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#Unoccupied Province Events

namespace = unoccupied
#Initialise Unoccupied province
character_event = {
id = unoccupied.1
desc = "EVTDESCunoccupied.1"
is_triggered_only = yes
trigger = {
NOT = { had_global_flag = { flag = scenario_initialised days =
5 } }
has_landed_title = c_the_citadel
}
option = {
name = "EVTOPTAunoccupied.1" #Yes
###The following are added directly via history to avoid history
errors
# c_toqolarth - Vaes Tolorro
# c_ny_sar
# c_summerhall
# c_oldstones
###Ghoyan Drohe
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_ghoyan_drohe = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_6 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ghoyan_drohe = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ghoyan_drohe_temple = { gain_title = PREV }
}
###Ar Noy
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_ar_noy = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_6 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ar_noy = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ar_noytemple = { gain_title = PREV }
}
###Northfields
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_northfields = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_2 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_northfields = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_northfieldstemple = { gain_title = PREV }
}
###Sarhoy
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_tyvis = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_3 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_tyviscastle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_tyvistemple = { gain_title = PREV }
}
###Sar Mell
if = {
limit = { year = 8000 } #After the Bleeding Years
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_sar_mell = {
holder_scope = { abdicate_to = PREVPREV
}
location = { set_province_flag = ca_colo
ny_5 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_sar_mellcastle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_sar_melltemple = { gain_title = PREV }
}
}
###The Sorrows
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_chroyane = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_6 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_chroyane = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_chroyanetemple = { gain_title = PREV }
}
###Nor Salis
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_nor_salis = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_2 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_nor_salis = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_nor_salistemple = { gain_title = PREV }
}
###Rhoyne Vale
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_rhoyne_vale = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_2 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_rhoyne_vale = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_rhoyne_valetemple = { gain_title = PREV }
}
###Ar Selris
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_ar_selrys = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_1 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ar_selrystown = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ar_selrystemple = { gain_title = PREV }
}
###Dalos
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_dalos = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_4 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_daloscastle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_dalostemple = { gain_title = PREV }
}
###Howling Bogs/telyria
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_telyria = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_4 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_telyriacastle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_telyriatemple = { gain_title = PREV }
}
###Anogaria
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_anogaria = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_4 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_anogaria = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_anogariatemple = { gain_title = PREV }
}
###Bhorash
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_bhorash = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_5 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_bhorashcastle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_bhorashtemple = { gain_title = PREV }
}
###Ghozai
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_ghozai = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_5 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ghozai_castle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ghozai_temple = { gain_title = PREV }
}
###Velos
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_velos = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_5 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_velos_castle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_velos_temple = { gain_title = PREV }
}
###Elos
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_elos = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_3 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_elos_castle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_elos_temple = { gain_title = PREV }
}
if = {
limit = { year = 7950 } #not in century of blod
###c_gogossos
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_gogossos = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_6 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_gogossos_castle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_gogossos_temple = { gain_title = PREV }
}
}
###c_basiliskpoint
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_basiliskpoint = {
gain_title = PREV
location = { set_province_flag = ca_colony_1 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
###c_zamettar
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_zamettar = {
gain_title = PREV
location = { set_province_flag = ca_colony_4 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_zamettar_castle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_zamettar_temple = { gain_title = PREV }
}
###c_vyarash
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_vyarash = {
gain_title = PREV
location = { set_province_flag = ca_colony_1 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
###c_yeen
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_yeen = {
gain_title = PREV
location = { set_province_flag = ca_colony_4 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_yeen_castle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_yeen_temple = { gain_title = PREV }
}
###c_gomorosh
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_gomorosh = {
gain_title = PREV
location = { set_province_flag = ca_colony_1 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
###c_gorosh
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_gorosh = {
gain_title = PREV
location = { set_province_flag = ca_colony_3 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_gorosh_castle = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_gorosh_temple = { gain_title = PREV }
}
###c_wyvernpoint
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_wyvernpoint = {
gain_title = PREV
location = { set_province_flag = ca_colony_1 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
###Old Ghis
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_oldghis = {
gain_title = PREV
location = { set_province_flag = ca_colony_6 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_oldghis = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_oldghistemple = { gain_title = PREV }
}
if = {
limit = { year = 7950 } #not in century of blod
###Vaes Orvik
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_makhrosh = {
holder_scope = { abdicate_to = PREVPREV
}
location = { set_province_flag = ca_colo
ny_3 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_makhrosh = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_makhrosh_temple = { gain_title = PREV }
}
###Vaes Shirosi
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_nechos = {
holder_scope = { abdicate_to = PREVPREV
}
location = { set_province_flag = ca_colo
ny_3 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_nechos = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_nechos_temple = { gain_title = PREV }
}
###Vaes Qosar
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_qolahn = {
holder_scope = { abdicate_to = PREVPREV
}
location = { set_province_flag = ca_colo
ny_3 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_qolahn = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_qolahn_temple = { gain_title = PREV }
}
###Old Waste Road
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_old_waste_road = {
holder_scope = { abdicate_to = PREVPREV
}
location = { set_province_flag = ca_colo
ny_1 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
}
###Stygai
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_stygai = {
gain_title = PREV
location = { set_province_flag = ca_colony_5 }
}
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_stygai = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_stygai_castle = { gain_title = PREV }
}
###Northpoint
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_northpoint = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_2 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_northpoint = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_northpoint_city = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_northpoint_temple = { gain_title = PREV }
}
###East N'Ghai
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_east_nghai = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_2 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_east_nghai = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_east_nghai_city = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_east_nghai_temple = { gain_title = PREV }
}
###West N'Ghai
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_west_nghai = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_2 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_west_nghai = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_west_nghai_city = { gain_title = PREV }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_west_nghai_temple = { gain_title = PREV }
}
###Great Sand Road
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_great_sand_road = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_1 }
}
character_event = { id = unoccupied.101 }
}
###Si Qo
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_hidden_city = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_5 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_hidden_city_city = {
gain_title = PREV
}
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_hidden_city_temple = {
gain_title = PREV
}
}
###Ulos
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_ulos = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_5 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ulos_city = {
gain_title = PREV
}
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ulos_temple = {
gain_title = PREV
}
}
###Saffron Isle
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_saffron_isle = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_2 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_saffron_isle_city = {
gain_title = PREV
}
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_saffron_isle_temple = {
gain_title = PREV
}
}
###Manticore Isles
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_manticore_isles = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_4 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_manticore_isles_city = {
gain_title = PREV
}
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_manticore_isles_temple = {
gain_title = PREV
}
}
###Marahai
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_marahai = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_4 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_marahai_city = {
gain_title = PREV
}
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_marahai_temple = {
gain_title = PREV
}
}
###Isle of Whips
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
c_isle_of_whips = {
holder_scope = { abdicate_to = PREVPREV }
location = { set_province_flag = ca_colony_1 }
}
character_event = { id = unoccupied.101 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_isle_of_whips_city = {
gain_title = PREV
}
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_isle_of_whips_temple = {
gain_title = PREV
}
}
###Nightswatch castles
if = { #Castles of unknown age
limit = { year = 8050 }
#Westwatch
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_westwatch = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Sentinel
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_sentinel_stand = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Stonedoor
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_stonedoor = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Hoarfrost
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_hoarfrost_hill = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Icemark
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ironmark = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Oakenshield
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_oakenshield = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Woodswatch
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_woodswatch = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Sable Hall
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_sable_hall = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Rimegate
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_rimegate = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Torches
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_the_torches = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Greenguard
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_greenguard = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
#Greyguard
if = {
limit = { year = 8100 }
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_greyguard = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
if = { #The Nightfort
limit = {
year = 8080
NOT = { year = 8300 }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_the_nightfort = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
if = { #Deep Lake
limit = {
year = 8200
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_deep_lake = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
if = { #Queensgate
limit = {
year = 8200
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_queensgate = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
if = {
limit = { year = 8100 }
#Long Barrow
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_the_long_barrow = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_NW }
add_building = ca_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
#Dothraki Sea sub barony cities
if = {
limit = { year = 7950 } #not in century of blod
if = { #Sarnath
limit = {
year = 7975
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_sarnath2 = {
gain_title = PREV
location = { set_province_flag =
ca_colony_5 }
add_building = ct_sub_barony_rui
n
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
#Essaria
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_essaria1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_5 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Sarys
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_sarys1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_3 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Hornoth
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_hornoth1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_3 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Kyth
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_kyth1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_3 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Rathylar
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_rathylar1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_3 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Mardosh
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_mardosh1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_4 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
if = { #Gornath
limit = {
year = 7948
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_gornath2 = {
gain_title = PREV
location = { set_province_flag =
ca_colony_5 }
add_building = ct_sub_barony_rui
n
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
#Kasath
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_kasath1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_4 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Sathar
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_sathar1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_4 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Sallosh
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_sallosh1 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_4 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
if = { #Hazdahn No
limit = {
year = 8015
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_hazdahn_no2 = {
gain_title = PREV
location = { set_province_flag =
ca_colony_3 }
add_building = ct_sub_barony_rui
n
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
#Ghardaq
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ghardaq2 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_4 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Wurzkai
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_wurzkai2 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_3 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Gohleen
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_gohleen2 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_3 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Adakhakeleki
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_adakhakileki2 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_4 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Yinishar
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_yinishar2 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_4 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
#Ibbish
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
b_ibbish2 = {
gain_title = PREV
location = { set_province_flag = ca_colo
ny_5 }
add_building = ct_sub_barony_ruin
}
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
}
}
#Spawn some courtiers
character_event = {
id = unoccupied.101
desc = "EVTDESCunoccupied.101"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.2" #Yes
set_defacto_liege = THIS
if = {
limit = { has_character_flag = new_ruin }
clr_character_flag = new_ruin
primary_title = {
any_direct_de_jure_vassal_title = {
limit = { has_holder = yes }
gain_title = ROOT
create_character = {
name = ""
religion=ROOT
culture=ROOT
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
}
new_character = {
PREV = { gain_title = PREV }
set_defacto_liege = ROOT
if = {
limit = { culture = ruin
}
add_trait = ruin
}
# if = {
# limit = {
# OR = {
# cultur
e = dothraki_domain_culture
# cultur
e = jogos_domain_culture
# }
# }
# add_trait = dothraki_d
omain
# }
}
}
}
location = {
ROOT = {
create_character = {
female = yes
dynasty = none
age = 16
culture = PREV
religion = PREV
random_traits = yes
}
create_character = {
female = yes
dynasty = none
age = 16
culture = PREV
religion = PREV
random_traits = yes
}
create_character = {
female = no
dynasty = none
age = 24
culture = PREV
religion = PREV
random_traits = yes
}
create_character = {
female = no
dynasty = none
age = 24
culture = PREV
religion = PREV
random_traits = yes
}
}
}
}
if = {
limit = { has_dlc = "Reapers" }
any_demesne_province = {
set_variable = { which = prosperity_value value
= 0 }
remove_province_modifier = depopulated_1
remove_province_modifier = depopulated_2
remove_province_modifier = depopulated_3
remove_province_modifier = prosperity_modifier_1
remove_province_modifier = prosperity_modifier_2
remove_province_modifier = prosperity_modifier_3
# add_province_modifier = {
# name = depopulated_3
# duration = -1
# }
clr_province_flag = recent_depopulation_1
clr_province_flag = recent_depopulation_2
clr_province_flag = recent_depopulation_3
}
}
primary_title = {
any_direct_de_jure_vassal_title = {
limit = { has_holder = yes }
remove_holding_modifier = recently_conquered
remove_holding_modifier = new_administration
remove_holding_modifier = looted_modifier
remove_building = ca_colony_1
remove_building = ct_colony_1
remove_building = ca_colony_2
remove_building = ct_colony_2
remove_building = ca_colony_3
remove_building = ct_colony_3
remove_building = ca_colony_4
remove_building = ct_colony_4
remove_building = ca_colony_5
remove_building = ct_colony_5
remove_building = ca_colony_6
remove_building = ct_colony_6
remove_building = ca_asoiaf_slavepit_1
remove_building = ct_asoiaf_slavepit_1
remove_building = tp_asoiaf_slavepit_1
remove_building = no_asoiaf_slavepit_1
remove_building = ca_asoiaf_unsullied_1
remove_building = ct_asoiaf_unsullied_1
remove_building = fp_asoiaf_unsullied_1
remove_building = ca_asoiaf_unsullied_cent_1
remove_building = ct_asoiaf_unsullied_cent_1
remove_building = fp_asoiaf_unsullied_cent_1
remove_building = ca_asoiaf_ironshipyard
remove_building = ca_large_goldmine
remove_building = ca_goldmine
remove_building = ca_silvermine
remove_building = ca_wildling_barracks
remove_building = ca_culture_group_frozen_shore_
1
remove_building = ca_asoiaf_pirateshipyard
remove_building = ca_sothoryos_1
remove_building = ca_qohor_forest_1
remove_building = ca_culture_indian_1
remove_building = ca_culture_group_arabic_1
remove_building = ca_wall_q_1
remove_building = ca_wall_1
remove_building = ca_keep_1
remove_building = ca_militia_barracks_1
remove_building = ca_training_grounds_1
remove_building = ca_barracks_1
remove_building = ca_stable_1
remove_building = ca_town_1
remove_building = ca_shipyard_1
remove_building = ct_amphitheatre
remove_building = ct_sothoryos_1
remove_building = ct_qohor_forest_1
remove_building = ct_culture_indian_1
remove_building = ct_culture_group_arabic_1
remove_building = ct_wall_q_1
remove_building = ct_wall_1
remove_building = ct_training_grounds_1
remove_building = ct_barracks_1
remove_building = ct_marketplace_1
remove_building = ct_port_1
remove_building = tp_monastery_1
remove_building = tp_wall_q_1
remove_building = tp_wall_1
remove_building = tp_barracks_1
remove_building = tp_elite_barracks_1
remove_building = tp_town_1
remove_building = tp_shipyard_1
}
}
location = {
destroy_hospital = THIS
destroy_fort = THIS
}
if = {
limit = { culture = ruin }
remove_trait = ruin
add_trait = ruin
capital_scope = {
add_province_modifier = {
name = ruined_province
duration = -1
}
set_province_flag = ruined_province
}
}
set_government_type = ruin_government
character_event = { id = maintenance.34 days = 1 } #refil levy
}
}
#Cull ruin courtiers
character_event = {
id = unoccupied.2
desc = "EVTDESCunoccupied.2"
culture_group = unoccupied_group
trigger = {
is_ruler = no
}
option = {
name = "EVTOPTAunoccupied.2" #Yes
location = {
ROOT = {
if = {
limit = { is_female = no }
liege = {
create_character = {
random_traits = yes
dynasty = none
culture = PREVPREV
religion = PREVPREV
female = no
age = 25
}
}
}
if = {
limit = { is_female = yes }
liege = {
create_character = {
random_traits = yes
dynasty = none
culture = PREVPREV
religion = PREVPREV
female = yes
age = 19
}
}
}
}
}
clear_wealth = ROOT
wealth = -500
death = yes
}
}
#Give ruin trait/maintenance
character_event = {
id = unoccupied.201
desc = "EVTDESCunoccupied.201"
only_rulers = yes
is_triggered_only = yes
culture_group = unoccupied_group
trigger = {
}
option = {
name = "EVTOPTAunoccupied.2" #Yes
if = {
limit = {
liege = { NOT = { culture_group = unoccupied_gro
up } }
}
if = {
limit = { capital_scope = { has_province_flag =
ruined_province } }
set_defacto_liege = ROOT
any_demesne_title = {
limit = {
NOT = { higher_tier_than = DUKE
}
NOT = { tier = BARON }
}
set_variable = { which = "de_facto_empir
e" value = 0 }
set_variable = { which = "de_facto_kingd
om" value = 0 }
}
}
if = {
limit = { NOT = { capital_scope = { has_province
_flag = ruined_province } } }
liege = { ROOT = { abdicate_to = PREV } }
clear_wealth = ROOT
wealth = -500
death = yes
}
}
if = {
limit = { culture = ruin }
remove_trait = ruin #This ensures immortailty
add_trait = ruin
set_government_type = ruin_government
}
# if = {
# limit = {
# OR = {
# culture = dothraki_domain_culture
# culture = jogos_domain_culture
# }
# }
# remove_trait = dothraki_domain #This ensures immortail
ty
# add_trait = dothraki_domain
# }
any_spouse = { remove_spouse = ROOT }
any_lover = { remove_lover = ROOT }
any_realm_lord = {
limit = { culture = ruin }
remove_trait = ruin #This ensures immortailty
add_trait = ruin
remove_spouse = spouse
any_lover = { remove_lover = PREV }
}
# any_realm_lord = {
# limit = {
# OR = {
# culture = dothraki_domain_culture
# culture = jogos_domain_culture
# }
# }
# remove_trait = dothraki_domain #This ensures immortail
ty
# add_trait = dothraki_domain
# remove_spouse = spouse
# any_lover = { remove_lover = PREV }
# }
any_courtier = {
limit = {
is_ruler = no
graphical_culture = ROOT
}
clear_wealth = THIS
wealth = -500
death = yes
}
if = {
limit = { war = no }
random_demesne_province = {
limit = { has_province_flag = ruined_province }
add_province_modifier = {
name = ruined_province
duration = -1
}
}
}
any_realm_province = { #province flag maintenance
limit = {
owner = { culture = ruin }
has_province_modifier = ruined_province
NOT = { has_province_flag = ruined_province }
}
set_province_flag = ruined_province
}
#make sure sub-baronies remian ruin_rel
any_demesne_title = {
limit = {
tier = COUNT
location = { has_province_flag = ruined_province
}
}
any_direct_de_jure_vassal_title = {
limit = {
holder_scope = { NOT = { culture_group =
unoccupied_group } }
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
save_event_target_as = new_ruin
set_defacto_liege = ROOT
}
gain_title = event_target:new_ruin
}
}
}
}
#Make sure ruin_rel never becomes human
province_event = {
id = unoccupied.202
desc = EVTDESCunoccupied.202
has_flag = ruined_province
trigger = {
NOT = { has_province_flag = colony_province }
owner = { NOT = { culture_group = unoccupied_group } }
}
immediate = {
if = { #if this has become nomad land, remove ruin status
limit = {
owner = { is_nomadic = yes }
traditional_nomad_territory_trigger = yes
}
clr_province_flag = ruined_province
clear_event_target = new_ruin
break = yes
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
save_event_target_as = new_ruin
}
}
option = {
name = OK
event_target:new_ruin = {
ROOT = {
if = { #Make sure a suitable holding is present,
to avoid CTD
limit = {
NOT = {
any_province_holding = {
OR = {
holding_
type = castle
holding_
type = city
}
}
}
}
any_province_holding = {
limit = { holding_type = nomad }
destroy_settlement = THIS
}
build_holding = {
type = castle
holder = event_target:new_ruin
}
}
county = { gain_title = event_target:new_ruin }
}
set_character_flag = new_ruin
set_defacto_liege = THIS
character_event = { id = unoccupied.101 }
}
}
}
#Establish colony in ruin (from colonisation CB)
character_event = {
id = unoccupied.3
desc = "EVTDESCunoccupied.3"
picture = "GFX_evt_castle_construction"
is_triggered_only = yes
immediate = {
#AI takes loan if shortage of cash
if = {
limit = {
ai = yes
OR = {
AND = {
has_game_rule = { name = colinis
ation_cost value = expensive }
NOT = { wealth = 1600 }
}
AND = {
has_game_rule = { name = colinis
ation_cost value = normal }
NOT = { wealth = 1000 }
}
AND = {
has_game_rule = { name = colinis
ation_cost value = cheap }
NOT = { wealth = 400 }
}
}
NOT = { has_character_flag = loan_taken }
NOT = { has_character_modifier = loan_timer }
NOT = { has_character_flag = offended_moneylende
rs }
}
add_character_modifier = {
name = "loan_timer"
duration = 1825
}
set_character_flag = loan_taken
#400g loan
if = {
limit = {
NOT = { monthly_income = 10 }
}
wealth = 400
set_variable = { which = "loan_amount" value = 4
00 }
set_character_flag = loan_400
}
#600g loan
if = {
limit = {
monthly_income = 10
NOT = { monthly_income = 15 }
}
wealth = 600
set_variable = { which = "loan_amount" value = 6
00 }
set_character_flag = loan_600
}
#800g loan
if = {
limit = {
monthly_income = 15
NOT = { monthly_income = 20 }
}
wealth = 800
set_variable = { which = "loan_amount" value = 8
00 }
set_character_flag = loan_800
}
#1000g loan
if = {
limit = {
monthly_income = 20
}
wealth = 1000
set_variable = { which = "loan_amount" value = 1
000 }
set_character_flag = loan_1000
}
}
}
option = {
name = "EVTOPTAunoccupied.3" #Yes
liege = {
save_event_target_as = colonise_liege #record liege just
in case
FROMFROM = {
hidden_tooltip = {
if = {
limit = { culture_group = unoccu
pied_group }
set_defacto_liege = PREVPREV
}
}
}
}
event_target:colonisation_target = {
location = {
#build castle if needed
if = {
limit = {
NOT = {
any_province_holding = {
NOT = { holding_
type = nomad }
NOT = { holding_
type = temple }
NOT = { holding_
type = tribal }
}
}
}
build_holding = {
type = castle
holder = ROOT
}
random_province_holding = {
limit = {
holding_type = castle
holder_scope = { charact
er = ROOT }
}
save_event_target_as = new_city_
holding
location = { province_event = {
id = unoccupied.399 } } #increase base value, seperate event to avoid 'break'
if = {
limit = { ROOT = { is_fe
udal = yes } }
make_capital_holding = y
es
}
}
}
county = {
gain_title = ROOT
hidden_tooltip = {
any_de_jure_vassal_title = {
limit = { has_holder = y
es }
remove_building = ca_sub
_barony_ruin
remove_building = ct_sub
_barony_ruin
}
}
}
hidden_tooltip = { event_target:colonise_liege =
{ ROOT = { set_defacto_liege = PREV } } } #just in case coloniser erroneously b
ecomes independent
if = {
limit = {
OR = {
has_province_flag = ca_c
olony_1
NOR = {
has_province_fla
g = ca_colony_1
has_province_fla
g = ca_colony_2
has_province_fla
g = ca_colony_3
has_province_fla
g = ca_colony_4
has_province_fla
g = ca_colony_5
has_province_fla
g = ca_colony_6
}
}
}
set_province_flag = ca_colony_1
capital_holding = {
if = {
limit = { holding_type =
castle }
add_building = ca_colony
_1
}
if = {
limit = { holding_type =
city }
add_building = ct_colony
_1
}
}
}
if = {
limit = { has_province_flag = ca_colony_
2 }
capital_holding = {
if = {
limit = { holding_type =
castle }
add_building = ca_colony
_2
}
if = {
limit = { holding_type =
city }
add_building = ct_colony
_2
}
}
}
if = {
limit = { has_province_flag = ca_colony_
3 }
capital_holding = {
if = {
limit = { holding_type =
castle }
add_building = ca_colony
_3
}
if = {
limit = { holding_type =
city }
add_building = ct_colony
_3
}
}
}
if = {
limit = { has_province_flag = ca_colony_
4 }
capital_holding = {
if = {
limit = { holding_type =
castle }
add_building = ca_colony
_4
}
if = {
limit = { holding_type =
city }
add_building = ct_colony
_4
}
}
}
if = {
limit = { has_province_flag = ca_colony_
5 }
capital_holding = {
if = {
limit = { holding_type =
castle }
add_building = ca_colony
_5
}
if = {
limit = { holding_type =
city }
add_building = ct_colony
_5
}
}
}
if = {
limit = { has_province_flag = ca_colony_
6 }
capital_holding = {
if = {
limit = { holding_type =
castle }
add_building = ca_colony
_6
}
if = {
limit = { holding_type =
city }
add_building = ct_colony
_6
}
}
}
set_province_flag = colony_province
if = {
limit = { has_province_flag = ruined_pro
vince }
ROOT = {
if = {
limit = { has_game_rule
= { name = colinisation_cost value = expensive } }
wealth = -1600
}
if = {
limit = { has_game_rule
= { name = colinisation_cost value = normal } }
wealth = -1000
}
if = {
limit = { has_game_rule
= { name = colinisation_cost value = cheap } }
wealth = -400
}
}
}
if = {
limit = {
NOT = { has_province_flag = ruin
ed_province }
traditional_nomad_territory_trig
ger = yes
}
ROOT = {
if = {
limit = { has_game_rule
= { name = colinisation_cost value = expensive } }
wealth = -800
}
if = {
limit = { has_game_rule
= { name = colinisation_cost value = normal } }
wealth = -500
}
if = {
limit = { has_game_rule
= { name = colinisation_cost value = cheap } }
wealth = -200
}
}
}
if = {
limit = { has_province_modifier = ruined
_province }
remove_province_modifier = ruined_provin
ce
}
# if = {
# limit = { has_province_modifier = doth
raki_domain }
# remove_province_modifier = dothraki_do
main
# }
# if = {
# limit = { has_province_modifier = jogo
s_nhai_domain }
# remove_province_modifier = jogos_nhai_
domain
# }
add_province_modifier = {
name = colony
duration = -1
}
}
custom_tooltip = { text = TOOLTIPunoccupied.3 }
}
hidden_tooltip = {
FROMFROM = {
if = {
limit = { culture_group = unoccupied_gro
up }
clear_wealth = THIS
wealth = -500
death = yes
}
}
any_vassal = {
limit = { culture_group = unoccupied_group }
any_demesne_title = { gain_title = ROOT }
clear_wealth = THIS
wealth = -500
death = yes
}
}
}
option = {
name = "EVTOPTBunoccupied.3" #Change my mind
ai_chance = { factor = 0 }
any_war = {
if = {
limit = {
using_cb = colonisation
attacker = { character = ROOT }
}
end_war = invalid
}
}
hidden_tooltip = {
FROM = {
FROM = {
any_realm_province = {
limit = { has_province_flag = ru
ined_province }
add_province_modifier = {
name = ruined_province
duration = -1
}
}
}
}
}
}
}
province_event = { #add base value to new city
id = unoccupied.399
is_triggered_only = yes
hide_window = yes
immediate = {
event_target:new_city_holding = { increase_holding_base_value_ef
fect = yes }
}
option = {
name = "OK"
}
}
#Colony stage complete
province_event = {
id = unoccupied.4
picture = "GFX_evt_castle_construction"
desc = {
text = EVTDESCunoccupied.4
trigger = { NOT = { has_province_modifier = partial_colony } }
}
desc = {
text = EVTDESCunoccupied.5
trigger = { has_province_modifier = partial_colony }
}
has_flag = colony_province
trigger = {
OR = {
has_province_flag = ruined_province
traditional_nomad_territory_trigger = yes
}
owner = {
NOT = { culture_group = unoccupied_group }
}
}
mean_time_to_happen = {
years = 15
modifier = {
factor = 0.5
has_game_rule = { name = colinisation_time value = short
}
}
modifier = {
factor = 2
has_game_rule = { name = colinisation_time value = long
}
}
modifier = {
factor = 0.66
has_province_modifier = partial_colony
}
modifier = {
factor = 1.33
has_province_flag = ca_colony_2
}
modifier = {
factor = 1.66
has_province_flag = ca_colony_3
}
modifier = {
factor = 2
has_province_flag = ca_colony_4
}
modifier = {
factor = 2.33
has_province_flag = ca_colony_5
}
modifier = {
factor = 2.66
has_province_flag = ca_colony_6
}
modifier = {
factor = 1.5
has_province_modifier = asoiaf_mild_winter
}
modifier = {
factor = 2
has_province_modifier = asoiaf_normal_winter
}
modifier = {
factor = 3
has_province_modifier = asoiaf_harsh_winter
}
modifier = {
factor = 1.5
has_province_modifier = natives_enslaved
}
modifier = {
factor = 2
has_province_modifier = colony_famine
}
modifier = {
factor = 2
has_province_modifier = colony_slow_economy
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 1825
0 }
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 2190
0 }
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 2400
0 }
}
modifier = {
factor = 0.5
had_province_flag = { flag = colony_province days = 2600
0 }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 2 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 4 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 6 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 8 } }
}
modifier = {
factor = 0.9
owner = { stewardship = 12 }
}
modifier = {
factor = 0.9
owner = { stewardship = 14 }
}
modifier = {
factor = 0.9
owner = { stewardship = 16 }
}
modifier = {
factor = 0.9
owner = { stewardship = 20 }
}
modifier = {
factor = 0.9
owner = { stewardship = 22 }
}
modifier = {
factor = 0.9
owner = { stewardship = 24 }
}
modifier = {
factor = 0.9
owner = { stewardship = 26 }
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
OR = {
liege = { ai = yes }
AND = {
has_job_action = action_
oversee_construction
location = { province_id
= ROOT }
}
}
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 14
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
stewardship = 16
OR = {
liege = { ai = yes }
AND = {
has_job_action = action_
oversee_construction
location = { province_id
= ROOT }
}
}
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
stewardship = 18
OR = {
liege = { ai = yes }
AND = {
has_job_action = action_
oversee_construction
location = { province_id
= ROOT }
}
}
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
stewardship = 20
OR = {
liege = { ai = yes }
AND = {
has_job_action = action_
oversee_construction
location = { province_id
= ROOT }
}
}
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
stewardship = 22
OR = {
liege = { ai = yes }
AND = {
has_job_action = action_
oversee_construction
location = { province_id
= ROOT }
}
}
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
stewardship = 24
OR = {
liege = { ai = yes }
AND = {
has_job_action = action_
oversee_construction
location = { province_id
= ROOT }
}
}
}
}
}
modifier = {
factor = 0.8
owner = {
job_treasurer = {
stewardship = 26
OR = {
liege = { ai = yes }
AND = {
has_job_action = action_
oversee_construction
location = { province_id
= ROOT }
}
}
}
}
}
}
immediate = {
if = {
limit = { has_province_modifier = partial_colony }
#Find province culture
owner = {
if = { #Capital
limit = {
capital_scope = {
NOT = { province_id = 41
9 } #If capital is in Old Volantis use Volantis' culture/religion
NOT = { province_id = RO
OT }
}
}
capital_scope = {
save_event_target_as = colony_pr
ovince_culture
break = yes
}
}
if = {
limit = { capital_scope = { province_id
= 419 } } #If capital is in Old Volantis use Volantis' culture/religion
417 = {
save_event_target_as = colony_pr
ovince_culture
break = yes
}
}
#Other random province
random_demesne_province = {
limit = {
NOT = { province_id = ROOT }
NOT = { has_province_flag = colo
ny_province }
OR = {
religion = PREV
culture_group = PREV
}
}
save_event_target_as = colony_province_c
ulture
break = yes
}
}
}
}
option = {
name = {
text = "EVTOPTAunoccupied.4" #Yes
trigger = { NOT = { has_province_modifier = partial_colo
ny } }
}
name = {
text = "EVTOPTAunoccupied.5" #Yes
trigger = { has_province_modifier = partial_colony }
}
if = {
limit = { has_province_modifier = partial_colony }
owner = {
job_treasurer = {
if = {
limit = {
OR = {
liege = { ai = y
es }
AND = {
has_job_
action = action_oversee_construction
location
= { province_id = ROOT }
}
}
}
prestige = 100
hidden_tooltip = {
change_variable = { whic
h = "services_rendered" value = 2 }
reverse_opinion = {
modifier = opini
on_service_rendered
who = ROOT
years = 3
}
}
}
}
prestige = 250
event_target:colony_province_culture = {
if = {
limit = {
NOR = {
culture = wester
n_valyrian
culture = easter
n_valyrian
}
}
ROOT = { culture = PREV }
}
if = {
limit = { #Valyrian changes to a
ppropriate culture for continent
OR = {
culture = wester
n_valyrian
culture = easter
n_valyrian
}
}
ROOT = {
if = {
limit = { region
= world_westeros }
culture = wester
n_valyrian
}
if = {
limit = { NOT =
{ region = world_westeros } }
culture = easter
n_valyrian
}
}
}
ROOT = { religion = PREV }
}
}
#build city holding if one is not present
owner = {
ROOT = {
if = {
limit = {
NOT = { region = world_w
esteros }
#has_empty_holding = yes
NOT = { any_province_hol
ding = { holding_type = city } }
}
build_holding = {
type = city
holder = PREV
}
random_province_holding = {
limit = {
holding_type = c
ity
holder_scope = {
character = PREVPREVPREV }
}
save_event_target_as = n
ew_city_holding
location = { province_ev
ent = { id = unoccupied.399 } } #increase base value, seperate event to avoid 'b
reak'
}
}
}
}
remove_province_modifier = partial_colony
clr_province_flag = ruined_province
clr_province_flag = colony_province
clr_province_flag = dredged
clr_province_flag = roads
clr_province_flag = scrolls_found
clr_province_flag = vault_found
clr_province_flag = ca_colony_1
clr_province_flag = ca_colony_2
clr_province_flag = ca_colony_3
clr_province_flag = ca_colony_4
clr_province_flag = ca_colony_5
clr_province_flag = ca_colony_6
if = { #If Dothraki sea territory mark as colonised
limit = { traditional_nomad_territory_trigger =
yes }
set_province_flag = dothraki_colony_province
}
#Change Isle of Cedars to New Valyria/Ghiscar
if = {
limit = { duchy = { title = d_isle_of_cedars } }
if = {
limit = {
duchy = {
dejure_liege_title = {
NOT = { title =
k_north_valyria }
NOT = { dejure_l
iege_title = { title = e_new_valyria } }
}
NOT = {
any_direct_de_ju
re_vassal_title = {
holder_s
cope = {
NOT = { culture_group = unoccupied_group }
capital_scope = { empire = { title = e_ghiscar } }
}
}
}
}
owner = { capital_scope = { empi
re = { title = e_new_valyria } } }
}
k_north_valyria = {
d_isle_of_cedars = { de_jure_lie
ge = PREV }
}
}
if = {
limit = {
duchy = {
dejure_liege_title = {
NOT = { dejure_l
iege_title = { title = e_ghiscar } }
}
NOT = {
any_direct_de_ju
re_vassal_title = {
holder_s
cope = {
NOT = { culture_group = unoccupied_group }
capital_scope = { empire = { title = e_new_valyria } }
}
}
}
}
owner = { capital_scope = { empi
re = { title = e_ghiscar } } }
}
owner = {
capital_scope = {
kingdom = {
d_isle_of_cedars
= { de_jure_liege = PREV }
}
}
}
}
}
hidden_tooltip = {
remove_province_modifier = natives_enslaved
county = {
any_de_jure_vassal_title = {
limit = { has_holder = yes }
remove_building = ca_colony_1
remove_building = ct_colony_1
remove_building = ca_colony_2
remove_building = ct_colony_2
remove_building = ca_colony_3
remove_building = ct_colony_3
remove_building = ca_colony_4
remove_building = ct_colony_4
remove_building = ca_colony_5
remove_building = ct_colony_5
remove_building = ca_colony_6
remove_building = ct_colony_6
}
}
}
if = {
limit = {
OR = {
has_province_modifier = depopula
ted_1
has_province_modifier = depopula
ted_2
has_province_modifier = depopula
ted_3
}
}
decrease_depopulation_effect = yes
}
break = yes
}
if = {
limit = { NOT = { has_province_modifier = partial_colony
} }
remove_province_modifier = colony
add_province_modifier = {
name = partial_colony
duration = -1
}
if = {
limit = {
OR = {
has_province_modifier = depopula
ted_1
has_province_modifier = depopula
ted_2
has_province_modifier = depopula
ted_3
}
}
decrease_depopulation_effect = yes
}
}
}
}
character_event = { #dummy event to display MTTH/% chance on oversee constructio
n job action
id = unoccupied.499
title = "EVTTITLEunoccupied.499"
is_triggered_only = yes
trigger = {
always = no
}
mean_time_to_happen = {
years = 15
modifier = {
factor = 0.5
has_game_rule = { name = colinisation_time value = short
}
}
modifier = {
factor = 2
has_game_rule = { name = colinisation_time value = long
}
}
modifier = {
factor = 0.66
location = { has_province_modifier = partial_colony }
}
modifier = {
factor = 1.33
location = { has_province_flag = ca_colony_2 }
}
modifier = {
factor = 1.66
location = { has_province_flag = ca_colony_3 }
}
modifier = {
factor = 2
location = { has_province_flag = ca_colony_4 }
}
modifier = {
factor = 2.33
location = { has_province_flag = ca_colony_5 }
}
modifier = {
factor = 2.66
location = { has_province_flag = ca_colony_6 }
}
modifier = {
factor = 1.5
location = { has_province_modifier = asoiaf_mild_winter
}
}
modifier = {
factor = 2
location = { has_province_modifier = asoiaf_normal_winte
r }
}
modifier = {
factor = 3
location = { has_province_modifier = asoiaf_harsh_winter
}
}
modifier = {
factor = 1.5
location = { has_province_modifier = natives_enslaved }
}
modifier = {
factor = 2
location = { has_province_modifier = colony_famine }
}
modifier = {
factor = 2
location = { has_province_modifier = colony_slow_economy
}
}
modifier = {
factor = 0.75
location = { had_province_flag = { flag = colony_provinc
e days = 18250 } }
}
modifier = {
factor = 0.75
location = { had_province_flag = { flag = colony_provinc
e days = 21900 } }
}
modifier = {
factor = 0.75
location = { had_province_flag = { flag = colony_provinc
e days = 24000 } }
}
modifier = {
factor = 0.5
location = { had_province_flag = { flag = colony_provinc
e days = 26000 } }
}
modifier = {
factor = 1.11
location = { owner = { NOT = { stewardship = 2 } } }
}
modifier = {
factor = 1.11
location = { owner = { NOT = { stewardship = 4 } } }
}
modifier = {
factor = 1.11
location = { owner = { NOT = { stewardship = 6 } } }
}
modifier = {
factor = 1.11
location = { owner = { NOT = { stewardship = 8 } } }
}
modifier = {
factor = 0.9
location = { owner = { stewardship = 12 } }
}
modifier = {
factor = 0.9
location = { owner = { stewardship = 14 } }
}
modifier = {
factor = 0.9
location = { owner = { stewardship = 16 } }
}
modifier = {
factor = 0.9
location = { owner = { stewardship = 20 } }
}
modifier = {
factor = 0.9
location = { owner = { stewardship = 22 } }
}
modifier = {
factor = 0.9
location = { owner = { stewardship = 24 } }
}
modifier = {
factor = 0.9
location = { owner = { stewardship = 26 } }
}
modifier = {
factor = 0.9
}
modifier = {
factor = 0.9
stewardship = 14
}
modifier = {
factor = 0.9
stewardship = 16
}
modifier = {
factor = 0.9
stewardship = 18
}
modifier = {
factor = 0.9
stewardship = 20
}
modifier = {
factor = 0.9
stewardship = 22
}
modifier = {
factor = 0.9
stewardship = 24
}
modifier = {
factor = 0.8
stewardship = 26
}
}
option = {
name = OK
}
}
#Famine
province_event = {
id = unoccupied.6
desc = "EVTDESCunoccupied.6"
picture = "GFX_evt_peasants"
hide_window = yes
has_flag = colony_province
trigger = {
OR = {
has_province_flag = ruined_province
traditional_nomad_territory_trigger = yes
}
NOT = { has_province_modifier = colony_famine }
owner = {
NOT = { culture_group = unoccupied_group }
}
}
mean_time_to_happen = {
years = 15
modifier = {
factor = 0.75
has_province_modifier = colony_slow_economy
}
modifier = {
factor = 0.8
has_province_modifier = asoiaf_mild_winter
}
modifier = {
factor = 0.5
has_province_modifier = asoiaf_normal_winter
}
modifier = {
factor = 0.33
has_province_modifier = asoiaf_harsh_winter
}
modifier = {
factor = 0.9
owner = { NOT = { stewardship = 2 } }
}
modifier = {
factor = 0.9
owner = { NOT = { stewardship = 4 } }
}
modifier = {
factor = 0.9
owner = { NOT = { stewardship = 6 } }
}
modifier = {
factor = 0.9
owner = { NOT = { stewardship = 8 } }
}
modifier = {
factor = 1.11
owner = { stewardship = 14 }
}
modifier = {
factor = 1.11
owner = { stewardship = 16 }
}
modifier = {
factor = 1.11
owner = { stewardship = 20 }
}
modifier = {
factor = 1.11
owner = { stewardship = 22 }
}
modifier = {
factor = 1.11
owner = { stewardship = 24 }
}
modifier = {
factor = 1.11
owner = { stewardship = 26 }
}
modifier = {
factor = 1.11
owner = { stewardship = 28 }
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 14
}
}
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 16
}
}
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 18
}
}
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 20
}
}
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 22
}
}
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 24
}
}
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 26
}
}
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 28
}
}
}
modifier = {
factor = 1.11
owner = {
job_treasurer = {
has_job_action = action_oversee_construc
tion
stewardship = 30
}
}
}
}
immediate = { owner = { character_event = { id = unoccupied.601 } } }
option = {
name = "EVTOPTAunoccupied.6" #Offer relief
}
}
#Famine
character_event = {
id = unoccupied.601
desc = "EVTDESCunoccupied.6"
picture = "GFX_evt_peasants"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.6" #Offer relief
ai_chance = {
factor = 200
modifier = {
factor = 2
trait = kind
}
modifier = {
factor = 2
trait = diligent
}
modifier = {
factor = 2
trait = charitable
}
modifier = {
factor = 0.5
trait = cruel
}
modifier = {
factor = 0.5
trait = slothful
}
modifier = {
factor = 0.5
trait = greedy
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_1
}
NOT = { wealth = 25 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_2
}
NOT = { wealth = 50 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_3
}
NOT = { wealth = 75 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_4
}
NOT = { wealth = 100 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_5
}
NOT = { wealth = 125 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_6
}
NOT = { wealth = 150 }
}
}
FROM = {
add_province_modifier = {
name = colony_famine
duration = 365
}
if = {
limit = {
has_province_flag = ca_colony_1
}
owner = { wealth = -50 }
}
if = {
limit = {
has_province_flag = ca_colony_2
}
owner = { wealth = -100 }
}
if = {
limit = {
has_province_flag = ca_colony_3
}
owner = { wealth = -150 }
}
if = {
limit = {
has_province_flag = ca_colony_4
}
owner = { wealth = -200 }
}
if = {
limit = {
has_province_flag = ca_colony_5
}
owner = { wealth = -250 }
}
if = {
limit = {
has_province_flag = ca_colony_6
}
owner = { wealth = -300 }
}
}
}
option = {
name = "EVTOPTBunoccupied.6" #Cannot do anything
ai_chance = {
factor = 10
modifier = {
factor = 0
liege = { NOT = { character = PREV } }
}
}
FROM = {
add_province_modifier = {
name = colony_famine
duration = 365
}
random = {
chance = 50
if = {
limit = { has_province_modifier = colony
}
custom_tooltip = { text = TOOLTIPEVTOPTB
unoccupied.6 }
hidden_tooltip = { province_event = { id
= unoccupied.7 } }
}
if = {
limit = { has_province_modifier = partia
l_colony }
remove_province_modifier = partial_colon
y
add_province_modifier = {
name = colony
duration = -1
}
}
}
}
}
option = {
name = "EVTOPTCunoccupied.6" #Ask liege for help
trigger = {
liege = { NOT = { character = PREV } }
}
ai_chance = {
factor = 50
modifier = {
factor = 0.5
trait = proud
}
modifier = {
factor = 2
trait = humble
}
}
FROM = {
add_province_modifier = {
name = colony_famine
duration = 365
}
owner = { liege = { character_event = { id = unoccupied.
602 days = 5 tooltip = TOOLTIPunoccupied.8 } } }
}
}
}
character_event = {
id = unoccupied.602
desc = "EVTDESCunoccupied.602"
picture = "GFX_evt_peasants"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.6" #Offer relief
ai_chance = {
factor = 200
modifier = {
factor = 1.5
is_close_relative = FROM
}
modifier = {
factor = 1.25
opinion = { who = FROM value = 25 }
}
modifier = {
factor = 1.25
opinion = { who = FROM value = 50 }
}
modifier = {
factor = 1.25
opinion = { who = FROM value = 75 }
}
modifier = {
factor = 1.25
opinion = { who = FROM value = 100 }
}
modifier = {
factor = 0.8
NOT = { opinion = { who = FROM value = -24 } }
}
modifier = {
factor = 0.8
NOT = { opinion = { who = FROM value = -49 } }
}
modifier = {
factor = 0.8
NOT = { opinion = { who = FROM value = -74 } }
}
modifier = {
factor = 0.8
NOT = { opinion = { who = FROM value = -99 } }
}
modifier = {
factor = 2
trait = kind
}
modifier = {
factor = 2
trait = diligent
}
modifier = {
factor = 2
trait = charitable
}
modifier = {
factor = 0.5
trait = cruel
}
modifier = {
factor = 0.5
trait = slothful
}
modifier = {
factor = 0.5
trait = greedy
}
modifier = {
factor = 0.05
FROMFROM = {
has_province_flag = ca_colony_1
}
NOT = { wealth = 25 }
}
modifier = {
factor = 0.05
FROMFROM = {
has_province_flag = ca_colony_2
}
NOT = { wealth = 50 }
}
modifier = {
factor = 0.05
FROMFROM = {
has_province_flag = ca_colony_3
}
NOT = { wealth = 75 }
}
modifier = {
factor = 0.05
FROMFROM = {
has_province_flag = ca_colony_4
}
NOT = { wealth = 100 }
}
modifier = {
factor = 0.05
FROMFROM = {
has_province_flag = ca_colony_5
}
NOT = { wealth = 125 }
}
modifier = {
factor = 0.05
FROMFROM = {
has_province_flag = ca_colony_6
}
NOT = { wealth = 150 }
}
}
FROM = {
FROM = {
if = {
limit = {
has_province_flag = ca_colony_1
}
ROOT = { wealth = -50 }
}
if = {
limit = {
has_province_flag = ca_colony_2
}
ROOT = { wealth = -100 }
}
if = {
limit = {
has_province_flag = ca_colony_3
}
ROOT = { wealth = -150 }
}
if = {
limit = {
has_province_flag = ca_colony_4
}
ROOT = { wealth = -200 }
}
if = {
limit = {
has_province_flag = ca_colony_5
}
ROOT = { wealth = -250 }
}
if = {
limit = {
has_province_flag = ca_colony_6
}
ROOT = { wealth = -300 }
}
}
}
FROM = {
opinion = {
who = ROOT
modifier = opinion_gave_famine_relief
months = 60
}
hidden_tooltip = { character_event = { id = unoccupied.6
03 days = 2 } }
}
}
option = {
name = "EVTOPTBunoccupied.602" #No
ai_chance = {
factor = 10
}
tooltip = {
FROM = {
FROM = {
random = {
chance = 50
if = {
limit = { has_province_m
odifier = colony }
custom_tooltip = { text
= TOOLTIPEVTOPTBunoccupied.6 }
hidden_tooltip = { provi
nce_event = { id = unoccupied.7 } }
}
if = {
limit = { has_province_m
odifier = partial_colony }
remove_province_modifier
= partial_colony
add_province_modifier =
{
name = colony
duration = -1
}
}
}
}
}
}
FROM = {
opinion = {
who = ROOT
modifier = opinion_refused_famine_relief
months = 60
}
hidden_tooltip = { character_event = { id = unoccupied.6
04 days = 2 } }
}
}
}
character_event = { #inform liege sent relief
id = unoccupied.603
desc = "EVTDESCunoccupied.603"
picture = "GFX_evt_peasants"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.603"
}
}
character_event = { #inform liege refused relief
id = unoccupied.604
desc = "EVTDESCunoccupied.604"
picture = "GFX_evt_peasants"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.604"
FROMFROMFROM = {
random = {
chance = 50
if = {
limit = { has_province_modifier = colony
}
custom_tooltip = { text = TOOLTIPEVTOPTB
unoccupied.6 }
hidden_tooltip = { province_event = { id
= unoccupied.7 } }
}
if = {
limit = { has_province_modifier = partia
l_colony }
remove_province_modifier = partial_colon
y
add_province_modifier = {
name = colony
duration = -1
}
}
}
}
}
}
#Colony is dissolved
province_event = {
id = unoccupied.7
desc = "EVTDESCunoccupied.7"
picture = "GFX_evt_siege"
is_triggered_only = yes
#immediate = { set_province_flag = destroyed_colony }
option = {
name = "EVTOPTAunoccupied.7" #Yes
owner = {
hidden_tooltip = { #record owner and liege
save_event_target_as = colony_owner
liege = { save_event_target_as = colony_owner_li
ege }
any_liege = {
limit = {
ai = no
NOT = { character = PREV }
}
character_event = { id = unoccupied.799
}
}
FROM = { #inform sieger
if = {
limit = {
ai = no
NOT = { character = PREV
}
NOT = { is_vassal_or_bel
ow = PREV }
}
character_event = { id = unoccup
ied.799 }
}
if = {
limit = {
is_ruler = no
liege = {
ai = no
NOT = { characte
r = PREVPREV }
NOT = { is_vassa
l_or_below = PREVPREV }
}
}
liege = { character_event = { id
= unoccupied.799 } }
}
}
}
prestige = -150
}
remove_province_modifier = partial_colony
remove_province_modifier = colony
if = {
limit = { has_province_flag = ruined_province }
add_province_modifier = {
name = ruined_province
duration = -1
}
}
# if = {
# limit = { traditional_nomad_territory_trigger = yes }
# if = {
# limit = {
# region = world_jogos_nhai
# }
# add_province_modifier = {
# name = jogos_nhai_domain
# duration = -1
# }
# }
# if = {
# limit = { NOT = { has_province_modifier = jogo
s_nhai_domain } }
# add_province_modifier = {
# name = dothraki_domain
# duration = -1
# }
# }
# }
clr_province_flag = colony_province
clr_province_flag = dredged
clr_province_flag = roads
clr_province_flag = scrolls_found
clr_province_flag = vault_found
clr_province_flag = restored_amphitheatre
hidden_tooltip = {
if = {
limit = { has_province_flag = ruined_province }
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
ROOT = {
county = {
gain_title = PREVPREV
}
}
set_defacto_liege = THIS
set_character_flag = new_ruin
character_event = { id = unoccupied.101
}
}
}
if = { #nomad lands revert to nomads
limit = {
traditional_nomad_territory_trigger = ye
s
NOT = { has_province_flag = ruined_provi
nce }
}
FROM = {
if = { #native revolter
limit = { has_character_flag = n
ative_nomad_usurper }
ROOT = { county = { usurp_title
= ROOT_FROM } }
set_defacto_liege = THIS # Becom
e independent
primary_title = {
set_title_nomad = { titl
e = THIS status = yes }
}
set_government_type = nomadic_go
vernment
population = 3000
manpower = 500
clr_character_flag = native_noma
d_usurper
}
if = {
limit = { is_nomadic = yes }
ROOT = { county = { gain_title =
ROOT_FROM } }
}
}
if = {
limit = {
NOT = { FROM = { is_nomadic = ye
s } }
NOT = { FROM = { has_character_f
lag = native_nomad_usurper } }
}
random_neighbor_province = {
limit = { owner = { is_nomadic =
yes } }
owner = { ROOT = { county = { ga
in_title = PREVPREV } } }
}
}
if = {
limit = {
owner = {
is_nomadic = no
NOT = { has_character_fl
ag = native_nomad_usurper }
}
}
create_random_soldier = {
random_traits = yes
culture = ROOT
religion = ROOT
dynasty = random
is_female = no
}
new_character = {
random_list = {
40 = { add_trait = train
ed_warrior }
50 = { add_trait = skill
ed_warrior }
10 = { add_trait = maste
r_warrior }
}
prestige = 100 # Initial prestig
e boost
ROOT = { county = { gain_title =
PREVPREV } }
set_defacto_liege = THIS # Becom
e independent
primary_title = {
set_title_nomad = { titl
e = THIS status = yes }
}
set_government_type = nomadic_go
vernment
}
}
FROM = { clr_character_flag = native_nomad_usurp
er }
any_province_holding = {
limit = {
holding_type = temple
has_holder = yes
}
destroy_settlement = THIS
}
if = {
limit = { NOT = { num_of_empty_holdings
= 1 } }
random_province_holding = {
limit = {
is_capital = no
has_holder = yes
NOT = { base_value_3_tri
gger = yes }
}
destroy_settlement = THIS
}
if = {
limit = { NOT = { num_of_empty_h
oldings = 1 } }
random_province_holding = {
limit = {
is_capital = no
has_holder = yes
NOT = { base_val
ue_5_trigger = yes }
}
destroy_settlement = THI
S
}
}
if = {
limit = { NOT = { num_of_empty_h
oldings = 1 } }
random_province_holding = {
limit = {
is_capital = no
has_holder = yes
}
destroy_settlement = THI
S
}
}
}
capital_holding = {
if = {
limit = { NOT = { holding_type =
nomad } }
revoke_capital_holding = yes
}
}
county = {
any_de_jure_vassal_title = {
limit = {
NOT = { holding_type = n
omad }
has_holder = yes
}
location = { set_province_flag =
ca_colony_3 }
if = {
limit = { holding_type =
city }
add_building = ct_sub_ba
rony_ruin
}
if = {
limit = { holding_type =
castle }
add_building = ca_sub_ba
rony_ruin
}
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
gain_title = PREV
add_trait = ruin
set_defacto_liege = THIS
recalc_succession = yes
}
}
}
}
county = {
any_de_jure_vassal_title = {
limit = { has_holder = yes }
remove_building = ca_colony_1
remove_building = ct_colony_1
remove_building = ca_colony_2
remove_building = ct_colony_2
remove_building = ca_colony_3
remove_building = ct_colony_3
remove_building = ca_colony_4
remove_building = ct_colony_4
remove_building = ca_colony_5
remove_building = ct_colony_5
remove_building = ca_colony_6
remove_building = ct_colony_6
remove_building = ca_asoiaf_slavepit_1
remove_building = ct_asoiaf_slavepit_1
remove_building = tp_asoiaf_slavepit_1
remove_building = no_asoiaf_slavepit_1
remove_building = ca_asoiaf_unsullied_1
remove_building = ct_asoiaf_unsullied_1
remove_building = fp_asoiaf_unsullied_1
remove_building = ca_asoiaf_unsullied_ce
nt_1
remove_building = ct_asoiaf_unsullied_ce
nt_1
remove_building = fp_asoiaf_unsullied_ce
nt_1
}
}
owner = {
if = {
limit = { culture_group = unoccupied_gro
up }
any_war = {
if = {
limit = {
NOT = { using_cb
= colonisation }
OR = {
attacker
= { character = PREVPREV }
defender
= { character = PREVPREV }
}
}
end_war = invalid
}
}
}
}
event_target:colony_owner_liege = { event_target:colony_
owner = { set_defacto_liege = PREV } } #just in case coloniser erroneously becom
es independent
}
county = { add_pressed_claim = event_target:colony_owner }
}
}
character_event = { #inform liege
id = unoccupied.799
desc = "EVTDESCunoccupied.799"
picture = "GFX_evt_siege"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.7" #Yes
}
}
#Dredge Harbour?
province_event = {
id = unoccupied.8
picture = GFX_evt_busy_trading_dock_republic
hide_window = yes
has_flag = colony_province
trigger = {
OR = {
has_province_flag = ruined_province
traditional_nomad_territory_trigger = yes
}
port = yes
NOT = { has_province_flag = dredged }
NOT = { has_province_modifier = colony_slow_economy }
owner = {
NOT = { culture_group = unoccupied_group }
}
}
mean_time_to_happen = {
years = 15
}
immediate = { owner = { character_event = { id = unoccupied.801 } } }
option = {
name = "EVTOPTAunoccupied.8"
}
}
#Dredge Harbour?
character_event = {
id = unoccupied.801
desc = "EVTDESCunoccupied.8"
picture = GFX_evt_busy_trading_dock_republic
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.8" #Do it
ai_chance = {
factor = 200
modifier = {
factor = 2
trait = kind
}
modifier = {
factor = 2
trait = diligent
}
modifier = {
factor = 2
trait = charitable
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_1
}
NOT = { wealth = 0 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_2
}
NOT = { wealth = 25 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_3
}
NOT = { wealth = 35 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_4
}
NOT = { wealth = 50 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_5
}
NOT = { wealth = 60 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_6
}
NOT = { wealth = 75 }
}
}
FROM = {
set_province_flag = dredged
if = {
limit = {
has_province_flag = ca_colony_1
}
owner = { wealth = -25 }
}
if = {
limit = {
has_province_flag = ca_colony_2
}
owner = { wealth = -50 }
}
if = {
limit = {
has_province_flag = ca_colony_3
}
owner = { wealth = -75 }
}
if = {
limit = {
has_province_flag = ca_colony_4
}
owner = { wealth = -100 }
}
if = {
limit = {
has_province_flag = ca_colony_5
}
owner = { wealth = -125 }
}
if = {
limit = {
has_province_flag = ca_colony_6
}
owner = { wealth = -150 }
}
}
}
option = {
name = "EVTOPTBunoccupied.8" #No
ai_chance = {
factor = 10
modifier = {
factor = 2
trait = cruel
}
modifier = {
factor = 2
trait = slothful
}
modifier = {
factor = 2
trait = greedy
}
}
FROM = {
add_province_modifier = {
name = colony_slow_economy
duration = 730
}
}
}
}
#Build Roads?
province_event = {
id = unoccupied.9
picture = GFX_evt_market
hide_window = yes
has_flag = colony_province
trigger = {
OR = {
has_province_flag = ruined_province
traditional_nomad_territory_trigger = yes
}
NOT = { has_province_flag = roads }
NOT = { has_province_modifier = colony_slow_economy }
owner = {
NOT = { culture_group = unoccupied_group }
}
}
mean_time_to_happen = {
years = 15
}
immediate = { owner = { character_event = { id = unoccupied.901 } } }
option = {
name = "EVTOPTAunoccupied.9"
}
}
#Build Roads?
character_event = {
id = unoccupied.901
desc = "EVTDESCunoccupied.9"
picture = GFX_evt_market
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.9" #Do it
ai_chance = {
factor = 200
modifier = {
factor = 2
trait = kind
}
modifier = {
factor = 2
trait = diligent
}
modifier = {
factor = 2
trait = charitable
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_1
}
NOT = { wealth = 0 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_2
}
NOT = { wealth = 25 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_3
}
NOT = { wealth = 35 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_4
}
NOT = { wealth = 50 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_5
}
NOT = { wealth = 60 }
}
modifier = {
factor = 0.05
FROM = {
has_province_flag = ca_colony_6
}
NOT = { wealth = 75 }
}
}
FROM = {
set_province_flag = roads
if = {
limit = {
has_province_flag = ca_colony_1
}
owner = { wealth = -25 }
}
if = {
limit = {
has_province_flag = ca_colony_2
}
owner = { wealth = -50 }
}
if = {
limit = {
has_province_flag = ca_colony_3
}
owner = { wealth = -75 }
}
if = {
limit = {
has_province_flag = ca_colony_4
}
owner = { wealth = -100 }
}
if = {
limit = {
has_province_flag = ca_colony_5
}
owner = { wealth = -125 }
}
if = {
limit = {
has_province_flag = ca_colony_6
}
owner = { wealth = -150 }
}
}
}
option = {
name = "EVTOPTBunoccupied.9" #No
ai_chance = {
factor = 10
modifier = {
factor = 2
trait = cruel
}
modifier = {
factor = 2
trait = slothful
}
modifier = {
factor = 2
trait = greedy
}
}
FROM = {
add_province_modifier = {
name = colony_slow_economy
duration = 730
}
}
}
}
###Native Rebels
# Triggered from TOG.1999
province_event = {
id = unoccupied.10
picture = GFX_evt_peasants
border = GFX_event_normal_frame_war
desc = EVTDESCunoccupied.10
is_triggered_only = yes
immediate = {
if = {
limit = { #Sothoryos are always brindlemen
region = world_sothoryos
}
create_random_soldier = {
random_traits = yes
dynasty = none
religion = sothoryos_rel
culture = brindlemen
female = no
}
}
if = {
limit = {
NOT = {
region = world_sothoryos
}
}
create_random_soldier = {
random_traits = yes
dynasty = none
religion = ROOT
culture = ROOT
female = no
}
}
new_character = {
change_martial = 4
remove_trait = inbred
remove_trait = imbecile
remove_trait = slow
remove_trait = infirm
remove_trait = incapable
remove_trait = dwarf
remove_trait = hunchback
remove_trait = clubfooted
remove_trait = weak
remove_trait = leper
remove_trait = possessed
remove_trait = ill
remove_trait = pneumonic
remove_trait = maimed
random_list = {
3 = { add_trait = master_warrior }
30 = { add_trait = skilled_warrior }
52 = { add_trait = trained_warrior }
15 = { add_trait = poor_warrior }
}

if = { #nomad natives
limit = {
ROOT = {
NOT = { has_province_flag = ruin
ed_province }
traditional_nomad_territory_trig
ger = yes
}
}
create_title = {
tier = DUKE
landless = yes
temporary = yes
adventurer = yes
culture = ROOT
name = "NATIVE_REVOLT_NOMAD"
holder = THIS
}
set_character_flag = native_nomad_usurper
set_character_flag = raiding_adventurer
set_government_type = wildling_feudal_government
ROOT = {
save_event_target_as = target_province
owner = { save_event_target_as = previou
s_liege }
}
character_event = { id = HL.105 } #create troops
steppe
character_event = { id = HL.105 } #create troops
steppe
if = {
limit = {
has_game_rule = {
name = provincial_revolt
_strength
value = powerful
}
}
character_event = { id = HL.105 } #creat
e troops steppe
wealth = 150
}
if = {
limit = {
has_game_rule = {
name = provincial_revolt
_strength
value = very_powerful
}
}
character_event = { id = HL.105 } #creat
e troops steppe
character_event = { id = HL.105 } #creat
e troops steppe
wealth = 250
}
if = {
limit = {
has_game_rule = {
name = provincial_revolt
_strength
value = extremely_powerf
ul
}
}
character_event = { id = HL.105 } #creat
e troops steppe
character_event = { id = HL.105 } #creat
e troops steppe
character_event = { id = HL.105 } #creat
e troops steppe
wealth = 350
}
character_event = { id = HL.110 days = 1095 } #
Ping to see if he's ready to settle, repeating every 3 years.
}
if = {
limit = {
NOT = {
ROOT = {
NOT = { has_province_fla
g = ruined_province }
traditional_nomad_territ
ory_trigger = yes
}
}
}
create_title = {
tier = DUKE
landless = yes
temporary = yes
rebel = yes
culture = ROOT
name = "NATIVE_REVOLT"
holder = THIS
}
spawn_native_army_effect = yes
if = {
limit = {
has_game_rule = {
name = provincial_revolt
_strength
value = powerful
}
}
spawn_native_army_effect = yes
wealth = 150
}
if = {
limit = {
has_game_rule = {
name = provincial_revolt
_strength
value = very_powerful
}
}
spawn_native_army_effect = yes
spawn_native_army_effect = yes
spawn_native_army_effect = yes
wealth = 250
}
if = {
limit = {
has_game_rule = {
name = provincial_revolt
_strength
value = extremely_powerf
ul
}
}
spawn_native_army_effect = yes
spawn_native_army_effect = yes
spawn_native_army_effect = yes
spawn_native_army_effect = yes
spawn_native_army_effect = yes
wealth = 350
}
}
# DoW on the province top liege
ROOT = {
owner = {
top_liege = {
# set_defacto_vassal = PREVPREVPRE
V
reverse_war = {
target = PREVPREVPREV
casus_belli = native_rev
olt
thirdparty_title = ROOT
# The county
}
reverse_opinion = {
who = PREVPREVPREV
modifier = opinion_evil_
tyrant
}
}
}
}
}
owner = {
any_liege = { # Inform the lieges
character_event = {
id = unoccupied.1001
}
}
}
}
option = {
name = "EVTOPTAunoccupied.10"
}
}
character_event = {
id = unoccupied.1001
desc ="EVTDESCunoccupied.1001"
picture = GFX_evt_peasants
border = GFX_event_normal_frame_war
is_triggered_only = yes
option = {
name = OK
}
}
#Oldstones regalia
province_event = {
id = unoccupied.11
hide_window = yes
has_flag = colony_province
trigger = {
province_id = 81
has_province_flag = ruined_province
NOT = { has_province_flag = regalia_found }
owner = {
NOT = { culture = ruin }
NOT = { has_character_flag = no_oldstones_regalia }
}
}
mean_time_to_happen = {
years = 60
}
immediate = { owner = { narrative_event = { id = unoccupied.1101 } } }
option = {
name = OK
}
}
#Oldstones regalia
narrative_event = {
id = unoccupied.1101
title = "EVTtitleunoccupied.11"
desc = "EVTDESCunoccupied.11"
picture = GFX_evt_oldstones
is_triggered_only = yes
option = {
name = {
text = "EVTOPTAunoccupied.11" #I shall be River King!
trigger = {
NOT = { has_landed_title = e_iron_throne }
NOT = { has_landed_title = e_riverlands }
}
}
name = {
text = "EVTOPTBunoccupied.11" #Good
trigger = {
OR = {
has_landed_title = e_iron_throne
has_landed_title = e_riverlands
}
}
}
ai_chance = {
factor = 10
modifier = {
factor = 5
trait = ambitious
}
modifier = {
factor = 0
trait = content
}
modifier = {
factor = 3
trait = proud
}
modifier = {
factor = 0
trait = humble
}
modifier = {
factor = 3
trait = ruthless
}
modifier = {
factor = 0
trait = honorable
}
}
FROM = { set_province_flag = regalia_found }
add_artifact = river_kings_crown
wealth = 250
prestige = 100
if = {
limit = {
NOT = { has_landed_title = e_iron_throne }
NOT = { has_landed_title = e_riverlands }
}
if = {
limit = { e_riverlands = { has_holder = yes } }
e_riverlands = { add_pressed_claim = ROOT }
}
if = {
limit = {
e_riverlands = { has_holder = no }
NOT = { has_landed_title = k_riverlands
}
}
k_riverlands = { add_pressed_claim = ROOT }
}
if = {
limit = {
NOT = { trait = ambitious }
NOT = { trait = content }
NOT = { personality_traits = 6 }
}
add_trait = ambitious
hidden_tooltip = { character_event ={ id = 38278
} }
}
}
}
option = {
name = "EVTOPTCunoccupied.11" #Leave it be
ai_chance = { factor = 10 }
piety = 150
set_character_flag = no_oldstones_regalia
if = {
limit = {
NOT = { trait = honorable }
NOT = { trait = ruthless }
NOT = { personality_traits = 6 }
}
random = {
chance = 50
add_trait = honorable
hidden_tooltip = { character_event = { id = 3831
4 } }
}
}
}
}
#Summerhall dragon egg
province_event = {
id = unoccupied.12
hide_window = yes
has_global_flag = summerhall_established
has_flag = colony_province
trigger = {
province_id = 306
has_province_flag = ruined_province
owner = {
NOT = { culture = ruin }
NOT = { has_character_flag = summerhall_dragon_egg }
NOT = { trait = dragon_egg }
}
}
mean_time_to_happen = {
years = 60
}
immediate = { owner = { narrative_event = { id = unoccupied.1201 } } }
option = {
name = OK
}
}
#Summerhall dragon egg
narrative_event = {
id = unoccupied.1201
title = "EVTTITLEunoccupied.12"
desc = "EVTDESCunoccupied.12"
picture = "GFX_summerhall"
is_triggered_only = yes
immediate = { set_character_flag = summerhall_dragon_egg }
option = {
name = "EVTOPTAunoccupied.12"
ai_chance = {
factor = 100
}
add_trait = dragon_egg
prestige = 250
}
option = {
name = "EVTOPTBunoccupied.12" #sell it
ai_chance = {
factor = 1
modifier = {
factor = 0
OR = {
trait = proud
trait = ambitious
trait = envious
trait = greedy
high_valyrian_dynasty_trigger = yes
}
}
modifier = {
factor = 100
NOT = { wealth = 0 }
}
modifier = {
factor = 2
NOT = { wealth = -100 }
}
}
wealth = 750
}
}
#Find old religious scrolls
province_event = {
id = unoccupied.13
hide_window = yes
has_flag = colony_province
trigger = {
OR = {
has_province_flag = ruined_province
traditional_nomad_territory_trigger = yes
}
NOT = { region = world_dothraki }
NOT = { has_province_flag = scrolls_found }
owner = { NOT = { culture_group = unoccupied_group } }
}
mean_time_to_happen = {
years = 25
}
immediate = { set_province_flag = scrolls_found owner = { character_even
t = { id = unoccupied.1301 } } }
option = {
name = OK
}
}
#Find old religious scrolls
character_event = {
id = unoccupied.1301
desc = "EVTDESCunoccupied.13"
picture = GFX_evt_library
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.13" #carefully rescue them
trigger = {
FROM = { religion = ROOT }
}
ai_chance = {
factor = 10
modifier = {
factor = 5
trait = zealous
}
modifier = {
factor = 3
trait = proud
}
modifier = {
factor = 3
trait = diligent
}
}
wealth = -50
piety = 100
}
option = {
name = "EVTOPTBunoccupied.13" #leave them rot
trigger = {
FROM = { religion = ROOT }
}
ai_chance = {
factor = 10
modifier = {
factor = 5
trait = cynical
}
modifier = {
factor = 3
trait = humble
}
modifier = {
factor = 3
trait = slothful
}
}
piety = -50
}
option = {
name = "EVTOPTCunoccupied.13" #Burn them!
trigger = {
NOT = { FROM = { religion = ROOT } }
}
ai_chance = {
factor = 10
modifier = {
factor = 5
trait = zealous
}
modifier = {
factor = 3
trait = proud
}
modifier = {
factor = 3
trait = wroth
}
}
piety = 50
if = {
limit = {
NOT = { trait = zealous }
NOT = { trait = cynical }
}
random = {
chance = 25
add_trait = zealous
hidden_tooltip = { character_event = { id = 3826
9 } }
}
}
}
option = {
name = "EVTOPTDunoccupied.12" #convert
trigger = {
NOT = { FROM = { religion = ROOT } }
FROM = {
NOT = { religion = pirate }
NOT = { religion = corsair }
}
}
ai_chance = {
factor = 1
modifier = {
factor = 5
trait = cynical
}
modifier = {
factor = 3
trait = humble
}
modifier = {
factor = 3
trait = patient
}
}
tooltip = {
if = {
limit = { trait = pirate }
remove_trait = pirate
if = {
limit = { government = pirate_government
}
set_government_type = feudal_government
}
}
}
religion = FROM
}
}
#Province broken by dragon converted to a ruin
province_event = {
id = unoccupied.14
desc = "You should not see this, please report as a bug (unoccupied.14)"
picture = "GFX_evt_siege"
trigger = {
county = {
holder_scope = {
is_alive = no
NOT = { trait = high_valyrian }
}
}
# OR = {
# has_province_modifier = burning
# has_province_modifier = burned1
# has_province_modifier = burned2
# has_province_modifier = burned3
# }
}
mean_time_to_happen = { days = 30 }
immediate = {
if = {
limit = {
OR = {
has_province_modifier = burning
has_province_modifier = burned1
has_province_modifier = burned2
has_province_modifier = burned3
}
}
county = {
holder_scope = {
any_vassal = {
set_defacto_liege = THIS
}
}
}
add_province_modifier = {
name = ruined_province
duration = -1
}
set_province_flag = dragon_intel
set_province_flag = ruined_province
set_province_flag = ca_colony_4
clr_province_flag = restored_amphitheatre
hidden_tooltip = {
create_character = {
name = ""
religion="ruin_rel"
culture="ruin"
dynasty=none
attributes = {
martial = 0
diplomacy = 0
intrigue = 0
stewardship = 0
learning = 0
}
trait = ruin
}
new_character = {
ROOT = {
county = {
gain_title = PREVPREV
}
}
set_defacto_liege = THIS
set_character_flag = new_ruin
character_event = { id = unoccupied.101
}
}
}
break = yes
}
county = {
random_character = {
limit = {
has_claim = PREV
is_ruler = no
OR = {
NOT = { age = 14 }
is_married = yes
is_betrothed = yes
can_marry = yes
}
}
gain_title = PREV
}
if = {
limit = { holder_scope = { is_alive = no } }
create_character = {
religion = ROOT
culture = ROOT
dynasty = culture
random_traits = yes
}
new_character = {
ROOT = {
county = {
gain_title = PREVPREV
}
}
}
}
}
}
option = {
name = OK
}
}
# character_event = {
# id = unoccupied.140
# #hide_window = yes
# only_rulers = yes
# trigger = {
# any_demesne_title = {
# tier = COUNT
# any_de_jure_vassal_title = {
# holder_scope = {
# is_alive = no
# NOT = { trait = high_valyrian }
# }
# }
# }
# }
# mean_time_to_happen = { days = 30 }
# immediate = {
# }
# option = {
# name = OK
# any_demesne_title = {
# limit = { tier = COUNT }
# any_de_jure_vassal_title = {
# limit = {
# holder_scope = {
# is_alive = no
# NOT = { trait = high_valyrian
}
# }
# }
# gain_title = ROOT
# }
# }
# }
# }
#North Valyria dragon egg
province_event = {
id = unoccupied.15
hide_window = yes
has_flag = colony_province
trigger = {
region = world_north_valyria
has_province_flag = ruined_province
owner = {
NOT = { culture = ruin }
NOT = { trait = dragon_egg }
}
NOT = { has_province_flag = ruin_dragon_egg }
}
mean_time_to_happen = {
years = 150
}
immediate = {
set_province_flag = ruin_dragon_egg
owner = { character_event = { id = unoccupied.1501 } }
}
option = {
name = OK
}
}
character_event = {
id = unoccupied.1501
desc = "EVTDESCunoccupied.15"
picture = "GFX_targaryen_eggs"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.12"
add_trait = dragon_egg
prestige = 250
}
option = {
name = "EVTOPTBunoccupied.12" #sell it
wealth = 750
}
}
#Dangerous Vault found
province_event = {
id = unoccupied.16
hide_window = yes
has_flag = colony_province
trigger = {
OR = {
has_province_flag = ruined_province
traditional_nomad_territory_trigger = yes
}
NOT = { region = world_dothraki }
owner = {
NOT = { culture_group = unoccupied_group }
NOT = { trait = valyrian_steel }
NOT = { trait = incapable }
}
NOT = { has_province_flag = vault_found }
}
mean_time_to_happen = {
years = 120
}
immediate = {
set_province_flag = vault_found
owner = { character_event = { id = unoccupied.1601 } }
}
option = {
name = OK
}
}
character_event = {
id = unoccupied.1601
desc = "EVTDESCunoccupied.16"
picture = "GFX_evt_into_the_dungeon"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.16" #I shall go myself!
ai_chance = {
factor = 30
modifier = {
factor = 0
trait = craven
}
modifier = {
factor = 2
trait = brave
}
modifier = {
factor = 1.5
trait = diligent
}
modifier = {
factor = 1.5
trait = humble
}
}
random_list = {
80 = {
custom_tooltip = {
text = TOOLTIPunoccupied.1601a #Unearth
treasures
hidden_tooltip = { character_event = { i
d = unoccupied.1602 days = 1 } }
}
}
20 = {
custom_tooltip = {
text = TOOLTIPunoccupied.1601b #Die!
hidden_tooltip = { character_event = { i
d = unoccupied.1603 days = 1 } }
}
}
}
}
option = {
name = "EVTOPTBunoccupied.16" #Send Marshall
trigger = { job_marshal = { ai = yes } }
ai_chance = {
factor = 25
modifier = {
factor = 1.5
trait = slothful
}
modifier = {
factor = 1.5
trait = proud
}
modifier = {
factor = 2
trait = craven
}
}
job_marshal = {
random_list = {
80 = {
custom_tooltip = {
text = TOOLTIPunoccupied.1601a #
Unearth treasures
hidden_tooltip = { ROOT = { char
acter_event = { id = unoccupied.1604 days = 1 } } }
}
}
20 = {
custom_tooltip = {
text = TOOLTIPunoccupied.1601b #
Die!
hidden_tooltip = { ROOT = { char
acter_event = { id = unoccupied.1605 days = 1 } } }
}
}
}
}
}
option = {
name = "EVTOPTCunoccupied.16" #Too dangerous
ai_chance = {
factor = 25
modifier = {
factor = 0
trait = brave
}
}
prestige = -50
}
}
#Treasure found
character_event = {
id = unoccupied.1602
desc = "EVTDESCunoccupied.1602"
picture = "GFX_evt_valyrian_steel"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.1602"
add_trait = valyrian_steel
add_character_modifier = { name = owns_valyrian_steel_sword dur
ation = -1 }
wealth = 300
prestige = 100
}
}
#Died in a trap
character_event = {
id = unoccupied.1603
desc = "EVTDESCunoccupied.1603"
picture = "GFX_evt_death"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.1603"
red_god_resurrect_effect = yes #check for rhllor resurrection
death = { death_reason = death_accident }
}
}
#Marshal Treasure found
character_event = {
id = unoccupied.1604
desc = "EVTDESCunoccupied.1604"
picture = "GFX_evt_valyrian_steel"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.1604" #He deserves the sword
ai_chance = {
factor = 15
modifier = {
factor = 0
trait = greedy
}
modifier = {
factor = 4
trait = charitable
}
modifier = {
factor = 2
trait = honorable
}
modifier = {
factor = 2
trait = humble
}
}
job_marshal = {
add_trait = valyrian_steel
add_character_modifier = { name = owns_valyrian_steel_sw
ord duration = -1 }
prestige = 100
wealth = 150
opinion = {
who = ROOT
modifier = opinion_gave_sword_to_me
years = 50
}
}
wealth = 150
if = {
limit = {
NOT = { trait = charitable }
NOT = { trait = greedy }
NOT = { personality_traits = 6 }
}
random = {
chance = 50
add_trait = charitable
hidden_tooltip = { character_event = { id = 3827
3 } }
}
}
if = {
limit = {
NOT = { trait = honorable }
NOT = { trait = ruthless }
NOT = { personality_traits = 6 }
}
random = {
chance = 25
add_trait = honorable
hidden_tooltip = { character_event = { id = 3831
4 } }
}
}
}
option = {
name = "EVTOPTBunoccupied.1604" #Just what is due
ai_chance = {
factor = 60
modifier = {
factor = 2
trait = just
}
modifier = {
factor = 2
trait = diligent
}
}
job_marshal = {
wealth = 100
}
add_trait = valyrian_steel
add_character_modifier = { name = owns_valyrian_steel_sword dur
ation = -1 }
wealth = 200
prestige = 100
}
option = {
name = "EVTOPTCunoccupied.1604" #Just what is due
ai_chance = {
factor = 15
modifier = {
factor = 4
trait = greedy
}
modifier = {
factor = 2
trait = arbitrary
}
modifier = {
factor = 2
trait = ruthless
}
modifier = {
factor = 2
trait = proud
}
modifier = {
factor = 0
trait = charitable
}
modifier = {
factor = 0
trait = honorable
}
}
job_marshal = {
opinion = {
who = ROOT
modifier = opinion_unhappy
years = 5
}
}
add_trait = valyrian_steel
add_character_modifier = { name = owns_valyrian_steel_sword dur
ation = -1 }
wealth = 300
prestige = 100
if = {
limit = {
NOT = { trait = charitable }
NOT = { trait = greedy }
NOT = { personality_traits = 6 }
}
random = {
chance = 50
add_trait = greedy
hidden_tooltip = { character_event = { id = 3825
2 } }
}
}
}
}
#Marshal Died in a trap
character_event = {
id = unoccupied.1605
desc = "EVTDESCunoccupied.1605"
picture = "GFX_evt_death"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.1605"
job_marshal = {
red_god_resurrect_effect = yes #check for rhllor resurre
ction
death = { death_reason = death_accident }
}
prestige = -50
}
}
###Restore Amphitheatre?###
province_event = {
id = unoccupied.17
hide_window = yes
has_flag = colony_province
trigger = {
OR = {
has_province_flag = ruined_province
traditional_nomad_territory_trigger = yes
}
NOT = { region = world_dothraki }
NOT = { region = world_westeros } #Eastern only thing
owner = { NOT = { culture_group = unoccupied_group } }
NOT = { has_province_flag = restored_amphitheatre }
}
mean_time_to_happen = {
years = 60
}
immediate = {
set_province_flag = restored_amphitheatre
owner = { character_event = { id = unoccupied.1701 } }
}
option = {
name = OK
}
}
character_event = {
id = unoccupied.1701
desc = "EVTDESCunoccupied.17"
picture = "GFX_evt_castle_construction"
is_triggered_only = yes
option = {
name = "EVTOPTAunoccupied.17" #Rebuld it
ai_chance = {
factor = 75
modifier = {
factor = 3
trait = charitable
}
modifier = {
factor = 2
trait = diligent
}
modifier = {
factor = 2
trait = proud
}
modifier = {
factor = 2
trait = ambitious
}
modifier = {
factor = 0
NOT = { wealth = 100 }
}
modifier = {
factor = 0.1
NOT = { wealth = 350 }
}
modifier = {
factor = 2
wealth = 700
}
}
random_demesne_title = {
limit = {
tier = BARON
holding_type = city
location = { province_id = FROM }
}
add_building = ct_amphitheatre
}
if = {
limit = {
NOT = {
any_demesne_title = {
tier = BARON
holding_type = city
location = { province_id = FROM
}
}
}
}
random_realm_lord = {
limit = {
any_demesne_title = {
tier = BARON
holding_type = city
location = { province_id = FROM
}
}
}
random_demesne_title = {
limit = {
tier = BARON
holding_type = city
location = { province_id = FROM
}
}
add_building = ct_amphitheatre
}
}
}
wealth = -350
prestige = 50
add_character_modifier = {
name = patron_of_amphitheatre
duration = 5475
}
}
option = {
name = "EVTOPTBunoccupied.17" #No
ai_chance = {
factor = 25
modifier = {
factor = 5
trait = greedy
}
modifier = {
factor = 3
trait = slothful
}
modifier = {
factor = 3
trait = humble
}
modifier = {
factor = 3
trait = content
}
}
prestige = -50
}
}
###AI colonisation prompt###
character_event = {
id = unoccupied.18
is_triggered_only = yes
only_playable = yes
min_age = 16
capable_only = yes
prisoner = no
ai = yes
war = no
trigger = {
OR = {
AND = {
has_game_rule = { name = colinisation_cost value
= expensive }
monthly_income = 32
wealth = 480
}
AND = {
has_game_rule = { name = colinisation_cost value
= normal }
monthly_income = 20
wealth = 300
}
AND = {
has_game_rule = { name = colinisation_cost value
= cheap }
monthly_income = 8
wealth = 120
}
}
NOT = { has_character_flag = loan_taken }
NOT = { has_character_modifier = loan_timer }
NOT = { has_character_flag = offended_moneylenders }
NOT = { any_demesne_province = { has_province_flag = colony_prov
ince } }
NOT = { trait = nightswatch }
NOT = { culture_group = unoccupied_group }
NOT = { trait = kingsguard }
}
option = {
name = YES
ai_chance = {
factor = 33
modifier = {
factor = 0
trait = content
}
modifier = {
factor = 5
trait = ambitious
}
modifier = {
factor = 0.33
trait = slothful
}
modifier = {
factor = 3
trait = diligent
}
modifier = {
factor = 0.33
trait = greedy
}
modifier = {
factor = 3
trait = charitable
}
modifier = {
factor = 0.5
NOT = { stewardship = 8 }
}
modifier = {
factor = 2
stewardship = 14
}
modifier = {
factor = 0.75
is_feudal = yes
}
}
random_independent_ruler = {
limit = {
culture = ruin
war = no
tier = COUNT
capital_scope = {
has_province_flag = ruined_province
any_neighbor_province = {
OR = {
AND = {
has_owner = yes
OR = {
owner =
{
OR = {
character = ROOT
is_liege_or_above = ROOT
}
}
any_prov
ince_lord = { character = ROOT }
}
}
AND = {
is_land = no
any_neighbor_pro
vince = {
OR = {
AND = {
has_owner = yes
OR = {
owner = {
OR = {
character = ROOT
is_liege_or_above = ROOT
}
}
any_province_lord = { character = ROOT }
}
}
AND = {
is_land = no
any_neighbor_province = {
OR = {
owner = {
OR = {
character = ROOT
is_liege_or_above = ROOT
}
}
any_province_lord = { character = ROOT }
}
}
}
}
}
}
}
}
}
}
ROOT = { wealth = 1000 }
capital_scope = {
county = {
reverse_war = {
target = ROOT
casus_belli = colonisation
}
}
}
ROOT = {
wealth = -1000
# Create a fleet, just to be sure
spawn_fleet = {
province = closest # closest sea zone
owner = ROOT
disband_on_peace = yes
troops =
{
galleys = { 50 50 }
}
}
}
# random_playable_ruler = {
# limit = { ai = no }
# character_event = { id = unoccupied.19 }
# }
}
}
option = {
name = NO
ai_chance = {
factor = 66
}
}
}
# character_event = {
# id = unoccupied.19
# desc = "I'm colonising!"
# is_triggered_only = yes
# option = {
# name = WOW
# }
# }
# #Insta end colony sieges
# character_event = {
# id = unoccupied.20
# #is_triggered_only = yes
# hide_window = yes
# trigger = {
# siege = {
# is_attacker = yes
# location = {
# has_province_modifier = ruined_province
# county = {
# holder_scope = { culture_group = unocc
upied_group }
# any_war = {
# using_cb = colonisation
# attacker = {
# OR = {
# character = RO
OT
# is_vassal_or_b
elow = ROOT
# }
# }
# }
# }
# }
# }
# }
# immediate = {
# siege = {
# location = { remove_province_modifier = ruined_provinc
e }
# # enemy = {
# # morale = -2
# # troops = -2
# # }
# }
# }
# option = {
# name = OK
# }
# }
#Siege Warning
character_event = {
id = unoccupied.21
is_triggered_only = yes
hide_window = yes
trigger = {
siege = {
location = {
has_province_flag = colony_province
NOT = { has_province_modifier = siege_warning }
owner = {
NOT = { culture_group = unoccupied_group
}
NOT = { character = ROOT }
NOT = { is_vassal_or_below = ROOT }
}
capital_holding = { is_occupied = no }
}
}
}
immediate = {
siege = {
location = {
add_province_modifier = {
name = siege_warning
duration = 180
hidden = yes
}
owner = {
character_event = { id = unoccupied.22 }
any_liege = { character_event = { id = u
noccupied.22 } }
}
}
}
}
option = {
name = OK
}
}
character_event = {
id = unoccupied.22
desc = "EVTDESCunoccupied.22"
picture = "GFX_evt_siege"
border = "GFX_event_normal_frame_war"
is_triggered_only = yes
ai = no
option = {
name = "EVTOPTAunoccupied.22"
}
}

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