so i've made some events to make the knightly orders more "lively"
these are my first events so i'll enjoy any recomendations especially to the MTTH part
these are my first events so i'll enjoy any recomendations especially to the MTTH part
Code:
#########################
#The Teutons are at war
#########################
character_event = {
id = 21800
picture = "event_templars.bmp"
name = "More Teutonic knights arrive"
trigger = {
condition = { type = atwar }
condition = { type = title value = TEUT }
condition = { type = ai }
}
mean_time_to_happen = {
years = 1
modifier = {
factor = 5
}
modifier = {
condition = {
type = not
value = { type = enemy_same_religion }
}
factor = 0.75
}
}
action_a = { # Reinforcements
effect = {
type = add_regiment
culture = Teutonic
strength = {
heavy_inf = 600
heavy_cav = 50
archers = 50
pikemen = 100
}
}
}
}
#########################
#The Teplars are at war
#########################
character_event = {
id = 21802
picture = "event_templars.bmp"
name = "More knights of the Temple arrive"
trigger = {
condition = { type = atwar }
condition = { type = title value = TEMP }
condition = { type = ai }
condition = { type = ai }
}
mean_time_to_happen = {
years = 1
modifier = {
factor = 5
}
modifier = {
condition = {
type = not
value = { type = enemy_same_religion }
}
factor = 0.75
}
}
action_a = { # Reinforcements
effect = {
type = add_regiment
culture = Templar
strength = {
heavy_inf = 500
heavy_cav = 100
archers = 50
pikemen = 100
}
}
}
}
#########################
#The Hospitaliers are at war
#########################
character_event = {
id = 21801
picture = "event_templars.bmp"
name = "More knights of st. John arrive"
trigger = {
condition = { type = atwar }
condition = { type = title value = HOSP }
condition = { type = ai }
condition = { type = ai }
}
mean_time_to_happen = {
years = 1
modifier = {
factor = 0.75
}
modifier = {
condition = {
type = not
value = { type = enemy_same_religion }
}
factor = 5
}
}
action_a = { # Reinforcements
effect = {
type = add_regiment
culture = Hospitaler
strength = {
heavy_inf = 500
heavy_cav = 50
archers = 100
pikemen = 150
}
}
}
}
#########################
#Heathen Templar
#########################
character_event = {
id = 21804
picture = "event_templars.bmp"
name = "A heathen has risen as a headmaster of the Templar order"
trigger = {
condition = { type = title value = TEMP }
condition = { type = ai }
condition = {
type = not
value = { type = ruler_religion value = catholic }
}
}
action_a = {# Die heathen
effect = { type = death value = liege }
}
}
#########################
#Heathen Hospitalier
#########################
character_event = {
id = 21805
picture = "event_templars.bmp"
name = "A heathen has risen as a headmaster of the Hospitalier order"
trigger = {
condition = { type = title value = HOSP }
condition = { type = ai }
condition = {
type = not
value = { type = ruler_religion value = catholic }
}
}
action_a = {# Die heathen
effect = { type = death value = liege }
}
}
#########################
#Heathen teuton
#########################
character_event = {
id = 21803
picture = "event_templars.bmp"
name = "A heathen has risen as a headmaster of the Teutonic order"
trigger = {
condition = { type = title value = TEUT }
condition = { type = ai }
condition = {
type = not
value = { type = ruler_religion value = catholic }
}
}
action_a = { # Die heathen
effect = { type = death value = liege }
}
}
#########################
#Heretic Teuton
#########################
character_event = {
id = 21806
picture = "event_templars.bmp"
name = "A heretic has risen as a headmaster of the Teutonic order"
trigger = {
condition = { type = ruler_religion value = catholic }
condition = { type = trait value = heretic }
condition = { type = title value = TEUT }
condition = { type = ai }
}
mean_time_to_happen = {
years = 1
modifier = {
condition = { type = trait value = zealous }
factor = 3
}
modifier = {
condition = { type = trait value = sceptical }
factor = 0.75
}
}
action_a = { #Denounce heresy
ai_chance = 50
modifier = {
condition = { type = trait value = sceptical }
factor = 1.5
}
modifier = {
condition = { type = trait value = arbitrary }
factor = 1.5
}
effect = { type = remove_trait for = liege value = heretic }
}
action_b = { #Hide heresy
ai_chance = 50
modifier = {
condition = { type = trait value = zealous }
factor = 1.5
}
modifier = {
condition = { type = trait value = coward }
factor = 1.5
}
effect = {
type = random
chance = 50
effect = { type = add_trait for = ruler value = coward }
}
effect = {
type = random
chance = 50
effect = { type = add_trait for = ruler value = deceitful }
}
effect = {
type = random
chance = 25
effect = { type = add_trait for = ruler value = zealous }
}
effect = {
type = random
chance = 25
effect = { type = death value = ruler }
}
}
}
#########################
#Heretic Templar
#########################
character_event = {
id = 21807
picture = "event_templars.bmp"
name = "A heretic has risen as a headmaster of the Templar order"
trigger = {
condition = { type = ruler_religion value = catholic }
condition = { type = trait value = heretic }
condition = { type = title value = TEMP }
condition = { type = ai }
}
mean_time_to_happen = {
years = 1
modifier = {
condition = { type = trait value = zealous }
factor = 3
}
modifier = {
condition = { type = trait value = sceptical }
factor = 0.75
}
}
action_a = { #Denounce heresy
ai_chance = 50
modifier = {
condition = { type = trait value = sceptical }
factor = 1.5
}
modifier = {
condition = { type = trait value = arbitrary }
factor = 1.5
}
effect = { type = remove_trait for = ruler value = heretic }
}
action_b = { #Hide heresy
ai_chance = 50
modifier = {
condition = { type = trait value = zealous }
factor = 1.5
}
modifier = {
condition = { type = trait value = coward }
factor = 1.5
}
effect = {
type = random
chance = 40
effect = { type = add_trait for = ruler value = coward }
}
effect = {
type = random
chance = 35
effect = { type = add_trait for = ruler value = deceitful }
}
effect = {
type = random
chance = 25
effect = { type = add_trait for = ruler value = zealous }
}
effect = {
type = random
chance = 25
effect = { type = death value = ruler }
}
}
}
#########################
#Heretic Hospitalier
#########################
character_event = {
id = 21808
picture = "event_templars.bmp"
name = "A heretic has risen as a headmaster of the Hospitalier order"
trigger = {
condition = { type = ruler_religion value = catholic }
condition = { type = trait value = heretic }
condition = { type = title value = HOSP }
condition = { type = ai }
}
mean_time_to_happen = {
years = 1
modifier = {
condition = { type = trait value = zealous }
factor = 3
}
modifier = {
condition = { type = trait value = sceptical }
factor = 0.75
}
}
action_a = { #Denounce heresy
ai_chance = 50
modifier = {
condition = { type = trait value = sceptical }
factor = 1.5
}
modifier = {
condition = { type = trait value = arbitrary }
factor = 1.5
}
effect = { type = remove_trait for = liege value = heretic }
}
action_b = { #Hide heresy
ai_chance = 50
modifier = {
condition = { type = trait value = zealous }
factor = 1.5
}
modifier = {
condition = { type = trait value = coward }
factor = 1.5
}
effect = {
type = random
chance = 50
effect = { type = add_trait for = ruler value = coward }
}
effect = {
type = random
chance = 50
effect = { type = add_trait for = ruler value = deceitful }
}
effect = {
type = random
chance = 25
effect = { type = add_trait for = ruler value = zealous }
}
effect = {
type = random
chance = 25
effect = { type = death value = ruler }
}
}
}