• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Moi je ne suis pas sous NDA, alors je te le poste volontier :D

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]