une petite place de marché au centre du hameau où les habitants pratiquent essentiellement le troc.;;;;;;;;;;;;;x +marketplace_2_desc;This market is at the center of what is now a village. The merchants sell the production from the immediate vicinity.;Ce marché est au centre de ce qui est désormais un village. Les marchands y vendent la production des alentours immédiats.;;;;;;;;;;;;;x +marketplace_3_desc;Thanks to the wealth of local crafted products, this market attracts buyers from all over the province.;Grâce à la richesse des productions artisanales locales, ce marché attirent des acheteurs venus de toute la province.;;;;;;;;;;;;;x +marketplace_4_desc;The already flourishing market continues to grow as the city grows and generates even more trade, transactions and income.;Le marché déjà florissant prend encore de l'ampleur à mesure que la cité croît et génère encore plus d'échanges, de transactions et de revenus.;;;;;;;;;;;;;x +marketplace_5_desc;The specialization of local industries allows us to offer unique products. These attract customers and merchants from far and wide to acquire these unusual products.;La spécialisation des industries locales permet de proposer des produits uniques. Ceux-ci attirent des clients et marchands venus de loin pour acquérir ces produits peu courants.;;;;;;;;;;;;;x marketplace_1_desc_muslim;A small bazaar in the center of town where merchants peddle their wares.;Un petit souk logé au coeur de la ville où les marchands locaux mènent leurs petites affaires.;Ein kleiner Basar im Zentrum der Stadt, wo die Kaufleute ihre Waren feilbieten. ;;Pequeño bazar del centro de la ciudad donde los mercaderes venden sus mercancías. ;;;;;;;;;x marketplace_2_desc_muslim;A large bazaar in the center of town where merchants peddle their wares.;Un souk situé au centre de la ville où les marchands de la région concluent leurs affaires.;Ein großer Basar im Zentrum der Stadt, wo die Kaufleute ihre Waren feilbieten. ;;Gran bazar del centro de la ciudad donde los mercaderes venden sus mercancías. ;;;;;;;;;x marketplace_3_desc_muslim;This open-air marketplace is filled with merchant stands where almost anything can be bought.;Ce marché à ciel ouvert est rempli de kiosques de marchands où on peut acheter à peu près tout.;Dieser Marktplatz im Freien ist gefüllt mit den Ständen der Kaufleute, an denen man fast alles kaufen kann. ;;Este mercado al aire libre está lleno de puestos de mercaderes que venden prácticamente de todo.;;;;;;;;;x marketplace_4_desc_muslim;This walled and highly populated quarter of the city is a complex maze of narrow streets and alleyways.;Ce bazar à l'intérieur de l'enceinte de la cité est très peuplé. Ses rues étroites et ses ruelles forment un complexe labyrinthe.;Dieses von Mauern umgebene und stark bewohnte Stadtviertel ist ein komplexes Labyrinth aus engen Straßen und Gassen.;;Este barrio amurallado de la ciudad, densamente poblado, es un complejo laberinto de callejuelas y pasadizos.;;;;;;;;;x marketplace_5_desc_muslim;A great bazaar that seems filled with merchants from all over the known world. If an item can't be found for sale here, it likely doesn't exist.;Un grand bazar qui accueille les marchands provenant de tous les coins du monde connu. Si vous ne trouvez pas ce que vous cherchez ici, c'est probablement que cela n'existe pas.;Ein großer Basar, der mit Kaufleuten aus der ganzen Welt gefüllt ist. Wenn ein Gegenstand hier nicht zum Verkauf feilgeboten wird, ist es sehr wahrscheinlich, dass er gar nicht existiert. ;;Este gran bazar parece reunir a mercaderes de todo el mundo conocido. Lo que no está a la venta aquí, probablemente ni existe. ;;;;;;;;;x -EARLY_MED;High Middle Ages;Haut Moyen Âge;Hochmittelalter;;Plena Edad Media;;;;;;;;;x +#VARIOUS;x +EARLY_MED;High Middle Ages;Haut Moyen Âge;;;;;;;;;;;;x BM_FATE_OF_ENGLAND_ERA;Central Middle Ages;Moyen Âge central;Hochmittelalter;;Plena Edad Media;;;;;;;;;x prosperityz_modifier_1;Prospering;Prospérité économique;Wachsend;;Prosperando;;;;;;;;;x prosperityz_modifier_2;Flourishing;Économie florissante;Blühend;;Floreciendo;;;;;;;;;x @@ -182,3 +212,56 @@ desc_prosperityz_modifier_2;A prolonged period of peace and shrewd management ha desc_prosperityz_modifier_3;A prolonged period of peace and shrewd management has caused this county to §YBoom§!! \n\n§YProsperity§! will increase with time, but will be hampered by negative province modifiers, war, disease and sieges. Construct §YHospitals§! and keep the province clear of hostile armies to ensure that the county continues to prosper.;Une période prolongée de paix et une gestion judicieuse ont donné lieu à une §Yéconomie en plein essor§! dans le comté ! \n\nLa §Yprospérité§! augmentera avec le temps, mais sera entravée par tout modificateur comtal négatif, la guerre, la maladie ou un siège. Construisez un §Yhôpital§! et gardez toute armée ennemie hors du comté afin qu'il continue à prospérer.;Nach einer langen Zeit des Friedens und gewandter Verwaltung §Yfloriert§! diese Grafschaft geradezu! \n\nDer §YWohlstand§! wird sich im Lauf der Zeit steigern, doch negative Provinzmodifikatoren, Kriege, Krankheiten und Belagerungen wirken dem entgegen. Baut §YHospitale§! und haltet feindliche Armeen aus der Provinz fern, damit die Grafschaft weiter boomen kann.;;Un prolongado período de paz y gestión inteligente ha llevado a este condado a un §YAuge§!! \n\nLa §YProsperidad§! aumentará con el tiempo, pero será dificultada por modificadores de provincia negativos: guerra, enfermedad y asedios. Construye §YHospitales§! y mantén provincia libre de ejércitos hostiles para asegurarte que el condado sigue prosperando.;;;;;;;;;x trade_route;Trade agreement;Accord commercial;;;;;;;;;;;;x desc_trade_route;The local Lord has conclued a trade agreement with a foreign realm bringing in exotic goods.;Le seigneur local a passé un accord commercial avec un royaume lointain, ce qui permet un approvisionnement en biens exotiques.;;;;;;;;;;;;x +#;;x;;;;;;;;;;;;x +thieves_guild;Thieves' lair;Repaire de voleurs;;;Repare de ladrones;;;;;;;;;x +smugglers_ring;Smugglers' Ring;Réseau de contrebandiers;Schmugglerring;;Red de contrabandistas;;;;;;;;;x +highway_robber_band;Highway Robbers company;Compagnie de bandits de grands chemins;;;;;;;;;;;;x +highway_robber_band_desc;A large band of robbers is prowling the countryside.;Un grand nombre de voleurs rôde dans la campagne.;Eine große Räuberbande macht die Gegend unsicher.;;Una gran banda de bandidos está merodeando por el campo.;;;;;;;;;x +smugglers_ring_desc;Smugglers infest the area and harm local trade.;Des contrebandiers infestent la région et nuisent au commerce.;Schmuggler haben sich in dem Gebiet breitgemacht.;;Contrabandistas infestan la zona.;;;;;;;;;x +thieves_guild_desc;The number of misdeeds of these bandits who attack the inhabitants and travellers has exploded.;Les nombre de méfait de ces bandits qui s'en prennent aux habitants et aux voyageurs a explosé.;Die Menge der Diebe, die sich an dieser Grafschaft schadlos halten, ist enorm.;;La cantidad de ladrones que atacan a la gente de este condado es enorme.;;;;;;;;;x +action_fabricate_claims_desc;Send your [GetChancellorName] to fabricate claims on landed titles held by local rulers.\n A skilled enough [GetChancellorName] may fabricate a claim on a county.\n Only with the "Become King" ambition is it possible to fabricate a claim on duchies.;Envoyez votre [GetChancellorName] fabriquer des revendications sur des titres fonciers détenus par des seigneurs locaux. \nSi sa compétence est suffisamment élevée il pourra éventuellement fabriquer une revendication sur un titre de Comte.\n Par contre, il ne sera possible de fabriquer une revendication pour un Duché qu'en poursuivant l'ambition "Devenir roi".;;;Envía a tu [GetChancellorName] para fabricación derechos sobre títulos de tierras que poseen los gobernantes locales. Un [GetChancellorName] altamente calificado puede incluso fabricar una reclamación sobre un condado. Sólo con la ambición "Convertirse en Rey" es posible fabricar una reclamación sobre un ducato.;;;;;;;;;x +action_statecraft_desc;Work to improve relations with random vassals, neighboring rulers, and your liege – and lower threat.\nAdditionally, it permits to lower claim fabrication chances against you.;Oeuvrer à améliorer les relations avec des vassaux, des dirigeants voisins et votre seigneur lige, ainsi que réduire la menace que vous représentez. \nDe plus, cela permet également de diminuer les chances de fabriquer de revendications contre vous. ;;;;;;;;;;;;x +action_advance_eco_tech;Develop Economy;Développer l'économie;Entwicklung der Wirtschaft;;Desarrollar la economía;;;;;;;;;x +action_advance_eco_tech_desc;Have your [GetTreasurerName] developing the economy. \nYour [GetTreasurerName] will be researching techniques and methods, controling measurings in markets and shops as well as rules being respected to create a favorable mood for economy. \n§G!Get yearly a chance to gain a bonus in development growth.§!;Envoyez votre [GetTreasurerName] veiller au bon développement de l'économie. \nPour se faire, votre [GetTreasurerName] recherchera de meilleures techniques et méthodes, contrôlera les mesures et pesées sur les marchés locaux et dans les échoppes, la régularité des échanges afin de créer un climat favorable à l'économie. \n§G!Chaque année a une chance d'obtenir un bonus de développement dans la province.§!;;;;;;;;;;;;x +JOB_PROSELYTIZE_SAME_RELIGION;Proselytize: §YProvince already of our faith.§!;Faire du prosélytisme: §YProvince déjà de notre foi§!;Bekehrung: §YProvinz ist bereits konvertiert.§!;;Proselitismo: §Yprovincia ya convertida.§!;;;;;;;;;x +JOB_PROSELYTIZE_DIFFERENT_RELIGION;Proselytize: §GProvince can be converted. §!Current religion: §Y[Root.Religion.GetName]§!;Faire du prosélytisme: §GLa province peut être convertie. §!Religion actuelle: §Y[Root.Religion.GetName]§!;Bekehren: §GProvinzen können konvertiert werden. Momentane Religion: §!§Y[Root.Religion.GetName]§!;;Proselitismo: §Gse puede convertir la provincia. Religión actual: §!§Y[Root.Religion.GetName]§!;;;;;;;;;x +JOB_PROSELYTIZE_CONVERT_INDEPENDENT;Proselytize: §GIndependent ruler can be converted. §!Current religion: §Y[Root.Holder.Religion.GetName]§!;Faire du prosélytisme: §GLe dirigeant indépendant peut être converti. §!Religion actuelle: §Y[Root.Holder.Religion.GetName]§!;Bekehren: §GUnabhängiger Herrscher kann konvertiert werden. Momentane Religion: §!§Y[Root.Holder.Religion.GetName]§!;;Proselitismo: §Gse puede convertir al gobernante independiente. Religión actual: §!§Y[Root.Holder.Religion.GetName]§!;;;;;;;;;x +#EVENTS;x +#tournament;x +EVTOPTA88270;A momentous day.;Un jour mémorable.;Ein bedeutsamer Tag. ;;Un día memorable.;;;;;;;;;x +EVTOPT_AA88270;Victory will be its name!;Victoire sera sont nom !;;;;;;;;;;;;x +EVTOPT_AA88271;A well deserved prize.;Un prix bien mérité.;;;;;;;;;;;;x +EVTOPT_AA88272;It will serve me well!;Elle me servira bien !;;;;;;;;;;;;x +EVTOPTC70000;Not really something for us.;Ce n'est pas pour nous.;;;;;;;;;;;;x +EVTOPTC88250;Not really something for us.;Ce n'est pas pour nous.;;;;;;;;;;;;x +#claim;x +EVTOPTB20140;Try to bribe [This.GetHerHim];J'essaie de le soudoyer.;Versuchen, ihn zu bestechen;;Intenta sobornarlo.;;;;;;;;;x +EVTOPTD20140;Such offer can't be refused...;Une telle offre ne peut se refuser...;;;;;;;;;;;;x +EVTTOOLTIP20144;Send [This.GetHerHim] an offer;Je lui fais une proposition.;Ihm ein Angebot senden;;Hazle una oferta.;;;;;;;;;x +EVTTOOLTIP20144b;Send [This.GetHerHim] a generous offer;Je lui fais une offre généreuse.;Ihm ein Angebot senden;;Hazle una oferta.;;;;;;;;;x +EVTOPTC20140;Arrest and banish [From.GetHerHim];L'arrête et [From.GetLeLa] bannir;Ich lasse es besser erstmal gut sein;;Mejor pasar del tema por ahora.;;;;;;;;;x +EVTOPTA20144;I guess that could be arranged;Je suppose que cela peut s'arranger.;Ich denke, das könnte sich arrangieren lassen;;De acuerdo, por qué no.;;;;;;;;;x +EVTOPTB20144;I would never betray my liege!;Je ne trahirai jamais m[Root.Liege.GetOnA] [Root.Liege.GetLordLady] lige !;Ich würde nie meinen Lehnsherrn verraten!;;¡Jamás traicionaría a mi señor!;;;;;;;;;x +EVTOPTC20144;I guess that could be arranged;Je suppose que cela peut s'arranger.;Ich denke, das könnte sich arrangieren lassen;;De acuerdo, por qué no.;;;;;;;;;x +EVTOPTD20144;I would never betray my liege!;Je ne trahirai jamais m[Root.Liege.GetOnA] [Root.Liege.GetLordLady] lige !;Ich würde nie meinen Lehnsherrn verraten!;;¡Jamás traicionaría a mi señor!;;;;;;;;;x +#LAWS;x +tax_levy_law_tribal;Tribal;Tribu;Stammesbesteuerung;;Tribal;;;;;;;;;x +tax_levy_law_tribal_desc;Tribes do not generate much gold, but their taxation can be adjusted by laws.;Les tribus ne rapportent pas beaucoup d'or, par contre les lois ajusteront leurs impôts.;Die Goldeinnahmen der Stämme sind gering. Trotzdem ist die Höhe der Besteuerung gesetzlich geregelt.;;Las tribus no generan mucho oro, pero sus impuestos pueden ser ajustados por las leyes.;;;;;;;;;x +tax_levy_law_tribal_4;No Tribal Tax;Exonération des tribus;Keine Stammesbesteuerung;;Ningún impuesto Tribal;;;;;;;;;x +tax_levy_law_tribal_4_desc;Tribes are exempt from taxes.;Les tribus sont exonérées d'impôts.;Die Stämme sind von Steuern befreit.;;Las tribus están exentas de impuestos.;;;;;;;;;x +tax_levy_law_tribal_3;Minimal Tribal Tax;Impôt tribal minimal;Minimale Stammesbesteuerung;;Impuesto tribal mínimo;;;;;;;;;x +tax_levy_law_tribal_3_desc;Tribes have to pay a small contribution to the greater good of the realm.;Les tribus doivent payer une petite contribution financière pour l'intérêt supérieur du Royaume.;Die Stämme müssen für das allgemeine Wohl des Reichs einen geringen finanziellen Beitrag leisten.;;Se espera que las tribus hagan una pequeña contribución financiera para el bien mayor del reino.;;;;;;;;;x +tax_levy_law_tribal_2;Medium Tribal Tax;Impôt tribal moyen;Mittlere Stammesbesteuerung;;Impuesto tribal medio;;;;;;;;;x +tax_levy_law_tribal_2_desc;Tribes have to pay a moderate contribution to the greater good of the realm.;Les tribus doivent payer une contribution financière modérée pour l'intérêt supérieur du Royaume.;Die Stämme müssen für das allgemeine Wohl des Reichs einen moderaten finanziellen Beitrag leisten.;;Se espera que las tribus hagan una moderada contribución financiera para el bien mayor del reino.;;;;;;;;;x +tax_levy_law_tribal_1;Large Tribal Tax;Impôt tribal élevé;Hohe Stammesbesteuerung;;Impuesto tribal grande;;;;;;;;;x +tax_levy_law_tribal_1_desc;Tribes have to pay a substantial contribution to the greater good of the realm.;Les tribus doivent payer une contribution financière substantielle pour l'intérêt supérieur du Royaume.;Die Stämme müssen für das allgemeine Wohl des Reichs einen erheblichen finanziellen Beitrag leisten.;;Se espera que las tribus hagan una sustancial contribución financiera para el bien mayor del reino.;;;;;;;;;x +tax_levy_law_tribal_0;Very Large Tribal Tax;Impôt tribal trés élevé;Hohe Stammesbesteuerung;;Impuesto tribal grande;;;;;;;;;x +tax_levy_law_tribal_0_desc;Tribes have to pay a very large contribution to the greater good of the realm.;Les tribus doivent payer une contribution financière trés importante pour l'intérêt supérieur du Royaume.;;;;;;;;;;;;x +#BANDITS;x +EVTDESC68001;The burghers and peasants of [Root.GetName] are slowly starting to respect my rule again. This would help me as well towards clergy and local nobles. I should never let my treasury go negative!;Les bourgeois ainsi que la paysannerie en [Root.GetName] commencent à respecter de nouveau ma position. Cela devrait me permettre de reprendre le dessus concernant le clergé local et la noblesse. Plus jamais je n'aurai de dettes !;Allmählich respektieren die Bauern von [Root.GetName] wieder meine Herrschaft. Nie wieder soll meine Schatzkammer leer sein!;;Los campesinos de [Root.GetName] vuelven lentamente a respetar mi mandato. ¡Nunca debí dejar que las cuentas del tesoro tocaran fondo!;;;;;;;;;x +EVTDESC68010;My sheriffs and magistrates struggle to maintain things in order in [Root.GetName]. \nAs we somehow lack diplomacy skills, we failed to make the rise of the Thieves' Lair in [Root.GetName] not impacting the whole province.;Mes prévôts et baillis peinent à maintenir l'ordre sur nos terres de [Root.GetName]. \nPar manque de qualités de diplomate, nous n'avons pu empêcher que l'émergence d'un Repaire de voleurs récemment établi, n'impacte désormais [Root.GetName] dans son entiereté.;;;;;;;;;;;;x +EVTDESC68020;My sheriffs and baillifs struggle to maintain things in order in [Root.GetName]. \nAs we somehow lack stewardship skills, we failed to restrict the growing influence of a Smuggler's ring in [Root.GetName], which is now well established and plagues the whole province.;Mes prévôts et baillis peinent à maintenir l'ordre sur nos terres de [Root.GetName]. \nPar manque de qualités d'intendance, nous n'avons pu empêcher qu'un Réseau de contrebandiers soit maintenant bien ancré et prospère [Root.GetName].;;;;;;;;;;;;x +EVTDESC68030;My sheriffs struggle to control correctly [Root.GetName]. \nAs we somehow lack martial skills, we failed to fight efficiently the fierce Highway robbers company, letting them roam almost freely in the whole province of [Root.GetName].;Mes baillis peinent à maintenir l'ordre et surveiller nos terres de [Root.GetName]. \nPar manque de qualités martiales, le contrôle des routes et l'enrôlement des hommes de [Root.GetName] nous échappe en laissant prospérer et circuler dans toute la province une Compagnie de bandits de grands chemins.;;;;;;;;;;;;x +EVTDESC68011;Thanks to my wise Stewardship of §Y[Root.GetName]§! and some cunning, the local Thieves' lair has been eradicated.;Grâce à ma bonne gestion de [Root.GetName] et de fines manipulations, le Repaire de voleurs a pu être éradiqué.;;;;;;;;;;;;x +EVTDESC68021;Thanks to my great Stewardship skill, the Smugglers' Ring in §Y[Root.GetName]§! has been destroyed. The head of the last smuggler is now rotting on a pike outside the city gates.;Grâce à mes grandes compétences en intendance, le Réseau de contrebandiers de [Root.GetName] a été éradiqué. La tête du dernier contrebandier pourrit désormais au bout d'une pique devant les portes de la cité.;Dank meiner großartigen Diplomatiefähigkeit wurde der Schmugglerring in §Y[Root.GetName]§! vernichtet. Der Kopf des letzten Schmugglers verrottet nun auf einem Spieß vor den Stadttoren.;;Gracias a mi habilidad diplomática, la red de contrabandistas de [Root.GetName] ha sido destruida. El jefe del último contrabandista se pudre ahora empalado en una pica fuera de la villa.;;;;;;;;;x +EVTDESC68031;With my great Martial ability, I have rounded up and executed the highway robber company that was plaguing §Y[Root.GetName]§!!;Grâce à mes grandes compétences martiales, j'ai fait arrêter et exécuter la plupart des scélérats de la compagnie de bandits de grands chemins qui sévissait en [Root.GetName] !;Dank meiner großartigen Kriegskunstfähigkeit konnte ich die §Y[Root.GetName]§! heimsuchenden Räuberbanden zusammentreiben und hinrichten!;;¡Con mi gran habilidad militar he acorralado y ejecutado a las bandas de ladrones que plagaban [Root.GetName]!;;;;;;;;;x diff --git a/L3T/localisation/00_L3T_version.csv b/L3T/localisation/00_L3T_version.csv index bad8fe9a..ce37d734 100644 --- a/L3T/localisation/00_L3T_version.csv +++ b/L3T/localisation/00_L3T_version.csv @@ -1 +1 @@ -NEW_DLC_AVAILABLE;The Three Towers // v0.98 SAINT1;Les Trois Tours // v0.98 SAINT1;;;;;;;;;;;;x \ No newline at end of file +NEW_DLC_AVAILABLE;The Three Towers // v1.00 SEAL1;Les Trois Tours // v1.00 SEAL1;;;;;;;;;;;;x \ No newline at end of file diff --git a/L3T/localisation/L3T_events_claims.csv b/L3T/localisation/L3T_events_claims.csv new file mode 100644 index 00000000..1ee4d9a6 --- /dev/null +++ b/L3T/localisation/L3T_events_claims.csv @@ -0,0 +1,92 @@ +#;;;;;;;;;;;;;;x +EVTTOOLTIPL3T80;The [From.GetJobTitle] is caught and get banned.;Il est procédé à la capture et au banissement du Conseiller.;;;;;;;;;;;;x +EVTTOOLTIPL3T81;The [From.GetJobTitle] can learn about the arrest thanks to [From.GetHerHis] Intrigue skills.;Le [From.GetJobTitle] peut suspecter de son arrestation grâce à ses compétences en Intrigue. ;;;;;;;;;;;;x +DESCL3T.80a;As soon as I hear a knock on the door of my apartments I feel that something is not right. No need to be a soothsayer for that of course and when the door crashes and the guards of [claim_liege.GetBestName] enter the room I know my fate is sealed. \nThe next moment I am (man)-handled to [claim_liege.GetHerHim] to be trialed immediately and banished from the Realm.;Dès que j'entends frapper à la porte de mes appartements je pressens que quelque chose n'est pas normal. Nul besoin d'être devin pour cela évidemment et lorsque la porte se fracasse et que les gardes de [claim_liege.GetBestName] entrent dans la pièce je sais que mon sort est scellé. \nL'instant d'après je suis (mal)-mené jusque devant [claim_liege.GetHerHim] pour être jugé immédiatement et banni du Royaume. ;;;;;;;;;;;;x +DESCL3T.80b;Despite my attempted escape, I was soon caught by the brutes of [claim_noble.GetBestName]. [claim_noble.GetHerHisCap] determination is equal to [claim_noble.GetHerHisCap] anger towards me and I soon find myself languishing in a smelly dungeon. Fortunately, it doesn't take long to get out of it to throw me into an equally comfortable cart that takes me out of the Realm. \nI am banned!;Malgré ma tentative de fuite, je suis bientôt rattrapé[claim_chancellor.Get_E] par les hommes de mains de [claim_noble.GetBestName]. Sa détermination est à la hauteur de sa colère envers moi et je me retrouve bientôt à croupir dans un cachot malodorant. Heureusement l'on ne tarde à m'en extraire pour me jeter dans un chariot tout aussi confortable qui m'emmène hors du Royaume. \nMe voilà banni[claim_chancellor.Get_E]!;;;;;;;;;;;;x +DESCL3T.80c;While I hadn't believed that [claim_noble.GetBestName], even in a fit of anger, could come to such a degree of violence, I quickly find myself mistreated , then enlisted. Without further trial, I was thrown into a cart that drove me out of the Kingdom. \nI am banished!;Alors que je n'avais pu croire que [claim_noble.GetBestName], même dans un accès de colère, puisse en venir à un tel degré de violence, je me retrouve bien vite malmené[claim_chancellor.Get_E], puis engeôlé[claim_chancellor.Get_E]. Sans autre procès, on me jette dans une carriole qui me reconduit hors du Royaume. \nMe voilà banni[claim_chancellor.Get_E] !;;;;;;;;;;;;x +L3T.80A;This could have been worse...;Cela aurait pu être pire...;;;;;;;;;;;;x +L3T.80B;It's no good;Cela n'augure rien de bon;;;;;;;;;;;;x +L3T.80C;How dare they?;Comment osent-ils ?;;;;;;;;;;;;x +DESCL3T.81;Thanks to my network of informants, I was made aware that fellowing of my actions against [claim_liege.GetBestName] is trying to arrest me. This probably to stop my activities regarding the falsification of documents to create a claim on his titles. \nHe is right, indeed, remains to be seen what my options are... ;Grâce à mon réseau d'informateurs, il m'a été donné à connaître que suite à mes agissements [claim_liege.GetBestName] cherche à me mettre aux arrêts. Cela probablement afin que je cesse mes activités quant à la falsification de documents pour créer une revendication sur ses titres. \nIl a vu juste en effet, reste à voir quelles sont mes options...;;;;;;;;;;;;x +L3T.81A;Flee, you foooools!!!;Fuyez, pauvres fous !!!;;;;;;;;;;;;x +EVTTOOLTIPL3T81a;We manage to get away;Nous réussissons à nous enfuir;;;;;;;;;;;;x +L3T.81B;A vile attempt at intimidation, I can't believe in this...;Une vile tentative d'intimidation, je ne peux le croire... ;;;;;;;;;;;;x +EVTTOOLTIPL3T81b;We're caught up and arrested;Nous sommes rattrapés et arrêtés;;;;;;;;;;;;x +DESCL3T.82;I was able to escape the fate that [claim_liege.GetBestName] was reserving to me but unfortunately I have to abandon my mission. My liege-lord will probably be irritated by this and any new attempt risks being compromised... ;J'ai pu échapper au sort que me réservais [claim_liege.GetBestName] mais je dois malheureusement abandonner ma mission. Mon seigneur-lige en sera probablement irrité et toute nouvelle tentative risque d'en être compromise...;;;;;;;;;;;;x +L3T.82A;Sad outcome, but happy to have survived this situation...;Triste issue, mais content d'avoir survécu à cette situation... ;;;;;;;;;;;;x +DESCL3T.83a;We had sent [claim_chancellor.GetBestName] with the mission of fabricating on our behalf a claim on the titles of [claim_noble.GetBestName], which unfortunately ordered the arrest and banishment of our [claim_chancellor.GetJobTitle]. We are awaiting his return to my court shortly... ;Nous avions envoyé [claim_chancellor.GetBestName] avec pour mission de fabriquer pour notre compte une revendication sur les titres de [claim_noble.GetBestName], qui malheureusement a ordonné l'arrestation et le bannisement de notre [claim_chancellor.GetJobTitle]. Nous attendons son retour à ma cour sous peu...;;;;;;;;;;;;x +DESCL3T.83b;We had sent [claim_chancellor.GetBestName] with the mission of making a claim on our behalf for titles. \nUnfortunately, things took a terrible turn when our target, [claim_noble.GetBestName] ordered the arrest of our [claim_chancellor.GetJobTitle], who fortunately succeed to escape. ;Nous avions envoyé [claim_chancellor.GetBestName] avec pour mission de fabriquer pour notre compte une revendication sur des titres. \nMalheureusement les choses ont pris une tournure infortune lorsque notre cible, [claim_noble.GetBestName] a ordonné l'arrestation de notre [claim_chancellor.GetJobTitle], qui a heureusement pu s'échapper. ;;;;;;;;;;;;x +L3T.83A;Bring [claim_chancellor.GetHerHim] to us!;Amenez-[claim_chancellor.GetHerHim] nous !;;;;;;;;;;;;x +L3T.83B;What incompetence!;Quelle incompétence !;;;;;;;;;;;;;x +DESCL3T.84b;Finally we caught this vile scoundrel of [claim_chancellor.GetBestName]!;Enfin nous avons attrapé ce vil faquin de [claim_chancellor.GetBestName] !;;;;;;;;;;;;;x +DESCL3T.84a;We were able to pick up by speed [claim_chancellor.GetBestName] and stop [claim_chancellor.GetHerHim]. After passing by our jails the lackey of [claim_liege.GetBestName] is on the way back... ;Nous avons pu prendre de vitesse [claim_chancellor.GetBestName] et l'arrêter. Après un passage par nos geôles le laquais de [claim_liege.GetBestName] est sur le chemin du retour...;;;;;;;;;;;;x +DESCL3T.84c;How did [claim_chancellor.GetBestName] could have escape us !?;Comment [claim_chancellor.GetBestName] a pu nous échapper !?;;;;;;;;;;;;x +L3T.84A;That he never comes back!;Qu'il ne revienne jamais !;;;;;;;;;;;;x +L3T.84B;He's not about to come back...;Il n'est pas prêt de revenir...;;;;;;;;;;;;x +he_attempted_fabricate_claim_chancellor_banned;Tried to fabricate claim on my titles;A tenté de fabriquer une revendication sur mes titres;;;;;;;;;;;;x +opinion_failure_claim;Failed at fabrication claims;A failli dans sa mission de fabrication de revendications;;;;;;;;;;;;x +tarnished_reputation_claim;Tarnished reputation;Réputation ternie;;;;;;;;;;;;x +tarnished_reputation_claim_desc;As chancellor, this character used dishonest methods that tarnished his reputation.;En tant que chancelier, ce personnage a eu recours a des méthodes malhonnêtes entâchant sa réputation.;;;;;;;;;;;;x +DESCL3T.86;The mission of claim falsification is a long one and can be quite expensive. \nIt is time for periodical funding our councillor for his task. Hence why [From.job_chancellor.GetTitledName], our [From.job_chancellor.GetJobTitle] is here today.;La mission de falsification de revendications est une tâche qui s'inscrit dans la durée et s'avère coûteuse. \nEst venu l'heure du refinancement périodique de notre conseiller pour sa tâche. C'est pourquoi notre [From.job_chancellor.GetJobTitle], [From.job_chancellor.GetTitledName] est ici aujourd'hui.;;;;;;;;;;;;x +L3T.86A;Sure, it is still my goal;Bien sûr, cela demeure notre objectif;;;;;;;;;;;;x +L3T.86B;It doesn't worth the efforts and gold;Cela n'en vaut ni la peine, ni l'or;;;;;;;;;;;;x +L3T.86C;It should cost that much...;Cela ne devrait pas couter autant d'or;;;;;;;;;;;;x +custom_L3T.86_claim;The mission is likely to be affected by this lack of financial means...;La mission risque d'être affectée par ce manque de moyen financiers...;;;;;;;;;;;;x +#;;;;;;;;;;;;;;x +DESCL3T.91;We have to face the facts, stewardship is not where we risk excelling. \nFortunately, our Steward is rather gifted for that and should agree to also insure our share, even if it means overloading him. \nBut after all, that's what our advisers are for?;Il faut se rendre à l'évidence, l'intendance, ce n'est pas là que nous risquons d'exceller. \nHeureusement, notre Intendant est plutôt doué pour ça et devrait accepter d'assurer également notre part, quitte à le surcharger. \nMais après tout, c'est ce à quoi servent nos conseillers ?;;;;;;;;;;;;;x +L3T.91A;We shall delegate that;Déléguons cela;;;;;;;;;;;;;x +L3T.91B;This is our duty!;Non, c'est notre devoir !;;;;;;;;;;;;;x +DESCL3T.94a;My stewardship skills are much better than they were until recently. \nnIt's time to take the reins! \nDelegating these missions to our [From.GetJobTitle] is therefore no longer necessary, allowing [From.GetBestName] to more calmly and more efficiently resume its other tasks.;Mes compétences en intendance sont nettement meilleures qu'elles ne le furent jusqu'à récemment. \nIl est temps de reprendre les rênes ! \nLa délégation de ces missions à notre [From.GetJobTitle] n'est donc plus nécessaire, permettant ainsi à [From.GetBestName] de reprendre plus sereinement et plus efficacement ses autres tâches. ;;;;;;;;;;;;;x +DESCL3T.94b;My liege don't need me for that anymore;Mon suzerain n'a plus besoin de moi pour cela;;;;;;;;;;;;;x +L3T.94A;What a relief!;Quel soulagement !;;;;;;;;;;;;x +DESCL3T.95a;My Steward is unfortunately no longer competent enough to carry out this extra work in addition to these usual missions. \nWe'll have to get back to it.;Mon Intendant n'est malheureusement plus assez compétent pour assurer ce surplus de tâches en plus de ces missions habituelles. \nNous allons devoir nous y remettre. ;;;;;;;;;;;;;x +DESCL3T.95b;Despite all my efforts, I must rely on the evidence, I cannot properly ensure both my own missions and the prerogatives of my Lord. \nI must therefore abandon this excess work and concentrate on my tasks.;Malgré tous mes efforts, il faut que je m'en remette à l'évidence, je ne puis assurer correctement et mes propres missions, et les prérogatives de mon Seigneur. \nJe dois donc abandonner ce surplus de travail et me concentrer à mes tâches. ;;;;;;;;;;;;;x +L3T.95A;How disappointing!;Quelle déception!;;;;;;;;;;;;x +DESCL3T.96a;[From.GetBestName], our [From.GetJobTitle] is no more, we must now take over the tasks that we had delegated to it. \nHope we can insure them or that his replacement is able to do so.;[From.GetBestName], notre [From.GetJobTitle] n'est plus, nous nous devons désormais de reprendre les tâches que nous lui avions déléguées. \nEspérons pouvoir les assurer ou que son remplaçant soit en mesure de le faire. ;;;;;;;;;;;;;x +DESCL3T.96b;Learning of the disappearance of our Lord, I must now take over the tasks that [Root.GetBestName] we had delegated. \nHope we can insure them or that his successor is able to do so.;Apprenant la disparition de notre Seigneur, je dois désormais de reprendre les tâches que [Root.GetBestName] nous avions déléguées. \nEn espérant pouvoir les assurer ou que son successeur soit en mesure de le faire. ;;;;;;;;;;;;;x +L3T.96A;Death teared us apart;La mort nous a séparé;;;;;;;;;;;;x +#;;;;;;;;;;;;;;x +JOB_PROSELYTIZE_SAME_RELIGION_HERESY;Proselytize: §GHeretical province can be converted. §!Current heresy: §Y[Root.Religion.GetName]§!;Faire du prosélytisme: §GLa province hérétique peut être convertie. §!Religion actuelle: §Y[Root.Religion.GetName]§!;;;;;;;;;;;;x +JOB_CLAIM_CONNECTED_INSIDE;Fabricate claims: §Gon lands adjacent to our Demesne§!, inside the §Y[Root.Realm.GetFullBaseName]§!;Fabriquer des revendications : §Gsur des terres adjacentes à notre Domaine§!, au sein du §Y[Root.Realm.GetFullBaseName]§!;;;;;;;;;;;;x +JOB_CLAIM_CONNECTED_OUTSIDE;Fabricate claims: §Gon lands adjacent to our Demesne§!, in a foreign Realm (§Y[Root.Realm.GetFullBaseName]§!);Fabriquer des revendications : §Gsur des terres adjacentes à notre Domaine§!, dans un royaume étranger (§Y[Root.Realm.GetFullBaseName]§!);;;;;;;;;;;;x +JOB_CLAIM_UNCONNECTED_INSIDE;Fabricate claims: §Gon further lands§!, inside the §Y[Root.Realm.GetFullBaseName]§!;Fabriquez des revendications : §Gsur des terres plus lointaines§!, au sein du §Y[Root.Realm.GetFullBaseName]§!;;;;;;;;;;;;x +JOB_CLAIM_UNCONNECTED_OUTSIDE;Fabricate claims: §Gon further lands§!, in a foreign Realm (§Y[Root.Realm.GetFullBaseName]§!);Fabriquez des revendications : §Gsur des terres plus lointaines§!, dans un royaume étranger (§Y[Root.Realm.GetFullBaseName]§!);;;;;;;;;;;;x +JOB_ECO_CAPITAL;Develop economy: §Gin our realm capital§!, likely one of the best place to focus on.;Développer l'économie : §Gdans notre capitale§!, probablement un choix judicieux.;;;;;;;;;;;;;x +JOB_ECO_CAPITAL_NOT;Develop economy: §Gin our demesne§!, nowhere there's no need for this!;Développer l'économie : §Gdans notre domaine§!, nul endroit n'en aurait pas besoin !;;;;;;;;;;;;;x +#;;;;;;;;;;;;;;x +NAMEL3T.97;[Root.GetName] suffers;[Root.GetName] souffre;;;;;;;;;;;;x +DESCL3T.97a;Smugglers who steal and divert goods have become a real problem in [Root.GetName]. We've been able to locate their main base of operations near [holding_lair.GetDeDapostrophe][holding_lair.GetName], not far from [Root.Holder.GetRouteRank]. \nThe situation becomes serious and our [Root.Holder.job_marshal.GetJobTitle] seems qualified to act. Let's consider this.;Les contrebandiers qui volent et détournent des marchandises sont devenus un vrai problème en [Root.GetName]. Nous avons pu repérer leur principale base d'opérations près [holding_lair.GetDeDapostrophe][holding_lair.GetName], non loin de [Root.Holder.GetRouteRank]. \nLa situation devient grave et notre [Root.Holder.job_marshal.GetJobTitle] semble qualifié pour agir. Voyons cela. ;;;;;;;;;;;;x +DESCL3T.97b;The company of highway bandits who roams [Root.Holder.GetRouteRank] terrorizes the population and affects the entire province. We've been able to locate their main hideout near [holding_lair.GetDeDapostrophe][holding_lair.GetName] \nThe situation becomes serious and our [Root.Holder.job_marshal.GetJobTitle] seems qualified to act. Let's consider the situation. ;La compagnie de bandits de grands chemins qui arpente [Root.Holder.GetRouteRank] terrorise la population et affecte la province entière. Nous avons pu repérer leur repaire principal près [holding_lair.GetDeDapostrophe][holding_lair.GetName] \nLa situation devient grave et notre [Root.Holder.job_marshal.GetJobTitle] semble qualifié pour agir. Etudions nos possibilités. ;;;;;;;;;;;;x +L3T.97A;Always strike head first!;Il faut toujours viser la tête!;;;;;;;;;;;;x +cust_L3T.97A;Our primary goal is to remove the leaders;Nous visons avant à supprimer les dirigeants;;;;;;;;;;;;x +L3T.97B;Take the time of efficency;Prenons le temps de l'efficacité;;;;;;;;;;;;x +cust_L3T.97B;We are implementing sufficient and sustainable means to eliminate this threat for good.;Nous mettons en oeuvre des moyens suffisants et pérennes pour supprimer pour de bon cette menace;;;;;;;;;;;;x +NAMEL3T.98;[Root.GetName] suffers;[Root.GetName] en souffrance;;;;;;;;;;;;x +DESCL3T.98;The thieves who are rampant and hide in [Root.GetName] have become a real problem. We were nevertheless able to find their hideout, not far from the road that links [holding_lair_A.GetName] to [holding_lair_B.GetName]. \nThe situation is getting worse but nevertheless our [Root.Holder.job_spymaster.GetJobTitle] could help us in this situation. Let's see this.;Les voleurs qui sévissent et se terrent en [Root.GetName] sont devenus un véritable problème. Nous avons pu néanmoins pu trouver leur repaire, non loin de la route qui relie [holding_lair_A.GetName] à [holding_lair_B.GetName]. \nLa situation s'aggrave mais néanmoins notre [Root.Holder.job_spymaster.GetJobTitle] pourrait nous aider dans cette situation. Voyons cela. ;;;;;;;;;;;;x +L3T.98A;Bring us his head as fast as possible!;Ramenez-nous sa tête aussi vite que possible!;;;;;;;;;;;;x +cust_L3T.98A;We try to act as fast as possible to strike by surprise;Agissons le plus rapidement possible pour le prendre par surprise;;;;;;;;;;;;x +L3T.98B;Ensure we succeed in this;Assurez-vous de réussir;;;;;;;;;;;;x +cust_L3T.98B;Let's take enough time to make sure we decapitate this network...;Prenons le temps suffisant pour s'assurer de décapiter ce réseau...;;;;;;;;;;;;x +L3T.98C;This is not the right moment;Ce n'est pas le bon moment;;;;;;;;;;;;x +NAMEL3T.99a;Success in [Root.GetName]!;[Root.GetName] : réussite !;;;;;;;;;;;;x +NAMEL3T.99b;Failure in [Root.GetName]!;[Root.GetName] : échec !;;;;;;;;;;;;x +DESCL3T.99a;The mission of our [Root.Holder.job_spymaster.GetJobTitle] has been successful! In fact, by going to track down these thugs even in their lair and making theirs leaders... disappear... We are now able to stem their influence on the region. [Root.GetName] can now resume a more normal life and return to the path of prosperity. ;La mission de notre [Root.Holder.job_spymaster.GetJobTitle] a été couronnée de succès ! En effet, en allant traquer ces malfrats jusque dans leur repaire et en faisant... disparaître... leurs chefs, nous avons pu endiguer leur influence sur la région. [Root.GetName] peut désormais reprendre une vie plus normale et retrouver le chemin de la prospérité. ;;;;;;;;;;;;x +DESCL3T.99b;Our [Root.Holder.job_spymaster.GetJobTitle] unfortunately did not succeed in decapitating the network of bandits. Following this failure, the region [Root.GetDeDapostrophe][Root.GetName] will still have to suffer thefts, intimidations and extortions from these thugs. We are helpless in the face of this for the time being. ;Notre [Root.Holder.job_spymaster.GetJobTitle] n'a malheureusement pas réussi a décapité le réseau des bandits. Suite à cet échec, la région [Root.GetDeDapostrophe][Root.GetName] devra encore subir les vols, intimidations et extorsions de la part de ces malfrats. Nous sommes impuissants face à cela pour le moment. ;;;;;;;;;;;;x +DESCL3T.99c;Our [Root.Holder.job_marshal.GetJobTitle] carried out his mission! Indeed, the fierce fight for the dismantling of this smuggling network was arduous but [Root.GetName] and its inhabitants will be able to find peace and prosperity we hope soon. ;Notre [Root.Holder.job_marshal.GetJobTitle] a mené sa mission a bien ! En effet, la lutte acharnée pour le démantèlement de ce réseau de contrebande a été ardue mais [Root.GetName] et ses habitants vont pouvoir retrouver la paix et la prospérité nous l'espérons sous peu. ;;;;;;;;;;;;x +DESCL3T.99d;Our [Root.Holder.job_marshal.GetJobTitle] could not stop the harmful activities of smugglers. They are now well-established and enjoy such impunity that the situation in [Root.GetName] will only get worse because of our present weakness to get a forceful grasp on that region.;Notre [Root.Holder.job_marshal.GetJobTitle] n'a pu mettre fin aux activités malfaisantes des contrebandiers. Ils sont à présent bien installés et jouissent une telle impunité que la situation [Root.GetDeDapostrophe][Root.GetName] ne fera qu'empirer à cause de notre présente impuissance à tenir la région sous notre coupe. ;;;;;;;;;;;;x +DESCL3T.99e;Thanks to his commitment and efficiency, our [Root.Holder.job_marshal.GetJobTitle], our company could be successful! Indeed, these bandits were finally able to be eradicated from the region [Root.GetDeDapostrophe][Root.GetName] and the inhabitants will be able to return to their activity and, hopefully, find the prosperity of yesteryear.;Grâce à son engagement et son efficacité notre [Root.Holder.job_marshal.GetJobTitle], notre entreprise a pu se voir couronnée de succès ! En effet, ces bandits ont pu finalement être éradiqués de la région [Root.GetDeDapostrophe][Root.GetName] et les habitants vont pouvoir retrouver leur activité et retrouver nous l'espérons la prospérité d'antan. ;;;;;;;;;;;;x +DESCL3T.99f;The company of highway bandits has unfortunately become far too powerful in the region [Root.GetDeDapostrophe][Root.GetName] and our [Root.Holder.job_marshal.GetJobTitle] remained powerless despite the resources allocated for this mission. The region will have to endure many more hardships before we can regain control and finally give the people peace and prosperity. ;La compagnie de bandits de grands chemins est malheureusement devenue bien trop puissantes dans la région [Root.GetDeDapostrophe][Root.GetName] et notre [Root.Holder.job_marshal.GetJobTitle] est resté impuissant malgré les moyens accordés pour cette mission. La région devra endurer encore bien des épreuves avant que nous puissions reprendre le contrôle et enfin donner aux habitants une paix et prospérité. ;;;;;;;;;;;;x +L3T.99A;Bravo!;Bravo !;;;;;;;;;;;;x +L3T.99B;Gottferdom!;Gottferdom ! ;;;;;;;;;;;;x +purge_mobilization;Mobilization against robbers;Mobilisation contre les bandits;;;;;;;;;;;;x +purge_mobilization_desc;The entire province is taking part in the operation that should lead to the dismantling of the banditry that plagues the region.;Toute la province participe à l'opération qui doit mener au démantelement du banditisme qui reonge la région.;;;;;;;;;;;;x +failed_purge;Operation against thugs failed;Opération contre les malfrats échouée;;;;;;;;;;;;x +failed_purge_desc;Despite efforts, bandits and other smugglers continue to infest the province.;Malgré les efforts engagés, les bandits et autres contrebandiers continuent d'infester la province;;;;;;;;;;;;x +opinion_success_bandits;Has eradicated thugs;A éradiqué des malfrats;;;;;;;;;;;;x +opinion_failure_bandits;Failed to eradicate thugs;A failli à éradiquer des malfrats;;;;;;;;;;;;x +#;;;;;;;;;;;;;;x +EVTDESC20131;My liege, my work in [FromFrom.Location.GetName] seems to have come to fruition. By bribing, cajoling, extorting, threatening and forging documents, I have managed to fabricate a claim on the [target_title.GetFullName] presently held by [From.GetTitledName]. I leave it up to you whether to use it or not.\n\nYour humble [Root.GetChancellorName],\n[FromFrom.GetTitledName];M[Root.GetOnA][Root.GetLordLady],\nMon travail à [FromFrom.Location.GetName] a porté ses fruits. Par corruption, flatteries, extorsions, menaces et faux documents, j'ai réussi à vous fabriquer une revendication sur [FromFrom.Location.County.Get_le_RealmFull], actuellement entre les mains [From.Get_du_TitledName]. Vous êtes libre de vous en servir ou non.\n\nVotre humble [Root.GetChancellorName],\n[FromFrom.GetTitledName];Mein Lehnsherr, wie es scheint, trägt meine Arbeit in [FromFrom.Location.GetName] allmählich Früchte. Es ist mir gelungen, einen Herrschaftsanspruch auf den Titel [FromFrom.Location.County.GetFullName] zusammenzuspinnen. Die Entscheidung, ob Ihr diesen Anspruch geltend zu machen wünscht, liegt nun ganz bei Euch.\n\nUntertänigst Euer [Root.GetChancellorName],\n[FromFrom.GetTitledName];;Señor, parece que mi labor en [FromFrom.Location.GetName] ha rendido frutos. Mediante soborno, adulación, extorsiones, amenazas y falsificación de documentos he conseguido fraguar una reclamación contra el [FromFrom.Location.County.GetFullName], actualmente regido por [From.GetTitledName]. Dejo en vuestras manos el formular o no esta reclamación.\n\nVuestro humilde [Root.GetChancellorName],\n[FromFrom.GetTitledName];;;;;;;;;x +EVTDESC20133;My liege, my work in [FromFrom.Location.GetName] seem to have come to fruition. By bribing, cajoling, extorting, threatening and forging documents, I have managed to fabricate a claim on the [target_title.GetFullName] presently held by [From.GetTitledName]. I leave it up to you whether to press it or not.\n\nYour humble [Root.GetChancellorName],\n[FromFrom.GetTitledName];M[Root.GetOnA][Root.GetLordLady], \nMon travail à [FromFrom.Location.GetName] a porté ses fruits. Par corruption, flatteries, extorsions, menaces et faux documents, j'ai réussi à obtenir pour vous le droit de revendiquer [FromFrom.Location.Duchy.Get_le_RealmFull], actuellement entre les mains [From.Get_du_TitledName]. Vous êtes libre de vous en servir ou non.\n\nVotre humble [Root.GetChancellorName],\n[FromFrom.GetTitledName];Mein Lehnsherr, meine Arbeit in [FromFrom.Location.GetName] hat sich wohl erfüllt. Durch Bestechung, Überredung, Erpressung, Drohung und Fälschung von Dokumenten konnte ich es bewerkstelligen, einen Besitzanspruch auf das [FromFrom.Location.Duchy.GetFullName], das derzeit von [From.GetTitledName] gehalten wird, anzumelden. Ich überlasse es Euch, ob Ihr Druck ausübt oder nicht.\nEuer ergebener [Root.GetChancellorName],[FromFrom.GetTitledName];;Mi señor, mi trabajo en [FromFrom.Location.GetName] parece haber dado fruto. A base de sobornos, adulaciones, extorsiones, amenazas y falsificaciones de documentos, he conseguido elevar una reclamación sobre [From.Location.Duchy.GetFullName], actualmente perteneciente a [From.GetTitledName]. Dejo en vuestras manos la decisión de ejecutarla o no.\nVuestro humilde [Root.GetChancellorName], [From.GetTitledName];;;;;;;;;x +EVTDESC20134;My liege, my work in [FromFrom.Location.GetName] seem to have come to fruition. By bribing, cajoling, extorting, threatening and forging documents, I have managed to fabricate a claim on the [target_title.GetFullName] presently held by [From.GetTitledName]. I leave it up to you whether to press it or not.\n\nYour humble [Root.GetChancellorName],\n[FromFrom.GetTitledName];M[Root.GetOnA][Root.GetLordLady], \nMon travail à [FromFrom.Location.GetName] a porté ses fruits. Par corruption, flatteries, extorsions, menaces et faux documents, j'ai réussi à obtenir pour vous le droit de revendiquer [FromFrom.Location.Kingdom.Get_le_RealmFull], actuellement entre les mains [From.Get_du_TitledName]. Vous êtes libre de vous en servir ou non.\n\nVotre humble [Root.GetChancellorName],\n[FromFrom.GetTitledName];Mein Lehnsherr, meine Arbeit in [FromFrom.Location.GetName] hat sich wohl erfüllt. Durch Bestechung, Überredung, Erpressung, Drohung und Fälschung von Dokumenten konnte ich es bewerkstelligen, einen Besitzanspruch auf das [FromFrom.Location.Kingdom.GetFullName], das derzeit von [From.GetTitledName] gehalten wird, anzumelden. Ich überlasse es Euch, ob Ihr Druck ausübt oder nicht.\nEuer ergebener [Root.GetChancellorName],[FromFrom.GetTitledName];;Mi señor, mi trabajo en [FromFrom.Location.GetName] parece haber dado fruto. A base de sobornos, adulaciones, extorsiones, amenazas y falsificaciones de documentos, he conseguido crear una reclamación sobre [From.Location.Duchy.GetFullName], actualmente perteneciente a [From.GetTitledName]. Dejo en vuestras manos la decisión de ejecutarla o no.\nVuestro humilde [Root.GetChancellorName], [From.GetTitledName];;;;;;;;;x +DESCL3T.85;My liege, my work in [FromFrom.Location.GetName] seem to have come to fruition. By bribing, cajoling, extorting, threatening and forging documents, I have managed to fabricate a claim on the [target_title.GetFullName] presently held by [From.GetTitledName]. I leave it up to you whether to press it or not.\n\nYour humble [Root.GetChancellorName],\n[FromFrom.GetTitledName];M[Root.GetOnA][Root.GetLordLady], \nMon travail à [FromFrom.Location.GetName] a porté ses fruits. Par corruption, flatteries, extorsions, menaces et faux documents, j'ai réussi à obtenir pour vous le droit de revendiquer [FromFrom.Location.Kingdom.Get_le_RealmFull], actuellement entre les mains [From.Get_du_TitledName]. Vous êtes libre de vous en servir ou non.\n\nVotre humble [Root.GetChancellorName],\n[FromFrom.GetTitledName];Mein Lehnsherr, meine Arbeit in [FromFrom.Location.GetName] hat sich wohl erfüllt. Durch Bestechung, Überredung, Erpressung, Drohung und Fälschung von Dokumenten konnte ich es bewerkstelligen, einen Besitzanspruch auf das [FromFrom.Location.Kingdom.GetFullName], das derzeit von [From.GetTitledName] gehalten wird, anzumelden. Ich überlasse es Euch, ob Ihr Druck ausübt oder nicht.\nEuer ergebener [Root.GetChancellorName],[FromFrom.GetTitledName];;Mi señor, mi trabajo en [FromFrom.Location.GetName] parece haber dado fruto. A base de sobornos, adulaciones, extorsiones, amenazas y falsificaciones de documentos, he conseguido crear una reclamación sobre [From.Location.Duchy.GetFullName], actualmente perteneciente a [From.GetTitledName]. Dejo en vuestras manos la decisión de ejecutarla o no.\nVuestro humilde [Root.GetChancellorName], [From.GetTitledName];;;;;;;;;x +NAME.20132;[target_title.GetFullName] claimed!;[target_title.GetFullName] revendiqué[target_title.Get_E] !;;;;;;;;;;;;x \ No newline at end of file diff --git a/L3T/localisation/L3T_loc_ARTIFACTS.csv b/L3T/localisation/L3T_loc_ARTIFACTS.csv index 09cea3e6..5f5498e8 100644 --- a/L3T/localisation/L3T_loc_ARTIFACTS.csv +++ b/L3T/localisation/L3T_loc_ARTIFACTS.csv @@ -5,6 +5,7 @@ slot_egg;Easter eggs;Oeufs de Pâques;;;;;;;;;;;;x slot_books;Books (personal collection);Livres (collection personnelle);;;;;;;;;;;;x slot_royal_law;Laws and Customs;Lois et coutumes;;;;;;;;;;;;x +slot_horse_armor;Horse armour;Armure équestre;;;;;;;;;;;;x #;;VARIOUS;;;;;;;;;;;;x legendary_sword_2_0;Legendary sword 2.0;Épée légendaire 2.0;;;;;;;;;;;;x legendary_sword_2_0_desc;A sword worthy of the greatest lords of the era of the second Roman Empire.;Épée digne des plus grands seigneurs de l'ère du second empire romain.;;;;;;;;;;;;x @@ -12,6 +13,12 @@ sayf_al_islam;Sayf al-Islam;Sayf al-Islam;;;;;;;;;;;;x sayf_al_islam_desc;A sword worthy of the greatest servants of [Root.Religion.GetHighGodName].;Épée digne des plus grands serviteurs d'[Root.Religion.GetHighGodName];;;;;;;;;;;;x gombette_law;Burgundian customs;Coutumes de Bourgogne;;;;;;;;;;;;x gombette_law_desc;The ancient old laws and customs from the first Burgundian kingdom. They persisted for the people of the region in their inspiration for freedom, equality and their independant spirit.;§Les lois et coutumes anciennes du premier Royaume de Bourgogne. Elles perdurent à travers les inspirations du peuple pour leur liberté, l'équité et leur esprit d'indépendance. ;;;;;;;;;;;;x +horse_armor_tier_1_human;Mail Horse Armour;Armure équestre en cotte de mailles;Rosspanzer;;Armadura equina básica;;;;;;;;;x +horse_armor_tier_1_human_desc;A basic set of mail horse armour to shield your trusty steed.;Une armure basique en cotte de mailles pour protéger votre fidèle coursier.;Die Grundausstattung, um Euer vertrautes Ross zu schützen.;;Un juego básico de armadura equina para proteger a tu fiel corcel.;;;;;;;;;x +horse_armor_tier_2_human;Heavy Mail Horse Armour;Armure équestre en mailles lourde;Rossharnisch;;Armadura equina de malla pesada;;;;;;;;;x +horse_armor_tier_2_human_desc;This set of horse armour is a very sturdy set of mail designed to protect its bearer.;Cette armure pour cheval est une cotte de mailles solide.;Diese Rüstung ist sehr stabil, um seinen Träger zu schützen.;;Este juego de armadura es cota de malla muy resistente, diseñada para defender al que la lleve.;;;;;;;;;x +horse_armor_tier_3_human;Ornate Steed Armour;Armure de coursier ornée;Verzierter Rossharnisch;;Armadura de corcel ornamentada;;;;;;;;;x +horse_armor_tier_3_human_desc;Boasting a beautiful and ornate design, this armour will keep your steed safe.;D'une belle conception et ornée, cette armure protégera votre coursier.;Ein schönes und kunstvolles Design. Schützt Euer Ross.;;Esta armadura mantendrá a salvo a tu corcel al tiempo que presume de un diseño hermoso y elaborado.;;;;;;;;;x #EGGS;;x;;;;;;;;;;;;x oeuf_1;Decorated egg;Oeuf décoré;;;;;;;;;;;;x oeuf_1_desc;This egg is subtly decorated with fine and shimmering patterns. \nIt is said that there are several eggs of this kind throughout the World. \nThe legend also says that by catch' them all, one could glimpse the world differently.;Cet oeuf est subtilement décoré de motifs à la fois fins et chatoyants.\nIl existerait plusieurs oeufs de la sorte à travers le Monde.\nLa légende dit que les attraper tous permet d'entrevoir le Monde différemment.;;;;;;;;;;;;x @@ -102,7 +109,7 @@ relique15_desc;The ring finger of the saint is preserved in a most thin crystal relique16;Saint Siricius' Relic;Relique de Saint Sirice;;;;;;;;;;;;x relique16_desc;;;;;;;;;;;;;;x relique17;Saint Aude's Relic;Relique de Sainte Aude;;;;;;;;;;;;x -relique17_desc;This thigh bone is well beautiful I must say, the size of which make us believe that the Blessed had mighty long and smooth legs ...;Ce fémur est un bien bel os il faut dire, dont la taille laisse à croire que la Sainte avait de sacrément longues et douces jambes...;;;;;;;;;;;;x +relique17_desc;This thigh bone is well beautiful I must say, the size of which make us believe that the Blessed had mighty long and smooth legs...;Ce fémur est un bien bel os il faut dire, dont la taille laisse à croire que la Sainte avait de sacrément longues et douces jambes...;;;;;;;;;;;;x relique18;Saint Sabina's Relic;Relique de Sainte Sabine;;;;;;;;;;;;x relique18_desc;;;;;;;;;;;;;;x relique19;Saint Genevieve's Relic;Relique de Sainte Geneviève;;;;;;;;;;;;x diff --git a/L3T/localisation/L3T_loc_BATS.csv b/L3T/localisation/L3T_loc_BATS.csv index 6a5d829c..fe650d9a 100644 --- a/L3T/localisation/L3T_loc_BATS.csv +++ b/L3T/localisation/L3T_loc_BATS.csv @@ -387,6 +387,10 @@ tp_cathedrale_11;Cathedral, Celestial Spire;Cath tp_cathedrale_12;Cathedral;Cathédrale;;;;;;;;;;;;x tp_roman_cathedrale;Romanesque Cathedral;Cathédrale romane;;;;;;;;;;;;x tp_constructing_roman_cathedrale;Romanesque Cathedral in reconstruction;Cathédrale romane en reconstruction;;;;;;;;;;;;x +TP_hostellerie_pelerins_1;Pilgrim inn;Auberge de pélerins;;;;;;;;;;;;x +TP_hostellerie_pelerins_1_desc;This modest hostel welcomes pilgrims who come to venerate the relics of the cathedral.;Cette modeste auberge accueille les pélerins venus vénérer les reliques de la cathédrale.;;;;;;;;;;;;x +TP_hostellerie_pelerins_2;Pilgrim road house;Hostellerie de pélerins;;;;;;;;;;;;x +TP_hostellerie_pelerins_2_desc;This hostelry offers room and board to the pilgrims who have come to venerate the relics of the cathedral.;Cette hostellerie offre le gîte et le couvert aux pélerins venus vénérer les reliques de la cathédrale.;;;;;;;;;;;;x #;;CATHEDRAL DESC;;;;;;;;;;;;x cathedrale_01_desc;When constructing a cathedral one must make decisions;Pour construire la cathédrale il faut en prendre la §Ydécision§!;;;;;;;;;;;;x cathedrale_02_desc;All the foundations of the cathedral are in place and the crypt to house the reliquary.;L'ensemble des fondations de la cathédrale est en place ainsi que la crypte qui accueillera le reliquaire.;;;;;;;;;;;;x @@ -451,15 +455,15 @@ FEODAL_adm_muslim;Specialization: FORTIFIED CITY;Sp FEODAL_adm_muslim_desc;Designating this holding as a §Yfortified city§! allows the holder to further develop the capacity of this province to serve as the regional capital. As such, it can support a large population and garrison behind thick, defensible walls to protect those living inside.;Cette cité abrite un centre de politique important et convient tout à fait pour y installer votre résidence et votre capitale. Elle abrite une population non négligeable, protégée derrière d'épais murs et défendue par une puissante garnison. C'est là aussi que se concentre votre pouvoir administratif... quand vous en avez un ! \n\nCe bâtiment est une §Yspécialisation§! de domaine.;;;;;;;;;;x;; FEODAL_adm_zoroastrian_group;Specialization: FORTIFIED CITY;Spécialisation : CITÉ FORTIFIÉE;;;;;;;;;;;;x FEODAL_adm_zoroastrian_group_desc;Designating this holding as an §Yfortified city§! allows the holder to further develop the capacity of this province to serve as the regional capital. As such, it can support a large population and garrison behind thick, defensible walls to protect those living inside.;Cette cité abrite un centre de politique important et convient tout à fait pour y installer votre résidence et votre capitale. Elle abrite une population non négligeable, protégée derrière d'épais murs et défendue par une puissante garnison. C'est là aussi que se concentre votre pouvoir administratif... quand vous en avez un ! \n\nCe bâtiment est une §Yspécialisation§! de domaine.;;;;;;;;;;x;; -CITE_L1;Urban Commune;Spécialisation : BOURG COMMUNAL ;;;;;;;;;;;;x -CITE_L1_muslim;Medina Quarter;Spécialisation : BOURG URBAIN ;;;;;;;;;;;;x -CITE_L1_zoroastrian_group;Market Town;Spécialisation : BOURG URBAIN ;;;;;;;;;;;;x -CITE_L1_pagan_group;Market Village;Spécialisation : VILLAGE ;;;;;;;;;;;;x -CITE_L1_desc;This burgeoning city is developing from a small market to a significant urban center. Under the wise leadership of an astute leader, it has the potential to become a major center of commerce, industry, and artisanry fueled by resources from trade and the surrounding land.;Cité mineure, relais de votre administration, elle abrite un centre de commerce et d'artisanat en plus des sources de revenus agricoles de la campagne avoisinante. \n\nCe bâtiment est une §Yspécialisation§! de domaine.;;;;;;;;;;x -#CITE_L2;Regional Urban Center;PETITE CITÉ ;;;;;;;;;;;;x -#CITE_L2_desc;This city has become the bedrock of the regional economy, connecting the local rural villages and attracting merchants from far and wide to peruse the wide selection of goods in the market square.;Une prometteuse cité qui commence à prendre de l'importance au niveau économique et démographique. Une bonne source de taxes en somme ! ;;;;;;;;;;x -#CITE_L3;Major Urban Center;GRANDE CITÉ ;;;;;;;;;;;;x -#CITE_L3_desc;This city has risen in prominence among the great municipalities of the realm and is renowned for its great wealth. Merchant caravans arrive in droves and the burghers' wealth rivals that of even the high nobility.;Une grande cité, riche et bien peuplée : une mine d'or mais bien gardée ! ;;;;;;;;;;x +CITE_L1;URBAN COMMUNE;BOURG COMMUNAL ;;;;;;;;;;;;x +CITE_L1_muslim;URBAN TOWN Quarter;BOURG URBAIN ;;;;;;;;;;;;x +CITE_L1_zoroastrian_group;URBAN TOWN;BOURG URBAIN ;;;;;;;;;;;;x +CITE_L1_pagan_group;VILLAGE;VILLAGE ;;;;;;;;;;;;x +CITE_L1_desc;This small city is developing from local production and selling its surplus on the markets. \nUnder the wise leadership of an astute leader, it has the potential to become a more important center of commerce, industry, and artisanry fueled by resources from trade and the surrounding lands. ;Cette petite ville se développe à partir de la production locale et vend ses surplus sur les marchés. \nSous la direction éclairée d'un dirigeant avisé, elle a le potentiel pour devenir un centre de commerce plus important, d'industrie et d'artisanat plus important alimenté par les ressources du commerce et des terres environnantes.;;;;;;;;;;x +CITE_L2;SMALL CITY;PETITE CITÉ ;;;;;;;;;;;;x +CITE_L2_desc;This city has become the bedrock of the regional economy, connecting the local rural villages and attracting merchants who sell an always larger selection of goods in the market square.;Cette ville est devenue la base de l'économie régionale, reliant les villages ruraux locaux et attirant les commerçants qui vendent une sélection toujours plus grande de marchandises sur la place du marché. ;;;;;;;;;;;;x +CITE_L3;GREAT CITY;GRANDE CITÉ ;;;;;;;;;;;;x +CITE_L3_desc;This city has risen in prominence among the great municipalities of the realm and is renowned for its great wealth. \nTravelling merchants arrive in droves and the burghers' wealth rivals that of even the high nobility.;Cette ville est remarquable de par son importance parmi les grandes municipalités du royaume et est réputée pour sa grande richesse. \nLes marchands ambulants arrivent en masse et la richesse des bourgeois rivalise avec celle de la haute noblesse. ;;;;;;;;;;;;x VOC_INDUSTRIELLE;Specialization: Manufacturing and Artisanry;Spécialisation : Production et artisanat;;;;;;;;;;;;x VOC_INDUSTRIELLE_DESC;Specializing this holding as a center of §YManufacturing and Artisanry§! allows the holder to focus solely on the extraction and production of processed and luxury goods to be used by the local lord or exported for profit.;Cette cité s'est spécialisée dans l'extraction et la §Yproduction§! de matières premières ainsi que dans leur transformation. Elle en retire de bons revenus. \n\nCe bâtiment est une §Yspécialisation§! de domaine.;;;;;;;;;;;;x VOC_COMMERCIALE;Specialization: Trade and Commerce;Spécialisation : Commerce et péages;;;;;;;;;;;;x @@ -486,7 +490,7 @@ COMMANDERIE_desc;A commandry is a demesne under the control of a commander of a REGLE_DE_1;Monastic rule : Regula Benedicti;Règle monastique : Regula Benedicti;;;;;;;;;;;;x REGLE_DE_1_desc;The §YRule of Saint Benedict§! is a monastic rule written by Saint Benedict of Nursia to instruct his disciples in the way of monastic life. The unique Benedictine emphasis on autonomy include cultivating models of tightly bonded communities, contemplative lifestyles, as well as encouragement of manual labor. ;La §YRègle de saint Benoît§! est une règle monastique écrite par Benoît de Nursie pour guider ses disciples dans la vie monastique communautaire. L'idée générale est que les moines sont tous frères. La journée du moine est réglée en fonction de ce que saint Benoît appelle "Oeuvre de Dieu". Une partie est dédiée à la prière, l'autre au travail manuel et la dernière à l'enrichissement spirituel par l'étude et la lecture de l'Ecriture des Pères de l'Eglise. \n\nLes moines se choisissent une règle de vie monastique. Ceci constitue une §Yspécialisation§! de ce domaine.;;;;;;;;;;;;x REGLE_DE_2;Monastic rule : Regula Augustini;Règle monastique : Regula Augustini;;;;;;;;;;;;x -REGLE_DE_2_desc;The §YRule of Saint Augustine§! is derived from a brief document divided into eight chapters and serves as an outline for religious life lived in community. The Rule governs chastity, poverty, obedience, detachment from the world, the apportionment of labour, the inferiors, fraternal charity, prayer in common, fasting and abstinence proportionate to the strength of the individual, care of the sick, silence and reading during meals.;La §YRègle de saint Augustin!§ dérive de plusieurs écrits dont une lettre authentique d'Augustin d'Hippone. Elle est destinée à régler la vie d'une communauté d'hommes. \n\nLes moines se choisissent une règle de vie monastique. Ceci constitue une §Yspécialisation§! de ce domaine.;;;;;;;;;;;;x +REGLE_DE_2_desc;The §YRule of Saint Augustine§! is derived from a brief document divided into eight chapters and serves as an outline for religious life lived in community. The Rule governs chastity, poverty, obedience, detachment from the world, the apportionment of labour, the inferiors, fraternal charity, prayer in common, fasting and abstinence proportionate to the strength of the individual, care of the sick, silence and reading during meals.;La §YRègle de saint Augustin§! dérive de plusieurs écrits dont une lettre authentique d'Augustin d'Hippone. Elle est destinée à régler la vie d'une communauté d'hommes. \n\nLes moines se choisissent une règle de vie monastique. Ceci constitue une §Yspécialisation§! de ce domaine.;;;;;;;;;;;;x REGLE_DE_3;Monastic rule : Regula Basili;Règle monastique : Regula Basili;;;;;;;;;;;;x REGLE_DE_3_desc;The §YRule of Saint Basil§! refers to the principles of ascetic life followed by the Basilians, the most ancient of the monastic communities. While not an Order by the Western monastic definition, adherents live in small communities focused mainly upon prayer and contemplation isolated from the world.;La Règle de §Ysaint Basile§! est celle suivie par les basiliens, le plus ancien des ordres monastiques. Cet ordre, auquel sont affiliés presque tous les monastères d'Orient, se voue surtout à la prière et à la contemplation. \n\nLes moines se choisissent une règle de vie monastique. Ceci constitue une §Yspécialisation§! de ce domaine.;;;;;;;;;;;;x ORDRE_MONACAL_1;ORDO STRATEGIUM;ORDO STRATEGIUM;;;;;;;;;;;;x @@ -580,11 +584,11 @@ CT_route_L2;TRADE: Gravel Road;COMMERCE : Chemin empierr CT_route_L2_desc;The primitive dirt road that passed through these parts is no longer enough to facilitate travel through these parts. A booming economy requires better roads, and surfacing them with gravel will improve travel by foot, horse, as well as cart.;L'ancien chemin de terre n'était plus suffisant pour les marchands qui passaient par là. Le renforcement de la route avec des pierres permet au moins d'éviter les ornières, ennemies héréditaires des roues de chariots !;;;;;;;;;;;;x CT_route_L3;TRADE: Paved Road;COMMERCE : Route pavée;;;;;;;;;;;;x CT_route_L3_desc;The growing importance of this region as an economic center requires the expansion and construction of more evenly paved roads to facilitate the droves of merchants that pass through every year.;Toujours plus de marchands empruntent la route, il est temps de l'élargir et d'en renforcer la structure. \nL'entretien permettra de prétexter plus de taxes de péage.;;;;;;;;;;;;x -CT_fleuve_L1;TRADE: Ferry;COMMERCE : Ponton fluvial;;;;;;;;;;;;x +CT_fleuve_L1;TRADE: River pontoon;COMMERCE : Ponton fluvial;;;;;;;;;;;;x CT_fleuve_L1_desc;Local peasants make a living ferrying small groups of merchants travelling through these parts (and then of course, pass on a portion of the payment to the local lord). It is a safer alternative to travelling by land... until one of the boats springs a leak.;A peine un ponton en bois qui s'avance sur les eaux pour permettre l'amarrage des embarcations et mener les opération de chargement.;;;;;;;;;;;;x -CT_fleuve_L2;TRADE: Trading Quay;COMMERCE : Quai fluvial;;;;;;;;;;;;x +CT_fleuve_L2;TRADE: River Quay;COMMERCE : Quai fluvial;;;;;;;;;;;;x CT_fleuve_L2_desc;The establishment of a wharf on the banks of the river allows for a significant number of rivercraft to ferry goods across otherwise unfriendly water.;Ce quai en pierre permet un amarrage solide et peut accueillir davantage de bateleurs. ;;;;;;;;;;;;x -CT_fleuve_L3;TRADE: Inland Trading Port;COMMERCE : Port fluvial;;;;;;;;;;;;x +CT_fleuve_L3;TRADE: River harbour;COMMERCE : Port fluvial;;;;;;;;;;;;x CT_fleuve_L3_desc;Establishing a small port where merchants can rest and then transport larger volumes of goods on sturdier boats has attracted more traffic through these parts.;Un petit port a été ici aménagé. L'on peut s'y reposer pour la nuit et s'y restaurer. Des bêtes de sommes peuvent y être louées pour la halage.;;;;;;;;;;;;x TP_COMMERCE_tooltip;TRADE buildings (info);Bâtiments de COMMERCE (infos);;;;;;;;;;;;x TP_COMMERCE_tooltip_desc;The buildings of the §YTRADE§! category, despite generating income and taxes, permit once built to §Yinfluence the spread of trade routes§! by "attracting" them to the province. \nThe construction of several buildings' types, or beyond their first level reinforces the commercial attractivness.;Les bâtiments de la catégorie §YCOMMERCE§!, en dehors de générer des revenus et taxes, leur construction permet d'§Yinfluencer le développement des routes de commerce§! en les "attirant" dans la province. \nLa construction de plusieurs types de bâtiments, ou au delà du premier niveau, renforce l'attractivité commerciale.;;;;;;;;;;;;x @@ -604,15 +608,15 @@ TP_relais_L2;TRADE: Mountain Inn;COMMERCE : Refuge de montagne;;;;;;;;;;;;x TP_relais_L2_desc;The local inn not only offers warm drink and a hot soup at the end of a day's travel, but also relatively comfortable beds for tired merchants willing to pay for such comforts.;Cette auberge de montagne installée au passage du col offre une halte au chaud et le couvert aux marchands désireux de franchir la montagne.;;;;;;;;;;;;x TP_route_L1;TRADE: Dirt Trail;COMMERCE : Chemin de terre;;;;;;;;;;;;x TP_route_L1_desc;The roads more travelled by peasants and merchants are often more worn, leaving clear trails for strangers to the province to follow as they bring their goods to market. Clearing the trails and expanding them make travel a little easier and attract more (taxable!) traffic.;Le chemin de terre relie la route commerciale aux domaines de la province. Il peut aussi bien devenir une route commerciale ou ne rester qu'un chemin d'importance moindre, un peu cahoteux qui assure a minima son rôle de voie de transport.;;;;;;;;;;;;x -TP_route_L2;Infrastructure Gravel Road;COMMERCE : Chemin empierré;;;;;;;;;;;;x +TP_route_L2;TRADE: Gravel Road;COMMERCE : Chemin empierré;;;;;;;;;;;;x TP_route_L2_desc;The primitive dirt road that passed through these parts is no longer enough to facilitate travel through these parts. A booming economy requires better roads, and surfacing them with gravel will improve travel by foot, horse, as well as cart.;L'ancien chemin de terre n'était plus suffisant pour les marchands qui passaient par là. Le renforcement de la route avec des pierres permet au moins d'éviter les ornières, ennemies héréditaires des roues de chariots !;;;;;;;;;;;;x TP_route_L3;TRADE: Paved Road;COMMERCE : Route pavée;;;;;;;;;;;;x TP_route_L3_desc;The growing importance of this region as an economic center requires the expansion and construction of more evenly paved roads to facilitate the droves of merchants that pass through every year.;Toujours plus de marchands empruntent la route, il est temps de l'élargir et d'en renforcer la structure. \nL'entretien permettra de prétexter plus de taxes de péage.;;;;;;;;;;;;x -TP_fleuve_L1;TRADE: Ferry;COMMERCE : Ponton fluvial;;;;;;;;;;;;x +TP_fleuve_L1;TRADE: River pontoon;COMMERCE : Ponton fluvial;;;;;;;;;;;;x TP_fleuve_L1_desc;Local peasants make a living ferrying small groups of merchants travelling through these parts (and then of course, pass on a portion of the payment to the local lord). It is a safer alternative to travelling by land... until one of the boats springs a leak.;A peine un ponton en bois qui s'avance sur les eaux pour permettre l'amarrage des embarcations et mener les opération de chargement.;;;;;;;;;;;;x -TP_fleuve_L2;TRADE: Trading Quay;COMMERCE : Quai fluvial;;;;;;;;;;;;x +TP_fleuve_L2;TRADE: River quay;COMMERCE : Quai fluvial;;;;;;;;;;;;x TP_fleuve_L2_desc;The establishment of a wharf on the banks of the river allows for a significant number of rivercraft to ferry goods across otherwise unfriendly water.;Ce quai en pierre permet un amarrage solide et peut accueillir davantage de bateleurs. ;;;;;;;;;;;;x -TP_fleuve_L3;TRADE: Inland Trading Port;COMMERCE : Port fluvial;;;;;;;;;;;;x +TP_fleuve_L3;TRADE: River harbour;COMMERCE : Port fluvial;;;;;;;;;;;;x TP_fleuve_L3_desc;Establishing a small port where merchants can rest and then transport larger volumes of goods on sturdier boats has attracted more traffic through these parts.;Un petit port a été ici aménagé. L'on peut s'y reposer pour la nuit et s'y restaurer. Des bêtes de sommes peuvent y être louées pour la halage.;;;;;;;;;;;;x #;;;;;;;;;;;;;;x tr_port_fluvial_1;Inland Trading Quay;Débarcadère fluvial;;;;;;;;;;;;x @@ -653,11 +657,11 @@ CA_chambre_1_desc;The Seneschal office is the place where tax administration of CA_chambre_2;Chamber of Accounts;Chambre des Comptes;;;;;;;;;;;;x; CA_chambre_2_desc;The Seneschal office is the place where tax administration of your domain is centralized.\n§YThe stewardship point will be given by a character modifier.\nThe demesne size bonus will be given by a character modifier.§!;La chambre du Sénéchal est le lieu où est centralisé l'administration fiscale de votre domaine.\n§YL'octroi du point d'intendance sera donné par un modificateur de personnage.§!\n§YLe bonus de taille de Domaine sera donné par un modificateur de personnage.§!;;;;;;;;;;;;x; CA_tresor;Treasure Room;Salle du Trésor;;;;;;;;;;;;x; -CA_tresor_desc;Place, secret and well defended to store your wealth. This guarantees not to lose a purse of gold, or a chalice ...;Lieu, secret et bien défendu, de stockage de vos richesses. Ce qui garantit de ne pas égarer une bourse d'or, ou un calice...;;;;;;;;;;;;x; +CA_tresor_desc;Place, secret and well defended to store your wealth. This guarantees not to lose a purse of gold, or a chalice...;Lieu, secret et bien défendu, de stockage de vos richesses. Ce qui garantit de ne pas égarer une bourse d'or, ou un calice...;;;;;;;;;;;;x; CA_archives_1;Hall of Records;Salle des Archives;;;;;;;;;;;;x; -CA_archives_1_desc;This room contains all the necessary documents to the administration: the books of your Senechal, cadastral maps, letters, capitularies ...\n§YThe stewardship point will be given by a character modifier.§!;Cette salle contient tous les documents nécessaires à l'administration : des livres de compte de votre Sénéchal, relevés cadastraux, lettres, capitulaires ...\n§YLe point d'intendance sera donné par un modificateur de personnage.§!;;;;;;;;;;;;x; +CA_archives_1_desc;This room contains all the necessary documents to the administration: the books of your Senechal, cadastral maps, letters, capitularies...\n§YThe stewardship point will be given by a character modifier.§!;Cette salle contient tous les documents nécessaires à l'administration : des livres de compte de votre Sénéchal, relevés cadastraux, lettres, capitulaires...\n§YLe point d'intendance sera donné par un modificateur de personnage.§!;;;;;;;;;;;;x; CA_archives_2;Big Hall of Records;Grande salle des Archives;;;;;;;;;;;;x; -CA_archives_2_desc;This room contains all the necessary documents to the administration: the books of your Senechal, cadastral maps, letters, capitularies ...;Cette salle contient tous les documents nécessaires à l'administration : des livres de compte de votre Sénéchal, relevés cadastraux, lettres, capitulaires ... ;;;;;;;;;;;;x; +CA_archives_2_desc;This room contains all the necessary documents to the administration: the books of your Senechal, cadastral maps, letters, capitularies...;Cette salle contient tous les documents nécessaires à l'administration : des livres de compte de votre Sénéchal, relevés cadastraux, lettres, capitulaires... ;;;;;;;;;;;;x; CA_cour_justice;Court;Cour de Justice;;;;;;;;;;;;x; CA_cour_justice_desc;It is here that you receive the complaints of your subjects, and do justice.\n§YThe diplomacy point and the prestige effect will be given by a character modifier.§!;C'est en ce lieu que vous recevez les doléances de vos sujets, et rendez justice.\n§YLe point de diplomatie et le bonus de prestige seront donnés par un modificateur de personnage.§!;;;;;;;;;;;;x CA_chancellerie;Chancellery;Chancellerie;;;;;;;;;;;;x; @@ -665,11 +669,19 @@ CA_chancellerie_desc;General Secretariat of the lord, led by the chancellor. Ser CA_chap_seign;Lordly chapel;Chapelle seigneuriale;;;;;;;;;;;;x; CA_chap_seign_desc;A Chapel adjoins your house where only you and your family can go.\n§YPiety and church opinion effect will be given by a character modifier.§!;Une Chapelle accolée à votre logis où seuls vous et votre famille pouvez vous rendre.\n§YLes effets de piété et de relation avec l'Eglise seront donnés par un modificateur de personnage.§!;;;;;;;;;;;;x CA_chap_seign_2;Greater lordly chapel;Grande chapelle seigneuriale;;;;;;;;;;;;x; -CA_chap_seign_2_desc;Adding a mausoleum and a reliquary for your family. Opening your subjects can be harvested some "pious" gifts ...\n§YPiety and prestige effect will be given by a character modifier.§! \nIf the character builds BOTH the §YLibrary§! AND the §YGreater lordly chapel§!, he receives a dynastic opinon bonus via the trait "§YDynastic keeper§!".;Ajout d'un mausolée et d'un reliquaire destiné à votre famille. L'ouverture à vos sujets permet de récolter quelque "pieux" dons...\n§YLes effets de piété et de prestige seront donnés par un modificateur de personnage.§! \nSi le personnage construit ET la §YBibliothèque§! ET la §YGrande chapelle seigneuriale§!, il reçoit un bonus d'opinion dynastique via le trait "§YConservation de biens dynastiques§!".;;;;;;;;;;;;x +CA_chap_seign_2_desc;Adding a mausoleum and a reliquary for your family. Opening your subjects can be harvested some "pious" gifts...\n§YPiety and prestige effect will be given by a character modifier.§! \nIf the character builds BOTH the §YLibrary§! AND the §YGreater lordly chapel§!, he receives a dynastic opinon bonus via the trait "§YDynastic keeper§!".;Ajout d'un mausolée et d'un reliquaire destiné à votre famille. L'ouverture à vos sujets permet de récolter quelque "pieux" dons...\n§YLes effets de piété et de prestige seront donnés par un modificateur de personnage.§! \nSi le personnage construit ET la §YBibliothèque§! ET la §YGrande chapelle seigneuriale§!, il reçoit un bonus d'opinion dynastique via le trait "§YConservation de biens dynastiques§!".;;;;;;;;;;;;x CA_library_L1;Personnal study;Etude personnelle;;;;;;;;;;;;;x CA_library_L1_desc;This small room is arranged with a work and studying office surrounded by shelves with books of all sorts and origins : a gulf of knowledge.\n§YBonus will be given through a character modifier.§! \n\nThis unlocks a decision: §YAcquire some books§!.;Cette petite pièce isolée est aménagée avec un bureau et des étagères garnies de livres de toutes sortes et de toutes origines : un puit de savoir.\n§YLes bonus seront donnés par un modificateur de personnage.§!\n\nCeci débloque une décision : §YAcquérir des livres§!.;;;;;;;;;;;;;x CA_library_L2;Library;Bibliothèque;;;;;;;;;;;;;x CA_library_L2_desc;The small study was enlarged to fit even more books and knowledge from the known world. \nIt also host the archives of the dynasty and its genealogy.\n§YBonus will be given through a character modifier.§! \n\nIf the character builds BOTH the §YLibrary§! AND the §YGreater lordly chapel§!, he receives a dynastic opinon bonus via the trait "§YDynastic keeper§!".\n\nThis unlocks the decision: §YAcquire some books§!. \nThis unlocks the decision: §YStudy some books§!.;La petite étude a été agrandie pour accueillir toujours plus d'ouvrages et de savoirs du Monde connu. \nOn y trouve aussi les archives de la dynastie et sa généalogie.\n§YLes bonus seront donnés par un modificateur de personnage.§! \n\nSi le personnage construit ET la §YBibliothèque§! ET la §YGrande chapelle seigneuriale§!, il reçoit un bonus d'opinion dynastique via le trait "§YConservation de biens dynastiques§!". \n\nCeci débloque la décision : §YAcquérir des livres§!. \nCeci débloque la décision : §YEtudier des livres§!.;;;;;;;;;;;;;x + +CA_prison_L1;Securised prison;Cachots sécurisés;;;;;;;;;;;;;x +CA_prison_L2;Securised prison;Cachots sécurisés;;;;;;;;;;;;;x +CA_prison_L3;Securised prison;Cachots sécurisés;;;;;;;;;;;;;x +#prison_desc;Less inconvenient than the dungeon, these dungeons are much better secured and nestled deep in the fortress. \nAlthough no one has ever escaped from them, their capacity is limited and their surveillance costly. \nEach level can accommodate §B1§! additional "resident".;Moins incommants que l'oubliette, ces cachots sont bien mieux sécurisés et nichés aux tréfonds de la forteresse. \nBien que nul ne s'en soit jamais échappé, leur capacité est limitée et leur surveillance coûteuse. \nChaque niveau permet d'acceuillir §B1§! "résident" supplémentaire.;;;;;;;;;;;;;x +prison_desc;Less inconvenient than the dungeon, these dungeons are much better secured and nestled deep in the fortress. \nAlthough no one has ever escaped from them, their capacity is limited and their surveillance costly. ;Moins incommants que l'oubliette, ces cachots sont bien mieux sécurisés et nichés aux tréfonds de la forteresse. \nBien que nul ne s'en soit jamais échappé, leur capacité est limitée et leur surveillance coûteuse. ;;;;;;;;;;;;;x + + #;NEW main buildings tag L3T;;;;;;;;;;;;;x ca_tour_L1;Woodlog towers;Tours en rondins;;;;;;;;;;;;;x ca_tour_L1_desc;_;Cette structure elevée est faite de bois et offre un bon point de tir pour les archers.;;;;;;;;;;;;;x @@ -678,39 +690,38 @@ ca_tour_L2_desc;_;Plus solides et plus massives, les tours en pierres sont bien ca_tour_L3;Cutstone towers;Tours en pierre maçonnées;;;;;;;;;;;;;x ca_tour_L3_desc;_;Les tours sont faites en pierres taillées et bien scellées entre elles par du mortier formant une paroi lisse offrant peu de prises à l'assaillant et plus résistante aux tirs des machines de sièges.;;;;;;;;;;;;;x ca_tour_L4;Round towers;Tours rondes;;;;;;;;;;;;;x -ca_tour_L4_desc;_;Les tours rondes offrent une meilleure résistance aux projectiles et ont l'avantage de n'offrir aucun angle mort.;;;;;;;;;;;;;x +ca_tour_L4_desc;This building costs §Y90§! prestige to get built. Your prestige points will be decreased when you start to build it.;Les tours rondes offrent une meilleure résistance aux projectiles et ont l'avantage de n'offrir aucun angle mort. \nCe bâtiment requiert de dépenser §Y90§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x tp_training_grounds_L1;Wooden gate;Porte de guet;;;;;;;;;;;;;x -tp_training_grounds_L1_desc;_;Des planches et poutres assemblées afin de sécuriser le domaine. Cette porte est surmontée d'une vigie donnant une vue imprenable sur la région.;;;;;;;;;;;;;x +tp_training_grounds_L1_desc;Planks and beams assembled to secure the area. This door is surmounted by a lookout giving a breathtaking view of the region.;Des planches et poutres assemblées afin de sécuriser le domaine. Cette porte est surmontée d'une vigie donnant une vue imprenable sur la région.;;;;;;;;;;;;;x tp_training_grounds_L2;Stone gate;Porte en pierre;;;;;;;;;;;;;x -tp_training_grounds_L2_desc;_;Une structure de pierres assemblées afin de contrôler les entrées et sorties et se barricader en cas d'attaque.;;;;;;;;;;;;;x +tp_training_grounds_L2_desc;A structure of stones assembled to control entrances and exits and barricade themselves in the event of an attack.;Une structure de pierres assemblées afin de contrôler les entrées et sorties et se barricader en cas d'attaque.;;;;;;;;;;;;;x ca_eglise_L1;Oratory;Oratoire;;;;;;;;;;;;;x -ca_eglise_L1_desc;_;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x +ca_eglise_L1_desc;A modest place of worship, but sufficient to accommodate the few faithfuls.;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x ca_eglise_L2;Chapel;Chapelle;;;;;;;;;;;;;x -ca_eglise_L2_desc;_;;;;;;;;;;;;;;x +ca_eglise_L2_desc;;;;;;;;;;;;;;;x ca_eglise_L3;Church;Église;;;;;;;;;;;;;x -ca_eglise_L3_desc;_;;;;;;;;;;;;;;x +ca_eglise_L3_desc;The gathering place of the religious community to pray and gather under the stone arches.;Le lieu de rassemblement de la communauté religieuse pour prier et se recueillir sous les voûtes de pierre. ;;;;;;;;;;;;;x ca_eglise_L4;Great church;Grande église;;;;;;;;;;;;;x -ca_eglise_L4_desc;_;;;;;;;;;;;;;;x +ca_eglise_L4_desc;This building costs §Y90§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y90§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x ca_eglise_L1_muslim;Small mosque;Petite mosquée;;;;;;;;;;;;;x -ca_eglise_L1_muslim_desc;_;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x +ca_eglise_L1_muslim_desc;A modest place of worship, but sufficient to accommodate the few faithfuls.;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x ca_eglise_L2_muslim;Mosque;Mosquée;;;;;;;;;;;;;x ca_eglise_L2_muslim_desc;_;;;;;;;;;;;;;;x ca_eglise_L3_muslim;Domed mosque;Mosquée à dôme;;;;;;;;;;;;;x ca_eglise_L3_muslim_desc;_;;;;;;;;;;;;;;x ca_eglise_L4_muslim;Great mosque;Grande mosquée;;;;;;;;;;;;;x +ca_eglise_L4_mulsim_desc;This building costs §Y90§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y90§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x ca_eglise_L4_muslim_desc;_;;;;;;;;;;;;;;x -ca_eglise_L5_muslim;Magnifiscent mosque;Magnifique mosquée;;;;;;;;;;;;;x -ca_eglise_L5_muslim_desc;_;;;;;;;;;;;;;;x ct_eglise_L1;Oratory;Oratoire;;;;;;;;;;;;;x -ct_eglise_L1_desc;_;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x +ct_eglise_L1_desc;A modest place of worship, but sufficient to accommodate the few faithfuls.;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x ct_eglise_L2;Chapel;Chapelle;;;;;;;;;;;;;x ct_eglise_L2_desc;_;;;;;;;;;;;;;;x ct_eglise_L3;Church;Église;;;;;;;;;;;;;x ct_eglise_L3_desc;_;;;;;;;;;;;;;;x ct_eglise_L4;Great church;Grande église;;;;;;;;;;;;;x -ct_eglise_L4_desc;_;;;;;;;;;;;;;;x +ct_eglise_L4_desc;This building costs §Y90§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y90§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x ct_eglise_L5;Basilica;Basilique;;;;;;;;;;;;;x -ct_eglise_L5_desc;_;;;;;;;;;;;;;;x +ct_eglise_L5_desc;This building costs §Y120§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x ct_eglise_L1_muslim;Small mosque;Petite mosquée;;;;;;;;;;;;;x ct_eglise_L1_muslim_desc;_;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x ct_eglise_L2_muslim;Mosque;Mosquée;;;;;;;;;;;;;x @@ -718,12 +729,38 @@ ct_eglise_L2_muslim_desc;_;;;;;;;;;;;;;;x ct_eglise_L3_muslim;Domed mosque;Mosquée à dôme;;;;;;;;;;;;;x ct_eglise_L3_muslim_desc;_;;;;;;;;;;;;;;x ct_eglise_L4_muslim;Great mosque;Grande mosquée;;;;;;;;;;;;;x -ct_eglise_L4_muslim_desc;_;;;;;;;;;;;;;;x +ct_eglise_L4_muslim_desc;This building costs §Y120§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x ct_eglise_L5_muslim;Magnifiscent mosque;Magnifique mosquée;;;;;;;;;;;;;x -ct_eglise_L5_muslim_desc;_;;;;;;;;;;;;;;x +ct_eglise_L5_muslim_desc;This building costs §Y120§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x +tp_eglise_L1;Oratory;Oratoire;;;;;;;;;;;;;x +tp_eglise_L1_desc;A modest place of worship, but sufficient to accommodate the few faithfuls.;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x +tp_eglise_L2;Chapel;Chapelle;;;;;;;;;;;;;x +tp_eglise_L2_desc;_;;;;;;;;;;;;;;x +tp_eglise_L3;Church;Église;;;;;;;;;;;;;x +tp_eglise_L3_desc;_;;;;;;;;;;;;;;x +tp_eglise_L4;Great church;Grande église;;;;;;;;;;;;;x +tp_eglise_L4_desc;This building costs §Y90§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y90§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x +tp_eglise_L5;Basilica;Basilique;;;;;;;;;;;;;x +tp_eglise_L5_desc;This building costs §Y120§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x +tp_eglise_L1_muslim;Small mosque;Petite mosquée;;;;;;;;;;;;;x +tp_eglise_L1_muslim_desc;_;Un modeste lieu de culte, mais suffisant pour accueillir les quelques fidèles.;;;;;;;;;;;;;x +tp_eglise_L2_muslim;Mosque;Mosquée;;;;;;;;;;;;;x +tp_eglise_L2_muslim_desc;_;;;;;;;;;;;;;;x +tp_eglise_L3_muslim;Domed mosque;Mosquée à dôme;;;;;;;;;;;;;x +tp_eglise_L3_muslim_desc;_;;;;;;;;;;;;;;x +tp_eglise_L4_muslim;Great mosque;Grande mosquée;;;;;;;;;;;;;x +tp_eglise_L4_muslim_desc;This building costs §Y120§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x +tp_eglise_L5_muslim;Magnifiscent mosque;Magnifique mosquée;;;;;;;;;;;;;x +tp_eglise_L5_muslim_desc;This building costs §Y120§! prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.\n Le coût en prestige est décompté au commencement des travaux.;;;;;;;;;;;;;x TP_universite_mutazilite_desc;_;;;;;;;;;;;;;;x TP_universite_mutazilite_1;Mutazilite university;Université mutazilite;;;;;;;;;;;;;x TP_universite_mutazilite_2;Mutazilite university;Université mutazilite;;;;;;;;;;;;;x TP_universite_asharite_desc;_;;;;;;;;;;;;;;x TP_universite_asharite_1;Ashari university;Université asharite;;;;;;;;;;;;;x -TP_universite_asharite_2;Ashari university;Université asharite;;;;;;;;;;;;;x \ No newline at end of file +TP_universite_asharite_2;Ashari university;Université asharite;;;;;;;;;;;;;x + +tp_temple_L1;[Root.Holder.GetHouseOfWorshipCap];[Root.Holder.GetHouseOfWorshipCap];[Root.Holder.GetHouseOfWorshipCap];;[Root.Holder.GetHouseOfWorshipCap];;;;;;;;;x +tp_temple_L2;[Root.Holder.GetHouseOfWorshipCap];[Root.Holder.GetHouseOfWorshipCap];[Root.Holder.GetHouseOfWorshipCap];;[Root.Holder.GetHouseOfWorshipCap];;;;;;;;;x +tp_temple_L3;[Root.Holder.GetHouseOfWorshipCap];[Root.Holder.GetHouseOfWorshipCap];[Root.Holder.GetHouseOfWorshipCap];;[Root.Holder.GetHouseOfWorshipCap];;;;;;;;;x +tp_temple_A_desc;This [Root.Holder.GetHouseOfWorship] serves as the spiritual center of the local community.;[GetHouseOfWorshipUnUne] tout ce qu'il y a de plus commun qui sert de centre spirituel de la communauté locale.;;;;;;;;;;;;x +tp_temple_B_desc;People from across the province come here to visit this impressive [Root.Holder.GetHouseOfWorship]. They come to pray or make offerings in this very sacred building.;Des fidèles viennent de tous les environs visiter ce bâtiment monumental. Ils viennent ici se recueillir, prier et faire des offrandes dans la grande salle [Root.Holder.GetHouseOfWorshipDuDela].;;;;;;;;;;;;x diff --git a/L3T/localisation/L3T_loc_DECS_AMB.csv b/L3T/localisation/L3T_loc_DECS_AMB.csv index 667e2b52..b6a07ddd 100644 --- a/L3T/localisation/L3T_loc_DECS_AMB.csv +++ b/L3T/localisation/L3T_loc_DECS_AMB.csv @@ -1,5 +1,3 @@ -#;;x;;;;;;;;;;;;x - #;;DECISIONS;;;;;;;;;;;;x egg_hunt;Search for Easter Eggs;Chercher des œufs de Pâques;;;;;;;;;;;;x egg_hunt_desc;During season of Spring, people seek for Easter eggs. To hold a search for some of them would be a pious act.;Le printemps est la saison des œufs de Pâques. En chercher serait faire preuve de piété.;;;;;;;;;;;;x @@ -22,7 +20,7 @@ enable_notification;Show all immersion notifications;Voir toutes les notificatio enable_notification_desc;Shows the notifications about immersion events that were previously disabled.;Montre toutes les notifications d'événements d'immersion préalablement désactivées.;;;;;;;;;;;;x set_adm_spe;Convert to a FEUDAL CITY;Établir une CITÉ SEIGNEURIALE;;;;;;;;;;;;x set_adm_spe_desc;Specialize this settlement into an administrative center.;Spécialiser ce domaine en une véritable capitale administrative.;;;;;;;;;;;;x -remove_adm_spe;Remove the useless FEUDAL CITY;Démolir l'ancienne CITÉ SEIGNEURIALE;;;;;;;;;;;;x +remove_adm_spe;Remove the FEUDAL CITY;Démolir la CITÉ SEIGNEURIALE;;;;;;;;;;;;x remove_adm_spe_desc;The FEUDAL CITY is no more usefull because the settlement is no more a major capital.;Cette CITÉ FÉODALE n'est plus d'aucune utilité étant donné que le domaine n'est plus une importante capitale.;;;;;;;;;;;;x set_spe_mil_from_prod;Convert into a Citadel;Transformer en FORTERESSE;;;;;;;;;;;;x set_spe_mil_from_prod_desc;We need more troops than gold.;Nous avons plus intérêt à avoir des troupes que des marchands.;;;;;;;;;;;;x @@ -32,10 +30,9 @@ TOOLTIPanotherPROD;There is another Feudal Manor in the county.;Il y a un autre TOOLTIPdelocalize;The production buildings will be moved to another settlement with a Feudal Manor in the county.\n;Les bâtiments de production vont être délocalisés dans un autre domaine du comté possédant un BOURG FÉODAL.\n;;;;;;;;;;;;x TOOLTIPfromMilToProd;The weapon manufacturing buildings and upgraded barracks will be sold between §Y40%§! and §Y60%§! of their building cost.\n;Les bâtiments de production d'outils et les casernes évoluées seront vendus entre §Y40%§! et §Y60%§! de leur coût de construction.\n;;;;;;;;;;;;x TOOLTIPfromMilToAdm;The weapon manufacturing buildings will be converted to tool manufacturing. The upgraded barracks will be sold between §Y40%§! and §Y60%§! of their building cost.\n;Les bâtiments de production d'armes fabriqueront des outils. Les casernes évoluées seront vendus entre §Y40%§! et §Y60%§! de leur coût de construction.\n;;;;;;;;;;;;x -#;;x;;;;;;;;;;;;x -construire_cathedrale;Build a cathedral in your capital;Construire une Cathédrale dans votre capitale;;;;;;;;;;;;x +construire_cathedrale;Build a cathedral in [Root.Capital.GetName];Construire une Cathédrale en [Root.Capital.GetName];;;;;;;;;;;;x construire_cathedrale_desc;Let's begin this cathedral !;Lancer le chantier de notre cathédrale !;;;;;;;;;;;;x -TOOLTIPCONSTRUIRECATHEDRALE;Beginning of the construction.\n§RWarning, the annual construction cost of the Cathedral is about 100¤, and over more than a century.§!;Début de la construction.\n§RAttention le coût de construction de la Cathédrale est d'environ 100¤/an, et cela sur plus d'un siècle.§!;;;;;;;;;;;;x +TOOLTIPCONSTRUIRECATHEDRALE;Beginning of the construction.\n§RWarning, the annual construction cost of the Cathedral is about 100¤, for over more than a century.§!;Début de la construction.\n§RAttention le coût de construction de la Cathédrale est d'environ 100¤/an, et cela sur plus d'un siècle.§!;;;;;;;;;;;;x construire_cathedral_province;Build a cathedral;Construire une Cathédrale;;;;;;;;;;;;x construire_cathedral_province_desc;Let's begin this cathedral !;Lancer le chantier de notre cathédrale !;;;;;;;;;;;;x ask_construction_progession;Ask about construction progression;Demander l'avancement du chantier;;;;;;;;;;;;x @@ -73,23 +70,26 @@ borrow_money_jews_ke_desc;I can borrow 300 repay_money_jews_ke;Repay the 350¤ loan;Rembourser notre dette de 350¤;;;;;;;;;;;;x repay_money_jews_ke_desc;I will repay the gold that I owe the Jewish moneylenders.;Il nous est possible de rembourser la somme que nous devons aux usuriers juifs.;;;;;;;;;;;;x borrowed_from_jews;Owes to Jewish Moneylenders;Dette envers les usuriers juifs;;;;;;;;;;;;x -#;;x;;;;;;;;;;;; -#L3T.13;Monastic retirement;Retraite Monastique;;;;;;;;;;;;x -#NAMEL3T.13;Monastic retirement;Retraite monastique;;;;;;;;;;;;x -#DESCL3T.13;After years of ruling, [Root.GetTitledFirstName] has decided that [Root.GetSheHe] is no longer fit to rule and as such decided to abdicate in favour of [Root.GetHerHis] heir, while [Root.GetSheHe] [Root.GetHerselfHimself] will retire into a monastry.;Epuisé par des années de règne, [Root.GetTitledFirstName] a décidé qu'il était temps de laisser la main à son héritier et de rejoindre un monastère pour dédier le reste de sa vie à Dieu, hors des contraintes du Monde.;;;;;;;;;;;; -#L3T.13A;Deo gratias !;Deo gratias !;;;;;;;;;;;;x +#;;x;;;;;;;;;;;;x +#REC.22;Monastic retirement;Retraite Monastique;;;;;;;;;;;;x +#NAMEREC.22;Monastic retirement;Retraite monastique;;;;;;;;;;;;x +#DESCREC.22;After years of ruling, [Root.GetTitledFirstName] has decided that [Root.GetSheHe] is no longer fit to rule and as such decided to abdicate in favour of [Root.GetHerHis] heir, while [Root.GetSheHe] [Root.GetHerselfHimself] will retire into a monastry.;Epuisé par des années de règne, [Root.GetTitledFirstName] a décidé qu'il était temps de laisser la main à son héritier et de rejoindre un monastère pour dédier le reste de sa vie à Dieu, hors des contraintes du Monde.;;;;;;;;;;;; +#REC.22A;Deo gratias !;Deo gratias !;;;;;;;;;;;;x abdiquer;Retire to a monastery;Se retirer dans un Monastère;;;;;;;;;;;; abdiquer_desc;I have grown very much past my prime. It is time for the next generation to rule while I retire in a peacefull monastery.;J'ai fait mon temps. Ce monastère que j'ai fondé il y a quelques années sera un havre parfait pour mes vieux jours.;;;;;;;;;;;;;x - +#;;x;;;;;;;;;;;;x #;;AMBITIONS;;;;;;;;;;;;x obj_build_something_title;Build a monument;Construire un Monument ;;;;;;;;;;;;x obj_build_something_desc;This character wants to let his print in History by building something big and hopefully eternal.;Ce personnage a pour ambition de laisser une empreinte durable dans l'Histoire par ses réalisations à la fois solides et monumentales.;;;;;;;;;;;;x build_something_reussite;The character must have achieved a major construction or a step of it.\n§YThe steps of the Cathedral which can validate this ambition are:\n3 - Proto-Cathedral\n5 - Cathedral, Magnificent Nave\n6 - Cathedral, Transept\n7 - Cathedral, Northern Tower\n8 - Cathedral, Southern Tower§!;Le personnage doit avoir achevé une construction majeure ou une étape de celle-ci.\n§YLes étapes de la Cathédrale qui peuvent valider cette ambition sont : \n3 - Proto-Cathédrale\n5 -Cathédrale, Nef Magnifique\n6 - Cathédrale, Transept\n7 - Cathédrale, Tour Nord\n8 - Cathédrale, Tour du Midi§!;;;;;;;;;;;;x obj_egg_them_all_title;Search for the One-Egg;Se mettre en quête l'Oeuf Unique;;;;;;;;;;;;x -obj_egg_them_all_desc;Having laid our hands on several of these egg-relics and heard the lingering rumor that they would permit find an even more powerful artifact. \nWe are looking for other Eggs so we can someday discover this Holy Artifact.\n§GThis increases our chances to find the other eggs§;Ayant mis la main sur plusieurs de ces oeufs-reliques et ayant entendu la rumeur persistante qu'ils permettraient de trouver un artefact encore plus puissant. \nNous nous mettons en quête des autres Oeufs afin de peut être découvrir un jour ce Saint artefact. \n§GCeci améliore nos chances de trouver les autres Oeufs§;;;;;;;;;;;;x +obj_egg_them_all_desc;Having laid our hands on several of these egg-relics and heard the lingering rumor that they would permit find an even more powerful artifact. \nWe are looking for other Eggs so we can someday discover this Holy Artifact.\n§GThis increases our chances to find the other eggs§!;Ayant mis la main sur plusieurs de ces oeufs-reliques et ayant entendu la rumeur persistante qu'ils permettraient de trouver un artefact encore plus puissant. \nNous nous mettons en quête des autres Oeufs afin de peut être découvrir un jour ce Saint artefact. \n§GCeci améliore nos chances de trouver les autres Oeufs§!;;;;;;;;;;;;x custom_egg_them_all;Succeed in collecting the Eggs-relics needed and obtain the Unique Egg;Réussir à rassembler les Oeufs-reliques nécessaires et obtenir de l'Oeuf Unique;;;;;;;;;;;;x #;;x;;;;;;;;;;;;x - L3T_RENAME_LOG;Rename [Root.GetName] title into something you find more fitty.;Renommer le titre [Root.GetName] en quelque chose plus à votre goût.;;;;;;;x DEC_rename_any_title;Rename this title;Renommer ce titre;;;;;;;x DEC_rename_any_title_desc;You are about to rename the following title: \n§Y[Root.GetName]§!;Vous êtes sur le point de donner un nouveau nom au titre suivant :\n§Y[Root.GetName]§!;;;;;;;x +#;;x;;;;;;;;;;;;x +prisoner_to_fortress;Move to Securised Dungeon [your_new_home.GetName];Transférer en cachot sécurisé;;;;;;;;;;;;x +prisoner_to_fortress_desc;Have §Y[Root.GetTitledFirstName]§! moved to a secured cell in one of of our fortresses, where [Root.GetSubjectPronoun] can't escape, yet with a fair life expectancy.;Faire transférer [Root.Get_le_TitledFirstNameJ] dans une cellule sécurisée d'une de nos forteresses, d'où [Root.GetIlElle] ne s'échappera pas et aura une espérance de vie correcte.;;;;;;;;;;;;x +has_a_warm_prison;Has a §YSecured dungeons§! in a demesne's §YFortress§! holding;Possède des §YCachots sécurisés§! dans l'une de ces propriétés de type §YForteresse§!;;;;;;;;;;;;x \ No newline at end of file diff --git a/L3T/localisation/L3T_loc_DIVERS.csv b/L3T/localisation/L3T_loc_DIVERS.csv index 1f36eb92..ab95c5dd 100644 --- a/L3T/localisation/L3T_loc_DIVERS.csv +++ b/L3T/localisation/L3T_loc_DIVERS.csv @@ -6,25 +6,35 @@ XXX;an event for being built;un TOOLTIP_JAMAIS;This fictious building is used to display a tooltip.;Ce bâtiment fictif sert de support à une info-bulle.;;;;;;;;;;;;x nobuilding;an event for being built;un évènement pour être construit;;;;;;;;;;;;x TOOLTIP_recent_construction;Has not already built something here during past year\n;N'a pas déjà construit quelque chose durant l'année dans ce domaine\n;;;;;;;;;;;;x -TOOLTIP_prestige_building;This building require to spend some prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser des points de prestige pour être construit.\n Le coût en prestige sera déduit dès le lancement de la construction.;;;;;;;;;;;;x +TOOLTIP_prestige_building;This building require to spend some prestige to get built. Your prestige points will be decreased when you start to build it.;Ce bâtiment requiert de dépenser des points de prestige pour être construit.;;;;;;;;;;;;x +TOOLTIP_prestige_building_30;This building costs §Y30§! prestige to get built. ;Ce bâtiment requiert de dépenser §Y30§! points de prestige pour être construit.;;;;;;;;;;;;x +TOOLTIP_prestige_building_60;This building costs §Y60§! prestige to get built. ;Ce bâtiment requiert de dépenser §Y60§! points de prestige pour être construit.;;;;;;;;;;;;x +TOOLTIP_prestige_building_70;This building costs §Y70§! prestige to get built. ;Ce bâtiment requiert de dépenser §Y70§! points de prestige pour être construit.;;;;;;;;;;;;x +TOOLTIP_prestige_building_90;This building costs §Y90§! prestige to get built. ;Ce bâtiment requiert de dépenser §Y90§! points de prestige pour être construit.;;;;;;;;;;;;x +TOOLTIP_prestige_building_120;This building costs §Y120§! prestige to get built. ;Ce bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.;;;;;;;;;;;;x +#;;x;;;;;;;;;;;;x opinion_egg_stolen;Easter egg robber;Voleur d'œufs de Pâques;;;;;;;;;;;;x opinion_cathedral_employer;Employer;Employeur;;;;;;;;;;;;x donation;Cathedral donator;Donateur de ma Cathédrale;;;;;;;;;;;;x stolen_relic_opinion;Stolen my relic;A volé ma relique;;;;;;;;;;;;x stolen_relic_attempt;Attempted to steal my relic;A tenté de voler ma relique;;;;;;;;;;;;x not_involved_in_personnal_war;Must not be involved in a personnal;Ne doit pas être impliqué dans une guerre privée;;;;;;;;;;;;x - opinion_titre_mineur_favori_evince;Court position denied;M'a refusé une position à la Cour;;;;;;;;;;;;x opinion_titre_mineur_promu;Promoted to a court position;M'a donné un poste à la Cour;;;;;;;;;;;;x +#;;x;;;;;;;;;;;;x +#;;x;;;;;;;;;;;;x vigne_dispo;The ressource "§GVine§!" is available in this Demesne or within the province. \nConditions are listed below.;La ressource "§YVignes§!" est disponible dans le domaine ou dans la province. \nLes conditions sont listées ci_dessous.;;;;;;;;;;;;x cereales_dispo;The ressource "§GCereals§!" is available in this Demesne or within the province. \nConditions are listed below.;La ressource "§YCéréales§!" est disponible dans le domaine ou dans la province. \nLes conditions sont listées ci_dessous.;;;;;;;;;;;;x poisson_dispo;The ressource "§GFish§!" is available in this Demesne or within the province. \nConditions are listed below.;La ressource "§YPoissons§!" est disponible dans le domaine ou dans la province. \nLes conditions sont listées ci_dessous.;;;;;;;;;;;;x - ressource_L2_dispo;The Demesne has at least one of the ressources listed below.;Le Domaine dispose d'une des ressources listées ci_dessous.;;;;;;;;;;;;x - +#;;x;;;;;;;;;;;;x +#;;x;;;;;;;;;;;;x custom_paix_totale;§YTotal peace§! : nor you or any of your lieges must NOT be involved in a war;§YPaix totale§! : ni vous ni l'un de vos suzerains ne doivent être engagés dans un guerre;;;;;;;;;;;;x custom_relique;You must own a §YHoly relic§!;Vous devez posséder une §YSainte relique§!;;;;;;;;;;;;x - +i_attempted_fabricate_claim_chancellor_banned;Banished my Chancellor;A banni mon Chancelier;;;;;;;;;;;;x +i_attempted_fabricate_claim_chancellor_killed;Killed my chancellor;A fait assassiner mon Chancelier;;;;;;;;;;;;x +he_attempted_fabricate_claim_chancellor_banned;Banished his Chancellor;J'ai banni son Chancelier;;;;;;;;;;;;x +he_attempted_fabricate_claim_chancellor_killed;Made killed his chancellor;J'ai fait assassiner son Chancelier;;;;;;;;;;;;x #;;x;;;;;;;;;;;;x #;;ReC;;;;;;;;;;;;x #;;x;;;;;;;;;;;;x @@ -59,13 +69,22 @@ developpement;development;d developpementold;development was;développement était;;;;;;;;;;;x RULE_OPUS_FRANCIGENUM;§RL3T§!: Opus Francigenum;§RL3T§! : Opus Francigenum;;;;;;;;;;;;x RULE_OPUS_FRANCIGENUM_DYNAMIC;Dynamic;Dynamique;Dynamisch;;Dinámico;;;;;;;;;x -RULE_OPUS_FRANCIGENUM_DYNAMIC_DESC;The Opus Francigenum will occur dynamically under certain conditions;L'Opus Francigenum se produira dynamiquement sous certaines conditions;;;;;;;;;;;;x +RULE_OPUS_FRANCIGENUM_DYNAMIC_DESC;The Opus Francigenum will occur dynamically under certain conditions.;L'Opus Francigenum se produira dynamiquement sous certaines conditions.;;;;;;;;;;;;x RULE_OPUS_FRANCIGENUM_HISTORICAL;Historical;Historique;Historisch;;Histórico;;;;;;;;;x -RULE_OPUS_FRANCIGENUM_HISTORICAL_DESC;The Opus Francigenum will occur between the years of 1130 and 1150;L'Opus Francigenum se produira entre l'an 1130 et l'an 1150.;;;;;;;;;;;;x +RULE_OPUS_FRANCIGENUM_HISTORICAL_DESC;The Opus Francigenum will occur between the years of 1130 and 1150.;L'Opus Francigenum se produira entre l'an 1130 et l'an 1150.;;;;;;;;;;;;x RULE_OPUS_FRANCIGENUM_FIFTY_YEARS;Random;Aléatoire;Zufällig;;Aleatorio;;;;;;;;;x RULE_OPUS_FRANCIGENUM_FIFTY_YEARS_DESC;The Opus Francigenum will occur at a random date, though at the earliest 50 years after the game is started.;L'Opus Francigenum se produira à une date aléatoire, mais au plus tôt 50 ans après le début de la partie.;;;;;;;;;;;;x RULE_OPUS_FRANCIGENUM_FREE;Free;Libre;;;;;;;;;;;;x RULE_OPUS_FRANCIGENUM_FREE_DESC;The Opus Francigenum will occur at game launch, allowing to build Cathedrals immediatly.;L'Opus Francigenum se produira suite au lancement de la partie permettant ainsi de bâtir des Cathédrales librement.;;;;;;;;;;;;x +RULE_BETTER_CLAIMS;§RL3T§!: Claims system;§RL3T§! : Système de revendications;;;;;;;;;;;;x +RULE_BETTER_CLAIMS_restricted;Restricted;Restreint;;;;;;;;;;;;x +RULE_BETTER_CLAIMS_restricted_DESC;You can fabricate claims on counties and baronies, you can only fabricate claim on duchies if you pursue the "become king" ambition, your chancellor can counter claim fabrications from other rulers.;Vous pouvez fabriquer des revendications sur les comtés et baronnies, sur les duchés si vous avez l'ambition "Devenir roi", et votre chancelier peut contrer la fabrication de revendications des autres dirigeants.;;;;;;;;;;;;x +RULE_BETTER_CLAIMS_vanilla;Vanilla;Original;;;;;;;;;;;;x +RULE_BETTER_CLAIMS_vanilla_DESC;Mechanics for claims remain unchanged.;Les mécanismes de revendications demeurent inchangés.;;;;;;;;;;;;x +RULE_BETTER_CLAIMS_plots_only;Harsh;Rigoureux;;;;;;;;;;;;x +RULE_BETTER_CLAIMS_plots_only_DESC;It is no longer possible to send your chancellor fabricating claims.;Il n'est plus possible d'envoyer votre chancelier fabriquer des revendications.;;;;;;;;;;;;x +RULE_GROUP_L3T;The 3 Towers;Les 3 Tours;;;;;;;;;;;;x +#;;x;;;;;;;;;;;;x L3T_fights_for_faith;Gain §Grecognition for fighting§! for Catholic faith;Gagne §Greconnaissance pour son combat§! pour la Foi catholique;;;;;;;;;;;;x L3T_defends_for_faith;Gain §Grecognition for defending§! Catholic faith;Gagne §Greconnaissance pour sa défense§! de la Foi catholique;;;;;;;;;;;;x -L3T_works_for_faith;Gain §Grecognition for spreading§! Catholic faith;Gagne §Greconnaissance comme précheur§! de la Foi catholique;;;;;;;;;;;;x \ No newline at end of file +L3T_works_for_faith;Gain §Grecognition for spreading§! Catholic faith;Gagne §Greconnaissance comme précheur§! de la Foi catholique;;;;;;;;;;;;x diff --git a/L3T/localisation/L3T_loc_EVENTS.csv b/L3T/localisation/L3T_loc_EVENTS.csv index 3be5ea04..b0413374 100644 --- a/L3T/localisation/L3T_loc_EVENTS.csv +++ b/L3T/localisation/L3T_loc_EVENTS.csv @@ -1,51 +1,48 @@ NAMEL3T.1;DEBUG Mod;Mode DEBUG;;;;;;;;;;;x -DESCL3T.1;This ACTIVATES the L3T debug mod.;Ceci ACTIVE le mode DEBUG d'L3T.;;;;;;;;;;;x -NAMEL3T.2;DEBUG Mod;Mode DEBUG;;;;;;;;;;;x -DESCL3T.2;This DE-ACTIVATES the L3T debug mod.;Ceci DESACTIVE le mode DEBUG d'L3T.;;;;;;;;;;;x +DESCL3T.1;L3T debug mod ACTIVE. \n\nTrigger this event again to DE-ACTIVATE it.;Mode DEBUG d'L3T ACTIF \n\nDéclenchez à nouveau cet évènement pour le DESACTIVER.;;;;;;;;;;;x +#NAMEL3T.2;DEBUG Mod;Mode DEBUG;;;;;;;;;;;x +DESCL3T.2;L3T debug mod INACTIVE.;Mode DEBUG d'L3T INACTIF.;;;;;;;;;;;x #;DEMESNE SPEC;;;;;;;;;;;;;x -NAMEL3T.3;Lands of [holding_to_spec.GetName];Domaine [holding_to_spec.GetDeDapostrophe][holding_to_spec.GetName];;;;;;;;;;;;x -DESCL3T.3.Cap;We shall decide how to develop this feudal demesne in [holding_to_spec.Location.GetName]. \n\n A Feudal city could host and protect an important population behind its strong walls defended by a castle. As a seat of our power, such city would be an ideal capital and administrative centre.\n\n A fierce fortress there would either fulfill the role of watching out our borders, and a use of protection and training our troops. It is fortified with thick walls and defended by highly-trained troops site but maintaining them will forego any major economic development within this holding.\n\n A Feudal manor consists in lands and peasantry living there, far from court's concerns. The local productions, that can be bartered, sold, and... taxed to fill our coffers.;Nous devons décider comment nous allons développer ce domaine seigneurial situé sur les terres de [holding_to_spec.Location.GetName].\n\n Une Cité seigneuriale pourra abriter une population importante derrière ses hauts murs défendus par un château fort. Elle a l'étoffe d'une capitale en tant siège du pouvoir et centre de notre administration.\n\n Une fière Forteresse à [holding_to_spec.GetName] remplira aussi bien un rôle de poste frontière sur une de nos marches qu'un rôle de protection et de formation de troupes. C'est un site très bien défendu mais qui coûte cher à entretenir.\n\n Un Bourg seigneurial regroupe une communauté de paysans qui exploitent nos terres et vivent bien loin des préoccupations de la cour. Il permet l'exploitation des ressources locales, qui pourront être échangées, vendues, et... taxées pour venir remplir nos coffres.;;;;;;;;;;;;x -DESCL3T.3.pasCap;We shall decide how to develop this feudal demesne. \n\n A fierce fortress there would either fulfill the role of watching out our borders, and a use of protection and training our troops. It is fortified with thick walls and defended by highly-trained troops site but maintaining them will forego any major economic development within this holding.\n\n A Feudal manor consists in lands and peasantry living there, far from court's concerns. The local productions, that can be bartered, sold, and... taxed to fill our coffers.;Nous devons décider comment nous allons développer ce domaine seigneurial situé sur les terres de [holding_to_spec.Location.GetName].\n\n Une fière Forteresse remplira aussi bien un rôle de poste frontière sur une de nos marches qu'un rôle de protection et de formation de troupes. C'est un site très bien défendu mais qui coûte cher à entretenir.\n\n Un Bourg seigneurial regroupe une communauté de paysans qui exploitent nos terres et vivent bien loin des préoccupations de la cour. Il permet l'exploitation des ressources locales, qui pourront être échangées, vendues, et... taxées pour venir remplir nos coffres.;;;;;;;;;;;;x -L3T.3A;We shall make a glorious Feudal city out of it!;Faisons-en une glorieuse Cité seigneuriale !;;;;;;;;;;;x -L3T.3B;Let's erect there an impregnable fortress!;Erigeons une Forteresse imprenable !;;;;;;;;;;;;x -L3T.3C;This will be a flourishing Feudal manor!;Ce sera un Bourg seigneurial florissant !;;;;;;;;;;;;x +NAMEL3T.30;Lands of [holding_to_spec.GetName];Domaine [holding_to_spec.GetDeDapostrophe][holding_to_spec.GetName];;;;;;;;;;;;x +DESCL3T.30.Cap;We shall decide how to develop this feudal demesne in [holding_to_spec.Location.GetName]. \n\n A Feudal city could host and protect an important population behind its strong walls defended by a castle. As a seat of our power, such city would be an ideal capital and administrative centre.\n\n A fierce fortress there would either fulfill the role of watching out our borders, and a use of protection and training our troops. It is fortified with thick walls and defended by highly-trained troops site but maintaining them will forego any major economic development within this holding.\n\n A Feudal manor consists in lands and peasantry living there, far from court's concerns. The local productions, that can be bartered, sold, and... taxed to fill our coffers.;Nous devons décider comment nous allons développer ce domaine seigneurial situé sur les terres de [holding_to_spec.Location.GetName].\n\n Une Cité seigneuriale pourra abriter une population importante derrière ses hauts murs défendus par un château fort. Elle a l'étoffe d'une capitale en tant siège du pouvoir et centre de notre administration.\n\n Une fière Forteresse à [holding_to_spec.GetName] remplira aussi bien un rôle de poste frontière sur une de nos marches qu'un rôle de protection et de formation de troupes. C'est un site très bien défendu mais qui coûte cher à entretenir.\n\n Un Bourg seigneurial regroupe une communauté de paysans qui exploitent nos terres et vivent bien loin des préoccupations de la cour. Il permet l'exploitation des ressources locales, qui pourront être échangées, vendues, et... taxées pour venir remplir nos coffres.;;;;;;;;;;;;x +DESCL3T.30.pasCap;We shall decide how to develop this feudal demesne. \n\n A fierce fortress there would either fulfill the role of watching out our borders, and a use of protection and training our troops. It is fortified with thick walls and defended by highly-trained troops site but maintaining them will forego any major economic development within this holding.\n\n A Feudal manor consists in lands and peasantry living there, far from court's concerns. The local productions, that can be bartered, sold, and... taxed to fill our coffers.;Nous devons décider comment nous allons développer ce domaine seigneurial situé sur les terres de [holding_to_spec.Location.GetName].\n\n Une fière Forteresse remplira aussi bien un rôle de poste frontière sur une de nos marches qu'un rôle de protection et de formation de troupes. C'est un site très bien défendu mais qui coûte cher à entretenir.\n\n Un Bourg seigneurial regroupe une communauté de paysans qui exploitent nos terres et vivent bien loin des préoccupations de la cour. Il permet l'exploitation des ressources locales, qui pourront être échangées, vendues, et... taxées pour venir remplir nos coffres.;;;;;;;;;;;;x +L3T.30A;We shall make a glorious Feudal city out of it!;Faisons-en une glorieuse Cité seigneuriale !;;;;;;;;;;;x +L3T.30B;Let's erect there an impregnable fortress!;Erigeons une Forteresse imprenable !;;;;;;;;;;;;x +L3T.30C;This will be a flourishing Feudal manor!;Ce sera un Bourg seigneurial florissant !;;;;;;;;;;;;x custom_est_capitale;This option is avalaible because [holding_to_spec.GetName] is the province's §Ycapital§!;Cette option est disponible car [holding_to_spec.GetName] est la §Ycapitale§! de la province.;;;;;;;;;;;;x -NAMEL3T.4;City of [holding_to_spec.GetName];Cité [holding_to_spec.GetDeDapostrophe][holding_to_spec.GetName];;;;;;;;;;;;x -DESCL3T.4;This city demesne in [holding_to_spec.Location.GetName] should see its focus chosen. \n\n We may choose to develop [holding_to_spec.GetName] into a city where production is the base of the economy: craftmens grouped in various guilds and corporations of artisans will product there all sorts of goods and tools. \n The other option is to focus on trade: the city then will have to attract merchants from the region and convince them to make their transactions in our markets. We'll need to promote meetings and security to provide the best place for trade... and taxation !\n\nHowever, only few cities can pretend flourishing from trade. So such cities can't be too close to each other to rise and prosper.\n;Ce domaine communal de la province de [holding_to_spec.Location.GetName] doit se voir assigner une voie de développement. \n\n Nous pouvons développer [holding_to_spec.GetName] afin qu'elle devienne une cité où la production est privilégiée : l'on pourra y voir fabriqués toutes sortes d'objets, biens et outils par les corporations de métiers et d'artisans. \n L'autre option est de tout miser sur le commerce : la ville se devra alors d'attirer les marchands et de tout mettre en oeuvre pour favoriser les rencontres et échanges en toute sécurité et maximiser nos profits. \n\nCependant, peu de cités peuvent prétendre vivre exclusivement du commerce. Ainsi de telles cités ne peuvent se trouver trop proches l'unes de l'autres pour pouvoir faire leur place et prospérer. \n;;;;;;;;;;;;x -L3T.4A;We shall product!;Produisons ! ;;;;;;;;;;;;x -L3T.4B;We shall trade!;Commerçons ! ;;;;;;;;;;;;x -#NAMEL3T.5;Thriving City;Notre belle cité;;;;;;;;;;;;x -#DESCL3T.5;Merchants and traders far and wide speak of this city's grandeur, as evident from its well-maintained streets, immense wealth, and the host of people who make a living inside its walls. As prosperous as it is, there are reports that economic and population growth show no signs of decline.;Elle se développe et vient de franchir un nouveau cap qui lui ouvre de nouveaux horizons.;;;;;;;;;;;;x -#L3T.5A;Grow ! Grow ! Groooooooooooow !;Grandit ! Grandit ! Grandiiiiit !;;;;;;;;;;;;x -#NAMEL3T.2;Shining Jewel of [Root.Location.GetName];Notre Glorieuse Cité;;;;;;;;;;;;x -#DESCL3T.2;This city's splendour is a boon to the surrounding region and bestows upon it a prestige reserved for only the wealthiest and most beautiful cities in the world. New arrivals flock to the bustling markets every day and the city's districts sing out with the sounds of industry.;Elle se développe et vient de franchir un nouveau cap qui lui ouvre de nouveaux horizons.;;;;;;;;;;;;x -#L3T.2A;Grow ! Grow ! Groooooooooooow !;Grandit ! Grandit ! Grandiiiiit !;;;;;;;;;;;;x +NAMEL3T.40;City of [holding_to_spec.GetName];Cité [holding_to_spec.GetDeDapostrophe][holding_to_spec.GetName];;;;;;;;;;;;x +DESCL3T.40;This city demesne in [holding_to_spec.Location.GetName] should see its focus chosen. \n\n We may choose to develop [holding_to_spec.GetName] into a city where production is the base of the economy: craftmens grouped in various guilds and corporations of artisans will product there all sorts of goods and tools. \n The other option is to focus on trade: the city then will have to attract merchants from the region and convince them to make their transactions in our markets. We'll need to promote meetings and security to provide the best place for trade... and taxation !\n\nHowever, only few cities can pretend flourishing from trade. So such cities can't be too close to each other to rise and prosper.\n;Ce domaine communal de la province de [holding_to_spec.Location.GetName] doit se voir assigner une voie de développement. \n\n Nous pouvons développer [holding_to_spec.GetName] afin qu'elle devienne une cité où la production est privilégiée : l'on pourra y voir fabriqués toutes sortes d'objets, biens et outils par les corporations de métiers et d'artisans. \n L'autre option est de tout miser sur le commerce : la ville se devra alors d'attirer les marchands et de tout mettre en oeuvre pour favoriser les rencontres et échanges en toute sécurité et maximiser nos profits. \n\nCependant, peu de cités peuvent prétendre vivre exclusivement du commerce. Ainsi de telles cités ne peuvent se trouver trop proches l'unes de l'autres pour pouvoir faire leur place et prospérer. \n;;;;;;;;;;;;x +L3T.40A;We shall product!;Produisons ! ;;;;;;;;;;;;x +L3T.40B;We shall trade!;Commerçons ! ;;;;;;;;;;;;x +NAMEL3T.42;[ct_2_up.GetName] the Thriving city;[ct_2_up.GetName] la Cité Prospère;;;;;;;;;;;;x +DESCL3T.42;Merchants and traders far and wide speak of [ct_2_up.GetName]'s grandeur, as evident from its well-maintained streets, great wealth, and the host of people who make a living inside its walls. \nAs prosperous as it is, there are reports that economic and population growth show no signs of decline. \nWe've reached a new milestone!;Les marchands et les commerçants de tous horizons parlent de la grandeur de [ct_2_up.GetName], comme en témoignent ses rues bien entretenues, sa grande richesse et la foule de personnes qui vivent dans ses murs. \nAussi prospère qu'elle soit, la croissance économique et démographique ne montre aucun signe de déclin. \nNous avons franchi un nouveau cap !;;;;;;;;;;;;x +L3T.42A;Grow! Grow! Groooooooooooow!;Grandit ! Grandit ! Grandiiiiit !;;;;;;;;;;;;x +NAMEL3T.43;[ct_2_up.GetName] the Shining jewel;[ct_2_up.GetName] la Cité Glorieuse;;;;;;;;;;;;x +DESCL3T.43;The city of [ct_2_up.GetName]'s splendour is a boon to the surrounding region and bestows upon it a prestige reserved for only the wealthiest and most beautiful cities in the world. \nNew arrivals flock to the bustling markets every day and the city's districts sing out with the sounds of flowing coins! \nWe've reached a new milestone!;La splendeur de la ville de [ct_2_up.GetName] est un atout pour la région environnante et lui confère un prestige réservé aux seules villes les plus riches et les plus belles du Monde. \nDe nouveaux arrivages abondent chaque jour sur les marchés animés et les quartiers de la ville chantent au son des pièces de monnaie qui affluent ! \nNous avons franchi un nouveau cap !;;;;;;;;;;;;x +L3T.43A;Grow! Grow! Groooooooooooow!;Grandit ! Grandit ! Grandiiiiit !;;;;;;;;;;;;x -NAMEL3T.6;Clerical Lands at [holding_to_spec.GetName];Les Terres du Clergé à [holding_to_spec.GetName];;;;;;;;;;;;x -DESCL3T.6;Your steward reports that a settlement in the province of [holding_to_spec.Location.GetName] has grown quite rapidly and would be of strategic value for future development of these lands. However, in order to progress, it is vital to gain the support of local religious authorities. \n\nChoosing to support the local clergy will allow us to develop the proper infrastructure to encourage local industries in this province, although a portion of the control and the profits will be surrendered to the Church.;Nous devons décider de l'avenir de ce domaine sur les terres de [holding_to_spec.Location.GetName]. Que choisirons-nous ? \n\n Un Monastère constitue un conservatoire du savoir où l'on y instruit la jeunesse et compile nombre de connaissances anciennes et nouvelles. La communauté religieuse choisira une règle de vie monastique et pourra rejoindre un ordre monastique. \n Un bourg épiscopal rassemble des terres dont les droits sont détenus par le clergé local : qu'il s'agisse du chapitre, évêché ou encore un prieuré. On y exploite les ressources locales en vu de les vendre dans les cités. \n Une Cité Episcopale abritera les institutions religieuses locales et aura la mainmise sur les terres environnantes. ;;;;;;;;;;;;x -L3T.6A;We shall support a monastery.;Implantons-y un Monastère;;;;;;;;;;;;x -L3T.6B;We shall grant rights and privileges to the local clergy.;Laissons-les à libre gestion du clergé local.;;;;;;;;;;;;x -L3T.6C;This land belongs to the local bishop.;Cette terre revient à l'évêque local.;;;;;;;;;;;;x -L3T.6D;This will be the new episcopal seat.;Ce sera le nouveau siège de l'évêché.;;;;;;;;;;;;x +NAMEL3T.60;Clerical Lands at [holding_to_spec.GetName];Les Terres du Clergé à [holding_to_spec.GetName];;;;;;;;;;;;x +DESCL3T.60;Your steward reports that a settlement in the province of [holding_to_spec.Location.GetName] has grown quite rapidly and would be of strategic value for future development of these lands. However, in order to progress, it is vital to gain the support of local religious authorities. \n\nChoosing to support the local clergy will allow us to develop the proper infrastructure to encourage local industries in this province, although a portion of the control and the profits will be surrendered to the Church.;Nous devons décider de l'avenir de ce domaine sur les terres de [holding_to_spec.Location.GetName]. Que choisirons-nous ? \n\n Un Monastère constitue un conservatoire du savoir où l'on y instruit la jeunesse et compile nombre de connaissances anciennes et nouvelles. La communauté religieuse choisira une règle de vie monastique et pourra rejoindre un ordre monastique. \n Un bourg épiscopal rassemble des terres dont les droits sont détenus par le clergé local : qu'il s'agisse du chapitre, évêché ou encore un prieuré. On y exploite les ressources locales en vu de les vendre dans les cités. \n Une Cité Episcopale abritera les institutions religieuses locales et aura la mainmise sur les terres environnantes. ;;;;;;;;;;;;x +L3T.60A;We shall support a monastery.;Implantons-y un Monastère;;;;;;;;;;;;x +L3T.60B;We shall grant rights and privileges to the local clergy.;Laissons-les à libre gestion du clergé local.;;;;;;;;;;;;x +L3T.60C;This land belongs to the local bishop.;Cette terre revient à l'évêque local.;;;;;;;;;;;;x +L3T.60D;This will be the new episcopal seat.;Ce sera le nouveau siège de l'évêché.;;;;;;;;;;;;x custom_spec_milites;This castle and its surroundings are of strategic interest and will be dedicated to the defence of our lands, including through attack.\n;Ce château et ses environs sont d'un intérêt stratégique et seront dédiés à la défense de nos terres, y compris par l'attaque. \n;;;;;;;;;;;;x custom_spec_production;These lands dotted with hamlets, villages and even boroughs will be exploited to provide the necessary resources for the craftsmen of the cities.\n;Ces terres parsemées de hameaux,villages voire bourgs seront exploitées pour fournir les ressources nécéssaires aux artisans des cités. \n;;;;;;;;;;;;x custom_spec_industrie;This city is home to craftsmen who transform the resources purchased in the nearby fields into a multitude of products.\n;Cette cité abrite des artisans qui transforment les ressources achetées dans les domaines proches en une multitude de produits. \n;;;;;;;;;;;;x custom_spec_commerce;This city actively lives from the trade it makes in locally manufactured and imported goods.\n;Cette cité vit activement du commerce qu'elle fait des biens fabriqués sur place et des marchandises importées. \n;;;;;;;;;;;;x -NAMEL3T.7;Monastery of [holding_to_spec.GetName];Le monastère [holding_to_spec.GetDeDapostrophe][holding_to_spec.GetName];;;;;;;;;;;;x -DESCL3T.7;The newly founded monastery needs to get a monastic rule assigned.\n\nSo what rule the Monastery of [holding_to_spec.GetName] should adopt ? \n\nThis choice will condition a possible plain rattachment to a monastic order under the same monastic rule. These orders all have their own specificities to bring in.;Suite à sa récente fondation, ce monastère doit se voir assigner une règle de vie monastique. \n\nQuelle règle monastique le Monastère [holding_to_spec.GetDeDapostrophe][holding_to_spec.GetName] devra-t-il adopter ? \n\nCe choix conditionnera ensuite un éventuel rattachement en plein à l'un des ordres monastiques de la même obédience, ordres présentant chacun leurs spécificités.;;;;;;;;;;;;x -L3T.7A;The Rule of Saint Benedict;La Règle de Saint Benoît;;;;;;;;;;;;x -L3T.7B;The Rule of Saint Augustine;La Règle de Saint Augustin;;;;;;;;;;;;x -L3T.7C;The Rule of Saint Basil;La Règle de Saint Basile;;;;;;;;;;;;x +NAMEL3T.64;Monastery of [holding_to_spec.GetName];Le monastère [holding_to_spec.GetDeDapostrophe][holding_to_spec.GetName];;;;;;;;;;;;x +DESCL3T.64;The newly founded monastery needs to get a monastic rule assigned.\n\nSo what rule the Monastery of [holding_to_spec.GetName] should adopt ? \n\nThis choice will condition a possible plain rattachment to a monastic order under the same monastic rule. These orders all have their own specificities to bring in.;Suite à sa récente fondation, ce monastère doit se voir assigner une règle de vie monastique. \n\nQuelle règle monastique le Monastère [holding_to_spec.GetDeDapostrophe][holding_to_spec.GetName] devra-t-il adopter ? \n\nCe choix conditionnera ensuite un éventuel rattachement en plein à l'un des ordres monastiques de la même obédience, ordres présentant chacun leurs spécificités.;;;;;;;;;;;;x +L3T.64A;The Rule of Saint Benedict;La Règle de Saint Benoît;;;;;;;;;;;;x +L3T.64B;The Rule of Saint Augustine;La Règle de Saint Augustin;;;;;;;;;;;;x +L3T.64C;The Rule of Saint Basil;La Règle de Saint Basile;;;;;;;;;;;;x DESCL3T.225;The administration set in an Administrative Center is no longer functional.;L'administration qui a été mis en place dans une CITÉ FÉODALE n'est plus fonctionnelle.;;;;;;;;;;;;x L3T.225A;We lose benefits;Nous en perdons les avantages;;;;;;;;;;;;x -DESCL3T.229;The provincial capital of [From.GetName] contains an administrative infrastructure that looks to be more developped than our current one. It can be interesting to move our realm capital in this province.;La capitale locale de la province de [From.GetName] contient une infrastructure administrative qui semble plus développée que celle qu'occupe notre Cour actuellement. Il pourrait être intéressant de faire de cette province la nouvelle capitale de notre royaume.;;;;;;;;;;;;x -L3T.229A;We'll think about it.;Nous allons y réfléchir;;;;;;;;;;;;x -L3T.229B;Let's move our court there then;Installons-y dès à présent notre cour;;;;;;;;;;;;x DESCL3T.301;Removing and selling administrative buildings give us between §Y40%§! and §Y60%§! of their building cost.\nWhat should be the new settlment specialization?;La destruction et la vente de bâtiments administratifs nous a rapporté entre §Y40%§! et §Y60%§! de leur coût de construction.\nQuelle doit être la nouvelle spécialisation du domaine ?;;;;;;;;;;;;x TOOLTIPL3T301A;The tool manufacturing will be replaced by a weapon production;La production d'outils sera remplacée par une production d'armes.;;;;;;;;;;;;x @@ -87,8 +84,8 @@ DESCL3T.103;The castle village has grown into a borough and now requires a local DESCL3T.104;A thriving town has grown from this borough, and the markets are well-stocked with goods harvested and made both locally and coming in from afar. The derelict elder council has evolved into a properly elected council capable of administering trade and justice, although the final word still lies with the lord of these lands.;Le bourg formé plus tôt contre le château s'est développé et atteint désormais une population suffisante pour porter la dénomination de ville !;;;;;;;;;;;;x DESCL3T.105;A vast city now stands tall and proud at the foot of the castle keep, and its inhabitants prosper and reap the benefits of living in such an industrious and well-populated settlement.;Le château est désormais le cœur d'une ville suffisamment populeuse et industrieuse pour porter le nom de cité !;;;;;;;;;;;;x #DESCL3T.106;This settlement has grown! A little hamlet now thrives in this region and the inhabitants living here work ceaselessly under the wise leadership of a local council.;La population attirée par l'essor économique a commencé à s'agglutiner pour former à présent un petit hameau !;;;;;;;;;;;;x -DESCL3T.106;Through a steady increase in trade and industry, this once insignificant hamlet populated by only a few dozen households has grown into a busy village!;La population attirée par l'essor économique a commencé à s'agglutiner pour former à présent un village !;;;;;;;;;;;;x -DESCL3T.107;The village has grown into a borough and now requires a council led by the leaders of the most prominent merchant families in order to oversee its day-to-day functions. The borough is now also home to a handful of artisans, and caravans of merchants keep the market squares busy with activity.;La population attirée par l'essor économique a commencé à s'agglutiner pour former à présent un bourg !;;;;;;;;;;;;x +DESCL3T.106;Through a steady increase in trade and industry, this once insignificant village populated by only a few dozen households has grown into a Small borough!;La population attirée par l'essor économique a commencé à s'agglutiner pour former à présent un Bourg modeste !;;;;;;;;;;;;x +DESCL3T.107;The modest borough has grown into a more prosper borough and now requires a council led by the leaders of the most prominent merchant families in order to oversee its day-to-day functions. The borough is now also home to a handful of artisans, and caravans of merchants keep the market squares busy with activity.;La population attirée par l'essor économique a commencé à s'agglutiner pour et le bourg autrefois assez modeste est devenu propère et à présent un Bourg florrisant !;;;;;;;;;;;;x DESCL3T.108;A thriving town has grown from this borough and serves as a home for hundreds of traders, craftsmen, artisans, and laborers. Warehouses full of goods attract large numbers of merchants to come from near and far, and the traders here grow fat and wealthy.;La population attirée par l'essor économique a commencé à s'agglutiner pour former à présent une ville !;;;;;;;;;;;;x DESCL3T.109;A most magnificent city has risen in [Root.Location.GetName] and offers refuge and opportunity for thousands of people residing within its walls. Wealthy merchants, skilled artisans, and a multitude of laborers feed the rapidly growing economy, funding massive projects and great works of art and culture. A great age is truly dawning upon us!;La population attirée par l'essor économique a commencé à s'agglutiner pour former à présent une cité !;;;;;;;;;;;;x DESCL3T.110;A most magnificent great city has risen in [Root.Location.GetName] and offers refuge and opportunity for thousands of people residing within its walls. Wealthy merchants, skilled artisans, and a multitude of laborers feed the rapidly growing economy, funding massive projects and great works of art and culture. A great age is truly dawning upon us!;La population attirée par l'essor économique a commencé à s'agglutiner pour former à présent une Grande cité !;;;;;;;;;;;;x @@ -98,8 +95,12 @@ DESCL3T.113;The village has grown into a borough and now requires a local counci DESCL3T.114;A thriving town has grown from this borough and serves as a home for hundreds of traders, craftsmen, artisans, and laborers. Warehouses full of goods attract large numbers of merchants to come from near and far, and the religious authorities make a healthy profit from taxing trade and commerce.;La population a cru autour du lieu de culte et forme à présent une ville !;;;;;;;;;;;;x DESCL3T.115;A most magnificent city has risen in [Root.Location.GetName] and offers refuge and opportunity for thousands of people residing within its walls. Wealthy merchants, skilled artisans, and a multitude of laborers feed the rapidly growing economy, funding massive projects and great works of art and culture. A great age is truly dawning upon us!;La population a cru autour du lieu de culte et forme à présent une cité !;;;;;;;;;;;;x DESCL3T.1102;The level of [From.developpement.GetName] in [From.GetName] is [From.developpement.GetValue]. \nNext level requires [From.devnextstep.GetValue].;Le niveau de [From.developpement.GetName] à [From.GetName] est de [From.developpement.GetValue]. \nLe prochain niveau requiert [From.devnextstep.GetValue].;;;;;;;;;;;;x -NAMEL3T.11031;Flat calm;Calme plat;;;;;;;;;;;;x -DESCL3T.11031;The value of [holding_dev.developpementold.GetName] from [holding_dev.developpementold.GetValue]\nThe level of [holding_dev.developpement.GetName] [holding_dev.GetDeDapostrophe][holding_dev.GetName] has a value of [holding_dev.developpement.GetValue] \nafter a +1 increase (+2 if it is a city holding).;La valeur de [holding_dev.developpementold.GetName] de [holding_dev.developpementold.GetValue]\nLe niveau de [holding_dev.developpement.GetName] [holding_dev.GetDeDapostrophe][holding_dev.GetName] est de [holding_dev.developpement.GetValue] \naprès une augmentation de 1 (+2 s'il s'agit d'une cité).;;;;;;;;;;;;x +NAMEL3T.11031;Growth synthesis;Synthèse de le croissance;;;;;;;;;;;;x +DESCL3T.11031;The value of [holding_dev.developpementold.GetName] from [holding_dev.developpementold.GetValue]\nThe level of [holding_dev.developpement.GetName] [holding_dev.GetDeDapostrophe][holding_dev.GetName] has a value of [holding_dev.developpement.GetValue] \nafter a [holding_dev.developpement_yearly_growth.GetValue] increase.;La valeur de [holding_dev.developpementold.GetName] de [holding_dev.developpementold.GetValue]\nLe niveau de [holding_dev.developpement.GetName] [holding_dev.GetDeDapostrophe][holding_dev.GetName] est de [holding_dev.developpement.GetValue] \naprès une augmentation de [holding_dev.developpement_yearly_growth.GetValue].;;;;;;;;;;;;x +NAMEL3T.11035;Bonus prosperity;Bonus prospérité;;;;;;;;;;;;x +DESCL3T.11035;The level of [holding_dev.developpement.GetName] [holding_dev.GetDeDapostrophe][holding_dev.GetName] received an additional +1 bonus;Le niveau de [holding_dev.developpement.GetName] [holding_dev.GetDeDapostrophe][holding_dev.GetName] a reçu un bonus additionnel de +1.;;;;;;;;;;;;x +NAMEL3T.11036;Capitale bonus;Bonus capitale;;;;;;;;;;;;x +NAMEL3T.11037;Job bonus;Bonus Intendant;;;;;;;;;;;;x NAMEL3T.11032;Calamity;Calamité;;;;;;;;;;;;x NAMEL3T.11034;Calamity;Calamité;;;;;;;;;;;;x DESCL3T.11032_debug;The [holding_dev.developpementold.GetName] value of [holding_dev.developpementold.GetValue]\nThe level of [holding_dev.developpement.GetName] [holding_dev.GetDeDapostrophe][holding_dev.GetName] reached [holding_dev.developpement.GetValue] \nafter a -1 decrease.;La valeur de [holding_dev.developpementold.GetName] de [holding_dev.developpementold.GetValue]\nLe niveau de [holding_dev.developpement.GetName] [holding_dev.GetDeDapostrophe][holding_dev.GetName] est de [holding_dev.developpement.GetValue] \naprès une diminution de 1 à cause d'une épidémie ou d'une chatastrophe naturelle.;;;;;;;;;;;;x @@ -147,7 +148,7 @@ DESCL3T.2511;Among the books offered to us, several religious or religious relat L3T.2511A;A Saint's life;La vie d'un Saint;;;;;;;;;;;x L3T.2511B;A theologic treaty;Un traité de théologie;;;;;;;;;;;x L3T.2511S;A praying book;Un livre de prières;;;;;;;;;;;x -DESCL3T.2512;Several books on science have attracted our attention. Themes are very varied, animals, plants, mathematics ... \nBut we have to make a choice isn't it?;Plusieurs livres traitant de sciences ont attiré notre attention. Les thèmes sont très variés, les animaux, les plantes, les mathématiques... \nMais nous devons faire un choix n'est-ce pas ?;;;;;;;;;;;x +DESCL3T.2512;Several books on science have attracted our attention. Themes are very varied, animals, plants, mathematics... \nBut we have to make a choice isn't it?;Plusieurs livres traitant de sciences ont attiré notre attention. Les thèmes sont très variés, les animaux, les plantes, les mathématiques... \nMais nous devons faire un choix n'est-ce pas ?;;;;;;;;;;;x L3T.2512C;A muslim algebra book;Un livre arabe d'algèbre;;;;;;;;;;;x L3T.2512D;A chinese astronomy book;Un livre chinois d'astronomie;;;;;;;;;;;x L3T.2512E;A book about botanic;Un livre sur la botanique;;;;;;;;;;;x @@ -253,7 +254,7 @@ L3T.429B;I'll continue to search;Je continuerai L3T.429C;Ask for repair to the merchant;Demander réparation au marchand;;;;;;;;;;;x; L3T.429D;Torture the seller;Torturer le marchand;;;;;;;;;;;x NAMEL3T.431;Beside the monks;Auprès des moines;;;;;;;;;;;x -DESCL3T.431;The news has come to us that the monks of the Monastery that we founded learned our quest for Easter eggs. \nIt happens that they are in possession of one of these precious artifacts...;La nouvelle nous parvient que les moines du Monastère que nous avons fondé ont appris notre quête d'œufs de Pâques. \nAinsi se trouve-t-il qu'ils sont en possession de l'un de précieux artefacts...;;;;;;;;;;;x; +DESCL3T.431;The news has come to us that the monks of the Monastery that we founded learned our quest for Easter eggs. \nIt happens that they are in possession of one of these precious artifacts...;La nouvelle nous parvient que les moines du Monastère que nous avons fondé ont appris notre quête d'œufs de Pâques. \nAinsi se trouve-t-il qu'ils sont en possession de l'un de ces précieux artefacts...;;;;;;;;;;;x; L3T.431A;The statutes of the foundation of the Monastery provide that it belongs to me;Les statuts de la fondation du Monastère prévoient qu'il m'appartient;;;;;;;;;;;x; L3T.431B;I will offer them to buy it;Je vais leur proposer de l'acheter;;;;;;;;;;;x; L3T.431C;I will just admire it;Je vais me contenter de l'admirer;;;;;;;;;;;x; @@ -375,7 +376,7 @@ XYLO.3B;Let us be generous and leave the unprofitable activities for the farmers XYLO.4;Forest Specialization3;Spécialisation des Forêts3;;;;;;;;;;;;x DESCXYLO.4;After an evaluation of our domain, our forester informs us that our forest of [From.GetName] would make an excellent refuge for meditation and spiritual contemplation. Should we preserve these lands for such use or should we open them up to development and industry?;Suite à notre inventaire des nos bois, notre Forestier nous informe que les forêts de [From.GetName] offrent un cadre excellent pour la pratique de la méditation et de l'ermitage. \n \n Devons-nous réserver ces domaines à cet usage ou les ouvrir à l'exploitation de ressources ?;;;;;;;;;;;;x XYLO.4B;These forests will be consecrated as a sanctuary for meditation. Glory to [Root.Religion.GetRandomGodName]!;Gloire à [Root.Religion.GetRandomGodName] !;;;;;;;;;;;;x -XYLO.4A;These trees will either form a sturdy wooden frame to enlarge the house of God ... or my palace. Only He knows!;Ces arbres feront un remarquable bois charpente pour agrandir la demeure du Seigneur...ou de mon palais. Dieu seul le sait !;;;;;;;;;;;;x +XYLO.4A;These trees will either form a sturdy wooden frame to enlarge the house of God... or my palace. Only He knows!;Ces arbres feront un remarquable bois charpente pour agrandir la demeure du Seigneur...ou de mon palais. Dieu seul le sait !;;;;;;;;;;;;x XYLO.4C;[Root.Religion.GetRandomGodName] made trees to be turned into wood, no?;[Root.Religion.GetRandomGodName] a créé les arbres pour leur bois non ? ;;;;;;;;;;;;x custom_foret_hunt;This forest specialization will unlock hunting buildings chain in feudal holdings within the province and influence some events.;Cette spécialisation de forêt dévérrouille la chaîne des bâtiments de chasse dans les domaines féodaux de la province. ;;;;;;;;;;;;x custom_foret_expl;This forest specialization will unlock wood-related production buildings in all eligible holdings within the province.;Cette spécialisation de forêt dévérrouille les chaînes de bâtiments permettant l'exploitation du bois dans tous les domaines de la province éligibles. ;;;;;;;;;;;;x @@ -595,15 +596,15 @@ REC.5C;Yes but keep a management profile;Oui mais avec un profil de gestionnaire REC.5D;Hire us a gifted negotiator;Recrutons un négociateur doué;;;;;;;;;;;;x REC.5E;We want ourselves a construction genius;Nous voulons un génie de la construction;;;;;;;;;;;;x recrutement_profil_sans;A new courtier without pretensions appears at your court. Without pretended or real skills mind you.;Un nouveau courtisan sans prétention apparaît à votre cour. Sans prétention ni vraies compétences par ailleurs.;;;;;;;;;;;;x -recrutement_profil_intendance;A new courtier appears on your court to assume the function of §YBuilder Master§!.\nHis specialization in §Ygestionnaire§! has led him to pay more attention to logistics, procurement and the recruitment of artisans and artists.;Un nouveau courtisan apparait à votre cour pour assumer la fonction de §YMaître bâtisseur§!.\nSa spécialisation de §Ygestionnaire§! le conduit à porter davantage d'attention à la logistique, les approvisionnement et le recrutement des artisans et artistes.;;;;;;;;;;;;x -recrutement_profil_diplomatie;A new courtier appears on your court to assume the function of §YBuilder Master§!.\nHis skills as a §Ynégociateur§! permits him to coordinate the skills of others, regardless of differing languages and characteristics.;Un nouveau courtisan apparait à votre cour pour assumer la fonction de §YMaître bâtisseur§!.\nSon profil de §Ynégociateur§! lui permettra de coordonner les compétences des ouvriers, malgré leurs différences de langues et leurs caractères.;;;;;;;;;;;;x -recrutement_profil_erudition;A new courtier appears on your court to assume the function of §YBuilder Master§!.\nthe §Yérudit§! Will Be the brains behind the project, he draws the plans, decides on the pace and stylists of the building and will probably author a few megalo-artistic deviations;Un nouveau courtisan apparait à votre cour pour assumer la fonction de §YMaître bâtisseur§!.\nCet §Yérudit§! sera la tête pensante du projet, il dessine les plans, décide de l'allure et du style de l'édifice et auteur de probablement de quelques délires mégalo-artistiques;;;;;;;;;;;;x +recrutement_profil_intendance;A new courtier appears on your court to assume the function of §YBuilder Master§!.\nHis specialization in §Ysupervision§! has led him to pay more attention to logistics, procurement and the recruitment of artisans and artists.;Un nouveau courtisan apparait à votre cour pour assumer la fonction de §YMaître bâtisseur§!.\nSa spécialisation de §Ygestionnaire§! le conduit à porter davantage d'attention à la logistique, les approvisionnement et le recrutement des artisans et artistes.;;;;;;;;;;;;x +recrutement_profil_diplomatie;A new courtier appears on your court to assume the function of §YBuilder Master§!.\nHis skills as a §Ynegociator§! permits him to coordinate the skills of others, regardless of differing languages and characteristics.;Un nouveau courtisan apparait à votre cour pour assumer la fonction de §YMaître bâtisseur§!.\nSon profil de §Ynégociateur§! lui permettra de coordonner les compétences des ouvriers, malgré leurs différences de langues et leurs caractères.;;;;;;;;;;;;x +recrutement_profil_erudition;A new courtier appears on your court to assume the function of §YBuilder Master§!.\nThe §Yerudite§! will be the brains behind the project, he draws the plans, decides on the pace and stylists of the building and will probably author a few megalo-artistic deviations;Un nouveau courtisan apparait à votre cour pour assumer la fonction de §YMaître bâtisseur§!.\nCet §Yérudit§! sera la tête pensante du projet, il dessine les plans, décide de l'allure et du style de l'édifice et auteur de probablement de quelques délires mégalo-artistiques;;;;;;;;;;;;x DESCREC.6;Without §YBuilder Master§!, the Cathedral construction is stopped;Faute de §YMaître bâtisseur§!, le chantier de la Cathédrale s'arrête;;;;;;;;;;;;x REC.6A;OK;C'est bien dommage;;;;;;;;;;;;x REC.6B;What is your suggestion?;Quelle est votre suggestion ?;;;;;;;;;;;;x DESCREC.8;[Root.PrimaryTitle.GetFOA],\n We are currently striving to complete the [From.GetCathedralShorterNameGenre] for the [From.GetName] province's cathedral. \nThis step should be completed by about [From.cathedralYear1.GetValue] to [From.cathedralYear2.GetValue] years, the work [From.GetAvancementChantier]. \n\nSigned, \nYour Master builder. ;[Root.PrimaryTitle.GetFOA],\n Nous nous efforçons actuellement d'achever l[From.GetCathedralShorterNameGenre] de la cathédrale que nous bâtissons dans la province de [From.GetName]. \nCette étape devrait être achevée d'ici environ [From.cathedralYear1.GetValue] à [From.cathedralYear2.GetValue] ans, le chantier [From.GetAvancementChantier]. \n\nSigné, \nVotre Maître Bâtisseur. ;;;;;;;;;;;;x REC.8A;OK;C'est noté;;;;;;;;;;;;x -CHRONICLE_CATHEDRALE_BEGINS;This year saw the start of the construction of a cathedral in [From.GetName], as [From.From.GetFirstNameWithNick] [From.From.GetOnlyDynastyName] wanted so.;Cette année débuta dans la province de [From.GetName] l'un des projets les plus ambitieux à ce jour dans la région : la construction d'une cathédrale sous l'impulsion de [From.From.GetFirstNameWithNick] [From.From.GetOnlyDynastyName] !;;;;;;;;;;;x +CHRONICLE_CATHEDRALE_BEGINS;This year saw the start of the construction of a cathedral in [From.From.Capital.GetName], as [From.From.GetFirstNameWithNick] [From.From.GetOnlyDynastyName] wanted so.;Cette année débuta dans la province de [From.From.Capital.GetDeDapostrophe][From.From.Capital.GetName] l'un des projets les plus ambitieux à ce jour dans la région : la construction d'une cathédrale sous l'impulsion de [From.From.GetFirstNameWithNick] [From.From.GetOnlyDynastyName] !;;;;;;;;;;;x DESCREC.14;A Cathedral is built in the province of [From.GetName].\nIt would be wise to stop this construction dedicated to a cult that is not yours.\nHowever the construction stop can generate agitation.;Une Cathédrale se construit dans la province de [From.GetName].\nIl serait sage de cesser cette construction dédiée à un culte qui n'est pas le votre.\nCependant l'arrêt de la construction peut générer de l'agitation.;;;;;;;;;;;;x REC.14A;Stop the construction;Arrêtons ce chantier;;;;;;;;;;;;x TOOLTIP_cathedral_cancel;§RStopping construction increases the risk of local revolt for at least 10 years§!;§RL'arrêt de la construction augmente le risque de révolte local pendant au moins 10 ans§!;;;;;;;;;;;;x @@ -629,9 +630,12 @@ OPUSFRANCIGENUM_title;Opus Francigenum;Opus Francigenum;;;;;;;;;;;;x DESCREC.101;The Opus Francigenum, later known as the Gothic style, appears in Picardy and Ile de France around 1130.\nIt marks a turning point in architecture.\nIts propagation in the Kingdom of France and then in the neighboring kingdoms allowed the construction of monumental Cathedrals still standing today.\n\nIn L3T, it allows you to build Cathedrals.\nYou have chosen the option for this event to happen at the beginning of the game to freely build Cathedrals.;L'Opus Francigenum, dénommé plus tard style gothique, apparaît en Picardie et Ile de France aux alentours de 1130.\nIl marque un tournant dans l'architecture.\nSa propagation dans le Royaume de France puis dans les pays limitrophes a permis la construction de monumentales Cathédrales encore debout de nos jours.\n\nDans Les Trois Tours, l'Opus Francigenum ouvre la période qui vous permet de construitre des Cathédrales.\nVous avez choisi l'option pour que cet événement arrive en début de partie pour construire librement des Cathédrales.;;;;;;;;;;;;x OPUSFRANCIGENUM.A;We need a Holy relic.;Il nous faut une Sainte relique.;;;;;;;;;;;;x OPUSFRANCIGENUM.B;Good news we already own a holy relic.;Cela tombe bien nous avons déjà une sainte relique.;;;;;;;;;;;x +OPUSFRANCIGENUM.C;This doesn't affect us.;Cela ne nous concerne pas.;;;;;;;;;;;x DESCREC.102;The Opus Francigenum, later known as the Gothic style, appears in Picardy and Ile de France around 1130.\n1130 corresponds to the beginning of the reconstruction of the abbey church of Saint Denis by the Abbot Suger.\nThis style revolutionizes architecture by several innovations including the vault of ogives and the flying buttresses.\nIts propagation in the Kingdom of France and then in the neighboring kingdoms allowed the construction of monumental Cathedrals still standing today.\n\nIn L3T, it allows you to build Cathedrals.;L'Opus Francigenum, dénommé plus tard style gothique, apparaît en Picardie et Ile de France aux alentours de 1130.\n1130 correspond au début de la reconstruction de l'abbatiale de Saint Denis par l'abbé Suger.\nCe style révolutionne l'architecture par plusieurs innovations notamment la voûte d'ogives et les arcs-boutants.\nSa propagation dans le Royaume de France puis dans les royaumes limitrophes a permis la construction de monumentales Cathédrales encore debout de nos jours.\n\nDans Les Trois Tours, l'Opus Francigenum ouvre la période qui vous permet de construitre des Cathédrales.;;;;;;;;;;;;x -DESCREC.105;The Opus Francigenum, later known as the Gothic style, appears in Picardy and Ile de France around 1130.\n1130 corresponds to the beginning of the reconstruction of the abbey church of Saint Denis by the Abbot Suger.\nThis style revolutionizes architecture by several innovations including the vault of ogives and the flying buttresses.\nIts propagation in the Kingdom of France and then in the neighboring kingdoms allowed the construction of monumental Cathedrals still standing today.\n\nThe reconstruction of a romanesque cathedral in the province of [From.GetName] did triggred this new style, and it will for sure spread.\nIt allows you to build Cathedrals.;L'Opus Francigenum, dénommé plus tard style gothique, apparaît historiquement en Picardie et Ile de France aux alentours de 1130.\n1130 correspond au début de la reconstruction de l'abbatiale de Saint Denis par l'abbé Suger.\nCe style révolutionne l'architecture par plusieurs innovations notamment la voûte d'ogives et les arcs-boutants.\nSa propagation dans le Royaume de France puis dans les royaumes limitrophes a permis la construction de monumentales Cathédrales encore debout de nos jours.\nCe style nouveau trouve son épicentre dans la reconstruction d'une Cathédrale romane de la province de [From.GetName].\nCela vous permet aussi de construitre des Cathédrales.;;;;;;;;;;;;x -DESCREC.106;[From.GetTitledFirstName] brings us the terrible news of the partial destruction of the Romanesque Cathedral which is in his demesne. If he came to you, it is above all to ask for a financial contribution to rebuild the cathedral.;[From.GetTitledFirstName] nous rapporte la terrrible nouvelle de la destruction partielle de la Cathédrale romane qui est dans son domaine.\nS'il vient jusqu'à nous, c'est surtout pour nous demander une contribution financière.;;;;;;;;;;;;x +DESCREC.105;The Opus Francigenum, later known as the Gothic style, appears in Picardy and Ile de France around 1130.\n1130 corresponds to the beginning of the reconstruction of the abbey church of Saint Denis by the Abbot Suger.\nThis style revolutionizes architecture by several innovations including the vault of ogives and the flying buttresses.\nIts propagation in the Kingdom of France and then in the neighboring kingdoms allowed the construction of monumental Cathedrals still standing today.\n\nThe reconstruction of a romanesque cathedral in the province of [From.GetName] did triggered this new style, and it will for sure spread.\nIt allows you to build Cathedrals.;L'Opus Francigenum, dénommé plus tard style gothique, apparaît historiquement en Picardie et Ile de France aux alentours de 1130.\n1130 correspond au début de la reconstruction de l'abbatiale de Saint Denis par l'abbé Suger.\nCe style révolutionne l'architecture par plusieurs innovations notamment la voûte d'ogives et les arcs-boutants.\nSa propagation dans le Royaume de France puis dans les royaumes limitrophes a permis la construction de monumentales Cathédrales encore debout de nos jours.\nCe style nouveau trouve son épicentre dans la reconstruction d'une Cathédrale romane de la province de [From.GetName].\nCela vous permet aussi de construitre des Cathédrales.;;;;;;;;;;;;x +DESCREC.106;[From.GetTitledFirstName] brings us the terrible news of the partial destruction of the Romanesque cathedral of [lieu_cathedrale.GetName] which is in his demesne. \nIf he came to us, it is above all to ask for a financial contribution to rebuild the cathedral.;[From.GetTitledFirstName] nous rapporte la terrible nouvelle de la destruction partielle de la Cathédrale romane de [lieu_cathedrale.GetName] qui est dans son domaine.\nS'il vient jusqu'à nous, c'est surtout pour nous demander une contribution financière.;;;;;;;;;;;;x +cathedral_reconstruction_7y;The romanesque cathedral in §Y[lieu_cathedrale.GetName]§! is under reconstruction for about §Y7§! years. \nFor the time being, §Y[lieu_cathedrale.GetName]§! taxes will be dimished by §R90%§! to fund the reconstruction.;La cathédrale romane de §Y[lieu_cathedrale.GetName]§! est en reconstruction pour environ §Y7§! ans. \nDurant cette période les taxes de §Y[lieu_cathedrale.GetName]§! seront diminuées de §R90%§! pour financer la reconstruction. ;;;;;;;;;;;;x +cathedral_reconstruction_10y;The romanesque cathedral in §Y[lieu_cathedrale.GetName]§! is under reconstruction for about §Y10§! years. \nFor the time being, §Y[lieu_cathedrale.GetName]§! taxes will be dimished by §R90%§! to fund the reconstruction.;La cathédrale romane de §Y[lieu_cathedrale.GetName]§! est en reconstruction pour environ §Y10§! ans. \nDurant cette période les taxes de §Y[lieu_cathedrale.GetName]§! seront diminuées de §R90%§! pour financer la reconstruction. ;;;;;;;;;;;;x REC.106A;It is his demesne not ours;C'est son domaine pas le notre;;;;;;;;;;;;x REC.106B;Of course we will help;Bien sûr que nous allons contribuer;;;;;;;;;;;;x REC.106C;Let him give us the relic and we'will build a Cathedral!;Qu'il nous confie la relique et nous construirons une Cathédrale !;;;;;;;;;;;;x @@ -639,6 +643,8 @@ DESCREC.107;We promised last year to build a Cathedral from the relic of the old REC.107A;It's unfortunate;C'est regrettable;;;;;;;;;;;;x DESCREC.108;We promised a few years ago to build a Cathedral from the relic of the old one. As we still haven't fulfill our promise, the Clergy will hold it against us.;Nous avions promis il y a plusieurs années désormais, de construire une Cathédrale à partir de la relique de l'ancienne, or il n'en est rien.\nCette promesse non tenue, irrite durablement le Clergé, qui nous en tient rigueur.;;;;;;;;;;;;x REC.108A;It is highly unfortunate...;C'est fort regrettable...;;;;;;;;;;;;x +DESCREC.110;The reconstruction of the old cathedral in the province of [From.GetName] affected the heart of the Christians who started come in pilgrimage on the building site. Some bringing their help to the reconstruction, some making donations, all praying the relic. \nTo host those people, a road house was build not far from the site.;La reconstruction de l'ancienne cathédrale dans la province de [From.GetName] a touché le cœur des chrétiens qui ont commencé à venir en pèlerinage sur le site. Certains ont apporté leur aide sur le chantier, d'autres font des dons, tous prient sur la relique. \nPour accueillir ces gens, une hostellerie a été construite non loin du chantier. ;;;;;;;;;;;;x +REC.110A;Amen!;Amen !;;;;;;;;;;;;x REC.201;Work in progress;Chantier en cours;;;;;;;;;;;;x DESCREC.201;The Cathedral project in the province of [From.GetName] has started.\nLa construction of such a monument, if carried to completion, will mark our century for future generations.;Le projet de Cathédrale dans la province de [From.GetName] se concrétise.\nLa construction d'un tel monument, si elle est menée à son terme, marquera notre siècle et les générations futures.;;;;;;;;;;;;x @@ -699,10 +705,10 @@ REC.1302;Pilgrim Donations;Dons de p DESCREC.1302;The news of the construction of the Cathedral began to spread, and pilgrims flock in rising numbers almost daily. Their detachment from material things in life helps fill the coffers of on site construction.;Les nouvelles de la construction de la Cathédrale commencent à se répandre, et les pèlerins affluent en nombres davantage chaque jour ou presque. Leur détachement des choses matérielles de la vie aide à remplir les caisses de financement du chantier.;;;;;;;;;;;;x REC.1302A;This should help well, praise the Lord!;Cela devrait bien aider, louons le Seigneur !;;;;;;;;;;;;x REC.1303;Support of the Pope;Soutien du Pape;;;;;;;;;;;;x -DESCREC.1303;The news of our great and holy enterprise of building a Cathedral has reached the ears of the Pope (thanks to a well informed conseiller ...). He has sent by the grace of God to us his contribution towards the project.;La nouvelle de notre grande et sainte entreprise d'édification d'une Cathédrale est parvenue aux oreilles du Pape (grâce à un conseiller fort bien informé...). Il nous fait parvenir par la grâce de Dieu sa contribution au projet.;;;;;;;;;;;;x +DESCREC.1303;The news of our great and holy enterprise of building a Cathedral has reached the ears of the Pope (thanks to a well informed conseiller...). He has sent by the grace of God to us his contribution towards the project.;La nouvelle de notre grande et sainte entreprise d'édification d'une Cathédrale est parvenue aux oreilles du Pape (grâce à un conseiller fort bien informé...). Il nous fait parvenir par la grâce de Dieu sa contribution au projet.;;;;;;;;;;;;x REC.1303A;It's better than nothing.;C'est toujours mieux que rien.;;;;;;;;;;;;x REC.1304;Support of the clergy;Soutien du clergé;;;;;;;;;;;;x -DESCREC.1304;The local clergy levied an additional tax to finance the Cathedral: here is the fruits;Le Clergé local a fait prélever une taxe additionnelle pour le financement de la Cathédrale : en voici le fruit.;;;;;;;;;;;;x +DESCREC.1304;The local clergy levied an additional tax to finance the Cathedral: here are the fruits;Le Clergé local a fait prélever une taxe additionnelle pour le financement de la Cathédrale : en voici le fruit.;;;;;;;;;;;;x REC.1304A;Good;Bien.;;;;;;;;;;;;x REC.1304B;That's All ?;C'est tout ?;;;;;;;;;;;;x REC.1305;Burgher Support;Soutien des bourgeois;;;;;;;;;;;;x @@ -717,7 +723,7 @@ REC.1306;Nobles Support;Soutien des nobles v1;;;;;;;;;;;;x DESCREC.1306;The local nobility address their support for the construction of the Cathedral by a most generous gift.;La noblesse locale adresse son soutien à la construction de la Cathédrale en construction par ce don des plus généreux.;;;;;;;;;;;;x REC.1306A;Poor nobility or just plain greedy?;Noblesse désargentée ou simplement avare ?;;;;;;;;;;;;x REC.1307;Noblity Support;Soutien des nobles v2;;;;;;;;;;;;x -DESCREC.1307;The local nobility addresses their support for the construction of the Lordly chapel that will take place inside the Cathedral by providing most generous gifts indeed ...! What gift do you choose?;La noblesse locale adresse son soutien à la construction de la Chapelle seigneuriale qui intègrera la future Cathédrale par ce don des plus généreux... en nature ! Quel cadeau choisissez vous ?;;;;;;;;;;;;x +DESCREC.1307;The local nobility addresses their support for the construction of the Lordly chapel that will take place inside the Cathedral by providing most generous gifts indeed...! What gift do you choose?;La noblesse locale adresse son soutien à la construction de la Chapelle seigneuriale qui intègrera la future Cathédrale par ce don des plus généreux... en nature ! Quel cadeau choisissez vous ?;;;;;;;;;;;;x REC.1307A;These Stained Glass seems good.;Ces Vitraux me paraissent bien.;;;;;;;;;;;;x REC.1307B;This statue is awesome.;Cette statue est grandiose.;;;;;;;;;;;;x REC.1307C;This gargoyle looks good to me.;Cette gargouille a une bonne tête.;;;;;;;;;;;;x @@ -728,7 +734,7 @@ REC.1308C;A vain effort... Forget this.;Un effort vain... Oublions cela.;;;;;;;; #;;x;;;;;;;;;;;;x REC.1401;Unscrupulous suppliers v1;Fournisseurs peu scrupuleux v1;;;;;;;;;;;;x DESCREC.1401;One of our suppliers of stone for the construction of the Cathedral, appeared this morning to post an increase in these prices - economic downturn he says - and staff expenditure too high, competition from far East, everything, in short, we not understand much (and that supplier has probably noticed too).;Un de nos fournisseurs de pierres pour la construction de la Cathédrale, s'est présenté ce matin pour nous soumettre une augmentation de ces tarifs -crise oblige paraît-il-, et les charges sur le personnel trop élevées, la concurrence d'Extrême-Orient, tout ça, bref, on y comprend pas grand chose (et ce fournisseur l'a probablement remarqué lui aussi).;;;;;;;;;;;;x -REC.1401A;Grrrrr ... well well! pay him;Grrrrrr... bien bien ! disposez !;;;;;;;;;;;;x +REC.1401A;Grrrrr... well well! pay him;Grrrrrr... bien bien ! disposez !;;;;;;;;;;;;x REC.1402;A Defects of the Supplier;Défaut d'un fournisseur;;;;;;;;;;;;x DESCREC.1402;One of our wood suppliers went bankrupt. We need to find a replacement without delay. This will further widen our construction costs for the Cathedral.;Un de nos fournisseurs de bois a fait faillite. Il nous faut en trouver un en remplacement dans les meilleurs délais. Ce qui va encore alourdir nos coûts de construction pour la Cathédrale.;;;;;;;;;;;;x REC.1402A;We do not really have a choice. Do the best you can;Nous n'avons pas vraiment le choix. Faîtes au mieux.;;;;;;;;;;;;x @@ -738,7 +744,7 @@ REC.1403A;The construction must not be delayed.;Le chantier ne doit souffrir auc REC.1403B;We need to wait for how many years exactly?;Nous ne sommes à plus à quelques années près...;;;;;;;;;;;;x REC.1404;Cargo for ransom;Cargaison rançonnée;;;;;;;;;;;;x DESCREC.1404;A cargo of stone blocks due for the construction of our Cathedral has been intercepted by bandits whom demand ransom. We have to pay to get it back if we do not want to suffer too much delay on site.;Une cargaison de blocs de pierre destinée au chantier de notre Cathédrale a été interceptée par des brigands qui nous en demande rançon. Il nous faut payer pour la récupérer si nous ne voulons souffrir trop de retard sur le chantier.;;;;;;;;;;;;x -REC.1404A;Immediate payment is our only solution ...;Dans l'immédiat payer est notre seule solution...;;;;;;;;;;;;x +REC.1404A;Immediate payment is our only solution...;Dans l'immédiat payer est notre seule solution...;;;;;;;;;;;;x REC.1404B;So much for that one. Make sure you escort the next one.;Tant pis pour celle-ci. Veillez à ce qu'on fasse escorter les prochaines.;;;;;;;;;;;;x REC.1405;Surcharge (AR) design defect;Surcoût (AR) défaut de conception;;;;;;;;;;;;x DESCREC.1405;If you ever had doubts about the competence of your builder master, here is some news that will not reassure you. It seems that some parts of the Cathedral strucutre show weaknesses and flaws. Is this not the work of someone who is trying to reduce the cost of the work.;Si jamais vous aviez quelques déjà doutes sur les compétences de votre maître bâtisseur, voici des nouvelles qui ne vont pas vous rassurer. Il semblerait que certaines structures de la Cathédrale montrent des faiblesses et des défauts. Ce n'est pas ça qui va alléger le coût des travaux.;;;;;;;;;;;;x @@ -747,7 +753,7 @@ REC.1406;Surely (AR) the cost has been underestimated;surco DESCREC.1406;Our Builder Master seems to be not a kindred spirit to clarity and evidence, his last cost estimates reveal themselves to be greatly disconnected with reality. It will cost us more than expected.;Notre maître bâtisseur ne semble pas être un esprit des plus éclairés et pour preuve, ses dernières estimations des coûts se sont révélées grandement en dessous de la réalité. Cela va nous coûter plus cher que prévu.;;;;;;;;;;;;x REC.1406A;Argh...!;Argh...!;;;;;;;;;;;;x REC.1407;Unscrupulous suppliers v2;Fournisseurs peu scrupuleux v2 ;;;;;;;;;;;;x -DESCREC.1407;One of our suppliers of stone for the construction of the Cathedral appeared this morning to post an increase in the rates -a crisis obliges it - it seems ...;Un de nos fournisseurs de pierres pour la construction de la Cathédrale, s'est présenté ce matin pour nous soumettre une augmentation de ces tarifs -crise oblige paraît-il-,...;;;;;;;;;;;;x +DESCREC.1407;One of our suppliers of stone for the construction of the Cathedral appeared this morning to post an increase in the rates -a crisis obliges it - it seems...;Un de nos fournisseurs de pierres pour la construction de la Cathédrale, s'est présenté ce matin pour nous soumettre une augmentation de ces tarifs -crise oblige paraît-il-,...;;;;;;;;;;;;x REC.1407A;Arrest this cretin! Does he take me for a fool?;Arrestez ! Il me prend pour un jambon ? Virez-le sur le champs !;;;;;;;;;;;;x DESCREC.1408;Wood comes to lack on the building site of the cathedral. We should try to find other supplying, if not the progression will get slower.;Le bois vient à manquer sur le chantier de notre cathédrale. Sauf à trouver rapidement une autre source d'approvisionnement, le chantier s'en trouvera ralenti.;;;;;;;;;;;;x REC.1408A;There's nothing gold can't do;Il n'y a rien que l'or ne puissse acheter;;;;;;;;;;;;x @@ -865,7 +871,7 @@ REC.2126C;I am going to recruit a journeyman who will eventually become a master #;;x;;;;;;;;;;;;x #REC.1408;pre-proposal loan;pré-proposition emprunt;;;;;;;;;;;;x #DESCREC.1408;Rumors of the construction of our Cathedral is spreading to all and all and have reached the ears of loan sharks that come to offer their loan services to accelerate the funding of the construction.;Les rumeurs de la construction de notre Cathédrale se répand de plus en plus et sont venues à l'oreille d'usuriers qui viennent nous proposer leurs services de prêts pour accélérer le financement du chantier.;;;;;;;;;;;;x -#REC.1408A;Let's see what you have to offer me ... (usury is a sin?);Voyons ce que vous avez à me proposer... (l'usure est un péché ? );;;;;;;;;;;;x +#REC.1408A;Let's see what you have to offer me... (usury is a sin?);Voyons ce que vous avez à me proposer... (l'usure est un péché ? );;;;;;;;;;;;x #usure1;Usury is a sin? \n;L'usure est un péché ? \n;;;;;;;;;;;;x #REC.1408B;Not for now.;Pas pour le moment.;;;;;;;;;;;;x #usure2;I'll think about it for a while.;Je vais y réfléchir pendant un temps.;;;;;;;;;;;;x @@ -938,7 +944,7 @@ TOOLTIPREC.1422C;No one will lend you money after your refusal to pay;Plus perso #;;x;;;;;;;;;;;;x soutien_noble_nature1;You receive a set of stained glass windows depicting the Holy Trinity;Vous recevez un ensemble de vitraux représentant la Sainte Trinité.;;;;;;;;;;;;x soutien_noble_nature2;You receive a statue carved from a pearly white marble.;Vous recevez une statue taillée dans un marbre blanc nacré.;;;;;;;;;;;;x -soutien_noble_nature3;You receive a trio of pink granite gargoyles one whose face has an eery resemblance to your bishop ...;Vous recevez un trio de gargouilles en granite rose dont le visage de l'une d'entre elles ressemble à s'y méprendre à votre évêque...;;;;;;;;;;;;x +soutien_noble_nature3;You receive a trio of pink granite gargoyles one whose face has an eery resemblance to your bishop...;Vous recevez un trio de gargouilles en granite rose dont le visage de l'une d'entre elles ressemble à s'y méprendre à votre évêque...;;;;;;;;;;;;x #;;x;;;;;;;;;;;;x bourse_soulagee;There we go! That ought to come lighten our purse;Voilà qui devrait venir alléger notre bourse.;;;;;;;;;;;;x bourse_remplie;Some trinkets in addition to the treasure is never bad.;Quelques pièces venant s'ajouter au trésor ne font jamais de mal.;;;;;;;;;;;;x @@ -1112,7 +1118,7 @@ TOOLTIPECO.302C;These clothes are similar to my own, so of course people would w ECO.303;Sale;Vente;;;;;;;;;;;;x DESCECO.303;You leave the business of selling the goods to your steward, who leaves for the market with ten sacks of wool. A day passes with various merchants passing by the stall to evaluate the suppleness and fineness of the wool. At last, your steward returns to report on your business venture.;Les clients affluent et s'agglutinent autour de mon étal pour voir, toucher, palper le moelleux et la finesse de la laine qui leur est présentée.\n J'espère en tirer un bon prix et écouler mon stock.;;;;;;;;;;;;x ECO.303A;Give me the report, I want to see it for myself!;J'ai fini de vendre les sacs de laine;;;;;;;;;;;;x -TOOLTIPECO.303A;I have not sold a single sack!;Je n'ai rien vendu;;;;;;;;;;;;x +TOOLTIPECO.303A;\nI have not sold a single sack!;\nJe n'ai rien vendu;;;;;;;;;;;;x TOOLTIPECO.303B;I have only managed to sell one sack.;Je n'ai vendu qu'un sac;;;;;;;;;;;;x TOOLTIPECO.303C;I have only managed to sell two sacks.;Je n'ai vendu que 2 sacs;;;;;;;;;;;;x TOOLTIPECO.303D;I have only managed to sell three sacks;Je n'ai vendu que 3 sacs;;;;;;;;;;;;x @@ -1125,7 +1131,7 @@ TOOLTIPECO.303J;I have managed to sell nine sacks!;J'ai r ECO.304;Sale;Vente;;;;;;;;;;;;x DESCECO.304;You leave the business of selling the goods to your steward, who leaves for the market with ten rolls of spun cloth. A day passes with various "connoisseurs" passing by the stall to evaluate the fineness and quality of the cloths. At last, your steward returns to report on your business venture.;Les clients se pressent pour voir mes marchandises. Certains en bons connaisseurs -ou pour s'en donner l'air- font mine d'examiner avec forte attention et soin la finesse et le détail du tissage des étoffes. J'espère malgré ces simagrées leur vendre à prix d'or.;;;;;;;;;;;;x ECO.304A;Give me the report, I want to see it for myself!;J'ai fini de vendre les rouleaux d'étoffes;;;;;;;;;;;;x -TOOLTIPECO.304A;I have not sold a single roll of cloth!;Je n'ai pas vendu le moindre rouleau;;;;;;;;;;;;x +TOOLTIPECO.304A;\nI have not sold even a single roll of cloth!;\nJe n'ai pas vendu le moindre rouleau;;;;;;;;;;;;x TOOLTIPECO.304B;I have only managed to sell one roll.;Je n'ai vendu qu'un rouleau;;;;;;;;;;;;x TOOLTIPECO.304C;I have only managed to sell two rolls.;Je n'ai vendu que 2 rouleaux;;;;;;;;;;;;x TOOLTIPECO.304D;I have only managed to sell three rolls.;Je n'ai vendu que 3 rouleaux;;;;;;;;;;;;x @@ -1138,7 +1144,7 @@ TOOLTIPECO.304J;I have managed to sell nine rolls;J'ai r ECO.305;Sale;Vente;;;;;;;;;;;;x DESCECO.305;You leave the business of selling the goods to your steward, who leaves for the market with ten finished textiles. A day passes with various "connoisseurs" passing by the stall to evaluate the fineness and detail of the clothes. At last, your steward returns to report on your business venture.;Les acheteurs de draps ne sont guère les plus faciles à convaincre. Comptant sur la qualité des produits et un peu de belles paroles je m'attèle à la tâche ardue pour tenter de vendre mes draps et ce au meilleur prix pour au moins récupérer sur mon investissement.;;;;;;;;;;;;x ECO.305A;Give me the report, I want to see it for myself!;J'ai fini de vendre les draps;;;;;;;;;;;;x -TOOLTIPECO.305A;I could not manage to sell a single one!;Je n'ai point vendu de drap;;;;;;;;;;;;x +TOOLTIPECO.305A;\nI could not manage to sell a single one!;\nJe n'ai point vendu de drap;;;;;;;;;;;;x TOOLTIPECO.305B;I have only managed to sell a single one.;Je n'ai vendu qu'une pièce drap;;;;;;;;;;;;x TOOLTIPECO.305C;I have only managed to sell two.;Je n'ai vendu que 2 pièces de draps;;;;;;;;;;;;x TOOLTIPECO.305D;I have only managed to sell three.;Je n'ai vendu que 3 pièces de draps;;;;;;;;;;;;x @@ -1156,7 +1162,8 @@ ECO.306B;Let us donate them to the poor.;Les donner aux n TOOLTIPECO.306B;There is talk of some rather well-dressed beggars in town the next day.;Jacquouille la fripouille est désormais habillé en Jacques-Henri.;;;;;;;;;;;;x ECO.307;End of the company;Fin de l'entreprise;;;;;;;;;;;;x DESCECO.307;This was a most enriching enterprise and you have learned much from it.;Ce fut une entreprise enrichissante où vous avez beaucoup appris.;;;;;;;;;;;;x -ECO.307A;However, I wish to pursue other things.;Je ne m'y essayerais plus.;;;;;;;;;;;;x +ECO.307A;However, it cost me a lot.;Il en a coûté de ma personne.;;;;;;;;;;;;x +ECO.307B;However, I wish to pursue other things.;J'essaierais autre chose.;;;;;;;;;;;;x ECO.311;Legendary sword;Epée légendaire;;;;;;;;;;;;x DESCECO.311;All Great men had a sword worthy of their greatness.\nIf I had such a sword, it might help me to leave my mark in History.\nThis is an opportunity to improve my military skills.;Les grands hommes avaient tous une épée digne de leur grandeur.\nSi j'avais une telle épée, elle pourrait m'aider à laisser ma marque dans l'Histoire.\nVoilà une occasion d'améliorer ma compétence militaire.;;;;;;;;;;;;x ECO.311A;It is a good idea;C'est une bonne idée;;;;;;;;;;;;x @@ -1291,56 +1298,58 @@ NOUVEAU_FILON_CHRONIQUE;This year saw the miners of [Root.GetName] province disc NAMEECO.319;Cadastre;Le Cadastre;;;;;;;;;;;;x DESCECO.319;Land ownership is the basis of many taxes we collect. The fee or tax is often composed of land or otherwise of various fees and charges.\nThis seems a good avenue to explore to improve our stewardship skills and improve our tax revenues.;La propriété foncière est à la base des beaucoup de taxes que nous percevons. Le fief ou fisc est souvent composé de terres ou sinon de droits et redevances divers.\nCela semble une bonne piste à explorer pour améliorer nos compétences d'intendance et améliorer nos rentrées fiscales.;;;;;;;;;;;;x ECO.319A;That sounds obvious!;Voilà qui sonne comme une évidence !;;;;;;;;;;;;x -TOOLTIPECO319;We will explore opportunities in this area.;Nous allons étudier les possibilités dans ce domaine.;;;;;;;;;;;;x +TOOLTIPECO319;We will study the opportinities in this field.;Nous allons étudier les possibilités dans ce domaine.;;;;;;;;;;;;x ECO.319B;We are not convinced by this.;Nous n'en sommes point convaincus.;;;;;;;;;;;;x -DESCECO.320;Many neighborhood disputes are designed by demarcation of land, whether to enlarge its land or dodge a tax share of!;De nombreux conflits de voisinages ont pour objet la délimitation des terrains, que ce soit pour agrandir ses terres ou esquiver une part de l'impôt du ! ;;;;;;;;;;;;x +DESCECO.320;Many neighborhood disputes are designed by demarcation of land, whether to enlarge its land or dodge a share of the due tax!;De nombreux conflits de voisinages ont pour objet la délimitation des terrains, que ce soit pour agrandir ses terres ou esquiver une part de l'impôt du ! ;;;;;;;;;;;;x ECO.320A;Let us do the job!;Attelons-nous à la tâche !;;;;;;;;;;;;x ECO.320B;These farmer cases do not interest us!;Ces affaires de paysans ne nous intéressent guère !;;;;;;;;;;;;x DESCECO.3201;Our lands are full of conflicts over parcel boundaries. Make sure to clarify a little this.;Nos terres regorgent de conflits concernant les limites de parcelles. Faisons en sorte de clarifier un peu tout cela.;;;;;;;;;;;;x -ECO.3201A;Let us locally;Rendons-nous sur place;;;;;;;;;;;;x -TOOLTIPECO3202A;We are making ourselves on the ground.;Nous nous rendons nous-même sur le terrain.;;;;;;;;;;;;x -ECO.3201B;Send our people make surface measurements;Envoyer nos gens prendre des mesures de surface;;;;;;;;;;;;x +ECO.3201A;Let's go there ourselves;Rendons-nous sur place;;;;;;;;;;;;x +TOOLTIPECO3202A;We are going ourselves there.;Nous nous rendons nous-même sur le terrain.;;;;;;;;;;;;x +ECO.3201B;Sending our people to take surface measurements;Envoyer nos gens prendre des mesures de surface;;;;;;;;;;;;x TOOLTIPECO3202B;We send our men on the ground to survey and record the results.;Nous envoyons nos hommes sur le terrain pour effectuer des relevés et consigner les résultats.;;;;;;;;;;;;x DESCECO.3202;After going through the parcels on horseback and taken various measures we can draw our conclusions. Our statements differ from known data. What to do ?;Après avoir parcouru les parcelles à cheval et pris diverses mesures nous pouvons tirer nos conclusions. Nos relevés diffèrent des données connues. Que faire ? ;;;;;;;;;;;;x ECO.3202A;Revise taxation on the rise!;Révisons la taxation à la hausse !;;;;;;;;;;;;x ECO.3202B;Do not change the taxation despite differences;Ne changeons pas la taxation malgré les écarts;;;;;;;;;;;;x -DESCECO.321;Inventoring our fiefs and other benefits, particularly over land, we would improve our annuities and more closely monitor the payment of taxes.;Inventorier nos fiefs et autres bénéfices, notamment d'ordre foncier, nous permettrait d'améliorer nos rentes et surveiller de plus près le versement des taxes.;;;;;;;;;;;;x -ECO.321A;I have already something to do;J'ai déjà à faire;;;;;;;;;;;;x -TOOLTIPECO3211;Let us take our field surveys;Rendons-nous sur le terrain prendre nos relevés;;;;;;;;;;;;x +DESCECO.321;Inventoring our fiefs and other benefits, in particular of a land-related nature, we would improve our annuities and more closely monitor the payment of taxes.;Inventorier nos fiefs et autres bénéfices, notamment d'ordre foncier, nous permettrait d'améliorer nos rentes et surveiller de plus près le versement des taxes.;;;;;;;;;;;;x +ECO.321A;We are occupied already;Nous avons déjà à faire;;;;;;;;;;;;x +TOOLTIPECO3211;Let's go on the field and take the surveys;Rendons-nous sur le terrain prendre nos relevés;;;;;;;;;;;;x ECO.321B;First our fiefs;En premier lieu nos fiefs;;;;;;;;;;;;x TOOLTIPECO32111;We will visit our lands and verify their income;Nous allons visiter nos terres et vérifier leurs revenus;;;;;;;;;;;;x -ECO.321C;Let us taxed land;Occupons-nous des terres taxées;;;;;;;;;;;;x +ECO.321C;Let's take care of the already taxed land;Occupons-nous des terres déjà taxées;;;;;;;;;;;;x TOOLTIPECO32112;We will visit and explore the lands of our vassals and other owners who pay taxes;Nous allons visiter et prospecter les terres de nos vassaux et autres propriétaires qui versent l'impôt;;;;;;;;;;;;x ECO.321D;Let us have first the right tools and techniques;Dotons-nous d'abord des bons outils et techniques;;;;;;;;;;;;x TOOLTIPECO3212;We will study the techniques at our disposal to do this;Nous allons étudier les techniques à notre disposition pour ce faire;;;;;;;;;;;;x -DESCECO.3212;It seems that various sciences and tools exist throughout the world to perform the tasks of evaluation and measurement of lands. Some are expensive, some less, we can also be satisfied with our own, we are not ignorant barbarians!;Il semblerait que diverses sciences et outils existent à travers le Monde pour effectuer les tâches de mesures et d'évaluation foncières. Certains sont coûteux, d'autres moins, l'on peut aussi se contenter de nos propres moyens, nous ne sommes pas d'ignares barbares non plus !;;;;;;;;;;;;x -ECO.3212A;We are providing the best of the best!;Procurons-nous le top du top !;;;;;;;;;;;;x +DESCECO.3212;It seems that various sciences and tools exist throughout the world to perform the tasks of evaluation and measurement of lands. \nome are expensive, some less, we can also be satisfied with our own, we are not ignorant barbarians!;Il semblerait que diverses sciences et outils existent à travers le Monde pour effectuer les tâches de mesures et d'évaluation foncières. \nCertains sont coûteux, d'autres moins, l'on peut aussi se contenter de nos propres moyens, nous ne sommes pas d'ignares barbares non plus !;;;;;;;;;;;;x +ECO.3212A;Let's provid us the best of the best!;Procurons-nous le top du top !;;;;;;;;;;;;x ECO.3212B;Invest moderately;Investissons moyennement;;;;;;;;;;;;x ECO.3212C;We did not need all that expensive rubbish!;Nous n'avons pas besoin de tout ce fatras onéreux !;;;;;;;;;;;;x -DESCECO.3211;Here at last is the result of our investigations on the field! Check if the effort and the investment itself or gold was worth it.;Voici enfin le fruit de nos investigations sur le terrain ! Vérifions si l'effort et l'investissement de soi ou en or en valait la peine.;;;;;;;;;;;;x +DESCECO.3211;At last, here is the fruit of our investigations in the field! Let's check whether the effort and investment of self or gold was worth it.;Voici enfin le fruit de nos investigations sur le terrain ! Vérifions si l'effort et l'investissement de soi ou en or en valait la peine.;;;;;;;;;;;;x ECO.3211A;We were able to correct some errors in our favor;Nous avons pu rectifier certaines erreurs en notre faveur;;;;;;;;;;;;x ECO.3211B;Many measures could be confirmed or refined;Beaucoup de mesures ont pu être confirmées ou affinées;;;;;;;;;;;;x -ECO.3211C;Almost no difference found ...;Quasi aucune différence constatées...;;;;;;;;;;;;x +ECO.3211C;Almost no difference found...;Quasi aucune différence constatées...;;;;;;;;;;;;x TOOLTIPECO3213;Let us try to go further in our study;Tentons d'aller plus loin dans notre étude;;;;;;;;;;;;x -DESCECO.3213;All our surveys and calculations can be gain to be recorded in a register.\nWhat do we think?;L'ensemble de nos relevés et calculs gagneraient peut être à se trouver consignés dans un registre. \nQu'en pensons-nous ?;;;;;;;;;;;;x -ECO.3213A;Writing this, yes;Rédigeons cela, oui;;;;;;;;;;;;x +DESCECO.3213;All our surveys and calculations can maybe benefit to be recorded in a register with illustrated plans and measurement tables.;L'ensemble de nos relevés et calculs gagneraient peut être à se trouver consignés dans un registre illustré de plans et tableaux des mesures.;;;;;;;;;;;;x +ECO.3213A;Let's write this indeed;Rédigeons cela, oui;;;;;;;;;;;;x ECO.3213B;It would be a waste of time;Ce serait une perte de temps;;;;;;;;;;;;x -DESCECO.322;Our lands in [Root.Location.GetName] are not subject to up-to-date mapped documentation.\nThis could be a good experience to embark on the drafting of such documents to learn more about our lands and thus draw fair income, or better.;Nos terres de [Root.Location.GetName] ne font pas l'objet d'une documentation cartographiée à ce jour. \nCela pourrait être une bonne expérience que de se lancer dans la rédaction de tels documents pour mieux connaitre nos terres et ainsi en tirer de justes revenus, ou mieux.;;;;;;;;;;;;x -ECO.322B;Yes maybe ?;Pourquoi pas ? ;;;;;;;;;;;;x -ECO.322A;We do not see point of interest;Nous n'y voyons point d'intérêt;;;;;;;;;;;;x -TOOLTIPECO3221;We will embark on the development of maps of our fiefs;Nous allons nous lancer dans l'élaboration de cartes de nos fiefs terriens;;;;;;;;;;;;x -DESCECO.3221;We already have some scraps maps recorded here and there in monasteries or in the firm of our mess steward and his accountants, it could be us as a basis?;Nous disposons déjà de quelques bribes de plans consignés ici et là dans des monastères ou dans le capharnaüm du cabinet de notre intendant et de ses comptables, cela pourrait peut être nous servir de base ?;;;;;;;;;;;;x -ECO.3221A;Let's save our effort and we rely on the existing;Economisons nos efforts et basons nous sur l'existant;;;;;;;;;;;;x -ECO.3221B;Starting from scratch;Repartons de rien;;;;;;;;;;;;x -ECO.3221C;We have not enough time for such a task;Nous n'avons pas assez de temps pour une telle tâche;;;;;;;;;;;;x -DESCECO.323;Through our lands, many units of measurement and calibration are used. This does not facilitate the assessment of taxes. Maybe we should try to sort this out?;A travers nos terres, de nombreuses unités de mesures et d'étalonnages sont utilisées. Cela ne facilite guère l'évaluation des taxes. Nous devrions peut être tenter de mettre tout cela au clair ?;;;;;;;;;;;;x -ECO.323A;It is a waste I fear;C'est peine perdue je le crains;;;;;;;;;;;;x -ECO.323B;Working on it;Travaillons à cela;;;;;;;;;;;;x -TOOLTIPECO3231;We seek ways to harmonize the system of measures in place on our land;Nous cherchons des moyens d'harmoniser le système de mesures en vigueur sur nos terres;;;;;;;;;;;;x +DESCECO.322;Our lands in [Root.Location.GetName] are not subject to up-to-date map documentation.\nThis could be a good experience to embark on the writing of such documents to learn more about our lands and thus draw fair income, or better.;Nos terres de [Root.Location.GetName] ne font pas l'objet d'une documentation cartographiée à ce jour. \nCela pourrait être une bonne expérience que de se lancer dans la rédaction de tels documents pour mieux connaitre nos terres et ainsi en tirer de justes revenus, ou mieux.;;;;;;;;;;;;x +ECO.322B;Yes maybe?;Pourquoi pas ? ;;;;;;;;;;;;x +ECO.322A;There's no point to do this;Nous n'y voyons point d'intérêt;;;;;;;;;;;;x +TOOLTIPECO3221;We're going to start making maps of our fiefdoms...;Nous allons nous lancer dans l'élaboration de cartes de nos fiefs terriens;;;;;;;;;;;;x +DESCECO.3221;We already have some scraps maps recorded here and there in monasteries or in the shambles of our steward's office and his accountants, it could be us as a basis?;Nous disposons déjà de quelques bribes de plans consignés ici et là dans des monastères ou dans le capharnaüm du cabinet de notre intendant et de ses comptables, cela pourrait peut être nous servir de base ?;;;;;;;;;;;;x +ECO.3221A;Let's save our efforts and build on what we have.;Economisons nos efforts et basons-nous sur l'existant;;;;;;;;;;;;x +ECO.3221B;Start from scratch;Repartons de rien;;;;;;;;;;;;x +ECO.3221C;We lack time for such a task;Nous n'avons pas assez de temps pour une telle tâche;;;;;;;;;;;;x +DESCECO.323;Through our lands, many units of measurement and calibration are used. This does not facilitate the assessment of taxes or trade over our markets. Maybe we should try to sort this out?;A travers nos terres, de nombreuses unités de mesures et d'étalonnages sont utilisées. Cela ne facilite guère l'évaluation des taxes ou les échanges sur nos marchés. Nous devrions peut être tenter de mettre tout cela au clair ?;;;;;;;;;;;;x +ECO.323A;It is a waste of time I'm afraid;C'est peine perdue je le crains;;;;;;;;;;;;x +ECO.323B;Work on it;Travaillons à cela;;;;;;;;;;;;x +TOOLTIPECO3231;We seek ways to harmonize the system of measures in place in our lands;Nous cherchons des moyens d'harmoniser le système de mesures en vigueur sur nos terres;;;;;;;;;;;;x DESCECO.3231;We need to choose the system of measures that would suit us best. We must of course think that we are not alone in this world.;Il nous faut choisir le système de mesures qui nous conviendraient le mieux. Il faut bien sûr penser que nous ne sommes pas seuls en ce monde.;;;;;;;;;;;;x ECO.3231A;Establish as basic the measures in place in our capital;Établissons comme base les mesures en vigueur dans notre capitale;;;;;;;;;;;;x ECO.3231B;Use the system of a neighbor or rich vassal;Utilisons le système d'un voisin ou riche vassal;;;;;;;;;;;;x -ECO.3231C;Do your best !;Faîtes au mieux !;;;;;;;;;;;;x +ECO.3231C;Do our best !;Faisons au mieux !;;;;;;;;;;;;x +ECO.3231D;Let's invent a new system!;Inventons un système nouveau !;;;;;;;;;;;;x +TOOLTIPECO3231D;This may be well accepeted or not, efficient or not.;Cela sera bien accepter ou non, efficace ou non.;;;;;;;;;;;;x ECO.324_title;Measure our talents;Mesurons nos talents;;;;;;;;;;;;x DESCECO.324;After trying various experiments in the field of land and maps, it's time to draw conclusions whether this has brought benefits or not.;Après avoir tenté diverses expériences dans le domaine du foncier et des cartes, il est temps d'en tirer les conclusions si cela nous a apporté des bénéfices ou non.;;;;;;;;;;;;x ECO.324A;I have learned a lot;J'ai beaucoup appris;;;;;;;;;;;;x diff --git a/L3T/localisation/L3T_loc_MINOR_NICKS_TRAITS.csv b/L3T/localisation/L3T_loc_MINOR_NICKS_TRAITS.csv index 412f9eab..5c0a56c4 100644 --- a/L3T/localisation/L3T_loc_MINOR_NICKS_TRAITS.csv +++ b/L3T/localisation/L3T_loc_MINOR_NICKS_TRAITS.csv @@ -3,7 +3,7 @@ #title_parlier;Parlier;Parlier;;;;;;;;;;;;x #title_parlier_desc;The construction of a cathedral attracts workers from throughout the Western world, but not all share the same language. This is where the Parlier comes in, who coordinates everyone's skills to ensure the smooth running of the site. This makes him an essential character to carry out such a project.;Le chantier d'une cathédrale attire des ouvriers de tout le monde occidental mais tous ne partagent donc pas la même langue. C'est là qu'intervient le Parlier, qui se charge de coordonner les compétences de chacun pour assurer le bon déroulement du chantier. Cela en fait donc un personnage incontournable pour mener à bien un tel projet.;;;;;;;;;;;;x title_batisseur;Builder Master;Maître Bâtisseur;;;;;;;;;;;;x -title_batisseur_desc;The Builder Master is the director and foreman of the construction project. He performs all the tasks of design, logistics, recruitment ... and more! Needless to say, he is indispensable if you ever want to see your construction finished...;C'est lui qui dirige le chantier. Il assure toutes les missions de conception, d'approvisionnement, de logistique, recrute les ouvriers...entre autres ! Inutile de dire combien il est indispensable si vous voulez un jour voir votre chantier aboutir.;;;;;;;;;;;;x +title_batisseur_desc;The Builder Master is the director and foreman of the construction project. He performs all the tasks of design, logistics, recruitment... and more! Needless to say, he is indispensable if you ever want to see your construction finished...;C'est lui qui dirige le chantier. Il assure toutes les missions de conception, d'approvisionnement, de logistique, recrute les ouvriers...entre autres ! Inutile de dire combien il est indispensable si vous voulez un jour voir votre chantier aboutir.;;;;;;;;;;;;x #title_batisseur_desc;;C'est lui qui dirige l'exécution du chantier. Il assure les missions d'approvisionnement, de logistique, décide du déroulement du chantier, recrute les ouvriers...entre autres ! Inutile de dire combien il est indispensable si vous voulez un jour voir les murs de votre cathédrale dépasser une toise sans s'écrouler.;;;;;;;;;;;;x #title_architecte;Architect;Architecte;;;;;;;;;;;;x #title_architecte_desc;He is the brains behind the project, he draws the plans, decides on the pace and style of the building and of course extends us some of megalomaniac delusions and artistic handwork... but we still need him!;Il est la tête pensante du projet, il dessine les plans, décide de l'allure et du style de l'édifice et auteur de bien entendu de quelques délires mégalo-artistiques... mais on a quand même besoin de lui !;;;;;;;;;;;;x @@ -16,6 +16,8 @@ title_soigneur;Court Physician;Soigneur de la cour;;;;;;;;;;;;x title_soigneur_desc;Court Physician;Soigneur de la cour;;;;;;;;;;;;x title_sorciere_presumee;Accused of Witchcraft;Accusée de Sorcelerie;;;;;;;;;;;;x title_sorciere_presumee_desc;This a good way of obtaining revenge on a loathed vassal or getting even with a spiteful courtier. Just hope she isn't a real witch and casts a curse…;Voilà un bon moyen de vous venger de cette courtisane ou vassale qui a osé vous faire offense. Espérons simplement qu'elle ne soit pas réellement une sorcière et ne vous jette une malédiction...;;;;;;;;;;;;x +title_councilmember_muslim;Mufti;Mufti;Mufti;;Mufti;;;;;;;;;x +title_councilmember_muslim_desc;The Mufti is a respected member of the realm's council and is responsible for giving sound advice mostly on religious matters that the ruler has to deal with.;Le Mufti est un membre respecté du Conseil et sa responsabilité est de donner des conseils au dirigeant principalement sur les sujets d'autre religieux qu'il devra traiter.;Der Mufti ist ein respektiertes Mitglied des Rates und hat die Aufgabe, dem Herrscher in allen Fragen beratend zur Seite zu stehen.;;El Mufti es un miembro respetado del consejo del Reino y es responsable de dar consejos sensatos sobre cualquier cuestión con la que el gobernante tenga que lidiar.;;;;;;;;;x #;;x;;;;;;;;;;;;x #;;x;;;;;;;;;;;;x #;;TRAITS;;;;;;;;;;;;x diff --git a/L3T/localisation/L3T_loc_MODIF_CHAR.csv b/L3T/localisation/L3T_loc_MODIF_CHAR.csv index ac6d93b8..1a949abd 100644 --- a/L3T/localisation/L3T_loc_MODIF_CHAR.csv +++ b/L3T/localisation/L3T_loc_MODIF_CHAR.csv @@ -90,4 +90,34 @@ herisson_maudit_1_desc;Since that cursed hatching that gave birth to that devili herisson_maudit_2;Impious hedgehog;Hérisson d'impiété;;;;;;;;;;;;x herisson_maudit_2_desc;Since that cursed hatching that gave birth to that devilish hedgehog, this character feels less fervent and the Church sees him quite differently....;Depuis l'éclosion de cet oeuf maudit et le satané hérisson qui en est sorti, il semblerait que ce personnage ait perdu la bienveillance de l'Eglise...;;;;;;;;;;;;x herisson_maudit_3;Maleficient hedgehog;Hérisson malfaisant;;;;;;;;;;;;x -herisson_maudit_3_desc;Since that cursed hatching that gave birth to that devilish hedgehog, the vassals and pairs of this character consider him with less respect and mistrust. ;Depuis l'éclosion de cet oeuf maudit et le satané hérisson qui en est sorti, il semblerait que ce personnage ait perdu le respect de ses vassaux et pairs qui désormais se montrent défiants.;;;;;;;;;;;;x \ No newline at end of file +herisson_maudit_3_desc;Since that cursed hatching that gave birth to that devilish hedgehog, the vassals and pairs of this character consider him with less respect and mistrust. ;Depuis l'éclosion de cet oeuf maudit et le satané hérisson qui en est sorti, il semblerait que ce personnage ait perdu le respect de ses vassaux et pairs qui désormais se montrent défiants.;;;;;;;;;;;;x +stw_ruler_bonus0_6;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus7_10;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus11;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus12;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus13;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus14;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus15;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus16;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus17;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus18;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus19;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_ruler_bonus20;Ruler's stewardship;Intendance du souverain;;;;;;;;;;;;x +stw_stew_bonus0_6;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus7_10;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus11;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus12;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus13;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus14;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus15;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus16;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus17;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus18;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus19;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +stw_stew_bonus20;Councillor's stewardship;Intendance du conseiller;;;;;;;;;;;;x +STW_delegation;Stewardship work delegation;Délégation à l'Intendant;;;;;;;;;;;;x +STW_delegation_desc;To make up for his shortcomings in Stewardship, this character has almost entirely delegated this task to his counsellor.;Pour combler ses lacunes en Intendance, ce personnage a quasi entièrement délégué cette tâche à son conseiller.;;;;;;;;;;;;x +STW_extra_work;Work overflow;Surplus de travail;;;;;;;;;;;;x +STW_extra_work_desc;To deal with these shortcomings in Stewardship, his lord delegated almost all of these types of tasks to his counsellor. \nThose weighing on the effectiveness of these other missions. ;Pour faire face à ces lacunes en Intendance, son seigneur a délégué à son conseiller la quasi totalité de ce type de tâches. \nCelles-ci pesant sur l'efficacité de ces autres missions. ;;;;;;;;;;;;x +the_fortress;In securised prison;Dans un cachot sécurisé;;;;;;;;;;;;;;x +the_fortress_desc;Less inconvenient than the dungeon, this dungeon is much better secured and nestled deep in the fortress. ;Moins incommands que l'oubliette, ce cachot est bien mieux sécurisé et niché aux tréfonds de la forteresse.;;;;;;;;;;;;;;x \ No newline at end of file diff --git a/L3T/localisation/L3T_loc_MODIF_PROV.csv b/L3T/localisation/L3T_loc_MODIF_PROV.csv index 206b3843..ea7661b4 100644 --- a/L3T/localisation/L3T_loc_MODIF_PROV.csv +++ b/L3T/localisation/L3T_loc_MODIF_PROV.csv @@ -272,13 +272,18 @@ route_size4_desc;This indicates the level of the influence of this trade centre route_size5;Trade Zone V;Zone commerciale V;;;;;;;;;;;;x route_size5_desc;This indicates the level of the influence of this trade centre over the neighboring region.;Cet indicateur mesure l'étendue de l'influence régionale de ce centre de commerce.;;;;;;;;;;;;x -trad_chretienne;Christian Tradition;Tradition chrétienne;;;;;;;;;;;;x -trad_musulmane;Muslim Tradition;Tradition musulmane;;;;;;;;;;;;x -trad_autre;Other Religious Traditions;Autres traditions religieuses;;;;;;;;;;;;x -minorite_chretienne;Christian Minority;Minorité chrétienne;;;;;;;;;;;;x -minorite_chretienne_desc;Christian communities are present in this province. They have either traditionally settled here or have been attracted to these lands by the gracious tolerance allowed them by the sovereign.;Des communautés chrétiennes vivent dans cette province. Elles peuvent avoir traditionnellement vécu ici depuis longtemps ou ont été attirées par la tolérance religieuse dont fait preuve le suzerain.;;;;;;;;;;;;x -minorite_musulmane;Muslim Minority;Minorité musulmane;;;;;;;;;;;;x -minorite_musulmane_desc;Muslim communities are present in this province. They have either traditionally settled here or have been attracted to these lands by the gracious tolerance allowed them by the sovereign.;Des communautés musulmanes vivent dans cette province. Elles peuvent avoir traditionnellement vécu ici depuis longtemps ou ont été attirées par la tolérance religieuse dont fait preuve le suzerain.;;;;;;;;;;;;x +trad_christian;Christian Traditions;Traditions chrétiennes;;;;;;;;;;;;x +trad_christian_desc;Christian Traditions;Traditions chrétiennes;;;;;;;;;;;;x +trad_muslim;Muslim Traditions;Traditions musulmanes;;;;;;;;;;;;x +trad_muslim_desc;Muslim Traditions;Traditions musulmanes;;;;;;;;;;;;x +minority_christian_pos;Christian Minority (accepted);Minorité chrétienne (acceptée);;;;;;;;;;;;x +minority_christian_pos_desc;Christian communities are present in this province. They have either traditionally settled here or have been attracted to these lands by the gracious tolerance allowed them by the sovereign.;Des communautés chrétiennes vivent dans cette province. Elles peuvent avoir traditionnellement vécu ici depuis longtemps ou ont été attirées par la tolérance religieuse dont fait preuve le suzerain.;;;;;;;;;;;;x +minority_muslim_pos;Muslim Minority (accepted);Minorité musulmane (acceptée);;;;;;;;;;;;x +minority_muslim_pos_desc;Muslim communities are present in this province. They have either traditionally settled here or have been attracted to these lands by the gracious tolerance allowed them by the sovereign.;Des communautés musulmanes vivent dans cette province. Elles peuvent avoir traditionnellement vécu ici depuis longtemps ou ont été attirées par la tolérance religieuse dont fait preuve le suzerain.;;;;;;;;;;;;x +minority_christian_neg;Christian Minority (tolerated);Minorité chrétienne (tolérée);;;;;;;;;;;;x +minority_christian_neg_desc;Christian communities are present in this province. They have either traditionally settled here or have been attracted to these lands by the gracious tolerance allowed them by the sovereign.;Des communautés chrétiennes vivent dans cette province. Elles peuvent avoir traditionnellement vécu ici depuis longtemps ou ont été attirées par la tolérance religieuse dont fait preuve le suzerain.;;;;;;;;;;;;x +minority_muslim_neg;Muslim Minority(tolerated);Minorité musulmane (tolérée);;;;;;;;;;;;x +minority_muslim_neg_desc;Muslim communities are present in this province. They have either traditionally settled here or have been attracted to these lands by the gracious tolerance allowed them by the sovereign.;Des communautés musulmanes vivent dans cette province. Elles peuvent avoir traditionnellement vécu ici depuis longtemps ou ont été attirées par la tolérance religieuse dont fait preuve le suzerain.;;;;;;;;;;;;x feodal_prod_L1;FEUDAL MANOR;BOURG SEIGNEURIAL;;;;;;;;;;;;x feodal_prod_L1_desc;Designating this holding as a §YFeudal Manor§! allows the holder to focus solely on production of raw goods to be used by the local lord or sold in the markets.\nThe manorial system places the peasants of the land as serfs bound to serve and pay tributes to a local lord in exchange for protection.;Le bourg seigneurial est le type de domaine le plus répandu. Il est le siège d'un château plus ou moins important et constitue donc un relais de votre autorité. C'est un domaine à dominante rurale tout ce qu'il a de plus commun. \n\nLe développement économique et démogropahique du domaine augmente chaque année, sauf si : \n -le domaine est occupé, le cas échéant le domaine stagne.\n -le domaine est assiégé, le cas échéant le domaine stagne. \n -En cas d'épidémie, le dévelopement va régresser le temps que durera l'épidémie. \n -Lors d'un pillage de barbares, le niveau de développement va régresser fortement. ;;;;;;;;;;;;x diff --git a/L3T/localisation/L3T_loc_bats_adm.csv b/L3T/localisation/L3T_loc_bats_adm.csv new file mode 100644 index 00000000..e0721c8a --- /dev/null +++ b/L3T/localisation/L3T_loc_bats_adm.csv @@ -0,0 +1,62 @@ +tp_monastery_1;POWER: Hermitage;POUVOIR : Ermitage;;;;;;;;;;;;;x +tp_monastery_1_desc;It is in this isolated place that the community of monks reside, living in quasi-self-sufficiency to the rhythm of manual work and prayers.;C'est en ce lieu isolé que résident la communauté de moines, vivant en quasi-autarcie au rythme de travaux manuels et des prières. ;;;;;;;;;;;;;x +tp_monastery_2;POWER: Priory;POUVOIR : Prieuré;;;;;;;;;;;;;x +tp_monastery_2_desc;This small austere building in this isolated region is the residence of the monks. These come to the rhythm of manual work and prayers.;Ce petit bâtiment austère dans cette contrée isolée est la résidence des moines. Ceux-ci viennent au rythme des travaux manuels et des prières. ;;;;;;;;;;;;;x +tp_monastery_3;POWER: Monastery;POUVOIR : Monastère;;;;;;;;;;;;;x +tp_monastery_3_desc;This simple building houses the community of monks whose lives are organized around manual work and prayer. \nThis building costs §Y70§! prestige to get built. ;Ce bâtiment simple abrite la communauté de moines dont la vie est organisée autour des travaux manuels et de la prière. Ce bâtiment requiert de dépenser §Y70§! points de prestige pour être construit.;;;;;;;;;;;;;x +tp_monastery_4;POWER: Abbey;POUVOIR : Abbaye;;;;;;;;;;;;;x +tp_monastery_4_desc;The monastery has given way to a more massive, more extensive structure, which houses the monks. \nThe rule of life following the precept "Ora et Labora" allows the community to prosper both in terms of spirituality and cultural and commercial influence on the region.;Le monastère a laissé la place à une structure plus massive, plus étendue, et qui abrite les moines. \nLa règle de vie suivant le précepte "Ora et Labora" permet à la communauté de prospérer tant si le plan spirituel que de l'influence culturelle et commerciale sur la région. ;;;;;;;;;;;;;x +tp_monastery_5;POWER: Great abbey;POUVOIR : Grande abbaye;;;;;;;;;;;;;x +tp_monastery_5_desc;The abbey has become a most majestic structure, impressive visitors and devots. \nIt is a symbol of the cultural and commercial influence of the monastic community. \nThis building costs §Y120§! prestige to get built. ;L'abbaye est devenue une structure des plus majestueuses, impressionnant visiteurs et fidèles. \nElle est le symbole de l'influence culturelle et commerciale de la communauté monastique. \nCe bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.;;;;;;;;;;;;;x +TP_episcopat_L1;POWER: Episcopal residence;POUVOIR : Résidence épiscopale;;;;;;;;;;;;;x +TP_episcopat_L1_desc;A humble building, where the bishop lives and performs his tasks as a lord.;Un bâtiment humble, où l'évêque loge et effectue ses tâches de seigneur. ;;;;;;;;;;;;;x +TP_episcopat_L2;POWER: Episcopal residence;POUVOIR : Résidence épiscopale;;;;;;;;;;;;;x +TP_episcopat_L2_desc;A large but simple building attached to the neighboring religious building, where the bishop houses and directs his land.;Un bâtiment grand mais simple accolé à l'édifice religieux voisin, où l'évêque loge et dirige ses terres. ;;;;;;;;;;;;;x +TP_episcopat_L3;POWER: Episcopal residence;POUVOIR : Résidence épiscopale;;;;;;;;;;;;;x +TP_episcopat_L3_desc;A large building adjoining the church, where the bishop lives and houses his administrative and religious services. \nThis building costs §Y70§! prestige to get built. ;Un grand bâtiment jouxtant l'église, où loge l'évêque et abrite ses services tant administratifs que religieux. \nCe bâtiment requiert de dépenser §Y70§! points de prestige pour être construit.;;;;;;;;;;;;;x +TP_episcopat_L4;POWER: Episcopal palace;POUVOIR : Palais épiscopal;;;;;;;;;;;;;x +TP_episcopat_L4_desc;The opulent building adjoining the church, houses both the residence of the bishop but also houses his servants, his advisers and staff as well as his administrative and religious services.;L'opulent bâtiment jouxtant l'église, abrite à la fois la résidence de l'évêque mais où aussi logent ses serviteurs, ses conseillers et personnels ainsi que ses services administratifs et religieux. ;;;;;;;;;;;;;x +TP_episcopat_L5;POWER: Episcopal palace;POUVOIR : Palais épiscopal;;;;;;;;;;;;;x +TP_episcopat_L5_desc;The opulent building, both massive and finely decorated, adjoins the cathedral. There are the bishop's apartments, as well as his court and the people in his service. \nThis building costs §Y120§! prestige to get built. ;L'opulent bâtiment à la fois massif et finement décoré jouxte la cathédrale. On y trouve les appartements de l'évêque, ainsi que sa cour et les gens à son service. \nCe bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.;;;;;;;;;;;;;x +TP_episcopat_L1_muslim;POWER: Nazir's residence;POUVOIR : Résidence du nazir;;;;;;;;;;;;;x +TP_episcopat_L1_muslim_desc;A humble building, where the nazir lives and performs his tasks as administrator of the waqf.;Un bâtiment humble, où le nazir loge et effectue ses tâches d'administrateur du waqf. ;;;;;;;;;;;;;x +TP_episcopat_L2_muslim;POWER: Nazir's residence;POUVOIR : Résidence du nazir;;;;;;;;;;;;;x +TP_episcopat_L2_muslim_desc;A large but simple building attached to the neighboring religious building, where the nazir houses and directs his land.;Un bâtiment grand mais simple accolé à l'édifice religieux voisin, où le nazir loge et dirige ses terres. ;;;;;;;;;;;;;x +TP_episcopat_L3_muslim;POWER: Nazir's residence;POUVOIR : Résidence du nazir;;;;;;;;;;;;;x +TP_episcopat_L3_muslim_desc;A large building adjoining the mosque, where the nazir lives and houses the administrative services of the waqf. \nThis building costs §Y70§! prestige to get built. ;Un grand bâtiment jouxtant la mosquée, où loge le nazir et abrite les services administratifs du waqf. \nCe bâtiment requiert de dépenser §Y70§! points de prestige pour être construit.;;;;;;;;;;;;;x +TP_episcopat_L4_muslim;POWER: Nazir's palace;POUVOIR : Palais du nazir;;;;;;;;;;;;;x +TP_episcopat_L4_muslim_desc;The opulent building adjoining the mosque, houses both the residence of the nazir but also houses his servants, his advisers and staff as well as his waqf administrative services.;L'opulent bâtiment jouxtant la mosquée, abrite à la fois la résidence du nazir mais où aussi logent ses serviteurs, ses conseillers et personnels ainsi que les services administratifs de gestion du waqf. ;;;;;;;;;;;;;x +TP_episcopat_L5_muslim;POWER: Nazir's palace;POUVOIR : Palais du nazir;;;;;;;;;;;;;x +TP_episcopat_L5_muslim_desc;The opulent building, both massive and finely decorated, adjoins the great mosque. There are the nazir's apartments, as well as his court and the people in his service. \nThis building costs §Y120§! prestige to get built. ;L'opulent bâtiment à la fois massif et finement décoré jouxte la grande mosquée. On y trouve les appartements du nazir, ainsi que sa cour et les gens à son service. \nCe bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.;;;;;;;;;;;;;x +CA_logis_L1;POWER: Seigniorial residence;POUVOIR : Logis seigneurial;;;;;;;;;;;;;x +CA_logis_L1_desc;This modest building shelters the local lord as well as his family and servants. \nHe receives his guests there as well as he holds the pleadings or trial sessions. \nThis building costs §Y30§! prestige to get built. ;Cette modeste bâtisse abrite le seigneur local ainsi que sa famille et serviteurs. \nIl y reçoit aussi bien ses hôtes qu'il y tient les séances de plaids ou procès. \nCe bâtiment requiert de dépenser §Y30§! points de prestige pour être construit.;;;;;;;;;;;;;x +CA_logis_L2;POWER: Seigniorial residence;POUVOIR : Logis seigneurial;;;;;;;;;;;;;x +CA_logis_L2_desc;This is the building where the local lord as well as his family and servants. \nHe holds there plaid and trials, as well as meetings and ceremonies. ;Il s'agit du bâtiment où le seigneur local ainsi que sa famille et serviteurs. \nIl y tient plaid et procès, ainsi que réunions et cérémonies. ;;;;;;;;;;;;;x +CA_logis_L3;POWER: Seigniorial residence;POUVOIR : Logis seigneurial;;;;;;;;;;;;;x +CA_logis_L3_desc;The residence of the lord and his family. \nThe building is used for uses related to his duties as a lord as well as for parties and banquets. \nThis building costs §Y70§! prestige to get built. ;La résidence du seigneur et sa famille. \nLe bâtiment sert aussi bien aux usages liés à ses devoirs de seigneur qu'aux fêtes et banquets. \nCe bâtiment requiert de dépenser §Y70§! points de prestige pour être construit.;;;;;;;;;;;;;x +CA_logis_L4;POWER: Seigniorial palace;POUVOIR : Palais seigneurial;;;;;;;;;;;;;x +CA_logis_L4_desc;This building is mainly used to house the lord, his family, his servants and guests.;Ce bâtiment sert principalement à loger le seigneur, sa famille, ses serviteurs et invités. ;;;;;;;;;;;;;x +CA_logis_L5;POWER: Seigniorial palace;POUVOIR : Palais Logis seigneurial;;;;;;;;;;;;;x +CA_logis_L5_desc;The most massive and most decorated part of the castle serves as a home for the lord, his family, as well as his hosts. \nThe decoration is colorful and refined, the rooms elegantly furnished, the dishes served are matched only by the abundance of beverages served at banquets. \nThis building costs §Y120§! prestige to get built. ;La partie la plus massive et la plus agrémentée du château sert de logis au seigneur, à sa famille, ainsi que ses hôtes. \nLa décoration y est colorée et raffinée, les pièces élégamment meublées, les mets servis n'ont d'égal que l'abondance des breuvages servis lors des banquets. \nCe bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.;;;;;;;;;;;;;x +CA_adm_seigneurial_L1;ADMINISTRATION: Perception;ADMINISTRATION : Perception;;;;;;;;;;;;;x +CA_adm_seigneurial_L1_desc;This small annex building of the castle houses the administrative services responsible in particular for collecting taxes and other rights on behalf of the lord;Ce petit bâtiment annexe du château abrite les services administratifs chargés notamment de collecter impôts et autres droits pour le compte du seigneur. ;;;;;;;;;;;;;x +CA_adm_seigneurial_L2;ADMINISTRATION: Perception;ADMINISTRATION : Perception;;;;;;;;;;;;;x +CA_adm_seigneurial_L2_desc;This building adjoining the castle houses the administrative services responsible for collecting taxes, duties and other fees on behalf of the lord.;Ce bâtiment accolé au château abrite les services administratifs chargés de collecter impôts, taxes et autres droits pour le compte du seigneur. ;;;;;;;;;;;;;x +CA_adm_seigneurial_L3;ADMINISTRATION: Perception;ADMINISTRATION : Perception;;;;;;;;;;;;;x +CA_adm_seigneurial_L3_desc;This building, part of the castle, houses the services of the Intendant who keeps accounts there for the Lord and collects tax.;Ce bâtiment, partie du château, abrite les services de l'Intendant qui y tient les comptes pour le Seigneur et collecte l'impôt. ;;;;;;;;;;;;;x +CT_adm_urbain_L1;POWER: Communal house;POUVOIR : Maison de commune;;;;;;;;;;;;;x +CT_adm_urbain_L1_desc;The modest building, in reality a house barely larger than the others, houses the seat of municipal power.;Le modeste bâtiment, en réalité une maison à peine plus grande que les autres, abrite le siège du pouvoir communal. ;;;;;;;;;;;;;x +CT_adm_urbain_L2;POWER: Town hall;POUVOIR : Hôtel de commune;;;;;;;;;;;;;x +CT_adm_urbain_L2_desc;The building, of modest size, shelters the seat of the communal power where decisions are taken concerning the life of the city and its administration.;Le bâtiment, de taille modeste, abrite le siège du pouvoir communal où se prennent les décisions concernant la vie de la cité et de son administration. ;;;;;;;;;;;;;x +CT_adm_urbain_L3;POWER: City hall;POUVOIR : Hôtel de ville;;;;;;;;;;;;;x +CT_adm_urbain_L3_desc;The building, with its imposing and ornate facade, houses the seat of municipal power which administers and directs the city. \nThis building costs §Y70§! prestige to get built. ;Le bâtiment à la façade imposante et ornée, abrite le siège du pouvoir communal qui administre et dirige la cité. \nCe bâtiment requiert de dépenser §Y70§! points de prestige pour être construit.;;;;;;;;;;;;;x +CT_adm_urbain_L4;POWER: City council;POUVOIR : Conseil communal;;;;;;;;;;;;;x +CT_adm_urbain_L4_desc;The main building of the city houses both the Council Chamber and the city's administrative services and where meetings and ceremonies are held.;Le bâtiment principal de la ville, abrite tant la salle du Conseil que les services administratifs de la cité et où se tiennent réunions et cérémonies. ;;;;;;;;;;;;;x +CT_adm_urbain_L5;POWER: City palace;POUVOIR : Palais communal;;;;;;;;;;;;;x +CT_adm_urbain_L5_desc;This massive building with a sculpted and painted facade is a must in the heart of the city. \nThe Council and the Mayor deal with it and it is there that the life of the city is organized. \nThis building costs §Y120§! prestige to get built. ;Ce bâtiment massif à la façade sculptée et peintes est incontournable au coeur de la ville. \nLe Conseil et le Bourgmestre s'y affaire et c'est là que s'organise la vie de la cité. \nCe bâtiment requiert de dépenser §Y120§! points de prestige pour être construit.;;;;;;;;;;;;;x +CT_beffroi_L1;POWER: Clock Tower;POUVOIR : Tour Horloge;;;;;;;;;;;;;x +CT_beffroi_L1_desc;This tower with bell tower, attached to the town hall is the symbol of the administrative power of the city. \nThis building costs §Y30§! prestige to get built. ;Cette tour avec clocher, accolée à l'hôtel communal est le symbole du pouvoir administratif de la cité. \nCe bâtiment requiert de dépenser §Y30§! points de prestige pour être construit.;;;;;;;;;;;;;x +CT_beffroi_L2;POWER: Belfry;POUVOIR : Beffroi;;;;;;;;;;;;;x +CT_beffroi_L2_desc;This tower with clock and bells dominates the city and constitutes the symbol, visible from the surrounding countryside of the power of the city. \nThis building costs §Y60§! prestige to get built. ;Cette tour avec horloge et cloches domine la ville et en constitue le symbole, visible depuis les campagnes environnantes du pouvoir de la cité. \nCe bâtiment requiert de dépenser §Y60§! points de prestige pour être construit.;;;;;;;;;;;;;x +CT_beffroi_L3;POWER: High Belfry;POUVOIR : Haut Beffroi;;;;;;;;;;;;;x +CT_beffroi_L3_desc;This high tower with clock and bells dominates the city and is the symbol, visible from the surrounding countryside, of the influence of the city. \nThis building costs §Y70§! prestige to get built. ;Cette haute tour avec horloge et cloches domine la ville et est le symbole, visible depuis les campagnes environnantes, du rayonnement de la cité. \nCe bâtiment requiert de dépenser §Y90§! points de prestige pour être construit.;;;;;;;;;;;;;x diff --git a/L3T/localisation/L3T_loc_wonders.csv b/L3T/localisation/L3T_loc_wonders.csv new file mode 100644 index 00000000..ba31503b --- /dev/null +++ b/L3T/localisation/L3T_loc_wonders.csv @@ -0,0 +1,9 @@ +#;;x;;;;;;;;;;;;x +wonder_cathedral_romane;Cathedral [lieu_cathedrale.GetDeDapostrophe][lieu_cathedrale.GetName];Cathédrale [lieu_cathedrale.GetDeDapostrophe][lieu_cathedrale.GetName];;;;;;;;;;;;x +wonder_cathedral_romane_desc;The building, with its massive walls and sober style, offers the devots a place of prayer. \nThe local bishop is established there and holds religious services. ;L'édifice aux murs massifs et d'un style sobre offre aux fidèles un lieu de prière. \nL'évêque local y est établi et y célèbre les offices religieux. ;;;;;;;;;;;;x +wonder_cathedral_romane_desc_UC;The building, which for many years has provided to the devots a place for prayers and contemplation, is being rebuilt. People are glad that [cathedral_patron.GetTitledName] gave patronage to such reconstruction.;L'édifice qui a offert pendant de nombreuses années aux fidèles un lieu de prière et de recueillement est en pleine reconstruction. La population est reconnaissante envers [cathedral_patron.GetTitledName] d'avoir conssenti son bienheureux patronat pour ce chantier.;;;;;;;;;;;;x +wonder_cathedral_romane_desc_promised;The building, which for many years has provided to the devots a place for prayers and contemplation, now lies in ruins awaiting to be rebuilt. Despite the promises made by [cathedral_patron.GetFirstNameWithNick], [cathedral_patron.GetPrimaryTitles], the reconstruction did n0t started.;L'édifice qui a offert pendant de nombreuses années aux fidèles un lieu de prière et de recueillement est désormais ruiné. Malgré les promesses de [cathedral_patron.GetFirstNameWithNick], [cathedral_patron.GetPrimaryTitles], les travaux n'ont pas commencé.;;;;;;;;;;;;x + +wonder_cathedral_gothique;;;;;;;;;;;;;;;x +wonder_cathedral_gothique_desc;;L'édifice issu de ce style dit "Opus francigenum" s'élève vers les cieux;;;;;;;;;;;;x +wonder_cathedral_gothique_construction_desc;;;;;;;;;;;;;;x \ No newline at end of file diff --git a/L3T/sound/character_event.wav b/L3T/sound/character_event.wav new file mode 100644 index 00000000..3188dbf3 Binary files /dev/null and b/L3T/sound/character_event.wav differ diff --git a/VanillaFilesToMonitor/common/governments/_governments.info b/VanillaFilesToMonitor/common/governments/_governments.info new file mode 100644 index 00000000..bfe06421 --- /dev/null +++ b/VanillaFilesToMonitor/common/governments/_governments.info @@ -0,0 +1,21 @@ +This documentation is rather sparse, sorry. Mainly consists of functionality addded in 2.8 or later + +Government parameters +aggression = 2.0 - Changes the opinion threshold for being willing to declare war by 20 per point, and how quickly the AI is likely to declare war. 1 is default, and results in no change. Anything below 1 makes the AI less likely to declare war. A value of 0 will make the AI never declare war except via script. A negative value is considered invalid and should not be used + +gets_religion_opinion_penalties = no # The holder cares if people are of a different religion. Defaults to yes +gives_religion_opinion_penalties = no # Other people care if the holder is a different religion. Defaults to yes +vassal_government_opinion_penalties = no # Gets opinion penalties due to "accepts_liege_governments" and similar. Defaults to yes +offmap_power = offmap_china # What offmap power to use for culture and religion when using succ_offmap_succession +can_create_kingdoms = no # Whether people with this government can create kingdoms. Defaults to yes +can_create_empires = no # Whether people with this government can create empires. Defaults to yes +can_demand_religious_conversion = no # Whether people with this government can use the Demand Religious Conversion interaction. Defaults to yes +can_inherit = no # Whether people with this government can inherit titles. Defaults to yes +uses_bride_price = yes # Whether people with this government has to pay a bride price to marry people who don't use bride prices. Defaults to no +can_grant_kingdoms_and_empires_to_other_government = yes # Whether people with this government can give kingdoms and empires to people with a different government. Defaults to "yes" +can_grant_kingdoms_and_empires_to_other_government_group = yes # Whether people with this government can give kingdoms and empires to people with a different government group. Defaults to "no" +can_be_granted_kingdoms_and_empires_by_other_government = yes # Whether people with this government can receive kingdoms and empires from people with a different government. Defaults to "yes" +can_be_granted_kingdoms_and_empires_by_other_government_group = yes # Whether people with this government can receive kingdoms and empires from people with a different government group. Defaults to "yes" +women_can_take_consorts = yes # If set, women can take consorts as well, not just men. Defaults to "no". No effect if max_consorts is 0 +men_can_take_consorts = yes # If set, men can take consorts. Defaults to "yes". No effect if max_consorts is 0 +marriage_ignore_religion = yes # If set, the AI will ignore religion when considering marriage offers or taking consorts, defaults to "no" \ No newline at end of file diff --git a/VanillaFilesToMonitor/common/governments/feudal_governments.txt b/VanillaFilesToMonitor/common/governments/feudal_governments.txt new file mode 100644 index 00000000..c0053028 --- /dev/null +++ b/VanillaFilesToMonitor/common/governments/feudal_governments.txt @@ -0,0 +1,434 @@ +feudal_governments = { + + feudal_government = { + preferred_holdings = { CASTLE } + allowed_holdings = { + CASTLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + muslim_government + theocratic_feudal_government + chinese_imperial_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + } + NOT = { religion_group = muslim } + NOT = { is_government_potential = roman_imperial_government } + NOT = { is_government_potential = order_government } + NAND = { + culture_group = tibetan_group + OR = { + religion = bon + religion = bon_reformed + religion = buddhist + } + higher_tier_than = BARON + } + NAND = { + tier = EMPEROR + primary_title = { has_title_flag = pretender_chinese_empire } + OR = { + culture_group = chinese_group + culture = khitan + culture = tangut + culture = jurchen + has_character_flag = chinese_imperial_government_preserve + } + } + is_patrician = no + } + + color = { 91 133 207 } + + dukes_called_kings = yes + barons_need_dynasty = yes + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 600 + + ## Modifiers + court_size_modifier = 10 + } + + muslim_government = { + preferred_holdings = { CASTLE } + allowed_holdings = { + CASTLE + TEMPLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + feudal_government + theocratic_feudal_government + chinese_imperial_government + } + free_revoke_on_tiers = { + duke + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_iqta" + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + } + religion_group = muslim + NOT = { is_government_potential = roman_imperial_government } + NOT = { is_government_potential = order_government } + NAND = { + tier = EMPEROR + primary_title = { has_title_flag = pretender_chinese_empire } + OR = { + culture_group = chinese_group + culture = khitan + culture = tangut + culture = jurchen + has_character_flag = chinese_imperial_government_preserve + } + } + is_patrician = no + } + + color = { 10 138 57 } + + uses_decadence = yes + uses_piety_for_law_change = yes + + dukes_called_kings = yes + barons_need_dynasty = yes + have_gender_laws = no + allows_matrilineal_marriage = no + free_retract_vassalage = yes + + free_levies_in_offensive_war = yes # Took away the hardcoded stuff for muslims where they could raise levies without pissing off vassals if in an offensive war. + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 600 + + ## Modifiers + court_size_modifier = 10 + } + + theocratic_feudal_government = { + preferred_holdings = { CASTLE TEMPLE } + allowed_holdings = { + CASTLE + TEMPLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + muslim_government + theocracy_government + feudal_government + chinese_imperial_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_theocraticfeudal" + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + } + NOT = { religion_group = muslim } + NOT = { is_government_potential = roman_imperial_government } + NOT = { is_government_potential = order_government } + AND = { + culture_group = tibetan_group + OR = { + religion = bon + religion = bon_reformed + religion = buddhist + } + higher_tier_than = BARON + } + NAND = { + tier = EMPEROR + primary_title = { has_title_flag = pretender_chinese_empire } + OR = { + culture_group = chinese_group + culture = khitan + culture = tangut + culture = jurchen + has_character_flag = chinese_imperial_government_preserve + } + } + is_patrician = no + } + + color = { 207 145 90 } + + uses_piety_for_law_change = yes + dukes_called_kings = yes + barons_need_dynasty = yes + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 600 + ## Modifiers + court_size_modifier = 10 + } + + chinese_imperial_government = { + preferred_holdings = { CASTLE CITY } + allowed_holdings = { + CASTLE + CITY + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + feudal_government + muslim_government + theocratic_feudal_government + } + free_revoke_on_tiers = { + duke + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_chineseimperial" + potential = { + tier = EMPEROR + primary_title = { has_title_flag = pretender_chinese_empire } + OR = { + culture_group = chinese_group + culture = khitan + culture = tangut + culture = jurchen + has_character_flag = chinese_imperial_government_preserve #keeps government when player is given culture change opton + } + is_patrician = no + } + + color = { 118 255 163 } + + barons_need_dynasty = yes + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 200 + + can_usurp_kingdoms_and_empires = no + can_create_empires = no + can_demand_religious_conversion = no + gets_religion_opinion_penalties = no + gives_religion_opinion_penalties = no + vassal_government_opinion_penalties = no + can_grant_kingdoms_and_empires_to_other_government_group = yes + free_retract_vassalage = yes + marriage_ignore_religion = yes + + vassal_limit = 10 + + character_modifier = { + monthly_character_piety = 1 + } + ## Modifiers + court_size_modifier = 15 + } + + order_government = { + preferred_holdings = { CASTLE } + allowed_holdings = { + CASTLE + TEMPLE + TRIBAL + FORT + HOSPITAL + } + accepts_liege_governments = { + feudal_government + muslim_government + theocracy_government + theocratic_feudal_government + chinese_imperial_government + } + free_revoke_on_governments = { + order_government + } + free_revoke_on_tiers = { + BARON + } + + forced_contract = { + order_government + } + + frame_suffix = "_order" + title_prefix = "order_" + + potential = { + OR = { + holy_order = yes + AND = { + any_liege = { + holy_order = yes + religion = ROOT + } + ai = yes + NAND = { + is_government_potential = merchant_republic_government + OR = { + tier = DUKE + is_patrician = yes + } + any_demesne_province = { + any_province_holding = { + OR = { + AND = { + tier = BARON + holding_type = family_palace + } + AND = { + NOT = { + tier = BARON + } + holding_type = city + } + } + } + } + } + } + } + } + + color = { 169 169 169 } + + have_gender_laws = no + can_create_kingdoms = no + can_create_empires = no + can_imprison_without_reason = no + can_revoke_without_reason = no + dukes_called_kings = yes + barons_need_dynasty = yes + can_usurp_kingdoms_and_empires = no + can_grant_kingdoms_and_empires_to_other_government = no + can_be_granted_kingdoms_and_empires_by_other_government = no + can_inherit = no + free_retract_vassalage = yes + } + roman_imperial_government = { + preferred_holdings = { CASTLE CITY } + allowed_holdings = { + CASTLE + CITY + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Gets the wrong religion modifier instead + feudal_government + republic_government + merchant_republic_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_romanimperial" + potential = { + OR = { + AND = { + is_save_game = no + has_game_started = no + primary_title = { + OR = { + title = e_byzantium + title = e_roman_empire + } + } + } + AND = { + primary_title = { + OR = { + title = e_byzantium + title = e_roman_empire + } + has_law = succ_byzantine_elective + } + } + } + is_patrician = no + } + + color = { 143 12 125 } + + barons_need_dynasty = yes + + can_build_tribal = no + + ignore_in_vassal_limit_calculation = { + tribal_government + } + capital_move_delay = 2000 + + can_usurp_kingdoms_and_empires = no + can_imprison_without_reason = no + can_create_empires = no + vassal_government_opinion_penalties = no + can_grant_kingdoms_and_empires_to_other_government_group = yes + can_be_granted_kingdoms_and_empires_by_other_government = no + free_retract_vassalage = yes + + ## Modifiers + court_size_modifier = 15 + } +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/common/governments/nomadic_governments.txt b/VanillaFilesToMonitor/common/governments/nomadic_governments.txt new file mode 100644 index 00000000..665827aa --- /dev/null +++ b/VanillaFilesToMonitor/common/governments/nomadic_governments.txt @@ -0,0 +1,65 @@ +nomadic_governments = { + + nomadic_government = { + preferred_holdings = { NOMAD } + allowed_holdings = { NOMAD } + vassal_call_to_arms = { + nomadic_government + } + no_vassal_tax = { + nomadic_government + } + forced_contract = { + feudal_government + muslim_government + theocracy_government + merchant_republic_government + republic_government + tribal_government + theocratic_feudal_government + chinese_imperial_government + } + ignore_in_vassal_limit_calculation = { + nomadic_government + } + frame_suffix = "_nomadic" + title_prefix = "nomadic_" + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + } + is_patrician = no + mercenary = no + holy_order = no + } + + unit_home_modifier = { + supply_limit = 5 # Supply limit modifier for Nomads in Nomad lands + } + + color = { 201 179 36 } + + uses_prestige_for_law_change = yes + allow_title_revokation = yes + allow_looting = yes + max_consorts = 3 + ignores_de_jure_laws = yes + can_build_holdings = no + can_build_forts = no + can_build_hospitals = no + can_build_temple = yes + can_demand_religious_conversion = no + marriage_ignore_religion = yes + + vassal_limit = -10 + commander_limit = -4 + capital_move_delay = 120 + } + +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/common/governments/republic_governments.txt b/VanillaFilesToMonitor/common/governments/republic_governments.txt new file mode 100644 index 00000000..60979a28 --- /dev/null +++ b/VanillaFilesToMonitor/common/governments/republic_governments.txt @@ -0,0 +1,188 @@ +republic_governments = { + + merchant_republic_government = { + preferred_holdings = { CITY } + allowed_holdings = { + TRADE_POST + CITY + CASTLE + FAMILY_PALACE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Accepts other republics + republic_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_merchantrepublic" + title_prefix = "city_" + potential = { + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + } + #is_female = no + OR = { + AND = { + is_patrician = yes + OR = { + liege_before_war = { + NOT = { character = PREV } + is_merchant_republic = yes + NOT = { + liege_before_war = { + NOT = { character = PREV } + is_merchant_republic = yes + } + } + } + has_game_started = no + } + } + AND = { + OR = { + AND = { + has_game_started = yes + is_merchant_republic = yes + } + capital_scope = { port = yes } + } + higher_real_tier_than = count + any_demesne_province = { + always = yes + } + NOT = { + liege_before_war = { + NOT = { character = PREV } + is_merchant_republic = yes + } + } + } + } + } + + color = { 250 0 0 } + + merchant_republic = yes + + can_imprison_without_reason = no + can_revoke_without_reason = no + can_usurp_kingdoms_and_empires = no + have_gender_laws = no + can_grant_kingdoms_and_empires_to_other_government = yes + allows_matrilineal_marriage = no + uses_bride_price = yes + + can_build_tribal = no + + landed_inheritance = no + + capital_move_delay = 600 + + ## Modifiers + court_size_modifier = 5 + court_size_maintenance_cost_modifier = -0.05 + } + + republic_government = { + preferred_holdings = { CITY } + allowed_holdings = { + CITY + CASTLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + accepts_liege_governments = { # Accepts other republics + merchant_republic_government + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_republic" + title_prefix = "city_" + potential = { + NAND = { + controls_religion = yes + NOT = { religion_group = muslim } + } + NOT = { is_government_potential = merchant_republic_government } + holy_order = no + } + + color = { 209 125 130 } + + can_imprison_without_reason = no + can_revoke_without_reason = no + + can_build_tribal = no + + capital_move_delay = 600 + + ## Modifiers + court_size_modifier = 5 + } + + confucian_bureaucracy = { + offmap_power = offmap_china + preferred_holdings = { CASTLE CITY } + allowed_holdings = { + CASTLE + CITY + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + forced_contract = { + feudal_government + muslim_government + theocratic_feudal_government + chinese_imperial_government + theocracy_government + tribal_government + merchant_republic_government + republic_government + } + gets_religion_opinion_penalties = no + vassal_government_opinion_penalties = no + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + frame_suffix = "_confucian" + potential = { + is_offmap_tag = offmap_china + } + + color = { 94 187 185 } + + can_imprison_without_reason = no + can_revoke_without_reason = no + + can_build_tribal = no + + capital_move_delay = 600 + + aggression = 0 # AI only attacks by script + can_create_kingdoms = no + can_create_empires = no + can_demand_religious_conversion = no + can_inherit = no + + ## Modifiers + court_size_modifier = 10 + } +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/common/governments/theocracy_governments.txt b/VanillaFilesToMonitor/common/governments/theocracy_governments.txt new file mode 100644 index 00000000..cb42839a --- /dev/null +++ b/VanillaFilesToMonitor/common/governments/theocracy_governments.txt @@ -0,0 +1,52 @@ +theocracy_governments = { + + theocracy_government = { + preferred_holdings = { TEMPLE } + allowed_holdings = { + TEMPLE + CASTLE + FORT + HOSPITAL + } + allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture + TRIBAL + } + free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free + tribal_government + } + accepts_liege_governments = { + feudal_government + muslim_government + republic_government + merchant_republic_government + theocratic_feudal_government + chinese_imperial_government + } + frame_suffix = "_theocracy" + title_prefix = "temple_" + potential = { + NOT = { religion_group = muslim } + holy_order = no + is_patrician = no + OR = { + is_female = no + religion_allows_female_temple_holders = yes + } + OR = { + is_female = yes + religion_allows_male_temple_holders = yes + } + } + + color = { 220 220 220 } + + can_create_kingdoms = no + have_gender_laws = no + can_be_granted_kingdoms_and_empires_by_other_government = no + + can_build_tribal = no + + capital_move_delay = 600 + } + +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/common/governments/tribal_governments.txt b/VanillaFilesToMonitor/common/governments/tribal_governments.txt new file mode 100644 index 00000000..5b83fd87 --- /dev/null +++ b/VanillaFilesToMonitor/common/governments/tribal_governments.txt @@ -0,0 +1,74 @@ +tribal_governments = { + + tribal_government = { + preferred_holdings = { TRIBAL } + allowed_holdings = { + TRIBAL + FORT + } + accepts_liege_governments_culture = { # Tribals have no opinion penalty towards their liege if of the same culture + feudal_government + republic_government + merchant_republic_government + theocracy_government + muslim_government + theocratic_feudal_government + chinese_imperial_government + } + accepts_liege_governments_culture_and_religion = { # Tribals have no opinion penalty towards their liege if of the same culture and religion + order_government + } + vassal_call_to_arms = { + tribal_government + } + no_vassal_tax = { + tribal_government + } + builds_with_prestige = { + TRIBAL + } + frame_suffix = "_tribal" + title_prefix = "tribal_" + potential = { + OR = { + is_feudal = no + has_game_started = no + } + OR = { + controls_religion = no + religion_group = muslim + has_religion_feature = religion_temporal_head + AND = { + religion = norse_pagan_reformed + has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working + } + } + is_patrician = no + mercenary = no + holy_order = no + NOT = { is_government_potential = order_government } + } + + color = { 92 31 23 } + + dukes_called_kings = yes + + uses_decadence = yes + + allow_looting = yes + max_consorts = 3 + ignores_de_jure_laws = yes + can_build_castle = no + can_build_city = no + can_build_temple = yes + can_build_tribal = yes + can_build_hospitals = no + can_change_to_nomad_on_start = yes + + demesne_size = 2 + vassal_limit = -10 + + capital_move_delay = 600 + } + +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/common/job_actions/00_job_actions.txt b/VanillaFilesToMonitor/common/job_actions/00_job_actions.txt new file mode 100644 index 00000000..5931bbf9 --- /dev/null +++ b/VanillaFilesToMonitor/common/job_actions/00_job_actions.txt @@ -0,0 +1,679 @@ +########################################## +# COUNCILLOR ACTIONS +########################################## +# attribute = [diplomacy/stewardship/intrigue/martial/learning] - Character attribute is multiplied with the modifiers +# trigger = Province scope trigger to determine if the action is meaningful in a province (the player character is FROM, the councillor is in 'new_character') +# Events that can trigger off this action. This info is only used by the GUI. +# All modifiers (like 'local_build_time_modifier') are multiplied by the attribute + +# display_on_map = { +# tooltip = JOB_PROSELYTIZE_DIFFERENT_RELIGION # Key of the loc to add to the tooltip +# trigger = { # Trigger for when this should happen. Same scopes as the allow/potential for the job action itself +# NOT = { religion = FROM } +# } +# color = { 255 0 0 } # What color to use on the map +# } + + +# Chancellor +action_improve_relations = { + attribute = diplomacy + + potential = { + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + is_theocracy = no + FROM = { + job_chancellor = { + NOT = { character = PREVPREV } # Can't be sent to improve relations with himself... + + } + } + } + is_within_diplo_range = FROM + } + + + events = { 910 911 } +} + +action_clan_sentiment = { + attribute = diplomacy + + potential = { + FROM = { + is_nomadic = yes + } + } + + trigger = { + owner = { + is_nomadic = yes + NOT = { character = FROM } + + FROM = { + job_chancellor = { + NOT = { character = PREVPREV } # Can't be sent to improve relations with himself... + + } + } + + OR = { + vassal_of = FROM + same_liege = FROM + overlord_of = FROM + } + } + } + + events = { 20235 } +} + +action_fabricate_claims = { + attribute = diplomacy + + potential = { + FROM = { is_nomadic = no } + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + FROM = { + job_chancellor = { + NOT = { character = PREVPREV } # Can't be sent to improve relations with himself... + + } + } + } + is_within_diplo_range = FROM + } + + events = { 913 914 } +} + +action_sow_dissent = { + attribute = diplomacy + + potential = { + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + NOT = { is_liege_or_above = FROM } + } + is_within_diplo_range = FROM + } + + events = { 916 917 } +} + +action_statecraft = { + attribute = diplomacy + + potential = { + has_dlc = Mystics + } + + liege_modifier = statecraft_liege_mod + + offmap = yes + + events = { MNM.78000 MNM.78003 } +} + +# Steward +action_squeeze_peasants = { + attribute = stewardship + + potential = { + FROM = { + is_tribal = no + is_nomadic = no + } + } + + trigger = { + any_province_lord = { + character = FROM + } + } + + local_tax_modifier = 0.025 + + events = { 920 921 } +} + +action_collect_tribute = { + attribute = stewardship + + potential = { + FROM = { + is_nomadic = yes + } + } + + trigger = { + num_of_settlements = 1 + any_province_lord = { + NOT = { character = FROM } + + FROM = { + job_treasurer = { + NOT = { character = PREVPREV } # Can't be sent to himself... + } + } + + OR = { + vassal_of = FROM + pays_tribute_to = FROM + } + capital_scope = { + province = ROOT + } + } + } + + events = { 20225 } +} + +action_settle_tribe = { + attribute = stewardship + + potential = { + FROM = { + is_tribal = yes + } + } + + trigger = { + any_province_lord = { + character = FROM + } + NOT = { culture = FROM } + OR = { + NOT = { + has_game_rule = { + name = culture_conversion + value = restricted + } + } + any_neighbor_province = { culture = FROM } + any_neighbor_province = { port = yes } + } + } + + events = { 925 20206 } +} + +action_oversee_construction = { + attribute = stewardship + + potential = { + } + + trigger = { + any_province_lord = { + character = FROM + } + } + + local_build_time_modifier = -0.025 + + events = { 923 924 } +} + +action_advance_eco_tech = { + attribute = stewardship + + potential = { + FROM = { + is_tribal = no + } + } + + trigger = { + any_province_lord = { + character = FROM + } + technology_can_spread = yes + } + + tech_growth_modifier_economy = 0.05 + + events = { } +} + +action_build_legend = { + attribute = stewardship + + potential = { + FROM = { + is_tribal = yes + } + } + + trigger = { + FROM = { + is_capital = PREV + } + } + + monthly_character_prestige = 0.1 + + events = { 20208 } +} + +action_administer_realm = { + attribute = stewardship + + potential = { + has_dlc = Mystics + } + + offmap = yes + + events = { MNM.70005 MNM.78007 } +} + +# Spymaster +action_uncover_plots = { + attribute = intrigue + + potential = { + NOT = { has_dlc = Mystics } + } + + trigger = { + any_province_lord = { + OR = { + is_liege_or_above = FROM + same_liege = FROM + } + } + } + + plot_discovery_chance = 0.01 + + events = { 929 931 9000 9020 } +} + +action_uncover_plots_offmap = { + attribute = intrigue + + potential = { + has_dlc = Mystics + } + + offmap = yes + + plot_discovery_chance = 0.01 + + events = { MNM.70022 MNM.70024 MNM.70023 } +} + +action_study_technology = { + attribute = intrigue + + potential = { + } + + trigger = { + has_higher_tech_than = FROM + any_province_lord = { + NOT = { is_liege_or_above = FROM } + NOT = { character = FROM } + } + is_within_diplo_range = FROM + } + + events = { 932 933 } +} + +action_organize_spies = { + attribute = intrigue + + potential = { + NOT = { + has_dlc = "Mystics" + } + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + } + is_within_diplo_range = FROM + } + + plot_power_modifier = 0.005 + + events = { 935 936 } +} + +action_organize_spies_mystics = { + attribute = intrigue + + potential = { + has_dlc = "Mystics" + } + + trigger = { + any_province_lord = { + NOT = { character = FROM } + } + is_within_diplo_range = FROM + } + + plot_power_modifier = 0.005 + + events = { 935 936 931 9000 9020 } +} + +action_sabotage_province = { + attribute = intrigue + + potential = { + has_dlc = Mystics + } + + trigger = { + any_province_lord = { + NOT = { + tier = BARON + } + NOT = { character = FROM } + } + can_be_sabotaged_trigger = yes + is_within_diplo_range = FROM + } + + events = { MNM.70020 933 } +} + +# Marshal +action_advance_mil_tech = { + attribute = martial + + potential = { + FROM = { + is_tribal = no + } + } + + trigger = { + any_province_lord = { + character = FROM + } + technology_can_spread = yes + } + + tech_growth_modifier_military = 0.05 + + events = { 938 939 } +} + +action_organize_raid = { + attribute = martial + + potential = { + FROM = { + is_tribal = yes + } + } + + trigger = { + FROM = { + is_capital = PREV + } + } + + events = { 20221 } +} + +action_train_troops = { + attribute = martial + + potential = { + FROM = { + is_nomadic = no + } + } + + trigger = { + any_province_lord = { + character = FROM + } + } + + levy_size = 0.025 + levy_reinforce_rate = 0.05 + + events = { 941 942 } +} + +action_train_troops_nomadic = { + attribute = martial + + potential = { + FROM = { + is_nomadic = yes + } + } + + trigger = { + FROM = { + is_capital = ROOT + } + } + + manpower_growth = 0.015 + + events = { } +} + +action_assist_arrest = { + attribute = martial + + potential = { + } + + trigger = { + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + + arrest_chance_modifier = 0.01 + local_revolt_risk = -0.01 + + events = { } +} + +action_organize_army = { + attribute = martial + + potential = { + has_dlc = Mystics + } + + offmap = yes + + liege_modifier = organize_army_liege_mod + + attribute_cap = 25 + + events = { MNM.70010 MNM.70012 MNM.70015 } +} + +# Court Chaplain +action_inquisition = { + attribute = learning + + potential = { + } + + trigger = { + num_of_settlements = 1 + NAND = { + FROM = { job_spiritual = { has_character_modifier = spiritual_refused_pagans } } # See Event ZE.5040 + owner = { AND = { religion_group = pagan_group NOT = { religion = FROM } } } + } + OR = { + proselytize_convert_independent_trigger = yes + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + } + + display_on_map = { + tooltip = JOB_PROSELYTIZE_SAME_RELIGION + trigger = { + religion = FROM + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + color = { 0 0 255 } + } + + display_on_map = { + tooltip = JOB_PROSELYTIZE_DIFFERENT_RELIGION + trigger = { + NOT = { religion = FROM } + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + } + color = { 0 255 0 } + } + + display_on_map = { + tooltip = JOB_PROSELYTIZE_CONVERT_INDEPENDENT + trigger = { + proselytize_convert_independent_trigger = yes + } + color = { 255 35 35 } + } + + events = { 900 901 902 903 } +} + +action_improve_rel_relations = { + attribute = learning + + potential = { + FROM = { + NOT = { religion_group = muslim } + } + } + + trigger = { + any_province_lord = { + religion = FROM + is_theocracy = yes + FROM = { + job_spiritual = { + NOT = { character = PREVPREV } # Can't be sent to improve relations with himself... + } + } + } + is_within_diplo_range = FROM + } + + events = { 906 907 } +} + +action_advance_cul_tech = { + attribute = learning + + potential = { + FROM = { + is_tribal = no + } + } + + trigger = { + any_province_lord = { + OR = { + character = FROM + is_liege_or_above = FROM + } + } + technology_can_spread = yes + } + + tech_growth_modifier_culture = 0.05 + + events = { 926 927 } +} + +action_build_zeal = { + attribute = learning + + potential = { + FROM = { + is_tribal = yes + } + } + + trigger = { + FROM = { + is_capital = PREV + } + } + + monthly_character_piety = 0.05 + + events = { 20218 } +} + +action_hunt_heretics = { + attribute = learning + + potential = { + has_dlc = Mystics + } + + liege_modifier = apostate_liege_mod + + offmap = yes + + events = { MNM.70100 } +} + +# Lord Spiritual (Muslim only) +action_charity = { + attribute = learning + + potential = { + FROM = { religion_group = muslim } + } + + trigger = { + any_province_lord = { + character = FROM + } + } + + local_revolt_risk = -0.01 + + events = { 20040 20043 20048 20050 } +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/common/laws/demesne_laws.txt b/VanillaFilesToMonitor/common/laws/demesne_laws.txt new file mode 100644 index 00000000..6b8de192 --- /dev/null +++ b/VanillaFilesToMonitor/common/laws/demesne_laws.txt @@ -0,0 +1,2887 @@ +# Demesne type (de facto) laws (set for the PRIMARY title in a demesne but affects the whole demesne) + +law_groups = { + centralization = { + law_type = realm + } + tribal_organization = { + law_type = realm + } + vice_royalty = { + law_type = realm + } + administration = { + law_type = realm + } + feudal_contract = { + law_type = realm + } + feudal_tax = { + law_type = realm + } + iqta_contract = { + law_type = realm + } + iqta_tax = { + law_type = realm + } + city_contract = { + law_type = realm + } + city_tax = { + law_type = realm + } + temple_contract = { + law_type = realm + } + temple_tax = { + law_type = realm + } + tribal_contract = { + law_type = realm + } + tribal_tax = { + law_type = realm + } +} + +laws = { + + # CENTRALIZATION LAWS + ############################## + + centralization_0 = { + group = centralization + default = yes + + allow = { + OR = { + has_law = centralization_1 + AND = { + NOT = { has_law = centralization_0 } + NOT = { has_law = centralization_1 } + NOT = { has_law = centralization_2 } + NOT = { has_law = centralization_3 } + NOT = { has_law = centralization_4 } + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.8 + } + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_1 + over_vassal_limit = -1 + over_max_demesne_size = -1 + } + AND = { + has_law = centralization_2 + over_vassal_limit = -6 + over_max_demesne_size = -2 + } + AND = { + has_law = centralization_3 + over_vassal_limit = -11 + over_max_demesne_size = -3 + } + AND = { + has_law = centralization_4 + over_vassal_limit = -16 + over_max_demesne_size = -4 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = 10 + } + + centralization_1 = { + group = centralization + + allow = { + OR = { + has_law = centralization_0 + has_law = centralization_2 + } + OR = { + OR = { + has_law = tribal_organization_1 + has_law = tribal_organization_2 + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + holder_scope = { + is_tribal = no + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.9 + } + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_0 + over_vassal_limit = -1 + over_max_demesne_size = 1 + } + AND = { + has_law = centralization_2 + over_vassal_limit = 1 + over_max_demesne_size = -1 + } + AND = { + has_law = centralization_3 + over_vassal_limit = 6 + over_max_demesne_size = -2 + } + AND = { + has_law = centralization_4 + over_vassal_limit = 11 + over_max_demesne_size = -3 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = 5 + demesne_size = 1 + } + + centralization_2 = { + group = centralization + + allow = { + OR = { + has_law = centralization_1 + has_law = centralization_3 + } + OR = { + OR = { + has_law = tribal_organization_2 + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + holder_scope = { + is_tribal = no + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_0 + over_vassal_limit = -6 + over_max_demesne_size = 2 + } + AND = { + has_law = centralization_1 + over_vassal_limit = -1 + over_max_demesne_size = 1 + } + AND = { + has_law = centralization_3 + over_vassal_limit = 1 + over_max_demesne_size = -1 + } + AND = { + has_law = centralization_4 + over_vassal_limit = 6 + over_max_demesne_size = -2 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = 0 + demesne_size = 2 + } + + centralization_3 = { + group = centralization + + allow = { + OR = { + has_law = centralization_2 + has_law = centralization_4 + } + OR = { + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + holder_scope = { + is_tribal = no + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.9 + } + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_0 + over_vassal_limit = -11 + over_max_demesne_size = 3 + } + AND = { + has_law = centralization_1 + over_vassal_limit = -6 + over_max_demesne_size = 2 + } + AND = { + has_law = centralization_2 + over_vassal_limit = -1 + over_max_demesne_size = 1 + } + AND = { + has_law = centralization_4 + over_vassal_limit = 1 + over_max_demesne_size = -1 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = -5 + demesne_size = 3 + } + + centralization_4 = { + group = centralization + + allow = { + has_law = centralization_3 + OR = { + has_law = tribal_organization_4 + holder_scope = { + is_tribal = no + } + } + } + potential = { + higher_tier_than = count + is_nomadic = no + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.8 + } + modifier = { + factor = 0 + NOT = { + OR = { + AND = { + has_law = centralization_0 + over_vassal_limit = -16 + over_max_demesne_size = 4 + } + AND = { + has_law = centralization_1 + over_vassal_limit = -11 + over_max_demesne_size = 3 + } + AND = { + has_law = centralization_2 + over_vassal_limit = -6 + over_max_demesne_size = 2 + } + AND = { + has_law = centralization_3 + over_vassal_limit = -1 + over_max_demesne_size = 1 + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = centralization_0 + revoke_law = centralization_1 + revoke_law = centralization_2 + revoke_law = centralization_3 + revoke_law = centralization_4 + } + } + + vassal_limit = -10 + demesne_size = 4 + } + + + # TRIBAL ORGANIZATION + ############################## + + tribal_organization_0 = { + group = tribal_organization + default = yes + + unreformed_tribal_opinion = 5 + + allow = { + OR = { + has_law = tribal_organization_1 + AND = { + NOT = { has_law = tribal_organization_0 } + NOT = { has_law = tribal_organization_1 } + NOT = { has_law = tribal_organization_2 } + NOT = { has_law = tribal_organization_3 } + NOT = { has_law = tribal_organization_4 } + } + } + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0 + has_law = tribal_organization_1 + holder_scope = { + NOT = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + } + } + } + modifier = { + factor = 0.5 + has_law = tribal_organization_1 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = no + set_allow_free_infidel_revokation = no + set_tribal_vassal_levy_control = no + set_tribal_vassal_tax_income = no + } + hidden_tooltip = { + if = { + limit = { has_dlc = "Zeus" } + revoke_law = law_voting_power_1 + revoke_law = war_voting_power_1 + disable_council_voting_on_issue = laws + disable_council_voting_on_issue = enforce_peace + disable_council_voting_on_issue = declare_war_interaction + } + } + if = { + limit = { + has_law = tribal_organization_1 + } + custom_tooltip = { + text = disables_centralization_1 + } + } + if = { + limit = { + has_law = tribal_organization_2 + } + custom_tooltip = { + text = disables_centralization_2 + } + } + if = { + limit = { + has_law = tribal_organization_3 + } + custom_tooltip = { + text = disables_centralization_3 + } + custom_tooltip = { + text = disables_tribal_levy_laws + } + custom_tooltip = { + text = disables_tribal_tax_laws + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disables_centralization_4 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disallows_change_government + } + } + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = centralization_1 + has_law = centralization_2 + has_law = centralization_3 + has_law = centralization_4 + } + } + add_law = centralization_0 + } + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + revoke_law = tribal_contract_0 + revoke_law = tribal_contract_1 + revoke_law = tribal_contract_2 + revoke_law = tribal_contract_3 + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + } + + tribal_organization_1 = { + group = tribal_organization + + unreformed_tribal_opinion = -5 + + allow = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_2 + } + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.5 + has_law = tribal_organization_0 + holder_scope = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 10 + } + } + } + } + } + modifier = { + factor = 0 + has_law = tribal_organization_2 + holder_scope = { + NOT = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + } + } + } + modifier = { + factor = 2 + has_law = tribal_organization_0 + holder_scope = { dislike_tribal_organization = no } + } + modifier = { + factor = 0.5 + has_law = tribal_organization_2 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + pass_effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tribal_organization_0 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + dislike_tribal_organization = yes + } + opinion = { + who = ROOT + modifier = opinion_increased_tribal_organization + months = 60 + } + } + } + } + } + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = yes + set_allow_free_infidel_revokation = no + set_tribal_vassal_levy_control = no + set_tribal_vassal_tax_income = no + } + if = { + limit = { + has_law = tribal_organization_0 + } + custom_tooltip = { + text = enables_centralization_1 + } + } + if = { + limit = { + has_law = tribal_organization_2 + } + custom_tooltip = { + text = disables_centralization_2 + } + } + if = { + limit = { + has_law = tribal_organization_3 + } + custom_tooltip = { + text = disables_centralization_3 + } + custom_tooltip = { + text = disables_tribal_levy_laws + } + custom_tooltip = { + text = disables_tribal_tax_laws + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disables_centralization_4 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disallows_change_government + } + } + if = { + limit = { has_dlc = "Zeus" } + add_law = law_voting_power_1 + add_law = war_voting_power_1 + } + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = centralization_2 + has_law = centralization_3 + has_law = centralization_4 + } + } + add_law = centralization_1 + } + if = { + limit = { has_dlc = "Zeus" } + hidden_tooltip = { + revoke_law = revoke_title_voting_power_1 + revoke_law = grant_title_voting_power_1 + disable_council_voting_on_issue = revoke_title_interaction + disable_council_voting_on_issue = grant_landed_title_interaction + } + } + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + revoke_law = tribal_contract_0 + revoke_law = tribal_contract_1 + revoke_law = tribal_contract_2 + revoke_law = tribal_contract_3 + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + } + + tribal_organization_2 = { + group = tribal_organization + + unreformed_tribal_opinion = -10 + + allow = { + OR = { + has_law = tribal_organization_1 + has_law = tribal_organization_3 + } + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.5 + has_law = tribal_organization_1 + holder_scope = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 5 + } + } + } + } + } + modifier = { + factor = 0 + has_law = tribal_organization_3 + holder_scope = { + NOT = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + } + } + } + modifier = { + factor = 2 + has_law = tribal_organization_1 + holder_scope = { dislike_tribal_organization = no } + } + modifier = { + factor = 0.5 + has_law = tribal_organization_3 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + pass_effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tribal_organization_1 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + dislike_tribal_organization = yes + } + opinion = { + who = ROOT + modifier = opinion_increased_tribal_organization + months = 60 + } + } + } + } + } + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = yes + set_allow_free_infidel_revokation = yes + set_tribal_vassal_levy_control = no + set_tribal_vassal_tax_income = no + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + } + } + custom_tooltip = { + text = enables_centralization_2 + } + } + if = { + limit = { + has_law = tribal_organization_3 + } + custom_tooltip = { + text = disables_centralization_3 + } + custom_tooltip = { + text = disables_tribal_levy_laws + } + custom_tooltip = { + text = disables_tribal_tax_laws + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disables_centralization_4 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disallows_change_government + } + } + if = { + limit = { has_dlc = "Zeus" } + add_law = revoke_title_voting_power_1 + add_law = grant_title_voting_power_1 + } + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = centralization_3 + has_law = centralization_4 + } + } + add_law = centralization_2 + } + if = { + limit = { has_dlc = "Zeus" } + hidden_tooltip = { + revoke_law = imprison_voting_power_1 + revoke_law = banish_voting_power_1 + revoke_law = execution_voting_power_1 + disable_council_voting_on_issue = imprison_character_interaction + disable_council_voting_on_issue = exile_imprisoned_interaction + disable_council_voting_on_issue = execute_imprisoned_interaction + } + } + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + revoke_law = tribal_contract_0 + revoke_law = tribal_contract_1 + revoke_law = tribal_contract_2 + revoke_law = tribal_contract_3 + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + } + + tribal_organization_3 = { + group = tribal_organization + + unreformed_tribal_opinion = -20 + + allow = { + OR = { + has_law = tribal_organization_2 + has_law = tribal_organization_4 + } + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.5 + has_law = tribal_organization_2 + holder_scope = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 10 + } + } + } + } + } + modifier = { + factor = 0 + has_law = tribal_organization_4 + holder_scope = { + NOT = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + } + } + } + modifier = { + factor = 2 + has_law = tribal_organization_2 + holder_scope = { dislike_tribal_organization = no } + } + modifier = { + factor = 0.5 + has_law = tribal_organization_4 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + pass_effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tribal_organization_2 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + dislike_tribal_organization = yes + } + opinion = { + who = ROOT + modifier = opinion_increased_tribal_organization + months = 60 + } + } + } + } + } + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = yes + set_allow_free_infidel_revokation = yes + set_tribal_vassal_levy_control = yes + set_tribal_vassal_tax_income = yes + } + if = { + limit = { has_dlc = "Zeus" } + add_law = imprison_voting_power_1 + add_law = banish_voting_power_1 + add_law = execution_voting_power_1 + hidden_tooltip = { + add_law = law_voting_power_1 + add_law = war_voting_power_1 + add_law = revoke_title_voting_power_1 + add_law = grant_title_voting_power_1 + } + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + has_law = tribal_organization_2 + } + } + if = { + limit = { NOT = { has_dlc = "Zeus" } } + custom_tooltip = { + text = enables_tribal_levy_laws + } + custom_tooltip = { + text = enables_tribal_tax_laws + } + hidden_tooltip = { + add_law = tribal_contract_0 + add_law = tribal_tax_0 + } + } + custom_tooltip = { + text = enables_centralization_3 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disables_centralization_4 + } + } + if = { + limit = { + has_law = tribal_organization_4 + } + custom_tooltip = { + text = disallows_change_government + } + } + hidden_tooltip = { + if = { + limit = { + has_law = centralization_4 + } + add_law = centralization_3 + } + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + } + } + } + + tribal_organization_4 = { + group = tribal_organization + + unreformed_tribal_opinion = -30 + + allow = { + has_law = tribal_organization_3 + conditional_tooltip = { + trigger = { + holder_scope = { + NOT = { + higher_tier_than = COUNT + } + } + } + holder_scope = { + higher_tier_than = COUNT + } + } + } + potential = { + holder_scope = { + is_tribal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0.5 + has_law = tribal_organization_3 + holder_scope = { + any_vassal = { + is_tribal = yes + dislike_tribal_organization = yes + NOT = { + opinion = { + who = liege + value = 10 + } + } + } + } + } + modifier = { + factor = 2 + has_law = tribal_organization_3 + holder_scope = { dislike_tribal_organization = no } + } + } + ai_will_revoke = { + factor = 0 + } + pass_effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tribal_organization_3 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + dislike_tribal_organization = yes + } + opinion = { + who = ROOT + modifier = opinion_increased_tribal_organization + months = 60 + } + } + } + } + } + } + effect = { + if = { + limit = { NOT = { has_dlc = "Zeus" } } + set_allow_title_revokation = yes + set_allow_free_infidel_revokation = yes + set_tribal_vassal_levy_control = yes + set_tribal_vassal_tax_income = yes + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + has_law = tribal_organization_2 + has_law = tribal_organization_3 + } + } + custom_tooltip = { + text = enables_centralization_4 + } + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + has_law = tribal_organization_2 + } + NOT = { has_dlc = "Zeus" } + } + custom_tooltip = { + text = enables_tribal_levy_laws + } + custom_tooltip = { + text = enables_tribal_tax_laws + } + hidden_tooltip = { + add_law = tribal_contract_0 + add_law = tribal_tax_0 + } + } + if = { + limit = { + OR = { + has_law = tribal_organization_0 + has_law = tribal_organization_1 + has_law = tribal_organization_2 + has_law = tribal_organization_3 + } + } + custom_tooltip = { + text = allows_change_government + } + } + hidden_tooltip = { + revoke_law = tribal_organization_0 + revoke_law = tribal_organization_1 + revoke_law = tribal_organization_2 + revoke_law = tribal_organization_3 + revoke_law = tribal_organization_4 + } + } + } + + # VICE ROYALTY LAWS + ############################## + + vice_royalty_0 = { + group = vice_royalty + default = yes + + potential = { + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + has_dlc = "Charlemagne" + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = vice_royalty_0 + revoke_law = vice_royalty_1 + revoke_law = vice_royalty_2 + } + set_allow_vice_royalties = no + } + } + + vice_royalty_1 = { + group = vice_royalty + + potential = { + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + has_dlc = "Charlemagne" + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 2 + modifier = { + factor = 0 + has_law = vice_royalty_2 + } + modifier = { + factor = 0 + has_law = vice_royalty_0 + over_vassal_limit = -5 + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = vice_royalty_0 + revoke_law = vice_royalty_1 + revoke_law = vice_royalty_2 + } + set_allow_vice_royalties = king + } + + vassal_limit = -5 + } + + vice_royalty_2 = { + group = vice_royalty + + potential = { + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + has_dlc = "Charlemagne" + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 3 + modifier = { + factor = 0 + has_law = vice_royalty_0 + over_vassal_limit = -10 + } + modifier = { + factor = 0 + has_law = vice_royalty_1 + over_vassal_limit = -5 + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = vice_royalty_0 + revoke_law = vice_royalty_1 + revoke_law = vice_royalty_2 + } + set_allow_vice_royalties = duke + } + + vassal_limit = -10 + } + + # BYZANTINE ADMINISTRATION + ############################## + + feudal_administration = { + group = administration + + allow = { + } + + potential = { + NOT = { has_dlc = "Zeus" } + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + + effect = { + if = { + limit = { + NOT = { has_dlc = "Charlemagne" } + } + set_allow_free_duchy_revokation = no + } + if = { + limit = { + has_dlc = "Charlemagne" + } + set_allow_free_vice_royalty_revokation = no + } + hidden_tooltip = { + revoke_law = imperial_administration + } + } + } + + imperial_administration = { + group = administration + + allow = { + has_law = crown_authority_4 + } + + potential = { + NOT = { has_dlc = "Zeus" } + higher_tier_than = king + holder_scope = { + independent = yes + is_feudal = yes + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 10 + } + ai_will_revoke = { + factor = 0 + } + + effect = { + if = { + limit = { + NOT = { has_dlc = "Charlemagne" } + } + set_allow_free_duchy_revokation = yes + } + if = { + limit = { + has_dlc = "Charlemagne" + } + add_law = vice_royalty_2 + set_allow_free_vice_royalty_revokation = yes + } + hidden_tooltip = { + revoke_law = feudal_administration + } + } + + vassal_limit = 25 + feudal_opinion = -10 + } + + + # FEUDAL VASSAL LEVY SIZE LAWS + ############################## + + feudal_contract_0 = { + group = feudal_contract + feudal_opinion = 10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_contract_0 + revoke_law = feudal_contract_1 + revoke_law = feudal_contract_2 + revoke_law = feudal_contract_3 + } + } + + castle_vassal_max_levy = -0.4 + } + + feudal_contract_1 = { + group = feudal_contract + feudal_opinion = 5 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_contract_0 + revoke_law = feudal_contract_1 + revoke_law = feudal_contract_2 + revoke_law = feudal_contract_3 + } + } + castle_vassal_max_levy = -0.3 + } + + feudal_contract_2 = { + group = feudal_contract + feudal_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_contract_0 + revoke_law = feudal_contract_1 + revoke_law = feudal_contract_2 + revoke_law = feudal_contract_3 + } + } + + castle_vassal_max_levy = -0.2 + } + + feudal_contract_3 = { + group = feudal_contract + feudal_opinion = -5 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + revoke_law = feudal_contract_0 + revoke_law = feudal_contract_1 + revoke_law = feudal_contract_2 + } + } + + + # FEUDAL VASSAL TAX SIZE LAWS + ############################## + + feudal_tax_0 = { + group = feudal_tax + feudal_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_tax_0 + revoke_law = feudal_tax_1 + revoke_law = feudal_tax_2 + revoke_law = feudal_tax_3 + } + } + castle_vassal_tax_modifier = 0.0 + } + + feudal_tax_1 = { + group = feudal_tax + feudal_opinion = -10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_tax_0 + revoke_law = feudal_tax_1 + revoke_law = feudal_tax_2 + revoke_law = feudal_tax_3 + } + } + + castle_vassal_tax_modifier = 0.1 + + } + + feudal_tax_2 = { + group = feudal_tax + feudal_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_tax_0 + revoke_law = feudal_tax_1 + revoke_law = feudal_tax_2 + revoke_law = feudal_tax_3 + } + } + castle_vassal_tax_modifier = 0.2 + } + + feudal_tax_3 = { + group = feudal_tax + feudal_opinion = -30 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = feudal_tax_0 + revoke_law = feudal_tax_1 + revoke_law = feudal_tax_2 + revoke_law = feudal_tax_3 + } + } + + castle_vassal_tax_modifier = 0.3 + } + +############################## + # MUSLIM FEUDAL LAWS + ############################## + + # IQTA VASSAL LEVY SIZE LAWS + ############################## + + iqta_contract_0 = { + group = iqta_contract + feudal_opinion = 10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_contract_0 + revoke_law = iqta_contract_1 + revoke_law = iqta_contract_2 + revoke_law = iqta_contract_3 + } + } + + castle_vassal_max_levy = -0.4 + } + + iqta_contract_1 = { + group = iqta_contract + feudal_opinion = 5 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_contract_0 + revoke_law = iqta_contract_1 + revoke_law = iqta_contract_2 + revoke_law = iqta_contract_3 + } + } + castle_vassal_max_levy = -0.3 + } + + iqta_contract_2 = { + group = iqta_contract + feudal_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_contract_0 + revoke_law = iqta_contract_1 + revoke_law = iqta_contract_2 + revoke_law = iqta_contract_3 + } + } + + castle_vassal_max_levy = -0.2 + } + + iqta_contract_3 = { + group = iqta_contract + feudal_opinion = -5 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + revoke_law = iqta_contract_0 + revoke_law = iqta_contract_1 + revoke_law = iqta_contract_2 + } + } + + + # FEUDAL VASSAL TAX SIZE LAWS + ############################## + + iqta_tax_0 = { + group = iqta_tax + feudal_opinion = 10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_tax_0 + revoke_law = iqta_tax_1 + revoke_law = iqta_tax_2 + revoke_law = iqta_tax_3 + } + } + castle_vassal_tax_modifier = 0.0 + } + + iqta_tax_1 = { + group = iqta_tax + default = yes + feudal_opinion = -0 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_tax_0 + revoke_law = iqta_tax_1 + revoke_law = iqta_tax_2 + revoke_law = iqta_tax_3 + } + } + + castle_vassal_tax_modifier = 0.1 + } + + iqta_tax_2 = { + group = iqta_tax + feudal_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_tax_0 + revoke_law = iqta_tax_1 + revoke_law = iqta_tax_2 + revoke_law = iqta_tax_3 + } + } + castle_vassal_tax_modifier = 0.2 + } + + iqta_tax_3 = { + group = iqta_tax + feudal_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = iqta_tax_0 + revoke_law = iqta_tax_1 + revoke_law = iqta_tax_2 + revoke_law = iqta_tax_3 + } + } + + castle_vassal_tax_modifier = 0.3 + } + + # CITY VASSAL LEVY SIZE LAWS + ############################## + + city_contract_0 = { + group = city_contract + city_opinion = 10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_contract_0 + revoke_law = city_contract_1 + revoke_law = city_contract_2 + revoke_law = city_contract_3 + } + } + + city_vassal_max_levy = -0.5 + } + + city_contract_1 = { + group = city_contract + city_opinion = 0 + default = yes + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_contract_0 + revoke_law = city_contract_1 + revoke_law = city_contract_2 + revoke_law = city_contract_3 + } + } + + city_vassal_max_levy = -0.35 + } + + city_contract_2 = { + group = city_contract + city_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_contract_0 + revoke_law = city_contract_1 + revoke_law = city_contract_2 + revoke_law = city_contract_3 + } + } + city_vassal_max_levy = -0.2 + } + + city_contract_3 = { + group = city_contract + city_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_contract_0 + revoke_law = city_contract_1 + revoke_law = city_contract_2 + revoke_law = city_contract_3 + } + } + + city_vassal_max_levy = -0.05 + } + + + # CITY VASSAL TAX SIZE LAWS + ############################## + + city_tax_0 = { + group = city_tax + city_opinion = 10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_tax_0 + revoke_law = city_tax_1 + revoke_law = city_tax_2 + revoke_law = city_tax_3 + } + } + + city_vassal_tax_modifier = 0.15 + } + + city_tax_1 = { + group = city_tax + city_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_tax_0 + revoke_law = city_tax_1 + revoke_law = city_tax_2 + revoke_law = city_tax_3 + } + } + + city_vassal_tax_modifier = 0.25 + } + + city_tax_2 = { + group = city_tax + city_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_tax_0 + revoke_law = city_tax_1 + revoke_law = city_tax_2 + revoke_law = city_tax_3 + } + } + city_vassal_tax_modifier = 0.35 + } + + city_tax_3 = { + group = city_tax + city_opinion = -20 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = city_tax_0 + revoke_law = city_tax_1 + revoke_law = city_tax_2 + revoke_law = city_tax_3 + } + } + + city_vassal_tax_modifier = 0.45 + } + + # TEMPLE VASSAL LEVY SIZE LAWS + ############################## + + temple_contract_0 = { + group = temple_contract + temple_opinion = 10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_contract_0 + revoke_law = temple_contract_1 + revoke_law = temple_contract_2 + revoke_law = temple_contract_3 + } + } + + temple_vassal_max_levy = -0.5 + + } + + temple_contract_1 = { + group = temple_contract + temple_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_contract_0 + revoke_law = temple_contract_1 + revoke_law = temple_contract_2 + revoke_law = temple_contract_3 + } + } + temple_vassal_max_levy = -0.4 + } + + temple_contract_2 = { + group = temple_contract + temple_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_contract_0 + revoke_law = temple_contract_1 + revoke_law = temple_contract_2 + revoke_law = temple_contract_3 + } + } + temple_vassal_max_levy = -0.3 + } + + temple_contract_3 = { + group = temple_contract + temple_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_contract_0 + revoke_law = temple_contract_1 + revoke_law = temple_contract_2 + revoke_law = temple_contract_3 + } + } + temple_vassal_max_levy = -0.2 + } + + + + # TEMPLE VASSAL TAX SIZE LAWS + ############################## + + temple_tax_0 = { + group = temple_tax + temple_opinion = 20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_tax_0 + revoke_law = temple_tax_1 + revoke_law = temple_tax_2 + revoke_law = temple_tax_3 + } + } + + temple_vassal_tax_modifier = 0.0 + + } + + temple_tax_1 = { + group = temple_tax + temple_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_tax_0 + revoke_law = temple_tax_1 + revoke_law = temple_tax_2 + revoke_law = temple_tax_3 + } + } + temple_vassal_tax_modifier = 0.35 + } + + temple_tax_2 = { + group = temple_tax + temple_opinion = -10 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_tax_0 + revoke_law = temple_tax_1 + revoke_law = temple_tax_2 + revoke_law = temple_tax_3 + } + } + temple_vassal_tax_modifier = 0.45 + } + + temple_tax_3 = { + group = temple_tax + temple_opinion = -20 + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = temple_tax_0 + revoke_law = temple_tax_1 + revoke_law = temple_tax_2 + revoke_law = temple_tax_3 + } + } + temple_vassal_tax_modifier = 0.55 + } + + # TRIBAL VASSAL LEVY SIZE LAWS + ############################## + + tribal_contract_0 = { + group = tribal_contract + tribal_opinion = 0 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_contract_0 + revoke_law = tribal_contract_1 + revoke_law = tribal_contract_2 + revoke_law = tribal_contract_3 + } + } + + tribal_vassal_max_levy = -0.5 + + } + + tribal_contract_1 = { + group = tribal_contract + tribal_opinion = -10 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_contract_0 + revoke_law = tribal_contract_1 + revoke_law = tribal_contract_2 + revoke_law = tribal_contract_3 + } + } + tribal_vassal_max_levy = -0.4 + } + + tribal_contract_2 = { + group = tribal_contract + tribal_opinion = -20 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_contract_0 + revoke_law = tribal_contract_1 + revoke_law = tribal_contract_2 + revoke_law = tribal_contract_3 + } + } + tribal_vassal_max_levy = -0.3 + } + + tribal_contract_3 = { + group = tribal_contract + tribal_opinion = -30 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_contract_0 + revoke_law = tribal_contract_1 + revoke_law = tribal_contract_2 + revoke_law = tribal_contract_3 + } + } + tribal_vassal_max_levy = -0.2 + } + + + + # TRIBAL VASSAL TAX SIZE LAWS + ############################## + + tribal_tax_0 = { + group = tribal_tax + tribal_opinion = 0 + default = yes + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + + tribal_vassal_tax_modifier = 0 + + } + + tribal_tax_1 = { + group = tribal_tax + tribal_opinion = -10 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + tribal_vassal_tax_modifier = 0.1 + } + + tribal_tax_2 = { + group = tribal_tax + tribal_opinion = -20 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + tribal_vassal_tax_modifier = 0.2 + } + + tribal_tax_3 = { + group = tribal_tax + tribal_opinion = -30 + + potential = { + NOT = { has_dlc = "Zeus" } + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + OR = { + holder_scope = { + is_tribal = no + } + OR = { + has_law = tribal_organization_3 + has_law = tribal_organization_4 + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + revoke_law = tribal_tax_0 + revoke_law = tribal_tax_1 + revoke_law = tribal_tax_2 + revoke_law = tribal_tax_3 + } + } + tribal_vassal_tax_modifier = 0.3 + } +} diff --git a/VanillaFilesToMonitor/common/laws/ze_obligation_laws.txt b/VanillaFilesToMonitor/common/laws/ze_obligation_laws.txt new file mode 100644 index 00000000..da8fe611 --- /dev/null +++ b/VanillaFilesToMonitor/common/laws/ze_obligation_laws.txt @@ -0,0 +1,4254 @@ +law_groups = { + tax_levy_law_feudal = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } + + tax_levy_law_iqta = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } + + tax_levy_law_republic = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } + + tax_levy_law_theocracy = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } + + tax_levy_law_tribal = { + law_type = obligations + left_value = TAX + right_value = LEVY + slider_sprite = GFX_tax_levy_slider + allowed_for_councillors = yes + } +} + +laws = { + tax_levy_law_feudal_0 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + has_law = tax_levy_law_feudal_1 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_1 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0 + castle_vassal_max_levy = -0.8 + castle_vassal_tax_modifier = 0.4 + } + + tax_levy_law_feudal_1 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_0 + has_law = tax_levy_law_feudal_2 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_0 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_2 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_0 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_2 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.1 + castle_vassal_max_levy = -0.7 + castle_vassal_tax_modifier = 0.35 + } + + tax_levy_law_feudal_2 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_1 + has_law = tax_levy_law_feudal_3 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_1 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_3 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_1 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_3 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.2 + castle_vassal_max_levy = -0.6 + castle_vassal_tax_modifier = 0.3 + } + + tax_levy_law_feudal_3 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_2 + has_law = tax_levy_law_feudal_4 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_2 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_4 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_2 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_4 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.3 + castle_vassal_max_levy = -0.5 + castle_vassal_tax_modifier = 0.25 + } + + tax_levy_law_feudal_4 = { + group = tax_levy_law_feudal + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_3 + has_law = tax_levy_law_feudal_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_3 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_5 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_3 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_5 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.4 + castle_vassal_max_levy = -0.4 + castle_vassal_tax_modifier = 0.2 + } + + tax_levy_law_feudal_5 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_4 + has_law = tax_levy_law_feudal_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_4 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_6 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_4 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_6 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.5 + castle_vassal_max_levy = -0.3 + castle_vassal_tax_modifier = 0.15 + } + + tax_levy_law_feudal_6 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_5 + has_law = tax_levy_law_feudal_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_5 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_7 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_5 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_7 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_7 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.6 + castle_vassal_max_levy = -0.2 + castle_vassal_tax_modifier = 0.1 + } + + tax_levy_law_feudal_7 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_feudal_6 + has_law = tax_levy_law_feudal_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_feudal_6 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_feudal_8 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_feudal_6 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_feudal_8 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_8 + } + } + castle_vassal_min_levy = 0.7 + castle_vassal_max_levy = -0.1 + castle_vassal_tax_modifier = 0.05 + } + + tax_levy_law_feudal_8 = { + group = tax_levy_law_feudal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + has_law = tax_levy_law_feudal_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + is_feudal = yes + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_feudal_0 + revoke_law = tax_levy_law_feudal_1 + revoke_law = tax_levy_law_feudal_2 + revoke_law = tax_levy_law_feudal_3 + revoke_law = tax_levy_law_feudal_4 + revoke_law = tax_levy_law_feudal_5 + revoke_law = tax_levy_law_feudal_6 + revoke_law = tax_levy_law_feudal_7 + } + } + castle_vassal_min_levy = 0.8 + castle_vassal_max_levy = 0 + castle_vassal_tax_modifier = 0 + } + + tax_levy_law_iqta_0 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + has_law = tax_levy_law_iqta_1 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_1 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0 + castle_vassal_max_levy = -0.85 + castle_vassal_tax_modifier = 0.45 + } + + tax_levy_law_iqta_1 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_0 + has_law = tax_levy_law_iqta_2 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_0 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_2 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_0 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_2 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.05 + castle_vassal_max_levy = -0.75 + castle_vassal_tax_modifier = 0.4 + } + + tax_levy_law_iqta_2 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_1 + has_law = tax_levy_law_iqta_3 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_1 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_3 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_1 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_3 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.15 + castle_vassal_max_levy = -0.65 + castle_vassal_tax_modifier = 0.35 + } + + tax_levy_law_iqta_3 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_2 + has_law = tax_levy_law_iqta_4 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_2 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_4 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_2 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_4 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.25 + castle_vassal_max_levy = -0.55 + castle_vassal_tax_modifier = 0.3 + } + + tax_levy_law_iqta_4 = { + group = tax_levy_law_iqta + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_3 + has_law = tax_levy_law_iqta_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_3 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_5 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_3 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_5 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.35 + castle_vassal_max_levy = -0.45 + castle_vassal_tax_modifier = 0.25 + } + + tax_levy_law_iqta_5 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_4 + has_law = tax_levy_law_iqta_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_4 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_6 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_4 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_6 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.45 + castle_vassal_max_levy = -0.35 + castle_vassal_tax_modifier = 0.2 + } + + tax_levy_law_iqta_6 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_5 + has_law = tax_levy_law_iqta_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_5 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_7 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_5 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_7 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.55 + castle_vassal_max_levy = -0.25 + castle_vassal_tax_modifier = 0.15 + } + + tax_levy_law_iqta_7 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + OR = { + has_law = tax_levy_law_iqta_6 + has_law = tax_levy_law_iqta_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_iqta_6 + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_iqta_8 + holder_scope = { + is_feudal = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_iqta_6 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_iqta_8 + } + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.65 + castle_vassal_max_levy = -0.15 + castle_vassal_tax_modifier = 0.1 + } + + tax_levy_law_iqta_8 = { + group = tax_levy_law_iqta + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + holder_scope = { religion_group = muslim } + } + allow = { + has_law = tax_levy_law_iqta_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + is_feudal = yes + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_feudal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_iqta_0 + revoke_law = tax_levy_law_iqta_1 + revoke_law = tax_levy_law_iqta_2 + revoke_law = tax_levy_law_iqta_3 + revoke_law = tax_levy_law_iqta_4 + revoke_law = tax_levy_law_iqta_5 + revoke_law = tax_levy_law_iqta_6 + revoke_law = tax_levy_law_iqta_7 + } + } + castle_vassal_min_levy = 0.75 + castle_vassal_max_levy = -0.05 + castle_vassal_tax_modifier = 0.05 + } + + tax_levy_law_republic_0 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + has_law = tax_levy_law_republic_1 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_1 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0 + city_vassal_max_levy = -1 + city_vassal_tax_modifier = 0.5 + } + + tax_levy_law_republic_1 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_0 + has_law = tax_levy_law_republic_2 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_0 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_2 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_0 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_2 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0 + city_vassal_max_levy = -0.8 + city_vassal_tax_modifier = 0.45 + } + + tax_levy_law_republic_2 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_1 + has_law = tax_levy_law_republic_3 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_1 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_3 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_1 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_3 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.1 + city_vassal_max_levy = -0.7 + city_vassal_tax_modifier = 0.4 + } + + tax_levy_law_republic_3 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_2 + has_law = tax_levy_law_republic_4 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_2 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_4 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_2 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_4 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.2 + city_vassal_max_levy = -0.6 + city_vassal_tax_modifier = 0.35 + } + + tax_levy_law_republic_4 = { + group = tax_levy_law_republic + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_3 + has_law = tax_levy_law_republic_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_3 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_5 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_3 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_5 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.3 + city_vassal_max_levy = -0.5 + city_vassal_tax_modifier = 0.3 + } + + tax_levy_law_republic_5 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_4 + has_law = tax_levy_law_republic_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_4 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_6 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_4 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_6 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.4 + city_vassal_max_levy = -0.4 + city_vassal_tax_modifier = 0.25 + } + + tax_levy_law_republic_6 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_5 + has_law = tax_levy_law_republic_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_5 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_7 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_5 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_7 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_7 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.5 + city_vassal_max_levy = -0.3 + city_vassal_tax_modifier = 0.2 + } + + tax_levy_law_republic_7 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_republic_6 + has_law = tax_levy_law_republic_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + OR = { + AND = { + has_law = tax_levy_law_republic_6 + holder_scope = { + OR = { + is_feudal = yes + is_nomadic = yes + } + } + } + AND = { + has_law = tax_levy_law_republic_8 + holder_scope = { + is_republic = yes + } + } + NOT = { + holder_scope = { + OR = { + is_republic = yes + is_feudal = yes + is_nomadic = yes + } + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_republic_6 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_republic_8 + } + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_8 + } + } + city_vassal_min_levy = 0.6 + city_vassal_max_levy = -0.2 + city_vassal_tax_modifier = 0.15 + } + + tax_levy_law_republic_8 = { + group = tax_levy_law_republic + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + has_law = tax_levy_law_republic_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NOT = { + holder_scope = { + is_republic = yes + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_republic = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_republic_0 + revoke_law = tax_levy_law_republic_1 + revoke_law = tax_levy_law_republic_2 + revoke_law = tax_levy_law_republic_3 + revoke_law = tax_levy_law_republic_4 + revoke_law = tax_levy_law_republic_5 + revoke_law = tax_levy_law_republic_6 + revoke_law = tax_levy_law_republic_7 + } + } + city_vassal_min_levy = 0.7 + city_vassal_max_levy = -0.1 + city_vassal_tax_modifier = 0.10 + } + + tax_levy_law_theocracy_0 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + has_law = tax_levy_law_theocracy_1 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_1 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0 + temple_vassal_max_levy = -1 + temple_vassal_tax_modifier = 0.7 + } + + tax_levy_law_theocracy_1 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_0 + has_law = tax_levy_law_theocracy_2 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_2 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_0 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_2 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0 + temple_vassal_max_levy = -0.9 + temple_vassal_tax_modifier = 0.6 + } + + tax_levy_law_theocracy_2 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_1 + has_law = tax_levy_law_theocracy_3 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_3 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_1 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_3 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0 + temple_vassal_max_levy = -0.8 + temple_vassal_tax_modifier = 0.5 + } + + tax_levy_law_theocracy_3 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_2 + has_law = tax_levy_law_theocracy_4 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_4 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_2 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_4 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.1 + temple_vassal_max_levy = -0.7 + temple_vassal_tax_modifier = 0.4 + } + + tax_levy_law_theocracy_4 = { + group = tax_levy_law_theocracy + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_3 + has_law = tax_levy_law_theocracy_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_5 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = tax_levy_law_theocracy_3 + has_law = tax_levy_law_theocracy_5 + } + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.2 + temple_vassal_max_levy = -0.6 + temple_vassal_tax_modifier = 0.3 + } + + tax_levy_law_theocracy_5 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_4 + has_law = tax_levy_law_theocracy_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_6 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_4 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_6 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.3 + temple_vassal_max_levy = -0.5 + temple_vassal_tax_modifier = 0.2 + } + + tax_levy_law_theocracy_6 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_5 + has_law = tax_levy_law_theocracy_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_7 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_5 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_7 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_7 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.4 + temple_vassal_max_levy = -0.4 + temple_vassal_tax_modifier = 0.1 + } + + tax_levy_law_theocracy_7 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + OR = { + has_law = tax_levy_law_theocracy_6 + has_law = tax_levy_law_theocracy_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_theocracy_8 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_theocracy_6 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_theocracy_8 + } + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_8 + } + } + temple_vassal_min_levy = 0.5 + temple_vassal_max_levy = -0.3 + temple_vassal_tax_modifier = 0 + } + + tax_levy_law_theocracy_8 = { + group = tax_levy_law_theocracy + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + NOT = { holder_scope = { religion_group = muslim } } + } + allow = { + has_law = tax_levy_law_theocracy_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_theocracy = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_theocracy_0 + revoke_law = tax_levy_law_theocracy_1 + revoke_law = tax_levy_law_theocracy_2 + revoke_law = tax_levy_law_theocracy_3 + revoke_law = tax_levy_law_theocracy_4 + revoke_law = tax_levy_law_theocracy_5 + revoke_law = tax_levy_law_theocracy_6 + revoke_law = tax_levy_law_theocracy_7 + } + } + temple_vassal_min_levy = 0.6 + temple_vassal_max_levy = -0.2 + temple_vassal_tax_modifier = 0 + } + + tax_levy_law_tribal_0 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + has_law = tax_levy_law_tribal_1 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_1 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + revoke_law = tax_levy_law_tribal_5 + revoke_law = tax_levy_law_tribal_6 + revoke_law = tax_levy_law_tribal_7 + revoke_law = tax_levy_law_tribal_8 + } + } + tribal_vassal_min_levy = 0 + tribal_vassal_max_levy = -1 + tribal_vassal_tax_modifier = 0.4 + } + + tax_levy_law_tribal_1 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_tribal_0 + has_law = tax_levy_law_tribal_2 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_2 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_0 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_2 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + revoke_law = tax_levy_law_tribal_5 + revoke_law = tax_levy_law_tribal_6 + revoke_law = tax_levy_law_tribal_7 + revoke_law = tax_levy_law_tribal_8 + } + } + tribal_vassal_min_levy = 0 + tribal_vassal_max_levy = -0.9 + tribal_vassal_tax_modifier = 0.35 + } + + tax_levy_law_tribal_2 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_tribal_1 + has_law = tax_levy_law_tribal_3 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_3 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_1 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_3 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + revoke_law = tax_levy_law_tribal_5 + revoke_law = tax_levy_law_tribal_6 + revoke_law = tax_levy_law_tribal_7 + revoke_law = tax_levy_law_tribal_8 + } + } + tribal_vassal_min_levy = 0 + tribal_vassal_max_levy = -0.8 + tribal_vassal_tax_modifier = 0.3 + } + + tax_levy_law_tribal_3 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_tribal_2 + has_law = tax_levy_law_tribal_4 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_4 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_2 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_4 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_4 + revoke_law = tax_levy_law_tribal_5 + revoke_law = tax_levy_law_tribal_6 + revoke_law = tax_levy_law_tribal_7 + revoke_law = tax_levy_law_tribal_8 + } + } + tribal_vassal_min_levy = 0.1 + tribal_vassal_max_levy = -0.7 + tribal_vassal_tax_modifier = 0.25 + } + + tax_levy_law_tribal_4 = { + group = tax_levy_law_tribal + default = yes + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_tribal_3 + has_law = tax_levy_law_tribal_5 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_5 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + OR = { + has_law = tax_levy_law_tribal_3 + has_law = tax_levy_law_tribal_5 + } + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_5 + revoke_law = tax_levy_law_tribal_6 + revoke_law = tax_levy_law_tribal_7 + revoke_law = tax_levy_law_tribal_8 + } + } + tribal_vassal_min_levy = 0.2 + tribal_vassal_max_levy = -0.6 + tribal_vassal_tax_modifier = 0.2 + } + + tax_levy_law_tribal_5 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_tribal_4 + has_law = tax_levy_law_tribal_6 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_6 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_4 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_6 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + revoke_law = tax_levy_law_tribal_6 + revoke_law = tax_levy_law_tribal_7 + revoke_law = tax_levy_law_tribal_8 + } + } + tribal_vassal_min_levy = 0.3 + tribal_vassal_max_levy = -0.5 + tribal_vassal_tax_modifier = 0.15 + } + + tax_levy_law_tribal_6 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_tribal_5 + has_law = tax_levy_law_tribal_7 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_7 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_5 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_7 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + revoke_law = tax_levy_law_tribal_5 + revoke_law = tax_levy_law_tribal_7 + revoke_law = tax_levy_law_tribal_8 + } + } + tribal_vassal_min_levy = 0.4 + tribal_vassal_max_levy = -0.4 + tribal_vassal_tax_modifier = 0.1 + } + + tax_levy_law_tribal_7 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + OR = { + has_law = tax_levy_law_tribal_6 + has_law = tax_levy_law_tribal_8 + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0.01 + modifier = { + factor = 0 + NAND = { + holder_scope = { + OR = { + is_republic = yes + is_nomadic = yes + } + } + has_law = tax_levy_law_tribal_8 + } + } + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + if = { + limit = { + has_law = tax_levy_law_tribal_6 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + } + if = { + limit = { + has_law = tax_levy_law_tribal_8 + } + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_likes_new_obligation_law + years = 5 + } + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + revoke_law = tax_levy_law_tribal_5 + revoke_law = tax_levy_law_tribal_6 + revoke_law = tax_levy_law_tribal_8 + } + } + tribal_vassal_min_levy = 0.5 + tribal_vassal_max_levy = -0.3 + tribal_vassal_tax_modifier = 0.05 + } + + tax_levy_law_tribal_8 = { + group = tax_levy_law_tribal + + potential = { + has_dlc = "Zeus" + OR = { + NOT = { tier = baron } + holder_scope = { is_patrician = yes } + } + } + allow = { + has_law = tax_levy_law_tribal_7 + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + ai_will_revoke = { + factor = 0 + } + effect = { + hidden_tooltip = { + holder_scope = { + any_vassal = { + limit = { + is_tribal = yes + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_dislikes_new_obligation_law } } + NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_likes_new_obligation_law } } + } + opinion = { + who = ROOT + modifier = opinion_dislikes_new_obligation_law + years = 5 + } + } + } + revoke_law = tax_levy_law_tribal_0 + revoke_law = tax_levy_law_tribal_1 + revoke_law = tax_levy_law_tribal_2 + revoke_law = tax_levy_law_tribal_3 + revoke_law = tax_levy_law_tribal_4 + revoke_law = tax_levy_law_tribal_5 + revoke_law = tax_levy_law_tribal_6 + revoke_law = tax_levy_law_tribal_7 + } + } + tribal_vassal_min_levy = 0.6 + tribal_vassal_max_levy = -0.2 + tribal_vassal_tax_modifier = 0 + } +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/common/static_modifiers.txt b/VanillaFilesToMonitor/common/static_modifiers.txt new file mode 100644 index 00000000..8203c24e --- /dev/null +++ b/VanillaFilesToMonitor/common/static_modifiers.txt @@ -0,0 +1,730 @@ +# All global modifiers are here. They are applied from certain game-features. +# +# Effects are fully scriptable here. + +# The names can NOT be removed or changed since the code references them + +########################################################################## +# Difficulty Modifiers +########################################################################## + +very_easy_player = { + fertility = 0.5 + land_morale = 0.5 +} + +easy_player = { + fertility = 0.25 + land_morale = 0.25 +} + +normal_player = { +} + +hard_player = { +} + +very_hard_player = { + land_morale = -0.25 +} + +very_easy_ai = { + land_morale = -0.25 +} + +easy_ai = { +} + +normal_ai = { +} + +hard_ai = { + land_morale = 0.25 + global_tax_modifier = 0.1 + levy_reinforce_rate = 0.5 +} + +very_hard_ai = { + land_morale = 0.5 + global_tax_modifier = 0.2 + levy_reinforce_rate = 1.0 +} + +########################################################################## +# Provincial Static Modifiers +########################################################################## + +province_base_values = { + supply_limit = 5 # 5K troops +} + +coastal = { +} + +non_coastal = { +} + +coastal_sea = { +} + +sea_zone = { + max_attrition = 0.05 +} + +land_province = { + max_attrition = 0.05 +} + +mild_winter = { + supply_limit = -2 + max_attrition = 0.1 +} + +normal_winter = { + supply_limit = -3 + max_attrition = 0.15 +} + +severe_winter = { + supply_limit = -5 + max_attrition = 0.2 +} + +out_of_supply = +{ + max_attrition = 0.1 +} + +no_adjacent_controlled = { +} + +# Another culture in the same culture group +same_culture_group = { + local_revolt_risk = 0.01 +} + +# A culture in another culture group +non_accepted_culture = { + local_revolt_risk = 0.02 +} + +# Another religion in the same religion group +same_religion_group = { + local_revolt_risk = 0.01 +} + +# A religion in another religion group +different_religion = { + local_revolt_risk = 0.02 +} + +# County vs Count is heresy vs parent religion +county_heresy = { + local_revolt_risk = 0.03 +} + +# Nomads: Pressure from minor Clans to form another Major Clan +# Multiplied by the number counties held above the required proportion (see define MIN_CLAN_LAND_PROPORTION) +nomad_ruling_clan_too_powerful = { + local_revolt_risk = 0.04 +} + +# Isolated county +county_isolated = { + local_revolt_risk = 0.04 +} + +new_administration = { + levy_reinforce_rate = -0.7 + local_tax_modifier = -0.3 + icon = 19 +} + +recently_conquered = { + levy_size = -2 + levy_reinforce_rate = -1 + local_tax_modifier = -1 + icon = 19 +} + +occupied = { + levy_size = -2 + levy_reinforce_rate = -1 + local_tax_modifier = -1.5 + icon = 19 +} + +occupied_different_culture = { + levy_size = -0.25 + levy_reinforce_rate = -0.25 + local_tax_modifier = -0.25 + icon = 20 +} + +occupied_different_culturegroup = { + levy_size = -0.5 + levy_reinforce_rate = -0.5 + local_tax_modifier = -0.5 + icon = 20 +} + +occupied_different_religion = { + levy_size = -0.5 + levy_reinforce_rate = -0.5 + local_tax_modifier = -0.5 + icon = 35 +} + +occupied_different_religiongroup = { + levy_size = -2 + levy_reinforce_rate = -0.5 + local_tax_modifier = -0.75 + icon = 35 +} + +looted_modifier = { + local_tax_modifier = -0.25 + + icon = 24 +} + +maintaining_mercenary_band = { + levy_size = -0.025 + levy_reinforce_rate = -0.10 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_2 = { + levy_size = -0.05 + levy_reinforce_rate = -0.20 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_3 = { + levy_size = -0.075 + levy_reinforce_rate = -0.30 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_4 = { + levy_size = -0.1 + levy_reinforce_rate = -0.40 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_5 = { + levy_size = -0.125 + levy_reinforce_rate = -0.50 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_6 = { + levy_size = -0.15 + levy_reinforce_rate = -0.60 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +maintaining_mercenary_band_7 = { + levy_size = -0.175 + levy_reinforce_rate = -0.70 + max_manpower_mult = -0.1 + manpower_growth = -0.1 + icon = 31 +} + +occupied_tutorial = { + icon = 19 + levy_size = -2 + garrison_size = -0.9 +} +troops_tutorial = { + icon = 19 + levy_size = 4 +} + +under_siege = { +} + +revolt_risk = { + local_tax_modifier = -0.01 +} + +foreign_rebels = { + local_revolt_risk = 0.05 + icon = 1 +} + +jizya_tax = { + local_tax_modifier = 0.25 + icon = 4 +} + +settled_adventurer = { + icon = 1 +} + +########################################################################## +# Combat Static Modifiers +########################################################################## + +river_crossing = { + icon = 2 + archers_defensive = -0.1 + light_infantry_defensive = -0.1 + pikemen_defensive = -0.15 + heavy_infantry_defensive = -0.15 + light_cavalry_defensive = -0.125 + knights_defensive = -0.15 + horse_archers_defensive = -0.125 + + archers_offensive = -0.05 + light_infantry_offensive = -0.1 + pikemen_offensive = -0.15 + heavy_infantry_offensive = -0.15 + light_cavalry_offensive = -0.125 + knights_offensive = -0.15 + horse_archers_offensive = -0.075 +} + +major_river_crossing = { + icon = 2 + archers_defensive = -0.2 + light_infantry_defensive = -0.2 + pikemen_defensive = -0.3 + heavy_infantry_defensive = -0.3 + light_cavalry_defensive = -0.25 + knights_defensive = -0.3 + horse_archers_defensive = -0.25 + + archers_offensive = -0.1 + light_infantry_offensive = -0.2 + pikemen_offensive = -0.3 + heavy_infantry_offensive = -0.3 + light_cavalry_offensive = -0.25 + knights_offensive = -0.3 + horse_archers_offensive = -0.15 +} + +strait_crossing = { + icon = 3 + archers_defensive = -0.15 + light_infantry_defensive = -0.15 + pikemen_defensive = -0.3 + heavy_infantry_defensive = -0.3 + light_cavalry_defensive = -0.2 + knights_defensive = -0.3 + horse_archers_defensive = -0.2 + + archers_offensive = -0.1 + light_infantry_offensive = -0.15 + pikemen_offensive = -0.3 + heavy_infantry_offensive = -0.3 + light_cavalry_offensive = -0.2 + knights_offensive = -0.3 + horse_archers_offensive = -0.2 +} + +amphibious_landing = { + icon = 4 + archers_defensive = -0.15 + light_infantry_defensive = -0.15 + pikemen_defensive = -0.2 + heavy_infantry_defensive = -0.2 + light_cavalry_defensive = -0.175 + knights_defensive = -0.2 + horse_archers_defensive = -0.175 + + archers_offensive = -0.1 + light_infantry_offensive = -0.15 + pikemen_offensive = -0.2 + heavy_infantry_offensive = -0.2 + light_cavalry_offensive = -0.175 + knights_offensive = -0.2 + horse_archers_offensive = -0.125 +} + +defenderbonus_mountain = { + icon = 1 + archers_defensive = 1.0 + light_infantry_defensive = 1.0 + pikemen_defensive = 0.5 + heavy_infantry_defensive = 0.5 + + archers_offensive = 0.5 + light_infantry_offensive = 1.0 +} + +defenderbonus_hills = { + icon = 1 + archers_defensive = 0.5 + light_infantry_defensive = 0.3 + pikemen_defensive = 0.2 + heavy_infantry_defensive = 0.2 + horse_archers_defensive = 0.15 + light_cavalry_defensive = 0.15 + + archers_offensive = 0.2 + pikemen_offensive = 0.1 + horse_archers_offensive = 0.10 +} + +defenderbonus_jungle = { + icon = 1 + archers_defensive = 0.3 + light_infantry_defensive = 0.5 + pikemen_defensive = 0.2 + heavy_infantry_defensive = 0.1 + horse_archers_defensive = -0.25 + + light_infantry_offensive = 0.5 + heavy_infantry_offensive = 0.1 + pikemen_offensive = 0.1 + horse_archers_offensive = -0.15 +} + +defenderbonus_forest = { + icon = 1 + archers_defensive = 0.3 + light_infantry_defensive = 0.3 + pikemen_defensive = 0.1 + heavy_infantry_defensive = 0.1 + + light_infantry_offensive = 0.3 + heavy_infantry_offensive = 0.1 + pikemen_offensive = 0.1 +} + +defenderbonus_desert = { + icon = 1 + horse_archers_defensive = 0.15 + light_cavalry_defensive = 0.15 + camel_cavalry_defensive = 0.50 + + horse_archers_offensive = 0.15 + light_cavalry_offensive = 0.15 + camel_cavalry_offensive = 0.50 +} + +personally_leading_troops = { + land_morale = 0.15 +} + +########################################################################## +# Attribute Mods: Multiplied by the value (including councillor and spouse additions) +########################################################################## + +static_diplomacy_mod = { + monthly_character_prestige = 0.01 +} + +static_intrigue_mod = { +} + +static_stewardship_mod = { + global_tax_modifier = 0.02 +} + +static_martial_mod = { + land_organisation = 0.01 +} + +static_learning_mod = { + monthly_character_piety = 0.02 +} + +########################################################################## +# Realm Static Modifiers +########################################################################## + +base_values = { + land_organisation = 0.2 #20% morale recovery. +} + +war = { +} + +peace = { +} + +pretender_modifier = { +} + +########################################################################## +# Settlement Base Modifiers +########################################################################## + +castle = { + tax_income = 4 + fort_level = 3 + build_cost_modifier = 500 + build_time_modifier = 730 + light_infantry = 60 + heavy_infantry = 150 + light_cavalry = 15 + levy_reinforce_rate = 1.25 + land_organisation = 0.2 +} + +city = { + tax_income = 12 + fort_level = 0 + light_infantry = 75 + archers = 40 + build_cost_modifier = 500 + build_time_modifier = 730 + land_organisation = 0.2 +} + +temple = { + tax_income = 8 + heavy_infantry = 45 + light_infantry = 45 + archers = 40 + build_cost_modifier = 500 + build_time_modifier = 730 + levy_reinforce_rate = 0.25 + land_organisation = 0.2 +} + +trade_post = { + tax_income = 6 + fort_level = 0 + levy_size = 0 + light_infantry = 50 + archers = 50 + build_cost_modifier = 150 + build_time_modifier = 365 + land_organisation = 0.2 +} + +family_palace = { + tax_income = 10 + fort_level = 0 + light_infantry = 40 + archers = 10 + galleys = 25 + levy_reinforce_rate = 1.25 + land_organisation = 0.2 +} + +tribal = { + tax_income = 0.5 + fort_level = 1 + light_infantry = 100 + heavy_infantry = 5 + archers = 20 + levy_reinforce_rate = 1.5 + land_organisation = 0.2 + build_cost_modifier = 25 # cost per empty holding slot + build_time_modifier = 365 +} + +nomad = { + tax_income = 0 + fort_level = 1 + levy_size = -3 + light_infantry = 160 + heavy_infantry = 40 + levy_reinforce_rate = 0 + land_organisation = 0 +} + +fort = { + tax_income = 0 + fort_level = 2 + levy_size = 0 + build_cost_modifier = 20 + build_time_modifier = 20 + light_infantry = 30 + heavy_infantry = 75 + light_cavalry = 7 + levy_reinforce_rate = 2 + land_organisation = 0.2 +} + +hospital = { + tax_income = 0 + hospital_level = 1 + fort_level = 0 + levy_size = 0 + build_cost_modifier = 100 + build_time_modifier = 365 + land_organisation = 0.2 +} + +########################################################################## +# Culture Static Modifiers +########################################################################## +# The name of these must be specified in the culture itself, except for the holding modifiers + +default_culture_modifier = { +} + +########################################################################## +# Age Static Modifiers +########################################################################## + +# 0-15 +age_child = { +} + +# 16-19 +age_teen = { +} + +# 20-29 +age_young = { +} + +# 30-49 +age_adult = { +} + +# 50-69 +age_old = { + combat_rating = -15 +} + +# 70+ +age_very_old = { + combat_rating = -35 +} + +#MNM Modifier + +########################################################################## +# Job Action Modifiers +########################################################################## + +statecraft_liege_mod = { + threat_decay_speed = 0.01 +} + +apostate_liege_mod = { + monthly_character_piety = 0.030 +} + +organize_army_liege_mod = { + retinue_maintenence_cost = -0.01 # only one of the two is used, the appropriate one for your government type + horde_maintenence_cost = -0.01 +} +########################################################################## +# #MNM Modifier +########################################################################## + +successful_mission = { + society_influence = 1 + static_modifier_cap = 10 #How many you can stack together +} + +failed_mission = { + society_influence = -1 + static_modifier_cap = 10 +} + +########################################################################## +# #Government modifiers +########################################################################## + +# Applied for Nomads if the province is in the steppe, desert, and plains +nomad_horse_offensive_modifier = { + light_cavalry_offensive = 0.05 + knights_offensive = 0.05 + horse_archers_offensive = 0.05 +} + +# Applied for Nomads if the province is in the artctic, hills, or mountains +nomad_horse_defensive_modifier = { + light_cavalry_defensive = 0.05 + knights_defensive = 0.05 + horse_archers_defensive = 0.05 +} + +# Applied to tribal holdings if you're of the wrong religion group +tribal_wrong_religion_group_modifier = { + levy_size = -0.25 + garrison_size = -0.25 + local_tax_modifier = -0.25 +} + +# Applied to tribal holdings if you're of the reformed version of the religion and the province isn't, or vice versa +tribal_wrong_religion_reformed_modifier = { + levy_size = -0.1 + garrison_size = -0.1 + local_tax_modifier = -0.1 +} + +# Applied to tribal holdings if you're of the wrong religion +tribal_wrong_religion_modifier = { + levy_size = -0.15 + garrison_size = -0.15 + local_tax_modifier = -0.15 +} + +# Applied to tribal holdings if you're of the wrong culture grup +tribal_wrong_culture_group_modifier = { + levy_size = -0.25 + garrison_size = -0.25 + local_tax_modifier = -0.25 +} + +# Applied to tribal holdings if you're of the wrong culture +tribal_wrong_culture_modifier = { + levy_size = -0.15 + garrison_size = -0.15 + local_tax_modifier = -0.15 +} + +########################################################################### +# #Liege levy modifiers +########################################################################## +# Of the following, the one highest up that is applicable will be applied. E.G., capital_county overrides capital_duchy + +# Applied to your holdings in your capital province if you're independent +capital_county_independent_holder = { + levy_size = 0.5 +} + +# Applied to your holdings in your capital province if you're a count and a vassal +capital_county_vassal_count = { + +} + +# Applied to your holdings in your capital province if you're above count level and a vassal +capital_county_vassal = { + levy_size = 0.25 +} + +# Applied to your holdings in the dejure duchy your capital is in if you're independent +capital_duchy_independent_holder = { + levy_size = 0.25 +} + +# Applied to your holdings in the dejure duchy your capital is in if you're not independent +capital_duchy_vassal = { + levy_size = 0.15 +} + +# Applied to your holdings in the dejure kingdom your capital is in +capital_kingdom = { +} + +# Applied to your holdings in the dejure empire your capital is in +capital_empire = { +} + +# Applied to your holdings not in the dejure empire your capital is in +outside_capital_empire = { +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/decisions/vassal_decisions.txt b/VanillaFilesToMonitor/decisions/vassal_decisions.txt new file mode 100644 index 00000000..4d5b49ef --- /dev/null +++ b/VanillaFilesToMonitor/decisions/vassal_decisions.txt @@ -0,0 +1,573 @@ +# Targeted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope. +# +# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] ('self' MUST be set for decisions targeting only the taker, the other filter types can be set to lessen CPU load) +# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (which characters for which the AI evaluates the decision.) +# court: all characters in the AI's host court, including prisoners, and characters currently away (wards, prisoners, etc) +# home_court: all characters in the AI's home court, including prisoners, and characters currently away (wards, prisoners, etc) +# vassals: direct vassal rulers of the AI's employer +# sub_realm: all characters below the AI's employer +# realm: all characters in the same top realm as the AI +# dynasty: all members of the same dynasty +# rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates) +# all: all living characters (Avoid if possible. VERY CPU-HEAVY!) +# + + +targetted_decisions = { + + vassal_fatwa_decision = { + only_playable = yes + filter = vassals # Only those under me + ai_target_filter = vassals # Only those under me + ai_check_interval = 18 + + from_potential = { + is_playable = yes + uses_decadence = yes + any_courtier = { + has_job_title = job_spiritual + uses_decadence = yes + } + } + + potential = { + vassal_of = FROM + is_ruler = yes + age = 16 + is_landed = yes + prisoner = no + uses_decadence = yes + decadence = 40 + NOT = { piety = 100 } + NOT = { dynasty = FROM } + NOT = { has_job_title = job_spiritual } + NOT = { has_character_modifier = fatwa_timer } + } + allow = { + NOT = { FROM = { decadence = 40} } + FROM = { piety = 100 } + } + effect = { + add_character_modifier = { + name = fatwa_timer + duration = 1140 + hidden = yes + } + custom_tooltip = { text = EVTTOOLTIP88750 } + hidden_tooltip = { + FROM = { + random_courtier = { + limit = { has_job_title = job_spiritual } + hidden_tooltip = { character_event = { id = 88750 days = 3 } } + } + } + } + hidden_tooltip = { + FROM = { + character_event = { id = 88754 } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + modifier = { + factor = 0 + reverse_opinion = { who = FROM value = 40 } + } + } + } + + vassal_castrate_decision = { + only_playable = yes + filter = court + ai_target_filter = court + ai_check_interval = 6 + + from_potential = { + has_dlc = "Legacy of Rome" + is_playable = yes + OR = { + culture_group = byzantine + culture_group = chinese_group + any_owned_bloodline = { + has_bloodline_flag = bloodline_castration + } + } + } + + potential = { + host = { character = FROM } + prisoner = yes + is_female = no + NOT = { trait = eunuch } + } + allow = { + prisoner = yes + } + effect = { + hidden_tooltip = { + if = { + limit = { age = 16} + FROM = { + character_event = { id = LoR.832 } + } + } + if = { + limit = { NOT = { age = 16 } } + FROM = { + character_event = { id = LoR.834 } + } + } + character_event = { id = LoR.833 tooltip = "EVTTOOLTIPLoR.833" } + } + add_trait = eunuch + if = { + limit = { + has_game_rule = { + name = punishment_release_prisoner + value = on + } + } + prisoner = no + } + opinion = { + modifier = opinion_castrated_me + who = FROM + } + FROM = { + if = { + limit = { NOT = { trait = cruel } } + custom_tooltip = { + text = cruel_imprisoner_trait_chance_TT + random = { + chance = 25 + add_trait = cruel + hidden_tooltip = { + character_event = { id = 38259 } + } + } + } + } + piety = -50 + } + hidden_tooltip = { + mother = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + father = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + spouse = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + any_child = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + if = { + limit = { + FROM = { + NOT = { dynasty = ROOT } + NOT = { sibling = ROOT } + } + } + any_sibling = { + opinion = { + modifier = opinion_castrated_close_kin + who = FROM + } + } + any_dynasty_member = { + opinion = { + modifier = opinion_castrated_family + who = FROM + } + } + } + FROM = { + remove_opinion = { who = ROOT modifier = opinion_traitor } + remove_opinion = { who = ROOT modifier = opinion_rebel_traitor } + remove_opinion = { who = ROOT modifier = opinion_dishonorable } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + OR = { + reverse_opinion = { who = FROM value = 40 } + FROM = { NOT = { piety = 100 } } + FROM = { LIEGE = { dynasty = ROOT } } + } + } + modifier = { + factor = 0 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 # Less likely to do it + } + modifier = { + factor = 1.2 + FROM = { + OR = { + trait = cruel + trait = impaler + } + } + } + } + } + + vassal_blinding_decision = { + only_playable = yes + filter = court + ai_target_filter = court + ai_check_interval = 6 + + from_potential = { + has_dlc = "Legacy of Rome" + is_playable = yes + OR = { + culture_group = byzantine + any_owned_bloodline = { + has_bloodline_flag = bloodline_blinding + } + } + } + + potential = { + host = { character = FROM } + prisoner = yes + NOT = { trait = blinded } + } + allow = { + prisoner = yes + } + effect = { + hidden_tooltip = { + FROM = { + character_event = { id = LoR.830 } + } + character_event = { id = LoR.831 tooltip = "EVTTOOLTIPLoR.831" } + } + if = { + limit = { + trait = one_eyed + } + remove_trait = one_eyed + } + add_trait = blinded + if = { + limit = { + has_game_rule = { + name = punishment_release_prisoner + value = on + } + } + prisoner = no + } + opinion = { + modifier = opinion_blinded_me + who = FROM + } + FROM = { + if = { + limit = { NOT = { trait = cruel } } + custom_tooltip = { + text = cruel_imprisoner_trait_chance_TT + random = { + chance = 25 + add_trait = cruel + hidden_tooltip = { + character_event = { id = 38259 } + } + } + } + } + piety = -50 + } + hidden_tooltip = { + mother = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + father = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + spouse = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + any_child = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + if = { + limit = { + FROM = { + NOT = { dynasty = ROOT } + NOT = { sibling = ROOT } + } + } + any_sibling = { + opinion = { + modifier = opinion_blinded_close_kin + who = FROM + } + } + any_dynasty_member = { + opinion = { + modifier = opinion_blinded_family + who = FROM + } + } + } + FROM = { + remove_opinion = { who = ROOT modifier = opinion_traitor } + remove_opinion = { who = ROOT modifier = opinion_rebel_traitor } + remove_opinion = { who = ROOT modifier = opinion_dishonorable } + } + } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + OR = { + reverse_opinion = { who = FROM value = 40 } + FROM = { NOT = { piety = 100 } } + FROM = { LIEGE = { dynasty = ROOT } } + } + } + modifier = { + factor = 0 + FROM = { trait = kind } + } + modifier = { + factor = 0.5 # Less likely to do it + } + modifier = { + factor = 2 + is_pretender = yes + FROM = { + OR = { + is_pretender = yes + is_primary_heir = yes + } + } + } + } + } + + + vassal_zun_judgement_decision = { + only_playable = yes + filter = court + ai_target_filter = court + ai_check_interval = 6 + + from_potential = { + is_playable = yes + OR = { + religion = zun_pagan + religion = zun_pagan_reformed + } + NOT = { + has_alternate_start_parameter = { key = religion_names value = random } + } + } + + potential = { + vassal_of = FROM + host = { character = FROM } + prisoner = yes + NOT = { has_character_modifier = zun_judgement } + } + allow = { + prisoner = yes + } + effect = { + character_event = { id = CM.15000 days = 1 } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + reverse_opinion = { who = FROM value = 40 } + } + modifier = { + factor = 0 + FROM = { trait = kind } + } + modifier = { + factor = 2 + FROM = { trait = cruel } + } + modifier = { + factor = 0.5 # Less likely to do it + } + modifier = { + factor = 2 + is_pretender = yes + FROM = { + OR = { + is_pretender = yes + is_primary_heir = yes + } + } + } + } + } + + prisoner_to_oubilette = { + filter = court + ai_target_filter = court + ai_check_interval = 24 + + from_potential = { + ai = no + } + + potential = { + host = { character = FROM } + prisoner = yes + NOT = { has_character_modifier = the_oubliette } + } + allow = { + prisoner = yes + } + effect = { + add_character_modifier = { + name = the_oubliette + duration = -1 + } + hidden_tooltip = { + remove_character_modifier = the_dungeon + remove_character_modifier = house_arrest + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + prisoner_to_dungeon = { + filter = court + ai_target_filter = court + ai_check_interval = 36 + + from_potential = { + ai = no + } + + potential = { + host = { character = FROM } + prisoner = yes + OR = { + has_character_modifier = the_oubliette + has_character_modifier = house_arrest + } + } + allow = { + prisoner = yes + } + effect = { + add_character_modifier = { + name = the_dungeon + duration = -1 + } + hidden_tooltip = { + remove_character_modifier = the_oubliette + remove_character_modifier = house_arrest + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + prisoner_to_suite = { + filter = court + ai_target_filter = court + ai_check_interval = 36 + + from_potential = { + ai = no + } + + potential = { + host = { character = FROM } + prisoner = yes + NOT = { has_character_modifier = house_arrest } + } + allow = { + prisoner = yes + } + effect = { + add_character_modifier = { + name = house_arrest + duration = -1 + } + hidden_tooltip = { + remove_character_modifier = the_oubliette + remove_character_modifier = the_dungeon + character_event = { id = ZE.12219 } # Loses pet rat + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } +} diff --git a/VanillaFilesToMonitor/decisions/way_of_life_decisions.txt b/VanillaFilesToMonitor/decisions/way_of_life_decisions.txt new file mode 100644 index 00000000..935ff62f --- /dev/null +++ b/VanillaFilesToMonitor/decisions/way_of_life_decisions.txt @@ -0,0 +1,1137 @@ +# Targetted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope. +# +# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/spouse/liege/religious_head/rivals/society/all] ('self' MUST be set for decisions targetting only the taker, the other filter types can be set to lessen CPU load) +# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/spouse/liege/religious_head/rivals/society/all] (which characters for which the AI evaluates the decision.) +# court: all characters in the host court, including prisoners, and characters currently away (wards, prisoners, etc) +# home_court: all characters in the home court, including prisoners, and characters currently away (wards, prisoners, etc) +# vassals: direct vassal rulers of the AI's employer +# sub_realm: all characters below the AI's employer +# realm: all characters in the same top realm as the AI +# dynasty: all members of the same dynasty (but not yourself) +# rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates) +# society: the other members of your society (but not yourself) +# all: all living characters (Avoid if possible. VERY CPU-HEAVY!) +# + +targetted_decisions = { + + break_up_with_lover = { + ai_target_filter = court + ai = no + + from_potential = { + has_dlc = "Way of Life" + has_lover = yes + } + potential = { + is_lover = FROM + NOT = { any_spouse = { character = FROM } } + NOT = { any_consort = { character = FROM } } + } + allow = { + always = yes + } + effect = { + FROM = { character_event = { id = WoL.1109 tooltip = EVTTOOLTIP64046 } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 0 + } + } + + seduce_decision = { + only_playable = yes + + ai_target_filter = realm + ai_check_interval = 6 + + from_potential = { + has_focus = focus_seduction + is_marriage_adult = yes + NOT = { trait = incapable } + prisoner = no + NOT = { has_any_opinion_modifier = opinion_seducing } + OR = { + ai = no + AND = { + OR = { + is_female = no + AND = { + trait = homosexual + OR = { + is_married = yes + is_consort = yes + } + } + trait = lustful + any_spouse = { + trait = homosexual + } + any_consort = { + trait = homosexual + } + } + is_ill = no + NOT = { trait = eunuch } + NOT = { trait = infirm } + NOT = { trait = inbred } + NOT = { trait = imbecile } + NOT = { trait = chaste } + NOT = { trait = shy } + } + } + } + + potential = { + is_marriage_adult = yes + NOT = { character = FROM } + NOT = { trait = incapable } + prisoner = no + NOT = { is_lover = FROM } + NOT = { is_former_lover = FROM } + + NOT = { is_consort = FROM } + NOT = { any_spouse = { character = FROM } } + + OR = { + AND = { + NOT = { is_child_of = FROM } + NOT = { mother_even_if_dead = { is_child_of = FROM } } + NOT = { father_even_if_dead = { is_child_of = FROM } } + FROM = { + NOT = { is_child_of = ROOT } + NOT = { mother_even_if_dead = { is_child_of = ROOT } } + NOT = { father_even_if_dead = { is_child_of = ROOT } } + } + } + AND = { + religion_group = zoroastrian_group + FROM = { religion_group = zoroastrian_group } + } + AND = { + religion = messalian + FROM = { religion = messalian } + } + } + + OR = { + AND = { + FROM = { NOT = { trait = homosexual } } + NOT = { trait = homosexual } + NOT = { same_sex = FROM } + } + AND = { + FROM = { trait = homosexual } + trait = homosexual + same_sex = FROM + } + } + } + + allow = { + NOR = { + has_opinion_modifier = { who = FROM modifier = opinion_seduced_refused } + has_character_modifier = dismissed_proposal + } + NOT = { trait = celibate } + NOT = { FROM = { trait = celibate } } + OR = { + religion_group = FROM + is_liege_or_above = FROM + } + is_within_diplo_range = FROM + } + + effect = { + hidden_tooltip = { + FROM = { + opinion = { + who = ROOT + modifier = opinion_seducing + years = 1000 + } + + if = { + limit = { + is_close_relative = ROOT + NOT = { religion = messalian } + NOT = { religion = zoroastrian } + } + character_event = { id = WoL.102 days = 1 } # Warning - Incest scandal risk + break = yes + } + + if = { + limit = { + same_sex = ROOT + } + character_event = { id = WoL.104 days = 1 } # Warning - Homosexual scandal risk + break = yes + } + + if = { + limit = { + religion_group = christian + OR = { + is_priest = yes + is_ascetic_trigger = yes + ROOT = { is_priest = yes } + ROOT = { is_ascetic_trigger = yes } + } + } + character_event = { id = WoL.103 days = 1 } # Warning - Priest scandal risk + break = yes + } + + if = { + limit = { + age_diff = { + who = ROOT + years = 25 + } + } + character_event = { id = WoL.101 days = 1 } # Warning - Age scandal risk + break = yes + } + + character_event = { id = WoL.100 days = 1 } # No warning - Let the chase begin! + } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 1 # 1 = 100% chance every month (for each allowed target!) + modifier = { + factor = 0.25 + } + modifier = { + factor = 0 + is_female = yes + age = 40 + } + modifier = { + factor = 0 + is_female = yes + has_character_modifier = lustful_affair_timer + } + modifier = { + factor = 0.5 + FROM = { + is_female = no + num_of_children = 3 + } + } + modifier = { + factor = 0.1 + FROM = { + is_female = no + num_of_children = 6 + } + } + modifier = { + factor = 0.5 + FROM = { + is_female = no + num_of_children = 8 + } + } + + modifier = { + factor = 0 + num_of_lovers = 1 + NOT = { trait = lustful } + NOT = { trait = hedonist } + NOT = { trait = seducer } + NOT = { trait = seductress } + NOT = { has_focus = focus_seduction } + } + + modifier = { + factor = 0.25 + ai = no + } + + modifier = { + factor = 0.1 + is_ruler = no + OR = { + any_spouse = { + ai = no + } + any_consort = { + ai = no + } + } + } + + modifier = { + factor = 10 + FROM = { + OR = { + trait = lustful + trait = hedonist + trait = seducer + trait = seductress + } + } + } + + modifier = { + factor = 0 + OR = { + trait = chaste + trait = ugly + trait = dwarf + trait = inbred + trait = imbecile + trait = clubfooted + trait = harelip + trait = hunchback + trait = eunuch + is_ill = yes + is_pregnant = yes + } + } + modifier = { + factor = 0.25 + is_close_relative = FROM + FROM = { + NOT = { trait = lustful } + NOT = { trait = arbitrary } + NOT = { trait = possessed } + NOT = { trait = lunatic } + } + } + + modifier = { + factor = 0.5 + trait = uncouth + } + modifier = { + factor = 2 + trait = gregarious + } + modifier = { + factor = 5 # A more interesting quarry + OR = { + is_playable = yes + is_married = yes + father_even_if_dead = { + always = yes + } + mother_even_if_dead = { + always = yes + } + } + } + + modifier = { + factor = 10 + trait = fair + } + modifier = { + factor = 3 + trait = groomed + } + } + } + + stop_seduce_decision = { + filter = self + ai_target_filter = self + ai = no + + potential = { + is_marriage_adult = yes + has_focus = focus_seduction + OR = { + has_character_flag = seduction_confirmed + has_any_opinion_modifier = opinion_seducing + } + } + + effect = { + random_opinion_modifier_target = { + limit = { + ROOT = { + has_opinion_modifier = { + who = PREV + modifier = opinion_seducing + } + } + } + save_event_target_as = target_seduced + ROOT = { character_event = { id = WoL.118 tooltip = stop_seduce_decision_tt } } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + stop_seduce_decision_target = { + ai_target_filter = realm + ai = no + + from_potential = { + is_marriage_adult = yes + has_focus = focus_seduction + OR = { + has_character_flag = seduction_confirmed + has_any_opinion_modifier = opinion_seducing + } + } + + potential = { + FROM = { + has_opinion_modifier = { + who = ROOT + modifier = opinion_seducing + } + } + } + + effect = { + save_event_target_as = target_seduced + hidden_tooltip = { + FROM = { character_event = { id = WoL.118 } } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + decision_spy_on = { + only_playable = yes + ai_target_filter = realm + ai_check_interval = 12 + + from_potential = { + is_playable = yes + has_focus = focus_intrigue + NOT = { trait = incapable } + prisoner = no + NOT = { has_any_opinion_modifier = opinion_spying_on } + NOT = { has_any_opinion_modifier = opinion_breaking_out } + } + potential = { + NOT = { trait = incapable } + same_realm = FROM + NOT = { character = FROM } + } + allow = { + prisoner = no + is_adult = yes + is_within_diplo_range = FROM + } + effect = { + hidden_tooltip = { + FROM = { + any_opinion_modifier_target = { + limit = { + reverse_has_opinion_modifier = { + who = PREV + modifier = opinion_spying_on + } + } + reverse_remove_opinion = { + who = PREV + modifier = opinion_spying_on + } + } + opinion = { + who = ROOT + modifier = opinion_spying_on + months = 12000 + } + character_event = { id = WoL.2050 days = 1 } + } + } + } + + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 # 1 = 100% chance every month (for each allowed target!) + modifier = { + factor = 0.25 + } + modifier = { + factor = 0 + NOR = { + is_rival = FROM + is_married = FROM + AND = { + OR = { + is_ruler = yes + has_plot = yes + } + liege = { character = FROM } + } + AND = { + is_ruler = yes + same_liege = FROM + } + } + } + modifier = { + factor = 2.0 + has_plot = yes + } + modifier = { + factor = 5.0 + FROM = { trait = paranoid } + } + modifier = { + factor = 10.0 + in_faction = yes + liege = { character = FROM } + } + modifier = { + factor = 10.0 + FROM = { leads_faction = yes } + in_faction = no + same_liege = FROM + } + } + } + + stop_spy_on_decision = { + filter = self + ai_target_filter = self + ai = no + + potential = { + has_focus = focus_intrigue + has_any_opinion_modifier = opinion_spying_on + } + + effect = { + random_opinion_modifier_target = { + limit = { + ROOT = { + has_opinion_modifier = { + who = PREV + modifier = opinion_spying_on + } + } + } + save_event_target_as = target_spy_on + ROOT = { character_event = { id = WoL.2069 tooltip = stop_spy_on_decision_tt } } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + stop_spy_on_decision_target = { + ai_target_filter = realm + ai = no + + from_potential = { + has_focus = focus_intrigue + has_any_opinion_modifier = opinion_spying_on + } + + potential = { + FROM = { + has_opinion_modifier = { + who = ROOT + modifier = opinion_spying_on + } + } + } + + effect = { + save_event_target_as = target_spy_on + hidden_tooltip = { + FROM = { character_event = { id = WoL.2069 } } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 0 + } + } + + decision_break_free = { + only_playable = yes + is_high_prio = yes + ai_check_interval = 6 + + ai_target_filter = dynasty + + from_potential = { + is_playable = yes + has_focus = focus_intrigue + NOT = { trait = incapable } + NOT = { has_any_opinion_modifier = opinion_breaking_out } + NOT = { has_any_opinion_modifier = opinion_spying_on } + } + + potential = { + NOT = { character = FROM } + OR = { + AND = { + prisoner = yes + liege = { character = FROM } + host = { NOT = { character = FROM } } + } + AND = { + is_female = yes + is_consort = yes + prisoner = no + consort = { + NOT = { character = FROM } + reverse_has_opinion_modifier = { + who = ROOT + modifier = opinion_forced_consort + } + } + is_close_relative = FROM + } + } + } + + allow = { + NOT = { trait = incapable } + NOT = { has_character_modifier = failed_escape } + } + + effect = { + hidden_tooltip = { + FROM = { + opinion = { + who = ROOT + modifier = opinion_breaking_out + months = 12000 + } + if = { + limit = { ROOT = { prisoner = yes } } + character_event = { id = WoL.2200 days = 1 } + } + if = { + limit = { ROOT = { prisoner = no } } + character_event = { id = WoL.2201 days = 1 } + } + } + } + } + + revoke_allowed = { + always = no + } + + ai_will_do = { + factor = 1 # 1 = 100% chance every month (for each allowed target!) + modifier = { + factor = 0.5 + } + modifier = { + factor = 0 + is_rival = FROM + } + modifier = { + factor = 0 + trait = decadent + religion_group = muslim + } + } + } + + invite_to_party = { + only_playable = yes + is_high_prio = yes + ai_target_filter = court + ai_check_interval = 2 + + from_potential = { + is_playable = yes + is_adult = yes + has_focus = focus_carousing + prisoner = no + NOT = { trait = incapable } + NOT = { is_inaccessible_trigger = yes } + NOT = { had_character_flag = { flag = inviting_guests_to_party_timer days = 90 } } + NOT = { has_character_flag = party_host } + } + potential = { + is_adult = yes + prisoner = no + NOT = { is_inaccessible_trigger = yes } + NOT = { trait = incapable } + is_within_diplo_range = FROM + NOT = { has_character_flag = carousing_invite } + NOT = { character = FROM } # Can't do this decision on yourself... + } + allow = { + same_realm = FROM # Can only invite characters in same realm! + NOT = { has_character_modifier = organizing_party } + NOT = { has_character_modifier = party_carousing } + war = no + NOT = { + reverse_has_opinion_modifier = { + modifier = opinion_declined_party + who = FROM + } + } + ROOT = { + custom_tooltip = { + text = tooltip_not_busy + NOT = { has_character_flag = do_not_disturb } + } + } + FROM = { + + war = no + NOT = { has_character_modifier = party_timer } + OR = { + NOT = { religion_group = muslim } + trait = decadent + trait = hedonist + trait = drunkard + } + } + } + effect = { + FROM = { + if = { + limit = { + NOT = { has_character_modifier = organizing_party } + } + add_character_modifier = { + modifier = organizing_party + duration = 120 + } + hidden_tooltip = { character_event = { id = WoL.4010 days = 120 } } # Party to be held in four months + set_character_flag = inviting_guests_to_party_timer + } + set_character_flag = do_not_disturb # NOTE + } + hidden_tooltip = { + letter_event = { id = WoL.4000 days = 7 } # Invitee receives event - any number of invitees possible + } + set_character_flag = carousing_invite + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0.5 #Slow it down + } + modifier = { + factor = 0 + FROM = { has_character_modifier = organizing_party } # AI will only invite one person + } + modifier = { + factor = 0 + OR = { + trait = leper + trait = has_bubonic_plague + trait = has_typhoid_fever + trait = has_typhus + trait = has_measles + trait = has_small_pox + } + } + } + } + +# DEPRECATED: the new version of this can be found in hf_warrior_lodge_decisions.txt +# duel_decision = { +# only_playable = yes +# is_high_prio = yes + # +# #filter = rivals +# ai_target_filter = rivals + # +# from_potential = { +# is_playable = yes +# is_adult = yes +# prisoner = no +# has_dlc = "Way of Life" +# has_focus = focus_war +# has_regent = no +# is_inaccessible_trigger = no +# +# OR = { +# ai = no + # +# is_female = no +# +# AND = { +# is_female = yes +# OR = { +# trait = brave +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# gender_equality_trigger = yes +# } +# } +# } +# } + # +# potential = { +# is_adult = yes +# prisoner = no +# NOT = { character = FROM } +# is_inaccessible_trigger = no +# +# OR = { +# AND = { +# OR = { +# is_rival = FROM +# is_foe = FROM +# AND = { +# FROM = { trait = zealous } +# OR = { +# AND = { +# religion = FROM +# trait = excommunicated +# } +# AND = { +# FROM = { religion_group = muslim } +# trait = decadent +# } +# } +# } +# has_game_rule = { +# name = dueling +# value = restricted +# } +# } +# OR = { +# is_female = no +# +# #Both FROM and ROOT have gender equality +# AND = { +# OR = { +# trait = brave +# gender_equality_trigger = yes +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# } +# FROM = { +# OR = { +# gender_equality_trigger = yes +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# } +# } +# } +# } +# } +# has_game_rule = { +# name = dueling +# value = unrestricted +# } +# } +# } + # +# allow = { +# OR = { +# AND = { +# #Valid reasons for duel +# OR = { +# custom_tooltip = { +# text = duel_tooltip_rivals +# is_rival = FROM +# } +# custom_tooltip = { +# text = duel_tooltip_foes +# is_foe = FROM +# } +# custom_tooltip = { +# text = duel_tooltip_excommunicated +# religion = FROM +# FROM = { trait = zealous } +# trait = excommunicated +# } +# custom_tooltip = { +# text = duel_tooltip_decadent +# FROM = { religion_group = muslim } +# FROM = { trait = zealous } +# trait = decadent +# } +# has_game_rule = { +# name = dueling +# value = restricted +# } +# } +# +# #Both are healthy +# custom_tooltip = { +# text = duel_tooltip_sickness +# FROM = { +# NOR = { +# trait = incapable +# trait = infirm +# trait = has_aztec_disease +# trait = has_small_pox +# trait = has_measles +# trait = has_bubonic_plague +# trait = has_typhus +# trait = has_typhoid_fever +# trait = has_tuberculosis +# trait = leper +# trait = pneumonic +# } +# } +# ROOT = { +# NOR = { +# trait = incapable +# trait = infirm +# trait = has_aztec_disease +# trait = has_small_pox +# trait = has_measles +# trait = has_bubonic_plague +# trait = has_typhus +# trait = has_typhoid_fever +# trait = has_tuberculosis +# trait = leper +# trait = pneumonic +# age = 70 +# } +# } +# } + # +# #Checks gender and some religious stuff +# custom_tooltip = { +# text = duel_tooltip_valid_target +# hidden_tooltip = { ### Not female or challenger religion accepts female warriors +# OR = { +# is_female = no +# +# #Both FROM and ROOT have gender equality +# AND = { +# OR = { +# trait = brave +# gender_equality_trigger = yes +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# } +# FROM = { +# OR = { +# gender_equality_trigger = yes +# religion_group = pagan_group +# is_nomadic = yes +# religion = buddhist +# religion = bogomilist +# } +# } +# } +# } +# ### Not priest or challenger religion is pagan +# OR = { +# is_priest = no +# FROM = { religion_group = pagan_group } +# } + # +# } +# } +# } +# has_game_rule = { +# name = dueling +# value = unrestricted +# } +# } +# custom_tooltip = { +# text = duel_tooltip_challenged_before +# hidden_tooltip = { +# NOT = { +# has_opinion_modifier = { who = FROM modifier = opinion_fought_duel } +# } +# FROM = { +# NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_fought_duel } } +# NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_fled_duel } } +# } +# } +# } +# custom_tooltip = { +# text = duel_tooltip_recent_duel +# hidden_tooltip = { +# FROM = { NOT = { has_character_modifier = recent_duel_timer } } +# NOT = { has_character_modifier = recent_duel_timer } +# } +# } +# custom_tooltip = { +# text = duel_tooltip_busy +# hidden_tooltip = { +# FROM = { +# NOT = { has_character_flag = do_not_disturb } +# NOT = { war = yes } +# } +# NOT = { has_character_flag = do_not_disturb } +# NOT = { war = yes } +# } +# } +# is_within_diplo_range = ROOT # CPU HEAVY! +# } + # +# effect = { +# if = { +# limit = { +# OR = { +# age = 50 +# trait = wounded +# is_maimed_trigger = yes +# } +# } +# custom_tooltip = { +# text = dishonorable_duel_tooltip +# hidden_tooltip = { +# FROM = { +# any_realm_character = { +# limit = { +# NOT = { character = FROM } +# OR = { +# trait = honest +# trait = kind +# trait = just +# } +# } +# opinion = { +# modifier = opinion_dishonorable_duel +# who = PREV +# months = 36 +# } +# } +# } +# } +# } +# } +# FROM = { +# pacifists_lose_piety_effect = yes +# add_character_modifier = { +# modifier = recent_duel_timer +# duration = 365 +# hidden = yes +# } +# } +# hidden_tooltip = { +# character_event = { id = WoL.11000 } +# } +# } + # +# revoke_allowed = { +# always = no +# } +# ai_will_do = { +# factor = 1 +# modifier = { +# factor = 0 +# has_character_modifier = declined_prestige_duel_timer +# } +# modifier = { +# factor = 0.01 +# } +# } +# } +} + +################################## +# OLD STYLE REGULAR DECISIONS +################################## + +decisions = { + + # Build an observatory (learning focus) + build_observatory = { + only_playable = yes + is_high_prio = yes + ai_check_interval = 24 + + potential = { + is_playable = yes + has_focus = focus_scholarship + NOT = { trait = incapable } + NOT = { trait = scholar } + NOT = { trait = mystic } + NOT = { has_character_flag = building_observatory } + NOT = { has_character_flag = built_observatory } + NOT = { has_character_modifier = studying_the_stars } + NOT = { has_character_modifier = heliocentrist_scholar } + NOT = { has_character_modifier = weird_scholar } + } + allow = { + prisoner = no + wealth = 25 + is_adult = yes + custom_tooltip = { + text = is_not_busy_trigger_tooltip + hidden_tooltip = { NOT = { has_character_flag = do_not_disturb } } + } + } + effect = { + wealth = -25 + set_character_flag = building_observatory + hidden_tooltip = { character_event = { id = WoL.6000 } } + } + revoke_allowed = { + always = no + } + ai_will_do = { + factor = 1 + + modifier = { + factor = 0 + NOT = { wealth = 50 } + } + modifier = { + factor = 0.5 + } + modifier = { + factor = 0.25 + trait = zealous + } + modifier = { + factor = 2 + trait = cynical + } + modifier = { + factor = 0.1 + NOT = { age = 30 } + } + } + } +} \ No newline at end of file diff --git a/VanillaFilesToMonitor/events/LT_wonder_maintenance_events.txt b/VanillaFilesToMonitor/events/LT_wonder_maintenance_events.txt new file mode 100644 index 00000000..0f2b80fd --- /dev/null +++ b/VanillaFilesToMonitor/events/LT_wonder_maintenance_events.txt @@ -0,0 +1,330 @@ +########################################### +# # +# Wonder Maintenance Events # +# # +# ID LT.10000 # +# # +########################################### + +# Written by Milla Isaksson + +namespace = LT + + +# Wonder name and desc update event (fired from: on_wonder_stage_finish) +# ROOT = owner +# FROM = wonder +# FROMFROM = province (location of wonder) +character_event = { + id = LT.10000 + is_triggered_only = yes + hide_window = yes + trigger = { + } + + immediate = { + FROM = { save_event_target_as = target_wonder } + FROMFROM = { save_event_target_as = target_province } + FROM = { + original_wonder_owner = { + save_event_target_as = wonder_owner_original + } + } + if = { + limit = { + event_target:target_wonder = { + any_upgrade_on_wonder = { + is_active = yes + } + } + } + event_target:target_wonder = { + any_upgrade_on_wonder = { + limit = { + is_active = yes + NOT = { has_wonder_upgrade_flag = negative } + } + score_value = { #Prioritizes selecting a cool upgrade... + value = 10 + fancy_upgrade_selection_score = yes + } + save_event_target_as = upgrade_00 + } + } + } + + log = "[From.GetName] is the wonder, pre-saved as event-target" + + wonder_stage_completion_sound_effect = yes + + event_target:target_wonder = { + log = "[target_wonder.GetName] is the wonder" + + if = { # If you still have the builder's desc (otherwise, desc is left for upgrades)... + limit = { + NOR = { + has_wonder_flag = wonder_desc_1 + has_wonder_flag = wonder_desc_2 + has_wonder_flag = wonder_desc_3 + has_wonder_flag = wonder_desc_4 + has_wonder_flag = wonder_desc_5 + has_wonder_flag = wonder_desc_6 + has_wonder_flag = wonder_desc_7 + } + } + set_wonder_flag = wonder_desc_1 #1st! + } + set_description = wonder_desc_text_update + + log = "[upgrade_00.GetName] is the target upgrade" + if = { + limit = { + has_custom_name = no #only change the name if the player has not used the renaming button + NOT = { + has_wonder_flag = is_historical #Only change name if it's not a historical wonder + } + } + wonder_name_change_effect = yes #run last, because contains breaks + } + } + } +} + +# Wonder desc update event (fired from: on_wonder_upgrade_finish) +# ROOT = owner +# FROM = upgrade +# FROMFROM = wonder +# FROMFROMFROM = province (location of wonder) +character_event = { + id = LT.10001 + is_triggered_only = yes + hide_window = yes + trigger = { + + } + + immediate = { + FROM = { save_event_target_as = upgrade_00 } + FROMFROM = { save_event_target_as = target_wonder } + FROMFROMFROM = { save_event_target_as = target_province } + FROM = { + original_wonder_owner = { + save_event_target_as = wonder_owner_original + } + } + + if = { + limit = { + event_target:target_wonder = { + any_upgrade_on_wonder = { + NOT = { wonder_upgrade = event_target:upgrade_00 } + } + } + } + event_target:target_wonder = { + any_upgrade_on_wonder = { + limit = { + is_active = yes + NOT = { wonder_upgrade = event_target:upgrade_00 } + NOT = { has_wonder_upgrade_flag = negative } + } + score_value = { #Prioritizes selecting a cool upgrade... + value = 10 + fancy_upgrade_selection_score = yes + } + save_event_target_as = upgrade_01 + } + } + } + + log = "STEP 1: [upgrade_00.GetName] is the first upgrade." + log = "STEP 1: [upgrade_01.GetName] is the second upgrade." + log = "STEP 1: [target_wonder.GetName] is the wonder." + log = "STEP 1: [target_wonder.GetDesc] is the old desc." + + event_target:target_wonder = { + if = { + limit = { + OR = { + had_flag = { + flag = wonder_name_1 + years = 55 + } + had_flag = { + flag = wonder_name_2 + years = 65 + } + had_flag = { + flag = wonder_name_3 + years = 75 + } + had_flag = { + flag = wonder_name_4 + years = 85 + } + had_flag = { + flag = wonder_name_5 + years = 75 + } + had_flag = { + flag = wonder_name_6 + years = 75 + } + } + } + if = { + limit = { + has_custom_name = no #only change the name if the player has not used the renaming button + NOT = { + has_wonder_flag = is_historical #Only change name if it's not a historical wonder + } + } + wonder_name_change_effect = yes + } + } + + if = { + limit = { + OR = { + had_flag = { + flag = wonder_desc_1 + years = 15 + } + had_flag = { + flag = wonder_desc_2 + years = 35 + } + had_flag = { + flag = wonder_desc_3 + years = 35 + } + had_flag = { + flag = wonder_desc_4 + years = 35 + } + had_flag = { + flag = wonder_desc_5 + years = 35 + } + had_flag = { + flag = wonder_desc_6 + years = 35 + } + } + } + wonder_desc_change_effect = yes #run last, because contains breaks + } + + } + } +} + +# Wonder desc update event (fired from: on_wonder_stage_loot_finish) +# ROOT = owner +# FROM = wonder +# FROMFROM = province (location of wonder) +character_event = { + id = LT.10002 + is_triggered_only = yes + hide_window = yes + trigger = { + + } + + immediate = { + FROM = { save_event_target_as = target_wonder } + FROMFROM = { save_event_target_as = target_province } + FROM = { + original_wonder_owner = { + save_event_target_as = wonder_owner_original + } + } + + event_target:target_wonder = { + + # Name... + if = { + limit = { + has_flag = wonder_stage_3 #it was a high stage building + NOT = { has_flag = was_renamed } + } + set_name = ruins_of_wonder_name # deserves to keep fancy name + } + else_if = { + limit = { has_flag = wonder_stage_less_than_3 } + set_name = destroyed_wonder_type + } + # Description.... + if = { + limit = { + has_flag = wonder_stage_3 #it was a high stage building + } + set_description = ruined_wonder_desc_1 + } + else = { + limit = { has_flag = wonder_stage_less_than_3 } + set_description = ruined_wonder_desc_2 + } + + if = { #Have it already been renamed? + limit = { + NOT = { has_flag = was_renamed } + } + set_flag = was_renamed + } + } + } + after = { + clear_flags_with_prefix = wonder_stage_ + } +} + +# Handles setting desc of upgrades using dynamic loc keys (Root.Religion.GetRandomGodName) +# Otherwise, it changes month to month +# (Fired from on_wonder_upgrade_finish) +# ROOT = owner +# FROM = upgrade +# FROMFROM = wonder +# FROMFROMFROM = province (location of wonder) +character_event = { + id = LT.10003 + hide_window = yes + is_triggered_only = yes + immediate = { + if = { + limit = { FROM = { has_wonder_upgrade = upgrade_statue_god } } + FROM = { set_description = upgrade_statue_god_desc } + } + } +} + +# Adding the historical flag to wonders and setting Hagia Sophia cult flag. +# (Fired from on_startup) +character_event = { + id = LT.32000 + is_triggered_only = yes + hide_window = yes + + trigger = { + is_save_game = no + } + + immediate = { + any_wonder = { + set_wonder_flag = historical + + if = { + limit = { has_wonder = wonder_cathedral_hagia_sophia } + if = { + limit = { start_date > 1261.7.24 } + set_wonder_flag = Hagia_Sophia_orthodox_cult + } + else_if = { + limit = { start_date > 1204.5.15 } + set_wonder_flag = Hagia_Sophia_catholic_cult + } + else = { set_wonder_flag = Hagia_Sophia_orthodox_cult } + } + } + } +} diff --git a/VanillaFilesToMonitor/events/ambition_events.txt b/VanillaFilesToMonitor/events/ambition_events.txt deleted file mode 100644 index fad45c38..00000000 --- a/VanillaFilesToMonitor/events/ambition_events.txt +++ /dev/null @@ -1,3731 +0,0 @@ -################################ -# -# Ambition Events -# -# ID 94000 - 95000 reserved -# -################################ - -# Written by Henrik Eklund - -#################### -# Martial Ambition # -#################### - -### Toy Army - -# Toy Army -character_event = { - id = 94000 - desc = EVTDESC94000 - picture = GFX_evt_large_army - border = GFX_event_normal_frame_war - - hide_from = yes - capable_only = yes - only_rulers = yes - prisoner = no - only_men = yes - is_married = yes - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_war - NOT = { martial = 8 } - } - has_ambition = obj_improve_martial - } - NOT = { has_character_flag = toy_army } - NOT = { has_character_flag = street_ruffians } - NOT = { has_character_flag = warrior_mentor } - NOT = { has_character_flag = toy_army_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94000 - set_character_flag = toy_army - set_character_flag = toy_army_prepare - set_character_flag = toy_army_taken - change_martial = 1 - } -} - -# Other Toy Army Enthusiasts -character_event = { - id = 94001 - desc = EVTDESC94001 - picture = GFX_evt_large_army - border = GFX_event_normal_frame_war - - hide_from = yes - prisoner = no - only_rulers = yes - only_capable = yes - min_age = 16 - has_character_flag = toy_army_prepare - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_martial - has_focus = focus_war - } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94001 - character_event = { id = 94002 days = 10 tooltip = EVTTOOLTIP94002 } - } - option = { - name = EVTOPTB94001 - clr_character_flag = toy_army - clr_character_flag = toy_army_prepare - } -} - -# Toy Army Tournament Begins -character_event = { - id = 94002 - desc = EVTDESC94002 - picture = GFX_evt_large_army - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_martial - has_focus = focus_war - } - } - - option = { - name = EVTOPTA94002 - random_list = { - 50 = { - character_event = { id = 94004 tooltip = EVTTOOLTIP94004 } - } - 50 = { - character_event = { id = 94003 tooltip = EVTTOOLTIP94003 } - } - } - } -} - -# Toy Army Tournament Defeat -character_event = { - id = 94003 - desc = EVTDESC94003 - picture = GFX_evt_large_army - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94003 - tooltip_info = wroth - trigger = { - trait = wroth - } - ambition_succeeds = yes - change_martial = 1 - set_character_flag = improve_martial_success - piety = -10 - } - option = { - name = EVTOPTB94003 - ambition_succeeds = yes - change_martial = 1 - set_character_flag = improve_martial_success - prestige = -15 - } -} - -# Toy Army Tournament Victory -character_event = { - id = 94004 - desc = EVTDESC94004 - picture = GFX_evt_large_army - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94004 - change_martial = 2 - prestige = 15 - } -} - -### Street Ruffians - -# Street Ruffians -character_event = { - id = 94005 - desc = EVTDESC94005 - picture = GFX_evt_peasants - border = GFX_event_normal_frame_war - - hide_from = yes - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_war - NOT = { martial = 8 } - } - has_ambition = obj_improve_martial - } - NOT = { has_character_flag = toy_army } - NOT = { has_character_flag = street_ruffians } - NOT = { has_character_flag = warrior_mentor } - NOT = { has_character_flag = street_ruffians_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94005 - set_character_flag = street_ruffians - set_character_flag = street_ruffians_taken - random_list = { - 50 = { - character_event = { id = 94007 tooltip = EVTTOOLTIP94007 } - } - 50 = { - character_event = { id = 94006 tooltip = EVTTOOLTIP94006 } - } - } - pacifists_lose_piety_effect = yes - } - option = { - name = EVTOPTB94005 - custom_tooltip = { text = improve_martial_quit } - } -} - -# Melee Lost -character_event = { - id = 94006 - desc = EVTDESC94006 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94006 - tooltip_info = cruel - trigger = { - trait = cruel - } - change_martial = 1 - piety = -10 - } - option = { - name = EVTOPTB94006 - change_martial = 1 - prestige = -15 - } -} - -# Melee Won -character_event = { - id = 94007 - desc = EVTDESC94007 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94007 - change_martial = 2 - prestige = 15 - } -} - -### Drunken Warrior - -# Drunken Warrior -character_event = { - id = 94010 - desc = EVTDESC94010 - picture = GFX_evt_battle - border = GFX_event_normal_frame_war - - hide_from = yes - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_war - NOT = { martial = 8 } - } - has_ambition = obj_improve_martial - } - NOT = { has_character_flag = toy_army } - NOT = { has_character_flag = street_ruffians } - NOT = { has_character_flag = warrior_mentor } - NOT = { has_character_flag = warrior_mentor_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94010 - set_character_flag = warrior_mentor - set_character_flag = warrior_mentor_search - } -} - -# The Warrior is found -character_event = { - id = 94011 - desc = EVTDESC94011 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_war - - hide_from = yes - only_rulers = yes - has_character_flag = warrior_mentor_search - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_martial - has_focus = focus_war - } - } - - option = { - name = EVTOPTA94011 - clr_character_flag = warrior_mentor - clr_character_flag = warrior_mentor_search - custom_tooltip = { text = improve_martial_quit } - } - option = { - name = EVTOPTB94011 - wealth = -50 - character_event = { id = 94012 tooltip = EVTTOOLTIP94012 } - clr_character_flag = warrior_mentor_search - set_character_flag = warrior_mentor_taken - } -} - -# Warrior is asked to teach -character_event = { - id = 94012 - desc = EVTDESC94012 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94012 - character_event = { id = 94013 days = 50 random = 10 tooltip = EVTTOOLTIP94013 } - } - option = { - name = EVTOPTB94012 - clr_character_flag = warrior_mentor - custom_tooltip = { text = improve_martial_quit } - } -} - -# Chopsticks -character_event = { - id = 94013 - desc = EVTDESC94013 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94013 - character_event = { id = 94014 days = 50 random = 10 tooltip = EVTTOOLTIP94014 } - change_martial = 1 - } -} - -# Boat -character_event = { - id = 94014 - desc = EVTDESC94014 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94014 - tooltip_info = wroth - trigger = { - trait = wroth - } - clr_character_flag = warrior_mentor - prestige = -15 - custom_tooltip = { text = improve_martial_quit } - } - option = { - name = EVTOPTB94014 - character_event = { id = 94015 days = 50 random = 10 tooltip = EVTTOOLTIP94014 } - change_martial = 1 - } -} - -# Training Done -character_event = { - id = 94015 - desc = EVTDESC94015 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_war - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94015 - prestige = 15 - change_martial = 2 - if = { - limit = { - is_weak_trigger = yes - } - remove_trait = weak - remove_trait = feeble - } - clr_character_flag = warrior_mentor - } -} - -### Training with the Guard -character_event = { - id = 94016 - desc = EVTDESC94016 - picture = GFX_evt_melee - border = GFX_event_normal_frame_war - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_war - NOT = { martial = 8 } - } - has_ambition = obj_improve_martial - } - NOT = { has_character_flag = toy_army } - NOT = { has_character_flag = street_ruffians } - NOT = { has_character_flag = warrior_mentor } - } - - option = { - name = EVTOPTA94016 - change_martial = 1 - } -} - -### Horsemanship -character_event = { - id = 94017 - desc = EVTDESC94017 - picture = GFX_evt_joust - border = GFX_event_normal_frame_war - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_hunting - NOT = { martial = 8 } - } - has_ambition = obj_improve_martial - } - NOT = { has_character_flag = toy_army } - NOT = { has_character_flag = street_ruffians } - NOT = { has_character_flag = warrior_mentor } - } - - option = { - name = EVTOPTA94017 - change_martial = 1 - } -} - -### Alexander/Ashoka the Great -character_event = { - id = 94018 - picture = GFX_evt_library - border = GFX_event_normal_frame_war - - desc = { - text = EVTDESC94018 - trigger = { - capital_scope = { NOT = { region = world_india } } - } - } - desc = { - text = EVTDESC94018_india - trigger = { - capital_scope = { region = world_india } - } - } - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_war - NOT = { martial = 8 } - NOT = { has_character_flag = toy_army } - NOT = { has_character_flag = street_ruffians } - NOT = { has_character_flag = warrior_mentor } - NOT = { has_character_modifier = student_of_strategy } - NOT = { has_character_modifier = adept_of_strategy } - NOT = { trait = strategist } - } - AND = { - has_focus = focus_war - NOT = { lifestyle_traits = 1 } - NOT = { has_character_modifier = student_of_strategy } - NOT = { has_character_modifier = adept_of_strategy } - } - has_ambition = obj_improve_martial - } - } - - option = { - name = EVTOPTA94018 - trigger = { - capital_scope = { NOT = { region = world_india } } - OR = { - has_ambition = obj_improve_martial - NOT = { martial = 8 } - } - } - change_martial = 1 - } - option = { - name = EVTOPTB_94018 - trigger = { - capital_scope = { region = world_india } - OR = { - has_ambition = obj_improve_martial - NOT = { martial = 8 } - } - } - change_martial = 1 - } - option = { - name = EVTOPTC_94018 # Study further - trigger = { - has_focus = focus_war - } - add_character_modifier = { - modifier = student_of_strategy - duration = -1 - } - custom_tooltip = { text = studying_strategy_tooltip } - hidden_tooltip = { character_event = { id = 94019 days = 300 random = 900 } } - } -} - -# Further studies in strategy -character_event = { - id = 94019 - picture = GFX_evt_library - border = GFX_event_normal_frame_war - - desc = { - text = EVTDESC_94019 - trigger = { - capital_scope = { - NOT = { region = world_india } - } - } - } - desc = { - text = EVTDESC_94019_india - trigger = { - capital_scope = { - region = world_india - } - } - } - - is_triggered_only = yes - - option = { - name = EVTOPTA_94019 - trigger = { - has_focus = focus_war - NOT = { lifestyle_traits = 1 } - has_character_modifier = adept_of_strategy - } - remove_character_modifier = adept_of_strategy - add_trait = strategist - } - option = { - name = EVTOPTA_94019 - trigger = { - has_character_modifier = student_of_strategy - } - remove_character_modifier = student_of_strategy - add_character_modifier = { - modifier = adept_of_strategy - duration = -1 - } - } - option = { - name = EVTOPTB_94019 - trigger = { - has_character_modifier = adept_of_strategy - } - prestige = 25 - } - option = { - name = EVTOPTC_94019 - trigger = { - trait = strategist - } - add_character_modifier = { - modifier = strategic_innovation - duration = 1095 - } - } -} - -######################## -# Stewardship Ambition # -######################## - -### The Inn - -# The Inn -character_event = { - id = 94050 - desc = EVTDESC94050 - picture = GFX_evt_carriage - border = GFX_event_normal_frame_economy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_business - NOT = { stewardship = 8 } - } - has_ambition = obj_improve_stewardship - } - wealth = 100 - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - NOT = { has_character_flag = the_inn_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94050 - character_event = { id = 94051 days = 30 random = 10 tooltip = EVTTOOLTIP94051 } - wealth = -50 - set_character_flag = the_inn - set_character_flag = the_inn_taken - } - option = { - name = EVTOPTB94050 - custom_tooltip = { text = improve_stewardship_quit } - } -} - -# The Inn's name -character_event = { - id = 94051 - desc = EVTDESC94051 - picture = GFX_evt_feast - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_stewardship - has_focus = focus_business - } - has_character_flag = the_inn - } - - option = { - name = EVTOPTA94051 - trigger = { NOT = { uses_decadence = yes } } - character_event = { id = 94052 days = 30 random = 10 tooltip = EVTTOOLTIP94052 } - } - option = { - name = EVTOPTB94051 - trigger = { - NOT = { uses_decadence = yes } - NOT = { religion_group = indian_group } - } - character_event = { id = 94052 days = 30 random = 10 tooltip = EVTTOOLTIP94052 } - } - option = { - name = EVTOPTC94051 - trigger = { NOT = { uses_decadence = yes } } - character_event = { id = 94052 days = 30 random = 10 tooltip = EVTTOOLTIP94052 } - } - option = { - name = EVTOPTD94051 - trigger = { - NOT = { uses_decadence = yes } - NOT = { religion_group = indian_group } - } - character_event = { id = 94052 days = 30 random = 10 tooltip = EVTTOOLTIP94052 } - } - option = { - name = EVTOPTE94051 - trigger = { uses_decadence = yes } - character_event = { id = 94052 days = 30 random = 10 tooltip = EVTTOOLTIP94052 } - } - option = { - name = EVTOPTF94051 - trigger = { uses_decadence = yes } - character_event = { id = 94052 days = 30 random = 10 tooltip = EVTTOOLTIP94052 } - } - option = { - name = EVTOPTG94051 - trigger = { uses_decadence = yes } - character_event = { id = 94052 days = 30 random = 10 tooltip = EVTTOOLTIP94052 } - } - option = { - name = EVTOPTH94051 - trigger = { uses_decadence = yes } - character_event = { id = 94052 days = 30 random = 10 tooltip = EVTTOOLTIP94052 } - } -} - -# Salt the turnips -character_event = { - id = 94052 - desc = EVTDESC94052 - picture = GFX_evt_brothel - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_stewardship - has_focus = focus_business - } - has_character_flag = the_inn - } - - option = { - name = EVTOPTA94052 - set_character_flag = 10_salt - character_event = { id = 94053 days = 30 random = 10 tooltip = EVTTOOLTIP94053 } - } - option = { - name = EVTOPTB94052 - set_character_flag = 20_salt - character_event = { id = 94053 days = 30 random = 10 tooltip = EVTTOOLTIP94053 } - } - option = { - name = EVTOPTC94052 - set_character_flag = 30_salt - character_event = { id = 94053 days = 30 random = 10 tooltip = EVTTOOLTIP94053 } - } - option = { - name = EVTOPTD94052 - set_character_flag = all_salt - character_event = { id = 94053 days = 30 random = 10 tooltip = EVTTOOLTIP94053 } - } -} - -# Entertainment -character_event = { - id = 94053 - desc = EVTDESC94053 - picture = GFX_evt_feast - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_stewardship - has_focus = focus_business - } - has_character_flag = the_inn - } - - option = { - name = EVTOPTA94053 - trigger = { - OR = { - religion_group = christian - religion_group = muslim - } - } - character_event = { id = 94054 days = 30 random = 10 tooltip = EVTTOOLTIP94054 } - wealth = -5 - } - option = { - name = EVTOPTB94053 - character_event = { id = 94055 days = 30 random = 10 tooltip = EVTTOOLTIP94055 } - wealth = -10 - } - option = { - name = EVTOPTC94053 - trigger = { - NOT = { - religion_group = indian_group - } - } - character_event = { id = 94056 days = 30 random = 10 tooltip = EVTTOOLTIP94056 } - wealth = -15 - } - option = { - name = EVTOPTD94053 - character_event = { id = 94057 days = 30 random = 10 tooltip = EVTTOOLTIP94057 } - } -} - -# Clergyman -character_event = { - id = 94054 - desc = EVTDESC94054 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94054 - hidden_tooltip = { - character_event = { id = 94059 days = 5 } - character_event = { id = 94058 days = 5 } - } - wealth = 10 - } -} - -# Bard -character_event = { - id = 94055 - desc = EVTDESC94055 - picture = GFX_evt_feast - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94055 - hidden_tooltip = { - character_event = { id = 94059 days = 5 } - character_event = { id = 94058 days = 5 } - } - wealth = 15 - } -} - -# Eunuch -character_event = { - id = 94056 - desc = EVTDESC94056 - picture = GFX_evt_peasants - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94056 - hidden_tooltip = { - character_event = { id = 94059 days = 5 } - character_event = { id = 94058 days = 5 } - } - wealth = -10 - } -} - -# Wild Ass -character_event = { - id = 94057 - desc = EVTDESC94057 - picture = GFX_evt_burning_house - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94057 - hidden_tooltip = { - character_event = { id = 94059 days = 5 } - character_event = { id = 94058 days = 5 } - } - wealth = -20 - } -} - -# Salt Disaster -character_event = { - id = 94058 - desc = EVTDESC94058 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - trigger = { - has_character_flag = all_salt - } - - option = { - name = EVTOPTA94058 - hidden_tooltip = { - character_event = { id = 94060 days = 5 } - } - wealth = -20 - } -} - -# Salt Profit -character_event = { - id = 94059 - desc = EVTDESC94059 - picture = GFX_evt_brothel - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - trigger = { - NOT = { has_character_flag = all_salt } - } - - option = { - name = EVTOPTA94059 - trigger = { - has_character_flag = 10_salt - } - wealth = 15 - hidden_tooltip = { - character_event = { id = 94060 days = 5 } - } - } - option = { - name = EVTOPTA94059 - trigger = { - has_character_flag = 20_salt - } - wealth = 20 - hidden_tooltip = { - character_event = { id = 94060 days = 5 } - } - } - option = { - name = EVTOPTA94059 - trigger = { - has_character_flag = 30_salt - } - wealth = 25 - hidden_tooltip = { - character_event = { id = 94060 days = 5 } - } - } -} - -# Opening Night Over -character_event = { - id = 94060 - desc = EVTDESC94060 - picture = GFX_evt_feast - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94060 - wealth = 65 - change_stewardship = 2 - clr_character_flag = 10_salt - clr_character_flag = 20_salt - clr_character_flag = 30_salt - clr_character_flag = all_salt - } -} - -### The Garden - -# The Garden -character_event = { - id = 94065 - desc = EVTDESC94065 - picture = GFX_evt_garden - border = GFX_event_normal_frame_economy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_business - NOT = { stewardship = 8 } - } - has_ambition = obj_improve_stewardship - } - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - NOT = { has_character_flag = the_garden_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94065 - character_event = { id = 94066 days = 50 random = 10 tooltip = EVTTOOLTIP94066 } - set_character_flag = the_garden - set_character_flag = the_garden_taken - } - option = { - name = EVTOPTB94065 - custom_tooltip = { text = improve_stewardship_quit } - } -} - -# Gardening Done -character_event = { - id = 94066 - desc = EVTDESC94066 - picture = GFX_evt_garden - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94066 - change_stewardship = 2 - if = { - limit = { NOT = { lifestyle_traits = 1 } } - add_trait = gardener - } - } -} - -### Land Survey - -# Land Survey -character_event = { - id = 94070 - desc = EVTDESC94070 - picture = GFX_evt_council - border = GFX_event_normal_frame_economy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_rulership - NOT = { stewardship = 8 } - } - has_ambition = obj_improve_stewardship - } - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - NOT = { has_character_flag = the_survey_taken } - } - - option = { - name = EVTOPTA94070 - set_character_flag = the_survey - set_character_flag = the_survey_taken - character_event = { id = 94071 days = 260 random = 50 tooltip = EVTTOOLTIP94071 } - } - option = { - name = EVTOPTB94070 - custom_tooltip = { text = improve_stewardship_quit } - } -} - -# Survey Complete -character_event = { - id = 94071 - desc = EVTDESC94071 - picture = GFX_evt_council - border = GFX_event_normal_frame_economy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94071 - change_stewardship = 2 - } -} - -### Bookkeeping -character_event = { - id = 94072 - desc = EVTDESC94072 - picture = GFX_evt_monk - border = GFX_event_normal_frame_economy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_business - NOT = { stewardship = 8 } - } - has_ambition = obj_improve_stewardship - } - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - } - - option = { - name = EVTOPTA94072 - change_stewardship = 1 - } -} - -### Delegation -character_event = { - id = 94073 - desc = EVTDESC94073 - picture = GFX_evt_council - border = GFX_event_normal_frame_economy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_rulership - NOT = { stewardship = 8 } - } - has_ambition = obj_improve_stewardship - } - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - } - - option = { - name = EVTOPTA94073 - change_stewardship = 1 - } -} - -### Servant Staff -character_event = { - id = 94074 - desc = EVTDESC94074 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_economy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_rulership - NOT = { stewardship = 8 } - } - has_ambition = obj_improve_stewardship - } - NOT = { has_character_flag = the_inn } - NOT = { has_character_flag = the_garden } - NOT = { has_character_flag = the_survey } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94074 - change_stewardship = 1 - } -} - -##################### -# Learning Ambition # -##################### - -### The Flying Machine - -# The Flying Machine -character_event = { - id = 94080 - desc = EVTDESC94080 - picture = GFX_evt_falconing - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_scholarship - NOT = { learning = 8 } - } - has_ambition = obj_improve_learning - } - NOT = { has_character_flag = flying_machine } - NOT = { has_character_flag = ancient_tome } - NOT = { has_character_flag = hermit_visit } - NOT = { has_character_flag = flying_machine_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94080 - character_event = { id = 94081 days = 30 random = 10 tooltip = EVTTOOLTIP94081 } - set_character_flag = flying_machine - set_character_flag = meldrick_fly - set_character_flag = flying_machine_taken - } - option = { - name = EVTOPTB94080 - custom_tooltip = { text = improve_learning_quit } - } -} - -# Studies -character_event = { - id = 94081 - desc = EVTDESC94081 - picture = GFX_evt_library - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_learning - has_focus = focus_scholarship - } - has_character_flag = flying_machine - } - - option = { - name = EVTOPTA94081 - character_event = { id = 94082 days = 30 random = 10 tooltip = EVTTOOLTIP94082 } - } -} - -# Enlist Pilot -character_event = { - id = 94082 - desc = EVTDESC94082 - picture = GFX_evt_council - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_learning - has_focus = focus_scholarship - } - has_character_flag = flying_machine - } - - option = { # Otis - name = EVTOPTA94082 - trigger = { - NOT = { religion_group = muslim } - NOT = { religion_group = indian_group } - } - character_event = { id = 94083 days = 5 tooltip = EVTTOOLTIP94083 } - } - option = { # Meldrick - name = EVTOPTB94082 - trigger = { - NOT = { religion_group = muslim } - NOT = { religion_group = indian_group } - } - character_event = { id = 94084 days = 5 tooltip = EVTTOOLTIP94084 } - } - option = { # Dog - name = EVTOPTC94082 - character_event = { id = 94085 days = 5 tooltip = EVTTOOLTIP94085 } - } - option = { # al-Otis - name = EVTOPTD94082 - trigger = { - OR = { - religion_group = muslim - religion_group = indian_group - } - } - character_event = { id = 94092 days = 5 tooltip = EVTTOOLTIP94092 } - } - option = { # Ba'ah al-Drik - name = EVTOPTE94082 - trigger = { - OR = { - religion_group = muslim - religion_group = indian_group - } - } - character_event = { id = 94093 days = 5 tooltip = EVTTOOLTIP94093 } - } -} - -# Otis Flies -character_event = { - id = 94083 - desc = EVTDESC94083 - picture = GFX_evt_bloody_man - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94083 - character_event = { id = 94086 days = 5 tooltip = EVTTOOLTIP94086 } - } -} - -# al-Otis Flies (Muslim version) -character_event = { - id = 94092 - desc = EVTDESC94092 - picture = GFX_evt_bloody_man - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94092 - character_event = { id = 94094 days = 5 tooltip = EVTTOOLTIP94086 } - } -} - -# Meldrick Flies -character_event = { - id = 94084 - desc = EVTDESC94084 - picture = GFX_evt_bloody_man - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94084 - character_event = { id = 94087 days = 5 tooltip = EVTTOOLTIP94086 } - } -} - -# Ba'ah al-Drik Flies (Muslim version) -character_event = { - id = 94093 - desc = EVTDESC94093 - picture = GFX_evt_bloody_man - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94093 - character_event = { id = 94095 days = 5 tooltip = EVTTOOLTIP94086 } - } -} - -# Dog Flies -character_event = { - id = 94085 - desc = EVTDESC94085 - picture = GFX_evt_bloody_man - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94085 - character_event = { id = 94088 days = 5 tooltip = EVTTOOLTIP94088 } - add_trait = wounded - } -} - -# Otis Aftermath -character_event = { - id = 94086 - desc = EVTDESC94086 - picture = GFX_evt_council - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94086 - character_event = { id = 94089 days = 15 random = 5 tooltip = EVTTOOLTIP94089 } - } - option = { - name = EVTOPTB94086 - custom_tooltip = { text = improve_learning_quit } - } -} - -# al-Otis Aftermath (Muslim version) -character_event = { - id = 94094 - desc = EVTDESC94094 - picture = GFX_evt_council - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94086 - character_event = { id = 94096 days = 15 random = 5 tooltip = EVTTOOLTIP94089 } - } - option = { - name = EVTOPTB94086 - custom_tooltip = { text = improve_learning_quit } - } -} - -# Meldrick Aftermath -character_event = { - id = 94087 - desc = EVTDESC94087 - picture = GFX_evt_whispers - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94087 - character_event = { id = 94090 days = 15 random = 5 tooltip = EVTTOOLTIP94090 } - } - option = { - name = EVTOPTB94087 - custom_tooltip = { text = improve_learning_quit } - } -} - -# Ba'ah al-Drik Aftermath (Muslim version) -character_event = { - id = 94095 - desc = EVTDESC94095 - picture = GFX_evt_whispers - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94087 - character_event = { id = 94097 days = 15 random = 5 tooltip = EVTTOOLTIP94097 } - } - option = { - name = EVTOPTB94087 - custom_tooltip = { text = improve_learning_quit } - } -} - -# Dog Aftermath -character_event = { - id = 94088 - desc = EVTDESC94088 - picture = GFX_evt_monk - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94088 - trigger = { NOT = { religion_group = muslim } } - change_learning = 1 - } - option = { - name = EVTOPTA94091 - trigger = { religion_group = muslim } - change_learning = 1 - } -} - -# Otis Second Attempt -character_event = { - id = 94089 - desc = EVTDESC94089 - picture = GFX_evt_falconing - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94089 - character_event = { id = 94091 days = 6 tooltip = EVTTOOLTIP94091 } - } -} - -# al-Otis Second Attempt (Muslim version) -character_event = { - id = 94096 - desc = EVTDESC94096 - picture = GFX_evt_falconing - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94096 - character_event = { id = 94091 days = 6 tooltip = EVTTOOLTIP94091 } - } -} - -# Meldrick Second Attempt -character_event = { - id = 94090 - desc = EVTDESC94090 - picture = GFX_evt_falconing - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94090 - character_event = { id = 94091 days = 6 tooltip = EVTTOOLTIP94091 } - } -} - -# Ba'ah al-Drik Second Attempt -character_event = { - id = 94097 - desc = EVTDESC94097 - picture = GFX_evt_falconing - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94090 - character_event = { id = 94091 days = 6 tooltip = EVTTOOLTIP94091 } - } -} - -# Aftermath -character_event = { - id = 94091 - desc = EVTDESC94091 - picture = GFX_evt_falconing - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94088 - trigger = { NOT = { religion_group = muslim } } - change_learning = 2 - } - option = { - name = EVTOPTA94091 - trigger = { religion_group = muslim } - change_learning = 2 - } -} - -### St. Augustine's Confessions - -# Augustine -character_event = { - id = 94098 - desc = EVTDESC94098 - picture = GFX_evt_library - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_theology - NOT = { learning = 8 } - } - has_ambition = obj_improve_learning - } - NOT = { religion_group = muslim } - NOT = { religion_group = indian_group } - NOT = { has_character_flag = flying_machine } - NOT = { has_character_flag = ancient_tome } - NOT = { has_character_flag = hermit_visit } - NOT = { has_character_flag = ancient_tome_taken } - NOT = { - has_alternate_start_parameter = { - key = religion_names - value = random - } - } - } - - option = { - name = EVTOPTA94098 - character_event = { id = 94099 days = 6 tooltip = EVTTOOLTIP94099 } - set_character_flag = ancient_tome - set_character_flag = ancient_tome_taken - } - option = { - name = EVTOPTB94098 - custom_tooltip = { text = improve_learning_quit } - } -} - -# Finished Reading -character_event = { - id = 94099 - desc = EVTDESC94099 - picture = GFX_evt_library - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94099 - change_learning = 2 - } -} - -### The Shahnameh - -# The Shahnameh -character_event = { - id = 94100 - desc = EVTDESC94100 - picture = GFX_evt_library - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - year = 1010 - OR = { - AND = { - has_focus = focus_theology - NOT = { learning = 8 } - } - has_ambition = obj_improve_learning - } - OR = { - religion_group = muslim - religion_group = indian_group - } - NOT = { has_character_flag = flying_machine } - NOT = { has_character_flag = ancient_tome } - NOT = { has_character_flag = hermit_visit } - NOT = { has_character_flag = ancient_tome_taken } - NOT = { - has_alternate_start_parameter = { - key = religion_names - value = random - } - } - } - - option = { - name = EVTOPTA94098 - character_event = { id = 94101 days = 6 tooltip = EVTTOOLTIP94099 } - set_character_flag = ancient_tome - set_character_flag = ancient_tome_taken - } - option = { - name = EVTOPTB94098 - custom_tooltip = { text = improve_learning_quit } - } -} - -# Finished Reading -character_event = { - id = 94101 - desc = EVTDESC94101 - picture = GFX_evt_library - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94099 - change_learning = 2 - } -} - -### The Hermit - -# Hermit -character_event = { - id = 94102 - desc = EVTDESC94102 - picture = GFX_evt_heretic - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_theology - NOT = { learning = 8 } - } - has_ambition = obj_improve_learning - } - NOT = { has_character_flag = flying_machine } - NOT = { has_character_flag = ancient_tome } - NOT = { has_character_flag = hermit_visit } - NOT = { has_character_flag = hermit_visit_taken } - NOT = { is_inaccessible_trigger = yes } - NOT = { has_character_flag = do_not_disturb } - in_command = no - } - - option = { - name = EVTOPTA94102 - character_event = { id = 94103 days = 16 random = 5 tooltip = EVTTOOLTIP94103 } - set_character_flag = hermit_visit - set_character_flag = hermit_visit_taken - } - option = { - name = EVTOPTB94102 - custom_tooltip = { text = improve_learning_quit } - } -} - -# Arrival -character_event = { - id = 94103 - desc = EVTDESC94103 - picture = GFX_evt_carriage - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94103 - character_event = { id = 94104 tooltip = EVTTOOLTIP94104 } - } -} - -# The Old Man Appears -character_event = { - id = 94104 - desc = EVTDESC94104 - picture = GFX_evt_lunatic - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94104 - character_event = { id = 94105 tooltip = EVTTOOLTIP94105 } - } - option = { - name = EVTOPTB94104 - custom_tooltip = { text = improve_learning_quit } - clr_character_flag = hermit_visit - } -} - -# The Cave -character_event = { - id = 94105 - desc = EVTDESC94105 - picture = GFX_evt_lunatic - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94105 - character_event = { id = 94106 days = 8 random = 3 tooltip = EVTTOOLTIP94106 } - } -} - -# Leaving -character_event = { - id = 94106 - desc = EVTDESC94106 - picture = GFX_evt_monk - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94106 - change_learning = 2 - } -} - -### Roman Engineering -character_event = { - id = 94107 - desc = EVTDESC94107 - picture = GFX_evt_library - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_scholarship - NOT = { learning = 8 } - } - has_ambition = obj_improve_learning - } - NOT = { religion_group = indian_group } - NOT = { has_character_flag = flying_machine } - NOT = { has_character_flag = ancient_tome } - NOT = { has_character_flag = hermit_visit } - } - - option = { - name = EVTOPTA94107 - change_learning = 1 - } -} - -### Philosophy -character_event = { - id = 94108 - desc = EVTDESC94108 - picture = GFX_evt_library - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_scholarship - NOT = { learning = 8 } - } - has_ambition = obj_improve_learning - } - NOT = { religion_group = indian_group } - NOT = { has_character_flag = flying_machine } - NOT = { has_character_flag = ancient_tome } - NOT = { has_character_flag = hermit_visit } - } - - option = { - name = EVTOPTA94108 - change_learning = 1 - } -} - -### Astronomy -character_event = { - id = 94109 - desc = EVTDESC94109 - picture = GFX_evt_comet - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_scholarship - NOT = { learning = 8 } - } - has_ambition = obj_improve_learning - } - NOT = { has_character_flag = flying_machine } - NOT = { has_character_flag = ancient_tome } - NOT = { has_character_flag = hermit_visit } - } - - option = { - name = EVTOPTA94109 - change_learning = 1 - } -} - -###################### -# Diplomacy Ambition # -###################### - -### The Feud - -# The Feud -character_event = { - id = 94110 - desc = EVTDESC94110 - picture = GFX_evt_peasants - border = GFX_event_normal_frame_diplomacy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_family - NOT = { diplomacy = 8 } - } - has_ambition = obj_improve_diplomacy - } - NOT = { has_character_flag = the_feud } - NOT = { has_character_flag = the_mirror } - NOT = { has_character_flag = the_suicide } - NOT = { has_character_flag = the_feud_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94110 - character_event = { id = 94111 days = 5 tooltip = EVTTOOLTIP94111 } - set_character_flag = the_feud - set_character_flag = the_feud_taken - } - option = { - name = EVTOPTB94110 - custom_tooltip = { text = improve_diplomacy_quit } - } -} - -# The Conference (Choice 1) -character_event = { - id = 94111 - desc = EVTDESC94111 - picture = GFX_evt_council - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_diplomacy - has_focus = focus_family - } - } - - option = { - name = EVTOPTA94111 - character_event = { id = 94112 tooltip = EVTTOOLTIP94112 } - } - option = { - name = EVTOPTB94111 - character_event = { id = 94113 tooltip = EVTTOOLTIP94112 } - } - option = { - name = EVTOPTC94111 - tooltip_info = inbred - trigger = { - trait = inbred - } - character_event = { id = 94114 tooltip = EVTTOOLTIP94112 } - } -} - -# Appeal to reason -character_event = { - id = 94112 - desc = EVTDESC94112 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94112 - character_event = { id = 94119 tooltip = EVTTOOLTIP94119 } - } -} - -# Flatter them (Choice 2A) -character_event = { - id = 94113 - desc = EVTDESC94113 - picture = GFX_evt_council - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94113 - character_event = { id = 94115 tooltip = EVTTOOLTIP94112 } - } - option = { - name = EVTOPTB94113 - character_event = { id = 94116 tooltip = EVTTOOLTIP94112 } - } -} - -# Find common ground (Choice 2B) -character_event = { - id = 94114 - desc = EVTDESC94114 - picture = GFX_evt_council - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94113 - character_event = { id = 94115 tooltip = EVTTOOLTIP94112 } - } - option = { - name = EVTOPTB94113 - character_event = { id = 94116 tooltip = EVTTOOLTIP94112 } - } -} - -# Their patriotic duty -character_event = { - id = 94115 - desc = EVTDESC94115 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94112 - character_event = { id = 94119 tooltip = EVTTOOLTIP94119 } - } -} - -# Soothe tempers (Choice 3) -character_event = { - id = 94116 - desc = EVTDESC94116 - picture = GFX_evt_council - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94116 - pacifists_lose_piety_effect = yes - character_event = { id = 94117 tooltip = EVTTOOLTIP94112 } - } - option = { - name = EVTOPTB94116 - character_event = { id = 94118 tooltip = EVTTOOLTIP94112 } - } -} - -# Threaten violence -character_event = { - id = 94117 - desc = EVTDESC94117 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94112 - character_event = { id = 94119 tooltip = EVTTOOLTIP94119 } - } -} - -# Lambast childish behavior -character_event = { - id = 94118 - desc = EVTDESC94118 - picture = GFX_evt_council - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94118 - character_event = { id = 94120 tooltip = EVTTOOLTIP94120 } - } -} - -# Fight! -character_event = { - id = 94119 - desc = EVTDESC94119 - picture = GFX_evt_burning_house - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94119 - change_diplomacy = 1 - } -} - -# Peace In Our Time -character_event = { - id = 94120 - desc = EVTDESC94120 - picture = GFX_evt_feast - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94120 - change_diplomacy = 2 - } -} - -### The Mirror - -# The Mirror -character_event = { - id = 94125 - desc = EVTDESC94125 - picture = GFX_evt_courtiers_talking - border = GFX_event_normal_frame_diplomacy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_carousing - NOT = { diplomacy = 8 } - } - has_ambition = obj_improve_diplomacy - } - NOT = { has_character_flag = the_feud } - NOT = { has_character_flag = the_mirror } - NOT = { has_character_flag = the_suicide } - NOT = { has_character_flag = the_mirror_taken } - } - - option = { - name = EVTOPTA94125 - set_character_flag = the_mirror - set_character_flag = the_mirror_taken - } -} - -# Practise Done -character_event = { - id = 94126 - desc = EVTDESC94126 - picture = GFX_evt_heretic - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - capable_only = yes - only_rulers = yes - prisoner = no - has_character_flag = the_mirror - - is_triggered_only = yes - - trigger = { - OR = { - has_ambition = obj_improve_diplomacy - has_focus = focus_carousing - } - } - - option = { - name = EVTOPTA94126 - change_diplomacy = 2 - } -} - -### The Suicide - -# The Suicide -character_event = { - id = 94130 - desc = EVTDESC94130 - picture = GFX_evt_peasants - border = GFX_event_normal_frame_diplomacy - - capable_only = yes - only_rulers = yes - prisoner = no - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_carousing - NOT = { diplomacy = 8 } - } - has_ambition = obj_improve_diplomacy - } - NOT = { has_character_flag = the_feud } - NOT = { has_character_flag = the_mirror } - NOT = { has_character_flag = the_suicide } - NOT = { has_character_flag = the_suicide_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94130 - set_character_flag = the_suicide - set_character_flag = the_suicide_taken - character_event = { id = 94131 tooltip = EVTTOOLTIP94131 } - } - option = { - name = EVTOPTB94130 - custom_tooltip = { text = improve_diplomacy_quit } - } -} - -# Approaching the Jumper -character_event = { - id = 94131 - desc = EVTDESC94131 - picture = GFX_evt_castle_construction - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { # Grab Man - name = EVTOPTA94131 - character_event = { id = 94132 tooltip = EVTTOOLTIP94132 } - } - option = { # Talk to Man - name = EVTOPTB94131 - random_list = { - 50 = { - character_event = { id = 94136 tooltip = EVTTOOLTIP94136 } - } - 50 = { - character_event = { id = 94137 tooltip = EVTTOOLTIP94137 } - } - } - } -} - -# Man Grabbed -character_event = { - id = 94132 - desc = EVTDESC94132 - picture = GFX_evt_castle_construction - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { # Jump - name = EVTOPTA94132 - character_event = { id = 94133 tooltip = EVTTOOLTIP94133 } - } - option = { # Pull Inside - name = EVTOPTB94132 - character_event = { id = 94135 tooltip = EVTTOOLTIP94135 } - } -} - -# Jumping -character_event = { - id = 94133 - desc = EVTDESC94133 - picture = GFX_evt_lunatic - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94133 - character_event = { id = 94134 tooltip = EVTTOOLTIP94134 } - } -} - -# Jumping Aftermath -character_event = { - id = 94134 - desc = EVTDESC94134 - picture = GFX_evt_castle_construction - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94134 - change_diplomacy = 1 - } -} - -# Man Pulled Inside -character_event = { - id = 94135 - desc = EVTDESC94135 - picture = GFX_evt_castle_construction - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94135 - change_diplomacy = 1 - } -} - -# Talk Successful -character_event = { - id = 94136 - desc = EVTDESC94136 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94136 - change_diplomacy = 2 - } -} - -# Talk Failure -character_event = { - id = 94137 - desc = EVTDESC94137 - picture = GFX_evt_castle_construction - border = GFX_event_normal_frame_diplomacy - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94137 - change_diplomacy = 1 - } -} - -### Town Crier -character_event = { - id = 94138 - desc = EVTDESC94138 - picture = GFX_evt_heretic - border = GFX_event_normal_frame_diplomacy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_carousing - NOT = { diplomacy = 8 } - } - has_ambition = obj_improve_diplomacy - } - NOT = { has_character_flag = the_feud } - NOT = { has_character_flag = the_mirror } - NOT = { has_character_flag = the_suicide } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94138 - change_diplomacy = 1 - } -} - -### Foreign Cultures -character_event = { - id = 94139 - desc = EVTDESC94139 - picture = GFX_evt_library - border = GFX_event_normal_frame_diplomacy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_carousing - NOT = { diplomacy = 8 } - } - has_ambition = obj_improve_diplomacy - } - NOT = { has_character_flag = the_feud } - NOT = { has_character_flag = the_mirror } - NOT = { has_character_flag = the_suicide } - } - - option = { - name = EVTOPTA94139 - change_diplomacy = 1 - } -} - -### Old Diplomat -character_event = { - id = 94156 - desc = EVTDESC94156 - picture = GFX_evt_emissary - border = GFX_event_normal_frame_diplomacy - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_carousing - NOT = { diplomacy = 8 } - } - has_ambition = obj_improve_diplomacy - } - NOT = { religion_group = indian_group } - NOT = { has_character_flag = the_feud } - NOT = { has_character_flag = the_mirror } - NOT = { has_character_flag = the_suicide } - } - - option = { - name = EVTOPTA94156 - change_diplomacy = 1 - } -} - -##################### -# Intrigue Ambition # -##################### - -### The Necklace - -# The Necklace -character_event = { - id = 94140 - desc = EVTDESC94140 - picture = GFX_evt_courtiers_talking - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_intrigue - NOT = { intrigue = 8 } - } - has_ambition = obj_improve_intrigue - } - NOT = { has_character_flag = the_necklace } - NOT = { has_character_flag = gossip } - NOT = { has_character_flag = old_spymaster } - NOT = { has_character_flag = the_necklace_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { # Do it - name = EVTOPTA94140 - set_character_flag = the_necklace - set_character_flag = the_necklace_taken - character_event = { id = 94141 days = 3 tooltip = EVTTOOLTIP94141 } - } - option = { # Don't do it - name = EVTOPTB94140 - custom_tooltip = { text = improve_intrigue_quit } - } -} - -# The Theft -character_event = { - id = 94141 - desc = EVTDESC94141 - picture = GFX_evt_shadow - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { # Magda - name = EVTOPTA94141 - trigger = { NOT = { religion_group = muslim } } - character_event = { id = 94142 tooltip = EVTTOOLTIP94142 } - } - option = { # Meldrick - name = EVTOPTB94141 - trigger = { NOT = { religion_group = muslim } } - character_event = { id = 94149 tooltip = EVTTOOLTIP94149 } - } - option = { # Wafaa - name = EVTOPTC94141 - trigger = { religion_group = muslim } - character_event = { id = 94142 tooltip = EVTTOOLTIP94142 } - } - option = { # Bah al-Drik - name = EVTOPTD94141 - trigger = { religion_group = muslim } - character_event = { id = 94149 tooltip = EVTTOOLTIP94149 } - } -} - -# Cook's Wife -character_event = { - id = 94142 - desc = EVTDESC94142 - picture = GFX_evt_quarrel - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94142 - character_event = { id = 94143 days = 3 tooltip = EVTTOOLTIP94143 } - } -} - -# Cook's Wife, Theft Discovered -character_event = { - id = 94143 - desc = EVTDESC94143 - picture = GFX_evt_courtiers_talking - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { # Magda - name = EVTOPTA94143 - trigger = { NOT = { religion_group = muslim } } - character_event = { id = 94144 tooltip = EVTTOOLTIP94144 } - } - option = { # Wafaa - name = EVTOPTB94143 - trigger = { religion_group = muslim } - character_event = { id = 94144 tooltip = EVTTOOLTIP94144 } - } -} - -# Cook's Wife Caught -character_event = { - id = 94144 - desc = EVTDESC94144 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94144 - character_event = { id = 94145 tooltip = EVTTOOLTIP94145 } - } -} - -# Cook's Wife Aftermath -character_event = { - id = 94145 - desc = EVTDESC94145 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94145 - change_intrigue = 3 - if = { - limit = { - NOT = { - trait = deceitful - trait = honest - } - } - random = { - chance = 60 - add_trait = deceitful - hidden_tooltip = { - character_event = { - id = 38255 #Notify Deceitful - } - } - } - } - if = { - limit = { trait = honest } - remove_trait = honest - } - hidden_tooltip = { - random_list = { - 40 = { - } - 60 = { - character_event = { id = 94146 days = 3000 random = 100 } - } - } - } - } -} - -# Cook's Wife Forgotten -character_event = { - id = 94146 - desc = EVTDESC94146 - picture = GFX_evt_into_the_dungeon - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94146 - trigger = { NOT = { religion_group = muslim } } - custom_tooltip = { - text = hurry_dungeons - hidden_tooltip = { - random_list = { - 50 = { - character_event = { id = 94147 } - } - 50 = { - character_event = { id = 94148 } - } - } - } - } - } - option = { - name = EVTOPTB94146 - trigger = { religion_group = muslim } - hidden_tooltip = { - random_list = { - 50 = { - character_event = { id = 94147 } - } - 50 = { - character_event = { id = 94148 } - } - } - } - } -} - -# Cook's Wife Dead -character_event = { - id = 94147 - desc = EVTDESC94147 - picture = GFX_evt_into_the_dungeon - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94147 - piety = -50 - } -} - -# Cook's Wife Alive -character_event = { - id = 94148 - desc = EVTDESC94148 - picture = GFX_evt_into_the_dungeon - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94148 - piety = -25 - } -} - -# Servant -character_event = { - id = 94149 - desc = EVTDESC94149 - picture = GFX_evt_drunk - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94149 - character_event = { id = 94150 tooltip = EVTTOOLTIP94143 } - } -} - -# Servant, Theft Discovered -character_event = { - id = 94150 - desc = EVTDESC94150 - picture = GFX_evt_courtiers_talking - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { # Meldrick - name = EVTOPTA94150 - trigger = { NOT = { religion_group = muslim } } - character_event = { id = 94151 tooltip = EVTTOOLTIP94151 } - } - option = { # Arab Meldrick - name = EVTOPTB94150 - trigger = { religion_group = muslim } - character_event = { id = 94151 tooltip = EVTTOOLTIP94151 } - } -} - -# Servant Caught -character_event = { - id = 94151 - desc = EVTDESC94151 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94151 - character_event = { id = 94152 tooltip = EVTTOOLTIP94145 } - } -} - -# Servant Aftermath -character_event = { - id = 94152 - desc = EVTDESC94152 - picture = GFX_evt_scandal - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94152 - change_intrigue = 3 - if = { - limit = { - NOT = { - trait = deceitful - trait = honest - } - } - random = { - chance = 60 - add_trait = deceitful - hidden_tooltip = { - character_event = { - id = 38255 #Notify Deceitful - } - } - } - } - if = { - limit = { trait = honest } - remove_trait = honest - } - hidden_tooltip = { - random_list = { - 40 = { - } - 60 = { - character_event = { id = 94153 days = 3000 random = 100} - } - } - } - } -} - -# Servant Forgotten -character_event = { - id = 94153 - desc = EVTDESC94153 - picture = GFX_evt_into_the_dungeon - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - trigger = { - NOT = { has_character_flag = meldrick_fly } - } - - option = { - name = EVTOPTA94153 - custom_tooltip = { - text = hurry_dungeons - hidden_tooltip = { - random_list = { - 50 = { - character_event = { id = 94154 } - } - 50 = { - character_event = { id = 94155 } - } - } - } - } - trigger = { NOT = { religion_group = muslim } } - } - option = { - name = EVTOPTA94153 - custom_tooltip = { - text = hurry_dungeons - hidden_tooltip = { - random_list = { - 50 = { - character_event = { id = 94154 } - } - 50 = { - character_event = { id = 94155 } - } - } - } - } - trigger = { religion_group = muslim } - } -} - -# Servant Dead -character_event = { - id = 94154 - desc = EVTDESC94154 - picture = GFX_evt_into_the_dungeon - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94154 - piety = -50 - } -} - -# Servant Alive -character_event = { - id = 94155 - desc = EVTDESC94155 - picture = GFX_evt_into_the_dungeon - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94155 - piety = -25 - } -} - -### Gossip - -# Gossip -character_event = { - id = 94160 - desc = EVTDESC94160 - picture = GFX_evt_whispers - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_intrigue - NOT = { intrigue = 8 } - } - has_ambition = obj_improve_intrigue - } - NOT = { has_character_flag = the_necklace } - NOT = { has_character_flag = gossip } - NOT = { has_character_flag = old_spymaster } - NOT = { has_character_flag = gossip_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94160 - set_character_flag = gossip - set_character_flag = gossip_taken - character_event = { id = 94161 days = 72 random = 20 tooltip = EVTTOOLTIP94161 } - } - option = { - name = EVTOPTB94160 - custom_tooltip = { text = improve_intrigue_quit } - } -} - -# Gossip learned -character_event = { - id = 94161 - desc = EVTDESC94161 - picture = GFX_evt_whispers - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94161 - change_intrigue = 2 - } -} - -### Old Spymaster - -# Old Spymaster -character_event = { - id = 94165 - desc = EVTDESC94165 - picture = GFX_evt_shadowy_cabal - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_intrigue - NOT = { intrigue = 8 } - } - has_ambition = obj_improve_intrigue - } - NOT = { has_character_flag = the_necklace } - NOT = { has_character_flag = gossip } - NOT = { has_character_flag = old_spymaster } - NOT = { has_character_flag = old_spymaster_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94165 - set_character_flag = old_spymaster - set_character_flag = old_spymaster_taken - character_event = { id = 94166 days = 15 tooltip = EVTTOOLTIP94166 } - } - option = { - name = EVTOPTB94165 - custom_tooltip = { text = improve_intrigue_quit } - } -} - -# Visit -character_event = { - id = 94166 - desc = EVTDESC94166 - picture = GFX_evt_shadow - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94166 - character_event = { id = 94167 tooltip = EVTTOOLTIP94167 } - } -} - -# Agreed to teach -character_event = { - id = 94167 - desc = EVTDESC94167 - picture = GFX_evt_shadowy_cabal - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94167 - character_event = { id = 94168 days = 190 random = 40 tooltip = EVTTOOLTIP94168 } - } -} - -# Training complete -character_event = { - id = 94168 - desc = EVTDESC94168 - picture = GFX_evt_shadow - border = GFX_event_normal_frame_intrigue - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94168 - change_intrigue = 2 - } -} - -### Alchemy -character_event = { - id = 94169 - desc = EVTDESC94169 - picture = GFX_evt_library - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_intrigue - NOT = { intrigue = 8 } - } - has_ambition = obj_improve_intrigue - } - NOT = { has_character_flag = the_necklace } - NOT = { has_character_flag = gossip } - NOT = { has_character_flag = old_spymaster } - } - - option = { - name = EVTOPTA94169 - change_intrigue = 1 - } -} - -### Improved Bodygard -character_event = { - id = 94172 - desc = EVTDESC94172 - picture = GFX_evt_carriage - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_intrigue - NOT = { intrigue = 8 } - } - has_ambition = obj_improve_intrigue - } - NOT = { has_character_flag = the_necklace } - NOT = { has_character_flag = gossip } - NOT = { has_character_flag = old_spymaster } - } - - option = { - name = EVTOPTA94172 - change_intrigue = 1 - } -} - -### Old Assassin -character_event = { - id = 94173 - desc = EVTDESC94173 - picture = GFX_evt_spymaster - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - - is_triggered_only = yes - - trigger = { - OR = { - AND = { - has_focus = focus_intrigue - NOT = { intrigue = 8 } - } - has_ambition = obj_improve_intrigue - } - NOT = { has_character_flag = the_necklace } - NOT = { has_character_flag = gossip } - NOT = { has_character_flag = old_spymaster } - } - - option = { - name = EVTOPTA94173 - change_intrigue = 1 - } -} - -###################### -# Decadence Ambition # -###################### - -### Berber Life - -# Berber Life -character_event = { - id = 94170 - desc = EVTDESC94170 - picture = GFX_evt_desert - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - religion_group = muslim - - is_triggered_only = yes - - trigger = { - has_ambition = obj_lower_decadence - NOT = { has_character_flag = berber_life } - NOT = { has_character_flag = bandit_camp } - NOT = { has_character_flag = dromedary_hunt } - NOT = { has_character_flag = berber_life_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94170 - set_character_flag = berber_life - set_character_flag = berber_life_taken - character_event = { id = 94171 days = 15 tooltip = EVTTOOLTIP94171 } - } - option = { - name = EVTOPTB94170 - custom_tooltip = { text = lower_decadence_quit } - } -} - -# Living with Berbers -character_event = { - id = 94171 - desc = EVTDESC94171 - picture = GFX_evt_desert - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94171 - decadence = -5 - } -} - -### The Bandit Camp - -# The Bandit Camp -character_event = { - id = 94175 - desc = EVTDESC94175 - picture = GFX_evt_moors - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - religion_group = muslim - - is_triggered_only = yes - - trigger = { - has_ambition = obj_lower_decadence - NOT = { has_character_flag = berber_life } - NOT = { has_character_flag = bandit_camp } - NOT = { has_character_flag = dromedary_hunt } - NOT = { has_character_flag = bandit_camp_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94175 - set_character_flag = bandit_camp - set_character_flag = bandit_camp_taken - character_event = { id = 94176 days = 3 tooltip = EVTTOOLTIP94176 } - } - option = { - name = EVTOPTB94175 - custom_tooltip = { text = lower_decadence_quit } - } - option = { - name = EVTOPTC94175 - trigger = { age = 60 } - custom_tooltip = { text = lower_decadence_quit } - } -} - -# Sneak up on Camp -character_event = { - id = 94176 - desc = EVTDESC94176 - picture = GFX_evt_bandits - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94176 - character_event = { id = 94177 tooltip = EVTTOOLTIP94177 } - } - option = { - name = EVTOPTB94176 - tooltip_info = craven - trigger = { trait = craven } - custom_tooltip = { text = lower_decadence_quit } - } -} - -# The Fight -character_event = { - id = 94177 - desc = EVTDESC94177 - picture = GFX_evt_melee - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94177 - tooltip_info = craven - trigger = { trait = craven } - character_event = { id = 94178 tooltip = EVTTOOLTIP94178 } - random = { - chance = 20 - add_trait = wounded - hidden_tooltip = { - character_event = { - id = 38280 #Notify Wounded - } - } - } - } - option = { - name = EVTOPTB94177 - tooltip_info = impaler - trigger = { trait = impaler } - character_event = { id = 94178 tooltip = EVTTOOLTIP94178 } - random = { - chance = 5 - add_trait = wounded - hidden_tooltip = { - character_event = { - id = 38280 #Notify Wounded - } - } - } - } - option = { - name = EVTOPTC94177 - character_event = { id = 94178 tooltip = EVTTOOLTIP94178 } - trigger = { - NOT = { - trait = impaler - trait = craven - } - } - random = { - chance = 10 - add_trait = wounded - hidden_tooltip = { - character_event = { - id = 38280 #Notify Wounded - } - } - } - } -} - -# Fight Aftermath -character_event = { - id = 94178 - desc = EVTDESC94178 - picture = GFX_evt_bloody_man - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94178 - trigger = { - NOT = { trait = impaler } - } - decadence = -5 - } - option = { - name = EVTOPTB94178 - tooltip_info = impaler - trigger = { trait = impaler } - decadence = -5 - } -} - -### The Two-Headed Dromedary Hunt - -# The Hunt -character_event = { - id = 94180 - desc = EVTDESC94180 - picture = GFX_evt_hunt - border = GFX_event_normal_frame_religion - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - religion_group = muslim - - is_triggered_only = yes - - trigger = { - has_ambition = obj_lower_decadence - NOT = { has_character_flag = berber_life } - NOT = { has_character_flag = bandit_camp } - NOT = { has_character_flag = dromedary_hunt } - NOT = { has_character_flag = dromedary_hunt_taken } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94180 - set_character_flag = dromedary_hunt - set_character_flag = dromedary_hunt_taken - character_event = { id = 94181 days = 6 tooltip = EVTTOOLTIP94181 } - } - option = { - name = EVTOPTB94180 - custom_tooltip = { text = lower_decadence_quit } - } -} - -# The Hunt Begins -character_event = { - id = 94181 - desc = EVTDESC94181 - picture = GFX_evt_desert - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94181 - character_event = { id = 94182 days = 6 tooltip = EVTTOOLTIP94182 } - } -} - -# No Sign of the Beast -character_event = { - id = 94182 - desc = EVTDESC94182 - picture = GFX_evt_desert - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94182 - character_event = { id = 94183 days = 6 tooltip = EVTTOOLTIP94183 } - } -} - -# Hunt is Abandoned -character_event = { - id = 94183 - desc = EVTDESC94183 - picture = GFX_evt_desert - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94183 - character_event = { id = 94184 days = 6 tooltip = EVTTOOLTIP94184 } - } -} - -# Coming Home -character_event = { - id = 94184 - desc = EVTDESC94184 - picture = GFX_evt_feast - border = GFX_event_normal_frame_religion - - hide_from = yes - - is_triggered_only = yes - - option = { - name = EVTOPTA94184 - decadence = -5 - } -} - -### Couriers -character_event = { - id = 94185 - desc = EVTDESC94185 - picture = GFX_evt_imam - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - religion_group = muslim - - is_triggered_only = yes - - trigger = { - has_ambition = obj_lower_decadence - NOT = { has_character_flag = berber_life } - NOT = { has_character_flag = bandit_camp } - NOT = { has_character_flag = dromedary_hunt } - } - - option = { - name = EVTOPTA94185 - decadence = -3 - } -} - -### Palace Stripped of Luxuries -character_event = { - id = 94186 - desc = EVTDESC94186 - picture = GFX_evt_jugglers - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - religion_group = muslim - - is_triggered_only = yes - - trigger = { - has_ambition = obj_lower_decadence - NOT = { has_character_flag = berber_life } - NOT = { has_character_flag = bandit_camp } - NOT = { has_character_flag = dromedary_hunt } - NOT = { is_inaccessible_trigger = yes } - } - - option = { - name = EVTOPTA94186 - decadence = -3 - } -} - -### Brothels Closed -character_event = { - id = 94187 - desc = EVTDESC94187 - picture = GFX_evt_sultan - border = GFX_event_normal_frame_intrigue - - capable_only = yes - only_rulers = yes - prisoner = no - min_age = 16 - religion_group = muslim - - is_triggered_only = yes - - trigger = { - has_ambition = obj_lower_decadence - NOT = { has_character_flag = berber_life } - NOT = { has_character_flag = bandit_camp } - NOT = { has_character_flag = dromedary_hunt } - } - - option = { - name = EVTOPTA94187 - decadence = -3 - } -} \ No newline at end of file diff --git a/VanillaFilesToMonitor/events/evil_events.txt b/VanillaFilesToMonitor/events/evil_events.txt new file mode 100644 index 00000000..c388b89f --- /dev/null +++ b/VanillaFilesToMonitor/events/evil_events.txt @@ -0,0 +1,995 @@ +############################################# +# +# Evil events +# +# Event ID 68000-68999 is reserved +# +############################################# +# Written by Johan Andersson +# Adjusted by Henrik Fåhraeus + +#If in the red => increase revolt risk in a province. +province_event = { + id = 68000 + desc = EVTDESC68000 + picture = GFX_evt_bandits + + notification = yes + + trigger = { + NOT = { owner = { wealth = 0 } } + NOT = { has_province_modifier = incompetent_rule } + } + + mean_time_to_happen = { + months = 240 + + #lower if really bad demesne efficiency + modifier = { + factor = 0.9 + NOT = { owner = { wealth = -50 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { wealth = -100 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { wealth = -200 } } + } + modifier = { + factor = 0.3 + NOT = { owner = { wealth = -300 } } + } + modifier = { + factor = 0.1 + NOT = { owner = { wealth = -500 } } + } + + #traits affect this + modifier = { + factor = 1.5 + owner = { trait = ambitious } + } + modifier = { + factor = 5.0 + owner = { trait = just } + } + modifier = { + factor = 0.5 + owner = { trait = arbitrary } + } + modifier = { + factor = 0.7 + owner = { trait = greedy } + } + modifier = { + factor = 0.7 + owner = { trait = cruel } + } + modifier = { + factor = 0.1 + owner = { trait = slothful } + } + modifier = { + factor = 0.2 + owner = { trait = incapable } + } + modifier = { + factor = 0.1 + owner = { trait = infirm } + } + + #modify by stewardship and intrigue + modifier = { + factor = 0.7 + NOT = { owner = { realm_stewardship = 15 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_stewardship = 10 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_stewardship = 5 } } + } + modifier = { + factor = 2.0 + owner = { realm_stewardship = 25 } + } + modifier = { + factor = 1.5 + owner = { realm_stewardship = 20 } + } + modifier = { + factor = 2.0 + owner = { realm_intrigue = 25 } + } + modifier = { + factor = 1.5 + owner = { realm_intrigue = 20 } + } + } + + immediate = { + add_province_modifier = { + name = incompetent_rule + duration = -1 + } + } + + option = { + name = EVTOPTA68000 + } +} + +province_event = { + id = 68001 + desc = EVTDESC68001 + picture = GFX_evt_council + + notification = yes + + trigger = { + owner = { wealth = 0 } + has_province_modifier = incompetent_rule + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.5 + owner = { realm_stewardship = 20 } + } + modifier = { + factor = 0.75 + owner = { realm_intrigue = 20 } + } + + modifier = { + factor = 0.75 + owner = { trait = just } + } + } + + immediate = { + remove_province_modifier = incompetent_rule + } + + option = { + name = EVTOPTA68001 + trigger = { + owner = { + religion_group = christian + } + } + } + option = { + name = EVTOPTB68001 + trigger = { + owner = { + religion_group = muslim + } + } + } + option = { + name = EVTOPTA88283 + trigger = { + owner = { + NOT = { religion_group = christian } + NOT = { religion_group = muslim } + } + } + } +} + +# Establishment of thieves_guild in a province, if budget in the red +province_event = { + id = 68010 + desc = EVTDESC68010 + picture = GFX_evt_bandits + + notification = yes + + trigger = { + NOT = { owner = { wealth = 0 } } + NOT = { has_province_modifier = thieves_guild } + } + + mean_time_to_happen = { + months = 240 + + #lower if really bad demesne efficiency + modifier = { + factor = 0.9 + NOT = { owner = { wealth = -50 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { wealth = -100 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { wealth = -200 } } + } + modifier = { + factor = 0.3 + NOT = { owner = { wealth = -300 } } + } + modifier = { + factor = 0.1 + NOT = { owner = { wealth = -500 } } + } + + modifier = { + factor = 0.7 + NOT = { owner = { realm_stewardship = 15 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_stewardship = 10 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_stewardship = 5 } } + } + + modifier = { + factor = 1.5 + owner = { realm_stewardship = 20 } + } + modifier = { + factor = 2.0 + owner = { realm_stewardship = 25 } + } + + #traits affect this + modifier = { + factor = 1.5 + owner = { trait = ambitious } + } + modifier = { + factor = 5.0 + owner = { trait = just } + } + modifier = { + factor = 0.5 + owner = { trait = arbitrary } + } + modifier = { + factor = 0.7 + owner = { trait = greedy } + } + modifier = { + factor = 0.7 + owner = { trait = cruel } + } + modifier = { + factor = 0.1 + owner = { trait = slothful } + } + modifier = { + factor = 0.2 + owner = { trait = incapable } + } + modifier = { + factor = 0.1 + owner = { trait = infirm } + } + } + + immediate = { + add_province_modifier = { + name = thieves_guild + duration = -1 + } + } + + option = { + name = EVTOPTA68010 + } +} + +# Destruction of thieves_guild in a province +province_event = { + id = 68011 + desc = EVTDESC68011 + + picture = GFX_evt_burning_house + + notification = yes + + trigger = { + owner = { wealth = 0 } + has_province_modifier = thieves_guild + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.5 + owner = { realm_stewardship = 20 } + } + modifier = { + factor = 0.75 + owner = { realm_intrigue = 20 } + } + + modifier = { + factor = 0.75 + owner = { trait = just } + } + } + + immediate = { + remove_province_modifier = thieves_guild + } + + option = { + name = EVTOPTA68011 + } +} + +# Establishment of smugglers_ring in a province, if red budget +province_event = { + id = 68020 + desc = EVTDESC68020 + + notification = yes + + trigger = { + NOT = { owner = { wealth = 0 } } + NOT = { has_province_modifier = smugglers_ring } + } + + picture = GFX_evt_bandits + + mean_time_to_happen = { + months = 240 + + #lower if really bad demesne efficiency + modifier = { + factor = 0.9 + NOT = { owner = { wealth = -50 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { wealth = -100 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { wealth = -200 } } + } + modifier = { + factor = 0.3 + NOT = { owner = { wealth = -300 } } + } + modifier = { + factor = 0.1 + NOT = { owner = { wealth = -500 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_diplomacy = 15 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_diplomacy = 10 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_diplomacy = 5 } } + } + + modifier = { + factor = 1.5 + owner = { realm_diplomacy = 20 } + } + modifier = { + factor = 2.0 + owner = { realm_diplomacy = 25 } + } + + #traits affect this + modifier = { + factor = 1.5 + owner = { trait = ambitious } + } + modifier = { + factor = 5.0 + owner = { trait = just } + } + modifier = { + factor = 0.5 + owner = { trait = arbitrary } + } + modifier = { + factor = 0.7 + owner = { trait = greedy } + } + modifier = { + factor = 0.7 + owner = { trait = cruel } + } + modifier = { + factor = 0.1 + owner = { trait = slothful } + } + modifier = { + factor = 0.2 + owner = { trait = incapable } + } + modifier = { + factor = 0.1 + owner = { trait = infirm } + } + } + + immediate = { + add_province_modifier = { + name = smugglers_ring + duration = -1 + } + } + + option = { + name = EVTOPTA68020 + } +} + +# Destruction of smugglers_ring in a province +province_event = { + id = 68021 + desc = { + text = EVTDESC68021 + trigger = { + NOR = { + trigger_if = { + limit = { + owner = { + any_demesne_wonder = { + count = 1 + location = { province = PREVPREVPREV } + } + } + } + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + } + } + desc = { + text = EVTDESC68021_RETINUE + trigger = { + OR = { + trigger_if = { + limit = { + owner = { + any_demesne_wonder = { + count = 1 + location = { province = PREVPREVPREV } + } + } + } + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + has_wonder_upgrade = upgrade_retinue + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + has_wonder_upgrade = upgrade_retinue + } + } + } + } + } + desc = { + text = EVTDESC68021_TEMPLE_GUARDS + trigger = { + OR = { + trigger_if = { + limit = { + owner = { + any_demesne_wonder = { + count = 1 + location = { province = PREVPREVPREV } + } + } + } + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + has_wonder_upgrade = upgrade_temple_guards + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + has_wonder_upgrade = upgrade_temple_guards + } + } + } + } + } + desc = { + text = EVTDESC68021_FALLBACK + trigger = { + OR = { + trigger_if = { + limit = { + owner = { + any_demesne_wonder = { + count = 1 + location = { province = PREVPREVPREV } + } + } + } + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + NOR = { #Fallback if we add the flags to more upgrades + has_wonder_upgrade = upgrade_temple_guards + has_wonder_upgrade = upgrade_retinue + } + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + NOR = { #Fallback if we add the flags to more upgrades + has_wonder_upgrade = upgrade_temple_guards + has_wonder_upgrade = upgrade_retinue + } + } + } + } + } + } + + notification = yes + + picture = GFX_evt_burning_house + + trigger = { + owner = { wealth = 0 } + has_province_modifier = smugglers_ring + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.5 + owner = { realm_diplomacy = 20 } + } + modifier = { + factor = 0.75 + owner = { realm_intrigue = 20 } + } + modifier = { + factor = 0.75 + owner = { trait = just } + } + modifier = { + factor = 2 + OR = { + trigger_if = { + limit = { + owner = { + any_demesne_wonder = { + count = 1 + location = { province = PREVPREVPREV } + } + } + } + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + trigger_if = { + limit = { + any_neighbor_province = { + has_wonder = yes + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + } + } + } + + immediate = { + remove_province_modifier = smugglers_ring + if = { + limit = { + owner = { + any_demesne_wonder = { + count = 1 + location = { province = PREVPREVPREV } + } + } + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + wonder = { + save_event_target_as = target_wonder + } + } + else_if = { + limit = { + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + random_neighbor_province = { + limit = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + wonder = { + save_event_target_as = target_wonder + } + } + } + } + + option = { + name = EVTOPTA68021 + } +} + +#Establishment of highway_robber_band in a province, if red budget +province_event = { + id = 68030 + desc = EVTDESC68030 + + notification = yes + + picture = GFX_evt_bandits + + trigger = { + NOT = { owner = { wealth = 0 } } + NOT = { has_province_modifier = highway_robber_band } + } + + mean_time_to_happen = { + months = 240 + + modifier = { + factor = 0.9 + NOT = { owner = { wealth = -50 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { wealth = -100 } } + } + modifier = { + factor = 0.5 + NOT = { owner = { wealth = -200 } } + } + modifier = { + factor = 0.3 + NOT = { owner = { wealth = -300 } } + } + modifier = { + factor = 0.1 + NOT = { owner = { wealth = -500 } } + } + + modifier = { + factor = 0.7 + NOT = { owner = { realm_martial = 15 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_martial = 10 } } + } + modifier = { + factor = 0.7 + NOT = { owner = { realm_martial = 5 } } + } + modifier = { + factor = 1.5 + owner = { realm_martial = 20 } + } + modifier = { + factor = 2.0 + owner = { realm_martial = 25 } + } + + #traits affect this + modifier = { + factor = 1.5 + owner = { trait = ambitious } + } + modifier = { + factor = 5.0 + owner = { trait = just } + } + modifier = { + factor = 0.5 + owner = { trait = arbitrary } + } + modifier = { + factor = 0.7 + owner = { trait = greedy } + } + modifier = { + factor = 0.7 + owner = { trait = cruel } + } + modifier = { + factor = 0.1 + owner = { trait = slothful } + } + modifier = { + factor = 0.2 + owner = { trait = incapable } + } + modifier = { + factor = 0.1 + owner = { trait = infirm } + } + } + + immediate = { + add_province_modifier = { + name = highway_robber_band + duration = -1 + } + } + + option = { + name = EVTOPTA68030 + } +} + + +# Destruction of highway_robber_band in a province +province_event = { + id = 68031 + desc = { + text = EVTDESC68031 + trigger = { + NOR = { + any_demesne_wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + } + } + desc = { + text = EVTDESC68031_RETINUE + trigger = { + OR = { + any_demesne_wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + has_wonder_upgrade = upgrade_retinue + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + has_wonder_upgrade = upgrade_retinue + } + } + } + } + } + desc = { + text = EVTDESC68031_TEMPLE_GUARDS + trigger = { + OR = { + any_demesne_wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade = upgrade_temple_guards + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade = upgrade_temple_guards + } + } + } + } + } + desc = { + text = EVTDESC68031_FALLBACK + trigger = { + OR = { + any_demesne_wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + NOR = { #Fallback if we add the flags to more upgrades + has_wonder_upgrade = upgrade_temple_guards + has_wonder_upgrade = upgrade_retinue + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + NOR = { #Fallback if we add the flags to more upgrades + has_wonder_upgrade = upgrade_temple_guards + has_wonder_upgrade = upgrade_retinue + } + } + } + } + } + } + picture = GFX_evt_burning_house + + notification = yes + + trigger = { + owner = { wealth = 0 } + has_province_modifier = highway_robber_band + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.5 + owner = { realm_martial = 20 } + } + modifier = { + factor = 0.75 + owner = { realm_intrigue = 20 } + } + modifier = { + factor = 0.75 + owner = { trait = just } + } + modifier = { + factor = 2 + OR = { + trigger_if = { + limit = { + owner = { + any_demesne_wonder = { + count = 1 + location = { province = PREVPREVPREV } + } + } + } + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + trigger_if = { + limit = { + any_neighbor_province = { + has_wonder = yes + } + } + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + } + } + } + + immediate = { + remove_province_modifier = highway_robber_band + if = { + limit = { + owner = { + has_wonder = yes + any_demesne_wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + wonder = { + save_event_target_as = target_wonder + } + } + else_if = { + limit = { + any_neighbor_province = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + } + random_neighbor_province = { + limit = { + has_wonder = yes + wonder = { + is_active = yes + has_wonder_upgrade_flag = defensive + has_wonder_upgrade_flag = unit + } + } + wonder = { + save_event_target_as = target_wonder + } + } + } + } + + option = { + name = EVTOPTA68031 + } +} diff --git a/VanillaFilesToMonitor/events/furusiyya_events.txt b/VanillaFilesToMonitor/events/furusiyya_events.txt new file mode 100644 index 00000000..d08cd40f --- /dev/null +++ b/VanillaFilesToMonitor/events/furusiyya_events.txt @@ -0,0 +1,2809 @@ +########################################## +# +# Furusiyya Tournament Events +# +# Event ID 88250 - 88499 is reserved +# +########################################## + + +# Invitation +character_event = { + id = 88250 + title = "FURUSIYYATITLE" + desc = "EVTDESC88250" + picture = "GFX_evt_emissary_arabic" + + is_triggered_only = yes + + trigger = { NOT = { is_inaccessible_trigger = yes } } + + option = { + name = "EVTOPTA88250" + ai_chance = { + factor = 100 + } + prestige = 50 + set_character_flag = attending_tournament_furusiyya + hidden_tooltip = { character_event = { id = 88999 days = 300 } } # safety catch flag-clearing + + } + option = { + name = "EVTOPTB88250" + ai_chance = { + factor = 0.1 + } + prestige = -100 + } +} + +# Start of tournament +character_event = { + id = 88251 + title = "FURUSIYYATITLE" + desc = "EVTDESC88251" + picture = "GFX_evt_feast" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + war = no + + option = { + name = "EVTOPTA88251" + + trigger = { + } + + hidden_tooltip = { + set_character_flag = tournament_begins_furusiyya + set_character_flag = attending_tournament_furusiyya + set_character_flag = tournament_60_days_furusiyya + chronicle = { + entry = CHRONICLE_FURUSIYYA + picture = GFX_evt_joust + } + #Injuries + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + } + character_event = { id = 88450 days = 1 random = 15 } + #Set score + character_event = { id = 88460 days = 46 } + } + #select winner + character_event = { id = 88461 days = 48 } + #select runner up + character_event = { id = 88462 days = 49 } + #select third place + character_event = { id = 88463 days = 50 } + #Notify winners + character_event = { id = 88464 days = 51 } + } + } + option = { + name = "EVTOPTB88251" + trigger = { + war = yes + } + wealth = 200 + prestige = -100 + decadence = 5 + hidden_tooltip = { + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + } + character_event = { id = 88287 } + } + } + hidden_tooltip = { remove_character_modifier = epic_tournament_furusiyya } + } +} + +# Tournament has been cancelled +character_event = { + id = 88287 + title = "FURUSIYYATITLE" + desc = "EVTDESC88287" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88287" + prestige = -50 + clr_character_flag = attending_tournament_furusiyya + } +} + +# Message about death +character_event = { + id = 88288 + title = "FURUSIYYATITLE" + desc = "EVTDESC88288" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = no_msg_death_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + option = { + name = "EVTOPTA88288" + } + option = { + name = "EVTOPTB88288" + set_character_flag = no_msg_death_furusiyya + } +} + +# Message about maimed +character_event = { + id = 88289 + title = "FURUSIYYATITLE" + desc = "EVTDESC88289" + picture = "GFX_evt_emissary" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = no_msg_maimed_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + option = { + name = "EVTOPTA88289" + } + option = { + name = "EVTOPTB88289" + set_character_flag = no_msg_maimed_furusiyya + } +} + +# Message about wounded +character_event = { + id = 88290 + title = "FURUSIYYATITLE" + desc = "EVTDESC88290" + picture = "GFX_evt_emissary" + border = GFX_event_normal_frame_war + + trigger = { + NOT = { has_character_flag = no_msg_wounded_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + is_triggered_only = yes + + option = { + name = "EVTOPTA88290" + } + option = { + name = "EVTOPTB88290" + set_character_flag = no_msg_wounded_furusiyya + } +} + +# Tournament is over +character_event = { + id = 88252 + title = "FURUSIYYATITLE" + desc = "EVTDESC88252" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88252" + if = { + limit = { + has_dlc = "Reapers" + } + custom_tooltip = { + text = capital_prospers_custom_tooltip + hidden_tooltip = { + capital_scope = { + change_variable = { which = prosperity_value value = 15 } + } + } + } + } + hidden_tooltip = { + clr_character_flag = tournament_60_days_furusiyya + clr_character_flag = tournament_begins_furusiyya + clr_character_flag = winner_furusiyya + clr_character_flag = second_place_furusiyya + clr_character_flag = third_place_furusiyya + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = tournament_winner_furusiyya + set_character_flag = tournament_has_ended_furusiyya + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + OR = { + has_character_flag = tournament_third_place_furusiyya + has_character_flag = tournament_second_place_furusiyya + has_character_flag = tournament_winner_furusiyya + } + } + set_character_flag = tournament_has_ended_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = tournament_winner_furusiyya + opinion = { + modifier = opinion_tournament_participant + who = PREV + years = 5 + } + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + } + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + NOR = { + character = PREV + has_character_flag = tournament_third_place_furusiyya + has_character_flag = tournament_second_place_furusiyya + has_character_flag = tournament_winner_furusiyya + } + } + random_list = { + 10 = { + character_event = { id = 88253 } + } + 10 = { + character_event = { id = 88254 } + } + 10 = { + character_event = { id = 88255 } + } + 10 = { + character_event = { id = 88256 } + } + 10 = { + character_event = { id = 88257 } + } + 10 = { + character_event = { id = 88258 } + } + } + opinion = { + modifier = opinion_tournament_participant + who = PREV + years = 5 + } + set_character_flag = tournament_has_ended_furusiyya + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + } + } + } +} + +# End of tournament event +character_event = { + id = 88253 + title = "FURUSIYYATITLE" + desc = "EVTDESC88253" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88253" + prestige = 50 + } +} + +# End of tournament event +character_event = { + id = 88254 + title = "FURUSIYYATITLE" + desc = "EVTDESC88254" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88254" + prestige = 100 + } +} + +# End of tournament event +character_event = { + id = 88255 + title = "FURUSIYYATITLE" + desc = "EVTDESC88255" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88255" + prestige = -50 + } +} + +# End of tournament event +character_event = { + id = 88256 + title = "FURUSIYYATITLE" + desc = "EVTDESC88256" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88256" + prestige = -100 + } +} + +# End of tournament event +character_event = { + id = 88257 + title = "FURUSIYYATITLE" + desc = "EVTDESC88257" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88257" + change_martial = 1 + } +} + +# End of tournament event +character_event = { + id = 88258 + title = "FURUSIYYATITLE" + desc = "EVTDESC88258" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88258" + change_martial = -1 + } +} + +# Character is killed +character_event = { + id = 88259 + title = "FURUSIYYATITLE" + desc = "EVTDESC88259" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + clr_character_flag = attending_tournament_furusiyya + } + + option = { + name = "EVTOPTA88259" + death = { + death_reason = death_battle + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88288 } } + } + } + } +} + +# Character is maimed +character_event = { + id = 88260 + title = "FURUSIYYATITLE" + desc = "EVTDESC88260" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { trait = maimed } + NOT = { trait = one_handed } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + clr_character_flag = attending_tournament_furusiyya + } + + option = { + name = "EVTOPTA88260" + if = { + limit = { + has_dlc = "Reapers" + } + add_trait = one_handed + } + if = { + limit = { + NOT = { has_dlc = "Reapers" } + } + add_trait = maimed + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88289 } } + } + } + } +} + +# Character is wounded +character_event = { + id = 88261 + title = "FURUSIYYATITLE" + desc = "EVTDESC88261" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + NOT = { + trait = wounded + } + NOT = { + is_maimed_trigger = yes + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88261" + add_trait = wounded + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88290 } } + } + } + } +} + +# Character becomes craven +character_event = { + id = 88262 + title = "FURUSIYYATITLE" + desc = "EVTDESC88262" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + NOT = { + trait = craven + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88262" + add_trait = craven + } +} + +# Character becomes brave +character_event = { + id = 88263 + title = "FURUSIYYATITLE" + desc = "EVTDESC88263" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + NOT = { + trait = brave + } + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88263" + add_trait = brave + } +} + +# Character becomes tough soldier +character_event = { + id = 88264 + title = "FURUSIYYATITLE" + desc = "EVTDESC88264" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = misguided_warrior + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88264" + remove_trait = misguided_warrior + add_trait = tough_soldier + } +} + +# Character becomes skilled tactician +character_event = { + id = 88265 + title = "FURUSIYYATITLE" + desc = "EVTDESC88265" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = tough_soldier + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88265" + remove_trait = tough_soldier + add_trait = skilled_tactician + } +} + +# Character becomes brilliant strategist +character_event = { + id = 88266 + title = "FURUSIYYATITLE" + desc = "EVTDESC88266" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = skilled_tactician + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88266" + remove_trait = skilled_tactician + add_trait = brilliant_strategist + } +} + +# Character becomes skilled tactician +character_event = { + id = 88267 + title = "FURUSIYYATITLE" + desc = "EVTDESC88267" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = brilliant_strategist + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88267" + remove_trait = brilliant_strategist + add_trait = skilled_tactician + } +} + +# Character becomes tough soldier +character_event = { + id = 88268 + title = "FURUSIYYATITLE" + desc = "EVTDESC88268" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = skilled_tactician + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88268" + remove_trait = skilled_tactician + add_trait = tough_soldier + } +} + +# Character becomes misguided warrior +character_event = { + id = 88269 + title = "FURUSIYYATITLE" + desc = "EVTDESC88269" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + trait = tough_soldier + top_liege = { + has_character_flag = tournament_begins_furusiyya + NOT = { + has_character_flag = tournament_has_ended_furusiyya + } + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88269" + remove_trait = tough_soldier + add_trait = misguided_warrior + } +} + +# Character gets top 3 +character_event = { + id = 88270 + title = "FURUSIYYATITLE" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + desc = { + trigger = { + has_character_flag = tournament_winner_furusiyya + } + text = "EVTDESC88270" + } + + desc = { + trigger = { + has_character_flag = tournament_second_place_furusiyya + } + text = "EVTDESC88271" + } + + desc = { + trigger = { + has_character_flag = tournament_third_place_furusiyya + } + text = "EVTDESC88272" + } + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + trigger = { + has_character_flag = tournament_winner_furusiyya + } + name = "EVTOPTA88270" + wealth = 100 + prestige = 300 + if = { + limit = { + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -3 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88284 days = 3 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88301 } + } + } + } + + option = { + trigger = { + has_character_flag = tournament_second_place_furusiyya + } + name = "EVTOPTA88271" + wealth = 75 + prestige = 250 + if = { + limit = { + uses_decadence = yes + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -2 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88285 days = 2 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88302 } + } + } + } + + option = { + trigger = { + has_character_flag = tournament_third_place_furusiyya + } + name = "EVTOPTA88272" + wealth = 50 + prestige = 200 + if = { + limit = { + NOT = { + top_liege = { + dynasty = ROOT + } + } + } + decadence = -1 + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 88286 days = 1 } } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88303 } + } + } + } +} + +# Inform about winner +character_event = { + id = 88284 + title = "FURUSIYYATITLE" + desc = "EVTDESC88284" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88284" + opinion = { + modifier = opinion_tournament_winner + who = FROM + years = 20 + } + if = { + limit = { + FROM = { dynasty = ROOT } + } + decadence = -3 + } + hidden_tooltip = { character_event = { id = 88252 } } + } +} + +# Inform about second place +character_event = { + id = 88285 + title = "FURUSIYYATITLE" + desc = "EVTDESC88285" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88285" + opinion = { + modifier = opinion_tournament_second_place + who = FROM + years = 15 + } + if = { + limit = { + FROM = { dynasty = ROOT } + } + decadence = -2 + } + } +} + +# Inform about third place +character_event = { + id = 88286 + title = "FURUSIYYATITLE" + desc = "EVTDESC88286" + picture = "GFX_evt_joust" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88286" + opinion = { + modifier = opinion_tournament_third_place + who = FROM + years = 10 + } + if = { + limit = { + FROM = { dynasty = ROOT } + } + decadence = -1 + } + } +} + +# Character becomes homosexual +character_event = { + id = 88273 + title = "FURUSIYYATITLE" + desc = "EVTDESC88273" + picture = "GFX_evt_lunatic_arabic" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + NOT = { + trait = homosexual + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88273" + add_trait = homosexual + } +} + +# Character becomes syphilitic +character_event = { + id = 88274 + title = "FURUSIYYATITLE" + desc = "EVTDESC88274" + picture = "GFX_evt_sultan" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + NOT = { + trait = syphilitic + trait = celibate + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88274" + add_trait = syphilitic + } +} + +# Character becomes drunkard +character_event = { + id = 88275 + title = "FURUSIYYATITLE" + desc = "EVTDESC88275" + picture = "GFX_evt_drunk" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + NOT = { + trait = drunkard + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88275" + add_trait = drunkard + } +} + +# Character becomes duelist +character_event = { + id = 88276 + title = "FURUSIYYATITLE" + desc = "EVTDESC88276" + picture = "GFX_evt_melee" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + lacks_dlc = "Way of Life" + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + NOT = { + lifestyle_traits = 1 + } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88276" + add_trait = duelist + } +} + +# Character gains intrigue +character_event = { + id = 88277 + title = "FURUSIYYATITLE" + desc = "EVTDESC88277" + picture = "GFX_evt_whispers" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88277" + change_intrigue = 1 + } +} + +# Character loses intrigue +character_event = { + id = 88278 + title = "FURUSIYYATITLE" + desc = "EVTDESC88278" + picture = "GFX_evt_whispers" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88278" + change_intrigue = -1 + } +} + +# Character gains stewardship +character_event = { + id = 88279 + title = "FURUSIYYATITLE" + desc = "EVTDESC88279" + picture = "GFX_evt_market" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88279" + change_stewardship = 1 + } +} + +# Character loses stewardship +character_event = { + id = 88280 + title = "FURUSIYYATITLE" + desc = "EVTDESC88280" + picture = "GFX_evt_market" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88280" + change_stewardship = -1 + } +} + +# Character gains diplomacy +character_event = { + id = 88281 + title = "FURUSIYYATITLE" + desc = "EVTDESC88281" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88281" + change_diplomacy = 1 + } +} + +# Character loses diplomacy +character_event = { + id = 88282 + title = "FURUSIYYATITLE" + desc = "EVTDESC88282" + picture = "GFX_evt_council" + border = GFX_event_normal_frame_war + + min_age = 16 + only_men = yes + capable_only = yes + prisoner = no + + is_triggered_only = yes + + trigger = { + has_character_flag = attending_tournament_furusiyya + NOT = { has_character_flag = attending_tournament_event_furusiyya } + NOT = { has_character_flag = tournament_has_ended_furusiyya } + } + + immediate = { + set_character_flag = attending_tournament_event_furusiyya + } + + option = { + name = "EVTOPTA88282" + change_diplomacy = -1 + } +} + +# Invitations have gone out +character_event = { + id = 88283 + title = "FURUSIYYATITLE" + desc = "EVTDESC88283" + picture = "GFX_evt_moors" + + is_triggered_only = yes + + option = { + name = "EVTOPTA88283" + hidden_tooltip = { + character_event = { id = 88251 days = 60 } # Tournament start + clr_character_flag = tournament_has_ended_furusiyya + any_realm_character = { + limit = { + OR = { + is_feudal = yes + is_tribal = yes + is_nomadic = yes + } + NOT = { has_job_title = job_spiritual } + age = 16 + NOT = { age = 50 } + NOT = { trait = incapable } + prisoner = no + is_female = no + } + clr_character_flag = tournament_has_ended_furusiyya + character_event = { id = 88250 } + } + any_dynasty_member = { + limit = { + is_offmap_ruler = no + ai = no + NOT = { character = ROOT } + } + character_event = { id = 88300 } + } + } + } +} + +# Ruler has died, the tournament is over +character_event = { + id = 88291 + title = "FURUSIYYATITLE" + desc = "EVTDESC88291" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + trigger = { + has_character_flag = tournament_begins_furusiyya + } + + immediate = { + clr_character_flag = tournament_begins_furusiyya + clr_character_flag = winner_furusiyya + clr_character_flag = second_place_furusiyya + clr_character_flag = third_place_furusiyya + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = tournament_winner_furusiyya + any_realm_character = { + limit = { + has_character_flag = attending_tournament_furusiyya + } + letter_event = { + id = 88292 + days = 2 + random = 2 + tooltip = "EVTTOOLTIP70042" + } + set_character_flag = tournament_has_ended_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = tournament_winner_furusiyya + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + } + } + + option = { + name = "EVTOPTA88291" + } +} + +#The tournament has been cancelled due to Ruler's death +letter_event = { + id = 88292 + title = "FURUSIYYATITLE" + desc = "EVTDESC88292" + + is_triggered_only = yes + + option = { + name = "EVTOPTA88292" + } +} + +### Decadence notifications + +# Furusiyya held +character_event = { + id = 88300 + desc = "EVTDESC88300" + picture = "GFX_evt_joust_arabic" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88300" + } +} + +# Tournament Winner +character_event = { + id = 88301 + desc = "EVTDESC88301" + picture = "GFX_evt_joust_arabic" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88301" + } +} + +# Tournament Second Place +character_event = { + id = 88302 + desc = "EVTDESC88302" + picture = "GFX_evt_joust_arabic" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88302" + } +} + +# Tournament Third Place +character_event = { + id = 88303 + desc = "EVTDESC88303" + picture = "GFX_evt_joust_arabic" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + option = { + name = "EVTOPTA88303" + } +} + +#Tournament attender event for random occurences +character_event = { + id = 88450 + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { #character is killed + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 2 + is_maimed_trigger = yes + } + character_event = { id = 88259 days = 1 random = 25 } + } + 13 = { #character maimed + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 0 + is_maimed_trigger = yes + } + character_event = { id = 88260 days = 1 random = 25 } + } + 20 = { #character wounded + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 0 + is_maimed_trigger = yes + } + character_event = { id = 88261 days = 1 random = 25 } + } + 40 = { #gain craven + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0 + trait = craven + } + character_event = { id = 88262 days = 1 random = 25 } + } + 40 = { #gain brave + modifier = { + factor = 1.5 + combat_rating = 40 + } + modifier = { + factor = 1.5 + combat_rating = 30 + } + modifier = { + factor = 1.5 + combat_rating = 20 + } + modifier = { + factor = 1.5 + combat_rating = 10 + } + modifier = { + factor = 0.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 0.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0 + trait = brave + } + character_event = { id = 88263 days = 1 random = 25 } + } + 40 = { #promoted to tough soldier + modifier = { + factor = 0 + NOT = { trait = misguided_warrior } + } + character_event = { id = 88264 days = 1 random = 25 } + } + 40 = { #promoted to skilled tactician + modifier = { + factor = 0 + NOT = { trait = tough_soldier } + } + character_event = { id = 88265 days = 1 random = 25 } + } + 40 = { #promoted to brilliant strategist + modifier = { + factor = 0 + NOT = { trait = skilled_tactician } + } + character_event = { id = 88266 days = 1 random = 25 } + } + 40 = { #demoted to skilled tactician + modifier = { + factor = 0 + NOT = { trait = brilliant_strategist } + } + character_event = { id = 88267 days = 1 random = 25 } + } + 40 = { #demoted to tough soldier + modifier = { + factor = 0 + NOT = { trait = skilled_tactician } + } + character_event = { id = 88268 days = 1 random = 25 } + } + 40 = { #demoted to misguided warrior + modifier = { + factor = 0 + NOT = { trait = tough_soldier } + } + character_event = { id = 88269 days = 1 random = 25 } + } + 13 = { #gain homosexual + modifier = { + factor = 1.2 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = hedonist + } + modifier = { + factor = 1.2 + trait = lustful + } + modifier = { + factor = 0.5 + trait = temperate + } + modifier = { + factor = 0.3 + trait = chaste + } + modifier = { + factor = 0.3 + trait = zealous + } + modifier = { + factor = 0 + OR = { + trait = homosexual + trait = celibate + trait = eunuch + } + } + character_event = { id = 88273 days = 1 random = 25 } + } + 13 = { #gain syphilitic + modifier = { + factor = 1.2 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = hedonist + } + modifier = { + factor = 1.2 + trait = lustful + } + modifier = { + factor = 0.5 + trait = temperate + } + modifier = { + factor = 0.3 + trait = chaste + } + modifier = { + factor = 0.3 + trait = zealous + } + modifier = { + factor = 0 + OR = { + trait = syphilitic + trait = celibate + trait = eunuch + } + } + character_event = { id = 88274 days = 1 random = 25 } + } + 20 = { #gain drunkard + modifier = { + factor = 1.3 + trait = gluttonous + } + modifier = { + factor = 1.1 + trait = lustful + } + modifier = { + factor = 0.3 + trait = temperate + } + modifier = { + factor = 0.5 + trait = chaste + } + modifier = { + factor = 0 + trait = drunkard + } + character_event = { id = 88275 days = 1 random = 25 } + } + 20 = { #gain duelist + modifier = { + factor = 1.3 + trait = diligent + } + modifier = { + factor = 1.3 + trait = wroth + } + modifier = { + factor = 1.3 + trait = brave + } + modifier = { + factor = 1.3 + is_strong_trigger = yes + } + modifier = { + factor = 1.3 + martial = 10 + } + modifier = { + factor = 1.3 + martial = 15 + } + modifier = { + factor = 1.3 + martial = 20 + } + modifier = { + factor = 0 + OR = { + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + lifestyle_traits = 1 + } + } + character_event = { id = 88276 days = 1 random = 25 } + } + 40 = { #increase intrigue + modifier = { + factor = 1.2 + trait = elusive_shadow + } + modifier = { + factor = 1.1 + trait = intricate_webweaver + } + modifier = { + factor = 0.9 + trait = flamboyant_schemer + } + modifier = { + factor = 0.7 + trait = amateurish_plotter + } + modifier = { + factor = 0.7 + NOR = { + trait = elusive_shadow + trait = intricate_webweaver + trait = flamboyant_schemer + trait = amateurish_plotter + } + } + modifier = { + factor = 1.1 + trait = deceitful + } + modifier = { + factor = 0.7 + trait = honest + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 88277 days = 1 random = 25 } + } + 40 = { #decrease intrigue + modifier = { + factor = 0.8 + trait = elusive_shadow + } + modifier = { + factor = 0.9 + trait = intricate_webweaver + } + modifier = { + factor = 1.1 + trait = flamboyant_schemer + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 0.7 + NOR = { + trait = elusive_shadow + trait = intricate_webweaver + trait = flamboyant_schemer + trait = amateurish_plotter + } + } + modifier = { + factor = 0.9 + trait = deceitful + } + modifier = { + factor = 1.5 + trait = honest + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 88278 days = 1 random = 25 } + } + 40 = { #increase stewardship + modifier = { + factor = 1.5 + trait = midas_touched + } + modifier = { + factor = 1.1 + trait = fortune_builder + } + modifier = { + factor = 0.9 + trait = thrifty_clerk + } + modifier = { + factor = 0.8 + trait = indulgent_wastrel + } + modifier = { + factor = 0.7 + NOR = { + trait = midas_touched + trait = fortune_builder + trait = thrifty_clerk + trait = indulgent_wastrel + } + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 0.9 + trait = slothful + } + character_event = { id = 88279 days = 1 random = 25 } + } + 40 = { #decrease stewardship + modifier = { + factor = 0.8 + trait = midas_touched + } + modifier = { + factor = 0.9 + trait = fortune_builder + } + modifier = { + factor = 1.1 + trait = thrifty_clerk + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 0.7 + NOR = { + trait = midas_touched + trait = fortune_builder + trait = thrifty_clerk + trait = indulgent_wastrel + } + } + modifier = { + factor = 0.9 + trait = diligent + } + modifier = { + factor = 1.5 + trait = slothful + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 88280 days = 1 random = 25 } + } + 40 = { #increase diplomacy + modifier = { + factor = 1.5 + trait = grey_eminence + } + modifier = { + factor = 1.1 + trait = charismatic_negotiator + } + modifier = { + factor = 0.9 + trait = underhanded_rogue + } + modifier = { + factor = 0.8 + trait = naive_appeaser + } + modifier = { + factor = 0.7 + NOR = { + trait = grey_eminence + trait = charismatic_negotiator + trait = underhanded_rogue + trait = naive_appeaser + } + } + modifier = { + factor = 1.5 + trait = gregarious + } + modifier = { + factor = 0.9 + trait = shy + } + character_event = { id = 88281 days = 1 random = 25 } + } + 40 = { #decrease diplomacy + modifier = { + factor = 0.8 + trait = grey_eminence + } + modifier = { + factor = 0.9 + trait = charismatic_negotiator + } + modifier = { + factor = 1.1 + trait = underhanded_rogue + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 0.7 + NOR = { + trait = grey_eminence + trait = charismatic_negotiator + trait = underhanded_rogue + trait = naive_appeaser + } + } + modifier = { + factor = 0.9 + trait = gregarious + } + modifier = { + factor = 1.5 + trait = shy + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 88282 days = 1 random = 25 } + } + 1000 = {} + } + } +} + + +########################################### +#SCORING, LOOK AWAY FRAGILE EYES # +########################################### + +character_event = { + id = 88460 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { + set_character_flag = tourney_score_15 + modifier = { + factor = 0 + NOT = { combat_rating = 130 } + } + } + 10 = { + set_character_flag = tourney_score_14 + modifier = { + factor = 0 + NOT = { combat_rating = 120 } + } + modifier = { + factor = 0 + combat_rating = 170 + } + } + 10 = { + set_character_flag = tourney_score_13 + modifier = { + factor = 0 + NOT = { combat_rating = 110 } + } + modifier = { + factor = 0 + combat_rating = 160 + } + } + 10 = { + set_character_flag = tourney_score_12 + modifier = { + factor = 0 + NOT = { combat_rating = 100 } + } + modifier = { + factor = 0 + combat_rating = 150 + } + } + 10 = { + set_character_flag = tourney_score_11 + modifier = { + factor = 0 + NOT = { combat_rating = 90 } + } + modifier = { + factor = 0 + combat_rating = 140 + } + } + 10 = { + set_character_flag = tourney_score_10 + modifier = { + factor = 0 + NOT = { combat_rating = 80 } + } + modifier = { + factor = 0 + combat_rating = 130 + } + } + 10 = { + set_character_flag = tourney_score_09 + modifier = { + factor = 0 + NOT = { combat_rating = 70 } + } + modifier = { + factor = 0 + combat_rating = 120 + } + } + 10 = { + set_character_flag = tourney_score_08 + modifier = { + factor = 0 + NOT = { combat_rating = 60 } + } + modifier = { + factor = 0 + combat_rating = 110 + } + } + 10 = { + set_character_flag = tourney_score_07 + modifier = { + factor = 0 + NOT = { combat_rating = 50 } + } + modifier = { + factor = 0 + combat_rating = 100 + } + } + 10 = { + set_character_flag = tourney_score_06 + modifier = { + factor = 0 + NOT = { combat_rating = 40 } + } + modifier = { + factor = 0 + combat_rating = 90 + } + } + 10 = { + set_character_flag = tourney_score_05 + modifier = { + factor = 0 + NOT = { combat_rating = 30 } + } + modifier = { + factor = 0 + combat_rating = 80 + } + } + 10 = { + set_character_flag = tourney_score_04 + modifier = { + factor = 0 + NOT = { combat_rating = 20 } + } + modifier = { + factor = 0 + combat_rating = 70 + } + } + 10 = { + set_character_flag = tourney_score_03 + modifier = { + factor = 0 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 0 + combat_rating = 60 + } + } + 10 = { + set_character_flag = tourney_score_02 + modifier = { + factor = 0 + combat_rating = 50 + } + } + 10 = { + set_character_flag = tourney_score_01 + modifier = { + factor = 0 + combat_rating = 40 + } + } + 10 = { + set_character_flag = tourney_score_00 + modifier = { + factor = 0 + combat_rating = 30 + } + } + } + } +} + +########################################### +# First place WINNER! # +########################################### + + +character_event = { + id = 88461 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_winner_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_winner_furusiyya + } + } +} + +########################################### +# Second place # +########################################### + + +character_event = { + id = 88462 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_second_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_second_place_furusiyya + } + } +} + +########################################### +# Third place # +########################################### + + +character_event = { + id = 88463 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_third_place_furusiyya + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_third_place_furusiyya + } + } +} + +########################################### +# Notify winners # +########################################### + +character_event = { + id = 88464 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + any_realm_character = { + limit = { + OR = { + has_character_flag = tournament_winner_furusiyya + has_character_flag = tournament_second_place_furusiyya + has_character_flag = tournament_third_place_furusiyya + } + } + character_event = { id = 88270 } + } + } +} + +########################################### +# Flag management # +########################################### + +# Safety catch - clears character flags and modifiers +character_event = { + id = 88999 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + clr_character_flag = do_not_disturb + clr_character_flag = attending_tournament_furusiyya + clr_character_flag = no_msg_death_furusiyya + clr_character_flag = no_msg_maimed_furusiyya + clr_character_flag = no_msg_wounded_furusiyya + clr_character_flag = tournament_has_ended_furusiyya + clr_character_flag = attending_tournament_event_furusiyya + clr_character_flag = tournament_winner_furusiyya + clr_character_flag = winner_furusiyya + clr_character_flag = tournament_second_place_furusiyya + clr_character_flag = second_place_furusiyya + clr_character_flag = tournament_third_place_furusiyya + clr_character_flag = third_place_furusiyya + clr_character_flag = tournament_begins_furusiyya + } +} + diff --git a/VanillaFilesToMonitor/events/imprisoned_events.txt b/VanillaFilesToMonitor/events/imprisoned_events.txt new file mode 100644 index 00000000..1ad6e18f --- /dev/null +++ b/VanillaFilesToMonitor/events/imprisoned_events.txt @@ -0,0 +1,1209 @@ +################################################ +# +# Imprisoned Events +# +# ID 50000 - 54999 are reserved +# +################################################## +# +# Written by Sara Wendel-Örtqvist & Henrik Fåhraeus + +#Escape from prison: Rope in flagon of wine #No more escaping. +#character_event = { +# id = 50000 +# desc = "EVTDESC50000" +# picture = "GFX_evt_into_the_dungeon" +# +# min_age = 14 +# capable_only = yes +# prisoner = yes +# +# trigger = { +# NOT = { trait = craven } +# NOT = { religion_group = muslim } +# has_character_modifier = house_arrest +# } +# +# mean_time_to_happen = { +# months = 60 +# +# modifier = { +# factor = 0.5 +# trait = deceitful +# } +# modifier = { +# factor = 0.75 +# trait = ambitious +# } +# modifier = { +# factor = 0.75 +# trait = diligent +# } +# modifier = { +# factor = 0.75 +# intrigue = 7 +# } +# modifier = { +# factor = 0.75 +# intrigue = 9 +# } +# modifier = { +# factor = 0.75 +# intrigue = 11 +# } +# modifier = { +# factor = 2.0 +# NOT = { intrigue = 5 } +# } +# modifier = { +# factor = 2.0 +# NOT = { intrigue = 3 } +# } +# modifier = { +# factor = 2.0 +# trait = slothful +# } +# modifier = { +# factor = 2.0 +# trait = content +# } +# } +# +# option = { +# name = "EVTOPTA50000" +# trigger = { +# NOT = { trait = brave } +# } +# add_trait = craven +# } +# +# option = { +# name = "EVTOPTB50000" #Do I risk it? Yes! +# hidden_tooltip = { +# random_list = { +# 30 = { +# host = { +# character_event = { +# id = 50040 +# } +# } +# character_event = { +# id = 50001 +# } +# } +# 70 = { +# host = { +# character_event = { +# id = 50002 +# } +# } +# } +# } +# } +# } +#} +# +##I'm free! +#character_event = { +# id = 50001 +# desc = "EVTDESC50001" +# picture = "GFX_evt_into_the_dungeon" +# +# is_triggered_only = yes +# +# option = { +# name = "EVTOPTA50001" +# prestige = 10 +# hidden_tooltip = { +# if = { +# limit = { +# is_ruler = no +# employer = { +# ROOT = { +# host = { +# character = PREVPREV +# } +# } +# } +# } +# prisoner = no +# banish = yes +# break = yes +# } +# } +# prisoner = no +# } +#} +# +## The host is notified of the escape +#character_event = { +# id = 50040 +# desc = "EVTDESC50040" +# picture = GFX_evt_spymaster +# +# is_triggered_only = yes +# +# option = { +# name = "EVTOPTA50040" +# prestige = -10 +# } +#} +# +##A prisoner tried to escape! +#character_event = { +# id = 50002 +# desc = "EVTDESC50002" +# picture = "GFX_evt_into_the_dungeon" +# +# is_triggered_only = yes +# +# option = { +# name = "EVTOPTA50002" +# ai_chance = { factor = 20 } +# +# hidden_tooltip = { +# FROM = { +# character_event = { +# id = 50003 +# } +# } +# } +# } +# +# option = { +# name = "EVTOPTB50002" +# ai_chance = { factor = 20 } +# +# FROM = { +# hidden_tooltip = { +# remove_character_modifier = house_arrest +# remove_character_modifier = the_oubliette +# remove_character_modifier = the_dungeon +# } +# add_character_modifier = { +# name = the_dungeon +# duration = -1 +# } +# hidden_tooltip = { +# character_event = { +# id = 50003 +# } +# } +# } +# } +# +# option = { +# name = "EVTOPTC50002" +# ai_chance = { +# factor = 20 +# modifier = { +# factor = 0 +# trait = kind +# } +# modifier = { +# factor = 2 +# trait = envious +# } +# modifier = { +# factor = 5 +# trait = wroth +# } +# modifier = { +# factor = 5 +# trait = cruel +# } +# } +# +# FROM = { +# hidden_tooltip = { +# remove_character_modifier = house_arrest +# remove_character_modifier = the_dungeon +# remove_character_modifier = the_oubliette +# } +# add_character_modifier = { +# name = the_oubliette +# duration = -1 +# } +# hidden_tooltip = { +# character_event = { +# id = 50003 +# } +# } +# } +# } +#} +# +##Failed to escape! +#character_event = { +# id = 50003 +# desc = "EVTDESC50003" +# picture = "GFX_evt_into_the_dungeon" +# +# is_triggered_only = yes +# +# option = { +# name = "EVTOPTA50003" +# trigger = { +# has_character_modifier = house_arrest +# } +# } +# +# option = { +# name = "EVTOPTB50003" +# trigger = { +# has_character_modifier = the_oubliette +# } +# random = { +# chance = 25 +# add_trait = stressed +# } +# } +# +# option = { +# name = "EVTOPTC50003" +# trigger = { +# has_character_modifier = the_dungeon +# } +# random = { +# chance = 25 +# add_trait = depressed +# } +# } +#} + +############################################### + +# Request better accomodations +character_event = { + id = 50005 + desc = "EVTDESC50005" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + min_age = 14 + capable_only = yes + only_rulers = yes + prisoner = yes + + trigger = { + host = { + war = no + } + NOT = { has_character_modifier = zun_judgement } + NOT = { has_character_modifier = the_oubliette } + NOT = { has_character_modifier = house_arrest } + NOT = { has_character_flag = asked_for_better_prison } + } + + mean_time_to_happen = { + months = 12 + modifier = { + factor = 0.5 + trait = gregarious + } + modifier = { + factor = 2.0 + trait = content + } + } + + option = { + name = "EVTOPTA50005" + set_character_flag = asked_for_better_prison + hidden_tooltip = { + host = { + character_event = { + id = 50006 + days = 2 + } + } + } + } + + option = { + name = "EVTOPTB50005" #I deserve this + set_character_flag = asked_for_better_prison + } +} + +#Host responds to the prisoner's request +character_event = { + id = 50006 + desc = "EVTDESC50006" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + trigger = { + FROM = { + prisoner = yes + is_alive = yes + } + } + + option = { + name = "EVTOPTA50006" # Denied + trigger = { + FROM = { + prisoner = yes + } + } + FROM = { + lose_weight_medium_effect = yes + weight_trait_check_effect = yes + } + + ai_chance = { factor = 34 } + reverse_opinion = { + who = FROM + modifier = opinion_angry + months = 12 + } + } + + option = { + name = "EVTOPTB50006" # Granted + trigger = { + FROM = { + prisoner = yes + } + } + ai_chance = { + factor = 33 + modifier = { + factor = 0 + trait = paranoid + } + modifier = { + factor = 0 + trait = wroth + } + modifier = { + factor = 5 + trait = kind + } + } + tooltip = { + FROM = { + add_character_modifier = { + name = house_arrest + duration = -1 + } + opinion = { + who = ROOT + modifier = opinion_grateful + months = 12 + } + } + } + hidden_tooltip = { + FROM = { + character_event = { + id = 50007 + } + } + } + } + + option = { + name = "EVTOPTC50006" # The Oubliette! + trigger = { + FROM = { + prisoner = yes + } + } + FROM = { + lose_weight_medium_effect = yes + weight_trait_check_effect = yes + } + ai_chance = { + factor = 33 + modifier = { + factor = 0 + trait = kind + } + modifier = { + factor = 2 + trait = envious + } + modifier = { + factor = 5 + trait = paranoid + } + modifier = { + factor = 5 + trait = cruel + } + modifier = { + factor = 5 + trait = wroth + } + } + + tooltip = { + FROM = { + add_character_modifier = { + name = the_oubliette + duration = -1 + } + opinion = { + who = ROOT + modifier = opinion_hate + months = 12 + } + } + } + hidden_tooltip = { + FROM = { + character_event = { + id = 50008 + } + } + } + } + option = { + name = "EVTOPTD50006" # Already released + trigger = { + FROM = { + prisoner = no + } + } + } + + option = { + name = "EVTOPTE50006" # Release for favor + trigger = { + has_dlc = "Zeus" + NOT = { + holds_favor_on = FROM + } + FROM = { + prisoner = yes + } + } + tooltip = { + add_favor = FROM + FROM = { + prisoner = no + opinion = { + modifier = opinion_merciful + who = ROOT + months = 30 + } + } + } + hidden_tooltip = { + FROM = { + character_event = { + id = 50009 + } + } + } + } +} + +# House Arrest +character_event = { + id = 50007 + desc = "EVTDESC50007" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50007" + clr_character_flag = asked_for_better_prison + hidden_tooltip = { + remove_character_modifier = house_arrest + remove_character_modifier = the_dungeon + remove_character_modifier = the_oubliette + } + if = { + limit = { + prisoner = yes + } + add_character_modifier = { + name = house_arrest + duration = -1 + } + character_event = { id = ZE.12219 } # Loses pet rat + } + opinion = { + who = FROM + modifier = opinion_grateful + months = 12 + } + } +} + +# The Oubliette +character_event = { + id = 50008 + desc = "EVTDESC50008" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50008" + clr_character_flag = asked_for_better_prison + hidden_tooltip = { + remove_character_modifier = house_arrest + remove_character_modifier = the_dungeon + remove_character_modifier = the_oubliette + } + if = { + limit = { + prisoner = yes + } + add_character_modifier = { + name = the_oubliette + duration = -1 + } + } + opinion = { + who = FROM + modifier = opinion_hate + months = 12 + } + } +} + +# Released for favor +character_event = { + id = 50009 + desc = "EVTDESC50009" + picture = "GFX_evt_into_the_dungeon" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50009" + clr_character_flag = asked_for_better_prison + hidden_tooltip = { + remove_character_modifier = house_arrest + remove_character_modifier = the_dungeon + remove_character_modifier = the_oubliette + } + reverse_add_favor = FROM + prisoner = no + opinion = { + modifier = opinion_released_prisoner + who = FROM + months = 30 + } + } +} + +############################################### + +# Torture a prisoner! +character_event = { + id = 50010 + desc = "EVTDESC50010" + picture = "GFX_evt_torture" + border = GFX_event_normal_frame_intrigue + + min_age = 14 + only_playable = yes + prisoner = no + capable_only = yes + + trigger = { + NOT = { trait = kind } + NOT = { trait = just } + OR = { + trait = envious + trait = wroth + trait = arbitrary + trait = lunatic + trait = possessed + trait = paranoid + trait = impaler + trait = cruel + } + any_courtier = { + age = 14 + prisoner = yes + host = { character = ROOT } + NOT = { has_character_modifier = house_arrest } + } + } + + mean_time_to_happen = { + months = 240 + modifier = { + factor = 0.25 + trait = impaler + } + modifier = { + factor = 0.5 + trait = possessed + } + modifier = { + factor = 0.5 + trait = cruel + } + modifier = { + factor = 0.75 + trait = paranoid + } + modifier = { + factor = 3.0 + trait = slothful + } + } + + option = { + name = EVTOPTA50010 # Resist my foul impulse + piety = 10 + trigger = { + NOT = { has_character_flag = demon_child_non_pagan } + } + } + + option = { + name = EVTOPTB50010 # Oil up the rack! + if = { + limit = { NOT = { religion = jain } } + piety = -10 + } + pacifists_lose_piety_effect = yes + random_courtier = { + limit = { + age = 14 + prisoner = yes + host = { character = ROOT } + NOT = { has_character_modifier = house_arrest } + } + random_list = { + 30 = { + character_event = { + id = 50011 + tooltip = "EVTTOOLTIP50011" + } + } + 30 = { + character_event = { + id = 50012 + tooltip = "EVTTOOLTIP50012" + } + } + 30 = { + character_event = { + id = 50013 + tooltip = "EVTTOOLTIP50013" + } + } + 10 = { + character_event = { + id = 50014 + tooltip = "EVTTOOLTIP50014" + } + } + } + } + } + option = { + name = EVTOPTC50010 # Phalaris bloodline. + trigger = { + NOT = { has_global_flag = flag_phalaris_bloodline } + NOT = { has_dynasty_flag = flag_phalaris_event } + has_dlc = "Holy Fury" + culture = greek + is_alternate_start = no + primary_title = { title = k_sicily } + completely_controls = d_sicily + capital_scope = { de_jure_liege = d_sicily } #Must own it AND reside in it. + OR = { + trait = lunatic + trait = possessed + trait = impaler + trait = cruel + } + learning = 15 + } + tooltip_info = learning + pacifists_lose_piety_effect = yes + random_courtier = { + limit = { + age = 14 + prisoner = yes + host = { character = ROOT } + NOT = { has_character_modifier = house_arrest } + } + character_event = { id = HF.24001 tooltip = "EVTTOOLTIP50014" } + } + } + option = { + name = EVTOPTD50010 # Phalaris bloodline. - Alt. + trigger = { + NOT = { has_global_flag = flag_phalaris_bloodline } + NOT = { has_dynasty_flag = flag_phalaris_event } + has_dlc = "Holy Fury" + culture = greek + is_alternate_start = no + is_female = no + independent = yes + primary_title = { title = k_sicily } + completely_controls = d_sicily + capital_scope = { de_jure_liege = d_sicily } #Must own it AND reside in it. + OR = { + trait = lunatic + trait = possessed + trait = impaler + trait = cruel + } + has_character_modifier = brazen_bull + } + pacifists_lose_piety_effect = yes + random_courtier = { + limit = { + age = 14 + prisoner = yes + host = { character = ROOT } + NOT = { has_character_modifier = house_arrest } + } + character_event = { id = HF.24001 tooltip = "EVTTOOLTIP50014" } + } + } +} + +# Tortured +character_event = { + id = 50011 + desc = "EVTDESC50011" + picture = "GFX_evt_torture" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50011" + + lose_weight_small_effect = yes + weight_trait_check_effect = yes + add_character_modifier = { + name = tortured + duration = 60 + } + } +} + +# Wounded +character_event = { + id = 50012 + desc = "EVTDESC50012" + picture = "GFX_evt_torture" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50012" + add_trait = wounded + } +} + +# Maimed +character_event = { + id = 50013 + desc = "EVTDESC50013" + picture = "GFX_evt_torture" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50013" + maim_hand_effect = yes + } +} + +# Killed +character_event = { + id = 50014 + desc = "EVTDESC50014" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50014" + hidden_tooltip = { + FROM = { + character_event = { + id = 50015 + } + } + } + death = { + death_reason = death_dungeon + killer = FROM + } + } +} + +# Host notified of death +character_event = { + id = 50015 + desc = "EVTDESC50015" + picture = "GFX_evt_death" + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA50015" + prestige = -10 + } +} + + +############################################### + +# Ruler is notified of the capture of an enemy commander +character_event = { + id = 50020 + title = captured_in_battle + desc = "EVTDESC50020" + picture = "GFX_evt_battle" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + portrait = event_target:captured_commander + + immediate = { + event_target:captured_commander = { save_event_target_as = kinslayer_target } + } + + # Warrior Lodge members only option... + option = { + name = EVTOPTC50020 #[He/She]'ll make a good sacrifice to [HighGodName] + tooltip_info_custom = available_due_to_warrior_lodge + custom_tooltip = { text = EVTOPTC50020_TT } + if = { + limit = { event_target:captured_commander = { prisoner = yes } } + add_kinslayer_trait_effect = yes + + if = { # If you already have three instances of this modifier... + limit = { + has_instances_of_character_modifier = { + modifier = sacrificed_prisoner + amount = 3 + } + } + hidden_effect = { # Do some hidden removal and adding, in order to refresh the final date of the modifier... + remove_character_modifier = sacrificed_prisoner #Removes all instances + add_character_modifier = { + name = sacrificed_prisoner #Add 1st + duration = 1000 + stacking = yes + } + add_character_modifier = { #Add 2nd + name = sacrificed_prisoner + duration = 1000 + stacking = yes + } + } + add_character_modifier = { #Add 3rd + name = sacrificed_prisoner + duration = 1000 + stacking = yes + } + } + else = { #If you don't have three instances, just add one... + add_character_modifier = { + name = sacrificed_prisoner + duration = 1000 + stacking = yes + } + } + + hidden_effect = { + event_target:captured_commander = { character_event = { id = 50021 } } + if = { + limit = { + OR = { + has_religion_feature = religion_ritual_sacrifice + religion = aztec + religion = aztec_reformed + } + } + if = { #A foreign religious head is also quite good. + limit = { + event_target:captured_commander = { + NOT = { religion = ROOT } + controls_religion = yes + } + } + change_variable = { which = burned_hearts_points value = 2 } + } + if = { #A foreign emperor is also well accepted. + limit = { + event_target:captured_commander = { + NOT = { religion = ROOT } + higher_tier_than = KING + } + } + change_variable = { which = burned_hearts_points value = 2 } + } + bloodthirsty_tiered_traits_effect = yes + } + } + } + + ai_chance = { + factor = 1 + modifier = { + factor = 2 + event_target:captured_commander = { is_rival = ROOT } + } + modifier = { + factor = 0.01 + trait = kind + } + modifier = { + factor = 1.5 + is_evil_trigger = yes + } + } + + trigger = { + has_dlc = "Holy Fury" + is_member_of_any_warrior_lodge_trigger = yes + has_religion_matching_joined_warrior_lodge_trigger = yes + } + } + + # Regular options... + option = { + name = "EVTOPTA50020" #Perfect! + ai_chance = { factor = 10 } + trigger = { event_target:captured_commander = { NOT = { is_rival = ROOT } } } + } + option = { + name = EVTOPTB50020 #My rival, no less? Great! + ai_chance = { factor = 10 } + trigger = { event_target:captured_commander = { is_rival = ROOT } } + } +} + +#Prisoner receives event informing that enemy_liege has decided to sacrifice you to the gods instead of simply taking you prisoner. Shiiiit. +character_event = { + id = 50021 + title = sacrificed_in_battle + desc = "EVTDESC50021" + picture = "GFX_evt_battle" + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + immediate = { + save_event_target_as = sacrificed + if = { + limit = { multiplayer = yes } #insta-death in MP + death = { + death_reason = death_sacrificed + killer = FROM + } + } + } + + option = { + name = { + text = EVTOPTA50021 #I can't believe this is how it ends + trigger = { NOT = { same_society_as = FROM } } + } + name = { + text = EVTOPTB50021 #Noo..! For [society], why? + trigger = { same_society_as = FROM } + } + tooltip = { + FROM = { + show_scope_change = no + add_character_modifier = { + name = sacrificed_prisoner + duration = 1000 + stacking = yes + } + } + } + if = { + limit = { multiplayer = no } + death = { + death_reason = death_sacrificed + killer = event_target:enemy_liege + } + } + if = { #if not independent: Add notification sent to this character's liege + limit = { + independent = non + } + character_event = { id = 50022 } + } + } +} + +character_event = { + id = 50022 + desc = EVTDESC50022 + picture = GFX_evt_magic_ritual + + notification = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA50022 + } +} + + +############################################### + +#Petition liege to release prisoner +character_event = { + id = 50025 + desc = "EVTDESC50025" + picture = GFX_evt_emissary + + only_playable = yes + min_age = 16 + capable_only = yes + prisoner = no + war = no + in_command = no + + trigger = { + is_abroad = no + independent = no + liege = { + num_of_prisoners = 1 + NOT = { character = ROOT } + any_realm_lord = { + prisoner = yes + host = { + character = PREV + } + is_friend = ROOT + NOT = { + has_character_modifier = petition_release_prisoner_timer + } + } + } + } + + mean_time_to_happen = { + months = 50 + } + + option = { + name = "EVTOPTA50025" + liege = { + any_realm_lord = { + limit = { + host = { + character = PREV + } + prisoner = yes + is_friend = ROOT + } + score_value = { #Prioritizes selecting an interesting courtier... + value = 10 + interesting_courtier_selection_score = yes + } + hidden_tooltip = { + add_character_modifier = { + name = petition_release_prisoner_timer + duration = -1 + hidden = yes + } + } + } + } + liege = { + character_event = { + id = 50026 + tooltip = "EVTTOOLTIP50026" + } + } + } + + option = { + name = "EVTOPTB50025" + liege = { + any_realm_lord = { + limit = { + host = { + character = PREV + } + prisoner = yes + is_friend = ROOT + } + score_value = { #Prioritizes selecting an interesting courtier... + value = 10 + interesting_courtier_selection_score = yes + } + opinion = { + modifier = opinion_disgruntled + who = ROOT + years = 5 + } + } + } + } +} + +#Liege responds +character_event = { + id = 50026 + desc = "EVTDESC50026" + picture = GFX_evt_emissary + + is_triggered_only = yes + + option = { + name = "EVTOPTA50026" + prestige = -50 + random_realm_lord = { + limit = { + prisoner = yes + has_character_modifier = petition_release_prisoner_timer + } + prisoner = no + } + any_vassal = { + limit = { + prisoner = no + } + opinion = { + modifier = opinion_released_prisoner + who = ROOT + months = 30 + } + } + } + option = { + name = "EVTOPTB50026" + any_vassal = { + limit = { + liege = { + character = ROOT + } + } + opinion = { + modifier = opinion_not_release_prisoner + who = ROOT + years = 5 + } + } + } +} + diff --git a/VanillaFilesToMonitor/events/job_chancellor.txt b/VanillaFilesToMonitor/events/job_chancellor.txt new file mode 100644 index 00000000..a154bbd4 --- /dev/null +++ b/VanillaFilesToMonitor/events/job_chancellor.txt @@ -0,0 +1,1826 @@ +############################## +# CHANCELLOR +# +# Job: action_improve_relations +# 910: The Chancellor attempts to improve relations with a local noble +# 911: The Chancellor attempts to sabotage the relations of a subject noble towards the official head of the religion +# +# Job: action_fabricate_claims +# 913: The Chancellor fabricates a claim for his liege on a local landed noble +# 914: A Noble finds out what the Chancellor is up to (trying to fabricate claims) +# +# Job: action_sow_dissent +# 916: The Chancellor sows dissent between a noble and his liege +# 917: Chancellor Discovered +# +############################## + + +############################## +# CHANCELLOR +# JOB: action_improve_relations +############################## + +# 910: The Chancellor attempts to improve relations with lord +character_event = { + id = 910 + title = EVTNAME910 + desc = EVTDESC910 + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_improve_relations + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + OR = { + primary_title = { higher_tier_than = BARON } + same_liege = ROOT + } + is_priest = no + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + } + } + } + + mean_time_to_happen = { + months = 100 + + job_event_mtth_modifier_diplomacy_score = yes + } + + option = { + name = EVTOPTA910 + hidden_tooltip = { + location = { + random_province_lord = { + limit = { + is_priest = no + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + OR = { + primary_title = { higher_tier_than = BARON } + same_liege = ROOT + } + } + character_event = { id = 20100 days = 7 } + } + } + } + } +} + +# 20100: Inform the noble +character_event = { + id = 20100 + desc = "EVTDESC20100" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20100" + hidden_tooltip = { + FROM = { + liege = { letter_event = { id = 20101 } } + } + } + } +} + +# 20101: The liege is informed of the success +letter_event = { + id = 20101 + desc = "EVTDESC20101" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + option = { + name = "EVTOPTA20101" + FROM = { + opinion = { + modifier = opinion_improved_relations + who = ROOT + years = 4 + } + } + } +} + + +# 911: The Chancellor's attempts to improve relations with lord is sabotaged +character_event = { + id = 911 + title = "EVTNAME911" + desc = "EVTDESC911" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_improve_relations + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + is_priest = no + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + } + } + } + + mean_time_to_happen = { + months = 120 + job_event_mtth_modifier_inverted_diplomacy_score = yes + } + + option = { + name = "EVTOPTA911" + hidden_tooltip = { + location = { + random_province_lord = { + limit = { + is_priest = no + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + } + character_event = { id = 20110 days = 7 } + } + } + } + } +} + +# 20110: Inform the noble +character_event = { + id = 20110 + desc = { + text = "EVTDESCA20110" + trigger = { NOT = { same_liege = FROM } } + } + desc = { + text = "EVTDESCB20110" + trigger = { same_liege = FROM } + } + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20110" + hidden_tooltip = { + FROM = { + liege = { letter_event = { id = 20111 } } + } + } + } +} + +# 20111: The liege is informed of the failure +letter_event = { + id = 20111 + desc = "EVTDESC20111" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + option = { + name = "EVTOPTA20111" + FROM = { + opinion = { + modifier = opinion_insulted + who = ROOT + years = 2 + } + } + } +} + +############################## +# CHANCELLOR +# JOB: action_fabricate_claims +############################## + +# 913: The Chancellor fabricates a claim for his liege on a landed noble's title +character_event = { + id = 913 + title = EVTNAME913 + desc = EVTDESC913 + picture = GFX_evt_council + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_fabricate_claims + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + NOT = { has_character_modifier = bribed_by_noble_timer } + independent = no + liege = { + ROOT = { + location = { + OR = { + county = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + AND = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + ROOT = { diplomacy = 15 } + } + AND = { + ROOT = { + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + } + } + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { + AND = { + religion = catholic + ROOT = { liege = { religion_head = { character = PREVPREVPREV } } } + } + } + } + } + } + } + } + } + } + } + + mean_time_to_happen = { + months = 360 + + job_event_mtth_modifier_diplomacy_score = yes + + modifier = { + factor = 0.75 + liege = { any_owned_bloodline = { has_bloodline_flag = bloodline_faster_claims } } + } + modifier = { + factor = 0.75 + any_owned_bloodline = { has_bloodline_flag = bloodline_faster_claims } #If chancellor is also your relative. + } + } + + option = { + name = "EVTOPTA913" + hidden_tooltip = { + # Try to claim Kingdom title - only available with Become King ambition + if = { + limit = { + diplomacy = 22 + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + ROOT = { + location = { + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 20 + location = { + kingdom = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = kingdom_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = kingdom_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + if = { + limit = { + diplomacy = 18 + NOT = { diplomacy = 22 } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + ROOT = { + location = { + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 10 + location = { + kingdom = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = kingdom_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = kingdom_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + if = { + limit = { + diplomacy = 15 + NOT = { diplomacy = 18 } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + ROOT = { + location = { + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 5 + location = { + kingdom = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = kingdom_claimed + character_event = { id = 20130 days = 1 } + } + } + } + liege = { set_character_flag = kingdom_claimed_with_ambition } + set_character_flag = claim_done + break = yes + } + } + if = { + limit = { + NOT = { diplomacy = 15 } + liege = { + has_ambition = obj_become_king + NOT = { has_character_flag = kingdom_claimed_with_ambition } + ROOT = { + location = { + kingdom = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 2 + location = { + kingdom = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = kingdom_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + break = yes + } + } + if = { + limit = { + diplomacy = 15 + NOT = { diplomacy = 18 } + liege = { + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 10 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + if = { + limit = { + diplomacy = 18 + NOT = { diplomacy = 20 } + liege = { + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 20 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + if = { + limit = { + diplomacy = 20 + liege = { + ROOT = { + location = { + duchy = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + random = { + chance = 30 + location = { + duchy = { + save_event_target_as = target_title + holder_scope = { + set_character_flag = duchy_claimed + character_event = { id = 20130 days = 1 } + } + } + } + set_character_flag = claim_done + } + } + # Try to claim county title + if = { + limit = { + NOT = { has_character_flag = claim_done } + liege = { + ROOT = { + location = { + county = { + NOT = { claimed_by = PREVPREVPREV } + holder_scope = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + owns = PREVPREV + } + } + } + } + } + } + location = { + county = { + save_event_target_as = target_title + holder_scope = { + character_event = { id = 20130 days = 1 } + } + } + } + } + clr_character_flag = claim_done + } + } +} + +# 20130: The noble is informed about the claim +character_event = { + id = 20130 + desc = "EVTDESC20130" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20130" + hidden_tooltip = { + # Claim county + if = { + limit = { + NOR = { + has_character_flag = duchy_claimed + has_character_flag = kingdom_claimed + } + } + FROM = { liege = { letter_event = { id = 20131 days = 1 } } } + } + # Claim duchy + if = { + limit = { has_character_flag = duchy_claimed } + FROM = { liege = { letter_event = { id = 20133 days = 1 } } } + clr_character_flag = duchy_claimed + } + # Claim Kingdom + if = { + limit = { has_character_flag = kingdom_claimed } + FROM = { liege = { letter_event = { id = 20134 days = 1 } } } + clr_character_flag = kingdom_claimed + } + } + } +} + +# 20131: The liege is informed and has a choice to press the claim or not +letter_event = { + id = 20131 + desc = "EVTDESC20131" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + trigger = { + FROM = { + FROM = { + has_job_action = action_fabricate_claims + location = { + OR = { + county = { + NOT = { claimed_by = ROOT } + } + duchy = { + NOT = { claimed_by = ROOT } + } + } + } + } + } + } + + option = { # Emperor or King + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { higher_tier_than = DUKE } } + ai_chance = { + factor = 90 + modifier = { + factor = 0 + NOT = { scaled_wealth = 1.25 } + } + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + scaled_wealth = -1.0 + prestige = -150 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { # Duke + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = DUKE } } + ai_chance = { + factor = 90 + modifier = { + factor = 0 + NOT = { scaled_wealth = 1.25 } + } + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + scaled_wealth = -1.0 + prestige = -100 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { # Count or Patrician + name = "EVTOPTA20131" #Press the Claim + trigger = { + OR = { + primary_title = { tier = COUNT } + AND = { + is_patrician = yes + primary_title = { NOT = { higher_tier_than = COUNT } } + } + } + } + ai_chance = { + factor = 90 + modifier = { + factor = 0 + NOT = { scaled_wealth = 1.25 } + } + modifier = { + factor = 0 + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + scaled_wealth = -1.0 + prestige = -50 +# FROM = { +# FROM = { +# location = { +# county = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 10 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + if = { + limit = { + has_global_flag = ck2_tutorial_2 + } + character_event = { id = 107300 } + } + } + option = { + name = "EVTOPTB20131" #Let it go + ai_chance = { + factor = 10 + modifier = { + factor = 0 + scaled_wealth = 1.25 + NOT = { + OR = { + spouse = { character = FROM } + current_heir = { character = FROM } + } + } + } + } + piety = 10 + } +} + +# 20133: The liege is informed and has a choice to press the claim or not +letter_event = { + id = 20133 + desc = "EVTDESC20133" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + trigger = { + FROM = { + FROM = { + has_job_action = action_fabricate_claims + location = { + duchy = { + NOT = { claimed_by = ROOT } + } + } + } + } + } + + option = { # Emperor or King + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { higher_tier_than = DUKE } } + ai_chance = { + factor = 90 + modifier = { + factor = 0 + NOT = { scaled_wealth = 2.25 } + } + } + scaled_wealth = -2.0 + prestige = -300 +# FROM = { +# FROM = { +# location = { +# duchy = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { # Duke + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = DUKE } } + ai_chance = { + factor = 90 + modifier = { + factor = 0 + NOT = { scaled_wealth = 2.25 } + } + } + scaled_wealth = -2.0 + prestige = -200 +# FROM = { +# FROM = { +# location = { +# duchy = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { # Count + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = COUNT } } + ai_chance = { + factor = 90 + modifier = { + factor = 0 + NOT = { scaled_wealth = 2.25 } + } + } + scaled_wealth = -2.0 + prestige = -100 +# FROM = { +# FROM = { +# location = { +# duchy = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { + name = "EVTOPTB20131" #Let it go + ai_chance = { + factor = 10 + modifier = { + factor = 0 + scaled_wealth = 2.25 + } + } + piety = 20 + } +} + +# 20134: The liege is informed and has a choice to press the claim or not +letter_event = { + id = 20134 + desc = "EVTDESC20134" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + trigger = { + FROM = { + FROM = { + has_job_action = action_fabricate_claims + location = { + kingdom = { + NOT = { claimed_by = ROOT } + } + } + } + } + } + + option = { # Duke + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = DUKE } } + ai_chance = { + factor = 90 + modifier = { + factor = 0 + NOT = { scaled_wealth = 2.25 } + } + } + scaled_wealth = -2.0 + prestige = -200 +# FROM = { +# FROM = { +# location = { +# kingdom = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { # Count + name = "EVTOPTA20131" #Press the Claim + trigger = { primary_title = { tier = COUNT } } + ai_chance = { + factor = 90 + modifier = { + factor = 0 + NOT = { scaled_wealth = 2.25 } + } + } + scaled_wealth = -2.0 + prestige = -100 +# FROM = { +# FROM = { +# location = { +# kingdom = { +# add_claim = ROOT +# } +# } +# } +# } + event_target:target_title = { show_scope_change = no add_claim = ROOT } + FROM = { + show_scope_change = no + opinion = { + modifier = opinion_furious + who = ROOT + years = 20 + } + hidden_tooltip = { + character_event = { id = 20132 days = 7 } + } + } + } + option = { + name = "EVTOPTB20131" #Let it go + ai_chance = { + factor = 10 + modifier = { + factor = 0 + scaled_wealth = 2.25 + } + } + piety = 20 + } +} + +# 20132: The noble is informed if the claim is pressed, and is insulted +character_event = { + id = 20132 + desc = "EVTDESC20132" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20132" + hidden_tooltip = { + FROM = { + reverse_remove_opinion = { + modifier = opinion_furious + who = ROOT + } + } + } + opinion = { + modifier = opinion_furious + who = FROM + years = 10 + } + } +} + + +# 914: A Noble finds out that the Chancellor is trying to fabricate claims +character_event = { + id = 914 + title = "EVTNAME914" + desc = "EVTDESC914" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_fabricate_claims + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + NOT = { has_character_modifier = bribed_by_noble_timer } + location = { + owner = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + } + } + } + + mean_time_to_happen = { + months = 240 + + job_event_mtth_modifier_inverted_diplomacy_score = yes + + modifier = { + factor = 1.25 + liege = { any_owned_bloodline = { has_bloodline_flag = bloodline_faster_claims } } + } + modifier = { + factor = 1.25 + any_owned_bloodline = { has_bloodline_flag = bloodline_faster_claims } #If chancellor is also your relative. + } + } + + option = { + name = "EVTOPTA914" + location = { + county = { + holder_scope = { + character_event = { id = 20140 days = 7 tooltip = "EVTTOOLTIP20140" } + } + } + } + } +} + +# 20140 - The noble knows about the fabricated claims +character_event = { + id = 20140 + desc = "EVTDESC20140" + picture = GFX_evt_emissary + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20140" #Make him disappear... + ai_chance = { factor = 40 } + piety = -10 + random_list = { + 50 = { + FROM = { + character_event = { id = 20141 days = 7 tooltip = "EVTTOOLTIP20141" } + } + } + 50 = { + character_event = { id = 20143 days = 7 tooltip = "EVTTOOLTIP20143" } + } + } + } + option = { + name = "EVTOPTB20140" #Send him an offer + ai_chance = { factor = 30 } + treasury = -50 + FROM = { + letter_event = { id = 20144 days = 7 tooltip = "EVTTOOLTIP20144" } + } + } + option = { + name = "EVTOPTC20140" #I better let it be for now + ai_chance = { factor = 30 } + } +} + +# 20141 - Chancellor is assassinated... +character_event = { + id = 20141 + desc = "EVTDESC20141" + picture = GFX_evt_death + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20141" + hidden_tooltip = { + FROM = { character_event = { id = 20142 } } + } + } +} + +# 20142 - Noble is informed that the assassination attempt succeeded +character_event = { + id = 20142 + desc = "EVTDESC20142" + picture = GFX_evt_death + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20142" + hidden_tooltip = { + FROM = { liege = { character_event = { id = 20147 } } } + } + } +} + +# 20143 - Noble is informed that the assassination attempt failed +character_event = { + id = 20143 + desc = "EVTDESC20143" + picture = GFX_evt_death + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20143" + } +} + +# 20144 - Noble tries to bribe Chancellor +letter_event = { + id = 20144 + desc = "EVTDESC20144" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20144" + wealth = 50 + FROM = { + letter_event = { id = 20145 tooltip = "EVTTOOLTIP20145" } + } + hidden_tooltip = { + add_character_modifier = { + name = bribed_by_noble_timer + duration = 365 + hidden = yes + } + } + } + option = { + name = "EVTOPTB20144" + prestige = 5 + FROM = { letter_event = { id = 20146 tooltip = "EVTTOOLTIP20146" } } + } +} + +# 20145 - Noble is informed that the Chancellor accepted the bribe +letter_event = { + id = 20145 + desc = "EVTDESC20145" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20145" + } +} + +# 20146 - Noble is informed that the Chancellor didn't accept the bribe +letter_event = { + id = 20146 + desc = "EVTDESC20146" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20146" + wealth = 50 + } +} + +# 20147 - The liege is informed about the Chancellor's death +character_event = { + id = 20147 + desc = "EVTDESC20147" + picture = GFX_evt_death + border = GFX_event_normal_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + option = { + name = "EVTOPTA20147" + job_chancellor = { + death = { + death_reason = death_murder_unknown + killer = FROM + } + } + } +} + + +############################## +# CHANCELLOR +# JOB: action_sow_dissent +############################## + +# 916: The Chancellor sows dissent between a local noble and his liege +character_event = { + id = 916 + title = "EVTNAME916" + desc = "EVTDESC916" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_sow_dissent + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { same_realm = ROOT } + independent = no + } + } + } + + mean_time_to_happen = { + months = 120 + + job_event_mtth_modifier_diplomacy_score = yes + + modifier = { + factor = 0.75 + liege = { any_owned_bloodline = { has_bloodline_flag = bloodline_faster_dissent } } + } + modifier = { + factor = 0.75 + any_owned_bloodline = { has_bloodline_flag = bloodline_faster_dissent } #If chancellor is also your relative. + } + } + + option = { + name = "EVTOPTA916" + hidden_tooltip = { + location = { + random_province_lord = { + limit = { + NOT = { is_liege_of = ROOT } + NOT = { character = ROOT } + NOT = { same_realm = ROOT } + independent = no + } + character_event = { id = 20160 days = 7 } + } + } + } + } +} + +# 20160: The local noble start disliking his liege +character_event = { + id = 20160 + desc = "EVTDESC20160" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20160" + liege = { + reverse_opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + character_event = { id = 20161 days = 7 tooltip = "EVTTOOLTIP20161" } + } + hidden_tooltip = { + FROM = { + liege = { + letter_event = { id = 20162 } + } + } + } + } +} + +# 20161: The liege of the local noble is informed +character_event = { + id = 20161 + desc = "EVTDESC20161" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20161" + tooltip = { + FROM = { + opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + } + } + opinion = { + modifier = opinion_angry + who = FROM + years = 2 + } + } +} + +# 20162: The liege of the Chancellor is informed +letter_event = { + id = 20162 + desc = "EVTDESC20162" + border = GFX_event_letter_frame_diplomacy + + show_from_from = yes + + is_triggered_only = yes + + option = { + name = "EVTOPTA20162" + } +} + + +# 917: Chancellor Discovered +character_event = { + id = 917 + title = "EVTNAME917" + desc = "EVTDESC917" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_sow_dissent + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + NOT = { is_liege_of = ROOT } + NOT = { same_realm = ROOT } + independent = no + } + } + } + + mean_time_to_happen = { + months = 120 + + job_event_mtth_modifier_inverted_diplomacy_score = yes + + modifier = { + factor = 1.25 + liege = { any_owned_bloodline = { has_bloodline_flag = bloodline_faster_dissent } } + } + modifier = { + factor = 1.25 + any_owned_bloodline = { has_bloodline_flag = bloodline_faster_dissent } #If chancellor is also your relative. + } + } + + option = { + name = "EVTOPTA917" + location = { + random_province_lord = { + limit = { + NOT = { is_liege_of = ROOT } + NOT = { same_realm = ROOT } + independent = no + } + character_event = { id = 20170 tooltip = "EVTTOOLTIP20170" } + } + } + } +} + +# 20170: The local noble is informed +character_event = { + id = 20170 + desc = "EVTDESC20170" + picture = GFX_evt_spymaster + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20170" + FROM = { + imprison = ROOT + } + hidden_tooltip = { + FROM = { + character_event = { id = 20171 } + liege = { letter_event = { id = 20172 } } + } + liege = { letter_event = { id = 20173 } } + } + } + option = { + name = "EVTOPTB20170" + FROM = { + liege = { + reverse_opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + } + } + hidden_tooltip = { + FROM = { + liege = { letter_event = { id = 20175 } } + } + liege = { letter_event = { id = 20174 } } + } + } +} + +# 20171: The Chancellor is imprisoned +character_event = { + id = 20171 + desc = "EVTDESC20171" + picture = GFX_evt_into_the_dungeon + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20171" + prestige = -10 + } +} + +# 20172: The Chancellor's liege is informed about imprisonment +letter_event = { + id = 20172 + desc = "EVTDESC20172" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20172" + prestige = -10 + } +} + +# 20173: The local noble informs his liege about imprisonment +letter_event = { + id = 20173 + desc = "EVTDESC20173" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20173" + FROM = { + FROM = { + liege = { + reverse_opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + hidden_tooltip = { + letter_event = { id = 20176 } + } + } + } + } + } +} + +# 20174: The local noble informs his liege about the Chancellor's doing +letter_event = { + id = 20174 + desc = "EVTDESC20174" + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20174" + FROM = { + FROM = { + liege = { + reverse_opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + hidden_tooltip = { + letter_event = { id = 20176 } + } + } + } + } + } +} + +# 20175: The Chancellor's liege is informed about the reaction of the noble +letter_event = { + id = 20175 + desc = EVTDESC20175 + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = EVTOPTA20175 + prestige = -5 + hidden_tooltip = { + FROM = { + remove_opinion = { + modifier = opinion_furious + who = ROOT + } + } + } + FROM = { + opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + } + } +} + +# 20176: The Chancellor's liege is informed about the reaction of the noble's liege +letter_event = { + id = 20176 + desc = EVTDESC20176 + border = GFX_event_letter_frame_diplomacy + + is_triggered_only = yes + + option = { + name = EVTOPTA20176 + prestige = -10 + hidden_tooltip = { + FROM = { + remove_opinion = { + modifier = opinion_furious + who = ROOT + } + } + } + FROM = { + opinion = { + modifier = opinion_furious + who = ROOT + years = 2 + } + } + } +} + +# 20235: The Chancellor successfully increases the sentiment of the local clan +character_event = { + id = 20235 + title = EVTNAME20235 + desc = EVTDESC20235 + picture = GFX_evt_market + border = GFX_event_normal_frame_diplomacy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_clan_sentiment + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + owner = { + is_nomadic = yes + ROOT = { + liege = { + NOT = { character = PREVPREV } + OR = { + overlord_of = PREVPREV + vassal_of = PREVPREV + same_liege = PREVPREV + } + } + } + } + } + } + + mean_time_to_happen = { + months = 60 + + modifier = { + factor = 10 + clan_title = { + clan = yes # Is the head of a Clan + } + location = { + owner = { + character = ROOT # This is my own clan + } + } + NOT = { + opinion = { + who = liege + value = 0 + } + } + } + + job_event_mtth_modifier_diplomacy_score = yes + } + + immediate = { + liege = { + clan_title = { + save_event_target_as = liege_clan + } + } + location = { + owner = { + save_event_target_as = target_chief + } + } + } + + option = { + name = EVTOPTA20235 # Increase the sentiments vs the Khan's Clan + ai_chance = { factor = 100 } + + event_target:target_chief = { + show_scope_change = no + clan_title = { + show_scope_change = no + clan_opinion = { + who = event_target:liege_clan + modifier = clan_propaganda_effort + years = 5 + } + } + } + + hidden_tooltip = { + liege = { character_event = { id = 20236 } } + } + } + + option = { + name = EVTOPTB20235 # Do nothing + ai_chance = { factor = 0 } + } +} + +character_event = { + id = 20236 + title = EVTNAME20235 + desc = EVTDESC20236 + picture = GFX_evt_market + border = GFX_event_normal_frame_diplomacy + + is_triggered_only = yes + + option = { + name = EXCELLENT + + tooltip = { + event_target:target_chief = { + show_scope_change = no + clan_title = { + show_scope_change = no + clan_opinion = { + who = event_target:liege_clan + modifier = clan_propaganda_effort + years = 5 + } + } + } + } + } +} diff --git a/VanillaFilesToMonitor/events/job_steward.txt b/VanillaFilesToMonitor/events/job_steward.txt new file mode 100644 index 00000000..643d193c --- /dev/null +++ b/VanillaFilesToMonitor/events/job_steward.txt @@ -0,0 +1,1384 @@ +############################## +# STEWARD +# +# Job: action_squeeze_peasants +# 920: The Steward collects a tithe and sends it to his liege +# 921: The peasants attempt to kill the Steward (Gets away, is wounded, is maimed, is killed) +# +# Job: action_oversee_construction +# 923: Good Master Builder +# 924: Sabotage +# +# Job: action_settle_tribe +# 925: Local culture changes +# 926: Steward wounded +# 927: Steward maimed +# 928: Steward killed +# +############################## + + +############################## +# STEWARD +# JOB: action_squeeze_peasants +############################## + +# 920: The Steward collects a tithe and sends it to his liege +character_event = { + id = 920 + title = "EVTNAME920" + desc = "EVTDESC920" + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_squeeze_peasants + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + county = { + is_occupied = no + } + owner = { + job_treasurer = { + character = ROOT + } + } + } + } + + mean_time_to_happen = { + months = 360 + job_event_mtth_modifier_stewardship_score = yes + } + + option = { + name = "EVTOPTA920" + liege = { letter_event = { id = 20200 tooltip = "EVTTOOLTIP20200" } } + } +} + +# 20200: The liege is informed +character_event = { + id = 20200 + desc = EVTDESC20200 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EVTOPTA20200 + scaled_wealth = 0.5 + } +} + + +# 921: The peasants attempt to kill the Steward (Gets away, is wounded, is killed) +character_event = { + id = 921 + title = "EVTNAME921" + desc = "EVTDESC921" + picture = GFX_evt_peasants + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_squeeze_peasants + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + owner = { + job_treasurer = { + character = ROOT + } + } + } + } + + mean_time_to_happen = { + months = 240 + + job_event_mtth_modifier_inverted_stewardship_score = yes + + modifier = { + factor = 0.5 + location = { + revolt_risk = 0.01 + } + } + modifier = { + factor = 0.5 + location = { + revolt_risk = 0.02 + } + } + modifier = { + factor = 0.75 + location = { + NOT = { culture = ROOT } + } + } + } + + option = { + name = "EVTOPTA921" + trigger = { + NOT = { stewardship = 5 } + } + random_list = { + 25 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } } + 50 = { + character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" } + hidden_tooltip = { + liege = { letter_event = { id = 20212 } } + } + } + 25 = { + death = { + death_reason = death_rabble + } + hidden_tooltip = { + liege = { character_event = { id = 20213 } } + } + } + } + } + option = { + name = "EVTOPTA921" + tooltip_info = stewardship + trigger = { + stewardship = 5 + NOT = { stewardship = 10 } + } + random_list = { + 35 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } } + 50 = { + character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" } + hidden_tooltip = { + liege = { letter_event = { id = 20212 } } + } + } + 15 = { + death = { + death_reason = death_rabble + } + hidden_tooltip = { + liege = { character_event = { id = 20213 } } + } + } + } + } + option = { + name = "EVTOPTA921" + tooltip_info = stewardship + trigger = { + stewardship = 10 + } + random_list = { + 50 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } } + 40 = { + character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" } + hidden_tooltip = { + liege = { letter_event = { id = 20212 } } + } + } + 10 = { + death = { + death_reason = death_rabble + } + hidden_tooltip = { + liege = { character_event = { id = 20213 } } + } + } + } + } +} + +# 20210: Steward gets away +character_event = { + id = 20210 + desc = "EVTDESC20210" + picture = GFX_evt_peasants + + is_triggered_only = yes + + option = { + name = "EVTOPTA20210" + prestige = -10 + } +} + +# 20211: Steward gets wounded +character_event = { + id = 20211 + desc = "EVTDESC20211" + picture = GFX_evt_peasants + + is_triggered_only = yes + + option = { + name = EVTOPTA20211 + add_trait = wounded + custom_tooltip = { text = EVTTOOLTIP20212 } + } +} + +# 20212: Inform the Liege about wounding +character_event = { + id = 20212 + desc = EVTDESC20212 + picture = GFX_evt_carriage + + is_triggered_only = yes + + notification = yes + + option = { + name = EVTOPTA20212 +# prestige = -10 + } +} + +# 20213: Inform the Liege about death +character_event = { + id = 20213 + desc = EVTDESC20213 + picture = GFX_evt_death + + is_triggered_only = yes + + notification = yes + + option = { + name = EVTOPTA20213 +# prestige = -15 + } +} + +# 20214: Increased revolt risk +character_event = { + id = 20214 + desc = "EVTDESC20214" + picture = GFX_evt_peasants + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_squeeze_peasants + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + owner = { + job_treasurer = { + character = ROOT + } + } + NOT = { has_province_modifier = high_taxes } + } + } + + mean_time_to_happen = { + months = 240 + + job_event_mtth_modifier_inverted_stewardship_score = yes + + modifier = { + factor = 0.75 + location = { + revolt_risk = 0.01 + } + } + modifier = { + factor = 0.75 + location = { + revolt_risk = 0.02 + } + } + modifier = { + factor = 0.75 + location = { + NOT = { culture = ROOT } + } + } + modifier = { + factor = 0.75 + location = { + NOT = { religion = ROOT } + } + } + } + + option = { + name = "EVTOPTA20214" + hidden_tooltip = { + location = { + # Inform barons about the rebels + owner = { + if = { + limit = { + is_liege_of = ROOT + } + set_character_flag = liege_informed + } + } + any_province_lord = { + limit = { + NOT = { has_character_flag = liege_informed } + ai = no + } + character_event = { id = 20215 days = 1 } + } + # Inform liege + ROOT = { + liege = { letter_event = { id = 20216 } } + clr_character_flag = liege_informed + } + } + } + } +} + +# 20215: Inform province lords +character_event = { + id = 20215 + desc = "EVTDESC20215" + picture = GFX_evt_peasants + + is_triggered_only = yes + + option = { + name = "EVTOPTA20215" + } +} + +# 20214: Inform liege +letter_event = { + id = 20216 + desc = "EVTDESC20216" + border = GFX_event_letter_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20216" + FROM = { + location = { + # Increase revolt risk + add_province_modifier = { + name = high_taxes + duration = 365 + } + # Province barons + any_province_lord = { + limit = { + NOT = { character = ROOT } + NOT = { character = FROM } + } + opinion = { + who = ROOT + modifier = opinion_irritated + months = 12 + } + } + } + } + } +} + + +############################## +# STEWARD +# JOB: action_oversee_construction +############################## + +# 923: Good Master Builder +character_event = { + id = 923 + title = "EVTNAME923" + desc = "EVTDESC923" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_oversee_construction + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + NOT = { has_character_modifier = master_builder } + location = { + owner = { + job_treasurer = { + character = ROOT + } + } + } + } + + mean_time_to_happen = { + months = 480 + job_event_mtth_modifier_stewardship_score = yes + } + + option = { + name = "EVTOPTA923" + add_character_modifier = { + name = master_builder + duration = -1 + } + liege = { letter_event = { id = 20230 tooltip = "EVTTOOLTIP20230" } } + } +} + +# 20230: Liege get a letter +letter_event = { + id = 20230 + desc = "EVTDESC20230" + border = GFX_event_letter_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20230" + hidden_tooltip = { + FROM = { + remove_character_modifier = master_builder + } + } + FROM = { + add_character_modifier = { + name = master_builder + duration = -1 + } + } + if = { + limit = { + has_dlc = "Reapers" + } + custom_tooltip = { + text = increase_prosperity_custom_tooltip + hidden_tooltip = { + FROM = { + location = { + change_variable = { which = prosperity_value value = 6 } + } + } + } + } + } + } +} + +# 924: Sabotage +character_event = { + id = 924 + title = "EVTNAME924" + desc = "EVTDESC924" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_oversee_construction + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + any_province_lord = { + independent = no + NOT = { is_liege_of = ROOT } + liege = { + NOT = { reverse_opinion = { who = ROOT value = -20 } } + } + } + } + } + + mean_time_to_happen = { + months = 120 + job_event_mtth_modifier_inverted_stewardship_score = yes + } + + option = { + name = "EVTOPTA924" + location = { + random_province_lord = { + limit = { + independent = no + NOT = { is_liege_of = ROOT } + liege = { + NOT = { reverse_opinion = { who = ROOT value = -20 } } + } + } + character_event = { id = 20240 tooltip = "EVTTOOLTIP20240" } + } + } + } +} + +# 20240: Noble sabotages building +character_event = { + id = 20240 + desc = "EVTDESC20240" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20240" + ai_chance = { factor = 100 } + hidden_tooltip = { + if = { + limit = { + FROM = { + liege = { + job_spymaster = { + intrigue = 12 + } + } + } + } + FROM = { + liege = { + job_spymaster = { + character_event = { id = 20243 days = 14 } + } + } + } + } + } + FROM = { + character_event = { id = 20241 days = 4 tooltip = "EVTTOOLTIP20241" } + } + } + option = { + name = "EVTOPTB20240" + ai_chance = { factor = 0 } + prestige = 5 + } +} + +# 20241: Sabotage! +character_event = { + id = 20241 + desc = "EVTDESC20241" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20241" + liege = { letter_event = { id = 20242 tooltip = "EVTTOOLTIP20242" } } + } +} + +# 20242: The liege is informed +letter_event = { + id = 20242 + desc = "EVTDESC20242" + border = GFX_event_letter_frame_economy + + is_triggered_only = yes + + option = { + name = "EVTOPTA20242" + FROM = { + add_character_modifier = { + name = sabotaged_building + duration = 365 + } + } + } +} + +# 20243: Spymaster finds out who's behind the sabotage +character_event = { + id = 20243 + desc = "EVTDESC20243" + picture = GFX_evt_castle_construction + border = GFX_event_normal_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA20243" + liege = { letter_event = { id = 20244 tooltip = "EVTTOOLTIP20244" } } + } +} + +# 20244: The liege is informed by his spymaster who is behind the sabotage +letter_event = { + id = 20244 + desc = "EVTDESC20244" + border = GFX_event_letter_frame_intrigue + + is_triggered_only = yes + + option = { + name = "EVTOPTA20244" + ai_chance = { factor = 100 } + FROM = { + FROM = { + reverse_opinion = { + modifier = opinion_dishonorable + who = ROOT + years = 2 + } + } + } + } + option = { + name = "EVTOPTB20244" + ai_chance = { factor = 0 } + } +} + +############################## +# STEWARD +# JOB: action_settle_tribe +############################## + +# 925: The Steward has settled the tribe +character_event = { + id = 925 + title = EVTNAME925 + desc = EVTDESC925 + picture = GFX_evt_stone_church + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_settle_tribe + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + county = { + is_occupied = no + } + owner = { + job_treasurer = { + character = ROOT + } + NOT = { culture = PREV } + } + OR = { + NOT = { + has_game_rule = { + name = culture_conversion + value = restricted + } + } + any_neighbor_province = { ROOT = { liege = { culture = PREVPREV } } } + any_neighbor_province = { port = yes } + } + } + } + + mean_time_to_happen = { + months = 600 + + modifier = { + factor = 3 + OR = { + has_game_rule = { + name = culture_conversion + value = slower_normal + } + has_game_rule = { + name = culture_conversion + value = faster_melting_pots_and_slower_normal + } + } + } + + modifier = { + factor = 3.0 + liege = { + tier = count + } + } + + job_event_mtth_modifier_stewardship_score = yes + + modifier = { #Roman Renaissance. + factor = 0.5 + has_global_flag = flag_started_roman_renaissance + liege = { culture = roman } + location = { county = { culture_group = latin } } + } + modifier = { + factor = 0.75 + liege = { + culture = roman + any_owned_bloodline = { + has_bloodline_flag = bloodline_faster_roman + } + } + } + modifier = { #Greek culture is more impervious to Romanization. + factor = 2 + liege = { culture = roman } + location = { county = { culture = greek } } + } + modifier = { + factor = 0.25 + location = { + county = { + OR = { + culture = zhangzhung + culture = sumpa + } + owner = { + culture = bodpa + OR = { + any_owned_bloodline = { + has_bloodline_flag = bloodline_songtsen_gampo + } + top_liege = { + any_owned_bloodline = { + has_bloodline_flag = bloodline_songtsen_gampo + } + } + } + } + } + } + } + } + + option = { + name = EVTOPTA925 + + prestige = 50 + hidden_tooltip = { + liege = { character_event = { id = 20205 } } + } + } +} + +# 20205: The liege is informed +character_event = { + id = 20205 + desc = EVTDESC20205 + picture = GFX_evt_stone_church + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EVTOPTA20205 + FROM = { + location = { + culture = ROOT + if = { + limit = { + has_province_modifier = nomad_agitation + } + remove_province_modifier = nomad_agitation + } + } + } + opinion = { + who = FROM + modifier = opinion_grateful + months = 60 + } + } +} + +# 20206: The Steward is attacked and wounded +character_event = { + id = 20206 + title = EVTNAME20206 + desc = EVTDESC20206 + picture = GFX_evt_peasants + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_settle_tribe + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + location = { + owner = { + job_treasurer = { + character = ROOT + } + NOT = { culture = PREV } + } + OR = { #Otherwise if the Settle Tribe is picked and the province cannot be converted, the Steward will always be attacked no matter what. + NOT = { + has_game_rule = { + name = culture_conversion + value = restricted + } + } + any_neighbor_province = { ROOT = { liege = { culture = PREVPREV } } } + any_neighbor_province = { port = yes } + } + } + } + + mean_time_to_happen = { + months = 500 + + job_event_mtth_modifier_inverted_stewardship_score = yes + + modifier = { + factor = 0.75 + location = { has_province_modifier = depopulated_1 } + } + modifier = { + factor = 0.50 + location = { has_province_modifier = depopulated_2 } + } + modifier = { + factor = 0.25 + location = { has_province_modifier = depopulated_3 } + } + } + + option = { + name = EVTOPTA20206 + add_trait = wounded + hidden_tooltip = { + liege = { character_event = { id = 20207 } } + } + } +} + +# 20207: The liege is informed +character_event = { + id = 20207 + desc = EVTDESC20207 + picture = GFX_evt_peasants + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EVTOPTA20207 + opinion = { + who = FROM + modifier = opinion_grateful + months = 60 + } + } +} + +############################## +# STEWARD +# JOB: action_build_legend +############################## + +# 20208: The Steward has managed to raise an eager force of warriors +character_event = { + id = 20208 + title = EVTNAME20208 + desc = EVTDESC20208 + picture = GFX_evt_viking_battle_oldgods + border = GFX_event_normal_frame_war + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_build_legend + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + liege = { + OR = { # The AI pretty much always just let their warriors stand around, getting a prestige hit when they disband + war = yes + ai = no + } + is_adult = yes + prisoner = no + prestige = 10 + NOT = { trait = incapable } + OR = { + NOT = { has_character_flag = tribal_build_legend_troops } + had_character_flag = { flag = tribal_build_legend_troops days = 1825 } + } + } + + location = { + county = { + is_occupied = no + } + ROOT = { + liege = { + is_capital = PREVPREV + } + } + } + } + + mean_time_to_happen = { + months = 120 + + modifier = { + factor = 3.0 + liege = { + tier = count + } + } + + job_event_mtth_modifier_stewardship_score = yes + } + + option = { + name = EVTOPTA20208 + + prestige = 50 + hidden_tooltip = { + liege = { character_event = { id = 20209 } } + } + } +} + +# 20209: The liege is informed +character_event = { + id = 20209 + desc = EVTDESC20209 + picture = GFX_evt_viking_battle_oldgods + border = GFX_event_normal_frame_war + + is_triggered_only = yes + + immediate = { + capital_scope = { + ROOT = { + spawn_unit = { + province = PREV + home = PREV + owner = THIS + #leader = none + match_character = THIS + match_mult = 0.075 + match_min = 100 + match_max = 3000 + attrition = 1.0 + earmark = tribal_build_legend + disband_on_peace = yes + can_toggle_looting = no + } + spawn_unit = { + province = PREV + home = PREV + owner = THIS + #leader = none + match_character = THIS + match_mult = 0.075 + match_min = 100 + match_max = 3000 + attrition = 1.0 + earmark = tribal_build_legend + disband_on_peace = yes + can_toggle_looting = no + } + spawn_unit = { + province = PREV + home = PREV + owner = THIS + #leader = none + match_character = THIS + match_mult = 0.075 + match_min = 100 + match_max = 3000 + attrition = 1.0 + earmark = tribal_build_legend + disband_on_peace = yes + can_toggle_looting = no + } + } + } + + clr_character_flag = tribal_build_legend_troops + set_character_flag = tribal_build_legend_troops + + character_event = { id = 20217 days = 365 random = 90 } + } + + option = { + name = EVTOPTA20209 + opinion = { + who = FROM + modifier = opinion_grateful + months = 60 + } + } +} + +# 20217: The men are displeased and disband +character_event = { + id = 20217 + desc = EVTDESC20217 + picture = GFX_evt_viking_battle_oldgods + border = GFX_event_normal_frame_war + + is_triggered_only = yes + war = no + + trigger = { + has_earmarked_regiments = tribal_build_legend + } + + option = { + name = EVTOPTA20217 + prestige = -50 + clr_character_flag = tribal_build_legend_troops + disband_event_forces = tribal_build_legend + } +} + +############################## +# STEWARD +# JOB: action_collect_tribute +############################## + +# 20225: The Steward demands extra funds from the ruler +character_event = { + id = 20225 + title = EVTNAME20225 + desc = EVTDESC20225 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + min_age = 16 + capable_only = yes + prisoner = no + has_job_title = yes + + trigger = { + has_job_action = action_collect_tribute + NOT = { has_character_modifier = in_seclusion } + NOT = { has_character_modifier = bedridden_illness } + NOT = { trait = incapable } + liege = { + ROOT = { + location = { + county = { + is_occupied = no + } + any_province_lord = { + NOT = { character = ROOT } + NOT = { character = PREVPREVPREV } + OR = { + vassal_of = PREVPREVPREV + pays_tribute_to = PREVPREVPREV + } + capital_scope = { + province = PREVPREV + } + NOT = { has_character_modifier = hidden_extra_tribute } + } + } + } + } + } + + mean_time_to_happen = { + months = 60 + job_event_mtth_modifier_stewardship_score = yes + } + + immediate = { + liege = { + save_event_target_as = tribute_asker + ROOT = { + location = { + random_province_lord = { + limit = { + NOT = { character = PREVPREVPREV } + OR = { + vassal_of = PREVPREVPREV + pays_tribute_to = PREVPREVPREV + } + capital_scope = { + province = PREVPREV + } + NOT = { has_character_modifier = hidden_extra_tribute } + } + save_event_target_as = tribute_giver + } + } + } + } + } + + option = { + name = EVTOPTA20225 # Demand more tribute + + ai_chance = { factor = 100 } + + event_target:tribute_giver = { + character_event = { id = 20226 days = 3 tooltip = EVTTOOLTIP_20226 } + } + } + + option = { + name = EVTOPTB20225 # I don't dare ask + ai_chance = { factor = 0 } + } +} + +# 20226: The Steward demands extra funds from the ruler. Ruler response event. +character_event = { + id = 20226 + title = EVTNAME20225 + desc = EVTDESC20226 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + immediate = { + add_character_modifier = { + name = hidden_extra_tribute + hidden = yes + days = 1825 # 5 years + } + } + + option = { + name = EVTOPTA20226 # Accept demand + ai_chance = { + factor = 100 + modifier = { + factor = 3.0 + trait = charitable + } + modifier = { + factor = 3.0 + trait = content + } + modifier = { + factor = 5.0 + trait = craven + } + modifier = { + factor = 2.0 + opinion = { + who = event_target:tribute_asker + value = 25 + } + } + modifier = { + factor = 2.0 + opinion = { + who = event_target:tribute_asker + value = 50 + } + } + modifier = { + factor = 2.0 + opinion = { + who = event_target:tribute_asker + value = 75 + } + } + } + + tooltip = { + transfer_scaled_wealth = { + to = event_target:tribute_asker + min = 5 + value = 1.0 # One year's income + } + } + + opinion = { + who = event_target:tribute_asker + modifier = squeezed_for_extra_tribute + years = 10 + } + + opinion = { + who = FROM + modifier = squeezed_for_extra_tribute + years = 10 + } + + hidden_tooltip = { + FROM = { character_event = { id = 20227 } } # Notifications + } + } + + option = { + name = EVTOPTB20226 # Refuse + ai_chance = { + factor = 100 + modifier = { + factor = 5.0 + trait = greedy + } + modifier = { + factor = 2.0 + NOT = { + opinion = { + who = event_target:tribute_asker + value = -24 + } + } + } + modifier = { + factor = 2.0 + NOT = { + opinion = { + who = event_target:tribute_asker + value = -49 + } + } + } + modifier = { + factor = 2.0 + NOT = { + opinion = { + who = event_target:tribute_asker + value = -74 + } + } + } + } + + opinion = { + who = event_target:tribute_asker + modifier = squeezed_for_extra_tribute + years = 5 + } + + hidden_tooltip = { + FROM = { character_event = { id = 20229 } } # Notifications + } + } +} + +# 20227: The target accepts to pay extra tribute. Steward notified. +character_event = { + id = 20227 + title = EVTNAME20225 + desc = EVTDESC20227 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + immediate = { + liege = { + character_event = { id = 20228 } # Liege notified + } + } + + option = { + name = EXCELLENT + } +} + +# 20228: The target accepts to pay extra tribute. Liege notified. +character_event = { + id = 20228 + title = EVTNAME20225 + desc = EVTDESC20228 + picture = GFX_evt_carriage + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EXCELLENT + + transfer_scaled_wealth = { + from = FROMFROM + min = 5 + value = 1.0 # One year's income + } + + tooltip = { + reverse_opinion = { + who = FROMFROM + modifier = squeezed_for_extra_tribute + years = 10 + } + } + } +} + +# 20229: The target refuses to pay extra tribute. Steward notified. +character_event = { + id = 20229 + title = EVTNAME20225 + desc = EVTDESC20229 + picture = GFX_evt_emissary + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + immediate = { + liege = { + character_event = { id = 20231 } # Liege notified + } + } + + option = { + name = EVTOPTA20229 + } +} + +# 20231: The target refuses to pay extra tribute. Liege notified. +character_event = { + id = 20231 + title = EVTNAME20225 + desc = EVTDESC20231 + picture = GFX_evt_emissary + border = GFX_event_normal_frame_economy + + is_triggered_only = yes + + option = { + name = EVTOPTA20231 + + opinion = { + who = FROMFROM + modifier = refused_extra_tribute + years = 5 + } + } +} diff --git a/VanillaFilesToMonitor/events/tournament_events.txt b/VanillaFilesToMonitor/events/tournament_events.txt new file mode 100644 index 00000000..e09eeb95 --- /dev/null +++ b/VanillaFilesToMonitor/events/tournament_events.txt @@ -0,0 +1,2709 @@ +################################################ +# +# Events for Tournament +# +# ID 70000 - 70999 is reserved +# +################################################# +# +# Written by Chris King +# +# Rewritten by Niklas Strid +# And again by Markus Olsen + +# Invitation +character_event = { + id = 70000 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70000" + picture = "GFX_evt_courier" + + is_triggered_only = yes + + trigger = { NOT = { is_inaccessible_trigger = yes } } + + option = { + name = "EVTOPTA70000" + ai_chance = { + factor = 100 + modifier = { + factor = 0.001 + ai = yes + is_inaccessible_trigger = yes + } + } + prestige = 50 + set_character_flag = attending_tournament + set_character_flag = do_not_disturb + hidden_tooltip = { character_event = { id = 70999 days = 300 } } # Safety catch flag clearing + } + option = { + name = "EVTOPTB70000" + ai_chance = { + factor = 0.1 + } + } +} + +# Start of tournament +character_event = { + id = 70001 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70001" + picture = "GFX_evt_feast" + + is_triggered_only = yes + + war = no + + option = { + name = "EVTOPTA70001" + + trigger = { + } + + hidden_tooltip = { + set_character_flag = tournament_begins + set_character_flag = attending_tournament + chronicle = { + entry = CHRONICLE_GRAND_TOURNAMENT + picture = GFX_evt_joust + } + #Injuries + any_realm_character = { + limit = { + has_character_flag = attending_tournament + } + character_event = { id = 70050 days = 1 random = 15 } + #Set score + character_event = { id = 70060 days = 46 } + } + #select winner + character_event = { id = 70061 days = 48 } + #select runner up + character_event = { id = 70062 days = 49 } + #select third place + character_event = { id = 70063 days = 50 } + #Notify winners + character_event = { id = 70064 days = 51 } + } + } + option = { + name = "EVTOPTB70001" + trigger = { + war = yes + } + wealth = 200 + prestige = -100 + hidden_tooltip = { + any_realm_character = { + limit = { + has_character_flag = attending_tournament + } + character_event = { id = 70037 } + } + } + hidden_tooltip = { remove_character_modifier = epic_tournament } + clr_character_flag = do_not_disturb + clr_character_flag = attending_tournament + } +} + +# Tournament has been cancelled +character_event = { + id = 70037 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70037" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70037" + prestige = -50 + clr_character_flag = attending_tournament + clr_character_flag = do_not_disturb + } +} + +# Message about death +character_event = { + id = 70038 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70038" + picture = "GFX_evt_death" + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = no_msg_death } + NOT = { has_character_flag = tournament_has_ended } + } + + option = { + name = "EVTOPTA70038" + } + option = { + name = "EVTOPTB70038" + set_character_flag = no_msg_death + } +} + +# Message about maimed +character_event = { + id = 70039 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70039" + picture = "GFX_evt_emissary" + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = no_msg_maimed } + NOT = { has_character_flag = tournament_has_ended } + } + + option = { + name = "EVTOPTA70038" + } + option = { + name = "EVTOPTB70038" + set_character_flag = no_msg_maimed + } +} + +# Message about wounded +character_event = { + id = 70040 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70040" + picture = "GFX_evt_emissary" + + trigger = { + NOT = { has_character_flag = no_msg_wounded } + NOT = { has_character_flag = tournament_has_ended } + } + + is_triggered_only = yes + + option = { + name = "EVTOPTA70038" + } + option = { + name = "EVTOPTB70038" + set_character_flag = no_msg_wounded + } +} + +# Tournament is over +character_event = { + id = 70002 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70002" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70002" + custom_tooltip = { + text = EVTOPTA70002_TOOLTIP + } + if = { + limit = { + has_dlc = "Reapers" + } + custom_tooltip = { + text = capital_prospers_custom_tooltip + hidden_tooltip = { + capital_scope = { + change_variable = { which = prosperity_value value = 15 } + } + } + } + } + clr_character_flag = tournament_begins + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = tournament_winner + set_character_flag = tournament_has_ended + any_realm_character = { + limit = { + has_character_flag = attending_tournament + OR = { + has_character_flag = tournament_third_place + has_character_flag = tournament_second_place + has_character_flag = tournament_winner + } + } + set_character_flag = tournament_has_ended + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = tournament_winner + hidden_tooltip = { + opinion = { + modifier = opinion_tournament_participant + who = PREV + years = 5 + } + } + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + } + any_realm_character = { + limit = { + has_character_flag = attending_tournament + NOR = { + character = PREV + has_character_flag = tournament_third_place + has_character_flag = tournament_second_place + has_character_flag = tournament_winner + } + } + hidden_tooltip = { + random_list = { + 10 = { + character_event = { id = 70003 } + } + 10 = { + character_event = { id = 70004 } + } + 10 = { + character_event = { id = 70005 } + } + 10 = { + character_event = { id = 70006 } + } + 10 = { + character_event = { id = 70007 } + } + 10 = { + character_event = { id = 70008 } + } + } + opinion = { + modifier = opinion_tournament_participant + who = PREV + years = 5 + } + set_character_flag = tournament_has_ended + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + clr_character_flag = tourney_score_15 + clr_character_flag = tourney_score_14 + clr_character_flag = tourney_score_13 + clr_character_flag = tourney_score_12 + clr_character_flag = tourney_score_11 + clr_character_flag = tourney_score_10 + clr_character_flag = tourney_score_09 + clr_character_flag = tourney_score_08 + clr_character_flag = tourney_score_07 + clr_character_flag = tourney_score_06 + clr_character_flag = tourney_score_05 + clr_character_flag = tourney_score_04 + clr_character_flag = tourney_score_03 + clr_character_flag = tourney_score_02 + clr_character_flag = tourney_score_01 + clr_character_flag = tourney_score_00 + } + } + } +} + +# End of tournament event +character_event = { + id = 70003 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70003" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70003" + prestige = 50 + } +} + +# End of tournament event +character_event = { + id = 70004 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70004" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70004" + prestige = 100 + } +} + +# End of tournament event +character_event = { + id = 70005 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70005" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70005" + prestige = -50 + } +} + +# End of tournament event +character_event = { + id = 70006 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70006" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70006" + prestige = -100 + } +} + +# End of tournament event +character_event = { + id = 70007 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70007" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70007" + change_martial = 1 + } +} + +# End of tournament event +character_event = { + id = 70008 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70008" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70008" + change_martial = -1 + } +} + +# Character is killed +character_event = { + id = 70009 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70009" + picture = "GFX_evt_death" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + clr_character_flag = attending_tournament + } + + option = { + name = "EVTOPTA70009" + death = { + death_reason = death_battle + } + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70038 } } + } + } + } +} + +# Character is maimed +character_event = { + id = 70010 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70010" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + can_be_maimed_trigger = yes + NOT = { + has_character_flag = tournament_has_ended + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + clr_character_flag = attending_tournament + clr_character_flag = do_not_disturb + } + + option = { + name = "EVTOPTA70010" + add_maimed_trait_effect = yes + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70039 } } + } + } + } +} + +# Character is wounded +character_event = { + id = 70011 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70011" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { + trait = wounded + } + NOT = { + is_maimed_trigger = yes + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70011" + add_trait = wounded + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70040 } } + } + } + } +} + +# Character becomes craven +character_event = { + id = 70012 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70012" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + NOR = { + trait = craven + trait = berserker + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70012" + add_trait = craven + } +} + +# Character becomes brave +character_event = { + id = 70013 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70013" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { + trait = brave + } + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70013" + add_trait = brave + } +} + +# Character becomes tough soldier +character_event = { + id = 70014 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70014" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = misguided_warrior + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70014" + remove_trait = misguided_warrior + add_trait = tough_soldier + } +} + +# Character becomes skilled tactician +character_event = { + id = 70015 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70015" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = tough_soldier + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70015" + remove_trait = tough_soldier + add_trait = skilled_tactician + } +} + +# Character becomes brilliant strategist +character_event = { + id = 70016 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70016" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = skilled_tactician + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70016" + remove_trait = skilled_tactician + add_trait = brilliant_strategist + } +} + +# Character becomes skilled tactician +character_event = { + id = 70017 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70017" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = brilliant_strategist + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70017" + remove_trait = brilliant_strategist + add_trait = skilled_tactician + } +} + +# Character becomes tough soldier +character_event = { + id = 70018 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70018" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = skilled_tactician + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70018" + remove_trait = skilled_tactician + add_trait = tough_soldier + } +} + +# Character becomes misguided warrior +character_event = { + id = 70019 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70019" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { has_character_flag = attending_tournament_event } + NOT = { + has_character_flag = tournament_has_ended + } + trait = tough_soldier + top_liege = { + has_character_flag = tournament_begins + NOT = { + has_character_flag = tournament_has_ended + } + } + } + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70019" + remove_trait = tough_soldier + add_trait = misguided_warrior + } +} + +# Character gets top placement in the tournament +character_event = { + id = 70020 + title = "TOURNAMENTTITLE" + picture = "GFX_evt_melee" + desc = { + trigger = { + has_character_flag = tournament_winner + } + text = "EVTDESC70020" + } + + desc = { + trigger = { + has_character_flag = tournament_second_place + } + text = "EVTDESC70021" + } + + desc = { + trigger = { + has_character_flag = tournament_third_place + } + text = "EVTDESC70022" + } + + min_age = 16 + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + OR = { + has_character_flag = tournament_winner + has_character_flag = tournament_second_place + has_character_flag = tournament_third_place + } + } + + option = { + trigger = { + has_character_flag = tournament_winner + } + name = "EVTOPTA70020" + wealth = 100 + prestige = 300 + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70034 days = 3} } + } + } + } + + option = { + trigger = { + has_character_flag = tournament_second_place + } + name = "EVTOPTA70021" + wealth = 75 + prestige = 250 + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70035 days = 2} } + } + } + } + + option = { + trigger = { + has_character_flag = tournament_third_place + } + name = "EVTOPTA70022" + wealth = 50 + prestige = 200 + hidden_tooltip = { + if = { + limit = { + top_liege = { + NOT = { + character = ROOT + } + } + } + top_liege = { character_event = { id = 70036 days = 1} } + } + } + } +} + +# Inform about winner +character_event = { + id = 70034 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70034" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70034" + opinion = { + modifier = opinion_tournament_winner + who = FROM + years = 20 + } + character_event = { id = 70002 } + } +} + +# Inform about second place +character_event = { + id = 70035 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70035" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70035" + opinion = { + modifier = opinion_tournament_second_place + who = FROM + years = 15 + } + } +} + +# Inform about third place +character_event = { + id = 70036 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70036" + picture = "GFX_evt_joust" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70036" + opinion = { + modifier = opinion_tournament_third_place + who = FROM + years = 10 + } + } +} + +# Character becomes homosexual +character_event = { + id = 70023 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70023" + picture = "GFX_evt_shadowy_cabal" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + NOT = { + trait = homosexual + trait = celibate + } + NOT = { trait = eunuch } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70023" + add_trait = homosexual + } +} + +# Character becomes syphilitic +character_event = { + id = 70024 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70024" + picture = "GFX_evt_lovers" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + NOT = { + trait = syphilitic + trait = celibate + } + NOT = { trait = eunuch } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70024" + add_trait = syphilitic + } +} + +# Character becomes drunkard +character_event = { + id = 70025 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70025" + picture = "GFX_evt_drunk" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + NOT = { + trait = drunkard + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70025" + add_trait = drunkard + } +} + +# Character becomes duelist +character_event = { + id = 70026 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70026" + picture = "GFX_evt_melee" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + lacks_dlc = "Way of Life" + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + martial = 5 + NOR = { + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + lifestyle_traits = 1 + } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70026" + add_trait = duelist + } +} + +# Character gains intrigue +character_event = { + id = 70027 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70027" + picture = "GFX_evt_whispers" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70027" + change_intrigue = 1 + } +} + +# Character loses intrigue +character_event = { + id = 70028 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70028" + picture = "GFX_evt_whispers" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70028" + change_intrigue = -1 + } +} + +# Character gains stewardship +character_event = { + id = 70029 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70029" + picture = "GFX_evt_market" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70029" + change_stewardship = 1 + } +} + +# Character loses stewardship +character_event = { + id = 70030 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70030" + picture = "GFX_evt_market" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70030" + change_stewardship = -1 + } +} + +# Character gains diplomacy +character_event = { + id = 70031 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70031" + picture = "GFX_evt_council" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70031" + change_diplomacy = 1 + } +} + +# Character loses diplomacy +character_event = { + id = 70032 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70032" + picture = "GFX_evt_council" + + min_age = 16 + #only_men = yes + capable_only = yes + prisoner = no + has_character_flag = attending_tournament + + is_triggered_only = yes + + trigger = { + NOT = { + has_character_flag = tournament_has_ended + } + NOT = { has_character_flag = attending_tournament_event } + } + + + immediate = { + set_character_flag = attending_tournament_event + } + + option = { + name = "EVTOPTA70032" + change_diplomacy = -1 + } +} + +# Invitations have gone out +character_event = { + id = 70033 + title = "TOURNAMENTTITLE" + desc = "EVTDESC70033" + picture = "GFX_evt_courier" + + is_triggered_only = yes + + option = { + name = "EVTOPTA70033" + hidden_tooltip = { + character_event = { id = 70001 days = 60 } # Tournament start + any_realm_character = { + limit = { + OR = { + is_feudal = yes + is_tribal = yes + is_nomadic = yes + } + NOT = { has_job_title = job_spiritual } + age = 16 + NOT = { age = 50 } + NOT = { trait = incapable } + prisoner = no + is_female = no + } + clr_character_flag = tournament_has_ended + character_event = { id = 70000 } + } + } + } +} + +# Ruler has died, the tournament is over +character_event = { + id = 70041 + title = TOURNAMENTTITLE + desc = EVTDESC70041 + picture = GFX_evt_death + + is_triggered_only = yes + + trigger = { + has_character_flag = tournament_begins + } + + immediate = { + clr_character_flag = tournament_begins + clr_character_flag = winner + clr_character_flag = second_place + clr_character_flag = third_place + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = tournament_winner + clr_character_flag = do_not_disturb + any_realm_character = { + limit = { + has_character_flag = attending_tournament + } + letter_event = { + id = 70042 + days = 2 + random = 2 + tooltip = EVTTOOLTIP70042 + } + set_character_flag = tournament_has_ended + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = tournament_winner + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + } + } + + option = { + name = EVTOPTA70041 + } +} + +#The tournament has been cancelled due to Ruler's death +letter_event = { + id = 70042 + title = TOURNAMENTTITLE + desc = EVTDESC70042 + + is_triggered_only = yes + + option = { + name = EVTOPTA70042 + } +} + +#Tournament attender event for random occurences +character_event = { + id = 70050 + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { #character is killed + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 2 + is_maimed_trigger = yes + } + character_event = { id = 70009 days = 1 random = 25 } + } + 13 = { #character maimed + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 0 + NOT = { can_be_maimed_trigger = yes } + } + character_event = { id = 70010 days = 1 random = 25 } + } + 20 = { #character wounded + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0.5 + trait = craven + } + modifier = { + factor = 2 + trait = brave + } + modifier = { + factor = 0 + is_maimed_trigger = yes + } + character_event = { id = 70011 days = 1 random = 25 } + } + 40 = { #gain craven + modifier = { + factor = 0.5 + combat_rating = 40 + } + modifier = { + factor = 0.5 + combat_rating = 30 + } + modifier = { + factor = 0.5 + combat_rating = 20 + } + modifier = { + factor = 0.5 + combat_rating = 10 + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 1.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0 + trait = craven + } + character_event = { id = 70012 days = 1 random = 25 } + } + 40 = { #gain brave + modifier = { + factor = 1.5 + combat_rating = 40 + } + modifier = { + factor = 1.5 + combat_rating = 30 + } + modifier = { + factor = 1.5 + combat_rating = 20 + } + modifier = { + factor = 1.5 + combat_rating = 10 + } + modifier = { + factor = 0.5 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 0.5 + NOT = { combat_rating = 0 } + } + modifier = { + factor = 0 + trait = brave + } + character_event = { id = 70013 days = 1 random = 25 } + } + 40 = { #promoted to tough soldier + modifier = { + factor = 0 + NOT = { trait = misguided_warrior } + } + character_event = { id = 70014 days = 1 random = 25 } + } + 40 = { #promoted to skilled tactician + modifier = { + factor = 0 + NOT = { trait = tough_soldier } + } + character_event = { id = 70015 days = 1 random = 25 } + } + 40 = { #promoted to brilliant strategist + modifier = { + factor = 0 + NOT = { trait = skilled_tactician } + } + character_event = { id = 70016 days = 1 random = 25 } + } + 40 = { #demoted to skilled tactician + modifier = { + factor = 0 + NOT = { trait = brilliant_strategist } + } + character_event = { id = 70017 days = 1 random = 25 } + } + 40 = { #demoted to tough soldier + modifier = { + factor = 0 + NOT = { trait = skilled_tactician } + } + character_event = { id = 70018 days = 1 random = 25 } + } + 40 = { #demoted to misguided warrior + modifier = { + factor = 0 + NOT = { trait = tough_soldier } + } + character_event = { id = 70019 days = 1 random = 25 } + } + 13 = { #gain homosexual + modifier = { + factor = 1.2 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = hedonist + } + modifier = { + factor = 1.2 + trait = lustful + } + modifier = { + factor = 0.5 + trait = temperate + } + modifier = { + factor = 0.3 + trait = chaste + } + modifier = { + factor = 0.3 + trait = zealous + } + modifier = { + factor = 0 + OR = { + trait = homosexual + trait = celibate + trait = eunuch + } + } + character_event = { id = 70023 days = 1 random = 25 } + } + 13 = { #gain syphilitic + modifier = { + factor = 1.2 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = hedonist + } + modifier = { + factor = 1.2 + trait = lustful + } + modifier = { + factor = 0.5 + trait = temperate + } + modifier = { + factor = 0.3 + trait = chaste + } + modifier = { + factor = 0.3 + trait = zealous + } + modifier = { + factor = 0 + OR = { + trait = syphilitic + trait = celibate + trait = eunuch + } + } + character_event = { id = 70024 days = 1 random = 25 } + } + 20 = { #gain drunkard + modifier = { + factor = 1.3 + trait = gluttonous + } + modifier = { + factor = 1.1 + trait = lustful + } + modifier = { + factor = 0.3 + trait = temperate + } + modifier = { + factor = 0.5 + trait = chaste + } + modifier = { + factor = 0 + trait = drunkard + } + character_event = { id = 70025 days = 1 random = 25 } + } + 20 = { #gain duelist + modifier = { + factor = 1.3 + trait = diligent + } + modifier = { + factor = 1.3 + trait = wroth + } + modifier = { + factor = 1.3 + trait = brave + } + modifier = { + factor = 1.3 + is_strong_trigger = yes + } + modifier = { + factor = 1.3 + martial = 10 + } + modifier = { + factor = 1.3 + martial = 15 + } + modifier = { + factor = 1.3 + martial = 20 + } + modifier = { + factor = 0 + OR = { + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + lifestyle_traits = 1 + } + } + character_event = { id = 70026 days = 1 random = 25 } + } + 40 = { #increase intrigue + modifier = { + factor = 1.2 + trait = elusive_shadow + } + modifier = { + factor = 1.1 + trait = intricate_webweaver + } + modifier = { + factor = 0.9 + trait = flamboyant_schemer + } + modifier = { + factor = 0.7 + trait = amateurish_plotter + } + modifier = { + factor = 0.7 + NOR = { + trait = elusive_shadow + trait = intricate_webweaver + trait = flamboyant_schemer + trait = amateurish_plotter + } + } + modifier = { + factor = 1.1 + trait = deceitful + } + modifier = { + factor = 0.7 + trait = honest + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 70027 days = 1 random = 25 } + } + 40 = { #decrease intrigue + modifier = { + factor = 0.8 + trait = elusive_shadow + } + modifier = { + factor = 0.9 + trait = intricate_webweaver + } + modifier = { + factor = 1.1 + trait = flamboyant_schemer + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 0.7 + NOR = { + trait = elusive_shadow + trait = intricate_webweaver + trait = flamboyant_schemer + trait = amateurish_plotter + } + } + modifier = { + factor = 0.9 + trait = deceitful + } + modifier = { + factor = 1.5 + trait = honest + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 70028 days = 1 random = 25 } + } + 40 = { #increase stewardship + modifier = { + factor = 1.5 + trait = midas_touched + } + modifier = { + factor = 1.1 + trait = fortune_builder + } + modifier = { + factor = 0.9 + trait = thrifty_clerk + } + modifier = { + factor = 0.8 + trait = indulgent_wastrel + } + modifier = { + factor = 0.7 + NOR = { + trait = midas_touched + trait = fortune_builder + trait = thrifty_clerk + trait = indulgent_wastrel + } + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 0.9 + trait = slothful + } + character_event = { id = 70029 days = 1 random = 25 } + } + 40 = { #decrease stewardship + modifier = { + factor = 0.8 + trait = midas_touched + } + modifier = { + factor = 0.9 + trait = fortune_builder + } + modifier = { + factor = 1.1 + trait = thrifty_clerk + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 0.7 + NOR = { + trait = midas_touched + trait = fortune_builder + trait = thrifty_clerk + trait = indulgent_wastrel + } + } + modifier = { + factor = 0.9 + trait = diligent + } + modifier = { + factor = 1.5 + trait = slothful + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 70030 days = 1 random = 25 } + } + 40 = { #increase diplomacy + modifier = { + factor = 1.5 + trait = grey_eminence + } + modifier = { + factor = 1.1 + trait = charismatic_negotiator + } + modifier = { + factor = 0.9 + trait = underhanded_rogue + } + modifier = { + factor = 0.8 + trait = naive_appeaser + } + modifier = { + factor = 0.7 + NOR = { + trait = grey_eminence + trait = charismatic_negotiator + trait = underhanded_rogue + trait = naive_appeaser + } + } + modifier = { + factor = 1.5 + trait = gregarious + } + modifier = { + factor = 0.9 + trait = shy + } + character_event = { id = 70031 days = 1 random = 25 } + } + 40 = { #decrease diplomacy + modifier = { + factor = 0.8 + trait = grey_eminence + } + modifier = { + factor = 0.9 + trait = charismatic_negotiator + } + modifier = { + factor = 1.1 + trait = underhanded_rogue + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 0.7 + NOR = { + trait = grey_eminence + trait = charismatic_negotiator + trait = underhanded_rogue + trait = naive_appeaser + } + } + modifier = { + factor = 0.9 + trait = gregarious + } + modifier = { + factor = 1.5 + trait = shy + } + modifier = { + factor = 0.25 + martial = 10 + } + modifier = { + factor = 1.2 + NOT = { + martial = 5 + } + } + character_event = { id = 70032 days = 1 random = 25 } + } + 1000 = {} + } + } +} + + +########################################### +#SCORING, LOOK AWAY FRAGILE EYES # +########################################### + +character_event = { + id = 70060 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_list = { + 10 = { + set_character_flag = tourney_score_15 + modifier = { + factor = 0 + NOT = { combat_rating = 130 } + } + } + 10 = { + set_character_flag = tourney_score_14 + modifier = { + factor = 0 + NOT = { combat_rating = 120 } + } + modifier = { + factor = 0 + combat_rating = 170 + } + } + 10 = { + set_character_flag = tourney_score_13 + modifier = { + factor = 0 + NOT = { combat_rating = 110 } + } + modifier = { + factor = 0 + combat_rating = 160 + } + } + 10 = { + set_character_flag = tourney_score_12 + modifier = { + factor = 0 + NOT = { combat_rating = 100 } + } + modifier = { + factor = 0 + combat_rating = 150 + } + } + 10 = { + set_character_flag = tourney_score_11 + modifier = { + factor = 0 + NOT = { combat_rating = 90 } + } + modifier = { + factor = 0 + combat_rating = 140 + } + } + 10 = { + set_character_flag = tourney_score_10 + modifier = { + factor = 0 + NOT = { combat_rating = 80 } + } + modifier = { + factor = 0 + combat_rating = 130 + } + } + 10 = { + set_character_flag = tourney_score_09 + modifier = { + factor = 0 + NOT = { combat_rating = 70 } + } + modifier = { + factor = 0 + combat_rating = 120 + } + } + 10 = { + set_character_flag = tourney_score_08 + modifier = { + factor = 0 + NOT = { combat_rating = 60 } + } + modifier = { + factor = 0 + combat_rating = 110 + } + } + 10 = { + set_character_flag = tourney_score_07 + modifier = { + factor = 0 + NOT = { combat_rating = 50 } + } + modifier = { + factor = 0 + combat_rating = 100 + } + } + 10 = { + set_character_flag = tourney_score_06 + modifier = { + factor = 0 + NOT = { combat_rating = 40 } + } + modifier = { + factor = 0 + combat_rating = 90 + } + } + 10 = { + set_character_flag = tourney_score_05 + modifier = { + factor = 0 + NOT = { combat_rating = 30 } + } + modifier = { + factor = 0 + combat_rating = 80 + } + } + 10 = { + set_character_flag = tourney_score_04 + modifier = { + factor = 0 + NOT = { combat_rating = 20 } + } + modifier = { + factor = 0 + combat_rating = 70 + } + } + 10 = { + set_character_flag = tourney_score_03 + modifier = { + factor = 0 + NOT = { combat_rating = 10 } + } + modifier = { + factor = 0 + combat_rating = 60 + } + } + 10 = { + set_character_flag = tourney_score_02 + modifier = { + factor = 0 + combat_rating = 50 + } + } + 10 = { + set_character_flag = tourney_score_01 + modifier = { + factor = 0 + combat_rating = 40 + } + } + 10 = { + set_character_flag = tourney_score_00 + modifier = { + factor = 0 + combat_rating = 30 + } + } + } + } +} + +########################################### +# First place WINNER! # +########################################### + + +character_event = { + id = 70061 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_winner + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_winner + } + } +} + +########################################### +# Second place # +########################################### + + +character_event = { + id = 70062 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_second_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_second_place + } + } +} + +########################################### +# Third place # +########################################### + + +character_event = { + id = 70063 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + random_realm_character = { + limit = { has_character_flag = tourney_score_15 } + clr_character_flag = tourney_score_15 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_14 } + clr_character_flag = tourney_score_14 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_13 } + clr_character_flag = tourney_score_13 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_12 } + clr_character_flag = tourney_score_12 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_11 } + clr_character_flag = tourney_score_11 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_10 } + clr_character_flag = tourney_score_10 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_09 } + clr_character_flag = tourney_score_09 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_08 } + clr_character_flag = tourney_score_08 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_07 } + clr_character_flag = tourney_score_07 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_06 } + clr_character_flag = tourney_score_06 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_05 } + clr_character_flag = tourney_score_05 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_04 } + clr_character_flag = tourney_score_04 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_03 } + clr_character_flag = tourney_score_03 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_02 } + clr_character_flag = tourney_score_02 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_01 } + clr_character_flag = tourney_score_01 + set_character_flag = tournament_third_place + break = yes + } + random_realm_character = { + limit = { has_character_flag = tourney_score_00 } + clr_character_flag = tourney_score_00 + set_character_flag = tournament_third_place + } + } +} + +########################################### +# Notify winners # +########################################### + +character_event = { + id = 70064 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + any_realm_character = { + limit = { + OR = { + has_character_flag = tournament_winner + has_character_flag = tournament_second_place + has_character_flag = tournament_third_place + } + } + character_event = { id = 70020 } + } + } +} + + +########################################### +# Flag management # +########################################### + +# Safety catch - clears character flags and modifiers +character_event = { + id = 70999 + + hide_window = yes + + is_triggered_only = yes + + immediate = { + clr_character_flag = do_not_disturb + clr_character_flag = attending_tournament + clr_character_flag = no_msg_death + clr_character_flag = no_msg_maimed + clr_character_flag = no_msg_wounded + clr_character_flag = tournament_has_ended + clr_character_flag = attending_tournament_event + clr_character_flag = tournament_winner + clr_character_flag = winner + clr_character_flag = tournament_second_place + clr_character_flag = second_place + clr_character_flag = tournament_third_place + clr_character_flag = third_place + clr_character_flag = tournament_begins + any_realm_character = { + limit = { + has_character_flag = attending_tournament + } + clr_character_flag = tournament_winner + clr_character_flag = tournament_third_place + clr_character_flag = tournament_second_place + clr_character_flag = attending_tournament + clr_character_flag = attending_tournament_event + clr_character_flag = do_not_disturb + clr_character_flag = tournament_has_ended + } + } +} +