I think it's fine to have them for the human player, who can always leave things as they are if he wants to.
#########################
#Dynasty establishes itself
#########################
character_event = {
id = 20018
picture = "event_intrigue"
name = "Dynasty establishes itself"
trigger = {
condition = { type = ruler }
condition = {
type = or
condition = { type = has_law value = { royal_preorgatory_law = yes } }
condition = { type = has_law value = { feudal_contract_law = yes } }
}
condition = { type = has_law value = { elective_law = yes } }
condition = {
type = or
condition = { type = diplomacy value = 10 }
condition = { type = martial value = 10 }
condition = { type = stewardship value = 10 }
}
condition = {
type = not
value = { type = religion value = pagan }
}
}
mean_time_to_happen = {
months = 240
modifier = {
condition = { type = duchy }
factor = 0.75
}
modifier = {
condition = { type = kingdom }
factor = 0.5
}
modifier = {
condition = { type = year value = 1300 }
factor = 0.9
}
modifier = {
condition = { type = year value = 1400 }
factor = 0.9
}
}
action_a = { # Claim the throne for my dynasty
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = arbitrary }
factor = 1.5
}
modifier = {
condition = { type = trait value = energetic }
factor = 1.5
}
modifier = {
condition = { type = trait value = proud }
factor = 1.5
}
modifier = {
condition = { type = trait value = selfish }
factor = 1.5
}
modifier = {
condition = {
type = any_vassal
condition = {
type = not
value = { type = loyalty value = 1 }
}
}
factor = 0.1
}
#end AI modifier block
effect = { type = set_law value = semisalic_primogeniture_law }
effect = { type = prestige scale = 0.5 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = proud }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = arbitrary }
}
}
action_b = { # Keep the old succession laws
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = coward }
factor = 1.5
}
modifier = {
condition = { type = trait value = lazy }
factor = 1.5
}
modifier = {
condition = { type = trait value = modest }
factor = 1.5
}
modifier = {
condition = { type = trait value = just }
factor = 1.5
}
#end AI modifier block
effect = { type = prestige scale = -0.1 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = just }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = modest }
}
}
}
#########################
#Feudalism takes root
#########################
character_event = {
id = 20019
picture = "event_joust"
name = "Feudalism takes root"
trigger = {
condition = {
type = or
condition = { type = is_independent }
condition = { type = is_vassal }
}
condition = { type = year value = 1100 }
condition = { type = has_law value = { traditional_custom_law = yes } }
condition = { type = religion value = catholic }
}
mean_time_to_happen = {
months = 900
modifier = {
condition = { type = duchy }
factor = 0.9
}
modifier = {
condition = { type = kingdom }
factor = 0.7
}
modifier = {
condition = { type = has_vassal }
factor = 0.8
}
modifier = {
condition = { type = year value = 1200 }
factor = 0.8
}
modifier = {
condition = { type = year value = 1300 }
factor = 0.5
}
}
action_a = { # Accept feudalism
ai_chance = 70
#start AI modifier block
modifier = {
condition = { type = trait value = just }
factor = 1.25
}
modifier = {
condition = { type = trait value = wise }
factor = 1.25
}
#end AI modifier block
effect = { type = set_law value = feudal_contract_law }
effect = { type = prestige scale = 0.1 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = generous }
}
}
action_b = { # Increase royal power instead
ai_chance = 20
#start AI modifier block
modifier = {
condition = { type = trait value = arbitrary }
factor = 1.25
}
modifier = {
condition = { type = trait value = proud }
factor = 1.25
}
#end AI modifier block
effect = { type = set_law value = royal_preorgatory_law }
effect = { type = prestige scale = 0.5 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = arbitrary }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = proud }
}
}
action_c = { # Leave things as they are
ai_chance = 10
#start AI modifier block
modifier = {
condition = { type = trait value = lazy }
factor = 1.25
}
#end AI modifier block
effect = { type = prestige scale = -0.1 }
}
}
#########################
#Royal power increases
#########################
character_event = {
id = 20020
picture = "event_claim"
name = "Royal power increases"
trigger = {
condition = { type = kingdom }
condition = { type = year value = 1250 }
condition = { type = religion value = catholic }
condition = {
type = or
condition = { type = has_law value = { feudal_contract_law = yes } }
condition = { type = has_law value = { traditional_custom_law = yes } }
}
}
mean_time_to_happen = {
months = 900
modifier = {
condition = { type = year value = 1350 }
factor = 0.7
}
modifier = {
condition = { type = diplomacy value = 8 }
factor = 0.9
}
modifier = {
factor = 1.5
}
modifier = {
condition = { type = not
value = { type = diplomacy value = 3 }
}
factor = 1.5
}
modifier = {
condition = { type = prestige value = 1000 }
factor = 0.7
}
modifier = {
condition = { type = trait value = coward }
factor = 2
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.5
}
modifier = {
condition = { type = trait value = generous }
factor = 1.2
}
modifier = {
condition = { type = trait value = lazy }
factor = 3
}
modifier = {
condition = { type = trait value = modest }
factor = 1.5
}
modifier = {
condition = { type = trait value = proud }
factor = 0.7
}
modifier = {
condition = { type = trait value = selfish }
factor = 0.7
}
}
action_a = { # Increase royal power
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = proud }
factor = 1.25
}
modifier = {
condition = { type = trait value = energetic }
factor = 1.25
}
#end AI modifier block
effect = { type = set_law value = royal_preorgatory_law }
effect = {
type = random
chance = 10
effect = { type = add_trait value = proud }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = energetic }
}
effect = { type = prestige scale = 1 }
effect = { type = loyalty for = random_vassal value = -0.2 }
}
action_b = { # Leave things as they are
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = modest }
factor = 1.25
}
modifier = {
condition = { type = trait value = lazy }
factor = 1.25
}
modifier = {
condition = { type = trait value = coward }
factor = 1.25
}
#end AI modifier block
effect = { type = loyalty for = random_vassal value = 0.2 }
effect = { type = prestige scale = -0.5 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = modest }
}
}
}
#########################
#Institute lay investiture
#########################
character_event = {
id = 20021
picture = "event_religion"
name = "Investiture controversy"
trigger = {
condition = {
type = or
condition = { type = is_independent }
condition = { type = is_vassal }
}
condition = { type = religion value = catholic }
condition = {
type = or
condition = { type = has_law value = { church_supremacy = yes } }
condition = { type = has_law value = { ecclesical_balance = yes } }
condition = { type = has_law value = { monastic_supremacy = yes } }
}
}
mean_time_to_happen = {
months = 480
modifier = {
condition = { type = county }
factor = 5
}
modifier = {
condition = { type = duchy }
factor = 2
}
modifier = {
condition = { type = has_law value = { royal_preorgatory_law =yes } }
factor = 0.9
}
modifier = {
condition = { type = not
value = { type = piety value = 0 }
}
factor = 0.9
}
modifier = {
condition = { type = not
value = { type = year value = 1150 }
}
factor = 0.5
}
modifier = {
condition = { type = trait value = ecclesiastical_education }
factor = 2
}
modifier = {
condition = { type = trait value = detached_priest }
factor = 3
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 3
}
modifier = {
condition = { type = trait value = mastermind_theologian }
factor = 3
}
modifier = {
condition = { type = trait value = scholarly_theologian }
factor = 3
}
modifier = {
condition = { type = trait value = zealous }
factor = 3
}
modifier = {
condition = { type = trait value = crusader }
factor = 2
}
modifier = {
condition = { type = trait value = excommunicated }
factor = 0.5
}
modifier = {
condition = { type = trait value = heretic }
factor = 0.5
}
modifier = {
condition = { type = trait value = sceptical }
factor = 0.5
}
}
action_a = { # Institute lay investiture
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = sceptical }
factor = 1.5
}
modifier = {
condition = { type = trait value = excommunicates }
factor = 1.5
}
modifier = {
condition = { type = trait value = heretic }
factor = 1.5
}
modifier = {
condition = { type = trait value = selfish }
factor = 1.25
}
#end AI modifier block
effect = { type = set_law value = regal_supremacy }
effect = { type = piety scale = -0.5 }
effect = { type = prestige scale = 0.5 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = sceptical }
}
effect = {
type = random
chance = 5
effect = { type = add_trait value = heretic }
}
}
action_b = { # Do not oppose the Church
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = coward }
factor = 1.5
}
modifier = {
condition = { type = trait value = zealous }
factor = 1.5
}
modifier = {
condition = { type = trait value = lazy }
factor = 1.5
}
modifier = {
condition = { type = trait value = detached_priest }
factor = 1.25
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 1.25
}
modifier = {
condition = { type = trait value = scholarly_theologian }
factor = 1.25
}
modifier = {
condition = { type = trait value = mastermind_theologian }
factor = 1.25
}
#end AI modifier block
effect = {
type = random
chance = 10
effect = { type = add_trait value = zealous }
}
effect = {
type = random
chance = 10
effect = { type = piety scale = 0.5 }
}
effect = {
type = random
chance = 10
effect = { type = prestige scale = -0.5 }
}
}
}
#########################
#Republic
#########################
character_event = {
id = 20022
picture = "event_intrigue"
name = "Popular faction pushes for a republic"
trigger = {
condition = {
type = or
condition = { type = is_independent }
condition = { type = is_vassal }
}
condition = {
type = not
value = { type = has_vassal }
}
condition = { type = year value = 1150 }
condition = {
type = or
condition = { type = has_law value = { royal_preorgatory_law = yes } }
condition = { type = has_law value = { feudal_contract_law = yes } }
condition = { type = has_law value = { traditional_custom_law = yes } }
}
condition = { type = religion value = catholic }
}
mean_time_to_happen = {
months = 2400
modifier = {
condition = { type = duchy }
factor = 1.5
}
modifier = {
condition = { type = kingdom }
factor = 3
}
modifier = {
condition = { type = year value = 1200 }
factor = 0.95
}
modifier = {
condition = { type = year value = 1300 }
factor = 0.95
}
modifier = {
condition = { type = culture value = italian }
factor = 0.5
}
modifier = {
condition = { type = title value = GENO }
factor = 0.9
}
modifier = {
condition = { type = title value = MILA }
factor = 0.9
}
modifier = {
condition = { type = title value = VERO }
factor = 0.9
}
modifier = {
condition = { type = title value = TOSC }
factor = 0.9
}
modifier = {
condition = { type = title value = VENE }
factor = 0.9
}
modifier = {
condition = { type = title value = VENI }
factor = 0.9
}
modifier = {
condition = { type = title value = PISA }
factor = 0.9
}
modifier = {
condition = { type = title value = C230 }
factor = 0.9
}
modifier = {
condition = { type = title value = C233 }
factor = 0.9
}
modifier = {
condition = { type = title value = C234 }
factor = 0.9
}
modifier = {
condition = { type = title value = C235 }
factor = 0.9
}
modifier = {
condition = { type = title value = C317 }
factor = 0.9
}
modifier = {
condition = { type = title value = C318 }
factor = 0.9
}
modifier = {
condition = { type = title value = C319 }
factor = 0.9
}
modifier = {
condition = { type = title value = C320 }
factor = 0.9
}
modifier = {
condition = { type = title value = C321 }
factor = 0.9
}
modifier = {
condition = { type = title value = C322 }
factor = 0.9
}
modifier = {
condition = { type = title value = C323 }
factor = 0.9
}
modifier = {
condition = { type = title value = C327 }
factor = 0.9
}
modifier = {
condition = { type = title value = C328 }
factor = 0.9
}
modifier = {
condition = { type = title value = C329 }
factor = 0.9
}
modifier = {
condition = { type = title value = C330 }
factor = 0.9
}
modifier = {
condition = { type = title value = C331 }
factor = 0.9
}
modifier = {
condition = { type = title value = C350 }
factor = 0.9
}
modifier = {
condition = { type = title value = C352 }
factor = 0.9
}
modifier = {
condition = { type = title value = C353 }
factor = 0.9
}
modifier = {
condition = { type = title value = C354 }
factor = 0.9
}
modifier = {
condition = { type = title value = C355 }
factor = 0.9
}
modifier = {
condition = { type = title value = C356 }
factor = 0.9
}
modifier = {
condition = { type = title value = C357 }
factor = 0.9
}
}
action_a = { # Institute a republic
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = just }
factor = 1.5
}
modifier = {
condition = { type = trait value = generous }
factor = 1.5
}
modifier = {
condition = { type = trait value = coward }
factor = 1.5
}
#end AI modifier block
effect = { type = set_law value = popular_law }
effect = { type = set_law value = elective_law }
effect = { type = prestige scale = -1 }
}
action_b = { # Retain current laws
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = proud }
factor = 1.5
}
modifier = {
condition = { type = trait value = selfish }
factor = 1.5
}
#end AI modifier block
effect = { type = prestige scale = 0.5 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = arbitrary }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = proud }
}
}
}
#########################
#Republic coup
#########################
character_event = {
id = 20023
picture = "event_intrigue"
name = "Coup by the noble faction"
trigger = {
condition = { type = is_independent }
condition = { type = year value = 1200 }
condition = { type = has_law value = { popular_law = yes } }
condition = { type = has_law value = { elective_law = yes } }
condition = { type = religion value = catholic }
# don't want this happening to established republics
condition = {
type = not
value = { type = title value = VENI }
}
condition = {
type = not
value = { type = title value = GENO }
}
}
mean_time_to_happen = {
months = 2400
modifier = {
condition = { type = duchy }
factor = 1.5
}
modifier = {
condition = { type = kingdom }
factor = 3
}
modifier = {
condition = { type = year value = 1300 }
factor = 0.9
}
modifier = {
condition = { type = year value = 1400 }
factor = 0.9
}
modifier = {
condition = { type = culture value = italian }
factor = 0.5
}
modifier = {
condition = { type = title value = MILA }
factor = 0.9
}
modifier = {
condition = { type = title value = VERO }
factor = 0.9
}
modifier = {
condition = { type = title value = TOSC }
factor = 0.9
}
modifier = {
condition = { type = title value = C230 }
factor = 0.9
}
modifier = {
condition = { type = title value = C233 }
factor = 0.9
}
modifier = {
condition = { type = title value = C234 }
factor = 0.9
}
modifier = {
condition = { type = title value = C235 }
factor = 0.9
}
modifier = {
condition = { type = title value = C317 }
factor = 0.9
}
modifier = {
condition = { type = title value = C318 }
factor = 0.9
}
modifier = {
condition = { type = title value = C319 }
factor = 0.9
}
modifier = {
condition = { type = title value = C320 }
factor = 0.9
}
modifier = {
condition = { type = title value = C321 }
factor = 0.9
}
modifier = {
condition = { type = title value = C322 }
factor = 0.9
}
modifier = {
condition = { type = title value = C323 }
factor = 0.9
}
modifier = {
condition = { type = title value = C327 }
factor = 0.9
}
modifier = {
condition = { type = title value = C328 }
factor = 0.9
}
modifier = {
condition = { type = title value = C329 }
factor = 0.9
}
modifier = {
condition = { type = title value = C330 }
factor = 0.9
}
modifier = {
condition = { type = title value = C331 }
factor = 0.9
}
modifier = {
condition = { type = title value = C350 }
factor = 0.9
}
modifier = {
condition = { type = title value = C352 }
factor = 0.9
}
modifier = {
condition = { type = title value = C353 }
factor = 0.9
}
modifier = {
condition = { type = title value = C354 }
factor = 0.9
}
modifier = {
condition = { type = title value = C355 }
factor = 0.9
}
modifier = {
condition = { type = title value = C356 }
factor = 0.9
}
modifier = {
condition = { type = title value = C357 }
factor = 0.9
}
}
action_a = { # Install a lord
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = cruel }
factor = 1.5
}
modifier = {
condition = { type = trait value = proud }
factor = 1.5
}
modifier = {
condition = { type = trait value = energetic }
factor = 1.5
}
modifier = {
condition = { type = trait value = arbitrary }
factor = 1.5
}
#end AI modifier block
effect = { type = set_law value = royal_preorgatory_law }
effect = { type = set_law value = semisalic_primogeniture_law }
effect = { type = prestige scale = 0.5 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = proud }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = arbitrary }
}
}
action_b = { # Keep the republic
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = coward }
factor = 1.5
}
modifier = {
condition = { type = trait value = lazy }
factor = 1.5
}
modifier = {
condition = { type = trait value = modest }
factor = 1.5
}
modifier = {
condition = { type = trait value = just }
factor = 1.5
}
#end AI modifier block
effect = { type = prestige scale = -0.25 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = just }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = modest }
}
}
}
#########################
#Salic Law
#########################
character_event = {
id = 20024
picture = "event_intrigue"
name = "Salic Law"
trigger = {
condition = { type = ruler }
condition = {
type = or
condition = { type = has_law value = { royal_preorgatory_law = yes } }
condition = { type = has_law value = { feudal_contract_law = yes } }
}
condition = {
type = or
condition = { type = has_law value = { semisalic_primogeniture_law = yes } }
condition = { type = has_law value = { salic_consanguinity_law = yes } }
condition = { type = has_law value = { semisalic_consanguinity_law = yes } }
condition = { type = has_law value = { salic_gavelkind_law = yes } }
condition = { type = has_law value = { semisalic_gavelkind_law = yes } }
}
condition = {
type = or
condition = { type = diplomacy value = 10 }
condition = { type = martial value = 10 }
condition = { type = stewardship value = 10 }
}
condition = { type = religion value = catholic }
}
mean_time_to_happen = {
months = 1200
modifier = {
condition = { type = duchy }
factor = 0.75
}
modifier = {
condition = { type = kingdom }
factor = 0.5
}
modifier = {
condition = { type = year value = 1300 }
factor = 0.9
}
modifier = {
condition = { type = year value = 1400 }
factor = 0.9
}
}
action_a = { # Institute Salic Law
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = arbitrary }
factor = 1.5
}
modifier = {
condition = { type = trait value = energetic }
factor = 1.5
}
modifier = {
condition = { type = trait value = proud }
factor = 1.5
}
modifier = {
condition = { type = trait value = selfish }
factor = 1.5
}
modifier = {
condition = {
type = any_vassal
condition = {
type = not
value = { type = loyalty value = 1 }
}
}
factor = 0.1
}
#end AI modifier block
effect = { type = set_law value = salic_primogeniture_law }
effect = { type = prestige scale = 0.5 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = proud }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = arbitrary }
}
}
action_b = { # Keep the old succession laws
ai_chance = 50
#start AI modifier block
modifier = {
condition = { type = trait value = coward }
factor = 1.5
}
modifier = {
condition = { type = trait value = lazy }
factor = 1.5
}
modifier = {
condition = { type = trait value = modest }
factor = 1.5
}
modifier = {
condition = { type = trait value = just }
factor = 1.5
}
#end AI modifier block
effect = { type = prestige scale = -0.1 }
effect = {
type = random
chance = 10
effect = { type = add_trait value = just }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = modest }
}
}
}