Hmm ill keep experimenting with Dragons. Today I have been testing a "Red Wedding" event, its pretty awesome it will be in 2.05 but for the impatient:
character_event = { #The Red Wedding
id = 40071
picture = "event_ambush"
trigger = {
condition = { type = ruler }
condition = { type = num_rivals value = 1 }
condition = { type = not value = { type = atwar } }
condition = { type = not value = { type = trait value = honest } }
condition = { type = not value = { type = trait value = romantic } }
condition = { type = not value = { type = trait value = merciful } }
condition = { type = not value = { type = trait value = forgiving } }
condition = { type = gold value = 150 }
condition = { type = intrigue value = 7 }
condition = { type = age value = 16 }
condition = { type = any_rival
condition = { type = ruler }
condition = { type = num_of_sons value = 1 }
condition = { type = not value = { type = has_law value = { elective_law = yes } } }
condition = { type = not value = { type = intrigue value = 9 } }
condition = { type = not value = { type = trait value = suspicious } }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 666
modifier = {
condition = { type = intrigue value = 9 }
factor = 0.7
}
modifier = {
condition = { type = intrigue value = 12 }
factor = 0.7
}
modifier = {
condition = { type = intrigue value = 15 }
factor = 0.7
}
modifier = {
condition = { type = target_csc condition = { type = not value = { type = intrigue value = 2 } } }
factor = 0.7
}
modifier = {
condition = { type = target_csc condition = { type = not value = { type = intrigue value = 5 } } }
factor = 0.8
}
modifier = {
condition = { type = target_csc condition = { type = intrigue value = 8 } }
factor = 2.5
}
modifier = {
condition = { type = target_csc condition = { type = intrigue value = 12 } }
factor = 2.5
}
modifier = {
condition = { type = target_csc condition = { type = intrigue value = 16 } }
factor = 2.5
}
modifier = {
condition = { type = trait value = proud }
factor = 0.8
}
modifier = {
condition = { type = trait value = deceitful }
factor = 0.6
}
modifier = {
condition = { type = trait value = hostile }
factor = 0.7
}
modifier = {
condition = { type = trait value = reckless }
factor = 0.8
}
modifier = {
condition = { type = trait value = pragmatic }
factor = 0.5
}
modifier = {
condition = { type = trait value = cruel }
factor = 0.5
}
modifier = {
condition = { type = trait value = vengeful }
factor = 0.6
}
modifier = {
condition = { type = trait value = modest }
factor = 3
}
modifier = {
condition = { type = trait value = amiable }
factor = 2
}
modifier = {
condition = { type = trait value = wise }
factor = 2.5
}
modifier = {
condition = { type = trait value = coward }
factor = 3
}
modifier = {
condition = { type = trait value = lazy }
factor = 2
}
modifier = {
condition = { type = trait value = schizofrenia }
factor = 0.7
}
modifier = {
condition = { type = trait value = maniac }
factor = 0.5
}
}
action_a = {
ai_chance = 40
effect = { type = gold value = -150 }
effect = { type = random_list
45 = { type = no_effect }
15 = { type = add_trait value = excommunicated }
20 = { type = add_trait value = deceitful }
20 = { type = piety value = -50 }
}
effect = { type = trigger for = load_target value = 40072 }
}
action_b = { # Slaughter the whole family!
ai_chance = 30
effect = { type = trigger for = load_target value = 40073 }
effect = { type = random_list
70 = { type = add_trait value = excommunicated }
10 = { type = piety value = -100 }
20 = { type = badboy value = 2 }
}
effect = { type = random chance = 30
effect = { type = add_trait value = cruel }
}
effect = { type = random chance = 30
effect = { type = add_trait value = pragmatic }
}
effect = { type = declare_war value = load_target }
}
action_c = {
ai_chance = 30
effect = { type = remove_trait value = deceitful }
effect = { type = random chance = 20
effect = { type = add_trait value = romantic }
}
}
}
# General reaction events
character_event = {
id = 40072
picture = "event_ambush"
action_a = { # Good
effect = { type = random chance = 30
effect = { type = death }
}
}
}
# General reaction events
character_event = {
id = 40073
picture = "event_redwedding"
action_a = { # Good
effect = { type = random chance = 75
effect = { type = death }
}
effect = { type = random chance = 75
effect = { type = death value = best_son }
}
effect = { type = random chance = 75
effect = { type = death value = worst_son }
}
effect = { type = random chance = 75
effect = { type = death value = random_son }
}
effect = { type = random chance = 75
effect = { type = death value = spouse }
}
effect = { type = random chance = 75
effect = { type = death value = random_courtier }
}
effect = { type = random chance = 75
effect = { type = death value = random_courtier }
}
}
}
EVT_40071_NAME;The retinue of your rival is passing through your lands;;;;;;;;;;;;;X,,,,,,,
ACTIONNAME40071A;Pay Hedge knights to harrass them on their journey;;;;;;;;;;;;;X,,,,,,,
ACTIONNAME40071B;Break the Guest Right at a feast and slay them all!;;;;;;;;;;;;;X,,,,,,,
ACTIONNAME40071C;They shall have safe passage;;;;;;;;;;;;;X,,,,,,,
EVT_40072_NAME;You are ambushed by hedge knights hired by a rival;;;;;;;;;;;;;X,,,,,,,
ACTIONNAME40072A;Bastard;;;;;;;;;;;;;X,,,,,,,
EVT_40073_NAME;Your rival breaks the Guest Right and tries to slaughter your family!;;;;;;;;;;;;;X,,,,,,,
ACTIONNAME40073A;Bastard;;;;;;;;;;;;;X,,,,,,,