This is my first set of events for CK. I've no idea if they work (I don't have CK at the moment), so feedback and suggestions are warmly welcome.
If it's of any worth maybe I'll create some more
.
If it's of any worth maybe I'll create some more
Code:
#######################
# Marshal gains power #
#######################
character_event = {
id = 270000
picture = "event_intrigue"
trigger = {
condition = { type = marshal }
condition = { type = martial value = 8 }
condition = {
type = not
value = {
type = trait
value = arbitrary
}
}
condition = {
type = not
value = {
type = trait
value = lazy
}
}
condition = {
type = not
value = {
type = trait
value = amateurish_pettifogger
}
}
condition = {
type = not
value = {
type = trait
value = misguided_warrior
}
}
condition = {
type = not
value = {
type = trait
value = hole_in_the_pocket
}
}
condition = {
type = not
value = {
type = trait
value = naive_wirepuller
}
}
condition = {
type = not
value = {
type = prestige
value = 400
}
}
condition = {
type = not
value = {
type = ruler_csc
condition = { type = prestige value = 200 }
}
}
condition = {
type = not
value = {
type = ruler_csc
condition = { type = martial value = 8 }
}
}
}
mean_time_to_happen = {
months = 900
modifier = {
condition = { type = prestige value = -100 }
condition = {
type = not
value = { type = prestige value = 0 }
}
factor = 2
}
modifier = {
condition = { type = prestige value = 0 }
condition = {
type = not
value = { type = prestige value = 25 }
}
factor = 1.2
}
modifier = {
condition = { type = prestige value = 20 }
condition = {
type = not
value = { type = prestige value = 50 }
}
factor = 1.1
}
modifier = {
condition = { type = prestige value = 50 }
condition = {
type = not
value = { type = prestige value = 100 }
}
factor = 1.0
}
modifier = {
condition = { type = prestige value = 100 }
condition = {
type = not
value = { type = prestige value = 150 }
}
factor = 0.9
}
modifier = {
condition = { type = prestige value = 150 }
condition = {
type = not
value = { type = prestige value = 200 }
}
factor = 0.8
}
modifier = {
condition = { type = prestige value = 200 }
factor = 0.7
}
modifier = {
condition = { type = martial value = 11 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 9 }
factor = 0.9
}
modifier = {
condition = { type = intrigue value = 9 }
factor = 0.9
}
modifier = {
condition = { type = stewardship value = 9 }
factor = 0.9
}
modifier = {
condition = { type = trait value = deceitful }
factor = 0.9
}
modifier = {
condition = { type = trait value = selfish }
factor = 0.9
}
modifier = {
condition = { type = trait value = wise }
factor = 0.95
}
modifier = {
condition = { type = trait value = generous }
factor = 0.95
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.95
}
modifier = {
condition = { type = trait value = indulgent }
factor = 0.95
}
modifier = {
condition = { type = trait value = proud }
factor = 0.95
}
modifier = {
condition = { type = trait value = reckless }
factor = 1.05
}
modifier = {
condition = { type = trait value = temperate }
factor = 1.05
}
modifier = {
condition = { type = trait value = honest }
factor = 1.1
}
modifier = {
condition = { type = trait value = coward }
factor = 1.2
}
modifier = {
condition = { type = trait value = just }
factor = 1.2
}
modifier = {
condition = { type = trait value = modest }
factor = 1.5
}
modifier = {
condition = { type = trait value = knowledged_tactician }
factor = 0.9
}
modifier = {
condition = { type = trait value = brilliant_strategist }
factor = 0.8
}
modifier = {
condition = { type = trait value = proven_accountant }
factor = 1.05
}
modifier = {
condition = { type = trait value = fortune_builder }
factor = 1.0
}
modifier = {
condition = { type = trait value = midas_touched }
factor = 1.0
}
modifier = {
condition = { type = trait value = flamboyant_schemer }
factor = 1.1
}
modifier = {
condition = { type = trait value = intricate_webweaver }
factor = 1.0
}
modifier = {
condition = { type = trait value = illusive_shadow }
factor = 1.1
}
modifier = {
condition = { type = trait value = proven_dealbreaker }
factor = 1.05
}
modifier = {
condition = { type = trait value = charismatic_negotiator }
factor = 1.05
}
modifier = {
condition = { type = trait value = grey_eminence }
factor = 0.95
}
modifier = {
condition = { type = trait value = detached_priest }
factor = 1.15
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 0.95
}
modifier = {
condition = { type = trait value = scholarly_theologian }
factor = 1.05
}
modifier = {
condition = { type = trait value = mastermind_theologian }
factor = 1.05
}
modifier = {
condition = {
type = or
condition = { type = trait value = intestinal_worm }
condition = { type = trait value = leper }
condition = { type = trait value = plagueinfested }
condition = { type = trait value = pneumonia }
condition = { type = trait value = stress_symptom }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = -100 }
condition = {
type = not
value = { type = prestige value = 0 }
}
}
factor = 0.8
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 0 }
condition = {
type = not
value = { type = prestige value = 100 }
}
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 100 }
condition = {
type = not
value = { type = prestige value = 150 }
}
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 150 }
condition = {
type = not
value = { type = prestige value = 200 }
}
}
factor = 1.3
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = depression }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = maniac }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = schizofrenia }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = arbitrary }
}
factor = 0.8
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = lazy }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = coward }
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = trusting }
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = generous }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = stutter }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = forgiving }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = cruel }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = energetic }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = wise }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = suspicious }
}
factor = 1.15
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = misguided_warrior }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = tough_soldier }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = knowledged_tactician }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = brilliant_strategist }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = hole_in_the_pocket }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = proven_accountant }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = fortune_builder }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = midas_touched }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = amateurish_pettifogger }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = proven_dealbreaker }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = charismatic_negotiator }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = grey_eminence }
}
factor = 1.25
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = naive_wirepuller }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = flamboyant_schemer }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = intricate_webweaver }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = illusive_shadow }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = detached_priest }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = martial_cleric }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = scholarly_theologian }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = mastermind_theologian }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
value = {
type = or
condition = { type = trait value = intestinal_worm }
condition = { type = trait value = leper }
condition = { type = trait value = plagueinfested }
condition = { type = trait value = pneumonia }
condition = { type = trait value = stress_symptom }
}
factor = 0.8
}
}
immediate_action = {
effect = { type = prestige value = 200 }
effect = { type = loyalty value = -0.3 }
effect = { type = trigger for = ruler_csc value = 270010 }
effect = { type = remove_trait value = modest }
effect = {
type = random
chance = 50
effect = {
type = add_trait
value = proud
}
}
effect = {
type = random
chance = 25
effect = {
type = add_trait
value = deceitful
}
}
effect = {
type = random
chance = 25
effect = {
type = add_trait
value = selfish
}
}
effect = {
type = random
chance = 20
effect = {
type = martial
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = diplomacy
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = intrigue
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = stewardship
value = 1
}
}
}
}
##########################
# Chancellor gains power #
##########################
character_event = {
id = 270003
picture = "event_intrigue"
trigger = {
condition = { type = chancellor }
condition = { type = diplomacy value = 8 }
condition = {
type = not
value = {
type = trait
value = arbitrary
}
}
condition = {
type = not
value = {
type = trait
value = lazy
}
}
condition = {
type = not
value = {
type = trait
value = amateurish_pettifogger
}
}
condition = {
type = not
value = {
type = trait
value = misguided_warrior
}
}
condition = {
type = not
value = {
type = trait
value = hole_in_the_pocket
}
}
condition = {
type = not
value = {
type = trait
value = naive_wirepuller
}
}
condition = {
type = not
value = {
type = prestige
value = 400
}
}
condition = {
type = not
value = {
type = ruler_csc
condition = { type = prestige value = 200 }
}
}
condition = {
type = not
value = {
type = ruler_csc
condition = { type = diplomacy value = 8 }
}
}
}
mean_time_to_happen = {
months = 900
modifier = {
condition = { type = prestige value = -100 }
condition = {
type = not
value = { type = prestige value = 0 }
}
factor = 2
}
modifier = {
condition = { type = prestige value = 0 }
condition = {
type = not
value = { type = prestige value = 25 }
}
factor = 1.2
}
modifier = {
condition = { type = prestige value = 20 }
condition = {
type = not
value = { type = prestige value = 50 }
}
factor = 1.1
}
modifier = {
condition = { type = prestige value = 50 }
condition = {
type = not
value = { type = prestige value = 100 }
}
factor = 1.0
}
modifier = {
condition = { type = prestige value = 100 }
condition = {
type = not
value = { type = prestige value = 150 }
}
factor = 0.9
}
modifier = {
condition = { type = prestige value = 150 }
condition = {
type = not
value = { type = prestige value = 200 }
}
factor = 0.8
}
modifier = {
condition = { type = prestige value = 200 }
factor = 0.7
}
modifier = {
condition = { type = martial value = 9 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 11 }
factor = 0.9
}
modifier = {
condition = { type = intrigue value = 9 }
factor = 0.9
}
modifier = {
condition = { type = stewardship value = 9 }
factor = 0.9
}
modifier = {
condition = { type = trait value = deceitful }
factor = 0.9
}
modifier = {
condition = { type = trait value = selfish }
factor = 0.9
}
modifier = {
condition = { type = trait value = wise }
factor = 0.95
}
modifier = {
condition = { type = trait value = generous }
factor = 0.95
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.95
}
modifier = {
condition = { type = trait value = indulgent }
factor = 0.95
}
modifier = {
condition = { type = trait value = proud }
factor = 0.95
}
modifier = {
condition = { type = trait value = reckless }
factor = 1.05
}
modifier = {
condition = { type = trait value = temperate }
factor = 1.05
}
modifier = {
condition = { type = trait value = honest }
factor = 1.1
}
modifier = {
condition = { type = trait value = coward }
factor = 1.2
}
modifier = {
condition = { type = trait value = just }
factor = 1.2
}
modifier = {
condition = { type = trait value = modest }
factor = 1.5
}
modifier = {
condition = { type = trait value = charismatic_negotiator }
factor = 0.9
}
modifier = {
condition = { type = trait value = grey_eminence }
factor = 0.8
}
modifier = {
condition = { type = trait value = tough_soldier }
factor = 1.2
}
modifier = {
condition = { type = trait value = knowledged_tactician }
factor = 1.0
}
modifier = {
condition = { type = trait value = brilliant_strategist }
factor = 1.0
}
modifier = {
condition = { type = trait value = flamboyant_schemer }
factor = 1.05
}
modifier = {
condition = { type = trait value = intricate_webweaver }
factor = 1.0
}
modifier = {
condition = { type = trait value = illusive_shadow }
factor = 0.95
}
modifier = {
condition = { type = trait value = proven_accountant }
factor = 1.00
}
modifier = {
condition = { type = trait value = fortune_builder }
factor = 1.00
}
modifier = {
condition = { type = trait value = midas_touched }
factor = 0.95
}
modifier = {
condition = { type = trait value = detached_priest }
factor = 1.15
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 1.10
}
modifier = {
condition = { type = trait value = scholarly_theologian }
factor = 1.05
}
modifier = {
condition = { type = trait value = mastermind_theologian }
factor = 1.05
}
modifier = {
condition = {
type = or
condition = { type = trait value = intestinal_worm }
condition = { type = trait value = leper }
condition = { type = trait value = plagueinfested }
condition = { type = trait value = pneumonia }
condition = { type = trait value = stress_symptom }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = -100 }
condition = {
type = not
value = { type = prestige value = 0 }
}
}
factor = 0.8
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 0 }
condition = {
type = not
value = { type = prestige value = 100 }
}
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 100 }
condition = {
type = not
value = { type = prestige value = 150 }
}
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 150 }
condition = {
type = not
value = { type = prestige value = 200 }
}
}
factor = 1.3
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = depression }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = maniac }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = schizofrenia }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = arbitrary }
}
factor = 0.8
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = lazy }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = coward }
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = trusting }
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = generous }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = stutter }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = forgiving }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = cruel }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = energetic }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = wise }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = suspicious }
}
factor = 1.15
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = misguided_warrior }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = tough_soldier }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = knowledged_tactician }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = brilliant_strategist }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = hole_in_the_pocket }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = proven_accountant }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = fortune_builder }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = midas_touched }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = amateurish_pettifogger }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = proven_dealbreaker }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = charismatic_negotiator }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = grey_eminence }
}
factor = 1.25
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = naive_wirepuller }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = flamboyant_schemer }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = intricate_webweaver }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = illusive_shadow }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = detached_priest }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = martial_cleric }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = scholarly_theologian }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = mastermind_theologian }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
value = {
type = or
condition = { type = trait value = intestinal_worm }
condition = { type = trait value = leper }
condition = { type = trait value = plagueinfested }
condition = { type = trait value = pneumonia }
condition = { type = trait value = stress_symptom }
}
factor = 0.8
}
}
immediate_action = {
effect = { type = prestige value = 200 }
effect = { type = loyalty value = -0.3 }
effect = { type = trigger for = ruler_csc value = 270011 }
effect = { type = remove_trait value = modest }
effect = {
type = random
chance = 50
effect = {
type = add_trait
value = proud
}
}
effect = {
type = random
chance = 25
effect = {
type = add_trait
value = deceitful
}
}
effect = {
type = random
chance = 25
effect = {
type = add_trait
value = selfish
}
}
effect = {
type = random
chance = 20
effect = {
type = diplomacy
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = martial
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = intrigue
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = stewardship
value = 1
}
}
}
}
##########################
# Spy master gains power #
##########################
character_event = {
id = 270002
picture = "event_intrigue"
trigger = {
condition = { type = spymaster }
condition = { type = intrigue value = 8 }
condition = {
type = not
value = {
type = trait
value = arbitrary
}
}
condition = {
type = not
value = {
type = trait
value = lazy
}
}
condition = {
type = not
value = {
type = trait
value = amateurish_pettifogger
}
}
condition = {
type = not
value = {
type = trait
value = misguided_warrior
}
}
condition = {
type = not
value = {
type = trait
value = hole_in_the_pocket
}
}
condition = {
type = not
value = {
type = trait
value = naive_wirepuller
}
}
condition = {
type = not
value = {
type = prestige
value = 400
}
}
condition = {
type = not
value = {
type = ruler_csc
condition = { type = prestige value = 200 }
}
}
condition = {
type = not
value = {
type = ruler_csc
condition = { type = intrigue value = 8 }
}
}
}
mean_time_to_happen = {
months = 900
modifier = {
condition = { type = prestige value = -100 }
condition = {
type = not
value = { type = prestige value = 0 }
}
factor = 2
}
modifier = {
condition = { type = prestige value = 0 }
condition = {
type = not
value = { type = prestige value = 25 }
}
factor = 1.2
}
modifier = {
condition = { type = prestige value = 20 }
condition = {
type = not
value = { type = prestige value = 50 }
}
factor = 1.1
}
modifier = {
condition = { type = prestige value = 50 }
condition = {
type = not
value = { type = prestige value = 100 }
}
factor = 1.0
}
modifier = {
condition = { type = prestige value = 100 }
condition = {
type = not
value = { type = prestige value = 150 }
}
factor = 0.9
}
modifier = {
condition = { type = prestige value = 150 }
condition = {
type = not
value = { type = prestige value = 200 }
}
factor = 0.8
}
modifier = {
condition = { type = prestige value = 200 }
factor = 0.7
}
modifier = {
condition = { type = martial value = 9 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 9 }
factor = 0.9
}
modifier = {
condition = { type = intrigue value = 11 }
factor = 0.9
}
modifier = {
condition = { type = stewardship value = 9 }
factor = 0.9
}
modifier = {
condition = { type = trait value = deceitful }
factor = 0.9
}
modifier = {
condition = { type = trait value = selfish }
factor = 0.9
}
modifier = {
condition = { type = trait value = wise }
factor = 0.95
}
modifier = {
condition = { type = trait value = generous }
factor = 0.95
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.95
}
modifier = {
condition = { type = trait value = indulgent }
factor = 0.95
}
modifier = {
condition = { type = trait value = proud }
factor = 0.95
}
modifier = {
condition = { type = trait value = reckless }
factor = 1.05
}
modifier = {
condition = { type = trait value = temperate }
factor = 1.05
}
modifier = {
condition = { type = trait value = honest }
factor = 1.1
}
modifier = {
condition = { type = trait value = coward }
factor = 1.2
}
modifier = {
condition = { type = trait value = just }
factor = 1.2
}
modifier = {
condition = { type = trait value = modest }
factor = 1.5
}
modifier = {
condition = { type = trait value = intricate_webweaver }
factor = 0.9
}
modifier = {
condition = { type = trait value = illusive_shadow }
factor = 0.8
}
modifier = {
condition = { type = trait value = tough_soldier }
factor = 1.2
}
modifier = {
condition = { type = trait value = knowledged_tactician }
factor = 1.0
}
modifier = {
condition = { type = trait value = brilliant_strategist }
factor = 1.0
}
modifier = {
condition = { type = trait value = proven_dealbreaker }
factor = 1.05
}
modifier = {
condition = { type = trait value = charismatic_negotiator }
factor = 1.0
}
modifier = {
condition = { type = trait value = grey_eminence }
factor = 0.9
}
modifier = {
condition = { type = trait value = proven_accountant }
factor = 1.00
}
modifier = {
condition = { type = trait value = fortune_builder }
factor = 1.00
}
modifier = {
condition = { type = trait value = midas_touched }
factor = 1.00
}
modifier = {
condition = { type = trait value = detached_priest }
factor = 1.15
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 1.10
}
modifier = {
condition = { type = trait value = scholarly_theologian }
factor = 1.05
}
modifier = {
condition = { type = trait value = mastermind_theologian }
factor = 1.05
}
modifier = {
condition = {
type = or
condition = { type = trait value = intestinal_worm }
condition = { type = trait value = leper }
condition = { type = trait value = plagueinfested }
condition = { type = trait value = pneumonia }
condition = { type = trait value = stress_symptom }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = -100 }
condition = {
type = not
value = { type = prestige value = 0 }
}
}
factor = 0.8
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 0 }
condition = {
type = not
value = { type = prestige value = 100 }
}
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 100 }
condition = {
type = not
value = { type = prestige value = 150 }
}
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = prestige value = 150 }
condition = {
type = not
value = { type = prestige value = 200 }
}
}
factor = 1.3
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = depression }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = maniac }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = schizofrenia }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = arbitrary }
}
factor = 0.8
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = lazy }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = coward }
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = trusting }
}
factor = 0.9
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = generous }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = stutter }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = forgiving }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = cruel }
}
factor = 0.95
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = energetic }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = wise }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = suspicious }
}
factor = 1.15
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = misguided_warrior }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = tough_soldier }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = knowledged_tactician }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = brilliant_strategist }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = hole_in_the_pocket }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = proven_accountant }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = fortune_builder }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = midas_touched }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = amateurish_pettifogger }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = proven_dealbreaker }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = charismatic_negotiator }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = grey_eminence }
}
factor = 1.25
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = naive_wirepuller }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = flamboyant_schemer }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = intricate_webweaver }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = illusive_shadow }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = detached_priest }
}
factor = 0.85
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = martial_cleric }
}
factor = 1.0
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = scholarly_theologian }
}
factor = 1.1
}
modifier = {
condition = {
type = ruler_csc
condition = { type = trait value = mastermind_theologian }
}
factor = 1.2
}
modifier = {
condition = {
type = ruler_csc
value = {
type = or
condition = { type = trait value = intestinal_worm }
condition = { type = trait value = leper }
condition = { type = trait value = plagueinfested }
condition = { type = trait value = pneumonia }
condition = { type = trait value = stress_symptom }
}
factor = 0.8
}
}
immediate_action = {
effect = { type = prestige value = 200 }
effect = { type = loyalty value = -0.3 }
effect = { type = trigger for = ruler_csc value = 270012 }
effect = { type = remove_trait value = modest }
effect = {
type = random
chance = 50
effect = {
type = add_trait
value = proud
}
}
effect = {
type = random
chance = 25
effect = {
type = add_trait
value = deceitful
}
}
effect = {
type = random
chance = 25
effect = {
type = add_trait
value = selfish
}
}
effect = {
type = random
chance = 20
effect = {
type = intrigue
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = martial
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = diplomacy
value = 1
}
}
effect = {
type = random
chance = 10
effect = {
type = stewardship
value = 1
}
}
}
}