This is merely the first in a planned series of events... there'll be ones for Chancellor, Spymaster and Diocesebishops, as well as position-less courtiers. But I'd like some feedback on this; I think I got a little overboard with the MTTH modifiers
.
Code:
#####################
####Court Intrigue###
###by Lord Asharak###
#####################
#####################
#Steward vs. Marshal#
#####################
character_event = {
id = 214006
name = "Your Steward and Marshal fight for Dominance"
picture = "event_intrigue"
trigger = {
condition = { type = ruler }
condition = {
type = not
value = { type = trait value = brilliant_strategist }
}
condition = {
type = not
value = { type = trait value = midas_touched }
}
condition = {
type = steward_csc
condition = {
type = stewardship
value = 5
}
}
condition = {
type = marshal_csc
condition = {
type = martial
value = 5
}
}
}
mean_time_to_happen = {
years = 20
###Ruler Trait Modifiers###
modifier = {
condition = { type = trait value = just }
factor = 1.2
}
modifier = {
condition = { type = trait value = arbitrary }
factor = 0.8
}
modifier = {
condition = { type = trait value = lazy }
factor = 0.8
}
modifier = {
condition = { type = trait value = cruel }
factor = 1.2
}
modifier = {
condition = { type = trait value = merciful }
factor = 0.8
}
modifier = {
condition = { type = trait value = grey_eminence }
factor = 1.3
}
modifier = {
condition = { type = trait value = charismatic_negotiator }
factor = 1.1
}
modifier = {
condition = { type = trait value = intricate_webweaver }
factor = 1.1
}
modifier = {
condition = { type = trait value = illusive_shadow }
factor = 1.2
}
modifier = {
condition = { type = trait value = schizofrenia }
condition = 0.8
}
modifier = {
condition = { type = trait value = deceitful }
factor = 0.9
}
modifier = {
condition = { type = trait value = depression }
factor = 0.9
}
modifier = {
condition = { type = trait value = energetic }
factor = 1.2
}
modifier = {
condition = { type = trait value = forgiving }
factor = 0.8
}
modifier = {
condition = { type = trait value = generous }
factor = 0.95
}
modifier = {
condition = { type = trait value = honest }
factor = 0.95
}
modifier = {
condition = { type = trait value = indulgent }
factor = 0.9
}
modifier = {
condition = { type = trait value = maniac }
factor = 0.7
}
modifier = {
condition = { type = trait value = modest }
factor = 1.15
}
modifier = {
condition = { type = trait value = proud }
factor = 1.1
}
modifier = {
condition = { type = trait value = selfish }
factor = 1.1
}
modifier = {
condition = { type = trait value = suspicious }
factor = 1.2
}
modifier = {
condition = { type = trait value = temperate }
factor = 1.2
}
modifier = {
condition = { type = trait value = trusting }
factor = 0.8
}
modifier = {
condition = { type = trait value = vengeful }
factor = 1.3
}
modifier = {
condition = { type = trait value = wise }
factor = 1.4
}
modifier = {
condition = { type = trait value = illness }
factor = 0.9
}
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 = 0.7
}
###End Ruler Trait Modifiers###
###Ruler Skill Modifiers###
modifier = {
condition = { type = diplomacy value = 5 }
factor = 1.08
}
modifier = {
condition = { type = diplomacy value = 8 }
factor = 1.08
}
modifier = {
condition = { type = diplomacy value = 10 }
factor = 1.08
}
modifier = {
condition = { type = diplomacy value = 13 }
factor = 1.08
}
modifier = {
condition = { type = diplomacy value = 17 }
factor = 1.08
}
modifier = {
condition = { type = intrigue value = 10 }
factor = 1.08
}
modifier = {
condition = { type = intrigue value = 13 }
factor = 1.08
}
modifier = {
condition = { type = intrigue value = 17 }
factor = 1.08
}
###End Ruler Skill Modifier###
###Ruler Age Modifiers###
modifier = {
condition = {
type = or
condition = { type = age value = 60 }
condition = {
type = not
value = { type = age value = 16 }
}
}
factor = 0.8
}
###End Ruler Age Modifiers###
###Steward Trait Modifiers###
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = amateurish_pettifogger
}
}
factor = 1.5
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = proven_dealbreaker
}
}
factor = 1.2
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = grey_eminence
}
}
factor = 0.8
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = naive_wirepuller
}
}
factor = 1.5
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = flamboyant_schemer
}
}
factor = 1.2
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = illusive_shadow
}
}
factor = 0.8
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = coward
}
}
factor = 1.2
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = deceitful
}
}
factor = 0.8
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = energetic
}
}
factor = 0.8
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = generous
}
}
factor = 1.2
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = honest
}
}
factor = 1.2
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = indulgent
}
}
factor = 0.9
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = just
}
}
factor = 1.3
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = lazy
}
}
factor = 1.4
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = modest
}
}
factor = 1.3
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = proud
}
}
factor = 0.7
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = reckless
}
}
factor = 0.8
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = selfish
}
}
factor = 0.8
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = trusting
}
}
factor = 1.2
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = vengeful
}
}
factor = 0.9
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = wise
}
}
factor = 1.3
}
modifier = {
condition = {
type = steward_csc
condition = {
type = trait
value = illness
}
}
factor = 1.1
}
modifier = {
condition = {
type = steward_csc
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 = 1.3
}
modifier = {
condition = {
type = steward_csc
condition = {
type = age
value = 60
}
}
factor = 1.3
}
###End Steward Trait Modifiers###
###Begin Steward Skills Modifiers###
modifier = {
condition = {
type = steward_csc
condition = {
type = intrigue
value = 8
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = intrigue
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = intrigue
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = intrigue
value = 15
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = diplomacy
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = diplomacy
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = diplomacy
value = 15
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = stewardship
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = stewardship
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = steward_csc
condition = {
type = stewardship
value = 15
}
}
factor = 1.05
}
###End Steward Skills Modifiers###
###Marshal Trait Modifiers###
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = amateurish_pettifogger
}
}
factor = 1.5
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = proven_dealbreaker
}
}
factor = 1.2
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = grey_eminence
}
}
factor = 0.8
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = naive_wirepuller
}
}
factor = 1.5
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = flamboyant_schemer
}
}
factor = 1.2
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = illusive_shadow
}
}
factor = 0.8
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = coward
}
}
factor = 1.2
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = deceitful
}
}
factor = 0.8
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = energetic
}
}
factor = 0.8
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = generous
}
}
factor = 1.2
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = honest
}
}
factor = 1.2
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = indulgent
}
}
factor = 0.9
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = just
}
}
factor = 1.3
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = lazy
}
}
factor = 1.4
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = modest
}
}
factor = 1.3
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = proud
}
}
factor = 0.7
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = reckless
}
}
factor = 0.8
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = selfish
}
}
factor = 0.8
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = trusting
}
}
factor = 1.2
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = vengeful
}
}
factor = 0.9
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = wise
}
}
factor = 1.3
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = trait
value = illness
}
}
factor = 1.1
}
modifier = {
condition = {
type = marshal_csc
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 = 1.3
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = age
value = 60
}
}
factor = 1.3
}
###End marshal Trait Modifiers###
###Begin marshal Skills Modifiers###
modifier = {
condition = {
type = marshal_csc
condition = {
type = intrigue
value = 8
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = intrigue
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = intrigue
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = intrigue
value = 15
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = diplomacy
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = diplomacy
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = diplomacy
value = 15
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = martial
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = martial
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = marshal_csc
condition = {
type = martial
value = 15
}
}
factor = 1.05
}
}
###End Steward Skills Modifiers###
###Begin Actions###
action_a = { #Let them duke it out
ai_chance = 0.1
###Start AI Modifier Block###
modifier = { condition = {
type = trait value = lazy }
factor = 1.2
}
modifier = { condition = {
type = trait value = arbitrary }
factor = 1.2
}
###End AI Modifier Block###
effect = {
type = random
chance = 15
effect = { type = death value = steward }
}
effect = {
type = random
chance = 15
effect = { type = death value = marshal }
}
effect = { type = prestige value = -200 }
effect = { type = loyalty for = steward value = 0.5 }
effect = { type = loyalty for = marshal value = 0.5 }
}
action_b = { #Favor your Marhsal
ai_chance = 0.4
modifier = { condition = {
type = trait value = misguided_warrior }
factor = 1.5
}
modifier = { condition = {
type = trait value = tough_soldier }
factor = 1.4
}
modifier = { condition = {
type = trait value = knowledged_tactician }
factor = 1.3
}
modifier = { condition = {
type = trait value = birlliant_strategist }
factor = 1.2
}
effect = { type = trigger for = steward value = 214007}
effect = {
type = random
chance = 20
effect = { type = add_trait value = valorous }
}
effect = {
type = random
chance = 20
effect = { type = add_trait value = vengeful }
}
effect = { type = martial value = 1 }
effect = { type = stewardship value = -1 }
}
action_c = { #Favor your Steward
ai_chance = 0.4
modifier = { condition = {
type = trait value = hole_in_the_pocket }
factor = 1.5
}
modifier = { condition = {
type = trait value = proven_accountant }
factor = 1.4
}
modifier = { condition = {
type = trait value = fortune_builder }
factor = 1.3
}
modifier = { condition = {
type = trait value = midas_touched }
factor = 1.2
}
effect = { type = trigger for = marshal value = 214007}
effect = {
type = random
chance = 20
effect = { type = add_trait value = generous }
}
effect = {
type = random
chance = 20
effect = { type = add_trait value = suspicious }
}
effect = { type = martial value = -1 }
effect = { type = stewardship value = 1 }
}
}
#####################
#Chancellor vs. Spymaster#
#####################
character_event = {
id = 214008
name = "Your Chancellor and Spymaster fight for Dominance"
picture = "event_intrigue"
trigger = {
condition = { type = ruler }
condition = {
type = not
value = { type = trait value = grey_eminence }
}
condition = {
type = not
value = { type = trait value = illusive_shadow }
}
condition = {
type = chancellor_csc
condition = {
type = diplomacy
value = 5
}
}
condition = {
type = spymaster_csc
condition = {
type = intrigue
value = 5
}
}
}
mean_time_to_happen = {
years = 20
###Ruler Trait Modifiers###
modifier = {
condition = { type = trait value = just }
factor = 1.2
}
modifier = {
condition = { type = trait value = arbitrary }
factor = 0.8
}
modifier = {
condition = { type = trait value = lazy }
factor = 0.8
}
modifier = {
condition = { type = trait value = cruel }
factor = 1.2
}
modifier = {
condition = { type = trait value = merciful }
factor = 0.8
}
modifier = {
condition = { type = trait value = charismatic_negotiator }
factor = 1.1
}
modifier = {
condition = { type = trait value = intricate_webweaver }
factor = 1.1
}
modifier = {
condition = { type = trait value = schizofrenia }
condition = 0.8
}
modifier = {
condition = { type = trait value = deceitful }
factor = 0.9
}
modifier = {
condition = { type = trait value = depression }
factor = 0.9
}
modifier = {
condition = { type = trait value = energetic }
factor = 1.2
}
modifier = {
condition = { type = trait value = forgiving }
factor = 0.8
}
modifier = {
condition = { type = trait value = generous }
factor = 0.95
}
modifier = {
condition = { type = trait value = honest }
factor = 0.95
}
modifier = {
condition = { type = trait value = indulgent }
factor = 0.9
}
modifier = {
condition = { type = trait value = maniac }
factor = 0.7
}
modifier = {
condition = { type = trait value = modest }
factor = 1.15
}
modifier = {
condition = { type = trait value = proud }
factor = 1.1
}
modifier = {
condition = { type = trait value = selfish }
factor = 1.1
}
modifier = {
condition = { type = trait value = suspicious }
factor = 1.2
}
modifier = {
condition = { type = trait value = temperate }
factor = 1.2
}
modifier = {
condition = { type = trait value = trusting }
factor = 0.8
}
modifier = {
condition = { type = trait value = vengeful }
factor = 1.3
}
modifier = {
condition = { type = trait value = wise }
factor = 1.4
}
modifier = {
condition = { type = trait value = illness }
factor = 0.9
}
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 = 0.7
}
###End Ruler Trait Modifiers###
###Ruler Skill Modifiers###
modifier = {
condition = { type = diplomacy value = 5 }
factor = 1.08
}
modifier = {
condition = { type = diplomacy value = 8 }
factor = 1.08
}
modifier = {
condition = { type = diplomacy value = 10 }
factor = 1.08
}
modifier = {
condition = { type = diplomacy value = 13 }
factor = 1.08
}
modifier = {
condition = { type = diplomacy value = 17 }
factor = 1.08
}
modifier = {
condition = { type = intrigue value = 10 }
factor = 1.08
}
modifier = {
condition = { type = intrigue value = 13 }
factor = 1.08
}
modifier = {
condition = { type = intrigue value = 17 }
factor = 1.08
}
###End Ruler Skill Modifier###
###Ruler Age Modifiers###
modifier = {
condition = {
type = or
condition = { type = age value = 60 }
condition = {
type = not
value = { type = age value = 16 }
}
}
factor = 0.8
}
###End Ruler Age Modifiers###
###Chancellor Trait Modifiers###
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = amateurish_pettifogger
}
}
factor = 1.5
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = proven_dealbreaker
}
}
factor = 1.2
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = grey_eminence
}
}
factor = 0.8
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = naive_wirepuller
}
}
factor = 1.5
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = flamboyant_schemer
}
}
factor = 1.2
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = illusive_shadow
}
}
factor = 0.8
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = coward
}
}
factor = 1.2
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = deceitful
}
}
factor = 0.8
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = energetic
}
}
factor = 0.8
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = generous
}
}
factor = 1.2
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = honest
}
}
factor = 1.2
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = indulgent
}
}
factor = 0.9
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = just
}
}
factor = 1.3
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = lazy
}
}
factor = 1.4
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = modest
}
}
factor = 1.3
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = proud
}
}
factor = 0.7
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = reckless
}
}
factor = 0.8
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = selfish
}
}
factor = 0.8
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = trusting
}
}
factor = 1.2
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = vengeful
}
}
factor = 0.9
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = wise
}
}
factor = 1.3
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = trait
value = illness
}
}
factor = 1.1
}
modifier = {
condition = {
type = chancellor_csc
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 = 1.3
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = age
value = 60
}
}
factor = 1.3
}
###End Steward Trait Modifiers###
###Begin Steward Skills Modifiers###
modifier = {
condition = {
type = chancellor_csc
condition = {
type = intrigue
value = 8
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = intrigue
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = intrigue
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = intrigue
value = 15
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = diplomacy
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = diplomacy
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = diplomacy
value = 15
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = diplomacy
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = diplomacy
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = chancellor_csc
condition = {
type = diplomacy
value = 15
}
}
factor = 1.05
}
###End Steward Skills Modifiers###
###Marshal Trait Modifiers###
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = amateurish_pettifogger
}
}
factor = 1.5
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = proven_dealbreaker
}
}
factor = 1.2
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = grey_eminence
}
}
factor = 0.8
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = naive_wirepuller
}
}
factor = 1.5
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = flamboyant_schemer
}
}
factor = 1.2
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = illusive_shadow
}
}
factor = 0.8
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = coward
}
}
factor = 1.2
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = deceitful
}
}
factor = 0.8
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = energetic
}
}
factor = 0.8
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = generous
}
}
factor = 1.2
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = honest
}
}
factor = 1.2
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = indulgent
}
}
factor = 0.9
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = just
}
}
factor = 1.3
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = lazy
}
}
factor = 1.4
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = modest
}
}
factor = 1.3
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = proud
}
}
factor = 0.7
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = reckless
}
}
factor = 0.8
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = selfish
}
}
factor = 0.8
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = trusting
}
}
factor = 1.2
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = vengeful
}
}
factor = 0.9
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = wise
}
}
factor = 1.3
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = trait
value = illness
}
}
factor = 1.1
}
modifier = {
condition = {
type = spymaster_csc
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 = 1.3
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = age
value = 60
}
}
factor = 1.3
}
###End marshal Trait Modifiers###
###Begin marshal Skills Modifiers###
modifier = {
condition = {
type = spymaster_csc
condition = {
type = intrigue
value = 8
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = intrigue
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = intrigue
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = intrigue
value = 15
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = diplomacy
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = diplomacy
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = diplomacy
value = 15
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = intrigue
value = 10
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = intrigue
value = 13
}
}
factor = 1.05
}
modifier = {
condition = {
type = spymaster_csc
condition = {
type = intrigue
value = 15
}
}
factor = 1.05
}
}
###End Steward Skills Modifiers###
###Begin Actions###
action_a = { #Let them duke it out
ai_chance = 0.1
###Start AI Modifier Block###
modifier = { condition = {
type = trait value = lazy }
factor = 1.2
}
modifier = { condition = {
type = trait value = arbitrary }
factor = 1.2
}
###End AI Modifier Block###
effect = {
type = random
chance = 15
effect = { type = death value = chancellor }
}
effect = {
type = random
chance = 15
effect = { type = death value = spymaster }
}
effect = { type = prestige value = -200 }
effect = { type = loyalty for = chancellor value = 0.5 }
effect = { type = loyalty for = spymaster value = 0.5 }
}
action_b = { #Favor your Spymaster
ai_chance = 0.4
modifier = { condition = {
type = trait value = naive_wirepuller }
factor = 1.5
}
modifier = { condition = {
type = trait value = flamboyant_schemer }
factor = 1.4
}
modifier = { condition = {
type = trait value = intricate_webweaver }
factor = 1.3
}
modifier = { condition = {
type = trait value = illusive_shadow }
factor = 1.2
}
effect = { type = trigger for = chancellor value = 214007}
effect = {
type = random
chance = 20
effect = { type = add_trait value = deceitful }
}
effect = {
type = random
chance = 20
effect = { type = add_trait value = suspicious }
}
effect = { type = intrigue value = 1 }
effect = { type = diplomacy value = -1 }
}
action_c = { #Favor your Steward
ai_chance = 0.4
modifier = { condition = {
type = trait value = amateurish_pettifogger }
factor = 1.5
}
modifier = { condition = {
type = trait value = proven_dealbreaker }
factor = 1.4
}
modifier = { condition = {
type = trait value = charismatic_negotiator}
factor = 1.3
}
modifier = { condition = {
type = trait value = grey_eminence }
factor = 1.2
}
effect = { type = trigger for = spymaster value = 214007}
effect = {
type = random
chance = 20
effect = { type = add_trait value = honest }
}
effect = {
type = random
chance = 20
effect = { type = add_trait value = trusting }
}
effect = { type = intrigue value = -1 }
effect = { type = diplomacy value = 1 }
}
}
###A Courtier is Banished!###
character_event = {
name = "A Courtier is Banished!"
picture = "event_intrigue"
id = 214007
immidiate = {
effect = { type = courtier_defect for = worst_neighbor }
effect = { type = add_title_claim value = liege }
}
}
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