diff --git a/CK2Plus/common/event_modifiers/000_CK2Plus_event_modifiers.txt b/CK2Plus/common/event_modifiers/000_CK2Plus_event_modifiers.txt index cd7ff3c8..635a85d8 100644 --- a/CK2Plus/common/event_modifiers/000_CK2Plus_event_modifiers.txt +++ b/CK2Plus/common/event_modifiers/000_CK2Plus_event_modifiers.txt @@ -6,12 +6,15 @@ # # INDEX # -# Total = 4 +# Total = 5 # # plus_faction_abandoned # plus_construction_focus # plus_increased_spy_reports # plus_new_roads +# plus_attentive_liege +# plus_estates_1 +# plus_away_from_court # ######################################### @@ -118,3 +121,22 @@ plus_new_roads = { levy_reinforce_rate = 0.2 } +#Attentive Liege +plus_attentive_liege = { + global_revolt_risk = -0.03 + icon = 1 +} + +#Estates 1 +plus_estates_1 = { + monthly_character_wealth = 0.2 + monthly_character_prestige = 0.01 + icon = 101 +} + +#Away From Court +plus_away_from_court = { + plot_discovery_chance = -0.25 + fertility = -1.0 + icon = 19 +} diff --git a/CK2Plus/common/event_modifiers/000_CK2Plus_timers.txt b/CK2Plus/common/event_modifiers/000_CK2Plus_timers.txt new file mode 100644 index 00000000..88f81e29 --- /dev/null +++ b/CK2Plus/common/event_modifiers/000_CK2Plus_timers.txt @@ -0,0 +1,26 @@ +####### +#Plus Timers: +# +#Total = 05 +####### + +plus_ai_objective_timer = { + icon = 1 +} + +plus_loan_timer = { + icon = 24 + monthly_character_piety = -0.25 +} + +plus_ai_austerity = { + icon = 1 +} + +plus_do_not_disturb = { + icon = 1 +} + +plus_lower_decadence_obj_timer={ + icon = 15 +} \ No newline at end of file diff --git a/CK2Plus/common/minor_titles/000_CK2Plus_minor_titles.txt b/CK2Plus/common/minor_titles/000_CK2Plus_minor_titles.txt new file mode 100644 index 00000000..9e053f0e --- /dev/null +++ b/CK2Plus/common/minor_titles/000_CK2Plus_minor_titles.txt @@ -0,0 +1,37 @@ + +######################################################## +# CK2Plus MINOR TITLES +######################################################## + +title_lord = { + dignity = 0.1 + show_as_title = yes + realm_in_name = yes + grant_limit = 1000 + revoke_allowed = no + opinion_effect = 0 + monthly_prestige = 0.05 + + allowed_to_hold = { + OR = { + primary_title = { temporary = no } + NOT = { + primary_title = { + always = yes + } + } + } + has_minor_title = title_lord + } + + allowed_to_grant = { + always = no + } + + gain_effect = { + } + lose_effect = { + } + + message = no +} \ No newline at end of file diff --git a/CK2Plus/common/nicknames/000_CK2Plus_nicknames.txt b/CK2Plus/common/nicknames/000_CK2Plus_nicknames.txt new file mode 100644 index 00000000..97882b44 --- /dev/null +++ b/CK2Plus/common/nicknames/000_CK2Plus_nicknames.txt @@ -0,0 +1,10 @@ +############################################# +#Plus Nicknames: +# +#Total = 001 +############################################# + +# TRIGGERED ONLY +################ + +nick_the_quiverfull = {} \ No newline at end of file diff --git a/CK2Plus/common/objectives/000_CK2Plus_ambitions.txt b/CK2Plus/common/objectives/000_CK2Plus_ambitions.txt index a8f31c4e..4502f61c 100644 --- a/CK2Plus/common/objectives/000_CK2Plus_ambitions.txt +++ b/CK2Plus/common/objectives/000_CK2Plus_ambitions.txt @@ -2,7 +2,7 @@ # # Plus Ambitions: # -# Total = 58 +# Total = 09 # # Sorted alphabetically # @@ -12,21 +12,21 @@ obj_adopt_a_lifestyle = { type = character potential = { - NOT = { lifestyle_traits = 1 } + lifestyle_traits < 1 NOT = { has_character_flag = obj_adopt_a_lifestyle } - #NOT = { has_character_flag = lifestyle_pick } + NOT = { has_character_flag = lifestyle_pick } } allow = { prisoner = no - age = 25 + age >= 25 NOT = { trait = incapable } OR = { - diplomacy = 5 - martial = 5 - intrigue = 5 - stewardship = 5 - learning = 5 + diplomacy >= 5 + martial >= 5 + intrigue >= 5 + stewardship >= 5 + learning >= 5 } } @@ -46,58 +46,47 @@ obj_adopt_a_lifestyle = { is_ruler = yes } } - creation_effect = { if = { limit = { ai = yes } - #add_character_modifier = { - # name = "ai_objective_timer" - # duration = 1825 - # hidden = yes - #} - set_character_flag = ai_objective_timer_flag + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } } } - success = { lifestyle_traits = 1 } - abort = { OR = { prisoner = yes trait = incapable AND = { - NOT = { diplomacy = 5 } - NOT = { martial = 5 } - NOT = { intrigue = 5 } - NOT = { stewardship = 5 } - NOT = { learning = 5 } - } - #AND = { - # ai = yes - # NOT = { - # #has_character_modifier = ai_objective_timer - # had_character_flag = { - # flag = ai_objective_timer_flag - # } - # } - #} + diplomacy < 5 + martial < 5 + intrigue < 5 + stewardship < 5 + learning < 5 + } + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } } } abort_effect = { if = { limit = { ai = yes } - #remove_character_modifier = ai_objective_timer - clr_character_flag = ai_objective_timer_flag + remove_character_modifier = plus_ai_objective_timer } } effect = { hidden_tooltip = { if = { limit = { ai = yes } - #remove_character_modifier = ai_objective_timer - clr_character_flag = ai_objective_timer_flag + remove_character_modifier = plus_ai_objective_timer } } prestige = 50 @@ -105,6784 +94,3887 @@ obj_adopt_a_lifestyle = { } } -#obj_amass_wealth_2 = { -# type = character -# -# potential = { -# is_ruler = yes -# lower_tier_than = KING -# NOT = { num_of_duke_titles = 4 } -# OR = { -# tier = DUKE -# num_of_count_titles = 4 -# } -# NOT = { has_character_flag = obj_amass_wealth } -# } -# -# allow = { -# is_adult = yes -# NOT = { wealth = 500 } -# NOT = { trait = incapable } -# NOT = { trait = charitable } -# NOT = { has_character_modifier = loan_timer } -# NOT = { has_character_flag = loan_taken } -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 1.25 -# trait = fortune_builder -# } -# modifier = { -# factor = 1.25 -# trait = midas_touched -# } -# modifier = { -# factor = 10.0 -# trait = greedy -# } -# modifier = { -# factor = 0 -# trait = charitable -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# wealth = 500 -# NOT = { has_character_modifier = loan_timer } -# NOT = { has_character_flag = loan_taken } -# } -# abort = { -# OR = { -# trait = incapable -# trait = charitable -# has_character_modifier = loan_timer -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# change_variable = { which = "lifestyle_stewardship" value = 1 } -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# change_stewardship = 1 -# set_character_flag = obj_amass_wealth -# if = { -# limit = { any_vassal = { leads_faction = faction_prosperity } } -# custom_tooltip = { text = PROSPERITYFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_prosperity } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# } -#} -# -#obj_amass_wealth_3 = { -# type = character -# -# potential = { -# is_ruler = yes -# lower_tier_than = EMPEROR -# NOT = { num_of_king_titles = 4 } -# OR = { -# tier = KING -# num_of_duke_titles = 4 -# } -# NOT = { has_character_flag = obj_amass_wealth } -# } -# -# allow = { -# is_adult = yes -# NOT = { wealth = 750 } -# NOT = { trait = incapable } -# NOT = { trait = charitable } -# NOT = { has_character_modifier = loan_timer } -# NOT = { has_character_flag = loan_taken } -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 1.25 -# trait = fortune_builder -# } -# modifier = { -# factor = 1.25 -# trait = midas_touched -# } -# modifier = { -# factor = 10.0 -# trait = greedy -# } -# modifier = { -# factor = 0 -# trait = charitable -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# wealth = 750 -# NOT = { has_character_modifier = loan_timer } -# NOT = { has_character_flag = loan_taken } -# } -# abort = { -# OR = { -# trait = incapable -# trait = charitable -# has_character_modifier = loan_timer -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# change_variable = { which = "lifestyle_stewardship" value = 1 } -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# change_stewardship = 1 -# set_character_flag = obj_amass_wealth -# if = { -# limit = { any_vassal = { leads_faction = faction_prosperity } } -# custom_tooltip = { text = PROSPERITYFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_prosperity } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# } -#} -# -#obj_amass_wealth_4 = { -# type = character -# -# potential = { -# is_ruler = yes -# OR = { -# tier = EMPEROR -# num_of_king_titles = 4 -# } -# NOT = { has_character_flag = obj_amass_wealth } -# } -# -# allow = { -# is_adult = yes -# NOT = { wealth = 1000 } -# NOT = { trait = incapable } -# NOT = { trait = charitable } -# NOT = { has_character_modifier = loan_timer } -# NOT = { has_character_flag = loan_taken } -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 1.25 -# trait = fortune_builder -# } -# modifier = { -# factor = 1.25 -# trait = midas_touched -# } -# modifier = { -# factor = 10.0 -# trait = greedy -# } -# modifier = { -# factor = 0 -# trait = charitable -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# wealth = 1000 -# NOT = { has_character_modifier = loan_timer } -# NOT = { has_character_flag = loan_taken } -# } -# abort = { -# OR = { -# trait = incapable -# trait = charitable -# has_character_modifier = loan_timer -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# change_variable = { which = "lifestyle_stewardship" value = 1 } -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# change_stewardship = 1 -# set_character_flag = obj_amass_wealth -# if = { -# limit = { any_vassal = { leads_faction = faction_prosperity } } -# custom_tooltip = { text = PROSPERITYFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_prosperity } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# } -#} -# -#obj_be_legitimized = { -# type = character -# -# potential = { -# trait = bastard -# religion_group = christian -# OR = { -# is_ruler = no -# NOR = { -# is_theocracy = yes -# trait = nun -# trait = monk -# } -# } -# NOR = { -# any_liege = { holy_order = yes } -# has_character_flag = refused_legitimacy_attempt -# } -# } -# -# allow = { -# is_adult = yes -# prisoner = no -# real_father = { -# is_alive = yes -# is_vassal_or_below = ROOT -# NOT = { reverse_has_opinion_modifier = { who = ROOT modifier = denounced_child } } -# } -# NOR = { -# age = 30 -# trait = content -# trait = humble -# trait = craven -# is_dumb_trigger = yes -# trait = incapable -# } -# } -# chance = { -# factor = 50 -# modifier = { -# factor = 0 -# is_female = yes -# is_married = yes -# spouse = { is_ruler = yes } -# NOT = { is_ruler = yes } -# } -# modifier = { -# factor = 0 -# is_ruler = yes -# current_heir = { -# is_child_of = ROOT -# dynasty = ROOT -# } -# } -# modifier = { -# factor = 0.1 -# is_female = yes -# has_law = agnatic_succession -# } -# modifier = { -# factor = 0.5 -# trait = patient -# } -# modifier = { -# factor = 0.5 -# trait = trusting -# } -# modifier = { -# factor = 0.5 -# trait = shy -# } -# modifier = { -# factor = 0.1 -# real_father = { -# NOT = { religion = ROOT } -# } -# } -# modifier = { -# factor = 5 -# is_female = no -# real_father = { -# NOT = { -# any_child = { -# NOT = { trait = bastard } -# is_older_than = ROOT -# } -# } -# } -# } -# modifier = { -# factor = 5 -# trait = ambitious -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 1.5 -# trait = proud -# } -# modifier = { -# factor = 1.5 -# trait = brave -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# NOT = { trait = bastard } -# } -# abort = { -# OR = { -# NOT = { -# real_father = { -# is_alive = yes -# ROOT = { any_liege = { character = PREVPREV } } -# NOT = { reverse_has_opinion_modifier = { who = ROOT modifier = denounced_child } } -# } -# } -# age = 45 -# trait = content -# trait = humble -# trait = craven -# trait = incapable -# trait = nun -# trait = monk -# prisoner = yes -# any_liege = { holy_order = yes } -# NOT = { religion_group = christian } -# has_character_flag = refused_legitimacy_attempt -# AND = { -# is_ruler = yes -# capital_holding = { holding_type = temple } -# } -# AND = { -# ai = yes -# is_female = yes -# is_married = yes -# spouse = { is_ruler = yes } -# } -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# change_intrigue = 1 -# prestige = 50 -# } -#} -# -#obj_become_exalted_2 = { -# type = character -# -# potential = { -# is_ruler = yes -# NOR = { -# trait = exalted2 -# trait = exalted3 -# trait = exalted4 -# } -# lower_tier_than = KING -# NOT = { num_of_duke_titles = 4 } -# OR = { -# tier = DUKE -# num_of_count_titles = 4 -# } -# } -# -# allow = { -# is_adult = yes -# prestige = 0 -# NOT = { prestige = 2000 } -# NOT = { trait = content } -# NOT = { trait = humble } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 0 -# NOT = { prestige = 500 } -# } -# modifier = { -# factor = 5.0 -# trait = ambitious -# } -# modifier = { -# factor = 10.0 -# trait = proud -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# prestige = 2000 -# } -# abort = { -# OR = { -# is_ruler = no -# NOT = { prestige = 0 } -# trait = incapable -# trait = content -# trait = humble -# trait = exalted2 -# trait = exalted3 -# trait = exalted4 -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# change_diplomacy = 1 -# prestige = 100 -# if = { -# limit = { any_vassal = { leads_faction = faction_glory } } -# custom_tooltip = { text = GLORYFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_glory } set_variable = { which = "faction_mood_increase" value = 4 } } -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_court } } -# custom_tooltip = { text = COURTFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 2 } } -# } -# } -# hidden_tooltip = { character_event = { id = PlusFaction.200 days = 1 } } #recalculate faction moods -# if = { -# limit = { -# has_nickname = no -# } -# give_nickname = nick_the_great -# } -# add_trait = exalted2 -# } -#} -# -#obj_become_exalted_3 = { -# type = character -# -# potential = { -# is_ruler = yes -# NOR = { -# trait = exalted3 -# trait = exalted4 -# } -# lower_tier_than = EMPEROR -# NOT = { num_of_king_titles = 4 } -# OR = { -# tier = KING -# num_of_duke_titles = 4 -# } -# } -# -# allow = { -# is_adult = yes -# prestige = 0 -# NOT = { prestige = 3000 } -# NOT = { trait = content } -# NOT = { trait = humble } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 0 -# NOT = { prestige = 1000 } -# } -# modifier = { -# factor = 5.0 -# trait = ambitious -# } -# modifier = { -# factor = 10.0 -# trait = proud -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# prestige = 3000 -# } -# abort = { -# OR = { -# is_ruler = no -# NOT = { prestige = 0 } -# trait = incapable -# trait = content -# trait = humble -# trait = exalted3 -# trait = exalted4 -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# if = { -# limit = { any_vassal = { leads_faction = faction_glory } } -# custom_tooltip = { text = GLORYFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_glory } set_variable = { which = "faction_mood_increase" value = 4 } } -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_court } } -# custom_tooltip = { text = COURTFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 2 } } -# } -# } -# hidden_tooltip = { character_event = { id = PlusFaction.200 days = 1 } } #recalculate faction moods -# if = { -# limit = { -# has_nickname = no -# } -# give_nickname = nick_the_great -# } -# add_trait = exalted3 -# } -#} -# -#obj_become_exalted_4 = { -# type = character -# -# potential = { -# is_ruler = yes -# NOT = { trait = exalted4 } -# OR = { -# tier = EMPEROR -# num_of_king_titles = 4 -# } -# } -# -# allow = { -# is_adult = yes -# prestige = 0 -# NOT = { prestige = 4000 } -# NOT = { trait = content } -# NOT = { trait = humble } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 0 -# trait = humble -# } -# modifier = { -# factor = 0 -# trait = content -# } -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 0 -# NOT = { prestige = 2000 } -# } -# modifier = { -# factor = 5.0 -# trait = ambitious -# } -# modifier = { -# factor = 10.0 -# trait = proud -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# prestige = 4000 -# } -# abort = { -# OR = { -# is_ruler = no -# NOT = { prestige = 0 } -# trait = incapable -# trait = content -# trait = humble -# trait = exalted4 -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# if = { -# limit = { any_vassal = { leads_faction = faction_glory } } -# custom_tooltip = { text = GLORYFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_glory } set_variable = { which = "faction_mood_increase" value = 4 } } -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_court } } -# custom_tooltip = { text = COURTFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 2 } } -# } -# } -# hidden_tooltip = { character_event = { id = PlusFaction.200 days = 1 } } #recalculate faction moods -# if = { -# limit = { -# has_nickname = no -# } -# give_nickname = nick_the_great -# } -# add_trait = exalted4 -# } -#} -# -#obj_become_independent = { -# type = character -# -# potential = { -# ai = no -# is_ruler = yes -# independent = no -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# is_landed = yes -# liege = { -# independent = yes -# OR = { -# is_feudal = yes -# is_tribal = yes -# } -# } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 0 -# } -# success = { -# independent = yes -# war = no -# } -# abort = { -# OR = { -# prisoner = yes -# ai = yes -# trait = incapable -# is_ruler = no -# } -# } -# abort_effect = { -# } -# effect = { -# if = { -# limit = { NOT = { has_character_flag = obj_independence } } -# prestige = 200 -# } -# if = { -# limit = { has_character_flag = obj_independence } -# prestige = 50 -# } -# set_character_flag = obj_independence -# } -#} -# -#obj_become_rank_duke = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# tier = count -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# NOT = { trait = content } -# } -# chance = { -# factor = 20 -# modifier = { -# factor = 1.5 -# demesne_size = 2 -# } -# modifier = { -# factor = 1.5 -# demesne_size = 3 -# } -# modifier = { -# factor = 1.5 -# demesne_size = 4 -# } -# modifier = { -# factor = 10 -# any_claim = { tier = DUKE } -# } -# modifier = { -# factor = 2 -# trait = ambitious -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# higher_tier_than = count -# } -# abort = { -# OR = { -# is_ruler = no -# NOT = { higher_tier_than = baron } -# trait = incapable -# trait = content -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 50 -# } -#} -# -#obj_become_rank_duke_multi = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# tier = duke -# NOT = { num_of_duke_titles = 2 } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# NOT = { trait = content } -# } -# chance = { -# factor = 20 -# modifier = { -# factor = 1.5 -# demesne_size = 2 -# } -# modifier = { -# factor = 1.5 -# demesne_size = 3 -# } -# modifier = { -# factor = 1.5 -# demesne_size = 4 -# } -# modifier = { -# factor = 1.5 -# demesne_size = 5 -# } -# modifier = { -# factor = 2 -# trait = ambitious -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# num_of_duke_titles = 2 -# } -# abort = { -# OR = { -# is_ruler = no -# NOT = { higher_tier_than = count } -# trait = incapable -# trait = content -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# } -#} -# -#obj_become_rank_emperor = { -# type = character -# -# potential = { -# ai = no -# is_ruler = yes -# is_landed = yes -# lower_tier_than = EMPEROR -# NOT = { has_character_flag = obj_increase_title_3 } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# OR = { -# primary_title = { tier = KING } -# any_claim = { tier = EMPEROR } -# liege = { -# primary_title = { -# tier = EMPEROR -# OR = { -# has_law = succ_feudal_elective -# has_law = succ_hre_elective -# AND = { -# has_law = byzantine_elective -# ROOT = { -# OR = { -# has_job_title = job_marshal -# has_minor_title = title_commander -# } -# } -# } -# } -# } -# } -# } -# } -# chance = { -# factor = 0 -# } -# success = { -# higher_tier_than = king -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# } -# } -# abort_effect = { -# } -# effect = { -# prestige = 500 -# set_character_flag = obj_increase_title_3 -# } -#} -# -#obj_become_saint = { -# type = character -# potential = { -# NOT = { has_dlc = "Holy Fury" } -# #not sure this needs the DLC clause when all this is about is "putting yourself in the best position to become a saint?" -# is_adult = yes -# prisoner = no -# is_heretic = no -# religion_group = christian -# rightful_religious_head_scope = { is_alive = yes } -# NOR = { -# has_character_flag = failed_become_saint -# trait = paragon -# trait = incapable -# trait = inbred -# trait = imbecile -# } -# } -# -# allow = { -# OR = { -# piety = 100 -# AND = { -# piety = 0 -# is_theocracy = yes -# } -# } -# OR = { -# NOT = { trait = possessed } -# has_character_modifier = voice_of_jesus -# } -# NOR = { -# trait = cynical -# trait = lunatic -# trait = excommunicated -# trait = bad_priest_christian -# } -# } -# -# chance = { -# factor = 25 -# modifier = { -# factor = 0 -# NOR = { -# trait = zealous -# trait = humble -# trait = nun -# trait = monk -# trait = desert_father -# trait = desert_mother -# trait = scholarly_theologian -# trait = mastermind_theologian -# is_theocracy = yes -# } -# } -# modifier = { -# factor = 0.1 -# OR = { -# trait = proud -# trait = ambitious -# trait = cruel -# trait = content -# } -# } -# modifier = { -# factor = 0.1 -# NOT = { trait = humble } -# } -# modifier = { -# factor = 0.5 -# trait = greedy -# } -# modifier = { -# factor = 0.5 -# trait = gluttonous -# } -# modifier = { -# factor = 0.5 -# trait = envious -# } -# modifier = { -# factor = 0.75 -# trait = wroth -# } -# modifier = { -# factor = 5 -# trait = zealous -# } -# modifier = { -# factor = 2 -# OR = { -# trait = nun -# trait = monk -# trait = desert_father -# trait = desert_mother -# } -# } -# modifier = { -# factor = 2 -# is_theocracy = yes -# } -# modifier = { -# factor = 2 -# rightful_religious_head = ROOT -# } -# modifier = { -# factor = 1.5 -# trait = celibate -# } -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 1.25 -# trait = chaste -# } -# modifier = { -# factor = 1.25 -# trait = charitable -# } -# modifier = { -# factor = 1.25 -# trait = temperate -# } -# modifier = { -# factor = 1.25 -# trait = diligent -# } -# modifier = { -# factor = 1.25 -# trait = kind -# } -# } -# -# creation_effect = { -# hidden_tooltip = { -# character_event = { id = Plus.2610 } -# } -# } -# success = { -# trait = paragon -# } -# abort = { -# OR = { -# prisoner = yes -# is_heretic = yes -# trait = incapable -# trait = cynical -# trait = lunatic -# trait = excommunicated -# trait = bad_priest_christian -# AND = { -# trait = possessed -# NOT = { has_character_modifier = voice_of_jesus } -# } -# NOT = { religion_group = christian } -# NOT = { rightful_religious_head_scope = { is_alive = yes } } -# has_character_flag = failed_become_saint -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# piety = -100 -# hidden_tooltip = { -# set_variable = { which = "theosis_ambition" value = 0 } -# clr_character_flag = sainthood_built_church -# clr_character_flag = sainthood_treat_sick -# clr_character_flag = sainthood_heal_sick -# clr_character_flag = sainthood_visit_ascetic -# clr_character_flag = sainthood_take_vows -# clr_character_flag = sainthood_too_much_wealth -# clr_character_flag = sainthood_stigmata -# clr_character_flag = sainthood_priest_support -# clr_character_flag = sainthood_priest_doubt -# clr_character_flag = sainthood_piety1 -# clr_character_flag = sainthood_piety2 -# clr_character_flag = sainthood_piety3 -# clr_character_flag = sainthood_piety4 -# clr_character_flag = sainthood_high_learning -# clr_character_flag = sainthood_high_diplomacy -# clr_character_flag = sainthood_high_martial -# clr_character_flag = sainthood_mystic -# clr_character_flag = sainthood_impaler -# clr_character_flag = sainthood_chaste -# clr_character_flag = sainthood_celibate -# clr_character_flag = sainthood_charitable -# clr_character_flag = sainthood_kind -# clr_character_flag = sainthood_humble -# clr_character_flag = sainthood_honest -# clr_character_flag = sainthood_just -# clr_character_flag = sainthood_theologian -# clr_character_flag = sainthood_voice_of_jesus -# } -# } -# effect = { -# piety = 1000 -# hidden_tooltip = { -# set_variable = { which = "theosis_ambition" value = 0 } -# clr_character_flag = sainthood_built_church -# clr_character_flag = sainthood_treat_sick -# clr_character_flag = sainthood_heal_sick -# clr_character_flag = sainthood_visit_ascetic -# clr_character_flag = sainthood_take_vows -# clr_character_flag = sainthood_too_much_wealth -# clr_character_flag = sainthood_stigmata -# clr_character_flag = sainthood_priest_support -# clr_character_flag = sainthood_priest_doubt -# clr_character_flag = sainthood_piety1 -# clr_character_flag = sainthood_piety2 -# clr_character_flag = sainthood_piety3 -# clr_character_flag = sainthood_piety4 -# clr_character_flag = sainthood_high_learning -# clr_character_flag = sainthood_high_diplomacy -# clr_character_flag = sainthood_high_martial -# clr_character_flag = sainthood_mystic -# clr_character_flag = sainthood_impaler -# clr_character_flag = sainthood_chaste -# clr_character_flag = sainthood_celibate -# clr_character_flag = sainthood_charitable -# clr_character_flag = sainthood_kind -# clr_character_flag = sainthood_humble -# clr_character_flag = sainthood_honest -# clr_character_flag = sainthood_just -# clr_character_flag = sainthood_theologian -# clr_character_flag = sainthood_voice_of_jesus -# } -# } -#} -# -#obj_befriend_liege = { -# type = character -# -# potential = { -# ai = no -# independent = no -# liege = { -# NOR = { -# is_married = ROOT -# is_lover = ROOT -# is_friend = ROOT -# is_rival = ROOT -# war_with = ROOT -# } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# liege = { -# same_sex = ROOT -# is_adult = yes -# opinion = { who = ROOT value = -25 } -# NOR = { -# trait = incapable -# num_of_friends = 3 -# opinion = { who = ROOT value = 75 } -# } -# } -# } -# -# chance = { -# factor = 0 -# } -# -# success = { -# liege = { -# opinion = { -# who = ROOT -# value = 75 -# } -# } -# } -# abort = { -# OR = { -# trait = incapable -# independent = yes -# liege = { war_with = ROOT } -# liege = { is_friend = ROOT } -# liege = { is_rival = ROOT } -# liege = { trait = incapable } -# liege = { -# num_of_friends = 2 -# NOT = { is_friend = ROOT } -# } -# NOT = { -# liege = { -# opinion = { -# who = ROOT -# value = -50 -# } -# } -# } -# NOT = { -# liege = { -# reverse_opinion = { -# who = ROOT -# value = -50 -# } -# } -# } -# } -# } -# abort_effect = { -# } -# effect = { -# liege = { -# add_friend = ROOT -# } -# if = { -# limit = { -# NOT = { has_character_flag = obj_befriend_liege } -# } -# prestige = 100 -# } -# if = { -# limit = { -# has_character_flag = obj_befriend_liege -# } -# prestige = 25 -# } -# set_character_flag = obj_befriend_liege -# } -#} -# -#obj_befriend_top_liege = { -# type = character -# -# potential = { -# ai = no -# independent = no -# top_liege = { -# NOR = { -# is_liege_of = ROOT -# is_married = ROOT -# is_lover = ROOT -# is_friend = ROOT -# is_rival = ROOT -# war_with = ROOT -# } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# top_liege = { -# same_sex = ROOT -# is_adult = yes -# opinion = { who = ROOT value = -25 } -# NOR = { -# trait = incapable -# num_of_friends = 3 -# opinion = { who = ROOT value = 75 } -# } -# } -# } -# -# chance = { -# factor = 0 -# } -# -# success = { -# top_liege = { -# opinion = { -# who = ROOT -# value = 75 -# } -# } -# } -# abort = { -# OR = { -# trait = incapable -# independent = yes -# top_liege = { war_with = ROOT } -# top_liege = { is_friend = ROOT } -# NOT = { -# top_liege = { -# opinion = { -# who = ROOT -# value = -50 -# } -# } -# } -# NOT = { -# top_liege = { -# reverse_opinion = { -# who = ROOT -# value = -50 -# } -# } -# } -# } -# } -# abort_effect = { -# } -# effect = { -# top_liege = { -# add_friend = ROOT -# } -# if = { -# limit = { -# NOT = { has_character_flag = obj_befriend_liege } -# } -# prestige = 100 -# } -# if = { -# limit = { -# has_character_flag = obj_befriend_liege -# } -# prestige = 25 -# } -# set_character_flag = obj_befriend_liege -# } -#} -# -#obj_befriend_relhead = { -# type = character -# -# potential = { -# ai = no -# religion_head = { -# is_alive = yes -# NOR = { -# is_vassal_or_below = ROOT -# is_married = ROOT -# is_lover = ROOT -# is_friend = ROOT -# is_rival = ROOT -# war_with = ROOT -# } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# religion_head = { -# same_sex = ROOT -# is_adult = yes -# opinion = { who = ROOT value = -25 } -# NOR = { -# trait = incapable -# num_of_friends = 3 -# opinion = { who = ROOT value = 75 } -# } -# } -# } -# chance = { -# factor = 0 -# } -# -# success = { -# religion_head = { -# opinion = { -# who = ROOT -# value = 75 -# } -# } -# } -# abort = { -# OR = { -# trait = incapable -# NOT = { religion_head = { is_alive = yes } } -# religion_head = { war_with = ROOT } -# religion_head = { is_friend = ROOT } -# religion_head = { -# is_liege_of = ROOT -# } -# NOT = { -# religion_head = { -# opinion = { -# who = ROOT -# value = -50 -# } -# } -# } -# NOT = { -# religion_head = { -# reverse_opinion = { -# who = ROOT -# value = -50 -# } -# } -# } -# } -# } -# abort_effect = { -# } -# effect = { -# if = { -# limit = { any_vassal = { leads_faction = faction_tradition } } -# custom_tooltip = { text = TRADITIONFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_tradition } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# religion_head = { -# add_friend = ROOT -# } -# if = { -# limit = { -# NOT = { has_character_flag = obj_befriend_relhead } -# } -# piety = 100 -# } -# if = { -# limit = { -# has_character_flag = obj_befriend_relhead -# } -# piety = 25 -# } -# set_character_flag = obj_befriend_relhead -# } -#} -# -#obj_break_out_of_prison = { -# type = character -# -# potential = { -# prisoner = yes -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# } -# chance = { -# factor = 10000 -# } -# success = { -# prisoner = no -# } -# abort = { -# trait = incapable -# } -# abort_effect = { -# } -# effect = { -# change_intrigue = 1 -# set_character_flag = obj_break_out_of_prison -# } -#} -# -#obj_change_province_culture = { -# type = character -# -# potential = { -# is_ruler = yes -# any_realm_province = { -# NOR = { -# culture = ROOT -# owner = { culture = PREV } -# } -# } -# NOT = { has_character_flag = civilized_province } -# NOT = { has_law = culture_conversion_0 } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# NOT = { trait = incapable } -# } -# chance = { -# factor = 5 -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# has_character_flag = civilized_province -# } -# abort = { -# OR = { -# AND = { -# NOT = { has_character_flag = civilized_province} -# NOT = { -# any_realm_province = { -# NOR = { -# culture = ROOT -# owner = { culture = PREV } -# } -# } -# } -# } -# trait = incapable -# prisoner = yes -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { -# NOT = { has_character_flag = already_civilized_province} -# } -# change_stewardship = 1 -# set_character_flag = already_civilized_province -# } -# prestige = 100 -# clr_character_flag = civilized_province -# } -#} -# -#obj_change_province_religion = { -# type = character -# -# potential = { -# is_ruler = yes -# OR = { -# ai = no -# NOT = { has_character_flag = obj_convert_a_province } -# } -# any_realm_province = { -# NOT = { religion = ROOT } -# } -# } -# -# allow = { -# is_adult = yes -# war = no -# NOT = { trait = incapable } -# NOT = { has_character_modifier = convert_province_timer } -# } -# -# chance = { -# factor = 100 -# -# modifier = { -# factor = 0 -# trait = cynical -# } -# modifier = { -# factor = 2.0 -# trait = crusader -# } -# modifier = { -# factor = 2.0 -# trait = zealous -# } -# modifier = { -# factor = 1.5 -# learning = 10 -# } -# modifier = { -# factor = 1.5 -# learning = 15 -# } -# modifier = { -# factor = 1.5 -# learning = 20 -# } -# modifier = { -# factor = 0.5 -# NOT = { learning = 5 } -# } -# modifier = { -# factor = 0.5 -# NOT = { learning = 3 } -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# has_character_modifier = convert_province_timer -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_tradition } } -# custom_tooltip = { text = TRADITIONFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_tradition } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_convert_a_province } } -# change_learning = 1 -# piety = 50 -# } -# if = { -# limit = { has_character_flag = obj_convert_a_province } -# piety = 25 -# } -# set_character_flag = obj_convert_a_province -# } -#} -# -#obj_cta_0 = { -# type = character -# -# creation_effect = { -# } -# -# potential = { -# NOR = { -# trait = poor_warrior -# trait = trained_warrior -# trait = skilled_warrior -# trait = master_warrior -# } -# OR = { -# is_ruler = yes -# liege = { job_marshal = { character = ROOT } } -# } -# NOT = { has_character_flag = cta_done } # weird things happen (cta_done is not normally set for the 0->1 tier transition) -# } -# -# allow = { -# NOR = { -# is_adult = no -# age = 50 -# prisoner = yes -# trait = incapable -# trait = blinded -# } -# # if you can command armies for your liege/yourself (and meet the base criteria), -# # then this ambition is for you too. -# OR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 0 -# NOT = { martial = 8 } -# } -# modifier = { -# factor = 10 -# liege = { job_marshal = { character = ROOT } } -# } -# modifier = { -# factor = 0.75 -# age = 40 -# } -# modifier = { -# factor = 0.333 -# age = 45 -# } -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 2 -# trait = diligent -# } -# modifier = { -# factor = 2 -# trait = diligent -# martial = 12 -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# martial = 12 -# } -# modifier = { -# factor = 2.5 -# trait = brave -# } -# modifier = { -# factor = 2.5 -# trait = crusader -# } -# modifier = { -# factor = 2.5 -# trait = mujahid -# } -# modifier = { -# factor = 1.75 -# # already has proven battle experience, likely candidate to be in future battles -# OR = { -# trait = scarred -# trait = scarred_female -# } -# } -# modifier = { -# factor = 1.75 -# trait = agile -# } -# modifier = { -# factor = 2 -# is_strong_trigger = yes -# } -# modifier = { -# factor = 6 -# trait = duelist -# } -# modifier = { -# factor = 2.5 -# trait = hunter -# } -# modifier = { -# factor = 0.25 -# trait = hedonist -# } -# modifier = { -# factor = 0.333 -# is_weak_trigger = yes -# } -# modifier = { -# factor = 0.333 -# trait = clubfooted -# } -# modifier = { -# factor = 0.75 -# trait = content -# } -# modifier = { -# factor = 0.25 -# trait = craven -# } -# modifier = { -# factor = 0.1 -# trait = slothful -# } -# modifier = { -# factor = 0.667 -# OR = { -# trait = elusive_shadow -# trait = intricate_webweaver -# } -# } -# modifier = { -# factor = 0.333 -# OR = { -# trait = flamboyant_schemer -# trait = amateurish_plotter -# } -# } -# modifier = { -# factor = 8 -# trait = brilliant_strategist -# } -# modifier = { -# factor = 5 -# trait = skilled_tactician -# } -# modifier = { -# factor = 3 -# trait = tough_soldier -# } -# modifier = { -# factor = 2 -# trait = misguided_warrior -# } -# modifier = { -# factor = 0.75 -# NOT = { martial = 10 } # implies martial = 8 or 9 (martial < 8 is disabled for AI) -# } -# # TODO: martial scaling should be less coarse-grained -# modifier = { -# factor = 1.5 -# martial = 12 -# } -# modifier = { -# factor = 1.5 -# martial = 15 -# } -# modifier = { -# factor = 1.5 -# martial = 18 -# } -# modifier = { -# factor = 1.5 -# martial = 21 -# } -# modifier = { -# factor = 1.5 -# martial = 24 -# } -# } -# success = { -# OR = { # CTA only advances 1 level, but external code or console might jump the trait higher -# trait = poor_warrior -# trait = trained_warrior -# trait = skilled_warrior -# trait = master_warrior -# } -# } -# abort = { -# OR = { -# NOR = { -# is_ruler = yes -# liege = { job_marshal = { character = ROOT } } -# } -# is_adult = no # weird stuff happens. -# age = 50 -# prisoner = yes -# trait = incapable -# trait = blinded -# -# # and also abort if conditions change such that they can no longer command armies -# NOR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# } -# } -# abort_effect = { -# # (optional) possibly notify the player of why the ambition aborted in certain cases (prison, reaching age 50-- the rest is obvious) -# } -# effect = { -# prestige = 25 -# } -#} -# -#obj_cta_1 = { -# type = character -# -# creation_effect = { -# } -# -# potential = { -# trait = poor_warrior -# NOR = { -# trait = trained_warrior -# trait = skilled_warrior -# trait = master_warrior -# } -# OR = { -# is_ruler = yes -# liege = { job_marshal = { character = ROOT } } -# } -# NOT = { has_character_flag = cta_done } -# } -# -# allow = { -# NOR = { -# is_adult = no -# age = 50 -# prisoner = yes -# trait = incapable -# trait = blinded -# } -# # if you can command armies for your liege/yourself (and meet the base criteria), -# # then this ambition is for you too. -# OR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 0 -# NOT = { martial = 8 } -# } -# modifier = { -# factor = 10 -# liege = { job_marshal = { character = ROOT } } -# } -# modifier = { -# factor = 0.75 -# age = 40 -# } -# modifier = { -# factor = 0.333 -# age = 45 -# } -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 2 -# trait = diligent -# } -# modifier = { -# factor = 2 -# trait = diligent -# martial = 12 -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# martial = 12 -# } -# modifier = { -# factor = 2.5 -# trait = brave -# } -# modifier = { -# factor = 2.5 -# trait = crusader -# } -# modifier = { -# factor = 2.5 -# trait = mujahid -# } -# modifier = { -# factor = 1.75 -# # already has proven battle experience, likely candidate to be in future battles -# OR = { -# trait = scarred -# trait = scarred_female -# } -# } -# modifier = { -# factor = 1.75 -# trait = agile -# } -# modifier = { -# factor = 2 -# is_strong_trigger = yes -# } -# modifier = { -# factor = 6 -# trait = duelist -# } -# modifier = { -# factor = 2.5 -# trait = hunter -# } -# modifier = { -# factor = 0.25 -# trait = hedonist -# } -# modifier = { -# factor = 0.333 -# is_weak_trigger = yes -# } -# modifier = { -# factor = 0.333 -# trait = clubfooted -# } -# modifier = { -# factor = 0.75 -# trait = content -# } -# modifier = { -# factor = 0.25 -# trait = craven -# } -# modifier = { -# factor = 0.1 -# trait = slothful -# } -# modifier = { -# factor = 0.667 -# OR = { -# trait = elusive_shadow -# trait = intricate_webweaver -# } -# } -# modifier = { -# factor = 0.333 -# OR = { -# trait = flamboyant_schemer -# trait = amateurish_plotter -# } -# } -# modifier = { -# factor = 8 -# trait = brilliant_strategist -# } -# modifier = { -# factor = 5 -# trait = skilled_tactician -# } -# modifier = { -# factor = 3 -# trait = tough_soldier -# } -# modifier = { -# factor = 2 -# trait = misguided_warrior -# } -# modifier = { -# factor = 0.75 -# NOT = { martial = 10 } # implies martial = 8 or 9 (martial < 8 is disabled for AI) -# } -# # TODO: martial scaling should be less coarse-grained -# modifier = { -# factor = 1.5 -# martial = 12 -# } -# modifier = { -# factor = 1.5 -# martial = 15 -# } -# modifier = { -# factor = 1.5 -# martial = 18 -# } -# modifier = { -# factor = 1.5 -# martial = 21 -# } -# modifier = { -# factor = 1.5 -# martial = 24 -# } -# } -# success = { -# OR = { -# trait = trained_warrior -# trait = skilled_warrior -# trait = master_warrior -# } -# } -# abort = { -# OR = { -# NOR = { -# is_ruler = yes -# liege = { job_marshal = { character = ROOT } } -# } -# is_adult = no # weird stuff happens. -# age = 50 -# prisoner = yes -# trait = incapable -# trait = blinded -# -# # also abort if conditions change such that they can no longer command armies -# NOR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# -# NOR = { # external code might demote a character -# trait = poor_warrior -# trait = trained_warrior -# trait = skilled_warrior -# trait = master_warrior -# } -# } -# } -# abort_effect = { -# # (optional) possibly notify the player of why the ambition aborted in certain cases (prison, reaching age 50-- the rest is obvious) -# } -# effect = { -# prestige = 50 -# } -#} -# -#obj_cta_2 = { -# type = character -# -# creation_effect = { -# } -# -# potential = { -# OR = { -# is_ruler = yes -# liege = { job_marshal = { character = ROOT } } -# } -# trait = trained_warrior -# NOR = { -# trait = poor_warrior -# trait = skilled_warrior -# trait = master_warrior -# } -# NOT = { has_character_flag = cta_done } -# } -# -# allow = { -# NOR = { -# is_adult = no -# age = 50 -# prisoner = yes -# trait = incapable -# trait = blinded -# } -# # if you can command armies for your liege/yourself (and meet the base criteria), -# # then this ambition is for you too. -# OR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 0 -# NOT = { martial = 8 } -# } -# modifier = { -# factor = 10 -# liege = { job_marshal = { character = ROOT } } -# } -# modifier = { -# factor = 0.75 -# age = 40 -# } -# modifier = { -# factor = 0.333 -# age = 45 -# } -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 2 -# trait = diligent -# } -# modifier = { -# factor = 2 -# trait = diligent -# martial = 12 -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# martial = 12 -# } -# modifier = { -# factor = 2.5 -# trait = brave -# } -# modifier = { -# factor = 2.5 -# trait = crusader -# } -# modifier = { -# factor = 2.5 -# trait = mujahid -# } -# modifier = { -# factor = 1.75 -# # already has proven battle experience, likely candidate to be in future battles -# OR = { -# trait = scarred -# trait = scarred_female -# } -# } -# modifier = { -# factor = 1.75 -# trait = agile -# } -# modifier = { -# factor = 2 -# is_strong_trigger = yes -# } -# modifier = { -# factor = 6 -# trait = duelist -# } -# modifier = { -# factor = 2.5 -# trait = hunter -# } -# modifier = { -# factor = 0.25 -# trait = hedonist -# } -# modifier = { -# factor = 0.333 -# is_weak_trigger = yes -# } -# modifier = { -# factor = 0.333 -# trait = clubfooted -# } -# modifier = { -# factor = 0.75 -# trait = content -# } -# modifier = { -# factor = 0.25 -# trait = craven -# } -# modifier = { -# factor = 0.1 -# trait = slothful -# } -# modifier = { -# factor = 0.667 -# OR = { -# trait = elusive_shadow -# trait = intricate_webweaver -# } -# } -# modifier = { -# factor = 0.333 -# OR = { -# trait = flamboyant_schemer -# trait = amateurish_plotter -# } -# } -# modifier = { -# factor = 8 -# trait = brilliant_strategist -# } -# modifier = { -# factor = 5 -# trait = skilled_tactician -# } -# modifier = { -# factor = 3 -# trait = tough_soldier -# } -# modifier = { -# factor = 2 -# trait = misguided_warrior -# } -# modifier = { -# factor = 0.75 -# NOT = { martial = 10 } # implies martial = 8 or 9 (martial < 8 is disabled for AI) -# } -# # TODO: martial scaling should be less coarse-grained -# modifier = { -# factor = 1.5 -# martial = 12 -# } -# modifier = { -# factor = 1.5 -# martial = 15 -# } -# modifier = { -# factor = 1.5 -# martial = 18 -# } -# modifier = { -# factor = 1.5 -# martial = 21 -# } -# modifier = { -# factor = 1.5 -# martial = 24 -# } -# } -# success = { -# OR = { -# trait = skilled_warrior -# trait = master_warrior -# } -# } -# abort = { -# OR = { -# NOR = { -# is_ruler = yes -# liege = { job_marshal = { character = ROOT } } -# } -# is_adult = no # weird stuff happens. -# age = 50 -# prisoner = yes -# trait = incapable -# trait = blinded -# -# # and ladies should abort if conditions change such that they can no longer command armies -# NOR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# -# # external code might demote a character -# trait = poor_warrior -# NOR = { -# trait = poor_warrior -# trait = trained_warrior -# trait = skilled_warrior -# trait = master_warrior -# } -# } -# } -# abort_effect = { -# # (optional) possibly notify the player of why the ambition aborted in certain cases (prison, reaching age 50-- the rest is obvious) -# } -# effect = { -# prestige = 75 -# } -#} -# -#obj_cta_3 = { -# type = character -# -# creation_effect = { -# } -# -# potential = { -# trait = skilled_warrior -# NOR = { -# trait = poor_warrior -# trait = trained_warrior -# trait = master_warrior -# } -# NOT = { has_character_flag = cta_done } -# OR = { -# is_ruler = yes -# liege = { job_marshal = { character = ROOT } } -# } -# } -# -# allow = { -# NOR = { -# is_adult = no -# age = 50 -# prisoner = yes -# trait = incapable -# trait = blinded -# } -# # if you can command armies for your liege/yourself (and meet the base criteria), -# # then this ambition is for you too. -# OR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 0 -# NOT = { martial = 8 } -# } -# modifier = { -# factor = 10 -# liege = { job_marshal = { character = ROOT } } -# } -# modifier = { -# factor = 0.75 -# age = 40 -# } -# modifier = { -# factor = 0.333 -# age = 45 -# } -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 2 -# trait = diligent -# } -# modifier = { -# factor = 2 -# trait = diligent -# martial = 12 -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# martial = 12 -# } -# modifier = { -# factor = 2.5 -# trait = brave -# } -# modifier = { -# factor = 2.5 -# trait = crusader -# } -# modifier = { -# factor = 2.5 -# trait = mujahid -# } -# modifier = { -# factor = 1.75 -# # already has proven battle experience, likely candidate to be in future battles -# OR = { -# trait = scarred -# trait = scarred_female -# } -# } -# modifier = { -# factor = 1.75 -# trait = agile -# } -# modifier = { -# factor = 2 -# is_strong_trigger = yes -# } -# modifier = { -# factor = 6 -# trait = duelist -# } -# modifier = { -# factor = 2.5 -# trait = hunter -# } -# modifier = { -# factor = 0.25 -# trait = hedonist -# } -# modifier = { -# factor = 0.333 -# is_weak_trigger = yes -# } -# modifier = { -# factor = 0.333 -# trait = clubfooted -# } -# modifier = { -# factor = 0.75 -# trait = content -# } -# modifier = { -# factor = 0.25 -# trait = craven -# } -# modifier = { -# factor = 0.1 -# trait = slothful -# } -# modifier = { -# factor = 0.667 -# OR = { -# trait = elusive_shadow -# trait = intricate_webweaver -# } -# } -# modifier = { -# factor = 0.333 -# OR = { -# trait = flamboyant_schemer -# trait = amateurish_plotter -# } -# } -# modifier = { -# factor = 8 -# trait = brilliant_strategist -# } -# modifier = { -# factor = 5 -# trait = skilled_tactician -# } -# modifier = { -# factor = 3 -# trait = tough_soldier -# } -# modifier = { -# factor = 2 -# trait = misguided_warrior -# } -# modifier = { -# factor = 0.75 -# NOT = { martial = 10 } # implies martial = 8 or 9 (martial < 8 is disabled for AI) -# } -# # TODO: martial scaling should be less coarse-grained -# modifier = { -# factor = 1.5 -# martial = 12 -# } -# modifier = { -# factor = 1.5 -# martial = 15 -# } -# modifier = { -# factor = 1.5 -# martial = 18 -# } -# modifier = { -# factor = 1.5 -# martial = 21 -# } -# modifier = { -# factor = 1.5 -# martial = 24 -# } -# } -# success = { -# trait = master_warrior -# } -# abort = { -# OR = { -# NOR = { -# is_ruler = yes -# liege = { job_marshal = { character = ROOT } } -# } -# is_adult = no # weird stuff happens. -# age = 50 -# prisoner = yes -# trait = incapable -# trait = blinded -# -# # abort if conditions change such that they can no longer command armies -# NOR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# -# # external code might demote a character -# trait = poor_warrior -# trait = trained_warrior -# NOR = { -# trait = poor_warrior -# trait = trained_warrior -# trait = skilled_warrior -# trait = master_warrior -# } -# } -# } -# abort_effect = { -# # (optional) possibly notify the player of why the ambition aborted in certain cases (prison, reaching age 50-- the rest is obvious) -# } -# effect = { -# prestige = 100 -# } -#} -# -#obj_druze_esoteric_learning = { -# type = character -# potential = { -# religion = druze -# trait = druze_juhhal -# } -# allow = { -# prisoner = no -# NOT = { trait = incapable } -# NOT = { trait = cynical } -# learning = 8 -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# chance = { -# factor = 5 -# modifier = { -# factor = 0 -# NOR = { -# trait = detached_priest -# trait = martial_cleric -# trait = scholarly_theologian -# trait = mastermind_theologian -# trait = zealous -# } -# } -# modifier = { -# factor = 0 -# NOT = { age = 25 } -# } -# modifier = { -# factor = 0.5 -# NOT = { age = 35 } -# } -# modifier = { -# factor = 0.5 -# is_female = yes -# } -# modifier = { -# factor = 2 -# trait = zealous -# } -# modifier = { -# factor = 0.5 -# trait = detached_priest -# } -# modifier = { -# factor = 1.5 -# trait = martial_cleric -# } -# modifier = { -# factor = 2.5 -# trait = scholarly_theologian -# } -# modifier = { -# factor = 5 -# trait = mastermind_theologian -# } -# } -# success = { -# trait = druze_uqqal -# } -# abort = { -# OR = { -# trait = incapable -# trait = cynical -# prisoner = yes -# NOT = { religion = druze } -# NOT = { learning = 8 } -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# piety = 100 -# } -#} -# -#obj_find_lover = { -# type = character -# -# potential = { -# has_lover = no -# OR = { -# is_ruler = no -# demesne_size = 1 -# } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_find_lover } -# } -# NOT = { has_landed_title = k_papal_state } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# is_priest = no -# NOT = { trait = celibate } -# NOT = { trait = eunuch } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 100 -# modifier = { -# factor = 0.5 -# is_ruler = no -# } -# modifier = { -# factor = 2.0 -# spouse = { age = 40 } -# } -# modifier = { -# factor = 0.5 -# spouse = { -# NOT = { age = 30 } -# } -# } -# modifier = { -# factor = 0.5 -# spouse = { -# reverse_opinion = { -# who = ROOT -# value = 25 -# } -# } -# } -# modifier = { -# factor = 0.5 -# spouse = { -# reverse_opinion = { -# who = ROOT -# value = 50 -# } -# } -# } -# modifier = { -# factor = 0.5 -# spouse = { -# reverse_opinion = { -# who = ROOT -# value = 75 -# } -# } -# } -# modifier = { -# factor = 0.1 -# trait = chaste -# } -# modifier = { -# factor = 0.5 -# trait = shy -# } -# modifier = { -# factor = 2.0 -# trait = lustful -# } -# modifier = { -# factor = 2.0 -# trait = hedonist -# } -# modifier = { -# factor = 2.0 -# trait = decadent -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# has_lover = yes -# } -# abort = { -# OR = { -# prisoner = yes -# is_priest = yes -# trait = celibate -# trait = eunuch -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# change_variable = { which = "lifestyle_diplomacy" value = 1 } -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_find_lover } } -# change_diplomacy = 1 -# } -# if = { -# limit = { has_character_flag = obj_find_lover } -# prestige = 25 -# } -# set_character_flag = obj_find_lover -# } -#} -# -#obj_gain_estates_1 = { -# type = character -# -# potential = { -# is_ruler = no -# liege = { is_nomadic = no } -# liege = { is_tribal = no } -# NOR = { -# trait = monk -# trait = nun -# trait = eunuch -# trait = incapable -# has_character_modifier = estates_1 -# has_character_flag = flag_denied_estates -# has_character_flag = obj_gain_estates -# } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# OR = { -# is_female = no -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# liege = { -# is_close_relative = ROOT -# has_law = cognatic_succession -# } -# } -# NOT = { spouse = { is_ruler = yes } } -# NOT = { has_minor_title = title_guru } -# } -# -# chance = { -# factor = 100 -# -# modifier = { -# factor = 0.1 -# NOT = { -# num_of_children = 1 -# liege = { -# is_close_relative = ROOT -# } -# } -# } -# modifier = { -# factor = 0.25 -# is_female = yes -# } -# modifier = { -# factor = 0 -# is_primary_heir = yes -# } -# modifier = { -# factor = 2.0 -# liege = { -# dynasty = ROOT -# } -# } -# modifier = { -# factor = 2.0 -# liege = { -# is_close_relative = ROOT -# } -# } -# modifier = { -# factor = 5.0 -# trait = decadent -# } -# modifier = { -# factor = 2.0 -# trait = ambitious -# } -# modifier = { -# factor = 2.0 -# trait = proud -# } -# modifier = { -# factor = 2.0 -# trait = greedy -# } -# modifier = { -# factor = 0.5 -# trait = content -# } -# modifier = { -# factor = 0.5 -# trait = humble -# } -# modifier = { -# factor = 0.5 -# trait = charitable -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# OR = { -# has_character_modifier = estates_1 -# } -# } -# abort = { -# OR = { -# has_character_flag = flag_denied_estates -# prisoner = yes -# trait = incapable -# trait = eunuch -# has_minor_title = title_guru -# trait = monk -# trait = nun -# is_ruler = yes -# spouse = { is_ruler = yes } -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 50 -# liege = { -# reverse_opinion = { -# modifier = opinion_estates_obj -# who = ROOT -# years = 10 -# } -# } -# set_character_flag = obj_gain_estates -# } -#} -# -#obj_gain_honorary_title = { -# type = character -# -# potential = { -# independent = no -# liege = { -# OR = { -# is_feudal = yes -# is_tribal = yes -# } -# } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_gain_honorary_title } -# } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# NOT = { trait = incapable } -# NOT = { has_character_modifier = planning_claimant_adventure } -# NOR = { -# has_minor_title = title_keeper_of_swans -# has_minor_title = title_master_of_the_horse -# has_minor_title = title_master_of_the_hunt -# has_minor_title = title_high_almoner -# has_minor_title = title_cupbearer -# has_minor_title = title_seneschal -# has_minor_title = title_despot -# has_minor_title = title_sebastokrator -# has_minor_title = title_kouropalates -# has_minor_title = title_caesar -# has_minor_title = title_anthypatos -# has_minor_title = title_court_dwarf -# has_minor_title = title_court_jester -# has_minor_title = title_food_taster -# has_minor_title = title_court_calligrapher -# has_minor_title = title_court_musician -# has_minor_title = title_court_poet -# has_minor_title = title_chief_architect -# has_minor_title = title_imperial_eunuch -# has_minor_title = title_high_judge -# has_minor_title = title_high_admiral -# has_minor_title = title_state_inquisitor -# has_minor_title = title_volva -# has_minor_title = title_lawspeaker -# has_minor_title = title_drottseti -# has_minor_title = title_court_skald -# has_minor_title = title_marksman -# has_minor_title = title_hirdman -# has_minor_title = title_baghatur -# has_minor_title = title_cherbi -# has_minor_title = title_darkhan -# has_minor_title = title_noyan -# has_minor_title = title_shahrwaraz -# has_minor_title = title_kardarigan -# has_minor_title = title_shahin -# has_minor_title = title_pushtigban_salar -# has_minor_title = title_spahbod -# has_minor_title = title_eran_ambaragbed -# has_minor_title = title_champion -# has_minor_title = title_master_of_the_blade -# has_minor_title = title_master_of_the_bow -# has_minor_title = title_venerable_elder -# has_minor_title = title_yabgu -# has_minor_title = title_ishad -# has_minor_title = title_kundur -# has_minor_title = title_vestalis -# has_minor_title = title_vestalis_maxima -# has_minor_title = title_pagan_wizard -# has_minor_title = title_censor -# has_minor_title = title_aedile -# has_minor_title = title_magister_equitum -# has_minor_title = title_flamen_dialis -# has_minor_title = title_flaminica_dialis -# has_minor_title = title_flamen_martialis -# has_minor_title = title_flaminica_martialis -# has_minor_title = title_flamen_quirinalis -# has_minor_title = title_flaminica_quirinalis -# has_minor_title = title_uchelwr -# has_minor_title = title_laoch -# has_minor_title = title_royal_champion -# has_minor_title = title_vates -# has_minor_title = title_court_bard -# } -# } -# -# chance = { -# factor = 50 -# -# modifier = { -# factor = 0.1 -# is_female = yes -# } -# modifier = { -# factor = 2.0 -# trait = ambitious -# } -# modifier = { -# factor = 2.0 -# trait = proud -# } -# modifier = { -# factor = 0.5 -# trait = content -# } -# modifier = { -# factor = 0.5 -# trait = humble -# } -# modifier = { -# factor = 0.5 -# is_ruler = yes -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# custom_tooltip = { -# text = custom_minor_title -# } -# hidden_tooltip = { -# OR = { -# has_minor_title = title_keeper_of_swans -# has_minor_title = title_master_of_the_horse -# has_minor_title = title_master_of_the_hunt -# has_minor_title = title_high_almoner -# has_minor_title = title_cupbearer -# has_minor_title = title_seneschal -# has_minor_title = title_despot -# has_minor_title = title_sebastokrator -# has_minor_title = title_kouropalates -# has_minor_title = title_caesar -# has_minor_title = title_anthypatos -# has_minor_title = title_court_dwarf -# has_minor_title = title_court_calligrapher -# has_minor_title = title_court_musician -# has_minor_title = title_court_poet -# has_minor_title = title_chief_architect -# has_minor_title = title_imperial_eunuch -# has_minor_title = title_high_judge -# has_minor_title = title_high_admiral -# has_minor_title = title_state_inquisitor -# has_minor_title = title_volva -# has_minor_title = title_lawspeaker -# has_minor_title = title_drottseti -# has_minor_title = title_court_skald -# has_minor_title = title_marksman -# has_minor_title = title_hirdman -# has_minor_title = title_baghatur -# has_minor_title = title_cherbi -# has_minor_title = title_darkhan -# has_minor_title = title_noyan -# has_minor_title = title_shahrwaraz -# has_minor_title = title_kardarigan -# has_minor_title = title_shahin -# has_minor_title = title_pushtigban_salar -# has_minor_title = title_spahbod -# has_minor_title = title_eran_ambaragbed -# has_minor_title = title_champion -# has_minor_title = title_master_of_the_blade -# has_minor_title = title_master_of_the_bow -# has_minor_title = title_venerable_elder -# has_minor_title = title_yabgu -# has_minor_title = title_ishad -# has_minor_title = title_kundur -# has_minor_title = title_vestalis -# has_minor_title = title_vestalis_maxima -# has_minor_title = title_pagan_wizard -# has_minor_title = title_censor -# has_minor_title = title_aedile -# has_minor_title = title_magister_equitum -# has_minor_title = title_flamen_dialis -# has_minor_title = title_flaminica_dialis -# has_minor_title = title_flamen_martialis -# has_minor_title = title_flaminica_martialis -# has_minor_title = title_flamen_quirinalis -# has_minor_title = title_flaminica_quirinalis -# has_minor_title = title_uchelwr -# has_minor_title = title_laoch -# has_minor_title = title_royal_champion -# has_minor_title = title_vates -# has_minor_title = title_court_bard -# } -# } -# } -# abort = { -# OR = { -# has_character_modifier = planning_claimant_adventure -# prisoner = yes -# trait = incapable -# independent = yes -# liege = { -# is_feudal = no -# is_tribal = no -# } -# has_minor_title = title_court_jester -# has_minor_title = title_food_taster -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_gain_honorary_title } } -# prestige = 50 -# } -# if = { -# limit = { has_character_flag = obj_gain_honorary_title } -# prestige = 25 -# } -# liege = { -# reverse_opinion = { -# modifier = opinion_honorary_title -# who = ROOT -# years = 10 -# } -# } -# set_character_flag = obj_gain_honorary_title -# } -#} -# -#obj_go_crusade = { -# type = character -# -# potential = { -# ai = no -# is_ruler = yes -# religion = catholic -# NOT = { has_character_flag = obj_go_crusade } -# NOT = { trait = crusader } -# OR = { -# OR = { -# male_can_hold_minor_title_trigger = yes -# female_can_hold_minor_commander_title_trigger = yes -# } -# OR = { -# NOT = { religion = hindu } -# trait = kshatriya -# } -# AND = { -# is_ruler = yes -# independent = yes -# OR = { -# trait = martial_lady -# trait = martial_lady_tengri -# trait = martial_lady_pagan -# martial = 12 -# } -# } -# liege = { -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# AND = { -# independent = yes -# OR = { -# has_law = true_cognatic_succession -# has_law = enatic_cognatic_succession -# has_law = enatic_succession -# } -# } -# } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# religion_head = { has_called_crusade = yes } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 0 -# } -# success = { -# trait = crusader -# } -# abort = { -# OR = { -# prisoner = yes -# is_ruler = no -# trait = incapable -# NOT = { -# religion_head = { has_called_crusade = yes } -# } -# NOT = { religion = catholic } -# } -# } -# abort_effect = { -# } -# effect = { -# if = { -# limit = { any_vassal = { leads_faction = faction_tradition } } -# custom_tooltip = { text = TRADITIONFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_tradition } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# hidden_tooltip = { change_variable = { which = "lifestyle_martial" value = 1 } } -# piety = 100 -# set_character_flag = obj_go_crusade -# } -#} -# -#obj_go_jihad = { -# type = character -# -# potential = { -# ai = no -# is_ruler = yes -# is_female = no -# religion_group = muslim -# NOT = { has_character_flag = obj_go_crusade } -# NOT = { trait = mujahid } -# NOT = { trait = decadent } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# NOT = { trait = incapable } -# religion_head = { has_called_crusade = yes } -# } -# chance = { -# factor = 0 -# } -# success = { -# trait = mujahid -# } -# abort = { -# OR = { -# prisoner = yes -# is_ruler = no -# trait = incapable -# trait = decadent -# NOT = { -# religion_head = { has_called_crusade = yes } -# } -# NOT = { religion_group = muslim } -# } -# } -# abort_effect = { -# set_character_flag = obj_aborted -# clr_character_flag = obj_check -# } -# effect = { -# if = { -# limit = { any_vassal = { leads_faction = faction_tradition } } -# custom_tooltip = { text = TRADITIONFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_tradition } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# hidden_tooltip = { change_variable = { which = "lifestyle_martial" value = 1 } } -# piety = 100 -# set_character_flag = obj_go_crusade -# } -#} -# -#obj_great_council = { -# type = character -# -# potential = { -# independent = yes -# OR = { -# job_chancellor = { -# diplomacy = 20 -# } -# job_marshal = { -# martial = 20 -# } -# job_treasurer = { -# stewardship = 20 -# } -# job_spymaster = { -# intrigue = 20 -# } -# job_spiritual = { -# learning = 20 -# } -# } -# NOT = { has_character_flag = great_council_formed } -# } -# -# allow = { -# is_adult = yes -# prisoner = no -# NOT = { trait = incapable } -# NAND = { -# job_chancellor = { -# diplomacy = 20 -# } -# job_marshal = { -# martial = 20 -# } -# job_treasurer = { -# stewardship = 20 -# } -# job_spymaster = { -# intrigue = 20 -# } -# job_spiritual = { -# learning = 20 -# } -# } -# } -# chance = { -# factor = 1 -# modifier = { -# factor = 2.0 -# ruled_years = 20 -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# job_chancellor = { -# diplomacy = 20 -# } -# job_marshal = { -# martial = 20 -# } -# job_treasurer = { -# stewardship = 20 -# } -# job_spymaster = { -# intrigue = 20 -# } -# job_spiritual = { -# learning = 20 -# } -# } -# abort = { -# OR = { -# trait = incapable -# independent = no -# is_ruler = no -# prisoner = yes -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 200 -# hidden_tooltip = { -# set_character_flag = great_council_formed -# } -# } -#} -# -#obj_have_5_children = { -# type = character -# -# fertility = 0.1 -# -# potential = { -# is_adult = yes -# OR = { -# is_married = yes -# is_consort = yes -# } -# OR = { -# is_ruler = yes -# spouse = { is_ruler = yes } -# } -# num_of_children = 1 -# NOT = { num_of_children = 5 } -# NOT = { has_character_flag = obj_have_child_3 } -# } -# -# allow = { -# prisoner = no -# OR = { -# NOT = { age = 45 } -# is_female = no -# } -# NOT = { age = 75 } -# NOT = { trait = celibate } -# NOT = { trait = eunuch } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 0.5 -# is_female = no -# } -# modifier = { -# factor = 2.0 -# trait = lustful -# } -# modifier = { -# factor = 1.5 -# num_of_children = 2 -# } -# modifier = { -# factor = 1.5 -# num_of_children = 3 -# } -# modifier = { -# factor = 1.5 -# num_of_children = 4 -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# num_of_children = 5 -# } -# abort = { -# OR = { -# prisoner = yes -# AND = { -# age = 45 -# is_female = yes -# } -# AND = { -# age = 75 -# is_female = no -# } -# is_married = no -# trait = celibate -# trait = eunuch -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_court } } -# custom_tooltip = { text = COURTFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 1 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# if = { -# limit = { -# religion_group = muslim -# } -# prestige = 50 -# } -# if = { -# limit = { -# NOT = { religion_group = muslim } -# } -# prestige = 100 -# } -# set_character_flag = obj_have_child_3 -# } -#} -# -#obj_have_10_children = { -# type = character -# -# fertility = 0.1 -# -# potential = { -# is_adult = yes -# is_married = yes -# num_of_children = 5 -# NOT = { num_of_children = 10 } -# OR = { -# is_ruler = yes -# spouse = { is_ruler = yes } -# } -# NOT = { has_character_flag = obj_have_child_4 } -# } -# -# allow = { -# prisoner = no -# OR = { -# NOT = { age = 45 } -# is_female = no -# } -# NOT = { age = 75 } -# NOT = { trait = celibate } -# NOT = { trait = eunuch } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 0.5 -# is_female = no -# } -# modifier = { -# factor = 2.0 -# trait = lustful -# } -# modifier = { -# factor = 1.5 -# num_of_children = 6 -# } -# modifier = { -# factor = 1.5 -# num_of_children = 7 -# } -# modifier = { -# factor = 1.5 -# num_of_children = 8 -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# num_of_children = 10 -# } -# abort = { -# OR = { -# prisoner = yes -# AND = { -# age = 45 -# is_female = yes -# } -# AND = { -# age = 75 -# is_female = no -# } -# is_married = no -# trait = celibate -# trait = eunuch -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_court } } -# custom_tooltip = { text = COURTFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 1 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# if = { -# limit = { -# religion_group = muslim -# } -# prestige = 50 -# } -# if = { -# limit = { -# NOT = { religion_group = muslim } -# } -# prestige = 100 -# } -# set_character_flag = obj_have_child_4 -# } -#} -# -#obj_have_15_children = { -# type = character -# -# fertility = 0.1 -# -# potential = { -# is_adult = yes -# is_married = yes -# num_of_children = 10 -# NOT = { num_of_children = 15 } -# OR = { -# is_ruler = yes -# spouse = { is_ruler = yes } -# } -# NOT = { has_character_flag = obj_have_child_5 } -# } -# -# allow = { -# prisoner = no -# OR = { -# NOT = { age = 45 } -# is_female = no -# } -# NOT = { age = 75 } -# NOT = { trait = celibate } -# NOT = { trait = eunuch } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 0.5 -# is_female = no -# } -# modifier = { -# factor = 2.0 -# trait = lustful -# } -# modifier = { -# factor = 1.5 -# num_of_children = 6 -# } -# modifier = { -# factor = 1.5 -# num_of_children = 7 -# } -# modifier = { -# factor = 1.5 -# num_of_children = 8 -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# num_of_children = 15 -# } -# abort = { -# OR = { -# prisoner = yes -# AND = { -# age = 45 -# is_female = yes -# } -# AND = { -# age = 75 -# is_female = no -# } -# is_married = no -# trait = celibate -# trait = eunuch -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_court } } -# custom_tooltip = { text = COURTFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 1 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# if = { -# limit = { -# religion_group = muslim -# } -# prestige = 50 -# } -# if = { -# limit = { -# NOT = { religion_group = muslim } -# } -# prestige = 100 -# } -# set_character_flag = obj_have_child_5 -# } -#} -# -#obj_have_20_children = { -# type = character -# -# fertility = 0.1 -# -# potential = { -# is_adult = yes -# is_married = yes -# num_of_children = 15 -# NOT = { num_of_children = 20 } -# OR = { -# is_ruler = yes -# spouse = { is_ruler = yes } -# } -# NOT = { has_character_flag = obj_have_child_6 } -# } -# -# allow = { -# prisoner = no -# OR = { -# NOT = { age = 45 } -# is_female = no -# } -# NOT = { age = 75 } -# NOT = { trait = celibate } -# NOT = { trait = eunuch } -# NOT = { trait = incapable } -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 0.5 -# is_female = no -# } -# modifier = { -# factor = 2.0 -# trait = lustful -# } -# modifier = { -# factor = 1.5 -# num_of_children = 6 -# } -# modifier = { -# factor = 1.5 -# num_of_children = 7 -# } -# modifier = { -# factor = 1.5 -# num_of_children = 8 -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# num_of_children = 20 -# } -# abort = { -# OR = { -# prisoner = yes -# AND = { -# age = 45 -# is_female = yes -# } -# AND = { -# age = 75 -# is_female = no -# } -# is_married = no -# trait = celibate -# trait = eunuch -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_court } } -# custom_tooltip = { text = COURTFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# if = { -# limit = { -# has_nickname = no -# religion_group = christian -# } -# give_nickname = nick_the_quiverfull -# } -# if = { -# limit = { -# religion_group = muslim -# } -# prestige = 50 -# } -# if = { -# limit = { -# NOT = { religion_group = muslim } -# } -# prestige = 100 -# } -# set_character_flag = obj_have_child_6 -# } -#} -# -#obj_increase_demesne_1 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# NOT = { demesne_size = 2 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 2 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_increase_demesne_2 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# demesne_size = 2 -# NOT = { demesne_size = 3 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 3 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_increase_demesne_3 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# demesne_size = 3 -# NOT = { demesne_size = 4 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 4 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_increase_demesne_4 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# demesne_size = 4 -# NOT = { demesne_size = 5 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 5 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_increase_demesne_5 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# demesne_size = 5 -# NOT = { demesne_size = 6 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 6 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_increase_demesne_6 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# demesne_size = 6 -# NOT = { demesne_size = 7 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 7 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_increase_demesne_7 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# demesne_size = 7 -# NOT = { demesne_size = 8 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 8 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_increase_demesne_8 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# demesne_size = 8 -# NOT = { demesne_size = 9 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 9 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_increase_demesne_9 = { -# type = character -# -# potential = { -# is_ruler = yes -# is_landed = yes -# num_of_count_titles = 1 -# demesne_size = 9 -# NOT = { demesne_size = 10 } -# OR = { -# ai = no -# NOT = { has_character_flag = obj_demesne } -# } -# } -# -# allow = { -# is_adult = yes -# NOT = { trait = incapable } -# demesne_efficiency = 1.01 -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.5 -# prestige = 100 -# } -# modifier = { -# factor = 1.5 -# prestige = 250 -# } -# modifier = { -# factor = 1.5 -# prestige = 400 -# } -# modifier = { -# factor = 1.5 -# trait = envious -# } -# modifier = { -# factor = 0.1 -# trait = humble -# } -# modifier = { -# factor = 10.0 -# trait = ambitious -# } -# modifier = { -# factor = 0 -# trait = content -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# demesne_size = 10 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_demesne } } -# change_stewardship = 1 -# if = { -# limit = { independent = no } -# liege = { -# reverse_opinion = { -# who = ROOT -# modifier = opinion_happy -# months = 120 -# } -# } -# } -# } -# if = { -# limit = { has_character_flag = obj_demesne } -# prestige = 25 -# } -# set_character_flag = obj_demesne -# } -#} -# -#obj_known_for_virtue = { -# type = character -# -# potential = { -# is_ruler = yes -# NOT = { religion_group = indian_group } -# NOT = { has_character_flag = obj_become_paragon_of_virtue } -# NOT = { has_character_flag = known_for_virtue } -# } -# -# allow = { -# is_adult = yes -# piety = 0 -# NOT = { piety = 500 } -# NOT = { trait = cruel } -# NOT = { trait = impaler } -# NOT = { trait = incapable } -# NOT = { trait = decadent } -# } -# chance = { -# factor = 50 -# -# modifier = { -# factor = 1.25 -# trait = patient -# } -# modifier = { -# factor = 0.01 -# NOT = { tier = king } -# NOT = { tier = emperor } -# } -# modifier = { -# factor = 0 -# NOT = { piety = 100 } -# } -# modifier = { -# factor = 10.0 -# OR = { -# trait = detached_priest -# trait = martial_cleric -# trait = scholarly_theologian -# trait = mastermind_theologian -# } -# } -# modifier = { -# factor = 10.0 -# trait = zealous -# } -# modifier = { -# factor = 0.01 -# trait = cynical -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# piety = 500 -# } -# abort = { -# OR = { -# is_ruler = no -# NOT = { piety = 0 } -# trait = cruel -# trait = impaler -# trait = incapable -# trait = decadent -# religion_group = indian_group -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# change_learning = 1 -# piety = 50 -# set_character_flag = known_for_virtue -# } -#} -# -#obj_lower_decadence50 = { -# type = character -# -# potential = { -# is_adult = yes -# is_ruler = yes -# uses_decadence = yes -# } -# allow = { -# NOT = {decadence = 55} -# decadence = 50 -# NOT = { trait = incapable } -# NOT = {has_character_modifier = lower_decadence_obj_timer} -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = diligent -# } -# modifier = { -# factor = 1.25 -# trait = naive_appeaser -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 0.01 -# trait = content -# } -# modifier = { -# factor = 0.01 -# trait = slothful -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# NOT = {decadence = 40} -# } -# abort = { -# OR = { -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# hidden_tooltip = { -# add_character_modifier = { -# name = lower_decadence_obj_timer -# duration = 1825 #5 years -# } -# } -# clr_character_flag = lower_decadence_success -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -#} -# -#obj_lower_decadence55 = { -# type = character -# -# potential = { -# is_adult = yes -# is_ruler = yes -# uses_decadence = yes -# } -# allow = { -# NOT = {decadence = 60} -# decadence = 55 -# NOT = { trait = incapable } -# NOT = {has_character_modifier = lower_decadence_obj_timer} -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = diligent -# } -# modifier = { -# factor = 1.25 -# trait = naive_appeaser -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 0.01 -# trait = content -# } -# modifier = { -# factor = 0.01 -# trait = slothful -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# NOT = {decadence = 45} -# } -# abort = { -# OR = { -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# hidden_tooltip = { -# add_character_modifier = { -# name = lower_decadence_obj_timer -# duration = 1825 #5 years -# } -# } -# clr_character_flag = lower_decadence_success -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -#} -# -#obj_lower_decadence60 = { -# type = character -# -# potential = { -# is_adult = yes -# is_ruler = yes -# uses_decadence = yes -# } -# allow = { -# religion_group = muslim -# NOT = {decadence = 65} -# decadence = 60 -# NOT = { trait = incapable } -# NOT = { has_character_modifier = lower_decadence_obj_timer } -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = diligent -# } -# modifier = { -# factor = 1.25 -# trait = naive_appeaser -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 0.01 -# trait = content -# } -# modifier = { -# factor = 0.01 -# trait = slothful -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# NOT = {decadence = 50} -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# NOT = { religion_group = muslim } -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# hidden_tooltip = { -# add_character_modifier = { -# name = lower_decadence_obj_timer -# duration = 1825 #5 years -# } -# } -# clr_character_flag = lower_decadence_success -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -#} -# -#obj_lower_decadence65 = { -# type = character -# -# potential = { -# is_adult = yes -# is_ruler = yes -# uses_decadence = yes -# } -# allow = { -# NOT = {decadence = 70} -# decadence = 65 -# NOT = { trait = incapable } -# NOT = {has_character_modifier = lower_decadence_obj_timer} -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = diligent -# } -# modifier = { -# factor = 1.25 -# trait = naive_appeaser -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 0.01 -# trait = content -# } -# modifier = { -# factor = 0.01 -# trait = slothful -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# NOT = {decadence = 55} -# } -# abort = { -# OR = { -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# hidden_tooltip = { -# add_character_modifier = { -# name = lower_decadence_obj_timer -# duration = 1825 #5 years -# } -# } -# clr_character_flag = lower_decadence_success -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -#} -# -#obj_lower_decadence70 = { -# type = character -# -# potential = { -# is_adult = yes -# is_ruler = yes -# uses_decadence = yes -# } -# allow = { -# NOT = {decadence = 75} -# decadence = 70 -# NOT = { trait = incapable } -# NOT = {has_character_modifier = lower_decadence_obj_timer} -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = diligent -# } -# modifier = { -# factor = 1.25 -# trait = naive_appeaser -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 0.01 -# trait = content -# } -# modifier = { -# factor = 0.01 -# trait = slothful -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# NOT = {decadence = 60} -# } -# abort = { -# OR = { -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# hidden_tooltip = { -# add_character_modifier = { -# name = lower_decadence_obj_timer -# duration = 1825 #5 years -# } -# } -# clr_character_flag = lower_decadence_success -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -#} -# -#obj_lower_decadence75 = { -# type = character -# -# potential = { -# is_adult = yes -# is_ruler = yes -# uses_decadence = yes -# } -# allow = { -# NOT = {decadence = 80} -# decadence = 75 -# NOT = { trait = incapable } -# NOT = {has_character_modifier = lower_decadence_obj_timer} -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = diligent -# } -# modifier = { -# factor = 1.25 -# trait = naive_appeaser -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 0.01 -# trait = content -# } -# modifier = { -# factor = 0.01 -# trait = slothful -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# NOT = {decadence = 65} -# } -# abort = { -# OR = { -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# hidden_tooltip = { -# add_character_modifier = { -# name = lower_decadence_obj_timer -# duration = 1825 #5 years -# } -# } -# clr_character_flag = lower_decadence_success -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -#} -# -#obj_lower_decadence80 = { -# type = character -# -# potential = { -# is_adult = yes -# is_ruler = yes -# uses_decadence = yes -# } -# allow = { -# decadence = 80 -# NOT = { trait = incapable } -# NOT = {has_character_modifier = lower_decadence_obj_timer} -# } -# chance = { -# factor = 100 -# -# modifier = { -# factor = 1.25 -# trait = diligent -# } -# modifier = { -# factor = 1.25 -# trait = naive_appeaser -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 0.01 -# trait = content -# } -# modifier = { -# factor = 0.01 -# trait = slothful -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# NOT = {decadence = 70} -# } -# abort = { -# OR = { -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 100 -# hidden_tooltip = { -# add_character_modifier = { -# name = lower_decadence_obj_timer -# duration = 1825 #5 years -# } -# } -# clr_character_flag = lower_decadence_success -# clr_character_flag = berber_life -# clr_character_flag = bandit_camp -# clr_character_flag = dromedary_hunt -# } -#} -# -#obj_make_a_friend = { -# type = character -# -# potential = { -# NOT = { has_character_flag = friend_ambition } -# NOT = { num_of_friends = 1 } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# diplomacy = 8 -# NOR = { -# age = 70 -# trait = incapable -# trait = shy -# } -# } -# -# chance = { -# factor = 10 -# -# modifier = { -# factor = 2.0 -# trait = gregarious -# } -# -# modifier = { -# factor = 2.0 -# trait = kind -# } -# -# modifier = { -# factor = 1.5 -# trait = just -# } -# -# modifier = { -# factor = 0.1 -# is_married = no -# } -# -# modifier = { -# factor = 0.75 -# trait = envious -# } -# -# modifier = { -# factor = 0.5 -# trait = cruel -# } -# -# modifier = { -# factor = 0.5 -# trait = ambitious -# } -# -# modifier = { -# factor = 0.5 -# trait = deceitful -# } -# -# modifier = { -# factor = 0.75 -# age = 50 -# } -# -# modifier = { -# factor = 0.75 -# age = 55 -# } -# -# modifier = { -# factor = 0.5 -# age = 60 -# } -# -# modifier = { -# factor = 0.5 -# is_female = yes -# } -# -# modifier = { -# factor = 0.5 -# is_ruler = no -# } -# -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# num_of_friends = 1 -# } -# -# abort = { -# OR = { -# trait = incapable -# trait = shy -# age = 70 -# NOT = { diplomacy = 8 } -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# -# effect = { -# hidden_tooltip = { -# change_variable = { which = "lifestyle_diplomacy" value = 1 } -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# change_diplomacy = 1 -# set_character_flag = friend_ambition -# } -#} -# -#obj_nickname_change = { -# type = character -# -# potential = { -# ai = no -# is_ruler = yes -# has_nickname = yes -# NOT = { has_character_flag = gave_up_change_nick } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# NOT = { trait = incapable } -# NOT = { trait = humble } -# prestige = 500 -# } -# creation_effect = { -# prestige = -200 -# } -# chance = { -# factor = 0 -# } -# success = { -# NOT = { has_nickname = yes } -# } -# abort = { -# OR = { -# prisoner = yes -# trait = incapable -# trait = humble -# is_ruler = no -# has_character_flag = gave_up_change_nick -# } -# } -# abort_effect = { -# } -# effect = { -# } -#} -# -#obj_nickname_get = { -# type = character -# -# potential = { -# is_ruler = yes -# has_nickname = no -# NOT = { has_character_flag = got_ambition_nickname } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# NOT = { trait = incapable } -# NOT = { trait = humble } -# prestige = 500 -# } -# chance = { -# factor = 25 -# -# modifier = { -# factor = 2.0 -# prestige = 1000 -# } -# -# modifier = { -# factor = 2.0 -# prestige = 2000 -# } -# -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# has_nickname = yes -# } -# abort = { -# OR = { -# trait = humble -# trait = incapable -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# set_character_flag = got_ambition_nickname -# } -# change_diplomacy = 1 -# prestige = 100 -# } -#} -# -#obj_peace_10_years = { -# type = character -# -# creation_effect = { -# add_character_modifier = { -# name = "peace_declared_10_timer" -# duration = 3650 -# } -# } -# -# potential = { -# ai = no -# mercenary = no -# is_ruler = yes -# NOT = { has_character_modifier = peace_declared_10_timer } -# } -# -# allow = { -# is_adult = yes -# prisoner = no -# NOT = { trait = incapable } -# NOT = { trait = ambitious } -# war = no -# } -# chance = { -# factor = 0 -# } -# success = { -# NOT = { has_character_modifier = peace_declared_10_timer } -# } -# abort = { -# OR = { -# trait = incapable -# trait = ambitious -# war = yes -# prisoner = yes -# } -# } -# abort_effect = { -# remove_character_modifier = peace_declared_10_timer -# } -# effect = { -# change_stewardship = 1 -# piety = 50 -# if = { -# limit = { -# infamy = 50 -# has_game_rule = { -# name = defensive_pacts -# value = on -# } -# } -# random_list = { -# 1 = { change_infamy = { value = -20 localisation = PEACEFULL_RULERSHIP } } -# 5 = { change_infamy = { value = -15 localisation = PEACEFULL_RULERSHIP } } -# 9 = { change_infamy = { value = -10 localisation = PEACEFULL_RULERSHIP } } -# } -# -# } -# if = { -# limit = { -# infamy = 10 -# NOT = { infamy = 50 } -# has_game_rule = { -# name = defensive_pacts -# value = on -# } -# } -# random_list = { -# 1 = { change_infamy = { value = -10 localisation = PEACEFULL_RULERSHIP } } -# 5 = { change_infamy = { value = -5 localisation = PEACEFULL_RULERSHIP } } -# } -# } -# if = { -# limit = { -# infamy = 2 -# NOT = { infamy = 10 } -# has_game_rule = { -# name = defensive_pacts -# value = on -# } -# } -# change_infamy = { value = -2 localisation = PEACEFULL_RULERSHIP } -# } -# if = { -# limit = { -# NOT = { infamy = 2 } -# has_game_rule = { -# name = defensive_pacts -# value = on -# } -# } -# prestige = 250 -# } -# } -#} -# -#obj_reign_20_years = { -# type = character -# -# potential = { -# NOT = { ruled_years = 20 } -# is_ruler = yes -# } -# -# allow = { -# is_adult = yes -# prisoner = no -# NOT = { trait = incapable } -# } -# chance = { -# factor = 5 -# modifier = { -# factor = 0 -# NOT = { ruled_years = 5 } -# } -# modifier = { -# factor = 0.5 -# independent = no -# } -# modifier = { -# factor = 2.0 -# ruled_years = 10 -# } -# modifier = { -# factor = 2.0 -# ruled_years = 15 -# } -# modifier = { -# factor = 5.0 -# ruled_years = 18 -# } -# } -# success = { -# ruled_years = 20 -# } -# abort = { -# OR = { -# trait = incapable -# is_ruler = no -# prisoner = yes -# } -# } -# abort_effect = { -# } -# effect = { -# change_stewardship = 1 -# prestige = 50 -# } -#} -# -#obj_spouse_councillor = { -# type = character -# -# potential = { -# is_female = yes -# is_married = yes -# independent = no -# spouse = { -# independent = no -# is_councillor = no -# } -# } -# -# allow = { -# prisoner = no -# NOT = { trait = incapable } -# spouse = { -# prisoner = no -# is_female = no -# NOT = { trait = incapable } -# NOT = { is_liege_of = ROOT } -# OR = { -# martial = 8 -# diplomacy = 8 -# stewardship = 8 -# intrigue = 8 -# learning = 8 -# } -# } -# } -# chance = { -# factor = 25 -# -# modifier = { -# factor = 2.0 -# trait = ambitious -# } -# -# modifier = { -# factor = 1.5 -# trait = envious -# } -# -# modifier = { -# factor = 0.5 -# trait = content -# } -# -# modifier = { -# factor = 1.25 -# spouse = { -# OR = { -# trait = intricate_webweaver -# trait = charismatic_negotiator -# trait = fortune_builder -# trait = skilled_tactician -# trait = scholarly_theologian -# } -# } -# } -# -# modifier = { -# factor = 0.01 -# spouse = { -# is_dumb_trigger = yes -# } -# } -# -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# spouse = { -# is_councillor = yes -# } -# } -# -# abort = { -# OR = { -# prisoner = yes -# is_married = no -# independent = yes -# trait = incapable -# spouse = { -# OR = { -# prisoner = yes -# independent = yes -# trait = incapable -# liege = { character = ROOT } -# } -# } -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# -# effect = { -# hidden_tooltip = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# prestige = 20 -# } -#} -# -#obj_win_a_war = { -# type = character -# -# potential = { -# war = no -# OR = { -# ai = no -# NOT = { has_character_flag = obj_win_a_war } -# } -# is_ruler = yes -# NOT = { has_character_modifier = victory_timer } -# } -# -# allow = { -# prisoner = no -# is_adult = yes -# NOT = { trait = incapable } -# } -# -# chance = { -# factor = 100 -# modifier = { -# factor = 0 -# independent = no -# } -# modifier = { -# factor = 0.25 -# is_female = yes -# } -# modifier = { -# factor = 0 -# trait = craven -# } -# modifier = { -# factor = 2.0 -# trait = brave -# } -# modifier = { -# factor = 1.5 -# trait = ambitious -# } -# modifier = { -# factor = 0.5 -# trait = content -# } -# modifier = { -# factor = 1.5 -# is_strong_trigger = yes -# } -# modifier = { -# factor = 1.5 -# martial = 10 -# } -# modifier = { -# factor = 1.5 -# martial = 15 -# } -# modifier = { -# factor = 1.5 -# martial = 20 -# } -# modifier = { -# factor = 0.5 -# NOT = { martial = 5 } -# } -# modifier = { -# factor = 0.5 -# NOT = { martial = 3 } -# } -# } -# creation_effect = { -# if = { -# limit = { ai = yes } -# add_character_modifier = { -# name = "ai_objective_timer" -# duration = 1825 -# hidden = yes -# } -# } -# } -# success = { -# has_character_modifier = victory_timer -# } -# abort = { -# OR = { -# prisoner = yes -# trait = incapable -# is_ruler = no -# AND = { -# ai = yes -# NOT = { has_character_modifier = ai_objective_timer } -# } -# } -# } -# abort_effect = { -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# effect = { -# hidden_tooltip = { -# change_variable = { which = "lifestyle_martial" value = 1 } -# if = { -# limit = { ai = yes } -# remove_character_modifier = ai_objective_timer -# } -# } -# if = { -# limit = { any_vassal = { leads_faction = faction_glory } } -# custom_tooltip = { text = GLORYFACTIONMOODPLUS } -# hidden_tooltip = { -# random_vassal = { limit = { leads_faction = faction_glory } set_variable = { which = "faction_mood_increase" value = 2 } } -# character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods -# } -# } -# if = { -# limit = { NOT = { has_character_flag = obj_win_a_war } } -# change_martial = 1 -# prestige = 50 -# } -# if = { -# limit = { has_character_flag = obj_win_a_war } -# prestige = 25 -# } -# set_character_flag = obj_win_a_war -# } -#} \ No newline at end of file +obj_amass_wealth_2 = { + type = character + + potential = { + is_ruler = yes + lower_tier_than = KING + num_of_duke_titles < 4 + OR = { + tier = DUKE + num_of_count_titles >= 4 + } + NOT = { has_character_flag = obj_amass_wealth } + } + + allow = { + is_adult = yes + wealth < 500 + NOT = { trait = incapable } + NOT = { trait = charitable } + NOT = { has_character_modifier = plus_loan_timer } + NOT = { has_character_flag = loan_taken } + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = patient + } + modifier = { + factor = 1.25 + trait = fortune_builder + } + modifier = { + factor = 1.25 + trait = midas_touched + } + modifier = { + factor = 10.0 + trait = greedy + } + modifier = { + factor = 0 + trait = charitable + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + wealth >= 500 + NOT = { has_character_modifier = plus_loan_timer } + NOT = { has_character_flag = loan_taken } + } + abort = { + OR = { + trait = incapable + trait = charitable + has_character_modifier = plus_loan_timer + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1 } + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + change_stewardship = 1 + set_character_flag = obj_amass_wealth + #if = { + # limit = { any_vassal = { leads_faction = faction_prosperity } } + # custom_tooltip = { text = PROSPERITYFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_prosperity } set_variable = { which = "faction_mood_increase" value = 2 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + } +} + +obj_amass_wealth_3 = { + type = character + + potential = { + is_ruler = yes + lower_tier_than = EMPEROR + num_of_king_titles < 4 + OR = { + tier = KING + num_of_duke_titles >= 4 + } + NOT = { has_character_flag = obj_amass_wealth } + } + + allow = { + is_adult = yes + wealth < 750 + NOT = { trait = incapable } + NOT = { trait = charitable } + NOT = { has_character_modifier = plus_loan_timer } + NOT = { has_character_flag = loan_taken } + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = patient + } + modifier = { + factor = 1.25 + trait = fortune_builder + } + modifier = { + factor = 1.25 + trait = midas_touched + } + modifier = { + factor = 10.0 + trait = greedy + } + modifier = { + factor = 0 + trait = charitable + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + wealth >= 750 + NOT = { has_character_modifier = plus_loan_timer } + NOT = { has_character_flag = loan_taken } + } + abort = { + OR = { + trait = incapable + trait = charitable + has_character_modifier = plus_loan_timer + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1 } + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + change_stewardship = 1 + set_character_flag = obj_amass_wealth + #if = { + # limit = { any_vassal = { leads_faction = faction_prosperity } } + # custom_tooltip = { text = PROSPERITYFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_prosperity } set_variable = { which = "faction_mood_increase" value = 2 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + } +} + +obj_amass_wealth_4 = { + type = character + + potential = { + is_ruler = yes + OR = { + tier = EMPEROR + num_of_king_titles >= 4 + } + NOT = { has_character_flag = obj_amass_wealth } + } + + allow = { + is_adult = yes + wealth < 1000 + NOT = { trait = incapable } + NOT = { trait = charitable } + NOT = { has_character_modifier = plus_loan_timer } + NOT = { has_character_flag = loan_taken } + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = patient + } + modifier = { + factor = 1.25 + trait = fortune_builder + } + modifier = { + factor = 1.25 + trait = midas_touched + } + modifier = { + factor = 10.0 + trait = greedy + } + modifier = { + factor = 0 + trait = charitable + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + wealth >= 1000 + NOT = { has_character_modifier = plus_loan_timer } + NOT = { has_character_flag = loan_taken } + } + abort = { + OR = { + trait = incapable + trait = charitable + has_character_modifier = plus_loan_timer + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1 } + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + change_stewardship = 1 + set_character_flag = obj_amass_wealth + #if = { + # limit = { any_vassal = { leads_faction = faction_prosperity } } + # custom_tooltip = { text = PROSPERITYFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_prosperity } set_variable = { which = "faction_mood_increase" value = 2 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + } +} + +obj_be_legitimized = { + type = character + + potential = { + trait = bastard + religion_group = christian + OR = { + is_ruler = no + NOR = { + is_theocracy = yes + trait = nun + trait = monk + } + } + NOR = { + any_liege = { holy_order = yes } + has_character_flag = refused_legitimacy_attempt + } + } + + allow = { + is_adult = yes + prisoner = no + true_father_even_if_dead = { + is_alive = yes + is_vassal_or_below = ROOT + NOT = { reverse_has_opinion_modifier = { who = ROOT modifier = denounced_child } } + } + NOR = { + age = 30 + trait = content + trait = humble + trait = craven + is_dumb_trigger = yes + trait = incapable + } + } + chance = { + factor = 50 + modifier = { + factor = 0 + is_female = yes + is_married = yes + spouse = { is_ruler = yes } + NOT = { is_ruler = yes } + } + modifier = { + factor = 0 + is_ruler = yes + current_heir = { + is_child_of = ROOT + dynasty = ROOT + } + } + modifier = { + factor = 0.1 + is_female = yes + has_law = agnatic_succession + } + modifier = { + factor = 0.5 + trait = patient + } + modifier = { + factor = 0.5 + trait = trusting + } + modifier = { + factor = 0.5 + trait = shy + } + modifier = { + factor = 0.1 + real_father = { + NOT = { religion = ROOT } + } + } + modifier = { + factor = 5 + is_female = no + real_father = { + NOT = { + any_child = { + NOT = { trait = bastard } + is_older_than = ROOT + } + } + } + } + modifier = { + factor = 5 + trait = ambitious + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = brave + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + NOT = { trait = bastard } + } + abort = { + OR = { + NOT = { + real_father = { + is_alive = yes + ROOT = { any_liege = { character = PREVPREV } } + NOT = { reverse_has_opinion_modifier = { who = ROOT modifier = denounced_child } } + } + } + age = 45 + trait = content + trait = humble + trait = craven + trait = incapable + trait = nun + trait = monk + prisoner = yes + any_liege = { holy_order = yes } + NOT = { religion_group = christian } + has_character_flag = refused_legitimacy_attempt + AND = { + is_ruler = yes + capital_holding = { holding_type = temple } + } + AND = { + ai = yes + is_female = yes + is_married = yes + spouse = { is_ruler = yes } + } + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + change_intrigue = 1 + prestige = 50 + } +} + +obj_become_exalted_2 = { + type = character + + potential = { + is_ruler = yes + NOR = { + trait = exalted2 + trait = exalted3 + trait = exalted4 + } + lower_tier_than = KING + num_of_duke_titles < 4 + OR = { + tier = DUKE + num_of_count_titles >= 4 + } + } + + allow = { + is_adult = yes + prestige >= 0 + prestige < 2000 + NOT = { trait = content } + NOT = { trait = humble } + NOT = { trait = incapable } + } + chance = { + factor = 50 + + modifier = { + factor = 1.25 + trait = patient + } + modifier = { + factor = 0 + NOT = { prestige = 500 } + } + modifier = { + factor = 5.0 + trait = ambitious + } + modifier = { + factor = 10.0 + trait = proud + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + prestige >= 2000 + } + abort = { + OR = { + is_ruler = no + prestige < 0 + trait = incapable + trait = content + trait = humble + trait = exalted2 + trait = exalted3 + trait = exalted4 + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + change_diplomacy = 1 + prestige = 100 + #if = { + # limit = { any_vassal = { leads_faction = faction_glory } } + # custom_tooltip = { text = GLORYFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_glory } set_variable = { which = "faction_mood_increase" value = 4 } } + # } + #} + #if = { + # limit = { any_vassal = { leads_faction = faction_court } } + # custom_tooltip = { text = COURTFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 2 } } + # } + #} + #hidden_tooltip = { character_event = { id = PlusFaction.200 days = 1 } } #recalculate faction moods + if = { + limit = { + has_nickname = no + } + give_nickname = nick_the_great + } + add_trait = exalted2 + } +} + +obj_become_exalted_3 = { + type = character + + potential = { + is_ruler = yes + NOR = { + trait = exalted3 + trait = exalted4 + } + lower_tier_than = EMPEROR + num_of_king_titles < 4 + OR = { + tier = KING + num_of_duke_titles >= 4 + } + } + + allow = { + is_adult = yes + prestige >= 0 + prestige < 3000 + NOT = { trait = content } + NOT = { trait = humble } + NOT = { trait = incapable } + } + chance = { + factor = 50 + + modifier = { + factor = 1.25 + trait = patient + } + modifier = { + factor = 0 + prestige < 1000 + } + modifier = { + factor = 5.0 + trait = ambitious + } + modifier = { + factor = 10.0 + trait = proud + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + prestige >= 3000 + } + abort = { + OR = { + is_ruler = no + prestige < 0 + trait = incapable + trait = content + trait = humble + trait = exalted3 + trait = exalted4 + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + #if = { + # limit = { any_vassal = { leads_faction = faction_glory } } + # custom_tooltip = { text = GLORYFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_glory } set_variable = { which = "faction_mood_increase" value = 4 } } + # } + #} + #if = { + # limit = { any_vassal = { leads_faction = faction_court } } + # custom_tooltip = { text = COURTFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 2 } } + # } + #} + #hidden_tooltip = { character_event = { id = PlusFaction.200 days = 1 } } #recalculate faction moods + if = { + limit = { + has_nickname = no + } + give_nickname = nick_the_great + } + add_trait = exalted3 + } +} + +obj_become_exalted_4 = { + type = character + + potential = { + is_ruler = yes + NOT = { trait = exalted4 } + OR = { + tier = EMPEROR + num_of_king_titles >= 4 + } + } + + allow = { + is_adult = yes + prestige >= 0 + prestige < 4000 + NOT = { trait = content } + NOT = { trait = humble } + NOT = { trait = incapable } + } + chance = { + factor = 50 + + modifier = { + factor = 0 + trait = humble + } + modifier = { + factor = 0 + trait = content + } + modifier = { + factor = 1.25 + trait = patient + } + modifier = { + factor = 0 + prestige < 2000 + } + modifier = { + factor = 5.0 + trait = ambitious + } + modifier = { + factor = 10.0 + trait = proud + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + prestige >= 4000 + } + abort = { + OR = { + is_ruler = no + prestige < 0 + trait = incapable + trait = content + trait = humble + trait = exalted4 + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + #if = { + # limit = { any_vassal = { leads_faction = faction_glory } } + # custom_tooltip = { text = GLORYFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_glory } set_variable = { which = "faction_mood_increase" value = 4 } } + # } + #} + #if = { + # limit = { any_vassal = { leads_faction = faction_court } } + # custom_tooltip = { text = COURTFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 2 } } + # } + #} + #hidden_tooltip = { character_event = { id = PlusFaction.200 days = 1 } } #recalculate faction moods + if = { + limit = { + has_nickname = no + } + give_nickname = nick_the_great + } + add_trait = exalted4 + } +} + +obj_become_independent = { + type = character + + potential = { + ai = no + is_ruler = yes + independent = no + } + + allow = { + prisoner = no + is_adult = yes + is_landed = yes + liege = { + independent = yes + OR = { + is_feudal = yes + is_tribal = yes + } + } + NOT = { trait = incapable } + } + chance = { + factor = 0 + } + success = { + independent = yes + war = no + } + abort = { + OR = { + prisoner = yes + ai = yes + trait = incapable + is_ruler = no + } + } + abort_effect = { + } + effect = { + if = { + limit = { NOT = { has_character_flag = obj_independence } } + prestige = 200 + } + if = { + limit = { has_character_flag = obj_independence } + prestige = 50 + } + set_character_flag = obj_independence + } +} + +obj_become_duke = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + tier = count + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + NOT = { trait = content } + } + chance = { + factor = 20 + modifier = { + factor = 1.5 + demesne_size = 2 + } + modifier = { + factor = 1.5 + demesne_size = 3 + } + modifier = { + factor = 1.5 + demesne_size = 4 + } + modifier = { + factor = 10 + any_claim = { tier = DUKE } + } + modifier = { + factor = 2 + trait = ambitious + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + higher_tier_than = count + } + abort = { + OR = { + is_ruler = no + NOT = { higher_tier_than = baron } + trait = incapable + trait = content + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 50 + } +} + +obj_become_multiduke = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + tier = duke + num_of_duke_titles < 2 + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + NOT = { trait = content } + } + chance = { + factor = 20 + modifier = { + factor = 1.5 + demesne_size = 2 + } + modifier = { + factor = 1.5 + demesne_size = 3 + } + modifier = { + factor = 1.5 + demesne_size = 4 + } + modifier = { + factor = 1.5 + demesne_size = 5 + } + modifier = { + factor = 2 + trait = ambitious + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + num_of_duke_titles = 2 + } + abort = { + OR = { + is_ruler = no + NOT = { higher_tier_than = count } + trait = incapable + trait = content + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + } +} + +obj_become_emperor = { + type = character + + potential = { + ai = no + is_ruler = yes + is_landed = yes + lower_tier_than = EMPEROR + NOT = { has_character_flag = obj_increase_title_3 } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + OR = { + primary_title = { tier = KING } + any_claim = { tier = EMPEROR } + liege = { + primary_title = { + tier = EMPEROR + OR = { + has_law = succ_feudal_elective + has_law = succ_hre_elective + AND = { + has_law = succ_byzantine_elective + ROOT = { + OR = { + has_job_title = job_marshal + has_minor_title = title_commander + } + } + } + } + } + } + } + } + chance = { + factor = 0 + } + success = { + higher_tier_than = king + } + abort = { + OR = { + trait = incapable + is_ruler = no + } + } + abort_effect = { + } + effect = { + prestige = 500 + set_character_flag = obj_increase_title_3 + } +} + +obj_befriend_liege = { + type = character + + potential = { + ai = no + independent = no + liege = { + NOR = { + is_married = ROOT + is_lover = ROOT + is_friend = ROOT + is_rival = ROOT + war_with = ROOT + } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + liege = { + same_sex = ROOT + is_adult = yes + opinion = { who = ROOT value = -25 } + NOR = { + trait = incapable + num_of_friends >= 3 + opinion = { who = ROOT value = 75 } + } + } + } + + chance = { + factor = 0 + } + + success = { + liege = { + opinion = { + who = ROOT + value = 75 + } + } + } + abort = { + OR = { + trait = incapable + independent = yes + liege = { war_with = ROOT } + liege = { is_friend = ROOT } + liege = { is_rival = ROOT } + liege = { trait = incapable } + liege = { + num_of_friends >= 2 + NOT = { is_friend = ROOT } + } + NOT = { + liege = { + opinion = { + who = ROOT + value = -50 + } + } + } + NOT = { + liege = { + reverse_opinion = { + who = ROOT + value = -50 + } + } + } + } + } + abort_effect = { + } + effect = { + liege = { + add_friend = ROOT + } + if = { + limit = { + NOT = { has_character_flag = obj_befriend_liege } + } + prestige = 100 + } + if = { + limit = { + has_character_flag = obj_befriend_liege + } + prestige = 25 + } + set_character_flag = obj_befriend_liege + } +} + +obj_befriend_top_liege = { + type = character + + potential = { + ai = no + independent = no + top_liege = { + NOR = { + is_liege_of = ROOT + is_married = ROOT + is_lover = ROOT + is_friend = ROOT + is_rival = ROOT + war_with = ROOT + } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + top_liege = { + same_sex = ROOT + is_adult = yes + opinion = { who = ROOT value = -25 } + NOR = { + trait = incapable + num_of_friends = 3 + opinion = { who = ROOT value = 75 } + } + } + } + + chance = { + factor = 0 + } + + success = { + top_liege = { + opinion = { + who = ROOT + value = 75 + } + } + } + abort = { + OR = { + trait = incapable + independent = yes + top_liege = { war_with = ROOT } + top_liege = { is_friend = ROOT } + NOT = { + top_liege = { + opinion = { + who = ROOT + value = -50 + } + } + } + NOT = { + top_liege = { + reverse_opinion = { + who = ROOT + value = -50 + } + } + } + } + } + abort_effect = { + } + effect = { + top_liege = { + add_friend = ROOT + } + if = { + limit = { + NOT = { has_character_flag = obj_befriend_liege } + } + prestige = 100 + } + if = { + limit = { + has_character_flag = obj_befriend_liege + } + prestige = 25 + } + set_character_flag = obj_befriend_liege + } +} + +obj_befriend_relhead = { + type = character + + potential = { + ai = no + religion_head = { + is_alive = yes + NOR = { + is_vassal_or_below = ROOT + is_married = ROOT + is_lover = ROOT + is_friend = ROOT + is_rival = ROOT + war_with = ROOT + } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + religion_head = { + same_sex = ROOT + is_adult = yes + opinion = { who = ROOT value = -25 } + NOR = { + trait = incapable + num_of_friends = 3 + opinion = { who = ROOT value = 75 } + } + } + } + chance = { + factor = 0 + } + + success = { + religion_head = { + opinion = { + who = ROOT + value = 75 + } + } + } + abort = { + OR = { + trait = incapable + NOT = { religion_head = { is_alive = yes } } + religion_head = { war_with = ROOT } + religion_head = { is_friend = ROOT } + religion_head = { + is_liege_of = ROOT + } + NOT = { + religion_head = { + opinion = { + who = ROOT + value = -50 + } + } + } + NOT = { + religion_head = { + reverse_opinion = { + who = ROOT + value = -50 + } + } + } + } + } + abort_effect = { + } + effect = { + #if = { + # limit = { any_vassal = { leads_faction = faction_tradition } } + # custom_tooltip = { text = TRADITIONFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_tradition } set_variable = { which = "faction_mood_increase" value = 2 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + religion_head = { + add_friend = ROOT + } + if = { + limit = { + NOT = { has_character_flag = obj_befriend_relhead } + } + piety = 100 + } + if = { + limit = { + has_character_flag = obj_befriend_relhead + } + piety = 25 + } + set_character_flag = obj_befriend_relhead + } +} + +obj_break_out_of_prison = { + type = character + + potential = { + prisoner = yes + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + } + chance = { + factor = 10000 + } + success = { + prisoner = no + } + abort = { + trait = incapable + } + abort_effect = { + } + effect = { + change_intrigue = 1 + set_character_flag = obj_break_out_of_prison + } +} + +obj_great_council = { + type = character + + potential = { + independent = yes + OR = { + job_chancellor = { + diplomacy >= 20 + } + job_marshal = { + martial >= 20 + } + job_treasurer = { + stewardship >= 20 + } + job_spymaster = { + intrigue >= 20 + } + job_spiritual = { + learning >= 20 + } + } + NOT = { has_character_flag = great_council_formed } + } + + allow = { + is_adult = yes + prisoner = no + NOT = { trait = incapable } + NAND = { + job_chancellor = { + diplomacy >= 20 + } + job_marshal = { + martial >= 20 + } + job_treasurer = { + stewardship >= 20 + } + job_spymaster = { + intrigue >= 20 + } + job_spiritual = { + learning >= 20 + } + } + } + chance = { + factor = 1 + modifier = { + factor = 2.0 + ruled_years = 20 + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + job_chancellor = { + diplomacy >= 20 + } + job_marshal = { + martial >= 20 + } + job_treasurer = { + stewardship >= 20 + } + job_spymaster = { + intrigue >= 20 + } + job_spiritual = { + learning >= 20 + } + } + abort = { + OR = { + trait = incapable + independent = no + is_ruler = no + prisoner = yes + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 200 + hidden_tooltip = { + set_character_flag = great_council_formed + } + } +} + +obj_go_crusade = { + type = character + + potential = { + ai = no + is_ruler = yes + religion = catholic + NOT = { has_character_flag = obj_go_crusade } + NOT = { trait = crusader } + OR = { + OR = { + male_can_hold_minor_title_trigger = yes + female_can_hold_minor_commander_title_trigger = yes + } + OR = { + NOT = { religion = hindu } + trait = kshatriya + } + AND = { + is_ruler = yes + independent = yes + martial = 12 + #OR = { + # trait = martial_lady + # trait = martial_lady_tengri + # trait = martial_lady_pagan + # martial = 12 + #} + } + liege = { + OR = { + has_law = true_cognatic_succession + has_law = enatic_cognatic_succession + has_law = enatic_succession + } + } + AND = { + independent = yes + OR = { + has_law = true_cognatic_succession + has_law = enatic_cognatic_succession + has_law = enatic_succession + } + } + } + } + + allow = { + prisoner = no + is_adult = yes + religion_head = { has_called_crusade = yes } + NOT = { trait = incapable } + } + chance = { + factor = 0 + } + success = { + trait = crusader + } + abort = { + OR = { + prisoner = yes + is_ruler = no + trait = incapable + NOT = { + religion_head = { has_called_crusade = yes } + } + NOT = { religion = catholic } + } + } + abort_effect = { + } + effect = { + #if = { + # limit = { any_vassal = { leads_faction = faction_tradition } } + # custom_tooltip = { text = TRADITIONFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_tradition } set_variable = { which = "faction_mood_increase" value = 2 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + hidden_tooltip = { change_variable = { which = "lifestyle_martial" value = 1 } } + piety = 100 + set_character_flag = obj_go_crusade + } +} + +obj_go_jihad = { + type = character + + potential = { + ai = no + is_ruler = yes + is_female = no + religion_group = muslim + NOT = { has_character_flag = obj_go_jihad } + NOT = { trait = mujahid } + NOT = { trait = decadent } + } + + allow = { + prisoner = no + is_adult = yes + NOT = { trait = incapable } + religion_head = { has_called_crusade = yes } + } + chance = { + factor = 0 + } + success = { + trait = mujahid + } + abort = { + OR = { + prisoner = yes + is_ruler = no + trait = incapable + trait = decadent + NOT = { + religion_head = { has_called_crusade = yes } + } + NOT = { religion_group = muslim } + } + } + abort_effect = { + set_character_flag = obj_aborted + clr_character_flag = obj_check + } + effect = { + #if = { + # limit = { any_vassal = { leads_faction = faction_tradition } } + # custom_tooltip = { text = TRADITIONFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_tradition } set_variable = { which = "faction_mood_increase" value = 2 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + hidden_tooltip = { change_variable = { which = "lifestyle_martial" value = 1 } } + piety = 100 + set_character_flag = obj_go_jihad + } +} + +obj_have_five_children = { + type = character + + fertility = 0.1 + + potential = { + is_adult = yes + OR = { + is_married = yes + is_consort = yes + } + OR = { + is_ruler = yes + spouse = { is_ruler = yes } + } + num_of_children >= 1 + num_of_children < 5 + NOT = { has_character_flag = obj_have_child_3 } + } + + allow = { + prisoner = no + OR = { + age < 45 + is_female = no + } + age < 75 + NOT = { trait = celibate } + NOT = { trait = eunuch } + NOT = { trait = incapable } + } + chance = { + factor = 50 + + modifier = { + factor = 0.5 + is_female = no + } + modifier = { + factor = 2.0 + trait = lustful + } + modifier = { + factor = 1.5 + num_of_children >= 2 + } + modifier = { + factor = 1.5 + num_of_children >= 3 + } + modifier = { + factor = 1.5 + num_of_children >= 4 + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + num_of_children >= 5 + } + abort = { + OR = { + prisoner = yes + AND = { + age >= 45 + is_female = yes + } + AND = { + age >= 75 + is_female = no + } + is_married = no + trait = celibate + trait = eunuch + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + #if = { + # limit = { any_vassal = { leads_faction = faction_court } } + # custom_tooltip = { text = COURTFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 1 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + if = { + limit = { + religion_group = muslim + } + prestige = 50 + } + if = { + limit = { + NOT = { religion_group = muslim } + } + prestige = 100 + } + set_character_flag = obj_have_child_3 + } +} + +obj_have_ten_children = { + type = character + + fertility = 0.1 + + potential = { + is_adult = yes + is_married = yes + num_of_children >= 5 + num_of_children < 10 + OR = { + is_ruler = yes + spouse = { is_ruler = yes } + } + NOT = { has_character_flag = obj_have_child_4 } + } + + allow = { + prisoner = no + OR = { + age < 45 + is_female = no + } + age < 75 + NOT = { trait = celibate } + NOT = { trait = eunuch } + NOT = { trait = incapable } + } + chance = { + factor = 50 + + modifier = { + factor = 0.5 + is_female = no + } + modifier = { + factor = 2.0 + trait = lustful + } + modifier = { + factor = 1.5 + num_of_children >= 6 + } + modifier = { + factor = 1.5 + num_of_children >= 7 + } + modifier = { + factor = 1.5 + num_of_children >= 8 + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + num_of_children >= 10 + } + abort = { + OR = { + prisoner = yes + AND = { + age >= 45 + is_female = yes + } + AND = { + age >= 75 + is_female = no + } + is_married = no + trait = celibate + trait = eunuch + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + #if = { + # limit = { any_vassal = { leads_faction = faction_court } } + # custom_tooltip = { text = COURTFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 1 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + if = { + limit = { + religion_group = muslim + } + prestige = 50 + } + if = { + limit = { + NOT = { religion_group = muslim } + } + prestige = 100 + } + set_character_flag = obj_have_child_4 + } +} + +obj_have_fifteen_children = { + type = character + + fertility = 0.1 + + potential = { + is_adult = yes + is_married = yes + num_of_children >= 10 + num_of_children < 15 + OR = { + is_ruler = yes + spouse = { is_ruler = yes } + } + NOT = { has_character_flag = obj_have_child_5 } + } + + allow = { + prisoner = no + OR = { + age < 45 + is_female = no + } + age < 75 + NOT = { trait = celibate } + NOT = { trait = eunuch } + NOT = { trait = incapable } + } + chance = { + factor = 50 + + modifier = { + factor = 0.5 + is_female = no + } + modifier = { + factor = 2.0 + trait = lustful + } + modifier = { + factor = 1.5 + num_of_children >= 6 + } + modifier = { + factor = 1.5 + num_of_children >= 7 + } + modifier = { + factor = 1.5 + num_of_children >= 8 + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + num_of_children >= 15 + } + abort = { + OR = { + prisoner = yes + AND = { + age >= 45 + is_female = yes + } + AND = { + age >= 75 + is_female = no + } + is_married = no + trait = celibate + trait = eunuch + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + #if = { + # limit = { any_vassal = { leads_faction = faction_court } } + # custom_tooltip = { text = COURTFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 1 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + if = { + limit = { + religion_group = muslim + } + prestige = 50 + } + if = { + limit = { + NOT = { religion_group = muslim } + } + prestige = 100 + } + set_character_flag = obj_have_child_5 + } +} + +obj_have_twenty_children = { + type = character + + fertility = 0.1 + + potential = { + is_adult = yes + is_married = yes + num_of_children >= 15 + num_of_children < 20 + OR = { + is_ruler = yes + spouse = { is_ruler = yes } + } + NOT = { has_character_flag = obj_have_child_6 } + } + + allow = { + prisoner = no + OR = { + age < 45 + is_female = no + } + age < 75 + NOT = { trait = celibate } + NOT = { trait = eunuch } + NOT = { trait = incapable } + } + chance = { + factor = 50 + + modifier = { + factor = 0.5 + is_female = no + } + modifier = { + factor = 2.0 + trait = lustful + } + modifier = { + factor = 1.5 + num_of_children >= 6 + } + modifier = { + factor = 1.5 + num_of_children >= 7 + } + modifier = { + factor = 1.5 + num_of_children >= 8 + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + num_of_children >= 20 + } + abort = { + OR = { + prisoner = yes + AND = { + age >= 45 + is_female = yes + } + AND = { + age >= 75 + is_female = no + } + is_married = no + trait = celibate + trait = eunuch + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + #if = { + # limit = { any_vassal = { leads_faction = faction_court } } + # custom_tooltip = { text = COURTFACTIONMOODPLUS } + # hidden_tooltip = { + # random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 2 } } + # character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods + # } + #} + if = { + limit = { + has_nickname = no + religion_group = christian + } + give_nickname = nick_the_quiverfull + } + if = { + limit = { + religion_group = muslim + } + prestige = 50 + } + if = { + limit = { + NOT = { religion_group = muslim } + } + prestige = 100 + } + set_character_flag = obj_have_child_6 + } +} + + +obj_increase_demesne_1 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size < 2 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige >= 100 + } + modifier = { + factor = 1.5 + prestige >= 250 + } + modifier = { + factor = 1.5 + prestige >= 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 2 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_increase_demesne_2 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size >= 2 + demesne_size < 3 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige = 100 + } + modifier = { + factor = 1.5 + prestige = 250 + } + modifier = { + factor = 1.5 + prestige = 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 3 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_increase_demesne_3 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size >= 3 + demesne_size < 4 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige >= 100 + } + modifier = { + factor = 1.5 + prestige >= 250 + } + modifier = { + factor = 1.5 + prestige >= 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 4 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_increase_demesne_4 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size >= 4 + demesne_size < 5 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige >= 100 + } + modifier = { + factor = 1.5 + prestige >= 250 + } + modifier = { + factor = 1.5 + prestige >= 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 5 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_increase_demesne_5 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size >= 5 + demesne_size < 6 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige >= 100 + } + modifier = { + factor = 1.5 + prestige >= 250 + } + modifier = { + factor = 1.5 + prestige >= 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 6 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_increase_demesne_6 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size >= 6 + demesne_size < 7 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige >= 100 + } + modifier = { + factor = 1.5 + prestige >= 250 + } + modifier = { + factor = 1.5 + prestige >= 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 7 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_increase_demesne_7 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size >= 7 + demesne_size < 8 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige >= 100 + } + modifier = { + factor = 1.5 + prestige >= 250 + } + modifier = { + factor = 1.5 + prestige >= 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 8 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_increase_demesne_8 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size >= 8 + demesne_size < 9 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige >= 100 + } + modifier = { + factor = 1.5 + prestige >= 250 + } + modifier = { + factor = 1.5 + prestige >= 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 9 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_increase_demesne_9 = { + type = character + + potential = { + is_ruler = yes + is_landed = yes + num_of_count_titles >= 1 + demesne_size >= 9 + demesne_size < 10 + OR = { + ai = no + NOT = { has_character_flag = obj_demesne } + } + } + + allow = { + is_adult = yes + NOT = { trait = incapable } + demesne_efficiency = 1.01 + } + chance = { + factor = 50 + + modifier = { + factor = 1.5 + prestige >= 100 + } + modifier = { + factor = 1.5 + prestige >= 250 + } + modifier = { + factor = 1.5 + prestige >= 400 + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 0.1 + trait = humble + } + modifier = { + factor = 10.0 + trait = ambitious + } + modifier = { + factor = 0 + trait = content + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + demesne_size >= 10 + } + abort = { + OR = { + trait = incapable + is_ruler = no + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + if = { + limit = { NOT = { has_character_flag = obj_demesne } } + change_stewardship = 1 + if = { + limit = { independent = no } + liege = { + reverse_opinion = { + who = ROOT + modifier = opinion_happy + months = 120 + } + } + } + } + if = { + limit = { has_character_flag = obj_demesne } + prestige = 25 + } + set_character_flag = obj_demesne + } +} + +obj_known_for_virtue = { + type = character + + potential = { + is_ruler = yes + NOT = { religion_group = indian_group } + NOT = { has_character_flag = obj_become_paragon_of_virtue } + NOT = { has_character_flag = known_for_virtue } + } + + allow = { + is_adult = yes + piety >= 0 + piety < 500 + NOT = { trait = cruel } + NOT = { trait = impaler } + NOT = { trait = incapable } + NOT = { trait = decadent } + } + chance = { + factor = 50 + + modifier = { + factor = 1.25 + trait = patient + } + modifier = { + factor = 0.01 + NOT = { tier = king } + NOT = { tier = emperor } + } + modifier = { + factor = 0 + piety < 100 + } + modifier = { + factor = 10.0 + OR = { + trait = detached_priest + trait = martial_cleric + trait = scholarly_theologian + trait = mastermind_theologian + } + } + modifier = { + factor = 10.0 + trait = zealous + } + modifier = { + factor = 0.01 + trait = cynical + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + piety >= 500 + } + abort = { + OR = { + is_ruler = no + piety < 0 + trait = cruel + trait = impaler + trait = incapable + trait = decadent + religion_group = indian_group + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + change_learning = 1 + piety = 50 + set_character_flag = known_for_virtue + } +} + +obj_lower_decadence50 = { + type = character + + potential = { + is_adult = yes + is_ruler = yes + uses_decadence = yes + } + allow = { + decadence < 55 + decadence >= 50 + NOT = { trait = incapable } + NOT = {has_character_modifier = plus_lower_decadence_obj_timer} + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = diligent + } + modifier = { + factor = 1.25 + trait = naive_appeaser + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 0.01 + trait = content + } + modifier = { + factor = 0.01 + trait = slothful + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + decadence < 40 + } + abort = { + OR = { + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + hidden_tooltip = { + add_character_modifier = { + name = plus_lower_decadence_obj_timer + duration = 1825 #5 years + } + } + clr_character_flag = lower_decadence_success + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } +} + +obj_lower_decadence55 = { + type = character + + potential = { + is_adult = yes + is_ruler = yes + uses_decadence = yes + } + allow = { + decadence < 60 + decadence >= 55 + NOT = { trait = incapable } + NOT = {has_character_modifier = plus_lower_decadence_obj_timer} + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = diligent + } + modifier = { + factor = 1.25 + trait = naive_appeaser + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 0.01 + trait = content + } + modifier = { + factor = 0.01 + trait = slothful + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + decadence < 45 + } + abort = { + OR = { + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + hidden_tooltip = { + add_character_modifier = { + name = plus_lower_decadence_obj_timer + duration = 1825 #5 years + } + } + clr_character_flag = lower_decadence_success + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } +} + +obj_lower_decadence60 = { + type = character + + potential = { + is_adult = yes + is_ruler = yes + uses_decadence = yes + } + allow = { + religion_group = muslim + decadence < 65 + decadence >= 60 + NOT = { trait = incapable } + NOT = { has_character_modifier = plus_lower_decadence_obj_timer } + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = diligent + } + modifier = { + factor = 1.25 + trait = naive_appeaser + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 0.01 + trait = content + } + modifier = { + factor = 0.01 + trait = slothful + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + decadence < 50 + } + abort = { + OR = { + trait = incapable + is_ruler = no + NOT = { religion_group = muslim } + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + hidden_tooltip = { + add_character_modifier = { + name = plus_lower_decadence_obj_timer + duration = 1825 #5 years + } + } + clr_character_flag = lower_decadence_success + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } +} + +obj_lower_decadence65 = { + type = character + + potential = { + is_adult = yes + is_ruler = yes + uses_decadence = yes + } + allow = { + decadence < 70 + decadence >= 65 + NOT = { trait = incapable } + NOT = {has_character_modifier = plus_lower_decadence_obj_timer} + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = diligent + } + modifier = { + factor = 1.25 + trait = naive_appeaser + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 0.01 + trait = content + } + modifier = { + factor = 0.01 + trait = slothful + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + decadence < 55 + } + abort = { + OR = { + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + hidden_tooltip = { + add_character_modifier = { + name = plus_lower_decadence_obj_timer + duration = 1825 #5 years + } + } + clr_character_flag = lower_decadence_success + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } +} + +obj_lower_decadence70 = { + type = character + + potential = { + is_adult = yes + is_ruler = yes + uses_decadence = yes + } + allow = { + decadence < 75 + decadence >= 70 + NOT = { trait = incapable } + NOT = {has_character_modifier = plus_lower_decadence_obj_timer} + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = diligent + } + modifier = { + factor = 1.25 + trait = naive_appeaser + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 0.01 + trait = content + } + modifier = { + factor = 0.01 + trait = slothful + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + decadence < 60 + } + abort = { + OR = { + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + hidden_tooltip = { + add_character_modifier = { + name = plus_lower_decadence_obj_timer + duration = 1825 #5 years + } + } + clr_character_flag = lower_decadence_success + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } +} + +obj_lower_decadence75 = { + type = character + + potential = { + is_adult = yes + is_ruler = yes + uses_decadence = yes + } + allow = { + decadence < 80 + decadence >= 75 + NOT = { trait = incapable } + NOT = {has_character_modifier = plus_lower_decadence_obj_timer} + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = diligent + } + modifier = { + factor = 1.25 + trait = naive_appeaser + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 0.01 + trait = content + } + modifier = { + factor = 0.01 + trait = slothful + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + decadence < 65 + } + abort = { + OR = { + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + hidden_tooltip = { + add_character_modifier = { + name = plus_lower_decadence_obj_timer + duration = 1825 #5 years + } + } + clr_character_flag = lower_decadence_success + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } +} + +obj_lower_decadence80 = { + type = character + + potential = { + is_adult = yes + is_ruler = yes + uses_decadence = yes + } + allow = { + decadence >= 80 + NOT = { trait = incapable } + NOT = {has_character_modifier = plus_lower_decadence_obj_timer} + } + chance = { + factor = 100 + + modifier = { + factor = 1.25 + trait = diligent + } + modifier = { + factor = 1.25 + trait = naive_appeaser + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 0.01 + trait = content + } + modifier = { + factor = 0.01 + trait = slothful + } + } + creation_effect = { + if = { + limit = { ai = yes } + add_character_modifier = { + name = "plus_ai_objective_timer" + duration = 1825 + hidden = yes + } + } + } + success = { + decadence < 70 + } + abort = { + OR = { + trait = incapable + AND = { + ai = yes + NOT = { has_character_modifier = plus_ai_objective_timer } + } + } + } + abort_effect = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } + effect = { + hidden_tooltip = { + if = { + limit = { ai = yes } + remove_character_modifier = plus_ai_objective_timer + } + } + prestige = 100 + hidden_tooltip = { + add_character_modifier = { + name = plus_lower_decadence_obj_timer + duration = 1825 #5 years + } + } + clr_character_flag = lower_decadence_success + clr_character_flag = berber_life + clr_character_flag = bandit_camp + clr_character_flag = dromedary_hunt + } +} \ No newline at end of file diff --git a/CK2Plus/common/on_actions/000_CK2Plus_on_actions.txt b/CK2Plus/common/on_actions/000_CK2Plus_on_actions.txt index 1c99b677..51908411 100644 --- a/CK2Plus/common/on_actions/000_CK2Plus_on_actions.txt +++ b/CK2Plus/common/on_actions/000_CK2Plus_on_actions.txt @@ -10,9 +10,49 @@ on_startup = { on_yearly_pulse = { events = { PlusTitular.001 # Destroy Dead Nations + + # MTTH events that were consuming too much time + PerformancePlus.900 # Councillor tries to befriend liege + PerformancePlus.910 # Duelist tries to befriend liege } random_events = { + # Lifestyle Events + 50 = PlusAmbitions.lifestyle.0000 # Hunter + 50 = PlusAmbitions.lifestyle.0001 # Falconer + 50 = PlusAmbitions.lifestyle.0002 # Scholar + 50 = PlusAmbitions.lifestyle.0003 # Mystic + 50 = PlusAmbitions.lifestyle.0004 # Impaler + 50 = PlusAmbitions.lifestyle.0005 # Gardener + 50 = PlusAmbitions.lifestyle.0006 # Poet + 50 = PlusAmbitions.lifestyle.0007 # Administrator + 50 = PlusAmbitions.lifestyle.0008 # Hedonist + 50 = PlusAmbitions.lifestyle.0009 # Duelist + 50 = PlusAmbitions.lifestyle.0010 # Faqih + 50 = PlusAmbitions.lifestyle.0011 # Architect + 50 = PlusAmbitions.lifestyle.0012 # Strategist + 50 = PlusAmbitions.lifestyle.0013 # Socializer + 50 = PlusAmbitions.lifestyle.0014 # Schemer + 50 = PlusAmbitions.lifestyle.0015 # Gamer + 75 = PlusAmbitions.lifestyle.0016 # A traveling merchant visits during a storm + 75 = PlusAmbitions.lifestyle.0017 # A function is happening in the capital + 75 = PlusAmbitions.lifestyle.0018 # See your knights sparring together + 75 = PlusAmbitions.lifestyle.0019 # Courtiers arguing about the war + 75 = PlusAmbitions.lifestyle.0020 # A day of peace for a ruler + 75 = PlusAmbitions.lifestyle.0021 # A disturbance in the market + 75 = PlusAmbitions.lifestyle.0022 # Wondering about rival + 75 = PlusAmbitions.lifestyle.0023 # Thinking about the plot + 75 = PlusAmbitions.lifestyle.0024 # Debate with a zealous courtier + 75 = PlusAmbitions.lifestyle.0025 # Bookseller comes to court + + ambition_events = { + 10 = PlusAmbitions.decadence.0000 # Lower Decadence - Berber Life + 10 = PlusAmbitions.decadence.0002 # Lower Decadence - The Bandit camp + 10 = PlusAmbitions.decadence.0006 # Lower Decadence - The Two-Headed Dromedary Hunt + 10 = PlusAmbitions.decadence.0011 # Lower Decadence - Couriers + 10 = PlusAmbitions.decadence.0012 # Lower Decadence - Palast stripped of Luxuries + 10 = PlusAmbitions.decadence.0013 # Lower Decadence - Brothels Closed + } } } diff --git a/CK2Plus/common/opinion_modifiers/000_CK2Plus_opinion_modifiers.txt b/CK2Plus/common/opinion_modifiers/000_CK2Plus_opinion_modifiers.txt index 76721c93..dd5c9c6c 100644 --- a/CK2Plus/common/opinion_modifiers/000_CK2Plus_opinion_modifiers.txt +++ b/CK2Plus/common/opinion_modifiers/000_CK2Plus_opinion_modifiers.txt @@ -2,7 +2,7 @@ # # Plus opinion modifiers # -# Total = 2 +# Total = 4 # ############################## @@ -16,4 +16,15 @@ plus_faction_friendly = { #Factions may not attack each other plus_faction_hostile = { #Factions may loot each other opinion = 0 enemy = yes +} + +#Good speech +plus_good_speech = { + opinion = 10 +} + +#Legitimized me +plus_legitimized_me = { + opinion = 20 + months = 1200 } \ No newline at end of file diff --git a/CK2Plus/common/scripted_triggers/000_CK2Plus_scripted_triggers.txt b/CK2Plus/common/scripted_triggers/000_CK2Plus_scripted_triggers.txt index e21221fa..f367643b 100644 --- a/CK2Plus/common/scripted_triggers/000_CK2Plus_scripted_triggers.txt +++ b/CK2Plus/common/scripted_triggers/000_CK2Plus_scripted_triggers.txt @@ -25,4 +25,60 @@ is_not_animal_culture_group_CK2Plus_trigger = { culture_group = dragon_group culture_group = panda_group } +} + +plus_is_not_busy_trigger = { + custom_tooltip = { + text = plus_is_not_busy_trigger_tooltip + hidden_tooltip = { + NOR = { + has_character_modifier = plus_do_not_disturb + has_character_flag = plus_do_not_disturb + } + } + } +} + +plus_is_abroad_trigger = { + custom_tooltip = { + text = PLUS_IS_ABROAD_TOOLTIP + hidden_tooltip = { + OR = { + plus_in_command_trigger = yes + has_character_modifier = plus_away_from_court + trait = on_hajj + trait = on_pilgrimage + #trait = learning_druidic_arts + AND = { + is_adult = no + educator = { + NOR = { + is_liege_of = PREV + same_liege = PREV + } + } + } + AND = { + prisoner = yes + OR = { + is_ruler = yes + host = { NOT = { is_liege_of = PREV } } + } + } + } + } + } +} + +plus_in_command_trigger = { + custom_tooltip = { + text = PLUS_IN_COMMAND_TOOLTIP + hidden_tooltip = { + in_command = yes + OR = { + war = yes + any_liege = { war = yes } + } + } + } } \ No newline at end of file diff --git a/CK2Plus/common/traits/000_CK2Plus_traits_general.txt b/CK2Plus/common/traits/000_CK2Plus_traits_general.txt index ad380581..f6d95c5b 100644 --- a/CK2Plus/common/traits/000_CK2Plus_traits_general.txt +++ b/CK2Plus/common/traits/000_CK2Plus_traits_general.txt @@ -17,4 +17,68 @@ baby_toddler = { # this one actually applies modifiers, always active ai_ambition = -10 ai_zeal = -10 ai_rationality = -20 +} + + +exalted2 = { + customizer = no + random = no + + opposites = { + exalted1 + exalted3 + exalted4 + } + + general_opinion = 15 + command_modifier = { + morale_offence = 0.10 + morale_defence = 0.10 + } + ai_ambition = 20 + + male_compliment_adj = COMPL_GREAT + female_compliment_adj = COMPL_GREAT +} + +exalted3 = { + customizer = no + random = no + + opposites = { + exalted1 + exalted2 + exalted4 + } + + general_opinion = 20 + command_modifier = { + morale_offence = 0.15 + morale_defence = 0.15 + } + ai_ambition = 30 + + male_compliment_adj = COMPL_GREAT + female_compliment_adj = COMPL_GREAT +} + +exalted4 = { + customizer = no + random = no + + opposites = { + exalted1 + exalted2 + exalted3 + } + + general_opinion = 25 + command_modifier = { + morale_offence = 0.20 + morale_defence = 0.20 + } + ai_ambition = 40 + + male_compliment_adj = COMPL_GREAT + female_compliment_adj = COMPL_GREAT } \ No newline at end of file diff --git a/CK2Plus/events/000_CK2Plus_ambitions_bastard.txt b/CK2Plus/events/000_CK2Plus_ambitions_bastard.txt new file mode 100644 index 00000000..95a3a039 --- /dev/null +++ b/CK2Plus/events/000_CK2Plus_ambitions_bastard.txt @@ -0,0 +1,719 @@ +namespace = PlusAmbitions.bastard + +####################################### +# BASTARD EVENTS +# Written by Rylock +####################################### + +### BASTARD ASKS TO BE LEGITIMIZED + +# Bastard has ambition to be legitimized +character_event = { + id = PlusAmbitions.bastard.0000 + desc = EVTDESC_PlusAmbitions_bastard_0000 + picture = GFX_evt_son_asking_father + + min_age = 16 + max_age = 45 + capable_only = yes + prisoner = no + + trigger = { + trait = bastard + has_ambition = obj_be_legitimized + true_father_even_if_dead = { + plus_in_command_trigger = no + plus_is_abroad_trigger = no + has_regent = no + is_ruler = yes + plus_is_not_busy_trigger = yes + NOT = { is_inaccessible_trigger = yes } + } + NOR = { + has_character_flag = refused_legitimacy_attempt + is_inaccessible_trigger = yes + } + plus_is_not_busy_trigger = yes + } + + mean_time_to_happen = { + months = 30 + modifier = { + factor = 2 + is_ruler = yes + } + modifier = { + factor = 2 + is_female = yes + } + modifier = { + factor = 0.5 + trait = ambitious + } + modifier = { + factor = 0.75 + trait = proud + } + modifier = { + factor = 0.75 + trait = envious + } + modifier = { + factor = 1.5 + trait = patient + } + modifier = { + factor = 1.5 + trait = trusting + } + modifier = { + factor = 1.5 + trait = shy + } + } + + option = { + name = EVTOPTA_PlusAmbitions_bastard_0000 #It's now or never... + true_father_even_if_dead = { + character_event = { id = PlusAmbitions.bastard.0001 days = 3 } + } + hidden_tooltip = { + add_character_modifier = { + name = plus_do_not_disturb + hidden = yes + days = 3 + } + } + } +} + +# Bastard approaches father to ask to be legitimized +character_event = { + id = PlusAmbitions.bastard.0001 + desc = EVTDESC_PlusAmbitions_bastard_0001 + picture = GFX_evt_son_asking_father + + is_triggered_only = yes + + option = { + name = EVTOPTA_PlusAmbitions_bastard_0001 # It is not going to happen + trigger = { + NOT = { diplomacy = 14 } + } + ai_chance = { + factor = 50 + modifier = { + factor = 2 + FROM = { is_female = yes } + } + modifier = { + factor = 2 + NOT = { religion = FROM } + } + modifier = { + factor = 1.5 + NOT = { opinion = { who = FROM value = 0 } } + } + modifier = { + factor = 1.5 + NOT = { opinion = { who = FROM value = -25 } } + } + modifier = { + factor = 1.5 + NOT = { reverse_opinion = { who = FROM value = 0 } } + } + modifier = { + factor = 1.5 + NOT = { reverse_opinion = { who = FROM value = -25 } } + } + modifier = { + factor = 0.5 + is_married = no + NOT = { num_of_children = 1 } + } + modifier = { + factor = 1.5 + num_of_children = 3 + } + modifier = { + factor = 1.5 + num_of_children = 4 + } + modifier = { + factor = 2 + trait = paranoid + } + modifier = { + factor = 2 + trait = cruel + } + modifier = { + factor = 2 + trait = proud + } + modifier = { + factor = 5 + current_heir = { + is_child_of = ROOT + NOT = { is_older_than = FROM } + } + } + } + hidden_tooltip = { + FROM = { + set_character_flag = refused_legitimacy_attempt + character_event = { id = PlusAmbitions.bastard.0002 } + } + } + } + option = { + name = EVTOPTB_PlusAmbitions_bastard_0001 # Convince him that this is for the best + trigger = { + diplomacy = 14 + } + ai_chance = { + factor = 50 + modifier = { + factor = 2 + FROM = { is_female = yes } + } + modifier = { + factor = 2 + NOT = { religion = FROM } + } + modifier = { + factor = 1.5 + NOT = { opinion = { who = FROM value = 0 } } + } + modifier = { + factor = 1.5 + NOT = { opinion = { who = FROM value = -25 } } + } + modifier = { + factor = 1.5 + NOT = { reverse_opinion = { who = FROM value = 0 } } + } + modifier = { + factor = 1.5 + NOT = { reverse_opinion = { who = FROM value = -25 } } + } + modifier = { + factor = 0.5 + is_married = no + NOT = { num_of_children = 1 } + } + modifier = { + factor = 1.5 + num_of_children = 3 + } + modifier = { + factor = 1.5 + num_of_children = 4 + } + modifier = { + factor = 2 + trait = paranoid + } + modifier = { + factor = 2 + trait = cruel + } + modifier = { + factor = 2 + trait = proud + } + modifier = { + factor = 5 + current_heir = { + is_child_of = ROOT + NOT = { is_older_than = FROM } + } + } + } + tooltip_info = diplomacy + hidden_tooltip = { + FROM = { + set_character_flag = refused_legitimacy_attempt + character_event = { id = PlusAmbitions.bastard.0003 } + } + } + } + option = { + name = EVTOPTC_PlusAmbitions_bastard_0001 # Buy him an estate + trigger = { + wealth = 50 + FROM = { + is_ruler = no + spouse = { is_ruler = no } + NOR = { + has_character_modifier = plus_estates_1 + } + } + } + ai_chance = { + factor = 25 + modifier = { + factor = 1.5 + opinion = { who = FROM value = 0 } + } + modifier = { + factor = 1.5 + opinion = { who = FROM value = 25 } + } + modifier = { + factor = 0 + trait = greedy + } + modifier = { + factor = 0 + has_character_modifier = plus_ai_austerity + } + modifier = { + factor = 1.5 + wealth = 200 + } + modifier = { + factor = 1.5 + wealth = 400 + } + modifier = { + factor = 1.5 + trait = kind + } + modifier = { + factor = 2 + trait = charitable + } + } + wealth = -50 + FROM = { + set_character_flag = refused_legitimacy_attempt + character_event = { id = PlusAmbitions.bastard.0004 tooltip = plus_buy_off_with_estate } + } + } + option = { + name = EVTOPTD_PlusAmbitions_bastard_0001 # Legitimize him + ai_chance = { + factor = 25 + modifier = { + factor = 0.75 + NOT = { age = 50 } + } + modifier = { + factor = 0.5 + FROM = { + OR = { + trait = lunatic + trait = possessed + trait = drunkard + trait = inbred + is_weak_trigger = yes + } + } + } + modifier = { + factor = 2 + FROM = { + OR = { + is_smart_trigger = yes + diplomacy = 12 + martial = 12 + stewardship = 12 + intrigue = 12 + } + } + } + modifier = { + factor = 0.5 + NOT = { religion = FROM } + } + modifier = { + factor = 0.5 + NOT = { culture = FROM } + } + modifier = { + factor = 1.5 + opinion = { who = FROM value = 25 } + } + modifier = { + factor = 1.5 + opinion = { who = FROM value = 50 } + } + modifier = { + factor = 1.5 + opinion = { who = FROM value = 75 } + } + modifier = { + factor = 1.5 + reverse_opinion = { who = FROM value = 25 } + } + modifier = { + factor = 0 + NOT = { reverse_opinion = { who = FROM value = -50 } } + } + modifier = { + factor = 0 + NOT = { piety = 50 } + } + modifier = { + factor = 4 + OR = { + has_law = succ_gavelkind + has_law = succ_primogeniture + has_law = succ_seniority + } + NOT = { has_law = enatic_succession } + FROM = { is_female = no } + spouse = { is_pregnant = no } + current_heir = { + NOT = { is_child_of = ROOT } + } + } + modifier = { + factor = 4 + OR = { + has_law = succ_gavelkind + has_law = succ_primogeniture + has_law = succ_seniority + } + NOT = { has_law = agnatic_succession } + FROM = { is_female = yes } + spouse = { is_pregnant = no } + current_heir = { + NOT = { is_child_of = ROOT } + } + } + modifier = { + factor = 1.5 + trait = kind + } + modifier = { + factor = 1.5 + trait = just + } + modifier = { + factor = 1.5 + trait = honest + } + modifier = { + factor = 0 + num_of_children = 5 + } + } + piety = -50 + FROM = { + character_event = { id = PlusAmbitions.bastard.0005 tooltip = plus_legitimize_him } + } + hidden_tooltip = { + FROM = { + mother = { + opinion = { + who = ROOT + modifier = legitimized_child + years = 10 + } + } + } + spouse = { + if = { + limit = { + NOT = { + any_child = { character = FROM } + } + } + opinion = { + who = ROOT + modifier = legitimized_bastard + years = 20 + } + } + } + any_child = { + limit = { + NOT = { character = FROM } + dynasty = ROOT + NOT = { trait = bastard } + } + opinion = { + who = ROOT + modifier = legitimized_bastard + months = 12 + } + } + } + } + + } + +# Father outright refuses to legitimize the bastard +character_event = { + id = PlusAmbitions.bastard.0002 + desc = EVTDESC_PlusAmbitions_bastard_0002 + picture = GFX_evt_son_asking_father + + is_triggered_only = yes + + option = { + name = EVTOPTA_PlusAmbitions_bastard_0002 # So be it + ai_chance = { + factor = 30 + modifier = { + factor = 1.5 + trait = kind + } + modifier = { + factor = 1.5 + trait = charitable + } + modifier = { + factor = 1.5 + trait = patient + } + modifier = { + factor = 0 + OR = { + trait = lunatic + trait = possessed + trait = wroth + trait = ambitious + } + } + } + opinion = { + who = FROM + modifier = opinion_very_disappointed + years = 5 + } + random = { + chance = 50 + add_trait = content + } + } + option = { + name = EVTOPTB_PlusAmbitions_bastard_0002 # This isn't right! + ai_chance = { + factor = 70 + modifier = { + factor = 1.5 + trait = greedy + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 1.5 + trait = cruel + } + modifier = { + factor = 1.5 + trait = just + } + } + set_character_flag = potential_trouble_bastard + opinion = { + who = FROM + modifier = denounced_child + years = 20 + } + if = { + limit = { NOT = { trait = wroth } } + random = { + chance = 20 + add_trait = wroth + } + } + if = { + limit = { NOT = { trait = ambitious } } + random = { + chance = 50 + add_trait = ambitious + } + } + } +} + +# Father diplomatically refuses to legitimize the bastard +character_event = { + id = PlusAmbitions.bastard.0003 + desc = EVTDESC_PlusAmbitions_bastard_0003 + picture = GFX_evt_son_asking_father + + is_triggered_only = yes + + option = { + name = EVTOPTA_PlusAmbitions_bastard_0002 # So be it + opinion = { + who = FROM + modifier = opinion_very_disappointed + years = 5 + } + if = { + limit = { trait = ambitious } + random = { + chance = 25 + remove_trait = ambitious + } + } + } +} + +# Father buys off the bastard with an estate +character_event = { + id = PlusAmbitions.bastard.0004 + desc = EVTDESC_PlusAmbitions_bastard_0004 + picture = GFX_evt_son_asking_father + + is_triggered_only = yes + + option = { + name = EVTOPTA_PlusAmbitions_bastard_0002 # So be it + ai_chance = { + factor = 70 + modifier = { + factor = 1.5 + trait = kind + } + modifier = { + factor = 1.5 + trait = charitable + } + modifier = { + factor = 1.5 + trait = patient + } + modifier = { + factor = 0 + OR = { + trait = lunatic + trait = possessed + } + } + modifier = { + factor = 0.1 + OR = { + trait = wroth + trait = ambitious + } + } + } + add_character_modifier = { + name = "plus_estates_1" + duration = -1 + } + give_minor_title = title_lord + random = { + chance = 50 + add_trait = content + } + } + option = { + name = EVTOPTB_PlusAmbitions_bastard_0004 # That's not enough! + ai_chance = { + factor = 30 + modifier = { + factor = 1.5 + trait = greedy + } + modifier = { + factor = 1.5 + trait = envious + } + modifier = { + factor = 1.5 + trait = cruel + } + modifier = { + factor = 1.5 + trait = just + } + } + set_character_flag = potential_trouble_bastard + add_character_modifier = { + name = "plus_estates_1" + duration = -1 + } + give_minor_title = title_lord + opinion = { + who = FROM + modifier = opinion_very_disappointed + years = 5 + } + if = { + limit = { NOT = { trait = wroth } } + random = { + chance = 20 + add_trait = wroth + } + } + if = { + limit = { NOT = { trait = ambitious } } + random = { + chance = 50 + add_trait = ambitious + } + } + } +} + +# Father legitimizes the bastard +character_event = { + id = PlusAmbitions.bastard.0005 + desc = EVTDESC_PlusAmbitions_bastard_0004 + picture = GFX_evt_son_asking_father + + is_triggered_only = yes + major = yes + + major_trigger = { + OR = { + character = FROM + is_close_relative = FROM + dynasty = FROM + vassal_of = FROM + is_close_relative = ROOT + } + } + + option = { + name = EXCELLENT + trigger = { character = ROOT } + opinion = { + who = FROM + modifier = plus_legitimized_me + years = 20 + } + set_father = FROM + set_real_father = 0 + any_child = { + limit = { dynasty = ROOT } + dynasty = FROM + any_child = { + limit = { dynasty = ROOT } + dynasty = FROM + } + } + dynasty = FROM + remove_trait = bastard + add_trait = legit_bastard + recalc_succession = yes + if = { + limit = { ai = no } + chronicle = { + entry = CHRONICLE_LEGITIMIZED_BY_FATHER + portrait = [Root.GetID] + } + } + } + option = { + name = OK + trigger = { NOT = { character = ROOT } } + if = { + limit = { ai = no } + chronicle = { + entry = CHRONICLE_LEGITIMIZED_BY_FATHER + portrait = [Root.GetID] + } + } + } +} \ No newline at end of file diff --git a/CK2Plus/events/000_CK2Plus_ambitions_befriendLiege.txt b/CK2Plus/events/000_CK2Plus_ambitions_befriendLiege.txt new file mode 100644 index 00000000..e8ace7a0 --- /dev/null +++ b/CK2Plus/events/000_CK2Plus_ambitions_befriendLiege.txt @@ -0,0 +1,474 @@ +namespace = PerformancePlus +namespace = PlusAmbitions.befriendLiege + +####################################### +# AMBITION EVENTS +####################################### + +character_event = { + id = PerformancePlus.900 + + hide_window = yes + is_triggered_only = yes + + capable_only = yes + min_age = 16 + prisoner = no + + trigger = { + OR = { + has_ambition = obj_make_friends + has_ambition = obj_befriend_liege + } + plus_in_command_trigger = no + is_councillor = yes + NOT = { is_inaccessible_trigger = yes } + liege = { + age = 16 + prisoner = no + plus_in_command_trigger = no + NOR = { + trait = incapable + is_friend = ROOT + is_rival = ROOT + num_of_friends = 2 + is_inaccessible_trigger = yes + } + OR = { + AND = { + is_female = no + ROOT = { is_female = no } + } + AND = { + is_female = yes + ROOT = { is_female = yes } + } + } + OR = { + NOT = { has_character_flag = approached_for_friendship } + had_character_flag = { flag = approached_for_friendship days = 365 } + } + } + opinion = { who = liege value = 10 } + } + + immediate = { + random_list = { + 3 = { + character_event = { id = PlusAmbitions.befriendLiege.000 days = 60 random = 30 } + } + 32 = { + modifier = { + factor = 0.75 + trait = gregarious + } + modifier = { + factor = 0.5 + liege = { is_close_relative = ROOT } + } + modifier = { + factor = 0.5 + liege = { has_ambition = obj_make_friends } + } + modifier = { + factor = 0.65 + opinion = { who = LIEGE value = 75 } + } + } + } + } +} + +### Councillor tries to befriend liege +character_event = { + id = PlusAmbitions.befriendLiege.000 + desc = EVTDESC_PlusAmbitions_befriendLiege_000 + picture = GFX_evt_courtiers_talking + + is_triggered_only = yes + + prisoner = no + min_age = 16 + capable_only = yes + + trigger = { + OR = { + has_ambition = obj_make_friends + has_ambition = obj_befriend_liege + } + plus_in_command_trigger = no + is_councillor = yes + NOT = { is_inaccessible_trigger = yes } + liege = { + age = 16 + prisoner = no + plus_in_command_trigger = no + NOR = { + trait = incapable + is_friend = ROOT + is_rival = ROOT + num_of_friends = 2 + is_inaccessible_trigger = yes + } + OR = { + AND = { + is_female = no + ROOT = { is_female = no } + } + AND = { + is_female = yes + ROOT = { is_female = yes } + } + } + OR = { + NOT = { has_character_flag = approached_for_friendship } + had_character_flag = { flag = approached_for_friendship days = 365 } + } + } + opinion = { who = liege value = 10 } + } + + option = { + name = EVTOPTA_PlusAmbitions_befriendLiege_000 # Let's try + ai_chance = { factor = 95 } + liege = { + set_character_flag = approached_for_friendship + character_event = { + id = PlusAmbitions.befriendLiege.001 + days = 1 + random = 3 + tooltip = make_friend_attempt_tooltip + } + } + } + option = { + name = EVTOPTB_PlusAmbitions_befriendLiege_000 # Maybe later + ai_chance = { factor = 5 } + random = { + chance = 10 + add_trait = shy + } + } + +} + +# Liege responds +character_event = { + id = PlusAmbitions.befriendLiege.001 + desc = EVTDESC_PlusAmbitions_befriendLiege_001 + picture = GFX_evt_courtiers_talking + + is_triggered_only = yes + + option = { + name = EVTOPTA_PlusAmbitions_befriendLiege_001 # Make Friends + add_friend = FROM + FROM = { + character_event = { + id = PlusAmbitions.befriendLiege.002 + days = 1 + random = 3 + tooltip = make_friend_success_tooltip + } + } + } + option = { + name = EVTOPTB_PlusAmbitions_befriendLiege_001 # Rebuff him + FROM = { + character_event = { + id = PlusAmbitions.befriendLiege.003 + days = 1 + random = 3 + tooltip = make_friend_sad_tooltip + } + } + } +} + +# Friends - councillor and liege +character_event = { + id = PlusAmbitions.befriendLiege.002 + desc = EVTDESC_PlusAmbitions_befriendLiege_002 + picture = GFX_evt_courtiers_talking + + is_triggered_only = yes + + option = { + name = "EXCELLENT" + add_friend = FROM + } +} + +# Sad - councillor and liege +character_event = { + id = PlusAmbitions.befriendLiege.003 + desc = EVTDESC_PlusAmbitions_befriendLiege_003 + picture = GFX_evt_courtiers_talking + + is_triggered_only = yes + + option = { + name = "SO_BE_IT" + opinion = { + modifier = opinion_sad + who = FROM + years = 2 + } + } +} + +character_event = { + id = PerformancePlus.910 + + hide_window = yes + is_triggered_only = yes + + capable_only = yes + min_age = 16 + prisoner = no + + trigger = { + OR = { + has_ambition = obj_make_friends + has_ambition = obj_befriend_liege + liege = { has_ambition = obj_make_friends } + } + plus_in_command_trigger = no + OR = { + trait = duelist + trait = tough_soldier + trait = skilled_tactician + trait = brilliant_strategist + } + is_female = no + #OR = { + # is_female = no + # trait = martial_lady + # trait = martial_lady_tengri + # trait = martial_lady_pagan + #} + NOT = { is_inaccessible_trigger = yes } + independent = no + liege = { + age = 16 + prisoner = no + plus_in_command_trigger = no + NOT = { is_inaccessible_trigger = yes } + is_female = no + #OR = { + # is_female = no + # trait = martial_lady + # trait = martial_lady_tengri + # trait = martial_lady_pagan + #} + NOR = { + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + trait = incapable + is_friend = ROOT + is_rival = ROOT + num_of_friends = 2 + } + OR = { + NOT = { has_character_flag = approached_for_friendship } + had_character_flag = { flag = approached_for_friendship days = 365 } + } + } + opinion = { who = liege value = 10 } + } + + immediate = { + random_list = { + 3 = { + character_event = { id = PlusAmbitions.befriendLiege.010 days = 60 random = 30 } + } + 62 = { + modifier = { + factor = 0.85 + trait = gregarious + } + modifier = { + factor = 0.65 + liege = { is_close_relative = ROOT } + } + modifier = { + factor = 0.5 + trait = duelist + } + modifier = { + factor = 0.5 + liege = { trait = duelist } + } + modifier = { + factor = 0.5 + liege = { has_ambition = obj_make_friends } + } + modifier = { + factor = 0.85 + opinion = { who = LIEGE value = 75 } + } + } + } + } +} + +### Duelist tries to befriend liege +character_event = { + id = PlusAmbitions.befriendLiege.010 + desc = EVTDESC_PlusAmbitions_befriendLiege_010 + picture = GFX_evt_courtiers_talking + + is_triggered_only = yes + + min_age = 16 + capable_only = yes + prisoner = no + + trigger = { + OR = { + has_ambition = obj_make_friends + has_ambition = obj_befriend_liege + liege = { has_ambition = obj_make_friends } + } + plus_in_command_trigger = no + OR = { + trait = duelist + trait = tough_soldier + trait = skilled_tactician + trait = brilliant_strategist + } + is_female = no + #OR = { + # is_female = no + # trait = martial_lady + # trait = martial_lady_tengri + # trait = martial_lady_pagan + #} + NOT = { is_inaccessible_trigger = yes } + independent = no + liege = { + age = 16 + prisoner = no + plus_in_command_trigger = no + NOT = { is_inaccessible_trigger = yes } + is_female = no + #OR = { + # is_female = no + # trait = martial_lady + # trait = martial_lady_tengri + # trait = martial_lady_pagan + #} + NOR = { + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + trait = incapable + is_friend = ROOT + is_rival = ROOT + num_of_friends = 2 + } + OR = { + NOT = { has_character_flag = approached_for_friendship } + had_character_flag = { flag = approached_for_friendship days = 365 } + } + } + opinion = { who = liege value = 10 } + } + + option = { + name = EVTOPTA_PlusAmbitions_befriendLiege_000 # Let's try + ai_chance = { factor = 95 } + liege = { + set_character_flag = approached_for_friendship + character_event = { + id = PlusAmbitions.befriendLiege.011 + days = 1 + random = 3 + tooltip = make_friend_attempt_tooltip + } + } + } + + option = { + name = EVTOPTB_PlusAmbitions_befriendLiege_000 # Maybe later + ai_chance = { factor = 5 } + random = { + chance = 10 + add_trait = shy + } + } +} + +# Liege responds +character_event = { + id = PlusAmbitions.befriendLiege.011 + desc = EVTDESC_PlusAmbitions_befriendLiege_011 + picture = GFX_evt_courtiers_talking + + is_triggered_only = yes + + option = { + name = EVTOPTA_PlusAmbitions_befriendLiege_001 # Make Friends + add_friend = FROM + random = { + chance = 25 + change_martial = 1 + } + hidden_tooltip = { change_variable = { which = lifestyle_martial value = 1 } } + FROM = { + character_event = { + id = PlusAmbitions.befriendLiege.012 + days = 1 + random = 3 + tooltip = make_friend_success_tooltip + } + } + } + option = { + name = EVTOPTB_PlusAmbitions_befriendLiege_001 # Rebuff him + FROM = { + character_event = { + id = PlusAmbitions.befriendLiege.013 + days = 1 + random = 3 + tooltip = make_friend_sad_tooltip + } + } + } +} + +# Friends - duelist and liege +character_event = { + id = PlusAmbitions.befriendLiege.012 + desc = EVTDESC_PlusAmbitions_befriendLiege_012 + picture = GFX_evt_courtiers_talking + + is_triggered_only = yes + + option = { + name = "EXCELLENT" + hidden_tooltip = { change_variable = { which = lifestyle_martial value = 1 } } + add_friend = FROM + } +} + +# Sad - duelist and liege +character_event = { + id = PlusAmbitions.befriendLiege.013 + desc = EVTDESC_PlusAmbitions_befriendLiege_013 + picture = GFX_evt_courtiers_talking + + is_triggered_only = yes + + option = { + name = "SO_BE_IT" + opinion = { + modifier = opinion_sad + who = FROM + years = 2 + } + } +} \ No newline at end of file diff --git a/CK2Plus/events/000_CK2Plus_ambitions_decadence.txt b/CK2Plus/events/000_CK2Plus_ambitions_decadence.txt new file mode 100644 index 00000000..ed2b104d --- /dev/null +++ b/CK2Plus/events/000_CK2Plus_ambitions_decadence.txt @@ -0,0 +1,452 @@ +namespace = PlusAmbitions.decadence +###################### +# Decadence Ambition # +###################### + +### Berber Life + +# Berber Life +character_event = { + id = PlusAmbitions.decadence.0000 + desc = EVTDESC94170 + picture = GFX_evt_desert + border = GFX_event_normal_frame_religion + + capable_only = yes + only_rulers = yes + prisoner = no + min_age = 16 + religion_group = muslim + + is_triggered_only = yes + + trigger = { + OR = { + has_ambition = obj_lower_decadence50 + has_ambition = obj_lower_decadence55 + has_ambition = obj_lower_decadence60 + has_ambition = obj_lower_decadence65 + has_ambition = obj_lower_decadence70 + has_ambition = obj_lower_decadence75 + has_ambition = obj_lower_decadence80 + } + NOT = { has_character_flag = berber_life } + NOT = { has_character_flag = bandit_camp } + NOT = { has_character_flag = dromedary_hunt } + NOT = { has_character_flag = berber_life_taken } + NOT = { is_inaccessible_trigger = yes } + } + + option = { + name = EVTOPTA94170 + set_character_flag = berber_life + set_character_flag = berber_life_taken + character_event = { id = PlusAmbitions.decadence.0001 days = 15 tooltip = EVTTOOLTIP94171 } + } + option = { + name = EVTOPTB94170 + custom_tooltip = { text = lower_decadence_quit } + } +} + +# Living with Berbers +character_event = { + id = PlusAmbitions.decadence.0001 + desc = EVTDESC94171 + picture = GFX_evt_desert + border = GFX_event_normal_frame_religion + + hide_from = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA94171 + decadence = -5 + } +} + +### The Bandit Camp + +# The Bandit Camp +character_event = { + id = PlusAmbitions.decadence.0002 + desc = EVTDESC94175 + picture = GFX_evt_moors + border = GFX_event_normal_frame_religion + + capable_only = yes + only_rulers = yes + prisoner = no + min_age = 16 + religion_group = muslim + + is_triggered_only = yes + + trigger = { + OR = { + has_ambition = obj_lower_decadence50 + has_ambition = obj_lower_decadence55 + has_ambition = obj_lower_decadence60 + has_ambition = obj_lower_decadence65 + has_ambition = obj_lower_decadence70 + has_ambition = obj_lower_decadence75 + has_ambition = obj_lower_decadence80 + } + NOT = { has_character_flag = berber_life } + NOT = { has_character_flag = bandit_camp } + NOT = { has_character_flag = dromedary_hunt } + NOT = { has_character_flag = bandit_camp_taken } + NOT = { is_inaccessible_trigger = yes } + } + + option = { + name = EVTOPTA94175 + set_character_flag = bandit_camp + set_character_flag = bandit_camp_taken + character_event = { id = PlusAmbitions.decadence.0003 days = 3 tooltip = EVTTOOLTIP94176 } + } + option = { + name = EVTOPTB94175 + custom_tooltip = { text = lower_decadence_quit } + } + option = { + name = EVTOPTC94175 + trigger = { age = 60 } + custom_tooltip = { text = lower_decadence_quit } + } +} + +# Sneak up on Camp +character_event = { + id = PlusAmbitions.decadence.0003 + desc = EVTDESC94176 + picture = GFX_evt_bandits + border = GFX_event_normal_frame_religion + + hide_from = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA94176 + character_event = { id = PlusAmbitions.decadence.0004 tooltip = EVTTOOLTIP94177 } + } + option = { + name = EVTOPTB94176 + tooltip_info = craven + trigger = { trait = craven } + custom_tooltip = { text = lower_decadence_quit } + } +} + +# The Fight +character_event = { + id = PlusAmbitions.decadence.0004 + desc = EVTDESC94177 + picture = GFX_evt_melee + border = GFX_event_normal_frame_religion + + hide_from = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA94177 + tooltip_info = craven + trigger = { trait = craven } + character_event = { id = PlusAmbitions.decadence.0005 tooltip = EVTTOOLTIP94178 } + random = { + chance = 20 + add_trait = wounded + hidden_tooltip = { + character_event = { + id = 38280 #Notify Wounded + } + } + } + } + option = { + name = EVTOPTB94177 + tooltip_info = impaler + trigger = { trait = impaler } + character_event = { id = PlusAmbitions.decadence.0005 tooltip = EVTTOOLTIP94178 } + random = { + chance = 5 + add_trait = wounded + hidden_tooltip = { + character_event = { + id = 38280 #Notify Wounded + } + } + } + } + option = { + name = EVTOPTC94177 + character_event = { id = PlusAmbitions.decadence.0005 tooltip = EVTTOOLTIP94178 } + trigger = { + NOT = { + trait = impaler + trait = craven + } + } + random = { + chance = 10 + add_trait = wounded + hidden_tooltip = { + character_event = { + id = 38280 #Notify Wounded + } + } + } + } +} + +# Fight Aftermath +character_event = { + id = PlusAmbitions.decadence.0005 + desc = EVTDESC94178 + picture = GFX_evt_bloody_man + border = GFX_event_normal_frame_religion + + hide_from = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA94178 + trigger = { + NOT = { trait = impaler } + } + decadence = -5 + } + option = { + name = EVTOPTB94178 + tooltip_info = impaler + trigger = { trait = impaler } + decadence = -5 + } +} + +### The Two-Headed Dromedary Hunt + +# The Hunt +character_event = { + id = PlusAmbitions.decadence.0006 + desc = EVTDESC94180 + picture = GFX_evt_hunt + border = GFX_event_normal_frame_religion + + capable_only = yes + only_rulers = yes + prisoner = no + min_age = 16 + religion_group = muslim + + is_triggered_only = yes + + trigger = { + OR = { + has_ambition = obj_lower_decadence50 + has_ambition = obj_lower_decadence55 + has_ambition = obj_lower_decadence60 + has_ambition = obj_lower_decadence65 + has_ambition = obj_lower_decadence70 + has_ambition = obj_lower_decadence75 + has_ambition = obj_lower_decadence80 + } + NOT = { has_character_flag = berber_life } + NOT = { has_character_flag = bandit_camp } + NOT = { has_character_flag = dromedary_hunt } + NOT = { has_character_flag = dromedary_hunt_taken } + NOT = { is_inaccessible_trigger = yes } + } + + option = { + name = EVTOPTA94180 + set_character_flag = dromedary_hunt + set_character_flag = dromedary_hunt_taken + character_event = { id = PlusAmbitions.decadence.0007 days = 6 tooltip = EVTTOOLTIP94181 } + } + option = { + name = EVTOPTB94180 + custom_tooltip = { text = lower_decadence_quit } + } +} + +# The Hunt Begins +character_event = { + id = PlusAmbitions.decadence.0007 + desc = EVTDESC94181 + picture = GFX_evt_desert + border = GFX_event_normal_frame_religion + + hide_from = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA94181 + character_event = { id = PlusAmbitions.decadence.0008 days = 6 tooltip = EVTTOOLTIP94182 } + } +} + +# No Sign of the Beast +character_event = { + id = PlusAmbitions.decadence.0008 + desc = EVTDESC94182 + picture = GFX_evt_desert + border = GFX_event_normal_frame_religion + + hide_from = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA94182 + character_event = { id = PlusAmbitions.decadence.0009 days = 6 tooltip = EVTTOOLTIP94183 } + } +} + +# Hunt is Abandoned +character_event = { + id = PlusAmbitions.decadence.0009 + desc = EVTDESC94183 + picture = GFX_evt_desert + border = GFX_event_normal_frame_religion + + hide_from = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA94183 + character_event = { id = PlusAmbitions.decadence.0010 days = 6 tooltip = EVTTOOLTIP94184 } + } +} + +# Coming Home +character_event = { + id = PlusAmbitions.decadence.0010 + desc = EVTDESC94184 + picture = GFX_evt_feast + border = GFX_event_normal_frame_religion + + hide_from = yes + + is_triggered_only = yes + + option = { + name = EVTOPTA94184 + decadence = -5 + } +} + +### Couriers +character_event = { + id = PlusAmbitions.decadence.0011 + desc = EVTDESC94185 + picture = GFX_evt_imam + border = GFX_event_normal_frame_intrigue + + capable_only = yes + only_rulers = yes + prisoner = no + min_age = 16 + religion_group = muslim + + is_triggered_only = yes + + trigger = { + OR = { + has_ambition = obj_lower_decadence50 + has_ambition = obj_lower_decadence55 + has_ambition = obj_lower_decadence60 + has_ambition = obj_lower_decadence65 + has_ambition = obj_lower_decadence70 + has_ambition = obj_lower_decadence75 + has_ambition = obj_lower_decadence80 + } + NOT = { has_character_flag = berber_life } + NOT = { has_character_flag = bandit_camp } + NOT = { has_character_flag = dromedary_hunt } + } + + option = { + name = EVTOPTA94185 + decadence = -3 + } +} + +### Palace Stripped of Luxuries +character_event = { + id = PlusAmbitions.decadence.0012 + desc = EVTDESC94186 + picture = GFX_evt_jugglers + border = GFX_event_normal_frame_intrigue + + capable_only = yes + only_rulers = yes + prisoner = no + min_age = 16 + religion_group = muslim + + is_triggered_only = yes + + trigger = { + OR = { + has_ambition = obj_lower_decadence50 + has_ambition = obj_lower_decadence55 + has_ambition = obj_lower_decadence60 + has_ambition = obj_lower_decadence65 + has_ambition = obj_lower_decadence70 + has_ambition = obj_lower_decadence75 + has_ambition = obj_lower_decadence80 + } + NOT = { has_character_flag = berber_life } + NOT = { has_character_flag = bandit_camp } + NOT = { has_character_flag = dromedary_hunt } + NOT = { is_inaccessible_trigger = yes } + } + + option = { + name = EVTOPTA94186 + decadence = -3 + } +} + +### Brothels Closed +character_event = { + id = PlusAmbitions.decadence.0013 + desc = EVTDESC94187 + picture = GFX_evt_sultan + border = GFX_event_normal_frame_intrigue + + capable_only = yes + only_rulers = yes + prisoner = no + min_age = 16 + religion_group = muslim + + is_triggered_only = yes + + trigger = { + OR = { + has_ambition = obj_lower_decadence50 + has_ambition = obj_lower_decadence55 + has_ambition = obj_lower_decadence60 + has_ambition = obj_lower_decadence65 + has_ambition = obj_lower_decadence70 + has_ambition = obj_lower_decadence75 + has_ambition = obj_lower_decadence80 + } + NOT = { has_character_flag = berber_life } + NOT = { has_character_flag = bandit_camp } + NOT = { has_character_flag = dromedary_hunt } + } + + option = { + name = EVTOPTA94187 + decadence = -3 + } +} diff --git a/CK2Plus/events/000_CK2Plus_ambitions_lifestyle.txt b/CK2Plus/events/000_CK2Plus_ambitions_lifestyle.txt new file mode 100644 index 00000000..f3d1a3c7 --- /dev/null +++ b/CK2Plus/events/000_CK2Plus_ambitions_lifestyle.txt @@ -0,0 +1,4061 @@ +namespace = PlusAmbitions.lifestyle + +######################################## +# LIFESTYLE EVENTS +######################################## + +# completely re-written from the vanilla events +# written by Rylock + +#Hunter +character_event = { + id = PlusAmbitions.lifestyle.0000 + desc = EVTDESC_PlusAmbitions_lifestyle_0000 + picture = GFX_evt_hunt + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = craven + is_weak_trigger = yes + religion = jain + religion = cathar + is_inaccessible_trigger = yes + } + martial = 5 + OR = { + is_female = no + #trait = martial_lady + #trait = martial_lady_tengri + #trait = martial_lady_pagan + trait = shieldmaiden + #liege = { has_law = female_council_law_4 } + has_game_rule = { + name = gender + value = all + } + #has_game_rule = { + # name = gender + # value = plus + #} + } + OR = { + trait = brave + is_strong_trigger = yes + martial = 12 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_hunter_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + is_strong_trigger = yes + } + modifier = { + factor = 1.5 + martial = 10 + } + modifier = { + factor = 1.5 + martial = 15 + } + modifier = { + factor = 1.5 + martial = 20 + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_martial" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0000 #I'm a hunter + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = brave + is_strong_trigger = yes + } + } + modifier = { + factor = 2 + religion_group = pagan_group + #^ used instead of (because pagans aren't split up yet): + #is_pagan_religion = no + } + } + add_trait = hunter + } + option = { + name = "EVTOPTB_PlusAmbitions_lifestyle_0000" #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_martial_no + } +} + +#Falconer +character_event = { + id = PlusAmbitions.lifestyle.0001 + desc = EVTDESC_PlusAmbitions_lifestyle_0001 + picture = GFX_evt_falconing + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = shy + trait = slothful + religion = jain + is_inaccessible_trigger = yes + } + diplomacy = 5 + intrigue = 5 + OR = { + trait = diligent + trait = deceitful + diplomacy = 12 + intrigue = 12 + check_variable = { which = "lifestyle_diplomacy" value = 0.9 } + check_variable = { which = "lifestyle_intrigue" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_falconer_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 1.5 + trait = gregarious + } + modifier = { + factor = 1.5 + diplomacy = 10 + } + modifier = { + factor = 1.5 + diplomacy = 15 + } + modifier = { + factor = 1.5 + diplomacy = 20 + } + modifier = { + factor = 1.5 + intrigue = 10 + } + modifier = { + factor = 1.5 + intrigue = 15 + } + modifier = { + factor = 1.5 + intrigue = 20 + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0001 #I'm a falconer + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = diligent + trait = gregarious + } + } + } + add_trait = falconer + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_diplomacy" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_diplomacy_no + } +} + +#Scholar +character_event = { + id = PlusAmbitions.lifestyle.0002 + desc = EVTDESC_PlusAmbitions_lifestyle_0002 + picture = GFX_evt_library + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = gregarious + is_dumb_trigger = yes + is_inaccessible_trigger = yes + } + learning = 5 + OR = { + trait = shy + is_smart_trigger = yes + is_priest = yes + learning = 12 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_scholar_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 1.5 + is_smart_trigger = yes + } + modifier = { + factor = 1.5 + trait = shy + } + modifier = { + factor = 1.5 + learning = 10 + } + modifier = { + factor = 1.5 + learning = 15 + } + modifier = { + factor = 1.5 + learning = 20 + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_learning" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0002 #I'm a scholar + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = shy + is_smart_trigger = yes + } + } + } + add_trait = scholar + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_learning_no + } +} + +#Mystic +character_event = { + id = PlusAmbitions.lifestyle.0003 + desc = EVTDESC_PlusAmbitions_lifestyle_0003 + picture = "GFX_evt_library" + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = zealous + is_inaccessible_trigger = yes + } + learning = 5 + OR = { + trait = cynical + religion_group = pagan_group + #^ used instead of (because pagans aren't split up yet): + #is_pagan_religion = no + learning = 12 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_mystic_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 1.5 + trait = deceitful + } + modifier = { + factor = 1.5 + trait = paranoid + } + modifier = { + factor = 1.5 + intrigue = 10 + } + modifier = { + factor = 1.5 + intrigue = 15 + } + modifier = { + factor = 1.5 + intrigue = 20 + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_learning" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0003 #I'm a mystic + ai_chance = { + factor = 20 + modifier = { + factor = 2 + OR = { + trait = cynical + religion_group = pagan_group + #^ used instead of (because pagans aren't split up yet): + #is_pagan_religion = no + } + } + } + add_trait = mystic + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 80 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_learning_no + } +} + +#Impaler +character_event = { + id = PlusAmbitions.lifestyle.0004 + desc = EVTDESC_PlusAmbitions_lifestyle_0004 + picture = GFX_evt_pale_rider + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = kind + trait = charitable + religion = jain + religion = cathar + is_inaccessible_trigger = yes + } + martial = 5 + OR = { + trait = cruel + trait = wroth + martial = 12 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_impaler_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 1.5 + trait = cruel + } + modifier = { + factor = 1.5 + trait = wroth + } + modifier = { + factor = 1.5 + intrigue = 10 + } + modifier = { + factor = 1.5 + intrigue = 15 + } + modifier = { + factor = 1.5 + intrigue = 20 + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_martial" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0004 #I'm an impaler + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = cruel + trait = wroth + } + } + } + add_trait = impaler + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_martial_no + } +} + +#Gardener +character_event = { + id = PlusAmbitions.lifestyle.0005 + desc = EVTDESC_PlusAmbitions_lifestyle_0005 + picture = GFX_evt_garden + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = slothful + trait = wroth + is_inaccessible_trigger = yes + } + stewardship = 5 + OR = { + trait = temperate + trait = patient + trait = diligent + stewardship = 12 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_gardener_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 1.5 + trait = patient + } + modifier = { + factor = 1.5 + trait = temperate + } + modifier = { + factor = 1.5 + stewardship = 10 + } + modifier = { + factor = 1.5 + stewardship = 15 + } + modifier = { + factor = 1.5 + stewardship = 20 + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_stewardship" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0005 #I'm a gardener + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = temperate + trait = patient + trait = diligent + } + } + } + add_trait = gardener + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_stewardship_no + } +} + +#Poet +character_event = { + id = PlusAmbitions.lifestyle.0006 + desc = EVTDESC_PlusAmbitions_lifestyle_0006 + picture = "GFX_evt_courtly_love" + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + prisoner = no + NOT = { + lifestyle_traits = 1 + trait = cruel + trait = envious + trait = gregarious + is_inaccessible_trigger = yes + } + diplomacy = 5 + OR = { + trait = shy + trait = kind + diplomacy = 12 + check_variable = { which = "lifestyle_diplomacy" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_poet_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = shy + } + modifier = { + factor = 1.5 + trait = kind + } + modifier = { + factor = 1.5 + trait = lustful + } + modifier = { + factor = 1.5 + diplomacy = 10 + } + modifier = { + factor = 1.5 + diplomacy = 15 + } + modifier = { + factor = 1.5 + diplomacy = 20 + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_diplomacy" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0006 #I'm a poet + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = shy + trait = kind + } + } + } + add_trait = poet + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_diplomacy" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_diplomacy_no + } +} + +#Administrator +character_event = { + id = PlusAmbitions.lifestyle.0007 + desc = EVTDESC_PlusAmbitions_lifestyle_0007 + picture = GFX_evt_royal_court + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = slothful + trait = gregarious + is_inaccessible_trigger = yes + } + stewardship = 5 + OR = { + trait = diligent + trait = shy + trait = content + stewardship = 12 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_administrator_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = temperate + } + modifier = { + factor = 1.5 + trait = shy + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_stewardship" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0007 #I'm an administrator + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = diligent + trait = shy + trait = content + } + } + } + add_trait = administrator + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_administrator_no + } +} + +#Hedonist +character_event = { + id = PlusAmbitions.lifestyle.0008 + desc = EVTDESC_PlusAmbitions_lifestyle_0008 + picture = GFX_evt_brothel + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = temperate + trait = shy + is_inaccessible_trigger = yes + } + trait = lustful + OR = { + trait = drunkard + trait = gluttonous + trait = greedy + check_variable = { which = "lifestyle_hedonist" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_hedonist_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = drunkard + } + modifier = { + factor = 1.5 + trait = gluttonous + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_hedonist" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_hedonist" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0008 #I'm a hedonist + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = drunkard + trait = gluttonous + trait = greedy + } + } + } + add_trait = hedonist + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_hedonist" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_hedonist_no + } +} + +#Duelist +character_event = { + id = PlusAmbitions.lifestyle.0009 + desc = EVTDESC_PlusAmbitions_lifestyle_0009 + picture = GFX_evt_joust + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = content + trait = kind + trait = craven + is_weak_trigger = yes + is_inaccessible_trigger = yes + } + martial = 5 + OR = { + is_female = no + #trait = martial_lady + #trait = martial_lady_tengri + #trait = martial_lady_pagan + trait = shieldmaiden + has_game_rule = { + name = gender + value = all + } + #has_game_rule = { + # name = gender + # value = plus + #} + } + OR = { + trait = wroth + trait = brave + trait = ambitious + martial = 12 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + + NOT = { has_character_flag = lifestyle_duelist_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 1.5 + trait = wroth + } + modifier = { + factor = 1.5 + trait = brave + } + modifier = { + factor = 1.5 + is_strong_trigger = yes + } + modifier = { + factor = 1.5 + martial = 10 + } + modifier = { + factor = 1.5 + martial = 15 + } + modifier = { + factor = 1.5 + martial = 20 + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_martial" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0009 #I'm a duelist + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = wroth + trait = brave + trait = ambitious + } + } + modifier = { + factor = 0.5 + religion = jain + } + modifier = { + factor = 0.5 + religion = cathar + } + } + add_trait = duelist + pacifists_lose_piety_effect = yes + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_martial_no + } +} + +#Faqih +character_event = { + id = PlusAmbitions.lifestyle.0010 + desc = EVTDESC_PlusAmbitions_lifestyle_0010 + picture = GFX_evt_shadowy_cabal + + is_triggered_only = yes + + religion_group = muslim + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = cynical + trait = slothful + trait = hafiz + is_inaccessible_trigger = yes + has_alternate_start_parameter = { + key = religion_names + value = random + } + } + learning = 5 + OR = { + trait = just + trait = zealous + learning = 12 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_faqih_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = diligent + } + modifier = { + factor = 1.5 + trait = just + } + modifier = { + factor = 1.5 + trait = zealous + } + modifier = { + factor = 1.5 + learning = 10 + } + modifier = { + factor = 1.5 + learning = 15 + } + modifier = { + factor = 1.5 + learning = 20 + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_learning" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_learning" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0010 #I have become faqih + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = just + trait = zealous + } + } + } + add_trait = faqih + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_learning" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_learning_no + } +} + +#Architect +character_event = { + id = PlusAmbitions.lifestyle.0011 + desc = EVTDESC_PlusAmbitions_lifestyle_0011 + picture = GFX_evt_castle_construction + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = wroth + trait = content + trait = humble + is_inaccessible_trigger = yes + } + stewardship = 5 + OR = { + trait = patient + trait = ambitious + trait = proud + stewardship = 12 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_architect_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = patient + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_stewardship" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_stewardship" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0011 #I'm an architect + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = patient + trait = ambitious + trait = proud + } + } + } + add_trait = architect + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_stewardship" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_architect_no + } +} + +#Strategist +character_event = { + id = PlusAmbitions.lifestyle.0012 + desc = EVTDESC_PlusAmbitions_lifestyle_0012 + picture = GFX_evt_large_army + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = wroth + trait = content + trait = trusting + is_inaccessible_trigger = yes + } + martial = 5 + OR = { + trait = patient + trait = ambitious + trait = paranoid + martial = 12 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_strategist_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = patient + } + modifier = { + factor = 1.5 + trait = ambitious + } + modifier = { + factor = 1.5 + trait = paranoid + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_martial" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_martial" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0012 #I'm a strategist + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = patient + trait = ambitious + trait = paranoid + } + } + } + add_trait = strategist + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_martial" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_strategist_no + } +} + +#Socializer +character_event = { + id = PlusAmbitions.lifestyle.0013 + desc = EVTDESC_PlusAmbitions_lifestyle_0013 + picture = "GFX_evt_feast" + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = shy + trait = ugly + trait = paranoid + is_inaccessible_trigger = yes + } + diplomacy = 5 + OR = { + trait = gregarious + trait = fair + diplomacy = 12 + check_variable = { which = "lifestyle_diplomacy" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_socializer_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = gregarious + } + modifier = { + factor = 1.5 + trait = proud + } + modifier = { + factor = 1.5 + trait = fair + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_diplomacy" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_diplomacy" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0013 #I'm a socializer + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = gregarious + trait = fair + } + } + } + add_trait = socializer + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_diplomacy" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_socializer_no + } +} + +#Schemer +character_event = { + id = PlusAmbitions.lifestyle.0014 + desc = EVTDESC_PlusAmbitions_lifestyle_0014 + picture = GFX_evt_whispers + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = trusting + trait = honest + is_inaccessible_trigger = yes + } + intrigue = 5 + OR = { + trait = paranoid + trait = deceitful + intrigue = 12 + check_variable = { which = "lifestyle_intrigue" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_schemer_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = paranoid + } + modifier = { + factor = 1.5 + trait = deceitful + } + modifier = { + factor = 1.5 + trait = patient + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_intrigue" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0014 #I'm a schemer + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = paranoid + trait = deceitful + } + } + } + add_trait = schemer + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_intrigue" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_strategist_no + } +} + +#Gamer +character_event = { + id = PlusAmbitions.lifestyle.0015 + desc = EVTDESC_PlusAmbitions_lifestyle_0015 + picture = GFX_evt_market + + is_triggered_only = yes + + min_age = 25 + prisoner = no + capable_only = yes + + trigger = { + NOT = { + lifestyle_traits = 1 + trait = wroth + trait = arbitrary + is_inaccessible_trigger = yes + } + intrigue = 5 + OR = { + trait = patient + trait = just + intrigue = 12 + check_variable = { which = "lifestyle_intrigue" value = 0.9 } + } + NOT = { has_character_flag = lifestyle_schemer_no } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + trait = patient + } + modifier = { + factor = 1.5 + trait = just + } + modifier = { + factor = 1.5 + trait = gluttonous + } + modifier = { + factor = 0.5 + NOT = { check_variable = { which = "lifestyle_intrigue" value = 0.9 } } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 0.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 1.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 2.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 3.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 4.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 5.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 6.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 7.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 8.9 } + } + modifier = { + factor = 2.0 + check_variable = { which = "lifestyle_intrigue" value = 9.9 } + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0015 #I'm a gamer + ai_chance = { + factor = 60 + modifier = { + factor = 2 + OR = { + trait = patient + trait = just + } + } + } + add_trait = gamer + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0000 #That lifestyle is not for me + ai_chance = { + factor = 40 + modifier = { + factor = 0 + check_variable = { which = "lifestyle_intrigue" value = 0.9 } + } + modifier = { + factor = 0 + has_ambition = obj_adopt_a_lifestyle + } + } + set_character_flag = lifestyle_strategist_no + } +} + +### GAIN LIFESTYLE AMBITION EVENTS + +#A traveling merchant visits during a storm +character_event = { + id = PlusAmbitions.lifestyle.0016 + desc = EVTDESC_PlusAmbitions_lifestyle_0016 + picture = GFX_evt_emissary + + is_triggered_only = yes + + only_rulers = yes + war = no + min_age = 25 + prisoner = no + + trigger = { + is_ill = no + is_ruler = yes + diplomacy = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_diplomacy1_check + check_variable = { which = "lifestyle_diplomacy" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + diplomacy = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_diplomacy1_check + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0016 #Diplomacy + ai_chance = { + factor = 10 + modifier = { + factor = 2 + diplomacy = 12 + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 2.0 + trait = underhanded_rogue + } + modifier = { + factor = 3.0 + trait = charismatic_negotiator + } + modifier = { + factor = 4.0 + trait = grey_eminence + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_diplomacy" value = 1.0 } + } + random = { + chance = 20 + change_diplomacy = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0016 #Martial + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { martial = 5 } + } + modifier = { + factor = 2 + martial = 12 + } + modifier = { + factor = 1.5 + trait = misguided_warrior + } + modifier = { + factor = 2.0 + trait = tough_soldier + } + modifier = { + factor = 3.0 + trait = skilled_tactician + } + modifier = { + factor = 4.0 + trait = brilliant_strategist + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_martial" value = 1.0 } + } + random = { + chance = 20 + change_martial = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0016 #Learning + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { learning = 5 } + } + modifier = { + factor = 2 + learning = 12 + } + modifier = { + factor = 1.5 + trait = detached_priest + } + modifier = { + factor = 2.0 + trait = martial_cleric + } + modifier = { + factor = 3.0 + trait = scholarly_theologian + } + modifier = { + factor = 4.0 + trait = mastermind_theologian + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_learning" value = 1.0 } + } + random = { + chance = 20 + change_learning = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0016 #None of the above + ai_chance = { + factor = 10 + } + if = { + limit = { trait = stressed } + random = { + chance = 20 + remove_trait = stressed + } + } + if = { + limit = { trait = depressed } + random = { + chance = 20 + remove_trait = depressed + } + } + } +} + +#A function is happening in the capital +character_event = { + id = PlusAmbitions.lifestyle.0017 + desc = EVTDESC_PlusAmbitions_lifestyle_0017 + picture = GFX_evt_jugglers + + is_triggered_only = yes + + war = no + min_age = 25 + prisoner = no + + trigger = { + diplomacy = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_diplomacy2_check + check_variable = { which = "lifestyle_diplomacy" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + diplomacy = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_diplomacy2_check + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0017 #Diplomacy + ai_chance = { + factor = 10 + modifier = { + factor = 2 + diplomacy = 12 + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 2.0 + trait = underhanded_rogue + } + modifier = { + factor = 3.0 + trait = charismatic_negotiator + } + modifier = { + factor = 4.0 + trait = grey_eminence + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_diplomacy" value = 1.0 } + } + random = { + chance = 20 + change_diplomacy = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0017 #Intrigue + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { intrigue = 5 } + } + modifier = { + factor = 2 + intrigue = 12 + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 2.0 + trait = flamboyant_schemer + } + modifier = { + factor = 3.0 + trait = intricate_webweaver + } + modifier = { + factor = 4.0 + trait = elusive_shadow + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_intrigue" value = 1.0 } + } + random = { + chance = 20 + change_intrigue = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0017 #Stewardship + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { stewardship = 5 } + } + modifier = { + factor = 2 + stewardship = 12 + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 2.0 + trait = thrifty_clerk + } + modifier = { + factor = 3.0 + trait = fortune_builder + } + modifier = { + factor = 4.0 + trait = midas_touched + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1.0 } + } + random = { + chance = 20 + change_stewardship = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0017 #None of the above + if = { + limit = { trait = stressed } + random = { + chance = 20 + remove_trait = stressed + } + } + if = { + limit = { trait = depressed } + random = { + chance = 20 + remove_trait = depressed + } + } + } +} + +#See your knights sparring together +character_event = { + id = PlusAmbitions.lifestyle.0018 + desc = EVTDESC_PlusAmbitions_lifestyle_0018 + picture = GFX_evt_melee + + is_triggered_only = yes + + only_rulers = yes + war = no + min_age = 25 + prisoner = no + + trigger = { + is_ruler = yes + martial = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_martial1_check + check_variable = { which = "lifestyle_martial" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + martial = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_martial1_check + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0018 #Martial + ai_chance = { + factor = 10 + modifier = { + factor = 2 + martial = 12 + } + modifier = { + factor = 1.5 + trait = misguided_warrior + } + modifier = { + factor = 2.0 + trait = tough_soldier + } + modifier = { + factor = 3.0 + trait = skilled_tactician + } + modifier = { + factor = 4.0 + trait = brilliant_strategist + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_martial" value = 1.0 } + } + random = { + chance = 20 + change_martial = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0018 #Diplomacy + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { diplomacy = 5 } + } + modifier = { + factor = 2 + diplomacy = 12 + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 2.0 + trait = underhanded_rogue + } + modifier = { + factor = 3.0 + trait = charismatic_negotiator + } + modifier = { + factor = 4.0 + trait = grey_eminence + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_diplomacy" value = 1.0 } + } + random = { + chance = 20 + change_diplomacy = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0018 #Learning + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { learning = 5 } + } + modifier = { + factor = 2 + learning = 12 + } + modifier = { + factor = 1.5 + trait = detached_priest + } + modifier = { + factor = 2.0 + trait = martial_cleric + } + modifier = { + factor = 3.0 + trait = scholarly_theologian + } + modifier = { + factor = 4.0 + trait = mastermind_theologian + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_learning" value = 1.0 } + } + random = { + chance = 20 + change_learning = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0018 #None of the above + random = { + chance = 20 + health = 0.25 + } + } +} + +#Courtiers arguing about the war +character_event = { + id = PlusAmbitions.lifestyle.0019 + desc = EVTDESC_PlusAmbitions_lifestyle_0019 + picture = GFX_evt_warrior_banners + + is_triggered_only = yes + + war = yes + min_age = 25 + prisoner = no + + trigger = { + martial = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_martial2_check + check_variable = { which = "lifestyle_martial" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + martial = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_martial2_check + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0019 #Martial + ai_chance = { + factor = 10 + modifier = { + factor = 2 + martial = 12 + } + modifier = { + factor = 1.5 + trait = misguided_warrior + } + modifier = { + factor = 2.0 + trait = tough_soldier + } + modifier = { + factor = 3.0 + trait = skilled_tactician + } + modifier = { + factor = 4.0 + trait = brilliant_strategist + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_martial" value = 1.0 } + } + random = { + chance = 20 + change_martial = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0019 #Intrigue + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { intrigue = 5 } + } + modifier = { + factor = 2 + intrigue = 12 + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 2.0 + trait = flamboyant_schemer + } + modifier = { + factor = 3.0 + trait = intricate_webweaver + } + modifier = { + factor = 4.0 + trait = elusive_shadow + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_intrigue" value = 1.0 } + } + random = { + chance = 20 + change_intrigue = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0019 #Stewardship + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { stewardship = 5 } + } + modifier = { + factor = 2 + stewardship = 12 + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 2.0 + trait = thrifty_clerk + } + modifier = { + factor = 3.0 + trait = fortune_builder + } + modifier = { + factor = 4.0 + trait = midas_touched + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1.0 } + } + random = { + chance = 20 + change_stewardship = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0019 #None of the above + random = { + chance = 20 + health = 0.25 + } + } +} + +#A day of peace for a ruler +character_event = { + id = PlusAmbitions.lifestyle.0020 + desc = EVTDESC_PlusAmbitions_lifestyle_0020 + picture = GFX_evt_battle + + is_triggered_only = yes + + war = no + min_age = 25 + prisoner = no + + trigger = { + stewardship = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + any_liege = { war = yes } + has_character_flag = lifestyle_stewardship1_check + check_variable = { which = "lifestyle_stewardship" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + stewardship = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_stewardship1_check + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0020 #Stewardship + ai_chance = { + factor = 10 + modifier = { + factor = 2 + stewardship = 12 + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 2.0 + trait = thrifty_clerk + } + modifier = { + factor = 3.0 + trait = fortune_builder + } + modifier = { + factor = 4.0 + trait = midas_touched + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1.0 } + } + random = { + chance = 20 + change_stewardship = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0020 #Martial + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { martial = 5 } + } + modifier = { + factor = 2 + martial = 12 + } + modifier = { + factor = 1.5 + trait = misguided_warrior + } + modifier = { + factor = 2.0 + trait = tough_soldier + } + modifier = { + factor = 3.0 + trait = skilled_tactician + } + modifier = { + factor = 4.0 + trait = brilliant_strategist + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_martial" value = 1.0 } + } + random = { + chance = 20 + change_martial = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0020 #Learning + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { learning = 5 } + } + modifier = { + factor = 2 + learning = 12 + } + modifier = { + factor = 1.5 + trait = detached_priest + } + modifier = { + factor = 2.0 + trait = martial_cleric + } + modifier = { + factor = 3.0 + trait = scholarly_theologian + } + modifier = { + factor = 4.0 + trait = mastermind_theologian + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_learning" value = 1.0 } + } + random = { + chance = 20 + change_learning = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0020 #None of the above + random_courtier = { + limit = { + OR = { + is_married = ROOT + is_consort = ROOT + is_lover = ROOT + is_close_relative = ROOT + } + } + opinion = { who = ROOT modifier = opinion_family_love months = 24 } + } + } +} + +#A disturbance in the market +character_event = { + id = PlusAmbitions.lifestyle.0021 + desc = EVTDESC_PlusAmbitions_lifestyle_0021 + picture = GFX_evt_riots_byzantine + + is_triggered_only = yes + + war = no + min_age = 25 + prisoner = no + + trigger = { + is_ruler = yes + stewardship = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_stewardship2_check + check_variable = { which = "lifestyle_stewardship" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + stewardship = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_stewardship2_check + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0021 #Stewardship + ai_chance = { + factor = 10 + modifier = { + factor = 2 + stewardship = 12 + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 2.0 + trait = thrifty_clerk + } + modifier = { + factor = 3.0 + trait = fortune_builder + } + modifier = { + factor = 4.0 + trait = midas_touched + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1.0 } + } + random = { + chance = 20 + change_stewardship = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0021 #Diplomacy + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { diplomacy = 5 } + } + modifier = { + factor = 2 + diplomacy = 12 + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 2.0 + trait = underhanded_rogue + } + modifier = { + factor = 3.0 + trait = charismatic_negotiator + } + modifier = { + factor = 4.0 + trait = grey_eminence + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_diplomacy" value = 1.0 } + } + random = { + chance = 20 + change_diplomacy = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0021 #Intrigue + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { intrigue = 5 } + } + modifier = { + factor = 2 + intrigue = 12 + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 2.0 + trait = flamboyant_schemer + } + modifier = { + factor = 3.0 + trait = intricate_webweaver + } + modifier = { + factor = 4.0 + trait = elusive_shadow + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_intrigue" value = 1.0 } + } + random = { + chance = 20 + change_intrigue = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0021 #None of the above + add_character_modifier = { + name = plus_attentive_liege + duration = 365 + } + } +} + +#Wondering about rival +character_event = { + id = PlusAmbitions.lifestyle.0022 + desc = EVTDESC_PlusAmbitions_lifestyle_0022 + picture = GFX_evt_shadow + + is_triggered_only = yes + + rivals = yes + min_age = 25 + prisoner = no + + trigger = { + intrigue = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_intrigue1_check + check_variable = { which = "lifestyle_intrigue" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + intrigue = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_intrigue1_check + random_rival = { + limit = { is_alive = yes } + save_event_target_as = target_rival + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0022 #Intrigue + ai_chance = { + factor = 10 + modifier = { + factor = 2 + intrigue = 12 + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 2.0 + trait = flamboyant_schemer + } + modifier = { + factor = 3.0 + trait = intricate_webweaver + } + modifier = { + factor = 4.0 + trait = elusive_shadow + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_intrigue" value = 1.0 } + } + random = { + chance = 20 + change_intrigue = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0022 #Martial + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { martial = 5 } + } + modifier = { + factor = 2 + martial = 12 + } + modifier = { + factor = 1.5 + trait = misguided_warrior + } + modifier = { + factor = 2.0 + trait = tough_soldier + } + modifier = { + factor = 3.0 + trait = skilled_tactician + } + modifier = { + factor = 4.0 + trait = brilliant_strategist + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_martial" value = 1.0 } + } + random = { + chance = 20 + change_martial = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0022 #Diplomacy + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { diplomacy = 5 } + } + modifier = { + factor = 2 + diplomacy = 12 + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 2.0 + trait = underhanded_rogue + } + modifier = { + factor = 3.0 + trait = charismatic_negotiator + } + modifier = { + factor = 4.0 + trait = grey_eminence + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_diplomacy" value = 1.0 } + } + random = { + chance = 20 + change_diplomacy = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0022 #None of the above + piety = 25 + if = { + limit = { + NOT = { + trait = wroth + trait = patient + } + } + random = { + chance = 20 + add_trait = patient + } + } + if = { + limit = { trait = wroth } + random = { + chance = 20 + remove_trait = wroth + } + } + } +} + +#Thinking about the plot +character_event = { + id = PlusAmbitions.lifestyle.0023 + desc = EVTDESC_PlusAmbitions_lifestyle_0023 + picture = GFX_evt_shadowy_cabal + + is_triggered_only = yes + + is_part_of_plot = yes + min_age = 25 + prisoner = no + + trigger = { + intrigue = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_intrigue2_check + check_variable = { which = "lifestyle_intrigue" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + intrigue = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_intrigue2_check + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0023 #Intrigue + ai_chance = { + factor = 10 + modifier = { + factor = 2 + intrigue = 12 + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 2.0 + trait = flamboyant_schemer + } + modifier = { + factor = 3.0 + trait = intricate_webweaver + } + modifier = { + factor = 4.0 + trait = elusive_shadow + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_intrigue" value = 1.0 } + } + random = { + chance = 20 + change_intrigue = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0023 #Learning + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { learning = 5 } + } + modifier = { + factor = 2 + learning = 12 + } + modifier = { + factor = 1.5 + trait = detached_priest + } + modifier = { + factor = 2.0 + trait = martial_cleric + } + modifier = { + factor = 3.0 + trait = scholarly_theologian + } + modifier = { + factor = 4.0 + trait = mastermind_theologian + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_learning" value = 1.0 } + } + random = { + chance = 20 + change_learning = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0023 #Stewardship + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { stewardship = 5 } + } + modifier = { + factor = 2 + stewardship = 12 + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 2.0 + trait = thrifty_clerk + } + modifier = { + factor = 3.0 + trait = fortune_builder + } + modifier = { + factor = 4.0 + trait = midas_touched + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1.0 } + } + random = { + chance = 20 + change_stewardship = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0023 #None of the above + #if = { + # limit = { + # NOR = { + # has_character_modifier = plot_assisted_spying + # has_character_modifier = plot_assisted_spying2 + # has_character_modifier = plot_assisted_spying3 + # has_character_modifier = plot_assisted_spying4 + # has_character_modifier = plot_assisted_spying5 + # } + #} + #add_character_modifier = { + # name = plot_assisted_spying + # duration = 90 + #} + #} + if = { + limit = { NOT = { trait = wroth } } + random = { + chance = 20 + add_trait = wroth + } + } + } +} + +#Debate with a zealous courtier +character_event = { + id = PlusAmbitions.lifestyle.0024 + desc = EVTDESC_PlusAmbitions_lifestyle_0024 + picture = GFX_evt_bishop + + is_triggered_only = yes + + only_rulers = yes + war = no + min_age = 25 + prisoner = no + + trigger = { + is_ruler = yes + learning = 5 + any_courtier = { + is_liege_or_above = ROOT + is_ruler = yes + is_adult = yes + OR = { + trait = zealous + learning = 12 + } + } + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_learning1_check + check_variable = { which = "lifestyle_learning" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + learning = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_learning1_check + random_courtier = { + limit = { + is_liege_or_above = ROOT + is_ruler = yes + is_adult = yes + OR = { + trait = zealous + learning = 12 + } + } + save_event_target_as = debater + } + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0024 #Learning + ai_chance = { + factor = 10 + modifier = { + factor = 2 + learning = 12 + } + modifier = { + factor = 1.5 + trait = detached_priest + } + modifier = { + factor = 2.0 + trait = martial_cleric + } + modifier = { + factor = 3.0 + trait = scholarly_theologian + } + modifier = { + factor = 4.0 + trait = mastermind_theologian + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_learning" value = 1.0 } + } + random = { + chance = 20 + change_learning = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0024 #Diplomacy + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { diplomacy = 5 } + } + modifier = { + factor = 2 + diplomacy = 12 + } + modifier = { + factor = 1.5 + trait = naive_appeaser + } + modifier = { + factor = 2.0 + trait = underhanded_rogue + } + modifier = { + factor = 3.0 + trait = charismatic_negotiator + } + modifier = { + factor = 4.0 + trait = grey_eminence + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_diplomacy" value = 1.0 } + } + random = { + chance = 20 + change_diplomacy = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0024 #Intrigue + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { intrigue = 5 } + } + modifier = { + factor = 2 + intrigue = 12 + } + modifier = { + factor = 1.5 + trait = amateurish_plotter + } + modifier = { + factor = 2.0 + trait = flamboyant_schemer + } + modifier = { + factor = 3.0 + trait = intricate_webweaver + } + modifier = { + factor = 4.0 + trait = elusive_shadow + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_intrigue" value = 1.0 } + } + random = { + chance = 20 + change_intrigue = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0024 #None of the above + event_target:debater = { + if = { + limit = { NOT = { is_rival = ROOT } } + opinion = { who = ROOT modifier = plus_good_speech years = 3 } + } + if = { + limit = { is_rival = ROOT } + remove_rival = ROOT + } + } + } +} + +#Bookseller comes to court +character_event = { + id = PlusAmbitions.lifestyle.0025 + desc = EVTDESC_PlusAmbitions_lifestyle_0025 + picture = GFX_evt_library + + is_triggered_only = yes + + war = no + min_age = 25 + prisoner = no + + trigger = { + learning = 5 + NOT = { + lifestyle_traits = 1 + trait = incapable + is_inaccessible_trigger = yes + has_character_flag = lifestyle_learning2_check + check_variable = { which = "lifestyle_learning" value = 1.9 } + } + } + + weight_multiplier = { + days = 1 + modifier = { + factor = 0.75 + has_dlc = "Way of Life" + } + modifier = { + factor = 5.0 + has_ambition = obj_adopt_a_lifestyle + } + modifier = { + factor = 1.5 + learning = 12 + } + modifier = { + factor = 1.25 + age = 30 + } + modifier = { + factor = 1.25 + age = 35 + } + modifier = { + factor = 1.25 + age = 40 + } + modifier = { + factor = 1.25 + age = 45 + } + } + + immediate = { + set_character_flag = lifestyle_learning2_check + } + + option = { + name = EVTOPTA_PlusAmbitions_lifestyle_0025 #Learning + ai_chance = { + factor = 10 + modifier = { + factor = 2 + learning = 12 + } + modifier = { + factor = 1.5 + trait = detached_priest + } + modifier = { + factor = 2.0 + trait = martial_cleric + } + modifier = { + factor = 3.0 + trait = scholarly_theologian + } + modifier = { + factor = 4.0 + trait = mastermind_theologian + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_learning" value = 1.0 } + } + random = { + chance = 20 + change_learning = 1 + } + } + option = { + name = EVTOPTB_PlusAmbitions_lifestyle_0025 #Martial + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { martial = 5 } + } + modifier = { + factor = 2 + martial = 12 + } + modifier = { + factor = 1.5 + trait = misguided_warrior + } + modifier = { + factor = 2.0 + trait = tough_soldier + } + modifier = { + factor = 3.0 + trait = skilled_tactician + } + modifier = { + factor = 4.0 + trait = brilliant_strategist + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_martial" value = 1.0 } + } + random = { + chance = 20 + change_martial = 1 + } + } + option = { + name = EVTOPTC_PlusAmbitions_lifestyle_0025 #Stewardship + ai_chance = { + factor = 10 + modifier = { + factor = 0 + NOT = { stewardship = 5 } + } + modifier = { + factor = 2 + stewardship = 12 + } + modifier = { + factor = 1.5 + trait = indulgent_wastrel + } + modifier = { + factor = 2.0 + trait = thrifty_clerk + } + modifier = { + factor = 3.0 + trait = fortune_builder + } + modifier = { + factor = 4.0 + trait = midas_touched + } + } + hidden_tooltip = { + change_variable = { which = "lifestyle_stewardship" value = 1.0 } + } + random = { + chance = 20 + change_stewardship = 1 + } + } + option = { + name = EVTOPTD_PlusAmbitions_lifestyle_0025 #None of the above + scaled_wealth = 0.1 + } +} + diff --git a/CK2Plus/events/on_action_events.txt b/CK2Plus/events/on_action_events.txt index 960f3bea..96c4c757 100644 --- a/CK2Plus/events/on_action_events.txt +++ b/CK2Plus/events/on_action_events.txt @@ -5806,7 +5806,7 @@ character_event = { } } -# Safety check event for flag clearace - do_not_disturb etc +# Safety check event for flag clearace - plus_do_not_disturb etc character_event = { id = 63106 @@ -5817,7 +5817,7 @@ character_event = { immediate = { if = { limit = { - had_character_flag = { flag = do_not_disturb days = 1800 } # Clears if flag has stayed on for 5 years approx + had_character_flag = { flag = plus_do_not_disturb days = 1800 } # Clears if flag has stayed on for 5 years approx } clr_character_flag = do_not_disturb } diff --git a/CK2Plus/gfx/objectives/obj_amass_wealth_plus.dds b/CK2Plus/gfx/objectives/obj_amass_wealth_plus.dds new file mode 100644 index 00000000..2486ad61 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_amass_wealth_plus.dds differ diff --git a/CK2Plus/gfx/objectives/obj_bastard_legit.dds b/CK2Plus/gfx/objectives/obj_bastard_legit.dds new file mode 100644 index 00000000..c0b5ca3d Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_bastard_legit.dds differ diff --git a/CK2Plus/gfx/objectives/obj_become_duke.tga b/CK2Plus/gfx/objectives/obj_become_duke.tga new file mode 100644 index 00000000..b72b3222 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_become_duke.tga differ diff --git a/CK2Plus/gfx/objectives/obj_become_emperor.tga b/CK2Plus/gfx/objectives/obj_become_emperor.tga new file mode 100644 index 00000000..b19f451f Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_become_emperor.tga differ diff --git a/CK2Plus/gfx/objectives/obj_become_independent.dds b/CK2Plus/gfx/objectives/obj_become_independent.dds new file mode 100644 index 00000000..edb2dbb2 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_become_independent.dds differ diff --git a/CK2Plus/gfx/objectives/obj_become_multiduke.tga b/CK2Plus/gfx/objectives/obj_become_multiduke.tga new file mode 100644 index 00000000..4cc2559f Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_become_multiduke.tga differ diff --git a/CK2Plus/gfx/objectives/obj_befriend_liege.tga b/CK2Plus/gfx/objectives/obj_befriend_liege.tga new file mode 100644 index 00000000..ed2e70f7 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_befriend_liege.tga differ diff --git a/CK2Plus/gfx/objectives/obj_befriend_relhead.tga b/CK2Plus/gfx/objectives/obj_befriend_relhead.tga new file mode 100644 index 00000000..44399469 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_befriend_relhead.tga differ diff --git a/CK2Plus/gfx/objectives/obj_escape_prison.tga b/CK2Plus/gfx/objectives/obj_escape_prison.tga new file mode 100644 index 00000000..2781975b Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_escape_prison.tga differ diff --git a/CK2Plus/gfx/objectives/obj_expand_demesne.dds b/CK2Plus/gfx/objectives/obj_expand_demesne.dds new file mode 100644 index 00000000..48fa7543 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_expand_demesne.dds differ diff --git a/CK2Plus/gfx/objectives/obj_go_crusade.dds b/CK2Plus/gfx/objectives/obj_go_crusade.dds new file mode 100644 index 00000000..0897f440 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_go_crusade.dds differ diff --git a/CK2Plus/gfx/objectives/obj_great_council.tga b/CK2Plus/gfx/objectives/obj_great_council.tga new file mode 100644 index 00000000..3d070ea5 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_great_council.tga differ diff --git a/CK2Plus/gfx/objectives/obj_have_fifteen_kids.dds b/CK2Plus/gfx/objectives/obj_have_fifteen_kids.dds new file mode 100644 index 00000000..ab4225a4 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_have_fifteen_kids.dds differ diff --git a/CK2Plus/gfx/objectives/obj_have_five_kids.dds b/CK2Plus/gfx/objectives/obj_have_five_kids.dds new file mode 100644 index 00000000..5a996030 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_have_five_kids.dds differ diff --git a/CK2Plus/gfx/objectives/obj_have_ten_kids.dds b/CK2Plus/gfx/objectives/obj_have_ten_kids.dds new file mode 100644 index 00000000..fcc662c0 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_have_ten_kids.dds differ diff --git a/CK2Plus/gfx/objectives/obj_have_twenty_kids.dds b/CK2Plus/gfx/objectives/obj_have_twenty_kids.dds new file mode 100644 index 00000000..d1a27d78 Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_have_twenty_kids.dds differ diff --git a/CK2Plus/gfx/objectives/obj_jihad.tga b/CK2Plus/gfx/objectives/obj_jihad.tga new file mode 100644 index 00000000..9a3ad23f Binary files /dev/null and b/CK2Plus/gfx/objectives/obj_jihad.tga differ diff --git a/CK2Plus/gfx/traits/exalted2.tga b/CK2Plus/gfx/traits/exalted2.tga new file mode 100644 index 00000000..133db207 Binary files /dev/null and b/CK2Plus/gfx/traits/exalted2.tga differ diff --git a/CK2Plus/gfx/traits/exalted3.tga b/CK2Plus/gfx/traits/exalted3.tga new file mode 100644 index 00000000..922ddead Binary files /dev/null and b/CK2Plus/gfx/traits/exalted3.tga differ diff --git a/CK2Plus/gfx/traits/exalted4.tga b/CK2Plus/gfx/traits/exalted4.tga new file mode 100644 index 00000000..3228b17b Binary files /dev/null and b/CK2Plus/gfx/traits/exalted4.tga differ diff --git a/CK2Plus/interface/000_CK2Plus_ambitions.gfx b/CK2Plus/interface/000_CK2Plus_ambitions.gfx index 6d61dde6..03d65b46 100644 --- a/CK2Plus/interface/000_CK2Plus_ambitions.gfx +++ b/CK2Plus/interface/000_CK2Plus_ambitions.gfx @@ -6,403 +6,277 @@ spriteTypes = { noRefCount = yes effectFile = "gfx/FX/buttonstate_linear.lua" } -# spriteType = { -# name = "GFX_obj_amass_wealth_2" -# textureFile = "gfx/objectives/obj_amass_wealth.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_amass_wealth_3" -# textureFile = "gfx/objectives/obj_amass_wealth.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_amass_wealth_4" -# textureFile = "gfx/objectives/obj_amass_wealth.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_be_legitimized" -# textureFile = "gfx/objectives/obj_be_legitimized.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_become_exalted_2" -# textureFile = "gfx/objectives/obj_become_exalted.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_become_exalted_3" -# textureFile = "gfx/objectives/obj_become_exalted.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_become_exalted_4" -# textureFile = "gfx/objectives/obj_become_exalted.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_become_independent" -# textureFile = "gfx/objectives/obj_become_independent.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_become_rank_duke" -# textureFile = "gfx/objectives/obj_become_rank_duke.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_become_rank_duke_multi" -# textureFile = "gfx/objectives/obj_become_rank_duke_multi.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_become_rank_emperor" -# textureFile = "gfx/objectives/obj_become_rank_emperor.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_become_saint" -# textureFile = "gfx/objectives/obj_become_saint.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_befriend_liege" -# textureFile = "gfx/objectives/obj_befriend_liege.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_befriend_top_liege" -# textureFile = "gfx/objectives/obj_befriend_liege.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_befriend_relhead" -# textureFile = "gfx/objectives/obj_befriend_relhead.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_break_out_of_prison" -# textureFile = "gfx/objectives/obj_break_out_of_prison.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_change_province_culture" -# textureFile = "gfx/objectives/obj_change_province_culture.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_change_province_religion" -# textureFile = "gfx/objectives/obj_change_province_religion.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_cta_0" -# textureFile = "gfx/objectives/obj_cta_0.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_cta_1" -# textureFile = "gfx/objectives/obj_cta_1.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_cta_2" -# textureFile = "gfx/objectives/obj_cta_2.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_cta_3" -# textureFile = "gfx/objectives/obj_cta_3.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_druze_esoteric_learning" -# textureFile = 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textureFile = "gfx/objectives/obj_have_20_children.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_increase_demesne_1" -# textureFile = "gfx/objectives/obj_increase_demesne.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_increase_demesne_2" -# textureFile = "gfx/objectives/obj_increase_demesne.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_increase_demesne_3" -# textureFile = "gfx/objectives/obj_increase_demesne.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_increase_demesne_4" -# textureFile = "gfx/objectives/obj_increase_demesne.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name 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noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_lower_decadence70" -# textureFile = "gfx/objectives/obj_lower_decadence.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_lower_decadence75" -# textureFile = "gfx/objectives/obj_lower_decadence.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_lower_decadence80" -# textureFile = "gfx/objectives/obj_lower_decadence.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_make_a_friend" -# textureFile = "gfx/objectives/obj_make_a_friend.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_nickname_change" -# textureFile = "gfx/objectives/obj_nickname_get.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_nickname_get" -# textureFile = "gfx/objectives/obj_nickname_get.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_peace_10_years" -# textureFile = "gfx/objectives/obj_peace_10_years.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_reign_20_years" -# textureFile = "gfx/objectives/obj_reign_20_years.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_spouse_councillor" -# textureFile = "gfx/objectives/obj_spouse_councillor.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } -# spriteType = { -# name = "GFX_obj_win_a_war" -# textureFile = "gfx/objectives/obj_win_war.dds" -# noOfFrames = 1 -# noRefCount = yes -# effectFile = "gfx/FX/buttonstate_linear.lua" -# } + spriteType = { + name = "GFX_obj_amass_wealth_2" + texturefile = "gfx/objectives/obj_amass_wealth_plus.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_amass_wealth_3" + texturefile = "gfx/objectives/obj_amass_wealth_plus.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_amass_wealth_4" + texturefile = "gfx/objectives/obj_amass_wealth_plus.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_be_legitimized" + texturefile = "gfx/objectives/obj_bastard_legit.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_become_exalted_2" + texturefile = "gfx/traits/exalted2.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_become_exalted_3" + texturefile = "gfx/traits/exalted3.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_become_exalted_4" + texturefile = "gfx/traits/exalted4.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_become_independent" + texturefile = "gfx/objectives/obj_become_independent.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_become_duke" + texturefile = "gfx/objectives/obj_become_duke.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_become_multiduke" + texturefile = "gfx/objectives/obj_become_multiduke.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_become_emperor" + texturefile = "gfx/objectives/obj_become_emperor.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_befriend_liege" + texturefile = "gfx/objectives/obj_befriend_liege.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_befriend_top_liege" + texturefile = "gfx/objectives/obj_befriend_liege.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_befriend_relhead" + texturefile = "gfx/objectives/obj_befriend_relhead.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_break_out_of_prison" + texturefile = "gfx/objectives/obj_escape_prison.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_great_council" + texturefile = "gfx/objectives/obj_great_council.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_go_crusade" + texturefile = "gfx/objectives/obj_go_crusade.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_go_jihad" + texturefile = "gfx/objectives/obj_go_jihad.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_have_five_children" + texturefile = "gfx/objectives/obj_have_five_kids.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_have_ten_children" + texturefile = "gfx/objectives/obj_have_ten_kids.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_have_fifteen_children" + texturefile = "gfx/objectives/obj_have_fifteen_kids.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_have_twenty_children" + texturefile = "gfx/objectives/obj_have_twenty_kids.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_1" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_2" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_3" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_4" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_5" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_6" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_7" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_8" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_increase_demesne_9" + texturefile = "gfx/objectives/obj_expand_demesne.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_known_for_virtue" + texturefile = "gfx/ambitions/obj_become_paragon_of_virtue.tga" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_lower_decadence50" + texturefile = "gfx/ambitions/obj_lower_decadence.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_lower_decadence55" + texturefile = "gfx/ambitions/obj_lower_decadence.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_lower_decadence60" + texturefile = "gfx/ambitions/obj_lower_decadence.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_lower_decadence65" + texturefile = "gfx/ambitions/obj_lower_decadence.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_lower_decadence70" + texturefile = "gfx/ambitions/obj_lower_decadence.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_lower_decadence75" + texturefile = "gfx/ambitions/obj_lower_decadence.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_obj_lower_decadence80" + texturefile = "gfx/ambitions/obj_lower_decadence.dds" + noOfFrames = 1 + noRefCount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } } \ No newline at end of file diff --git a/CK2Plus/interface/000_CK2Plus_traits.gfx b/CK2Plus/interface/000_CK2Plus_traits.gfx index a455d581..bbc9e22b 100644 --- a/CK2Plus/interface/000_CK2Plus_traits.gfx +++ b/CK2Plus/interface/000_CK2Plus_traits.gfx @@ -159,4 +159,26 @@ spriteTypes = { noRefCount = yes effectFile = "gfx/FX/buttonstate_linear.lua" } + + spriteType = { + name = "GFX_trait_exalted2" + texturefile = "gfx/traits/exalted2.tga" + noOfFrames = 1 + norefcount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_trait_exalted3" + texturefile = "gfx/traits/exalted3.tga" + noOfFrames = 1 + norefcount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } + spriteType = { + name = "GFX_trait_exalted4" + texturefile = "gfx/traits/exalted4.tga" + noOfFrames = 1 + norefcount = yes + effectFile = "gfx/FX/buttonstate_linear.lua" + } } \ No newline at end of file diff --git a/CK2Plus/localisation/000_CK2Plus_ambitions.csv b/CK2Plus/localisation/000_CK2Plus_ambitions.csv index 78e52e10..c79645cb 100644 --- a/CK2Plus/localisation/000_CK2Plus_ambitions.csv +++ b/CK2Plus/localisation/000_CK2Plus_ambitions.csv @@ -5,5 +5,122 @@ # Plus custom ambitions # ################################ -obj_adopt_a_lifestyle_desc;I have too much free time: I need a lifestyle;J'ai trop de temps libre: j'ai besoin d'un style de vie;Ich habe zu viel Freizeit: Ich brauche einen Lebensstil;;Tengo demasiado tiempo libre: necesito un estilo de vida;;;;;;;;;x -obj_adopt_a_lifestyle_title;Adopt a Lifestyle;Adoptez un style de vie;Einen Lebensstil annehmen;;Adopta un estilo de vida;;;;;;;;;x +obj_adopt_a_lifestyle_desc;[This.GetTitledFirstName] wants an exciting hobby to pursue.;;;;;;;;;;;;;x +obj_adopt_a_lifestyle_title;Adopt a Lifestyle;;;;;;;;;;;;;x + +obj_amass_wealth_2_desc;[This.GetTitledFirstName] wants to amass a substantial amount of wealth;;;;;;;;;;;;;x +obj_amass_wealth_2_title;Amass Wealth;;;;;;;;;;;;;x + +obj_amass_wealth_3_desc;[This.GetTitledFirstName] wants to amass a substantial amount of wealth;;;;;;;;;;;;;x +obj_amass_wealth_3_title;Amass Wealth;;;;;;;;;;;;;x + +obj_amass_wealth_4_desc;[This.GetTitledFirstName] wants to amass a substantial amount of wealth;;;;;;;;;;;;;x +obj_amass_wealth_4_title;Amass Wealth;;;;;;;;;;;;;x + +obj_be_legitimized_desc;[This.GetTitledFirstName] wants to have [This.GetHerHis] father to recognize [This.GetHerHis] legitimacy, and thus grant [This.GetHerHim] a proper inheritance.;;;;;;;;;;;;;x +obj_be_legitimized_title;Be Legitimized;;;;;;;;;;;;;x + +obj_become_exalted_2_desc;[This.GetTitledFirstName] wants [This.GetHerHis] name to live forever in the annals of history.;;;;;;;;;;;;;x +obj_become_exalted_2_title;Become Exalted among Men;;;;;;;;;;;;;x + +obj_become_exalted_3_desc;[This.GetTitledFirstName] wants [This.GetHerHis] name to live forever in the annals of history.;;;;;;;;;;;;;x +obj_become_exalted_3_title;Become Exalted among Men;;;;;;;;;;;;;x + +obj_become_exalted_4_desc;[This.GetTitledFirstName] wants [This.GetHerHis] name to live forever in the annals of history.;;;;;;;;;;;;;x +obj_become_exalted_4_title;Become Exalted among Men;;;;;;;;;;;;;x + +obj_become_independent_desc;[This.GetTitledFirstName] desires independence from [This.GetHerHis] tyrannical liege.;;;;;;;;;;;;;x +obj_become_independent_title;Become Independent;;;;;;;;;;;;;x + +obj_become_duke_desc;[This.GetTitledFirstName] is not satisfied with being a mere Count.;;;;;;;;;;;;;x +obj_become_duke_title;Gain a Duchy;;;;;;;;;;;;;x + +obj_become_multiduke_desc;[This.GetTitledFirstName] seeks to become a powerful Grand Duke with a second ducal title;;;;;;;;;;;;;x +obj_become_multiduke_title;Become a Grand Duke;;;;;;;;;;;;;x + +obj_become_emperor_desc;[This.GetTitledFirstName] aspires to the lofty heights of an Emperorship.;;;;;;;;;;;;;x +obj_become_emperor_title;Become Emperor;;;;;;;;;;;;;x + +obj_befriend_liege_desc;[This.GetTitledFirstName] wants to show [This.GetHerHis] loyalty and devotion to [This.Liege.GetTitledFirstName].;;;;;;;;;;;;;x +obj_befriend_liege_title;Befriend [This.Liege.GetTitledFirstName];;;;;;;;;;;;;x + +obj_befriend_top_liege_desc;[This.GetTitledFirstName] wants to show [This.GetHerHis] loyalty and devotion to [This.TopLiege.GetTitledFirstName].;;;;;;;;;;;;;x +obj_befriend_top_liege_title;Befriend [This.TopLiege.GetTitledFirstName];;;;;;;;;;;;;x + +obj_befriend_relhead_desc;[This.GetTitledFirstName] wants to show [This.GetHerHis] loyalty and devotion to [This.RelHead.GetTitledFirstName].;;;;;;;;;;;;;x +obj_befriend_relhead_title;Befriend [This.RelHead.GetTitledFirstName];;;;;;;;;;;;;x + +obj_break_out_of_prison_desc;[This.GetTitledFirstName] wants [This.GetHerHis] freedom back.;;;;;;;;;;;;;x +obj_break_out_of_prison_title;Get Out of Prison;;;;;;;;;;;;;x + +obj_great_council_desc;[This.GetTitledFirstName] wants to unite the greatest minds in the known world, and have them serve on [This.GetHerHis] council.;;;;;;;;;;;;;x +obj_great_council_title;Assemble a Great Council;;;;;;;;;;;;;x + +obj_go_crusade_desc;[This.GetTitledFirstName] wants to join the Crusade against the infidels.;;;;;;;;;;;;;x +obj_go_crusade_title;Take the Cross;;;;;;;;;;;;;x + +obj_go_jihad_desc;[This.GetTitledFirstName] wants to join the Jihad against the infidels.;;;;;;;;;;;;;x +obj_go_jihad_title;Join the Jihad;;;;;;;;;;;;;x + +obj_have_five_children_desc;[This.GetTitledFirstName] wants a large family and many children to carry on [This.GetHerHis] legacy.;;;;;;;;;;;;;x +obj_have_five_children_title;Have Five Children;;;;;;;;;;;;;x + +obj_have_ten_children_desc;[This.GetTitledFirstName] wants a large family and many children to carry on [This.GetHerHis] legacy.;;;;;;;;;;;;;x +obj_have_ten_children_title;Have Ten Children;;;;;;;;;;;;;x + +obj_have_fifteen_children_desc;[This.GetTitledFirstName] wants a large family and many children to carry on [This.GetHerHis] legacy.;;;;;;;;;;;;;x +obj_have_fifteen_children_title;Have Fifteen Children;;;;;;;;;;;;;x + +obj_have_twenty_children_desc;[This.GetTitledFirstName] wants a large family and many children to carry on [This.GetHerHis] legacy.;;;;;;;;;;;;;x +obj_have_twenty_children_title;Have Twenty Children;;;;;;;;;;;;;x + +obj_increase_demesne_1_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_1_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_increase_demesne_2_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_2_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_increase_demesne_3_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_3_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_increase_demesne_4_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_4_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_increase_demesne_5_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_5_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_increase_demesne_6_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_6_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_increase_demesne_7_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_7_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_increase_demesne_8_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_8_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_increase_demesne_9_desc;[This.GetTitledFirstName] is not satisfied with the size of [This.GetHerHis] lands.;;;;;;;;;;;;;x +obj_increase_demesne_9_title;Increase Size of Demesne;;;;;;;;;;;;;x + +obj_known_for_virtue_desc;[This.GetTitledFirstName] seeks to become known for [This.GetHerHis] virtues.;;;;;;;;;;;;;x +obj_known_for_virtue_title;Become Known for Virtue;;;;;;;;;;;;;x + +obj_lower_decadence50_desc;[This.GetTitledFirstName] wants to lower the decadence of [This.GetHerHis] dynasty;;;;;;;;;;;;;x +obj_lower_decadence50_title;Lower Dynastic Decadence;;;;;;;;;;;;;x + +obj_lower_decadence55_desc;[This.GetTitledFirstName] wants to lower the decadence of [This.GetHerHis] dynasty;;;;;;;;;;;;;x +obj_lower_decadence55_title;Lower Dynastic Decadence;;;;;;;;;;;;;x + +obj_lower_decadence60_desc;[This.GetTitledFirstName] wants to lower the decadence of [This.GetHerHis] dynasty;;;;;;;;;;;;;x +obj_lower_decadence60_title;Lower Dynastic Decadence;;;;;;;;;;;;;x + +obj_lower_decadence65_desc;[This.GetTitledFirstName] wants to lower the decadence of [This.GetHerHis] dynasty;;;;;;;;;;;;;x +obj_lower_decadence65_title;Lower Dynastic Decadence;;;;;;;;;;;;;x + +obj_lower_decadence70_desc;[This.GetTitledFirstName] wants to lower the decadence of [This.GetHerHis] dynasty;;;;;;;;;;;;;x +obj_lower_decadence70_title;Lower Dynastic Decadence;;;;;;;;;;;;;x + +obj_lower_decadence75_desc;[This.GetTitledFirstName] wants to lower the decadence of [This.GetHerHis] dynasty;;;;;;;;;;;;;x +obj_lower_decadence75_title;Lower Dynastic Decadence;;;;;;;;;;;;;x + +obj_lower_decadence80_desc;[This.GetTitledFirstName] wants to lower the decadence of [This.GetHerHis] dynasty;;;;;;;;;;;;;x +obj_lower_decadence80_title;Lower Dynastic Decadence;;;;;;;;;;;;;x \ No newline at end of file diff --git a/CK2Plus/localisation/000_CK2Plus_ambitions_bastard_events.csv b/CK2Plus/localisation/000_CK2Plus_ambitions_bastard_events.csv new file mode 100644 index 00000000..1c6d506a --- /dev/null +++ b/CK2Plus/localisation/000_CK2Plus_ambitions_bastard_events.csv @@ -0,0 +1,21 @@ +#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x + +EVTDESC_PlusAmbitions_bastard_0000;I have been gearing up for this confrontation for some time now. I have gained an audience, and will ask my father to recognize me.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_bastard_0000;It's now or never...;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_bastard_0001;It was rather unexpected when [From.GetTitledFirstName] asked for an audience, but when [From.GetSheHe] arrived [From.GetSheHe] explained that [From.GetSheHe] is a fully-grown [From.GetManWoman]...one that [From.GetSheHe] hopes is worthy of being considered your legitimate [GetFromRelation].;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_bastard_0001;That is not going to happen;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_bastard_0001;Convince [From.GetHerHim] why this cannot be;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_bastard_0001;Refuse, but buy [From.GetHerHim] an estate;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_bastard_0001;Legitimize [From.GetHerHim];;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_bastard_0002;[From.GetTitledFirstName] shook his head. 'No,' he said. 'That is simply never going to happen. Put it out of your head.' Then he had me escorted from the court.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_bastard_0002;So be it;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_bastard_0002;This isn't right!;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_bastard_0003;[From.GetTitledFirstName] listened to me for some time, and then he sat me down and we talked at length. He explained the political realities in [From.PrimaryTitle.GetName], and why legitimizing me would complicate things. I'm disappointed, but I do see the truth in his words.;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_bastard_0004;[From.GetTitledFirstName] listened to my plea for some time. While he ultimately did refuse to legitimize me, he offered me an estate off of which to live. It will make me a [Root.GetLordLady] of [From.PrimaryTitle.GetName], but is that enough?;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_bastard_0004;No, it's not enough!;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_bastard_0005;'Know that I, [From.GetTitledName], hereby consider [Root.GetTitledFirstName] to be my legitimate child and to be considered such throughout [From.PrimaryTitle.GetName]. [Root.GetSheHeCap] will take [Root.GetHerHis] rightful place within the [From.GetOnlyDynastyName] dynasty and among my heirs. By the grace of [From.Religion.GetRandomGodName] shall this be so.';;;;;;;;;;;;;x diff --git a/CK2Plus/localisation/000_CK2Plus_ambitions_befriendLiege_events.csv b/CK2Plus/localisation/000_CK2Plus_ambitions_befriendLiege_events.csv new file mode 100644 index 00000000..5b44705d --- /dev/null +++ b/CK2Plus/localisation/000_CK2Plus_ambitions_befriendLiege_events.csv @@ -0,0 +1,14 @@ +#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x + +EVTDESC_PlusAmbitions_befriendLiege_000;I have served my liege loyally. Perhaps I should try to make friends with [Root.Liege.GetHerHim].;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_befriendLiege_000;Let's try.;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_befriendLiege_000;Maybe later...;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_befriendLiege_001;My [GetFromRelation], [From.GetTitledFirstName], approached me after a council meeting today and asking me to join [From.GetHerHim] for supper. We both had a grand time, and I think perhaps I should continue to spend time with [From.GetFirstName].;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_befriendLiege_001;Let's be friends, [From.GetFirstName].;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_befriendLiege_001;[This.GetTitle]s have no friends. Only subjects and enemies!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_befriendLiege_002;I dined with my liege and now the two of us have agreed to go meet again within the fortnight. I think this is the beginning to a beautiful friendship!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_befriendLiege_003;[From.GetTitledFirstName] and I had a great time at supper, but [From.GetSheHe] refused my kind offer to meet again. Perhaps another time...;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_befriendLiege_010;My liege seems bored these days. Perhaps I should invite [Root.Liege.GetHerHim] to practice fencing with me.;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_befriendLiege_011;I was sitting alone when [From.GetTitledFirstName] asked me if I wanted to spar with [From.GetHerHim]. I had a lot of fun... perhaps I should consider training with [From.GetHerHim] more often?;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_befriendLiege_012;[From.GetTitledFirstName] and I became friends, and I have taught [From.GetHerHim] how to fight better.;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_befriendLiege_013;[From.GetTitledFirstName] didn't want to become a duelist.;;;;;;;;;;;;;x \ No newline at end of file diff --git a/CK2Plus/localisation/000_CK2Plus_ambitions_lifestyle_events.csv b/CK2Plus/localisation/000_CK2Plus_ambitions_lifestyle_events.csv new file mode 100644 index 00000000..ce527ce5 --- /dev/null +++ b/CK2Plus/localisation/000_CK2Plus_ambitions_lifestyle_events.csv @@ -0,0 +1,93 @@ +#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0000;We started early, the sun had barely risen above the horizon. There was plenty of prey, the dogs caught many rabbits and I slayed one great boar before he killed my horse and myself.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0000;I'm a hunter;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0000;That lifestyle is not for me;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0001;The new bird is almost too perfect. I enjoy every hunt with her, and the cook has trouble finding new recipes for rabbit.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0001;I'm a falconer;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0002;I'm never happier than when I'm in my study, poring over some newly imported volume. Books are truly God's greatest gift to man.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0002;I'm a scholar;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0003;I found the strange book collecting dust in a forgotten corner of the castle library. It took me several weeks of intense study before its mystery revealed itself to me. The gibberish parts was encoded and after many hours trying to decipher I managed to break it and construct a key to make it easier for me to read. Its mystery is still not solved...;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0003;I'm a mystic;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0004;My regular excursions into the dungeon have only served to whet my appetite. I have sent for a skilled torturer who will teach me more about the arts of pain.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0004;I'm an impaler;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0005;My garden is the apple of my eye, my pride and joy. I distrust my gardener and would spend every hour of the day in my garden if I could.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0005;I'm a gardener;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0006;My modest attempts to write poetry were never meant to be published in any way, but wherever I go, bards and minstrels are reciting or singing my poems.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0006;I'm a poet;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0007;There is nothing that brings me more joy than the day-to-day task of ruling [Root.PrimaryTitle.GetName]. Some may think it lacks glory, but I do it well enough that I've become known for my prowess.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0007;I'm an administrator!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0008;This lifestyle of utmost pleasure and joyous life suits me perfectly. This can be nothing but heaven.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0008;I'm a hedonist;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0009;The duel was close fought, but in the end I was victorious over my opponent. As I basked in the admiration of my peers, I knew that I had to do this again.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0009;I'm a duelist;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0010;I have finally become an expert in Islamic jurisprudence! My knowledge of the Qur'an, the Sunnah, Ijma' (Consensus) and Qiyas (Analogy) is what makes me a faqih and I will use that knowledge to be a better [Root.GetTitle] and ruler of my people.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0010;I am proud to have become a faqih!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0011;Whenever the engineers are working in [Root.Capital.GetName], I always make an effort to visit them and talk. They have such interesting ideas! Building things has always been a pleasure for me, whether they be physical or far more abstract.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0011;I'm an architect!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0012;What goes on behind a battle is far more interesting to me than the actual fighting. Strategies, manoeuvres, even the issues of attrition and supply...these are the things that matter most when it comes to victory, and it applies to far more things than simply the battlefield.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0012;I'm a strategist!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0013;Spending time with other people--that's what gives me energy. Talking with them, knowing the things they want or don't want. I've always had a knack for it, and wherever I go you're bound to find me in the centre of the largest and loudest group.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0013;I'm a socializer!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0014;I watch everything, and I listen. Other people don't see what I see--the cause and effect of every action, the moves and counter-moves that are required to make something happen. When I take action, it's very likely nobody will even know I did it. That is how plans succeed.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0014;I'm a schemer!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0015;Playing a game well means understanding its inner workings. You must know the rules, you must know your opponent's strengths and weaknesses. It is life and politics played out on the chessboard. I play because I win, and I like winning...and, yes, sometimes just for fun. What could be better?;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0015;I'm a gamer!;;;;;;;;;;;;;x +EVTDESC_PlusAmbitions_lifestyle_0016;On a stormy but otherwise peaceful night in [Root.Capital.GetName], a traveling [Root.Religion.GetName] merchant takes refuge in your holding. He seems like an interesting man, and you've nothing else to distract you. How do you spend the evening?;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0016;Entertaining him, of course;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0016;Discussing fighting techniques with his guards;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0016;Debating him on matters of history;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0016;Relaxing by myself;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0017;There is a social event happening this evening in [Root.Capital.GetName], one of the most important [Root.Capital.Religion.GetName] holidays. Everyone of importance will be partaking in the revelry.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0017;Of course I will attend!;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0017;I will watch everyone closely;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0017;This is a good opportunity to meet the merchants;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0017;They can do without me for one evening;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0018;On a quiet day in [Location.GetName], you can't help but notice some of your knights sparring. One of them is doing a poor job of it, and the other men are making sport of his failures rather than helping him.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0018;Time to show them all a few tricks;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0018;I'll intervene, and perhaps raise morale;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0018;They need a lecture on good [Root.Religion.GetName] virtues;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0018;I will relax and leave them to it;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0019;You overhear some courtiers in [Root.Location.GetName] arguing about the war. The disagreement is clearly about how a ruler could best contribute to victory. When they see you, they immediately go quiet and leave...but afterwards, you decide you have your own answer to their issue.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0019;By leading the armies into battle;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0019;By knowing what happens before the enemy;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0019;By keeping the armies fed and paid;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0019;By staying alive;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0020;Peace reigns in the [Root.TopLiege.PrimaryTitle.GetFullName], and for once you are left with nothing to do and no councillors vying for your personal attention. An unusual circumstance, to be sure, but one you can easily solve.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0020;There are always matters of ruling to attend to;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0020;I shall call for a hunt in the nearby woods;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0020;Time for reading? That almost never happens;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0020;I will spend it with my loved ones;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0021;You are riding with attendants through [Root.Capital.GetName] when you hear a disturbance ahead. One of your men suggests that you steer around it, as it appears to be some kind of violent dispute in the market between merchants. Hopefully it does not get out of hand!;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0021;I will intervene and resolve their dispute;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0021;I will speak with the men and calm the situation;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0021;I will watch to see what's happening, and why;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0021;I have larger issues upon which to focus;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0022;Every time I think of my rival, [target_rival.GetTitledFirstNameNoRegnal], I wonder what I would do if [target_rival.GetSheHe] were here before me now, alone.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0022;Find out what [target_rival.GetSheHe] has planned;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0022;Kill [target_rival.GetHerHim], if I could;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0022;Try to resolve our differences;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0022;There's no use indulging such fantasies;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0023;I can't stop thinking about my plot to [Root.GetPlot]. So many plans to make, but none of them seem to come to fruition fast enough!;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0023;Then I will make more plans;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0023;I will distract myself in the study;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0023;Time to busy myself at court;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0023;I will find a way! I must!;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0024;You spend an evening with [debater.GetTitledFirstNameNoRegnal] as [debater.GetSheHe] goes on at length about the importance of [debater.Religion.GetName] virtues. It turns into a lively debate, and one [debater.GetTitledFirstNameNoRegnal] seems insistent on winning!;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0024;Win a debate? Against me? Hah!;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0024;I'll skillfully steer us onto another topic;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0024;[debater.GetSheHeCap] can't win--I cheat;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0024;I'll let [debater.GetHerHim] win--this time;;;;;;;;;;;;;x + +EVTDESC_PlusAmbitions_lifestyle_0025;A traveling merchant comes to [Root.Capital.GetName], and it appears he has quite an assortment of rare books to offer. He is naturally quite eager to show them to you, and gauge your interest.;;;;;;;;;;;;;x +EVTOPTA_PlusAmbitions_lifestyle_0025;I will take them all, if I can;;;;;;;;;;;;;x +EVTOPTB_PlusAmbitions_lifestyle_0025;Does he have anything on warfare?;;;;;;;;;;;;;x +EVTOPTC_PlusAmbitions_lifestyle_0025;A treatise on governance would be interesting;;;;;;;;;;;;;x +EVTOPTD_PlusAmbitions_lifestyle_0025;I would rather save my coin;;;;;;;;;;;;;x diff --git a/CK2Plus/localisation/000_CK2Plus_chronicles.csv b/CK2Plus/localisation/000_CK2Plus_chronicles.csv new file mode 100644 index 00000000..de148348 --- /dev/null +++ b/CK2Plus/localisation/000_CK2Plus_chronicles.csv @@ -0,0 +1,2 @@ +#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x +CHRONICLE_LEGITIMIZED_BY_FATHER;[Root.GetTitledFirstName] was declared a legitimate child of [From.GetTitledName].;[Root.GetTitledFirstName] was declared a legitimate child of [From.GetTitledName].;[Root.GetTitledFirstName] was declared a legitimate child of [From.GetTitledName].;;[Root.GetTitledFirstName] was declared a legitimate child of [From.GetTitledName].;;;;;;;;;x diff --git a/CK2Plus/localisation/000_CK2Plus_custom_tooltips.csv b/CK2Plus/localisation/000_CK2Plus_custom_tooltips.csv index 61f5428f..66f61848 100644 --- a/CK2Plus/localisation/000_CK2Plus_custom_tooltips.csv +++ b/CK2Plus/localisation/000_CK2Plus_custom_tooltips.csv @@ -7,4 +7,19 @@ ##################### #Character -plus_favor;Owes a §YFavor§!.;Doit une §Faveur§!;Verdankt einen §Gefallen§!;;Debe un §Favor§!;;;;;;;;;x \ No newline at end of file +plus_favor;Owes a �YFavor�!.;Doit une �Faveur�!;Verdankt einen �Gefallen�!;;Debe un �Favor�!;;;;;;;;;x + +plus_legitimize_him;Declare [This.GetHerHim] your legitimate child;;;;;;;;;;;;;x +plus_buy_off_with_estate;Give [From.GetTitledFirstName] an estate off of which to live;;;;;;;;;;;;;x + +PLUS_IN_COMMAND_TOOLTIP;In command of an army while at war\n;;;;;;;;;;;;;x +PLUS_IS_ABROAD_TOOLTIP;Is currently abroad\n;;;;;;;;;;;;;x +plus_is_not_busy_trigger_tooltip;Is currently not involved in an important event\n;;;;;;;;;;;;;x + +#Ambition 'befriend_liege' +make_friend_attempt_tooltip;[Root.GetFirstName] tries to make a friend.;;;;;;;;;;;;;x +make_friend_sad_tooltip;[From.GetTitledFirstName] is refused.;;;;;;;;;;;;;x +make_friend_success_tooltip;A friendship is formed.;;;;;;;;;;;;;x + +IS_ABROAD_TOOLTIP;Is currently abroad\n;;;;;;;;;;;;;x +IN_COMMAND_TOOLTIP;In command of an army while at war\n;;;;;;;;;;;;;x \ No newline at end of file diff --git a/CK2Plus/localisation/000_CK2Plus_event_modifiers.csv b/CK2Plus/localisation/000_CK2Plus_event_modifiers.csv index bb258eac..e35fa61f 100644 --- a/CK2Plus/localisation/000_CK2Plus_event_modifiers.csv +++ b/CK2Plus/localisation/000_CK2Plus_event_modifiers.csv @@ -6,14 +6,25 @@ # ############################### -plus_construction_focus;Construction Focus;Focus de la construction;Baufokus;;Enfoque de construcción;;;;;;;;;x -plus_construction_focus_desc;This province is focusing on construction.;Cette province se concentre sur la construction.;Diese Provinz konzentriert sich auf den Bau.;;Esta provincia se está centrando en la construcción.;;;;;;;;;x +plus_construction_focus;Construction Focus;Focus de la construction;Baufokus;;Enfoque de construcci�n;;;;;;;;;x +plus_construction_focus_desc;This province is focusing on construction.;Cette province se concentre sur la construction.;Diese Provinz konzentriert sich auf den Bau.;;Esta provincia se est� centrando en la construcci�n.;;;;;;;;;x -plus_faction_abandoned;Abandoned Faction;Faction Abandonnée;Verlassene Fraktion;;Facción abandonada;;;;;;;;;x -plus_faction_abandoned_desc;This character has previously left one of the main five factions.;Ce personnage a précédemment quitté l'une des cinq principales factions.;Dieser Charakter hat zuvor eine der fünf Hauptfraktionen verlassen.;;Este personaje ha dejado previamente una de las cinco facciones principales.;;;;;;;;;x +plus_faction_abandoned;Abandoned Faction;Faction Abandonn�e;Verlassene Fraktion;;Facci�n abandonada;;;;;;;;;x +plus_faction_abandoned_desc;This character has previously left one of the main five factions.;Ce personnage a pr�c�demment quitt� l'une des cinq principales factions.;Dieser Charakter hat zuvor eine der f�nf Hauptfraktionen verlassen.;;Este personaje ha dejado previamente una de las cinco facciones principales.;;;;;;;;;x -plus_increased_spy_reports;Increased Spy Reports;Augmentation des Rapports d'espionnage;Erhöhte Spionageberichte;;Aumento de Informes de Espías;;;;;;;;;x -plus_increased_spy_reports_desc;This character has more watchful eyes available.;Ce personnage a des yeux plus vigilants disponibles.;Dieser Charakter hat wachsamere Augen zur Verfügung.;;Este personaje tiene más ojos vigilantes disponibles.;;;;;;;;;x +plus_increased_spy_reports;Increased Spy Reports;Augmentation des Rapports d'espionnage;Erh�hte Spionageberichte;;Aumento de Informes de Esp�as;;;;;;;;;x +plus_increased_spy_reports_desc;This character has more watchful eyes available.;Ce personnage a des yeux plus vigilants disponibles.;Dieser Charakter hat wachsamere Augen zur Verf�gung.;;Este personaje tiene m�s ojos vigilantes disponibles.;;;;;;;;;x -plus_new_roads;New Roads;Nouvelles Routes;Neue Straßen;;Nuevos Caminos;;;;;;;;;x -plus_new_roads_desc;This province has improved roads.;Cette province a amélioré les routes.;Diese Provinz hat Straßen verbessert.;;Esta provincia ha mejorado las carreteras.;;;;;;;;;x \ No newline at end of file +plus_new_roads;New Roads;Nouvelles Routes;Neue Stra�en;;Nuevos Caminos;;;;;;;;;x +plus_new_roads_desc;This province has improved roads.;Cette province a am�lior� les routes.;Diese Provinz hat Stra�en verbessert.;;Esta provincia ha mejorado las carreteras.;;;;;;;;;x + +plus_attentive_liege;Attentive Liege;;;;;;;;;;;;;x +plus_attentive_liege_desc;The ruler is paying attention to their lands, ensuring that nothing goes wrong--at least for a while.;;;;;;;;;;;;;x + +plus_away_from_court;Away From Court;;;;;;;;;;;;;x +plus_away_from_court_desc;When someone is away from their home court leading armies, it is much more difficult for them to discover plots...and all but impossible to have more children.;;;;;;;;;;;;;x + +plus_estates_1;Minor Estates;;;;;;;;;;;;;x +plus_estates_1_desc;Provides a character with a yearly income of �G1.00�! wealth.;;;;;;;;;;;;;x + +plus_do_not_disturb;Currently busy\n;Currently busy\n;Currently busy\n;;Currently busy\n;;;;;;;;;x \ No newline at end of file diff --git a/CK2Plus/localisation/000_CK2Plus_nicknames.csv b/CK2Plus/localisation/000_CK2Plus_nicknames.csv new file mode 100644 index 00000000..22f8d9c8 --- /dev/null +++ b/CK2Plus/localisation/000_CK2Plus_nicknames.csv @@ -0,0 +1,2 @@ +#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x +nick_the_quiverfull;Quiverfull;Carquois Remplis;K�chervoll;;Carcaj Pleno;;;;;;;;;x \ No newline at end of file diff --git a/CK2Plus/localisation/000_CK2Plus_opinion_modifiers.csv b/CK2Plus/localisation/000_CK2Plus_opinion_modifiers.csv new file mode 100644 index 00000000..ebe8883e --- /dev/null +++ b/CK2Plus/localisation/000_CK2Plus_opinion_modifiers.csv @@ -0,0 +1,4 @@ +#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x + +plus_good_speech;Good Speech;Bon orateur;Good Speech;;Good Speech;;;;;;;;;x +plus_legitimized_me;Legitimized Me;M'a l�gitim�;Legitimiert Mich;;Legitimized Me;;;;;;;;;x \ No newline at end of file diff --git a/CK2Plus/localisation/000_CK2Plus_timers.csv b/CK2Plus/localisation/000_CK2Plus_timers.csv new file mode 100644 index 00000000..89d91c4f --- /dev/null +++ b/CK2Plus/localisation/000_CK2Plus_timers.csv @@ -0,0 +1,9 @@ +#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x + +plus_loan_timer;Loan Taken;Emprunt Contract�;Genommenes Darlehen;;Loan Taken;;;;;;;;;x +plus_loan_timer_desc;A loan will be due for repayment at the expiration date of this modifier.;Un emprunt devra estre rembours� � la date d'expiration de ce modificateur.;Ein Darlehen muss mit Ablauf dieses Modifikators zur�ckgezahlt werden;;A loan will be due for repayment at the expiration date of this modifier.;;;;;;;;;x + +plus_lower_decadence_obj_timer;Can't use the Lower Decadence Objective;Ne peult point utiliser l'Objectif de Diminution de la D�cadence;Can't use the Lower Decadence Objective;;Can't use the Lower Decadence Objective;;;;;;;;;x + +plus_ai_austerity;Austerity;Austerity;Austerity;;Austerity;;;;;;;;;x +plus_ai_austerity_desc;Austerity;Austerity;Austerity;;Austerity;;;;;;;;;x \ No newline at end of file diff --git a/CK2Plus/localisation/000_CK2Plus_traits.csv b/CK2Plus/localisation/000_CK2Plus_traits.csv index 11d2ea54..2b51252d 100644 --- a/CK2Plus/localisation/000_CK2Plus_traits.csv +++ b/CK2Plus/localisation/000_CK2Plus_traits.csv @@ -1,33 +1,41 @@ #CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x # Congenital Traits -agile;Agile;Agile;Agil;;Ágil;;;;;;;;;x -agile_desc;This character is nimbler than most and capable of deft, almost acrobatic moves.;Ce personnage est plus agile que la plupart et capable de mouvements habiles, presque acrobatiques.;Dieser Charakter ist flinker als die meisten anderen und in der Lage, sich geschickt und fast akrobatisch zu bewegen.;;Este personaje es más ágil que la mayoría y capaz de movimientos hábiles, casi acrobáticos.;;;;;;;;;x -ambidextrous;Ambidextrous;Ambidextre;Beidhändig;;Ambidextro;;;;;;;;;x -ambidextrous_desc;This character can naturally use both hands with equal skill. As a result, they are more efficient in whatever they do, whether it is swinging swords or writing letters.;Ce personnage peut naturellement utiliser les deux mains avec la même habileté. En conséquence, ils sont plus efficaces dans tout ce qu'ils font, qu'il s'agisse de balancer des épées ou d'écrire des lettres.;Dieser Charakter kann natürlich beide Hände mit gleicher Geschicklichkeit benutzen. Infolgedessen sind sie effizienter, egal ob sie Schwerter schwingen oder Briefe schreiben.;;Este personaje puede usar naturalmente ambas manos con la misma habilidad. Como resultado, son más eficientes en lo que sea que hagan, ya sea balanceando espadas o escribiendo cartas.;;;;;;;;;x +agile;Agile;Agile;Agil;;�gil;;;;;;;;;x +agile_desc;This character is nimbler than most and capable of deft, almost acrobatic moves.;Ce personnage est plus agile que la plupart et capable de mouvements habiles, presque acrobatiques.;Dieser Charakter ist flinker als die meisten anderen und in der Lage, sich geschickt und fast akrobatisch zu bewegen.;;Este personaje es m�s �gil que la mayor�a y capaz de movimientos h�biles, casi acrob�ticos.;;;;;;;;;x +ambidextrous;Ambidextrous;Ambidextre;Beidh�ndig;;Ambidextro;;;;;;;;;x +ambidextrous_desc;This character can naturally use both hands with equal skill. As a result, they are more efficient in whatever they do, whether it is swinging swords or writing letters.;Ce personnage peut naturellement utiliser les deux mains avec la m�me habilet�. En cons�quence, ils sont plus efficaces dans tout ce qu'ils font, qu'il s'agisse de balancer des �p�es ou d'�crire des lettres.;Dieser Charakter kann nat�rlich beide H�nde mit gleicher Geschicklichkeit benutzen. Infolgedessen sind sie effizienter, egal ob sie Schwerter schwingen oder Briefe schreiben.;;Este personaje puede usar naturalmente ambas manos con la misma habilidad. Como resultado, son m�s eficientes en lo que sea que hagan, ya sea balanceando espadas o escribiendo cartas.;;;;;;;;;x calm_voice;Calm Voice;Voix Calme;Ruhige Stimme;;Voz Tranquila;;;;;;;;;x -calm_voice_desc;This character's voice is naturally soothing. While it is neither powerful nor melodious, its mildness can calm even the angriest of people, and slyly persuade even the most skeptical of men.;La voix de ce personnage est naturellement apaisante. Même s'il n'est ni puissant ni mélodieux, sa douceur peut calmer même les plus angoissés et persuader sournoisement les plus sceptiques des hommes.;Die Stimme dieses Charakters ist von Natur aus beruhigend. Obwohl es weder kraftvoll noch melodiös ist, kann seine Milde selbst die ärgerlichsten Menschen beruhigen und selbst die skeptischsten Männer schlau überreden.;;La voz de este personaje es naturalmente relajante. Si bien no es ni poderoso ni melodioso, su suavidad puede calmar incluso a las personas más enojadas y persuadir astutamente incluso a los hombres más escépticos.;;;;;;;;;x +calm_voice_desc;This character's voice is naturally soothing. While it is neither powerful nor melodious, its mildness can calm even the angriest of people, and slyly persuade even the most skeptical of men.;La voix de ce personnage est naturellement apaisante. M�me s'il n'est ni puissant ni m�lodieux, sa douceur peut calmer m�me les plus angoiss�s et persuader sournoisement les plus sceptiques des hommes.;Die Stimme dieses Charakters ist von Natur aus beruhigend. Obwohl es weder kraftvoll noch melodi�s ist, kann seine Milde selbst die �rgerlichsten Menschen beruhigen und selbst die skeptischsten M�nner schlau �berreden.;;La voz de este personaje es naturalmente relajante. Si bien no es ni poderoso ni melodioso, su suavidad puede calmar incluso a las personas m�s enojadas y persuadir astutamente incluso a los hombres m�s esc�pticos.;;;;;;;;;x clumsy;Clumsy;Maladroit;Ungeschickt;;Torpe;;;;;;;;;x -clumsy_desc;This character seems to be unable to properly control their limbs, and has a habit of awkwardly slipping, tripping or stumbling through many situations.;Ce personnage semble incapable de contrôler correctement ses membres et a l'habitude de glisser maladroitement, de trébucher ou de trébucher dans de nombreuses situations.;Dieser Charakter scheint nicht in der Lage zu sein, seine Gliedmaßen richtig zu kontrollieren, und hat die Angewohnheit, in vielen Situationen unbeholfen zu rutschen, zu stolpern oder zu stolpern.;;Este personaje parece ser incapaz de controlar adecuadamente sus extremidades y tiene la costumbre de resbalar, tropezar o tropezar torpemente en muchas situaciones.;;;;;;;;;x -fertile;Fertile;Fertile;Fruchtbar;;Fértil;;;;;;;;;x -fertile_desc;This character has been blessed with an agreable physique. While not necessarily a perfect beauty, their natural charms delight prospective partners, and have granted them a propensity for easily having children.;Ce personnage a été doté d'un physique agréable. Bien qu'ils ne soient pas nécessairement d'une beauté parfaite, leurs charmes naturels ravissent les partenaires potentiels et leur ont donné la propension à avoir facilement des enfants.;Dieser Charakter wurde mit einem wilden Körper gesegnet. Obwohl sie nicht unbedingt eine perfekte Schönheit sind, erfreuen ihre natürlichen Reize potenzielle Partner und haben ihnen die Neigung gegeben, leicht Kinder zu haben.;;Este personaje ha sido bendecido con un físico agradable. Si bien no es necesariamente una belleza perfecta, sus encantos naturales deleitan a los posibles socios y les han otorgado una propensión a tener hijos fácilmente.;;;;;;;;;x -melodious_voice;Melodious Voice;Voix Mélodieuse;Melodiöse Stimme;;Voz Melodiosa;;;;;;;;;x -melodious_voice_desc;This character is said to have a pleasing voice, and can sing wonderfully. Somehow, when they talk, everyone simply listens.;On dit que ce personnage a une voix agréable et peut chanter à merveille. D'une manière ou d'une autre, quand ils parlent, tout le monde écoute simplement.;Dieser Charakter soll eine angenehme Stimme haben und wunderbar singen können. Irgendwie hört jeder einfach zu, wenn sie reden.;;Se dice que este personaje tiene una voz agradable y puede cantar maravillosamente. De alguna manera, cuando hablan, todos simplemente escuchan.;;;;;;;;;x +clumsy_desc;This character seems to be unable to properly control their limbs, and has a habit of awkwardly slipping, tripping or stumbling through many situations.;Ce personnage semble incapable de contr�ler correctement ses membres et a l'habitude de glisser maladroitement, de tr�bucher ou de tr�bucher dans de nombreuses situations.;Dieser Charakter scheint nicht in der Lage zu sein, seine Gliedma�en richtig zu kontrollieren, und hat die Angewohnheit, in vielen Situationen unbeholfen zu rutschen, zu stolpern oder zu stolpern.;;Este personaje parece ser incapaz de controlar adecuadamente sus extremidades y tiene la costumbre de resbalar, tropezar o tropezar torpemente en muchas situaciones.;;;;;;;;;x +fertile;Fertile;Fertile;Fruchtbar;;F�rtil;;;;;;;;;x +fertile_desc;This character has been blessed with an agreable physique. While not necessarily a perfect beauty, their natural charms delight prospective partners, and have granted them a propensity for easily having children.;Ce personnage a �t� dot� d'un physique agr�able. Bien qu'ils ne soient pas n�cessairement d'une beaut� parfaite, leurs charmes naturels ravissent les partenaires potentiels et leur ont donn� la propension � avoir facilement des enfants.;Dieser Charakter wurde mit einem wilden K�rper gesegnet. Obwohl sie nicht unbedingt eine perfekte Sch�nheit sind, erfreuen ihre nat�rlichen Reize potenzielle Partner und haben ihnen die Neigung gegeben, leicht Kinder zu haben.;;Este personaje ha sido bendecido con un f�sico agradable. Si bien no es necesariamente una belleza perfecta, sus encantos naturales deleitan a los posibles socios y les han otorgado una propensi�n a tener hijos f�cilmente.;;;;;;;;;x +melodious_voice;Melodious Voice;Voix M�lodieuse;Melodi�se Stimme;;Voz Melodiosa;;;;;;;;;x +melodious_voice_desc;This character is said to have a pleasing voice, and can sing wonderfully. Somehow, when they talk, everyone simply listens.;On dit que ce personnage a une voix agr�able et peut chanter � merveille. D'une mani�re ou d'une autre, quand ils parlent, tout le monde �coute simplement.;Dieser Charakter soll eine angenehme Stimme haben und wunderbar singen k�nnen. Irgendwie h�rt jeder einfach zu, wenn sie reden.;;Se dice que este personaje tiene una voz agradable y puede cantar maravillosamente. De alguna manera, cuando hablan, todos simplemente escuchan.;;;;;;;;;x perceptive;Perceptive;Perspicace;Wahrnehmend;;Perceptivo;;;;;;;;;x -perceptive_desc;This character possesses extraordinary sharp senses and can spot subtle nuances that others miss entirely.;Ce personnage possède des sens extraordinaires et peut repérer des nuances subtiles qui manquent à tous.;Dieser Charakter besitzt außergewöhnlich scharfe Sinne und kann subtile Nuancen erkennen, die andere völlig verfehlen.;;Este personaje posee sentidos agudos extraordinarios y puede detectar sutiles matices que otros pierden por completo.;;;;;;;;;x +perceptive_desc;This character possesses extraordinary sharp senses and can spot subtle nuances that others miss entirely.;Ce personnage poss�de des sens extraordinaires et peut rep�rer des nuances subtiles qui manquent � tous.;Dieser Charakter besitzt au�ergew�hnlich scharfe Sinne und kann subtile Nuancen erkennen, die andere v�llig verfehlen.;;Este personaje posee sentidos agudos extraordinarios y puede detectar sutiles matices que otros pierden por completo.;;;;;;;;;x powerful_voice;Powerful Voice;Voix Puissante;Kraftvolle Stimme;;Poderosa Voz;;;;;;;;;x -powerful_voice_desc;This character speaks in an imposing tone that can persuade friends, frighten enemies, and inspire subordinates.;Ce personnage parle d'un ton imposant qui peut persuader ses amis, effrayer ses ennemis et inspirer ses subordonnés.;Dieser Charakter spricht in einem imposanten Ton, der Freunde überzeugen, Feinde erschrecken und Untergebene inspirieren kann.;;Este personaje habla en un tono imponente que puede persuadir a los amigos, asustar a los enemigos e inspirar a los subordinados.;;;;;;;;;x -tall;Tall;Haute;Groß;;Alto;;;;;;;;;x -tall_desc;This character is of unusually tall and impressive stature.;Ce personnage est d'une stature inhabituellement haute et impressionnante.;Dieser Charakter ist ungewöhnlich groß und beeindruckend.;;Este personaje es de una estatura inusualmente alta e impresionante.;;;;;;;;;x +powerful_voice_desc;This character speaks in an imposing tone that can persuade friends, frighten enemies, and inspire subordinates.;Ce personnage parle d'un ton imposant qui peut persuader ses amis, effrayer ses ennemis et inspirer ses subordonn�s.;Dieser Charakter spricht in einem imposanten Ton, der Freunde �berzeugen, Feinde erschrecken und Untergebene inspirieren kann.;;Este personaje habla en un tono imponente que puede persuadir a los amigos, asustar a los enemigos e inspirar a los subordinados.;;;;;;;;;x +tall;Tall;Haute;Gro�;;Alto;;;;;;;;;x +tall_desc;This character is of unusually tall and impressive stature.;Ce personnage est d'une stature inhabituellement haute et impressionnante.;Dieser Charakter ist ungew�hnlich gro� und beeindruckend.;;Este personaje es de una estatura inusualmente alta e impresionante.;;;;;;;;;x # Health Traits deaf;Deaf;Sourd;Taub;;Sordo;;;;;;;;;x -deaf_desc;This character is hard of hearing, which forms an obstacle in many situations.;Ce personnage est dur d'oreille, ce qui constitue un obstacle dans de nombreuses situations.;Dieser Charakter ist schwerhörig, was in vielen Situationen ein Hindernis darstellt.;;Este personaje tiene problemas de audición, lo que constituye un obstáculo en muchas situaciones.;;;;;;;;;x +deaf_desc;This character is hard of hearing, which forms an obstacle in many situations.;Ce personnage est dur d'oreille, ce qui constitue un obstacle dans de nombreuses situations.;Dieser Charakter ist schwerh�rig, was in vielen Situationen ein Hindernis darstellt.;;Este personaje tiene problemas de audici�n, lo que constituye un obst�culo en muchas situaciones.;;;;;;;;;x # Personality Traits cheerful;Cheerful;Joyeux;Heiter;;Alegre;;;;;;;;;x -cheerful_desc;This character has a naturally bright and merry temperament, and seems to always know a joke in every situation, whether appropriate or not.;Ce personnage a un tempérament naturellement brillant et joyeux, et semble toujours connaître une blague dans toutes les situations, qu’il soit approprié ou non.;Dieser Charakter hat ein natürlich helles und fröhliches Temperament und scheint in jeder Situation, ob angemessen oder nicht, immer einen Witz zu kennen.;;Este personaje tiene un temperamento alegre y alegre por naturaleza, y parece saber siempre una broma en cada situación, sea apropiada o no.;;;;;;;;;x +cheerful_desc;This character has a naturally bright and merry temperament, and seems to always know a joke in every situation, whether appropriate or not.;Ce personnage a un temp�rament naturellement brillant et joyeux, et semble toujours conna�tre une blague dans toutes les situations, qu�il soit appropri� ou non.;Dieser Charakter hat ein nat�rlich helles und fr�hliches Temperament und scheint in jeder Situation, ob angemessen oder nicht, immer einen Witz zu kennen.;;Este personaje tiene un temperamento alegre y alegre por naturaleza, y parece saber siempre una broma en cada situaci�n, sea apropiada o no.;;;;;;;;;x moody;Moody;Morne;Launisch;;Temperamental;;;;;;;;;x -moody_desc;This character has a tendency to get lost in sullen sulkiness, and rarely looks on the bright side of life. Their grumpy or gloomy attitude tends to repel other people.;Ce personnage a tendance à se perdre dans une bouderie maussade et regarde rarement le bon côté des choses. Leur attitude grincheuse ou sombre a tendance à repousser les autres.;Dieser Charakter hat die Tendenz, sich in mürrischer Frechheit zu verlieren, und sieht selten auf der Sonnenseite des Lebens aus. Ihre mürrische oder düstere Haltung neigt dazu, andere Menschen abzustoßen.;;Este personaje tiende a perderse en el mal humor y rara vez se ve el lado positivo de la vida. Su actitud gruñona o sombría tiende a repeler a otras personas.;;;;;;;;;x -serious;Serious;Sérieuse;Ernsthafte;;Seria;;;;;;;;;x -serious_desc;This character prefers to apply logic and rational thinking in every situation. Humor and merriness to them seem like silly distractions from important problems.;Ce personnage préfère appliquer la logique et la pensée rationnelle à chaque situation. L'humour et la gaieté leur semblent une distraction idiote de problèmes importants.;Dieser Charakter bevorzugt es, in jeder Situation Logik und rationales Denken anzuwenden. Humor und Heiterkeit scheinen ihnen dumme Ablenkungen von wichtigen Problemen zu sein.;;Este personaje prefiere aplicar la lógica y el pensamiento racional en cada situación. El humor y la alegría les parecen distracciones tontas de problemas importantes.;;;;;;;;;x +moody_desc;This character has a tendency to get lost in sullen sulkiness, and rarely looks on the bright side of life. Their grumpy or gloomy attitude tends to repel other people.;Ce personnage a tendance � se perdre dans une bouderie maussade et regarde rarement le bon c�t� des choses. Leur attitude grincheuse ou sombre a tendance � repousser les autres.;Dieser Charakter hat die Tendenz, sich in m�rrischer Frechheit zu verlieren, und sieht selten auf der Sonnenseite des Lebens aus. Ihre m�rrische oder d�stere Haltung neigt dazu, andere Menschen abzusto�en.;;Este personaje tiende a perderse en el mal humor y rara vez se ve el lado positivo de la vida. Su actitud gru�ona o sombr�a tiende a repeler a otras personas.;;;;;;;;;x +serious;Serious;S�rieuse;Ernsthafte;;Seria;;;;;;;;;x +serious_desc;This character prefers to apply logic and rational thinking in every situation. Humor and merriness to them seem like silly distractions from important problems.;Ce personnage pr�f�re appliquer la logique et la pens�e rationnelle � chaque situation. L'humour et la gaiet� leur semblent une distraction idiote de probl�mes importants.;Dieser Charakter bevorzugt es, in jeder Situation Logik und rationales Denken anzuwenden. Humor und Heiterkeit scheinen ihnen dumme Ablenkungen von wichtigen Problemen zu sein.;;Este personaje prefiere aplicar la l�gica y el pensamiento racional en cada situaci�n. El humor y la alegr�a les parecen distracciones tontas de problemas importantes.;;;;;;;;;x + +# Ambition Traits +exalted2;Exalted;;;;;;;;;;;;;x +exalted2_desc;This character is considered extremely impressive, having earned a place in history for their feats.;;;;;;;;;;;;;x +exalted3;Exalted;;;;;;;;;;;;;x +exalted3_desc;This character is considered extremely impressive, having earned a place in history for their feats.;;;;;;;;;;;;;x +exalted4;Exalted;;;;;;;;;;;;;x +exalted4_desc;This character is considered extremely impressive, having earned a place in history for their feats.;;;;;;;;;;;;;x \ No newline at end of file