First Commit - Initialization
This commit is contained in:
commit
432da03702
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@ -0,0 +1,9 @@
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version="B_0.1"
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tags={
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"Character Interactions"
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"Gameplay"
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}
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||||
name="Universal Contract Assistance & Foment Revolt"
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||||
supported_version="1.*"
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||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/Contract_Assistance_&_Foment_Revolt"
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||||
remote_file_id="2979921118"
|
File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,635 @@
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|||
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||||
# Creator: DevZero
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||||
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||||
##########################################################################################################
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||||
# CA Gold
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||||
##########################################################################################################
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||||
m_cafr_ca_gold_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:recipient.gold > 50 }
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||||
add = scope:recipient.gold
|
||||
}
|
||||
multiply = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
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||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_county
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||||
}
|
||||
}
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||||
}
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||||
add = 0.4
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||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
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||||
highest_held_title_tier = tier_duchy
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||||
}
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||||
scope:recipient = {
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||||
highest_held_title_tier = tier_county
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||||
}
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||||
}
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||||
}
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||||
add = 0.6
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||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
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||||
highest_held_title_tier = tier_kingdom
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||||
}
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||||
scope:recipient = {
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||||
highest_held_title_tier = tier_county
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||||
}
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||||
}
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||||
}
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||||
add = 0.8
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
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||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_county
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||||
}
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||||
}
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||||
}
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||||
add = 1
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||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
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||||
}
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||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
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||||
}
|
||||
}
|
||||
}
|
||||
add = 0.3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
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||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
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||||
}
|
||||
}
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||||
}
|
||||
add = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
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||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
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||||
}
|
||||
}
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||||
}
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||||
add = 0.65
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
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||||
}
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||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
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||||
}
|
||||
}
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||||
}
|
||||
add = 0.8
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
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||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
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||||
}
|
||||
}
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||||
}
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||||
add = 0.15
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||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
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||||
}
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||||
}
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||||
}
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||||
add = 0.75
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||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
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||||
}
|
||||
}
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||||
}
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||||
add = 0.1
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||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.25
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
}
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||||
add = 0.45
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.6
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient.gold < 1
|
||||
}
|
||||
|
||||
multiply = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold < 51
|
||||
}
|
||||
add = scope:recipient.gold
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
########################################################################################################
|
||||
# CA Contribution
|
||||
########################################################################################################
|
||||
|
||||
m_cafr_ca_war_contribution_value = {
|
||||
value = 0
|
||||
add = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
add = 1400
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
}
|
||||
add = 500
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
}
|
||||
add = 300
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
add = 2200
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
add = 1500
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
}
|
||||
add = 750
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#######################################################################################################################
|
||||
# RCA Gold
|
||||
#######################################################################################################################
|
||||
m_cafr_rca_gold_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:actor.gold > 50 }
|
||||
add = scope:actor.gold
|
||||
}
|
||||
multiply = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.75
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.35
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.25
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.85
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.65
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.55
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.95
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.8
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.7
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.65
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.95
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.8
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.75
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor.gold < 1
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.gold < 51
|
||||
}
|
||||
add = scope:actor.gold
|
||||
}
|
||||
|
||||
}
|
||||
#######################################################################################################################
|
||||
# RCA Contribution Value
|
||||
#######################################################################################################################
|
||||
|
||||
m_cafr_rca_war_contribution_value = {
|
||||
value = 0
|
||||
add = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
add = 2200
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
add = 1500
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
}
|
||||
add = 750
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
}
|
||||
add = 1400
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
}
|
||||
add = 500
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
highest_held_title_tier = tier_county
|
||||
}
|
||||
}
|
||||
add = 300
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
version="B_0.1"
|
||||
tags={
|
||||
"Character Interactions"
|
||||
"Gameplay"
|
||||
}
|
||||
name="Universal Contract Assistance & Foment Revolt"
|
||||
supported_version="1.*"
|
||||
remote_file_id="2979921118"
|
|
@ -0,0 +1,19 @@
|
|||
l_english:
|
||||
m_cafr_contribution_count_title: "$contract_assistance_interaction$: Contract Expectations"
|
||||
|
||||
m_cafr_contribution_count_text: "\nYour expected [war_contribution|E] is: [SCOPE.ScriptValue('m_cafr_ca_war_contribution_value')|Z0]. \n\n\nYour expected payment is [gold_i][SCOPE.ScriptValue('m_cafr_ca_gold_value')|V0].
|
||||
|
||||
m_cafr_contract_assistance_interaction_condition_tt:1 "If [actor.GetShortUINamePossessive] [war_contribution|E] is at least [SCOPE.ScriptValue('m_cafr_ca_war_contribution_value')|Z0] when the [war|E] ends:"
|
||||
|
||||
m_cafr_request_contract_assistance_interaction_condition_tt:1 "If [recipient.GetShortUINamePossessive] [war_contribution|E] is at least [SCOPE.ScriptValue('m_cafr_rca_war_contribution_value')|Z0] when the [war|E] ends:"
|
||||
|
||||
m_cafr_aid_title: "$contract_assistance_interaction$: Contract Expectations"
|
||||
m_cafr_aid_text: "\nYour expected [war_contribution|E] is: [SCOPE.ScriptValue('m_cafr_ca_war_contribution_value')|Z0]. \n\n\nYour expected payment is [gold_i][SCOPE.ScriptValue('m_cafr_ca_gold_value')|V0].
|
||||
|
||||
m_cafr_rca_recipient_gold_consideration_negative.tt: "[recipient.GetShortUIName] doesn't think offered [gold|E] is worth it: #N -50#!"
|
||||
|
||||
m_cafr_ca_recipient_gold_consideration_postitive.tt: "[recipient.GetShortUIName] is getting a good deal: #P +100#!"
|
||||
|
||||
rca_hostile_faith_reason: "Differences in Faiths: $VALUE|=+0$"
|
||||
rca_dynasty_enemy_reason: "Opponent is of same dynasty: $VALUE|=+0$"
|
||||
|
Binary file not shown.
After Width: | Height: | Size: 331 KiB |
|
@ -0,0 +1,10 @@
|
|||
version="0.1A"
|
||||
tags={
|
||||
"Balance"
|
||||
"Character Interactions"
|
||||
"Gameplay"
|
||||
}
|
||||
name="Vassal Fealty to Heir"
|
||||
supported_version="1.*"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/Fealty_to_Heir"
|
||||
remote_file_id="2992224656"
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,9 @@
|
|||
version="0.1A"
|
||||
tags={
|
||||
"Balance"
|
||||
"Character Interactions"
|
||||
"Gameplay"
|
||||
}
|
||||
name="Vassal Fealty to Heir"
|
||||
supported_version="1.*"
|
||||
remote_file_id="2992224656"
|
|
@ -0,0 +1,119 @@
|
|||
####################################
|
||||
# Events for mod_fealty_to_heir.txt
|
||||
# Developed by idev
|
||||
####################################
|
||||
|
||||
namespace = mod_fealty_to_heir
|
||||
|
||||
# Positive Interaction from vassal, is going to ally heir.
|
||||
mod_fealty_to_heir.0001 = {
|
||||
type = letter_event
|
||||
opening = {
|
||||
desc = fealty_response_positive_opening
|
||||
}
|
||||
desc = fealty_response_positive
|
||||
sender = scope:recipient
|
||||
|
||||
option = {
|
||||
name = fealty_response_to_vassal_positive
|
||||
}
|
||||
}
|
||||
|
||||
mod_fealty_to_heir.0002 = {
|
||||
type = letter_event
|
||||
opening = {
|
||||
desc = fealty_response_negative_opening
|
||||
}
|
||||
desc = fealty_response_negative
|
||||
sender = scope:recipient
|
||||
|
||||
option = {
|
||||
name = fealty_response_to_vassal_negative_opinion_boost
|
||||
|
||||
scope:recipient = {
|
||||
add_opinion = {
|
||||
modifier = respect_opinion
|
||||
target = scope:actor
|
||||
opinion = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fealty_response_to_vassal_negative
|
||||
|
||||
duel = {
|
||||
skill = intrigue
|
||||
target = scope:recipient
|
||||
25 = {
|
||||
desc = fealty_response_to_vassal_negative_imprisonment.tt
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
illegal_imprisonment_dread_effect = yes
|
||||
imprison_character_effect = {
|
||||
TARGET = scope:recipient
|
||||
IMPRISONER = scope:actor
|
||||
}
|
||||
}
|
||||
|
||||
75 = {
|
||||
desc = fealty_response_to_vassal_negative_imprisonment_2.tt
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
add_opinion = {
|
||||
target = scope:recipient
|
||||
modifier = treasonous_imprison_refusal
|
||||
}
|
||||
imprison_tyranny_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fealty_response_to_vassal_negative_hook
|
||||
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
target = scope:recipient
|
||||
60 = {
|
||||
desc = fealty_response_to_vassal_negative_hook.tt
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
scope:actor = {
|
||||
add_hook = {
|
||||
target = scope:recipient
|
||||
type = favor_hook
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
40 = {
|
||||
desc = fealty_response_to_vassal_negative_hook_2.tt
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
scope:recipient = {
|
||||
add_opinion = {
|
||||
modifier = frustrated_opinion
|
||||
target = scope:actor
|
||||
opinion = -20
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,38 @@
|
|||
l_english:
|
||||
# Main Interaction Descipttors
|
||||
fealty_to_heir_interaction: "Ask for Oath of Fealty to Heir"
|
||||
fealty_to_heir_interaction_desc: " Ask [recipient.GetShortUINameNoTooltip] to swear fealty to your primary heir"
|
||||
|
||||
# Option Descriptions
|
||||
m_prestige_option_desc: " Leverage political capital to secure the deal with [recipient.GetShortUINameNoTooltip] "
|
||||
m_piety_option_desc: " Leverage religious influence to secure the deal with [recipient.GetShortUINameNoTooltip] "
|
||||
m_gold_option_desc: " Leverage wealth to secure the deal with [recipient.GetShortUINameNoTooltip] "
|
||||
m_hook_option_desc: " Leverage a favor to secure the deal with [recipient.GetShortUINameNoTooltip] "
|
||||
m_hof_option_desc: " Ask Head of Faith to help secure the deal with [recipient.GetShortUINameNoTooltip] "
|
||||
|
||||
# Acceptance chance desciptors
|
||||
m_leige_uses_weak_hook_interaction.tt.accept_chance: "Owe favor: #P +25#!"
|
||||
m_vassal_imprisoned_by_you.tt.accept_chance: "May lead to my Release: #P +50#!"
|
||||
m_leige_uses_hof_interaction.tt.accept_chance: "Intercession from Head of Faith: #P +10#!"
|
||||
m_ambitious_vassal.tt.likes_prestige: "[GetTrait('ambitious').GetName(GetNullCharacter)] likes Prestige: #P +10#!"
|
||||
m_knight_likes_prestige.tt: "Knight Appreciates Acclaim: #P +15#! "
|
||||
m_cynical_dislikes_piety.tt: "[GetTrait('cynical').GetName(GetNullCharacter)] dislikes Religious Exchange: #N -10#! "
|
||||
m_cynical_dislikes_hof.tt: "[GetTrait('cynical').GetName(GetNullCharacter)] dislikes Religious Exchange: #N -15#! "
|
||||
m_zealous_likes_hof.tt: "[GetTrait('zealous').GetName(GetNullCharacter)] likes Religious Exchange: #P +35#!"
|
||||
|
||||
# Letter responses
|
||||
fealty_response_positive_opening: "My leige, "
|
||||
fealty_response_positive: " I appreciate your forethought in this matter. After many considerations, I believe such an arrangement would be of benefit to us both. Thereby, I formally swear an oath of alliance between myself and your heir."
|
||||
fealty_response_to_vassal_positive: " A most righteous decision! "
|
||||
|
||||
## Negative letter response were not used as can_send_despite_rejection = no. Assumed that players would not want to be able to spend resources for no reason. Original reason for existing was to explore a demand_conversion style 'might accept' trigger to an event. Brevity took precedence. Keeping for possible user requested changes / further development.
|
||||
fealty_response_negative_opening: "My leige, "
|
||||
fealty_response_negative: "I regret to inform you that I can not swear an oath of alliance with your heir. As I'm sure you are aware, there are many considerations one must make to come to a decision. Might a day come in the future where circumstances change, I may reconsider. "
|
||||
fealty_response_to_vassal_negative: " You may come to regret this . . ."
|
||||
fealty_response_to_vassal_negative_hook: " Surely the court will see this as a slight!"
|
||||
fealty_response_to_vassal_negative_opinion_boost: " I suppose some things are not meant to be."
|
||||
fealty_response_to_vassal_negative_hook.tt: " We shall note a royal favor is required to rectify this slight"
|
||||
fealty_response_to_vassal_negative_hook_2.tt: " [recipient.GetShortUINameNoTooltip] does not agree to favor"
|
||||
fealty_response_to_vassal_negative_imprisonment.tt: " [recipient.GetShortUINameNoTooltip] is imprisoned"
|
||||
fealty_response_to_vassal_negative_imprisonment_2.tt: " [recipient.GetShortUINameNoTooltip] refuses imprisonment"
|
||||
|
Binary file not shown.
After Width: | Height: | Size: 279 KiB |
|
@ -0,0 +1,10 @@
|
|||
version="0.1A"
|
||||
tags={
|
||||
"Character Interactions"
|
||||
"Gameplay"
|
||||
"Balance"
|
||||
}
|
||||
name="Find Spouse Expanded"
|
||||
supported_version="1.*"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/Find_Spouse_Expanded"
|
||||
remote_file_id="2988672797"
|
|
@ -0,0 +1,415 @@
|
|||
|
||||
#########################################################################
|
||||
# Marry 'find spouse interaction' for Members of Dynasty if Dynasty Head
|
||||
# Developed by idev
|
||||
#########################################################################
|
||||
find_spouse_expanded_interaction = {
|
||||
icon = icon_marriage
|
||||
category = interaction_category_diplomacy
|
||||
common_interaction = yes
|
||||
|
||||
desc = marry_off_interaction_desc
|
||||
|
||||
send_name = marry_off_send
|
||||
needs_recipient_to_open = no
|
||||
special_interaction = arrange_marriage_interaction
|
||||
interface = marriage
|
||||
use_diplomatic_range = yes
|
||||
|
||||
redirect = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:secondary_actor
|
||||
}
|
||||
scope:recipient = {
|
||||
save_scope_as = secondary_recipient
|
||||
matchmaker = {
|
||||
save_scope_as = recipient
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else_if = {
|
||||
scope:recipient = {
|
||||
save_scope_as = secondary_actor
|
||||
}
|
||||
clear_saved_scope = recipient
|
||||
}
|
||||
}
|
||||
|
||||
populate_recipient_list = {
|
||||
scope:secondary_actor = {
|
||||
if = {
|
||||
limit = {
|
||||
allowed_to_marry_same_sex_trigger = yes
|
||||
}
|
||||
every_opposite_sex_spouse_candidate = {
|
||||
limit = {
|
||||
NAND = {
|
||||
is_landless_ruler = yes
|
||||
faith.religious_head = this
|
||||
NOT = { scope:secondary_actor.faith = faith }
|
||||
}
|
||||
}
|
||||
add_to_list = characters
|
||||
}
|
||||
every_same_sex_spouse_candidate = {
|
||||
limit = {
|
||||
NAND = {
|
||||
is_landless_ruler = yes
|
||||
faith.religious_head = this
|
||||
NOT = { scope:secondary_actor.faith = faith }
|
||||
}
|
||||
}
|
||||
add_to_list = characters
|
||||
}
|
||||
}
|
||||
else = {
|
||||
every_opposite_sex_spouse_candidate = {
|
||||
limit = {
|
||||
NAND = {
|
||||
is_landless_ruler = yes
|
||||
faith.religious_head = this
|
||||
NOT = { scope:secondary_actor.faith = faith }
|
||||
}
|
||||
}
|
||||
add_to_list = characters
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:actor
|
||||
exists = scope:recipient
|
||||
exists = scope:secondary_recipient
|
||||
scope:recipient = {
|
||||
OR = {
|
||||
AND = {
|
||||
vassal_contract_has_flag = vassal_contract_marriage_favor
|
||||
is_allied_to = scope:actor
|
||||
}
|
||||
NOT = { vassal_contract_has_flag = vassal_contract_marriage_favor}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
scope:actor = {
|
||||
every_vassal = {
|
||||
limit = {
|
||||
vassal_contract_has_flag = vassal_contract_marriage_favor
|
||||
NOT = { is_allied_to = scope:actor }
|
||||
NOR = {
|
||||
this = scope:recipient
|
||||
this = scope:secondary_recipient
|
||||
}
|
||||
}
|
||||
add = medium_prestige_value
|
||||
}
|
||||
}
|
||||
desc = VASSAL_WITH_MARRIAGE_FAVOR
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
interface_priority = 60
|
||||
|
||||
# actor, recipient ... characters arranging the marriage
|
||||
# secondary_actor, secondary_recipient ... characters that should marry
|
||||
|
||||
is_shown = {
|
||||
scope:secondary_actor = {
|
||||
#Is this someone I can marry off? // MOD NOTE: Code written to ensure no duplication in menus due to vanilla allowances.
|
||||
OR = {
|
||||
AND = {
|
||||
scope:actor = { is_house_head = yes }
|
||||
dynasty = scope:actor.dynasty
|
||||
NOR = {
|
||||
AND = {
|
||||
is_child_of = scope:actor
|
||||
target_is_liege_or_above = scope:actor
|
||||
}
|
||||
is_courtier_of = scope:actor
|
||||
scope:actor = this
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#They can be married
|
||||
can_marry_trigger = yes
|
||||
#To account for a person marrying their concubines
|
||||
trigger_if = {
|
||||
limit = {
|
||||
is_concubine = yes
|
||||
}
|
||||
is_concubine_of = scope:actor
|
||||
can_marry_character_trigger = { CHARACTER = scope:actor }
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
#Diplomatic availability & prison
|
||||
scope:secondary_actor = {
|
||||
is_busy_in_events_localised = yes
|
||||
is_imprisoned = no
|
||||
}
|
||||
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = secondary_actor }
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = { scope:secondary_actor = scope:secondary_recipient }
|
||||
}
|
||||
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = secondary_recipient }
|
||||
}
|
||||
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = actor }
|
||||
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = recipient }
|
||||
}
|
||||
|
||||
has_valid_target_showing_failures_only = {
|
||||
marriage_interaction_valid_target_trigger = yes #Checks marriage status, betrothed, gender, consanguinity, faith hostility etc.
|
||||
|
||||
#Diplomatic availability & prison (located here because these will never be set at the start)
|
||||
scope:recipient = {
|
||||
is_busy_in_events_localised = yes
|
||||
is_imprisoned = no
|
||||
}
|
||||
NOT = {
|
||||
scope:actor = {
|
||||
is_at_war_with = scope:recipient
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
limit = { NOT = { scope:recipient = scope:secondary_recipient } }
|
||||
scope:secondary_recipient = {
|
||||
is_busy_in_events_localised = yes
|
||||
is_imprisoned = no
|
||||
}
|
||||
}
|
||||
#secondary_actor is checked above because they are always available
|
||||
|
||||
#Blocks AI from marrying player guests
|
||||
scope:secondary_recipient = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
is_pool_guest = yes
|
||||
host = {
|
||||
is_ai = no
|
||||
NOT = { this = scope:actor }
|
||||
}
|
||||
}
|
||||
NOT = { is_pool_guest_of = host }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
on_accept = {
|
||||
marriage_interaction_on_accept_effect = yes
|
||||
scope:secondary_actor.liege = {
|
||||
if = {
|
||||
limit = {
|
||||
AND = {
|
||||
is_alive = yes
|
||||
is_ruler = yes
|
||||
is_close_or_extended_family_of = scope:secondary_actor
|
||||
}
|
||||
}
|
||||
create_alliance = {
|
||||
target = scope:recipient
|
||||
allied_through_owner = scope:secondary_actor
|
||||
allied_through_target = scope:secondary_recipient
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
on_decline = {
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { NOT = { this = scope:recipient } }
|
||||
trigger_event = marriage_interaction.0011
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto_accept = {
|
||||
marriage_interaction_auto_accept_trigger = yes #Strong hook conditions
|
||||
}
|
||||
|
||||
ai_accept = {
|
||||
base = 0 # Should be 0 for all interactions
|
||||
|
||||
marriage_ai_accept_modifier = yes
|
||||
}
|
||||
|
||||
|
||||
send_option = {
|
||||
flag = matrilineal
|
||||
localization = "MATRILINEAL_OFFER"
|
||||
starts_enabled = {
|
||||
scope:actor = {
|
||||
OR = {
|
||||
faith = {
|
||||
has_doctrine = doctrine_gender_female_dominated
|
||||
}
|
||||
AND = {
|
||||
scope:secondary_actor = { is_female = yes }
|
||||
faith = { has_doctrine = doctrine_gender_equal }
|
||||
}
|
||||
AND = {
|
||||
exists = scope:secondary_actor
|
||||
scope:actor = scope:secondary_actor
|
||||
is_female = yes
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
send_option = {
|
||||
is_valid = {
|
||||
scope:actor = {
|
||||
has_usable_hook = scope:recipient
|
||||
}
|
||||
}
|
||||
flag = hook
|
||||
localization = MARRIAGE_HOOK
|
||||
}
|
||||
#This option cannot be linked with the hook icon, because recipient isn't known in the right-click menu
|
||||
|
||||
send_options_exclusive = no
|
||||
|
||||
show_effects_in_notification = no
|
||||
greeting = positive
|
||||
|
||||
notification_text = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:secondary_actor = {
|
||||
is_adult = yes
|
||||
}
|
||||
scope:secondary_recipient = {
|
||||
is_adult = yes
|
||||
}
|
||||
|
||||
}
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:matrilineal = yes
|
||||
scope:secondary_actor = scope:actor
|
||||
scope:secondary_recipient = scope:recipient
|
||||
}
|
||||
desc = MARRIAGE_NOTIFICATION_BOTH_PERSONAL_MATRI
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:matrilineal = yes
|
||||
scope:secondary_actor = scope:actor
|
||||
}
|
||||
desc = MARRIAGE_NOTIFICATION_ACTOR_PERSONAL_MATRI
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:matrilineal = yes
|
||||
scope:secondary_recipient = scope:recipient
|
||||
}
|
||||
desc = MARRIAGE_NOTIFICATION_RECIPIENT_PERSONAL_MATRI
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:matrilineal = yes
|
||||
}
|
||||
desc = MARRIAGE_NOTIFICATION_MATRI
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:secondary_actor = scope:actor
|
||||
scope:secondary_recipient = scope:recipient
|
||||
}
|
||||
desc = MARRIAGE_NOTIFICATION_BOTH_PERSONAL
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:secondary_actor = scope:actor
|
||||
}
|
||||
desc = MARRIAGE_NOTIFICATION_ACTOR_PERSONAL
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:secondary_recipient = scope:recipient
|
||||
}
|
||||
desc = MARRIAGE_NOTIFICATION_RECIPIENT_PERSONAL
|
||||
}
|
||||
desc = MARRIAGE_NOTIFICATION
|
||||
}
|
||||
}
|
||||
}
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:matrilineal = yes
|
||||
scope:secondary_actor = scope:actor
|
||||
scope:secondary_recipient = scope:recipient
|
||||
}
|
||||
desc = BETROTHAL_NOTIFICATION_BOTH_PERSONAL_MATRI
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:matrilineal = yes
|
||||
scope:secondary_actor = scope:actor
|
||||
}
|
||||
desc = BETROTHAL_NOTIFICATION_ACTOR_PERSONAL_MATRI
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:matrilineal = yes
|
||||
scope:secondary_recipient = scope:recipient
|
||||
}
|
||||
desc = BETROTHAL_NOTIFICATION_RECIPIENT_PERSONAL_MATRI
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:matrilineal = yes
|
||||
}
|
||||
desc = BETROTHAL_NOTIFICATION_MATRI
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:secondary_actor = scope:actor
|
||||
scope:secondary_recipient = scope:recipient
|
||||
}
|
||||
desc = BETROTHAL_NOTIFICATION_BOTH_PERSONAL
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:secondary_actor = scope:actor
|
||||
}
|
||||
desc = BETROTHAL_NOTIFICATION_ACTOR_PERSONAL
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:secondary_recipient = scope:recipient
|
||||
}
|
||||
desc = BETROTHAL_NOTIFICATION_RECIPIENT_PERSONAL
|
||||
}
|
||||
desc = BETROTHAL_NOTIFICATION
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
version="0.1A"
|
||||
tags={
|
||||
"Character Interactions"
|
||||
"Gameplay"
|
||||
"Balance"
|
||||
}
|
||||
name="Find Spouse Expanded"
|
||||
supported_version="1.*"
|
||||
remote_file_id="2988672797"
|
|
@ -0,0 +1,3 @@
|
|||
l_english:
|
||||
find_spouse_expanded_interaction: "Find Spouse"
|
||||
actor_secondary_find_spouse_expanded_interaction: "Spouse"
|
Binary file not shown.
After Width: | Height: | Size: 289 KiB |
|
@ -0,0 +1,10 @@
|
|||
version="0.1A"
|
||||
tags={
|
||||
"Decisions"
|
||||
"Gameplay"
|
||||
"Balance"
|
||||
}
|
||||
name="Ingratiate Heir Decision"
|
||||
supported_version="1.*"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/Ingratiate_Heir_Decision"
|
||||
remote_file_id="2989664759"
|
|
@ -0,0 +1,185 @@
|
|||
|
||||
#########################################################################
|
||||
# Ingratiate Heir Decision
|
||||
# Developed by idev
|
||||
#########################################################################
|
||||
|
||||
mod_ingratiate_heir_decision = {
|
||||
picture = {
|
||||
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
|
||||
}
|
||||
decision_group_type = decisions
|
||||
desc = mod_ingratiate_heir_decision_desc
|
||||
sort_order = 80
|
||||
|
||||
cooldown = { years = 10 }
|
||||
|
||||
is_shown = {
|
||||
is_ruler = yes
|
||||
is_ai = no
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
root.primary_heir.dynasty = root.dynasty
|
||||
}
|
||||
|
||||
widget = {
|
||||
gui = "decision_view_widget_decision_option_list_controller"
|
||||
controller = decision_option_list_controller
|
||||
|
||||
item = {
|
||||
value = mod_ingratiate_heir_very_modest
|
||||
localization = mod_ingratiate_heir_very_modest_loc
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
item = {
|
||||
value = mod_ingratiate_heir_modest
|
||||
localization = mod_ingratiate_heir_modest_loc
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
item = {
|
||||
value = mod_ingratiate_heir_substantial
|
||||
localization = mod_ingratiate_heir_substantial_loc
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = { scope:mod_ingratiate_heir_very_modest = yes }
|
||||
show_as_tooltip = {
|
||||
add_prestige = -250
|
||||
add_piety = -100
|
||||
}
|
||||
|
||||
primary_heir = {
|
||||
add_prestige = 250
|
||||
add_piety = 100
|
||||
}
|
||||
|
||||
every_vassal_or_below = {
|
||||
add_opinion = {
|
||||
modifier = impressed_opinion
|
||||
target = root.primary_heir
|
||||
opinion = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:mod_ingratiate_heir_modest = yes }
|
||||
show_as_tooltip = {
|
||||
add_prestige = -600
|
||||
add_piety = -250
|
||||
}
|
||||
|
||||
primary_heir = {
|
||||
add_prestige = 600
|
||||
add_piety = 250
|
||||
}
|
||||
|
||||
every_vassal_or_below = {
|
||||
add_opinion = {
|
||||
modifier = impressed_opinion
|
||||
target = root.primary_heir
|
||||
opinion = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:mod_ingratiate_heir_substantial = yes }
|
||||
show_as_tooltip = {
|
||||
add_prestige = -1350
|
||||
add_piety = -500
|
||||
}
|
||||
|
||||
primary_heir = {
|
||||
add_prestige = 1350
|
||||
add_piety = 500
|
||||
}
|
||||
|
||||
every_vassal_or_below = {
|
||||
add_opinion = {
|
||||
modifier = impressed_opinion
|
||||
target = root.primary_heir
|
||||
opinion = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
trigger_event = {
|
||||
id = mod_ingratiate_heir.0001
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = {
|
||||
if = {
|
||||
limit = { scope:mod_ingratiate_heir_very_modest = yes }
|
||||
add = {
|
||||
value = 215
|
||||
multiply = activity_cost_scale_by_era
|
||||
divide = 2.5
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { scope:mod_ingratiate_heir_modest = yes }
|
||||
add = {
|
||||
value = 625
|
||||
multiply = activity_cost_scale_by_era
|
||||
divide = 2.5
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { scope:mod_ingratiate_heir_substantial = yes }
|
||||
add = {
|
||||
value = 1150
|
||||
multiply = activity_cost_scale_by_era
|
||||
divide = 2.5
|
||||
}
|
||||
}
|
||||
}
|
||||
prestige = {
|
||||
if = {
|
||||
limit = { scope:mod_ingratiate_heir_very_modest = yes }
|
||||
add = {
|
||||
value = 250
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:mod_ingratiate_heir_modest = yes }
|
||||
add = {
|
||||
value = 600
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add = {
|
||||
value = 1350
|
||||
}
|
||||
}
|
||||
}
|
||||
piety = {
|
||||
if = {
|
||||
limit = { scope:mod_ingratiate_heir_very_modest = yes }
|
||||
add = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:mod_ingratiate_heir_modest = yes }
|
||||
add = {
|
||||
value = 250
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add = 500
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_check_interval = 0
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
version="0.1A"
|
||||
tags={
|
||||
"Decisions"
|
||||
"Gameplay"
|
||||
"Balance"
|
||||
}
|
||||
name="Ingratiate Heir Decision"
|
||||
supported_version="1.*"
|
||||
remote_file_id="2989664759"
|
|
@ -0,0 +1,26 @@
|
|||
####################################
|
||||
# Events for mod_ingratiate_heir_decision.txt
|
||||
# Developed by idev
|
||||
####################################
|
||||
|
||||
namespace = mod_ingratiate_heir
|
||||
|
||||
# Positive outcome.
|
||||
mod_ingratiate_heir.0001 = {
|
||||
type = character_event
|
||||
title = mod_ingratiate_event_title
|
||||
desc = mod_ingratiate_event_desc
|
||||
theme = realm
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = personality_honorable
|
||||
}
|
||||
|
||||
immediate = {
|
||||
play_music_cue = "mx_cue_birth"
|
||||
}
|
||||
|
||||
option = {
|
||||
name = mod_ingratiate_event_option_text
|
||||
}
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
l_english:
|
||||
mod_ingratiate_heir_decision: "Ingratiate Heir"
|
||||
|
||||
mod_ingratiate_heir_decision_desc: "I should ingratiate my heir to the realm to make a possible succession an easier transition."
|
||||
|
||||
mod_ingratiate_heir_decision_tooltip: "I should ingratiate my heir to the realm to make a possible succession an easier transition."
|
||||
|
||||
mod_ingratiate_heir_very_modest_loc: " Very Modest Committment "
|
||||
|
||||
mod_ingratiate_heir_very_modest_tooltip: " Requires [prestige_i]250 [prestige|E] and [piety_i]100 [piety|E]"
|
||||
|
||||
mod_ingratiate_heir_modest_loc: " Modest Committment "
|
||||
|
||||
mod_ingratiate_heir_modest_tooltip: " Requires [prestige_i]600 [prestige|E] and [piety_i]250 [piety|E]"
|
||||
|
||||
mod_ingratiate_heir_substantial_loc: " Substantial Committment "
|
||||
|
||||
mod_ingratiate_heir_substantial_tooltip: " Requires [prestige_i]1350 [prestige|E] and [piety_i]500 [piety|E]"
|
||||
|
||||
mod_ingratiate_heir_decision_confirm: "Ingratiate my heir with the realm!"
|
||||
|
||||
mod_ingratiate_event_title: " To Heir On the Side of Caution"
|
||||
|
||||
mod_ingratiate_event_desc: " \nWhether honest intentioned or not, I have endeared my heir to the realm just that little bit more. \n\nBe it at my expense, I can rest a little easier now as stability beckons in the hearts of my subjects and I have endorsed my heir as a true and viable candidate to fill my stead. "
|
||||
|
||||
mod_ingratiate_event_option_text: " May my heir someday rule with great favor! "
|
|
@ -0,0 +1,26 @@
|
|||
l_german:
|
||||
mod_ingratiate_heir_decision: "Meinen Erben beliebt machen"
|
||||
|
||||
mod_ingratiate_heir_decision_desc: "Ich sollte meinen Erben im Reich beliebt machen, um di mögliche Erbfolge zu erleichtern."
|
||||
|
||||
mod_ingratiate_heir_decision_tooltip: "Ich sollte meinen Erben im Reich beliebt machen, um die mögliche Erbfolge zu erleichtern."
|
||||
|
||||
mod_ingratiate_heir_very_modest_loc: " Sehr bescheidener Einsatz "
|
||||
|
||||
mod_ingratiate_heir_very_modest_tooltip: " Benötigt [prestige_i]250 [prestige|E] und [piety_i]100 [piety|E]"
|
||||
|
||||
mod_ingratiate_heir_modest_loc: " Mäßiger Einsatz "
|
||||
|
||||
mod_ingratiate_heir_modest_tooltip: " Benötigt [prestige_i]600 [prestige|E] und [piety_i]250 [piety|E]"
|
||||
|
||||
mod_ingratiate_heir_substantial_loc: " Erheblicher Einsatz "
|
||||
|
||||
mod_ingratiate_heir_substantial_tooltip: " Benötigt [prestige_i]1350 [prestige|E] und [piety_i]500 [piety|E]"
|
||||
|
||||
mod_ingratiate_heir_decision_confirm: "Mach meinen Erben im Reich beliebt!"
|
||||
|
||||
mod_ingratiate_event_title: " Zur Absicherung des Erben"
|
||||
|
||||
mod_ingratiate_event_desc: " \nOb beabsichtigt oder nicht, habe ich meinen Erben im Reich ein bisschen beliebter gemacht. \n\nDank meines Einsatzes, kann ich jetzt entspannter schlafen, da zukünftige Stabilität winkt und ich meinen Erben vor meinen Bürgern als rechtmäßigen und brauchbaren Kandidat für mein Amt befürwortet habe. "
|
||||
|
||||
mod_ingratiate_event_option_text: " Möge mein Erbe eines Tages mit meiner Gunst regieren! "
|
Binary file not shown.
After Width: | Height: | Size: 323 KiB |
|
@ -0,0 +1,11 @@
|
|||
version="0.1"
|
||||
tags={
|
||||
"Events"
|
||||
"Gameplay"
|
||||
"Schemes"
|
||||
"Character Interactions"
|
||||
}
|
||||
name="Medieval Thievery (No AI Version)"
|
||||
supported_version="1.*"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/Medieval_Thievery_No_AI"
|
||||
remote_file_id="3156900884"
|
|
@ -0,0 +1,239 @@
|
|||
mt_recompense_cb = {
|
||||
icon = county_conquest_cb
|
||||
group = conquest
|
||||
|
||||
combine_into_one = yes
|
||||
should_show_war_goal_subview = no
|
||||
|
||||
allowed_for_character = {
|
||||
always = no # cb will be called when neccesarry, it is not a common cb option
|
||||
}
|
||||
|
||||
|
||||
attacker_score_from_occupation_scale = 150
|
||||
attacker_score_from_battles_scale = 150
|
||||
defender_score_from_battles_scale = 150
|
||||
|
||||
# AI doesn't matter as the cb is called by effect, not by consideration
|
||||
# ai_can_target_all_titles = {
|
||||
# can_use_viking_invasion_cbs_trigger = yes
|
||||
# }
|
||||
|
||||
ai_score_mult = {
|
||||
value = viking_conquest_ai_score_value
|
||||
|
||||
# As a feudal gov, do not attack owner of tribal holdings if you have a tribal holding to convert already
|
||||
add = {
|
||||
every_in_list = {
|
||||
list = target_titles
|
||||
if = {
|
||||
limit = { feudal_clan_tribal_conquest_constraints = yes }
|
||||
add = -1000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# AI in struggles act insularly for wars that don't have a familial or legal basis.
|
||||
multiply = struggle_wars_prioritise_struggle_targets_value
|
||||
}
|
||||
|
||||
|
||||
should_invalidate = {
|
||||
NOT = {
|
||||
any_in_list = {
|
||||
list = target_titles
|
||||
any_in_de_jure_hierarchy = {
|
||||
tier = tier_county
|
||||
holder = {
|
||||
OR = {
|
||||
this = scope:defender
|
||||
target_is_liege_or_above = scope:defender
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_invalidated_desc = msg_county_conquest_war_invalidated_message
|
||||
on_invalidated = {}
|
||||
|
||||
cost = {
|
||||
piety = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:defender.faith = scope:attacker.faith
|
||||
}
|
||||
add = {
|
||||
value = 25
|
||||
desc = CB_SAME_FAITH_COST
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
multiply = scope:attacker.realm_size
|
||||
desc = CB_REALM_SIZE_COST
|
||||
max = 75
|
||||
}
|
||||
}
|
||||
multiply = common_cb_piety_cost_multiplier
|
||||
}
|
||||
prestige = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { scope:defender.faith = scope:attacker.faith }
|
||||
}
|
||||
add = {
|
||||
value = 50
|
||||
desc = CB_COST_DIFFERENT_FAITH
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
multiply = scope:attacker.realm_size
|
||||
desc = CB_REALM_SIZE_COST
|
||||
max = 100
|
||||
}
|
||||
}
|
||||
multiply = common_cb_prestige_cost_multiplier
|
||||
}
|
||||
}
|
||||
|
||||
on_declaration = {
|
||||
on_declared_war = yes
|
||||
}
|
||||
|
||||
on_victory_desc = {
|
||||
desc = mt_recompense_cb_victory_desc
|
||||
}
|
||||
|
||||
on_victory = {
|
||||
scope:attacker = { show_pow_release_message_effect = yes }
|
||||
|
||||
#EP2 accolade glory gain for winning against higher ranked enemy
|
||||
scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
|
||||
|
||||
# Prestige Progress for the Attacker
|
||||
every_in_list = {
|
||||
list = target_titles
|
||||
scope:attacker = {
|
||||
add_prestige_experience = minor_prestige_value
|
||||
}
|
||||
}
|
||||
|
||||
# Allies on both sides get full prestige value for helping in the war, based on their war participation.
|
||||
modify_allies_of_participants_fame_values = {
|
||||
WINNER = scope:attacker
|
||||
FAME_BASE = minor_prestige_value
|
||||
IS_RELIGIOUS_WAR = no
|
||||
WINNER_ALLY_FAME_SCALE = 1
|
||||
LOSER_ALLY_FAME_SCALE = 1
|
||||
}
|
||||
|
||||
# Truce
|
||||
add_truce_attacker_victory_effect = yes
|
||||
|
||||
}
|
||||
|
||||
on_white_peace_desc = {
|
||||
desc = mt_recompense_cb_wp_desc
|
||||
}
|
||||
|
||||
on_white_peace = {
|
||||
scope:attacker = { show_pow_release_message_effect = yes }
|
||||
# Prestige loss for the attacker
|
||||
scope:attacker = {
|
||||
add_prestige = {
|
||||
value = minor_prestige_value
|
||||
multiply = -1.0
|
||||
}
|
||||
stress_impact = {
|
||||
ambitious = medium_stress_impact_gain
|
||||
arrogant = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
# Allies on both sides get full prestige value for helping in the war, based on their war participation.
|
||||
modify_allies_of_participants_fame_values = {
|
||||
WINNER = scope:attacker # Not important as the scales are identical
|
||||
FAME_BASE = minor_prestige_value
|
||||
IS_RELIGIOUS_WAR = no
|
||||
WINNER_ALLY_FAME_SCALE = 1
|
||||
LOSER_ALLY_FAME_SCALE = 1
|
||||
}
|
||||
|
||||
scope:defender = {
|
||||
stress_impact = {
|
||||
arrogant = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
add_truce_white_peace_effect = yes
|
||||
}
|
||||
|
||||
on_defeat_desc = {
|
||||
desc = mt_recompense_cb_defeat_desc
|
||||
}
|
||||
|
||||
on_defeat = {
|
||||
scope:attacker = { show_pow_release_message_effect = yes }
|
||||
|
||||
#EP2 accolade glory gain for winning against higher ranked enemy
|
||||
scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes }
|
||||
|
||||
# Prestige loss for the attacker
|
||||
scope:attacker = {
|
||||
pay_short_term_gold_reparations_effect = {
|
||||
GOLD_VALUE = 1
|
||||
}
|
||||
add_prestige = {
|
||||
value = medium_prestige_value
|
||||
multiply = -1.0
|
||||
}
|
||||
}
|
||||
|
||||
# Prestige for Defender
|
||||
scope:defender = {
|
||||
add_prestige_war_defender_effect = {
|
||||
PRESTIGE_VALUE = medium_prestige_value
|
||||
}
|
||||
}
|
||||
|
||||
# Allies on both sides get full prestige value for helping in the war, based on their war participation.
|
||||
modify_allies_of_participants_fame_values = {
|
||||
WINNER = scope:defender
|
||||
FAME_BASE = minor_prestige_value
|
||||
IS_RELIGIOUS_WAR = no
|
||||
WINNER_ALLY_FAME_SCALE = 1
|
||||
LOSER_ALLY_FAME_SCALE = 1
|
||||
}
|
||||
|
||||
add_truce_attacker_defeat_effect = yes
|
||||
|
||||
scope:attacker = {
|
||||
save_temporary_scope_as = loser
|
||||
}
|
||||
on_lost_aggression_war_discontent_loss = yes
|
||||
}
|
||||
|
||||
transfer_behavior = transfer
|
||||
|
||||
on_primary_attacker_death = inherit
|
||||
on_primary_defender_death = inherit
|
||||
|
||||
attacker_allies_inherit = yes
|
||||
defender_allies_inherit = yes
|
||||
|
||||
attacker_ticking_warscore = 0
|
||||
attacker_wargoal_percentage = 0.7
|
||||
|
||||
war_name = mt_recompense_war_name
|
||||
war_name_base = "CONQUEST_WAR_NAME_BASE"
|
||||
cb_name = "CONQUEST_COUNTY_CB_NAME"
|
||||
|
||||
interface_priority = 76
|
||||
|
||||
max_defender_score_from_occupation = 150
|
||||
max_attacker_score_from_occupation = 150
|
||||
|
||||
}
|
|
@ -0,0 +1,543 @@
|
|||
##############################################################################################################################
|
||||
# Medievel Thievery Mod
|
||||
# Developed by DevZero (some code taken from pdx) - the mod has thievery in the name after all...
|
||||
# Notes: First iteration -- Might need to balance piety and prestige values, will judge by community feedback
|
||||
##############################################################################################################################
|
||||
|
||||
# Interaction name is a holdover from before mod was expanded. Leaving as-is so as not to create any localization issues, and it matters very little.
|
||||
mt_steal_gold_interaction = {
|
||||
icon = mt_interaction_icon
|
||||
common_interaction = yes
|
||||
interface_priority = 12
|
||||
category = interaction_category_hostile
|
||||
desc = mt_steal_gold_interaction_desc
|
||||
cooldown = { months = 18 }
|
||||
cooldown_against_recipient = {years = 3}
|
||||
|
||||
is_shown = {
|
||||
NOT = {
|
||||
scope:recipient = scope:actor
|
||||
scope:actor = {
|
||||
OR = {
|
||||
intrigue < 10
|
||||
is_allied_to = scope:recipient
|
||||
age < 11
|
||||
}
|
||||
}
|
||||
scope:recipient = {
|
||||
is_ruler = no
|
||||
}
|
||||
}
|
||||
|
||||
# PDX Multiplayer Checks | Mod not balanced or made for multiplayer, but in case someone uses it.
|
||||
NAND = { # Game Rules!
|
||||
has_game_rule = no_players_multiplayer_murder_schemes
|
||||
scope:actor = {
|
||||
is_ai = no
|
||||
}
|
||||
scope:recipient = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
|
||||
NAND = {
|
||||
has_game_rule = no_player_families_multiplayer_murder_schemes
|
||||
scope:actor = {
|
||||
is_ai = no
|
||||
}
|
||||
scope:recipient = {
|
||||
OR = {
|
||||
is_ai = no
|
||||
any_close_family_member = {
|
||||
AND = {
|
||||
is_ai = no
|
||||
NOT = { this = scope:actor }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
|
||||
}
|
||||
|
||||
# Will stop AI as they do not trigger the flags -- must trigger on player
|
||||
can_send = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = mt_can_send_requirement
|
||||
OR = {
|
||||
scope:steal_gold = yes
|
||||
scope:steal_prestige = yes
|
||||
scope:steal_piety = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
scope:actor = {
|
||||
save_scope_as = mt_thief
|
||||
}
|
||||
scope:recipient = {
|
||||
save_scope_as = mt_victim
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:steal_gold = yes
|
||||
}
|
||||
scope:actor = {
|
||||
add_character_flag = gold_action_taken
|
||||
duel = {
|
||||
skill = intrigue
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
|
||||
give_or_update_embezzler_secret_effect = {
|
||||
TARGET = scope:recipient
|
||||
STAKE = mt_steal_gold_value
|
||||
}
|
||||
|
||||
show_as_tooltip = {
|
||||
add_gold = {
|
||||
value = mt_steal_gold_value
|
||||
}
|
||||
}
|
||||
|
||||
show_as_tooltip = {
|
||||
scope:recipient = {
|
||||
add_gold = {
|
||||
value = mt_steal_gold_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = greedy }
|
||||
add_stress = massive_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:actor
|
||||
gold = {
|
||||
value = mt_steal_gold_value
|
||||
}
|
||||
}
|
||||
trigger_event = {
|
||||
id = mt_event.1001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Greedy characters will not forgive this slight if they can help it.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = greedy
|
||||
can_set_relation_nemesis_trigger = { CHARACTER = scope:actor }
|
||||
}
|
||||
set_relation_nemesis = {
|
||||
target = scope:actor
|
||||
reason = rival_tried_to_embezzle
|
||||
}
|
||||
}
|
||||
# Forgiving characters lose a little less.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################################################################################
|
||||
# Events and AI Reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_gold_effect = yes
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:steal_prestige = yes
|
||||
}
|
||||
scope:actor = {
|
||||
add_character_flag = prestige_action_taken
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_prestige = {
|
||||
value = 0
|
||||
add = mt_steal_prestige_value
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
add_prestige = {
|
||||
value = 0
|
||||
add = mt_steal_prestige_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = arrogant }
|
||||
add_stress = medium_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.2001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Greedy characters will not forgive this slight if they can help it.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = arrogant
|
||||
}
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -75
|
||||
}
|
||||
}
|
||||
# Forgiving characters lose a little less.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################################################################################
|
||||
# Events and AI reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_prestige_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:steal_piety = yes
|
||||
}
|
||||
scope:actor = {
|
||||
add_character_flag = piety_action_taken
|
||||
duel = {
|
||||
skill = learning
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_piety = {
|
||||
value = mt_steal_piety_value
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
add_piety = {
|
||||
value = mt_steal_piety_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = humble }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.3001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Forgiving characters lose a little less.
|
||||
if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
####################################################################################################################
|
||||
# Events and AI reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_piety_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:ai_option = yes
|
||||
}
|
||||
hidden_effect = {
|
||||
mt_ai_action_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
# Player Options
|
||||
send_option = {
|
||||
flag = steal_gold
|
||||
localization = mt_local_gold
|
||||
is_valid = {
|
||||
NOT = { scope:recipient.gold < 50 }
|
||||
}
|
||||
|
||||
}
|
||||
send_option = {
|
||||
flag = steal_prestige
|
||||
localization = mt_local_prestige
|
||||
is_valid = {
|
||||
NOT = { scope:recipient.prestige < 50 }
|
||||
}
|
||||
}
|
||||
send_option = {
|
||||
flag = steal_piety
|
||||
localization = mt_local_piety
|
||||
is_valid = {
|
||||
NOT = { scope:recipient.piety < 50 }
|
||||
}
|
||||
}
|
||||
|
||||
send_options_exclusive = yes
|
||||
auto_accept = yes
|
||||
|
||||
####################################################
|
||||
# AI
|
||||
|
||||
|
||||
ai_will_do = {
|
||||
base = 0
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,145 @@
|
|||
mt_steal_gold_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:recipient.gold > 0 }
|
||||
add = scope:recipient.gold
|
||||
}
|
||||
multiply = {
|
||||
value = 0.2
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 100
|
||||
}
|
||||
add = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 250
|
||||
}
|
||||
add = 0.05
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 500
|
||||
}
|
||||
add = 0.1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 750
|
||||
}
|
||||
add = 0.125
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 1000
|
||||
}
|
||||
add = 0.15
|
||||
}
|
||||
else = {
|
||||
add = 0.175
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
|
||||
}
|
||||
|
||||
mt_steal_prestige_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:recipient.prestige > 0 }
|
||||
add = scope:recipient.prestige
|
||||
}
|
||||
multiply = {
|
||||
value = 0.2
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 100
|
||||
}
|
||||
add = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 250
|
||||
}
|
||||
add = 0.05
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 500
|
||||
}
|
||||
add = 0.1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 750
|
||||
}
|
||||
add = 0.125
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 1000
|
||||
}
|
||||
add = 0.15
|
||||
}
|
||||
else = {
|
||||
add = 0.175
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
|
||||
mt_steal_piety_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:recipient.piety > 0 }
|
||||
add = scope:recipient.piety
|
||||
}
|
||||
multiply = {
|
||||
value = 0.2
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 100
|
||||
}
|
||||
add = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 250
|
||||
}
|
||||
add = 0.05
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 500
|
||||
}
|
||||
add = 0.1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 750
|
||||
}
|
||||
add = 0.125
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 1000
|
||||
}
|
||||
add = 0.15
|
||||
}
|
||||
else = {
|
||||
add = 0.175
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
|
||||
mt_thief_caught_gold_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:mt_thief.gold > 0
|
||||
}
|
||||
add = scope:mt_thief.gold
|
||||
}
|
||||
}
|
|
@ -0,0 +1,861 @@
|
|||
|
||||
|
||||
mt_thief_commonfolk_atrifact_effect_01 = {
|
||||
create_artifact = {
|
||||
name = "Commonfolk Tapestry"
|
||||
description = "A product at the expense of the commonfolk from another realm. Procured from a thieves guild and given to the sponsoring ruler as proof of realm harassment. "
|
||||
type = tapestry
|
||||
visuals = tapestry
|
||||
rarity = masterwork
|
||||
modifier = artifact_court_grandeur_baseline_add_2_modifier
|
||||
modifier = artifact_monthly_tyranny_3_modifier
|
||||
modifier = artifact_mercenary_hire_cost_mult_2_modifier
|
||||
modifier = artifact_monthly_intrigue_lifestyle_xp_1_modifier
|
||||
}
|
||||
|
||||
}
|
||||
mt_thief_commonfolk_atrifact_effect_02 = {
|
||||
create_artifact = {
|
||||
name = "A Song of Water and Lava"
|
||||
description = "A product at the expense of the commonfolk from another realm. Procured from a thieves guild and given to the sponsoring ruler as proof of realm harassment. "
|
||||
type = book
|
||||
visuals = book
|
||||
rarity = masterwork
|
||||
modifier = artifact_court_grandeur_baseline_add_2_modifier
|
||||
modifier = artifact_fertility_gain_2_modifier
|
||||
modifier = artifact_negate_health_penalty_add_3_modifier
|
||||
modifier = artifact_short_reign_duration_mult_3_modifier
|
||||
modifier = artifact_dread_gain_mult_1_modifier
|
||||
modifier = artifact_intrigue_1_modifier
|
||||
}
|
||||
}
|
||||
mt_thief_commonfolk_atrifact_effect_03 = {
|
||||
create_artifact = {
|
||||
name = "Flowers"
|
||||
description = "A product at the expense of the commonfolk from another realm. Procured from a thieves guild and given to the sponsoring ruler as proof of realm harassment. "
|
||||
type = miscellaneous
|
||||
visuals = flowers
|
||||
rarity = masterwork
|
||||
modifier = artifact_attraction_opinion_1_modifier
|
||||
}
|
||||
}
|
||||
mt_thief_commonfolk_atrifact_effect_04 = {
|
||||
create_artifact = {
|
||||
name = "Peasant's Bone"
|
||||
description = "A product at the expense of the commonfolk from another realm. Procured from a thieves guild and given to the sponsoring ruler as proof of realm harassment. "
|
||||
type = miscellaneous
|
||||
visuals = bone
|
||||
rarity = common
|
||||
modifier = artifact_build_gold_cost_1_modifier
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
mt_reciprocal_gold_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.1002
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Murder Retribution
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = murderer
|
||||
has_trait = schemer
|
||||
has_trait = vengeful
|
||||
has_trait = sadistic
|
||||
has_trait = callous
|
||||
has_trait = education_intrigue_4
|
||||
has_trait = education_intrigue_5
|
||||
dread > 75
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = murder
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Reciprocal Abduct (torturer's delight)
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = torturer
|
||||
has_trait = ambitious
|
||||
has_trait = cannibal
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = abduct
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = administrator
|
||||
has_trait = architect
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_thief.capital_county = {
|
||||
random_list = {
|
||||
50 = {
|
||||
change_development_level = -1
|
||||
}
|
||||
50 = {
|
||||
change_development_progress = -50
|
||||
}
|
||||
}
|
||||
add_county_modifier = county_corruption_bandits_rampant_modifier
|
||||
}
|
||||
}
|
||||
# AI Sends Scoundrels to 'persuade' thief to give all Gold
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
has_trait = overseer
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_thief = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:mt_victim
|
||||
gold = mt_thief_caught_gold_value
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
70 = {
|
||||
scope:mt_thief = {
|
||||
add_trait = wounded_1
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
# War time, Rah!
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = education_martial_5
|
||||
has_trait = wrathful
|
||||
has_trait = strategist
|
||||
martial > 20
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
}
|
||||
}
|
||||
}
|
||||
# Else no consequences -- opinion penalty already accessed
|
||||
}
|
||||
|
||||
mt_reciprocal_prestige_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.1003
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Murder Retribution
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = murderer
|
||||
has_trait = schemer
|
||||
has_trait = vengeful
|
||||
has_trait = sadistic
|
||||
has_trait = callous
|
||||
has_trait = education_intrigue_4
|
||||
has_trait = education_intrigue_5
|
||||
dread > 75
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = murder
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Reciprocal Abduct (torturer's delight)
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = torturer
|
||||
has_trait = ambitious
|
||||
has_trait = cannibal
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = abduct
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = administrator
|
||||
has_trait = architect
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_thief.capital_county = {
|
||||
random_list = {
|
||||
50 = {
|
||||
change_development_level = -1
|
||||
}
|
||||
50 = {
|
||||
change_development_progress = -50
|
||||
}
|
||||
}
|
||||
add_county_modifier = county_corruption_bandits_rampant_modifier
|
||||
}
|
||||
}
|
||||
# AI Sends Scoundrels to 'persuade' thief to give all Gold
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
has_trait = overseer
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_thief = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:mt_victim
|
||||
gold = mt_thief_caught_gold_value
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
70 = {
|
||||
scope:mt_thief = {
|
||||
add_trait = wounded_1
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
# War time, Rah!
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = education_martial_5
|
||||
has_trait = wrathful
|
||||
has_trait = strategist
|
||||
martial > 20
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
}
|
||||
}
|
||||
}
|
||||
# Else no consequences -- opinion penalty already accessed
|
||||
}
|
||||
|
||||
mt_reciprocal_piety_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.1004
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Murder Retribution
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = murderer
|
||||
has_trait = schemer
|
||||
has_trait = vengeful
|
||||
has_trait = sadistic
|
||||
has_trait = callous
|
||||
has_trait = education_intrigue_4
|
||||
has_trait = education_intrigue_5
|
||||
dread > 75
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = murder
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Reciprocal Abduct (torturer's delight)
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = torturer
|
||||
has_trait = ambitious
|
||||
has_trait = cannibal
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = abduct
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = administrator
|
||||
has_trait = architect
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_thief.capital_county = {
|
||||
random_list = {
|
||||
50 = {
|
||||
change_development_level = -1
|
||||
}
|
||||
50 = {
|
||||
change_development_progress = -50
|
||||
}
|
||||
}
|
||||
add_county_modifier = county_corruption_bandits_rampant_modifier
|
||||
}
|
||||
}
|
||||
# AI Sends Scoundrels to 'persuade' thief to give all Gold
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
has_trait = overseer
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_thief = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:mt_victim
|
||||
gold = mt_thief_caught_gold_value
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
70 = {
|
||||
scope:mt_thief = {
|
||||
add_trait = wounded_1
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
# War time, Rah!
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = education_martial_5
|
||||
has_trait = wrathful
|
||||
has_trait = strategist
|
||||
martial > 20
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
}
|
||||
}
|
||||
}
|
||||
# Else no consequences -- opinion penalty already accessed
|
||||
}
|
||||
|
||||
# AI action 'selection' since they don't use send options (default to gold theft)
|
||||
mt_ai_action_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
OR = {
|
||||
has_trait = august
|
||||
has_trait = arrogant
|
||||
has_trait = education_diplomacy_5
|
||||
has_trait = ambitious
|
||||
has_trait = diplomat
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_prestige = {
|
||||
value = 0
|
||||
add = mt_steal_prestige_value
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
add_prestige = {
|
||||
value = 0
|
||||
add = mt_steal_prestige_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = arrogant }
|
||||
add_stress = medium_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.2001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Greedy characters will not forgive this slight if they can help it.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = arrogant
|
||||
}
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -75
|
||||
}
|
||||
}
|
||||
# Forgiving characters lose a little less.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################################################################################
|
||||
# Events and AI reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_prestige_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
OR = {
|
||||
has_trait = zealous
|
||||
has_trait = theologian
|
||||
has_trait = education_learning_5
|
||||
has_trait = education_learning_4
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = learning
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_piety = {
|
||||
value = mt_steal_piety_value
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
add_piety = {
|
||||
value = mt_steal_piety_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = humble }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.3001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Forgiving characters lose a little less.
|
||||
if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
####################################################################################################################
|
||||
# Events and AI reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_piety_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = intrigue
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
|
||||
give_or_update_embezzler_secret_effect = {
|
||||
TARGET = scope:recipient
|
||||
STAKE = mt_steal_gold_value
|
||||
}
|
||||
|
||||
show_as_tooltip = {
|
||||
add_gold = {
|
||||
value = mt_steal_gold_value
|
||||
}
|
||||
}
|
||||
|
||||
show_as_tooltip = {
|
||||
scope:recipient = {
|
||||
add_gold = {
|
||||
value = mt_steal_gold_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = greedy }
|
||||
add_stress = massive_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:actor
|
||||
gold = {
|
||||
value = mt_steal_gold_value
|
||||
}
|
||||
}
|
||||
trigger_event = {
|
||||
id = mt_event.1001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Greedy characters will not forgive this slight if they can help it.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = greedy
|
||||
can_set_relation_nemesis_trigger = { CHARACTER = scope:actor }
|
||||
}
|
||||
set_relation_nemesis = {
|
||||
target = scope:actor
|
||||
reason = rival_tried_to_embezzle
|
||||
}
|
||||
}
|
||||
# Forgiving characters lose a little less.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################################################################################
|
||||
# Events and AI Reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_gold_effect = yes
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
version="0.1"
|
||||
tags={
|
||||
"Events"
|
||||
"Gameplay"
|
||||
"Schemes"
|
||||
"Character Interactions"
|
||||
}
|
||||
name="Medieval Thievery (No AI Version)"
|
||||
supported_version="1.*"
|
||||
remote_file_id="3156900884"
|
|
@ -0,0 +1,510 @@
|
|||
##################################################################################################################
|
||||
# Medievel Thievery Events
|
||||
# Developed by DevZero
|
||||
# Notes: Need to start war in event option: learn it!
|
||||
##################################################################################################################
|
||||
|
||||
# Events are in order as follows:
|
||||
# 1001, 2001, 3001 - Alert player of sucessful theft against them -- gold / prestige / piety respectively
|
||||
# 1002, 1003, 1004 - Player action to unsuccessful theft against them -- gold / prestige / piety respectively for flavor text
|
||||
# 1021, 1022 - Second layer to player action -- Reciprocal Thieve / Reciprocal Scheme
|
||||
# 5000 - Fallback for player to reselect options (didn't like or wanted to see the rest)
|
||||
|
||||
namespace = mt_event
|
||||
|
||||
# Event to let player know there was a successful attempt against them to steal gold
|
||||
mt_event.1001 = {
|
||||
type = character_event
|
||||
title = mt_notify_gold_title
|
||||
desc = mt_notify_gold_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
option = {
|
||||
name = mt_notify_gold_option.a
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_gold_option.b
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# Event to let player know there was a successful attempt against them to steal prestige
|
||||
mt_event.2001 = {
|
||||
type = character_event
|
||||
title = mt_notify_prestige_title
|
||||
desc = mt_notify_prestige_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
option = {
|
||||
name = mt_notify_prestige_option.a
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_prestige_option.b
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_prestige_option.c
|
||||
}
|
||||
}
|
||||
|
||||
# Event to let player know there was a successful attempt against them to steal piety
|
||||
mt_event.3001 = {
|
||||
type = character_event
|
||||
title = mt_notify_piety_title
|
||||
desc = mt_notify_piety_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
option = {
|
||||
name = mt_notify_piety_option.a
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_piety_option.b
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_piety_option.c
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##################################################################################################################################
|
||||
##################################################################################################################################
|
||||
# Caught!
|
||||
|
||||
# Steal Failure Gold -- Advises Player of theif, player can select two reciprical action categories or two actions
|
||||
mt_event.1002 = {
|
||||
type = character_event
|
||||
title = mt_caught_gold_reciprocal_main_title
|
||||
desc = mt_caught_gold_reciprocal_main_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
|
||||
# Two can play at that game! - Thieve Back
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1021
|
||||
}
|
||||
}
|
||||
|
||||
# Let's make this personal! - Get back at character directly (murder / abduct)
|
||||
option = {
|
||||
name = mt_reciprocal_personal_scheme_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1022
|
||||
}
|
||||
}
|
||||
|
||||
# Start war - No overreaction here to speak of ...
|
||||
option = {
|
||||
name = mt_reciprocal_war_option.tt
|
||||
|
||||
custom_tooltip = mt_reciprocal_war_desc.tt
|
||||
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# let it go -- stress relieving (especially forgiving characters).
|
||||
option = {
|
||||
name = mt_non_reciprocal_option.tt
|
||||
scope:mt_victim = {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forgiving
|
||||
}
|
||||
add_stress = -50
|
||||
}
|
||||
else = {
|
||||
add_stress = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Steal Failure Prestige
|
||||
mt_event.1003 = {
|
||||
type = character_event
|
||||
title = mt_caught_prestige_reciprocal_main_title
|
||||
desc = mt_caught_prestige_reciprocal_main_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
|
||||
# Two can play at that game! - Thieve Back
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1021
|
||||
}
|
||||
}
|
||||
|
||||
# Let's make this personal! - Get back at character directly (murder / abduct)
|
||||
option = {
|
||||
name = mt_reciprocal_personal_scheme_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1022
|
||||
}
|
||||
}
|
||||
|
||||
# Start war - No overreaction here to speak of ...
|
||||
option = {
|
||||
name = mt_reciprocal_war_option.tt
|
||||
|
||||
custom_tooltip = mt_reciprocal_war_desc.tt
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = county_conquest_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# let it go -- stress relieving (especially forgiving characters).
|
||||
option = {
|
||||
name = mt_non_reciprocal_option.tt
|
||||
scope:mt_victim = {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forgiving
|
||||
}
|
||||
add_stress = -50
|
||||
}
|
||||
else = {
|
||||
add_stress = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Steal Failure Piety
|
||||
mt_event.1004 = {
|
||||
type = character_event
|
||||
title = mt_caught_piety_reciprocal_main_title
|
||||
desc = mt_caught_piety_reciprocal_main_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
|
||||
# Two can play at that game! - Thieve Back
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1021
|
||||
}
|
||||
}
|
||||
|
||||
# Let's make this personal! - Get back at character directly (murder / abduct)
|
||||
option = {
|
||||
name = mt_reciprocal_personal_scheme_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1022
|
||||
}
|
||||
}
|
||||
|
||||
# # Start war - No overreaction here to speak of ...
|
||||
option = {
|
||||
name = mt_reciprocal_war_option.tt
|
||||
|
||||
custom_tooltip = mt_reciprocal_war_desc.tt
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# let it go -- stress relieving (especially forgiving characters).
|
||||
option = {
|
||||
name = mt_non_reciprocal_option.tt
|
||||
scope:mt_victim = {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forgiving
|
||||
}
|
||||
add_stress = -50
|
||||
}
|
||||
else = {
|
||||
add_stress = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#########################################################################################################
|
||||
# Reciprocal Thievery
|
||||
mt_event.1021 = {
|
||||
type = character_event
|
||||
title = mt_reiprocal_thieve_main_title
|
||||
desc = mt_reiprocal_thieve_main_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
# Send scoundrels (take all gold or kills thief)
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_employ_rogues_option
|
||||
|
||||
custom_tooltip = mt_reciprocal_rogues_employ_desc.tt
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_thief = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:mt_victim
|
||||
gold = mt_thief_caught_gold_value
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
70 = {
|
||||
scope:mt_thief = {
|
||||
add_trait = wounded_1
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Send marauders to torment their capital
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_scoundrel_disturb_option
|
||||
|
||||
custom_tooltip = mt_reciprocal_scoundrel_disturb_employ_desc.tt
|
||||
scope:mt_thief.capital_county = {
|
||||
random_list = {
|
||||
50 = {
|
||||
change_development_level = -1
|
||||
}
|
||||
50 = {
|
||||
change_development_progress = -50
|
||||
}
|
||||
}
|
||||
add_county_modifier = county_corruption_bandits_rampant_modifier
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
# Send scoundrels to thieve the realm (may get artifact)
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_employ_theives_option
|
||||
|
||||
custom_tooltip = mt_reciprocal_thieve_employ_desc.tt
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_01 = yes
|
||||
}
|
||||
}
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_02 = yes
|
||||
}
|
||||
}
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_03 = yes
|
||||
}
|
||||
}
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_04 = yes
|
||||
}
|
||||
}
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_05 = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
50 = {
|
||||
scope:mt_thief.capital_county = {
|
||||
add_county_modifier = county_corruption_thieves_guild_modifier
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Nevermind
|
||||
option = {
|
||||
name = mt_reciprocal_nervermind_exit.tt
|
||||
trigger_event = {
|
||||
id = mt_event.5000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Personal Schemes
|
||||
mt_event.1022 = {
|
||||
|
||||
type = character_event
|
||||
title = mt_reciprocal_personal_title
|
||||
desc = mt_reciprocal_personal_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
|
||||
# Murder the ne'er-do-well!
|
||||
option = {
|
||||
name = mt_reciprocal_murder_option.tt
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = murder
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Abduct the ne'er-do-well!
|
||||
option = {
|
||||
name = mt_reciprocal_abduct_option.tt
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = abduct
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Nevermind
|
||||
option = {
|
||||
name = mt_reciprocal_nervermind_exit.tt
|
||||
trigger_event = {
|
||||
id = mt_event.5000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############################################################################################################
|
||||
# Redirect Fallback Should Player want to address different options or see all -- 'Nevermind Option Event'
|
||||
mt_event.5000 = {
|
||||
type = character_event
|
||||
title = mt_reciprocal_fallback_title
|
||||
desc = mt_reciprocal_fallback_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
# Two can play at that game! - Thieve Back
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1021
|
||||
}
|
||||
}
|
||||
|
||||
# Let's make this personal! - Get back at character directly (murder / abduct / fab hook)
|
||||
option = {
|
||||
name = mt_reciprocal_personal_scheme_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1022
|
||||
}
|
||||
}
|
||||
|
||||
# Start war -- don't know how to create claim on artifact
|
||||
option = {
|
||||
name = mt_reciprocal_war_option.tt
|
||||
custom_tooltip = mt_reciprocal_war_desc.tt
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# let it go -- stress relieving (especially forgiving characters) and opinion boost with nayer-do-well.
|
||||
option = {
|
||||
name = mt_non_reciprocal_option.tt
|
||||
scope:mt_victim = {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forgiving
|
||||
}
|
||||
add_stress = -50
|
||||
}
|
||||
else = {
|
||||
add_stress = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
Binary file not shown.
|
@ -0,0 +1,86 @@
|
|||
l_english:
|
||||
|
||||
# Interaction
|
||||
mt_steal_gold_interaction: "Thieve"
|
||||
mt_steal_gold_interaction_desc: "Thieve from [recipient.GetTitledFirstName]"
|
||||
mt_steal_gold_interaction.tt.success.actor: "You're successful in your thievery"
|
||||
mt_steal_gold_interaction_tt.failure.actor: "Your dastardly ploy is uncovered"
|
||||
mt_can_send_requirement: "Must choose an option"
|
||||
mt_local_gold: "Thieve Gold"
|
||||
mt_local_prestige: "Thieve Prestige"
|
||||
mt_local_piety: "Thieve Piety"
|
||||
|
||||
#### Events
|
||||
# Event: Not Caught - Notify / Don't reveal
|
||||
mt_notify_gold_title: "Thievery: Missing Gold"
|
||||
mt_notify_gold_desc: "\n\nI have been hearing through various sources that there is missing gold from the treasury. Though after a short rummaging, a lowly administrative scribe found nothing."
|
||||
mt_notify_gold_option.a: "I shall delve no further ino the matter, surely I would have noticed!"
|
||||
mt_notify_gold_option.b: "Another question left to the philosophers I suppose!"
|
||||
|
||||
mt_notify_prestige_title: "Thievery: Regal Reputation"
|
||||
mt_notify_prestige_desc: "\n\nThere has been much talk amidst the realm. Someone has besmirched my regal nature and reputation! Unduly and unfairly, I say. Why lead a campaign that turns the secular opinion against the great leader of the realm? One intercepted letter's introduction reads #italic '... we must recognize those worthy of fame and those of whom are not ... '#! Blasphemous!"
|
||||
mt_notify_prestige_option.a: "The colloquial #italic 'we' #! is reserved for those with leeches and the mad! "
|
||||
mt_notify_prestige_option.b: "One must not concern themself with the opinions of the sheep."
|
||||
mt_notify_prestige_option.c: "One must simply know me to understand if my reputation is just!"
|
||||
|
||||
mt_notify_piety_title: "Thievery: Piousness"
|
||||
mt_notify_piety_desc: "\n\nTalk among the common folk is that my piousness is in question. Someone has undoubtedly spread this slanderous information in an effort to increase their own standing in the matter."
|
||||
mt_notify_piety_option.a: "I am just as pious as the rest!"
|
||||
mt_notify_piety_option.b: "Does this person know me?"
|
||||
mt_notify_piety_option.c: "None shall come of this."
|
||||
|
||||
# Event: Caught
|
||||
mt_caught_gold_reciprocal_main_title: "Thievery: Gold"
|
||||
mt_caught_gold_reciprocal_main_desc: "\n\n[mt_thief.GetTitledFirstName] Has been named as ne'er-do-well against me in a ploy to thieve from #EMP my #! treasury!\n\nRumors spread and the news has made its rounds amongst the commonfolk. The realm awaits my response."
|
||||
|
||||
mt_caught_prestige_reciprocal_main_title: "Thievery: Regal Reputation"
|
||||
mt_caught_prestige_reciprocal_main_desc: "\n\n[mt_thief.GetTitledFirstName] Has been named as ne'er-do-well against me in a ploy to lessen my reputation in the secular realm in service of [mt_thief.GetHerHis] own!\n\nRumors spread and the news has made its rounds amongst the commonfolk. The realm awaits my response."
|
||||
|
||||
mt_caught_piety_reciprocal_main_title: "Thievery: Piousness"
|
||||
mt_caught_piety_reciprocal_main_desc: "\n\n[mt_thief.GetTitledFirstName] Has been named as ne'er-do-well against me in a ploy to service [mt_thief.GetHerHis] own reputation regarding piousness. While the ploy was uncovered, there could have been questions regarding my piousness!\n\nRumors spread and the news has made its rounds amongst the commonfolk. The realm awaits my response."
|
||||
|
||||
|
||||
mt_reciprocal_thieve_option.tt: "#italic Ohhh,#! two can play at that game!"
|
||||
mt_reciprocal_personal_scheme_option.tt: "Let's make this personal!"
|
||||
mt_reciprocal_war_option.tt: "Raise the army!"
|
||||
mt_non_reciprocal_option.tt: "I'll not lower myself to the same level as the swine!"
|
||||
|
||||
|
||||
|
||||
# Reciprocal Thievery
|
||||
mt_reiprocal_thieve_main_title: "Thievery: The Games We Play"
|
||||
mt_reiprocal_thieve_main_desc: "\n\nAn eye for an eye makes the realm blind -- or so I've been told. Though whoever said that must not of been wronged in such a way! Some sort of justice must be served! Honor demands it!"
|
||||
|
||||
mt_reciprocal_thieve_employ_rogues_option: "I'll convince local rogues to inflitrate [mt_thief.GetHerHis] castle during the night!"
|
||||
mt_reciprocal_rogues_employ_desc.tt: "#italic Simply, [mt_thief.GetSheHe] will pay or meet the ire of the rogues #!"
|
||||
|
||||
mt_reciprocal_thieve_employ_theives_option: "I'll send local thieves to harass the commonfolk among [mt_thief.GetHerHis] realm!"
|
||||
mt_reciprocal_thieve_employ_desc.tt: "#italic Regality be damned, recompense will come from someone #!"
|
||||
|
||||
mt_reciprocal_thieve_scoundrel_disturb_option: "I'll send a band of local scoundrels to sow chaos in [mt_thief.GetHerHis] capital!"
|
||||
|
||||
mt_reciprocal_scoundrel_disturb_employ_desc.tt: "#italic Surely as rain is wet, [mt_thief.GetHerHis] capital will come to dislike the ruffians set upon it #!"
|
||||
|
||||
# Reciprocal Personal
|
||||
mt_reciprocal_personal_title: "Thievery: Let's Get Personal"
|
||||
mt_reciprocal_personal_desc: "\n\nForget the rest, there is one person responsible and [mt_thief.GetTitledFirstName] will face my personal judgement. The question becomes rather, what sort of justice shall be enacted!"
|
||||
mt_reciprocal_murder_option.tt: "[mt_thief.GetTitledFirstName] shall serve the ground as fertilizer!"
|
||||
mt_reciprocal_abduct_option.tt: "Abduct now, decide later..."
|
||||
|
||||
# War Reciprocal Option
|
||||
mt_reciprocal_war_desc.tt: "#italic No overreaction here to speak of#!"
|
||||
|
||||
# Fallback
|
||||
mt_reciprocal_fallback_title: "Thievery: Decisions, Decisions..."
|
||||
mt_reciprocal_fallback_desc: "\n\n#italic Hmmm.. let me think ...#!"
|
||||
|
||||
# Exit option for all level 2 events
|
||||
mt_reciprocal_nervermind_exit.tt: "Maybe I should rethink my options..."
|
||||
|
||||
# Reciprocal War
|
||||
mt_recompense_cb: "Recompense Casus Belli"
|
||||
mt_recompense_war_name: "Recompense War"
|
||||
mt_recompense_cb_victory_desc: "You benefit from the spoils of war as just recompense!"
|
||||
mt_recompense_cb_wp_desc: "Hostilities end between the two sides."
|
||||
mt_recompense_cb_defeat_desc: "You are embarassed on the field of battle."
|
||||
|
Binary file not shown.
After Width: | Height: | Size: 228 KiB |
|
@ -0,0 +1,10 @@
|
|||
version="0.1"
|
||||
tags={
|
||||
"Schemes"
|
||||
"Gameplay"
|
||||
"Character Interactions"
|
||||
}
|
||||
name="Medievel Thievery"
|
||||
supported_version="1.*"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/Medievel_Thievery"
|
||||
remote_file_id="3143275236"
|
|
@ -0,0 +1,239 @@
|
|||
mt_recompense_cb = {
|
||||
icon = county_conquest_cb
|
||||
group = conquest
|
||||
|
||||
combine_into_one = yes
|
||||
should_show_war_goal_subview = no
|
||||
|
||||
allowed_for_character = {
|
||||
always = no # cb will be called when neccesarry, it is not a common cb option
|
||||
}
|
||||
|
||||
|
||||
attacker_score_from_occupation_scale = 150
|
||||
attacker_score_from_battles_scale = 150
|
||||
defender_score_from_battles_scale = 150
|
||||
|
||||
# AI doesn't matter as the cb is called by effect, not by consideration
|
||||
# ai_can_target_all_titles = {
|
||||
# can_use_viking_invasion_cbs_trigger = yes
|
||||
# }
|
||||
|
||||
ai_score_mult = {
|
||||
value = viking_conquest_ai_score_value
|
||||
|
||||
# As a feudal gov, do not attack owner of tribal holdings if you have a tribal holding to convert already
|
||||
add = {
|
||||
every_in_list = {
|
||||
list = target_titles
|
||||
if = {
|
||||
limit = { feudal_clan_tribal_conquest_constraints = yes }
|
||||
add = -1000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# AI in struggles act insularly for wars that don't have a familial or legal basis.
|
||||
multiply = struggle_wars_prioritise_struggle_targets_value
|
||||
}
|
||||
|
||||
|
||||
should_invalidate = {
|
||||
NOT = {
|
||||
any_in_list = {
|
||||
list = target_titles
|
||||
any_in_de_jure_hierarchy = {
|
||||
tier = tier_county
|
||||
holder = {
|
||||
OR = {
|
||||
this = scope:defender
|
||||
target_is_liege_or_above = scope:defender
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_invalidated_desc = msg_county_conquest_war_invalidated_message
|
||||
on_invalidated = {}
|
||||
|
||||
cost = {
|
||||
piety = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:defender.faith = scope:attacker.faith
|
||||
}
|
||||
add = {
|
||||
value = 25
|
||||
desc = CB_SAME_FAITH_COST
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
multiply = scope:attacker.realm_size
|
||||
desc = CB_REALM_SIZE_COST
|
||||
max = 75
|
||||
}
|
||||
}
|
||||
multiply = common_cb_piety_cost_multiplier
|
||||
}
|
||||
prestige = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { scope:defender.faith = scope:attacker.faith }
|
||||
}
|
||||
add = {
|
||||
value = 50
|
||||
desc = CB_COST_DIFFERENT_FAITH
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
multiply = scope:attacker.realm_size
|
||||
desc = CB_REALM_SIZE_COST
|
||||
max = 100
|
||||
}
|
||||
}
|
||||
multiply = common_cb_prestige_cost_multiplier
|
||||
}
|
||||
}
|
||||
|
||||
on_declaration = {
|
||||
on_declared_war = yes
|
||||
}
|
||||
|
||||
on_victory_desc = {
|
||||
desc = mt_recompense_cb_victory_desc
|
||||
}
|
||||
|
||||
on_victory = {
|
||||
scope:attacker = { show_pow_release_message_effect = yes }
|
||||
|
||||
#EP2 accolade glory gain for winning against higher ranked enemy
|
||||
scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
|
||||
|
||||
# Prestige Progress for the Attacker
|
||||
every_in_list = {
|
||||
list = target_titles
|
||||
scope:attacker = {
|
||||
add_prestige_experience = minor_prestige_value
|
||||
}
|
||||
}
|
||||
|
||||
# Allies on both sides get full prestige value for helping in the war, based on their war participation.
|
||||
modify_allies_of_participants_fame_values = {
|
||||
WINNER = scope:attacker
|
||||
FAME_BASE = minor_prestige_value
|
||||
IS_RELIGIOUS_WAR = no
|
||||
WINNER_ALLY_FAME_SCALE = 1
|
||||
LOSER_ALLY_FAME_SCALE = 1
|
||||
}
|
||||
|
||||
# Truce
|
||||
add_truce_attacker_victory_effect = yes
|
||||
|
||||
}
|
||||
|
||||
on_white_peace_desc = {
|
||||
desc = mt_recompense_cb_wp_desc
|
||||
}
|
||||
|
||||
on_white_peace = {
|
||||
scope:attacker = { show_pow_release_message_effect = yes }
|
||||
# Prestige loss for the attacker
|
||||
scope:attacker = {
|
||||
add_prestige = {
|
||||
value = minor_prestige_value
|
||||
multiply = -1.0
|
||||
}
|
||||
stress_impact = {
|
||||
ambitious = medium_stress_impact_gain
|
||||
arrogant = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
# Allies on both sides get full prestige value for helping in the war, based on their war participation.
|
||||
modify_allies_of_participants_fame_values = {
|
||||
WINNER = scope:attacker # Not important as the scales are identical
|
||||
FAME_BASE = minor_prestige_value
|
||||
IS_RELIGIOUS_WAR = no
|
||||
WINNER_ALLY_FAME_SCALE = 1
|
||||
LOSER_ALLY_FAME_SCALE = 1
|
||||
}
|
||||
|
||||
scope:defender = {
|
||||
stress_impact = {
|
||||
arrogant = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
add_truce_white_peace_effect = yes
|
||||
}
|
||||
|
||||
on_defeat_desc = {
|
||||
desc = mt_recompense_cb_defeat_desc
|
||||
}
|
||||
|
||||
on_defeat = {
|
||||
scope:attacker = { show_pow_release_message_effect = yes }
|
||||
|
||||
#EP2 accolade glory gain for winning against higher ranked enemy
|
||||
scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes }
|
||||
|
||||
# Prestige loss for the attacker
|
||||
scope:attacker = {
|
||||
pay_short_term_gold_reparations_effect = {
|
||||
GOLD_VALUE = 1
|
||||
}
|
||||
add_prestige = {
|
||||
value = medium_prestige_value
|
||||
multiply = -1.0
|
||||
}
|
||||
}
|
||||
|
||||
# Prestige for Defender
|
||||
scope:defender = {
|
||||
add_prestige_war_defender_effect = {
|
||||
PRESTIGE_VALUE = medium_prestige_value
|
||||
}
|
||||
}
|
||||
|
||||
# Allies on both sides get full prestige value for helping in the war, based on their war participation.
|
||||
modify_allies_of_participants_fame_values = {
|
||||
WINNER = scope:defender
|
||||
FAME_BASE = minor_prestige_value
|
||||
IS_RELIGIOUS_WAR = no
|
||||
WINNER_ALLY_FAME_SCALE = 1
|
||||
LOSER_ALLY_FAME_SCALE = 1
|
||||
}
|
||||
|
||||
add_truce_attacker_defeat_effect = yes
|
||||
|
||||
scope:attacker = {
|
||||
save_temporary_scope_as = loser
|
||||
}
|
||||
on_lost_aggression_war_discontent_loss = yes
|
||||
}
|
||||
|
||||
transfer_behavior = transfer
|
||||
|
||||
on_primary_attacker_death = inherit
|
||||
on_primary_defender_death = inherit
|
||||
|
||||
attacker_allies_inherit = yes
|
||||
defender_allies_inherit = yes
|
||||
|
||||
attacker_ticking_warscore = 0
|
||||
attacker_wargoal_percentage = 0.7
|
||||
|
||||
war_name = mt_recompense_war_name
|
||||
war_name_base = "CONQUEST_WAR_NAME_BASE"
|
||||
cb_name = "CONQUEST_COUNTY_CB_NAME"
|
||||
|
||||
interface_priority = 76
|
||||
|
||||
max_defender_score_from_occupation = 150
|
||||
max_attacker_score_from_occupation = 150
|
||||
|
||||
}
|
|
@ -0,0 +1,743 @@
|
|||
##############################################################################################################################
|
||||
# Medievel Thievery Mod
|
||||
# Developed by DevZero (some code taken from pdx) - the mod has thievery in the name after all...
|
||||
# Notes: First iteration -- Might need to balance piety and prestige values, will judge by community feedback
|
||||
##############################################################################################################################
|
||||
|
||||
# Interaction name is a holdover from before mod was expanded. Leaving as-is so as not to create any localization issues, and it matters very little.
|
||||
mt_steal_gold_interaction = {
|
||||
icon = mt_interaction_icon
|
||||
common_interaction = yes
|
||||
interface_priority = 12
|
||||
category = interaction_category_hostile
|
||||
desc = mt_steal_gold_interaction_desc
|
||||
cooldown = { months = 20 }
|
||||
cooldown_against_recipient = {years = 3}
|
||||
|
||||
is_shown = {
|
||||
NOT = {
|
||||
scope:recipient = scope:actor
|
||||
scope:actor = {
|
||||
OR = {
|
||||
intrigue < 10
|
||||
is_allied_to = scope:recipient
|
||||
age < 11
|
||||
}
|
||||
}
|
||||
scope:recipient = {
|
||||
is_ruler = no
|
||||
}
|
||||
}
|
||||
|
||||
# PDX Multiplayer Checks | Mod not balanced or made for multiplayer, but in case someone uses it.
|
||||
NAND = { # Game Rules!
|
||||
has_game_rule = no_players_multiplayer_murder_schemes
|
||||
scope:actor = {
|
||||
is_ai = no
|
||||
}
|
||||
scope:recipient = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
|
||||
NAND = {
|
||||
has_game_rule = no_player_families_multiplayer_murder_schemes
|
||||
scope:actor = {
|
||||
is_ai = no
|
||||
}
|
||||
scope:recipient = {
|
||||
OR = {
|
||||
is_ai = no
|
||||
any_close_family_member = {
|
||||
AND = {
|
||||
is_ai = no
|
||||
NOT = { this = scope:actor }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
|
||||
}
|
||||
|
||||
# Will stop AI as they do not trigger the flags -- must trigger on player
|
||||
can_send = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = mt_can_send_requirement
|
||||
OR = {
|
||||
scope:steal_gold = yes
|
||||
scope:steal_prestige = yes
|
||||
scope:steal_piety = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
scope:recipient = {
|
||||
NOT = {
|
||||
has_character_flag = flag_mt_ai_theft_victim
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
scope:actor = {
|
||||
save_scope_as = mt_thief
|
||||
}
|
||||
scope:recipient = {
|
||||
save_scope_as = mt_victim
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:steal_gold = yes
|
||||
}
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = intrigue
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
|
||||
give_or_update_embezzler_secret_effect = {
|
||||
TARGET = scope:recipient
|
||||
STAKE = mt_steal_gold_value
|
||||
}
|
||||
|
||||
show_as_tooltip = {
|
||||
add_gold = {
|
||||
value = mt_steal_gold_value
|
||||
}
|
||||
}
|
||||
|
||||
show_as_tooltip = {
|
||||
scope:recipient = {
|
||||
add_gold = {
|
||||
value = mt_steal_gold_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = greedy }
|
||||
add_stress = massive_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:actor
|
||||
gold = {
|
||||
value = mt_steal_gold_value
|
||||
}
|
||||
}
|
||||
trigger_event = {
|
||||
id = mt_event.1001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Greedy characters will not forgive this slight if they can help it.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = greedy
|
||||
can_set_relation_nemesis_trigger = { CHARACTER = scope:actor }
|
||||
}
|
||||
set_relation_nemesis = {
|
||||
target = scope:actor
|
||||
reason = rival_tried_to_embezzle
|
||||
}
|
||||
}
|
||||
# Forgiving characters lose a little less.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################################################################################
|
||||
# Events and AI Reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_gold_effect = yes
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:steal_prestige = yes
|
||||
}
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_prestige = {
|
||||
value = 0
|
||||
add = mt_steal_prestige_value
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
add_prestige = {
|
||||
value = 0
|
||||
add = mt_steal_prestige_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = arrogant }
|
||||
add_stress = medium_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.2001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Greedy characters will not forgive this slight if they can help it.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = arrogant
|
||||
}
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -75
|
||||
}
|
||||
}
|
||||
# Forgiving characters lose a little less.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################################################################################
|
||||
# Events and AI reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_prestige_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:steal_piety = yes
|
||||
}
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = learning
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_piety = {
|
||||
value = mt_steal_piety_value
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
add_piety = {
|
||||
value = mt_steal_piety_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = humble }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.3001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Forgiving characters lose a little less.
|
||||
if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
####################################################################################################################
|
||||
# Events and AI reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_piety_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:ai_option = yes
|
||||
}
|
||||
hidden_effect = {
|
||||
mt_ai_action_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# AI Option -- effects, choice and such filtered out in the effect. AI can not pick options normally so we filter based on traits and default to theft of gold. This choice is hidden from the player and should be first among the options so the ai defaults to it.
|
||||
send_option = {
|
||||
flag = ai_option
|
||||
is_shown = {
|
||||
scope:actor = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
is_valid = {
|
||||
scope:actor = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Player Options
|
||||
send_option = {
|
||||
flag = steal_gold
|
||||
localization = mt_local_gold
|
||||
is_valid = {
|
||||
NOT = { scope:recipient.gold < 50 }
|
||||
}
|
||||
|
||||
}
|
||||
send_option = {
|
||||
flag = steal_prestige
|
||||
localization = mt_local_prestige
|
||||
is_valid = {
|
||||
NOT = { scope:recipient.prestige < 50 }
|
||||
}
|
||||
}
|
||||
send_option = {
|
||||
flag = steal_piety
|
||||
localization = mt_local_piety
|
||||
is_valid = {
|
||||
NOT = { scope:recipient.piety < 50 }
|
||||
}
|
||||
}
|
||||
|
||||
send_options_exclusive = yes
|
||||
auto_accept = yes
|
||||
|
||||
####################################################
|
||||
# AI
|
||||
ai_targets = {
|
||||
ai_recipients = neighboring_rulers
|
||||
max = 3
|
||||
}
|
||||
ai_targets = {
|
||||
ai_recipients = leige
|
||||
max = 1
|
||||
}
|
||||
ai_targets = {
|
||||
ai_recipients = realm_characters
|
||||
max = 5
|
||||
}
|
||||
ai_targets = {
|
||||
ai_recipients = peer_vassals
|
||||
max = 3
|
||||
}
|
||||
|
||||
ai_frequency = 240
|
||||
|
||||
ai_potential = {
|
||||
AND = {
|
||||
age > 15
|
||||
intrigue > 9
|
||||
AND = {
|
||||
OR = {
|
||||
has_trait = schemer
|
||||
has_trait = deceitful
|
||||
has_trait = education_intrigue_4
|
||||
has_trait = education_intrigue_5
|
||||
}
|
||||
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
has_trait = ambitious
|
||||
has_trait = arbitrary
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 0
|
||||
|
||||
####################################
|
||||
# Weights - Who am I? Who are YOU!?
|
||||
|
||||
# Weigh Opinion
|
||||
opinion_modifier = {
|
||||
opinion_target = scope:recipient
|
||||
multiplier = -0.25
|
||||
}
|
||||
|
||||
# Weigh Personality.
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 0.10
|
||||
ai_greed = 0.25
|
||||
ai_honor = -1
|
||||
}
|
||||
|
||||
########################
|
||||
# Debt based modifiers - I NEED IT, GIVE IT HERE!
|
||||
|
||||
modifier = {
|
||||
add = 5
|
||||
debt_level = 1
|
||||
}
|
||||
### Is one year in debt.
|
||||
modifier = {
|
||||
add = 10
|
||||
debt_level = 2
|
||||
}
|
||||
### Is two years in debt.
|
||||
modifier = {
|
||||
add = 20
|
||||
debt_level = 3
|
||||
}
|
||||
### Is three years in debt.
|
||||
modifier = {
|
||||
add = 35
|
||||
debt_level = 4
|
||||
}
|
||||
### Is four years in debt.
|
||||
modifier = {
|
||||
add = 50
|
||||
debt_level = 5
|
||||
}
|
||||
### Is over five years in debt.
|
||||
modifier = {
|
||||
add = 75
|
||||
debt_level >= 6
|
||||
}
|
||||
|
||||
#########################
|
||||
# Traits
|
||||
|
||||
modifier = {
|
||||
add = 15
|
||||
has_trait = deceitful
|
||||
}
|
||||
modifier = {
|
||||
add = -150
|
||||
has_trait = honest
|
||||
}
|
||||
|
||||
modifier = {
|
||||
add = -15
|
||||
has_trait = generous
|
||||
}
|
||||
modifier = {
|
||||
add = -25
|
||||
has_trait = compassionate
|
||||
}
|
||||
modifier = {
|
||||
add = -10
|
||||
has_trait = temperate
|
||||
}
|
||||
modifier = {
|
||||
add = -5
|
||||
has_trait = calm
|
||||
}
|
||||
modifier = {
|
||||
add = -20
|
||||
has_trait = humble
|
||||
}
|
||||
modifier = {
|
||||
add = -15
|
||||
has_trait = craven
|
||||
}
|
||||
modifier = {
|
||||
add = 5
|
||||
has_trait = ambitious
|
||||
}
|
||||
modifier = {
|
||||
add = 10
|
||||
has_trait = greedy
|
||||
}
|
||||
modifier = {
|
||||
add = -35
|
||||
has_trait = content
|
||||
}
|
||||
modifier = {
|
||||
add = -30
|
||||
has_trait = just
|
||||
}
|
||||
|
||||
##############################
|
||||
# Specialized Criteria
|
||||
|
||||
# Rival
|
||||
modifier = {
|
||||
add = 15
|
||||
scope:actor = {
|
||||
has_relation_rival = scope:recipient
|
||||
}
|
||||
}
|
||||
|
||||
# Nemesis
|
||||
modifier = {
|
||||
add = 25
|
||||
scope:actor = {
|
||||
has_relation_nemesis = scope:recipient
|
||||
}
|
||||
}
|
||||
|
||||
# Friend of Some Kind
|
||||
modifier = {
|
||||
add = -100
|
||||
scope:actor = {
|
||||
OR = {
|
||||
has_relation_friend = scope:recipient
|
||||
has_relation_best_friend = scope:recipient
|
||||
has_relation_lover = scope:recipient
|
||||
has_relation_soulmate = scope:recipient
|
||||
has_relation_guardian = scope:recipient
|
||||
has_relation_ward = scope:recipient
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Probably not the best idea to steal from the Head of my Faith . . .
|
||||
modifier = {
|
||||
add = -85
|
||||
scope:actor.faith.religious_head = scope:recipient
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,145 @@
|
|||
mt_steal_gold_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:recipient.gold > 0 }
|
||||
add = scope:recipient.gold
|
||||
}
|
||||
multiply = {
|
||||
value = 0.2
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 100
|
||||
}
|
||||
add = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 250
|
||||
}
|
||||
add = 0.05
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 500
|
||||
}
|
||||
add = 0.1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 750
|
||||
}
|
||||
add = 0.125
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.gold <= 1000
|
||||
}
|
||||
add = 0.15
|
||||
}
|
||||
else = {
|
||||
add = 0.175
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
|
||||
}
|
||||
|
||||
mt_steal_prestige_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:recipient.prestige > 0 }
|
||||
add = scope:recipient.prestige
|
||||
}
|
||||
multiply = {
|
||||
value = 0.2
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 100
|
||||
}
|
||||
add = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 250
|
||||
}
|
||||
add = 0.05
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 500
|
||||
}
|
||||
add = 0.1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 750
|
||||
}
|
||||
add = 0.125
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.prestige <= 1000
|
||||
}
|
||||
add = 0.15
|
||||
}
|
||||
else = {
|
||||
add = 0.175
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
|
||||
mt_steal_piety_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:recipient.piety > 0 }
|
||||
add = scope:recipient.piety
|
||||
}
|
||||
multiply = {
|
||||
value = 0.2
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 100
|
||||
}
|
||||
add = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 250
|
||||
}
|
||||
add = 0.05
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 500
|
||||
}
|
||||
add = 0.1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 750
|
||||
}
|
||||
add = 0.125
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.piety <= 1000
|
||||
}
|
||||
add = 0.15
|
||||
}
|
||||
else = {
|
||||
add = 0.175
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
|
||||
mt_thief_caught_gold_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:mt_thief.gold > 0
|
||||
}
|
||||
add = scope:mt_thief.gold
|
||||
}
|
||||
}
|
|
@ -0,0 +1,890 @@
|
|||
|
||||
|
||||
mt_thief_commonfolk_atrifact_effect_01 = {
|
||||
create_artifact = {
|
||||
name = "Commonfolk Tapestry"
|
||||
description = "A product at the expense of the commonfolk from another realm. Procured from a thieves guild and given to the sponsoring ruler as proof of realm harassment. "
|
||||
type = tapestry
|
||||
visuals = tapestry
|
||||
rarity = masterwork
|
||||
modifier = artifact_court_grandeur_baseline_add_2_modifier
|
||||
modifier = artifact_monthly_tyranny_3_modifier
|
||||
modifier = artifact_mercenary_hire_cost_mult_2_modifier
|
||||
modifier = artifact_monthly_intrigue_lifestyle_xp_1_modifier
|
||||
}
|
||||
|
||||
}
|
||||
mt_thief_commonfolk_atrifact_effect_02 = {
|
||||
create_artifact = {
|
||||
name = "A Song of Water and Lava"
|
||||
description = "A product at the expense of the commonfolk from another realm. Procured from a thieves guild and given to the sponsoring ruler as proof of realm harassment. "
|
||||
type = book
|
||||
visuals = book
|
||||
rarity = masterwork
|
||||
modifier = artifact_court_grandeur_baseline_add_2_modifier
|
||||
modifier = artifact_fertility_gain_2_modifier
|
||||
modifier = artifact_negate_health_penalty_add_3_modifier
|
||||
modifier = artifact_short_reign_duration_mult_3_modifier
|
||||
modifier = artifact_dread_gain_mult_1_modifier
|
||||
modifier = artifact_intrigue_1_modifier
|
||||
}
|
||||
}
|
||||
mt_thief_commonfolk_atrifact_effect_03 = {
|
||||
create_artifact = {
|
||||
name = "Flowers"
|
||||
description = "A product at the expense of the commonfolk from another realm. Procured from a thieves guild and given to the sponsoring ruler as proof of realm harassment. "
|
||||
type = miscellaneous
|
||||
visuals = flowers
|
||||
rarity = masterwork
|
||||
modifier = artifact_attraction_opinion_1_modifier
|
||||
}
|
||||
}
|
||||
mt_thief_commonfolk_atrifact_effect_04 = {
|
||||
create_artifact = {
|
||||
name = "Peasant's Bone"
|
||||
description = "A product at the expense of the commonfolk from another realm. Procured from a thieves guild and given to the sponsoring ruler as proof of realm harassment. "
|
||||
type = miscellaneous
|
||||
visuals = bone
|
||||
rarity = common
|
||||
modifier = artifact_build_gold_cost_1_modifier
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
mt_reciprocal_gold_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.1002
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Murder Retribution
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = murderer
|
||||
has_trait = schemer
|
||||
has_trait = vengeful
|
||||
has_trait = sadistic
|
||||
has_trait = callous
|
||||
has_trait = education_intrigue_4
|
||||
has_trait = education_intrigue_5
|
||||
dread > 75
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = murder
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Reciprocal Abduct (torturer's delight)
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = torturer
|
||||
has_trait = ambitious
|
||||
has_trait = cannibal
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = abduct
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = administrator
|
||||
has_trait = architect
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_thief.capital_county = {
|
||||
random_list = {
|
||||
50 = {
|
||||
change_development_level = -1
|
||||
}
|
||||
50 = {
|
||||
change_development_progress = -50
|
||||
}
|
||||
}
|
||||
add_county_modifier = county_corruption_bandits_rampant_modifier
|
||||
}
|
||||
}
|
||||
# AI Sends Scoundrels to 'persuade' thief to give all Gold
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
has_trait = overseer
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_thief = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:mt_victim
|
||||
gold = mt_thief_caught_gold_value
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
70 = {
|
||||
scope:mt_thief = {
|
||||
add_trait = wounded_1
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
# War time, Rah!
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
AND = {
|
||||
OR = {
|
||||
has_trait = education_martial_5
|
||||
has_trait = strategist
|
||||
martial > 20
|
||||
}
|
||||
|
||||
OR = {
|
||||
has_trait = wrathful
|
||||
has_trait = vengeful
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
}
|
||||
}
|
||||
}
|
||||
# Else no consequences -- opinion penalty already assessed
|
||||
}
|
||||
|
||||
mt_reciprocal_prestige_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.1003
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Murder Retribution
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = murderer
|
||||
has_trait = schemer
|
||||
has_trait = vengeful
|
||||
has_trait = sadistic
|
||||
has_trait = callous
|
||||
has_trait = education_intrigue_4
|
||||
has_trait = education_intrigue_5
|
||||
dread > 75
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = murder
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Reciprocal Abduct (torturer's delight)
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = torturer
|
||||
has_trait = ambitious
|
||||
has_trait = cannibal
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = abduct
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = administrator
|
||||
has_trait = architect
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_thief.capital_county = {
|
||||
random_list = {
|
||||
50 = {
|
||||
change_development_level = -1
|
||||
}
|
||||
50 = {
|
||||
change_development_progress = -50
|
||||
}
|
||||
}
|
||||
add_county_modifier = county_corruption_bandits_rampant_modifier
|
||||
}
|
||||
}
|
||||
# AI Sends Scoundrels to 'persuade' thief to give all Gold
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
has_trait = overseer
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_thief = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:mt_victim
|
||||
gold = mt_thief_caught_gold_value
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
70 = {
|
||||
scope:mt_thief = {
|
||||
add_trait = wounded_1
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
# War time, Rah!
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
AND = {
|
||||
OR = {
|
||||
has_trait = education_martial_5
|
||||
has_trait = strategist
|
||||
martial > 20
|
||||
}
|
||||
|
||||
OR = {
|
||||
has_trait = wrathful
|
||||
has_trait = vengeful
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
}
|
||||
}
|
||||
}
|
||||
# Else no consequences -- opinion penalty already accessed
|
||||
}
|
||||
|
||||
mt_reciprocal_piety_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.1004
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Murder Retribution
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = murderer
|
||||
has_trait = schemer
|
||||
has_trait = vengeful
|
||||
has_trait = sadistic
|
||||
has_trait = callous
|
||||
has_trait = education_intrigue_4
|
||||
has_trait = education_intrigue_5
|
||||
dread > 75
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = murder
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
# AI Reciprocal Abduct (torturer's delight)
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = torturer
|
||||
has_trait = ambitious
|
||||
has_trait = cannibal
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = abduct
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = administrator
|
||||
has_trait = architect
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_thief.capital_county = {
|
||||
random_list = {
|
||||
50 = {
|
||||
change_development_level = -1
|
||||
}
|
||||
50 = {
|
||||
change_development_progress = -50
|
||||
}
|
||||
}
|
||||
add_county_modifier = county_corruption_bandits_rampant_modifier
|
||||
}
|
||||
}
|
||||
# AI Sends Scoundrels to 'persuade' thief to give all Gold
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
OR = {
|
||||
has_trait = greedy
|
||||
has_trait = overseer
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_thief = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:mt_victim
|
||||
gold = mt_thief_caught_gold_value
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
70 = {
|
||||
scope:mt_thief = {
|
||||
add_trait = wounded_1
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
# War time, Rah!
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:mt_victim = {
|
||||
AND = {
|
||||
OR = {
|
||||
has_trait = education_martial_5
|
||||
has_trait = strategist
|
||||
martial > 20
|
||||
}
|
||||
|
||||
OR = {
|
||||
has_trait = wrathful
|
||||
has_trait = vengeful
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
}
|
||||
}
|
||||
}
|
||||
# Else no consequences -- opinion penalty already accessed
|
||||
}
|
||||
|
||||
# AI action 'selection' since they don't use send options (default to gold theft)
|
||||
mt_ai_action_effect = {
|
||||
|
||||
scope:mt_victim = {
|
||||
add_character_flag = {
|
||||
flag = flag_mt_ai_theft_victim
|
||||
years = 7
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
OR = {
|
||||
has_trait = august
|
||||
has_trait = arrogant
|
||||
has_trait = education_diplomacy_5
|
||||
has_trait = ambitious
|
||||
has_trait = diplomat
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = diplomacy
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_prestige = {
|
||||
value = 0
|
||||
add = mt_steal_prestige_value
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
add_prestige = {
|
||||
value = 0
|
||||
add = mt_steal_prestige_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = arrogant }
|
||||
add_stress = medium_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.2001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Greedy characters will not forgive this slight if they can help it.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = arrogant
|
||||
}
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -75
|
||||
}
|
||||
}
|
||||
# Forgiving characters lose a little less.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################################################################################
|
||||
# Events and AI reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_prestige_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
OR = {
|
||||
has_trait = zealous
|
||||
has_trait = theologian
|
||||
has_trait = education_learning_5
|
||||
has_trait = education_learning_4
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = learning
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_piety = {
|
||||
value = mt_steal_piety_value
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
add_piety = {
|
||||
value = mt_steal_piety_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = humble }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
trigger_event = {
|
||||
id = mt_event.3001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Forgiving characters lose a little less.
|
||||
if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
####################################################################################################################
|
||||
# Events and AI reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_piety_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = intrigue
|
||||
target = scope:recipient
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction.tt.success.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction.tt.success.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
|
||||
give_or_update_embezzler_secret_effect = {
|
||||
TARGET = scope:recipient
|
||||
STAKE = mt_steal_gold_value
|
||||
}
|
||||
|
||||
show_as_tooltip = {
|
||||
add_gold = {
|
||||
value = mt_steal_gold_value
|
||||
}
|
||||
}
|
||||
|
||||
show_as_tooltip = {
|
||||
scope:recipient = {
|
||||
add_gold = {
|
||||
value = mt_steal_gold_value
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { has_trait = greedy }
|
||||
add_stress = massive_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = compassionate }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add_stress = minor_stress_impact_loss
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add_sress = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add_stress = minor_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = honest }
|
||||
add_stress = massive_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add_stress = medium_stress_impact_gain
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:actor
|
||||
gold = {
|
||||
value = mt_steal_gold_value
|
||||
}
|
||||
}
|
||||
trigger_event = {
|
||||
id = mt_event.1001
|
||||
days = { 7 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
50 = {
|
||||
desc = mt_steal_gold_interaction_tt.failure.actor
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = mt_steal_gold_interaction_tt.failure.actor
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Greedy characters will not forgive this slight if they can help it.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = greedy
|
||||
can_set_relation_nemesis_trigger = { CHARACTER = scope:actor }
|
||||
}
|
||||
set_relation_nemesis = {
|
||||
target = scope:actor
|
||||
reason = rival_tried_to_embezzle
|
||||
}
|
||||
}
|
||||
# Forgiving characters lose a little less.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -10
|
||||
}
|
||||
}
|
||||
# Otherwise, folks do be mad.
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -45
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################################################################################
|
||||
# Events and AI Reciprocations
|
||||
hidden_effect = {
|
||||
mt_reciprocal_gold_effect = yes
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
version="0.1"
|
||||
tags={
|
||||
"Schemes"
|
||||
"Gameplay"
|
||||
"Character Interactions"
|
||||
}
|
||||
name="Medievel Thievery"
|
||||
supported_version="1.*"
|
||||
remote_file_id="3143275236"
|
|
@ -0,0 +1,510 @@
|
|||
##################################################################################################################
|
||||
# Medievel Thievery Events
|
||||
# Developed by DevZero
|
||||
# Notes: Need to start war in event option: learn it!
|
||||
##################################################################################################################
|
||||
|
||||
# Events are in order as follows:
|
||||
# 1001, 2001, 3001 - Alert player of sucessful theft against them -- gold / prestige / piety respectively
|
||||
# 1002, 1003, 1004 - Player action to unsuccessful theft against them -- gold / prestige / piety respectively for flavor text
|
||||
# 1021, 1022 - Second layer to player action -- Reciprocal Thieve / Reciprocal Scheme
|
||||
# 5000 - Fallback for player to reselect options (didn't like or wanted to see the rest)
|
||||
|
||||
namespace = mt_event
|
||||
|
||||
# Event to let player know there was a successful attempt against them to steal gold
|
||||
mt_event.1001 = {
|
||||
type = character_event
|
||||
title = mt_notify_gold_title
|
||||
desc = mt_notify_gold_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
option = {
|
||||
name = mt_notify_gold_option.a
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_gold_option.b
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# Event to let player know there was a successful attempt against them to steal prestige
|
||||
mt_event.2001 = {
|
||||
type = character_event
|
||||
title = mt_notify_prestige_title
|
||||
desc = mt_notify_prestige_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
option = {
|
||||
name = mt_notify_prestige_option.a
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_prestige_option.b
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_prestige_option.c
|
||||
}
|
||||
}
|
||||
|
||||
# Event to let player know there was a successful attempt against them to steal piety
|
||||
mt_event.3001 = {
|
||||
type = character_event
|
||||
title = mt_notify_piety_title
|
||||
desc = mt_notify_piety_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
option = {
|
||||
name = mt_notify_piety_option.a
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_piety_option.b
|
||||
}
|
||||
option = {
|
||||
name = mt_notify_piety_option.c
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##################################################################################################################################
|
||||
##################################################################################################################################
|
||||
# Caught!
|
||||
|
||||
# Steal Failure Gold -- Advises Player of theif, player can select two reciprical action categories or two actions
|
||||
mt_event.1002 = {
|
||||
type = character_event
|
||||
title = mt_caught_gold_reciprocal_main_title
|
||||
desc = mt_caught_gold_reciprocal_main_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
|
||||
# Two can play at that game! - Thieve Back
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1021
|
||||
}
|
||||
}
|
||||
|
||||
# Let's make this personal! - Get back at character directly (murder / abduct)
|
||||
option = {
|
||||
name = mt_reciprocal_personal_scheme_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1022
|
||||
}
|
||||
}
|
||||
|
||||
# Start war - No overreaction here to speak of ...
|
||||
option = {
|
||||
name = mt_reciprocal_war_option.tt
|
||||
|
||||
custom_tooltip = mt_reciprocal_war_desc.tt
|
||||
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# let it go -- stress relieving (especially forgiving characters).
|
||||
option = {
|
||||
name = mt_non_reciprocal_option.tt
|
||||
scope:mt_victim = {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forgiving
|
||||
}
|
||||
add_stress = -50
|
||||
}
|
||||
else = {
|
||||
add_stress = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Steal Failure Prestige
|
||||
mt_event.1003 = {
|
||||
type = character_event
|
||||
title = mt_caught_prestige_reciprocal_main_title
|
||||
desc = mt_caught_prestige_reciprocal_main_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
|
||||
# Two can play at that game! - Thieve Back
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1021
|
||||
}
|
||||
}
|
||||
|
||||
# Let's make this personal! - Get back at character directly (murder / abduct)
|
||||
option = {
|
||||
name = mt_reciprocal_personal_scheme_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1022
|
||||
}
|
||||
}
|
||||
|
||||
# Start war - No overreaction here to speak of ...
|
||||
option = {
|
||||
name = mt_reciprocal_war_option.tt
|
||||
|
||||
custom_tooltip = mt_reciprocal_war_desc.tt
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = county_conquest_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# let it go -- stress relieving (especially forgiving characters).
|
||||
option = {
|
||||
name = mt_non_reciprocal_option.tt
|
||||
scope:mt_victim = {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forgiving
|
||||
}
|
||||
add_stress = -50
|
||||
}
|
||||
else = {
|
||||
add_stress = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Steal Failure Piety
|
||||
mt_event.1004 = {
|
||||
type = character_event
|
||||
title = mt_caught_piety_reciprocal_main_title
|
||||
desc = mt_caught_piety_reciprocal_main_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
|
||||
# Two can play at that game! - Thieve Back
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1021
|
||||
}
|
||||
}
|
||||
|
||||
# Let's make this personal! - Get back at character directly (murder / abduct)
|
||||
option = {
|
||||
name = mt_reciprocal_personal_scheme_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1022
|
||||
}
|
||||
}
|
||||
|
||||
# # Start war - No overreaction here to speak of ...
|
||||
option = {
|
||||
name = mt_reciprocal_war_option.tt
|
||||
|
||||
custom_tooltip = mt_reciprocal_war_desc.tt
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# let it go -- stress relieving (especially forgiving characters).
|
||||
option = {
|
||||
name = mt_non_reciprocal_option.tt
|
||||
scope:mt_victim = {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forgiving
|
||||
}
|
||||
add_stress = -50
|
||||
}
|
||||
else = {
|
||||
add_stress = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#########################################################################################################
|
||||
# Reciprocal Thievery
|
||||
mt_event.1021 = {
|
||||
type = character_event
|
||||
title = mt_reiprocal_thieve_main_title
|
||||
desc = mt_reiprocal_thieve_main_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
# Send scoundrels (take all gold or kills thief)
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_employ_rogues_option
|
||||
|
||||
custom_tooltip = mt_reciprocal_rogues_employ_desc.tt
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_thief = {
|
||||
pay_short_term_gold = {
|
||||
target = scope:mt_victim
|
||||
gold = mt_thief_caught_gold_value
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
70 = {
|
||||
scope:mt_thief = {
|
||||
add_trait = wounded_1
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Send marauders to torment their capital
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_scoundrel_disturb_option
|
||||
|
||||
custom_tooltip = mt_reciprocal_scoundrel_disturb_employ_desc.tt
|
||||
scope:mt_thief.capital_county = {
|
||||
random_list = {
|
||||
50 = {
|
||||
change_development_level = -1
|
||||
}
|
||||
50 = {
|
||||
change_development_progress = -50
|
||||
}
|
||||
}
|
||||
add_county_modifier = county_corruption_bandits_rampant_modifier
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
# Send scoundrels to thieve the realm (may get artifact)
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_employ_theives_option
|
||||
|
||||
custom_tooltip = mt_reciprocal_thieve_employ_desc.tt
|
||||
random_list = {
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_01 = yes
|
||||
}
|
||||
}
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_02 = yes
|
||||
}
|
||||
}
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_03 = yes
|
||||
}
|
||||
}
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_04 = yes
|
||||
}
|
||||
}
|
||||
20 = {
|
||||
scope:mt_victim = {
|
||||
mt_thief_commonfolk_atrifact_effect_05 = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
50 = {
|
||||
scope:mt_thief.capital_county = {
|
||||
add_county_modifier = county_corruption_thieves_guild_modifier
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Nevermind
|
||||
option = {
|
||||
name = mt_reciprocal_nervermind_exit.tt
|
||||
trigger_event = {
|
||||
id = mt_event.5000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Personal Schemes
|
||||
mt_event.1022 = {
|
||||
|
||||
type = character_event
|
||||
title = mt_reciprocal_personal_title
|
||||
desc = mt_reciprocal_personal_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
|
||||
# Murder the ne'er-do-well!
|
||||
option = {
|
||||
name = mt_reciprocal_murder_option.tt
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = murder
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Abduct the ne'er-do-well!
|
||||
option = {
|
||||
name = mt_reciprocal_abduct_option.tt
|
||||
scope:mt_victim = {
|
||||
start_scheme = {
|
||||
type = abduct
|
||||
target = scope:mt_thief
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Nevermind
|
||||
option = {
|
||||
name = mt_reciprocal_nervermind_exit.tt
|
||||
trigger_event = {
|
||||
id = mt_event.5000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############################################################################################################
|
||||
# Redirect Fallback Should Player want to address different options or see all -- 'Nevermind Option Event'
|
||||
mt_event.5000 = {
|
||||
type = character_event
|
||||
title = mt_reciprocal_fallback_title
|
||||
desc = mt_reciprocal_fallback_desc
|
||||
|
||||
theme = default
|
||||
override_background = { reference = study }
|
||||
|
||||
left_portrait = {
|
||||
character = scope:mt_victim
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
# Two can play at that game! - Thieve Back
|
||||
option = {
|
||||
name = mt_reciprocal_thieve_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1021
|
||||
}
|
||||
}
|
||||
|
||||
# Let's make this personal! - Get back at character directly (murder / abduct / fab hook)
|
||||
option = {
|
||||
name = mt_reciprocal_personal_scheme_option.tt
|
||||
trigger_event = {
|
||||
id = mt_event.1022
|
||||
}
|
||||
}
|
||||
|
||||
# Start war -- don't know how to create claim on artifact
|
||||
option = {
|
||||
name = mt_reciprocal_war_option.tt
|
||||
custom_tooltip = mt_reciprocal_war_desc.tt
|
||||
scope:mt_victim = {
|
||||
start_war = {
|
||||
casus_belli = mt_recompense_cb
|
||||
target = scope:mt_thief
|
||||
target_title = scope:mt_thief.capital_county
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# let it go -- stress relieving (especially forgiving characters) and opinion boost with nayer-do-well.
|
||||
option = {
|
||||
name = mt_non_reciprocal_option.tt
|
||||
scope:mt_victim = {
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = forgiving
|
||||
}
|
||||
add_stress = -50
|
||||
}
|
||||
else = {
|
||||
add_stress = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
Binary file not shown.
|
@ -0,0 +1,86 @@
|
|||
l_english:
|
||||
|
||||
# Interaction
|
||||
mt_steal_gold_interaction: "Thieve"
|
||||
mt_steal_gold_interaction_desc: "Thieve from [recipient.GetTitledFirstName]"
|
||||
mt_steal_gold_interaction.tt.success.actor: "You're successful in your thievery"
|
||||
mt_steal_gold_interaction_tt.failure.actor: "Your dastardly ploy is uncovered"
|
||||
mt_can_send_requirement: "Must choose an option"
|
||||
mt_local_gold: "Thieve Gold"
|
||||
mt_local_prestige: "Thieve Prestige"
|
||||
mt_local_piety: "Thieve Piety"
|
||||
|
||||
#### Events
|
||||
# Event: Not Caught - Notify / Don't reveal
|
||||
mt_notify_gold_title: "Thievery: Missing Gold"
|
||||
mt_notify_gold_desc: "\n\nI have been hearing through various sources that there is missing gold from the treasury. Though after a short rummaging, a lowly administrative scribe found nothing."
|
||||
mt_notify_gold_option.a: "I shall delve no further ino the matter, surely I would have noticed!"
|
||||
mt_notify_gold_option.b: "Another question left to the philosophers I suppose!"
|
||||
|
||||
mt_notify_prestige_title: "Thievery: Regal Reputation"
|
||||
mt_notify_prestige_desc: "\n\nThere has been much talk amidst the realm. Someone has besmirched my regal nature and reputation! Unduly and unfairly, I say. Why lead a campaign that turns the secular opinion against the great leader of the realm? One intercepted letter's introduction reads #italic '... we must recognize those worthy of fame and those of whom are not ... '#! Blasphemous!"
|
||||
mt_notify_prestige_option.a: "The colloquial #italic 'we' #! is reserved for those with leeches and the mad! "
|
||||
mt_notify_prestige_option.b: "One must not concern themself with the opinions of the sheep."
|
||||
mt_notify_prestige_option.c: "One must simply know me to understand if my reputation is just!"
|
||||
|
||||
mt_notify_piety_title: "Thievery: Piousness"
|
||||
mt_notify_piety_desc: "\n\nTalk among the common folk is that my piousness is in question. Someone has undoubtedly spread this slanderous information in an effort to increase their own standing in the matter."
|
||||
mt_notify_piety_option.a: "I am just as pious as the rest!"
|
||||
mt_notify_piety_option.b: "Does this person know me?"
|
||||
mt_notify_piety_option.c: "None shall come of this."
|
||||
|
||||
# Event: Caught
|
||||
mt_caught_gold_reciprocal_main_title: "Thievery: Gold"
|
||||
mt_caught_gold_reciprocal_main_desc: "\n\n[mt_thief.GetTitledFirstName] Has been named as ne'er-do-well against me in a ploy to thieve from #EMP my #! treasury!\n\nRumors spread and the news has made its rounds amongst the commonfolk. The realm awaits my response."
|
||||
|
||||
mt_caught_prestige_reciprocal_main_title: "Thievery: Regal Reputation"
|
||||
mt_caught_prestige_reciprocal_main_desc: "\n\n[mt_thief.GetTitledFirstName] Has been named as ne'er-do-well against me in a ploy to lessen my reputation in the secular realm in service of [mt_thief.GetHerHis] own!\n\nRumors spread and the news has made its rounds amongst the commonfolk. The realm awaits my response."
|
||||
|
||||
mt_caught_piety_reciprocal_main_title: "Thievery: Piousness"
|
||||
mt_caught_piety_reciprocal_main_desc: "\n\n[mt_thief.GetTitledFirstName] Has been named as ne'er-do-well against me in a ploy to service [mt_thief.GetHerHis] own reputation regarding piousness. While the ploy was uncovered, there could have been questions regarding my piousness!\n\nRumors spread and the news has made its rounds amongst the commonfolk. The realm awaits my response."
|
||||
|
||||
|
||||
mt_reciprocal_thieve_option.tt: "#italic Ohhh,#! two can play at that game!"
|
||||
mt_reciprocal_personal_scheme_option.tt: "Let's make this personal!"
|
||||
mt_reciprocal_war_option.tt: "Raise the army!"
|
||||
mt_non_reciprocal_option.tt: "I'll not lower myself to the same level as the swine!"
|
||||
|
||||
|
||||
|
||||
# Reciprocal Thievery
|
||||
mt_reiprocal_thieve_main_title: "Thievery: The Games We Play"
|
||||
mt_reiprocal_thieve_main_desc: "\n\nAn eye for an eye makes the realm blind -- or so I've been told. Though whoever said that must not of been wronged in such a way! Some sort of justice must be served! Honor demands it!"
|
||||
|
||||
mt_reciprocal_thieve_employ_rogues_option: "I'll convince local rogues to inflitrate [mt_thief.GetHerHis] castle during the night!"
|
||||
mt_reciprocal_rogues_employ_desc.tt: "#italic Simply, [mt_thief.GetSheHe] will pay or meet the ire of the rogues #!"
|
||||
|
||||
mt_reciprocal_thieve_employ_theives_option: "I'll send local thieves to harass the commonfolk among [mt_thief.GetHerHis] realm!"
|
||||
mt_reciprocal_thieve_employ_desc.tt: "#italic Regality be damned, recompense will come from someone #!"
|
||||
|
||||
mt_reciprocal_thieve_scoundrel_disturb_option: "I'll send a band of local scoundrels to sow chaos in [mt_thief.GetHerHis] capital!"
|
||||
|
||||
mt_reciprocal_scoundrel_disturb_employ_desc.tt: "#italic Surely as rain is wet, [mt_thief.GetHerHis] capital will come to dislike the ruffians set upon it #!"
|
||||
|
||||
# Reciprocal Personal
|
||||
mt_reciprocal_personal_title: "Thievery: Let's Get Personal"
|
||||
mt_reciprocal_personal_desc: "\n\nForget the rest, there is one person responsible and [mt_thief.GetTitledFirstName] will face my personal judgement. The question becomes rather, what sort of justice shall be enacted!"
|
||||
mt_reciprocal_murder_option.tt: "[mt_thief.GetTitledFirstName] shall serve the ground as fertilizer!"
|
||||
mt_reciprocal_abduct_option.tt: "Abduct now, decide later..."
|
||||
|
||||
# War Reciprocal Option
|
||||
mt_reciprocal_war_desc.tt: "#italic No overreaction here to speak of#!"
|
||||
|
||||
# Fallback
|
||||
mt_reciprocal_fallback_title: "Thievery: Decisions, Decisions..."
|
||||
mt_reciprocal_fallback_desc: "\n\n#italic Hmmm.. let me think ...#!"
|
||||
|
||||
# Exit option for all level 2 events
|
||||
mt_reciprocal_nervermind_exit.tt: "Maybe I should rethink my options..."
|
||||
|
||||
# Reciprocal War
|
||||
mt_recompense_cb: "Recompense Casus Belli"
|
||||
mt_recompense_war_name: "Recompense War"
|
||||
mt_recompense_cb_victory_desc: "You benefit from the spoils of war as just recompense!"
|
||||
mt_recompense_cb_wp_desc: "Hostilities end between the two sides."
|
||||
mt_recompense_cb_defeat_desc: "You are embarassed on the field of battle."
|
||||
|
Binary file not shown.
After Width: | Height: | Size: 228 KiB |
|
@ -0,0 +1,8 @@
|
|||
version="0.1a"
|
||||
tags={
|
||||
"Religion"
|
||||
"Culture"
|
||||
}
|
||||
name="Mongol Playthrough Culture & Religion"
|
||||
supported_version="1.9.2.1"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/Mongol_Playthrough_Culture_&_Religion"
|
|
@ -0,0 +1,543 @@
|
|||
# Buildings by DevZero
|
||||
#################################################
|
||||
# Special Buildings -
|
||||
################################################
|
||||
great_high_hall_of_asgard_01 = {
|
||||
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
name = "fp2_building_special_toledo_city_walls_01_a_mesh"
|
||||
}
|
||||
|
||||
type_icon = "icon_building_royal_forest.dds"
|
||||
|
||||
is_enabled = {
|
||||
OR = {
|
||||
scope:holder.faith = norse_pagan
|
||||
scope:holder.culture.heritage = heritage_north_germanic
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
type = special
|
||||
|
||||
cost_gold = 25000
|
||||
construction_time = slow_construction_time
|
||||
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 3
|
||||
monthly_dynasty_prestige_mult = 0.15
|
||||
monthly_dynasty_prestige = 1
|
||||
cultural_head_fascination_mult = 0.50
|
||||
monthly_lifestyle_xp_gain_mult = 0.65
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 15
|
||||
fort_level = 3
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.50
|
||||
development_growth_factor = 0.50
|
||||
levy_size = 0.2
|
||||
}
|
||||
|
||||
|
||||
flag = travel_point_of_interest_wonder
|
||||
|
||||
}
|
||||
###########################################################################################################################
|
||||
# Special Duchy Viking
|
||||
shield_of_the_viking_01 = {
|
||||
construction_time = slow_construction_time
|
||||
type_icon = "icon_building_hall_of_heroes.dds"
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
OR = {
|
||||
scope:holder.faith = norse_pagan
|
||||
scope:holder.culture.heritage = heritage_north_germanic
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
}
|
||||
scope:holder = {
|
||||
has_title = d_viken
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
cost = {
|
||||
gold = 120
|
||||
prestige = 500
|
||||
}
|
||||
|
||||
levy = 1500
|
||||
max_garrison = 1500
|
||||
defender_holding_advantage = 25
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.10
|
||||
levy_size = 0.05
|
||||
garrison_size = 0.05
|
||||
hostile_raid_time = 2
|
||||
travel_danger = -15
|
||||
fort_level = 2
|
||||
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 5
|
||||
garrison_size = 1.05
|
||||
levy_size = 0.15
|
||||
stationed_maa_damage_mult = 0.25
|
||||
stationed_maa_toughness_mult = 0.25
|
||||
stationed_maa_pursuit_mult = 0.25
|
||||
stationed_maa_screen_mult = 0.25
|
||||
|
||||
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 3
|
||||
knight_effectiveness_mult = 1
|
||||
army_maintenance_mult = -0.2
|
||||
men_at_arms_cap = 1
|
||||
men_at_arms_limit = 2
|
||||
monthly_piety = 1
|
||||
monthly_prestige = 1
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
next_building = shield_of_the_viking_02
|
||||
|
||||
}
|
||||
|
||||
shield_of_the_viking_02 = {
|
||||
construction_time = slow_construction_time
|
||||
type_icon = "icon_building_hall_of_heroes.dds"
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
OR = {
|
||||
scope:holder.faith = norse_pagan
|
||||
scope:holder.culture.heritage = heritage_north_germanic
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
}
|
||||
scope:holder = {
|
||||
has_title = d_viken
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_battlements
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
cost = {
|
||||
prestige = expensive_building_tier_3_cost
|
||||
piety = expensive_building_tier_3_cost
|
||||
}
|
||||
|
||||
levy = 1500
|
||||
max_garrison = 1500
|
||||
defender_holding_advantage = 30
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.20
|
||||
levy_size = 0.15
|
||||
garrison_size = 0.15
|
||||
hostile_raid_time = 3
|
||||
travel_danger = -20
|
||||
fort_level = 2
|
||||
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 8
|
||||
garrison_size = 1.2
|
||||
levy_size = 0.25
|
||||
stationed_maa_damage_mult = 0.5
|
||||
stationed_maa_toughness_mult = 0.5
|
||||
stationed_maa_pursuit_mult = 0.5
|
||||
stationed_maa_screen_mult = 0.5
|
||||
|
||||
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 6
|
||||
knight_effectiveness_mult = 1.25
|
||||
army_maintenance_mult = -0.25
|
||||
monthly_piety = 2
|
||||
monthly_prestige = 2
|
||||
men_at_arms_cap = 2
|
||||
men_at_arms_limit = 4
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
next_building = shield_of_the_viking_03
|
||||
|
||||
}
|
||||
|
||||
shield_of_the_viking_03 = {
|
||||
construction_time = slow_construction_time
|
||||
type_icon = "icon_building_hall_of_heroes.dds"
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
OR = {
|
||||
scope:holder.faith = norse_pagan
|
||||
scope:holder.culture.heritage = heritage_north_germanic
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
}
|
||||
scope:holder = {
|
||||
has_title = d_viken
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_hoardings
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
cost = {
|
||||
prestige = expensive_building_tier_4_cost
|
||||
piety = expensive_building_tier_4_cost
|
||||
}
|
||||
|
||||
levy = 1750
|
||||
max_garrison = 1750
|
||||
defender_holding_advantage = 35
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.30
|
||||
levy_size = 0.25
|
||||
garrison_size = 0.25
|
||||
hostile_raid_time = 4
|
||||
travel_danger = -25
|
||||
fort_level = 2
|
||||
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 12
|
||||
garrison_size = 1.35
|
||||
levy_size = 0.35
|
||||
stationed_maa_damage_mult = 0.75
|
||||
stationed_maa_toughness_mult = 0.75
|
||||
stationed_maa_pursuit_mult = 0.75
|
||||
stationed_maa_screen_mult = 0.75
|
||||
|
||||
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 9
|
||||
knight_effectiveness_mult = 1.5
|
||||
army_maintenance_mult = -0.35
|
||||
monthly_piety = 3
|
||||
monthly_prestige = 3
|
||||
men_at_arms_cap = 3
|
||||
men_at_arms_limit = 6
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
next_building = shield_of_the_viking_04
|
||||
|
||||
}
|
||||
|
||||
shield_of_the_viking_04 = {
|
||||
construction_time = slow_construction_time
|
||||
type_icon = "icon_building_hall_of_heroes.dds"
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
OR = {
|
||||
scope:holder.faith = norse_pagan
|
||||
scope:holder.culture.heritage = heritage_north_germanic
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
}
|
||||
scope:holder = {
|
||||
has_title = d_viken
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_machicolations
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = expensive_building_tier_4_cost
|
||||
piety = expensive_building_tier_4_cost
|
||||
}
|
||||
|
||||
levy = 1750
|
||||
max_garrison = 1750
|
||||
defender_holding_advantage = 35
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.40
|
||||
levy_size = 0.35
|
||||
garrison_size = 0.35
|
||||
hostile_raid_time = 5
|
||||
travel_danger = -30
|
||||
fort_level = 2
|
||||
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 15
|
||||
garrison_size = 1.5
|
||||
levy_size = 0.50
|
||||
stationed_maa_damage_mult = 1
|
||||
stationed_maa_toughness_mult = 1
|
||||
stationed_maa_pursuit_mult = 1
|
||||
stationed_maa_screen_mult = 1
|
||||
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 12
|
||||
knight_effectiveness_mult = 2
|
||||
army_maintenance_mult = -0.5
|
||||
monthly_piety = 4
|
||||
monthly_prestige = 4
|
||||
men_at_arms_cap = 4
|
||||
men_at_arms_limit = 8
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
}
|
||||
#############################################################################################################################
|
||||
grand_yurt_01 = {
|
||||
construction_time = slow_construction_time
|
||||
|
||||
is_enabled = {
|
||||
}
|
||||
|
||||
|
||||
type_icon = "icon_building_military_camps.dds"
|
||||
|
||||
cost = {
|
||||
gold = 350
|
||||
prestige = 500
|
||||
}
|
||||
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 5
|
||||
fort_level = 2
|
||||
garrison_size = 0.1
|
||||
travel_danger = -10
|
||||
stationed_archer_cavalry_damage_mult = 0.35
|
||||
stationed_archer_cavalry_pursuit_mult = 0.25
|
||||
defender_holding_advantage = 8
|
||||
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.2
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
steppe_development_growth_factor = 0.20
|
||||
archer_cavalry_max_size_add = 3
|
||||
knight_limit = 2
|
||||
|
||||
}
|
||||
|
||||
type = special
|
||||
flag = travel_point_of_interest_martial
|
||||
}
|
||||
#####################################################
|
||||
# Duchy Capitol Buidlings
|
||||
#####################################################
|
||||
bohemian_keep_01 = {
|
||||
|
||||
construction_time = slow_construction_time
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
county.holder = {
|
||||
has_title = prev.duchy
|
||||
}
|
||||
barony = title:b_praha
|
||||
}
|
||||
}
|
||||
|
||||
type_icon = "icon_building_ramparts.dds"
|
||||
|
||||
cost = {
|
||||
gold = 120
|
||||
prestige = 500
|
||||
}
|
||||
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.10
|
||||
levy_size = 0.05
|
||||
garrison_size = 0.15
|
||||
hostile_raid_time = 0.2
|
||||
travel_danger = -15
|
||||
additional_fort_level = normal_building_fort_level_tier_2
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 3
|
||||
stationed_maa_damage_mult = normal_maa_damage_tier_1
|
||||
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 2
|
||||
knight_effectiveness_mult = 0.1
|
||||
monthly_dynasty_prestige_mult = 0.05
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
type = duchy_capital
|
||||
next_building = bohemian_keep_02
|
||||
}
|
||||
|
||||
bohemian_keep_02 = {
|
||||
construction_time = slow_construction_time
|
||||
|
||||
can_construct_potential = {
|
||||
building_requirement_castle_city_church = { LEVEL = 01 }
|
||||
building_requirement_tribal = no
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_battlements
|
||||
}
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
county.holder = {
|
||||
has_title = prev.duchy
|
||||
}
|
||||
barony = title:b_praha
|
||||
}
|
||||
}
|
||||
|
||||
cost_gold = expensive_building_tier_4_cost
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.20
|
||||
levy_size = 0.1
|
||||
garrison_size = 0.25
|
||||
hostile_raid_time = 0.25
|
||||
travel_danger = -20
|
||||
additional_fort_level = normal_building_fort_level_tier_2
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 4
|
||||
stationed_maa_damage_mult = normal_maa_damage_tier_2
|
||||
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 4
|
||||
knight_effectiveness_mult = 0.15
|
||||
monthly_dynasty_prestige_mult = 0.05
|
||||
intrigue = 1
|
||||
|
||||
}
|
||||
|
||||
next_building = bohemian_keep_03
|
||||
type = duchy_capital
|
||||
|
||||
}
|
||||
|
||||
bohemian_keep_03 = {
|
||||
construction_time = slow_construction_time
|
||||
|
||||
can_construct_potential = {
|
||||
building_requirement_castle_city_church = { LEVEL = 01 }
|
||||
building_requirement_tribal = no
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_hoardings
|
||||
}
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
county.holder = {
|
||||
has_title = prev.duchy
|
||||
}
|
||||
barony = title:b_praha
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = no
|
||||
|
||||
cost_gold = expensive_building_tier_5_cost
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.30
|
||||
levy_size = 0.15
|
||||
garrison_size = 0.25
|
||||
hostile_raid_time = 0.3
|
||||
travel_danger = -25
|
||||
additional_fort_level = normal_building_fort_level_tier_4
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 5
|
||||
stationed_maa_damage_mult = normal_maa_damage_tier_3
|
||||
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 6
|
||||
knight_effectiveness_mult = 0.25
|
||||
monthly_dynasty_prestige_mult = 0.05
|
||||
intrigue = 1
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
}
|
|
@ -0,0 +1,173 @@
|
|||
give_military_host_interaction = {
|
||||
interface_priority = 25
|
||||
common_interaction= yes
|
||||
use_diplomatic_range = yes
|
||||
category = interaction_category_diplomacy
|
||||
desc = give_military_host_interaction_desc
|
||||
icon = sponsor_military_gift
|
||||
|
||||
is_shown = {
|
||||
scope:recipient = {
|
||||
is_ruler = yes
|
||||
highest_held_title_tier >= tier_county
|
||||
}
|
||||
NOT = {
|
||||
scope:actor = scope:recipient
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
can_send = {
|
||||
custom_tooltip = {
|
||||
text = mh_can_send_requirement
|
||||
OR = {
|
||||
scope:small_military_gift = yes
|
||||
scope:medium_military_gift = yes
|
||||
scope:large_military_gift = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:small_military_gift = yes
|
||||
}
|
||||
scope:recipient = {
|
||||
give_military_host_small_effect = yes
|
||||
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:medium_military_gift = yes
|
||||
}
|
||||
scope:recipient = {
|
||||
give_military_host_medium_effect = yes
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:large_military_gift = yes
|
||||
}
|
||||
scope:recipient = {
|
||||
give_military_host_large_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:small_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_gold_cost_small
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:medium_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_gold_cost_medium
|
||||
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:large_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_gold_cost_large
|
||||
}
|
||||
}
|
||||
prestige = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:small_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_prestige_cost_small
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:medium_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_prestige_cost_medium
|
||||
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:large_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_prestige_cost_large
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
send_option = {
|
||||
flag = small_military_gift
|
||||
localization = "Sponsor Small Army"
|
||||
|
||||
is_shown = {
|
||||
exists = scope:actor
|
||||
}
|
||||
is_valid = {
|
||||
scope:actor = {
|
||||
custom_tooltip = {
|
||||
text = mh_small_army_requirement
|
||||
AND = {
|
||||
gold > 250
|
||||
prestige > 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
send_option = {
|
||||
flag = medium_military_gift
|
||||
localization = "Sponsor Moderate Army"
|
||||
|
||||
is_shown = {
|
||||
exists = scope:actor
|
||||
}
|
||||
is_valid = {
|
||||
scope:actor = {
|
||||
custom_tooltip = {
|
||||
text = mh_medium_army_requirement
|
||||
AND = {
|
||||
gold > 500
|
||||
prestige > 250
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
send_option = {
|
||||
flag = large_military_gift
|
||||
localization = "Sponsor Large Army"
|
||||
|
||||
is_shown = {
|
||||
exists = scope:actor
|
||||
}
|
||||
is_valid = {
|
||||
scope:actor = {
|
||||
custom_tooltip = {
|
||||
text = mh_large_army_requirement
|
||||
AND = {
|
||||
gold > 1000
|
||||
prestige > 500
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
send_options_exclusive = yes
|
||||
|
||||
# Always up to get some free military!
|
||||
auto_accept = yes
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,122 @@
|
|||
instruct_physician_to_treat_ill_interaction = {
|
||||
interface_priority = 25
|
||||
common_interaction= yes
|
||||
use_diplomatic_range = yes
|
||||
category = interaction_category_friendly
|
||||
desc = instruct_physician_to_treat_ill_interaction_desc
|
||||
icon = icon_scheme_crypto_religion
|
||||
|
||||
is_shown = {
|
||||
NOT = {
|
||||
OR = {
|
||||
scope:actor = scope:recipient
|
||||
NOT = {
|
||||
scope:actor = {
|
||||
exists = court_position:court_physician_court_position
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
scope:recipient = {
|
||||
# Remember to add court position - physician requirement
|
||||
is_alive = yes
|
||||
|
||||
AND = {
|
||||
# Coutier / Related in some way
|
||||
OR = {
|
||||
is_courtier_of = scope:actor
|
||||
is_close_or_extended_family_of = scope:actor
|
||||
scope:recipient.dynasty = scope:actor.dynasty
|
||||
}
|
||||
# Has bad health traits and does not have reducing disease symptoms - currently being treated. No psychiatric afflictions here!
|
||||
OR = {
|
||||
has_trait = ill
|
||||
has_trait = pneumonic
|
||||
has_trait = great_pox
|
||||
has_trait = lovers_pox
|
||||
has_trait = leper
|
||||
has_trait = wounded_1
|
||||
has_trait = wounded_2
|
||||
has_trait = wounded_3
|
||||
has_trait = maimed
|
||||
has_trait = gout_ridden
|
||||
has_trait = consumption
|
||||
has_trait = cancer
|
||||
has_trait = typhus
|
||||
has_trait = bubonic_plague
|
||||
has_trait = smallpox
|
||||
has_character_modifier = infected_wound_modifier
|
||||
has_character_modifier = gangrene_modifier
|
||||
has_trait = sickly
|
||||
}
|
||||
# Is not currently being treated (reduced diseased symptoms character modifier)
|
||||
NOT = {
|
||||
has_character_modifier = safe_disease_treatment_success_high_modifier
|
||||
has_character_modifier = safe_disease_treatment_success_low_modifier
|
||||
has_character_modifier = safe_disease_treatment_failure_modifier
|
||||
has_character_modifier = risky_disease_treatment_success_high_modifier
|
||||
has_character_modifier = risky_disease_treatment_success_low_modifier
|
||||
has_character_modifier = risky_disease_treatment_failure_modifier
|
||||
has_character_modifier = safe_wound_treatment_success_high_modifier
|
||||
has_character_modifier = safe_wound_treatment_success_low_modifier
|
||||
has_character_modifier = safe_wound_treatment_failure_modifier
|
||||
has_character_modifier = risky_wound_treatment_success_modifier
|
||||
has_character_modifier = risky_wound_treatment_failure_modifier
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
on_send = {
|
||||
|
||||
scope:recipient = {
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = sickly
|
||||
has_trait = consumption
|
||||
has_trait = cancer
|
||||
has_trait = typhus
|
||||
has_trait = bubonic_plague
|
||||
has_trait = smallpox
|
||||
has_trait = ill
|
||||
has_trait = pneumonic
|
||||
has_trait = great_pox
|
||||
has_trait = lovers_pox
|
||||
has_trait = leper
|
||||
}
|
||||
|
||||
}
|
||||
it_disease_event_effect = yes
|
||||
instruct_treatment_disease_effect = yes
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = infected_wound_modifier
|
||||
has_character_modifier = gangrene_modifier
|
||||
has_trait = wounded_1
|
||||
has_trait = wounded_2
|
||||
has_trait = wounded_3
|
||||
has_trait = maimed
|
||||
}
|
||||
}
|
||||
it_wounded_event_effect = yes
|
||||
instruct_treatment_wounded_effect = yes
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# 3102 for disease
|
||||
#41
|
||||
|
||||
# Always want to be helped
|
||||
auto_accept = yes
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,116 @@
|
|||
##############################################################################################################################
|
||||
# Medievel Thievery Mod
|
||||
# Developed by DevZero (some code taken from pdx) - the mod has thievery in the name after all...
|
||||
# Notes: for AI inclusion, look at ai in diarch_interactions > syphon -- ai greed, boldness, honor for base, then modifiers
|
||||
##############################################################################################################################
|
||||
|
||||
norse_asgard_enabled_interaction = {
|
||||
icon = icon_scheme_fabricate_hook
|
||||
common_interaction = yes
|
||||
interface_priority = 100
|
||||
category = interaction_category_friendly
|
||||
desc = norse_asgard_enabled_interaction_desc
|
||||
cooldown = { months = 18 }
|
||||
cooldown_against_recipient = {years = 5}
|
||||
|
||||
is_shown = {
|
||||
scope:actor.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
|
||||
NOT = {Scope:recipient = scope:acotr}
|
||||
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = learning
|
||||
target = scope:recipient
|
||||
55 = {
|
||||
desc = norse_asgard_enabled_interaction.tt.success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = norse_asgard_enabled_interaction.tt.success
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_hook = {
|
||||
target = scope:recipient
|
||||
type = loyalty_hook
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
45 = {
|
||||
desc = norse_asgard_enabled_interaction.tt.failure
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = norse_asgard_enabled_interaction.tt.failure
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Vengeful characters will not take it well.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = vengeful
|
||||
can_set_relation_rival_trigger = { CHARACTER = scope:actor }
|
||||
}
|
||||
set_relation_rival = {
|
||||
target = scope:actor
|
||||
reason = rival_tried_to_embezzle
|
||||
}
|
||||
}
|
||||
# Forgiving characters aren't too bothered.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -5
|
||||
}
|
||||
}
|
||||
# Otherwise, folks are skeptical
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -15
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
auto_accept = yes
|
||||
|
||||
ai_will_do = {
|
||||
base = 0
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,157 @@
|
|||
ambassador_culture_court_position = {
|
||||
max_available_positions = 1
|
||||
category = court_position_category_royal
|
||||
minimum_rank = kingdom
|
||||
|
||||
valid_position = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
|
||||
opinion = {
|
||||
value = regular_court_position_opinion
|
||||
}
|
||||
revoke_cost = {
|
||||
prestige = minor_court_position_prestige_cost
|
||||
}
|
||||
salary = {
|
||||
round = no
|
||||
gold = medium_court_position_salary
|
||||
}
|
||||
|
||||
base_employer_modifier = {
|
||||
}
|
||||
|
||||
scaling_employer_modifiers = {
|
||||
terrible = {
|
||||
cultural_head_acceptance_gain_mult = 0.05
|
||||
}
|
||||
poor = {
|
||||
|
||||
cultural_head_acceptance_gain_mult = 0.10
|
||||
}
|
||||
average = {
|
||||
cultural_head_acceptance_gain_mult = 0.15
|
||||
}
|
||||
good = {
|
||||
cultural_head_acceptance_gain_mult = 0.20
|
||||
}
|
||||
excellent = {
|
||||
cultural_head_acceptance_gain_mult = 0.25
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
monthly_prestige = minor_court_position_prestige_salary
|
||||
}
|
||||
|
||||
on_court_position_received = {
|
||||
basic_gained_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_revoked = {
|
||||
basic_revoked_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_invalidated = {
|
||||
basic_invalidated_court_position_effect = yes
|
||||
|
||||
}
|
||||
|
||||
candidate_score = {
|
||||
value = 0
|
||||
}
|
||||
|
||||
aptitude_level_breakpoints = { 20 40 60 80 }
|
||||
|
||||
# How good is this character in this position? root scope is the holder of the court position
|
||||
aptitude = {
|
||||
value = 1
|
||||
|
||||
add = {
|
||||
value = diplomacy
|
||||
multiply = 2
|
||||
max = 40
|
||||
desc = court_position_skill_diplomacy
|
||||
}
|
||||
|
||||
add = {
|
||||
value = learning
|
||||
multiply = 1.75
|
||||
max = 35
|
||||
desc = court_position_skill_learning
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = compassionate
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
desc = court_position_compassionate_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = gregarious
|
||||
}
|
||||
add = {
|
||||
value = 20
|
||||
desc = court_position_gregarious_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = diplomat
|
||||
}
|
||||
add = {
|
||||
value = 15
|
||||
desc = court_position_diplomat_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = callous
|
||||
}
|
||||
add = {
|
||||
value = -30
|
||||
desc = court_position_callous_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = deceitful
|
||||
}
|
||||
add = {
|
||||
value = -25
|
||||
desc = court_position_deceitful_trait
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = schemer
|
||||
}
|
||||
add = {
|
||||
value = -35
|
||||
desc = court_position_schemer_trait
|
||||
}
|
||||
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = murderer }
|
||||
add = {
|
||||
value = -50
|
||||
desc = court_position_murderer_trait
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
add = court_position_aptitude_family_business_value
|
||||
add = court_position_aptitude_low_penalty_value
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,159 @@
|
|||
court_liaison_court_position = {
|
||||
max_available_positions = 1
|
||||
category = court_position_category_royal
|
||||
minimum_rank = kingdom
|
||||
|
||||
opinion = {
|
||||
value = regular_court_position_opinion
|
||||
}
|
||||
revoke_cost = {
|
||||
prestige = minor_court_position_prestige_cost
|
||||
}
|
||||
salary = {
|
||||
round = no
|
||||
gold = minor_court_position_salary
|
||||
}
|
||||
|
||||
scaling_employer_modifiers = {
|
||||
terrible = {
|
||||
monthly_court_grandeur_change_mult = 0.1
|
||||
}
|
||||
poor = {
|
||||
monthly_court_grandeur_change_mult = 0.15
|
||||
}
|
||||
average = {
|
||||
monthly_court_grandeur_change_mult = 0.25
|
||||
court_grandeur_baseline_add = 1
|
||||
}
|
||||
good = {
|
||||
monthly_court_grandeur_change_mult = 0.35
|
||||
court_grandeur_baseline_add = 2
|
||||
}
|
||||
excellent = {
|
||||
monthly_court_grandeur_change_mult = 0.5
|
||||
court_grandeur_baseline_add = 3
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
monthly_prestige = minor_court_position_prestige_salary
|
||||
}
|
||||
|
||||
on_court_position_received = {
|
||||
basic_gained_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_revoked = {
|
||||
basic_revoked_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_invalidated = {
|
||||
basic_invalidated_court_position_effect = yes
|
||||
|
||||
}
|
||||
|
||||
candidate_score = {
|
||||
value = 0
|
||||
}
|
||||
|
||||
aptitude_level_breakpoints = { 20 40 60 80 }
|
||||
|
||||
# How good is this character in this position? root scope is the holder of the court position
|
||||
aptitude = {
|
||||
value = 1
|
||||
|
||||
add = {
|
||||
value = diplomacy
|
||||
multiply = 2
|
||||
max = 40
|
||||
desc = court_position_skill_diplomacy
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = generous
|
||||
}
|
||||
add = {
|
||||
value = 25
|
||||
desc = court_position_generous_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = callous
|
||||
}
|
||||
add = {
|
||||
value = -20
|
||||
desc = court_position_callous_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = compassionate
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
desc = court_position_compassionate_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = arrogant
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
desc = court_position_arrogant_trait
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = diplomat
|
||||
}
|
||||
value = 50
|
||||
desc = court_position_diplomat_trait
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { has_trait = education_diplomacy }
|
||||
add = {
|
||||
value = 4
|
||||
if = {
|
||||
limit = { has_trait = education_diplomacy_2 }
|
||||
add = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_trait = education_diplomacy_3 }
|
||||
add = 8
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_trait = education_diplomacy_4 }
|
||||
add = 12
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_trait = education_diplomacy_5 }
|
||||
add = 22
|
||||
}
|
||||
desc = education_diplomacy
|
||||
}
|
||||
}
|
||||
|
||||
add = court_position_aptitude_family_business_value
|
||||
add = court_position_aptitude_low_penalty_value
|
||||
}
|
||||
|
||||
valid_position = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
|
||||
valid_character = {
|
||||
scope:employee = {
|
||||
OR = {
|
||||
is_vassal_of = scope:liege
|
||||
is_courtier_of = scope:liege
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,185 @@
|
|||
diplomatic_liaison_court_position = {
|
||||
max_available_positions = 1
|
||||
category = court_position_category_royal
|
||||
minimum_rank = kingdom
|
||||
|
||||
valid_position = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
|
||||
opinion = {
|
||||
value = regular_court_position_opinion
|
||||
}
|
||||
revoke_cost = {
|
||||
prestige = minor_court_position_prestige_cost
|
||||
}
|
||||
salary = {
|
||||
round = no
|
||||
gold = medium_court_position_salary
|
||||
}
|
||||
|
||||
base_employer_modifier = {
|
||||
max_personal_schemes_add = 1
|
||||
}
|
||||
|
||||
scaling_employer_modifiers = {
|
||||
terrible = {
|
||||
personal_scheme_power_mult = -0.1
|
||||
}
|
||||
poor = {
|
||||
|
||||
personal_scheme_power_mult = -0.05
|
||||
}
|
||||
average = {
|
||||
personal_scheme_power_mult = 0
|
||||
}
|
||||
good = {
|
||||
personal_scheme_power_mult = 0.05
|
||||
}
|
||||
excellent = {
|
||||
personal_scheme_power_mult = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
monthly_prestige = minor_court_position_prestige_salary
|
||||
}
|
||||
|
||||
on_court_position_received = {
|
||||
basic_gained_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_revoked = {
|
||||
basic_revoked_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_invalidated = {
|
||||
basic_invalidated_court_position_effect = yes
|
||||
|
||||
}
|
||||
|
||||
candidate_score = {
|
||||
value = 0
|
||||
}
|
||||
|
||||
aptitude_level_breakpoints = { 20 40 60 80 }
|
||||
|
||||
# How good is this character in this position? root scope is the holder of the court position
|
||||
aptitude = {
|
||||
value = 1
|
||||
|
||||
add = {
|
||||
value = diplomacy
|
||||
multiply = 2
|
||||
max = 40
|
||||
desc = court_position_skill_diplomacy
|
||||
}
|
||||
|
||||
add = {
|
||||
value = learning
|
||||
multiply = 1.25
|
||||
max = 35
|
||||
desc = court_position_skill_learning
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = compassionate
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
desc = court_position_compassionate_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = gregarious
|
||||
}
|
||||
add = {
|
||||
value = 20
|
||||
desc = court_position_gregarious_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = diplomat
|
||||
}
|
||||
add = {
|
||||
value = 15
|
||||
desc = court_position_diplomat_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = callous
|
||||
}
|
||||
add = {
|
||||
value = -30
|
||||
desc = court_position_callous_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = deceitful
|
||||
}
|
||||
add = {
|
||||
value = -25
|
||||
desc = court_position_deceitful_trait
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = schemer
|
||||
}
|
||||
add = {
|
||||
value = -35
|
||||
desc = court_position_schemer_trait
|
||||
}
|
||||
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = murderer }
|
||||
add = {
|
||||
value = -50
|
||||
desc = court_position_murderer_trait
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
add = court_position_aptitude_family_business_value
|
||||
add = court_position_aptitude_low_penalty_value
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
OR = {
|
||||
AND = {
|
||||
diplomacy > 16
|
||||
NOT = {
|
||||
OR = {
|
||||
has_trait = callous
|
||||
has_trait = deceitful
|
||||
has_trait = schemer
|
||||
has_trait = sadistic
|
||||
has_trait = murderer
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
OR = {
|
||||
has_trait = gregarious
|
||||
has_trait = diplomat
|
||||
has_trait = family_first
|
||||
has_trait = education_diplomacy_3
|
||||
has_trait = education_diplomacy_4
|
||||
has_trait = education_diplomacy_5
|
||||
}
|
||||
diplomacy > 9
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,155 @@
|
|||
master_of_intrigue_court_position = {
|
||||
max_available_positions = 1
|
||||
category = court_position_category_royal
|
||||
minimum_rank = kingdom
|
||||
|
||||
valid_position = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
|
||||
opinion = {
|
||||
value = regular_court_position_opinion
|
||||
}
|
||||
revoke_cost = {
|
||||
prestige = minor_court_position_prestige_cost
|
||||
}
|
||||
salary = {
|
||||
round = no
|
||||
gold = medium_court_position_salary
|
||||
}
|
||||
|
||||
base_employer_modifier = {
|
||||
max_hostile_schemes_add = 1
|
||||
}
|
||||
|
||||
scaling_employer_modifiers = {
|
||||
terrible = {
|
||||
hostile_scheme_power_mult = -0.1
|
||||
}
|
||||
poor = {
|
||||
|
||||
hostile_scheme_power_mult = -0.05
|
||||
}
|
||||
average = {
|
||||
hostile_scheme_power_mult = 0
|
||||
}
|
||||
good = {
|
||||
hostile_scheme_power_mult = 0.05
|
||||
}
|
||||
excellent = {
|
||||
hostile_scheme_power_mult = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
monthly_prestige = minor_court_position_prestige_salary
|
||||
}
|
||||
|
||||
on_court_position_received = {
|
||||
basic_gained_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_revoked = {
|
||||
basic_revoked_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_invalidated = {
|
||||
basic_invalidated_court_position_effect = yes
|
||||
|
||||
}
|
||||
|
||||
candidate_score = {
|
||||
value = 0
|
||||
}
|
||||
|
||||
aptitude_level_breakpoints = { 20 40 60 80 }
|
||||
|
||||
# How good is this character in this position? root scope is the holder of the court position
|
||||
aptitude = {
|
||||
value = 1
|
||||
|
||||
add = {
|
||||
value = intrigue
|
||||
multiply = 2
|
||||
max = 40
|
||||
desc = court_position_skill_intrigue
|
||||
}
|
||||
|
||||
add = {
|
||||
value = learning
|
||||
multiply = 1.75
|
||||
max = 35
|
||||
desc = court_position_skill_learning
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = compassionate
|
||||
}
|
||||
add = {
|
||||
value = -25
|
||||
desc = court_position_compassionate_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = brave
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
desc = court_position_brave_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = just
|
||||
}
|
||||
add = {
|
||||
value = -20
|
||||
desc = court_position_just_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = callous
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
desc = court_position_callous_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = deceitful
|
||||
}
|
||||
add = {
|
||||
value = 25
|
||||
desc = court_position_deceitful_trait
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = schemer
|
||||
}
|
||||
value = 50
|
||||
desc = court_position_schemer_trait
|
||||
}
|
||||
|
||||
add = court_position_aptitude_family_business_value
|
||||
add = court_position_aptitude_low_penalty_value
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
AND = {
|
||||
OR = {
|
||||
has_trait = education_intrigue_3
|
||||
has_trait = education_intrigue_4
|
||||
has_trait = education_intrigue_5
|
||||
}
|
||||
intrigue > 11
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,157 @@
|
|||
master_warden_court_position = {
|
||||
max_available_positions = 1
|
||||
category = court_position_category_royal
|
||||
minimum_rank = kingdom
|
||||
|
||||
valid_position = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
|
||||
opinion = {
|
||||
value = regular_court_position_opinion
|
||||
}
|
||||
revoke_cost = {
|
||||
prestige = minor_court_position_prestige_cost
|
||||
}
|
||||
salary = {
|
||||
round = no
|
||||
gold = minor_court_position_salary
|
||||
}
|
||||
|
||||
scaling_employer_modifiers = {
|
||||
terrible = {
|
||||
monthly_county_control_change_add = 0.0
|
||||
}
|
||||
poor = {
|
||||
monthly_county_control_change_add = 0.0
|
||||
}
|
||||
average = {
|
||||
monthly_county_control_change_add = 0.05
|
||||
}
|
||||
good = {
|
||||
monthly_county_control_change_add = 0.1
|
||||
}
|
||||
excellent = {
|
||||
monthly_county_control_change_add = 0.15
|
||||
}
|
||||
}
|
||||
|
||||
custom_employer_modifier_description = master_warden_employer_custom_effect_description
|
||||
|
||||
modifier = {
|
||||
monthly_prestige = minor_court_position_prestige_salary
|
||||
}
|
||||
|
||||
on_court_position_received = {
|
||||
basic_gained_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_revoked = {
|
||||
basic_revoked_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_invalidated = {
|
||||
basic_invalidated_court_position_effect = yes
|
||||
|
||||
}
|
||||
|
||||
candidate_score = {
|
||||
value = 0
|
||||
}
|
||||
|
||||
aptitude_level_breakpoints = { 20 40 60 80 }
|
||||
|
||||
# How good is this character in this position? root scope is the holder of the court position
|
||||
aptitude = {
|
||||
value = 1
|
||||
add = {
|
||||
value = intrigue
|
||||
multiply = 1.75
|
||||
max = 40
|
||||
desc = court_position_skill_intrigue
|
||||
}
|
||||
add = {
|
||||
value = martial
|
||||
multiply = 1.75
|
||||
max = 40
|
||||
desc = court_position_skill_martial
|
||||
}
|
||||
add = {
|
||||
value = prowess
|
||||
max = 20
|
||||
desc = court_position_skill_prowess
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = compassionate
|
||||
}
|
||||
add = {
|
||||
value = -25
|
||||
desc = court_position_compassionate_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = brave
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
desc = court_position_brave_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = just
|
||||
}
|
||||
add = {
|
||||
value = 15
|
||||
desc = court_position_just_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = callous
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
desc = court_position_callous_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = torturer
|
||||
}
|
||||
add = {
|
||||
value = 25
|
||||
desc = court_position_torturer_trait
|
||||
}
|
||||
}
|
||||
|
||||
add = court_position_aptitude_family_business_value
|
||||
add = court_position_aptitude_low_penalty_value
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
OR = {
|
||||
AND = {
|
||||
OR = {
|
||||
prowess > 15
|
||||
martial > 11
|
||||
intrigue > 15
|
||||
dread > 35
|
||||
}
|
||||
OR = {
|
||||
has_trait = education_martial_1
|
||||
has_trait = education_martial_2
|
||||
has_trait = education_martial_3
|
||||
has_trait = education_martial_4
|
||||
has_trait = education_martial_5
|
||||
dread > 35
|
||||
prowess > 15
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
neo_mongol = {
|
||||
color = mongol
|
||||
|
||||
ethos = ethos_bureaucratic
|
||||
heritage = heritage_mongolic
|
||||
language = language_mongolic
|
||||
martial_custom = martial_custom_male_only
|
||||
traditions = {
|
||||
tradition_horse_lords
|
||||
tradition_hard_rule
|
||||
tradition_dwellers_of_the_steppe
|
||||
tradition_steppe_tolerance
|
||||
}
|
||||
|
||||
|
||||
name_list = name_list_mongol
|
||||
|
||||
coa_gfx = { mongol_coa_gfx steppe_coa_gfx }
|
||||
building_gfx = { steppe_building_gfx }
|
||||
clothing_gfx = { mongol_clothing_gfx }
|
||||
unit_gfx = { mongol_unit_gfx }
|
||||
|
||||
ethnicities = {
|
||||
10 = asian
|
||||
}
|
||||
}
|
|
@ -0,0 +1,622 @@
|
|||
# steppe tradition
|
||||
tradition_dwellers_of_the_steppe = {
|
||||
category = realm
|
||||
|
||||
layers = {
|
||||
0 = steward
|
||||
1 = indian/indian2.dds
|
||||
4 = steppe.dds
|
||||
}
|
||||
|
||||
can_pick = {
|
||||
custom_tooltip = {
|
||||
text = culture_in_steppe_terrain_desc
|
||||
any_culture_county = {
|
||||
any_county_province = {
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
parameters = {
|
||||
hunting_traits_more_valued = yes
|
||||
pastures_building_bonuses = yes
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
men_at_arms_recruitment_cost = 0.15
|
||||
men_at_arms_maintenance = 0.05
|
||||
knight_limit = 2
|
||||
steppe_travel_danger = steppe_medium_danger_reduction
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
steppe_development_growth_factor = 0.2
|
||||
steppe_construction_gold_cost = -0.15
|
||||
steppe_levy_size = 0.15
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
add = {
|
||||
value = tradition_base_cost
|
||||
desc = BASE
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture_pillar:ethos_egalitarian = { is_in_list = traits }
|
||||
}
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
desc = culture_not_egalitarian
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
any_culture_county = {
|
||||
count >= 5
|
||||
any_county_province = {
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_unfulfilled_criteria_penalty
|
||||
desc = culture_in_steppe_terrain_count_desc
|
||||
}
|
||||
}
|
||||
|
||||
multiply = tradition_replacement_cost_if_relevant
|
||||
}
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
scope:character = {
|
||||
any_sub_realm_county = {
|
||||
count >= 2
|
||||
culture = scope:character.culture
|
||||
any_county_province = {
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
any_sub_realm_county = {
|
||||
count >= 5
|
||||
culture = scope:character.culture
|
||||
any_county_province = {
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
# raid tradition
|
||||
tradition_ritualistic_reaving = {
|
||||
category = ritual
|
||||
|
||||
layers = {
|
||||
0 = intrigue
|
||||
1 = mediterranean
|
||||
4 = battle.dds
|
||||
}
|
||||
|
||||
can_pick = {
|
||||
scope:character.culture = {
|
||||
custom_tooltip = {
|
||||
text = m_already_has_raid_tradition_desc
|
||||
NOT = { has_cultural_tradition = tradition_practiced_pirates }
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = m_has_pacifist_tradition_desc
|
||||
NOT = { has_cultural_tradition = tradition_pacifism }
|
||||
}
|
||||
}
|
||||
scope:character.faith = {
|
||||
custom_tooltip = {
|
||||
text = m_has_pacifist_tenet_desc
|
||||
NOR = {
|
||||
has_doctrine = tenet_dharmic_pacifism
|
||||
has_doctrine = tenet_pacifism
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
parameters = {
|
||||
culture_can_raid_over_land_even_if_feudal_no_restrictions = yes
|
||||
culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
siege_phase_time = -0.10
|
||||
movement_speed_land_raiding = 0.20
|
||||
max_loot_mult = 0.25
|
||||
development_growth_factor = -0.10
|
||||
feudal_government_tax_contribution_mult = -0.25
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
add = {
|
||||
value = tradition_base_cost
|
||||
multiply = 1.5
|
||||
desc = BASE
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
# Ethos requirement.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
culture_pillar:ethos_bellicose = { is_in_list = traits }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
desc = not_bellicose_desc
|
||||
}
|
||||
}
|
||||
# Government is Feudal or Clan Extra Cost
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
multiply = 2
|
||||
desc = m_govenment_incompatible_penalty_desc
|
||||
}
|
||||
}
|
||||
|
||||
multiply = tradition_replacement_cost_if_relevant
|
||||
}
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { # Should be rare for most cultures
|
||||
has_cultural_pillar = heritage_berber
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
# learning tradition
|
||||
tradition_aptitudinal_teachings = {
|
||||
category = societal
|
||||
|
||||
layers = {
|
||||
0 = intrigue
|
||||
1 = mediterranean
|
||||
4 = aptitudinal_teachings.dds
|
||||
}
|
||||
|
||||
can_pick = {
|
||||
custom_description = {
|
||||
text = m_has_incompatible_alexandrian_catechism_tenet
|
||||
scope:character.faith = {
|
||||
NOT = { doctrine:tenet_alexandrian_catechism = { is_in_list = selected_doctrines } }
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
learning = 4
|
||||
monthly_learning_lifestyle_xp_gain_mult = 0.2
|
||||
faith_creation_piety_cost_mult = 0.20
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
add = {
|
||||
value = tradition_base_cost
|
||||
multiply = 2
|
||||
desc = BASE
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
# Ethos requirement.
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
|
||||
culture_pillar:ethos_spiritual = { is_in_list = traits }
|
||||
culture_pillar:ethos_egalitarian = { is_in_list = traits }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
multiply = 2
|
||||
desc = not_bureaucratic_spiritual_or_egalitarian_desc
|
||||
}
|
||||
}
|
||||
|
||||
multiply = tradition_replacement_cost_if_relevant
|
||||
}
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
# dread ruling tradition
|
||||
tradition_hard_rule = {
|
||||
category = realm
|
||||
|
||||
layers = {
|
||||
0 = martial
|
||||
1 = mena
|
||||
2 = hard_rule_layer2.dds
|
||||
3 = 3.dds
|
||||
4 = hard_rule.dds
|
||||
}
|
||||
|
||||
can_pick = {
|
||||
|
||||
custom_tooltip = {
|
||||
text = m_surpasses_dread_threshold
|
||||
scope:character.dread > 35
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = cannot_have_tradition_court_eunuchs
|
||||
NOT = { culture_tradition:tradition_court_eunuchs = { is_in_list = traits } }
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = cannot_have_tradition_merciful_blindings
|
||||
NOT = { culture_tradition:tradition_merciful_blindings = { is_in_list = traits } }
|
||||
}
|
||||
}
|
||||
|
||||
parameters = {
|
||||
can_demand_higher_ransoms_from_lower_tiers = yes
|
||||
can_recruit_prisoners_easily = yes
|
||||
pardoning_gives_loyalty = yes
|
||||
can_blind_prisoners = yes
|
||||
can_castrate_prisoners = yes
|
||||
}
|
||||
character_modifier = {
|
||||
vassal_levy_contribution_mult = -0.10
|
||||
vassal_opinion = -5
|
||||
short_reign_duration_mult = 0.3
|
||||
hostile_scheme_power_mult = 0.2
|
||||
dread_gain_mult = 0.1
|
||||
dread_baseline_add = 20
|
||||
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
add = {
|
||||
value = tradition_base_cost
|
||||
desc = BASE
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
culture_pillar:ethos_courtly = { is_in_list = traits }
|
||||
culture_pillar:ethos_stoic = { is_in_list = traits }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
desc = not_stoic_or_courtly_desc
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { scope:character.dread < 75 }
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
desc = m_less_than_high_dread_desc
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { scope:character.dread >= 75 }
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
multiply = -1
|
||||
divide = 2
|
||||
desc = m_high_dread_desc
|
||||
}
|
||||
}
|
||||
|
||||
multiply = tradition_replacement_cost_if_relevant
|
||||
}
|
||||
}
|
||||
|
||||
ai_will_do = { value = 0 }
|
||||
}
|
||||
# viking development
|
||||
tradition_scandinavian_development = { # Need to update values
|
||||
category = regional
|
||||
|
||||
layers = {
|
||||
0 = intrigue
|
||||
1 = mena/mena3.dds
|
||||
4 = scand_dev.dds
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
has_cultural_pillar = heritage_north_germanic
|
||||
}
|
||||
|
||||
can_pick = {
|
||||
custom_tooltip = {
|
||||
text = m_scandinavian_innovation_requirement
|
||||
has_innovation = innovation_development_01
|
||||
}
|
||||
}
|
||||
|
||||
parameters = {
|
||||
can_appoint_court_gardener = yes
|
||||
can_recruit_gardeners = yes
|
||||
can_enact_high_partition_succession_law = yes
|
||||
coastal_agriculture_building_bonuses = yes
|
||||
development_gain_on_building_complete = yes
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
development_growth_factor = 0.25
|
||||
construction_time = 0.05
|
||||
holding_build_gold_cost = 0.15
|
||||
character_capital_county_monthly_development_growth_add = 0.25
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
taiga_development_growth_factor = 0.05
|
||||
plains_development_growth_factor = 0.05
|
||||
taiga_construction_gold_cost = 0.05
|
||||
taiga_levy_size = 0.15
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
add = {
|
||||
value = tradition_base_cost
|
||||
desc = BASE
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
culture_pillar:ethos_communal = { is_in_list = traits }
|
||||
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
|
||||
culture_pillar:ethos_stoic = { is_in_list = traits }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
multiply = 2
|
||||
desc = not_communal_bureaucratic_or_stoic_desc
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
any_culture_county = {
|
||||
any_county_province = {
|
||||
has_building_or_higher = royal_forest_01
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_unfulfilled_criteria_penalty
|
||||
desc = m_no_reserve_penalty
|
||||
}
|
||||
}
|
||||
|
||||
multiply = tradition_replacement_cost_if_relevant
|
||||
}
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
# religious tradition
|
||||
tradition_synergenistic_faith = {
|
||||
category = ritual
|
||||
|
||||
layers = {
|
||||
0 = learning
|
||||
1 = mena/mena1.dds
|
||||
4 = temple.dds
|
||||
}
|
||||
|
||||
can_pick = {
|
||||
custom_tooltip = {
|
||||
any_culture_county = {
|
||||
percent >= 0.2
|
||||
any_county_province = {
|
||||
has_holding_type = church_holding
|
||||
}
|
||||
}
|
||||
text = 20_percent_churches
|
||||
}
|
||||
}
|
||||
|
||||
parameters = {
|
||||
extra_piety_from_temple_construction = yes
|
||||
renown_from_temple_construction = yes
|
||||
more_fervor_on_church_construction = yes
|
||||
|
||||
}
|
||||
character_modifier = {
|
||||
monthly_learning_lifestyle_xp_gain_mult = 0.05
|
||||
monthly_piety_from_buildings_mult = 0.10
|
||||
faith_conversion_piety_cost_mult = 0.50
|
||||
church_holding_build_gold_cost = 0.15
|
||||
monthly_piety = 1
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
add = {
|
||||
value = tradition_base_cost
|
||||
desc = BASE
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
culture_pillar:ethos_courtly = { is_in_list = traits }
|
||||
culture_pillar:ethos_communal = { is_in_list = traits }
|
||||
culture_pillar:ethos_spiritual = { is_in_list = traits }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_incompatible_ethos_penalty
|
||||
desc = not_courtly_communal_or_spiritual_desc
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
any_ruler = {
|
||||
count >= 5
|
||||
culture = prev
|
||||
primary_title.tier >= tier_county
|
||||
faith = scope:character.faith
|
||||
has_trait = zealous
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_unfulfilled_criteria_penalty
|
||||
desc = rulers_with_same_faith_zealous_desc
|
||||
}
|
||||
}
|
||||
|
||||
multiply = tradition_replacement_cost_if_relevant
|
||||
}
|
||||
}
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
}
|
||||
|
||||
}
|
||||
# Familial tradition
|
||||
tradition_familial_bonds = {
|
||||
category = societal
|
||||
|
||||
layers = {
|
||||
0 = intrigue
|
||||
1 = western/western2.dds
|
||||
4 = ritualised_friendship.dds
|
||||
}
|
||||
|
||||
can_pick = {
|
||||
# Must have at least one friend. No friendless losers. Especially you, Nick.
|
||||
custom_tooltip = {
|
||||
text = need_at_least_one_friend
|
||||
|
||||
culture_head ?= {
|
||||
any_relation = {
|
||||
type = friend
|
||||
count >= 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
parameters = {
|
||||
automatic_befriend_access = yes
|
||||
may_propose_best_friendship = yes
|
||||
strong_hooks_and_stress_effects_best_friends = yes
|
||||
may_select_friendship_synergy_bonus = yes
|
||||
close_family_better_councillors = yes
|
||||
close_family_better_court_positions = yes
|
||||
landing_house_members_gives_renown = yes
|
||||
renown_from_feasts = yes
|
||||
penalty_for_revoking_titles_from_close_family = yes
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
intrigue = -1
|
||||
hostile_scheme_power_mult = -0.20
|
||||
monthly_dynasty_prestige_mult = 0.05
|
||||
dynasty_opinion = 10
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
# Base cost.
|
||||
add = {
|
||||
value = tradition_base_cost
|
||||
desc = BASE
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
# No ethos requirement: everyone likes friends.
|
||||
# Need at least ten friends.
|
||||
if = {
|
||||
limit = { exists = culture_head }
|
||||
if = {
|
||||
limit = {
|
||||
culture_head = {
|
||||
any_relation = {
|
||||
type = friend
|
||||
count < 5
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = tradition_unfulfilled_criteria_penalty
|
||||
multiply = 2.5
|
||||
desc = m_guess_you_need_more_friends_desc
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
multiply = tradition_replacement_cost_if_relevant
|
||||
}
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,50 @@
|
|||
m_asgard_decision = {
|
||||
major = yes
|
||||
|
||||
sort_order = 0
|
||||
|
||||
is_shown = {
|
||||
|
||||
AND = {
|
||||
has_title = title:b_oslosyslar
|
||||
title:b_oslosyslar.title_province = root.capital_province
|
||||
}
|
||||
|
||||
NOT = {
|
||||
is_target_in_global_variable_list = {
|
||||
name = unavailable_unique_decisions
|
||||
target = flag:flag_discovered_great_hall_of_asgard
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
picture = "gfx/interface/illustrations/decisions/asgard_decision_image.dds"
|
||||
|
||||
cost = {
|
||||
prestige = 1000
|
||||
piety = 1000
|
||||
}
|
||||
|
||||
effect = {
|
||||
|
||||
save_scope_as = asgard_founder
|
||||
|
||||
trigger_event = {
|
||||
id = norse_asgard_event.0001
|
||||
}
|
||||
|
||||
add_to_global_variable_list = {
|
||||
name = unavailable_unique_decisions
|
||||
target = flag:flag_discovered_great_hall_of_asgard
|
||||
}
|
||||
show_as_tooltip = {
|
||||
custom_tooltip = "You may find something special within the province."
|
||||
}
|
||||
hidden_effect = {
|
||||
m_hall_of_asgard_effect = yes
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
m_mongol_grand_yurt_decision = {
|
||||
major = yes
|
||||
sort_order = 94
|
||||
picture = "gfx/interface/illustrations/decisions/grand_yurt_decision_image.dds"
|
||||
|
||||
is_shown = {
|
||||
has_title = title:b_karabalgasun
|
||||
|
||||
NOT = {
|
||||
is_target_in_global_variable_list = {
|
||||
name = unavailable_unique_decisions
|
||||
target = flag:flag_built_great_yurt
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
is_valid = {
|
||||
has_trait = greatest_of_khans
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = 2500
|
||||
}
|
||||
|
||||
effect = {
|
||||
m_grand_yurt_mongol_effect = yes
|
||||
|
||||
add_to_global_variable_list = {
|
||||
name = unavailable_unique_decisions
|
||||
target = flag:flag_built_great_yurt
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,83 @@
|
|||
###########################################################
|
||||
# Legacy Perks Expanded
|
||||
# by dev.main
|
||||
###########################################################
|
||||
|
||||
# Expand fp2 legacy tracks to all dynasties
|
||||
fp2_urbanism_legacy_track = {
|
||||
is_shown = {
|
||||
has_dlc_feature = the_fate_of_iberia
|
||||
dynasty = {
|
||||
OR = {
|
||||
dynast = {
|
||||
NOT = {
|
||||
culture = {
|
||||
has_cultural_pillar = heritage_iberian
|
||||
}
|
||||
}
|
||||
}
|
||||
has_dynasty_perk = fp2_coterie_legacy_1
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
fp2_coterie_legacy_track = {
|
||||
is_shown = {
|
||||
has_dlc_feature = the_fate_of_iberia
|
||||
dynasty = {
|
||||
OR = {
|
||||
dynast = {
|
||||
NOT = {
|
||||
culture = {
|
||||
has_cultural_pillar = heritage_iberian
|
||||
}
|
||||
}
|
||||
}
|
||||
has_dynasty_perk = fp2_coterie_legacy_1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# New dynasty tracks
|
||||
m_vikingr_legacy_track = {
|
||||
is_shown = {
|
||||
dynasty = {
|
||||
OR = {
|
||||
dynast = {
|
||||
culture = {
|
||||
OR = {
|
||||
this = culture:norse
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:norse
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
has_dynasty_perk = m_vikingr_legacy_1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_genghis_of_the_steppe_legacy_track = {
|
||||
is_shown = {
|
||||
dynasty = {
|
||||
OR = {
|
||||
dynast = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_turkic
|
||||
has_cultural_pillar = heritage_mongolic
|
||||
has_cultural_pillar = heritage_tibetan
|
||||
has_cultural_tradition = tradition_dwellers_of_the_steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
has_dynasty_perk = m_ghengis_of_the_steppe_legacy_1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,323 @@
|
|||
###########################################################
|
||||
# Legacy Perks Expanded
|
||||
# by devzero
|
||||
###########################################################
|
||||
# Expand fp2 legacies to all dynasties
|
||||
|
||||
# URBANISM LEGACIES
|
||||
fp2_urbanism_legacy_1 = { # Flourishing Cities
|
||||
legacy = fp2_urbanism_legacy_track
|
||||
|
||||
effect = {
|
||||
# Each city increases development rate of their county
|
||||
custom_description_no_bullet = { text = fp2_urbanism_legacy_1_effect }
|
||||
}
|
||||
|
||||
|
||||
ai_chance = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_iberian
|
||||
has_cultural_pillar = heritage_arabic
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
can_start_new_legacy_track_trigger = no
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fp2_urbanism_legacy_2 = { # Republican Teaching
|
||||
legacy = fp2_urbanism_legacy_track
|
||||
|
||||
# Chance to gain an extra traits for members of the dynasty or children educated by the members of the dynasty
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = fp2_urbanism_legacy_2_effect }
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
fp2_urbanism_legacy_3 = { #Replace by > faster and cheaper city development
|
||||
legacy = fp2_urbanism_legacy_track
|
||||
|
||||
|
||||
character_modifier = {
|
||||
city_holding_build_speed = -0.1
|
||||
city_holding_build_gold_cost = -0.1
|
||||
city_holding_holding_build_speed = -0.1
|
||||
city_holding_holding_build_gold_cost = -0.1
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
fp2_urbanism_legacy_4 = { #Replace by > get prestige + cool character on dev level gain
|
||||
legacy = fp2_urbanism_legacy_track
|
||||
|
||||
# Gain Prestige and guest when completing a building
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = fp2_urbanism_legacy_4_effect }
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
fp2_urbanism_legacy_5 = { #Replace by ???
|
||||
legacy = fp2_urbanism_legacy_track
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = fp2_urbanism_legacy_5_effect }
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
# COTERIE LEGACIES
|
||||
|
||||
fp2_coterie_legacy_1 = { # Inner Circle
|
||||
legacy = fp2_coterie_legacy_track
|
||||
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = fp2_coterie_legacy_1_effect }
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_iberian
|
||||
has_cultural_pillar = heritage_arabic
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
can_start_new_legacy_track_trigger = no
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fp2_coterie_legacy_2 = { # House bonds
|
||||
legacy = fp2_coterie_legacy_track
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = fp2_coterie_legacy_2_effect }
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
fp2_coterie_legacy_3 = { # Unity
|
||||
legacy = fp2_coterie_legacy_track
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = fp2_coterie_legacy_3_effect }
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
dynasty_house_opinion = 10
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
fp2_coterie_legacy_4 = { # Eternal Trust
|
||||
legacy = fp2_coterie_legacy_track
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = fp2_coterie_legacy_4_effect }
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
fp2_coterie_legacy_5 = { # Pragmatic Roots
|
||||
legacy = fp2_coterie_legacy_track
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = fp2_coterie_legacy_5_effect }
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
# New dynasty perks
|
||||
m_vikingr_legacy_1 = {
|
||||
legacy = m_vikingr_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
negative_inactive_inheritance_chance = -0.20
|
||||
positive_inactive_inheritance_chance = 0.20
|
||||
genetic_trait_strengthen_chance = 0.2
|
||||
positive_random_genetic_chance = 0.35
|
||||
dynasty_opinion = 20
|
||||
}
|
||||
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_vikingr_legacy_2 = {
|
||||
legacy = m_vikingr_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
domain_limit = 1
|
||||
vassal_limit = 20
|
||||
development_growth = 0.15
|
||||
short_reign_duration_mult = -0.25
|
||||
}
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_vikingr_legacy_3 = {
|
||||
legacy = m_vikingr_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 3
|
||||
knight_effectiveness_mult = 0.50
|
||||
men_at_arms_limit = 2
|
||||
movement_speed = 0.25
|
||||
}
|
||||
|
||||
effect = {
|
||||
dynasty = {
|
||||
add_dynasty_modifier = {
|
||||
modifier = fp1_legacy_of_piracy_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_vikingr_legacy_4 = {
|
||||
legacy = m_vikingr_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
monthly_lifestyle_xp_gain_mult = 0.35
|
||||
stewardship = 3
|
||||
learning = 2
|
||||
}
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_vikingr_legacy_5 = {
|
||||
legacy = m_vikingr_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
general_opinion = 25
|
||||
max_personal_schemes_add = 1
|
||||
max_hostile_schemes_add = 1
|
||||
}
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_genghis_of_the_steppe_legacy_1 = {
|
||||
legacy = m_genghis_of_the_steppe_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
dread_baseline_add = 15
|
||||
dread_decay_mult = -0.15
|
||||
dread_per_tyranny_add = 1
|
||||
cowed_vassal_tax_contribution_mult = 0.2
|
||||
}
|
||||
|
||||
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_genghis_of_the_steppe_legacy_2 = {
|
||||
legacy = m_genghis_of_the_steppe_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
max_hostile_schemes_add = 1
|
||||
monthly_intrigue_lifestyle_xp_gain_mult = 0.15
|
||||
}
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = {
|
||||
text = glory_legacy_4_perk_effect
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_genghis_of_the_steppe_legacy_3 = {
|
||||
legacy = m_genghis_of_the_steppe_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
steppe_development_growth_factor = 0.25
|
||||
prisoner_opinion = 10
|
||||
hostile_county_attrition = -0.15
|
||||
owned_hostile_scheme_success_chance_add = 15
|
||||
}
|
||||
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_genghis_of_the_steppe_legacy_4 = {
|
||||
legacy = m_genghis_of_the_steppe_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
men_at_arms_limit = 1
|
||||
prowess = 3
|
||||
army_maintenance_mult = -0.05
|
||||
mercenary_hire_cost_mult = -0.1
|
||||
}
|
||||
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
m_genghis_of_the_steppe_legacy_5 = {
|
||||
legacy = m_genghis_of_the_steppe_legacy_track
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 3
|
||||
knight_effectiveness_mult = 0.25
|
||||
archer_cavalry_max_size_add = 3
|
||||
siege_weapon_siege_value_mult = 0.1
|
||||
men_at_arms_cap = 1
|
||||
}
|
||||
|
||||
ai_chance = { value = 0 }
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,173 @@
|
|||
pledged_light_footmen = {
|
||||
type = skirmishers
|
||||
|
||||
can_recruit = {
|
||||
always = no
|
||||
}
|
||||
|
||||
damage = 10
|
||||
toughness = 16
|
||||
pursuit = 10
|
||||
screen = 16
|
||||
|
||||
terrain_bonus = {
|
||||
forest = { damage = 4 toughness = 6 }
|
||||
taiga = { damage = 4 toughness = 6 }
|
||||
jungle = { damage = 4 toughness = 6 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
heavy_infantry = 1
|
||||
}
|
||||
|
||||
buy_cost = { gold = skirmisher_recruitment_cost }
|
||||
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
|
||||
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
|
||||
|
||||
|
||||
stack = 100
|
||||
ai_quality = { value = culture_ai_weight_skirmishers }
|
||||
icon = skirmishers
|
||||
}
|
||||
|
||||
pledged_bowmen = {
|
||||
type = archers
|
||||
|
||||
can_recruit = {
|
||||
always = no
|
||||
}
|
||||
|
||||
damage = 25
|
||||
toughness = 10
|
||||
pursuit = 0
|
||||
screen = 0
|
||||
|
||||
terrain_bonus = {
|
||||
hills = { damage = 10 toughness = 4 }
|
||||
forest = { toughness = 4 screen = 4 }
|
||||
taiga = { toughness = 4 screen = 4 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
skirmishers = 1
|
||||
}
|
||||
|
||||
buy_cost = { gold = bowmen_recruitment_cost }
|
||||
low_maintenance_cost = { gold = bowmen_low_maint_cost }
|
||||
high_maintenance_cost = { gold = bowmen_high_maint_cost }
|
||||
|
||||
|
||||
stack = 100
|
||||
ai_quality = {
|
||||
value = culture_ai_weight_archers
|
||||
value = counter_synergy_ai_weight_archers
|
||||
}
|
||||
icon = bowmen
|
||||
}
|
||||
|
||||
pledged_light_horsemen = {
|
||||
type = light_cavalry
|
||||
|
||||
can_recruit = {
|
||||
always = no
|
||||
}
|
||||
|
||||
damage = 22
|
||||
toughness = 15
|
||||
pursuit = 30
|
||||
screen = 30
|
||||
|
||||
terrain_bonus = {
|
||||
plains = { damage = 15 }
|
||||
drylands = { damage = 15 }
|
||||
hills = { damage = -5 }
|
||||
mountains = { damage = -10 pursuit = -20 }
|
||||
desert_mountains = { damage = -15 pursuit = -20 }
|
||||
wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
archers = 1
|
||||
}
|
||||
|
||||
winter_bonus = {
|
||||
harsh_winter = { damage = -5 toughness = -2 }
|
||||
}
|
||||
|
||||
buy_cost = { gold = light_cavalry_recruitment_cost }
|
||||
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
|
||||
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
|
||||
|
||||
|
||||
stack = 100
|
||||
ai_quality = {
|
||||
value = culture_ai_weight_light_cavalry
|
||||
value = counter_synergy_ai_weight_light_cavalry
|
||||
}
|
||||
icon = light_cavalry
|
||||
}
|
||||
|
||||
pledged_pikemen_unit = {
|
||||
type = pikemen
|
||||
|
||||
can_recruit = {
|
||||
always = no
|
||||
}
|
||||
|
||||
damage = 22
|
||||
toughness = 24
|
||||
pursuit = 0
|
||||
screen = 0
|
||||
|
||||
terrain_bonus = {
|
||||
mountains = { toughness = 12 }
|
||||
desert_mountains = { toughness = 12 }
|
||||
hills = { toughness = 8 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
light_cavalry = 1
|
||||
heavy_cavalry = 1
|
||||
camel_cavalry = 1
|
||||
elephant_cavalry = 1
|
||||
}
|
||||
|
||||
buy_cost = { gold = pikemen_recruitment_cost }
|
||||
low_maintenance_cost = { gold = pikemen_low_maint_cost }
|
||||
high_maintenance_cost = { gold = pikemen_high_maint_cost }
|
||||
|
||||
|
||||
stack = 100
|
||||
ai_quality = {
|
||||
value = culture_ai_weight_pikemen
|
||||
value = counter_synergy_ai_weight_pikemen
|
||||
}
|
||||
icon = pikemen
|
||||
}
|
||||
|
||||
pledged_house_guard = {
|
||||
type = heavy_infantry
|
||||
can_recruit = {
|
||||
always = no
|
||||
}
|
||||
|
||||
damage = 40
|
||||
toughness = 32
|
||||
pursuit = 0
|
||||
screen = 24
|
||||
|
||||
counters = {
|
||||
pikemen = 2
|
||||
archers = 2
|
||||
}
|
||||
|
||||
buy_cost = { gold = 50 }
|
||||
low_maintenance_cost = { gold = 0 }
|
||||
high_maintenance_cost = { gold = 1 }
|
||||
|
||||
max_sub_regiments = 5
|
||||
|
||||
stack = 100
|
||||
ai_quality = { value = 100 }
|
||||
icon = house_guard
|
||||
}
|
|
@ -0,0 +1,46 @@
|
|||
guardians_of_valhalla = {
|
||||
type = heavy_infantry
|
||||
|
||||
damage = 65
|
||||
toughness = 45
|
||||
pursuit = 50
|
||||
screen = 25
|
||||
|
||||
can_recruit = {
|
||||
dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
}
|
||||
|
||||
terrain_bonus = {
|
||||
farmlands = { damage = 6 toughness = 4 }
|
||||
plains = { damage = 6 toughness = 4 }
|
||||
hills = { damage = 6 toughness = 4 }
|
||||
taiga = { damage = 6 toughness = 4 }
|
||||
mountains = {damage = 6 toughness = 4 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
pikemen = 1
|
||||
skirmishers = 1
|
||||
archers = 1
|
||||
heavy_infantry = 1
|
||||
}
|
||||
|
||||
winter_bonus = {
|
||||
normal_winter = { toughness = 8 screen = 8 }
|
||||
harsh_winter = { toughness = 8 screen = 8 }
|
||||
}
|
||||
|
||||
siege_tier = 4
|
||||
siege_value = 0.025
|
||||
|
||||
buy_cost = { gold = 50 }
|
||||
low_maintenance_cost = { gold = 0 }
|
||||
high_maintenance_cost = { gold = 1 }
|
||||
|
||||
stack = 100
|
||||
ai_quality = { value = 100 }
|
||||
icon = varangian_veterans
|
||||
}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
great_hall_of_asgard_modifier = {
|
||||
icon = asatru_raven_positive
|
||||
|
||||
life_expectancy = 5
|
||||
fertility = 0.35
|
||||
negative_random_genetic_chance = -0.5
|
||||
domain_limit = 2
|
||||
knight_limit = 3
|
||||
men_at_arms_cap = 2
|
||||
heavy_infantry_siege_value_add = 0.1
|
||||
knight_effectiveness_mult = 1
|
||||
development_growth = 0.1
|
||||
development_growth_factor = 0.2
|
||||
monthly_lifestyle_xp_gain_mult = 0.25
|
||||
|
||||
}
|
|
@ -0,0 +1,193 @@
|
|||
|
||||
give_military_interaction_gold_cost_small = {
|
||||
value = 250
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:actor
|
||||
}
|
||||
scope:actor.culture = {
|
||||
if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
else = {
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
give_military_interaction_gold_cost_medium = {
|
||||
value = 500
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:actor
|
||||
}
|
||||
scope:actor.culture = {
|
||||
if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
else = {
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
give_military_interaction_gold_cost_large = {
|
||||
value = 1000
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:actor
|
||||
}
|
||||
scope:actor.culture = {
|
||||
if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
else = {
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
give_military_interaction_prestige_cost_small = {
|
||||
value = 100
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:actor
|
||||
}
|
||||
scope:actor.culture = {
|
||||
if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
else = {
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
give_military_interaction_prestige_cost_medium = {
|
||||
value = 250
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:actor
|
||||
}
|
||||
scope:actor.culture = {
|
||||
if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
else = {
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
give_military_interaction_prestige_cost_large = {
|
||||
value = 500
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:actor
|
||||
}
|
||||
scope:actor.culture = {
|
||||
if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
else = {
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
|
@ -0,0 +1,82 @@
|
|||
|
||||
give_military_host_small_effect = {
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = pledged_light_footmen
|
||||
stacks = 1
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_bowmen
|
||||
stacks = 1
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_light_horsemen
|
||||
stacks = 1
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_pikemen_unit
|
||||
stacks = 1
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_house_guard
|
||||
stacks = 1
|
||||
}
|
||||
location = scope:recipient.capital_province
|
||||
inheritable = no
|
||||
name = funded_small_army
|
||||
}
|
||||
}
|
||||
give_military_host_medium_effect = {
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = pledged_light_footmen
|
||||
stacks = 3
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_bowmen
|
||||
stacks = 3
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_light_horsemen
|
||||
stacks = 3
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_pikemen_unit
|
||||
stacks = 3
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_house_guard
|
||||
stacks = 3
|
||||
}
|
||||
location = scope:recipient.capital_province
|
||||
inheritable = no
|
||||
name = funded_modest_army
|
||||
}
|
||||
}
|
||||
give_military_host_large_effect = {
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = pledged_light_footmen
|
||||
stacks = 6
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_bowmen
|
||||
stacks = 6
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_light_horsemen
|
||||
stacks = 6
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_pikemen_unit
|
||||
stacks = 6
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pledged_house_guard
|
||||
stacks = 6
|
||||
}
|
||||
location = scope:recipient.capital_province
|
||||
inheritable = no
|
||||
name = funded_large_army
|
||||
}
|
||||
}
|
|
@ -0,0 +1,81 @@
|
|||
instruct_treatment_disease_effect = {
|
||||
random_list = {
|
||||
33 = {
|
||||
scope:recipient = {
|
||||
add_character_modifier = {
|
||||
modifier = safe_disease_treatment_success_high_modifier
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
33 = {
|
||||
scope:recipient = {
|
||||
add_character_modifier = {
|
||||
modifier = safe_disease_treatment_success_low_modifier
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
33 = {
|
||||
scope:recipient = {
|
||||
add_character_modifier = {
|
||||
modifier = safe_disease_treatment_failure_modifier
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
instruct_treatment_wounded_effect = {
|
||||
random_list = {
|
||||
33 = {
|
||||
scope:recipient = {
|
||||
add_character_modifier = {
|
||||
modifier = safe_wound_treatment_success_high_modifier
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
33 = {
|
||||
scope:recipient = {
|
||||
add_character_modifier = {
|
||||
modifier = safe_wound_treatment_success_low_modifier
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
33 = {
|
||||
scope:recipient = {
|
||||
add_character_modifier = {
|
||||
modifier = safe_wound_treatment_failure_modifier
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
it_disease_event_effect = {
|
||||
scope:actor = {
|
||||
trigger_event = {
|
||||
id = instruct_health.0001
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
it_wounded_event_effect = {
|
||||
scope:actor = {
|
||||
trigger_event = {
|
||||
id = instruct_health.0002
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
add_character_modifier = {
|
||||
modifier = scratched_and_bruised
|
||||
years = 3
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
m_grand_yurt_mongol_effect = {
|
||||
province:7525 = {
|
||||
add_special_building = grand_yurt_01
|
||||
}
|
||||
}
|
|
@ -0,0 +1,205 @@
|
|||
m_hall_of_asgard_effect = {
|
||||
|
||||
province:234= {
|
||||
add_special_building=great_high_hall_of_asgard_01
|
||||
}
|
||||
|
||||
dynasty = {
|
||||
|
||||
add_dynasty_modifier = {
|
||||
modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
|
||||
# Great modifier for the dynasty
|
||||
add_dynasty_prestige = excessive_dynasty_prestige_gain
|
||||
}
|
||||
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = trebuchet
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 5
|
||||
}
|
||||
|
||||
uses_supply = no
|
||||
location = capital_province
|
||||
origin = capital_province
|
||||
inheritable = yes
|
||||
name = norse_army_host
|
||||
}
|
||||
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = trebuchet
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 5
|
||||
}
|
||||
|
||||
uses_supply = no
|
||||
location = capital_province
|
||||
origin = capital_province
|
||||
inheritable = yes
|
||||
name = norse_army_host
|
||||
}
|
||||
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = trebuchet
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 5
|
||||
}
|
||||
|
||||
uses_supply = no
|
||||
location = capital_province
|
||||
origin = capital_province
|
||||
inheritable = yes
|
||||
name = norse_army_host
|
||||
}
|
||||
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = trebuchet
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 5
|
||||
}
|
||||
|
||||
uses_supply = no
|
||||
location = capital_province
|
||||
origin = capital_province
|
||||
inheritable = yes
|
||||
name = norse_army_host
|
||||
}
|
||||
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = guardians_of_valhalla
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = trebuchet
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = pikemen
|
||||
stacks = 5
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 10
|
||||
}
|
||||
men_at_arms = {
|
||||
type = jomsviking_pirates
|
||||
stacks = 5
|
||||
}
|
||||
|
||||
uses_supply = no
|
||||
location = capital_province
|
||||
origin = capital_province
|
||||
inheritable = yes
|
||||
name = norse_army_host
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
expanded_ransom_interaction_effect = {
|
||||
scope:recipient = {
|
||||
pay_short_term_gold = {
|
||||
value = scope:recipient.gold
|
||||
target = scope:actor
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
version="0.1a"
|
||||
tags={
|
||||
"Religion"
|
||||
"Culture"
|
||||
}
|
||||
name="Mongol Playthrough Culture & Religion"
|
||||
supported_version="1.9.2.1"
|
|
@ -0,0 +1,54 @@
|
|||
# Physician events to decide types of treatment
|
||||
|
||||
namespace = instruct_health
|
||||
|
||||
# Disease Treatment Track
|
||||
instruct_health.0001 = {
|
||||
type = character_event
|
||||
title = it_disease_event_title
|
||||
desc = it_disease_event_desc
|
||||
theme = healthcare
|
||||
|
||||
right_portrait = {
|
||||
character = scope:recipient
|
||||
animation = personality_honorable
|
||||
}
|
||||
|
||||
|
||||
|
||||
immediate = {
|
||||
play_music_cue = "mx_cue_peace_ensues"
|
||||
}
|
||||
|
||||
option = {
|
||||
name = it_disease_event_option_text.a
|
||||
}
|
||||
option ={
|
||||
name = it_disease_event_option_text.b
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
instruct_health.0002 = {
|
||||
type = character_event
|
||||
title = it_wounded_event_title
|
||||
desc = it_wounded_event_desc
|
||||
theme = healthcare
|
||||
|
||||
right_portrait = {
|
||||
character = scope:recipient
|
||||
animation = personality_honorable
|
||||
}
|
||||
|
||||
immediate = {
|
||||
play_music_cue = "mx_cue_peace_ensues"
|
||||
}
|
||||
|
||||
option = {
|
||||
name = it_wounded_event_option_text.a
|
||||
}
|
||||
option ={
|
||||
name = it_wounded_event_option_text.b
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
#####################################################
|
||||
# Norse Asgard Event
|
||||
# Developed by DevZero
|
||||
#####################################################
|
||||
|
||||
namespace = norse_asgard_event
|
||||
|
||||
# Epic Event! Desciption and Title Should Match
|
||||
|
||||
norse_asgard_event.0001 = {
|
||||
type = character_event
|
||||
title = norse_asgard_event_title
|
||||
desc = norse_asgard_event_desc
|
||||
theme = new_royal_court
|
||||
left_portrait = {
|
||||
character = scope:asgard_founder
|
||||
animation = personality_honorable
|
||||
}
|
||||
|
||||
immediate = {
|
||||
play_music_cue = "mx_cue_epic_sacral_moment"
|
||||
}
|
||||
|
||||
option = {
|
||||
name = norse_asgard_event_option_text
|
||||
}
|
||||
}
|
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|
@ -0,0 +1,188 @@
|
|||
l_english:
|
||||
|
||||
#Tradition: Dwellers of the Steppe
|
||||
tradition_dwellers_of_the_steppe_name: "Dwellers of the Steppe"
|
||||
tradition_dwellers_of_the_steppe_desc: "This culture values vast dry fields and open skies. Preferring to settle and develop steppe lands despite the associated burdens. Equestrian and pastorial endeavors tend to flourish in this culture, though such an economical pillar brings with it a high cost of maintenance."
|
||||
culture_in_steppe_terrain_desc: "The [culture|E] is not present in any [county|E] with Steppe [terrain|E]"
|
||||
culture_in_steppe_terrain_count_desc: "The [culture|E] is not present in at least #V 5#! [counties|E] with Steppe [terrain|E]"
|
||||
|
||||
# Tradition: Ritualistic Reaving
|
||||
tradition_ritualistic_reaving_name: "Ritualistic Reaving"
|
||||
tradition_ritualistic_reaving_desc: "Raiding and reaving has become a staple of this culture. While rewarding in terms of plunder, loot and other categories, gaining wealth from others often leads to less of a desire in land enrichment."
|
||||
m_has_pacifist_tenet_desc: "[faith|E] has a pacifistic tenet"
|
||||
m_has_pacifist_tradition_desc: "[culture|E] has a pacifistic [tradition|E]"
|
||||
m_already_has_raid_tradition_desc: "[culture|E] already has too similar a tradition"
|
||||
m_govenment_incompatible_penalty_desc: "Government is Clan or Feudal"
|
||||
|
||||
# Tradition: Aptitudinal Teachings
|
||||
tradition_aptitudinal_teachings_name: "Aptitudinal Teachings"
|
||||
tradition_aptitudinal_teachings_desc: "Carrying forth traditions of old, we expect theologians and scholars to conduct inquiries into the present state of affairs and question intelligently."
|
||||
m_has_incompatible_alexandrian_catechism_tenet: "Faith follows teachings from the Catechetical School of Alexandria"
|
||||
|
||||
# Tradition: Hard Rule
|
||||
tradition_hard_rule_name: "Hard Rule"
|
||||
tradition_hard_rule_desc: "This culture has a tradition of harsh punishments and a staunch ruling perogative."
|
||||
m_surpasses_dread_threshold: "Your level of [dread|E] does not exceed 35"
|
||||
m_less_than_high_dread_desc: "Your level of [dread|E] does not exceed 75"
|
||||
m_high_dread_desc: "[dread|E] level is very high"
|
||||
|
||||
# Tradition: Scandinavian Development
|
||||
tradition_scandinavian_development_name: "Scandinavian Development"
|
||||
tradition_scandinavian_development_desc: "Understanding the value of development, we choose to put an emphasis on investing into our lands and people."
|
||||
m_no_reserve_penalty: "No Royal Reserve building in county of this [culture|E]"
|
||||
m_scandinavian_innovation_requirement: "Missing Public Works [innovation|E]"
|
||||
|
||||
# Tradition: Synergenistic Faith
|
||||
tradition_synergenistic_faith_name: "Synergenistic Faith"
|
||||
tradition_synergenistic_faith_desc: "Culture and Faith are the twin pillars that are the foundation for any realm, we must ensure the two compliment eachother."
|
||||
# Tradition: Familial Bonds
|
||||
tradition_familial_bonds_name: "Familial Bonds"
|
||||
tradition_familial_bonds_desc: "Keeping to your word and building a bond with others is important for prosperity and enjoyment."
|
||||
m_guess_you_need_more_friends_desc: "Less than ten friends"
|
||||
|
||||
# Dynastic Legacy Track & Perks: Vikingr (Family, Growth, Guardian, Scholar, Honor)
|
||||
m_vikingr_legacy_track_name: "Víkingr"
|
||||
m_vikingr_legacy_track_desc: "Through Perspicacity, Providence, and Strength may the vikingr grow evermore prosperous"
|
||||
m_vikingr_legacy_1_name: "Skuldalið"
|
||||
m_vikingr_legacy_2_name: "Groði"
|
||||
m_vikingr_legacy_3_name: "Vorðr"
|
||||
m_vikingr_legacy_4_name: "Seiðr"
|
||||
m_vikingr_legacy_5_name: "Heiðr"
|
||||
|
||||
# Dynastic Legacy Track & Perks: Ghengis
|
||||
m_genghis_of_the_steppe_legacy_track_name: "Legend of the Steppe"
|
||||
m_genghis_of_the_steppe_legacy_track_desc: "Blood, Fire and mighty Steeds shall overcome all"
|
||||
m_genghis_of_the_steppe_legacy_1_name: "Intransigent Rulers"
|
||||
m_genghis_of_the_steppe_legacy_2_name: "Conspiratorial Courts"
|
||||
m_genghis_of_the_steppe_legacy_3_name: "Adjudicators of the Steppe"
|
||||
m_genghis_of_the_steppe_legacy_4_name: "Commandants of Strength"
|
||||
m_genghis_of_the_steppe_legacy_5_name: "Terrors of the Steppe"
|
||||
|
||||
|
||||
# Buildings
|
||||
building_type_great_high_hall_of_asgard_01: "Hliðskjálf af Ásgarðr"
|
||||
building_type_great_high_hall_of_asgard_01_desc: "The great hall was built as a monument to venerate the top qualities among the norse gods and serve as a wonderous structure to inspire humanity. Foreign stone, precious metals and other elements comprise the nearly etherial presentation and worksmanship. The great structure is thought to beget legend and instill perspicacity, wisdom, and strength to all who visit. Hidden within and amongst the mountains and taiga, accessible only by the select few with knowledge of its whereabouts with their bravery and determination matching the treacherous routes. A great wall was built in the province in support of creating a better stronghold."
|
||||
building_great_high_hall_of_asgard_01: "Hliðskjálf af Ásgarðr"
|
||||
building_great_high_hall_of_asgard_01_desc: "The great hall was built as a monument to venerate the top qualities among the norse gods and serve as a wonderous structure to inspire humanity. Foreign stone, precious metals and other elements comprise the nearly etherial presentation and worksmanship. The great structure is thought to beget legend and instill perspicacity, wisdom, and strength to all who visit. Hidden within and amongst the mountains and taiga, accessible only by the select few with knowledge of its whereabouts with their bravery and determination matching the treacherous routes. A great wall was built in the province in support of creating a better stronghold."
|
||||
|
||||
|
||||
building_type_bohemian_keep_01: "Great Bohemian Keep"
|
||||
building_type_bohemian_keep_01_desc: "A resplendent keep meant to last and serve as an important hub for the realm."
|
||||
building_bohemian_keep_01: "Brick and Mortar"
|
||||
building_bohemian_keep_01_desc: " It is the duty of any good stronghold, to surpass upkeep and improve the very structure."
|
||||
|
||||
building_bohemian_keep_02: "Well Trained Gaurdsmen"
|
||||
building_bohemian_keep_02_desc: "Among the keep should be guardsmen trained in basic subtrifuge in addition to the normal performance of duties."
|
||||
|
||||
building_bohemian_keep_03: "Reinforced Brick and Mortar"
|
||||
building_bohemian_keep_03_desc: "Reinforced layers and well designed spaces fit for higher capacity and better defensive capabilities."
|
||||
|
||||
#Viking Duchy Building in Oslo, meant to be upgraded each era. ' Shield of Viking '
|
||||
building_type_shield_of_the_viking_01: "Víkingr Véurr"
|
||||
building_type_shield_of_the_viking_01_desc: "Great structures, built for defense and militaristic purposes. Colloquially named as the viking shield, thought to be impenetrable."
|
||||
building_shield_of_the_viking_01: "Grand Norse Fortress"
|
||||
building_shield_of_the_viking_01_desc: "Norse warriors and master-craftsmen further the development of the defensible position by creating a wonderful fortress, inspired by Valhalla."
|
||||
|
||||
building_shield_of_the_viking_02: "Elegant Corridors"
|
||||
building_shield_of_the_viking_02_desc: "The structures within are improved and given elegance; adorned with foreign metal, cloth, and other decorative materials."
|
||||
|
||||
building_shield_of_the_viking_03: "Center for Exoerience and Education"
|
||||
building_shield_of_the_viking_03_desc: "A center has been built to facilitate various educations and competencies, along with a newly built fortified ground."
|
||||
|
||||
building_shield_of_the_viking_04: "Elite Military Expansion and Training "
|
||||
building_shield_of_the_viking_04_desc: "Great care has been taken to create an exceptionally well rounded norse warrior, attracting Væringi and other elite warriors alike."
|
||||
|
||||
building_type_grand_yurt_01: "Grand Yurt"
|
||||
building_type_grand_yurt_01_desc: "A great yurt majestically embellished and established atop a fortified position."
|
||||
building_grand_yurt_01: "Grand Yurt"
|
||||
building_grand_yurt_01_desc: "A great yurt majestically embellished and established atop a fortified position."
|
||||
|
||||
# Norse Decisions
|
||||
m_asgard_decision: "Venture out in Search of the Fabled Hliðskjálf af Ásgarðr"
|
||||
m_asgard_decision_desc: "You read about a great hidden hall among the taiga and mountains within the province, and find curious indicators of its existence within the province.Explore just how expansive this new discovery is and what use it may have in furthering your people."
|
||||
m_asgard_decision_tooltip: "Search for the fabled area."
|
||||
m_asgard_decision_confirm: "Venture into the Unknown"
|
||||
# Norse Modifier
|
||||
great_hall_of_asgard_modifier: "Hliðskjálf af Ásgarðr Skapari"
|
||||
great_hall_of_asgard_modifier_desc: "This dynasty's members are the original discoverers and true guardians of the Hliðskjálf af Ásgarðr."
|
||||
norse_asgard_enabled_interaction: "Strategically Indebt"
|
||||
norse_asgard_enabled_interaction_desc: "Learned from the grand library of Hliðskjálf af Ásgarðr, your family is adept in the ways of social engineering; through generational knowledge passed down through various secret writings."
|
||||
norse_asgard_enabled_interaction.tt.success: "You successfully gain their loyalty"
|
||||
norse_asgard_enabled_interaction.tt.failure: "You do not successfully gain their loyalty"
|
||||
guardians_of_valhalla: "Elite of Hliðskjálf"
|
||||
guardians_of_valhalla_flavor: "Elite guardians found upon the exploration of the Hliðskjálf af Ásgarðr."
|
||||
# Norse Event
|
||||
norse_asgard_event_title: "The Great Discovery: Hliðskjálf af Ásgarðr"
|
||||
|
||||
norse_asgard_event_desc: " \nOne would not dare believe it true as it seems almost etherial. After reading up on the history of the new capital and seeing the markings within the province, I thought myself obsessed with a legend. Yet I have made the discovery of a thousand lifetimes! The Hliðskjálf af Ásgarðr! \n\n It is a vast network of structures, grand halls, and exquisitely interwoven nature. Rivers, caves, a world resembling myth! Grand halls, libraries, natural hot springs atop the mountain, among the trees. This is it. This is to be the penultimate of our dynasty! We will continue to build and create a grand legacy rivaling only the gods through perspicacity, providence and prosperity!
|
||||
|
||||
norse_asgard_event_option_text: "May our family forever protect, steward, and appreciate this sacred place with each other!"
|
||||
|
||||
norse_army_host: "Legendary Host of Hliðskjálf"
|
||||
|
||||
# Mongol Decision
|
||||
m_mongol_grand_yurt_decision: "Establish a Grand Yurt"
|
||||
m_mongol_grand_yurt_decision_desc: "Commission and establish a grand yurt worthy of the great khan."
|
||||
m_mongol_grand_yurt_decision_tooltip: "Commission a grand yurt in lieu of your status as the greatest of khans."
|
||||
m_mongol_grand_yurt_decision_confirm: "Commission the Yurt"
|
||||
|
||||
# Prisoner Release Expanded
|
||||
prisoner_release_expanded_interaction: "Ask Master Warden to Negotiate Release"
|
||||
prisoner_release_expanded_interaction_desc: "Set your master warden to the task of negotiating a release with your prisoner."
|
||||
prisoner_release_expanded_strong_hook_option_failure_toast_title: "Doubts regarding [recipient.GetTitledFirstName]'s promise."
|
||||
|
||||
prisoner_release_expanded_strong_hook_option_success: "Swears loyalty to you"
|
||||
prisoner_release_expanded_strong_hook_option_failure: "Disingenuously swears loyalty to you"
|
||||
|
||||
# Court Positions
|
||||
master_warden_court_position: "Master Warden"
|
||||
master_warden_court_position_desc: "The master warden is responsible for prisoners and dealing with unscrupulous matters of the realm."
|
||||
|
||||
master_of_intrigue_court_position: "Master of Intrigue"
|
||||
master_of_intrigue_court_position_desc: "The master of intrigue is responsible for expanding the ruler's capability in matters of intrigue."
|
||||
|
||||
master_warden_employer_custom_effect_description: "Will allow you to task them with negotiating releases for prisoners, giving you more release options."
|
||||
court_liaison_court_position: "Court Liaison"
|
||||
court_liaison_court_position_desc: "The court liaison is responsible for ensuring proper maintenance of the royal court and preserving the court's image to foreign diplomats alike."
|
||||
diplomatic_liaison_court_position: "Diplomatic Liaison"
|
||||
diplomatic_liaison_court_position_desc: "Is responsible for expanding the ruler's capability in matters of diplomacy."
|
||||
ambassador_culture_court_position: "Cultural Ambassador"
|
||||
ambassador_culture_court_position_desc: "Is responsible for creating cultural cohesion within the realm."
|
||||
# Instruct Physician to Treat
|
||||
instruct_physician_to_treat_ill_interaction: "Instruct Court Physician to Treat"
|
||||
instruct_physician_to_treat_ill_interaction_desc: "Instruct your court physician to attempt treatment on [recipient.GetTitledFirstName]."
|
||||
|
||||
# Instruct Physician Localizations
|
||||
it_disease_event_title: "Treatment: Disease"
|
||||
it_disease_event_desc: "\nI have instructed court physician to help aid in [recipient.GetTitledFirstName]'s affliction. "
|
||||
it_disease_event_option_text.a: "I wish [recipient.GetTitledFirstName] a safe treatment and recovery."
|
||||
it_disease_event_option_text.b: "I mean, what is the worst that is going to happen right?"
|
||||
|
||||
it_wounded_event_title: "Treatment: Wound"
|
||||
it_wounded_event_desc: "\nI have instructed my court physician to help treat [recipient.GetTitledFirstName]'s wound."
|
||||
it_wounded_event_option_text.a: "I hope [recipient.GetTitledFirstName]'s wound clears up.' "
|
||||
it_wounded_event_option_text.b: "I mean, what is the worst that is going to happen right?"
|
||||
|
||||
# Military Gift Interaction
|
||||
give_military_host_interaction: "Sponsor Military Host"
|
||||
give_military_host_interaction_desc: "Sponsor an army for [recipient.GetTitledFirstName]"
|
||||
pledged_house_guard: "Pledged House Guard"
|
||||
pledged_pikemen_unit: "Pledged Pikemen"
|
||||
pledged_light_horsemen: "Pledged Light Horsemen"
|
||||
pledged_bowmen: "Pledged Bowmen"
|
||||
pledged_light_footmen: "Pledged Light Footmen"
|
||||
funded_small_army: "[actor.GetTitledFirstName]'s Sponsored Army"
|
||||
funded_modest_army: "[actor.GetTitledFirstName]'s Sponsored Army"
|
||||
funded_large_army: "[actor.GetTitledFirstName]'s Sponsored Army"
|
||||
mh_small_army_requirement: "Requires [gold_i]250 [gold|E] and [prestige_i]100 [prestige|E]"
|
||||
mh_medium_army_requirement: "Requires [gold_i]500 [gold|E] and [prestige_i]250 [prestige|E]"
|
||||
mh_large_army_requirement: "Requires [gold_i]1000 [gold|E] and [prestige_i]500 [prestige|E]"
|
||||
mh_can_send_requirement: "Must select and option to send"
|
||||
|
||||
# New Mongol Culture
|
||||
neo_mongol: "Tibetan Mongol"
|
||||
neo_mongol_name: "Tibetan Mongol"
|
||||
neo_mongol_collective_noun: "Tibetan Mongols"
|
||||
neo_mongol_prefix: "Tibetan Mongolic"
|
||||
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
version="0.1a"
|
||||
tags={
|
||||
"Balance"
|
||||
"Character Interactions"
|
||||
"Events"
|
||||
"Gameplay"
|
||||
"Schemes"
|
||||
}
|
||||
name="Realm Management Tour"
|
||||
supported_version="1.9.2.1"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/Realm_Management_Tour"
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,10 @@
|
|||
version="0.1a"
|
||||
tags={
|
||||
"Balance"
|
||||
"Character Interactions"
|
||||
"Events"
|
||||
"Gameplay"
|
||||
"Schemes"
|
||||
}
|
||||
name="Realm Management Tour"
|
||||
supported_version="1.9.2.1"
|
|
@ -0,0 +1,7 @@
|
|||
l_english:
|
||||
activity_tour_special_type_title:0 "[ActivityWindow.GetActivity.GetSpecialOption.GetOption.GetName] Success"
|
||||
activity_tour_special_type_desc:0 "[ActivityWindow.GetActivity.GetSpecialOption.GetOption.GetDescription]"
|
||||
activity_tour_special_type_bar_segment_0_tt:0 "Bar Segment 1"
|
||||
activity_tour_special_type_bar_segment_1_tt:0 "Bar Segment 2"
|
||||
activity_tour_special_type_bar_segment_2_tt:0 "Bar Segment 3"
|
||||
activity_tour_special_type_bar_segment_3_tt:0 "Bar Segment 4"
|
|
@ -0,0 +1,7 @@
|
|||
version="0.1"
|
||||
tags={
|
||||
"Utilities"
|
||||
}
|
||||
name="dummydir"
|
||||
supported_version="1.14.2.2"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/dummydir"
|
|
@ -0,0 +1,6 @@
|
|||
version="0.1"
|
||||
tags={
|
||||
"Utilities"
|
||||
}
|
||||
name="dummydir"
|
||||
supported_version="1.14.2.2"
|
|
@ -0,0 +1,8 @@
|
|||
version="1.0"
|
||||
tags={
|
||||
"Total Conversion"
|
||||
}
|
||||
name="Master"
|
||||
supported_version="1.*"
|
||||
path="/home/user0/.local/share/Paradox Interactive/Crusader Kings III/mod/master"
|
||||
remote_file_id="3162040068"
|
|
@ -0,0 +1,543 @@
|
|||
# Buildings by DevZero
|
||||
#################################################
|
||||
# Special Buildings
|
||||
################################################
|
||||
great_high_hall_of_asgard_01 = {
|
||||
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
name = "fp2_building_special_toledo_city_walls_01_a_mesh"
|
||||
}
|
||||
|
||||
type_icon = "icon_building_royal_forest.dds"
|
||||
|
||||
is_enabled = {
|
||||
OR = {
|
||||
scope:holder.faith = norse_pagan
|
||||
scope:holder.culture.heritage = heritage_north_germanic
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
type = special
|
||||
|
||||
cost_gold = 25000
|
||||
construction_time = slow_construction_time
|
||||
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 3
|
||||
monthly_dynasty_prestige_mult = 0.15
|
||||
monthly_dynasty_prestige = 5
|
||||
cultural_head_fascination_mult = 0.35
|
||||
monthly_lifestyle_xp_gain_mult = 0.50
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 15
|
||||
fort_level = 3
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.50
|
||||
development_growth_factor = 0.50
|
||||
levy_size = 0.2
|
||||
}
|
||||
|
||||
|
||||
flag = travel_point_of_interest_wonder
|
||||
|
||||
}
|
||||
|
||||
grand_yurt_01 = {
|
||||
construction_time = slow_construction_time
|
||||
|
||||
is_enabled = {
|
||||
}
|
||||
|
||||
|
||||
type_icon = "icon_building_military_camps.dds"
|
||||
|
||||
cost = {
|
||||
gold = 350
|
||||
prestige = 500
|
||||
}
|
||||
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 5
|
||||
fort_level = 2
|
||||
garrison_size = 0.1
|
||||
travel_danger = -10
|
||||
stationed_archer_cavalry_damage_mult = 0.35
|
||||
stationed_archer_cavalry_pursuit_mult = 0.25
|
||||
defender_holding_advantage = 8
|
||||
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.2
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
steppe_development_growth_factor = 0.20
|
||||
archer_cavalry_max_size_add = 3
|
||||
knight_limit = 2
|
||||
|
||||
}
|
||||
|
||||
type = special
|
||||
flag = travel_point_of_interest_martial
|
||||
}
|
||||
###########################################################################################################################
|
||||
# Special Duchy
|
||||
###########################################################################################################################
|
||||
shield_of_the_viking_01 = {
|
||||
construction_time = slow_construction_time
|
||||
type_icon = "icon_building_hall_of_heroes.dds"
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
scope:holder.culture = {
|
||||
has_cultural_pillar = heritage_north_germanic
|
||||
}
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
scope:holder = {
|
||||
has_title = title:d_viken
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
cost = {
|
||||
gold = 120
|
||||
prestige = 500
|
||||
}
|
||||
|
||||
levy = 1500
|
||||
max_garrison = 1500
|
||||
defender_holding_advantage = 25
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.10
|
||||
levy_size = 0.05
|
||||
garrison_size = 0.05
|
||||
hostile_raid_time = 2
|
||||
travel_danger = -15
|
||||
fort_level = 2
|
||||
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 5
|
||||
garrison_size = 1.05
|
||||
levy_size = 0.15
|
||||
stationed_maa_damage_mult = 0.25
|
||||
stationed_maa_toughness_mult = 0.25
|
||||
stationed_maa_pursuit_mult = 0.25
|
||||
stationed_maa_screen_mult = 0.25
|
||||
|
||||
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 3
|
||||
knight_effectiveness_mult = 1
|
||||
army_maintenance_mult = -0.2
|
||||
men_at_arms_cap = 1
|
||||
men_at_arms_limit = 2
|
||||
monthly_piety = 1
|
||||
monthly_prestige = 1
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
next_building = shield_of_the_viking_02
|
||||
|
||||
}
|
||||
|
||||
shield_of_the_viking_02 = {
|
||||
construction_time = slow_construction_time
|
||||
type_icon = "icon_building_hall_of_heroes.dds"
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
scope:holder.culture = {
|
||||
has_cultural_pillar = heritage_north_germanic
|
||||
}
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
scope:holder = {
|
||||
has_title = title:d_viken
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_battlements
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
cost = {
|
||||
prestige = expensive_building_tier_3_cost
|
||||
piety = expensive_building_tier_3_cost
|
||||
}
|
||||
|
||||
levy = 1500
|
||||
max_garrison = 1500
|
||||
defender_holding_advantage = 30
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.20
|
||||
levy_size = 0.15
|
||||
garrison_size = 0.15
|
||||
hostile_raid_time = 3
|
||||
travel_danger = -20
|
||||
fort_level = 3
|
||||
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 8
|
||||
garrison_size = 1.2
|
||||
levy_size = 0.25
|
||||
stationed_maa_damage_mult = 0.5
|
||||
stationed_maa_toughness_mult = 0.5
|
||||
stationed_maa_pursuit_mult = 0.5
|
||||
stationed_maa_screen_mult = 0.5
|
||||
|
||||
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 6
|
||||
knight_effectiveness_mult = 1.25
|
||||
army_maintenance_mult = -0.25
|
||||
monthly_piety = 2
|
||||
monthly_prestige = 2
|
||||
men_at_arms_cap = 2
|
||||
men_at_arms_limit = 4
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
next_building = shield_of_the_viking_03
|
||||
|
||||
}
|
||||
|
||||
shield_of_the_viking_03 = {
|
||||
construction_time = slow_construction_time
|
||||
type_icon = "icon_building_hall_of_heroes.dds"
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
scope:holder.culture = {
|
||||
has_cultural_pillar = heritage_north_germanic
|
||||
}
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
scope:holder = {
|
||||
has_title = title:d_viken
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_hoardings
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
cost = {
|
||||
prestige = expensive_building_tier_4_cost
|
||||
piety = expensive_building_tier_4_cost
|
||||
}
|
||||
|
||||
levy = 1750
|
||||
max_garrison = 1750
|
||||
defender_holding_advantage = 35
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.30
|
||||
levy_size = 0.25
|
||||
garrison_size = 0.25
|
||||
hostile_raid_time = 4
|
||||
travel_danger = -25
|
||||
fort_level = 4
|
||||
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 12
|
||||
garrison_size = 1.35
|
||||
levy_size = 0.35
|
||||
stationed_maa_damage_mult = 0.75
|
||||
stationed_maa_toughness_mult = 0.75
|
||||
stationed_maa_pursuit_mult = 0.75
|
||||
stationed_maa_screen_mult = 0.75
|
||||
|
||||
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 9
|
||||
knight_effectiveness_mult = 1.5
|
||||
army_maintenance_mult = -0.35
|
||||
monthly_piety = 3
|
||||
monthly_prestige = 3
|
||||
men_at_arms_cap = 3
|
||||
men_at_arms_limit = 6
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
next_building = shield_of_the_viking_04
|
||||
|
||||
}
|
||||
|
||||
shield_of_the_viking_04 = {
|
||||
construction_time = slow_construction_time
|
||||
type_icon = "icon_building_hall_of_heroes.dds"
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
scope:holder.culture = {
|
||||
has_cultural_pillar = heritage_north_germanic
|
||||
}
|
||||
scope:holder.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
scope:holder = {
|
||||
has_title = title:d_viken
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_machicolations
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = expensive_building_tier_4_cost
|
||||
piety = expensive_building_tier_4_cost
|
||||
}
|
||||
|
||||
levy = 1750
|
||||
max_garrison = 1750
|
||||
defender_holding_advantage = 35
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.40
|
||||
levy_size = 0.35
|
||||
garrison_size = 0.35
|
||||
hostile_raid_time = 5
|
||||
travel_danger = -30
|
||||
fort_level = 5
|
||||
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 15
|
||||
garrison_size = 1.5
|
||||
levy_size = 0.50
|
||||
stationed_maa_damage_mult = 1
|
||||
stationed_maa_toughness_mult = 1
|
||||
stationed_maa_pursuit_mult = 1
|
||||
stationed_maa_screen_mult = 1
|
||||
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 12
|
||||
knight_effectiveness_mult = 2
|
||||
army_maintenance_mult = -0.5
|
||||
monthly_piety = 4
|
||||
monthly_prestige = 4
|
||||
men_at_arms_cap = 4
|
||||
men_at_arms_limit = 8
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
}
|
||||
|
||||
#####################################################
|
||||
# Duchy Capitol Buidlings
|
||||
#####################################################
|
||||
bohemian_keep_01 = {
|
||||
|
||||
construction_time = slow_construction_time
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
county.holder = {
|
||||
has_title = prev.duchy
|
||||
}
|
||||
barony = title:b_praha
|
||||
}
|
||||
}
|
||||
|
||||
type_icon = "icon_building_ramparts.dds"
|
||||
|
||||
cost = {
|
||||
gold = 120
|
||||
prestige = 500
|
||||
}
|
||||
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.10
|
||||
levy_size = 0.05
|
||||
garrison_size = 0.15
|
||||
hostile_raid_time = 0.2
|
||||
travel_danger = -15
|
||||
additional_fort_level = normal_building_fort_level_tier_2
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 3
|
||||
stationed_maa_damage_mult = normal_maa_damage_tier_1
|
||||
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 2
|
||||
knight_effectiveness_mult = 0.1
|
||||
monthly_dynasty_prestige_mult = 0.05
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
type = duchy_capital
|
||||
next_building = bohemian_keep_02
|
||||
}
|
||||
|
||||
bohemian_keep_02 = {
|
||||
construction_time = slow_construction_time
|
||||
|
||||
can_construct_potential = {
|
||||
building_requirement_castle_city_church = { LEVEL = 01 }
|
||||
building_requirement_tribal = no
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_battlements
|
||||
}
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
county.holder = {
|
||||
has_title = prev.duchy
|
||||
}
|
||||
barony = title:b_praha
|
||||
}
|
||||
}
|
||||
|
||||
cost_gold = expensive_building_tier_4_cost
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.20
|
||||
levy_size = 0.1
|
||||
garrison_size = 0.25
|
||||
hostile_raid_time = 0.25
|
||||
travel_danger = -20
|
||||
additional_fort_level = normal_building_fort_level_tier_2
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 4
|
||||
stationed_maa_damage_mult = normal_maa_damage_tier_2
|
||||
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 4
|
||||
knight_effectiveness_mult = 0.15
|
||||
monthly_dynasty_prestige_mult = 0.05
|
||||
intrigue = 1
|
||||
|
||||
}
|
||||
|
||||
next_building = bohemian_keep_03
|
||||
type = duchy_capital
|
||||
|
||||
}
|
||||
|
||||
bohemian_keep_03 = {
|
||||
construction_time = slow_construction_time
|
||||
|
||||
can_construct_potential = {
|
||||
building_requirement_castle_city_church = { LEVEL = 01 }
|
||||
building_requirement_tribal = no
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
||||
culture = {
|
||||
has_innovation = innovation_hoardings
|
||||
}
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
AND = {
|
||||
county.holder = {
|
||||
has_title = prev.duchy
|
||||
}
|
||||
barony = title:b_praha
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = no
|
||||
|
||||
cost_gold = expensive_building_tier_5_cost
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
tax_mult = 0.30
|
||||
levy_size = 0.15
|
||||
garrison_size = 0.25
|
||||
hostile_raid_time = 0.3
|
||||
travel_danger = -25
|
||||
additional_fort_level = normal_building_fort_level_tier_4
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 5
|
||||
stationed_maa_damage_mult = normal_maa_damage_tier_3
|
||||
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 6
|
||||
knight_effectiveness_mult = 0.25
|
||||
monthly_dynasty_prestige_mult = 0.05
|
||||
intrigue = 1
|
||||
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
}
|
||||
|
||||
###############################################################################################
|
||||
# Buildings
|
||||
###############################################################################################
|
|
@ -0,0 +1,173 @@
|
|||
give_military_host_interaction = {
|
||||
interface_priority = 25
|
||||
common_interaction= yes
|
||||
use_diplomatic_range = yes
|
||||
category = interaction_category_diplomacy
|
||||
desc = give_military_host_interaction_desc
|
||||
icon = sponsor_military_gift
|
||||
|
||||
is_shown = {
|
||||
scope:recipient = {
|
||||
is_ruler = yes
|
||||
highest_held_title_tier >= tier_county
|
||||
}
|
||||
NOT = {
|
||||
scope:actor = scope:recipient
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
can_send = {
|
||||
custom_tooltip = {
|
||||
text = mh_can_send_requirement
|
||||
OR = {
|
||||
scope:small_military_gift = yes
|
||||
scope:medium_military_gift = yes
|
||||
scope:large_military_gift = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:small_military_gift = yes
|
||||
}
|
||||
scope:recipient = {
|
||||
give_military_host_small_effect = yes
|
||||
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:medium_military_gift = yes
|
||||
}
|
||||
scope:recipient = {
|
||||
give_military_host_medium_effect = yes
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:large_military_gift = yes
|
||||
}
|
||||
scope:recipient = {
|
||||
give_military_host_large_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:small_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_gold_cost_small
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:medium_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_gold_cost_medium
|
||||
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:large_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_gold_cost_large
|
||||
}
|
||||
}
|
||||
prestige = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:small_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_prestige_cost_small
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:medium_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_prestige_cost_medium
|
||||
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:large_military_gift = yes
|
||||
}
|
||||
add = give_military_interaction_prestige_cost_large
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
send_option = {
|
||||
flag = small_military_gift
|
||||
localization = "Sponsor Small Army"
|
||||
|
||||
is_shown = {
|
||||
exists = scope:actor
|
||||
}
|
||||
is_valid = {
|
||||
scope:actor = {
|
||||
custom_tooltip = {
|
||||
text = mh_small_army_requirement
|
||||
AND = {
|
||||
gold > 250
|
||||
prestige > 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
send_option = {
|
||||
flag = medium_military_gift
|
||||
localization = "Sponsor Moderate Army"
|
||||
|
||||
is_shown = {
|
||||
exists = scope:actor
|
||||
}
|
||||
is_valid = {
|
||||
scope:actor = {
|
||||
custom_tooltip = {
|
||||
text = mh_medium_army_requirement
|
||||
AND = {
|
||||
gold > 500
|
||||
prestige > 250
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
send_option = {
|
||||
flag = large_military_gift
|
||||
localization = "Sponsor Large Army"
|
||||
|
||||
is_shown = {
|
||||
exists = scope:actor
|
||||
}
|
||||
is_valid = {
|
||||
scope:actor = {
|
||||
custom_tooltip = {
|
||||
text = mh_large_army_requirement
|
||||
AND = {
|
||||
gold > 1000
|
||||
prestige > 500
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
send_options_exclusive = yes
|
||||
|
||||
# Always up to get some free military!
|
||||
auto_accept = yes
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,122 @@
|
|||
instruct_physician_to_treat_ill_interaction = {
|
||||
interface_priority = 25
|
||||
common_interaction= yes
|
||||
use_diplomatic_range = yes
|
||||
category = interaction_category_friendly
|
||||
desc = instruct_physician_to_treat_ill_interaction_desc
|
||||
icon = icon_scheme_crypto_religion
|
||||
|
||||
is_shown = {
|
||||
NOT = {
|
||||
OR = {
|
||||
scope:actor = scope:recipient
|
||||
NOT = {
|
||||
scope:actor = {
|
||||
exists = court_position:court_physician_court_position
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
scope:recipient = {
|
||||
# Remember to add court position - physician requirement
|
||||
is_alive = yes
|
||||
|
||||
AND = {
|
||||
# Coutier / Related in some way
|
||||
OR = {
|
||||
is_courtier_of = scope:actor
|
||||
is_close_or_extended_family_of = scope:actor
|
||||
scope:recipient.dynasty = scope:actor.dynasty
|
||||
}
|
||||
# Has bad health traits and does not have reducing disease symptoms - currently being treated. No psychiatric afflictions here!
|
||||
OR = {
|
||||
has_trait = ill
|
||||
has_trait = pneumonic
|
||||
has_trait = great_pox
|
||||
has_trait = lovers_pox
|
||||
has_trait = leper
|
||||
has_trait = wounded_1
|
||||
has_trait = wounded_2
|
||||
has_trait = wounded_3
|
||||
has_trait = maimed
|
||||
has_trait = gout_ridden
|
||||
has_trait = consumption
|
||||
has_trait = cancer
|
||||
has_trait = typhus
|
||||
has_trait = bubonic_plague
|
||||
has_trait = smallpox
|
||||
has_character_modifier = infected_wound_modifier
|
||||
has_character_modifier = gangrene_modifier
|
||||
has_trait = sickly
|
||||
}
|
||||
# Is not currently being treated (reduced diseased symptoms character modifier)
|
||||
NOT = {
|
||||
has_character_modifier = safe_disease_treatment_success_high_modifier
|
||||
has_character_modifier = safe_disease_treatment_success_low_modifier
|
||||
has_character_modifier = safe_disease_treatment_failure_modifier
|
||||
has_character_modifier = risky_disease_treatment_success_high_modifier
|
||||
has_character_modifier = risky_disease_treatment_success_low_modifier
|
||||
has_character_modifier = risky_disease_treatment_failure_modifier
|
||||
has_character_modifier = safe_wound_treatment_success_high_modifier
|
||||
has_character_modifier = safe_wound_treatment_success_low_modifier
|
||||
has_character_modifier = safe_wound_treatment_failure_modifier
|
||||
has_character_modifier = risky_wound_treatment_success_modifier
|
||||
has_character_modifier = risky_wound_treatment_failure_modifier
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
on_send = {
|
||||
|
||||
scope:recipient = {
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = sickly
|
||||
has_trait = consumption
|
||||
has_trait = cancer
|
||||
has_trait = typhus
|
||||
has_trait = bubonic_plague
|
||||
has_trait = smallpox
|
||||
has_trait = ill
|
||||
has_trait = pneumonic
|
||||
has_trait = great_pox
|
||||
has_trait = lovers_pox
|
||||
has_trait = leper
|
||||
}
|
||||
|
||||
}
|
||||
it_disease_event_effect = yes
|
||||
instruct_treatment_disease_effect = yes
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = infected_wound_modifier
|
||||
has_character_modifier = gangrene_modifier
|
||||
has_trait = wounded_1
|
||||
has_trait = wounded_2
|
||||
has_trait = wounded_3
|
||||
has_trait = maimed
|
||||
}
|
||||
}
|
||||
it_wounded_event_effect = yes
|
||||
instruct_treatment_wounded_effect = yes
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# 3102 for disease
|
||||
#41
|
||||
|
||||
# Always want to be helped
|
||||
auto_accept = yes
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,179 @@
|
|||
join_war_interaction = {
|
||||
category = interaction_category_diplomacy
|
||||
interface = interfere_in_war
|
||||
special_interaction = interfere_in_war_interaction
|
||||
popup_on_receive = yes
|
||||
desc = join_war_interaction_desc
|
||||
icon = change_allegiance
|
||||
|
||||
greeting = positive
|
||||
notification_text = join_war_interaction_notification
|
||||
|
||||
is_shown = {
|
||||
scope:recipient = {
|
||||
is_at_war = yes
|
||||
NOR = {
|
||||
this = scope:actor
|
||||
is_at_war_with = scope:actor
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
|
||||
# recipient is not in (any) war against your liege(s)
|
||||
trigger_if = {
|
||||
limit = { exists = scope:actor.liege }
|
||||
custom_description = {
|
||||
text = join_war_interaction_recipient_warring_with_my_liege
|
||||
subject = scope:recipient
|
||||
scope:actor = {
|
||||
NOT = {
|
||||
any_liege_or_above = {
|
||||
is_at_war_with = scope:recipient
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# recipient is ally or defending against a holy war
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
NOT = { target_is_liege_or_above = scope:recipient }
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:recipient = {
|
||||
any_character_war = {
|
||||
OR = {
|
||||
#Must be either the same faith as the character being holy warred...
|
||||
scope:recipient.faith = scope:actor.faith
|
||||
#... Or, same religion, *and* you couldn't holy war them yourself.
|
||||
AND = {
|
||||
scope:recipient.faith.religion = scope:actor.faith.religion
|
||||
scope:actor.faith = {
|
||||
faith_hostility_level = {
|
||||
target = scope:recipient.faith
|
||||
value < religious_cb_enabled_hostility_level
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
any_war_defender = { this = scope:recipient }
|
||||
}
|
||||
}
|
||||
}
|
||||
# Deliberately blank; we've passed the trigger and making a desc out of this doesn't make sense
|
||||
}
|
||||
}
|
||||
# recipient is liege
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = join_war_interaction_recipient_not_liege
|
||||
subject = scope:recipient
|
||||
scope:actor = {
|
||||
target_is_liege_or_above = scope:recipient
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_be_picked = {
|
||||
exists = scope:target
|
||||
scope:target = {
|
||||
|
||||
# recipient is war leader
|
||||
is_war_leader = scope:recipient
|
||||
|
||||
# If not holy war, special exception for liege trying to put down his vassal's peasant revolt.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
is_religious_war = no
|
||||
scope:actor = { target_is_vassal_or_below = scope:recipient }
|
||||
primary_defender = scope:recipient
|
||||
primary_attacker = {
|
||||
is_leading_faction_type = peasant_faction
|
||||
}
|
||||
}
|
||||
always = yes
|
||||
}
|
||||
|
||||
# making the default behavior explicit if no other trigger_(else_)ifs are valid
|
||||
trigger_else = {
|
||||
always = yes
|
||||
}
|
||||
}
|
||||
|
||||
joiner_not_already_in_another_war_with_any_target_war_participants_trigger = {
|
||||
WARRIOR = scope:recipient
|
||||
JOINER = scope:actor
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
scope:target = {
|
||||
hidden_effect = {
|
||||
set_called_to = scope:actor
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_attacker = scope:recipient
|
||||
}
|
||||
add_attacker = scope:actor
|
||||
}
|
||||
else = {
|
||||
add_defender = scope:actor
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
stress_impact = {
|
||||
craven = medium_stress_impact_gain
|
||||
shy = minor_stress_impact_gain
|
||||
}
|
||||
}
|
||||
scope:recipient = {
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
}
|
||||
progress_towards_friend_effect = {
|
||||
CHARACTER = scope:actor
|
||||
OPINION = no
|
||||
}
|
||||
}
|
||||
else = {
|
||||
hidden_effect = { #To nudge friendship
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
has_relation_friend = scope:actor
|
||||
has_relation_potential_friend = scope:actor
|
||||
}
|
||||
}
|
||||
set_relation_potential_friend = scope:actor
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_decline = {
|
||||
scope:actor = {
|
||||
trigger_event = char_interaction.0236
|
||||
}
|
||||
}
|
||||
|
||||
auto_accept = yes
|
||||
|
||||
ai_accept = {
|
||||
base = 100 # everyone wants help
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = -1000 # only players can join all the wars
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,116 @@
|
|||
##############################################################################################################################
|
||||
# Medievel Thievery Mod
|
||||
# Developed by DevZero (some code taken from pdx) - the mod has thievery in the name after all...
|
||||
# Notes: for AI inclusion, look at ai in diarch_interactions > syphon -- ai greed, boldness, honor for base, then modifiers
|
||||
##############################################################################################################################
|
||||
|
||||
norse_asgard_enabled_interaction = {
|
||||
icon = icon_scheme_fabricate_hook
|
||||
common_interaction = yes
|
||||
interface_priority = 100
|
||||
category = interaction_category_friendly
|
||||
desc = norse_asgard_enabled_interaction_desc
|
||||
cooldown = { months = 18 }
|
||||
cooldown_against_recipient = {years = 5}
|
||||
|
||||
is_shown = {
|
||||
scope:actor.dynasty = {
|
||||
has_dynasty_modifier = great_hall_of_asgard_modifier
|
||||
}
|
||||
|
||||
NOT = {Scope:recipient = scope:acotr}
|
||||
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
scope:actor = {
|
||||
duel = {
|
||||
skill = learning
|
||||
target = scope:recipient
|
||||
55 = {
|
||||
desc = norse_asgard_enabled_interaction.tt.success
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = norse_asgard_enabled_interaction.tt.success
|
||||
left_icon = scope:recipient
|
||||
|
||||
add_hook = {
|
||||
target = scope:recipient
|
||||
type = loyalty_hook
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
45 = {
|
||||
desc = norse_asgard_enabled_interaction.tt.failure
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
min = -49
|
||||
}
|
||||
|
||||
send_interface_toast = {
|
||||
title = norse_asgard_enabled_interaction.tt.failure
|
||||
left_icon = scope:recipient
|
||||
|
||||
scope:recipient = {
|
||||
# Vengeful characters will not take it well.
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = vengeful
|
||||
can_set_relation_rival_trigger = { CHARACTER = scope:actor }
|
||||
}
|
||||
set_relation_rival = {
|
||||
target = scope:actor
|
||||
reason = rival_tried_to_embezzle
|
||||
}
|
||||
}
|
||||
# Forgiving characters aren't too bothered.
|
||||
else_if = {
|
||||
limit = { has_trait = forgiving }
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = disappointed_opinion
|
||||
opinion = -5
|
||||
}
|
||||
}
|
||||
# Otherwise, folks are skeptical
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = trust_opinion
|
||||
opinion = -15
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
auto_accept = yes
|
||||
|
||||
ai_will_do = {
|
||||
base = 0
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,157 @@
|
|||
ambassador_culture_court_position = {
|
||||
max_available_positions = 1
|
||||
category = court_position_category_royal
|
||||
minimum_rank = kingdom
|
||||
|
||||
valid_position = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
|
||||
opinion = {
|
||||
value = regular_court_position_opinion
|
||||
}
|
||||
revoke_cost = {
|
||||
prestige = minor_court_position_prestige_cost
|
||||
}
|
||||
salary = {
|
||||
round = no
|
||||
gold = medium_court_position_salary
|
||||
}
|
||||
|
||||
base_employer_modifier = {
|
||||
}
|
||||
|
||||
scaling_employer_modifiers = {
|
||||
terrible = {
|
||||
cultural_head_acceptance_gain_mult = 0.05
|
||||
}
|
||||
poor = {
|
||||
|
||||
cultural_head_acceptance_gain_mult = 0.10
|
||||
}
|
||||
average = {
|
||||
cultural_head_acceptance_gain_mult = 0.15
|
||||
}
|
||||
good = {
|
||||
cultural_head_acceptance_gain_mult = 0.20
|
||||
}
|
||||
excellent = {
|
||||
cultural_head_acceptance_gain_mult = 0.25
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
monthly_prestige = minor_court_position_prestige_salary
|
||||
}
|
||||
|
||||
on_court_position_received = {
|
||||
basic_gained_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_revoked = {
|
||||
basic_revoked_court_position_effect = yes
|
||||
|
||||
}
|
||||
on_court_position_invalidated = {
|
||||
basic_invalidated_court_position_effect = yes
|
||||
|
||||
}
|
||||
|
||||
candidate_score = {
|
||||
value = 0
|
||||
}
|
||||
|
||||
aptitude_level_breakpoints = { 20 40 60 80 }
|
||||
|
||||
# How good is this character in this position? root scope is the holder of the court position
|
||||
aptitude = {
|
||||
value = 1
|
||||
|
||||
add = {
|
||||
value = diplomacy
|
||||
multiply = 2
|
||||
max = 40
|
||||
desc = court_position_skill_diplomacy
|
||||
}
|
||||
|
||||
add = {
|
||||
value = learning
|
||||
multiply = 1.75
|
||||
max = 35
|
||||
desc = court_position_skill_learning
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = compassionate
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
desc = court_position_compassionate_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = gregarious
|
||||
}
|
||||
add = {
|
||||
value = 20
|
||||
desc = court_position_gregarious_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = diplomat
|
||||
}
|
||||
add = {
|
||||
value = 15
|
||||
desc = court_position_diplomat_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = callous
|
||||
}
|
||||
add = {
|
||||
value = -30
|
||||
desc = court_position_callous_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = deceitful
|
||||
}
|
||||
add = {
|
||||
value = -25
|
||||
desc = court_position_deceitful_trait
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = schemer
|
||||
}
|
||||
add = {
|
||||
value = -35
|
||||
desc = court_position_schemer_trait
|
||||
}
|
||||
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = murderer }
|
||||
add = {
|
||||
value = -50
|
||||
desc = court_position_murderer_trait
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
add = court_position_aptitude_family_business_value
|
||||
add = court_position_aptitude_low_penalty_value
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue