I'm working on Cursus Honorum 2.0 and I'm running into problems with objectives.txt. I keep seeing objectives for }_title and modifier_title which would seem to imply that i've got one to many closed brackets somewhere, but I cannot find it. Anyone interested in being a fresh set of eyes?
(ignore the miss-post in tech support)
(ignore the miss-post in tech support)
Code:
###############
# Job Ambitions
###############
obj_become_ruler = {
type = character
allow = {
is_ruler = no
prisoner = no
can_hold_title = title_ruler
OR = {
is_female = no
country = { has_law = cognatic_succession_law }
country = { has_law = egyption_succession_law }
}
}
chance = {
factor = 100
modifier = {
factor = 0.01
traits = content
}
modifier = {
factor = 0.1
is_female = yes
}
modifier = {
factor = 0.1
is_pretender = no
is_primary_heir = no
from_ruler_family = no
has_job = no
is_clan_chief = no
is_bastard = no
}
modifier = {
factor = 8.0
is_primary_heir = yes
}
modifier = {
factor = 6.0
is_pretender = yes
}
modifier = {
factor = 4.0
is_bastard = yes
from_ruler_family = no # Unacknowledged bastard
}
modifier = {
factor = 4.0
traits = ambitious
}
modifier = {
factor = 2.0
OR = {
is_clan_chief = yes
is_governor = yes
is_general = yes
}
}
modifier = {
factor = 100.0
employer = {
tag = BAR
}
}
}
success = {
is_ruler = yes
}
effect = {
change_charisma = 1
}
# Modifier while unfulfilled
monthly_character_loyalty = -0.2
}
obj_become_general = {
type = character
allow = {
can_hold_title = title_general
NOT = { has_title = title_general }
NOT = { completed_objective = obj_become_general }
}
chance = {
factor = 100
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
military = 5
}
modifier = {
factor = 1.5
military = 7
}
modifier = {
factor = 100
AND = {
is_ruler = yes
tag = ROM
}
}
modifier = {
factor = .1
AND = {
has_title = title_ex_ruler
tag = ROM
}
}
}
success = {
is_general = yes
}
abort = {
OR = {
prisoner = yes
obj_become_general = 1825
has_title = title_ex_ruler
}
}
effect = {
change_martial = 1
military_conviction = 5
}
}
obj_become_admiral = {
type = character
allow = {
can_hold_title = title_admiral
NOT = { has_title = title_admiral }
NOT = { completed_objective = obj_become_admiral }
}
chance = {
factor = 100
modifier = {
factor = 1.5
military = 5
}
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
military = 7
}
}
success = {
is_admiral = yes
}
abort = {
OR = {
prisoner = yes
obj_become_admiral = 1825
}
}
effect = {
change_martial = 1
military_conviction = 5
}
}
obj_become_land_magistrate = {
type = character
allow = {
NOT = { has_office = land_tech }
NOT = { completed_objective = obj_become_land_magistrate }
can_hold_title = title_land_tech
country = { government = monarchy }
country = { government = tribal }
NOT = { tag = ROM }
}
chance = {
factor = 100
modifier = {
factor = 0.5
NOT = { military = 5 }
}
modifier = {
factor = 0.5
NOT = { military = 3 }
}
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 1.5
finesse = 7
}
}
success = {
has_office = land_tech
}
abort = {
obj_become_land_magistrate = 1825
}
effect = {
change_finesse = 1
ruler_conviction = 5
}
}
obj_become_naval_magistrate = {
type = character
allow = {
NOT = { has_office = naval_tech }
NOT = { completed_objective = obj_become_naval_magistrate }
can_hold_title = title_naval_tech
country = { government = monarchy }
country = { government = tribal }
NOT = { tag = ROM }
}
chance = {
factor = 100
modifier = {
factor = 0.5
NOT = { military = 5 }
}
modifier = {
factor = 0.5
NOT = { military = 3 }
}
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 1.5
finesse = 7
}
}
success = {
has_office = naval_tech
}
abort = {
obj_become_naval_magistrate = 1825
}
effect = {
change_finesse = 1
ruler_conviction = 5
}
}
obj_become_construction_magistrate = {
type = character
allow = {
NOT = { has_office = construction_tech }
NOT = { completed_objective = obj_become_construction_magistrate }
can_hold_title = title_construction_tech
}
chance = {
factor = 100
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
finesse = 7
}
}
success = {
has_office = construction_tech
}
abort = {
obj_become_construction_magistrate = 1825
}
effect = {
change_finesse = 1
ruler_conviction = 5
}
}
obj_become_civic_magistrate = {
type = character
allow = {
NOT = { has_office = civic_tech }
NOT = { completed_objective = obj_become_civic_magistrate }
can_hold_title = title_civic_tech
country = { government = monarchy }
country = { government = tribal }
NOT = { tag = ROM }
}
chance = {
factor = 100
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
finesse = 7
}
}
success = {
has_office = civic_tech
}
abort = {
obj_become_civic_magistrate = 1825
}
effect = {
change_finesse = 1
ruler_conviction = 5
}
}
obj_become_religious_magistrate = {
type = character
allow = {
NOT = { has_office = religious_tech }
NOT = { completed_objective = obj_become_religious_magistrate }
can_hold_title = title_religious_tech
}
chance = {
factor = 100
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 1.5
finesse = 7
}
modifier = {
factor = 0.1
traits = sceptical
}
modifier = {
factor = 0.1
traits = lapsed
}
modifier = {
factor = 4.0
traits = pious
}
modifier = {
factor = 4.0
traits = devout
}
modifier = {
factor = 0.25
tag = ROM
}
}
success = {
has_office = religious_tech
}
abort = {
obj_become_religious_magistrate = 1825
}
effect = {
change_finesse = 1
religious_conviction = 5
}
}
obj_become_governor_of_region = {
type = country_regions
allow = {
is_capital = no
is_governor = no
can_hold_title = title_governor
country = { government = monarchy }
country = { government = tribal }
NOT = { tag = ROM }
}
chance = {
factor = 50
modifier = {
factor = 0.1
is_governor = yes
}
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 1.5
finesse = 7
}
}
success = {
is_governor = THIS
}
abort = {
OR = {
AND = {
is_governor = yes
NOT = { is_governor = THIS }
}
obj_become_governor_of_region = 1825
}
}
effect = {
change_finesse = 1
mercantile_conviction = 5
}
}
obj_become_title_cupbearer = {
type = character
allow = {
NOT = { has_title = title_cupbearer }
government = monarchy
is_female = no
is_ruler = no
NOT = { completed_objective = obj_become_title_cupbearer }
OR = {
is_courtier = yes
NOT = { age = 25 }
}
}
abort = {
OR = {
age = 25
is_courtier = no
}
}
chance = {
factor = 100
modifier = {
factor = 1.5
NOT = { prominence = 10 }
}
modifier = {
factor = 1.5
NOT = { family_prestige = 100 }
}
modifier = {
factor = 0.1
traits = ambitious
}
}
success = {
has_title = title_cupbearer
}
effect = {
family_prestige = 5
loyalty = 10
}
}
obj_become_title_huntsman = {
type = character
allow = {
NOT = { has_title = title_huntsman }
government = monarchy
is_female = no
is_ruler = no
NOT = { completed_objective = obj_become_title_huntsman }
OR = {
is_courtier = yes
NOT = { age = 25 }
}
}
abort = {
OR = {
age = 25
is_courtier = no
}
}
chance = {
factor = 100
modifier = {
factor = 1.5
NOT = { prominence = 10 }
}
modifier = {
factor = 1.5
NOT = { family_prestige = 100 }
}
modifier = {
factor = 0.1
traits = ambitious
}
}
success = {
has_title = title_huntsman
}
effect = {
family_prestige = 5
loyalty = 10
}
}
obj_become_title_seneschal = {
type = character
allow = {
NOT = { has_title = title_seneschal }
government = monarchy
is_female = no
is_ruler = no
NOT = { completed_objective = obj_become_title_seneschal }
OR = {
is_courtier = yes
NOT = { age = 25 }
}
}
abort = {
OR = {
age = 25
is_courtier = no
}
}
chance = {
factor = 100
modifier = {
factor = 1.5
NOT = { prominence = 10 }
}
modifier = {
factor = 1.5
NOT = { family_prestige = 100 }
}
modifier = {
factor = 0.1
traits = ambitious
}
}
success = {
has_title = title_seneschal
}
effect = {
family_prestige = 5
loyalty = 10
}
}
obj_become_title_physician = {
type = character
allow = {
NOT = { has_title = title_physician }
government = monarchy
is_female = no
is_ruler = no
NOT = { completed_objective = obj_become_title_physician }
OR = {
is_courtier = yes
NOT = { age = 25 }
}
}
abort = {
OR = {
age = 25
is_courtier = no
}
}
chance = {
factor = 100
modifier = {
factor = 1.5
NOT = { prominence = 10 }
}
modifier = {
factor = 1.5
NOT = { family_prestige = 100 }
}
modifier = {
factor = 0.1
traits = ambitious
}
}
success = {
has_title = title_physician
}
effect = {
family_prestige = 5
loyalty = 10
}
}
obj_become_title_bodyguard = {
type = character
allow = {
NOT = { has_title = title_title_bodyguard }
NOT = { completed_objective = obj_become_title_bodyguard }
government = tribal
is_female = no
is_ruler = no
NOT = { age = 30 }
}
abort = {
age = 30
}
chance = {
factor = 100
modifier = {
factor = 1.5
military = 5
}
modifier = {
factor = 1.5
NOT = { family_prestige = 100 }
}
modifier = {
factor = 1.5
military = 7
}
}
success = {
has_title = title_bodyguard
}
effect = {
family_prestige = 5
loyalty = 15
}
}
##################
# Misc Ambitions
##################
obj_amass_wealth = {
type = character
allow = {
NOT = { wealth = 100 }
is_female = no
}
chance = {
factor = 100
modifier = {
factor = 2.0
traits = corrupt
}
}
success = {
wealth = 500
}
effect = {
family_prestige = 25
popularity = 20
mercantile_conviction = 10
}
}
obj_have_a_son = {
type = character
allow = {
is_married = yes
NOT = {
any_child = {
is_female = no
}
}
}
chance = {
factor = 100
modifier = {
factor = 2.0
traits = loving
}
}
success = {
any_child = {
is_female = no
}
}
abort = {
age = 45
}
effect = {
family_prestige = 5
religious_conviction = 3
}
}
obj_get_married = {
type = character
allow = {
is_married = no
NOT = { has_title = title_sacerdos_vestalis }
}
chance = {
factor = 100
modifier = {
factor = 0.1
traits = cold
}
modifier = {
factor = 0.1
traits = chaste
}
modifier = {
factor = 2.0
traits = lustful
}
modifier = {
factor = 2.0
traits = loving
}
}
success = {
is_married = yes
}
effect = {
family_prestige = 5
religious_conviction = 1
}
}
obj_marry_ruler = {
type = character
allow = {
is_female = yes
is_married = no
}
chance = {
factor = 100
modifier = {
factor = 0.1
traits = chaste
}
modifier = {
factor = 2.0
traits = ambitious
}
modifier = {
factor = 2.0
traits = lustful
}
}
success = {
is_married = yes
spouse = {
is_ruler = yes
}
}
effect = {
family_prestige = 25
change_charisma = 1
}
}
obj_exile_rival = {
type = rivals
allow = {
THIS = { has_job = no }
THIS = { is_courtier = no }
THIS = { is_female = no }
OR = {
has_job = yes
is_courtier = yes
}
}
chance = {
factor = 200
modifier = {
factor = 2.0
traits = vengeful
}
modifier = {
factor = 0.5
traits = forgiving
}
modifier = {
factor = 2.0
traits = ambitious
}
}
success = {
is_banished = yes
}
abort = {
NOT = {
is_rival = THIS
}
}
effect = {
THIS = { family_prestige = 20 }
THIS = { loyalty = 10 }
any_child = {
limit = {
can_get_rivals = yes
}
add_rival = THIS
}
any_sibling = {
limit = {
can_get_rivals = yes
}
add_rival = THIS
}
}
}
obj_death = {
type = rivals
allow = {
THIS = { age = 16}
THIS = { wealth = 500 }
}
chance = {
factor = 500
modifier = {
factor = 2.0
traits = vengeful
}
modifier = {
factor = 0.5
traits = forgiving
}
modifier = {
factor = 2.0
traits = ambitious
}
}
success = {
is_alive = no
}
abort = {
NOT = {
is_rival = THIS
}
}
effect = {
}
}
obj_help_friend_job = {
type = friends
allow = {
is_female = no
has_job = no
is_courtier = no
age = 16
THIS = { has_job = yes }
}
chance = {
factor = 200
}
success = {
OR = {
has_job = no
is_courtier = no
}
}
abort = {
NOT = { is_friend = THIS }
}
effect = {
THIS = { family_prestige = 20 }
THIS = { loyalty = 10 }
}
}
obj_help_friend_prison = {
type = friends
allow = {
prisoner = yes
THIS = { has_job = yes }
}
chance = {
factor = 200
}
success = {
prisoner = no
is_alive = yes
}
abort = {
NOT = { is_friend = THIS }
}
effect = {
THIS = { family_prestige = 20 }
THIS = { loyalty = 10 }
}
}
#################################################
# Country ambitions for the Councillors/Clan Chiefs
#################################################
obj_war_with_country = {
type = neighbor_countries
allow = {
NOT = { war_with = THIS }
OR = {
is_courtier = yes
is_clan_chief = yes
has_title = title_ex_ruler
}
}
chance = {
factor = 200
modifier = {
factor = 2.0
traits = brave
}
modifier = {
factor = 0.05
traits = coward
}
}
success = {
war_with = THIS
}
abort = {
OR = {
NOT { num_of_cities = 1 }
THIS = {
is_courtier = no
is_clan_chief = no
NOT = { has_title = title_ex_ruler }
}
}
}
effect = {
family_prestige = 20
loyalty = 40
}
monthly_character_loyalty = -0.1
}
obj_ally_with_country = {
type = neighbor_countries
allow = {
NOT = { war_with = THIS }
OR = {
is_courtier = yes
is_clan_chief = yes
has_title = title_ex_ruler
}
}
chance = {
factor = 200
modifier = {
factor = 2.0
charisma = 7
}
modifier = {
factor = 0.05
NOT = { charisma = 4 }
}
}
success = {
alliance_with = THIS
}
abort = {
OR = {
NOT { num_of_cities = 1 }
THIS = {
is_courtier = no
is_clan_chief = no
NOT = { has_title = title_ex_ruler }
}
}
}
effect = {
family_prestige = 20
loyalty = 40
}
monthly_character_loyalty = -0.1
}
obj_build_army = {
type = neighbor_countries
allow = {
NOT = { war_with = THIS }
OR = {
is_courtier = yes
is_clan_chief = yes
has_title = title_ex_ruler
}
}
chance = {
factor = 200
modifier = {
factor = 2.0
charisma = 7
}
modifier = {
factor = 0.05
NOT = { charisma = 4 }
}
}
success = {
NOT = { army = THIS }
}
abort = {
OR = {
NOT { num_of_cities = 1 }
THIS = {
is_courtier = no
is_clan_chief = no
NOT = { has_title = title_ex_ruler }
}
}
}
effect = {
family_prestige = 20
loyalty = 40
}
monthly_character_loyalty = -0.1
}
obj_build_navy = {
type = neighbor_countries
allow = {
NOT = { war_with = THIS }
navy = THIS
num_of_ports = 1
OR = {
is_courtier = yes
is_clan_chief = yes
has_title = title_ex_ruler
}
}
chance = {
factor = 200
modifier = {
factor = 2.0
charisma = 7
}
modifier = {
factor = 0.05
NOT = { charisma = 4 }
}
}
success = {
NOT = { navy = THIS }
}
abort = {
OR = {
NOT { num_of_cities = 1 }
THIS = {
is_courtier = no
is_clan_chief = no
NOT = { has_title = title_ex_ruler }
}
}
}
effect = {
family_prestige = 20
loyalty = 40
}
monthly_character_loyalty = -0.1
}
##########################
# Cursus Honorum
##########################
obj_become_magistratus_minores = {
type = character
allow = {
can_hold_title = title_magistratus_minores
NOT = { has_title = title_magistratus_minores }
NOT = { completed_objective = obj_become_magistratus_minores }
}
abort = {
OR = {
age = 30
has_tech_office = yes
is_ruler = yes
is_general = yes
is_admiral = yes
is_governor = yes
is_courtier = yes
}
}
chance = {
factor = 100
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 1.5
NOT = { prominence = 10 }
}
modifier = {
factor = 1.5
finesse = 7
}
}
success = {
has_title = title_magistratus_minores
}
effect = {
mercantile_conviction = 3
}
}
obj_become_tribunes_militium = {
type = character
allow = {
can_hold_title = title_tribunes_militium
NOT = { has_title = title_tribunes_militim }
NOT = { completed_objective = obj_become_tribunes_militium }
OR = {
country = { government = republic }
tag = ROM
}
}
abort = {
OR = {
age = 30
has_tech_office = yes
is_ruler = yes
is_general = yes
is_admiral = yes
is_governor = yes
is_courtier = yes
}
}
chance = {
factor = 100
modifier = {
factor = 1.5
military = 5
}
modifier = {
factor = 1.5
NOT = { prominence = 10 }
}
modifier = {
factor = 1.5
military = 7
}
}
success = {
has_title = title_tribunes_militium
}
effect = {
change_martial = 1
military_conviction = 3
}
}
obj_become_quaestor = {
type = character
allow = {
can_hold_title = title_quaestor
NOT = { has_office = land_tech }
NOT = { has_office = naval_tech }
NOT = { has_title = title_quaestor_urbani }
NOT = { has_title = title_quaestor_classici }
NOT = { completed_objective = obj_become_quaesor }
OR = {
country = { government = republic }
tag = ROM
}
}
abort = {
OR = {
obj_become_quaestor = 1825
has_title = title_construction_tech
has_title = title_civic_tech
has_title = title_religious_tech
is_ruler = yes
is_courtier = yes
has_title = title_ex_ruler
has_title = title_ex_praetor
has_title = title_ex_quaestor
AND = {
country = { government = monarchy }
NOT = { tag = ROM }
}
}
}
chance = {
factor = 150
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 1.5
NOT = { prominence = 10 }
}
modifier = {
factor = 1.5
finesse = 7
}
}
success = {
OR = {
has_office = land_tech
has_office = naval_tech
has_title = title_quaestor_urbani
has_title = title_quaestor_classici
}
}
effect = {
mercantile_conviction = 3
}
}
obj_become_aedile_plebis = {
type = character
allow = {
can_hold_title = title_aedile_plebis
NOT = { has_title = title_aedile_plebis }
NOT = { completed_objective = obj_become_aedile_plebis }
}
abort = {
OR = {
obj_become_aedile_plebis = 1825
has_tech_office = yes
is_ruler = yes
is_general = yes
is_admiral = yes
is_governor = yes
is_courtier = yes
}
}
chance = {
factor = 50
modifier = {
factor = 1.5
charisma = 7
}
modifier = {
factor = 1.5
NOT = { prominence = 15 }
}
modifier = {
factor = 1.5
charisma = 9
}
}
success = {
has_title = title_aedile_plebis
}
effect = {
civic_conviction = 3
}
}
obj_become_tribuni_plebis = {
type = character
allow = {
can_hold_title = title_tribuni_plebis
NOT = { has_title = title_tribuni_plebis }
NOT = { completed_objective = obj_become_tribuni_plebis }
}
abort = {
OR = {
obj_become_tribuni_plebis = 1825
has_tech_office = yes
is_ruler = yes
is_general = yes
is_admiral = yes
is_governor = yes
is_courtier = yes
}
}
chance = {
factor = 150
modifier = {
factor = 1.5
charisma = 7
}
modifier = {
factor = 1.5
NOT = { prominence = 15 }
}
modifier = {
factor = 1.5
charisma = 9
}
}
success = {
has_title = title_tribuni_plebis
}
abort = {
obj_become_tribuni_plebis = 1825
}
effect = {
change_charisma = 1
populist_conviction = 3
}
}
obj_become_praetor = {
type = character
allow = {
can_hold_title = title_civic_tech
NOT = { has_office = civic_tech }
is_governor = no
NOT = { has_title = title_praetor_peregrinus }
NOT = { completed_objective = obj_become_praetor }
OR = {
country = { government = republic }
tag = ROM
}
}
chance = {
factor = 250
modifier = {
factor = 1.5
finesse = 5
}
modifier = {
factor = 1.5
finesse = 7
}
}
success = {
OR = {
has_office = civic_tech
is_governor = yes
has_title = title_praetor_peregrinus
}
}
abort = {
OR = {
obj_become_praetor = 1825
has_office = religious_tech
is_ruler = yes
is_courtier = yes
AND = {
country = { government = monarchy }
NOT = { tag = ROM }
}
}
}
effect = {
change_finesse = 1
civic_conviction = 5
}
}
obj_become_pontifex_maximus = {
type = character
allow = {
can_hold_title = title_pontifex_maximus
NOT = { has_title = title_pontifex_maximus }
NOT = { completed_objective = obj_become_pontifex_maximus }
NOT = { has_office = religious_tech }
}
chance = {
factor = 100
modifier = {
factor = 0.1
is_courtier = yes
}
modifier = {
factor = 1.5
charisma = 7
}
modifier = {
factor = 1.5
charisma = 9
}
modifier = {
factor = 0.1
traits = sceptical
}
modifier = {
factor = 0.1
traits = lapsed
}
modifier = {
factor = 2.0
traits = pious
}
modifier = {
factor = 2.0
traits = devout
}
}
success = {
has_title = title_pontifex_maximus
}
abort = {
OR = {
has_office = religious_tech
obj_become_pontifex_maximus = 1825
}
}
effect = {
change_charisma = 1
religious_conviction = 5
}
}