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Adapts Cagots to Murlocs #1574

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Adapts Cagots to Murlocs #1574

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Magnatto
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@Magnatto Magnatto commented Nov 8, 2024

Changelog:

  • Adapted the Cagots event no. 3061 to Murlocs on Shore

Developer changelog:

  • It's a yearly event that triggers on non-tribal coastal counties of your religion, not in northrend, not murlocs or gorlocs with low enough fort level (<8) that has an empty building slot
    image

  • Event gives options for instant gold+piety and different county modifiers with an conditional choice for lunatic rulers

Tests:

  • There are no errors in wc files in Documents\Paradox Interactive\Crusader Kings III\logs\error.log except portrait_decals.cpp:101
  • The mod takes less than 5.5 GB in the Task Manager (Windows)
  • Let the game run until event trigger, it's a yearly event, more on how to below

How to test:

  • Pick a character that is not tribal on a coast with low fort level, (i.e. Duke Edwin of the Defias in Westfall) and let the game run
  • For a higher chance to trigger for the sake o testing, you can change 100 = yearly.3061 #Murlocs on the shores line in common/on_action/yearly_on_actions.txt to 3000 = yearly.3061 #Murlocs on the shores

@Magnatto Magnatto requested a review from edmund-h November 8, 2024 01:51
NOT = {
OR = {
culture = murloc
culture = gorloc
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better to do

culture = { has_cultural_pillar = heritage_amphibian }

incase more murloc-like cultures are added or a custom culture

}
animation = worry
}
triggered_animation = {
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don't need to do a triggerd animation, just animation = is fine if it has no trigger

}

immediate = {
set_variable = {
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don't do this, instead make a really long cooldown, like 100 years, so remove this block

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just look at comments, otherwise did a good job


trigger = {
is_ai = no
NOT = { exists = var:had_cagot_event }
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remove NOT = { exists = var:had_cagot_event }

animation = disapproval
}
}

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add cooldown = { years = 100 }

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2 participants