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Solmyr

Field Marshal
116 Badges
Mar 12, 2001
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Since there are currently no events for illness and stress to develop into other traits, I wrote some of my own:

Code:
character_event = {
	id = 20100

	picture = "event_plague"
	name = "Character Afflicted with Leprosy"

	trigger = {
		condition = { type = trait value = illness }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = health value = 10 }
			factor = 1.5
		}
		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 = 4 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 3 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 2 }
			}
			factor = 0.14
		}
	}

	immidiate = {
		effect = { type = add_trait value = leper }
		effect = { type = remove_trait value = illness }
	}
}

character_event = {
	id = 20101

	picture = "event_plague"
	name = "Character Afflicted with Pneumonia"

	trigger = {
		condition = { type = trait value = illness }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = health value = 10 }
			factor = 1.5
		}
		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 = 4 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 3 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 2 }
			}
			factor = 0.14
		}
	}

	immidiate = {
		effect = { type = add_trait value = pneumonia }
		effect = { type = remove_trait value = illness }
	}
}

character_event = {
	id = 20102

	picture = "event_plague"
	name = "Character Afflicted with Plague"

	trigger = {
		condition = { type = trait value = illness }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = health value = 10 }
			factor = 1.5
		}
		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 = 4 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 3 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 2 }
			}
			factor = 0.14
		}
	}

	immidiate = {
		effect = { type = add_trait value = plagueinfested }
		effect = { type = remove_trait value = illness }
	}
}

character_event = {
	id = 20103

	picture = "event_plague"
	name = "Character Develops Depression"

	trigger = {
		condition = { type = trait value = stress_symptom }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = health value = 10 }
			factor = 1.5
		}
		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 = 4 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 3 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 2 }
			}
			factor = 0.14
		}
	}

	immidiate = {
		effect = { type = add_trait value = depression }
		effect = { type = remove_trait value = stress_symptom }
	}
}

character_event = {
	id = 20104

	picture = "event_plague"
	name = "Character Develops Schizofrenia"

	trigger = {
		condition = { type = trait value = stress_symptom }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = health value = 10 }
			factor = 1.5
		}
		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 = 4 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 3 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 2 }
			}
			factor = 0.14
		}
	}

	immidiate = {
		effect = { type = add_trait value = schizofrenia }
		effect = { type = remove_trait value = stress_symptom }
	}
}

character_event = {
	id = 20105

	picture = "event_plague"
	name = "Character Develops Insanity"

	trigger = {
		condition = { type = trait value = stress_symptom }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = health value = 10 }
			factor = 1.5
		}
		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 = 4 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 3 }
			}
			factor = 0.93
		}
		modifier = {
			condition = {
				type = not
				value = { type = health value = 2 }
			}
			factor = 0.14
		}
	}

	immidiate = {
		effect = { type = add_trait value = maniac }
		effect = { type = remove_trait value = stress_symptom }
	}
}

Critique is welcomed, as these are completely untested (though they are copied from the basic illness and stress events in character_health_events.txt). Also, I have no idea how to put in appropriate text for event name and action_a description...

Edit:
Reposted with new event ids to avoid conflict.
Edited to incorporate suggestions.
Made effect immediate before pressing button.
Changed MTTH to 60 months (5 years) to cause illness or stress to develop into advanced stage faster (people might want to edit the recovery events to have a similar MTTH).
Added event names.
 
Last edited:
Furthermore, here are some events for birth defects (copied and modified from the "death in infancy" event). I used the age condition to limit their appearance in the first year of a character's life (otherwise there's no way to trigger them immediately at birth).

Code:
character_event = {
	id = 20106

	picture = "event_plague"
	name = "Child is Inbred"

	trigger = {
		condition = {
			type = not
			value = {
			  type = age value = 1
			  }
		}
	}

	mean_time_to_happen = {
		years = 10

		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 0.05
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { type = add_trait value = inbred }
	}
}

character_event = {
	id = 20107

	picture = "event_plague"
	name = "Child is Born with a Clubfoot"

	trigger = {
		condition = {
			type = not
			value = {
			  type = age value = 1
			  }
		}
	}

	mean_time_to_happen = {
		years = 10

		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { type = add_trait value = clubfooted }
	}
}

character_event = {
	id = 20108

	picture = "event_plague"
	name = "Child is Born with a Harelip"

	trigger = {
		condition = {
			type = not
			value = {
			  type = age value = 1
			  }
		}
	}

	mean_time_to_happen = {
		years = 10

		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { type = add_trait value = harelip }
	}
}

character_event = {
	id = 20109

	picture = "event_plague"
	name = "Child is Born with a Hunched Back"

	trigger = {
		condition = {
			type = not
			value = {
			  type = age value = 1
			  }
		}
	}

	mean_time_to_happen = {
		years = 10

		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { type = add_trait value = hunchback }
	}
}

character_event = {
	id = 20110

	picture = "event_plague"
	name = "Child is Born with an Intestinal Worm"

	trigger = {
		condition = {
			type = not
			value = {
			  type = age value = 1
			  }
		}
	}

	mean_time_to_happen = {
		years = 10

		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { type = add_trait value = intestinal_worm }
	}
}

character_event = {
	id = 20111

	picture = "event_plague"
	name = "Child is Born with a Lisp"

	trigger = {
		condition = {
			type = not
			value = {
			  type = age value = 1
			  }
		}
	}

	mean_time_to_happen = {
		years = 10

		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { type = add_trait value = lisp }
	}
}

character_event = {
	id = 20112

	picture = "event_plague"
	name = "Child is Born with a Stutter"

	trigger = {
		condition = {
			type = not
			value = {
			  type = age value = 1
			  }
		}
	}

	mean_time_to_happen = {
		years = 10

		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { type = add_trait value = stutter }
	}
}

Edit: Reposted with new event ids to avoid conflict.
Added event names.
Changed effect to immediate before pressing button.
 
Last edited:
This can be coded more efficiently. For example, taking the first,
Code:
character_event = {
	id = 10000

	picture = "event_plague"

	trigger = {
		condition = { type = trait value = illness }
# Do we really need to test for lack of leprosy, pneumonia or plague
# when we're removing the illness trait when adding the leper, pneumonia,
# or plagueinfested traits?
#		condition = {
#			type = not
#			value = { type = trait value = leper }
#		}
#		condition = {
#			type = not
#			value = { type = trait value = pneumonia }
#		}
#		condition = {
#			type = not
#			value = { type = trait value = plagueinfested }
#		}
	}

	mean_time_to_happen = {
		months = 960

		modifier = {
			condition = { type = health value = 10 }
			factor = 1.5
		}
# default value, shouldn't be coded for efficiency
#		modifier = {
#			condition = { type = health value = 7 }
#			condition = {
#				type = not
#				value = { type = health value = 10 }
#			}
#			factor = 1.0
#		}
# You assigned 5-6 and 6-7 the same factor, combine (and eliminate the lower bound)
		modifier = {
#			condition = { type = health value = 6 }
			condition = {
				type = not
				value = { type = health value = 7 }
			}
			factor = 0.9
		}
#		modifier = {
#			condition = { type = health value = 5 }
#			condition = {
#				type = not
#				value = { type = health value = 6 }
#			}
#			factor = 0.9
#		}
# .9*.9 = .81, close enough
		modifier = {
#			condition = { type = health value = 4 }
			condition = {
				type = not
				value = { type = health value = 5 }
			}
#			factor = 0.8
                        factor = 0.9
		}
# .81 * .93 = .7533, close enough
		modifier = {
#			condition = { type = health value = 3 }
			condition = {
				type = not
				value = { type = health value = 4 }
			}
#			factor = 0.75
                        factor = 0.93
		}
# .7533 * .93 = a little over .70
		modifier = {
#			condition = { type = health value = 2 }
			condition = {
				type = not
				value = { type = health value = 3 }
			}
#			factor = 0.7
                        factor = .93
		}
# Health _can_ be less than one (it's a floating point value), 
#don't want the really unhealthy to have normal chances
# .7 * .14 = .098, pretty close
		modifier = {
#			condition = { type = health value = 1 }
			condition = {
				type = not
				value = { type = health value = 2 }
			}
#			factor = 0.1
                        factor = .14
		}
	}

	action_a = {
		effect = { type = add_trait value = leper }
		effect = { type = remove_trait value = illness }
	}
}
Solmyr said:
Critique is welcomed, as these are completely untested (though they are copied from the basic illness and stress events in character_health_events.txt). Also, I have no idea how to put in appropriate text for event name and action_a description...
Code:
name = "A leper among us!"
works for main event text (large font), but not for action button text. For that, you have to put the text in event_text.csv or extra_text.csv. I haven't figured out if there is a way to insert smaller text after the main, large font name text.

Another consideration is that the 960 months for illness recovery seems much too long; I've yet to see anyone recover from an illness (they always die fairly quickly), and only once a recovery from stress and one suicide. The MTTH may need some tweaking.
 
Thanks for your feedback. Those were my first CK events, so they probably weren't the most efficient possible. :)

I figured out the event name thing. Also it seems that action_a defaults to "OK" if there's no other text. It's only a problem when you have action_b or more.

As for the 960 MTTH for illness recovery, that's from Paradox. Might indeed need tweaking as I also never saw anyone recovering. OTOH, I've seen characters be ill for years without dying, too. Maybe slash MTTH for both events in half?
 
I was thinking about doing something along this line myself...

About:
Code:
# Do we really need to test for lack of leprosy, pneumonia or plague
# when we're removing the illness trait when adding the leper, pneumonia,
# or plagueinfested traits?
Yes, we do. And more than that, we need them in all separate events. Because you shouldn't be able to get twice leper, but you should be able to get 2 illness (and in this case die VERY quickly :rofl: ).

Cat
 
Cat Lord said:
I was thinking about doing something along this line myself...

About:
Code:
# Do we really need to test for lack of leprosy, pneumonia or plague
# when we're removing the illness trait when adding the leper, pneumonia,
# or plagueinfested traits?
Yes, we do. And more than that, we need them in all separate events. Because you shouldn't be able to get twice leper, but you should be able to get 2 illness (and in this case die VERY quickly :rofl: ).

Cat
Ok, then, my revised commented test for the leprosy event:
Code:
	trigger = {
		condition = { type = trait value = illness }
# Don't give leper twice, but he can already have pneumonia or plague
		condition = {
			type = not
			value = { type = trait value = leper }
		}
#		condition = {
#			type = not
#			value = { type = trait value = pneumonia }
#		}
#		condition = {
#			type = not
#			value = { type = trait value = plagueinfested }
#		}
	}
How's that?
 
That's good ! ;)

Yes, that's the way to script all of them...

We need one event by illness (illness trait -> real illness), and one event my madness (stress trait -> real madness )

Cat
 
Realistically, I would say that it's okay to rem out all three checks since I don't think we really need to saddle someone with all three illnesses and the "get illness" event does (IIRC) check to see if someone has any of the illnesses and then prevents them from becoming ill again.

The efficiency improvement vs trade-off to not give a character more than one defined disease seems reasonable to me.
 
More related events (use at your own risk :D).

Code:
character_event = {
	id = 20113

	picture = "event_plague"
	name = "Ruler kills his own son in a fit of madness"

	trigger = {
		condition = { type = trait value = maniac }
		condition = { type = gender value = male }
		condition = {
			type = or
			condition = { type = is_independent }
			condition = { type = is_vassal }
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = kinslayer }
			factor = 0.5
		}
	}

	action_a = {
		effect = { type = add_trait value = kinslayer }
		effect = { type = add_trait value = cruel }
		effect = { type = prestige value = -100 }
		effect = { type = piety value = -100 }
		effect = { type = death value = random_son }
	}
}

character_event = {
	id = 20114

	picture = "event_plague"
	name = "Ruler kills his own wife in a fit of madness"

	trigger = {
		condition = { type = trait value = maniac }
		condition = { type = gender value = male }
		condition = { type = is_married }
		condition = {
			type = or
			condition = { type = is_independent }
			condition = { type = is_vassal }
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = kinslayer }
			factor = 0.5
		}
	}

	action_a = {
		effect = { type = add_trait value = kinslayer }
		effect = { type = add_trait value = cruel }
		effect = { type = prestige value = -100 }
		effect = { type = piety value = -100 }
		effect = { type = death value = spouse }
	}
}

character_event = {
	id = 20115

	picture = "event_plague"
	name = "Ruler is poisoned"

	trigger = {
		condition = {
			type = or
			condition = { type = is_independent }
			condition = { type = is_vassal }
		}
	}

	mean_time_to_happen = {
		months = 960

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.7
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { 
			type = random 
			chance = 80
			effect = { type = death }
			}
		effect = { 
			type = random 
			chance = 50
			effect = { type = add_trait value = suspicious }
			}
		effect = { 
			type = random 
			chance = 90
			effect = { type = add_trait value = illness }
			}
	}
}

character_event = {
	id = 20116

	picture = "event_intrigue"
	name = "Ruler is forced to abdicate"

	trigger = {
		condition = {
			type = or
			condition = { type = is_independent }
			condition = { type = is_vassal }
		}
	}

	mean_time_to_happen = {
		months = 960

		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = inbred }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = maniac }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = schizofrenia }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = excommunicated }
			factor = 0.7
		}
		modifier = {
			condition = { type = trait value = heretic }
			factor = 0.7
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.2
		}
	}

	action_a = { # Resist the usurpers!
		effect = { 
			type = random 
			chance = 10
			effect = { type = death }
			}
		effect = { 
			type = random 
			chance = 25
			effect = { type = add_trait value = vengeful }
			}
		effect = { type = death value = random_courtier }
	}
	action_b = { # Step down peacefully
		effect = { type = death }
	}
}


character_event = {
	id = 20117

	picture = "event_intrigue"
	name = "Young ruler is pressured by courtiers"

	trigger = {
		condition = {
			type = or
			condition = { type = is_independent }
			condition = { type = is_vassal }
		}
		condition = { type = age value = 5 }
		condition = {
			type = not
			value = { type = age value = 16 }
		}
	}

	mean_time_to_happen = {
		months = 240

	}

	action_a = {
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

Comments welcomed.

EDIT: Add the following to extra_text.csv to get the proper button text for event 20116:

Code:
ACTIONNAME20116A;Resist the usurpers!;;;;;;;;;;X
ACTIONNAME20116B;Abdicate peacefully;;;;;;;;;;X

Another EDIT: Reposted the events to fix broken triggers.
 
Last edited:
Shouldn't some of the events use picture = "event_madness" rather than picture = "event_plague"?
 
Here's another event I wrote up today. Now you can get your very own Richard the Lionheart, or perhaps Edward II. :D

Code:
character_event = {
	id = 20118

	picture = "event_education"
	name = "Your son is interested in other boys"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = age value = 12 }
		condition = {
			type = not
			value = {
				type = age
				value = 20
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = lustful
			}
		}
	}

	mean_time_to_happen = {
		months = 960

	}

	action_a = { # Nothing can be done
		effect = { type = add_trait value = chaste }
		effect = { type = fertility value = -5 }
		effect = { type = piety value = -100 }
	}
	action_b = { # Disown him
		effect = { type = add_trait value = bastard }
		effect = { type = add_trait value = chaste }
		effect = { type = fertility value = -5 }
		effect = { type = piety value = -100 }
		effect = { 
			type = random 
			chance = 25
			effect = { type = add_trait value = stress_symptom }
			}
	}
}

Put the following in extra_text.csv:

Code:
ACTIONNAME20118A;Nothing can be done;;;;;;;;;;X
ACTIONNAME20118B;Disown him;;;;;;;;;;X
 
Solmyr, do you want me to put all of these in the same file?
 
I was thinking of some trait events to go with the deformity/speech illnesses(you know, the clubfoot/lisp/humpback/stutter/inbred kinds of illnesses)

Don't fully understand the coding, but here's what I was thinking:

You would get an event like "You child is being teased by his peers" and you would be presented with 3 choices:

Instruct them to fight back: 35% chance Vengeful, 35% Valorous, 15% Reckless, 25% Arbitrary

Tell them to turn the other cheek: 35% Forgiving, 35% Temperate, 15% Merciful, 25% Coward

Join in the teasing: 35% Selfish, 15% Forgiving, 35% Cruel, 25% Suspicious

M
 
I think the MTTH for your stressed events might be too low. After just 2 years playing with them, my court has 3 crazy people (including the Emperor), 5 depressed people, and 4 schizopheniacs. Granted, I have a large court, but there aren't many people left that are just stressed.