namespace = faceless ############# #Faceless men & Sorrowful Men #A person asks an assasins guild for a hit character_event = { id = faceless.1 desc = "EVTDESCfaceless.1" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes trigger = { OR = { has_landed_title = d_faceless_men has_landed_title = d_sorrowful_men } FROM = { OR = { has_plot = plot_kill_character has_plot = plot_kill_spouse } } } immediate = { diplomatic_immunity = yes if = { limit = { has_landed_title = d_faceless_men religion = many_faced_god } set_character_flag = faceless_man } #Add assassins if short if = { limit = { has_landed_title = d_faceless_men NOT = { any_courtier = { religion = many_faced_god intrigue = 15 age = 16 count = 10 } } } random_list = { 50 = { create_random_intriguer = { random_traits = yes dynasty = none female = no religion = many_faced_god culture = random } } 50 = { create_random_intriguer = { random_traits = yes dynasty = none female = yes religion = many_faced_god culture = random } } } new_character = { change_intrigue = 8 set_character_flag = faceless_man set_immune_to_pruning = yes cultural_congenital_trait_chance_effect = yes remove_trait = honorable remove_trait = honest remove_trait = craven remove_trait = content random_list ={ 20 = { } 30 = { add_trait = poor_warrior } 30 = { add_trait = trained_warrior } 20 = { add_trait = skilled_warrior } } check_for_defunct_culture_effect = yes random = { chance = 10 add_trait = mystic } } } if = { limit = { has_landed_title = d_sorrowful_men religion = qarth_warlocks } set_character_flag = faceless_man } if = { limit = { has_landed_title = d_sorrowful_men NOT = { any_courtier = { religion = qarth_warlocks intrigue = 15 age = 16 count = 10 } } } random_list = { 50 = { create_random_intriguer = { random_traits = yes dynasty = none female = no religion = qarth_warlocks culture = random } } 50 = { create_random_intriguer = { random_traits = yes dynasty = none female = yes religion = qarth_warlocks culture = random } } } new_character = { change_intrigue = 8 set_character_flag = faceless_man set_immune_to_pruning = yes check_for_defunct_culture_effect = yes cultural_congenital_trait_chance_effect = yes remove_trait = honorable remove_trait = honest remove_trait = craven remove_trait = content random_list ={ 20 = { } 30 = { add_trait = poor_warrior } 30 = { add_trait = trained_warrior } 20 = { add_trait = skilled_warrior } } random = { chance = 10 add_trait = mystic } } } #Determine Targets Rank cost FROM = { plot_target_char = { if = { limit = { tier = EMPEROR } PREV = { set_character_flag = target_tier_6 } } else_if = { limit = { OR = { tier = KING any_claim = { tier = EMPEROR } any_dynasty_member = { is_close_relative = PREV tier = EMPEROR } liege = { is_close_relative = PREV tier = EMPEROR } any_spouse = { tier = EMPEROR } } } PREV = { set_character_flag = target_tier_5 } } else_if = { limit = { OR = { tier = DUKE trait = kingsguard trait = dragon_rider has_character_flag = faceless_man any_claim = { tier = KING } any_dynasty_member = { is_close_relative = PREV tier = KING } liege = { is_close_relative = PREV tier = KING } any_spouse = { tier = KING } AND = { OR = { is_voter = yes is_councillor = yes } liege = { tier = EMPEROR } } } } PREV = { set_character_flag = target_tier_4 } } else_if = { limit = { OR = { tier = COUNT any_claim = { tier = DUKE } any_dynasty_member = { is_close_relative = PREV tier = DUKE } liege = { is_close_relative = PREV tier = DUKE } any_spouse = { tier = DUKE } AND = { OR = { is_voter = yes is_councillor = yes } liege = { tier = KING } } } } PREV = { set_character_flag = target_tier_3 } } else_if = { limit = { OR = { tier = BARON any_claim = { tier = COUNT } any_dynasty_member = { is_close_relative = PREV tier = COUNT } liege = { is_close_relative = PREV tier = COUNT } any_spouse = { tier = COUNT } AND = { OR = { is_voter = yes is_councillor = yes } liege = { tier = DUKE } } } } PREV = { set_character_flag = target_tier_2 } } else = { PREV = { set_character_flag = target_tier_1 } } } #Determine own wealth if = { limit = { OR = { yearly_income = 350 wealth = 700 } } set_character_flag = wealth_tier_6 } else_if = { limit = { OR = { tier = EMPEROR yearly_income = 250 wealth = 500 } } set_character_flag = wealth_tier_5 } else_if = { limit = { OR = { tier = KING yearly_income = 175 wealth = 350 } } set_character_flag = wealth_tier_4 } else_if = { limit = { OR = { tier = DUKE yearly_income = 100 wealth = 200 } } set_character_flag = wealth_tier_3 } else_if = { limit = { OR = { tier = COUNT yearly_income = 50 wealth = 100 } } set_character_flag = wealth_tier_2 } else = { set_character_flag = wealth_tier_1 } } } #money option = { name = EVTOPTAfaceless.1 trigger = { NOT = { character = FROM } #cant pay self FROM = { wealth = 0 } } ai_chance = { factor = 2 } FROM = { character_event = { id = faceless.2 } } } #child option = { name = EVTOPTBfaceless.1 trigger = { FROM = { #Not valid for these target tiers NOT = { has_character_flag = target_tier_5 } NOT = { has_character_flag = target_tier_6 } #Target tier 4 only valid for low wealth plotters OR = { NOT = { has_character_flag = target_tier_4 } has_character_flag = wealth_tier_1 has_character_flag = wealth_tier_2 has_character_flag = wealth_tier_3 } OR = { current_heir = { #Current heir always good age = 10 is_ruler = no dynasty = PREV is_child_of = PREV NOT = { is_maimed_trigger = yes } OR = { #Only offer to human if heir is good PREV = { ai = yes } is_smart_incl_genius_trigger = yes is_strong_trigger = yes trait = tall martial = 15 diplomacy = 15 stewardship = 15 } } AND = { #Child is good for lower than tier 4 NOT = { has_character_flag = target_tier_4 } any_child = { age = 10 is_ruler = no dynasty = PREV NOT = { is_maimed_trigger = yes } OR = { #Only offer to human if child is good PREV = { ai = yes } is_smart_incl_genius_trigger = yes is_strong_trigger = yes trait = tall martial = 15 diplomacy = 15 stewardship = 15 } } } } } } ai_chance = { factor = 1 } FROM = { character_event = { id = faceless.3 } } } #health option = { name = EVTOPTCfaceless.1 trigger = { FROM = { NOT = { age = 40 } NOT = { is_maimed_trigger = yes } NOT = { trait = wounded } NOT = { is_crippled_trigger = yes } is_ill = no #Not valid for these target tiers NOT = { has_character_flag = target_tier_5 } NOT = { has_character_flag = target_tier_6 } #Target tier 4 only valid for low wealth plotters OR = { NOT = { has_character_flag = target_tier_4 } has_character_flag = wealth_tier_1 has_character_flag = wealth_tier_2 has_character_flag = wealth_tier_3 } } } ai_chance = { factor = 1 } FROM = { character_event = { id = faceless.4 } } } #piety option = { name = EVTOPTEfaceless.1 trigger = { religion = FROM FROM = { OR = { AND = { has_character_flag = target_tier_6 piety = 500 } AND = { has_character_flag = target_tier_5 piety = 400 } AND = { has_character_flag = target_tier_4 piety = 300 } AND = { has_character_flag = target_tier_3 piety = 200 } AND = { has_character_flag = target_tier_2 piety = 100 } AND = { has_character_flag = target_tier_1 piety = 50 } } } } ai_chance = { factor = 2 } FROM = { character_event = { id = faceless.599 } } } #nope option = { name = EVTOPTDfaceless.1 ai_chance = { factor = 0.5 } FROM = { character_event = { id = faceless.5 } } } } #Faceless men character_event = { id = faceless.101 desc = "EVTDESCfaceless.101" #wants interact picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.101" #Accept faceless men } } #Sorrowful Men character_event = { id = faceless.102 desc = "EVTDESCfaceless.102" #wants interact picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.101" #Accept faceless men } } #Faceless men want money character_event = { id = faceless.2 desc = "EVTDESCfaceless.2" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.2" #Accept faceless men money ai_chance = { factor = 10 modifier = { factor = 2 trait = wroth } modifier = { factor = 2 trait = charitable } modifier = { factor = 0 has_character_modifier = loan_timer OR = { stewardship = 9 trait = temperate NOT = { OR = { trait = gluttonous trait = hedonist trait = lunatic } } } } modifier = { factor = 0.25 NOT = { trait = lunatic } NOT = { trait = wroth } plot_power = 0.75 } modifier = { factor = 0 has_character_flag = target_tier_1 has_character_flag = wealth_tier_1 NOT = { wealth = 20 } } modifier = { factor = 0 has_character_flag = target_tier_1 has_character_flag = wealth_tier_2 NOT = { wealth = 50 } } modifier = { factor = 0 has_character_flag = target_tier_1 has_character_flag = wealth_tier_3 NOT = { wealth = 95 } } modifier = { factor = 0 has_character_flag = target_tier_1 has_character_flag = wealth_tier_4 NOT = { wealth = 165 } } modifier = { factor = 0 has_character_flag = target_tier_1 has_character_flag = wealth_tier_5 NOT = { wealth = 230 } } modifier = { factor = 0 has_character_flag = target_tier_1 has_character_flag = wealth_tier_6 NOT = { wealth = 330 } } modifier = { factor = 0 has_character_flag = target_tier_2 has_character_flag = wealth_tier_1 NOT = { wealth = 50 } } modifier = { factor = 0 has_character_flag = target_tier_2 has_character_flag = wealth_tier_2 NOT = { wealth = 90 } } modifier = { factor = 0 has_character_flag = target_tier_2 has_character_flag = wealth_tier_3 NOT = { wealth = 190 } } modifier = { factor = 0 has_character_flag = target_tier_2 has_character_flag = wealth_tier_4 NOT = { wealth = 330 } } modifier = { factor = 0 has_character_flag = target_tier_2 has_character_flag = wealth_tier_5 NOT = { wealth = 500 } } modifier = { factor = 0 has_character_flag = target_tier_2 has_character_flag = wealth_tier_6 NOT = { wealth = 750 } } modifier = { factor = 0 has_character_flag = target_tier_3 has_character_flag = wealth_tier_1 NOT = { wealth = 80 } } modifier = { factor = 0 has_character_flag = target_tier_3 has_character_flag = wealth_tier_2 NOT = { wealth = 165 } } modifier = { factor = 0 has_character_flag = target_tier_3 has_character_flag = wealth_tier_3 NOT = { wealth = 350 } } modifier = { factor = 0 has_character_flag = target_tier_3 has_character_flag = wealth_tier_4 NOT = { wealth = 600 } } modifier = { factor = 0 has_character_flag = target_tier_3 has_character_flag = wealth_tier_5 NOT = { wealth = 900 } } modifier = { factor = 0 has_character_flag = target_tier_3 has_character_flag = wealth_tier_6 NOT = { wealth = 1300 } } modifier = { factor = 0 has_character_flag = target_tier_4 has_character_flag = wealth_tier_1 NOT = { wealth = 140 } } modifier = { factor = 0 has_character_flag = target_tier_4 has_character_flag = wealth_tier_2 NOT = { wealth = 260 } } modifier = { factor = 0 has_character_flag = target_tier_4 has_character_flag = wealth_tier_3 NOT = { wealth = 525 } } modifier = { factor = 0 has_character_flag = target_tier_4 has_character_flag = wealth_tier_4 NOT = { wealth = 925 } } modifier = { factor = 0 has_character_flag = target_tier_4 has_character_flag = wealth_tier_5 NOT = { wealth = 1400 } } modifier = { factor = 0 has_character_flag = target_tier_4 has_character_flag = wealth_tier_6 NOT = { wealth = 2000 } } modifier = { factor = 0 has_character_flag = target_tier_5 has_character_flag = wealth_tier_1 NOT = { wealth = 185 } } modifier = { factor = 0 has_character_flag = target_tier_5 has_character_flag = wealth_tier_2 NOT = { wealth = 370 } } modifier = { factor = 0 has_character_flag = target_tier_5 has_character_flag = wealth_tier_3 NOT = { wealth = 750 } } modifier = { factor = 0 has_character_flag = target_tier_5 has_character_flag = wealth_tier_4 NOT = { wealth = 1400 } } modifier = { factor = 0 has_character_flag = target_tier_5 has_character_flag = wealth_tier_5 NOT = { wealth = 2000 } } modifier = { factor = 0 has_character_flag = target_tier_5 has_character_flag = wealth_tier_6 NOT = { wealth = 3000 } } modifier = { factor = 0 has_character_flag = target_tier_6 } } if = { limit = { has_character_flag = target_tier_1 } if = { limit = { has_character_flag = wealth_tier_1 } wealth = -35 hidden_tooltip = { FROM = { wealth = 35 primary_title = { change_variable = { which = hits_revenue value = 35 } } } } } if = { limit = { has_character_flag = wealth_tier_2 } wealth = -70 hidden_tooltip = { FROM = { wealth = 70 primary_title = { change_variable = { which = hits_revenue value = 70 } } } } } if = { limit = { has_character_flag = wealth_tier_3 } wealth = -140 hidden_tooltip = { FROM = { wealth = 140 primary_title = { change_variable = { which = hits_revenue value = 140 } } } } } if = { limit = { has_character_flag = wealth_tier_4 } wealth = -250 hidden_tooltip = { FROM = { wealth = 250 primary_title = { change_variable = { which = hits_revenue value = 250 } } } } } if = { limit = { has_character_flag = wealth_tier_5 } wealth = -350 hidden_tooltip = { FROM = { wealth = 350 primary_title = { change_variable = { which = hits_revenue value = 350 } } } } } if = { limit = { has_character_flag = wealth_tier_6 } wealth = -500 hidden_tooltip = { FROM = { wealth = 500 primary_title = { change_variable = { which = hits_revenue value = 500 } } } } } } if = { limit = { has_character_flag = target_tier_2 } if = { limit = { has_character_flag = wealth_tier_1 } wealth = -70 hidden_tooltip = { FROM = { wealth = 70 primary_title = { change_variable = { which = hits_revenue value = 70 } } } } } if = { limit = { has_character_flag = wealth_tier_2 } wealth = -140 hidden_tooltip = { FROM = { wealth = 140 primary_title = { change_variable = { which = hits_revenue value = 140 } } } } } if = { limit = { has_character_flag = wealth_tier_3 } wealth = -280 hidden_tooltip = { FROM = { wealth = 280 primary_title = { change_variable = { which = hits_revenue value = 280 } } } } } if = { limit = { has_character_flag = wealth_tier_4 } wealth = -500 hidden_tooltip = { FROM = { wealth = 500 primary_title = { change_variable = { which = hits_revenue value = 500 } } } } } if = { limit = { has_character_flag = wealth_tier_5 } wealth = -700 hidden_tooltip = { FROM = { wealth = 700 primary_title = { change_variable = { which = hits_revenue value = 700 } } } } } if = { limit = { has_character_flag = wealth_tier_6 } wealth = -1000 hidden_tooltip = { FROM = { wealth = 1000 primary_title = { change_variable = { which = hits_revenue value = 1000 } } } } } } if = { limit = { has_character_flag = target_tier_3 } if = { limit = { has_character_flag = wealth_tier_1 } wealth = -125 hidden_tooltip = { FROM = { wealth = 125 primary_title = { change_variable = { which = hits_revenue value = 125 } } } } } if = { limit = { has_character_flag = wealth_tier_2 } wealth = -250 hidden_tooltip = { FROM = { wealth = 250 primary_title = { change_variable = { which = hits_revenue value = 250 } } } } } if = { limit = { has_character_flag = wealth_tier_3 } wealth = -500 hidden_tooltip = { FROM = { wealth = 500 primary_title = { change_variable = { which = hits_revenue value = 500 } } } } } if = { limit = { has_character_flag = wealth_tier_4 } wealth = -875 hidden_tooltip = { FROM = { wealth = 875 primary_title = { change_variable = { which = hits_revenue value = 875 } } } } } if = { limit = { has_character_flag = wealth_tier_5 } wealth = -1225 hidden_tooltip = { FROM = { wealth = 1225 primary_title = { change_variable = { which = hits_revenue value = 1225 } } } } } if = { limit = { has_character_flag = wealth_tier_6 } wealth = -1750 hidden_tooltip = { FROM = { wealth = 1750 primary_title = { change_variable = { which = hits_revenue value = 1750 } } } } } } if = { limit = { has_character_flag = target_tier_4 } if = { limit = { has_character_flag = wealth_tier_1 } wealth = -200 hidden_tooltip = { FROM = { wealth = 200 primary_title = { change_variable = { which = hits_revenue value = 200 } } } } } if = { limit = { has_character_flag = wealth_tier_2 } wealth = -385 hidden_tooltip = { FROM = { wealth = 385 primary_title = { change_variable = { which = hits_revenue value = 385 } } } } } if = { limit = { has_character_flag = wealth_tier_3 } wealth = -775 hidden_tooltip = { FROM = { wealth = 775 primary_title = { change_variable = { which = hits_revenue value = 775 } } } } } if = { limit = { has_character_flag = wealth_tier_4 } wealth = -1375 hidden_tooltip = { FROM = { wealth = 1375 primary_title = { change_variable = { which = hits_revenue value = 1375 } } } } } if = { limit = { has_character_flag = wealth_tier_5 } wealth = -1925 hidden_tooltip = { FROM = { wealth = 1925 primary_title = { change_variable = { which = hits_revenue value = 1925 } } } } } if = { limit = { has_character_flag = wealth_tier_6 } wealth = -2750 hidden_tooltip = { FROM = { wealth = 2750 primary_title = { change_variable = { which = hits_revenue value = 2750 } } } } } } if = { limit = { has_character_flag = target_tier_5 } if = { limit = { has_character_flag = wealth_tier_1 } wealth = -280 hidden_tooltip = { FROM = { wealth = 280 primary_title = { change_variable = { which = hits_revenue value = 280 } } } } } if = { limit = { has_character_flag = wealth_tier_2 } wealth = -560 hidden_tooltip = { FROM = { wealth = 560 primary_title = { change_variable = { which = hits_revenue value = 560 } } } } } if = { limit = { has_character_flag = wealth_tier_3 } wealth = -1120 hidden_tooltip = { FROM = { wealth = 1120 primary_title = { change_variable = { which = hits_revenue value = 1120 } } } } } if = { limit = { has_character_flag = wealth_tier_4 } wealth = -2000 hidden_tooltip = { FROM = { wealth = 2000 primary_title = { change_variable = { which = hits_revenue value = 2000 } } } } } if = { limit = { has_character_flag = wealth_tier_5 } wealth = -2800 hidden_tooltip = { FROM = { wealth = 2800 primary_title = { change_variable = { which = hits_revenue value = 2800 } } } } } if = { limit = { has_character_flag = wealth_tier_6 } wealth = -4000 hidden_tooltip = { FROM = { wealth = 4000 primary_title = { change_variable = { which = hits_revenue value = 4000 } } } } } } if = { limit = { has_character_flag = target_tier_6 } if = { limit = { has_character_flag = wealth_tier_1 } wealth = -385 hidden_tooltip = { FROM = { wealth = 385 primary_title = { change_variable = { which = hits_revenue value = 385 } } } } } if = { limit = { has_character_flag = wealth_tier_2 } wealth = -770 hidden_tooltip = { FROM = { wealth = 770 primary_title = { change_variable = { which = hits_revenue value = 770 } } } } } if = { limit = { has_character_flag = wealth_tier_3 } wealth = -1540 hidden_tooltip = { FROM = { wealth = 1540 primary_title = { change_variable = { which = hits_revenue value = 1540 } } } } } if = { limit = { has_character_flag = wealth_tier_4 } wealth = -2750 hidden_tooltip = { FROM = { wealth = 2750 primary_title = { change_variable = { which = hits_revenue value = 2750 } } } } } if = { limit = { has_character_flag = wealth_tier_5 } wealth = -3850 hidden_tooltip = { FROM = { wealth = 3850 primary_title = { change_variable = { which = hits_revenue value = 3850 } } } } } if = { limit = { has_character_flag = wealth_tier_6 } wealth = -5500 hidden_tooltip = { FROM = { wealth = 5500 primary_title = { change_variable = { which = hits_revenue value = 5500 } } } } } } if = { limit = { FROM = { has_landed_title = d_faceless_men } } character_event = { id = faceless.6 } } if = { limit = { FROM = { has_landed_title = d_sorrowful_men } } character_event = { id = faceless.600 } } } option = { name = { text = "EVTOPTBfaceless.2" #decline faceless men trigger = { FROM = { culture = braavosi } } } name = { text = "EVTOPTCfaceless.2" #decline faceless men trigger = { NOT = { FROM = { culture = braavosi } } } } ai_chance = { factor = 10 modifier = { factor = 3 trait = greedy } modifier = { factor = 2 trait = patient } } set_character_flag = faceless_men_declined clr_character_flag = finding_faceless_men clr_character_flag = target_tier_1 clr_character_flag = target_tier_2 clr_character_flag = target_tier_3 clr_character_flag = target_tier_4 clr_character_flag = target_tier_5 clr_character_flag = target_tier_6 clr_character_flag = wealth_tier_1 clr_character_flag = wealth_tier_2 clr_character_flag = wealth_tier_3 clr_character_flag = wealth_tier_4 clr_character_flag = wealth_tier_5 clr_character_flag = wealth_tier_6 } } #Faceless men child character_event = { id = faceless.3 desc = "EVTDESCfaceless.3" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes immediate = { hidden_tooltip = { if = { limit = { #A maiming will suffice for some targets OR = { has_character_flag = target_tier_1 AND = { has_character_flag = target_tier_2 OR = { has_character_flag = wealth_tier_1 has_character_flag = wealth_tier_2 has_character_flag = wealth_tier_3 } } } } random = { chance = 33 set_character_flag = maim_child } } if = { limit = { #A non heir will suffice for some NOT = { has_character_flag = maim_child } OR = { has_character_flag = target_tier_1 has_character_flag = target_tier_2 has_character_flag = target_tier_3 } } random = { chance = 50 set_character_flag = kill_child } } if = { limit = { #Else target the heir NOT = { has_character_flag = maim_child } NOT = { has_character_flag = kill_child } current_heir = { age = 10 is_ruler = no dynasty = ROOT is_child_of = ROOT NOT = { is_maimed_trigger = yes } OR = { #Only offer to human if child is good ROOT = { ai = yes } is_smart_incl_genius_trigger = yes is_strong_trigger = yes trait = tall martial = 15 diplomacy = 15 stewardship = 15 } } } set_character_flag = kill_heir } if = { limit = { NOT = { has_character_flag = maim_child } NOT = { has_character_flag = kill_child } NOT = { has_character_flag = kill_heir } } set_character_flag = kill_child } } } option = { name = "EVTOPTAfaceless.3" #Accept faceless men child ai_chance = { factor = 1 modifier = { factor = 2 trait = lunatic } modifier = { factor = 2 trait = ruthless } modifier = { factor = 2 trait = arbitrary } modifier = { factor = 2 trait = cruel } modifier = { factor = 0 trait = honorable } modifier = { factor = 0 trait = just } modifier = { factor = 0 NOT = { trait = lunatic } NOT = { trait = wroth } plot_power = 0.75 } #I like my heir modifier = { factor = 0 has_character_flag = kill_heir NOT = { trait = ruthless } NOT = { trait = arbitrary } current_heir = { reverse_opinion = { who = ROOT value = 50 } } } #not my only son modifier = { factor = 0 NOT = { any_child = { is_female = no is_alive = yes OR = { is_married = yes is_betrothed = yes can_marry = yes } count = 2 } } } #not my only child modifier = { factor = 0 NOT = { any_child = { is_alive = yes OR = { is_married = yes is_betrothed = yes can_marry = yes } count = 2 } } } } if = { limit = { OR = { has_character_flag = maim_child has_character_flag = kill_child } } random_child = { limit = { age = 10 is_ruler = no dynasty = ROOT NOT = { is_maimed_trigger = yes } OR = { #Only offer to human if child is good ROOT = { ai = yes } is_smart_incl_genius_trigger = yes is_strong_trigger = yes trait = tall martial = 15 diplomacy = 15 stewardship = 15 } } if = { limit = { ROOT = { has_character_flag = maim_child } } add_maimed_trait_effect = yes } if = { limit = { ROOT = { has_character_flag = kill_child } } tooltip = { death = yes } set_character_flag = faceless_sacrifice hidden_tooltip = { character_event = { id = faceless.7 } } } } clr_character_flag = maim_child clr_character_flag = kill_child } if = { limit = { has_character_flag = kill_heir } current_heir = { tooltip = { death = yes } set_character_flag = faceless_sacrifice hidden_tooltip = { character_event = { id = faceless.7 } } } clr_character_flag = kill_heir } if = { limit = { FROM = { has_landed_title = d_faceless_men } } character_event = { id = faceless.6 } } if = { limit = { FROM = { has_landed_title = d_sorrowful_men } } character_event = { id = faceless.600 } } } option = { name = { text = "EVTOPTBfaceless.3" #decline faceless men trigger = { FROM = { culture = braavosi } } } name = { text = "EVTOPTCfaceless.3" #decline faceless men trigger = { NOT = { FROM = { culture = braavosi } } } } ai_chance = { factor = 4 modifier = { factor = 2 OR = { has_character_flag = kill_heir has_character_flag = kill_child } } modifier = { factor = 2 trait = kind } modifier = { factor = 2 trait = familyperson } modifier = { factor = 2 trait = honest } } set_character_flag = faceless_men_declined clr_character_flag = finding_faceless_men clr_character_flag = target_tier_1 clr_character_flag = target_tier_2 clr_character_flag = target_tier_3 clr_character_flag = target_tier_4 clr_character_flag = target_tier_5 clr_character_flag = target_tier_6 clr_character_flag = wealth_tier_1 clr_character_flag = wealth_tier_2 clr_character_flag = wealth_tier_3 clr_character_flag = wealth_tier_4 clr_character_flag = wealth_tier_5 clr_character_flag = wealth_tier_6 clr_character_flag = maim_child clr_character_flag = kill_child clr_character_flag = kill_heir } } #Faceless men health character_event = { id = faceless.4 desc = "EVTDESCfaceless.4" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes immediate = { if = { limit = { #Castration NOT = { trait = eunuch } is_female = no OR = { has_character_flag = target_tier_1 AND = { has_character_flag = target_tier_2 OR = { has_character_flag = wealth_tier_1 has_character_flag = wealth_tier_2 has_character_flag = wealth_tier_3 } } } } random = { chance = 15 set_character_flag = castrate } } if = { limit = { #Blinding NOT = { trait = blinded } NOT = { has_character_flag = castrate } OR = { has_character_flag = target_tier_1 AND = { has_character_flag = target_tier_2 OR = { has_character_flag = wealth_tier_1 has_character_flag = wealth_tier_2 has_character_flag = wealth_tier_3 } } } } random = { chance = 15 set_character_flag = blind } } if = { limit = { #A non heir will suffice for some NOT = { has_character_flag = castrate } NOT = { has_character_flag = blind } OR = { has_character_flag = target_tier_1 has_character_flag = target_tier_2 has_character_flag = target_tier_3 } } random = { chance = 50 set_character_flag = maim } } if = { limit = { #Else kill NOT = { has_character_flag = castrate } NOT = { has_character_flag = blind } NOT = { has_character_flag = maim } } set_character_flag = kill } } option = { name = "EVTOPTAfaceless.4" #Accept faceless men health ai_chance = { factor = 1 modifier = { factor = 2 trait = lunatic } modifier = { factor = 0 NOT = { trait = lunatic } has_character_flag = kill } modifier = { factor = 0 trait = craven } modifier = { factor = 0 NOT = { trait = lunatic } NOT = { trait = wroth } plot_power = 0.75 } modifier = { factor = 2 trait = brave } modifier = { factor = 2 is_strong_trigger = yes } modifier = { factor = 2 has_ugly_trait_trigger = yes } modifier = { factor = 2 trait = zealous } modifier = { factor = 2 trait = wroth } modifier = { factor = 2 trait = humble } } if = { limit = { has_character_flag = castrate } add_trait = eunuch clr_character_flag = castrate } if = { limit = { has_character_flag = blind } add_trait = blinded clr_character_flag = blind } if = { limit = { has_character_flag = maim } add_maimed_trait_effect = yes clr_character_flag = maim } if = { limit = { has_character_flag = kill } tooltip = { death = yes } } if = { limit = { FROM = { has_landed_title = d_faceless_men } } character_event = { id = faceless.6 } } if = { limit = { FROM = { has_landed_title = d_sorrowful_men } } character_event = { id = faceless.600 } } } option = { name = "EVTOPTBfaceless.4" #decline faceless men ai_chance = { factor = 8 modifier = { factor = 2 is_weak_trigger = yes } modifier = { factor = 2 has_fair_trait_trigger = yes } modifier = { factor = 2 trait = cynical } modifier = { factor = 2 trait = patient } modifier = { factor = 2 trait = proud } } set_character_flag = faceless_men_declined clr_character_flag = finding_faceless_men clr_character_flag = target_tier_1 clr_character_flag = target_tier_2 clr_character_flag = target_tier_3 clr_character_flag = target_tier_4 clr_character_flag = target_tier_5 clr_character_flag = target_tier_6 clr_character_flag = wealth_tier_1 clr_character_flag = wealth_tier_2 clr_character_flag = wealth_tier_3 clr_character_flag = wealth_tier_4 clr_character_flag = wealth_tier_5 clr_character_flag = wealth_tier_6 clr_character_flag = kill clr_character_flag = maim clr_character_flag = blind clr_character_flag = castrate } } #Faceless men Nope character_event = { id = faceless.5 desc = "EVTDESCfaceless.5" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.5" set_character_flag = faceless_men_declined clr_character_flag = finding_faceless_men clr_character_flag = target_tier_1 clr_character_flag = target_tier_2 clr_character_flag = target_tier_3 clr_character_flag = target_tier_4 clr_character_flag = target_tier_5 clr_character_flag = target_tier_6 clr_character_flag = wealth_tier_1 clr_character_flag = wealth_tier_2 clr_character_flag = wealth_tier_3 clr_character_flag = wealth_tier_4 clr_character_flag = wealth_tier_5 clr_character_flag = wealth_tier_6 } } #Faceless men want piety (same religion) character_event = { id = faceless.599 desc = "EVTDESCfaceless.599" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.599" #Accept faceless men piety if = { limit = { has_character_flag = target_tier_1 } piety = -50 } if = { limit = { has_character_flag = target_tier_2 } piety = -100 } if = { limit = { has_character_flag = target_tier_3 } piety = -200 } if = { limit = { has_character_flag = target_tier_4 } piety = -300 } if = { limit = { has_character_flag = target_tier_5 } piety = -400 } if = { limit = { has_character_flag = target_tier_6 } piety = -500 } if = { limit = { NOT = { lifestyle_traits = 1 } } random = { chance = 10 add_trait = mystic hidden_tooltip = { character_event = { id = trait_notification.19 } } } } if = { limit = { NOT = { trait = zealous } NOT = { trait = cynical } NOT = { personality_traits = 6 } } random = { chance = 25 add_trait = zealous hidden_tooltip = { character_event = { id = 38269 } } } } if = { limit = { NOT = { trait = stressed } } random = { chance = 15 add_trait = stressed hidden_tooltip = { character_event = { id = 38282 #Notify Stressed } } } set_character_flag = one_beheading } if = { limit = { FROM = { has_landed_title = d_faceless_men } } character_event = { id = faceless.6 } } if = { limit = { FROM = { has_landed_title = d_sorrowful_men } } character_event = { id = faceless.600 } } } option = { name = "EVTOPTBfaceless.599" #decline faceless men ai_chance = { factor = 0 } set_character_flag = faceless_men_declined clr_character_flag = finding_faceless_men clr_character_flag = target_tier_1 clr_character_flag = target_tier_2 clr_character_flag = target_tier_3 clr_character_flag = target_tier_4 clr_character_flag = target_tier_5 clr_character_flag = target_tier_6 clr_character_flag = wealth_tier_1 clr_character_flag = wealth_tier_2 clr_character_flag = wealth_tier_3 clr_character_flag = wealth_tier_4 clr_character_flag = wealth_tier_5 clr_character_flag = wealth_tier_6 } } #Faceless men price accepted send on mission character_event = { id = faceless.6 desc = "EVTDESCfaceless.6" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.6" set_character_flag = murder_in_motion plot_target_char = { character_event = { id = faceless.7 tooltip = TOOLTIPfaceless.7 days = 3 } } if = { limit = { has_character_flag = kill } death = { death_reason = death_accident_faceless killer = FROMFROM } } } } #Sorrowful Man price accepted send on mission character_event = { id = faceless.600 desc = "EVTDESCfaceless.600" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.6" set_character_flag = murder_in_motion plot_target_char = { character_event = { id = faceless.700 tooltip = TOOLTIPfaceless.7 days = 3 } } if = { limit = { has_character_flag = kill } death = { death_reason = death_accident_faceless killer = FROMFROM } } } } #Faceless men Kills target character_event = { id = faceless.7 desc = "EVTDESCfaceless.7" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes hide_from = yes option = { name = "EVTOPTAfaceless.7" hidden_tooltip = { if = { limit = { NOT = { has_character_flag = faceless_sacrifice } } FROM = { character_event = { id = faceless.8 } } } } #random_playable_ruler = { #limit = { ai = no } #character_event = { id = faceless.50 } #} FROM_murder_red_god_resurrect_effect = yes #check for rhllor resurrection death = { death_reason = death_murder_unknown killer = FROM } } } #Sorrowful men Kills target character_event = { id = faceless.700 desc = "EVTDESCfaceless.700" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes hide_from = yes option = { name = "EVTOPTAfaceless.7" hidden_tooltip = { if = { limit = { NOT = { has_character_flag = faceless_sacrifice } } FROM = { character_event = { id = faceless.8 } } } } #random_playable_ruler = { #limit = { ai = no } #character_event = { id = faceless.50 } #} FROM_murder_red_god_resurrect_effect = yes #check for rhllor resurrection death = { death_reason = death_murder_unknown killer = FROM } } } #Faceless men Done character_event = { id = faceless.8 desc = "EVTDESCfaceless.8" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.8" if = { limit = { trait = honorable } remove_trait = honorable } clr_character_flag = finding_faceless_men clr_character_flag = target_tier_1 clr_character_flag = target_tier_2 clr_character_flag = target_tier_3 clr_character_flag = target_tier_4 clr_character_flag = target_tier_5 clr_character_flag = target_tier_6 clr_character_flag = wealth_tier_1 clr_character_flag = wealth_tier_2 clr_character_flag = wealth_tier_3 clr_character_flag = wealth_tier_4 clr_character_flag = wealth_tier_5 clr_character_flag = wealth_tier_6 } } #Faceless men Kills target (plot) # character_event = { # id = 20800511 # desc = "EVTDESCfaceless.7" # picture = GFX_evt_shadowy_cabal # border = GFX_event_normal_frame_intrigue # hide_from = yes # is_triggered_only = yes # option = { # name = "EVTOPTA7601" # plot_target_char = { # death = { death_reason = death_accident } # hidden_tooltip = { # FROM = { character_event = { id = faceless.8 } } # } # } # } # } #hedgeknight is a Faceless men character_event = { id = faceless.9 desc = "EVTDESCfaceless.9" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes is_part_of_plot = yes trigger = { OR = { has_plot = plot_kill_character has_plot = plot_kill_spouse } OR = { NOT = { has_character_flag = finding_faceless_men } had_character_flag = { flag = finding_faceless_men days = 75 } } OR = { NOT = { has_character_flag = faceless_men_declined } had_character_flag = { flag = faceless_men_declined days = 2920 } } } option = { name = "EVTOPTAfaceless.9" plot_target_char = { character_event = { id = faceless.7 tooltip = TOOLTIPfaceless.7 days = 3 } } } } ####Character joins the an assasins guild### character_event = { id = faceless.10 hide_window = yes min_age = 14 capable_only = yes prisoner = no in_command = no trigger = { is_ruler = no is_primary_heir = no is_married = no is_betrothed = no is_councillor = no NOT = { is_voter = yes } intrigue = 15 is_ill = no NOT = { liege = { has_landed_title = d_faceless_men } } NOT = { liege = { has_landed_title = d_sorrowful_men } } can_press_claims_trigger = yes NOT = { trait = wildling } NOT = { culture = moon_clansman } NOT = { culture = dothraki } NOT = { culture = jogos_nhai } NOT = { has_character_flag = wikid_companion } NOT = { has_character_modifier = maester_education } } mean_time_to_happen = { years = 150 modifier = { factor = 0.25 religion = many_faced_god } modifier = { factor = 0.8 culture = braavosi } modifier = { factor = 0.8 d_faceless_men = { holder_scope = { at_location = ROOT } } } modifier = { factor = 0.8 culture = qartheen } modifier = { factor = 0.8 d_sorrowful_men = { holder_scope = { at_location = ROOT } } } modifier = { factor = 2 age = 25 } modifier = { factor = 0.9 intrigue = 17 } modifier = { factor = 0.9 intrigue = 19 } modifier = { factor = 0.9 intrigue = 21 } modifier = { factor = 2 OR = { trait = misguided_warrior trait = tough_soldier trait = skilled_tactician trait = brilliant_strategist } } modifier = { factor = 2 OR = { trait = stressed trait = depressed } } modifier = { factor = 0.8 trait = bastard } modifier = { factor = 0.8 trait = celibate } modifier = { factor = 0.8 trait = deceitful } modifier = { factor = 4 trait = honest } modifier = { factor = 0.8 trait = ruthless } modifier = { factor = 4 trait = honorable } modifier = { factor = 1.2 trait = hedonist } modifier = { factor = 0.9 trait = duelist } modifier = { factor = 0.9 trait = hunter } modifier = { factor = 1.1 trait = slothful } modifier = { factor = 0.9 trait = diligent } modifier = { factor = 2 trait = proud } modifier = { factor = 0.9 trait = humble } modifier = { factor = 0.8 trait = brave } modifier = { factor = 2 trait = craven } modifier = { factor = 0.75 trait = ambitious } modifier = { factor = 2 trait = content } modifier = { factor = 2 is_pretender = yes } } immediate = { set_character_flag = faceless_man if = { limit = { location = { NOR = { region = world_far_east region = world_jade_sea region = world_ghiscar region = world_dothraki } } } d_faceless_men = { holder_scope = { ROOT = { move_character = PREV } } } religion = many_faced_god } if = { limit = { location = { OR = { region = world_far_east region = world_jade_sea region = world_ghiscar region = world_dothraki } } } d_sorrowful_men = { holder_scope = { ROOT = { move_character = PREV } } } religion = qarth_warlocks } liege = { character_event = { id = faceless.11 } } } option = { name = OK } } #Someone has left to be a faceless man character_event = { id = faceless.11 desc = "EVTDESCfaceless.11" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes option = { name = "EVTOPTAfaceless.11" #Yes } } #the guild pays tax to liege character_event = { id = faceless.12 desc = "EVTDESCfaceless.12" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes only_rulers = yes trigger = { OR = { has_landed_title = d_faceless_men has_landed_title = d_sorrowful_men } liege = { NOT = { character = ROOT } } primary_title = { check_variable = { which = hits_revenue value = 50 } } } immediate = { #20% tax primary_title = { ROOT = { set_variable = { which = hits_revenue which = PREV } } set_variable = { which = hits_revenue value = 0 } } multiply_variable = { which = hits_revenue value = 0.2 } } option = { name = "EVTOPTAfaceless.12" liege = { character_event = { id = faceless.13 tooltip = TOOLTIPfaceless.13 } } } } character_event = { id = faceless.13 desc = "EVTDESCfaceless.13" picture = GFX_evt_shadowy_cabal border = GFX_event_normal_frame_intrigue is_triggered_only = yes immediate = { set_variable = { which = hits_revenue which = FROM } #copy FROM variable FROM = { multiply_variable = { which = hits_revenue value = -1 } #make FROM's variable negative } } option = { name = "EVTOPTAfaceless.13" wealth = hits_revenue hidden_tooltip = { FROM = { wealth = hits_revenue set_variable = { which = hits_revenue value = 0 } } set_variable = { which = hits_revenue value = 0 } } } } # character_event = { #Debug test # id = faceless.50 # desc = "EVTDESCfaceless.50" # picture = GFX_evt_shadowy_cabal # border = GFX_event_normal_frame_intrigue # is_triggered_only = yes # option = { # name = OK # FROM = { FROM = { tooltip = { show_portrait = yes } } } # } # }