Just made an event for the orthodox, to become an empror if they have enough king titles and hold east rome.
Historical plausible?
Working?
Fine?

###################
# Imperial series #
###################
# Becoming an emperor
character_event = { # The Pope has offered you an imperial crown.
id = XXXX
picture = "event_claim"
trigger = {
condition = { type = kingdom }
condition = { type = religion value = orthodox }
condition = { type = prestige value = 1000 }
condition = { type = gold value = 1000 }
condition = { type = piety value = 250 }
condition = { type = age value = 16 }
condition = { type = gender value = male }
condition = { type = stability value = 1 }
condition = { type = not value = { type = trait value = emperor } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = not value = { type = trait value = heretic } }
condition = { type = not value = { type = trait value = realm_duress } }
condition = { type = not value = { type = trait value = modest } }
condition = { type = form_of_goverment value = feudal } # Kings become Emperors
condition = { type = or
}
condition = { type = or
condition = { type = num_king_titles value = 5 } # To allow ahistorical empires for really successful players
condition = { type = and
condition = { type = province value = 496 } #Byzanz
condition = { type = title value = BYZ }
condition = { type = num_king_titles value = 3 }
condition = { type = or
condition = { type = title value = RUS } #RUS
condition = { type = title value = SIC } #Sicily
condition = { type = title value = JER } #Jerusalem
} # Large East Roman Empire
}
condition = { type = num_duke_vassals value = 10 } # Substance for the empire
}
mean_time_to_happen = {
months = 180 # Should happen within 15 years of fulfilling conditions
modifier = {
condition = { type = num_king_titles value = 7 }
factor = 0.8
}
modifier = {
condition = { type = num_king_titles value = 9 }
factor = 0.8
}
modifier = {
condition = { type = num_duke_vassals value = 20 }
factor = 0.8
}
modifier = {
condition = { type = num_duke_vassals value = 35 }
factor = 0.8
}
modifier = {
condition = { type = num_duke_vassals value = 50 }
factor = 0.8
}
modifier = {
condition = { type = atwar }
factor = 2.0
}
modifier = {
condition = { type = prestige value = 1500 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 3000 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 5000 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 10 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 12 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 18 }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = diplomacy value = 6 } }
factor = 1.1
}
modifier = {
condition = { type = not value = { type = diplomacy value = 4 } }
factor = 1.1
}
modifier = {
condition = { type = not value = { type = diplomacy value = 2 } }
factor = 1.5
}
modifier = {
condition = { type = intrigue value = 10 }
factor = 0.9
}
modifier = {
condition = { type = intrigue value = 12 }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = intrigue value = 6 } }
factor = 1.1
}
modifier = {
condition = { type = not value = { type = intrigue value = 4 } }
factor = 1.1
}
modifier = {
condition = { type = not value = { type = intrigue value = 2 } }
factor = 1.5
}
modifier = {
condition = { type = father condition = { type = trait value = emperor } }
factor = 0.5
}
modifier = {
condition = { type = not value = { type = age value = 25 } }
factor = 1.25
}
modifier = {
condition = { type = age value = 40 }
factor = 0.8
}
modifier = {
}
modifier = {
condition = { type = trait value = sceptical }
factor = 1.25
}
modifier = {
condition = { type = trait value = lazy }
factor = 1.1
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.9
}
modifier = {
condition = { type = trait value = proud }
factor = 0.9
}
modifier = {
condition = { type = trait value = wise }
factor = 0.9
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.9
}
modifier = {
condition = { type = trait value = bastard }
factor = 1.25
}
modifier = {
condition = { type = trait value = illness }
factor = 1.25
}
modifier = {
condition = { type = trait value = stress_symptom }
factor = 1.25
}
modifier = {
condition = { type = trait value = intestinal_worm }
factor = 1.25
}
modifier = {
condition = { type = trait value = war_invalid }
factor = 1.25
}
modifier = {
condition = { type = trait value = depression }
factor = 1.25
}
modifier = {
condition = { type = trait value = maniac }
factor = 1.5
}
modifier = {
condition = { type = trait value = schizofrenia }
factor = 1.5
}
modifier = {
condition = { type = trait value = plagueinfested }
factor = 1.5
}
modifier = {
condition = { type = trait value = pneumonia }
factor = 1.5
}
modifier = {
condition = { type = trait value = leper }
factor = 1.5
}
modifier = {
condition = { type = trait value = crusader }
factor = 0.8
}
modifier = {
condition = { type = trait value = prodigy }
factor = 0.8
}
modifier = {
condition = { type = or
condition = { type = trait value = naive_wirepuller }
condition = { type = trait value = amateurish_pettifogger }
condition = { type = trait value = hole_in_the_pocket }
condition = { type = trait value = misguided_warrior }
condition = { type = trait value = detached_priest }
}
factor = 1.25
}
modifier = {
condition = { type = or
condition = { type = trait value = illusive_shadow }
condition = { type = trait value = grey_eminence }
condition = { type = trait value = midas_touched }
condition = { type = trait value = brilliant_strategist }
condition = { type = trait value = mastermind_theologian }
}
factor = 0.8
}
modifier = {
condition = { type = stability value = 1 }
factor = 0.9
}
modifier = {
condition = { type = stability value = 2 }
factor = 0.9
}
modifier = {
condition = { type = stability value = 3 }
factor = 0.9
}
}
action_a = { # Accept the Crown and hold a grand inauguration ceremony
ai_chance = 80
effect = { type = add_trait value = emperor }
effect = { type = gold value = -1000 }
effect = { type = prestige value = 350 }
}
action_b = { # Accept the Crown, but hold just a small ceremony
ai_chance = 10
effect = { type = add_trait value = emperor }
effect = { type = gold value = -350 }
effect = { type = prestige value = 150 }
}
action_c = { # Imperial crowns are not for me
ai_chance = 10
effect = { type = add_trait value = modest }
effect = { type = prestige scale = -5 }
}
}
Historical plausible?
Working?
Fine?
###################
# Imperial series #
###################
# Becoming an emperor
character_event = { # The Pope has offered you an imperial crown.
id = XXXX
picture = "event_claim"
trigger = {
condition = { type = kingdom }
condition = { type = religion value = orthodox }
condition = { type = prestige value = 1000 }
condition = { type = gold value = 1000 }
condition = { type = piety value = 250 }
condition = { type = age value = 16 }
condition = { type = gender value = male }
condition = { type = stability value = 1 }
condition = { type = not value = { type = trait value = emperor } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = not value = { type = trait value = heretic } }
condition = { type = not value = { type = trait value = realm_duress } }
condition = { type = not value = { type = trait value = modest } }
condition = { type = form_of_goverment value = feudal } # Kings become Emperors
condition = { type = or
}
condition = { type = or
condition = { type = num_king_titles value = 5 } # To allow ahistorical empires for really successful players
condition = { type = and
condition = { type = province value = 496 } #Byzanz
condition = { type = title value = BYZ }
condition = { type = num_king_titles value = 3 }
condition = { type = or
condition = { type = title value = RUS } #RUS
condition = { type = title value = SIC } #Sicily
condition = { type = title value = JER } #Jerusalem
} # Large East Roman Empire
}
condition = { type = num_duke_vassals value = 10 } # Substance for the empire
}
mean_time_to_happen = {
months = 180 # Should happen within 15 years of fulfilling conditions
modifier = {
condition = { type = num_king_titles value = 7 }
factor = 0.8
}
modifier = {
condition = { type = num_king_titles value = 9 }
factor = 0.8
}
modifier = {
condition = { type = num_duke_vassals value = 20 }
factor = 0.8
}
modifier = {
condition = { type = num_duke_vassals value = 35 }
factor = 0.8
}
modifier = {
condition = { type = num_duke_vassals value = 50 }
factor = 0.8
}
modifier = {
condition = { type = atwar }
factor = 2.0
}
modifier = {
condition = { type = prestige value = 1500 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 3000 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 5000 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 10 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 12 }
factor = 0.9
}
modifier = {
condition = { type = diplomacy value = 18 }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = diplomacy value = 6 } }
factor = 1.1
}
modifier = {
condition = { type = not value = { type = diplomacy value = 4 } }
factor = 1.1
}
modifier = {
condition = { type = not value = { type = diplomacy value = 2 } }
factor = 1.5
}
modifier = {
condition = { type = intrigue value = 10 }
factor = 0.9
}
modifier = {
condition = { type = intrigue value = 12 }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = intrigue value = 6 } }
factor = 1.1
}
modifier = {
condition = { type = not value = { type = intrigue value = 4 } }
factor = 1.1
}
modifier = {
condition = { type = not value = { type = intrigue value = 2 } }
factor = 1.5
}
modifier = {
condition = { type = father condition = { type = trait value = emperor } }
factor = 0.5
}
modifier = {
condition = { type = not value = { type = age value = 25 } }
factor = 1.25
}
modifier = {
condition = { type = age value = 40 }
factor = 0.8
}
modifier = {
}
modifier = {
condition = { type = trait value = sceptical }
factor = 1.25
}
modifier = {
condition = { type = trait value = lazy }
factor = 1.1
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.9
}
modifier = {
condition = { type = trait value = proud }
factor = 0.9
}
modifier = {
condition = { type = trait value = wise }
factor = 0.9
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.9
}
modifier = {
condition = { type = trait value = bastard }
factor = 1.25
}
modifier = {
condition = { type = trait value = illness }
factor = 1.25
}
modifier = {
condition = { type = trait value = stress_symptom }
factor = 1.25
}
modifier = {
condition = { type = trait value = intestinal_worm }
factor = 1.25
}
modifier = {
condition = { type = trait value = war_invalid }
factor = 1.25
}
modifier = {
condition = { type = trait value = depression }
factor = 1.25
}
modifier = {
condition = { type = trait value = maniac }
factor = 1.5
}
modifier = {
condition = { type = trait value = schizofrenia }
factor = 1.5
}
modifier = {
condition = { type = trait value = plagueinfested }
factor = 1.5
}
modifier = {
condition = { type = trait value = pneumonia }
factor = 1.5
}
modifier = {
condition = { type = trait value = leper }
factor = 1.5
}
modifier = {
condition = { type = trait value = crusader }
factor = 0.8
}
modifier = {
condition = { type = trait value = prodigy }
factor = 0.8
}
modifier = {
condition = { type = or
condition = { type = trait value = naive_wirepuller }
condition = { type = trait value = amateurish_pettifogger }
condition = { type = trait value = hole_in_the_pocket }
condition = { type = trait value = misguided_warrior }
condition = { type = trait value = detached_priest }
}
factor = 1.25
}
modifier = {
condition = { type = or
condition = { type = trait value = illusive_shadow }
condition = { type = trait value = grey_eminence }
condition = { type = trait value = midas_touched }
condition = { type = trait value = brilliant_strategist }
condition = { type = trait value = mastermind_theologian }
}
factor = 0.8
}
modifier = {
condition = { type = stability value = 1 }
factor = 0.9
}
modifier = {
condition = { type = stability value = 2 }
factor = 0.9
}
modifier = {
condition = { type = stability value = 3 }
factor = 0.9
}
}
action_a = { # Accept the Crown and hold a grand inauguration ceremony
ai_chance = 80
effect = { type = add_trait value = emperor }
effect = { type = gold value = -1000 }
effect = { type = prestige value = 350 }
}
action_b = { # Accept the Crown, but hold just a small ceremony
ai_chance = 10
effect = { type = add_trait value = emperor }
effect = { type = gold value = -350 }
effect = { type = prestige value = 150 }
}
action_c = { # Imperial crowns are not for me
ai_chance = 10
effect = { type = add_trait value = modest }
effect = { type = prestige scale = -5 }
}
}