namespace = xjrfgaming_mod # Using a namespace avoids accidentally stepping on the toes of other events in vanilla and in other mods. character_event = { id = xjrfgaming_mod.0 # IDs can start at zero. desc = xjrfgaming_mod.0.desc # In the "localisation" folder, create a file (e.g., "xjrfgaming_mod.txt") containing the line "xjrfgaming_mod.0.desc;This event is triggered for one character at the beginning of the campaign.;;;;;;;;;;;;;x". hide_window = yes # This presumably is meant to be a hidden scenario-affecting event. If you want this to be an event that fires at the start of the campaign to provide information to the player, you'll need to remove this line and add "ai = no" to the trigger section below. is_triggered_only = yes # In the common/on_actions folder, create a file (e.g., "xjrfgaming_mod.txt") containing the line "on_startup = { events = { xjrfgaming_mod.0 } }". This would cause the event to fire for EVERY character EVERY time you load the game, so it must be narrowed. trigger = { not = { has_global_flag = xjrfgaming_mod_0_already_happened } } # The event now won't fire if this global flag has been set... immediate = { set_global_flag = xjrfgaming_mod_0_already_happened } # ...which should happen IMMEDIATELY after a single character has received the event. (Unlike EU4, CK2 doesn't have a convenient "fire_only_once" option, so this awkward workaround is necessary.) option = { name = xjrfgaming_mod.0.1 # In your "localisation" file, add the line "xjrfgaming_mod.0.1;Example option;;;;;;;;;;;;;x". ai_chance = { factor = 1 } # Make sure that the AI will choose this option. } }