Moi je ne suis pas sous NDA, alors je te le poste volontier 
Il s'agit du fichier \Paradox Entertainment\Crusader Kings\db\events\event effects.txt
Il s'agit du fichier \Paradox Entertainment\Crusader Kings\db\events\event effects.txt
Code:
===============
= Definitions =
===============
N = integer
V = float
-----------------------
- Valid [target char] -
-----------------------
Family:
-------
[spouse/father/random_son/worst_son/best_son]
Court:
------
[random_courtier/worst_courtier/best_courtier]
Ruler:
------
[liege/random_vassal/worst_vassal/best_vassal]
Other:
------
[random_neighbor/worst_neighbor/best_neighbor/random_enemy]
----------------------
- General Conditions -
----------------------
type = difficulty value = N Note: difficulty >= N, range[0, 4]
type = aggressiveness value = N Note: aggressiveness >= N, range[0, 4]
type = year value = N Note: Game year >= N
type = crusade Note: True if in crusades perios
====================
= CHARACTER EVENTS =
====================
--------------
- Conditions -
--------------
Character conditions:
---------------------
type = gender value = male or female
type = age value = N Note: True if >= N
type = health value = V Note: True if >= V
type = diplomacy value = V Note: True if >= V
type = martial value = V Note: True if >= V
type = intrigue value = V Note: True if >= V
type = stewardship value = V Note: True if >= V
type = fertility value = V Note: True if >= V
type = religion value = [religion type] Note: Check if the character has a certain religion.
type = culture value = [culture type] Note: Check if the character has a certain culture.
type = piety value = V Note: True if >= V
type = prestige value = V Note: True if >= V
type = gold value = V Note: True if >= V
type = loyalty value = V Note: True if >= V
type = badboy value = V Note: True if >= V
type = trait value = [trait type]
Family conditions:
------------------
type = father_trait value = [trait type]
type = is_married Note: Character is married
type = ruler_child Note: Character is the child of a ruler (any tier)
Court conditions:
-----------------
type = steward Note: Character is a stewart.
type = chanchellor Note: Character is a chanchellor.
type = spymaster Note: Character is a spymaster.
type = chaplain Note: Character is a chaplain.
type = marshal Note: Character is a marshal.
Ruler conditions:
-----------------
type = same_religion Note: Character has the same religion as his liege?
type = ruler_religion value = [religion type] Note: Check if the liege has a certain religion.
type = ruler_culture value = [culture type] Note: Check if the liege has a certain culture.
type = is_independent Note: Character is an independent ruler.
type = is_vassal Note: Character is a vassal.
type = has_vassal Note: Character has at least one vassal.
type = kingdom Note: Character is a king.
type = duchy Note: Character is a duke.
type = county Note: Character is a count
type = title value = TAG Note: Character owns title TAG.
Realm conditions:
-----------------
type = has_advance value = [advance type] Note: The character has a realm and it contains this advance?
type = has_law value = { [law type] = [yes/no] ... }
type = region value = [region tag] Note: Owns a province in that region
War conditions:
---------------
type = has_claim [value = tag]
type = atwar Note: Character is at war
type = enemy_has_mercenaries Note: At least one enemy (at war) has active mercenary regiments.
type = enemy_same_religion Note: Character has the same religion as his enemy (at war)?
type = command Note: Character is commanding a regiment.
type = combat Note: true if the character is CURRENTLY commanding a regiment in a battle.
type = siege Note: true if the character is CURRENTLY commanding a regiment in a siege.
External conditions:
--------------------
type = exists value = [tag]
type = ai Note: true if the character is part of an AI realm.
-----------
- Effects -
-----------
Character effects:
------------------
type = death value = [target char] Note: No value field means "this character".
type = add_trait for = [target char] value = [trait type]
type = remove_trait for = [target char] value = [trait type]
type = health for = [target char] value = V Note: Additive
type = diplomacy for = [target char] value = V Note: Additive
type = martial for = [target char] value = V Note: Additive
type = intrigue for = [target char] value = V Note: Additive
type = stewardship for = [target char] value = V Note: Additive
type = fertility for = [target char] value = V Note: Additive
type = piety for = [target char] value = V Note: Additive
type = prestige for = [target char] value = V Note: Additive
type = gold for = [target char] value = [V/last_month/last_year] Note: Additive
type = set_to_realm_religion Note: Set character religion to realm ruler's religion.
type = loyalty for = [target char] value = V (0.0 - 1.0) Note: Additive. If no "for" field is set, loyalty is affected for _this_ character.
Family effects:
---------------
Court effects:
--------------
type = create_courtier value = [steward/marshal/spymaster/chancellor/chaplain/enemy_defector/bastard]
Ruler effects:
--------------
type = independence Note: Renounce Liege
Realm effects:
--------------
type = add_next_advance value = [advance type] Note: Gain next advance in the same group as "advance type".
type = remove_next_advance value = [advance type] Note: Lose the best advance in the same group as "advance type".
type = add_advance value = [advance type]
type = remove_advance value = [advance type]
type = add_province_effect for = [target char] value = [effect type] Note: A random province in target char's realm.
type = remove_province_effect for = [target char] value = [effect type] Note: A random province in target char's realm.
type = add_improvement for = [target char] value = [improvement type] Note: A random province in target char's realm.
type = remove_improvement for = [target char] value = [improvement type] Note: A random province in target char's realm. No value means a random improvement.
War effects:
------------
type = add_title_claim value = [target char] Note: Gain a claim on the primary title of another character.
type = win_siege
type = remove_regiment Note: Remove a random regiment of the character's.
type = mercenaries_defect
type = add_regiment strength = {..mil compos..) mercenaries = yes/no region = regionname culture = culturename techprov = prov tech use for this unit
type = peace value = [not_same_religion/same_religion] Note: No value means a random enemy
type = add_claim_title Note: ???
type = remove_claim_title Note: ???
External effects:
-----------------
type = trigger for = [target char] value = [event id]
===================
= PROVINCE EVENTS =
===================
--------------
- Conditions -
--------------
Province conditions:
--------------------
type = has_improvement value = { [improvement type] = [yes/no] ... }
type = has_advance value = { [advancement type] = [yes/no] ... }
type = has_province_effect value = { [province effect type] = [yes/no] ... }
type = has_law value = { [law type] = [yes/no] ... }
type = province value = [province id] Note: Trigger only for this province
type = terrain value = [terrain type]
Population conditions:
----------------------
type = religion value = [religion type]
type = culture value = [culture type]
type = noble_loyalty value = V Note: True if >= V
type = noble_power value = V Note: True if >= V
type = clergy_loyalty value = V Note: True if >= V
type = clergy_power value = V Note: True if >= V
type = burgher_loyalty value = V Note: True if >= V
type = burgher_power value = V Note: True if >= V
type = peasant_loyalty value = V Note: True if >= V
type = peasant_power value = V Note: True if >= V
type = regiment_mobilized Note: True if the provincial levies are active.
Ruler conditions:
-----------------
type = trait value = [trait type] Note: Trait of the title holder.
type = same_religion Note: Province has the same religion as the highest ruler?
type = same_culture Note: Province has the same culture as the highest ruler?
type = ruler_culture value = [culture type] Note: Check if the ruler of a province has a certain culture.
type = ruler_religion value = [religion type] Note: Check if the ruler of a province has a certain religion.
type = ruler_stewardship value = V Note: True if (Ruler+Steward) stewardship >= V
type = ruler_martial value = V Note: True if (Ruler+Marshal) martial >= V
type = ruler_diplomacy value = V Note: True if (Ruler+Chancelor) diplomacy >= V
type = ruler_intrigue value = V Note: True if (Ruler+Spymaster) intrigue >= V
type = ruler_gold value = N
type = ruler_piety value = N
type = ruler_prestige value = N
Realm conditions:
-----------------
type = advance_focus value = [advance type] Note: Does the realm have a certain advance focus?
type = demesne value = [tag] Note: Check if this province is part of a certain demesne.
type = realm_regiments value = N Note: True if the realm of the province has N or more regiments.
External conditions:
--------------------
type = neighbor_province_effect value = { [province effect type] = [yes/no] ... }
type = area value = [province id] Note: Trigger only for provinces in the same area as province id.
type = exists value = [tag]
type = ai Note: true if the province is part of an AI realm.
-----------
- Effects -
-----------
Province effects:
-----------------
type = add_improvement value = [improvement type]
type = remove_improvement value = [improvement type]
type = add_advance value = [advance type]
type = remove_advance value = [advance type]
type = add_province_effect value = [advance type]
type = remove_province_effect value = [advance type]
type = prosperity value = [-4 to 4] Note: Changes the prosperity level in the province.
Population conditions:
----------------------
type = set_to_realm_religion Note: Set province religion to realm ruler's religion.
type = set_to_realm_culture Note: Set province religion to realm ruler's culture.
type = religion value = [religion type] Note: Religion in province changed
type = culture value = [culture type] Note: Culture in province changed
type = noble_loyalty value = V Note: Additive, -1.0 to 1.0
type = noble_power value = V Note: Additive, -1.0 to 1.0
type = clergy_loyalty value = V Note: Additive, -1.0 to 1.0
type = clergy_power value = V Note: Additive, -1.0 to 1.0
type = burgher_loyalty value = V Note: Additive, -1.0 to 1.0
type = burgher_power value = V Note: Additive, -1.0 to 1.0
type = peasant_loyalty value = V Note: Additive, -1.0 to 1.0
type = peasant_power value = V Note: Additive, -1.0 to 1.0
type = add_regiment country = [tag] culture = [culture type]
Ruler effects:
--------------
type = ruler_piety value = V Note: Additive
type = ruler_prestige value = V Note: Additive
type = ruler_gold value = V Note: Additive
External effects:
-----------------
type = create_tag value = [tag]