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 } } } } } }