Code:
### the papacy is moving
province_event = {
id = xyz
picture = "event_claim"
name = "The Exiled Holy See needs Land!"
trigger = {
condition = {
type = not
value = { type = title_exists value = PAPA }
}
condition = { type = owner
condition = { type = age value = 16 } }
condition = { type = not
value = { type = has_law value = { regal_supremacy = yes } } }
condition = { type = and
condition = { type = not
value = { type = has_province_effect value = { revolt = yes } } }
condition = { type = not
value = { type = has_province_effect value = { heretic = yes } } }
}
condition = { type = ruler_religion value = catholic }
condition = { type = religion value = catholic }
condition = { type = clergy_loyalty value = 0.500 }
condition = { type = and
condition = { type = owner
condition = { type = piety value = 0 } }
condition = { type = owner
condition = { type = prestige value = 0 } }
condition = { type = owner
condition = { type = not
value = { type = trait value = kinslayer } } }
condition = { type = owner
condition = { type = not
value = { type = trait value = excommunicated } } }
condition = { type = owner
condition = { type = not
value = { type = atwar } } }
}
condition = { type = or
condition = { type = area value = 228 } # Alpes Martimes
condition = { type = area value = 456 } # Alpi Carniche
condition = { type = area value = 239 } # Alps
condition = { type = area value = 254 } # Baden
condition = { type = area value = 314 } # Danube
condition = { type = area value = 448 } # Donau
condition = { type = area value = 149 } # Garonne
condition = { type = area value = 205 } # Massif Central
condition = { type = area value = 235 } # Po
condition = { type = area value = 124 } # Rhein
condition = { type = area value = 227 } # Rhone
}
}
mean_time_to_happen = { months = 120
# modifier = {
# condition = { type = owner
# condition = { type = liege
# condition = { type = or
# condition = { trait value = excommunicated }
# condition = { trait value = heretic } } } }
# factor = 1.6 }
# modifier = {
# condition = { type = owner
# condition = { type = realm_ruler
# condition = { trait value = excommunicated }
# condition = { trait value = heretic } } }
# factor = 1.6 }
# modifier = {
# condition = { type = owner
# condition = { type = realm_ruler
# condition = { type = or
# condition = { type = title value = GERM }
# condition = { type = title value = FRAN }
# condition = { type = title value = ITAL } } } }
# factor = 1.3 }
modifier = {
condition = { type = owner
condition = { type = county } }
factor = 1.9 }
modifier = {
condition = { type = owner
condition = { type = kingdom } }
factor = 0.7 }
modifier = {
condition = { type = owner
condition = { type = piety value = 200 } }
factor = 0.9 }
modifier = {
condition = { type = owner
condition = { type = piety value = 600 } }
factor = 0.8 }
modifier = {
condition = { type = owner
condition = { type = piety value = 1000 } }
factor = 0.7 }
modifier = {
condition = { type = owner
condition = { type = prestige value = 500 } }
factor = 0.9 }
modifier = {
condition = { type = owner
condition = { type = prestige value = 1000 } }
factor = 0.7 }
modifier = {
condition = { type = has_improvement value = { moneylenders = yes } }
factor = 3.0 }
modifier = {
condition = { type = or
condition = { type = has_improvement value = { highway_robber_band = yes } }
condition = { type = has_improvement value = { smugglers_ring = yes } } }
factor = 2.5 }
modifier = {
condition = { type = has_improvement value = { thieves_guild = yes } }
factor = 2.0 }
modifier = {
condition = { type = has_province_effect value = { struggling = yes } }
factor = 3.0 }
modifier = {
condition = { type = has_province_effect value = { poor = yes } }
factor = 1.5 }
modifier = {
condition = { type = has_province_effect value = { prosperous = yes } }
factor = 0.9 }
modifier = {
condition = { type = has_province_effect value = { rich = yes } }
factor = 0.7 }
modifier = {
condition = { type = has_province_effect value = { looted = yes } }
factor = 2.5 }
modifier = {
condition = { type = or
condition = { type = has_improvement value = { library = yes } }
condition = { type = has_improvement value = { school = yes } }
condition = { type = has_improvement value = { templar_house = yes } }
condition = { type = has_improvement value = { university = yes } }
condition = { type = has_improvement value = { large_church = yes } }
condition = { type = has_improvement value = { domed_church = yes } }
condition = { type = has_improvement value = { cathedral = yes } }
condition = { type = has_improvement value = { extensive_roadnet = yes } }
condition = { type = has_improvement value = { monastery = yes } }
condition = { type = has_improvement value = { monastery = yes } } }
factor = 1.4
}
modifier = {
condition = { type = or
condition = { type = has_province_effect value = { malaria = yes } }
condition = { type = has_province_effect value = { dysentery = yes } }
condition = { type = has_province_effect value = { small_pox = yes } }
condition = { type = has_province_effect value = { typhoid_fever = yes } } }
factor = 100.0
}
modifier = {
condition = { type = or
condition = { type = advance_focus value = ascetism }
condition = { type = advance_focus value = clerical_celibacy }
condition = { type = advance_focus value = relics }
condition = { type = advance_focus value = monastic_schools }
condition = { type = advance_focus value = the_seven_liberal_arts }
condition = { type = advance_focus value = cathedral_schools }
condition = { type = advance_focus value = universities }
condition = { type = advance_focus value = academic_disciplines }
condition = { type = advance_focus value = basilican_structures }
condition = { type = advance_focus value = brickwork_structures }
condition = { type = advance_focus value = romanesque_vaulting } }
factor = 0.9
}
modifier = {
condition = { type = or
condition = { type = advance_focus value = apostolic_poverty }
condition = { type = advance_focus value = letters_of_indulgence }
condition = { type = advance_focus value = music_notation_system }
condition = { type = advance_focus value = aristotelian_logics }
condition = { type = advance_focus value = cylindrical_structures }
condition = { type = advance_focus value = gothic_buttresses }
condition = { type = advance_focus value = scholastics } }
factor = 0.8
}
modifier = {
condition = { type = or
condition = { type = advance_focus value = critical_bible_interpretations }
condition = { type = advance_focus value = inquisition }
condition = { type = advance_focus value = choir_song } }
factor = 0.7
}
modifier = {
condition = { type = or
condition = { type = advance_focus value = bible_translations }
condition = { type = advance_focus value = formalized_lithurgy }
condition = { type = advance_focus value = tapestries } }
factor = 0.6
}
modifier = {
condition = { type = or
condition = { type = advance_focus value = critical_thinking }
condition = { type = advance_focus value = jubilee }
condition = { type = advance_focus value = extravagant_decoration } }
factor = 0.5
}
modifier = {
condition = { type = advance_focus value = fashion_clothes }
factor = 1.4
}
modifier = {
condition = { type = advance_focus value = vernacular_literature }
factor = 1.2
}
modifier = {
condition = { type = advance_focus value = natural_philosophy }
factor = 1.8
}
modifier = {
condition = { type = advance_focus value = science }
factor = 2.0
}
modifier = {
condition = { type = or
condition = { type = province value = 235 } # Milan
condition = { type = demesne value = 233 } # Genoa
condition = { type = demesne value = 356] } # Venice
condition = { type = province value = 221 } # Marseille
condition = { type = province value = 214 } # Toulouse
condition = { type = province value = 314 } # Nurnberg
}
factor = 1000000.0 } # I tried to place the condition to not create PAPA in this lands at the trigger, but do not worked
}
action_a = { # yes
ai_chance = 50
modifier = {
condition = { type = ruler_diplomacy value = 15 }
factor = 0.5
}
modifier = {
condition = { type = ruler_diplomacy value = 12 }
factor = 0.8
}
modifier = {
condition = { type = ruler_diplomacy value = 9 }
factor = 1.2
}
modifier = {
condition = { type = ruler_diplomacy value = 6 }
factor = 1.5
}
modifier = {
condition = { type = has_law value = { popular_law = yes } }
factor = 0.9
}
modifier = {
condition = { type = clergy_power value = 0.100 }
factor = 0.8
}
modifier = {
condition = { type = clergy_power value = 0.300 }
factor = 1.2
}
effect = { type = ruler_prestige value = 50 }
effect = { type = ruler_piety value = 150 }
effect = { type = create_tag value = PAPA }
effect = { type = add_improvement value = forestry }
effect = { type = add_improvement value = library }
effect = { type = add_improvement value = school }
effect = { type = add_improvement value = church }
effect = { type = add_improvement value = small_castle }
effect = { type = add_advance value = two_field_system }
effect = { type = add_advance value = three_field_system }
effect = { type = add_advance value = wood_plows }
effect = { type = add_advance value = chickens }
effect = { type = add_advance value = goats }
effect = { type = add_advance value = basilican_structures }
effect = { type = add_advance value = minor_merchant_houses }
effect = { type = add_advance value = road_building }
effect = { type = add_advance value = divine_rights }
effect = { type = add_advance value = divine_duty }
effect = { type = add_advance value = the_seven_liberal_arts }
effect = { type = add_advance value = monastic_schools }
effect = { type = add_advance value = aristotelian_logics }
effect = { type = add_advance value = scholastics }
effect = { type = add_advance value = relics }
effect = { type = add_advance value = clerical_celibacy }
effect = { type = add_advance value = letters_of_indulgence }
effect = { type = clergy_loyalty value = 0.3 }
effect = { type = peasant_loyalty value = 0.1 }
}
action_b = { # no
ai_chance = 50
effect = { type = ruler_prestige value = -5 }
effect = { type = ruler_piety value = -25 }
effect = { type = clergy_loyalty value = -0.3 }
}
}
Code:
ACTIONNAMExyzA;Our land is Your land!;;;;;;;;;;X
ACTIONNAMExyzB;Wait, let me think...;;;;;;;;;;X
Last edited: