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slave_revolts.txt
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namespace = slave_revolts
#The slaves rise
slave_revolts.1 = {
type = province_event
title = "slave_revolts.1.t"
desc = "slave_revolts.1.desc"
picture = revolt
goto_location = ROOT
trigger = {
has_owner = yes
num_of_slaves >= 5000 #Was 20
current_date > 462.1.1
slaves_happiness <= 0.1 #Less than 10% Happiness
NOT = { has_province_modifier = recent_slave_revolt } #Safe for a bit
owner = {
NOT = { has_country_modifier = slave_revolt_succesful } #protected
NOT = { has_country_modifier = ongoing_slave_revolt } #only one snowball at a time
NOT = { has_variable = slave_moratorium } # Protected
}
}
weight_multiplier = {
modifier = {
add = {
value = num_of_slaves
divide = 1.5
min = 1
}
}
}
immediate = {
owner = {
add_country_modifier = {
name = "ongoing_slave_revolt" #Inspires other slaves
duration = 3650
}
set_variable = {
name = slaves_defeated
value = 0
}
}
random_pops_in_province = {
limit = { pop_type = slaves }
set_pop_type = freemen #You don't join but we do set you free!
}
c:REB = { #This is our snowball
create_unit = {
location = ROOT
}
random_unit = {
limit = {
unit_location = ROOT
unit_owner = c:REB
}
set_variable = slaveflag
hidden_effect = {
while = { #One light infantry per slave.
limit = {
unit_location = {
num_of_slaves >= 1
}
}
unit_location = {
random_pops_in_province = {
limit = { pop_type = slaves }
kill_pop = yes
}
owner = {
change_variable = {
name = slaves_defeated
add = 1
}
}
}
add_subunit = light_infantry
}
}
}
}
}
option = {
name = "slave_revolts.1.a"
custom_tooltip = slave_revolts.1.a.tt
add_province_modifier = {
name = recent_slave_revolt #Blocks for this province
duration = 3650
}
}
}
#Slave revolt reaches X
slave_revolts.2 = {
type = province_event
title = "slave_revolts.2.t"
desc = "slave_revolts.2.desc"
picture = revolt
goto_location = root
trigger = {
num_of_slaves >= 1 #No slaves can join if there are no slaves
NOT = { has_province_modifier = recent_slave_revolt } #Let us spare the same place from being hit twice in short time.
is_capital = no
any_unit_in_province = { #Snowball was here
unit_owner = c:REB
}
}
immediate = {
if = {
limit = {
owner = {
NOT = { has_country_modifier = ongoing_slave_revolt }
}
}
owner = {
add_country_modifier = {
name = "ongoing_slave_revolt" #Inspires other slaves
duration = 3650
}
}
}
if = {
limit = {
owner = {
any_character = {
is_at_location = root
is_governor = yes
}
}
}
owner = {
random_character = {
limit = {
is_at_location = root
is_governor = yes
}
death = {
death_reason = death_crucified
}
}
}
}
custom_tooltip = slave_army_growth_tooltip
hidden_effect = {
random_pops_in_province = {
limit = { pop_type = slaves }
set_pop_type = freemen #You don't join but we do set you free!
}
random_unit_in_province = {
limit = {
unit_owner = c:REB
}
save_scope_as = rebel_army
while = {
limit = {
unit_location = {
num_of_slaves >= 1
}
}
unit_location = {
random_pops_in_province = {
limit = { pop_type = slaves }
kill_pop = yes
}
owner = {
change_variable = {
name = slaves_defeated
add = 1
}
}
}
add_subunit = light_infantry #Now we add to the army
}
}
}
}
#Reaction:
option = {
name = "slave_revolts.2.a" #We do not negotiate with slaves!
ai_chance = { #AI should play this very safe.
factor = 1
modifier = {
factor = 2
scope:rebel_army = {
unit_size < 15
}
}
modifier = {
factor = 0
scope:rebel_army = {
unit_size >= 15
}
}
}
add_province_modifier = {
name = recent_slave_revolt
duration = 3650
}
ordered_pops_in_province = { #Slaves kill masters
limit = {
NOT = { pop_type = slaves }
}
order_by = pop_hapiness
max = {
value = total_population
divide = 5
}
kill_pop = yes
}
hidden_effect = {
random_list = {
80 = {
}
20 = {
trigger_event = { id = slave_revolts.4 }
}
}
}
}
option = {
name = "slave_revolts.2.b" #Give in to demands
ai_chance = { #AI should play it safe
factor = 1
modifier = {
factor = 2
scope:rebel_army = {
unit_size >= 15
}
}
modifier = {
factor = 0
scope:rebel_army = {
unit_size < 15
}
}
}
owner = {
add_stability = -10 #Negotiation is not expected
add_treasury = -250 #Money to the slaves
custom_tooltip = allow_slaves_to_settle
if = {
limit = {
has_country_modifier = ongoing_slave_revolt
}
remove_country_modifier = ongoing_slave_revolt
}
hidden_effect = {
every_owned_province = {
limit = { controller = c:REB }
set_controller = owner
}
}
add_country_modifier = {
name = "slave_revolt_succesful"
duration = 5475
}
}
hidden_effect = {
scope:rebel_army = { #Freedom to the Slaves!
every_sub_unit = {
owning_unit.unit_location = {
owner = {
random_owned_province = {
limit = { is_in_region = owner.capital_scope }
create_state_pop = freemen
weight = {
modifier = {
factor = 10
is_capital = yes
}
modifier = {
factor = 5
total_population > 10
}
}
}
}
}
destroy_subunit = yes
}
destroy_unit = yes
}
}
}
}
#Slaves defeated
slave_revolts.3 = {
type = country_event
title = slave_revolts.3.t
desc = slave_revolts.3.desc
picture = crucifixion
left_portrait = current_ruler
right_portrait = scope:actor.commander
trigger = {
root = {
has_country_modifier = ongoing_slave_revolt
}
NOT = {
any_province = {
any_unit_in_province = {
has_variable = slaveflag
}
}
}
}
immediate = {
if = {
limit = {
has_country_modifier = ongoing_slave_revolt
}
remove_country_modifier = ongoing_slave_revolt
}
every_owned_province = {
limit = { controller = c:REB }
set_controller = root
}
}
option = {
name = "slave_revolts.3.a" #Time to make an example
set_variable = {
name = slave_moratorium
value = 1
days = 10950
}
custom_tooltip = slave_revolts.3.moratorium.a.tt
add_country_modifier = {
name = crucified_slaves
duration = 5475
}
}
option = {
name = "slave_revolts.3.b" #Let us be lenient
custom_tooltip = slave_revolts.3.b.tt
set_variable = {
name = slave_moratorium
value = 1
days = 5475
}
custom_tooltip = slave_revolts.3.moratorium.b.tt
add_country_modifier = {
name = lenient_slave_handling
duration = 5475
}
hidden_effect = {
change_variable = {
name = slaves_defeated
divide = 3
min = 2
max = 40
}
while = {
limit = {
var:slaves_defeated >= 1
}
change_variable = {
name = slaves_defeated
subtract = 1
}
random_owned_province = {
limit = {
is_in_region = root.capital_scope
}
weight = {
modifier = {
factor = 10
is_capital = yes
}
modifier = {
factor = 5
total_population > 10
}
}
create_state_pop = slaves
}
}
remove_variable = slaves_defeated
}
}
}
#Charismatic Slave revolt leader
slave_revolts.4 = {
type = province_event
title = "slave_revolts.4.t"
desc = "slave_revolts.4.desc"
picture = gladiators
left_portrait = scope:spartacus_character
goto_location = scope:rebel_army
trigger = {
total_population >= 1
any_unit_in_province = { #Snowball is here
unit_owner = c:REB
has_commander = no
}
}
immediate = {
hidden_effect = {
owner = {
create_character = {
culture = root.dominant_province_culture
religion = root.dominant_province_religion
age = 35
save_scope_as = spartacus_character
force_add_trait = disciplined
force_add_trait = brave
add_martial = 1
add_charisma = 3
}
}
random_unit_in_province = {
limit = {
unit_owner = c:REB
}
save_scope_as = rebel_army
}
}
}
#Reaction:
option = {
name = "slave_revolts.4.a" #We do not negotiate with slaves!
hidden_effect = {
scope:spartacus_character = {
move_country = REB
remove_character_modifier = foreign_citizen
}
}
scope:rebel_army = {
set_as_commander = scope:spartacus_character
}
}
}
#Slave revolt reaches capital
slave_revolts.5 = {
type = province_event
title = "slave_revolts.5.t"
desc = "slave_revolts.5.desc"
picture = looting
goto_location = scope:rebel_army
trigger = {
num_of_slaves >= 1 #No slaves can join if there are no slaves
NOT = { has_province_modifier = recent_slave_revolt } #Let us spare the same place from being hit twice in short time.
is_capital = yes #This just got real
any_unit_in_province = { #Snowball was here
unit_owner = c:REB
}
}
immediate = {
if = {
limit = {
owner = {
NOT = { has_country_modifier = ongoing_slave_revolt }
}
}
owner = {
add_country_modifier = {
name = "ongoing_slave_revolt" #Inspires other slaves
duration = 3650
}
}
}
custom_tooltip = slave_army_growth_tooltip
owner = {
ordered_character = {
limit = {
is_alive = yes
is_ruler = no
is_at_location = root
}
order_by = prominence
max = 5
remove_all_positions = yes
death = {
death_reason = death_crucified
}
}
}
hidden_effect = {
random_pops_in_province = {
limit = { pop_type = slaves }
set_pop_type = freemen #You don't join but we do set you free!
}
random_unit_in_province = {
limit = {
unit_owner = c:REB
}
save_scope_as = rebel_army
while = {
limit = {
unit_location = {
num_of_slaves >= 1
}
}
unit_location = {
random_pops_in_province = {
limit = { pop_type = slaves }
kill_pop = yes
}
owner = {
change_variable = {
name = slaves_defeated
add = 1
}
}
}
add_subunit = light_infantry #Now we add to the army
}
}
}
}
#Reaction:
option = {
name = "slave_revolts.5.a" #We do not negotiate with slaves!
ai_chance = { #AI should play this very safe.
factor = 1
modifier = {
factor = 2
scope:rebel_army = {
unit_size < 15
}
}
modifier = {
factor = 0
scope:rebel_army = {
unit_size >= 15
}
}
}
owner = { add_stability = -2 }
add_province_modifier = {
name = recent_slave_revolt
duration = 3650
}
ordered_pops_in_province = { #Slaves kill masters
limit = {
NOT = { pop_type = slaves }
}
order_by = pop_hapiness
max = {
value = total_population
divide = 4
}
kill_pop = yes
}
hidden_effect = {
trigger_event = { id = slave_revolts.4 }
}
}
option = {
name = "slave_revolts.5.b" #Give in to demands
ai_chance = { #AI should play it safe
factor = 1
modifier = {
factor = 2
scope:rebel_army = {
unit_size >= 15
}
}
modifier = {
factor = 0
scope:rebel_army = {
unit_size < 15
}
}
}
owner = {
add_stability = -30 #Negotiation is not expected
add_treasury = -250 #Money to the slaves
custom_tooltip = allow_slaves_to_settle
if = {
limit = {
has_country_modifier = ongoing_slave_revolt
}
remove_country_modifier = ongoing_slave_revolt
}
hidden_effect = {
every_owned_province = {
limit = { controller = c:REB }
set_controller = owner
}
}
add_country_modifier = {
name = "slave_revolt_succesful"
duration = 5475
}
}
hidden_effect = {
scope:rebel_army = { #Freedom to the Slaves!
every_sub_unit = {
owning_unit.unit_location = {
owner = {
random_owned_province = {
limit = { is_in_region = owner.capital_scope }
create_state_pop = freemen
weight = {
modifier = {
factor = 10
is_capital = yes
}
modifier = {
factor = 5
total_population > 10
}
}
}
}
}
destroy_subunit = yes
}
destroy_unit = yes
}
}
}
}