############################################
# The barbarians settle in Conquered lands #
############################################
character_event = {
id = 5590
picture = "event_mongol"
trigger = {
condition = {
type = or
condition = { type = title value = GOLD }
condition = { type = title value = ILKH }
}
}
mean_time_to_happen = {
months = 360
modifier = {
condition = { type = year value = 1340 }
factor = 0.1
}
modifier = {
condition = { type = difficulty value = 3 }
condition = { type = not value = { type = difficulty value = 4 } }
factor = 0.95
}
modifier = {
condition = { type = difficulty value = 2 }
condition = { type = not value = { type = difficulty value = 3 } }
factor = 0.9
}
modifier = {
condition = { type = difficulty value = 1 }
condition = { type = not value = { type = difficulty value = 2 } }
factor = 0.8
}
modifier = {
condition = { type = not value = { type = difficulty value = 1 } }
factor = 0.7
}
}
action_a = {#Some barbarians have chosen to settle
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
}
}
############################################
# Trouble is brewing in the homeland #
############################################
character_event = {
id = 5591
picture = "event_mongol"
trigger = {
condition = {
type = or
condition = { type = title value = GOLD }
condition = { type = title value = ILKH }
}
}
mean_time_to_happen = {
months = 360
modifier = {
condition = { type = year value = 1300 }
factor = 0.1
}
modifier = {
condition = { type = year value = 1340 }
factor = 0.1
}
modifier = {
condition = { type = difficulty value = 3 }
condition = { type = not value = { type = difficulty value = 4 } }
factor = 0.95
}
modifier = {
condition = { type = difficulty value = 2 }
condition = { type = not value = { type = difficulty value = 3 } }
factor = 0.9
}
modifier = {
condition = { type = difficulty value = 1 }
condition = { type = not value = { type = difficulty value = 2 } }
factor = 0.8
}
modifier = {
condition = { type = not value = { type = difficulty value = 1 } }
factor = 0.7
}
}
action_a = {#We must send part of the army home!
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
}
}
############################################
# Serious Trouble is brewing in the homeland #
############################################
character_event = {
id = 5592
picture = "event_mongol"
trigger = {
condition = {
type = or
condition = { type = title value = GOLD }
condition = { type = title value = ILKH }
}
}
mean_time_to_happen = {
months = 720
modifier = {
condition = { type = year value = 1300 }
factor = 0.1
}
modifier = {
condition = { type = year value = 1340 }
factor = 0.1
}
modifier = {
condition = { type = difficulty value = 3 }
condition = { type = not value = { type = difficulty value = 4 } }
factor = 0.95
}
modifier = {
condition = { type = difficulty value = 2 }
condition = { type = not value = { type = difficulty value = 3 } }
factor = 0.9
}
modifier = {
condition = { type = difficulty value = 1 }
condition = { type = not value = { type = difficulty value = 2 } }
factor = 0.8
}
modifier = {
condition = { type = not value = { type = difficulty value = 1 } }
factor = 0.7
}
}
action_a = {#We must send much of the army home!
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
effect = { type = random chance = 33
effect = { type = remove_regiment }
}
}
}
############################################
# Dynastic Succession in the Horde - part 1 #
############################################
character_event = {
id = 5593
picture = "event_death"
trigger = {
condition = { type = ruler }
condition = { type = ai }
condition = { type = or
condition = { type = age value = 35 }
condition = { type = and
condition = { type = not value = { type = martial value = 9 } }
condition = { type = not value = { type = intrigue value = 7 } }
}
}
condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
condition = {
type = or
condition = { type = title value = GOLD }
condition = { type = title value = ILKH }
}
condition = { type = primary_heir
condition = { type = is_alive }
condition = { type = age value = 5 }
condition = { type = not value = { type = trait value = bastard } }
condition = { type = not value = { type = trait value = excommunicated } }
}
condition = { type = any_child
condition = { type = is_alive }
condition = { type = gender value = male }
condition = { type = not value = { type = primary_heir } }
condition = { type = age value = 5 }
condition = { type = not value = { type = trait value = bastard } }
condition = { type = not value = { type = trait value = excommunicated } }
}
}
mean_time_to_happen = {
months = 120
modifier = {
condition = { type = year value = 1300 }
factor = 0.1
}
modifier = {
condition = { type = year value = 1340 }
factor = 0.1
}
modifier = {
condition = { type = difficulty value = 3 }
condition = { type = not value = { type = difficulty value = 4 } }
factor = 0.95
}
modifier = {
condition = { type = difficulty value = 2 }
condition = { type = not value = { type = difficulty value = 3 } }
factor = 0.9
}
modifier = {
condition = { type = difficulty value = 1 }
condition = { type = not value = { type = difficulty value = 2 } }
factor = 0.8
}
modifier = {
condition = { type = not value = { type = difficulty value = 1 } }
factor = 0.7
}
modifier = {
condition = { type = not value = { type = health value = 9 } }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = health value = 7 } }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = health value = 5 } }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = health value = 3 } }
factor = 0.9
}
}
action_a = {#There will be a struggle for the throne!
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = remove_regiment }
effect = { type = set_law value = salic_gavelkind_law }
effect = { type = trigger for = best_vassal value = 5596 }
effect = { type = trigger for = worst_vassal value = 5596 }
effect = { type = trigger for = random_vassal value = 5596 }
effect = { type = death }
}
}