You are on page 1of 22

# Faction demand events

namespace = faction_demand

# Independence Faction Demand


# by Joakim Andreasson
faction_demand.0001 = {
type = letter_event
sender = scope:faction_leader
opening = {
desc = "FACTION_DEMAND_INDEPENDENCE"
}
desc = "FACTION_DEMAND_INDEPENDENCE_DESC"

trigger = {
exists = scope:faction # May have ceased to exist by the time this
triggers
}

option = {
name = "FACTION_DEMAND_ACCEPT"

root = {
save_scope_as = faction_target
add_dread = medium_dread_loss
}

create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}

scope:faction = {
every_faction_member = {
change_liege_or_become_independent = {
CHANGE = scope:change
VASSAL = this
}

hidden_effect = {
save_scope_as = recipient # Ensuring it localizes
correctly
add_truce_both_ways = {
character = root
days = 1825
name = TRUCE_GRANT_INDEPENDENCE
}
}
trigger_event = faction_demand.0002
}
}

resolve_title_and_vassal_change = scope:change

add_prestige = {
value = medium_prestige_value
multiply = -1
}
ai_chance = {
base = 1
modifier = {
add = 99
scope:faction = { faction_power >= 100 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 125 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 150 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 200 }
}
modifier = {
factor = 0.1
any_ally = {
NOR = {
target_is_liege_or_above = root
target_is_vassal_or_below = root
}
max_military_strength > root.max_military_strength
}
}
compare_modifier = {
value = debt_level
multiplier = 25
}
modifier = {
add = -50
scope:faction_target = {
is_at_war = no
primary_title.tier >= tier_kingdom
}
}
modifier = {
add = -150
scope:faction_target = {
is_at_war = no
primary_title.tier >= tier_empire
}
}
}
}

option = {
name = "FACTION_DEMAND_REFUSE"

show_as_tooltip = {
scope:faction = {
faction_start_war = {}
}
}
root = {
save_scope_as = faction_target
}

scope:faction_leader = {
trigger_event = faction_demand.0003
}

ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 4.0
}
modifier = {
add = 50
scope:faction = { faction_power < 80 }
}
modifier = {
add = 100
scope:faction = { faction_power < 60 }
}
modifier = {
add = 1000
scope:faction = { faction_power < 40 }
}
compare_modifier = {
value = debt_level
multiplier = -25
}
}
}
}

# Independence Faction Demand Accepted


# by Ismael Serrano
faction_demand.0002 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_INDEPENDENCE_ACCEPTED"
}
desc = "FACTION_DEMAND_INDEPENDENCE_ACCEPTED_DESC"

option = {
name = "FACTION_DEMAND_ACCEPTED_OPT"
custom_tooltip = faction_demand.0002.tt
}
}

# Independence Faction Demand Refused


# by Joakim Andreasson
faction_demand.0003 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_INDEPENDENCE_REFUSED"
}
desc = "FACTION_DEMAND_INDEPENDENCE_REFUSED_DESC"
option = {
name = "FACTION_DEMAND_REFUSED_OPT"
scope:faction = {
faction_start_war = {}

every_faction_member = {
limit = { NOT = { this = scope:faction.faction_leader } }
trigger_event = faction_demand.0004
}
}
}
}

# Independence Faction Demand Refused Member Notice


# by Joakim Andreasson
faction_demand.0004 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_INDEPENDENCE_REFUSED"
}
desc = "FACTION_DEMAND_INDEPENDENCE_REFUSED_DESC"

option = {
name = "FACTION_DEMAND_REFUSED_OPT"
}
}

# Independence Faction Demand Send Notice


# by Joakim Andreasson
faction_demand.0005 = {
type = letter_event
sender = scope:faction_leader
opening = {
desc = "FACTION_DEMAND_INDEPENDENCE_SEND_DEMAND_NOTIFICATION"
}
desc = "FACTION_DEMAND_INDEPENDENCE_SEND_DEMAND_NOTIFICATION_DESC"

option = {
name = "FACTION_DEMAND_SEND_DEMAND_NOTIFICATION_OPT"
}
}

# Liberty Faction Demand


# by Henrik Fåhraeus
faction_demand.0101 = {
type = letter_event
sender = scope:faction_leader
opening = {
desc = "FACTION_DEMAND_LIBERTY"
}
desc = "FACTION_DEMAND_LIBERTY_DESC"

trigger = {
exists = scope:faction
}

option = {
name = "FACTION_DEMAND_ACCEPT"

add_dread = medium_dread_loss

if = {
limit = { has_realm_law = crown_authority_1 }
add_realm_law = crown_authority_0
}
if = {
limit = { has_realm_law = crown_authority_2 }
add_realm_law = crown_authority_1
}
if = {
limit = { has_realm_law = crown_authority_3 }
add_realm_law = crown_authority_2
}
add_prestige = -200

add_character_flag = {
flag = recent_liberty_faction_war
years = 10
}

scope:faction_leader = {
trigger_event = {
id = faction_demand.0102
}
}

scope:faction = {
destroy_faction = yes
}

ai_chance = {
base = 10
modifier = {
add = 90
scope:faction = { faction_power >= 100 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 125 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 150 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 200 }
}
modifier = {
add = 50
any_character_war = {
is_war_leader = root
is_defender = root
}
}
modifier = {
factor = 0.1
any_ally = {
NOR = {
target_is_liege_or_above = root
target_is_vassal_or_below = root
}
max_military_strength > root.max_military_strength
}
}
}
}

option = {
name = "FACTION_DEMAND_REFUSE"

show_as_tooltip = {
scope:faction = {
faction_start_war = {}
}
}

scope:faction_leader = {
trigger_event = {
id = faction_demand.0103
days = 1
}
}

ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 4.0
}
modifier = {
add = 50
scope:faction = { faction_power < 80 }
}
modifier = {
add = 100
scope:faction = { faction_power < 60 }
}
modifier = {
add = 1000
scope:faction = { faction_power < 40 }
}
}
}
}

# Liberty Faction Demand Accepted


# by Henrik Fåhraeus
faction_demand.0102 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_LIBERTY_ACCEPTED"
}
desc = "FACTION_DEMAND_LIBERTY_ACCEPTED_DESC"
option = {
name = "FACTION_DEMAND_ACCEPTED_OPT"
custom_tooltip = faction_demand.0102.tt
}
}

# Liberty Faction Demand Refused


# by Henrik Fåhraeus
faction_demand.0103 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_LIBERTY_REFUSED"
}
desc = "FACTION_DEMAND_LIBERTY_REFUSED_DESC"

option = {
name = "FACTION_DEMAND_REFUSED_OPT"
scope:faction = {
faction_start_war = {}

every_faction_member = {
limit = { NOT = { this = scope:faction.faction_leader } }
trigger_event = faction_demand.0104
}
}
}
}

# Liberty Faction Demand Refused Member Notice


# by Henrik Fåhraeus
faction_demand.0104 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_LIBERTY_REFUSED"
}
desc = "FACTION_DEMAND_LIBERTY_REFUSED_DESC"

option = {
name = "FACTION_DEMAND_REFUSED_OPT"
}
}

# Liberty Faction Demand Send Notice


# by Henrik Fåhraeus
faction_demand.0105 = {
type = letter_event
sender = scope:faction_leader
opening = {
desc = "FACTION_DEMAND_LIBERTY_SEND_DEMAND_NOTIFICATION"
}
desc = "FACTION_DEMAND_LIBERTY_SEND_DEMAND_NOTIFICATION_DESC"

option = {
name = "FACTION_DEMAND_SEND_DEMAND_NOTIFICATION_OPT"
}
}
# Populist Faction Demand
# by Henrik Fåhraeus and Sean Hughes
faction_demand.1001 = {
type = letter_event
sender = scope:peasant_leader
opening = {
desc = "FACTION_DEMAND_POPULIST"
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { culture = scope:peasant_leader.culture }
faith = scope:peasant_leader.faith
}
desc = "FACTION_DEMAND_POPULIST_DESC_CULTURE"
}
triggered_desc = {
trigger = {
NOT = { faith = scope:peasant_leader.faith }
culture = scope:peasant_leader.culture
}
desc = "FACTION_DEMAND_POPULIST_DESC_FAITH"
}
desc = "FACTION_DEMAND_POPULIST_DESC"
}
}

trigger = {
exists = scope:faction
exists = scope:peasant_leader
scope:peasant_leader.joined_faction = scope:faction
}

on_trigger_fail = {
debug_log = "Popular Faction tried to press claim (probably) without
existing peasant_leader"
debug_log_scopes = yes
debug_log = "Popular Faction error reporting complete"
}

immediate = {
every_realm_province = {
county = { add_to_list = remaining_counties_list }
}
scope:faction = {
every_faction_county_member = { remove_from_list =
remaining_counties_list }
}
}

# Option A: Convert to the faction's faith.


option = {
name = "FACTION_DEMAND_POPULIST_ACCEPT_CONVERT"

trigger = {
# If more than 30% of your realm belongs to the revolting culture
or faith, you get the option to switch to it.
OR = {
culture = scope:peasant_leader.culture
any_realm_province = {
percent >= 0.30
culture = scope:peasant_leader.culture
}
}
OR = {
faith = scope:peasant_leader.faith
any_realm_province = {
percent >= 0.30
faith = scope:peasant_leader.faith
}
}

# Zealous rulers do not get the option to change faith.


OR = {
NOT = { has_trait = zealous }
faith = scope:peasant_leader.faith
}

# Heads of Faith can never convert.


NOT = { faith.religious_head = root }

###Restrictions to stop the AI converting quite so freely


trigger_if = {
limit = {
is_ai = yes
}

# May not convert to an unreformed faith from a reformed


one.
NAND = {
scope:peasant_leader.faith = { has_doctrine =
unreformed_faith_doctrine }
faith = {
NOT = { has_doctrine =
unreformed_faith_doctrine }
}
}

# Must be converting from a low-fervor faith to a higher-


fervor faith.
scope:peasant_leader.faith = { fervor >= 31 }
faith = { fervor <= 30 }

# Crusaders & Crusader-Monarchs should never accept this.


NOR = {
has_trait = faith_warrior
has_trait = crusader_king
has_title = title:k_jerusalem
}
}
###End AI restrictions.
}

if = {
limit = {
NOT = { culture = scope:peasant_leader.culture }
}
set_culture = scope:peasant_leader.culture
add_prestige_level = -2
}
else = {
add_prestige_level = -1
}

if = {
limit = {
NOT = { faith = scope:peasant_leader.faith }
}
set_character_faith = scope:peasant_leader.faith
add_piety_level = -1
}
add_dread = medium_dread_loss

hidden_effect = {
scope:faction = {
destroy_faction = yes
}
}

ai_chance = {
base = 50
ai_value_modifier = {
trigger = {
NOT = { faith = scope:peasant_leader.faith }
}
ai_zeal = -1
min = 0
}

compare_modifier = { # Weaker factions increase the chance of an


AI ruler refusing; at 80% army strength (minimum), this will be -20; at 200% army
strength, this will max out at +50.
value = {
value = scope:faction.faction_power
subtract = 100
}
max = 50
}
}
}

# Option B: Grant the faction independence.


option = {
name = "FACTION_DEMAND_POPULIST_ACCEPT_GRANT_INDEPENDENCE"

add_prestige_level = -1
add_dread = medium_dread_loss

successful_popular_revolt_outcome_effect = {
FACTION_LEADER = scope:peasant_leader
TARGET_TITLE = scope:target_title
SOURCE_GOVERNMENT = root
}

# If the faction includes ALL of our counties, notify the player that
it will leave them landless!
if = {
limit = {
any_in_list = {
list = remaining_counties_list
count < 1
}
}
custom_tooltip =
FACTION_DEMAND_POPULIST_ACCEPT_GRANT_INDEPENCE_TT
}

hidden_effect = {
if = {
limit = {
exists = scope:faction
}
scope:faction = {
destroy_faction = yes
}
}
}

ai_chance = {
base = 0
compare_modifier = { # Stronger factions increase the chance of
an AI ruler capitulating; at 200% ruler army strength, this maxes out at +50%
chance to accept demands.
value = {
value = scope:faction.faction_power
subtract = 100
multiply = 0.5
}
max = 50
}
compare_modifier = { # Craven rulers can get up to +37% chance to
accept demands.
value = ai_boldness
multiplier = -0.5
}
modifier = {
factor = 0.1
any_ally = {
NOR = {
target_is_liege_or_above = root
target_is_vassal_or_below = root
}
max_military_strength > root.max_military_strength
}
}
compare_modifier = {
value = debt_level
multiplier = 25
}
modifier = {
add = -50
scope:faction_target = {
is_at_war = no
primary_title.tier >= tier_kingdom
}
}
modifier = {
add = -150
scope:faction_target = {
is_at_war = no
primary_title.tier >= tier_empire
}
}
}
}

option = {
name = "FACTION_DEMAND_POPULIST_REFUSE"
scope:faction = {
faction_start_war = {
title = scope:target_title
}
}

ai_chance = {
base = 100
compare_modifier = { # Weaker factions increase the chance of an
AI ruler refusing; at 80% army strength (minimum), this will be +20; at 200% army
strength, this will max out at -50.
value = {
value = scope:faction.faction_power
subtract = 100
multiply = -1
}
min = -50
}
compare_modifier = { # Brave rulers get up to a 50% bonus chance
to refuse.
value = ai_boldness
multiplier = -0.5
min = -50
}
modifier = {
factor = 1.5
any_ally = {
NOR = {
target_is_liege_or_above = root
target_is_vassal_or_below = root
}
max_military_strength > root.max_military_strength
}
}
compare_modifier = {
value = debt_level
multiplier = -25
}
}
}
}

# Spawn rebel reinforcements for popular revolts which successfully capture


holdings.
faction_demand.1010 = {
hidden = yes

trigger = {
has_variable = rebel_leader_peasants
joined_faction = var:rebel_leader_peasants
exists = scope:war
scope:war = {
primary_defender = scope:previous_controller
}
OR = {
scope:county.culture = root.culture
scope:county.religion = root.religion
}
}

immediate = {
# Determine how many rebel reinforcements we need to spawn, based on
the total number of provinces captured.
set_variable = {
name = number_rebel_reinforcements
value = {
add = {
every_in_list = {
list = occupied_baronies
add = building_levies
}
}
multiply = { # Only spawns between 25% and 50% of the total
county's levies (otherwise could get too overwhelming).
add = 0.25
add = {
scope:county = {
add = development_level
multiply = 0.0025
}
}
}
}
}

# Spawn the army on the captured province.


spawn_army = {
name = event_troop_default_name
levies = var:number_rebel_reinforcements
location = scope:barony.title_province
war = scope:war
}

# Additional loss of county control, can be up to -50 for large


counties.
every_in_list = {
list = occupied_baronies
scope:county = {
change_county_control = -10
}
}
}

after = {
remove_variable = number_rebel_reinforcements
}
}

# Peasant Faction Demand


# by Sean Hughes

faction_demand.1101 = {
type = letter_event
sender = scope:peasant_leader
opening = "FACTION_DEMAND_PEASANT"
desc = FACTION_DEMAND_PEASANT_DESC

trigger = {
exists = scope:faction
exists = scope:peasant_leader
scope:peasant_leader.joined_faction = scope:faction
}

on_trigger_fail = {
debug_log = "Peasant Faction tried to press claim (probably) without
existing peasant_leader"
debug_log_scopes = yes
debug_log = "Peasant Faction error reporting complete"
}

option = {
name = "FACTION_DEMAND_PEASANT_ACCEPT"
peasant_faction_demands_enforced = {FACTION = scope:faction}

ai_chance = {
base = 0
ai_value_modifier = {
ai_boldness = -4
}
modifier = {
add = 50
scope:faction = { faction_power >= 100 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 110 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 120 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 130 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 140 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 150 }
}
modifier = {
add = -50
scope:faction.faction_target = {
is_at_war = no
primary_title.tier >= tier_kingdom
}
}
modifier = {
add = -150
scope:faction.faction_target = {
is_at_war = no
primary_title.tier >= tier_empire
}
}
}
}

option = {
name = "FACTION_DEMAND_PEASANT_REFUSE"

scope:faction = {
faction_start_war = {}

# This needs to run after 'faction_start_war' or the troops won't


spawn correctly.
faction_spawn_member_county_armies_effect = {
FACTION = scope:faction
ARMY_OWNER = scope:peasant_leader
PEASANT_ARMY_NAME = peasant_faction_event_troops
}
}

ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 4
}
modifier = {
add = 50
scope:faction = { faction_power < 90 }
}
modifier = {
add = 50
scope:faction = { faction_power < 80 }
}
}
}
}

faction_demand.1102 = {
hidden = yes

trigger = {
is_imprisoned = no
}

immediate = {
death = {
death_reason = death_vanished
}
}
}

faction_demand.1110 = {
hidden = yes

trigger = {
has_variable = rebel_leader_peasants
joined_faction = var:rebel_leader_peasants
exists = scope:war
scope:war = {
primary_defender = scope:previous_controller
}
}

immediate = {
# Determine how many rebel reinforcements we need to spawn, based on
the total number of provinces captured.
set_variable = {
name = number_rebel_reinforcements
value = {
add = {
every_in_list = {
list = occupied_baronies
add = building_levies
}
}
multiply = { # Spawns between 50% and 100% of the total
county's levies
add = 0.5
add = {
scope:county = {
add = development_level
multiply = 0.005
}
}
}
}
}

# Spawn the army on the captured province.


spawn_army = {
name = event_troop_default_name
levies = var:number_rebel_reinforcements
location = scope:barony.title_province
war = scope:war
}

# Additional loss of county control, can be up to -70 for large


counties.
every_in_list = {
list = occupied_baronies
scope:county = {
change_county_control = -10
}
}
# Lose an extra -10 county control.
scope:county = {
change_county_control = -10
}
}

after = {
remove_variable = number_rebel_reinforcements
}
}

# Claimant Faction Demand


# by Ismael Serrano
faction_demand.2001 = {
type = letter_event
sender = scope:faction_leader
opening = {
desc = "FACTION_DEMAND_CLAIMANT"
}
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:faction_claimant = scope:faction_leader }
desc = "FACTION_DEMAND_CLAIMANT_DESC_ME"
}
desc = "FACTION_DEMAND_CLAIMANT_DESC"
}
}

trigger = {
exists = scope:faction
}

immediate = {
set_variable = {
name = claimant_faction_sent_demand
value = scope:faction_claimant
}
}

option = {
name = "FACTION_DEMAND_ACCEPT"

add_dread = medium_dread_loss

scope:faction = {
every_faction_member = {
trigger_event = faction_demand.2002
}

special_title = {
add_to_list = target_titles
}
}

on_claimant_faction_war_win_common = {
TARGET_TITLES = target_titles
ATTACKER = scope:faction.faction_leader
DEFENDER = root
CLAIMANT = scope:faction.special_character
# ATTACKER_PRESTIGE = 0
# DEFENDER_PRESTIGE = 0
}

ai_chance = {
base = 10
modifier = {
add = 50
scope:faction = { faction_power >= 125 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 150 }
}
modifier = {
add = 50
scope:faction = { faction_power >= 200 }
}
modifier = {
factor = 0
any_ally = {
NOR = {
target_is_liege_or_above = root
target_is_vassal_or_below = root
}
max_military_strength > root.max_military_strength
}
}
modifier = {
add = -25
scope:faction_target = {
is_at_war = no
primary_title.tier >= tier_kingdom
}
}
modifier = {
add = -50
scope:faction_target = {
is_at_war = no
primary_title.tier >= tier_empire
}
}
}
}

option = {
name = "FACTION_DEMAND_REFUSE"

root = {
save_scope_as = faction_target
}

show_as_tooltip = {
scope:faction = {
faction_start_war = {
title = scope:target_title
}
faction_spawn_member_county_armies_effect = {
FACTION = scope:faction
ARMY_OWNER = scope:faction_leader
PEASANT_ARMY_NAME = claimant_faction_event_troops
}
}
}

scope:faction_leader = {
trigger_event = faction_demand.2003
}

ai_chance = {
base = 100
compare_modifier = {
trigger = {
ai_boldness > 0
}
value = ai_boldness
multiplier = 3
}
compare_modifier = {
trigger = {
ai_boldness < 0
}
value = ai_boldness
}
modifier = {
add = 50
scope:faction = { faction_power < 80 }
}
modifier = {
add = 100
scope:faction = { faction_power < 60 }
}
modifier = {
add = 1000
scope:faction = { faction_power < 40 }
}
}
}

after = {
remove_variable = claimant_faction_sent_demand
}
}

# Claimant Faction Demand Accepted


# by Ismael Serrano
faction_demand.2002 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_CLAIMANT_ACCEPTED"
}
desc = "FACTION_DEMAND_CLAIMANT_ACCEPTED_DESC"

option = {
name = "FACTION_DEMAND_ACCEPTED_OPT"
}
}
# Claimant Faction Demand Refused
# by Ismael Serrano
faction_demand.2003 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_CLAIMANT_REFUSED"
}
desc = "FACTION_DEMAND_CLAIMANT_REFUSED_DESC"

option = {
name = "FACTION_DEMAND_REFUSED_OPT"
scope:faction = {
every_faction_member = {
limit = {
NOT = { this = root } # i.e. not faction leader, even
when the war disbands the faction
}
trigger_event = faction_demand.2004
}

faction_start_war = {
title = special_title
}

# This needs to occur after the war begins, or the troops can't
spawn correctly.
faction_spawn_member_county_armies_effect = {
FACTION = scope:faction
ARMY_OWNER = scope:faction_leader
PEASANT_ARMY_NAME = claimant_faction_event_troops
}
}
}
}

# Claimant Faction Demand Refused Member Notice


# by Ismael Serrano
faction_demand.2004 = {
type = letter_event
sender = scope:faction_target
opening = {
desc = "FACTION_DEMAND_CLAIMANT_REFUSED"
}
desc = "FACTION_DEMAND_CLAIMANT_REFUSED_DESC"

option = {
name = "FACTION_DEMAND_REFUSED_OPT"
custom_tooltip = faction_demand.2004.opt_tt
}
}

# Claimant Faction Demand Send Notice


# by Ismael Serrano
faction_demand.2005 = {
type = letter_event
sender = scope:faction_leader
opening = {
desc = "FACTION_DEMAND_CLAIMANT_SEND_DEMAND_NOTIFICATION"
}
desc = "FACTION_DEMAND_CLAIMANT_SEND_DEMAND_NOTIFICATION_DESC"

option = {
name = "FACTION_DEMAND_SEND_DEMAND_NOTIFICATION_OPT"
}
}

# Faction declares a retalitory war.


faction_demand.9001 = {
type = character_event
title = faction_demand.9001.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:recipient = {
is_imprisoned = yes
imprisoner = scope:actor
}
}
desc = FACTION_SUCCESSFUL_IMPRISONMENT_RETALIATION
}
desc = FACTION_FAILED_IMPRISONMENT_RETALIATION
}
desc = FACTION_IMPRISONMENT_RETALIATION_END
}
theme = war
override_background = {
trigger = {
scope:recipient = {
is_imprisoned = yes
imprisoner = scope:actor
}
}
event_background = dungeon
}
left_portrait = {
character = scope:actor
animation = schadenfreude
}
right_portrait = {
character = scope:recipient
animation = anger
}

trigger = {
exists = scope:retaliating_faction
}

immediate = {
show_as_tooltip = {
scope:retaliating_faction = {
faction_start_war = {}
}
}
}
option = {
name = FACTION_IMPRISONMENT_RETALIATION_OPT
}
}

You might also like