namespace = evilside character_event = { id = evilside.1 title = "EVTNAMEevilside.1" desc = "EVTDESCevilside.1" picture = "GFX_evil" age = 16 only_rulers = yes only_independent = yes trigger = { OR = { culture_group = culture_group_southron culture_group = culture_group_easterling culture = culture_black_numenorean } NOT = { culture = culture_ishmalogim } NOT = { culture = culture_nurnim } NOT = { trait = evil_side } NOT = { trait = good_side } NOT = { has_character_flag = evilsidestartup } NOT = { has_global_flag = saurondefeated } } immediate = { set_character_flag = evilsidestartup } option = { name = "EVTOPTAevilside.1" add_trait = evil_side } option = { name = "EVTOPTBevilside.1" prestige = 100 } } ##Event to switch to the Good side for players only## character_event = { id = evilside.2 title = "EVTNAMEevilside.2" desc = "EVTDESCevilside.2"#Perhaps you were wrong, perhaps Sauron is not a God. Maybe your people deserve hope, and not fear. If you dare, you could forsake the darkness, and try to help the enemies of the Dark Lord. picture = "GFX_evil" is_triggered_only = yes trigger = { trait = evil_side } immediate = { set_character_flag = switched_side } option = { trigger = { culture = culture_black_numenorean } name = "EVTOPTAevilside.2" ROOT = { religion = religion_black_numenorean } remove_trait = evil_side add_trait = good_side } option = { trigger = { culture_group = culture_group_southron } name = "EVTOPTAevilside.2" ROOT = { religion = religion_southron } remove_trait = evil_side add_trait = good_side } option = { trigger = { culture_group = culture_group_easterling } name = "EVTOPTAevilside.2" remove_trait = evil_side add_trait = good_side } option = { trigger = { OR = { culture = culture_gondorian culture = culture_gondorian_middlemen culture = culture_dunedain } } name = "EVTOPTAevilside.2" remove_trait = evil_side add_trait = good_side } option = { trigger = { OR = { culture_group = culture_group_quendi culture_group = culture_group_amanyar culture_group = culture_group_umanyar culture_group = culture_group_moriquendi } } name = "EVTOPTAevilside.2" remove_trait = evil_side add_trait = good_side } option = { trigger = { culture_group = culture_group_dwarves } name = "EVTOPTAevilside.2" remove_trait = evil_side add_trait = good_side } option = { name = "EVTOPTBevilside.2" piety = 10 } } character_event = { id = evilside.3 title = "EVTNAMEevilside.3"#Corrupted by Darkness desc = "EVTDESCevilside.3"#As a creature of Melkor's making, you are corrupted by Darkness and work with other evil rulers to defeat those who stand in your way. picture = "GFX_evil" age = 16 only_rulers = yes only_independent = yes religion_group = religion_group_melkor trigger = { OR = { AND = { religion_group = religion_group_melkor NOT = { trait = good_side } } title = d_mornaugrim } NOT = { has_character_flag = evilsidestartup } } mean_time_to_happen = { days = 10 } immediate = { set_character_flag = evilsidestartup } option = { name = "OK" if = { limit = { NOT = { trait = evil_side } } add_trait = evil_side } # adds evil side to high-ranking vassals. since any_vassal = { limit = { primary_title = { higher_tier_than = count } NOT = { trait = good_side } NOT = { has_character_flag = evilsidestartup } NOT = { religion_group = religion_group_eldar } # perhaps some additional limitations here } if = { limit = { NOT = { trait = evil_side } } add_trait = evil_side } set_character_flag = evilsidestartup # for evil king level vassals (like the Witch-Kings) we do their duke-level vassals as well if = { limit = { real_tier = king } any_vassal = { limit = { primary_title = { higher_real_tier_than = count } NOT = { trait = good_side } NOT = { has_character_flag = evilsidestartup } NOT = { religion_group = religion_group_eldar } } if = { limit = { NOT = { trait = evil_side } } add_trait = evil_side } set_character_flag = evilsidestartup } any_courtier = { limit = { NOT = { trait = evil_side } NOT = { trait = good_side } NOT = { has_character_flag = evilsidestartup } NOT = { religion_group = religion_group_eldar } } add_trait = evil_side set_character_flag = evilsidestartup } } } # the courtiers of the ruler (if that ruler is a king or more) if = { limit = { primary_title = { higher_tier_than = duke } } any_courtier = { limit = { NOT = { trait = evil_side } NOT = { trait = good_side } NOT = { has_character_flag = evilsidestartup } NOT = { religion_group = religion_group_eldar } } add_trait = evil_side set_character_flag = evilsidestartup } # finally, corrupt the holding rulers in the capital province capital_scope = { any_de_jure_vassal_title = { limit = { has_holder = yes NOT = { holder = ROOT } NOT = { trait = evil_side } NOT = { trait = good_side } NOT = { has_character_flag = evilsidestartup } NOT = { religion_group = religion_group_eldar } } add_trait = evil_side set_character_flag = evilsidestartup } } } } }