chefkoch
28.01.11, 13:19
Im Spiel hat man das Problem, dass man sich eigentlich kaum Gedanken über die nichterbenden Kinder machen muss. 15 Kinder und alle Aufmerksamkeit gilt nur dem Erben? Da muss man was ändern.
Raubritter kann jeder Mann zwischen 16 und 50 Jahren werden. Außer er ist König. Könige können ihre Untertanen ganz legal ausplündern. Herzöge und Grafen können Raubritter werden, jedoch sinkt die Wahrscheinlichkeit dafür mit einem Titel.
Ein Raubritter bekommt Gold aus seinem Tun (Lösegelder, Plünderungen, Erpressungen). Ist ein Raubritter ein Herrscher, dann hat das negative Konsequenzen für seine Ländereien. Auch der Vater eines Raubritters bekommt Events, die sein Ansehen herabsetzen und ebenfalls seine Provinzen negativ beeinflußen. Man muss also dafür sorgen, dass seine Söhne nicht zu Raubrittern werden oder man muss sie wieder auf den rechten Weg holen.
Wenn man Söhne nicht zur Kirche schickt, dann sollten sie entweder ein Lehen erhalten oder mit ausreichend Gold versorgt werden um zu verhindern, dass sie ihr Auskommen durch Plünderungen erzielen.
http://s1.directupload.net/images/110128/j5moig2t.png (http://www.directupload.net)
Über Hilfe, Anregungen und Meinungen sind wir sehr dankbar.
##############
# Raubritter #
##############
in die trait.txt
user_defined_c = {
attributes = { martial = 3 diplomacy = -10 intrigue = 10 stewardship = 10 health = -3 fertility = -3 }
periodic_score = { prestige = -24 piety = -24 }
}
in die trait_names.csv und deus_vult.csv
TRAIT_NAME_USER_DEFINED_C;Raubritter;;;;;;;;;;X
TRAIT_DESC_USER_DEFINED_C;Dieser Mann wurde in der Erbfolge nicht berücksichtigt und schlägt sich nun als Raubritter durchs Leben. Er plündert, nimmt Geiseln und erpresst die Menschen in seiner Umgebung. Sein Verhalten wirkt sich direkt auf das Ansehen seiner Familie aus. (Effekt: +3 Militär, -10 Diplomatie, +10 Intrige, +10 Verwaltung, -3 Gesundheit, -3 Fruchtbarkeit, -24 jährliches Ansehen, -24 jährliche Frömmigkeit);;;;;;;;;;X
in die deus_vult.csv oder text.csv ...
EVT_80007_Name;Ohne die Möglichkeit auf ein großes Erbe bleibt Euch nur ein Weg zum Reichtum. Ihr werdet Raubritter;;;;;;;;;;X
ACTIONNAME80007A;Live free or die trying;;;;;;;;;;X
ACTIONNAME80007B;Nein, das würde zu weit gehen;;;;;;;;;;X
EVT_80008_Name;Ein Raubritter zieht mit seiner Bande plündert durch Eure Ländereien;;;;;;;;;;X
ACTIONNAME80008A;Verflucht;;;;;;;;;;X
EVT_80009_Name;Ein Raubritter erpresst von Euren Untertanen Lösegelder;;;;;;;;;;X
ACTIONNAME80009A;Verflucht;;;;;;;;;;X
EVT_800010_Name;Ein Raubritter erpresst die Mitglieder Eures Hofes;;;;;;;;;;X
ACTIONNAME800010A;Verflucht;;;;;;;;;;X
EVT_80011_Name;Mit vollen Taschen kommt ihr von einem Raubzug zurück;;;;;;;;;;X
ACTIONNAME80011A;Ausgezeichnet;;;;;;;;;;X
EVT_80012_Name;Für eine Eurer Geiseln wurde das Lösegeld bezahlt;;;;;;;;;;X
ACTIONNAME80012A;Ausgezeichnet;;;;;;;;;;X
EVT_80013_Name;Eure Schutzgelderpressung zahlt sich in barer Münze aus;;;;;;;;;;X
ACTIONNAME80013A;Ausgezeichnet;;;;;;;;;;X
EVT_80014_Name;Euer Sohn zog plündernd durch Eure Ländereien;;;;;;;;;;X
ACTIONNAME80014A;Dieser elende Kerl;;;;;;;;;;X
EVT_80015_Name;Euer Sohn erpresst Lösegelder von Euren Untertanen;;;;;;;;;;X
ACTIONNAME80015A;Dieser reudige Hund;;;;;;;;;;X
EVT_80016_Name;Euer Sohn erpresst Schutzgelder von Euren Untertanen;;;;;;;;;;X
ACTIONNAME80016A;Unnützer Bastard;;;;;;;;;;X
EVT_80017_Name;Euer krimineller Sohn beschämt Euch ohne Unterlaß;;;;;;;;;;X
ACTIONNAME80017A;OK;;;;;;;;;;X
EVT_80018_Name;Euer verkommener Sohn ist eines Tages noch Euer Tod;;;;;;;;;;X
ACTIONNAME80018A;OK;;;;;;;;;;X
EVT_80019_Name;Mit dem gewaltsam angehäuften Vermögen ist es an der Zeit die Waffen niederzulegen und sich zur Ruhe zu setzen.;;;;;;;;;;X
ACTIONNAME80019A;Ja, es wird Zeit ehrlich zu werden;;;;;;;;;;X
ACTIONNAME80019B;Nur noch diesen einen Coup...;;;;;;;;;;X
EVT_80033_Name;Euer Sohn vertreibt mit seinen Schandtaten die Höflinge;;;;;;;;;;X
ACTIONNAME80033A;Das soll er uns büßen;;;;;;;;;;X
EVT_80034_Name;Euer Sohn hat eine seiner Geiseln getötet. Damit ging er zu weit! Enterbt ihn.;;;;;;;;;;X
ACTIONNAME80034A;Uns bleibt keine andere Wahl;;;;;;;;;;X
ACTIONNAME80034B;Nein, noch kann er sich ändern;;;;;;;;;;X
EVT_80035_Name;Euer Sohn wurde enterbt.;;;;;;;;;;X
EVT_80036_Name;Euer Sohn hat eine seiner Geiseln getötet. Damit ging er zu weit! Es wird Zeit ein Kopfgeld auszusetzen.;;;;;;;;;;X
ACTIONNAME80036A;Ja, Uns bleibt keine andere Wahl;;;;;;;;;;X
ACTIONNAME80036B;Nein, Wir geben ihm noch eine letzte Chance;;;;;;;;;;X
EVT_80037_Name;Euer Sohn starb bei der Verhaftung.;;;;;;;;;;X
EVT_80038_Name;Euer Sohn leistete bei seiner Verhaftung Widerstand und wurde bei einem Kampf getötet.;;;;;;;;;;X
ACTIONNAME80038A;Begrabt ihn wenigstens anständig;;;;;;;;;;X
ACTIONNAME80038A;Verschart ihn irgendwo;;;;;;;;;;X
EVT_80039_Name;Euer Sohn geriet auf die Schiefe Bahn und terrorisiert nun als Raubritter das Land.;;;;;;;;;;X
ACTIONNAME80039A;Das ist hoffentlich nur eine Phase;;;;;;;;;;X
EVT_80040_Name;Ihr vertreibt mit Euren Schandtaten die Höflinge;;;;;;;;;;X
ACTIONNAME80040A;Na und wenn schon;;;;;;;;;;X
ACTIONNAME80040B;Was ist nur aus uns geworden;;;;;;;;;;X
EVT_80048_Name;Ihr werdet dafür verachtet einen Kriminellen zu schützen;;;;;;;;;;X
ACTIONNAME80048A;Er ist fast unschuldig;;;;;;;;;;X
ACTIONNAME80048B;Protektion aufgeben;;;;;;;;;;X
EVT_80049_Name;Ein Raubritter zieht mit seiner Bande plündernd durch Eure Ländereien;;;;;;;;;;X
ACTIONNAME80049A;Verflucht;;;;;;;;;;X
EVT_80050_Name;Ein Raubritter erpresst von Euren Untertanen Lösegelder;;;;;;;;;;X
ACTIONNAME80050A;Verflucht;;;;;;;;;;X
EVT_80051_Name;Ein Raubritter erpresst die Mitglieder Eures Hofes;;;;;;;;;;X
ACTIONNAME800051A;Verflucht;;;;;;;;;;X
EVT_80052_Name;Es wird zeit endlich aktiver gegen die Räuberbanden vorzugehen. Laßt sie verhaften!;;;;;;;;;;X
ACTIONNAME80052A;Bringt den Mann vor Gericht;;;;;;;;;;X
ACTIONNAME80052B;Sollen andere das übernehmen;;;;;;;;;;X
EVT_80056_Name;Euer Sohn hat sich dazu entschlossen fortan ein ehrlicheres Leben zu führen.;;;;;;;;;;X
ACTIONNAME80056A;Gott sei Dank;;;;;;;;;;X
# Raubritter werden
character_event = {
id = 80007
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = kingdom } }
condition = { type = gender value = male }
condition = { type = age value = 20 }
condition = { type = not value = { type = age value = 40 } }
condition = { type = not value = { type = trait value = coward } }
condition = { type = not value = { type = trait value = amiable } }
condition = { type = not value = { type = trait value = modest } }
condition = { type = not value = { type = trait value = forgiving } }
condition = { type = not value = { type = trait value = generous } }
condition = { type = not value = { type = trait value = lazy } }
condition = { type = not value = { type = trait value = loyalist } }
condition = { type = not value = { type = trait value = temperate } }
condition = { type = not value = { type = trait value = blind } } # nicht schwerbehindert
condition = { type = not value = { type = trait value = war_invalid } }
condition = { type = not value = { type = trait value = ECCLESIASTICAL_EDUCATION } } # keine kirchl. ausbildung
condition = { type = not value = { type = trait value = detached_priest } }
condition = { type = not value = { type = trait value = MARTIAL_CLERIC } }
condition = { type = not value = { type = trait value = SCHOLARLY_THEOLOGIAN } }
condition = { type = not value = { type = trait value = MASTERMIND_THEOLOGIAN } }
condition = { type = not value = { type = piety value = 100 } }
condition = { type = not value = { type = gold value = 1000 } } # keine reiche
condition = { type = not value = { type = trait value = user_defined_c } }
}
mean_time_to_happen = {
months = 120
modifier = {
condition = { type = trait value = energetic } #tatkräftig
factor = 0.9
}
modifier = {
condition = { type = trait value = reckless } #tollkühn
factor = 0.9
}
modifier = {
condition = { type = trait value = pragmatic } #pragmatisch
factor = 0.9
}
modifier = {
condition = { type = trait value = proud } #stolz
factor = 0.8
}
modifier = {
condition = { type = trait value = selfish } #selbstsüchtig
factor = 0.8
}
modifier = {
condition = { type = trait value = cruel } #grausam
factor = 0.7
}
modifier = {
condition = { type = trait value = deceitful } #betrügerisch
factor = 0.7
}
modifier = {
condition = { type = trait value = hostile } #feindseelig
factor = 0.7
}
modifier = {
condition = { type = trait value = rebellious } #aufsässig
factor = 0.5
}
modifier = {
condition = { type = trait value = vengeful } #rachsüchtig
factor = 0.5
}
modifier = {
condition = { type = trait value = kinslayer } #verwandtenmörder
factor = 0.3
}
modifier = {
condition = { type = not value = { type = primary_heir } }
factor = 0.2
}
modifier = {
condition = { type = trait value = bastard }
factor = 0.1
}
modifier = {
condition = { type = trait value = MARTIAL_EDUCATION } #militärische ausbildung
factor = 0.8
}
modifier = {
condition = { type = trait value = MISGUIDED_WARRIOR }
factor = 0.7
}
modifier = {
condition = { type = trait value = TOUGH_SOLDIER }
factor = 0.6
}
modifier = {
condition = { type = trait value = KNOWLEDGED_TACTICIAN }
factor = 0.5
}
modifier = {
condition = { type = trait value = BRILLIANT_STRATEGIST }
factor = 0.4
}
modifier = {
condition = { type = trait value = excommunicated }
factor = 0.3
}
modifier = {
condition = { type = trait value = heretic }
factor = 0.7
}
modifier = {
condition = { type = is_married } #verheiratetsein bremst den tatendrang
factor = 1.25
}
modifier = {
condition = { type = spouse condition = { type = ruler } }
factor = 1.25
}
modifier = {
condition = { type = duchy } #herzöge werden seltener raubritter
factor = 2
}
modifier = {
condition = { type = county } #grafen werden seltener raubritter
factor = 1.5
}
}
action_a = { #Live free or die trying
ai_chance = 25
effect = { type = add_trait value = user_defined_c }
effect = { type = add_trait value = rebellious }
effect = { type = add_trait value = selfish }
effect = { type = loyalty value = -0.5 }
effect = { type = prestige value = -100 }
effect = { type = piety value = -25 }
effect = { type = trigger for = father value = 80040 }
}
action_b = { #Das würde zu weit gehen
ai_chance = 75
effect = { type = add_trait value = modest }
effect = { type = add_trait value = loyalist }
effect = { type = add_trait value = wise }
effect = { type = loyalty value = 0.5 }
effect = { type = prestige value = 5 }
effect = { type = piety value = 5 }
}
}
character_event = {
id = 80040
picture = "event_intrigue2"
action_a = { #Euer Sohn wurde Raubritter
effect = { type = prestige value = -15 }
}
}
# Konsequenzen für landlosen Raubritter
character_event = {
id = 80008
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
condition = { type = not value = { type = ruler } }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Plünderungen
effect = { type = gold value = 100 }
effect = { type = prestige value = -10 }
effect = { type = piety value = -10 }
effect = {
type = random
chance = 40
effect = { type = gold value = 200 }
effect = { type = prestige value = -20 }
effect = { type = piety value = -20 }
}
effect = {
type = random
chance = 25
effect = { type = gold value = 300 }
effect = { type = prestige value = -30 }
effect = { type = piety value = -30 }
}
effect = {
type = random
chance = 20
effect = { type = gold value = 500 }
effect = { type = prestige value = -50 }
effect = { type = piety value = -50 }
}
effect = {
type = random
chance = 15
effect = { type = gold value = 750 }
effect = { type = prestige value = -75 }
effect = { type = piety value = -75 }
}
effect = {
type = random
chance = 10
effect = { type = gold value = 1000 }
effect = { type = prestige value = -100 }
effect = { type = piety value = -100 }
}
effect = {
type = random
chance = 5
effect = { type = gold value = 10000 }
effect = { type = prestige value = -200 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 1
effect = { type = gold value = 25000 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -500 }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = war_invalid }
}
effect = {
type = random
chance = 5
effect = { type = death }
}
}
}
character_event = {
id = 80009
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
condition = { type = not value = { type = ruler } }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Lösegelder
effect = { type = gold value = 250 }
effect = { type = prestige value = -250 }
effect = { type = piety value = -100 }
effect = {
type = random
chance = 40
effect = { type = gold value = 500 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 30
effect = { type = gold value = 750 }
effect = { type = prestige value = -750 }
effect = { type = piety value = -300 }
}
effect = {
type = random
chance = 10
effect = { type = gold value = 1000 }
effect = { type = prestige value = -1000 }
effect = { type = piety value = -400 }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = war_invalid }
}
effect = {
type = random
chance = 5
effect = { type = death }
}
}
}
character_event = {
id = 80010
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
condition = { type = not value = { type = ruler } }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Erpressungen
effect = { type = gold value = 250 }
effect = { type = prestige value = -250 }
effect = { type = piety value = -100 }
effect = {
type = random
chance = 40
effect = { type = gold value = 500 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 30
effect = { type = gold value = 750 }
effect = { type = prestige value = -750 }
effect = { type = piety value = -300 }
}
effect = {
type = random
chance = 10
effect = { type = gold value = 1000 }
effect = { type = prestige value = -1000 }
effect = { type = piety value = -400 }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = war_invalid }
}
effect = {
type = random
chance = 5
effect = { type = death }
}
}
}
# Konsequenzen für landbesitzenden Raubritter
province_event = {
id = 80011
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Plünderungen
effect = { type = ruler_gold value = = 100 }
effect = { type = ruler_prestige value = -10 }
effect = { type = ruler_piety value = -10 }
effect = { type = peasant_loyalty value = -0.1 }
effect = { type = burgher_loyalty value = -0.1 }
effect = {
type = random
chance = 30
effect = { type = ruler_gold value = 200 }
effect = { type = ruler_prestige value = -20 }
effect = { type = ruler_piety value = -20 }
effect = { type = peasant_loyalty value = -0.2 }
effect = { type = burgher_loyalty value = -0.2 }
effect = { type = add_province_effect value = looted }
}
effect = {
type = random
chance = 25
effect = { type = ruler_gold value = 300 }
effect = { type = ruler_prestige value = -30 }
effect = { type = ruler_piety value = -30 }
effect = { type = peasant_loyalty value = -0.3 }
effect = { type = burgher_loyalty value = -0.3 }
effect = { type = add_province_effect value = looted }
}
effect = {
type = random
chance = 20
effect = { type = ruler_gold value = 500 }
effect = { type = ruler_prestige value = -50 }
effect = { type = ruler_piety value = -50 }
effect = { type = peasant_loyalty value = -0.5 }
effect = { type = burgher_loyalty value = -0.5 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -1 }
}
effect = {
type = random
chance = 15
effect = { type = ruler_gold value = 750 }
effect = { type = ruler_prestige value = -75 }
effect = { type = ruler_piety value = -75 }
effect = { type = peasant_loyalty value = -0.75 }
effect = { type = burgher_loyalty value = -0.75 }
effect = { type = clergy_loyalty value = -0.1 }
effect = { type = noble_loyalty value = -0.1 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -1 }
}
effect = {
type = random
chance = 10
effect = { type = ruler_gold value = 1000 }
effect = { type = ruler_prestige value = -100 }
effect = { type = ruler_piety value = -100 }
effect = { type = peasant_loyalty value = -0.9 }
effect = { type = burgher_loyalty value = -0.9 }
effect = { type = clergy_loyalty value = -0.2 }
effect = { type = noble_loyalty value = -0.2 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -1 }
}
effect = {
type = random
chance = 5
effect = { type = ruler_gold value = 10000 }
effect = { type = ruler_prestige value = -200 }
effect = { type = ruler_piety value = -200 }
effect = { type = peasant_loyalty value = -1 }
effect = { type = burgher_loyalty value = -1 }
effect = { type = clergy_loyalty value = -0.3 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -2 }
}
effect = {
type = random
chance = 1
effect = { type = ruler_gold value = 25000 }
effect = { type = ruler_prestige value = -500 }
effect = { type = ruler_piety value = -500 }
effect = { type = peasant_loyalty value = -1 }
effect = { type = burgher_loyalty value = -1 }
effect = { type = clergy_loyalty value = -0.4 }
effect = { type = noble_loyalty value = -0.4 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -2 }
}
}
}
province_event = {
id = 80012
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Lösegelder
effect = { type = ruler_gold value = 250 }
effect = { type = ruler_prestige value = -250 }
effect = { type = ruler_piety value = -100 }
effect = { type = clergy_loyalty value = -0.2 }
effect = { type = noble_loyalty value = -0.2 }
effect = {
type = random
chance = 30
effect = { type = ruler_gold value = 500 }
effect = { type = ruler_prestige value = -500 }
effect = { type = ruler_piety value = -200 }
effect = { type = clergy_loyalty value = -0.4 }
effect = { type = noble_loyalty value = -0.4 }
}
effect = {
type = random
chance = 20
effect = { type = ruler_gold value = 750 }
effect = { type = ruler_prestige value = -750 }
effect = { type = ruler_piety value = -300 }
effect = { type = clergy_loyalty value = -0.6 }
effect = { type = noble_loyalty value = -0.6 }
}
effect = {
type = random
chance = 10
effect = { type = ruler_gold value = 1000 }
effect = { type = ruler_prestige value = -1000 }
effect = { type = ruler_piety value = -400 }
effect = { type = clergy_loyalty value = -0.8 }
effect = { type = noble_loyalty value = -0.8 }
}
}
}
province_event = {
id = 80013
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Erpressungen
effect = { type = ruler_gold value = 250 }
effect = { type = ruler_prestige value = -250 }
effect = { type = ruler_piety value = -100 }
effect = { type = clergy_loyalty value = -0.2 }
effect = { type = noble_loyalty value = -0.2 }
effect = {
type = random
chance = 30
effect = { type = ruler_gold value = 500 }
effect = { type = ruler_prestige value = -500 }
effect = { type = ruler_piety value = -200 }
effect = { type = clergy_loyalty value = -0.4 }
effect = { type = noble_loyalty value = -0.4 }
}
effect = {
type = random
chance = 20
effect = { type = ruler_gold value = 750 }
effect = { type = ruler_prestige value = -750 }
effect = { type = ruler_piety value = -300 }
effect = { type = clergy_loyalty value = -0.6 }
effect = { type = noble_loyalty value = -0.6 }
}
effect = {
type = random
chance = 10
effect = { type = ruler_gold value = 1000 }
effect = { type = ruler_prestige value = -1000 }
effect = { type = ruler_piety value = -400 }
effect = { type = clergy_loyalty value = -0.8 }
effect = { type = noble_loyalty value = -0.8 }
}
}
}
character_event = {
id = 80040
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
condition = { type = ruler }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Ihr vertreibt die Höflinge
ai_chance = 40
effect = { type = prestige value = -25 }
#effect = { type = courtier_defect value = random_neighbor }
effect = { type = stability value = -1 }
effect = {
type = random
chance = 50
effect = { type = prestige value = -50 }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 20
effect = { type = prestige value = -75 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = prestige value = -100 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
effect = { type = stability value = -1 }
}
}
action_b = { #Es wird Zeit ehrlich zu werden
ai_chance = 60
effect = { type = remove_trait value = user_defined_c }
effect = { type = loyalty value = 1 }
effect = { type = prestige value = 100 }
effect = { type = trigger for = father value = 80056 }
}
}
# Konsequenzen für Vater des Raubritters
province_event = {
id = 80014
picture = "event_intrigue2"
trigger = {
condition = { type = owner
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
}
}
}
mean_time_to_happen = {
months = 50
}
action_a = { #Euer Sohn zog plündernd durch Eure Ländereien
effect = { type = ruler_gold value = -250 }
effect = { type = ruler_prestige value = -50 }
effect = { type = ruler_peasant_loyalty value = -0.2 }
effect = { type = burgher_loyalty value = -0.2 }
effect = { type = clergy_loyalty value = -0.2 }
effect = { type = noble_loyalty value = -0.2 }
effect = { type = add_province_effect value = looted }
effect = { type = prosperity value = -1 }
effect = {
type = random
chance = 50
effect = { type = peasant_loyalty value = -0.4 }
effect = { type = burgher_loyalty value = -0.4 }
effect = { type = clergy_loyalty value = -0.4 }
effect = { type = noble_loyalty value = -0.4 }
effect = { type = add_province_effect value = revolt }
}
}
}
province_event = {
id = 80015
picture = "event_intrigue2"
trigger = {
condition = { type = owner
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
}
}
}
mean_time_to_happen = {
months = 50
}
action_a = { #Euer Sohn erpresst Lösegelder von Euren Untertanen
effect = { type = ruler_gold value = -250 }
effect = { type = ruler_prestige value = -50 }
effect = { type = clergy_loyalty value = -0.3 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = prosperity value = -1 }
effect = {
type = random
chance = 50
effect = { type = clergy_loyalty value = -0.5 }
effect = { type = noble_loyalty value = -0.5 }
}
}
}
province_event = {
id = 80016
picture = "event_intrigue2"
trigger = {
condition = { type = owner
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
}
}
}
mean_time_to_happen = {
months = 50
}
action_a = { #Euer Sohn erpresst Schutzgelder von Euren Untertanen
effect = { type = ruler_gold value = -250 }
effect = { type = ruler_prestige value = -50 }
effect = { type = peasant_loyalty value = -0.2 }
effect = { type = burgher_loyalty value = -0.2 }
effect = { type = clergy_loyalty value = -0.3 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = prosperity value = -1 }
effect = {
type = random
chance = 50
effect = { type = peasant_loyalty value = -0.4 }
effect = { type = burgher_loyalty value = -0.4 }
effect = { type = clergy_loyalty value = -0.5 }
effect = { type = noble_loyalty value = -0.5 }
effect = { type = add_province_effect value = revolt }
}
}
}
character_event = {
id = 80033
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
}
condition = { type = ruler }
}
mean_time_to_happen = {
months = 50
}
action_a = { #Euer Sohn vertreibt die Höflinge
effect = { type = prestige value = -25 }
#effect = { type = courtier_defect value = random_neighbor }
effect = { type = stability value = -1 }
effect = {
type = random
chance = 50
effect = { type = prestige value = -50 }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 20
effect = { type = prestige value = -75 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = prestige value = -100 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
effect = { type = stability value = -1 }
}
}
}
character_event = {
id = 80034
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
condition = { type = not value = { type = trait value = bastard } }
condition = { type = save_target }
}
condition = { type = ruler }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Euer Sohn hat eine Geisel ermordet - Enterbung
effect = { type = prestige value = -150 }
effect = { type = death value = random_courtier }
effect = { type = stability value = -1 }
effect = { type = trigger for = load_target value = 80035 }
}
action_b = { #Nein, noch kann er sich ändern
effect = { type = add_trait value = forgiving }
effect = { type = death value = random_courtier }
effect = { type = stability value = -2 }
}
}
character_event = {
id = 80035
picture = "event_intrigue2"
action_a = { #Euer Sohn wird endgültig verstoßen
effect = { type = add_trait value = bastard }
}
}
character_event = {
id = 80036
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
condition = { type = trait value = bastard }
condition = { type = save_target }
}
condition = { type = ruler }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Euer Sohn hat eine Geisel ermordet - Kopfgeld
effect = { type = prestige value = 25 }
effect = { type = piety value = 25 }
effect = { type = add_trait value = just }
effect = { type = death value = random_courtier }
effect = { type = stability value = -1 }
effect = {
type = random
chance = 25
effect = { type = trigger for = load_target value = 80037 }
}
}
action_b = { #Nein, noch kann er sich ändern
effect = { type = prestige value = -250 }
effect = { type = add_trait value = forgiving }
effect = { type = death value = random_courtier }
effect = { type = stability value = -2 }
}
}
character_event = {
id = 80037
picture = "event_intrigue2"
action_a = { #Euer Sohn starb bei der Verhaftung
effect = { type = death }
effect = { type = trigger for = father value = 80038 }
}
}
character_event = {
id = 80038
picture = "event_intrigue2"
action_a = { #Euer Sohn starb bei der Verhaftung
effect = { type = gold value = -100 } #begräbniskosten
}
action_b = { #Euer Sohn starb bei der Verhaftung
effect = { type = piety value = -100 } #fürs verscharen
}
}
character_event = {
id = 80017
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = trait value = user_defined_c }
}
condition = { type = ruler }
condition = { type = not value = { type = trait value = STRESS_SYMPTOM } }
}
mean_time_to_happen = {
months = 24
}
action_a = { #Euer Sohn beschämt Euch ohne Unterlaß
effect = { type = gold value = -100 }
effect = { type = prestige value = -100 }
effect = {
type = random
chance = 33
effect = { type = add_trait value = STRESS_SYMPTOM }
}
}
}
character_event = {
id = 80018
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = trait value = user_defined_c }
}
condition = { type = ruler }
condition = { type = not value = { type = trait value = DEPRESSION } }
condition = { type = trait value = STRESS_SYMPTOM }
}
mean_time_to_happen = {
months = 24
}
action_a = { #Euer Sohn ist noch Euer Tod
effect = { type = gold value = -200 }
effect = { type = prestige value = -200 }
effect = {
type = random
chance = 33
effect = { type = remove_trait value = STRESS_SYMPTOM }
effect = { type = add_trait value = DEPRESSION }
}
}
}
# Konsequenzen für Lehensherren des Raubritters
character_event = {
id = 80048
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = or
condition = { type = marshal }
condition = { type = steward }
condition = { type = chancellor }
condition = { type = spymaster }
condition = { type = chaplain }
}
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 3
}
action_a = { #Ihr schützt einen Kriminellen
effect = { type = prestige value = -1000 }
effect = { type = piety value = -1000 }
effect = { type = stability value = -1 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = best_neighbor }
#effect = { type = courtier_defect value = worst_neighbor }
effect = {
type = random
chance = 20
effect = { type = add_trait value = user_defined_c }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = excommunicated }
}
}
action_b = { #Protektion aufgeben
effect = { type = prestige value = 100 }
effect = { type = piety value = 100 }
effect = { type = death value = load_target }
}
}
character_event = {
id = 80049
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Plünderungen
effect = { type = gold value = -100 }
effect = { type = prestige value = -10 }
effect = { type = piety value = -10 }
effect = {
type = random
chance = 66
effect = { type = gold value = -200 }
effect = { type = prestige value = -20 }
effect = { type = piety value = -20 }
}
effect = {
type = random
chance = 33
effect = { type = gold value = -300 }
effect = { type = prestige value = -30 }
effect = { type = piety value = -30 }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = gold value = -500 }
effect = { type = prestige value = -50 }
effect = { type = piety value = -50 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
}
}
character_event = {
id = 80050
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Lösegelder
effect = { type = gold value = -250 }
effect = { type = prestige value = -250 }
effect = { type = piety value = -100 }
#effect = { type = courtier_defect value = random_neighbor }
effect = {
type = random
chance = 66
effect = { type = gold value = -500 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 33
effect = { type = gold value = -750 }
effect = { type = prestige value = -750 }
effect = { type = piety value = -300 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = gold value = -1000 }
effect = { type = prestige value = -1000 }
effect = { type = piety value = -400 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
}
}
character_event = {
id = 80051
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Erpressungen
effect = { type = gold value = -250 }
effect = { type = prestige value = -250 }
effect = { type = piety value = -100 }
#effect = { type = courtier_defect value = random_neighbor }
effect = {
type = random
chance = 66
effect = { type = gold value = -500 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 33
effect = { type = gold value = -750 }
effect = { type = prestige value = -750 }
effect = { type = piety value = -300 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = gold value = -1000 }
effect = { type = prestige value = -1000 }
effect = { type = piety value = -400 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
}
}
character_event = {
id = 80052
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Bringt den Mann vor Gericht
effect = { type = gold value = -250 }
effect = { type = prestige value = 100 }
effect = { type = piety value = 100 }
effect = {
type = random
chance = 75
effect = { type = death value = load_target }
}
}
action_b = { #Sollen andere das übernehmen
effect = { type = prestige value = -50 }
effect = { type = piety value = -10 }
}
}
FORTSETZUNG IN BEITRAG #4
Sollten die Raubritterevents für die Söhne funktionieren, dann haben wir auch schon eine Idee für einfach ignorierte, abgeschobene oder unverheiratete Töchter:
Hure
http://s1.directupload.net/images/110128/o9qnmwqi.png (http://www.directupload.net)
Raubritter kann jeder Mann zwischen 16 und 50 Jahren werden. Außer er ist König. Könige können ihre Untertanen ganz legal ausplündern. Herzöge und Grafen können Raubritter werden, jedoch sinkt die Wahrscheinlichkeit dafür mit einem Titel.
Ein Raubritter bekommt Gold aus seinem Tun (Lösegelder, Plünderungen, Erpressungen). Ist ein Raubritter ein Herrscher, dann hat das negative Konsequenzen für seine Ländereien. Auch der Vater eines Raubritters bekommt Events, die sein Ansehen herabsetzen und ebenfalls seine Provinzen negativ beeinflußen. Man muss also dafür sorgen, dass seine Söhne nicht zu Raubrittern werden oder man muss sie wieder auf den rechten Weg holen.
Wenn man Söhne nicht zur Kirche schickt, dann sollten sie entweder ein Lehen erhalten oder mit ausreichend Gold versorgt werden um zu verhindern, dass sie ihr Auskommen durch Plünderungen erzielen.
http://s1.directupload.net/images/110128/j5moig2t.png (http://www.directupload.net)
Über Hilfe, Anregungen und Meinungen sind wir sehr dankbar.
##############
# Raubritter #
##############
in die trait.txt
user_defined_c = {
attributes = { martial = 3 diplomacy = -10 intrigue = 10 stewardship = 10 health = -3 fertility = -3 }
periodic_score = { prestige = -24 piety = -24 }
}
in die trait_names.csv und deus_vult.csv
TRAIT_NAME_USER_DEFINED_C;Raubritter;;;;;;;;;;X
TRAIT_DESC_USER_DEFINED_C;Dieser Mann wurde in der Erbfolge nicht berücksichtigt und schlägt sich nun als Raubritter durchs Leben. Er plündert, nimmt Geiseln und erpresst die Menschen in seiner Umgebung. Sein Verhalten wirkt sich direkt auf das Ansehen seiner Familie aus. (Effekt: +3 Militär, -10 Diplomatie, +10 Intrige, +10 Verwaltung, -3 Gesundheit, -3 Fruchtbarkeit, -24 jährliches Ansehen, -24 jährliche Frömmigkeit);;;;;;;;;;X
in die deus_vult.csv oder text.csv ...
EVT_80007_Name;Ohne die Möglichkeit auf ein großes Erbe bleibt Euch nur ein Weg zum Reichtum. Ihr werdet Raubritter;;;;;;;;;;X
ACTIONNAME80007A;Live free or die trying;;;;;;;;;;X
ACTIONNAME80007B;Nein, das würde zu weit gehen;;;;;;;;;;X
EVT_80008_Name;Ein Raubritter zieht mit seiner Bande plündert durch Eure Ländereien;;;;;;;;;;X
ACTIONNAME80008A;Verflucht;;;;;;;;;;X
EVT_80009_Name;Ein Raubritter erpresst von Euren Untertanen Lösegelder;;;;;;;;;;X
ACTIONNAME80009A;Verflucht;;;;;;;;;;X
EVT_800010_Name;Ein Raubritter erpresst die Mitglieder Eures Hofes;;;;;;;;;;X
ACTIONNAME800010A;Verflucht;;;;;;;;;;X
EVT_80011_Name;Mit vollen Taschen kommt ihr von einem Raubzug zurück;;;;;;;;;;X
ACTIONNAME80011A;Ausgezeichnet;;;;;;;;;;X
EVT_80012_Name;Für eine Eurer Geiseln wurde das Lösegeld bezahlt;;;;;;;;;;X
ACTIONNAME80012A;Ausgezeichnet;;;;;;;;;;X
EVT_80013_Name;Eure Schutzgelderpressung zahlt sich in barer Münze aus;;;;;;;;;;X
ACTIONNAME80013A;Ausgezeichnet;;;;;;;;;;X
EVT_80014_Name;Euer Sohn zog plündernd durch Eure Ländereien;;;;;;;;;;X
ACTIONNAME80014A;Dieser elende Kerl;;;;;;;;;;X
EVT_80015_Name;Euer Sohn erpresst Lösegelder von Euren Untertanen;;;;;;;;;;X
ACTIONNAME80015A;Dieser reudige Hund;;;;;;;;;;X
EVT_80016_Name;Euer Sohn erpresst Schutzgelder von Euren Untertanen;;;;;;;;;;X
ACTIONNAME80016A;Unnützer Bastard;;;;;;;;;;X
EVT_80017_Name;Euer krimineller Sohn beschämt Euch ohne Unterlaß;;;;;;;;;;X
ACTIONNAME80017A;OK;;;;;;;;;;X
EVT_80018_Name;Euer verkommener Sohn ist eines Tages noch Euer Tod;;;;;;;;;;X
ACTIONNAME80018A;OK;;;;;;;;;;X
EVT_80019_Name;Mit dem gewaltsam angehäuften Vermögen ist es an der Zeit die Waffen niederzulegen und sich zur Ruhe zu setzen.;;;;;;;;;;X
ACTIONNAME80019A;Ja, es wird Zeit ehrlich zu werden;;;;;;;;;;X
ACTIONNAME80019B;Nur noch diesen einen Coup...;;;;;;;;;;X
EVT_80033_Name;Euer Sohn vertreibt mit seinen Schandtaten die Höflinge;;;;;;;;;;X
ACTIONNAME80033A;Das soll er uns büßen;;;;;;;;;;X
EVT_80034_Name;Euer Sohn hat eine seiner Geiseln getötet. Damit ging er zu weit! Enterbt ihn.;;;;;;;;;;X
ACTIONNAME80034A;Uns bleibt keine andere Wahl;;;;;;;;;;X
ACTIONNAME80034B;Nein, noch kann er sich ändern;;;;;;;;;;X
EVT_80035_Name;Euer Sohn wurde enterbt.;;;;;;;;;;X
EVT_80036_Name;Euer Sohn hat eine seiner Geiseln getötet. Damit ging er zu weit! Es wird Zeit ein Kopfgeld auszusetzen.;;;;;;;;;;X
ACTIONNAME80036A;Ja, Uns bleibt keine andere Wahl;;;;;;;;;;X
ACTIONNAME80036B;Nein, Wir geben ihm noch eine letzte Chance;;;;;;;;;;X
EVT_80037_Name;Euer Sohn starb bei der Verhaftung.;;;;;;;;;;X
EVT_80038_Name;Euer Sohn leistete bei seiner Verhaftung Widerstand und wurde bei einem Kampf getötet.;;;;;;;;;;X
ACTIONNAME80038A;Begrabt ihn wenigstens anständig;;;;;;;;;;X
ACTIONNAME80038A;Verschart ihn irgendwo;;;;;;;;;;X
EVT_80039_Name;Euer Sohn geriet auf die Schiefe Bahn und terrorisiert nun als Raubritter das Land.;;;;;;;;;;X
ACTIONNAME80039A;Das ist hoffentlich nur eine Phase;;;;;;;;;;X
EVT_80040_Name;Ihr vertreibt mit Euren Schandtaten die Höflinge;;;;;;;;;;X
ACTIONNAME80040A;Na und wenn schon;;;;;;;;;;X
ACTIONNAME80040B;Was ist nur aus uns geworden;;;;;;;;;;X
EVT_80048_Name;Ihr werdet dafür verachtet einen Kriminellen zu schützen;;;;;;;;;;X
ACTIONNAME80048A;Er ist fast unschuldig;;;;;;;;;;X
ACTIONNAME80048B;Protektion aufgeben;;;;;;;;;;X
EVT_80049_Name;Ein Raubritter zieht mit seiner Bande plündernd durch Eure Ländereien;;;;;;;;;;X
ACTIONNAME80049A;Verflucht;;;;;;;;;;X
EVT_80050_Name;Ein Raubritter erpresst von Euren Untertanen Lösegelder;;;;;;;;;;X
ACTIONNAME80050A;Verflucht;;;;;;;;;;X
EVT_80051_Name;Ein Raubritter erpresst die Mitglieder Eures Hofes;;;;;;;;;;X
ACTIONNAME800051A;Verflucht;;;;;;;;;;X
EVT_80052_Name;Es wird zeit endlich aktiver gegen die Räuberbanden vorzugehen. Laßt sie verhaften!;;;;;;;;;;X
ACTIONNAME80052A;Bringt den Mann vor Gericht;;;;;;;;;;X
ACTIONNAME80052B;Sollen andere das übernehmen;;;;;;;;;;X
EVT_80056_Name;Euer Sohn hat sich dazu entschlossen fortan ein ehrlicheres Leben zu führen.;;;;;;;;;;X
ACTIONNAME80056A;Gott sei Dank;;;;;;;;;;X
# Raubritter werden
character_event = {
id = 80007
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = kingdom } }
condition = { type = gender value = male }
condition = { type = age value = 20 }
condition = { type = not value = { type = age value = 40 } }
condition = { type = not value = { type = trait value = coward } }
condition = { type = not value = { type = trait value = amiable } }
condition = { type = not value = { type = trait value = modest } }
condition = { type = not value = { type = trait value = forgiving } }
condition = { type = not value = { type = trait value = generous } }
condition = { type = not value = { type = trait value = lazy } }
condition = { type = not value = { type = trait value = loyalist } }
condition = { type = not value = { type = trait value = temperate } }
condition = { type = not value = { type = trait value = blind } } # nicht schwerbehindert
condition = { type = not value = { type = trait value = war_invalid } }
condition = { type = not value = { type = trait value = ECCLESIASTICAL_EDUCATION } } # keine kirchl. ausbildung
condition = { type = not value = { type = trait value = detached_priest } }
condition = { type = not value = { type = trait value = MARTIAL_CLERIC } }
condition = { type = not value = { type = trait value = SCHOLARLY_THEOLOGIAN } }
condition = { type = not value = { type = trait value = MASTERMIND_THEOLOGIAN } }
condition = { type = not value = { type = piety value = 100 } }
condition = { type = not value = { type = gold value = 1000 } } # keine reiche
condition = { type = not value = { type = trait value = user_defined_c } }
}
mean_time_to_happen = {
months = 120
modifier = {
condition = { type = trait value = energetic } #tatkräftig
factor = 0.9
}
modifier = {
condition = { type = trait value = reckless } #tollkühn
factor = 0.9
}
modifier = {
condition = { type = trait value = pragmatic } #pragmatisch
factor = 0.9
}
modifier = {
condition = { type = trait value = proud } #stolz
factor = 0.8
}
modifier = {
condition = { type = trait value = selfish } #selbstsüchtig
factor = 0.8
}
modifier = {
condition = { type = trait value = cruel } #grausam
factor = 0.7
}
modifier = {
condition = { type = trait value = deceitful } #betrügerisch
factor = 0.7
}
modifier = {
condition = { type = trait value = hostile } #feindseelig
factor = 0.7
}
modifier = {
condition = { type = trait value = rebellious } #aufsässig
factor = 0.5
}
modifier = {
condition = { type = trait value = vengeful } #rachsüchtig
factor = 0.5
}
modifier = {
condition = { type = trait value = kinslayer } #verwandtenmörder
factor = 0.3
}
modifier = {
condition = { type = not value = { type = primary_heir } }
factor = 0.2
}
modifier = {
condition = { type = trait value = bastard }
factor = 0.1
}
modifier = {
condition = { type = trait value = MARTIAL_EDUCATION } #militärische ausbildung
factor = 0.8
}
modifier = {
condition = { type = trait value = MISGUIDED_WARRIOR }
factor = 0.7
}
modifier = {
condition = { type = trait value = TOUGH_SOLDIER }
factor = 0.6
}
modifier = {
condition = { type = trait value = KNOWLEDGED_TACTICIAN }
factor = 0.5
}
modifier = {
condition = { type = trait value = BRILLIANT_STRATEGIST }
factor = 0.4
}
modifier = {
condition = { type = trait value = excommunicated }
factor = 0.3
}
modifier = {
condition = { type = trait value = heretic }
factor = 0.7
}
modifier = {
condition = { type = is_married } #verheiratetsein bremst den tatendrang
factor = 1.25
}
modifier = {
condition = { type = spouse condition = { type = ruler } }
factor = 1.25
}
modifier = {
condition = { type = duchy } #herzöge werden seltener raubritter
factor = 2
}
modifier = {
condition = { type = county } #grafen werden seltener raubritter
factor = 1.5
}
}
action_a = { #Live free or die trying
ai_chance = 25
effect = { type = add_trait value = user_defined_c }
effect = { type = add_trait value = rebellious }
effect = { type = add_trait value = selfish }
effect = { type = loyalty value = -0.5 }
effect = { type = prestige value = -100 }
effect = { type = piety value = -25 }
effect = { type = trigger for = father value = 80040 }
}
action_b = { #Das würde zu weit gehen
ai_chance = 75
effect = { type = add_trait value = modest }
effect = { type = add_trait value = loyalist }
effect = { type = add_trait value = wise }
effect = { type = loyalty value = 0.5 }
effect = { type = prestige value = 5 }
effect = { type = piety value = 5 }
}
}
character_event = {
id = 80040
picture = "event_intrigue2"
action_a = { #Euer Sohn wurde Raubritter
effect = { type = prestige value = -15 }
}
}
# Konsequenzen für landlosen Raubritter
character_event = {
id = 80008
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
condition = { type = not value = { type = ruler } }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Plünderungen
effect = { type = gold value = 100 }
effect = { type = prestige value = -10 }
effect = { type = piety value = -10 }
effect = {
type = random
chance = 40
effect = { type = gold value = 200 }
effect = { type = prestige value = -20 }
effect = { type = piety value = -20 }
}
effect = {
type = random
chance = 25
effect = { type = gold value = 300 }
effect = { type = prestige value = -30 }
effect = { type = piety value = -30 }
}
effect = {
type = random
chance = 20
effect = { type = gold value = 500 }
effect = { type = prestige value = -50 }
effect = { type = piety value = -50 }
}
effect = {
type = random
chance = 15
effect = { type = gold value = 750 }
effect = { type = prestige value = -75 }
effect = { type = piety value = -75 }
}
effect = {
type = random
chance = 10
effect = { type = gold value = 1000 }
effect = { type = prestige value = -100 }
effect = { type = piety value = -100 }
}
effect = {
type = random
chance = 5
effect = { type = gold value = 10000 }
effect = { type = prestige value = -200 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 1
effect = { type = gold value = 25000 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -500 }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = war_invalid }
}
effect = {
type = random
chance = 5
effect = { type = death }
}
}
}
character_event = {
id = 80009
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
condition = { type = not value = { type = ruler } }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Lösegelder
effect = { type = gold value = 250 }
effect = { type = prestige value = -250 }
effect = { type = piety value = -100 }
effect = {
type = random
chance = 40
effect = { type = gold value = 500 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 30
effect = { type = gold value = 750 }
effect = { type = prestige value = -750 }
effect = { type = piety value = -300 }
}
effect = {
type = random
chance = 10
effect = { type = gold value = 1000 }
effect = { type = prestige value = -1000 }
effect = { type = piety value = -400 }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = war_invalid }
}
effect = {
type = random
chance = 5
effect = { type = death }
}
}
}
character_event = {
id = 80010
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
condition = { type = not value = { type = ruler } }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Erpressungen
effect = { type = gold value = 250 }
effect = { type = prestige value = -250 }
effect = { type = piety value = -100 }
effect = {
type = random
chance = 40
effect = { type = gold value = 500 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 30
effect = { type = gold value = 750 }
effect = { type = prestige value = -750 }
effect = { type = piety value = -300 }
}
effect = {
type = random
chance = 10
effect = { type = gold value = 1000 }
effect = { type = prestige value = -1000 }
effect = { type = piety value = -400 }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = war_invalid }
}
effect = {
type = random
chance = 5
effect = { type = death }
}
}
}
# Konsequenzen für landbesitzenden Raubritter
province_event = {
id = 80011
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Plünderungen
effect = { type = ruler_gold value = = 100 }
effect = { type = ruler_prestige value = -10 }
effect = { type = ruler_piety value = -10 }
effect = { type = peasant_loyalty value = -0.1 }
effect = { type = burgher_loyalty value = -0.1 }
effect = {
type = random
chance = 30
effect = { type = ruler_gold value = 200 }
effect = { type = ruler_prestige value = -20 }
effect = { type = ruler_piety value = -20 }
effect = { type = peasant_loyalty value = -0.2 }
effect = { type = burgher_loyalty value = -0.2 }
effect = { type = add_province_effect value = looted }
}
effect = {
type = random
chance = 25
effect = { type = ruler_gold value = 300 }
effect = { type = ruler_prestige value = -30 }
effect = { type = ruler_piety value = -30 }
effect = { type = peasant_loyalty value = -0.3 }
effect = { type = burgher_loyalty value = -0.3 }
effect = { type = add_province_effect value = looted }
}
effect = {
type = random
chance = 20
effect = { type = ruler_gold value = 500 }
effect = { type = ruler_prestige value = -50 }
effect = { type = ruler_piety value = -50 }
effect = { type = peasant_loyalty value = -0.5 }
effect = { type = burgher_loyalty value = -0.5 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -1 }
}
effect = {
type = random
chance = 15
effect = { type = ruler_gold value = 750 }
effect = { type = ruler_prestige value = -75 }
effect = { type = ruler_piety value = -75 }
effect = { type = peasant_loyalty value = -0.75 }
effect = { type = burgher_loyalty value = -0.75 }
effect = { type = clergy_loyalty value = -0.1 }
effect = { type = noble_loyalty value = -0.1 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -1 }
}
effect = {
type = random
chance = 10
effect = { type = ruler_gold value = 1000 }
effect = { type = ruler_prestige value = -100 }
effect = { type = ruler_piety value = -100 }
effect = { type = peasant_loyalty value = -0.9 }
effect = { type = burgher_loyalty value = -0.9 }
effect = { type = clergy_loyalty value = -0.2 }
effect = { type = noble_loyalty value = -0.2 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -1 }
}
effect = {
type = random
chance = 5
effect = { type = ruler_gold value = 10000 }
effect = { type = ruler_prestige value = -200 }
effect = { type = ruler_piety value = -200 }
effect = { type = peasant_loyalty value = -1 }
effect = { type = burgher_loyalty value = -1 }
effect = { type = clergy_loyalty value = -0.3 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -2 }
}
effect = {
type = random
chance = 1
effect = { type = ruler_gold value = 25000 }
effect = { type = ruler_prestige value = -500 }
effect = { type = ruler_piety value = -500 }
effect = { type = peasant_loyalty value = -1 }
effect = { type = burgher_loyalty value = -1 }
effect = { type = clergy_loyalty value = -0.4 }
effect = { type = noble_loyalty value = -0.4 }
effect = { type = add_province_effect value = looted }
effect = { type = add_province_effect value = revolt }
effect = { type = prosperity value = -2 }
}
}
}
province_event = {
id = 80012
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Lösegelder
effect = { type = ruler_gold value = 250 }
effect = { type = ruler_prestige value = -250 }
effect = { type = ruler_piety value = -100 }
effect = { type = clergy_loyalty value = -0.2 }
effect = { type = noble_loyalty value = -0.2 }
effect = {
type = random
chance = 30
effect = { type = ruler_gold value = 500 }
effect = { type = ruler_prestige value = -500 }
effect = { type = ruler_piety value = -200 }
effect = { type = clergy_loyalty value = -0.4 }
effect = { type = noble_loyalty value = -0.4 }
}
effect = {
type = random
chance = 20
effect = { type = ruler_gold value = 750 }
effect = { type = ruler_prestige value = -750 }
effect = { type = ruler_piety value = -300 }
effect = { type = clergy_loyalty value = -0.6 }
effect = { type = noble_loyalty value = -0.6 }
}
effect = {
type = random
chance = 10
effect = { type = ruler_gold value = 1000 }
effect = { type = ruler_prestige value = -1000 }
effect = { type = ruler_piety value = -400 }
effect = { type = clergy_loyalty value = -0.8 }
effect = { type = noble_loyalty value = -0.8 }
}
}
}
province_event = {
id = 80013
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Erpressungen
effect = { type = ruler_gold value = 250 }
effect = { type = ruler_prestige value = -250 }
effect = { type = ruler_piety value = -100 }
effect = { type = clergy_loyalty value = -0.2 }
effect = { type = noble_loyalty value = -0.2 }
effect = {
type = random
chance = 30
effect = { type = ruler_gold value = 500 }
effect = { type = ruler_prestige value = -500 }
effect = { type = ruler_piety value = -200 }
effect = { type = clergy_loyalty value = -0.4 }
effect = { type = noble_loyalty value = -0.4 }
}
effect = {
type = random
chance = 20
effect = { type = ruler_gold value = 750 }
effect = { type = ruler_prestige value = -750 }
effect = { type = ruler_piety value = -300 }
effect = { type = clergy_loyalty value = -0.6 }
effect = { type = noble_loyalty value = -0.6 }
}
effect = {
type = random
chance = 10
effect = { type = ruler_gold value = 1000 }
effect = { type = ruler_prestige value = -1000 }
effect = { type = ruler_piety value = -400 }
effect = { type = clergy_loyalty value = -0.8 }
effect = { type = noble_loyalty value = -0.8 }
}
}
}
character_event = {
id = 80040
picture = "event_intrigue2"
trigger = {
condition = { type = trait value = user_defined_c }
condition = { type = ruler }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Ihr vertreibt die Höflinge
ai_chance = 40
effect = { type = prestige value = -25 }
#effect = { type = courtier_defect value = random_neighbor }
effect = { type = stability value = -1 }
effect = {
type = random
chance = 50
effect = { type = prestige value = -50 }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 20
effect = { type = prestige value = -75 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = prestige value = -100 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
effect = { type = stability value = -1 }
}
}
action_b = { #Es wird Zeit ehrlich zu werden
ai_chance = 60
effect = { type = remove_trait value = user_defined_c }
effect = { type = loyalty value = 1 }
effect = { type = prestige value = 100 }
effect = { type = trigger for = father value = 80056 }
}
}
# Konsequenzen für Vater des Raubritters
province_event = {
id = 80014
picture = "event_intrigue2"
trigger = {
condition = { type = owner
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
}
}
}
mean_time_to_happen = {
months = 50
}
action_a = { #Euer Sohn zog plündernd durch Eure Ländereien
effect = { type = ruler_gold value = -250 }
effect = { type = ruler_prestige value = -50 }
effect = { type = ruler_peasant_loyalty value = -0.2 }
effect = { type = burgher_loyalty value = -0.2 }
effect = { type = clergy_loyalty value = -0.2 }
effect = { type = noble_loyalty value = -0.2 }
effect = { type = add_province_effect value = looted }
effect = { type = prosperity value = -1 }
effect = {
type = random
chance = 50
effect = { type = peasant_loyalty value = -0.4 }
effect = { type = burgher_loyalty value = -0.4 }
effect = { type = clergy_loyalty value = -0.4 }
effect = { type = noble_loyalty value = -0.4 }
effect = { type = add_province_effect value = revolt }
}
}
}
province_event = {
id = 80015
picture = "event_intrigue2"
trigger = {
condition = { type = owner
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
}
}
}
mean_time_to_happen = {
months = 50
}
action_a = { #Euer Sohn erpresst Lösegelder von Euren Untertanen
effect = { type = ruler_gold value = -250 }
effect = { type = ruler_prestige value = -50 }
effect = { type = clergy_loyalty value = -0.3 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = prosperity value = -1 }
effect = {
type = random
chance = 50
effect = { type = clergy_loyalty value = -0.5 }
effect = { type = noble_loyalty value = -0.5 }
}
}
}
province_event = {
id = 80016
picture = "event_intrigue2"
trigger = {
condition = { type = owner
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
}
}
}
mean_time_to_happen = {
months = 50
}
action_a = { #Euer Sohn erpresst Schutzgelder von Euren Untertanen
effect = { type = ruler_gold value = -250 }
effect = { type = ruler_prestige value = -50 }
effect = { type = peasant_loyalty value = -0.2 }
effect = { type = burgher_loyalty value = -0.2 }
effect = { type = clergy_loyalty value = -0.3 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = prosperity value = -1 }
effect = {
type = random
chance = 50
effect = { type = peasant_loyalty value = -0.4 }
effect = { type = burgher_loyalty value = -0.4 }
effect = { type = clergy_loyalty value = -0.5 }
effect = { type = noble_loyalty value = -0.5 }
effect = { type = add_province_effect value = revolt }
}
}
}
character_event = {
id = 80033
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
}
condition = { type = ruler }
}
mean_time_to_happen = {
months = 50
}
action_a = { #Euer Sohn vertreibt die Höflinge
effect = { type = prestige value = -25 }
#effect = { type = courtier_defect value = random_neighbor }
effect = { type = stability value = -1 }
effect = {
type = random
chance = 50
effect = { type = prestige value = -50 }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 20
effect = { type = prestige value = -75 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = prestige value = -100 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
effect = { type = stability value = -1 }
}
}
}
character_event = {
id = 80034
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
condition = { type = not value = { type = trait value = bastard } }
condition = { type = save_target }
}
condition = { type = ruler }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Euer Sohn hat eine Geisel ermordet - Enterbung
effect = { type = prestige value = -150 }
effect = { type = death value = random_courtier }
effect = { type = stability value = -1 }
effect = { type = trigger for = load_target value = 80035 }
}
action_b = { #Nein, noch kann er sich ändern
effect = { type = add_trait value = forgiving }
effect = { type = death value = random_courtier }
effect = { type = stability value = -2 }
}
}
character_event = {
id = 80035
picture = "event_intrigue2"
action_a = { #Euer Sohn wird endgültig verstoßen
effect = { type = add_trait value = bastard }
}
}
character_event = {
id = 80036
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = ruler_child }
condition = { type = trait value = user_defined_c }
condition = { type = is_alive }
condition = { type = trait value = bastard }
condition = { type = save_target }
}
condition = { type = ruler }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Euer Sohn hat eine Geisel ermordet - Kopfgeld
effect = { type = prestige value = 25 }
effect = { type = piety value = 25 }
effect = { type = add_trait value = just }
effect = { type = death value = random_courtier }
effect = { type = stability value = -1 }
effect = {
type = random
chance = 25
effect = { type = trigger for = load_target value = 80037 }
}
}
action_b = { #Nein, noch kann er sich ändern
effect = { type = prestige value = -250 }
effect = { type = add_trait value = forgiving }
effect = { type = death value = random_courtier }
effect = { type = stability value = -2 }
}
}
character_event = {
id = 80037
picture = "event_intrigue2"
action_a = { #Euer Sohn starb bei der Verhaftung
effect = { type = death }
effect = { type = trigger for = father value = 80038 }
}
}
character_event = {
id = 80038
picture = "event_intrigue2"
action_a = { #Euer Sohn starb bei der Verhaftung
effect = { type = gold value = -100 } #begräbniskosten
}
action_b = { #Euer Sohn starb bei der Verhaftung
effect = { type = piety value = -100 } #fürs verscharen
}
}
character_event = {
id = 80017
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = trait value = user_defined_c }
}
condition = { type = ruler }
condition = { type = not value = { type = trait value = STRESS_SYMPTOM } }
}
mean_time_to_happen = {
months = 24
}
action_a = { #Euer Sohn beschämt Euch ohne Unterlaß
effect = { type = gold value = -100 }
effect = { type = prestige value = -100 }
effect = {
type = random
chance = 33
effect = { type = add_trait value = STRESS_SYMPTOM }
}
}
}
character_event = {
id = 80018
picture = "event_intrigue2"
trigger = {
condition = { type = any_child
condition = { type = trait value = user_defined_c }
}
condition = { type = ruler }
condition = { type = not value = { type = trait value = DEPRESSION } }
condition = { type = trait value = STRESS_SYMPTOM }
}
mean_time_to_happen = {
months = 24
}
action_a = { #Euer Sohn ist noch Euer Tod
effect = { type = gold value = -200 }
effect = { type = prestige value = -200 }
effect = {
type = random
chance = 33
effect = { type = remove_trait value = STRESS_SYMPTOM }
effect = { type = add_trait value = DEPRESSION }
}
}
}
# Konsequenzen für Lehensherren des Raubritters
character_event = {
id = 80048
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = or
condition = { type = marshal }
condition = { type = steward }
condition = { type = chancellor }
condition = { type = spymaster }
condition = { type = chaplain }
}
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 3
}
action_a = { #Ihr schützt einen Kriminellen
effect = { type = prestige value = -1000 }
effect = { type = piety value = -1000 }
effect = { type = stability value = -1 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = best_neighbor }
#effect = { type = courtier_defect value = worst_neighbor }
effect = {
type = random
chance = 20
effect = { type = add_trait value = user_defined_c }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = excommunicated }
}
}
action_b = { #Protektion aufgeben
effect = { type = prestige value = 100 }
effect = { type = piety value = 100 }
effect = { type = death value = load_target }
}
}
character_event = {
id = 80049
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Plünderungen
effect = { type = gold value = -100 }
effect = { type = prestige value = -10 }
effect = { type = piety value = -10 }
effect = {
type = random
chance = 66
effect = { type = gold value = -200 }
effect = { type = prestige value = -20 }
effect = { type = piety value = -20 }
}
effect = {
type = random
chance = 33
effect = { type = gold value = -300 }
effect = { type = prestige value = -30 }
effect = { type = piety value = -30 }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = gold value = -500 }
effect = { type = prestige value = -50 }
effect = { type = piety value = -50 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
}
}
character_event = {
id = 80050
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Lösegelder
effect = { type = gold value = -250 }
effect = { type = prestige value = -250 }
effect = { type = piety value = -100 }
#effect = { type = courtier_defect value = random_neighbor }
effect = {
type = random
chance = 66
effect = { type = gold value = -500 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 33
effect = { type = gold value = -750 }
effect = { type = prestige value = -750 }
effect = { type = piety value = -300 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = gold value = -1000 }
effect = { type = prestige value = -1000 }
effect = { type = piety value = -400 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
}
}
character_event = {
id = 80051
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Gold durch Erpressungen
effect = { type = gold value = -250 }
effect = { type = prestige value = -250 }
effect = { type = piety value = -100 }
#effect = { type = courtier_defect value = random_neighbor }
effect = {
type = random
chance = 66
effect = { type = gold value = -500 }
effect = { type = prestige value = -500 }
effect = { type = piety value = -200 }
}
effect = {
type = random
chance = 33
effect = { type = gold value = -750 }
effect = { type = prestige value = -750 }
effect = { type = piety value = -300 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
effect = {
type = random
chance = 10
effect = { type = gold value = -1000 }
effect = { type = prestige value = -1000 }
effect = { type = piety value = -400 }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
#effect = { type = courtier_defect value = random_neighbor }
}
}
}
character_event = {
id = 80052
picture = "event_intrigue2"
trigger = {
condition = { type = not value = { type = ai } }
condition = { type = ruler }
condition = { type = not value = { type = trait value = user_defined_c } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = any_courtier
condition = { type = trait value = user_defined_c }
condition = { type = save_target }
}
condition = { type = has_target }
}
mean_time_to_happen = {
months = 36
}
action_a = { #Bringt den Mann vor Gericht
effect = { type = gold value = -250 }
effect = { type = prestige value = 100 }
effect = { type = piety value = 100 }
effect = {
type = random
chance = 75
effect = { type = death value = load_target }
}
}
action_b = { #Sollen andere das übernehmen
effect = { type = prestige value = -50 }
effect = { type = piety value = -10 }
}
}
FORTSETZUNG IN BEITRAG #4
Sollten die Raubritterevents für die Söhne funktionieren, dann haben wir auch schon eine Idee für einfach ignorierte, abgeschobene oder unverheiratete Töchter:
Hure
http://s1.directupload.net/images/110128/o9qnmwqi.png (http://www.directupload.net)