Ok here I will put a couple of (mostly)flavour events I've been making these past few days.
1. Character death events (chardeath.rar)
For some reason or the other I found it extremely frustrating after a while that I couldn't see how most of my characters have died in their histories, most of these logs just abruptly ended without saying anything. So I made a couple of triggered character events that... well... kill characters and replaced every death=yes I could find with a call to an appropriate event.
Here is the main event file:
These events are compatible with every mod that doesn't alter one of the event files mentioned as the caller of each of these events.
2. Murder objective trial (murder_obj_trials.rar)
Another thing that annoyed me while playing was how some imbecilic rival of my best characters often killed them through the Die! event(7510) with impunity... so I made a series of events that may put those characters under trial.
Here is the main event file:
This is compatible with any mod that doesn't change the event file "objective events.txt", which means its incompatible with the previous chardeath events I've uploaded. If you want to use both download the file chardeath&murder_obj_trials_combo.rar that contains an "objective events.txt" that works for both.
3. Divorce barren old wife event (al_divorce.txt)
Yet another thing that annoyed me(it should be clear by now that I'm easily annoyed) was that many of my promising characters although young ended up being married to some old barren hag and had no chance of having a son. So I decided to make an event where more prominent characters can divorce their old wives if they have no sons.
Since I seem to have misplaced this event, I ended up fixing an older version I had backed up, an older version I'm unsure of how properly it works, so if someone could check whether the conditions are firing properly(since I don't have a save right now) it would be much appreciated.
Here is the event file:
This event should be compatible with all mods, well unless they use the event id 169995 which I think is unlikely, just throw the txt into your mod's event folder.
4. Nasty jail events (al_jail_events.txt)
I've always thought that imprisoned characters had it easy, so I remedied that. The first two events are just for flavour they only add an entry in the character's history that he's been imprisoned and released, unfortunately I couldn't make them fire immediately(if anyone has some idea please let me know) and will fire about a month after the event... but I think its ok. The rest are just there to make your prisoners' lives more miserable.
It should be compatible with all mods unless they use the same event ids(166000-166010), just throw the txt into your mod's event folder.
----------------------------------------
Please note that these events I've put here are all parts of a larger mod I've been making for myself which I've recreated to function individually and haven't tested much on their own... so any and all feedback will be appreciated.
----------------------------------------
That is all for now.
1. Character death events (chardeath.rar)
For some reason or the other I found it extremely frustrating after a while that I couldn't see how most of my characters have died in their histories, most of these logs just abruptly ended without saying anything. So I made a couple of triggered character events that... well... kill characters and replaced every death=yes I could find with a call to an appropriate event.
Here is the main event file:
Code:
############################################
#Al's character death triggered events ids 166500-166520
############################################
#called by broken.txt
character_event = {
id = 166500
is_triggered_only = yes
title = "Treasonous coup claims your life"
desc = "$CHARACTERNAME$'s regime has fallen, $OBJECT$ enemies
have triumphed and $OBJECT$ severed head lays at their feet."
option = {
name = "History will vindicate me"
death = yes
}
}
#called by governor.txt - internal_politics_monarchy.txt -
internal_politics_republic.txt - regency.txt
character_event = {
id = 166501
major_character = yes
is_triggered_only = yes
title = "Put to death by the ruler"
desc = "$RULERNAME$'s patience with $CHARACTERNAME$ is at an
end. $CHARACTERNAME$ has been executed."
option = {
name = "There was no mercy"
death = yes
}
}
#called by health.txt
character_event = {
id = 166502
is_triggered_only = yes
title = "Deranged parent claims your life"
desc = "$CHARACTERNAME$'s unstable parent finally lost it and
murdered the helpless child in cold blood."
option = {
name = "A most tragic incident"
death = yes
}
}
#called by internal_politics_monarchy.txt -
internal_politics_tribe.txt - ruler.txt
character_event = {
id = 166503
is_triggered_only = yes
title = "Rivals murder you"
desc = "$CHARACTERNAME$'s enemies have finally decided to take
matters in their own hands and murdered $SUBJECT$ in cold blood."
option = {
name = "It can't end like this..."
death = yes
}
}
#called by internal_politics_republic.txt - objective_events.txt -
regency.txt
character_event = {
id = 166504
major_character = yes
is_triggered_only = yes
title = "Assassins claim your life"
desc = "$CHARACTERNAME$'s rivals have long dreamed of ending
his life. Their latest hirelings achieved their goal. $CHARACTERNAME$
has been assassinated."
option = {
name = "This can't be..."
death = yes
}
}
#called by internal_politics_republic.txt - ruler.txt
character_event = {
id = 166505
is_triggered_only = yes
title = "A mob lynches you to death"
desc = "$CHARACTERNAME$'s latest policies have greatly annoyed
$OBJECT$ subjects. Things got out of hand and while outside like every
other day taking care of state a affairs an angry mob cornered
$SUBJECT$ and lynched $SUBJECT$ to death."
option = {
name = "What a disgrace"
death = yes
}
}
#called by internal_politics_republic.txt
character_event = {
id = 166506
major_character = yes
is_triggered_only = yes
title = "Mutinous troops claim your life"
desc = "Negotiations with $CHARACTERNAME$'s mutinous troops
have failed and $PRONOUN$ has been brutally murdered."
option = {
name = "This is a travesty"
death = yes
}
}
#called by prisoner.txt
character_event = {
id = 166507
major_character = yes
is_triggered_only = yes
title = "captivity"
desc = "$CHARACTERNAME$ has been murdered while in captivity.
This is an outrage. There must be retribution."
option = {
name = "Killed"
death = yes
}
}
#called by ruler.txt
character_event = {
id = 166508
is_triggered_only = yes
title = "a duel"
desc = "There was a duel and $CHARACTERNAME$ lost. The price?
Nothing less than $OBJECT$ own head."
option = {
name = "Slain"
death = yes
}
}
#called by slave_uprising.txt
character_event = {
id = 166509
major_character = yes
is_triggered_only = yes
title = "a slave uprising"
desc = "Not only have the slaves revolted in $CHARACTERNAME$'s
province revolted, they have also managed to claim $OBJECT$ life."
option = {
name = "Murdered"
death = yes
}
}
#called by tribe_friends.txt
character_event = {
id = 166510
major_character = yes
is_triggered_only = yes
title = "a tragic accident"
desc = "$CHARACTERNAME$ was out in the woods hunting with
$OBJECT$ fellow warriors, when a stray arrow hit $SUBJECT$ and fatally
wounded $SUBJECT$."
option = {
name = "Killed"
death = yes
}
}
#called by internal_politics_republic.txt
character_event = {
id = 166511
major_character = yes
is_triggered_only = yes
title = "Suicide"
desc = "We mourn the suicide of $CHARACTERNAME$, $PRONOUN$ was
cursed by a sickness in the head and this madness lead to $OBJECT$
taking $SUBJECT$ own life."
option = {
name = "Maybe it was for the best"
death = yes
}
}
2. Murder objective trial (murder_obj_trials.rar)
Another thing that annoyed me while playing was how some imbecilic rival of my best characters often killed them through the Die! event(7510) with impunity... so I made a series of events that may put those characters under trial.
Here is the main event file:
Code:
############################################
#Al's murder objective trial events ids 167XXX
############################################
############################################
#murder accusations ids 167000-167009
############################################
#puts a character under suspicion
character_event = {
id = 167000
#triggered by 7510 in objective events.txt
is_triggered_only = yes
trigger = {
#must be an adult, probably not a required check but just to be sure
age = 16
#not already under suspicion
NOT = { has_character_flag = al_under_suspicion }
#he should also not be a prisoner
prisoner = no
}
title = "Foul play is suspected"
desc = "$CHARACTERNAME$'s machinations have succeeded in bringing the life of $OBJECT$ bitter rival to an end, but not without cost, there are many now who suspect his involvement."
option = {
name = "They can't prove anything"
set_character_flag = al_under_suspicion
popularity = -5
}
}
#a character is accused of murder
character_event = {
id = 167001
trigger = {
#quite realistically rulers never get in jail
is_ruler = no
#shouldn't be already imprisoned
prisoner = no
#he has to be under suspicion
has_character_flag = al_under_suspicion
#someone must accuse him
any_rival = { age = 16 }
}
mean_time_to_happen = {
months = 36 #3 years
#slower to trigger if he has an important position
modifier = {
OR = {
is_governor = yes
in_command = yes
has_tech_office = yes
has_title = title_censor
#has_title = title_princeps_senatus
}
factor = 1.5
}
#even more if he is a courtier
modifier = {
is_courtier = yes
factor = 2
}
#imagine if he is the heir too
modifier = {
is_primary_heir = yes
factor = 3
}
#slower if he is prominent
modifier = {
prominence = 70
factor = 1.1
}
modifier = {
prominence = 80
factor = 1.1
}
modifier = {
prominence = 90
factor = 1.1
}
modifier = {
prominence = 100
factor = 1.1
}
#faster if he isn't prominent
modifier = {
NOT = { prominence = 40 }
factor = 0.9
}
modifier = {
NOT = { prominence = 30 }
factor = 0.9
}
modifier = {
NOT = { prominence = 20 }
factor = 0.9
}
modifier = {
NOT = { prominence = 10 }
factor = 0.9
}
#even slower if he is popular
modifier = {
popularity = 70
factor = 1.2
}
modifier = {
popularity = 80
factor = 1.2
}
modifier = {
popularity = 90
factor = 1.2
}
modifier = {
popularity = 100
factor = 1.2
}
#even faster if he isn't
modifier = {
NOT = { popularity = 40 }
factor = 0.8
}
modifier = {
NOT = { popularity = 30 }
factor = 0.8
}
modifier = {
NOT = { popularity = 20 }
factor = 0.8
}
modifier = {
NOT = { popularity = 10 }
factor = 0.8
}
#faster if he has no friends
modifier = {
NOT = { num_of_friends = 1 }
factor = 0.7
}
#slower if he has lots of them
modifier = {
num_of_friends = 2
factor = 1.1
}
modifier = {
num_of_friends = 3
factor = 1.1
}
modifier = {
num_of_friends = 4
factor = 1.2
}
#faster he has rivals
modifier = {
num_of_rivals = 2
factor = 0.8
}
modifier = {
num_of_rivals = 3
factor = 0.8
}
modifier = {
num_of_rivals = 4
factor = 0.7
}
modifier = {
num_of_rivals = 5
factor = 0.8
}
#slower if has finesse
modifier = {
finesse = 7
factor = 1.1
}
modifier = {
finesse = 8
factor = 1.1
}
modifier = {
finesse = 9
factor = 1.1
}
modifier = {
finesse = 10
factor = 1.1
}
#faster if he hasn't
modifier = {
NOT = { finesse = 4 }
factor = 0.9
}
modifier = {
NOT = { finesse = 3 }
factor = 0.9
}
modifier = {
NOT = { finesse = 2 }
factor = 0.9
}
modifier = {
NOT = { finesse = 1 }
factor = 0.9
}
#even slower if he has charisma
modifier = {
charisma = 7
factor = 1.2
}
modifier = {
charisma = 8
factor = 1.2
}
modifier = {
charisma = 9
factor = 1.2
}
modifier = {
charisma = 10
factor = 1.2
}
#even faster if he hasn't
modifier = {
NOT = { charisma = 4 }
factor = 0.8
}
modifier = {
NOT = { charisma = 3 }
factor = 0.8
}
modifier = {
NOT = { charisma = 2 }
factor = 0.8
}
modifier = {
NOT = { charisma = 1 }
factor = 0.8
}
#cautious & reckless
modifier = {
#a cautious person would leave no evidence
traits = cautious
factor = 1.4
}
modifier = {
#a reckless person on the other hand...
traits = reckless
factor = 0.6
}
#crafty & guileless
modifier = {
#is careful
traits = crafty
factor = 1.3
}
modifier = {
#isn't
traits = guileless
factor = 0.7
}
#merciful & cruel
modifier = {
#good guys don't kill
traits = merciful
factor = 1.3
}
modifier = {
#notorious for his cruelty
traits = cruel
factor = 0.7
}
#forgiving & vengeful
modifier = {
#how could a forgiving person commit a hate crime
traits = forgiving
factor = 1.3
}
modifier = {
#notorious for his vengeful tendencies
traits = vengeful
factor = 0.7
}
#secure & jealous
modifier = {
#secure people aren't that antagonistic
traits = secure
factor = 1.2
}
modifier = {
#unlike jealous people
traits = jealous
factor = 0.8
}
#rightous & corrupt
modifier = {
#an exemplar of justice
traits = righteous
factor = 1.2
}
modifier = {
#...not!
traits = corrupt
factor = 0.8
}
#just & arbitrary
modifier = {
#an exemplar of justice
traits = just
factor = 1.2
}
modifier = {
#...not!
traits = arbitrary
factor = 0.8
}
#fair & ugly
modifier = {
#how could such a fair creature commit murder
traits = fair
factor = 1.4
}
modifier = {
#get that ugly bastard
traits = ugly
factor = 0.6
}
#orator
modifier = {
#his oratory skill puts people at ease with their suspicions
traits = orator
factor = 1.4
}
#mentally unstable
modifier = {
#known to be mentally unstable
OR = {
traits = schizophrenic
traits = maniac
traits = epileptic
}
factor = 0.6
}
#a reknowned general
modifier = {
#his esteemed services makes people less willing to accuse him
OR = {
traits = conqueror
traits = victorious
}
factor = 1.5
}
}
title = "A rival formally accused you of murder"
desc = "One of $CHARACTERNAME$'s bitter rivals just couldn't let this chance slip and formally accused $SUBJECT$ of murder. Now $PRONOUN$ has to prove $OBJECT$ innocence to the courts."
option = {
name = "That bastard!"
set_character_flag = al_on_trial
clr_character_flag = al_under_suspicion
country = {
ruler = {
character_event = 167010
character_event = 167011
character_event = 167012
character_event = 167013
character_event = 167014
}
country_event = 167015
}
}
}
#reserved 167002-167009
############################################
#trial events ids 167010-167030
############################################
#a member of your family is brought to trial for murder
character_event = {
id = 167010
is_triggered_only = yes
trigger = {
country = {
any_character = {
has_character_flag = al_on_trial
from_ruler_family = yes
NOT = {
OR = {
#otherwise not related to the ruler
any_friend = { is_ruler = yes }
any_rival = { is_ruler = yes }
spouse = { is_ruler = yes }
}
}
}
}
}
title = "A member of your family is being brought to trial"
desc = "$FROM$, a member of $CHARACTERNAME$'s family, has been accused of murder. Now $OBJECT$ relatives pressure $CHARACTERNAME$ to help."
option = {
name = "I will influence the judges"
ai_chance = {
factor = 55
#more likely to help if bad
modifier = {
factor = 1.5
traits = arbitrary
}
modifier = {
factor = 1.5
traits = corrupt
}
#he may be his own child
modifier = {
factor = 2
any_child = { has_character_flag = al_on_trial}
}
}
#you are being a bad boy afterall
popularity = -10
family_prestige = -10
random = {
chance = 20
remove_trait = just
add_trait = arbitrary
tyranny = 1
}
random = {
chance = 20
remove_trait = righteous
add_trait = corrupt
popularity = -20
}
#a member of your family appreciates your efforts
country = {
random_character = {
limit = {
#other than the accused
NOT = { has_character_flag = al_on_trial }
#not already a friend or rival of the ruler
any_friend = { is_ruler = no }
any_rival = { is_ruler = no }
from_ruler_family = yes
#such a righteous man would never appreciate tampering with justice
NOT = {
traits = just
traits = righteous
}
}
add_friend = this
}
}
country = {
random_character = {
limit = {
has_character_flag = al_on_trial
from_ruler_family = yes
NOT = {
OR = {
#otherwise not related to the ruler
any_friend = { is_ruler = yes }
any_rival = { is_ruler = yes }
spouse = { is_ruler = yes }
}
}
}
clr_character_flag = al_on_trial
popularity = -5
#he appreciates your help
add_friend = this
#staged trial
character_event = 167031
}
}
}
option = {
name = "I will not interfere with justice"
ai_chance = {
factor = 45
#less likely to help if good
modifier = {
factor = 1.5
traits = just
}
modifier = {
factor = 1.5
traits = righteous
}
}
#you are being a good boy
popularity = 10
random = {
chance = 20
remove_trait = arbitrary
add_trait = just
tyranny = -1
}
random = {
chance = 20
remove_trait = corrupt
add_trait = righteous
popularity = 20
}
#a member of your family doesn't appreciate appreciates your unwillingness to help
country = {
random_character = {
limit = {
#other than the accused
NOT = { has_character_flag = al_on_trial }
#not already a friend or rival of the ruler
any_friend = { is_ruler = no }
any_rival = { is_ruler = no }
from_ruler_family = yes
#such a righteous man would never appreciate tampering with justice
NOT = {
traits = just
traits = righteous
}
}
random = {
chance = 50
add_rival = this
}
}
}
country = {
random_character = {
limit = {
has_character_flag = al_on_trial
from_ruler_family = yes
NOT = {
OR = {
#otherwise not related to the ruler
any_friend = { is_ruler = yes }
any_rival = { is_ruler = yes }
spouse = { is_ruler = yes }
}
}
}
clr_character_flag = al_on_trial
popularity = -5
#he doesn't appreciate your indifference
random = {
chance = 70
add_rival = this
}
#fair trial
character_event = 167030
}
}
}
}
#a friend of the ruler is brought to trial for murder
character_event = {
id = 167011
is_triggered_only = yes
trigger = {
any_friend = {
has_character_flag = al_on_trial
NOT = { spouse = { is_ruler = yes } }
}
}
title = "A friend of yours has been accused of murder"
desc = "$FROM$, a close friend of $CHARACTERNAME$, has been accused of murder and will be tried unless $CHARACTERNAME$ interfere."
option = {
name = "No friend of mine gets tried!"
ai_chance = {
factor = 60
#more likely to help if bad
modifier = {
factor = 1.5
traits = arbitrary
}
modifier = {
factor = 1.5
traits = corrupt
}
#more likely to help if a member of the ruling family too
modifier = {
factor = 1.2
from_ruler_family = yes
}
#he may be his own child
modifier = {
factor = 2
any_child = { has_character_flag = al_on_trial}
}
}
#you are being a bad boy afterall
popularity = -15
random = {
chance = 30
remove_trait = just
add_trait = arbitrary
tyranny = 1
}
random = {
chance = 30
remove_trait = righteous
add_trait = corrupt
popularity = -20
}
random_friend = {
limit = {
has_character_flag = al_on_trial
NOT = { spouse = { is_ruler = yes } }
}
clr_character_flag = al_on_trial
popularity = -10
}
}
option = {
name = "Justice is above friendship"
ai_chance = {
factor = 40
#less likely to help if good
modifier = {
factor = 1.5
traits = just
}
modifier = {
factor = 1.5
traits = righteous
}
}
#you are being a good boy
popularity = 15
random = {
chance = 20
remove_trait = arbitrary
add_trait = just
tyranny = -1
}
random = {
chance = 20
remove_trait = corrupt
add_trait = righteous
popularity = 20
}
random_friend = {
limit = {
has_character_flag = al_on_trial
NOT = { spouse = { is_ruler = yes } }
}
clr_character_flag = al_on_trial
popularity = -5
#your friend doesn't appreciate appreciates your unwillingness to help
random = {
chance = 95
remove_friend = this
}
#fair trial
character_event = 167030
}
}
}
#a rival of the ruler is brought to trial for murder
character_event = {
id = 167012
is_triggered_only = yes
trigger = {
any_rival = {
has_character_flag = al_on_trial
NOT = { spouse = { is_ruler = yes } }
}
}
title = "A rival of yours is brought to trial"
desc = "$FROM$, one of $CHARACTERNAME$'s worst enemies, is being tried for murder. This could the opportunity $PRONOUN$ was waiting for."
option = {
name = "Set up a mock trial"
ai_chance = {
factor = 70
#more likely to interfere if bad
modifier = {
factor = 1.5
traits = arbitrary
}
modifier = {
factor = 1.5
traits = corrupt
}
}
#you are being a bad boy afterall
popularity = -15
random = {
chance = 30
remove_trait = just
add_trait = arbitrary
tyranny = 1
}
random = {
chance = 30
remove_trait = righteous
add_trait = corrupt
popularity = -20
}
random_rival = {
limit = {
has_character_flag = al_on_trial
NOT = { spouse = { is_ruler = yes } }
}
clr_character_flag = al_on_trial
popularity = -5
#kangaroo trial
character_event = 167032
}
}
option = {
name = "Justice is above such petty feelings"
ai_chance = {
factor = 30
#less likely to interfere if good
modifier = {
factor = 1.5
traits = just
}
modifier = {
factor = 1.5
traits = righteous
}
}
#you are being a good boy
popularity = 15
random = {
chance = 20
remove_trait = arbitrary
add_trait = just
tyranny = -1
}
random = {
chance = 20
remove_trait = corrupt
add_trait = righteous
popularity = 20
}
random_rival = {
limit = {
has_character_flag = al_on_trial
NOT = { spouse = { is_ruler = yes } }
}
clr_character_flag = al_on_trial
popularity = -5
#he appreciates your non-interference
random = {
chance = 90
remove_rival = this
}
#fair trial
character_event = 167030
}
}
}
#the ruler's spouce is brought to trial for murder
character_event = {
id = 167013
is_triggered_only = yes
trigger = {
spouse = { has_character_flag = al_on_trial }
}
title = "Your spouse has been accused of murder"
desc = "$CHARACTERNAME$'s spouse has been accused of murder and will be tried unless $PRONOUN$ interferes."
option = {
name = "Hands off my spouse!"
ai_chance = {
factor = 80
#more likely to interfere if bad
modifier = {
factor = 1.5
traits = arbitrary
}
modifier = {
factor = 1.5
traits = corrupt
}
#you love her you will help her
modifier = {
factor = 2
spouse = { is_friend = this }
}
}
#you are being a bad boy afterall
popularity = -15
random = {
chance = 20
remove_trait = just
add_trait = arbitrary
tyranny = 1
}
random = {
chance = 20
remove_trait = righteous
add_trait = corrupt
popularity = -20
}
spouse = {
clr_character_flag = al_on_trial
popularity = -5
#and your spouse appreciates your help
remove_rival = this
add_friend = this
add_trait = lustful
}
}
option = {
name = "Justice is above marriage"
ai_chance = {
factor = 20
#less likely to interfere if good
modifier = {
factor = 1.5
traits = just
}
modifier = {
factor = 1.5
traits = righteous
}
#if you hate her you won't help her
modifier = {
factor = 2
spouse = { is_rival = this }
}
}
#you are being a good boy
popularity = 15
random = {
chance = 20
remove_trait = arbitrary
add_trait = just
tyranny = -1
}
random = {
chance = 20
remove_trait = corrupt
add_trait = righteous
popularity = 20
}
spouse = {
clr_character_flag = al_on_trial
popularity = -5
random = {
chance = 90
#and your spouse doesn't appreciate your lack of aid and divorces you
remove_friend = this
add_rival = this
remove_spouce = yes
}
#fair trial
character_event = 167030
}
}
}
#trial for the rich
character_event = {
id = 167014
is_triggered_only = yes
trigger = {
country = {
any_character = {
has_character_flag = al_on_trial
NOT = {
OR = {
#not related to the ruler
any_friend = { is_ruler = yes }
any_rival = { is_ruler = yes }
spouse = { is_ruler = yes }
from_ruler_family = yes
}
}
#rich bastard
wealth = 10000
}
}
}
title = "A trial for the rich"
desc = "$FROM$, an extremely affluent member of our society, is being tried for murder. $CHARACTERNAME$ has been approached and assured that any and all help would be greatly appreciated and amply rewarded."
option = {
name = "Money makes the world go round, I will help"
ai_chance = {
factor = 50
#more likely to help if bad
modifier = {
factor = 1.5
traits = arbitrary
}
modifier = {
factor = 1.5
traits = corrupt
}
#way more likely to be tempted if poor
modifier = {
factor = 1.5
NOT = { wealth = 1000 }
}
}
#you are being a bad boy afterall
popularity = -10
family_prestige = -10
random = {
chance = 30
remove_trait = just
add_trait = arbitrary
tyranny = 1
}
random = {
chance = 30
remove_trait = righteous
add_trait = corrupt
popularity = -20
}
#but a richly rewarded one
wealth = 5000
country = {
random_character = {
limit = {
has_character_flag = al_on_trial
NOT = {
OR = {
#not related to the ruler
any_friend = { is_ruler = yes }
any_rival = { is_ruler = yes }
spouse = { is_ruler = yes }
from_ruler_family = yes
}
}
#rich bastard
wealth = 10000
}
clr_character_flag = al_on_trial
popularity = -5
#he appreciates your help
add_friend = this
#though costly
wealth = -5000
#staged trial
character_event = 167031
}
}
}
option = {
name = "Justice is above money"
ai_chance = {
factor = 50
#less likely to help if good
modifier = {
factor = 1.5
traits = just
}
modifier = {
factor = 1.5
traits = righteous
}
#way more likely to be tempted if poor
modifier = {
factor = 0.5
NOT = { wealth = 1000 }
}
}
#you are being a good boy
popularity = 5
random = {
chance = 10
remove_trait = arbitrary
add_trait = just
tyranny = -1
}
random = {
chance = 10
remove_trait = corrupt
add_trait = righteous
popularity = 20
}
country = {
random_character = {
limit = {
has_character_flag = al_on_trial
NOT = {
OR = {
#not related to the ruler
any_friend = { is_ruler = yes }
any_rival = { is_ruler = yes }
spouse = { is_ruler = yes }
from_ruler_family = yes
}
}
#rich bastard
wealth = 10000
}
clr_character_flag = al_on_trial
popularity = -5
#he doesn't appreciate your snubbery of his wealth
random = {
chance = 70
add_rival = this
}
#fair trial
character_event = 167030
}
}
}
}
#a murder trial is underway
country_event = {
id = 167015
is_triggered_only = yes
trigger = {
any_character = {
has_character_flag = al_on_trial
NOT = {
OR = {
#not related to the ruler
any_friend = { is_ruler = yes }
any_rival = { is_ruler = yes }
spouse = { is_ruler = yes }
from_ruler_family = yes
wealth = 10000
}
}
}
}
title = "A murder trial is underway"
desc = "$FROM$ has been accused of murder. A trial is underway."
option = {
name = "Let justice be served"
random_character = {
limit = {
has_character_flag = al_on_trial
#just to be safe
NOT = {
OR = {
#not related to the ruler
any_friend = { is_ruler = yes }
any_rival = { is_ruler = yes }
spouse = { is_ruler = yes }
from_ruler_family = yes
wealth = 10000
}
}
}
clr_character_flag = al_on_trial
popularity = -5
#fair trial
character_event = 167030
}
}
}
#reserved 167016-167029
############################################
#trials underway events ids 167030-167049
############################################
#fair trial
character_event = {
id = 167030
is_triggered_only = yes
title = "Your trial is underway"
desc = "$CHARACTERNAME$ is currently being tried for murder."
option = {
name = "I hope for the best"
#trial
random_list = {
#he gets cleared
40 = { character_event = 167050 }
#he is found guilty and banished
35 = { character_event = 167051 }
#he is found guilty and imprisoned
20 = { character_event = 167052 }
#his crime is deemed to be too cruel and he is put to death
5 = { character_event = 167053 }
}
}
}
#staged trial
character_event = {
id = 167031
is_triggered_only = yes
title = "Your trial is underway"
desc = "$CHARACTERNAME$ is currently being tried for murder."
option = {
name = "I hope for the best"
#trial? what trial?
random_list = {
#he gets cleared
95 = { character_event = 167054 }
#he is somehow still found guilty and banished
5 = { character_event = 167055 }
}
}
}
#kangaroo trial
character_event = {
id = 167032
is_triggered_only = yes
title = "Your trial is underway"
desc = "$CHARACTERNAME$ is currently being tried for murder."
option = {
name = "I hope for the best"
#mock trial
random_list = {
#he is found guilty and banished
40 = { character_event = 167056 }
#he is found guilty and imprisoned
30 = { character_event = 167057 }
#his crime is deemed to be too cruel and he is put to death
30 = { character_event = 167058 }
}
}
}
#reserved 167033-167049
############################################
#verdict events ids 167050-167079
############################################
#innocent in a fair
character_event = {
id = 167050
is_triggered_only = yes
title = "a fair trial"
desc = "$CHARACTERNAME$ has been tried fairly and cleared of all charges. $PRONOUN$ should be more careful in the future."
option = {
name = "You've been cleared of all charges"
popularity = 5
country = {
country_event = 167081
}
}
}
#guilty and banished in a fair trial
character_event = {
id = 167051
is_triggered_only = yes
title = "a fair trial"
desc = "$CHARACTERNAME$ has been tried fairly and convicted for $OBJECT$ crime. $PRONOUN$ has been fined and banished."
option = {
name = "You've been convicted and banished"
wealth = -1500
family_prestige = -5
banish = yes
country = {
country_event = 167082
}
}
}
#guilty and imprisoned in a fair trial
character_event = {
id = 167052
is_triggered_only = yes
title = "a fair trial"
desc = "$CHARACTERNAME$ has been tried fairly and convicted for $OBJECT$ crime. $PRONOUN$ has been fined and imprisoned."
option = {
name = "You've been convicted and imprisoned"
wealth = -1500
popularity = -10
family_prestige = -10
prisoner = yes
country = {
country_event = 167083
}
}
}
#guilty and executed in a fair trial
character_event = {
id = 167053
is_triggered_only = yes
title = "a fair trial"
desc = "$CHARACTERNAME$ has been tried fairly and convicted to death for $OBJECT$ heinous crimes."
option = {
name = "You've been sentenced to death and executed"
wealth = -1500
family_prestige = -15
death = yes
country = {
country_event = 167084
}
}
}
#cleared in a staged trial
character_event = {
id = 167054
is_triggered_only = yes
title = "a staged trial"
desc = "In a staged trial $CHARACTERNAME$ has been cleared of all charges, problem is many suspect that justice failed to do its duty in $OBJECT$ case."
option = {
name = "You've been cleared of all charges"
popularity = -5
country = {
country_event = 167081
}
}
}
#somehow convicted in a staged trial to your favour
character_event = {
id = 167055
is_triggered_only = yes
title = "a staged trial"
desc = "$CHARACTERNAME$'s powerful friends did all they could to get $SUBJECT$ cleared, but somehow $PRONOUN$ was still convicted, it seems justice can't be manipulated that easily."
option = {
name = "Somehow you've been convicted and banished"
wealth = -1500
family_prestige = -5
banish = yes
country = {
country_event = 167082
}
}
}
#banished in a kangaroo trial
character_event = {
id = 167056
is_triggered_only = yes
title = "a kangaroo trial"
desc = "$CHARACTERNAME$'s powerful enemies did everything in their power to have $SUBJECT$ convicted and succeeded. $CHARACTERNAME$ has been banished."
option = {
name = "You've been convicted and banished"
wealth = -2500
family_prestige = -5
banish = yes
#ruler grabs some of his money
any_rival = {
limit = { is_ruler = yes }
character_event = 167080
}
country = {
country_event = 167082
}
}
}
#imprisoned in a kangaroo trial
character_event = {
id = 167057
is_triggered_only = yes
title = "a kangaroo trial"
desc = "CHARACTERNAME$'s powerful enemies did everything in their power to have $SUBJECT$ convicted and succeeded. $CHARACTERNAME$ has been imprisoned."
option = {
name = "You've been convicted and imprisoned"
wealth = -2500
popularity = -10
family_prestige = -5
prisoner = yes
#ruler grabs some of his money
any_rival = {
limit = { is_ruler = yes }
character_event = 167080
}
country = {
country_event = 167083
}
}
}
#convicted to death a kangaroo trial
character_event = {
id = 167058
is_triggered_only = yes
title = "a kangaroo trial"
desc = "CHARACTERNAME$'s powerful enemies did everything in their power to have $SUBJECT$ convicted and succeeded. $CHARACTERNAME$ has been sentenced to death."
option = {
name = "You've been sentenced to death and executed"
wealth = -2500
family_prestige = -15
death = yes
#ruler grabs some of his money
any_rival = {
limit = { is_ruler = yes }
character_event = 167080
}
country = {
country_event = 167084
}
}
}
#reserved 167059-167079
############################################
#misc events ids 167080-167100
############################################
#ruler grabs some of his rivals money
character_event = {
id = 167080
is_triggered_only = yes
title = "You grab some of your convicted rival's money"
desc = "$CHARACTERNAME$ wasn't satisfied with just staging $FROM$'s trial, $PRONOUN$ had to steal some of $OBJECT$ poor victim's money too."
option = {
name = "He won't be needing them where he's going"
wealth = 500
random = {
chance = 25
tyranny = 1
}
}
}
#country notifiers
country_event = {
id = 167081
is_triggered_only = yes
title = "A verdict has been reached"
desc = "The court found $FROM$ to be innocent."
option = {
name = "Justice has been served"
}
}
country_event = {
id = 167082
is_triggered_only = yes
title = "A verdict has been reached"
desc = "The court found $FROM$ to be guilty of all charges. The criminal has been banished."
option = {
name = "Justice has been served"
}
}
country_event = {
id = 167083
is_triggered_only = yes
title = "A verdict has been reached"
desc = "The court found $FROM$ to be guilty of all charges. The criminal has been imprisoned."
option = {
name = "Justice has been served"
}
}
country_event = {
id = 167084
is_triggered_only = yes
title = "A verdict has been reached"
desc = "The court found $FROM$ to be guilty of all charges. The criminal has been put to death."
option = {
name = "Justice has been served"
}
}
3. Divorce barren old wife event (al_divorce.txt)
Yet another thing that annoyed me(it should be clear by now that I'm easily annoyed) was that many of my promising characters although young ended up being married to some old barren hag and had no chance of having a son. So I decided to make an event where more prominent characters can divorce their old wives if they have no sons.
Since I seem to have misplaced this event, I ended up fixing an older version I had backed up, an older version I'm unsure of how properly it works, so if someone could check whether the conditions are firing properly(since I don't have a save right now) it would be much appreciated.
Here is the event file:
Code:
############################################
#Al's divorce event id 169995
############################################
#divorce your old wife if you have no sons
character_event = {
id = 169995
trigger = {
#must be a man
is_female = no
#has some money to pay
wealth = 500
#and some prominence to get another a wife
prominence = 30
spouse = {
#past child-bearing age
age = 45
#for the rare case she is a queen
is_ruler = no
#or if you have a great relationship
NOT = { is_friend = THIS }
}
#doesn't have a male living child
NOT = {
any_child = {
is_female = no
is_alive = yes
}
}
}
mean_time_to_happen = {
years = 10
#if he has the have a son objective it should happen ASAP
modifier = {
has_objective = obj_have_a_son
modifier = 0.1
}
#way faster if the ruler
modifier = {
is_ruler = yes
factor = 0.5
}
#faster if richer
modifier = {
wealth = 1000
factor = 0.8
}
modifier = {
wealth = 2000
factor = 0.8
}
#way faster if you hate your wife
modifier = {
spouse = { is_rival = THIS }
factor = 0.1
}
#or if she is ugly other than barren
modifier = {
spouse = { traits = ugly }
factor = 0.7
}
#or have no children at all
modifier = {
NOT = { num_of_children = 1 }
factor = 0.2
}
#slower if you do have some children
modifier = {
num_of_children = 1
factor = 1.1
}
modifier = {
num_of_children = 2
factor = 1.2
}
modifier = {
num_of_children = 3
factor = 1.4
}
#faster if old
modifier = {
age = 40
factor = 0.7
}
modifier = {
age = 50
factor = 0.7
}
modifier = {
age = 60
factor = 0.6
}
#slower if chaste or loving
modifier = {
OR = {
traits = chaste
traits = loving
}
factor = 1.5
}
}
title = "Your wife is old and you have no heirs"
desc = "$CHARACTERNAME$'s wife has reached an age where she can no longer produce offspring but he still hasn't got an heir."
option = {
name = "Then I will divorce her and find a younger wife"
ai_chance = {
factor = 90
}
#you pay her alimony
spouse = { wealth = 500 }
wealth = -500
#may make her very angry
random = {
chance = 40
spouse = { add_rival = THIS }
}
#and divorce her
remove_spouse = yes
}
option = {
name = "But I still love her"
ai_chance = {
factor = 10
}
#you are faithful
random = {
chance = 40
remove_trait = lustful
add_trait = chaste
popularity = 5
}
#you love her
random = {
chance = 20
remove_trait = cold
add_trait = loving
change_charisma = 1
}
#she appreciates it
spouse = { add_friend = THIS }
}
}
4. Nasty jail events (al_jail_events.txt)
I've always thought that imprisoned characters had it easy, so I remedied that. The first two events are just for flavour they only add an entry in the character's history that he's been imprisoned and released, unfortunately I couldn't make them fire immediately(if anyone has some idea please let me know) and will fire about a month after the event... but I think its ok. The rest are just there to make your prisoners' lives more miserable.
It should be compatible with all mods unless they use the same event ids(166000-166010), just throw the txt into your mod's event folder.
----------------------------------------
Please note that these events I've put here are all parts of a larger mod I've been making for myself which I've recreated to function individually and haven't tested much on their own... so any and all feedback will be appreciated.
----------------------------------------
That is all for now.
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