###THE NOLDOR (Sakya)### noldor_society = { primary_attribute = intrigue is_secret = no criminal = yes devil_worshipper = no opinion_to_other_members = +10 opinion_to_pretenders = -20 #Pretenders is the opinion you have of people perceived/discovered to be in your society. opinion_to_perceived_members = -20 #Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of opinion_per_rank_above = +10 society_rank_up_decision = request_to_rank_up_within_society sound = assassins_interface society_ranks_gfx = generic_ranks active = { has_dlc = "Mystics" } indestructible = yes can_join_society = { hidden_trigger = { NAND = { ai = yes is_society_rank_full = { society = noldor_society rank = 1 } } } has_pentaghast_society_prerequisites = yes hidden_trigger = { NOT = { has_character_flag = society_join_block } } } show_society = { age = 16 } potential = { } society_rank = { level = 1 limit = 20 startup_limit = 10 modifier = { is_visible = { OR = { society_member_of = noldor_society FROM = { is_society_discovered = yes } } } murder_plot_power_modifier = 0.1 # increased plotpower } decisions = { venom_vir_effect } } society_rank = { level = 2 limit = 15 startup_limit = 6 modifier = { is_visible = { OR = { society_member_of = noldor_society FROM = { is_society_discovered = yes } } } murder_plot_power_modifier = 0.2 # further increased plotpower defensive_plot_power_modifier = 0.1 intrigue = 1 combat_rating = 1 # bonus to dueling } decisions = { #assassins_scare_ruler #Available (targeted) Power: Can scare rulers to get a Favor (leave a dagger on their pillow, etc. } } society_rank = { level = 3 limit = 5 startup_limit = 3 modifier = { is_visible = { OR = { society_member_of = noldor_society FROM = { is_society_discovered = yes } } } murder_plot_power_modifier = 0.30 # further increased plotpower defensive_plot_power_modifier = 0.15 intrigue = 2 # further increase combat_rating = 1 # bonus to dueling (left over) plot_discovery_chance = 0.1 # bonus to plot discovery chance } decisions = { #assassins_raise_ships #Available Power: Can raise special fleet of Ships } } society_rank = { level = 4 limit = 1 startup_limit = 1 modifier = { is_visible = { OR = { society_member_of = noldor_society FROM = { is_society_discovered = yes } } } murder_plot_power_modifier = 0.50 # further increased plotpower defensive_plot_power_modifier = 0.25 intrigue = 3 # further increase combat_rating = 1 # bonus to dueling (left over) plot_discovery_chance = 0.2 # further bonus to plot discovery chance } decisions = { #assassins_raise_troops #Available Power: Can raise a special regiment #assassins_mark_for_death #Available (targeted) Power: Mark for death (+ assassins_clear_marked_for_death_target i.e. the clearing of the mark) } obedience_tooltip = obedience_tooltip #this can be unique per rank/society obedient = { ROOT = { always = yes } } } monthly_currency_gain = { name = currency_name_noldor_society per_attribute = { name = intrigue value = 0.5 } has_trait = { trait = erudite value = 3 } has_trait = { trait = scholar value = 3 } has_trait = { trait = schemer value = 3 } has_trait = { trait = strong value = 1 } has_trait = { trait = robust value = 1 } has_trait = { trait = genius value = 1 } has_trait = { trait = quick value = 1 } has_trait = { trait = shrewd value = 1 } has_trait = { trait = diligent value = 1 } has_trait = { trait = patient value = 1 } has_trait = { trait = temperate value = 1 } has_trait = { trait = charitable value = 1 } society_rank = { rank = 4 value = 10 } } member_score_per_attribute = 3 member_score_per_rank = 100 member_score = { value = 10 modifier = { trait = erudite factor = 1.3 } modifier = { trait = scholar factor = 1.3 } modifier = { trait = schemer factor = 1.3 } modifier = { trait = strong factor = 1.1 } modifier = { trait = robust factor = 1.1 } modifier = { trait = genius factor = 1.1 } modifier = { trait = quick factor = 1.1 } modifier = { trait = shrewd factor = 1.1 } modifier = { trait = diligent factor = 1.1 } modifier = { trait = patient factor = 1.1 } modifier = { trait = temperate factor = 1.1 } modifier = { trait = charitable factor = 1.1 } } startup_populate = { trigger = { culture_group = arabic ai = yes controls_religion = no age = 16 is_in_society = no NOT = { higher_tier_than = DUKE } NOT = { mercenary = yes } OR = { NOT = { holy_order = yes } } OR = { trait = genius trait = ambitious trait = intricate_webweaver trait = elusive_shadow trait = quick trait = cynical trait = shrewd trait = scholar trait = impaler trait = seducer trait = seductress trait = strategist trait = ambitious trait = brave } NOT = { trait = decadent } NOT = { trait = imbecile } NOT = { trait = dull } NOT = { trait = craven } NOT = { trait = stubborn } NOT = { trait = trusting } NOT = { trait = slothful } NOT = { trait = zealous } } } } ### PENTAGHAST SOCIETY ### pentaghast_society = { primary_attribute = intrigue is_secret = no criminal = yes devil_worshipper = no opinion_to_other_members = +5 opinion_to_pretenders = -40 #Pretenders is the opinion you have of people perceived/discovered to be in your society. opinion_to_perceived_members = -40 #Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of opinion_per_rank_above = +10 sound = devil_worshippers_interface society_ranks_gfx = generic_ranks active = { has_dlc = "Mystics" } indestructible = yes can_join_society = { hidden_trigger = { NAND = { ai = yes is_society_rank_full = { society = pentaghast_society rank = 1 } } } has_pentaghast_society_prerequisites = yes hidden_trigger = { NOT = { has_character_flag = society_join_block } } } show_society = { age = 16 OR = { society_member_of = pentaghast_society } } potential = { } #no rules society_rank = { level = 1 limit = 100 startup_limit = 10 decisions = { venom_vir_effect } } society_rank = { level = 2 limit = 50 startup_limit = 6 modifier = { is_visible = { OR = { society_member_of = pentaghast_society FROM = { is_society_discovered = yes } } } intrigue = 3 } decisions = { } } society_rank = { level = 3 limit = 25 startup_limit = 3 modifier = { is_visible = { OR = { society_member_of = pentaghast_society FROM = { is_society_discovered = yes } } } intrigue = 4 } decisions = { } } society_rank = { level = 4 limit = 1 startup_limit = 1 modifier = { is_visible = { OR = { society_member_of = pentaghast_society FROM = { is_society_discovered = yes } } } intrigue = 5 } decisions = { pentaghast_vir_bomb } obedience_tooltip = obedience_tooltip #this can be unique per rank/society obedient = { ROOT = { always = yes } } } plots = { plot1_tag plot2_tag } ambitions = { ambition1_tag ambition2_tag } monthly_currency_gain = { name = currency_name_pentaghast_society per_attribute = { name = intrigue value = 0.5 } has_trait = { trait = ambitious value = 5 } has_trait = { trait = genius value = 4 } has_trait = { trait = quick value = 3 } has_trait = { trait = shrewd value = 3 } has_trait = { trait = hedonist value = 3 } has_trait = { trait = mystic value = 3 } has_trait = { trait = seducer value = 3 } has_trait = { trait = seductress value = 3 } has_trait = { trait = schemer value = 3 } has_trait = { trait = impaler value = 3 } has_trait = { trait = lustful value = 1 } has_trait = { trait = proud value = 1 } has_trait = { trait = greedy value = 1 } has_trait = { trait = deceitful value = 1 } has_trait = { trait = arbitrary value = 1 } society_rank = { rank = 4 value = 10 } } member_score_per_attribute = 3 member_score_per_rank = 100 member_score = { value = 10 modifier = { trait = ambitious factor = 1.5 } modifier = { trait = genius factor = 1.3 } modifier = { trait = quick factor = 1.3 } modifier = { trait = shrewd factor = 1.3 } modifier = { trait = hedonist factor = 1.3 } modifier = { trait = mystic factor = 1.3 } modifier = { trait = seducer factor = 1.3 } modifier = { trait = seductress factor = 1.3 } modifier = { trait = schemer factor = 1.3 } modifier = { trait = impaler factor = 1.3 } modifier = { trait = lustful factor = 1.1 } modifier = { trait = proud factor = 1.1 } modifier = { trait = greedy factor = 1.1 } modifier = { trait = deceitful factor = 1.1 } modifier = { trait = arbitrary factor = 1.1 } } startup_populate = { trigger = { culture_group = iberian ai = yes controls_religion = no age = 16 is_in_society = no NOT = { higher_tier_than = DUKE } OR = { trait = genius trait = ambitious trait = intricate_webweaver trait = elusive_shadow trait = quick trait = cynical trait = shrewd trait = scholar trait = impaler trait = seducer trait = seductress trait = strategist trait = ambitious trait = brave } NOT = { trait = decadent } NOT = { trait = imbecile } NOT = { trait = dull } NOT = { trait = craven } NOT = { trait = stubborn } NOT = { trait = trusting } NOT = { trait = slothful } NOT = { trait = zealous } NOR = { mercenary = yes holy_order = yes } } } }