# Colonization events by Sam namespace = col # cleanup event if invader is an unlanded republic character_event = { id = col.1 desc = EVTDESC_bounce picture = GFX_evt_merchant_ship_at_sea_republic hide_window = yes trigger = { is_ruler = yes OR = { has_landed_title = e_edokko has_landed_title = e_novorusskiy } government = colonial_government NOT = { demesne_size = 1 } NOT = { has_character_flag = colonist } } mean_time_to_happen = { days = 1 } immediate = { set_government_type = feudal_government if = { limit = { has_landed_title = e_edokko } e_edokko = { destroy_landed_title = THIS } } if = { limit = { has_landed_title = e_novorusskiy } e_novorusskiy = { destroy_landed_title = THIS } } } option = { name = OK set_government_type = feudal_government family_palace = { destroy_landed_title = THIS } if = { limit = { has_landed_title = e_edokko } activate_title = { title = e_edokko status = no } } if = { limit = { has_landed_title = e_novorusskiy } activate_title = { title = e_novorusskiy status = no } } } } # Japan decides to colonize province province_event = { id = col.10 desc = EVTDESC_bounce picture = GFX_evt_colonial_japan hide_window = yes trigger = { AND = { has_game_rule = { name = colonisation_invasions value = historical } year = 2740 total_years_played = 50 } NOT = { has_game_rule = { name = colonisation_invasions value = off } } NOT = { is_title_active = e_edokko } NOT = { has_global_flag = edokko_defeated } port = yes any_province_holding = { holding_type = city } county = { NOT = { de_jure_vassal_or_below = e_novorusskiy } OR = { de_jure_liege_or_above = k_baja_california de_jure_liege_or_above = k_jefferson de_jure_liege_or_above = k_francisco de_jure_liege_or_above = k_socal de_jure_liege_or_above = k_cascadia de_jure_liege_or_above = k_sonora de_jure_liege_or_above = k_jalisco de_jure_liege_or_above = k_colima de_jure_liege_or_above = k_michoacan de_jure_liege_or_above = k_grand_columbia de_jure_liege_or_above = k_mixteca de_jure_liege_or_above = k_chiapas de_jure_liege_or_above = k_guatemala de_jure_liege_or_above = k_antioquia } } } mean_time_to_happen = { years = 1000 modifier = { factor = 0.75 has_global_flag = colonists_victorious } modifier = { factor = 0.95 num_of_settlements = 4 } modifier = { factor = 0.9 num_of_settlements = 6 } modifier = { factor = 1.1 NOT = { num_of_settlements = 3 } } } option = { holder_scope = { top_liege = { activate_title = { title = e_edokko status = yes } create_character = { random_traits = no dynasty = none culture = edokko religion = shinto age = 30 } new_character = { add_artifact = ate_firearm e_edokko = { grant_title = PREV } random_list = { 10 = { add_trait = midas_touched } 10 = { add_trait = brilliant_strategist } } random_list = { 25 = { } 10 = { add_trait = quick } 10 = { add_trait = strong } 5 = { add_trait = genius } } random_list = { 25 = { } 20 = { add_trait = duelist } 15 = { add_trait = gardener } 10 = { add_trait = strategist } 5 = { add_trait = impaler } } add_trait = ambitious add_trait = brave random = { chance = 80 add_trait = zealous } random = { chance = 80 add_trait = diligent } random = { chance = 80 add_trait = patient } random = { chance = 50 add_trait = just } random = { chance = 50 add_trait = scarred } random = { chance = 40 add_trait = cruel } random = { chance = 40 add_trait = greedy } random = { chance = 40 add_trait = wroth } random = { chance = 40 add_trait = proud } wealth = 5000 character_event = { id = salvage.140 } # Give random salvage character_event = { id = salvage.140 } # Give random salvage set_character_flag = colonist set_defacto_liege = THIS #character_event = { id = misc.3 } # Diversity narrative_event = { id = col.11 } } } } } } # Japan declares war narrative_event = { id = col.11 title = col.11.title desc = col.11.text major = yes is_triggered_only = yes hide_new = yes picture = "GFX_evt_colonial_japan" border = "GFX_event_narrative_frame_war" option = { name = col.11.optA trigger = { NOT = { has_landed_title = e_edokko } } } option = { name = col.11.optB trigger = { has_landed_title = e_edokko } create_character = { random_traits = yes dynasty = none religion = shinto culture = edokko female = no age = 30 } new_character = { add_artifact = ate_firearm spawn_unit = { province = FROM troops = { horse_archers = { 500 500 } light_infantry = { 400 400 } heavy_infantry = { 750 750 } pikemen = { 600 600 } archers = { 250 250 } } attrition = 0.25 } character_event = { id = salvage.140 } # Give random salvage character_event = { id = misc.3 } # Diversity } create_character = { random_traits = yes dynasty = none religion = shinto culture = edokko female = no age = 35 } new_character = { add_artifact = ate_firearm spawn_unit = { province = FROM troops = { horse_archers = { 500 500 } light_infantry = { 400 400 } heavy_infantry = { 750 750 } pikemen = { 600 600 } archers = { 250 250 } } attrition = 0.25 } character_event = { id = salvage.140 } # Give random salvage character_event = { id = misc.3 } # Diversity } create_character = { random_traits = yes dynasty = none religion = shinto culture = edokko female = no age = 39 } new_character = { add_artifact = ate_firearm spawn_unit = { province = FROM troops = { horse_archers = { 500 500 } light_infantry = { 400 400 } heavy_infantry = { 750 750 } pikemen = { 600 600 } archers = { 250 250 } } attrition = 0.25 } character_event = { id = salvage.140 } # Give random salvage character_event = { id = misc.3 } # Diversity } # Some extra courtiers create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = no age = 16 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = no age = 18 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = no age = 18 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = no age = 20 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = no age = 25 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = no age = 26 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = no age = 28 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = no name="Yuki" dynasty = 1543200 dna=dhkdlpebbcd religion = shinto culture = edokko female = yes age = 18 attributes={ martial=5 diplomacy=6 stewardship=8 intrigue=6 learning=7 } health=6 fertility=1 trait=quick trait=elusive_shadow trait=deceitful trait=wroth trait=diligent trait=stubborn } new_character = { character_event = { id = salvage.140 } } # Give random salvage create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = yes age = 16 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = yes age = 17 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = yes age = 18 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = yes age = 18 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = shinto culture = edokko female = yes age = 20 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } FROM = { # triggering province duchy = { ROOT = { war = { casus_belli = colonization target = PREVPREV # The top liege of the owner thirdparty_title = PREV # The de jure duchy } } } } } } # Japan victorious narrative_event = { id = col.12 title = col.12.title desc = col.12.text major = yes is_triggered_only = yes picture = "GFX_evt_colonial_japan" border = "GFX_event_narrative_frame_war" option = { name = col.12.optA trigger = { NOT = { has_landed_title = e_edokko } } set_global_flag = colonists_victorious } option = { name = col.12.optB trigger = { has_landed_title = e_edokko } set_global_flag = colonists_victorious military_techpoints = 2000 economy_techpoints = 2000 culture_techpoints = 2000 e_edokko = { any_realm_lord = { limit = { is_patrician = yes } wealth = 5000 # help them set up their trade empire } } } } # Japan defeated narrative_event = { id = col.13 title = col.13.title desc = col.13.text major = yes is_triggered_only = yes picture = "GFX_evt_colonial_japan" border = "GFX_event_narrative_frame_war" option = { name = col.13.optA set_global_flag = edokko_defeated } } # Russia decides to colonize province province_event = { id = col.20 desc = EVTDESC_bounce picture = GFX_evt_colonial_russia hide_window = yes trigger = { AND = { has_game_rule = { name = colonisation_invasions value = historical } year = 2740 total_years_played = 50 } NOT = { has_game_rule = { name = colonisation_invasions value = off } } NOT = { is_title_active = e_novorusskiy } NOT = { has_global_flag = novorusskiy_defeated } port = yes any_province_holding = { holding_type = city } county = { NOT = { de_jure_vassal_or_below = e_edokko } OR = { de_jure_liege_or_above = k_baja_california de_jure_liege_or_above = k_jefferson de_jure_liege_or_above = k_francisco de_jure_liege_or_above = k_socal de_jure_liege_or_above = k_cascadia de_jure_liege_or_above = k_sonora de_jure_liege_or_above = k_jalisco de_jure_liege_or_above = k_colima de_jure_liege_or_above = k_michoacan de_jure_liege_or_above = k_grand_columbia de_jure_liege_or_above = k_mixteca de_jure_liege_or_above = k_chiapas de_jure_liege_or_above = k_guatemala de_jure_liege_or_above = k_antioquia } } } mean_time_to_happen = { years = 1000 modifier = { factor = 0.75 has_global_flag = colonists_victorious } modifier = { factor = 0.95 num_of_settlements = 4 } modifier = { factor = 0.9 num_of_settlements = 6 } modifier = { factor = 1.1 NOT = { num_of_settlements = 3 } } } option = { holder_scope = { top_liege = { activate_title = { title = e_novorusskiy status = yes } create_character = { random_traits = no dynasty = none religion = nousthreskeia culture = novorusskiy age = 30 } new_character = { add_artifact = ate_firearm e_novorusskiy = { grant_title = PREV } random_list = { 10 = { add_trait = elusive_shadow } 10 = { add_trait = brilliant_strategist } } random_list = { 25 = { } 20 = { add_trait = strong } 5 = { add_trait = quick } 5 = { add_trait = genius } } random_list = { 25 = { } 20 = { add_trait = hedonist } 15 = { add_trait = mystic } 10 = { add_trait = strategist } 5 = { add_trait = gamer } } add_trait = atom_bless add_trait = ambitious random = { chance = 80 add_trait = brave } random = { chance = 80 add_trait = gregarious } random = { chance = 50 add_trait = diligent } random = { chance = 50 add_trait = patient } random = { chance = 50 add_trait = cynical } random = { chance = 50 add_trait = just } random = { chance = 50 add_trait = drunkard } random = { chance = 30 add_trait = cruel } random = { chance = 30 add_trait = greedy } random = { chance = 30 add_trait = wroth } random = { chance = 30 add_trait = proud } wealth = 5000 character_event = { id = salvage.140 } # Give random salvage character_event = { id = salvage.140 } # Give random salvage set_character_flag = colonist set_defacto_liege = THIS #character_event = { id = misc.3 } # Diversity narrative_event = { id = col.21 } } } } } } # Russia declares war narrative_event = { id = col.21 title = col.21.title desc = col.21.text major = yes is_triggered_only = yes hide_new = yes picture = "GFX_evt_colonial_russia" border = "GFX_event_narrative_frame_war" option = { name = col.21.optA trigger = { NOT = { has_landed_title = e_novorusskiy } } } option = { name = col.21.optB trigger = { has_landed_title = e_novorusskiy } create_character = { random_traits = yes dynasty = none religion = nousthreskeia culture = novorusskiy female = no age = 30 } new_character = { add_artifact = ate_firearm spawn_unit = { province = FROM troops = { light_cavalry = { 600 600 } light_infantry = { 1500 1500 } heavy_infantry = { 450 450 } knights = { 250 250 } pikemen = { 300 300 } archers = { 750 750 } } attrition = 0.25 } character_event = { id = salvage.140 } # Give random salvage character_event = { id = misc.3 } # Diversity } create_character = { random_traits = yes dynasty = none religion = nousthreskeia culture = novorusskiy female = no age = 35 } new_character = { add_artifact = ate_firearm spawn_unit = { province = FROM troops = { light_cavalry = { 600 600 } light_infantry = { 1500 1500 } heavy_infantry = { 450 450 } knights = { 250 250 } pikemen = { 300 300 } archers = { 750 750 } } attrition = 0.25 } character_event = { id = salvage.140 } # Give random salvage character_event = { id = misc.3 } # Diversity } create_character = { random_traits = yes dynasty = none religion = nousthreskeia culture = novorusskiy female = no age = 39 } new_character = { add_artifact = ate_firearm spawn_unit = { province = FROM troops = { light_cavalry = { 600 600 } light_infantry = { 1500 1500 } heavy_infantry = { 450 450 } knights = { 250 250 } pikemen = { 300 300 } archers = { 750 750 } } attrition = 0.25 } character_event = { id = salvage.140 } # Give random salvage character_event = { id = misc.3 } # Diversity } # Some extra courtiers create_character = { random_traits = no name="Nikolay" dynasty = 1721135 dna=dfeaewjbgce religion = nousthreskeia culture = novorusskiy female = no age = 18 attributes={ martial=6 diplomacy=7 stewardship=4 intrigue=4 learning=6 } health=6 fertility=1 trait=charismatic_negotiator trait=strong trait=content trait=gregarious trait=kind trait=patient } new_character = { character_event = { id = salvage.140 } } # Give random salvage create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = no age = 16 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = no age = 18 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = no age = 18 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = no age = 20 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = no age = 25 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = no age = 26 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = no age = 28 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = yes age = 16 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = yes age = 17 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = yes age = 18 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = yes age = 18 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } create_character = { random_traits = yes dynasty = random religion = nousthreskeia culture = novorusskiy female = yes age = 20 } new_character = { character_event = { id = misc.3 } # Diversity character_event = { id = salvage.140 } # Give random salvage } FROM = { # triggering province duchy = { ROOT = { war = { casus_belli = colonization target = PREVPREV # The top liege of the owner thirdparty_title = PREV # The de jure duchy } } } } } } # Russia victorious narrative_event = { id = col.22 title = col.22.title desc = col.22.text major = yes is_triggered_only = yes picture = "GFX_evt_colonial_russia" border = "GFX_event_narrative_frame_war" option = { name = col.22.optA trigger = { NOT = { has_landed_title = e_novorusskiy } } set_global_flag = colonists_victorious } option = { name = col.22.optB trigger = { has_landed_title = e_novorusskiy } set_global_flag = colonists_victorious military_techpoints = 2000 economy_techpoints = 2000 culture_techpoints = 2000 e_novorusskiy = { any_realm_lord = { limit = { is_patrician = yes } wealth = 5000 # help them set up their trade empire } } } } # Russia defeated narrative_event = { id = col.23 title = col.23.title desc = col.23.text major = yes is_triggered_only = yes picture = "GFX_evt_colonial_russia" border = "GFX_event_narrative_frame_war" option = { name = col.23.optA set_global_flag = novorusskiy_defeated } }