Neuer Trait: Drachentöter

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chefkoch
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Beiträge: 615
Registriert: Do 04.10.2007, 17:37
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Neuer Trait: Drachentöter / Mythologie-Events

Beitrag von chefkoch »

Wenn es den Menschen schlecht geht, dann macht ihr uralter Aberglaube die fantastischsten Dinge für ihr Schicksal verantwortlich. Das sind die Zeiten, in denen das Landvolk Riesen und Drachen und dergleichen sieht und die Starken um Schutz fleht. Zeiten in denen sich furchtlose Ritter einen Namen machen können. Zeiten in denen Drachentöter und ihre Legenden geboren werden.

Bild

Die Überlegung für die mythologischen Wesen:

Riesen & Drachen:
Regionen: Deutschland, Skandinavien, England, Atlantikinseln -> folgende Kulturen: norwegian, swedish, danish, saxon, english, german, dutch, norman, norse
-> sinkende Produktivität
-> steigende Macht des Adels (Ritter zur Abwehr verlangt)
-> sinkende Macht des Klerus (offensichtlich Rückschlag für Missionierung)

Werwolf: Osteuropa,
Stüpp, Aufhocker, Klüngelpelz, Böxenwolf: Deutschland
Fenriswolf etc.: Deutschland, Skandinavien, England, Atlantikinseln
-> für folgende Kulturen: norwegian, swedish, danish, saxon, english, german, dutch, norman, norse, prussian, lettigalish, lithuanian
-> sinkende Produktivität
-> steigende Macht der Bauern & Bürger (gehen nur noch mit Heugabeln bewaffnet vor die Tür)
-> sinkende Macht des Klerus

Vampir: generell christliche Provinzen außer Russland, Westeuropa, Iberien
Draugr, Wiedergänger, Nachzehrer, Neuntöter, Doppelsauger: Deutschland, Skandinavien, England
-> für folgende Kulturen: Christen außer irish, scottish, welsh, finnish, basque, castillan, catalan, russian, eastern_slavic, western_slavic, iberian, portuguese
-> sinkende Produktivität
-> steigende Macht des Klerus
-> höhere Wahrscheinlichkeit in Provinzen mit Ketzer-Status

Phoenix: Christen (& nachrangig für Moslems)
-> steigende Produktivität
-> steigende Stabilität
-> Herrscher bekommt „Midas Touched“
-> Herrscher bekommt Frömmigkeitsbonus
-> Herrscher bekommt Chance auf forgiving, just, merciful, temperate oder wise
-> sehr sehr sehr selten (1-2x im Spiel)

Greifen
-> sinkende Produktivität
-> sinkende Macht des Adels (Greife mögen Pferdefleisch)
-> verleiht Weisheit

Einhörner
-> steigende Produktivität
-> steigende Stabilität
-> lösen große Jagd aus
-> massiver Gesundheitsbonus, großer Fruchtbarkeits- und Diplomatiemalus

Basilisk
-> sinkende Produktivität
-> steigende Macht des Adels (Ritter zur Abwehr verlangt)
-> sinkende Macht des Klerus
-> Bildhauerei verbreitet sich (sein Blick versteinert)

Caladrius/Dhalion
-> heilt schwer kranke mit gewisser Frömmigkeit
-> kleiner Frömmigkeitsbonus
-> sollte häufiger erscheinen


Die Events sind noch lange nicht fertig und bedürfen weiteren Inputs und Ideen. Auch über (weitere Wesen und) Konsequenzen darf gerne diskutiert werden.

Dass man den Drachentöter-Trait ohne Bedingung und ernsthaftes Risiko bekommt, liegt daran, dass es die Viecher nicht wirklich gibt. Der Träger kann nur damit herumprahlen. Und das sollte den Trait auch ausmachen. Ein Popstar-Trait. Super Diplomatie- und Kampfwert, ein Spitzen Fruchtbarkeitswert ;) und massig jährliches Ansehen. In Verwaltung und Spionage ist er allerdings eine Niete. Auch seine Frömmigkeit läßt stark zu wünschen übrig. Die Events die für den Drachentöter kommen könnten sind Hilferufe von Monstergeplagten Regionen und generell Events die den Superstar vom eigenen Hof wegbewegen. Zudem sehr positive Events für den Hof an dem er sich aufhält. Ziel ist ihn unbedingt (hohe Kosten für seinen Lebensstil) zu halten.

Die Events sind natürlich auch interessant wenn man den Trait mittels # ausschaltet. Man kann ja nur eine begrenzte Zahl neuer Traits benutzen. Wir persönlich entfernen bei uns Heiliggesprochen (verschmolzen mit Seeliggesprochen), Sunnitisch und Shiitisch um mehr zu benutzen.
Die Legende derer von Weimar: Teil 1 (CK), Teil 2 (EU2), Teil 3 (Vic), Teil 4 (HOI2)
Die 3 streitenden Reiche (Vic)
Die 37. Dynastie (CK)
chefkoch
Rang 9
Beiträge: 615
Registriert: Do 04.10.2007, 17:37
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Beitrag von chefkoch »

Erste Events zur Sichtung der Untiere und zur Jagd auf sie.

Code: Alles auswählen

# Riesen gesichtet

province_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = culture value = norwegian }
			condition = { type = culture value = swedish }
			condition = { type = culture value = danish }
			condition = { type = culture value = saxon }
			condition = { type = culture value = english }
			condition = { type = culture value = german }
			condition = { type = culture value = dutch }
			condition = { type = culture value = norse }
			condition = { type = culture value = norman }
		}
	}

	mean_time_to_happen = {
		months = 500

		modifier = {
			condition = { type = owner
				condition = { type = stability value = 1 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 2 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 3 }
			}
			factor = 1.3
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -1 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -2 } }
			}
			factor = 0.7
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -3 } }
			}
			factor = 0.6
		}
	}

	action_a = { #That's just silly superstition!
		effect = { type = ruler_piety value = -10 }
		effect = { type = noble_power value = 0.2 }
		effect = { type = clergy_power value = -0.2 }
		effect = { type = prosperity value = -1 }
	}
}

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 35 } }
		condition = {
			type = or
			condition = { type = culture value = norwegian }
			condition = { type = culture value = swedish }
			condition = { type = culture value = danish }
			condition = { type = culture value = saxon }
			condition = { type = culture value = english }
			condition = { type = culture value = german }
			condition = { type = culture value = dutch }
			condition = { type = culture value = norse }
			condition = { type = culture value = norman }
		}
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = blind } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = war_invalid } }
	}

	mean_time_to_happen = {
		months = 500 

		modifier = {
			condition = { type = stability value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stability value = 2 }
			factor = 1.2
		}
		modifier = {
			condition = { type = stability value = 3 }
			factor = 1.3
		}
		modifier = {
			condition = { type = not value = { type = stability value = 0 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stability value = -1 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = stability value = -2 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = stability value = -3 } }
			factor = 0.6
		}
	}

	action_a = { #Wir werden die Riesen bekämpfen
		effect = { ... }
		effect = { type = gold value = -250 }
		effect = { type = prestige value = 50 }
		effect = { type = piety value = 50 }
		effect = { type = add_trait value = drachentöter }
		effect = {
			type = random
			chance = 15
			effect = { type = health value = -1 }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 2
			effect = { type = death }
		}
	}
	action_b = { #Das ist zu gefährlich, wir bleiben bei Weib, Wein & Käse daheim
		effect = { ... }
		effect = { type = add_trait value = coward }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = -50 }
	}
	action_c = { #Riesen gibt es doch gar nicht
		effect = { ... }
		effect = { type = add_trait value = sceptical }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = 50 }
	}
}

# Drachen gesichtet

province_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = culture value = norwegian }
			condition = { type = culture value = swedish }
			condition = { type = culture value = danish }
			condition = { type = culture value = saxon }
			condition = { type = culture value = english }
			condition = { type = culture value = german }
			condition = { type = culture value = dutch }
			condition = { type = culture value = norse }
			condition = { type = culture value = norman }
		}
	}

	mean_time_to_happen = {
		months = 500

		modifier = {
			condition = { type = owner
				condition = { type = stability value = 1 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 2 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 3 }
			}
			factor = 1.3
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -1 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -2 } }
			}
			factor = 0.7
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -3 } }
			}
			factor = 0.6
		}
	}

	action_a = { #That's just silly superstition!
		effect = { type = ruler_piety value = -10 }
		effect = { type = noble_power value = 0.2 }
		effect = { type = clergy_power value = -0.2 }
		effect = { type = prosperity value = -1 }
	}
}

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 35 } }
		condition = {
			type = or
			condition = { type = culture value = norwegian }
			condition = { type = culture value = swedish }
			condition = { type = culture value = danish }
			condition = { type = culture value = saxon }
			condition = { type = culture value = english }
			condition = { type = culture value = german }
			condition = { type = culture value = dutch }
			condition = { type = culture value = norse }
			condition = { type = culture value = norman }
		}
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = blind } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = war_invalid } }
	}

	mean_time_to_happen = {
		months = 500 

		modifier = {
			condition = { type = stability value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stability value = 2 }
			factor = 1.2
		}
		modifier = {
			condition = { type = stability value = 3 }
			factor = 1.3
		}
		modifier = {
			condition = { type = not value = { type = stability value = 0 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stability value = -1 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = stability value = -2 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = stability value = -3 } }
			factor = 0.6
		}
	}

	action_a = { #Wir werden die Drachen bekämpfen
		effect = { ... }
		effect = { type = gold value = -250 }
		effect = { type = prestige value = 50 }
		effect = { type = piety value = 50 }
		effect = { type = add_trait value = drachentöter }
		effect = {
			type = random
			chance = 15
			effect = { type = health value = -1 }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 2
			effect = { type = death }
		}
	}
	action_b = { #Das ist zu gefährlich, wir bleiben bei Weib, Wein & Käse daheim
		effect = { ... }
		effect = { type = add_trait value = coward }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = -50 }
	}
	action_c = { #Drachen gibt es doch gar nicht
		effect = { ... }
		effect = { type = add_trait value = sceptical }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = 50 }
	}
}

# Werwolf gesichtet

province_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = culture value = norwegian }
			condition = { type = culture value = swedish }
			condition = { type = culture value = danish }
			condition = { type = culture value = saxon }
			condition = { type = culture value = english }
			condition = { type = culture value = german }
			condition = { type = culture value = dutch }
			condition = { type = culture value = norse }
			condition = { type = culture value = norman }
			condition = { type = culture value = prussian }
			condition = { type = culture value = lettigalish }
			condition = { type = culture value = lithuanian }
		}
	}

	mean_time_to_happen = {
		months = 500

		modifier = {
			condition = { type = owner
				condition = { type = stability value = 1 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 2 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 3 }
			}
			factor = 1.3
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -1 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -2 } }
			}
			factor = 0.7
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -3 } }
			}
			factor = 0.6
		}
	}

	action_a = { #That's just silly superstition!
		effect = { type = ruler_piety value = -10 }
		effect = { type = burgher_power value = 0.2 }
		effect = { type = peasants_power value = 0.2 }
		effect = { type = clergy_power value = -0.2 }
		effect = { type = prosperity value = -1 }
	}
}

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 35 } }
		condition = {
			type = or
			condition = { type = culture value = norwegian }
			condition = { type = culture value = swedish }
			condition = { type = culture value = danish }
			condition = { type = culture value = saxon }
			condition = { type = culture value = english }
			condition = { type = culture value = german }
			condition = { type = culture value = dutch }
			condition = { type = culture value = norse }
			condition = { type = culture value = norman }
			condition = { type = culture value = prussian }
			condition = { type = culture value = lettigalish }
			condition = { type = culture value = lithuanian }
		}
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = blind } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = war_invalid } }
	}

	mean_time_to_happen = {
		months = 500 

		modifier = {
			condition = { type = stability value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stability value = 2 }
			factor = 1.2
		}
		modifier = {
			condition = { type = stability value = 3 }
			factor = 1.3
		}
		modifier = {
			condition = { type = not value = { type = stability value = 0 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stability value = -1 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = stability value = -2 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = stability value = -3 } }
			factor = 0.6
		}
	}

	action_a = { #Wir werden die Wölfe zur Strecke bringen
		effect = { ... }
		effect = { type = gold value = -250 }
		effect = { type = prestige value = 50 }
		effect = { type = piety value = 50 }
		effect = { type = add_trait value = drachentöter }
		effect = {
			type = random
			chance = 15
			effect = { type = health value = -1 }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 2
			effect = { type = death }
		}
	}
	action_b = { #Das ist zu gefährlich, wir bleiben bei Weib, Wein & Käse daheim
		effect = { ... }
		effect = { type = add_trait value = coward }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = -50 }
	}
	action_c = { #Werwölfe gibt es doch gar nicht
		effect = { ... }
		effect = { type = add_trait value = sceptical }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = 50 }
	}
}

# Vampir gesichtet

province_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = { type = not value = { type = culture value = irish } }
		condition = { type = not value = { type = culture value = scottish } }
		condition = { type = not value = { type = culture value = welsh } }
		condition = { type = not value = { type = culture value = finnish } }
		condition = { type = not value = { type = culture value = basque } }
		condition = { type = not value = { type = culture value = castillan } }
		condition = { type = not value = { type = culture value = catalan } }
		condition = { type = not value = { type = culture value = russian } }
		condition = { type = not value = { type = culture value = finnish } }
		condition = { type = not value = { type = culture value = eastern_slavic } }
		condition = { type = not value = { type = culture value = western_slavic } }
		condition = { type = not value = { type = culture value = iberian } }
		condition = { type = not value = { type = culture value = portuguese } }
	}

	mean_time_to_happen = {
		months = 500

		modifier = {
			condition = { type = has_province_effect value = { heretic = yes } }
			factor = 0.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 1 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 2 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 3 }
			}
			factor = 1.3
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -1 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -2 } }
			}
			factor = 0.7
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -3 } }
			}
			factor = 0.6
		}
	}

	action_a = { #That's just silly superstition!
		effect = { type = ruler_piety value = -10 }
		effect = { type = burgher_power value = 0.2 }
		effect = { type = peasants_power value = 0.2 }
		effect = { type = clergy_power value = 0.2 }
		effect = { type = prosperity value = -1 }
	}
}

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 35 } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = { type = not value = { type = culture value = irish } }
		condition = { type = not value = { type = culture value = scottish } }
		condition = { type = not value = { type = culture value = welsh } }
		condition = { type = not value = { type = culture value = finnish } }
		condition = { type = not value = { type = culture value = basque } }
		condition = { type = not value = { type = culture value = castillan } }
		condition = { type = not value = { type = culture value = catalan } }
		condition = { type = not value = { type = culture value = russian } }
		condition = { type = not value = { type = culture value = finnish } }
		condition = { type = not value = { type = culture value = eastern_slavic } }
		condition = { type = not value = { type = culture value = western_slavic } }
		condition = { type = not value = { type = culture value = iberian } }
		condition = { type = not value = { type = culture value = portuguese } }
		condition = { type = not value = { type = trait value = excommunicated } }
		condition = { type = not value = { type = trait value = heretic } }
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = blind } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = war_invalid } }
	}

	mean_time_to_happen = {
		months = 500 

		modifier = {
			condition = { type = stability value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stability value = 2 }
			factor = 1.2
		}
		modifier = {
			condition = { type = stability value = 3 }
			factor = 1.3
		}
		modifier = {
			condition = { type = not value = { type = stability value = 0 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stability value = -1 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = stability value = -2 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = stability value = -3 } }
			factor = 0.6
		}
	}

	action_a = { #Wir werden die Vampire zur Strecke bringen
		effect = { ... }
		effect = { type = gold value = -250 }
		effect = { type = prestige value = 50 }
		effect = { type = piety value = 50 }
		effect = { type = add_trait value = drachentöter }
		effect = {
			type = random
			chance = 15
			effect = { type = health value = -1 }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 2
			effect = { type = death }
		}
	}
	action_b = { #Das ist zu gefährlich, wir bleiben bei Weib, Wein & Käse daheim
		effect = { ... }
		effect = { type = add_trait value = coward }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = -50 }
	}
	action_c = { #Vampire gibt es doch gar nicht
		effect = { ... }
		effect = { type = add_trait value = sceptical }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = 50 }
	}
}

# Phoenix gesichtet

province_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
			condition = { type = religion value = moslem }
		}
	}

	mean_time_to_happen = {
		months = 4000
	}

	action_a = { #That's great!
		effect = { type = ruler_piety value = 25 }
		effect = { type = burgher_loyalty value = 0.5 }
		effect = { type = peasants_loyalty value = 0.5 }
		effect = { type = noble_loyalty value = 0.5 }
		effect = { type = clergy_loyalty value = 0.5 }
		effect = { type = clergy_power value = 0.2 }
		effect = { type = prosperity value = 3 }
	}
}

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
	}

	mean_time_to_happen = {
		months = 4000 
	}

	action_a = { #Ein echter Phoenix, ein Zeichen Gottes...
		effect = { type = piety value = 150 }
		effect = { type = stability value = 3 }
		effect = { type = add_trait value = midas_touched }
		effect = {
			type = random
			chance = 20
			effect = { type = add_trait value = wise }
		}
		effect = {
			type = random
			chance = 20
			effect = { type = add_trait value = forgiving }
		}
		effect = {
			type = random
			chance = 20
			effect = { type = add_trait value = just }
		}
		effect = {
			type = random
			chance = 20
			effect = { type = add_trait value = merciful }
		}
		effect = {
			type = random
			chance = 20
			effect = { type = add_trait value = temperate }
		}
	}
	action_b = { #Phoenixe gibt es doch gar nicht
		effect = { type = prestige value = -50 }
		effect = { type = piety value = -50 }
		effect = { type = add_trait value = heretic }
		effect = { type = add_trait value = sceptical }
	}
}

# Greife gesichtet

province_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
			condition = { type = religion value = moslem }
		}
	}

	mean_time_to_happen = {
		months = 500

		modifier = {
			condition = { type = owner
				condition = { type = stability value = 1 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 2 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 3 }
			}
			factor = 1.3
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -1 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -2 } }
			}
			factor = 0.7
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -3 } }
			}
			factor = 0.6
		}
	}

	action_a = { #That's just silly superstition!
		effect = { type = ruler_piety value = -10 }
		effect = { type = noble_power value = -0.2 }
		effect = { type = clergy_power value = -0.2 }
		effect = { type = prosperity value = -1 }
	}
}

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 35 } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
			condition = { type = religion value = moslem }
		}
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = blind } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = war_invalid } }
	}

	mean_time_to_happen = {
		months = 500 

		modifier = {
			condition = { type = stability value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stability value = 2 }
			factor = 1.2
		}
		modifier = {
			condition = { type = stability value = 3 }
			factor = 1.3
		}
		modifier = {
			condition = { type = not value = { type = stability value = 0 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stability value = -1 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = stability value = -2 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = stability value = -3 } }
			factor = 0.6
		}
	}

	action_a = { #Wir werden die Greife zur Strecke bringen
		effect = { ... }
		effect = { type = gold value = -250 }
		effect = { type = prestige value = 50 }
		effect = { type = piety value = 50 }
		effect = { type = add_trait value = drachentöter }
		effect = { type = add_trait value = wise }
		effect = {
			type = random
			chance = 15
			effect = { type = health value = -1 }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 2
			effect = { type = death }
		}
	}
	action_b = { #Das ist zu gefährlich, wir bleiben bei Weib, Wein & Käse daheim
		effect = { ... }
		effect = { type = add_trait value = coward }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = -50 }
	}
	action_c = { #Greife gibt es doch gar nicht
		effect = { ... }
		effect = { type = add_trait value = sceptical }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = 50 }
	}
}

# Einhörner gesichtet

province_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
			condition = { type = religion value = moslem }
		}
	}

	mean_time_to_happen = {
		months = 500

		modifier = {
			condition = { type = owner
				condition = { type = stability value = 1 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 2 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 3 }
			}
			factor = 1.3
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -1 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -2 } }
			}
			factor = 0.7
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -3 } }
			}
			factor = 0.6
		}
	}

	action_a = { #That's great!
		effect = { type = ruler_prestige value = 25 }
		effect = { type = burgher_loyalty value = 0.2 }
		effect = { type = peasants_loyalty value = 0.2 }
		effect = { type = noble_loyalty value = 0.2 }
		effect = { type = prosperity value = 3 }
	}
}

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 35 } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
			condition = { type = religion value = moslem }
		}
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = blind } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = war_invalid } }
	}

	mean_time_to_happen = {
		months = 500 

		modifier = {
			condition = { type = stability value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stability value = 2 }
			factor = 1.2
		}
		modifier = {
			condition = { type = stability value = 3 }
			factor = 1.3
		}
		modifier = {
			condition = { type = not value = { type = stability value = 0 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stability value = -1 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = stability value = -2 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = stability value = -3 } }
			factor = 0.6
		}
	}

	action_a = { #Wir werden die Einhörner jagen
		effect = { ... }
		effect = { type = gold value = -250 }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = -50 }
		effect = { type = add_trait value = drachentöter }
		effect = { type = diplomacy value = -5 }
		effect = { type = fertility value = -5 }
		effect = { type = health value = 15 }
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 2
			effect = { type = death }
		}
	}
	action_b = { #Nein, das wäre falsch
		effect = { ... }
		effect = { type = add_trait value = temperate }
		effect = { type = prestige value = 10 }
		effect = { type = piety value = 10 }
		effect = { type = stability value = 1 }
	}
}

# Basilisk gesichtet

province_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
			condition = { type = religion value = moslem }
		}
	}

	mean_time_to_happen = {
		months = 500

		modifier = {
			condition = { type = owner
				condition = { type = stability value = 1 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 2 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = owner
				condition = { type = stability value = 3 }
			}
			factor = 1.3
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -1 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -2 } }
			}
			factor = 0.7
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = stability value = -3 } }
			}
			factor = 0.6
		}
	}

	action_a = { #That's great!
		effect = { type = ruler_piety value = -10 }
		effect = { type = clergy_power value = -0.2 }
		effect = { type = noble_power value = 0.2 }
		effect = { type = prosperity value = -1 }
		effect = { type = add_advance value = sculptures }
	}
}

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 35 } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
			condition = { type = religion value = moslem }
		}
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = blind } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = war_invalid } }
	}

	mean_time_to_happen = {
		months = 500 

		modifier = {
			condition = { type = stability value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stability value = 2 }
			factor = 1.2
		}
		modifier = {
			condition = { type = stability value = 3 }
			factor = 1.3
		}
		modifier = {
			condition = { type = not value = { type = stability value = 0 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stability value = -1 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = stability value = -2 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = stability value = -3 } }
			factor = 0.6
		}
	}

	action_a = { #Wir werden die Basilisken zur Strecke bringen
		effect = { ... }
		effect = { type = gold value = -250 }
		effect = { type = prestige value = 50 }
		effect = { type = piety value = 50 }
		effect = { type = add_trait value = drachentöter }
		effect = {
			type = random
			chance = 15
			effect = { type = health value = -1 }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 2
			effect = { type = death }
		}
	}
	action_b = { #Das ist zu gefährlich, wir bleiben bei Weib, Wein & Käse daheim
		effect = { ... }
		effect = { type = add_trait value = coward }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = -50 }
	}
	action_c = { #Basilisken gibt es doch gar nicht
		effect = { ... }
		effect = { type = add_trait value = sceptical }
		effect = { type = prestige value = -50 }
		effect = { type = piety value = 50 }
	}
}

# Caladrius gesichtet

character_event = {

	id = xxxxx
	picture = "event_pagan"

	trigger = {
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = { type = trait value = pneumonia } 
		condition = { type = trait value = blind } 
		condition = { type = trait value = leper } 
		condition = { type = trait value = plagueinfested } 
		condition = { type = trait value = depression } 
		condition = { type = trait value = schizofrenia } 
		condition = { type = trait value = maniac } 
		condition = { type = trait value = illness } 
		condition = { type = trait value = stress_symptom } 
		condition = { type = trait value = war_invalid } 
		condition = { type = not value = { type = trait value = heretic } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = piety value = 100 }
	}

	mean_time_to_happen = {
		months = 100 

	}

	action_a = { #Ein Zeichen, wir werden gesund werden
		effect = { ... }
		effect = { type = gold value = -150 }
		effect = { type = piety value = 50 }
		effect = { type = health value = 1 } # placebo-effekt
		effect = {
			type = random
			chance = 90 # restrisiko
			effect = { type = remove_trait value = pneumonia }
			effect = { type = remove_trait value = blind }
			effect = { type = remove_trait value = leper }
			effect = { type = remove_trait value = plagueinfested }
			effect = { type = remove_trait value = depression }
			effect = { type = remove_trait value = schizofrenia }
			effect = { type = remove_trait value = maniac }
			effect = { type = remove_trait value = illness }
			effect = { type = remove_trait value = stress_symptom }
			effect = { type = remove_trait value = war_invalid }
			effect = { type = health value = 1 }
		}
	}
}
Die Legende derer von Weimar: Teil 1 (CK), Teil 2 (EU2), Teil 3 (Vic), Teil 4 (HOI2)
Die 3 streitenden Reiche (Vic)
Die 37. Dynastie (CK)
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Vernichter
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Beitrag von Vernichter »

Russland kannte die Vampire ebenfalls.
Wenn ich gewusst hätte, dass es harmlos war, hätte ich es selber umgebracht.

(Phlipp K.Dick: "Der Dunkle Schirm")
chefkoch
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Beitrag von chefkoch »

Ok, wir haben gerade in der Wikipedia was süßes über die slawischen Vampire gelesen:
Slavic vampires were able to appear as butterflies
http://en.wikipedia.org/wiki/Vampire_fo ... ion#Slavic
Ganz allerliebst. Würde auch die zu Schoßtieren pervertierten "Vampire" in den jüngsten Hollywoodfilmen und Serien erklären. :D
Die Legende derer von Weimar: Teil 1 (CK), Teil 2 (EU2), Teil 3 (Vic), Teil 4 (HOI2)
Die 3 streitenden Reiche (Vic)
Die 37. Dynastie (CK)
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