These are the first four events I've ever tried to create, so any pointers would be well received.
And of course, the button text that goes with these events:
The picture they display is the following:
and it is available in a .bmp form here.
M
Code:
###########################################
# Provincial based Art events (20800+ #
# By Matthew "Bismarck" Caverhill #
###########################################
#########################
#A travelling bard seeks your patronage
#########################
province_event = {
id = 20800
name = "A travelling bard seeks your patronage"
picture = "event_arts"
trigger = {
condition = { type = has_advance value = { troubadours = yes } }
}
mean_time_to_happen = {
months = 150
modifier = {
condition = { type = has_advance value = { vernacular_literature = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_advance value = { romantic_poetry = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_advance value = { ballads = yes } }
factor = 0.7
}
modifier = {
condition = { type = has_improvement value = { extensive_roadnet = yes } }
factor = 0.65
}
modifier = {
condition = { type = has_improvement value = { thieves_guild = yes } }
factor = 1.15
}
modifier = {
condition = { type = has_improvement value = { smugglers_ring = yes } }
factor = 1.15
}
modifier = {
condition = { type = has_improvement value = { highway_robber_band = yes } }
factor = 1.15
}
}
action_a = { #Give him patronage
ai_chance = 50
effect = { type = ruler_prestige value = 75 }
effect = { type = ruler_gold value = -100 }
effect = { type = ruler_piety value = -20 }
effect = { type = noble_loyalty value = -0.1 }
effect = { type = noble_power value = -0.2 }
effect = { type = peasant_power value = 0.2 }
effect = { type = peasant_loyalty value = 0.1 }
}
action_b = { #Tell him to ply his trade elsewhere!
ai_chance = 50
effect = { type = ruler_prestige value = -50 }
effect = { type = noble_loyalty value = 0.1 }
effect = { type = noble_power value = 0.2 }
effect = { type = peasant_power value = -0.2 }
effect = { type = peasant_loyalty value = -0.1 }
effect = { type = ruler_piety value = 10 }
}
}
#########################
#A great artist seeks your patronage
#########################
province_event = {
id = 20801
name = "A Great Artist seeks your patronage"
picture = "event_arts"
trigger = {
condition = { type = has_advance value = { ballads = yes } }
}
mean_time_to_happen = {
months = 180
modifier = {
condition = { type = has_advance value = { choir_song = yes } }
factor = 0.85
}
modifier = {
condition = { type = has_advance value = { tapestries = yes } }
factor = 0.75
}
modifier = {
condition = { type = has_advance value = { scholastics = yes } }
factor = 0.75
}
modifier = {
condition = { type = has_improvement value = { large_church = yes } }
factor = 0.7
}
modifier = {
condition = { type = has_improvement value = { cathedral = yes } }
factor = 0.55
}
modifier = {
condition = { type = has_improvement value = { domed_church = yes } }
factor = 0.65
}
modifier = {
condition = { type = has_improvement value = { thieves_guild = yes } }
factor = 1.15
}
modifier = {
condition = { type = has_improvement value = { smugglers_ring = yes } }
factor = 1.15
}
modifier = {
condition = { type = has_improvement value = { highway_robber_band = yes } }
factor = 1.25
}
}
action_a = { #Give him patronage
ai_chance = 50
effect = { type = ruler_prestige value = 100 }
effect = { type = ruler_gold value = -200 }
effect = { type = ruler_piety value = 20 }
effect = { type = noble_loyalty value = 0.1 }
effect = { type = noble_power value = 0.2 }
effect = { type = burgher_power value = 0.2 }
effect = { type = burgher_loyalty value = 0.1 }
}
action_b = { #Let him paint for someone else
ai_chance = 50
effect = { type = ruler_prestige value = -150 }
effect = { type = noble_loyalty value = -0.1 }
effect = { type = noble_power value = -0.2 }
effect = { type = burgher_power value = -0.2 }
effect = { type = burgher_loyalty value = -0.1 }
effect = { type = ruler_piety value = -10 }
}
}
#########################
#A great writer takes residence in your capital
#########################
province_event = {
id = 20802
name = "A great writer takes residence in your capital"
picture = "event_arts"
trigger = {
condition = { type = has_advance value = { romantic_poetry = yes } }
}
mean_time_to_happen = {
months = 180
modifier = {
condition = { type = has_advance value = { troubadours = yes } }
factor = 0.85
}
modifier = {
condition = { type = has_advance value = { distant_trading = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_advance value = { scholastics = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_improvement value = { university = yes } }
factor = 0.4
}
modifier = {
condition = { type = has_improvement value = { library = yes } }
factor = 0.95
}
modifier = {
condition = { type = has_improvement value = { school = yes } }
factor = 0.9
}
modifier = {
condition = { type = has_improvement value = { thieves_guild = yes } }
factor = 1.15
}
modifier = {
condition = { type = has_improvement value = { smugglers_ring = yes } }
factor = 1.15
}
modifier = {
condition = { type = has_improvement value = { highway_robber_band = yes } }
factor = 1.35
}
}
action_a = { #Give him patronage
ai_chance = 50
effect = { type = ruler_prestige value = 250 }
effect = { type = ruler_gold value = -400 }
effect = { type = ruler_piety value = 30 }
effect = { type = noble_loyalty value = 0.1 }
effect = { type = noble_power value = 0.2 }
effect = { type = burgher_power value = 0.2 }
effect = { type = burgher_loyalty value = 0.1 }
}
action_b = { #Ignore him
ai_chance = 50
effect = { type = ruler_prestige value = -150 }
effect = { type = noble_loyalty value = -0.1 }
effect = { type = noble_power value = -0.2 }
effect = { type = burgher_power value = -0.2 }
effect = { type = burgher_loyalty value = -0.1 }
effect = { type = ruler_piety value = -15 }
}
}
#########################
#A young artist paints a iconic potrait of venerated ancestor
#########################
province_event = {
id = 20803
name = "A young artist paints an portrait of a venerated ancestor"
picture = "event_arts"
trigger = {
condition = { type = religion value = orthodox }
condition = { type = has_advance value = { music_notation_system = yes } }
}
mean_time_to_happen = {
months = 150
modifier = {
condition = { type = has_advance value = { vernacular_literature = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_advance value = { choir_song = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_advance value = { ballads = yes } }
factor = 0.7
}
modifier = {
condition = { type = has_improvement value = { monastery = yes } }
factor = 0.65
}
modifier = {
condition = { type = has_improvement value = { thieves_guild = yes } }
factor = 1.15
}
modifier = {
condition = { type = has_improvement value = { smugglers_ring = yes } }
factor = 1.15
}
modifier = {
condition = { type = has_improvement value = { highway_robber_band = yes } }
factor = 1.15
}
}
action_a = { #Buy it and declare it a dynastic treasure
ai_chance = 50
effect = { type = ruler_prestige value = 75 }
effect = { type = ruler_gold value = -100 }
effect = { type = ruler_piety value = 30 }
effect = { type = noble_loyalty value = 0.2 }
effect = { type = noble_power value = 0.2 }
effect = { type = burgher_power value = 0.2 }
effect = { type = burgher_loyalty value = 0.2 }
}
action_b = { #Declare it is insulting and demand recompense
ai_chance = 50
effect = { type = ruler_prestige value = -40 }
effect = { type = ruler_gold value = 500 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = noble_power value = -0.3 }
effect = { type = burgher_power value = -0.3 }
effect = { type = burgher_loyalty value = -0.3 }
effect = { type = ruler_piety value = -15 }
}
}
And of course, the button text that goes with these events:
Code:
ACTIONNAME20800A;Give him patronage;;;;;;;;;;X
ACTIONNAME20800B;Tell him to ply his trade elsewhere!;;;;;;;;;;X
ACTIONNAME20801A;Give him patronage;;;;;;;;;;X
ACTIONNAME20801B;Let him paint for someone else;;;;;;;;;;X
ACTIONNAME20802A;Give him patronage;;;;;;;;;;X
ACTIONNAME20802B;Ignore him;;;;;;;;;;X
ACTIONNAME20803A;Buy it and declare it a dynastic treasure;;;;;;;;;;X
ACTIONNAME20803B;Declare it is insulting and demand recompense;;;;;;;;;;X
The picture they display is the following:

and it is available in a .bmp form here.
M