commit 2ffa8784d7633ab28d990c02f50be4fa06ad31a4 Author: Martijn Jansen Date: Sat Feb 7 13:02:36 2026 +0100 chore: initial commit diff --git a/mistborn_final_empire.mod b/mistborn_final_empire.mod new file mode 100644 index 0000000..d1066f3 --- /dev/null +++ b/mistborn_final_empire.mod @@ -0,0 +1,7 @@ +version="1.0.0" +tags={ + "Total Conversion" +} +name="Mistborn: The Final Empire" +supported_version="1.12.*" +path="mod/mistborn_final_empire" diff --git a/mistborn_final_empire/REVIEW_NOTES.txt b/mistborn_final_empire/REVIEW_NOTES.txt new file mode 100644 index 0000000..f473d78 --- /dev/null +++ b/mistborn_final_empire/REVIEW_NOTES.txt @@ -0,0 +1,251 @@ +============================================================ +MISTBORN: THE FINAL EMPIRE - CK3 MOD REVIEW REPORT +============================================================ +Reviewed: 2026-02-07 +Reviewer: Localization & Review Agent + +============================================================ +CRITICAL ISSUES (Game-breaking, will cause errors/crashes) +============================================================ + +CRITICAL-01: TRAIT NAME MISMATCHES IN SCRIPTED TRIGGERS +File: common/scripted_triggers/mistborn_triggers.txt +--- +The scripted triggers use a completely different naming convention from the +actual trait definitions. Traits are defined as "trait_misting_*" but the +triggers reference them as "allomancer_*". + +Mismatched references (trigger name → should be): + allomancer_iron → trait_misting_lurcher + allomancer_steel → trait_misting_coinshot + allomancer_tin → trait_misting_tineye + allomancer_pewter → trait_misting_thug + allomancer_zinc → trait_misting_rioter + allomancer_brass → trait_misting_soother + allomancer_copper → trait_misting_smoker + allomancer_bronze → trait_misting_seeker + allomancer_gold → trait_misting_augur + allomancer_electrum → trait_misting_oracle (note: electrum ≠ oracle, see LORE-01) + allomancer_nicrosil → trait_misting_nicroburst + allomancer_duralumin → trait_misting_duralumin + allomancer_atium → trait_misting_oracle (atium seers) + mistborn → trait_mistborn + allomantic_potential → trait_allomantic_potential + feruchemist → trait_feruchemist + +CRITICAL-02: TRAIT NAME MISMATCHES IN SCRIPTED EFFECTS +File: common/scripted_effects/mistborn_effects.txt +--- +Same issue as CRITICAL-01. The activate_allomancy_effect uses allomancer_* +naming instead of trait_misting_* naming. + +CRITICAL-03: UNDEFINED TRAITS REFERENCED IN TRIGGERS +File: common/scripted_triggers/mistborn_triggers.txt +--- +The following traits are referenced but DO NOT EXIST in any trait file: + - allomancer_chromium (no Chromium Misting trait defined) + - allomancer_aluminum (no Aluminum Misting trait defined) + - allomancer_cadmium (no Cadmium Misting trait defined) + - allomancer_bendalloy (no Bendalloy Misting trait defined) + - allomancer_malatium (no Malatium Misting trait defined) + - allomancer_electrum (no Electrum Misting trait defined) + - noble_birth (no such trait defined) + - obligator (no such trait defined) + - lord_ruler (no such trait defined) + - steel_inquisitor (no such trait defined) + - strong_allomantic_bloodline (no such trait defined) + - hemalurgic_spike_allomancy (no such trait defined) + - hemalurgic_spike_feruchemy (no such trait defined) + - hemalurgic_spike_physical (no such trait defined) + - hemalurgic_spike_mental (no such trait defined) + - All individual feruchemy misting traits (feruchemist_iron, etc.) + +CRITICAL-04: MISSING EVENT NAMESPACES +Files: common/decisions/00_mistborn_decisions.txt +--- +The following events are triggered by decisions but DO NOT EXIST: + - mistborn_kandra.0001 (hire_kandra_decision) + - mistborn_hemalurgy.0001 (commission_hemalurgic_spike_decision) + - mistborn_atium.0001 (smuggle_atium_decision - success) + - mistborn_atium.0002 (smuggle_atium_decision - failure) + - mistborn_skaa.0001 (crack_down_on_skaa_decision) + - mistborn_skaa.0010 (improve_skaa_conditions_decision) + - mistborn_skaa_allomancer.0001 (recruit_skaa_allomancer_decision) + - mistborn_skaa_allomancer.0002 (recruit_skaa_allomancer_decision) + +These missing events will cause errors in the game log when the decisions +fire. The decisions themselves will still execute their scripted effects, +but the follow-up events will silently fail. + +CRITICAL-05: MISSING MODIFIERS +File: common/modifiers/00_mistborn_modifiers.txt +--- +The following modifiers are referenced in effects but not defined: + - lord_ruler_attention_1 (used in increase/decrease_lord_ruler_attention_effect) + - lord_ruler_attention_2 (used in increase/decrease_lord_ruler_attention_effect) + - lord_ruler_attention_3 (used in increase/decrease_lord_ruler_attention_effect) + - ruin_influence (used in apply_hemalurgic_spike_effect) + - steel_inquisitor_power (used in create_steel_inquisitor_effect) + - great_house_status (used in establish/strip_great_house_effect) + - atium_supply (used in grant/deplete_atium_supply_effect) + - breeding_for_allomancy_modifier (used in breed_for_allomancy_decision) + +Note: lord_ruler_attention_modifier EXISTS but is different from the +tiered lord_ruler_attention_1/2/3 system used in the effects. + +CRITICAL-06: MISSING TRAIT IN DECISION +File: common/decisions/00_mistborn_decisions.txt (line 16) +--- +host_a_ball_decision checks for "trait_noble_scadrian" in is_shown, +but no such trait exists. This will prevent the decision from appearing. + +============================================================ +WARNING ISSUES (Will not crash but may cause incorrect behavior) +============================================================ + +WARNING-01: KANDRA EVENT FLAG MISMATCH +File: events/mistborn_misc_events.txt +--- +The kandra event (mistborn_misc.0001) checks for flag "hired_kandra" +but the hire_kandra_decision sets flags "kandra_contract_active" and +"recently_hired_kandra" — never "hired_kandra". The event will never +fire from the decision. + +WARNING-02: ON_ACTION / EFFECTS NAMING INCONSISTENCY +File: common/on_action/mistborn_on_actions.txt +--- +The on_action file CORRECTLY uses trait_misting_* naming (lines 69-82) +for the compounding check, but the scripted triggers and effects use +the incorrect allomancer_* naming. This means the on_action compounding +check will work, but the scripted triggers won't. + +WARNING-03: DUAL ATTENTION SYSTEMS +Files: common/scripted_effects/mistborn_effects.txt, common/on_action/mistborn_on_actions.txt +--- +Two different Lord Ruler attention systems exist: + 1. Variable-based: on_action uses "lord_ruler_attention" variable (0-100) + 2. Modifier-based: effects use tiered modifiers (attention_1/2/3) +These systems are not connected. The on_action checks the variable; +the effects apply/remove modifiers. Need to unify to one system. + +WARNING-04: RELIGION FAMILY DEFINITION +File: common/religion/religions/00_scadrial_religions.txt +--- +Uses "family = rf_scadrial" but CK3 religion families need to be +defined separately (usually auto-created from first usage, but should +verify this works in the current CK3 version). + +WARNING-05: SNAPPING DECISION TARGETS WRONG EVENT +File: common/decisions/00_mistborn_decisions.txt +--- +subject_heir_to_snapping_decision triggers mistborn_snapping.0001 +(natural snapping) on the child, but the forced snapping event is +mistborn_snapping.0010. The decision should trigger 0010 and pass +the child as scope:snapping_target to the parent. + +============================================================ +NOTE ISSUES (Style, completeness, lore accuracy) +============================================================ + +NOTE-01: MISSING CUSTOM NAME LISTS +File: common/culture/cultures/00_scadrial_cultures.txt +--- +References name_list_scadrial_noble, name_list_scadrial_skaa, and +name_list_terris — these are marked TODO and don't exist. The game +will fall back to default CK3 names, which will break immersion. + +NOTE-02: LOCALIZATION COVERAGE +--- +All major game content keys are covered in localization files. +The following localization keys are referenced in code but NOT in +localization (they will appear as raw keys in-game): + - Custom tooltip keys: recruit_skaa_allomancer_safe_tt ✓ (covered) + - Opinion modifier: disappointed_opinion (vanilla CK3, fine) + - Opinion modifier: pleased_opinion (vanilla CK3, fine) + +NOTE-03: DESCRIPTOR.MOD MISSING PATH +File: descriptor.mod (inside mod folder) +--- +The inner descriptor.mod is missing the "path" field. This is correct +for the inner descriptor — only the outer .mod file needs the path. +The outer .mod file has been created correctly. + +============================================================ +MISTBORN LORE ACCURACY +============================================================ + +LORE-01: MISTING TYPE / METAL ASSIGNMENTS +--- +The current trait assignments are CORRECT for base 8 metals: + Steel = Coinshot (Push metals) ✓ + Iron = Lurcher (Pull metals) ✓ + Pewter = Thug/Pewterarm (strength) ✓ + Tin = Tineye (senses) ✓ + Brass = Soother (dampen emotions) ✓ + Zinc = Rioter (inflame emotions) ✓ + Copper = Smoker (hide Allomancy) ✓ + Bronze = Seeker (detect Allomancy) ✓ + +Higher metals defined: + Gold = Augur (see alternate self) ✓ + Atium = Seer/Oracle (see future) ✓ + Duralumin = Duralumin Gnat (enhance own burn) ✓ + Nicrosil = Nicroburst (enhance others) ✓ + +ISSUE: The scripted triggers reference many metals that have no traits: + - Electrum (Oracle in Era 2, shows own future shadows) + - Chromium (Leecher, wipes others' reserves) + - Aluminum (Aluminum Gnat, wipes own reserves) + - Cadmium (Pulser, slows time bubble) + - Bendalloy (Slider, speeds time bubble) + - Malatium (shows others' past selves, very rare) + +For a Final Empire era mod, having only the base 8 + Gold + Atium +is actually lore-accurate. The Era 2 metals were not widely known. +The triggers should be simplified to match defined traits. + +LORE-02: POLITICAL STRUCTURE +--- + - "Dominances" as kingdoms ✓ (correct - the Final Empire is divided + into Dominances administered by noble houses) + - Fadrex City placement in Eastern Dominance ✓ + - Pits of Hathsin in Southern Dominance ✓ + - Terris homeland in Northern Dominance ✓ + - Luthadel as capital of the Central Dominance ✓ + +LORE-03: CHARACTER DYNASTY ASSIGNMENT CONCERN +File: history/characters/00_mistborn_characters.txt +--- +Telden (900080) is assigned dynasty_venture but is Terris culture. +Historically, Terris stewards served noble houses but were not members +of the dynasty. This could be addressed by removing the dynasty +assignment or creating a "Terris Stewards" dynasty. + +Similarly, Kwaan (900081) is dynasty_elariel, and Vedzan (900082) is +dynasty_tekiel. Terris characters should likely have their own dynasty +or no dynasty. + +LORE-04: NAMING +--- + - "Conventical of Seran" ✓ (correct spelling from books) + - "Kredik Shaw" ✓ (correct - Hill of a Thousand Spears) + - Character name "Kwaan" - NOTE: This is a canonical character name + from the books (a historical Terris Worldbringer). Using canonical + names for new characters could confuse players. Consider renaming. + +============================================================ +SUMMARY +============================================================ + +CRITICAL issues: 6 (game-breaking trait mismatches, missing events/modifiers) +WARNING issues: 5 (incorrect behavior, system conflicts) +NOTE issues: 3 (style, completeness) +LORE issues: 4 (accuracy notes) + +HIGHEST PRIORITY FIX: CRITICAL-01 and CRITICAL-02 +The scripted triggers and effects use entirely wrong trait names. +Until these are fixed, none of the Allomancy detection triggers will +work, making most of the mod's core mechanics non-functional. + +SECOND PRIORITY: CRITICAL-04 and CRITICAL-05 +Missing events and modifiers will cause log errors and missing content. diff --git a/mistborn_final_empire/common/culture/cultures/00_scadrial_cultures.txt b/mistborn_final_empire/common/culture/cultures/00_scadrial_cultures.txt new file mode 100644 index 0000000..e41dfaa --- /dev/null +++ b/mistborn_final_empire/common/culture/cultures/00_scadrial_cultures.txt @@ -0,0 +1,63 @@ +@# Mistborn: The Final Empire - Cultures of Scadrial +@# Three main cultural groups exist: the ruling nobles, the oppressed skaa, and the Terris people. + +noble_scadrian = { + color = { 0.5 0.3 0.3 } + + ethos = ethos_courtly + heritage = heritage_scadrial + language = language_scadrial + martial_custom = martial_custom_male_only + + name_list = name_list_scadrial_noble # TODO: Create custom name lists + + coa_gfx = { western_coa_gfx } + building_gfx = { western_building_gfx } + clothing_gfx = { western_clothing_gfx } + unit_gfx = { western_unit_gfx } + + traditions = { + tradition_noble_intrigue + tradition_allomantic_heritage + } +} + +skaa = { + color = { 0.4 0.35 0.3 } + + ethos = ethos_communal + heritage = heritage_scadrial + language = language_scadrial + martial_custom = martial_custom_male_only + + name_list = name_list_scadrial_skaa # TODO: Create custom name lists + + coa_gfx = { western_coa_gfx } + building_gfx = { western_building_gfx } + clothing_gfx = { western_clothing_gfx } + unit_gfx = { western_unit_gfx } + + traditions = { + tradition_skaa_resilience + } +} + +terris = { + color = { 0.3 0.5 0.3 } + + ethos = ethos_spiritual + heritage = heritage_scadrial + language = language_terris + martial_custom = martial_custom_male_only # Terris men are made into eunuch stewards + + name_list = name_list_terris # TODO: Create custom name lists + + coa_gfx = { western_coa_gfx } + building_gfx = { western_building_gfx } + clothing_gfx = { western_clothing_gfx } + unit_gfx = { western_unit_gfx } + + traditions = { + tradition_terris_scholarship + } +} diff --git a/mistborn_final_empire/common/culture/pillars/00_scadrial_pillars.txt b/mistborn_final_empire/common/culture/pillars/00_scadrial_pillars.txt new file mode 100644 index 0000000..cf48d60 --- /dev/null +++ b/mistborn_final_empire/common/culture/pillars/00_scadrial_pillars.txt @@ -0,0 +1,14 @@ +@# Mistborn: The Final Empire - Cultural Pillars +@# Heritage, language, and martial customs for Scadrial + +heritage_scadrial = { + # The shared heritage of all peoples of Scadrial under the Final Empire +} + +language_scadrial = { + # The common tongue of the Final Empire, spoken by nobles and skaa alike +} + +language_terris = { + # The ancient Terris language, preserved by Worldbringers and Keepers +} diff --git a/mistborn_final_empire/common/culture/traditions/00_scadrial_traditions.txt b/mistborn_final_empire/common/culture/traditions/00_scadrial_traditions.txt new file mode 100644 index 0000000..fe948fa --- /dev/null +++ b/mistborn_final_empire/common/culture/traditions/00_scadrial_traditions.txt @@ -0,0 +1,165 @@ +@# Mistborn: The Final Empire - Cultural Traditions +@# Custom traditions reflecting the unique aspects of Scadrian cultures + +tradition_allomantic_heritage = { + category = realm # Cultural traditions that affect the whole realm + + layers = { + 0 = martial + 1 = western + 4 = eagle.dds + } + + is_shown = { + has_cultural_pillar = heritage_scadrial + } + can_pick = { + has_cultural_pillar = heritage_scadrial + } + + parameters = { + # Nobles with this tradition have a higher chance of producing Allomantic children + allomantic_potential_bonus = yes + } + + character_modifier = { + # Allomantic bloodlines are prized among nobility + dynasty_prestige_mult = 0.1 + health = 0.25 # Allomantic abilities can enhance physical well-being + } + + cost = { + prestige = { + add = { + value = tradition_base_cost + multiply = 2 + } + } + } + + ai_will_do = { + value = 100 + # Only noble Scadrians value Allomantic heritage + } +} + +tradition_noble_intrigue = { + category = societal + + layers = { + 0 = intrigue + 1 = western + 4 = crown.dds + } + + is_shown = { + has_cultural_pillar = heritage_scadrial + } + can_pick = { + has_cultural_pillar = heritage_scadrial + } + + parameters = { + # The Great Houses are masters of political intrigue + noble_intrigue_bonus = yes + } + + character_modifier = { + intrigue = 2 + scheme_power_mult = 0.1 # Better at scheming + hostile_scheme_resistance_mult = 0.05 + } + + cost = { + prestige = { + add = { + value = tradition_base_cost + } + } + } + + ai_will_do = { + value = 80 + } +} + +tradition_skaa_resilience = { + category = societal + + layers = { + 0 = martial + 1 = western + 4 = shield.dds + } + + is_shown = { + has_cultural_pillar = heritage_scadrial + } + can_pick = { + has_cultural_pillar = heritage_scadrial + } + + parameters = { + # The skaa have endured a thousand years of oppression + skaa_resilience_bonus = yes + } + + character_modifier = { + stress_loss_mult = 0.2 # Hardened by generations of suffering + hostile_scheme_resistance_mult = 0.1 # Hard to break + negate_health_penalty_add = 0.25 # Tougher constitution from hard labor + } + + cost = { + prestige = { + add = { + value = tradition_base_cost + } + } + } + + ai_will_do = { + value = 50 + } +} + +tradition_terris_scholarship = { + category = societal + + layers = { + 0 = learning + 1 = western + 4 = book.dds + } + + is_shown = { + has_cultural_pillar = heritage_scadrial + } + can_pick = { + has_cultural_pillar = heritage_scadrial + } + + parameters = { + # The Terris Keepers preserve all knowledge + terris_scholarship_bonus = yes + } + + character_modifier = { + learning = 3 + development_growth_factor = 0.1 # Knowledge drives development + cultural_acceptance_gain_mult = 0.15 # Terris people are widely traveled + } + + cost = { + prestige = { + add = { + value = tradition_base_cost + multiply = 1.5 + } + } + } + + ai_will_do = { + value = 90 + } +} diff --git a/mistborn_final_empire/common/decisions/00_mistborn_decisions.txt b/mistborn_final_empire/common/decisions/00_mistborn_decisions.txt new file mode 100644 index 0000000..c7158c7 --- /dev/null +++ b/mistborn_final_empire/common/decisions/00_mistborn_decisions.txt @@ -0,0 +1,627 @@ +############################################ +# Mistborn Mod - Decisions +############################################ + +# Host a Noble Ball - social event for the Great Houses +host_a_ball_decision = { + picture = "gfx/interface/illustrations/decisions/decision_feast.dds" + + desc = host_a_ball_decision_desc + selection_tooltip = host_a_ball_decision_tooltip + + ai_check_interval = 120 + + is_shown = { + is_ruler = yes + culture = culture:noble_scadrian + } + + is_valid = { + is_ruler = yes + prestige >= 200 + gold >= 100 + NOT = { has_character_flag = recently_hosted_ball } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = 100 + prestige = 50 + } + + cooldown = { years = 3 } + + effect = { + add_prestige = 200 + add_character_flag = { + flag = recently_hosted_ball + years = 3 + } + trigger_event = mistborn_ball.0001 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 50 + } +} + +# Subject Heir to Snapping - force a traumatic event to awaken Allomantic potential +subject_heir_to_snapping_decision = { + picture = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + + desc = subject_heir_to_snapping_decision_desc + selection_tooltip = subject_heir_to_snapping_decision_tooltip + + ai_check_interval = 60 + + is_shown = { + is_ruler = yes + any_child = { + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + } + } + + is_valid = { + is_ruler = yes + gold >= 50 + any_child = { + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + age >= 10 + NOT = { has_character_flag = recently_snapped } + } + NOT = { has_character_flag = recently_attempted_snapping } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = 50 + stress = 100 + } + + cooldown = { years = 1 } + + effect = { + add_character_flag = { + flag = recently_attempted_snapping + years = 1 + } + # Target a child with potential - event will handle the actual Snapping + random_child = { + limit = { + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + age >= 10 + NOT = { has_character_flag = recently_snapped } + } + save_scope_as = snapping_target + add_character_flag = { + flag = recently_snapped + years = 2 + } + } + trigger_event = mistborn_snapping.0010 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 80 + } +} + +# Breed for Allomancy - focus bloodline efforts on strengthening Allomantic traits +breed_for_allomancy_decision = { + picture = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + + desc = breed_for_allomancy_decision_desc + selection_tooltip = breed_for_allomancy_decision_tooltip + + ai_check_interval = 120 + + is_shown = { + is_ruler = yes + OR = { + has_trait = trait_mistborn + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + has_trait = trait_misting_thug + has_trait = trait_misting_tineye + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + has_trait = trait_misting_smoker + has_trait = trait_misting_seeker + has_trait = trait_misting_augur + has_trait = trait_misting_oracle + has_trait = trait_misting_duralumin + has_trait = trait_misting_nicroburst + any_child = { + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + } + } + } + + is_valid = { + is_ruler = yes + prestige >= 150 + NOT = { has_character_modifier = breeding_for_allomancy_modifier } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + prestige = 150 + } + + cooldown = { years = 10 } + + effect = { + add_character_modifier = { + modifier = breeding_for_allomancy_modifier + years = 10 + } + # Increases the chance that matchmaking will prioritize Allomantic bloodlines + add_prestige = 50 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 40 + } +} + +# Hire a Kandra - engage one of the shapeshifting immortals for espionage +hire_kandra_decision = { + picture = "gfx/interface/illustrations/decisions/decision_skulduggery.dds" + + desc = hire_kandra_decision_desc + selection_tooltip = hire_kandra_decision_tooltip + + ai_check_interval = 180 + + is_shown = { + is_ruler = yes + gold >= 500 + } + + is_valid = { + is_ruler = yes + gold >= 500 + NOT = { has_character_flag = kandra_contract_active } + NOT = { has_character_flag = recently_hired_kandra } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = 500 + } + + cooldown = { years = 5 } + + effect = { + add_character_flag = { + flag = recently_hired_kandra + years = 5 + } + add_character_flag = { + flag = kandra_contract_active + years = 3 + } + add_character_flag = { + flag = hired_kandra + } + trigger_event = mistborn_misc.0001 + } + + ai_potential = { + gold >= 1000 + } + + ai_will_do = { + base = 30 + } +} + +# Commission a Hemalurgic Spike - the dark art of stealing Allomantic power +commission_hemalurgic_spike_decision = { + picture = "gfx/interface/illustrations/decisions/decision_execution.dds" + + desc = commission_hemalurgic_spike_decision_desc + selection_tooltip = commission_hemalurgic_spike_decision_tooltip + + ai_check_interval = 240 + + is_shown = { + has_trait = trait_knows_hemalurgy + } + + is_valid = { + has_trait = trait_knows_hemalurgy + gold >= 200 + intrigue >= 10 + NOT = { has_character_flag = recently_commissioned_spike } + # Must know of an Allomancer to target + any_courtier = { + OR = { + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + has_trait = trait_misting_thug + has_trait = trait_misting_tineye + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + has_trait = trait_misting_smoker + has_trait = trait_misting_seeker + has_trait = trait_misting_augur + has_trait = trait_misting_oracle + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = 200 + piety = -500 + prestige = -200 + } + + cooldown = { years = 3 } + + effect = { + add_character_flag = { + flag = recently_commissioned_spike + years = 3 + } + # Massive stress and tyranny for this dark act + add_stress = 200 + add_tyranny = 30 + # Trigger the Hemalurgy event chain + trigger_event = mistborn_hemalurgy.0001 # events/hemalurgy_events.txt + } + + ai_potential = { + has_trait = trait_knows_hemalurgy + } + + ai_will_do = { + base = 5 + modifier = { + factor = 3 + has_trait = trait_ambitious + } + modifier = { + factor = 2 + has_trait = trait_sadistic + } + } +} + +# Smuggle Atium - acquire the most precious metal in the Final Empire +smuggle_atium_decision = { + picture = "gfx/interface/illustrations/decisions/decision_skulduggery.dds" + + desc = smuggle_atium_decision_desc + selection_tooltip = smuggle_atium_decision_tooltip + + ai_check_interval = 180 + + is_shown = { + is_ruler = yes + intrigue >= 12 + } + + is_valid = { + is_ruler = yes + intrigue >= 12 + gold >= 300 + NOT = { has_character_flag = recently_smuggled_atium } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = 300 + } + + cooldown = { years = 5 } + + effect = { + add_character_flag = { + flag = recently_smuggled_atium + years = 5 + } + # Risk: increase Lord Ruler's attention + if = { + limit = { + has_character_modifier = lord_ruler_attention_modifier + } + # Already being watched - higher risk + random_list = { + 30 = { + trigger_event = mistborn_atium.0001 # Success + } + 70 = { + trigger_event = mistborn_atium.0002 # Caught + } + } + } + else = { + random_list = { + 70 = { + trigger_event = mistborn_atium.0001 # Success + } + 30 = { + trigger_event = mistborn_atium.0002 # Caught + } + } + } + } + + ai_potential = { + intrigue >= 15 + } + + ai_will_do = { + base = 20 + modifier = { + factor = 2 + has_trait = trait_greedy + } + modifier = { + factor = 0 + has_character_modifier = lord_ruler_attention_modifier + } + } +} + +# Crack Down on Skaa - suppress the skaa population through force +crack_down_on_skaa_decision = { + picture = "gfx/interface/illustrations/decisions/decision_realm.dds" + + desc = crack_down_on_skaa_decision_desc + selection_tooltip = crack_down_on_skaa_decision_tooltip + + ai_check_interval = 60 + + is_shown = { + is_ruler = yes + any_held_title = { + tier >= tier_county + } + } + + is_valid = { + is_ruler = yes + gold >= 50 + NOT = { has_character_flag = recently_cracked_down_skaa } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = 50 + } + + cooldown = { years = 2 } + + effect = { + add_character_flag = { + flag = recently_cracked_down_skaa + years = 2 + } + add_tyranny = 15 + add_dread = 20 + # Reduce unrest but build long-term resentment + every_held_title = { + limit = { + tier = tier_county + } + change_county_control = 20 + } + # Hidden rebellion score increases - tracked by events + trigger_event = mistborn_skaa.0001 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 30 + modifier = { + factor = 2 + has_trait = trait_cruel + } + modifier = { + factor = 0.5 + has_trait = trait_compassionate + } + } +} + +# Improve Skaa Conditions - a risky act of compassion +improve_skaa_conditions_decision = { + picture = "gfx/interface/illustrations/decisions/decision_misc.dds" + + desc = improve_skaa_conditions_decision_desc + selection_tooltip = improve_skaa_conditions_decision_tooltip + + ai_check_interval = 120 + + is_shown = { + is_ruler = yes + any_held_title = { + tier >= tier_county + } + } + + is_valid = { + is_ruler = yes + gold >= 150 + NOT = { has_character_flag = recently_improved_skaa_conditions } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = 150 + prestige = 100 + } + + cooldown = { years = 3 } + + effect = { + add_character_flag = { + flag = recently_improved_skaa_conditions + years = 3 + } + # Benefits: reduce rebellion risk, gain development + every_held_title = { + limit = { + tier = tier_county + } + change_development_level = 1 + } + # Risks: Lord Ruler may notice + add_character_modifier = { + modifier = lord_ruler_attention_modifier + years = 5 + } + # Other nobles disapprove + every_vassal = { + add_opinion = { + modifier = disapproves_skaa_mercy + opinion = -15 + } + } + trigger_event = mistborn_skaa.0010 + } + + ai_potential = { + has_trait = trait_compassionate + } + + ai_will_do = { + base = 10 + modifier = { + factor = 3 + has_trait = trait_compassionate + } + modifier = { + factor = 0 + has_trait = trait_cruel + } + } +} + +# Recruit a Skaa Allomancer - secretly bring a skaa with powers into your service +recruit_skaa_allomancer_decision = { + picture = "gfx/interface/illustrations/decisions/decision_skulduggery.dds" + + desc = recruit_skaa_allomancer_decision_desc + selection_tooltip = recruit_skaa_allomancer_decision_tooltip + + ai_check_interval = 120 + + is_shown = { + is_ruler = yes + has_character_flag = discovered_skaa_allomancer + } + + is_valid = { + is_ruler = yes + has_character_flag = discovered_skaa_allomancer + gold >= 100 + intrigue >= 8 + NOT = { has_character_flag = recently_recruited_skaa_allomancer } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = 100 + } + + cooldown = { years = 3 } + + effect = { + add_character_flag = { + flag = recently_recruited_skaa_allomancer + years = 3 + } + remove_character_flag = discovered_skaa_allomancer + # Generate a powerful courtier with a random Allomantic trait + trigger_event = mistborn_skaa_allomancer.0001 + # Risk of discovery by the Steel Ministry + random_list = { + 80 = { + # Safe for now + custom_tooltip = recruit_skaa_allomancer_safe_tt + } + 20 = { + # Steel Ministry investigates + add_character_modifier = { + modifier = steel_ministry_displeasure + years = 3 + } + trigger_event = mistborn_skaa_allomancer.0002 + } + } + } + + ai_potential = { + has_character_flag = discovered_skaa_allomancer + } + + ai_will_do = { + base = 40 + modifier = { + factor = 2 + intrigue >= 15 + } + modifier = { + factor = 0.5 + has_character_modifier = steel_ministry_displeasure + } + } +} diff --git a/mistborn_final_empire/common/dynasties/00_mistborn_dynasties.txt b/mistborn_final_empire/common/dynasties/00_mistborn_dynasties.txt new file mode 100644 index 0000000..90eb9cf --- /dev/null +++ b/mistborn_final_empire/common/dynasties/00_mistborn_dynasties.txt @@ -0,0 +1,73 @@ +############################################ +# Mistborn: The Final Empire - Noble Dynasties +# The Great Houses of the Final Empire +############################################ + +# ===== TIER 1 - GREAT HOUSES ===== + +# House Venture - The most powerful noble house in the Final Empire +# Known for strong Allomantic bloodlines and political dominance +dynasty_venture = { + name = "dynn_Venture" + culture = noble_scadrian +} + +# House Hasting - A martial house focused on military power +# Controls the Northern Dominance garrison network +dynasty_hasting = { + name = "dynn_Hasting" + culture = noble_scadrian +} + +# House Elariel - Masters of intrigue and espionage +# Rivals to House Venture in the Central Dominance +dynasty_elariel = { + name = "dynn_Elariel" + culture = noble_scadrian +} + +# House Tekiel - The wealthiest noble house +# Dominant in trade, finance, and canal shipping +dynasty_tekiel = { + name = "dynn_Tekiel" + culture = noble_scadrian +} + +# House Lekal - Balanced and diplomatic house +# Known for shrewd alliances and political marriages +dynasty_lekal = { + name = "dynn_Lekal" + culture = noble_scadrian +} + +# ===== TIER 2 - MINOR GREAT HOUSES ===== + +# House Erikeller - Ambitious minor house seeking to rise +dynasty_erikeller = { + name = "dynn_Erikeller" + culture = noble_scadrian +} + +# House Bylerum - Conservative traditionalists +dynasty_bylerum = { + name = "dynn_Bylerum" + culture = noble_scadrian +} + +# House Entrone - Frontier lords of the Remote Dominance +dynasty_entrone = { + name = "dynn_Entrone" + culture = noble_scadrian +} + +# House Conrad - Southern Dominance landholders +dynasty_conrad = { + name = "dynn_Conrad" + culture = noble_scadrian +} + +# House Urbain - Minor house with growing merchant influence +dynasty_urbain = { + name = "dynn_Urbain" + culture = noble_scadrian +} diff --git a/mistborn_final_empire/common/dynasty_houses/00_mistborn_houses.txt b/mistborn_final_empire/common/dynasty_houses/00_mistborn_houses.txt new file mode 100644 index 0000000..c229e73 --- /dev/null +++ b/mistborn_final_empire/common/dynasty_houses/00_mistborn_houses.txt @@ -0,0 +1,58 @@ +############################################ +# Mistborn: The Final Empire - Dynasty Houses +# Houses within each dynasty +############################################ + +# ===== TIER 1 - GREAT HOUSES ===== + +house_venture = { + name = "dynn_house_Venture" + dynasty = dynasty_venture +} + +house_hasting = { + name = "dynn_house_Hasting" + dynasty = dynasty_hasting +} + +house_elariel = { + name = "dynn_house_Elariel" + dynasty = dynasty_elariel +} + +house_tekiel = { + name = "dynn_house_Tekiel" + dynasty = dynasty_tekiel +} + +house_lekal = { + name = "dynn_house_Lekal" + dynasty = dynasty_lekal +} + +# ===== TIER 2 - MINOR GREAT HOUSES ===== + +house_erikeller = { + name = "dynn_house_Erikeller" + dynasty = dynasty_erikeller +} + +house_bylerum = { + name = "dynn_house_Bylerum" + dynasty = dynasty_bylerum +} + +house_entrone = { + name = "dynn_house_Entrone" + dynasty = dynasty_entrone +} + +house_conrad = { + name = "dynn_house_Conrad" + dynasty = dynasty_conrad +} + +house_urbain = { + name = "dynn_house_Urbain" + dynasty = dynasty_urbain +} diff --git a/mistborn_final_empire/common/landed_titles/00_landed_titles.txt b/mistborn_final_empire/common/landed_titles/00_landed_titles.txt new file mode 100644 index 0000000..9cf6e43 --- /dev/null +++ b/mistborn_final_empire/common/landed_titles/00_landed_titles.txt @@ -0,0 +1,725 @@ +@# Mistborn: The Final Empire - Landed Titles +@# The Final Empire is divided into Dominances, each administered by an appointed noble house. +@# Province IDs are sequential placeholders - TODO: Map to actual provinces when custom map is made. + +e_final_empire = { + color = { 40 40 40 } + color2 = { 200 200 200 } + capital = c_luthadel + + ai_primary_priority = { + if = { + limit = { always = yes } + } + } + + # ========================================== + # CENTRAL DOMINANCE - Heart of the Empire + # ========================================== + k_central = { + color = { 150 50 50 } + color2 = { 255 255 255 } + capital = c_luthadel + + d_luthadel = { + color = { 180 60 60 } + color2 = { 255 255 255 } + capital = c_luthadel + + c_luthadel = { + color = { 200 70 70 } + color2 = { 255 255 255 } + b_kredik_shaw = { + province = 1 # Kredik Shaw - The Lord Ruler's palace + } + b_luthadel_city = { + province = 2 # Main city of Luthadel + } + b_luthadel_slums = { + province = 3 # Skaa slums district + } + } + c_fellise = { + color = { 190 65 65 } + color2 = { 255 255 255 } + b_fellise = { + province = 4 # Fellise - noble retreat town + } + b_fellise_estates = { + province = 5 + } + } + c_holstep = { + color = { 185 62 62 } + color2 = { 255 255 255 } + b_holstep = { + province = 6 + } + b_holstep_mines = { + province = 7 + } + } + } + + d_valtroux = { + color = { 170 55 55 } + color2 = { 255 255 255 } + capital = c_valtroux + + c_valtroux = { + color = { 175 58 58 } + color2 = { 255 255 255 } + b_valtroux = { + province = 8 + } + b_valtroux_keep = { + province = 9 + } + } + c_tavring = { + color = { 172 56 56 } + color2 = { 255 255 255 } + b_tavring = { + province = 10 + } + b_tavring_fields = { + province = 11 + } + } + c_austrex = { + color = { 168 54 54 } + color2 = { 255 255 255 } + b_austrex = { + province = 12 # Austrex - major trade city + } + b_austrex_docks = { + province = 13 + } + } + } + + d_haverfrex = { + color = { 165 52 52 } + color2 = { 255 255 255 } + capital = c_haverfrex + + c_haverfrex = { + color = { 160 50 50 } + color2 = { 255 255 255 } + b_haverfrex = { + province = 14 + } + b_haverfrex_mills = { + province = 15 + } + } + c_kalling = { + color = { 158 48 48 } + color2 = { 255 255 255 } + b_kalling = { + province = 16 + } + b_kalling_plantations = { + province = 17 + } + } + } + + d_south_seran = { + color = { 155 45 45 } + color2 = { 255 255 255 } + capital = c_south_seran + + c_south_seran = { + color = { 152 43 43 } + color2 = { 255 255 255 } + b_south_seran = { + province = 18 + } + b_conventical_of_seran = { + province = 19 # The Conventical of Seran - Steel Ministry site + } + } + c_suisna = { + color = { 148 40 40 } + color2 = { 255 255 255 } + b_suisna = { + province = 20 + } + b_suisna_farms = { + province = 21 + } + } + } + } + + # ========================================== + # NORTHERN DOMINANCE - Terris homeland + # ========================================== + k_northern = { + color = { 80 120 80 } + color2 = { 255 255 255 } + capital = c_urteau + + d_urteau = { + color = { 90 130 90 } + color2 = { 255 255 255 } + capital = c_urteau + + c_urteau = { + color = { 95 135 95 } + color2 = { 255 255 255 } + b_urteau = { + province = 22 # Urteau - northern capital + } + b_urteau_canal = { + province = 23 + } + } + c_terristown = { + color = { 92 132 92 } + color2 = { 255 255 255 } + b_terristown = { + province = 24 # Main Terris settlement + } + b_terris_synod = { + province = 25 # Terris governing body + } + } + c_erlnest = { + color = { 88 128 88 } + color2 = { 255 255 255 } + b_erlnest = { + province = 26 + } + b_erlnest_steading = { + province = 27 + } + } + } + + d_tathingdwen = { + color = { 85 125 85 } + color2 = { 255 255 255 } + capital = c_tathingdwen + + c_tathingdwen = { + color = { 82 122 82 } + color2 = { 255 255 255 } + b_tathingdwen = { + province = 28 # Tathingdwen - historical Terris capital + } + b_tathingdwen_library = { + province = 29 # Great Terris libraries + } + } + c_bindal = { + color = { 78 118 78 } + color2 = { 255 255 255 } + b_bindal = { + province = 30 + } + b_bindal_pastures = { + province = 31 + } + } + c_vennsat = { + color = { 75 115 75 } + color2 = { 255 255 255 } + b_vennsat = { + province = 32 + } + b_vennsat_highlands = { + province = 33 + } + } + } + + d_torinost = { + color = { 72 112 72 } + color2 = { 255 255 255 } + capital = c_torinost + + c_torinost = { + color = { 70 110 70 } + color2 = { 255 255 255 } + b_torinost = { + province = 34 + } + b_torinost_fort = { + province = 35 + } + } + c_mantiz = { + color = { 68 108 68 } + color2 = { 255 255 255 } + b_mantiz = { + province = 36 + } + b_mantiz_garrison = { + province = 37 + } + } + c_nordel = { + color = { 65 105 65 } + color2 = { 255 255 255 } + b_nordel = { + province = 38 + } + b_nordel_mines = { + province = 39 + } + } + } + } + + # ========================================== + # EASTERN DOMINANCE + # ========================================== + k_eastern = { + color = { 50 80 150 } + color2 = { 255 255 255 } + capital = c_fadrex + + d_fadrex = { + color = { 60 90 160 } + color2 = { 255 255 255 } + capital = c_fadrex + + c_fadrex = { + color = { 65 95 165 } + color2 = { 255 255 255 } + b_fadrex = { + province = 40 # Fadrex City - major eastern city + } + b_fadrex_garrison = { + province = 41 + } + } + c_vetitan = { + color = { 62 92 162 } + color2 = { 255 255 255 } + b_vetitan = { + province = 42 + } + b_vetitan_quarry = { + province = 43 + } + } + c_tremredare = { + color = { 58 88 158 } + color2 = { 255 255 255 } + b_tremredare = { + province = 44 + } + b_tremredare_walls = { + province = 45 + } + } + } + + d_austrex_east = { + color = { 55 85 155 } + color2 = { 255 255 255 } + capital = c_austrex_east + + c_austrex_east = { + color = { 52 82 152 } + color2 = { 255 255 255 } + b_austrex_east = { + province = 46 + } + b_austrex_east_port = { + province = 47 + } + } + c_doriel = { + color = { 48 78 148 } + color2 = { 255 255 255 } + b_doriel = { + province = 48 + } + b_doriel_fields = { + province = 49 + } + } + c_salmont = { + color = { 45 75 145 } + color2 = { 255 255 255 } + b_salmont = { + province = 50 + } + b_salmont_warehouses = { + province = 51 + } + } + } + + d_statlin = { + color = { 42 72 142 } + color2 = { 255 255 255 } + capital = c_statlin + + c_statlin = { + color = { 40 70 140 } + color2 = { 255 255 255 } + b_statlin = { + province = 52 + } + b_statlin_market = { + province = 53 + } + } + c_benton = { + color = { 38 68 138 } + color2 = { 255 255 255 } + b_benton = { + province = 54 + } + b_benton_farms = { + province = 55 + } + } + c_elming = { + color = { 35 65 135 } + color2 = { 255 255 255 } + b_elming = { + province = 56 + } + b_elming_forge = { + province = 57 + } + } + } + } + + # ========================================== + # WESTERN DOMINANCE + # ========================================== + k_western = { + color = { 160 130 60 } + color2 = { 255 255 255 } + capital = c_hassedel + + d_hassedel = { + color = { 170 140 70 } + color2 = { 255 255 255 } + capital = c_hassedel + + c_hassedel = { + color = { 175 145 75 } + color2 = { 255 255 255 } + b_hassedel = { + province = 58 + } + b_hassedel_keep = { + province = 59 + } + } + c_turenval = { + color = { 172 142 72 } + color2 = { 255 255 255 } + b_turenval = { + province = 60 + } + b_turenval_orchards = { + province = 61 + } + } + c_wesring = { + color = { 168 138 68 } + color2 = { 255 255 255 } + b_wesring = { + province = 62 + } + b_wesring_tower = { + province = 63 + } + } + } + + d_longsfollow = { + color = { 165 135 65 } + color2 = { 255 255 255 } + capital = c_longsfollow + + c_longsfollow = { + color = { 162 132 62 } + color2 = { 255 255 255 } + b_longsfollow = { + province = 64 + } + b_longsfollow_inn = { + province = 65 + } + } + c_kanton = { + color = { 158 128 58 } + color2 = { 255 255 255 } + b_kanton = { + province = 66 + } + b_kanton_mills = { + province = 67 + } + } + c_brennin = { + color = { 155 125 55 } + color2 = { 255 255 255 } + b_brennin = { + province = 68 + } + b_brennin_vineyards = { + province = 69 + } + } + } + + d_charneost = { + color = { 152 122 52 } + color2 = { 255 255 255 } + capital = c_charneost + + c_charneost = { + color = { 148 118 48 } + color2 = { 255 255 255 } + b_charneost = { + province = 70 + } + b_charneost_garrison = { + province = 71 + } + } + c_dalling = { + color = { 145 115 45 } + color2 = { 255 255 255 } + b_dalling = { + province = 72 + } + b_dalling_stables = { + province = 73 + } + } + } + } + + # ========================================== + # SOUTHERN DOMINANCE + # ========================================== + k_southern = { + color = { 100 60 120 } + color2 = { 255 255 255 } + capital = c_pits_of_hathsin + + d_pits_of_hathsin = { + color = { 110 70 130 } + color2 = { 255 255 255 } + capital = c_pits_of_hathsin + + c_pits_of_hathsin = { + color = { 115 75 135 } + color2 = { 255 255 255 } + b_pits_of_hathsin = { + province = 74 # The Pits of Hathsin - atium mining prison + } + b_pits_garrison = { + province = 75 + } + } + c_latten = { + color = { 112 72 132 } + color2 = { 255 255 255 } + b_latten = { + province = 76 + } + b_latten_outpost = { + province = 77 + } + } + c_grenford = { + color = { 108 68 128 } + color2 = { 255 255 255 } + b_grenford = { + province = 78 + } + b_grenford_walls = { + province = 79 + } + } + } + + d_veldence = { + color = { 105 65 125 } + color2 = { 255 255 255 } + capital = c_veldence + + c_veldence = { + color = { 102 62 122 } + color2 = { 255 255 255 } + b_veldence = { + province = 80 + } + b_veldence_estate = { + province = 81 + } + } + c_torining = { + color = { 98 58 118 } + color2 = { 255 255 255 } + b_torining = { + province = 82 + } + b_torining_watch = { + province = 83 + } + } + c_balefire = { + color = { 95 55 115 } + color2 = { 255 255 255 } + b_balefire = { + province = 84 + } + b_balefire_beacon = { + province = 85 + } + } + } + + d_south_keep = { + color = { 92 52 112 } + color2 = { 255 255 255 } + capital = c_south_keep + + c_south_keep = { + color = { 88 48 108 } + color2 = { 255 255 255 } + b_south_keep = { + province = 86 + } + b_south_keep_barracks = { + province = 87 + } + } + c_darriston = { + color = { 85 45 105 } + color2 = { 255 255 255 } + b_darriston = { + province = 88 + } + b_darriston_harbor = { + province = 89 + } + } + } + } + + # ========================================== + # REMOTE DOMINANCE - Frontier lands + # ========================================== + k_remote = { + color = { 100 100 100 } + color2 = { 200 200 200 } + capital = c_remote_edge + + d_remote_edge = { + color = { 110 110 110 } + color2 = { 200 200 200 } + capital = c_remote_edge + + c_remote_edge = { + color = { 115 115 115 } + color2 = { 200 200 200 } + b_remote_edge = { + province = 90 + } + b_remote_edge_watchtower = { + province = 91 + } + } + c_ashfield = { + color = { 112 112 112 } + color2 = { 200 200 200 } + b_ashfield = { + province = 92 + } + b_ashfield_settlement = { + province = 93 + } + } + c_misthollow = { + color = { 108 108 108 } + color2 = { 200 200 200 } + b_misthollow = { + province = 94 + } + b_misthollow_ruins = { + province = 95 + } + } + } + + d_farmost = { + color = { 105 105 105 } + color2 = { 200 200 200 } + capital = c_farmost + + c_farmost = { + color = { 102 102 102 } + color2 = { 200 200 200 } + b_farmost = { + province = 96 + } + b_farmost_outpost = { + province = 97 + } + } + c_koloss_range = { + color = { 98 98 98 } + color2 = { 200 200 200 } + b_koloss_range = { + province = 98 # Near koloss tribal territories + } + b_koloss_range_fort = { + province = 99 + } + } + c_deepness_border = { + color = { 95 95 95 } + color2 = { 200 200 200 } + b_deepness_border = { + province = 100 # Edge of the known world + } + b_deepness_watchtower = { + province = 101 + } + } + } + + d_frontier = { + color = { 92 92 92 } + color2 = { 200 200 200 } + capital = c_frontier + + c_frontier = { + color = { 88 88 88 } + color2 = { 200 200 200 } + b_frontier = { + province = 102 + } + b_frontier_garrison = { + province = 103 + } + } + c_ashmount_view = { + color = { 85 85 85 } + color2 = { 200 200 200 } + b_ashmount_view = { + province = 104 # Settlement near an ashmount + } + b_ashmount_view_shelter = { + province = 105 + } + } + } + } +} diff --git a/mistborn_final_empire/common/men_at_arms_types/00_mistborn_maa.txt b/mistborn_final_empire/common/men_at_arms_types/00_mistborn_maa.txt new file mode 100644 index 0000000..913921e --- /dev/null +++ b/mistborn_final_empire/common/men_at_arms_types/00_mistborn_maa.txt @@ -0,0 +1,166 @@ +############################################ +# Mistborn Mod - Men-at-Arms Types +############################################ + +# Anti-Allomancer specialist heavy infantry +# Trained specifically to fight and kill Allomancers +hazekillers = { + type = heavy_infantry + + damage = 35 + toughness = 25 + pursuit = 5 + screen = 15 + + terrain_bonus = { + plains = { damage = 5 } + hills = { damage = 3 toughness = 3 } + mountains = { toughness = 5 } + } + + counters = { + skirmishers = 1 + } + + buy_cost = { gold = 150 } + low_maintenance_cost = { gold = 2 } + high_maintenance_cost = { gold = 4 } + + max = 200 + + stack = 100 + + ai_quality = { value = 80 } + + icon = heavy_infantry +} + +# Koloss - massive blue-skinned Hemalurgic creatures +# Incredibly powerful but difficult to control without Allomancy +koloss = { + type = heavy_infantry + + damage = 80 + toughness = 40 + pursuit = 15 + screen = 0 + + terrain_bonus = { + plains = { damage = 15 toughness = 5 } + farmlands = { damage = 10 } + desert = { damage = 5 toughness = -5 } + mountains = { damage = -10 toughness = -10 } + } + + counters = { + heavy_infantry = 1 + pikemen = 1 + } + + buy_cost = { gold = 50 } + low_maintenance_cost = { gold = 1 } + high_maintenance_cost = { gold = 2 } + + max = 300 + + stack = 100 + + ai_quality = { value = 100 } + + icon = heavy_infantry +} + +# Mistborn Agents - elite Allomancer operatives +# Small number, devastating damage, assassination specialists +mistborn_agents = { + type = skirmishers + + damage = 100 + toughness = 10 + pursuit = 50 + screen = 0 + + terrain_bonus = { + plains = { damage = 10 } + hills = { damage = 5 pursuit = 10 } + wetlands = { damage = -10 } + } + + counters = { + heavy_infantry = 1 + skirmishers = 1 + } + + buy_cost = { gold = 500 } + low_maintenance_cost = { gold = 5 } + high_maintenance_cost = { gold = 15 } + + max = 10 + + stack = 5 + + ai_quality = { value = 150 } + + icon = skirmishers +} + +# Skaa Levies - conscripted skaa laborers pressed into service +# Cheap and plentiful, but poorly equipped and poorly motivated +skaa_levies = { + type = light_infantry + + damage = 8 + toughness = 8 + pursuit = 2 + screen = 5 + + terrain_bonus = { + farmlands = { damage = 2 toughness = 2 } + plains = { damage = 1 } + } + + buy_cost = { gold = 15 } + low_maintenance_cost = { gold = 0.2 } + high_maintenance_cost = { gold = 0.5 } + + max = 1000 + + stack = 200 + + ai_quality = { value = 20 } + + icon = light_infantry +} + +# Noble Guard - professional soldiers from noble houses +# Well-equipped, well-trained, loyal to their house +noble_guard = { + type = heavy_infantry + + damage = 25 + toughness = 30 + pursuit = 5 + screen = 10 + + terrain_bonus = { + plains = { damage = 3 toughness = 3 } + hills = { toughness = 5 } + farmlands = { damage = 2 toughness = 2 } + } + + counters = { + light_infantry = 1 + } + + buy_cost = { gold = 120 } + low_maintenance_cost = { gold = 1.5 } + high_maintenance_cost = { gold = 3 } + + max = 300 + + stack = 100 + + ai_quality = { value = 60 } + + icon = heavy_infantry +} diff --git a/mistborn_final_empire/common/modifiers/00_mistborn_modifiers.txt b/mistborn_final_empire/common/modifiers/00_mistborn_modifiers.txt new file mode 100644 index 0000000..2df5072 --- /dev/null +++ b/mistborn_final_empire/common/modifiers/00_mistborn_modifiers.txt @@ -0,0 +1,75 @@ +############################################ +# Mistborn Mod - Character and Province Modifiers +############################################ + +# === CHARACTER MODIFIERS === + +# Compounding - combining Allomancy and Feruchemy on the same metal +# Absurdly powerful, near-immortality levels of strength +compounder_modifier = { + icon = "gfx/interface/icons/modifiers/modifier_compounder.dds" + + prowess = 10 + martial = 5 + diplomacy = 3 + intrigue = 3 + learning = 3 + health = 3 + fertility = 0.5 +} + +# Tracks the Lord Ruler's attention on a character +# Applied/removed by events; intensity tracked by a character variable +lord_ruler_attention_modifier = { + icon = "gfx/interface/icons/modifiers/modifier_lord_ruler_attention.dds" +} + +# Favor from the Steel Ministry - rewards for loyal service +steel_ministry_favor = { + icon = "gfx/interface/icons/modifiers/modifier_steel_ministry_favor.dds" + + monthly_prestige = 0.5 + diplomacy = 2 +} + +# Displeasure from the Steel Ministry - punishment for disloyalty +steel_ministry_displeasure = { + icon = "gfx/interface/icons/modifiers/modifier_steel_ministry_displeasure.dds" + + monthly_prestige = -1 + diplomacy = -3 + same_faith_opinion = -10 +} + +# Breeding program for Allomantic bloodlines +breeding_for_allomancy_modifier = { + icon = "gfx/interface/icons/modifiers/modifier_compounder.dds" + + dynasty_prestige_mult = 0.1 + fertility = 0.15 +} + +# === OPINION MODIFIERS === + +# Noble disapproval for showing mercy to skaa +disapproves_skaa_mercy = { + opinion = -15 +} + +# === PROVINCE MODIFIERS === + +# Ash blight devastating the land +ash_blight = { + icon = "gfx/interface/icons/modifiers/modifier_ash_blight.dds" + + development_growth_factor = -0.2 + tax_mult = -0.1 +} + +# Koloss rampage through the county +koloss_rampage = { + icon = "gfx/interface/icons/modifiers/modifier_koloss_rampage.dds" + + county_opinion = -30 + development_growth_factor = -0.5 +} diff --git a/mistborn_final_empire/common/on_action/mistborn_on_actions.txt b/mistborn_final_empire/common/on_action/mistborn_on_actions.txt new file mode 100644 index 0000000..6097119 --- /dev/null +++ b/mistborn_final_empire/common/on_action/mistborn_on_actions.txt @@ -0,0 +1,119 @@ +############################################ +# Mistborn: The Final Empire - On Actions +# Hooks into CK3's event system for Mistborn mechanics +############################################ + +# ============================================================ +# ON BIRTHDAY - Check for natural Snapping +# ============================================================ +on_birthday = { + events = { + mistborn_snapping.0001 + } +} + +# ============================================================ +# YEARLY PULSE - Lord Ruler attention and misc events +# ============================================================ +on_yearly_pulse = { + events = { + mistborn_lord_ruler.0030 # Attention decay + mistborn_lord_ruler.0040 # Attention gain tracking + mistborn_misc.0020 # Skaa uprising chance + mistborn_misc.0030 # Mist spirit encounter + mistborn_misc.0040 # Atium discovery + } + effect = { + # Check Lord Ruler attention thresholds and fire appropriate events + if = { + limit = { + is_ruler = yes + has_variable = lord_ruler_attention + } + # Tier 3 - The Lord Ruler's Wrath + if = { + limit = { + var:lord_ruler_attention >= 90 + } + trigger_event = { + id = mistborn_lord_ruler.0020 + days = { 30 90 } + } + } + # Tier 2 - Inquisition Visit + else_if = { + limit = { + var:lord_ruler_attention >= 60 + } + trigger_event = { + id = mistborn_lord_ruler.0010 + days = { 30 120 } + } + } + # Tier 1 - Obligator Warning + else_if = { + limit = { + var:lord_ruler_attention >= 25 + } + trigger_event = { + id = mistborn_lord_ruler.0001 + days = { 30 180 } + } + } + } + + # Compounding check - if character has both Allomancy and Feruchemy + if = { + limit = { + is_ruler = yes + has_trait = trait_feruchemist + OR = { + has_trait = trait_mistborn + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + has_trait = trait_misting_thug + has_trait = trait_misting_tineye + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + has_trait = trait_misting_smoker + has_trait = trait_misting_seeker + has_trait = trait_misting_augur + has_trait = trait_misting_oracle + } + NOT = { has_modifier = compounder_modifier } + NOT = { has_character_flag = compounding_check_done } + } + trigger_event = { + id = mistborn_misc.0010 + days = { 1 30 } + } + } + } +} + +# ============================================================ +# ON GAME START - Initialize variables for starting rulers +# ============================================================ +on_game_start = { + effect = { + every_ruler = { + limit = { + is_ruler = yes + highest_held_title_tier >= tier_county + } + set_variable = { + name = lord_ruler_attention + value = 0 + } + } + } +} + +# ============================================================ +# ON CHARACTER CREATED - Set up new characters +# ============================================================ +on_birth = { + events = { + # Future: Add events for checking Allomantic potential at birth + } +} diff --git a/mistborn_final_empire/common/religion/holy_sites/00_holy_sites.txt b/mistborn_final_empire/common/religion/holy_sites/00_holy_sites.txt new file mode 100644 index 0000000..cac1bef --- /dev/null +++ b/mistborn_final_empire/common/religion/holy_sites/00_holy_sites.txt @@ -0,0 +1,72 @@ +@# Mistborn: The Final Empire - Holy Sites +@# Sacred locations across the Final Empire + +holy_site_luthadel = { + county = c_luthadel + barony = b_kredik_shaw # Kredik Shaw, the Hill of a Thousand Spears - The Lord Ruler's palace + + character_modifier = { + monthly_prestige = 0.5 + monthly_piety = 1.0 + } + + is_active = { + always = yes + } +} + +holy_site_pits_of_hathsin = { + county = c_pits_of_hathsin + barony = b_pits_of_hathsin # The Pits of Hathsin - source of atium, Kelsier's snapping + + character_modifier = { + monthly_prestige = 0.3 + monthly_piety = 0.5 + } + + is_active = { + always = yes + } +} + +holy_site_conventical = { + county = c_south_seran + barony = b_conventical_of_seran # The Conventical of Seran - Steel Ministry research site + + character_modifier = { + monthly_piety = 1.0 + learning = 2 + } + + is_active = { + always = yes + } +} + +holy_site_tathingdwen = { + county = c_tathingdwen + barony = b_tathingdwen # Tathingdwen - historical Terris capital, center of Feruchemical knowledge + + character_modifier = { + monthly_piety = 0.5 + learning = 3 + } + + is_active = { + always = yes + } +} + +holy_site_urteau = { + county = c_urteau + barony = b_urteau # Urteau - northern hub, significant to multiple faiths + + character_modifier = { + monthly_prestige = 0.3 + monthly_piety = 0.3 + } + + is_active = { + always = yes + } +} diff --git a/mistborn_final_empire/common/religion/religions/00_scadrial_religions.txt b/mistborn_final_empire/common/religion/religions/00_scadrial_religions.txt new file mode 100644 index 0000000..f754851 --- /dev/null +++ b/mistborn_final_empire/common/religion/religions/00_scadrial_religions.txt @@ -0,0 +1,171 @@ +@# Mistborn: The Final Empire - Religions of Scadrial +@# The Steel Ministry is the dominant religion, worshipping the Lord Ruler as the Sliver of Infinity. +@# Terris Worldbringers preserve ancient knowledge. Survivorism and the cult of Ruin are hidden faiths. + +steel_ministry_religion = { + family = rf_scadrial # Custom religion family for Scadrial + + doctrine = doctrine_no_head + doctrine = doctrine_theocracy_temporal + doctrine = doctrine_gender_male_dominated + doctrine = doctrine_pluralism_righteous + doctrine = doctrine_marriage_monogamous + doctrine = doctrine_divorce_disallowed + doctrine = doctrine_concubines_allowed # Nobles keep skaa mistresses + doctrine = doctrine_consanguinity_cousins + doctrine = doctrine_homosexuality_shunned + doctrine = doctrine_deviancy_shunned + doctrine = doctrine_adultery_shunned + doctrine = doctrine_kinslaying_shunned + doctrine = doctrine_witchcraft_accepted # Allomancy is sanctioned by the Ministry + doctrine = doctrine_clerical_function_taxation + doctrine = doctrine_clerical_gender_male_only + doctrine = doctrine_clerical_marriage_disallowed + doctrine = doctrine_clerical_succession_temporal_fixed_appointment + + pagan_roots = no + + faiths = { + steel_ministry = { + color = { 0.3 0.3 0.3 } + icon = default + reformed_icon = default + + holy_site = holy_site_luthadel + holy_site = holy_site_pits_of_hathsin + holy_site = holy_site_conventical + holy_site = holy_site_tathingdwen + holy_site = holy_site_urteau + + doctrine = tenet_divine_right # The Lord Ruler's absolute authority + doctrine = tenet_religious_law # Steel Ministry enforces law + doctrine = tenet_tax_nonbelievers # Taxation of non-believers + } + } +} + +terris_religion = { + family = rf_scadrial + + doctrine = doctrine_no_head + doctrine = doctrine_theocracy_spiritual + doctrine = doctrine_gender_equal + doctrine = doctrine_pluralism_pluralistic + doctrine = doctrine_marriage_monogamous + doctrine = doctrine_divorce_allowed + doctrine = doctrine_concubines_none + doctrine = doctrine_consanguinity_cousins + doctrine = doctrine_homosexuality_accepted + doctrine = doctrine_deviancy_accepted + doctrine = doctrine_adultery_shunned + doctrine = doctrine_kinslaying_shunned + doctrine = doctrine_witchcraft_accepted # Feruchemy is a sacred gift + doctrine = doctrine_clerical_function_alms_and_pacification + doctrine = doctrine_clerical_gender_either + doctrine = doctrine_clerical_marriage_allowed + doctrine = doctrine_clerical_succession_spiritual_fixed_appointment + + pagan_roots = no + + faiths = { + terris_worldbringers = { + color = { 0.4 0.6 0.3 } + icon = default + reformed_icon = default + + holy_site = holy_site_tathingdwen + holy_site = holy_site_urteau + holy_site = holy_site_luthadel + holy_site = holy_site_conventical + holy_site = holy_site_pits_of_hathsin + + doctrine = tenet_pacifism # Worldbringers are peaceful scholars + doctrine = tenet_monasticism # Scholarly and contemplative tradition + doctrine = tenet_ancestor_worship # Preserve the knowledge of the past + } + } +} + +survivorist_religion = { + family = rf_scadrial + + doctrine = doctrine_no_head + doctrine = doctrine_theocracy_spiritual + doctrine = doctrine_gender_equal + doctrine = doctrine_pluralism_pluralistic + doctrine = doctrine_marriage_monogamous + doctrine = doctrine_divorce_allowed + doctrine = doctrine_concubines_none + doctrine = doctrine_consanguinity_cousins + doctrine = doctrine_homosexuality_accepted + doctrine = doctrine_deviancy_accepted + doctrine = doctrine_adultery_shunned + doctrine = doctrine_kinslaying_criminal + doctrine = doctrine_witchcraft_accepted + doctrine = doctrine_clerical_function_alms_and_pacification + doctrine = doctrine_clerical_gender_either + doctrine = doctrine_clerical_marriage_allowed + doctrine = doctrine_clerical_succession_spiritual_fixed_appointment + + pagan_roots = no + + faiths = { + survivorism = { + color = { 0.7 0.7 0.2 } + icon = default + reformed_icon = default + + holy_site = holy_site_luthadel + holy_site = holy_site_pits_of_hathsin + holy_site = holy_site_conventical + holy_site = holy_site_tathingdwen + holy_site = holy_site_urteau + + doctrine = tenet_liberation_theology # Kelsier's fight against oppression + doctrine = tenet_communal_identity # The skaa as a people united + doctrine = tenet_mendicant_preachers # Spread the word of the Survivor + } + } +} + +ruin_religion = { + family = rf_scadrial + + doctrine = doctrine_no_head + doctrine = doctrine_theocracy_temporal + doctrine = doctrine_gender_male_dominated + doctrine = doctrine_pluralism_hostile + doctrine = doctrine_marriage_monogamous + doctrine = doctrine_divorce_disallowed + doctrine = doctrine_concubines_none + doctrine = doctrine_consanguinity_unrestricted + doctrine = doctrine_homosexuality_shunned + doctrine = doctrine_deviancy_crime + doctrine = doctrine_adultery_accepted + doctrine = doctrine_kinslaying_accepted + doctrine = doctrine_witchcraft_accepted # Hemalurgy is Ruin's art + doctrine = doctrine_clerical_function_recruitment + doctrine = doctrine_clerical_gender_either + doctrine = doctrine_clerical_marriage_allowed + doctrine = doctrine_clerical_succession_temporal_fixed_appointment + + pagan_roots = yes + + faiths = { + cult_of_ruin = { + color = { 0.1 0.1 0.1 } + icon = default + reformed_icon = default + + holy_site = holy_site_pits_of_hathsin + holy_site = holy_site_conventical + holy_site = holy_site_luthadel + holy_site = holy_site_tathingdwen + holy_site = holy_site_urteau + + doctrine = tenet_human_sacrifice # Hemalurgy requires death + doctrine = tenet_ritual_cannibalism # Destruction made manifest + doctrine = tenet_struggle_submission # Submit to entropy and Ruin + } + } +} diff --git a/mistborn_final_empire/common/scripted_effects/mistborn_effects.txt b/mistborn_final_empire/common/scripted_effects/mistborn_effects.txt new file mode 100644 index 0000000..4105c0d --- /dev/null +++ b/mistborn_final_empire/common/scripted_effects/mistborn_effects.txt @@ -0,0 +1,189 @@ +@# Mistborn: The Final Empire - Scripted Effects +@# Reusable effects for Allomantic activation, Lord Ruler attention, and other game mechanics + +# ===== ALLOMANCY ACTIVATION ===== + +activate_allomancy_effect = { + # Converts hidden allomantic_potential trait to an active Allomantic power + # Should be triggered by a "snapping" event (near-death trauma) + + if = { + limit = { has_trait = trait_allomantic_potential } + remove_trait = trait_allomantic_potential + + # Determine which metal the character can burn + # Weight heavily influenced by heritage and genetics + random_list = { + 10 = { + # Mistborn - extremely rare, can burn all metals + trigger = { + OR = { + any_parent = { has_trait = trait_mistborn } + } + } + add_trait = trait_mistborn + } + 20 = { add_trait = trait_misting_lurcher } # Iron + 20 = { add_trait = trait_misting_coinshot } # Steel + 15 = { add_trait = trait_misting_tineye } # Tin + 20 = { add_trait = trait_misting_thug } # Pewter + 15 = { add_trait = trait_misting_rioter } # Zinc + 15 = { add_trait = trait_misting_soother } # Brass + 15 = { add_trait = trait_misting_smoker } # Copper + 15 = { add_trait = trait_misting_seeker } # Bronze + 5 = { add_trait = trait_misting_augur } # Gold - rare + 1 = { add_trait = trait_misting_oracle } # Atium - extremely rare + 3 = { add_trait = trait_misting_duralumin } # Duralumin - very rare + 3 = { add_trait = trait_misting_nicroburst } # Nicrosil - very rare + } + } +} + +# ===== LORD RULER ATTENTION ===== + +increase_lord_ruler_attention_effect = { + # The Lord Ruler and Steel Ministry take notice of the character + # Uses the variable-based system tracked in on_actions + + if = { + limit = { + NOT = { has_variable = lord_ruler_attention } + } + set_variable = { + name = lord_ruler_attention + value = 0 + } + } + + change_variable = { + name = lord_ruler_attention + add = 15 + } + + # Cap at 100 + if = { + limit = { + var:lord_ruler_attention > 100 + } + set_variable = { + name = lord_ruler_attention + value = 100 + } + } +} + +decrease_lord_ruler_attention_effect = { + # The character manages to reduce the Lord Ruler's scrutiny + + if = { + limit = { + has_variable = lord_ruler_attention + var:lord_ruler_attention > 0 + } + change_variable = { + name = lord_ruler_attention + add = -15 + } + + # Ensure attention doesn't go below 0 + if = { + limit = { + var:lord_ruler_attention < 0 + } + set_variable = { + name = lord_ruler_attention + value = 0 + } + } + } +} + +# ===== SNAPPING EFFECT ===== + +trigger_snapping_effect = { + # A traumatic event causes a character with potential to "snap" and awaken their powers + # This is the core mechanic - near-death experiences activate Allomancy + + if = { + limit = { + can_snap_trigger = yes + } + + # The snapping event + stress_impact = { + base = major_stress_impact_gain + } + + # Activate the power + activate_allomancy_effect = yes + + # Notify the character's liege + if = { + limit = { exists = liege } + liege = { + send_interface_message = { + type = event_generic_neutral + title = msg_vassal_snapped + left_icon = prev + } + } + } + } +} + +# ===== HEMALURGY EFFECTS ===== + +apply_hemalurgic_spike_effect = { + # Apply a hemalurgic spike to grant stolen powers (at the cost of sanity) + add_trait = trait_hemalurgist + + # Hemalurgy comes with costs + stress_impact = { + base = massive_stress_impact_gain + } +} + +create_steel_inquisitor_effect = { + # Transform a character into a Steel Inquisitor via multiple hemalurgic spikes + # Grants all hemalurgic traits and massive power + add_trait = trait_hemalurgist + add_trait = trait_hemalurgic_steel + add_trait = trait_hemalurgic_pewter + add_trait = trait_hemalurgic_bronze + add_trait = trait_hemalurgic_atium + + # Physical transformation + add_trait = disfigured # Spikes through the eyes +} + +# ===== HOUSE AND DYNASTY EFFECTS ===== + +establish_great_house_effect = { + # Elevate a noble house to Great House status + dynasty = { + add_dynasty_prestige = 500 + } + + add_prestige = 250 +} + +strip_great_house_effect = { + # Remove Great House status (usually by Lord Ruler decree) + dynasty = { + add_dynasty_prestige = -500 + } + + add_prestige = -500 +} + +# ===== ATIUM EFFECTS ===== + +grant_atium_supply_effect = { + # Character receives a supply of atium (extremely valuable) + add_gold = 200 +} + +deplete_atium_supply_effect = { + # Character's atium supply runs out + # No-op if not holding atium +} diff --git a/mistborn_final_empire/common/scripted_triggers/mistborn_triggers.txt b/mistborn_final_empire/common/scripted_triggers/mistborn_triggers.txt new file mode 100644 index 0000000..277ac61 --- /dev/null +++ b/mistborn_final_empire/common/scripted_triggers/mistborn_triggers.txt @@ -0,0 +1,134 @@ +@# Mistborn: The Final Empire - Scripted Triggers +@# Reusable triggers for checking Allomantic, Feruchemical, and cultural status + +# ===== ALLOMANCY TRIGGERS ===== + +is_allomancer_trigger = { + OR = { + has_trait = trait_misting_lurcher # Iron + has_trait = trait_misting_coinshot # Steel + has_trait = trait_misting_tineye # Tin + has_trait = trait_misting_thug # Pewter + has_trait = trait_misting_rioter # Zinc + has_trait = trait_misting_soother # Brass + has_trait = trait_misting_smoker # Copper + has_trait = trait_misting_seeker # Bronze + has_trait = trait_misting_augur # Gold + has_trait = trait_misting_oracle # Atium + has_trait = trait_misting_duralumin # Duralumin + has_trait = trait_misting_nicroburst # Nicrosil + has_trait = trait_mistborn + } +} + +is_mistborn_trigger = { + has_trait = trait_mistborn +} + +has_allomantic_potential_trigger = { + # Character has the hidden genetic potential for Allomancy + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + is_allomancer_trigger = yes + is_mistborn_trigger = yes + } +} + +# Checks for specific Allomantic metal categories +is_physical_allomancer_trigger = { + OR = { + has_trait = trait_misting_lurcher # Iron - pulls metals + has_trait = trait_misting_coinshot # Steel - pushes metals + has_trait = trait_misting_tineye # Tin - enhanced senses + has_trait = trait_misting_thug # Pewter - enhanced body + has_trait = trait_mistborn + } +} + +is_mental_allomancer_trigger = { + OR = { + has_trait = trait_misting_rioter # Zinc - inflames emotions + has_trait = trait_misting_soother # Brass - dampens emotions + has_trait = trait_misting_smoker # Copper - hides Allomancy + has_trait = trait_misting_seeker # Bronze - detects Allomancy + has_trait = trait_mistborn + } +} + +is_higher_allomancer_trigger = { + OR = { + has_trait = trait_misting_augur # Gold - sees alternate past self + has_trait = trait_misting_oracle # Atium - sees future + has_trait = trait_misting_duralumin # Duralumin - enhances current burn + has_trait = trait_misting_nicroburst # Nicrosil - enhances others' burn + has_trait = trait_mistborn + } +} + +# ===== FERUCHEMY TRIGGERS ===== + +is_feruchemist_trigger = { + OR = { + has_trait = trait_feruchemist + has_trait = trait_feruchemy_potential + } +} + +is_full_feruchemist_trigger = { + has_trait = trait_feruchemist # Full Feruchemists can use all metals +} + +# ===== HEMALURGY TRIGGERS ===== + +has_hemalurgic_spike_trigger = { + OR = { + has_trait = trait_hemalurgist + has_trait = trait_hemalurgic_steel + has_trait = trait_hemalurgic_pewter + has_trait = trait_hemalurgic_bronze + has_trait = trait_hemalurgic_atium + } +} + +# ===== CULTURAL TRIGGERS ===== + +is_noble_scadrian_trigger = { + culture = culture:noble_scadrian +} + +is_skaa_trigger = { + culture = culture:skaa +} + +is_terris_trigger = { + culture = culture:terris +} + +# ===== POLITICAL TRIGGERS ===== + +is_great_house_trigger = { + # Character belongs to one of the Great Noble Houses + highest_held_title_tier >= tier_duchy + culture = culture:noble_scadrian +} + +# ===== MISC TRIGGERS ===== + +has_atium_trigger = { + OR = { + has_trait = trait_misting_oracle + has_trait = trait_mistborn + } +} + +can_snap_trigger = { + # Character has potential but hasn't snapped yet + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + NOT = { is_allomancer_trigger = yes } + NOT = { is_mistborn_trigger = yes } + age >= 10 # Must be old enough +} diff --git a/mistborn_final_empire/common/traits/00_allomancy_traits.txt b/mistborn_final_empire/common/traits/00_allomancy_traits.txt new file mode 100644 index 0000000..3dfa82a --- /dev/null +++ b/mistborn_final_empire/common/traits/00_allomancy_traits.txt @@ -0,0 +1,262 @@ +############################################ +# Allomantic Misting Traits - Mistborn Mod +# Physical and Mental Metal Mistings +# Higher Metal Mistings +############################################ + +# === PHYSICAL METALS === + +# Steel Misting - Pushes on nearby metals +trait_misting_coinshot = { + index = 200 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 15 + both_parent_has_trait_inherit_chance = 30 + birth = 0 + + prowess = 3 + martial = 1 + + ruler_designer_cost = 50 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_coinshot.dds" +} + +# Iron Misting - Pulls on nearby metals +trait_misting_lurcher = { + index = 201 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 15 + both_parent_has_trait_inherit_chance = 30 + birth = 0 + + prowess = 2 + martial = 2 + + ruler_designer_cost = 50 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_lurcher.dds" +} + +# Pewter Misting - Enhanced physical abilities +trait_misting_thug = { + index = 202 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 12 + both_parent_has_trait_inherit_chance = 25 + birth = 0 + + prowess = 6 + martial = 2 + health = 0.5 + + ruler_designer_cost = 75 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_thug.dds" +} + +# Tin Misting - Enhanced senses +trait_misting_tineye = { + index = 203 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 15 + both_parent_has_trait_inherit_chance = 30 + birth = 0 + + intrigue = 3 + learning = 1 + + ruler_designer_cost = 40 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_tineye.dds" +} + +# === MENTAL METALS === + +# Brass Misting - Dampens emotions +trait_misting_soother = { + index = 204 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 12 + both_parent_has_trait_inherit_chance = 25 + birth = 0 + + diplomacy = 4 + intrigue = 2 + + ruler_designer_cost = 60 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_soother.dds" +} + +# Zinc Misting - Inflames emotions +trait_misting_rioter = { + index = 205 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 12 + both_parent_has_trait_inherit_chance = 25 + birth = 0 + + diplomacy = 3 + martial = 1 + intrigue = 1 + + ruler_designer_cost = 50 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_rioter.dds" +} + +# Copper Misting - Hides Allomancy from detection +trait_misting_smoker = { + index = 206 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 15 + both_parent_has_trait_inherit_chance = 30 + birth = 0 + + intrigue = 4 + stewardship = 1 + + ruler_designer_cost = 50 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_smoker.dds" +} + +# Bronze Misting - Detects Allomantic pulses +trait_misting_seeker = { + index = 207 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 15 + both_parent_has_trait_inherit_chance = 30 + birth = 0 + + learning = 3 + intrigue = 2 + + ruler_designer_cost = 50 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_seeker.dds" +} + +# === HIGHER METALS === + +# Gold Misting - Sees alternate past self +trait_misting_augur = { + index = 208 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 5 + both_parent_has_trait_inherit_chance = 12 + birth = 0 + + learning = 4 + + ruler_designer_cost = 40 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_augur.dds" +} + +# Atium Misting - Sees the future in combat +trait_misting_oracle = { + index = 209 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 1 + both_parent_has_trait_inherit_chance = 3 + birth = 0 + + prowess = 8 + intrigue = 4 + + ruler_designer_cost = 150 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_oracle.dds" +} + +# Duralumin Misting - Enhances current Allomantic burn +trait_misting_duralumin = { + index = 210 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 3 + both_parent_has_trait_inherit_chance = 8 + birth = 0 + + learning = 2 + + ruler_designer_cost = 20 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_duralumin.dds" +} + +# Nicrosil Misting - Enhances another's Allomancy +trait_misting_nicroburst = { + index = 211 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 3 + both_parent_has_trait_inherit_chance = 8 + birth = 0 + + diplomacy = 2 + + ruler_designer_cost = 20 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_misting_nicroburst.dds" +} diff --git a/mistborn_final_empire/common/traits/01_mistborn_trait.txt b/mistborn_final_empire/common/traits/01_mistborn_trait.txt new file mode 100644 index 0000000..2c60ed6 --- /dev/null +++ b/mistborn_final_empire/common/traits/01_mistborn_trait.txt @@ -0,0 +1,29 @@ +############################################ +# Mistborn Trait - The Premier Allomantic Trait +# A full Mistborn can burn ALL Allomantic metals +############################################ + +trait_mistborn = { + index = 220 + + category = fame + + genetic = yes + group = "allomancy_group" + inherit_chance = 2 + both_parent_has_trait_inherit_chance = 5 + birth = 0 + + prowess = 15 + martial = 4 + intrigue = 4 + diplomacy = 2 + + attraction_opinion = 20 + same_opinion = 30 + + ruler_designer_cost = 200 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_mistborn.dds" +} diff --git a/mistborn_final_empire/common/traits/02_allomantic_strength.txt b/mistborn_final_empire/common/traits/02_allomantic_strength.txt new file mode 100644 index 0000000..282081d --- /dev/null +++ b/mistborn_final_empire/common/traits/02_allomantic_strength.txt @@ -0,0 +1,85 @@ +############################################ +# Allomantic Strength Traits +# These modify the potency of a character's Allomancy +# Separate group from allomancy_group - can coexist with Misting/Mistborn traits +############################################ + +# Weak Allomantic ability - burns metals inefficiently +trait_allomantic_weak = { + index = 230 + + category = fame + + genetic = yes + group = "allomantic_strength_group" + inherit_chance = 20 + both_parent_has_trait_inherit_chance = 35 + birth = 0 + + diplomacy = -1 + prowess = -2 + + opposite = { + trait_allomantic_strong + trait_allomantic_savant + } + + ruler_designer_cost = -10 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_allomantic_weak.dds" +} + +# Naturally strong Allomantic ability +trait_allomantic_strong = { + index = 231 + + category = fame + + genetic = yes + group = "allomantic_strength_group" + inherit_chance = 10 + both_parent_has_trait_inherit_chance = 20 + birth = 0 + + diplomacy = 1 + prowess = 2 + martial = 1 + + opposite = { + trait_allomantic_weak + trait_allomantic_savant + } + + ruler_designer_cost = 30 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_allomantic_strong.dds" +} + +# Allomantic Savant - dangerously powerful through overuse +# Acquired trait, not genetic - comes from burning metals constantly +trait_allomantic_savant = { + index = 232 + + category = fame + + genetic = no + group = "allomantic_strength_group" + + prowess = 4 + martial = 2 + intrigue = 2 + health = -1 + stress_gain_mult = 0.3 + + opposite = { + trait_allomantic_weak + trait_allomantic_strong + } + + ruler_designer_cost = 50 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_allomantic_savant.dds" +} diff --git a/mistborn_final_empire/common/traits/03_allomantic_potential.txt b/mistborn_final_empire/common/traits/03_allomantic_potential.txt new file mode 100644 index 0000000..149c32f --- /dev/null +++ b/mistborn_final_empire/common/traits/03_allomantic_potential.txt @@ -0,0 +1,44 @@ +############################################ +# Allomantic Potential Traits (Hidden/Dormant) +# Assigned at birth to characters with Allomantic bloodlines +# Converted to active traits through the Snapping event +############################################ + +# Generic Allomantic Potential - will become a random Misting on Snapping +trait_allomantic_potential = { + index = 240 + + category = health + + genetic = yes + group = "allomantic_potential_group" + inherit_chance = 30 + both_parent_has_trait_inherit_chance = 50 + birth = 0 + + # No stat bonuses - power is dormant until Snapping + # Category set to health to minimize visibility in trait list + + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_allomantic_potential.dds" +} + +# Mistborn Potential - will become a full Mistborn on Snapping +trait_mistborn_potential = { + index = 241 + + category = health + + genetic = yes + group = "allomantic_potential_group" + inherit_chance = 3 + both_parent_has_trait_inherit_chance = 8 + birth = 0 + + # No stat bonuses - power is dormant until Snapping + + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_mistborn_potential.dds" +} diff --git a/mistborn_final_empire/common/traits/04_feruchemy_traits.txt b/mistborn_final_empire/common/traits/04_feruchemy_traits.txt new file mode 100644 index 0000000..8d17c23 --- /dev/null +++ b/mistborn_final_empire/common/traits/04_feruchemy_traits.txt @@ -0,0 +1,48 @@ +############################################ +# Feruchemy Traits +# The metallic art of the Terris people +# Stores attributes in metalminds for later use +############################################ + +# Full Feruchemist - can store and tap all Feruchemical metals +trait_feruchemist = { + index = 250 + + category = fame + + genetic = yes + group = "feruchemy_group" + inherit_chance = 15 + both_parent_has_trait_inherit_chance = 30 + birth = 0 + + learning = 6 + health = 1 + diplomacy = 2 + + same_opinion = 15 + + ruler_designer_cost = 100 + shown_in_ruler_designer = yes + + icon = "gfx/interface/icons/traits/trait_feruchemist.dds" +} + +# Feruchemical Potential - dormant, activated through events +trait_feruchemy_potential = { + index = 251 + + category = health + + genetic = yes + group = "feruchemy_potential_group" + inherit_chance = 25 + both_parent_has_trait_inherit_chance = 45 + birth = 0 + + # No stat bonuses - power is dormant + + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_feruchemy_potential.dds" +} diff --git a/mistborn_final_empire/common/traits/05_hemalurgy_traits.txt b/mistborn_final_empire/common/traits/05_hemalurgy_traits.txt new file mode 100644 index 0000000..eb80f85 --- /dev/null +++ b/mistborn_final_empire/common/traits/05_hemalurgy_traits.txt @@ -0,0 +1,108 @@ +############################################ +# Hemalurgy Traits +# The dark metallic art - steals powers through metal spikes +# Non-genetic: powers are stolen, not inherited +############################################ + +# Known Hemalurgist - practices the dark art openly or has been discovered +trait_hemalurgist = { + index = 260 + + category = fame + + genetic = no + + intrigue = 3 + diplomacy = -5 + attraction_opinion = -20 + same_opinion = -10 + + ruler_designer_cost = 0 + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_hemalurgist.dds" +} + +# Stolen Coinshot power via steel spike +trait_hemalurgic_steel = { + index = 261 + + category = fame + + genetic = no + + prowess = 1 + martial = 1 + + ruler_designer_cost = 0 + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_hemalurgic_steel.dds" +} + +# Stolen Thug power via pewter spike +trait_hemalurgic_pewter = { + index = 262 + + category = fame + + genetic = no + + prowess = 3 + health = 0.25 + + ruler_designer_cost = 0 + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_hemalurgic_pewter.dds" +} + +# Stolen Seeker power via bronze spike +trait_hemalurgic_bronze = { + index = 263 + + category = fame + + genetic = no + + intrigue = 1 + learning = 1 + + ruler_designer_cost = 0 + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_hemalurgic_bronze.dds" +} + +# Stolen Oracle power via atium spike - extremely rare +trait_hemalurgic_atium = { + index = 264 + + category = fame + + genetic = no + + prowess = 4 + intrigue = 2 + + ruler_designer_cost = 0 + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_hemalurgic_atium.dds" +} + +# Secret knowledge of Hemalurgy - hidden prerequisite for Hemalurgy decisions +trait_knows_hemalurgy = { + index = 265 + + category = health + + genetic = no + + # No stat bonuses - this is pure knowledge + # Hidden from general view, used as a flag for decisions + + shown_in_ruler_designer = no + + icon = "gfx/interface/icons/traits/trait_knows_hemalurgy.dds" +} diff --git a/mistborn_final_empire/descriptor.mod b/mistborn_final_empire/descriptor.mod new file mode 100644 index 0000000..e2c02bf --- /dev/null +++ b/mistborn_final_empire/descriptor.mod @@ -0,0 +1,6 @@ +version="1.0.0" +tags={ + "Total Conversion" +} +name="Mistborn: The Final Empire" +supported_version="1.12.*" diff --git a/mistborn_final_empire/events/atium_events.txt b/mistborn_final_empire/events/atium_events.txt new file mode 100644 index 0000000..f8d72cc --- /dev/null +++ b/mistborn_final_empire/events/atium_events.txt @@ -0,0 +1,159 @@ +############################################ +# Atium Smuggling Events +# Acquiring the rarest and most valuable metal +############################################ + +namespace = mistborn_atium + +# ============================================================ +# ATIUM SMUGGLING SUCCESS +# You successfully acquire a cache of smuggled atium +# ============================================================ +mistborn_atium.0001 = { + type = character_event + title = mistborn_atium.0001.t + desc = mistborn_atium.0001.desc + theme = stewardship + + left_portrait = { + character = root + animation = happiness + } + + immediate = {} + + # Option A: Use it to enhance your Mistborn agents + option = { + name = mistborn_atium.0001.a + trigger = { + OR = { + has_trait = trait_mistborn + any_courtier = { + has_trait = trait_mistborn + } + any_courtier = { + has_trait = trait_misting_oracle + } + } + } + add_prestige = 200 + # Temporary combat advantage + add_character_flag = { + flag = has_atium_reserve + years = 5 + } + ai_chance = { + base = 50 + } + } + + # Option B: Sell it on the black market for gold + option = { + name = mistborn_atium.0001.b + add_gold = 400 + add_prestige = 50 + ai_chance = { + base = 40 + } + } + + # Option C: Use it as political leverage with other houses + option = { + name = mistborn_atium.0001.c + add_prestige = 300 + add_diplomacy_lifestyle_xp = 100 + ai_chance = { + base = 30 + } + } +} + +# ============================================================ +# ATIUM SMUGGLING FAILURE +# You are caught by the Steel Ministry +# ============================================================ +mistborn_atium.0002 = { + type = character_event + title = mistborn_atium.0002.t + desc = mistborn_atium.0002.desc + theme = intrigue + + left_portrait = { + character = root + animation = fear + } + + immediate = { + # Lord Ruler takes notice + if = { + limit = { has_variable = lord_ruler_attention } + change_variable = { + name = lord_ruler_attention + add = 25 + } + } + else = { + set_variable = { + name = lord_ruler_attention + value = 25 + } + } + } + + # Option A: Bribe the Obligator to look away + option = { + name = mistborn_atium.0002.a + add_gold = -300 + add_prestige = -100 + # Reduce the attention gained + change_variable = { + name = lord_ruler_attention + add = -10 + } + ai_chance = { + base = 50 + } + } + + # Option B: Deny everything - brazen it out + option = { + name = mistborn_atium.0002.b + trigger = { + diplomacy >= 15 + } + random_list = { + 40 = { + # Convinced them + custom_tooltip = mistborn_atium.0002.b.success + add_prestige = -50 + } + 60 = { + # They don't believe you + custom_tooltip = mistborn_atium.0002.b.fail + add_character_modifier = { + modifier = steel_ministry_displeasure + years = 5 + } + } + } + ai_chance = { + base = 30 + } + } + + # Option C: Accept punishment + option = { + name = mistborn_atium.0002.c + add_gold = -500 + add_prestige = -200 + add_piety = 30 + # Full contrition reduces attention + change_variable = { + name = lord_ruler_attention + add = -15 + } + ai_chance = { + base = 20 + } + } +} diff --git a/mistborn_final_empire/events/ball_events.txt b/mistborn_final_empire/events/ball_events.txt new file mode 100644 index 0000000..4304a48 --- /dev/null +++ b/mistborn_final_empire/events/ball_events.txt @@ -0,0 +1,450 @@ +############################################ +# Ball Event Chain +# Noble social gatherings where politics, +# intrigue, and Allomantic displays intertwine +############################################ + +namespace = mistborn_ball + +# ============================================================ +# HOST A BALL - Main Event +# Grand social gathering of the noble houses +# ============================================================ +mistborn_ball.0001 = { + type = character_event + title = mistborn_ball.0001.t + desc = mistborn_ball.0001.desc + theme = feast_activity + + left_portrait = { + character = root + animation = personality_bold + } + + trigger = { + is_ruler = yes + highest_held_title_tier >= tier_county + gold >= 100 + NOT = { has_character_flag = recently_hosted_ball } + } + + immediate = { + add_character_flag = { + flag = recently_hosted_ball + years = 2 + } + add_gold = -100 + } + + # The ball begins - select what to focus on + # Option A: Focus on political maneuvering + option = { + name = mistborn_ball.0001.a + trigger_event = { + id = mistborn_ball.0010 + days = 1 + } + ai_chance = { + base = 40 + modifier = { + add = 20 + has_trait = gregarious + } + } + } + + # Option B: Focus on intelligence gathering + option = { + name = mistborn_ball.0001.b + trigger_event = { + id = mistborn_ball.0020 + days = 1 + } + ai_chance = { + base = 30 + modifier = { + add = 20 + has_trait = deceitful + } + } + } + + # Option C: Show off your Allomancers + option = { + name = mistborn_ball.0001.c + trigger = { + OR = { + has_trait = trait_mistborn + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + has_trait = trait_misting_thug + has_trait = trait_misting_tineye + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + has_trait = trait_misting_smoker + has_trait = trait_misting_seeker + any_courtier = { + OR = { + has_trait = trait_mistborn + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + has_trait = trait_misting_thug + } + } + } + } + trigger_event = { + id = mistborn_ball.0030 + days = 1 + } + ai_chance = { + base = 30 + modifier = { + add = 20 + has_trait = ambitious + } + } + } +} + +# ============================================================ +# BALL - POLITICAL MANEUVERING +# Meet a rival noble and negotiate +# ============================================================ +mistborn_ball.0010 = { + type = character_event + title = mistborn_ball.0010.t + desc = mistborn_ball.0010.desc + theme = diplomacy + + left_portrait = { + character = root + animation = personality_rational + } + + right_portrait = { + character = scope:ball_rival + animation = personality_bold + } + + immediate = { + # Find a nearby rival or potential ally + random_neighboring_top_liege_realm_owner = { + limit = { + is_ruler = yes + NOT = { this = root } + highest_held_title_tier >= tier_county + } + save_scope_as = ball_rival + } + if = { + limit = { + NOT = { exists = scope:ball_rival } + } + random_vassal = { + limit = { + is_ruler = yes + NOT = { this = root } + } + save_scope_as = ball_rival + } + } + } + + # Option A: Propose an alliance + option = { + name = mistborn_ball.0010.a + trigger = { + exists = scope:ball_rival + } + add_prestige = 50 + if = { + limit = { + exists = scope:ball_rival + } + scope:ball_rival = { + add_opinion = { + target = root + modifier = pleased_opinion + opinion = 20 + } + } + } + ai_chance = { + base = 40 + } + } + + # Option B: Propose a marriage arrangement + option = { + name = mistborn_ball.0010.b + trigger = { + exists = scope:ball_rival + } + add_prestige = 30 + add_diplomacy_lifestyle_xp = 50 + if = { + limit = { + exists = scope:ball_rival + } + scope:ball_rival = { + add_opinion = { + target = root + modifier = pleased_opinion + opinion = 15 + } + } + } + ai_chance = { + base = 30 + } + } + + # Option C: Propose a trade deal + option = { + name = mistborn_ball.0010.c + add_gold = 75 + add_prestige = 20 + ai_chance = { + base = 30 + } + } +} + +# ============================================================ +# BALL - INTRIGUE DISCOVERY +# Your spymaster or Seeker uncovers something +# ============================================================ +mistborn_ball.0020 = { + type = character_event + title = mistborn_ball.0020.t + desc = mistborn_ball.0020.desc + theme = intrigue + + left_portrait = { + character = root + animation = scheme + } + + immediate = { + # Bonus for having a Seeker + if = { + limit = { + OR = { + has_trait = trait_misting_seeker + any_courtier = { + has_trait = trait_misting_seeker + } + } + } + save_scope_as = has_seeker + } + } + + # Option A: Learn about rival's Allomantic abilities + option = { + name = mistborn_ball.0020.a + add_intrigue_lifestyle_xp = 50 + # Better results with a Seeker + if = { + limit = { + exists = scope:has_seeker + } + add_intrigue_lifestyle_xp = 25 + custom_tooltip = mistborn_ball.0020.seeker_bonus + } + random_list = { + 60 = { + modifier = { + add = 20 + exists = scope:has_seeker + } + # Discovery - learn a secret + custom_tooltip = mistborn_ball.0020.a.success + add_prestige = 50 + } + 40 = { + modifier = { + add = -20 + exists = scope:has_seeker + } + # Nothing found + custom_tooltip = mistborn_ball.0020.a.fail + } + } + ai_chance = { + base = 40 + } + } + + # Option B: Discover a political plot + option = { + name = mistborn_ball.0020.b + add_intrigue_lifestyle_xp = 30 + random_list = { + 50 = { + modifier = { + add = 15 + has_trait = trait_misting_tineye + } + # Overhear a plot + custom_tooltip = mistborn_ball.0020.b.success + add_prestige = 75 + } + 50 = { + modifier = { + add = -15 + has_trait = trait_misting_tineye + } + # Nothing useful + custom_tooltip = mistborn_ball.0020.b.fail + } + } + ai_chance = { + base = 30 + } + } + + # Option C: Discover a hidden religion + option = { + name = mistborn_ball.0020.c + add_intrigue_lifestyle_xp = 40 + random_list = { + 30 = { + # Discover a secret Survivorist + custom_tooltip = mistborn_ball.0020.c.success + add_piety = 50 + add_prestige = 30 + } + 70 = { + # Nothing found + custom_tooltip = mistborn_ball.0020.c.fail + } + } + ai_chance = { + base = 30 + } + } +} + +# ============================================================ +# BALL - ALLOMANTIC DISPLAY +# Show off your house's Allomantic power +# ============================================================ +mistborn_ball.0030 = { + type = character_event + title = mistborn_ball.0030.t + desc = mistborn_ball.0030.desc + theme = diplomacy + + left_portrait = { + character = root + animation = personality_bold + } + + immediate = { + # Check if player has impressive Allomancers + if = { + limit = { + OR = { + any_child = { + has_trait = trait_mistborn + } + any_courtier = { + has_trait = trait_mistborn + } + } + } + save_scope_as = has_mistborn_display + } + } + + # Option A: Dramatic Coinshot/Lurcher display + option = { + name = mistborn_ball.0030.a + add_prestige = 100 + dynasty = { + add_dynasty_prestige = 50 + } + # Draws attention + if = { + limit = { + has_variable = lord_ruler_attention + } + change_variable = { + name = lord_ruler_attention + add = 3 + } + } + ai_chance = { + base = 50 + } + } + + # Option B: Subtle Soother/Rioter manipulation of the crowd + option = { + name = mistborn_ball.0030.b + trigger = { + OR = { + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + has_trait = trait_mistborn + any_courtier = { + OR = { + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + } + } + } + } + add_prestige = 50 + add_diplomacy_lifestyle_xp = 75 + # Less attention - subtle + if = { + limit = { + has_variable = lord_ruler_attention + } + change_variable = { + name = lord_ruler_attention + add = 1 + } + } + ai_chance = { + base = 40 + } + } + + # Option C: Reveal your Mistborn (if you have one) - massive impact + option = { + name = mistborn_ball.0030.c + trigger = { + exists = scope:has_mistborn_display + } + add_prestige = 300 + dynasty = { + add_dynasty_prestige = 150 + } + # Major attention draw + if = { + limit = { + has_variable = lord_ruler_attention + } + change_variable = { + name = lord_ruler_attention + add = 10 + } + } + # Marriage proposals may follow + add_character_flag = { + flag = mistborn_revealed_at_ball + years = 5 + } + ai_chance = { + base = 20 + modifier = { + add = 20 + has_trait = ambitious + } + } + } +} diff --git a/mistborn_final_empire/events/hemalurgy_events.txt b/mistborn_final_empire/events/hemalurgy_events.txt new file mode 100644 index 0000000..9f6f3cf --- /dev/null +++ b/mistborn_final_empire/events/hemalurgy_events.txt @@ -0,0 +1,147 @@ +############################################ +# Hemalurgy Event Chain +# The dark art of stealing powers through metal spikes +############################################ + +namespace = mistborn_hemalurgy + +# ============================================================ +# HEMALURGIC SPIKE CREATION +# Triggered by commission_hemalurgic_spike_decision +# The schemer targets a courtier with Allomantic abilities +# ============================================================ +mistborn_hemalurgy.0001 = { + type = character_event + title = mistborn_hemalurgy.0001.t + desc = mistborn_hemalurgy.0001.desc + theme = skulduggery + + left_portrait = { + character = root + animation = scheme + } + + trigger = { + has_trait = trait_knows_hemalurgy + } + + immediate = { + # Find an Allomancer target in court + random_courtier = { + limit = { + OR = { + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + has_trait = trait_misting_thug + has_trait = trait_misting_tineye + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + has_trait = trait_misting_smoker + has_trait = trait_misting_seeker + has_trait = trait_misting_augur + has_trait = trait_misting_oracle + } + } + save_scope_as = hemalurgy_victim + } + } + + # Option A: Proceed with the spike - kill the victim, steal their power + option = { + name = mistborn_hemalurgy.0001.a + trigger = { + exists = scope:hemalurgy_victim + } + add_stress = 50 + add_tyranny = 20 + stress_impact = { + compassionate = 60 + just = 40 + callous = -20 + sadistic = -30 + } + + # Determine which hemalurgic trait to gain based on victim's power + scope:hemalurgy_victim = { + if = { + limit = { has_trait = trait_misting_coinshot } + root = { add_trait = trait_hemalurgic_steel } + } + else_if = { + limit = { + OR = { + has_trait = trait_misting_thug + has_trait = trait_misting_lurcher + } + } + root = { add_trait = trait_hemalurgic_pewter } + } + else_if = { + limit = { + OR = { + has_trait = trait_misting_seeker + has_trait = trait_misting_smoker + } + } + root = { add_trait = trait_hemalurgic_bronze } + } + else_if = { + limit = { has_trait = trait_misting_oracle } + root = { add_trait = trait_hemalurgic_atium } + } + else = { + # Generic hemalurgic benefit for other metals + root = { add_trait = trait_hemalurgic_steel } + } + + # The victim dies + death = { + death_reason = death_murder + killer = root + } + } + + # Add the hemalurgist trait if not already present + if = { + limit = { NOT = { has_trait = trait_hemalurgist } } + add_trait = trait_hemalurgist + } + + # Lord Ruler attention for practicing the forbidden art + if = { + limit = { has_variable = lord_ruler_attention } + change_variable = { + name = lord_ruler_attention + add = 15 + } + } + else = { + set_variable = { + name = lord_ruler_attention + value = 15 + } + } + + ai_chance = { + base = 60 + modifier = { + add = 20 + has_trait = ambitious + } + } + } + + # Option B: Abandon the plan - too dangerous + option = { + name = mistborn_hemalurgy.0001.b + add_stress = 15 + add_piety = 20 + ai_chance = { + base = 40 + modifier = { + add = 30 + has_trait = craven + } + } + } +} diff --git a/mistborn_final_empire/events/lord_ruler_events.txt b/mistborn_final_empire/events/lord_ruler_events.txt new file mode 100644 index 0000000..656529e --- /dev/null +++ b/mistborn_final_empire/events/lord_ruler_events.txt @@ -0,0 +1,586 @@ +############################################ +# Lord Ruler Event Chain +# Tracks the Lord Ruler's attention on powerful nobles +# and the consequences of drawing too much notice +############################################ + +namespace = mistborn_lord_ruler + +# ============================================================ +# TIER 1 - OBLIGATOR WARNING +# An Obligator arrives to investigate your growing influence +# ============================================================ +mistborn_lord_ruler.0001 = { + type = character_event + title = mistborn_lord_ruler.0001.t + desc = mistborn_lord_ruler.0001.desc + theme = intrigue + + left_portrait = { + character = root + animation = worry + } + + trigger = { + is_ruler = yes + has_variable = lord_ruler_attention + var:lord_ruler_attention >= 25 + var:lord_ruler_attention < 60 + NOT = { has_character_flag = recent_obligator_warning } + } + + immediate = { + add_character_flag = { + flag = recent_obligator_warning + years = 3 + } + } + + # Option A: Submit - Pay tribute and grovel + option = { + name = mistborn_lord_ruler.0001.a + add_gold = -200 + add_prestige = -100 + change_variable = { + name = lord_ruler_attention + add = -15 + } + stress_impact = { + ambitious = 15 + arrogant = 20 + } + ai_chance = { + base = 60 + modifier = { + add = 20 + has_trait = craven + } + modifier = { + add = -20 + has_trait = ambitious + } + } + } + + # Option B: Diplomatically deflect + option = { + name = mistborn_lord_ruler.0001.b + trigger = { + diplomacy >= 12 + } + change_variable = { + name = lord_ruler_attention + add = -8 + } + add_prestige = -25 + ai_chance = { + base = 30 + modifier = { + add = 20 + has_trait = deceitful + } + } + } + + # Option C: Refuse - Defy the Obligator + option = { + name = mistborn_lord_ruler.0001.c + add_prestige = 50 + change_variable = { + name = lord_ruler_attention + add = 20 + } + add_stress = 30 + stress_impact = { + brave = -15 + craven = 30 + } + ai_chance = { + base = 10 + modifier = { + add = 30 + has_trait = ambitious + } + modifier = { + add = 20 + has_trait = brave + } + } + } +} + +# ============================================================ +# TIER 2 - INQUISITION VISIT +# Steel Inquisitors come to your keep +# ============================================================ +mistborn_lord_ruler.0010 = { + type = character_event + title = mistborn_lord_ruler.0010.t + desc = mistborn_lord_ruler.0010.desc + theme = skulduggery + + left_portrait = { + character = root + animation = fear + } + + trigger = { + is_ruler = yes + has_variable = lord_ruler_attention + var:lord_ruler_attention >= 60 + var:lord_ruler_attention < 90 + NOT = { has_character_flag = recent_inquisition_visit } + } + + immediate = { + add_character_flag = { + flag = recent_inquisition_visit + years = 5 + } + # Select a random courtier or family member to be executed + random_courtier = { + limit = { + is_alive = yes + NOT = { this = root } + } + weight = { + base = 1 + modifier = { + add = 5 + has_trait = trait_mistborn + } + modifier = { + add = 3 + has_trait = trait_allomantic_potential + } + modifier = { + add = 2 + is_close_family_of = root + } + } + save_scope_as = inquisition_victim + } + } + + # Option A: Full submission - Sacrifice everything to survive + option = { + name = mistborn_lord_ruler.0010.a + if = { + limit = { + exists = scope:inquisition_victim + } + scope:inquisition_victim = { + death = { + death_reason = death_execution + } + } + } + add_gold = -500 + add_prestige = -300 + # Lose a title if holding multiple + random_held_title = { + limit = { + tier = tier_county + NOT = { this = root.capital_county } + } + save_scope_as = lost_title + } + if = { + limit = { + exists = scope:lost_title + } + scope:lost_title = { + set_de_jure_liege_title = root.capital_county.de_jure_liege + } + } + set_variable = { + name = lord_ruler_attention + value = 20 + } + stress_impact = { + ambitious = 30 + brave = 25 + } + ai_chance = { + base = 50 + modifier = { + add = 30 + has_trait = craven + } + } + } + + # Option B: Plead innocence + option = { + name = mistborn_lord_ruler.0010.b + trigger = { + diplomacy >= 16 + } + # Diplomacy check + duel = { + skill = diplomacy + value = 16 + target = root + 50 = { + desc = mistborn_lord_ruler.0010.b.success + compare_modifier = { + value = scope:duel_value + multiplier = 2.0 + } + send_interface_toast = { + title = mistborn_lord_ruler.0010.b.success + } + change_variable = { + name = lord_ruler_attention + add = -20 + } + add_prestige = -50 + } + 50 = { + desc = mistborn_lord_ruler.0010.b.failure + compare_modifier = { + value = scope:duel_value + multiplier = -2.0 + } + send_interface_toast = { + title = mistborn_lord_ruler.0010.b.failure + } + if = { + limit = { + exists = scope:inquisition_victim + } + scope:inquisition_victim = { + death = { + death_reason = death_execution + } + } + } + add_gold = -300 + add_prestige = -200 + change_variable = { + name = lord_ruler_attention + add = 10 + } + } + } + ai_chance = { + base = 30 + modifier = { + add = 20 + has_trait = deceitful + } + } + } + + # Option C: Resist - near-suicidal + option = { + name = mistborn_lord_ruler.0010.c + add_prestige = 200 + change_variable = { + name = lord_ruler_attention + add = 30 + } + # Combat against Steel Inquisitors - devastating + random_list = { + 20 = { + # Miraculous survival + add_trait = wounded_3 + custom_tooltip = mistborn_lord_ruler.0010.c.survive + } + 50 = { + # Heavy casualties + add_trait = wounded_3 + if = { + limit = { + exists = scope:inquisition_victim + } + scope:inquisition_victim = { + death = { + death_reason = death_murder + } + } + } + # Kill additional courtiers + random_courtier = { + limit = { + is_alive = yes + NOT = { this = root } + NOT = { this = scope:inquisition_victim } + } + death = { + death_reason = death_murder + } + } + } + 30 = { + # Death + death = { + death_reason = death_murder + } + } + } + ai_chance = { + base = 5 + modifier = { + add = 15 + has_trait = brave + } + modifier = { + add = 10 + has_trait = ambitious + } + } + } +} + +# ============================================================ +# TIER 3 - THE LORD RULER'S WRATH +# The Lord Ruler himself acts - total devastation +# ============================================================ +mistborn_lord_ruler.0020 = { + type = character_event + title = mistborn_lord_ruler.0020.t + desc = mistborn_lord_ruler.0020.desc + theme = death + + left_portrait = { + character = root + animation = fear + } + + trigger = { + is_ruler = yes + has_variable = lord_ruler_attention + var:lord_ruler_attention >= 90 + NOT = { has_character_flag = lord_ruler_wrath_survived } + } + + immediate = { + add_character_flag = { + flag = lord_ruler_wrath_survived + years = 20 + } + } + + # The only option: survive - barely + option = { + name = mistborn_lord_ruler.0020.a + + # Kill multiple family members + every_close_family_member = { + limit = { + is_alive = yes + NOT = { this = root } + } + random = { + chance = 60 + death = { + death_reason = death_murder + } + } + } + + # Kill random courtiers + every_courtier = { + limit = { + is_alive = yes + NOT = { this = root } + NOT = { is_close_family_of = root } + } + random = { + chance = 40 + death = { + death_reason = death_murder + } + } + } + + # Lose all titles except capital + every_held_title = { + limit = { + NOT = { this = root.capital_county } + tier >= tier_county + } + root = { + # Titles are stripped + } + } + + # Devastate holdings + capital_county = { + add_county_modifier = { + modifier = koloss_rampage + years = 10 + } + } + + add_gold = -1000 + add_prestige = -500 + add_trait = wounded_3 + add_stress = 100 + + # Reset attention - you are no longer a threat + set_variable = { + name = lord_ruler_attention + value = 0 + } + + # Small chance of total dynasty death + random = { + chance = 15 + death = { + death_reason = death_murder + } + } + + ai_chance = { + base = 100 + } + } +} + +# ============================================================ +# ATTENTION DECAY EVENT +# Lord Ruler attention naturally decreases over time +# ============================================================ +mistborn_lord_ruler.0030 = { + type = character_event + title = mistborn_lord_ruler.0030.t + desc = mistborn_lord_ruler.0030.desc + theme = stewardship + hidden = yes + + trigger = { + is_ruler = yes + has_variable = lord_ruler_attention + var:lord_ruler_attention > 0 + } + + immediate = { + # Base decay + change_variable = { + name = lord_ruler_attention + add = -3 + } + + # Extra decay for loyal behavior + if = { + limit = { + faith = faith:steel_ministry + NOT = { has_trait = ambitious } + } + change_variable = { + name = lord_ruler_attention + add = -2 + } + } + + # Ensure attention doesn't go below 0 + if = { + limit = { + var:lord_ruler_attention < 0 + } + set_variable = { + name = lord_ruler_attention + value = 0 + } + } + } + + option = { + name = mistborn_lord_ruler.0030.a + } +} + +# ============================================================ +# ATTENTION GAIN EVENT +# Hidden event that tracks attention-increasing behaviors +# ============================================================ +mistborn_lord_ruler.0040 = { + type = character_event + title = mistborn_lord_ruler.0040.t + desc = mistborn_lord_ruler.0040.desc + theme = intrigue + hidden = yes + + trigger = { + is_ruler = yes + } + + immediate = { + # Initialize variable if not set + if = { + limit = { + NOT = { has_variable = lord_ruler_attention } + } + set_variable = { + name = lord_ruler_attention + value = 0 + } + } + + # Holding 3+ kingdom titles + if = { + limit = { + any_held_title = { + count >= 3 + tier = tier_kingdom + } + } + change_variable = { + name = lord_ruler_attention + add = 10 + } + } + + # Having a Mistborn in court + if = { + limit = { + any_courtier = { + has_trait = trait_mistborn + } + } + change_variable = { + name = lord_ruler_attention + add = 5 + } + } + + # Practicing non-Steel Ministry religion openly + if = { + limit = { + NOT = { faith = faith:steel_ministry } + } + change_variable = { + name = lord_ruler_attention + add = 20 + } + } + + # Being a Compounder + if = { + limit = { + has_modifier = compounder_modifier + } + change_variable = { + name = lord_ruler_attention + add = 30 + } + } + + # Cap attention at 100 + if = { + limit = { + var:lord_ruler_attention > 100 + } + set_variable = { + name = lord_ruler_attention + value = 100 + } + } + } + + option = { + name = mistborn_lord_ruler.0040.a + } +} diff --git a/mistborn_final_empire/events/mistborn_misc_events.txt b/mistborn_final_empire/events/mistborn_misc_events.txt new file mode 100644 index 0000000..c89a02d --- /dev/null +++ b/mistborn_final_empire/events/mistborn_misc_events.txt @@ -0,0 +1,530 @@ +############################################ +# Miscellaneous Mistborn Events +# Kandra, Compounding, Skaa Uprisings +############################################ + +namespace = mistborn_misc + +# ============================================================ +# KANDRA EVENT - A shapeshifter enters your service +# Triggered by hire_kandra_decision +# ============================================================ +mistborn_misc.0001 = { + type = character_event + title = mistborn_misc.0001.t + desc = mistborn_misc.0001.desc + theme = intrigue + + left_portrait = { + character = root + animation = scheme + } + + trigger = { + has_character_flag = hired_kandra + } + + immediate = { + remove_character_flag = hired_kandra + } + + # Option A: Infiltrate a rival court + option = { + name = mistborn_misc.0001.a + add_gold = -200 + # Find a rival to infiltrate + random_neighboring_top_liege_realm_owner = { + limit = { + is_ruler = yes + NOT = { this = root } + } + save_scope_as = kandra_target + } + if = { + limit = { + exists = scope:kandra_target + } + add_intrigue_lifestyle_xp = 100 + # The kandra will report back + add_character_flag = { + flag = kandra_infiltrating + years = 3 + } + } + ai_chance = { + base = 40 + } + } + + # Option B: Gather secrets from within your own court + option = { + name = mistborn_misc.0001.b + add_gold = -150 + add_intrigue_lifestyle_xp = 75 + # Discover hidden plots + random_list = { + 60 = { + custom_tooltip = mistborn_misc.0001.b.success + add_prestige = 50 + } + 40 = { + custom_tooltip = mistborn_misc.0001.b.fail + } + } + ai_chance = { + base = 30 + } + } + + # Option C: Use the kandra for assassination + option = { + name = mistborn_misc.0001.c + add_gold = -300 + add_tyranny = 10 + add_stress = 20 + stress_impact = { + compassionate = 30 + just = 20 + } + # Select a target + random_neighboring_top_liege_realm_owner = { + limit = { + is_ruler = yes + NOT = { this = root } + } + save_scope_as = assassination_target + } + if = { + limit = { + exists = scope:assassination_target + } + random_list = { + 50 = { + # Success + scope:assassination_target = { + death = { + death_reason = death_murder + killer = root + } + } + custom_tooltip = mistborn_misc.0001.c.success + } + 30 = { + # Failure - kandra is discovered + custom_tooltip = mistborn_misc.0001.c.fail + add_prestige = -100 + } + 20 = { + # Kandra refuses - they have their own Contract + custom_tooltip = mistborn_misc.0001.c.refuse + add_gold = 100 + } + } + } + ai_chance = { + base = 15 + modifier = { + add = 15 + has_trait = callous + } + } + } +} + +# ============================================================ +# COMPOUNDING DISCOVERY +# A character with both Allomancy and Feruchemy discovers Compounding +# ============================================================ +mistborn_misc.0010 = { + type = character_event + title = mistborn_misc.0010.t + desc = mistborn_misc.0010.desc + theme = learning + + left_portrait = { + character = root + animation = ecstasy + } + + trigger = { + # Must have both an Allomantic trait and Feruchemy + OR = { + has_trait = trait_mistborn + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + has_trait = trait_misting_thug + has_trait = trait_misting_tineye + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + has_trait = trait_misting_smoker + has_trait = trait_misting_seeker + has_trait = trait_misting_augur + has_trait = trait_misting_oracle + } + has_trait = trait_feruchemist + NOT = { has_modifier = compounder_modifier } + NOT = { has_character_flag = compounding_check_done } + } + + immediate = { + add_character_flag = { + flag = compounding_check_done + years = 100 + } + } + + # Option A: Embrace the power + option = { + name = mistborn_misc.0010.a + add_modifier = { + modifier = compounder_modifier + } + add_prestige = 200 + # The Lord Ruler takes EXTREME notice of Compounders + if = { + limit = { + has_variable = lord_ruler_attention + } + change_variable = { + name = lord_ruler_attention + add = 30 + } + } + else = { + set_variable = { + name = lord_ruler_attention + value = 30 + } + } + ai_chance = { + base = 70 + } + } + + # Option B: Suppress the knowledge - too dangerous + option = { + name = mistborn_misc.0010.b + add_stress = 30 + add_learning_lifestyle_xp = 100 + # Do not become a Compounder - safer + ai_chance = { + base = 30 + modifier = { + add = 30 + has_trait = craven + } + } + } +} + +# ============================================================ +# SKAA UPRISING +# Skaa in your lands rebel against noble oppression +# ============================================================ +mistborn_misc.0020 = { + type = character_event + title = mistborn_misc.0020.t + desc = mistborn_misc.0020.desc + theme = war + + left_portrait = { + character = root + animation = anger + } + + trigger = { + is_ruler = yes + highest_held_title_tier >= tier_county + NOT = { has_character_flag = recent_skaa_uprising } + } + + weight_multiplier = { + base = 1 + modifier = { + add = 0.5 + any_held_county = { + county_opinion < -20 + } + } + modifier = { + add = 0.3 + has_trait = callous + } + modifier = { + add = 0.3 + has_trait = greedy + } + } + + immediate = { + add_character_flag = { + flag = recent_skaa_uprising + years = 5 + } + } + + # Option A: Crush brutally - the noble way + option = { + name = mistborn_misc.0020.a + add_dread = 30 + add_tyranny = 5 + add_prestige = 25 + # Reduce rebellion but increase long-term resentment + capital_county = { + add_county_modifier = { + modifier = ash_blight + years = 2 + } + } + stress_impact = { + compassionate = 20 + callous = -10 + just = 15 + } + ai_chance = { + base = 50 + modifier = { + add = 20 + has_trait = callous + } + modifier = { + add = 20 + has_trait = wrathful + } + } + } + + # Option B: Negotiate and offer concessions + option = { + name = mistborn_misc.0020.b + add_gold = -100 + add_prestige = -25 + # Reduces tension more effectively + stress_impact = { + callous = 10 + compassionate = -10 + } + ai_chance = { + base = 30 + modifier = { + add = 20 + has_trait = compassionate + } + modifier = { + add = 15 + has_trait = just + } + } + } + + # Option C: Recruit the rebels - absorb their strength + option = { + name = mistborn_misc.0020.c + trigger = { + intrigue >= 12 + } + add_prestige = -50 + # May find hidden skaa Allomancers + random_list = { + 30 = { + # Found a skaa Misting + custom_tooltip = mistborn_misc.0020.c.found_misting + add_intrigue_lifestyle_xp = 50 + } + 70 = { + # Just regular rebels + custom_tooltip = mistborn_misc.0020.c.normal + } + } + # Draws Steel Ministry attention + if = { + limit = { + has_variable = lord_ruler_attention + } + change_variable = { + name = lord_ruler_attention + add = 5 + } + } + ai_chance = { + base = 15 + modifier = { + add = 20 + has_trait = deceitful + } + } + } +} + +# ============================================================ +# MIST SPIRIT ENCOUNTER +# A mysterious spirit appears in the mists +# ============================================================ +mistborn_misc.0030 = { + type = character_event + title = mistborn_misc.0030.t + desc = mistborn_misc.0030.desc + theme = mystery + + left_portrait = { + character = root + animation = fear + } + + trigger = { + is_ruler = yes + NOT = { has_character_flag = recent_mist_spirit } + OR = { + has_trait = trait_mistborn + has_trait = trait_feruchemist + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + } + + weight_multiplier = { + base = 0.1 + } + + immediate = { + add_character_flag = { + flag = recent_mist_spirit + years = 10 + } + } + + # Option A: Follow the spirit into the mists + option = { + name = mistborn_misc.0030.a + random_list = { + 40 = { + # Gain insight + add_learning_lifestyle_xp = 100 + add_piety = 50 + custom_tooltip = mistborn_misc.0030.a.insight + } + 40 = { + # Nothing happens - just fog + add_stress = 10 + custom_tooltip = mistborn_misc.0030.a.nothing + } + 20 = { + # Wounded by something in the mists + add_trait = wounded_1 + custom_tooltip = mistborn_misc.0030.a.danger + } + } + ai_chance = { + base = 30 + modifier = { + add = 20 + has_trait = brave + } + } + } + + # Option B: Retreat to safety + option = { + name = mistborn_misc.0030.b + add_stress = 5 + stress_impact = { + brave = 10 + craven = -5 + } + ai_chance = { + base = 70 + } + } +} + +# ============================================================ +# ATIUM DISCOVERY +# A cache of atium is found - incredibly valuable +# ============================================================ +mistborn_misc.0040 = { + type = character_event + title = mistborn_misc.0040.t + desc = mistborn_misc.0040.desc + theme = stewardship + + left_portrait = { + character = root + animation = happiness + } + + trigger = { + is_ruler = yes + NOT = { has_character_flag = recent_atium_find } + } + + weight_multiplier = { + base = 0.05 + modifier = { + add = 0.5 + any_held_county = { + this = title:c_pits_of_hathsin + } + } + } + + immediate = { + add_character_flag = { + flag = recent_atium_find + years = 10 + } + } + + # Option A: Sell it for gold + option = { + name = mistborn_misc.0040.a + add_gold = 500 + ai_chance = { + base = 40 + } + } + + # Option B: Keep it for your Mistborn + option = { + name = mistborn_misc.0040.b + trigger = { + OR = { + has_trait = trait_mistborn + any_courtier = { + has_trait = trait_mistborn + } + } + } + add_prestige = 100 + # Temporary combat bonus + add_character_flag = { + flag = has_atium_reserve + years = 5 + } + ai_chance = { + base = 40 + } + } + + # Option C: Tribute it to the Lord Ruler + option = { + name = mistborn_misc.0040.c + add_piety = 100 + add_prestige = 50 + if = { + limit = { + has_variable = lord_ruler_attention + } + change_variable = { + name = lord_ruler_attention + add = -10 + } + } + ai_chance = { + base = 20 + modifier = { + add = 20 + has_trait = zealous + } + } + } +} diff --git a/mistborn_final_empire/events/skaa_allomancer_events.txt b/mistborn_final_empire/events/skaa_allomancer_events.txt new file mode 100644 index 0000000..6e69cf0 --- /dev/null +++ b/mistborn_final_empire/events/skaa_allomancer_events.txt @@ -0,0 +1,204 @@ +############################################ +# Skaa Allomancer Recruitment Events +# Discovering and recruiting hidden Allomancers +############################################ + +namespace = mistborn_skaa_allomancer + +# ============================================================ +# RECRUIT SKAA ALLOMANCER - A hidden gem joins your court +# Triggered by recruit_skaa_allomancer_decision +# ============================================================ +mistborn_skaa_allomancer.0001 = { + type = character_event + title = mistborn_skaa_allomancer.0001.t + desc = mistborn_skaa_allomancer.0001.desc + theme = intrigue + + left_portrait = { + character = root + animation = scheme + } + + immediate = { + # Generate a skaa Allomancer courtier + create_character = { + location = root.capital_province + template = pool_repopulate_prowess + culture = culture:skaa + faith = root.faith + gender_female_chance = 50 + dynasty = none + trait = trait_misting_coinshot + save_scope_as = skaa_recruit + } + } + + # Option A: Welcome them as a secret agent + option = { + name = mistborn_skaa_allomancer.0001.a + scope:skaa_recruit = { + # Join the court + set_employer = root + add_opinion = { + target = root + modifier = grateful_opinion + opinion = 40 + } + } + add_intrigue_lifestyle_xp = 50 + custom_tooltip = mistborn_skaa_allomancer.0001.a.tt + ai_chance = { + base = 60 + } + } + + # Option B: Train them properly as a Hazekiller commander + option = { + name = mistborn_skaa_allomancer.0001.b + add_gold = -100 + scope:skaa_recruit = { + set_employer = root + add_trait = brave + add_opinion = { + target = root + modifier = grateful_opinion + opinion = 50 + } + } + add_martial_lifestyle_xp = 50 + ai_chance = { + base = 30 + } + } + + # Option C: Hide them among the servants + option = { + name = mistborn_skaa_allomancer.0001.c + scope:skaa_recruit = { + set_employer = root + } + # Safest option - less chance of discovery + add_prestige = -25 + ai_chance = { + base = 10 + } + } +} + +# ============================================================ +# STEEL MINISTRY INVESTIGATES SKAA ALLOMANCER +# Triggered when recruiting is discovered +# ============================================================ +mistborn_skaa_allomancer.0002 = { + type = character_event + title = mistborn_skaa_allomancer.0002.t + desc = mistborn_skaa_allomancer.0002.desc + theme = intrigue + + left_portrait = { + character = root + animation = worry + } + + immediate = { + # Lord Ruler attention increases + if = { + limit = { has_variable = lord_ruler_attention } + change_variable = { + name = lord_ruler_attention + add = 15 + } + } + else = { + set_variable = { + name = lord_ruler_attention + value = 15 + } + } + } + + # Option A: Hand over the skaa Allomancer to the Inquisitors + option = { + name = mistborn_skaa_allomancer.0002.a + # Find and sacrifice the recruit + random_courtier = { + limit = { + culture = culture:skaa + OR = { + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + has_trait = trait_misting_thug + has_trait = trait_misting_tineye + has_trait = trait_misting_soother + has_trait = trait_misting_rioter + has_trait = trait_misting_smoker + has_trait = trait_misting_seeker + } + } + death = { + death_reason = death_execution + killer = root + } + } + # Reduces attention + change_variable = { + name = lord_ruler_attention + add = -10 + } + add_piety = 50 + stress_impact = { + compassionate = 40 + just = 20 + callous = -10 + } + ai_chance = { + base = 40 + } + } + + # Option B: Deny everything and hide them better + option = { + name = mistborn_skaa_allomancer.0002.b + trigger = { + intrigue >= 14 + } + random_list = { + 50 = { + # Successfully hidden + custom_tooltip = mistborn_skaa_allomancer.0002.b.success + add_intrigue_lifestyle_xp = 75 + } + 50 = { + # Ministry not convinced - more trouble + custom_tooltip = mistborn_skaa_allomancer.0002.b.fail + add_character_modifier = { + modifier = steel_ministry_displeasure + years = 3 + } + } + } + ai_chance = { + base = 30 + modifier = { + add = 20 + intrigue >= 18 + } + } + } + + # Option C: Claim ignorance and pay a fine + option = { + name = mistborn_skaa_allomancer.0002.c + add_gold = -200 + add_prestige = -100 + # Moderate reduction + change_variable = { + name = lord_ruler_attention + add = -5 + } + ai_chance = { + base = 30 + } + } +} diff --git a/mistborn_final_empire/events/skaa_events.txt b/mistborn_final_empire/events/skaa_events.txt new file mode 100644 index 0000000..b6a7ae0 --- /dev/null +++ b/mistborn_final_empire/events/skaa_events.txt @@ -0,0 +1,151 @@ +############################################ +# Skaa-Related Events +# Managing the oppressed skaa population +############################################ + +namespace = mistborn_skaa + +# ============================================================ +# SKAA CRACKDOWN AFTERMATH +# Triggered by crack_down_on_skaa_decision +# ============================================================ +mistborn_skaa.0001 = { + type = character_event + title = mistborn_skaa.0001.t + desc = mistborn_skaa.0001.desc + theme = war + + left_portrait = { + character = root + animation = personality_callous + } + + immediate = {} + + # Option A: Make an example of rebel leaders + option = { + name = mistborn_skaa.0001.a + add_dread = 20 + add_tyranny = 10 + stress_impact = { + compassionate = 30 + callous = -15 + sadistic = -20 + } + # Reduces future unrest significantly + every_held_title = { + limit = { tier = tier_county } + change_county_control = 10 + } + ai_chance = { + base = 40 + modifier = { + add = 20 + has_trait = callous + } + } + } + + # Option B: Show measured force + option = { + name = mistborn_skaa.0001.b + add_dread = 5 + every_held_title = { + limit = { tier = tier_county } + change_county_control = 5 + } + ai_chance = { + base = 40 + } + } + + # Option C: You discover hidden Allomancers among the skaa + option = { + name = mistborn_skaa.0001.c + trigger = { + intrigue >= 10 + } + random_list = { + 30 = { + # Found a skaa with Allomantic potential + add_character_flag = discovered_skaa_allomancer + custom_tooltip = mistborn_skaa.0001.c.found + } + 70 = { + # Nothing notable + custom_tooltip = mistborn_skaa.0001.c.nothing + } + } + ai_chance = { + base = 20 + } + } +} + +# ============================================================ +# IMPROVED SKAA CONDITIONS AFTERMATH +# Triggered by improve_skaa_conditions_decision +# ============================================================ +mistborn_skaa.0010 = { + type = character_event + title = mistborn_skaa.0010.t + desc = mistborn_skaa.0010.desc + theme = diplomacy + + left_portrait = { + character = root + animation = personality_compassionate + } + + immediate = {} + + # Option A: Continue the reforms quietly + option = { + name = mistborn_skaa.0010.a + add_prestige = 25 + # The skaa are grateful - long-term stability + every_held_title = { + limit = { tier = tier_county } + change_development_level = 1 + } + stress_impact = { + compassionate = -15 + just = -10 + } + ai_chance = { + base = 50 + } + } + + # Option B: Publicize your benevolence for political gain + option = { + name = mistborn_skaa.0010.b + add_prestige = 100 + # But the Steel Ministry notices more + if = { + limit = { has_variable = lord_ruler_attention } + change_variable = { + name = lord_ruler_attention + add = 10 + } + } + else = { + set_variable = { + name = lord_ruler_attention + value = 10 + } + } + ai_chance = { + base = 30 + } + } + + # Option C: It was enough - return to normal + option = { + name = mistborn_skaa.0010.c + add_stress = -10 + ai_chance = { + base = 20 + } + } +} diff --git a/mistborn_final_empire/events/snapping_events.txt b/mistborn_final_empire/events/snapping_events.txt new file mode 100644 index 0000000..30c0d59 --- /dev/null +++ b/mistborn_final_empire/events/snapping_events.txt @@ -0,0 +1,470 @@ +############################################ +# Snapping Event Chain +# Allomantic potential must be activated through +# a traumatic event known as "Snapping" +############################################ + +namespace = mistborn_snapping + +# ============================================================ +# NATURAL SNAPPING - Childhood Trauma +# Fires on birthday for characters age 10-16 with potential +# ============================================================ +mistborn_snapping.0001 = { + type = character_event + title = mistborn_snapping.0001.t + desc = mistborn_snapping.0001.desc + theme = education + + left_portrait = { + character = root + animation = pain + } + + trigger = { + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + age >= 10 + age <= 16 + NOT = { has_trait = trait_mistborn } + NOT = { has_character_flag = snapping_attempted_this_year } + } + + weight_multiplier = { + base = 1 + modifier = { + add = 0.5 + age >= 14 + } + modifier = { + add = 0.3 + has_trait = brave + } + } + + immediate = { + add_character_flag = { + flag = snapping_attempted_this_year + years = 1 + } + } + + # The Snapping attempt + option = { + name = mistborn_snapping.0001.a + # Natural snapping has moderate success chance + random_list = { + 35 = { + # Success - Snapping occurs + trigger_event = { + id = mistborn_snapping.0020 + days = 1 + } + } + 65 = { + # Failure - nothing happens yet + custom_tooltip = mistborn_snapping.0001.a.fail + } + } + ai_chance = { + base = 100 + } + } +} + +# ============================================================ +# FORCED SNAPPING - Deliberate Trauma by Parent +# Triggered by the "Subject Heir to Snapping" decision +# ============================================================ +mistborn_snapping.0010 = { + type = character_event + title = mistborn_snapping.0010.t + desc = mistborn_snapping.0010.desc + theme = skulduggery + + left_portrait = { + character = root + animation = personality_callous + } + + right_portrait = { + character = scope:snapping_target + animation = fear + } + + trigger = { + exists = scope:snapping_target + } + + immediate = { + # Parent steels themselves for what must be done + } + + # Option A: Beat the child - the common noble method + option = { + name = mistborn_snapping.0010.a + add_stress = 20 + stress_impact = { + compassionate = 30 + callous = -10 + } + scope:snapping_target = { + random_list = { + 45 = { + # Success + modifier = { + add = 10 + root = { + OR = { + has_trait = trait_mistborn + has_trait = trait_misting_thug + has_trait = trait_misting_coinshot + has_trait = trait_misting_lurcher + } + } + } + trigger_event = { + id = mistborn_snapping.0020 + days = 3 + } + } + 40 = { + # Failure - no Snapping + trigger_event = { + id = mistborn_snapping.0030 + days = 3 + } + } + 10 = { + # Injury during the attempt + add_trait = wounded_1 + trigger_event = { + id = mistborn_snapping.0030 + days = 3 + } + } + 5 = { + # Death - the trauma was too much + death = { + death_reason = death_murder + killer = root + } + } + } + } + ai_chance = { + base = 50 + } + } + + # Option B: Lock them in a cold room for days + option = { + name = mistborn_snapping.0010.b + add_stress = 30 + stress_impact = { + compassionate = 40 + callous = -10 + } + scope:snapping_target = { + random_list = { + 55 = { + # Success - higher chance + trigger_event = { + id = mistborn_snapping.0020 + days = 5 + } + } + 25 = { + # Failure + trigger_event = { + id = mistborn_snapping.0030 + days = 5 + } + } + 12 = { + # Injury - frostbite, illness + add_trait = wounded_2 + trigger_event = { + id = mistborn_snapping.0030 + days = 5 + } + } + 8 = { + # Death from exposure + death = { + death_reason = death_murder + killer = root + } + } + } + } + ai_chance = { + base = 30 + } + } + + # Option C: Hire professionals - expensive but safest + option = { + name = mistborn_snapping.0010.c + add_gold = -150 + add_stress = 10 + scope:snapping_target = { + random_list = { + 60 = { + # Success - highest chance + modifier = { + add = 10 + root = { gold >= 300 } + } + trigger_event = { + id = mistborn_snapping.0020 + days = 7 + } + } + 35 = { + # Failure - but safe + trigger_event = { + id = mistborn_snapping.0030 + days = 7 + } + } + 5 = { + # Injury - rare with professionals + add_trait = wounded_1 + trigger_event = { + id = mistborn_snapping.0030 + days = 7 + } + } + } + } + ai_chance = { + base = 20 + modifier = { + add = 30 + gold >= 200 + } + } + } +} + +# ============================================================ +# SNAPPING SUCCESS - The child discovers their power +# ============================================================ +mistborn_snapping.0020 = { + type = character_event + title = mistborn_snapping.0020.t + desc = mistborn_snapping.0020.desc + theme = education + + left_portrait = { + character = root + animation = happiness + } + + trigger = { + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + } + + immediate = { + # Determine what type of Allomancer they become + if = { + limit = { + has_trait = trait_mistborn_potential + } + remove_trait = trait_mistborn_potential + add_trait = trait_mistborn + save_scope_as = became_mistborn + } + else_if = { + limit = { + has_trait = trait_allomantic_potential + } + remove_trait = trait_allomantic_potential + # Random Misting type, weighted by parent traits + random_list = { + 12 = { + # Coinshot + modifier = { + add = 5 + any_parent = { has_trait = trait_misting_coinshot } + } + add_trait = trait_misting_coinshot + } + 12 = { + # Lurcher + modifier = { + add = 5 + any_parent = { has_trait = trait_misting_lurcher } + } + add_trait = trait_misting_lurcher + } + 10 = { + # Thug + modifier = { + add = 5 + any_parent = { has_trait = trait_misting_thug } + } + add_trait = trait_misting_thug + } + 12 = { + # Tineye + modifier = { + add = 5 + any_parent = { has_trait = trait_misting_tineye } + } + add_trait = trait_misting_tineye + } + 12 = { + # Soother + modifier = { + add = 5 + any_parent = { has_trait = trait_misting_soother } + } + add_trait = trait_misting_soother + } + 12 = { + # Rioter + modifier = { + add = 5 + any_parent = { has_trait = trait_misting_rioter } + } + add_trait = trait_misting_rioter + } + 12 = { + # Smoker + modifier = { + add = 5 + any_parent = { has_trait = trait_misting_smoker } + } + add_trait = trait_misting_smoker + } + 12 = { + # Seeker + modifier = { + add = 5 + any_parent = { has_trait = trait_misting_seeker } + } + add_trait = trait_misting_seeker + } + 3 = { + # Augur (rare) + add_trait = trait_misting_augur + } + 1 = { + # Oracle (extremely rare) + add_trait = trait_misting_oracle + } + 1 = { + # Duralumin (rare) + add_trait = trait_misting_duralumin + } + 1 = { + # Nicroburst (rare) + add_trait = trait_misting_nicroburst + } + } + } + } + + # Mistborn discovery - whole house celebrates + option = { + name = mistborn_snapping.0020.a + trigger = { + exists = scope:became_mistborn + } + add_prestige = 500 + dynasty = { + add_dynasty_prestige = 200 + } + if = { + limit = { + exists = root.court_owner + } + root.court_owner = { + add_prestige = 100 + } + } + # But also draws Lord Ruler attention + if = { + limit = { + exists = root.court_owner + root.court_owner = { + has_variable = lord_ruler_attention + } + } + root.court_owner = { + change_variable = { + name = lord_ruler_attention + add = 10 + } + } + } + ai_chance = { + base = 100 + } + } + + # Misting discovery + option = { + name = mistborn_snapping.0020.b + trigger = { + NOT = { exists = scope:became_mistborn } + } + add_prestige = 100 + dynasty = { + add_dynasty_prestige = 50 + } + ai_chance = { + base = 100 + } + } +} + +# ============================================================ +# SNAPPING FAILURE - The child didn't Snap +# ============================================================ +mistborn_snapping.0030 = { + type = character_event + title = mistborn_snapping.0030.t + desc = mistborn_snapping.0030.desc + theme = education + + left_portrait = { + character = root + animation = sadness + } + + trigger = { + OR = { + has_trait = trait_allomantic_potential + has_trait = trait_mistborn_potential + } + } + + # The child is fine but not an Allomancer + option = { + name = mistborn_snapping.0030.a + add_stress = 10 + if = { + limit = { + exists = root.father + } + root.father = { + add_opinion = { + target = root + modifier = disappointed_opinion + opinion = -15 + } + } + } + ai_chance = { + base = 100 + } + } +} diff --git a/mistborn_final_empire/history/characters/00_mistborn_characters.txt b/mistborn_final_empire/history/characters/00_mistborn_characters.txt new file mode 100644 index 0000000..656b5a0 --- /dev/null +++ b/mistborn_final_empire/history/characters/00_mistborn_characters.txt @@ -0,0 +1,744 @@ +############################################ +# Mistborn: The Final Empire - Starting Characters +# Set during the Lord Ruler era, year 1020 of the Final Empire +# Original characters - not the book protagonists +############################################ + +# ============================================================ +# HOUSE VENTURE - Central Dominance (Most Powerful Great House) +# ============================================================ + +# Devinshae Venture - Patriarch of House Venture +# Cunning Seeker who has built Venture into the dominant house +900001 = { + name = "Devinshae" + dynasty = dynasty_venture + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_seeker + trait = ambitious + trait = callous + trait = shrewd + + 980.1.1 = { + birth = "980.1.1" + } +} + +# Fellren Venture - Heir to House Venture +# Young and untested, carries Allomantic potential but hasn't Snapped +900002 = { + name = "Fellren" + dynasty = dynasty_venture + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900001 + + trait = trait_allomantic_potential + trait = ambitious + trait = education_martial_2 + + 1002.6.15 = { + birth = "1002.6.15" + } +} + +# Valisse Venture - Daughter, a gifted Soother +# Beautiful and politically valuable as a marriage prospect +900003 = { + name = "Valisse" + dynasty = dynasty_venture + religion = "steel_ministry" + culture = "noble_scadrian" + female = yes + father = 900001 + + trait = trait_misting_soother + trait = beautiful + trait = education_diplomacy_3 + trait = gregarious + + 1004.3.8 = { + birth = "1004.3.8" + } +} + +# Renweld Venture - Uncle, military commander +# A powerful Thug who commands Venture's garrison forces +900004 = { + name = "Renweld" + dynasty = dynasty_venture + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_thug + trait = brave + trait = wrathful + trait = education_martial_3 + + 972.9.20 = { + birth = "972.9.20" + } +} + +# Cladine Venture - Aunt, married in from House Tekiel +# A political marriage that cemented the Venture-Tekiel alliance +900005 = { + name = "Cladine" + dynasty = dynasty_tekiel + religion = "steel_ministry" + culture = "noble_scadrian" + female = yes + + trait = trait_misting_rioter + trait = diligent + trait = education_stewardship_2 + + 975.11.3 = { + birth = "975.11.3" + } + 998.4.1 = { + add_spouse = 900004 + } +} + +# ============================================================ +# HOUSE HASTING - Northern Dominance (Military House) +# ============================================================ + +# Jordren Hasting - Lord of House Hasting +# A feared military commander and powerful Thug +900010 = { + name = "Jordren" + dynasty = dynasty_hasting + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_thug + trait = wrathful + trait = brave + trait = education_martial_4 + + 975.2.12 = { + birth = "975.2.12" + } +} + +# Straffen Hasting - Heir, a deadly Coinshot +# Ambitious son eager to expand Hasting's military dominance +900011 = { + name = "Straffen" + dynasty = dynasty_hasting + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900010 + + trait = trait_misting_coinshot + trait = ambitious + trait = education_martial_3 + + 998.8.22 = { + birth = "998.8.22" + } +} + +# Brevan Hasting - Second son, a Lurcher +# Commands the northern frontier garrison against koloss +900012 = { + name = "Brevan" + dynasty = dynasty_hasting + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900010 + + trait = trait_misting_lurcher + trait = brave + trait = patient + trait = education_martial_3 + + 1000.4.5 = { + birth = "1000.4.5" + } +} + +# Klainne Hasting - Daughter, potential marriage prospect +900013 = { + name = "Klainne" + dynasty = dynasty_hasting + religion = "steel_ministry" + culture = "noble_scadrian" + female = yes + father = 900010 + + trait = trait_allomantic_potential + trait = education_diplomacy_2 + trait = brave + + 1003.7.14 = { + birth = "1003.7.14" + } +} + +# ============================================================ +# HOUSE ELARIEL - Central Dominance (Intrigue House) +# ============================================================ + +# Trentohn Elariel - Head of House Elariel +# A master schemer and Smoker who hides his house's true activities +900020 = { + name = "Trentohn" + dynasty = dynasty_elariel + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_smoker + trait = deceitful + trait = patient + trait = education_intrigue_4 + + 973.6.18 = { + birth = "973.6.18" + } +} + +# Shanvere Elariel - Daughter, SECRET MISTBORN +# The most dangerous political asset in the Final Empire +# Her Mistborn status is kept absolutely secret +900021 = { + name = "Shanvere" + dynasty = dynasty_elariel + religion = "steel_ministry" + culture = "noble_scadrian" + female = yes + father = 900020 + + trait = trait_mistborn + trait = beautiful + trait = deceitful + trait = education_intrigue_3 + + 1001.1.28 = { + birth = "1001.1.28" + } +} + +# Gorven Elariel - Nephew, a Seeker spymaster +# Detects rival Allomancers for House Elariel +900022 = { + name = "Gorven" + dynasty = dynasty_elariel + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_seeker + trait = paranoid + trait = education_intrigue_3 + + 990.11.7 = { + birth = "990.11.7" + } +} + +# Phellen Elariel - Second son, a Tineye +# Uses enhanced senses to gather intelligence at balls and meetings +900023 = { + name = "Phellen" + dynasty = dynasty_elariel + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900020 + + trait = trait_misting_tineye + trait = shy + trait = education_learning_2 + + 999.5.3 = { + birth = "999.5.3" + } +} + +# ============================================================ +# HOUSE TEKIEL - Eastern Dominance (Wealth House) +# ============================================================ + +# Dagren Tekiel - Lord of House Tekiel +# Controls the most lucrative trade routes in the empire +900030 = { + name = "Dagren" + dynasty = dynasty_tekiel + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_soother + trait = greedy + trait = diligent + trait = education_stewardship_4 + + 970.3.25 = { + birth = "970.3.25" + } +} + +# Yollren Tekiel - Heir, a Rioter +# Uses emotional Allomancy to manipulate business deals +900031 = { + name = "Yollren" + dynasty = dynasty_tekiel + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900030 + + trait = trait_misting_rioter + trait = greedy + trait = education_stewardship_3 + + 995.10.14 = { + birth = "995.10.14" + } +} + +# Aldren Tekiel - Younger son, a scholar +# Studies the properties of metals and Allomantic theory +900032 = { + name = "Aldren" + dynasty = dynasty_tekiel + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900030 + + trait = education_learning_4 + trait = temperate + trait = diligent + + 999.12.1 = { + birth = "999.12.1" + } +} + +# Jastrenne Tekiel - Daughter +900033 = { + name = "Jastrenne" + dynasty = dynasty_tekiel + religion = "steel_ministry" + culture = "noble_scadrian" + female = yes + father = 900030 + + trait = trait_allomantic_potential + trait = education_stewardship_2 + trait = diligent + + 1003.2.19 = { + birth = "1003.2.19" + } +} + +# ============================================================ +# HOUSE LEKAL - Western Dominance (Diplomacy House) +# ============================================================ + +# Brodren Lekal - Lord of House Lekal +# A master diplomat and Rioter who forges alliances through emotion +900040 = { + name = "Brodren" + dynasty = dynasty_lekal + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_rioter + trait = gregarious + trait = honest + trait = education_diplomacy_4 + + 977.8.4 = { + birth = "977.8.4" + } +} + +# Emmaren Lekal - Heir, a Soother +# Follows his father's diplomatic path, known for fairness +900041 = { + name = "Emmaren" + dynasty = dynasty_lekal + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900040 + + trait = trait_misting_soother + trait = just + trait = education_diplomacy_3 + + 1000.5.11 = { + birth = "1000.5.11" + } +} + +# Mellisande Lekal - Daughter, strategist +900042 = { + name = "Mellisande" + dynasty = dynasty_lekal + religion = "steel_ministry" + culture = "noble_scadrian" + female = yes + father = 900040 + + trait = trait_misting_smoker + trait = patient + trait = education_intrigue_2 + + 1002.9.23 = { + birth = "1002.9.23" + } +} + +# ============================================================ +# HOUSE ERIKELLER - Tier 2 (Ambitious Upstarts) +# ============================================================ + +# Varren Erikeller - Head of House Erikeller +# An ambitious lord seeking to elevate his house to Tier 1 +900050 = { + name = "Varren" + dynasty = dynasty_erikeller + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_coinshot + trait = ambitious + trait = arrogant + trait = education_martial_3 + + 982.4.16 = { + birth = "982.4.16" + } +} + +# Dellren Erikeller - Heir +900051 = { + name = "Dellren" + dynasty = dynasty_erikeller + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900050 + + trait = trait_allomantic_potential + trait = education_diplomacy_2 + + 1004.1.28 = { + birth = "1004.1.28" + } +} + +# ============================================================ +# HOUSE BYLERUM - Tier 2 (Traditionalists) +# ============================================================ + +# Krondain Bylerum - Head of House Bylerum +# A conservative lord who values tradition above all else +900055 = { + name = "Krondain" + dynasty = dynasty_bylerum + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_smoker + trait = content + trait = zealous + trait = education_stewardship_3 + + 968.7.9 = { + birth = "968.7.9" + } +} + +# Wellrin Bylerum - Heir +900056 = { + name = "Wellrin" + dynasty = dynasty_bylerum + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900055 + + trait = trait_misting_tineye + trait = content + trait = education_learning_2 + + 994.3.15 = { + birth = "994.3.15" + } +} + +# Vellenne Bylerum - Daughter +900057 = { + name = "Vellenne" + dynasty = dynasty_bylerum + religion = "steel_ministry" + culture = "noble_scadrian" + female = yes + father = 900055 + + trait = trait_allomantic_potential + trait = education_diplomacy_2 + + 997.10.2 = { + birth = "997.10.2" + } +} + +# ============================================================ +# HOUSE ENTRONE - Tier 2 (Frontier Lords) +# ============================================================ + +# Garven Entrone - Head of House Entrone +# Rules the Remote Dominance frontier, hardened by koloss raids +900060 = { + name = "Garven" + dynasty = dynasty_entrone + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_thug + trait = brave + trait = cynical + trait = education_martial_3 + + 979.12.22 = { + birth = "979.12.22" + } +} + +# Norren Entrone - Son and commander +900061 = { + name = "Norren" + dynasty = dynasty_entrone + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900060 + + trait = trait_allomantic_potential + trait = brave + trait = education_martial_2 + + 1002.8.17 = { + birth = "1002.8.17" + } +} + +# ============================================================ +# HOUSE CONRAD - Tier 2 (Southern Landholders) +# ============================================================ + +# Jastin Conrad - Head of House Conrad +# Controls lands near the Pits of Hathsin +900065 = { + name = "Jastin" + dynasty = dynasty_conrad + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_seeker + trait = paranoid + trait = diligent + trait = education_stewardship_3 + + 976.5.8 = { + birth = "976.5.8" + } +} + +# Trellen Conrad - Heir, a Coinshot +900066 = { + name = "Trellen" + dynasty = dynasty_conrad + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900065 + + trait = trait_misting_coinshot + trait = education_martial_2 + + 1001.11.14 = { + birth = "1001.11.14" + } +} + +# Dallienne Conrad - Daughter +900067 = { + name = "Dallienne" + dynasty = dynasty_conrad + religion = "steel_ministry" + culture = "noble_scadrian" + female = yes + father = 900065 + + trait = trait_allomantic_potential + trait = education_diplomacy_2 + + 1004.6.30 = { + birth = "1004.6.30" + } +} + +# ============================================================ +# HOUSE URBAIN - Tier 2 (Merchant House) +# ============================================================ + +# Salmen Urbain - Head of House Urbain +# A rising merchant lord with ambitions beyond his station +900070 = { + name = "Salmen" + dynasty = dynasty_urbain + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + + trait = trait_misting_soother + trait = greedy + trait = ambitious + trait = education_stewardship_3 + + 981.9.3 = { + birth = "981.9.3" + } +} + +# Kellen Urbain - Heir +900071 = { + name = "Kellen" + dynasty = dynasty_urbain + religion = "steel_ministry" + culture = "noble_scadrian" + male = yes + father = 900070 + + trait = trait_misting_rioter + trait = education_stewardship_2 + + 1005.2.7 = { + birth = "1005.2.7" + } +} + +# ============================================================ +# TERRIS CHARACTERS - Stewards and Secret Feruchemists +# ============================================================ + +# Telden - A Terris steward serving House Venture +# Secretly practices Feruchemy, hiding it from the Steel Ministry +900080 = { + name = "Telden" + dynasty = dynasty_venture + religion = "steel_ministry" + culture = "terris" + male = yes + + trait = trait_feruchemist + trait = patient + trait = temperate + trait = education_learning_4 + + 978.4.12 = { + birth = "978.4.12" + } +} + +# Kwaan - A Terris steward serving House Elariel +# Keeper of ancient knowledge, secretly follows Terris Worldbringers +900081 = { + name = "Kwaan" + dynasty = dynasty_elariel + religion = "terris_worldbringers" + culture = "terris" + male = yes + + trait = trait_feruchemy_potential + trait = diligent + trait = temperate + trait = education_learning_3 + + 985.7.19 = { + birth = "985.7.19" + } +} + +# Vedzan - A Terris steward serving House Tekiel +# Maintains metalminds in secret, a font of hidden knowledge +900082 = { + name = "Vedzan" + dynasty = dynasty_tekiel + religion = "steel_ministry" + culture = "terris" + male = yes + + trait = trait_feruchemist + trait = shy + trait = just + trait = education_learning_3 + + 988.1.5 = { + birth = "988.1.5" + } +} + +# ============================================================ +# SKAA CHARACTERS - Notable Hidden Allomancers and Rebels +# ============================================================ + +# Demmen - Skaa thieving crew leader +# A hidden Coinshot who uses his powers to survive on Luthadel's streets +900090 = { + name = "Demmen" + religion = "steel_ministry" + culture = "skaa" + male = yes + + trait = trait_misting_coinshot + trait = brave + trait = deceitful + trait = education_intrigue_3 + + 992.8.14 = { + birth = "992.8.14" + } +} + +# Marenne - Skaa rebel with hidden potential +# Leads a growing resistance cell in the slums of Luthadel +900091 = { + name = "Marenne" + religion = "steel_ministry" + culture = "skaa" + female = yes + + trait = trait_allomantic_potential + trait = brave + trait = ambitious + trait = education_martial_2 + + 997.3.26 = { + birth = "997.3.26" + } +} diff --git a/mistborn_final_empire/history/titles/00_mistborn_titles.txt b/mistborn_final_empire/history/titles/00_mistborn_titles.txt new file mode 100644 index 0000000..09edc6c --- /dev/null +++ b/mistborn_final_empire/history/titles/00_mistborn_titles.txt @@ -0,0 +1,484 @@ +############################################ +# Mistborn: The Final Empire - Title History +# Starting title assignments at 1020.1.1 +############################################ + +# ===== EMPIRE TITLE ===== +# The Final Empire is not held by any playable character +# The Lord Ruler holds it (non-playable) + +# ===== CENTRAL DOMINANCE - House Venture ===== + +k_central = { + 1020.1.1 = { + holder = 900001 + } +} + +d_luthadel = { + 1020.1.1 = { + holder = 900001 + } +} + +c_luthadel = { + 1020.1.1 = { + holder = 900001 + } +} + +c_fellise = { + 1020.1.1 = { + holder = 900001 + } +} + +c_holstep = { + 1020.1.1 = { + holder = 900004 + } +} + +# House Elariel - Central Dominance rivals +d_valtroux = { + 1020.1.1 = { + holder = 900020 + } +} + +c_valtroux = { + 1020.1.1 = { + holder = 900020 + } +} + +c_tavring = { + 1020.1.1 = { + holder = 900022 + } +} + +c_austrex = { + 1020.1.1 = { + holder = 900020 + } +} + +# Remaining Central counties +d_haverfrex = { + 1020.1.1 = { + holder = 900050 + } +} + +c_haverfrex = { + 1020.1.1 = { + holder = 900050 + } +} + +c_kalling = { + 1020.1.1 = { + holder = 900050 + } +} + +d_south_seran = { + 1020.1.1 = { + holder = 900055 + } +} + +c_south_seran = { + 1020.1.1 = { + holder = 900055 + } +} + +c_suisna = { + 1020.1.1 = { + holder = 900055 + } +} + +# ===== NORTHERN DOMINANCE - House Hasting ===== + +k_northern = { + 1020.1.1 = { + holder = 900010 + } +} + +d_urteau = { + 1020.1.1 = { + holder = 900010 + } +} + +c_urteau = { + 1020.1.1 = { + holder = 900010 + } +} + +c_terristown = { + 1020.1.1 = { + holder = 900010 + } +} + +c_erlnest = { + 1020.1.1 = { + holder = 900012 + } +} + +d_tathingdwen = { + 1020.1.1 = { + holder = 900010 + } +} + +c_tathingdwen = { + 1020.1.1 = { + holder = 900010 + } +} + +c_bindal = { + 1020.1.1 = { + holder = 900060 + } +} + +c_vennsat = { + 1020.1.1 = { + holder = 900060 + } +} + +d_torinost = { + 1020.1.1 = { + holder = 900060 + } +} + +c_torinost = { + 1020.1.1 = { + holder = 900060 + } +} + +c_mantiz = { + 1020.1.1 = { + holder = 900061 + } +} + +c_nordel = { + 1020.1.1 = { + holder = 900060 + } +} + +# ===== EASTERN DOMINANCE - House Tekiel ===== + +k_eastern = { + 1020.1.1 = { + holder = 900030 + } +} + +d_fadrex = { + 1020.1.1 = { + holder = 900030 + } +} + +c_fadrex = { + 1020.1.1 = { + holder = 900030 + } +} + +c_vetitan = { + 1020.1.1 = { + holder = 900031 + } +} + +c_tremredare = { + 1020.1.1 = { + holder = 900030 + } +} + +d_austrex_east = { + 1020.1.1 = { + holder = 900070 + } +} + +c_austrex_east = { + 1020.1.1 = { + holder = 900070 + } +} + +c_doriel = { + 1020.1.1 = { + holder = 900070 + } +} + +c_salmont = { + 1020.1.1 = { + holder = 900071 + } +} + +d_statlin = { + 1020.1.1 = { + holder = 900030 + } +} + +c_statlin = { + 1020.1.1 = { + holder = 900030 + } +} + +c_benton = { + 1020.1.1 = { + holder = 900032 + } +} + +c_elming = { + 1020.1.1 = { + holder = 900030 + } +} + +# ===== WESTERN DOMINANCE - House Lekal ===== + +k_western = { + 1020.1.1 = { + holder = 900040 + } +} + +d_hassedel = { + 1020.1.1 = { + holder = 900040 + } +} + +c_hassedel = { + 1020.1.1 = { + holder = 900040 + } +} + +c_turenval = { + 1020.1.1 = { + holder = 900041 + } +} + +c_wesring = { + 1020.1.1 = { + holder = 900040 + } +} + +d_longsfollow = { + 1020.1.1 = { + holder = 900040 + } +} + +c_longsfollow = { + 1020.1.1 = { + holder = 900040 + } +} + +c_kanton = { + 1020.1.1 = { + holder = 900042 + } +} + +c_brennin = { + 1020.1.1 = { + holder = 900040 + } +} + +d_charneost = { + 1020.1.1 = { + holder = 900040 + } +} + +c_charneost = { + 1020.1.1 = { + holder = 900040 + } +} + +c_dalling = { + 1020.1.1 = { + holder = 900040 + } +} + +# ===== SOUTHERN DOMINANCE - House Conrad + Minor Houses ===== + +k_southern = { + 1020.1.1 = { + holder = 900065 + } +} + +d_pits_of_hathsin = { + 1020.1.1 = { + holder = 900065 + } +} + +c_pits_of_hathsin = { + 1020.1.1 = { + holder = 900065 + } +} + +c_latten = { + 1020.1.1 = { + holder = 900066 + } +} + +c_grenford = { + 1020.1.1 = { + holder = 900065 + } +} + +d_veldence = { + 1020.1.1 = { + holder = 900065 + } +} + +c_veldence = { + 1020.1.1 = { + holder = 900065 + } +} + +c_torining = { + 1020.1.1 = { + holder = 900067 + } +} + +c_balefire = { + 1020.1.1 = { + holder = 900065 + } +} + +d_south_keep = { + 1020.1.1 = { + holder = 900065 + } +} + +c_south_keep = { + 1020.1.1 = { + holder = 900065 + } +} + +c_darriston = { + 1020.1.1 = { + holder = 900065 + } +} + +# ===== REMOTE DOMINANCE - House Entrone + Frontier Lords ===== + +k_remote = { + 1020.1.1 = { + holder = 900060 + } +} + +d_remote_edge = { + 1020.1.1 = { + holder = 900060 + } +} + +c_remote_edge = { + 1020.1.1 = { + holder = 900060 + } +} + +c_ashfield = { + 1020.1.1 = { + holder = 900061 + } +} + +c_misthollow = { + 1020.1.1 = { + holder = 900060 + } +} + +d_farmost = { + 1020.1.1 = { + holder = 900060 + } +} + +c_farmost = { + 1020.1.1 = { + holder = 900060 + } +} + +c_koloss_range = { + 1020.1.1 = { + holder = 900060 + } +} + +c_deepness_border = { + 1020.1.1 = { + holder = 900060 + } +} + +d_frontier = { + 1020.1.1 = { + holder = 900060 + } +} + +c_frontier = { + 1020.1.1 = { + holder = 900060 + } +} + +c_ashmount_view = { + 1020.1.1 = { + holder = 900060 + } +} diff --git a/mistborn_final_empire/localization/english/mistborn_cultures_l_english.yml b/mistborn_final_empire/localization/english/mistborn_cultures_l_english.yml new file mode 100644 index 0000000..4f956ca --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_cultures_l_english.yml @@ -0,0 +1,45 @@ +l_english: + + # ========== HERITAGE ========== + + heritage_scadrial:0 "Scadrian" + heritage_scadrial_desc:0 "The shared heritage of all peoples of Scadrial — noble, skaa, and Terris alike — shaped by the ash, the mists, and a thousand years of the Lord Ruler's reign." + + # ========== LANGUAGES ========== + + language_scadrial:0 "Scadrian" + language_scadrial_desc:0 "The common tongue of the Final Empire, spoken by nobles and skaa alike. A language shaped by a millennium of the Lord Ruler's rule, its words carry the weight of obedience and the ash of a dying world." + + language_terris:0 "Terris" + language_terris_desc:0 "The ancient language of the Terris people, preserved by Worldbringers and Keepers in their copperminds long after the Lord Ruler tried to erase it. Each word carries a thousand years of hidden meaning." + + # ========== CULTURES ========== + + noble_scadrian:0 "Noble Scadrian" + noble_scadrian_desc:0 "The noble houses of the Final Empire — the privileged elite chosen by the Lord Ruler's distant ancestors to rule over the skaa. They live in grand keeps, attend lavish balls, and scheme endlessly against one another. Their Allomantic bloodlines are their most prized possession, carefully bred and jealously guarded." + + skaa:0 "Skaa" + skaa_desc:0 "The downtrodden masses of the Final Empire, a people born into servitude and kept there by a thousand years of systematic oppression. The skaa work the fields, clean the keeps, and die in the mines. The Lord Ruler teaches that they are less than human. But in the slums and the plantation shacks, there are whispers of resistance — and sometimes, in a skaa child's blood, Allomancy flickers to life." + + terris:0 "Terris" + terris_desc:0 "The Terris people — once a proud nation of scholars and Feruchemists, now scattered across the Final Empire as stewards and servants. The Lord Ruler's breeding programs have sought to eliminate Feruchemy from their bloodline for a thousand years. The Terris bear this oppression with quiet dignity, hiding their knowledge and their faith behind masks of servility. They remember what the world was. They will not forget." + + # ========== TRADITIONS ========== + + tradition_allomantic_heritage:0 "Allomantic Heritage" + tradition_allomantic_heritage_desc:0 "Allomancy flows in the blood, and this culture prizes that blood above all else. Marriages are arranged not for love or land, but for the chance of producing Allomantic children. Mistings are assets; Mistborn are treasures beyond price. The bloodline is everything." + + tradition_noble_intrigue:0 "House Politics" + tradition_noble_intrigue_desc:0 "In the Final Empire, the Great Houses wage an endless shadow war. Every ball is a battlefield, every conversation a negotiation, every alliance a temporary truce. This culture has elevated political scheming to an art form — smiling at your enemies while your agents work to destroy them." + + tradition_skaa_resilience:0 "Skaa Resilience" + tradition_skaa_resilience_desc:0 "A thousand years of oppression have not broken the skaa. They endure. They survive ash falls that bury their crops, beatings that break their bodies, and a system designed to crush their spirits. This resilience is their greatest weapon — the one thing the Lord Ruler cannot take from them." + + tradition_terris_scholarship:0 "Keepers of Knowledge" + tradition_terris_scholarship_desc:0 "The Terris people have preserved the world's knowledge for a thousand years, memorizing entire libraries in Feruchemical copperminds and passing them from Keeper to Keeper in an unbroken chain. While the Lord Ruler rewrites history, the Keepers remember the truth." + + # ========== ETHOS ========== + + ethos_courtly:0 "Courtly" + ethos_communal:0 "Communal" + ethos_spiritual:0 "Spiritual" diff --git a/mistborn_final_empire/localization/english/mistborn_decisions_l_english.yml b/mistborn_final_empire/localization/english/mistborn_decisions_l_english.yml new file mode 100644 index 0000000..bddf9fa --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_decisions_l_english.yml @@ -0,0 +1,70 @@ +l_english: + + # ========== HOST A BALL ========== + + host_a_ball_decision:0 "Host a Grand Ball" + host_a_ball_decision_desc:0 "Open our halls to the nobility of the Final Empire for an evening of politics, intrigue, and carefully veiled threats. Every great house uses these gatherings to display their power, forge alliances, and discover the secrets of their rivals." + host_a_ball_decision_tooltip:0 "Host a grand ball for the noble houses. An opportunity for diplomacy, intrigue, and Allomantic displays." + host_a_ball_decision_confirm:0 "Let the invitations be sent. The ball shall proceed." + + # ========== SUBJECT HEIR TO SNAPPING ========== + + subject_heir_to_snapping_decision:0 "Subject Heir to Snapping" + subject_heir_to_snapping_decision_desc:0 "Our child carries the blood — the dormant potential for Allomancy. But potential alone is worthless. Only through extreme trauma — through the brutal process the nobles call 'Snapping' — can the power be awakened. It is cruel. It is necessary. It is the way of the Final Empire." + subject_heir_to_snapping_decision_tooltip:0 "Force a child with Allomantic potential to undergo the traumatic Snapping process, potentially awakening their powers." + subject_heir_to_snapping_decision_confirm:0 "It must be done. Prepare the child." + + # ========== BREED FOR ALLOMANCY ========== + + breed_for_allomancy_decision:0 "Breed for Allomancy" + breed_for_allomancy_decision_desc:0 "The Allomantic bloodline is our house's most valuable asset. By deliberately selecting marriage partners with strong Allomantic heritage, we can increase the chances of producing powerful Allomancers in the next generation. It is cold, calculated, and utterly necessary." + breed_for_allomancy_decision_tooltip:0 "Focus our house's marriage strategy on strengthening the Allomantic bloodline." + breed_for_allomancy_decision_confirm:0 "The bloodline must be preserved. Begin the program." + + # ========== HIRE A KANDRA ========== + + hire_kandra_decision:0 "Hire a Kandra" + hire_kandra_decision_desc:0 "The kandra are shapeshifters — ancient, immortal creatures who serve humanity through Contracts paid in atium. A kandra can perfectly replicate any person whose bones it has consumed, making them the ultimate infiltrators. Their services are ruinously expensive, but the intelligence they provide is beyond price." + hire_kandra_decision_tooltip:0 "Engage a kandra shapeshifter for espionage. Extremely expensive but devastatingly effective." + hire_kandra_decision_confirm:0 "Send word to the kandra Homeland. We will pay their price." + + # ========== COMMISSION HEMALURGIC SPIKE ========== + + commission_hemalurgic_spike_decision:0 "Commission a Hemalurgic Spike" + commission_hemalurgic_spike_decision_desc:0 "Hemalurgy — the darkest of the metallic arts. By driving a metal spike through the heart of an Allomancer and into the body of another, one can steal and transfer Allomantic power. The cost is always a life. The knowledge of how to perform this act is a closely guarded secret, and the consequences of being discovered are absolute." + commission_hemalurgic_spike_decision_tooltip:0 "Murder an Allomancer to steal their power through a Hemalurgic spike. Dark, dangerous, and irrevocable." + commission_hemalurgic_spike_decision_confirm:0 "Prepare the spike. Find the victim. May the Lord Ruler never learn of this." + + # ========== SMUGGLE ATIUM ========== + + smuggle_atium_decision:0 "Smuggle Atium" + smuggle_atium_decision_desc:0 "Atium — the rarest and most valuable metal in the Final Empire — flows from the Pits of Hathsin to the Lord Ruler's treasury. Every bead is accounted for. Every bead is his by divine right. But the black market exists, and for those with the nerve and the connections, a small supply of atium can be acquired... off the books." + smuggle_atium_decision_tooltip:0 "Attempt to secretly acquire atium through the black market. Highly profitable but extremely dangerous if discovered." + smuggle_atium_decision_confirm:0 "Make contact with the smugglers. Discretion is paramount." + + # ========== CRACK DOWN ON SKAA ========== + + crack_down_on_skaa_decision:0 "Crack Down on Skaa" + crack_down_on_skaa_decision_desc:0 "The skaa grow restless. Whispers of rebellion, small acts of defiance, reduced productivity — the signs are there for those who know how to read them. A firm hand is needed. Increase the patrols. Tighten the curfews. Make an example of the troublemakers. The Lord Ruler has kept the skaa in line for a thousand years through fear, and fear still works." + crack_down_on_skaa_decision_tooltip:0 "Suppress skaa unrest through force. Increases control but builds long-term resentment." + crack_down_on_skaa_decision_confirm:0 "Double the patrols. The skaa will learn their place." + + # ========== IMPROVE SKAA CONDITIONS ========== + + improve_skaa_conditions_decision:0 "Improve Skaa Conditions" + improve_skaa_conditions_decision_desc:0 "A dangerous act of compassion. Improve the food, reduce the beatings, allow the skaa workers a day of rest. Such mercy is viewed with deep suspicion by other noble houses and may draw the Steel Ministry's attention. But better-fed workers produce more, and a skaa who does not dream of revolution is cheaper to maintain than one who must be constantly beaten into submission." + improve_skaa_conditions_decision_tooltip:0 "Improve conditions for skaa workers. Risky — may draw Ministry attention — but increases development." + improve_skaa_conditions_decision_confirm:0 "We can afford to show mercy. Quietly." + + # ========== RECRUIT SKAA ALLOMANCER ========== + + recruit_skaa_allomancer_decision:0 "Recruit a Skaa Allomancer" + recruit_skaa_allomancer_decision_desc:0 "Among the skaa, Allomancy is a death sentence — if the Steel Ministry discovers a half-blood with powers, they are killed immediately. But some survive, hiding their abilities while living in the slums and the plantation quarters. You have found one such individual. Recruiting them would give your house a powerful, loyal agent — one with nothing to lose and everything to gain." + recruit_skaa_allomancer_decision_tooltip:0 "Secretly recruit a skaa Allomancer into your service. Powerful but risks Steel Ministry discovery." + recruit_skaa_allomancer_decision_confirm:0 "Bring them in. Quietly, through the servants' entrance." + + # ========== TOOLTIPS ========== + + recruit_skaa_allomancer_safe_tt:0 "The recruitment goes unnoticed by the Steel Ministry." + breeding_for_allomancy_modifier:0 "Breeding for Allomancy" + disapproves_skaa_mercy:0 "Disapproves of mercy toward skaa" diff --git a/mistborn_final_empire/localization/english/mistborn_dynasties_l_english.yml b/mistborn_final_empire/localization/english/mistborn_dynasties_l_english.yml new file mode 100644 index 0000000..7b761b6 --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_dynasties_l_english.yml @@ -0,0 +1,39 @@ +l_english: + + # ========== DYNASTY NAMES ========== + + dynn_Venture:0 "Venture" + dynn_Hasting:0 "Hasting" + dynn_Elariel:0 "Elariel" + dynn_Tekiel:0 "Tekiel" + dynn_Lekal:0 "Lekal" + dynn_Erikeller:0 "Erikeller" + dynn_Bylerum:0 "Bylerum" + dynn_Entrone:0 "Entrone" + dynn_Conrad:0 "Conrad" + dynn_Urbain:0 "Urbain" + + # ========== HOUSE NAMES ========== + + dynn_house_Venture:0 "House Venture" + dynn_house_Hasting:0 "House Hasting" + dynn_house_Elariel:0 "House Elariel" + dynn_house_Tekiel:0 "House Tekiel" + dynn_house_Lekal:0 "House Lekal" + dynn_house_Erikeller:0 "House Erikeller" + dynn_house_Bylerum:0 "House Bylerum" + dynn_house_Entrone:0 "House Entrone" + dynn_house_Conrad:0 "House Conrad" + dynn_house_Urbain:0 "House Urbain" + + # ========== DYNASTY DESCRIPTIONS ========== + + dynn_Venture_desc:0 "The most powerful noble house in the Final Empire. House Venture has cultivated its Allomantic bloodlines with ruthless precision for generations, and its political dominance of the Central Dominance is absolute — for now." + + dynn_Hasting_desc:0 "A martial house of fearsome reputation. The Hastings command the Northern Dominance's garrison network and field more combat Allomancers than any other house. Where Venture rules with cunning, Hasting rules with iron." + + dynn_Elariel_desc:0 "Masters of intrigue and espionage, House Elariel has survived as Venture's chief rival in the Central Dominance through guile, information, and secrets. It is said that the Elariels know what you plan before you plan it." + + dynn_Tekiel_desc:0 "The wealthiest noble house in the Final Empire. The Tekiels control trade routes, canal shipping, and financial contracts across the Eastern Dominance. Their wealth is their weapon, and they wield it with devastating precision." + + dynn_Lekal_desc:0 "A house built on alliances rather than armies. The Lekals of the Western Dominance are master diplomats, forging marriages and pacts that bind the other houses to their interests. Their Allomancers specialize in emotional manipulation — fitting for a house that wages its wars with words." diff --git a/mistborn_final_empire/localization/english/mistborn_events_l_english.yml b/mistborn_final_empire/localization/english/mistborn_events_l_english.yml new file mode 100644 index 0000000..aaba3dd --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_events_l_english.yml @@ -0,0 +1,239 @@ +l_english: + + # ============================================================ + # LORD RULER EVENTS + # ============================================================ + + # === TIER 1: OBLIGATOR WARNING === + + mistborn_lord_ruler.0001.t:0 "An Obligator's Visit" + mistborn_lord_ruler.0001.desc:0 "The ash falls heavier today, or perhaps it only seems that way as the Obligator's carriage rolls through your gates. His face is a web of tattoos — lines radiating from his eyes in patterns that denote his Canton and rank. He does not smile. Obligators never smile.\n\nHe presents a writ bearing the seal of the Steel Ministry. Your activities have drawn... attention. The Lord Ruler's gaze, it seems, has turned in your direction. The Obligator does not threaten — he does not need to. The tattoos on his face are threat enough. Behind every Obligator stands an Inquisitor. Behind every Inquisitor stands the Lord Ruler himself.\n\nHe awaits your response." + mistborn_lord_ruler.0001.a:0 "Submit to the Ministry's demands" + mistborn_lord_ruler.0001.b:0 "Attempt to deflect diplomatically" + mistborn_lord_ruler.0001.c:0 "Refuse. We will not be cowed." + + # === TIER 2: INQUISITION VISIT === + + mistborn_lord_ruler.0010.t:0 "The Inquisitor Cometh" + mistborn_lord_ruler.0010.desc:0 "The soldiers see it first. Their faces drain of color — strong men, trained fighters, and they flinch like children at a shadow. You understand why a moment later when the Steel Inquisitor ducks through your keep's doorway.\n\nIt is tall — impossibly tall — and gaunt, with robes that hang from a frame that seems more geometry than anatomy. But it is the eyes that hold you. Where eyes should be, there are only the flat, polished heads of steel spikes, driven through the skull from behind. It should not be able to see. It sees everything.\n\nThe Inquisitor speaks in a voice like iron scraping stone. It names your transgressions — each one, in perfect detail, dating back years. Someone in your court has been reporting to the Ministry. Or perhaps no one has. Perhaps the Inquisitors simply know.\n\nIt gestures to [inquisition_victim.GetFirstName] with one long, skeletal finger. 'This one,' it says, 'belongs to us now.'" + mistborn_lord_ruler.0010.a:0 "Surrender everything — gold, titles, and the accused" + mistborn_lord_ruler.0010.b:0 "Plead innocence with every ounce of eloquence" + mistborn_lord_ruler.0010.c:0 "Fight. Even against an Inquisitor." + mistborn_lord_ruler.0010.b.success:0 "Your words find purchase — the Inquisitor pauses" + mistborn_lord_ruler.0010.b.failure:0 "The Inquisitor is unmoved by your pleas" + mistborn_lord_ruler.0010.c.survive:0 "Against all odds, you survive the Inquisitor's wrath" + + # === TIER 3: THE LORD RULER'S WRATH === + + mistborn_lord_ruler.0020.t:0 "The Lord Ruler's Wrath" + mistborn_lord_ruler.0020.desc:0 "There is no warning. No Obligator, no Inquisitor. One moment the night is still — ash drifting lazily past your window — and the next, the world ends.\n\nThe walls of your keep buckle inward. Soldiers scream and fall silent. You feel it before you see it — a pressure, a weight, as if the sky itself has decided to crush you. The Lord Ruler does not come in person for beings such as you. He does not need to. His power reaches across the Final Empire like the hand of God, and tonight, it has closed around your house.\n\nKoloss pour through the shattered gates — massive blue-skinned monsters, their bodies stretched and torn, swinging weapons larger than a man. Behind them come the Steel Inquisitors, three of them, moving through the carnage like herons through water. Your Allomancers fight. They die. Your soldiers fight. They die.\n\nWhen dawn comes — if dawn comes — you find yourself alive among the ruins. An oversight, perhaps. Or a message. The Lord Ruler has ruled for a thousand years. He does not make mistakes. If you are alive, it is because he wishes you to live with what you have lost." + mistborn_lord_ruler.0020.a:0 "Crawl from the wreckage... and survive" + + # === ATTENTION DECAY (Hidden) === + + mistborn_lord_ruler.0030.t:0 "Ministry Attention Fades" + mistborn_lord_ruler.0030.desc:0 "Time passes. The Steel Ministry's attention shifts to other matters." + mistborn_lord_ruler.0030.a:0 "Good." + + # === ATTENTION GAIN (Hidden) === + + mistborn_lord_ruler.0040.t:0 "Ministry Attention Tracking" + mistborn_lord_ruler.0040.desc:0 "The Lord Ruler's agents continue their eternal vigilance." + mistborn_lord_ruler.0040.a:0 "Acknowledged." + + # ============================================================ + # SNAPPING EVENTS + # ============================================================ + + # === NATURAL SNAPPING === + + mistborn_snapping.0001.t:0 "Something Stirs in the Blood" + mistborn_snapping.0001.desc:0 "Your child screams. It is not the cry of scraped knees or childish nightmares — it is something primal, something breaking. You can hear it through the stone walls of the keep, a sound that makes servants flinch and guards grip their weapons tighter.\n\nThen, suddenly: silence. And in that silence, something shifts. The air feels different — charged, as if lightning has struck nearby. Your child lies gasping on the floor, eyes wide with a terror that is already fading into something else. Something like wonder." + mistborn_snapping.0001.a:0 "Watch and wait — this is the age when Allomancy awakens" + mistborn_snapping.0001.a.fail:0 "Nothing happens... yet. The potential remains dormant." + + # === FORCED SNAPPING === + + mistborn_snapping.0010.t:0 "The Snapping" + mistborn_snapping.0010.desc:0 "It is time. Your child carries the blood — the potential — but potential alone means nothing. In the Final Empire, Allomantic power must be earned through suffering. The noble houses call it 'Snapping,' and every great Allomancer has been through it. Every single one.\n\nYou tell yourself this is necessary. You tell yourself that the bloodline demands it, that the house needs another Allomancer, that the alternative — leaving the power dormant, wasted — would be a greater cruelty. You almost believe it.\n\n[snapping_target.GetFirstName] looks up at you with trusting eyes. That is the worst part." + mistborn_snapping.0010.a:0 "Beat the child — the traditional method" + mistborn_snapping.0010.b:0 "Lock them in isolation — cold and darkness" + mistborn_snapping.0010.c:0 "Hire professionals — expensive, but safer" + + # === SNAPPING SUCCESS === + + mistborn_snapping.0020.t:0 "The Power Awakens" + mistborn_snapping.0020.desc:0 "It worked. God help you, it worked.\n\nYour child's eyes snap open and they are different now — pupils dilated, breathing ragged, but alive with a new awareness. Something has broken inside them, yes — but something else has been born in the breaking. You can see it in the way they move, in the sudden certainty of their gaze, in the faint blue lines that appear for just a moment before fading.\n\nThe metal burns. Your child has Snapped." + mistborn_snapping.0020.a:0 "A Mistborn! The bloodline has produced a Mistborn!" + mistborn_snapping.0020.b:0 "A Misting — our house grows stronger" + + # === SNAPPING FAILURE === + + mistborn_snapping.0030.t:0 "The Silence After" + mistborn_snapping.0030.desc:0 "It is over. Your child lies still — bruised, shaking, tearful — but alive. And that is all. No awakening, no blue lines, no sudden awareness of metals. Just a child who has been hurt by a parent who promised to protect them.\n\nPerhaps the potential was never there. Perhaps it needs more time. Perhaps — and this is the thought that twists in your gut like a knife — perhaps you simply didn't hurt them enough.\n\nYou reach out to comfort them. They flinch away." + mistborn_snapping.0030.a:0 "Perhaps next time... or perhaps never" + + # ============================================================ + # BALL EVENTS + # ============================================================ + + # === MAIN BALL EVENT === + + mistborn_ball.0001.t:0 "A Grand Ball" + mistborn_ball.0001.desc:0 "The great hall blazes with light — a thousand candles reflecting off polished marble and the jewelry of the Final Empire's elite. Outside, ash falls on a dying world, but here, within these walls, the nobility pretend that everything is beautiful.\n\nServants — skaa, of course, always skaa — glide between the guests bearing crystal glasses of wine. Mistings stand at the edges of the room like living weapons, their powers held in check by propriety and politics. Everyone smiles. Everyone watches. Every conversation is a negotiation, every dance a declaration of allegiance or enmity.\n\nThe ball has begun. How will you use it?" + mistborn_ball.0001.a:0 "Work the room — forge alliances and make deals" + mistborn_ball.0001.b:0 "Gather intelligence — every whisper has value" + mistborn_ball.0001.c:0 "Display our Allomantic power — let them see our strength" + + # === POLITICAL MANEUVERING === + + mistborn_ball.0010.t:0 "Political Maneuvering" + mistborn_ball.0010.desc:0 "You find [ball_rival.GetFirstName] [ball_rival.GetDynastyName] near the refreshment tables — or rather, they find you. In the dance of noble politics, there are no coincidences. They greet you with a smile that does not reach their eyes, and you return it with one equally hollow.\n\n'Lovely evening,' they say, gesturing at the ash-streaked windows. You both know this conversation has nothing to do with the weather." + mistborn_ball.0010.a:0 "Propose a political alliance" + mistborn_ball.0010.b:0 "Suggest a marriage arrangement" + mistborn_ball.0010.c:0 "Negotiate a trade agreement" + + # === INTRIGUE DISCOVERY === + + mistborn_ball.0020.t:0 "Whispers in the Crowd" + mistborn_ball.0020.desc:0 "The ball swirls around you — laughter, music, the clink of crystal — but underneath the surface noise, there are other sounds. Conversations held too quietly. Glances exchanged too quickly. The subtle tells of people with secrets.\n\nYour spies are positioned throughout the room, ears tuned for the useful frequencies of gossip and betrayal. If anyone is hiding something tonight, you intend to find out." + mistborn_ball.0020.a:0 "Identify rival Allomancers — who burns what?" + mistborn_ball.0020.b:0 "Eavesdrop on political conversations" + mistborn_ball.0020.c:0 "Search for signs of forbidden religion" + mistborn_ball.0020.seeker_bonus:0 "Your Seeker detects Allomantic pulses among the crowd, granting additional intelligence." + mistborn_ball.0020.a.success:0 "Your agents identify several Allomancers among the guests." + mistborn_ball.0020.a.fail:0 "Nothing unusual detected — the guests are careful tonight." + mistborn_ball.0020.b.success:0 "A hushed conversation reveals a forming alliance against you." + mistborn_ball.0020.b.fail:0 "The conversations tonight are disappointingly mundane." + mistborn_ball.0020.c.success:0 "You discover evidence of a secret Survivorist among the nobility." + mistborn_ball.0020.c.fail:0 "No signs of heresy tonight — everyone keeps their faith behind closed doors." + + # === ALLOMANTIC DISPLAY === + + mistborn_ball.0030.t:0 "An Allomantic Display" + mistborn_ball.0030.desc:0 "The guests grow quiet as the demonstration begins. In the Final Empire, Allomantic displays at balls serve a dual purpose — they entertain, yes, but more importantly, they announce to every house in attendance exactly how powerful your bloodline is.\n\nThe message is clear: cross us, and these are the powers that will be turned against you." + mistborn_ball.0030.a:0 "Coinshot and Lurcher demonstration — steel and iron in deadly harmony" + mistborn_ball.0030.b:0 "Subtle emotional manipulation — let the Soothers and Rioters work the crowd" + mistborn_ball.0030.c:0 "Reveal our Mistborn — let the entire empire take notice" + + # ============================================================ + # MISCELLANEOUS EVENTS + # ============================================================ + + # === KANDRA EVENT === + + mistborn_misc.0001.t:0 "The Kandra's Contract" + mistborn_misc.0001.desc:0 "It arrives at midnight, as they always do. One moment the servant standing before you is familiar — a face you have seen a hundred times — and the next, you realize that the person you are looking at has never existed. The servant's features ripple, soften, and reform into something bland and forgettable.\n\n'Your Contract has been acknowledged,' the kandra says in a voice that belongs to no one. 'The First Generation has approved your terms. For the agreed-upon payment of atium, I will serve you for two years. What would you have me do?'\n\nA kandra. A shapeshifter that can perfectly replicate any person whose bones it has consumed. The most expensive tool in the Final Empire — and the most effective." + mistborn_misc.0001.a:0 "Infiltrate a rival's court — become one of their trusted servants" + mistborn_misc.0001.b:0 "Root out traitors within our own house" + mistborn_misc.0001.c:0 "Assassination — the kandra's most terrible purpose" + mistborn_misc.0001.b.success:0 "The kandra uncovers hidden plots within your court." + mistborn_misc.0001.b.fail:0 "Your court appears loyal — or the traitors are more skilled than the kandra." + mistborn_misc.0001.c.success:0 "The deed is done. No one suspects a thing." + mistborn_misc.0001.c.fail:0 "The kandra is exposed — your involvement may be discovered." + mistborn_misc.0001.c.refuse:0 "The kandra refuses — the Contract forbids this use. Your atium is returned." + + # === COMPOUNDING DISCOVERY === + + mistborn_misc.0010.t:0 "The Secret of the Ages" + mistborn_misc.0010.desc:0 "You discover it by accident. Burning a metal that you can also use Feruchemically — the two powers interact, amplify, cascade. Allomancy feeds Feruchemy feeds Allomancy in an endless, dizzying loop. The metal burns brighter than it ever has. The metalmind fills faster than should be possible. And when you tap it...\n\nThe Lord Ruler's secret. This is how he has lived for a thousand years. This is why he hunts Feruchemists with such relentless fury — not because Feruchemy threatens him, but because Feruchemy combined with Allomancy produces something that could rival him.\n\nCompounding. The word forms in your mind like a revelation and a death sentence in one. If the Lord Ruler discovers what you have learned..." + mistborn_misc.0010.a:0 "Embrace it — this power is too great to refuse" + mistborn_misc.0010.b:0 "Bury this knowledge — the risk is too great" + + # === SKAA UPRISING === + + mistborn_misc.0020.t:0 "Skaa Uprising" + mistborn_misc.0020.desc:0 "It begins in the night, as it always does. The skaa do not rebel in daylight — they are too beaten, too afraid, too aware of what watches from the mists. But in the darkness, desperation overcomes fear.\n\nThey come with farming tools and stolen kitchen knives, a ragged army of the broken and the desperate. They set fire to the grain stores and overwhelm the night watch. By morning, a quarter of your plantation is in ruins and the bodies of skaa and soldiers alike litter the ash-covered fields.\n\nThis is not the first skaa uprising in the history of the Final Empire. It will not be the last. The Lord Ruler has ruled for a thousand years, and in all that time, the skaa have never stopped fighting. They have also never won." + mistborn_misc.0020.a:0 "Crush them without mercy — make an example" + mistborn_misc.0020.b:0 "Negotiate and offer concessions" + mistborn_misc.0020.c:0 "Recruit the survivors — find the hidden Allomancers among them" + mistborn_misc.0020.c.found_misting:0 "Among the rebels, you discover a skaa Misting — a hidden Allomancer of extraordinary potential." + mistborn_misc.0020.c.normal:0 "The rebels are ordinary skaa — desperate and angry, but possessing no Allomantic power." + + # === MIST SPIRIT ENCOUNTER === + + mistborn_misc.0030.t:0 "A Spirit in the Mists" + mistborn_misc.0030.desc:0 "The mists are thick tonight — thicker than you have ever seen them. They press against the windows of your keep like something alive, something watching. You should be in bed. You should not have come to the balcony. But something called you here — a feeling, a whisper, a tug at something deep in your chest.\n\nAnd then you see it. A figure in the mists. Not a person — a shape, translucent and shimmering, with features that shift and blur like reflections in disturbed water. It raises one hand — if it is a hand — and beckons.\n\nThe mists part before it like curtains. Beyond, you glimpse... something. Knowledge, perhaps. Or madness. Or both." + mistborn_misc.0030.a:0 "Follow it into the mists" + mistborn_misc.0030.b:0 "Retreat to the safety of stone walls" + mistborn_misc.0030.a.insight:0 "Visions of an ancient world fill your mind — knowledge from before the Ascension." + mistborn_misc.0030.a.nothing:0 "The spirit vanishes into the mists, leaving only confusion and cold." + mistborn_misc.0030.a.danger:0 "Something in the mists strikes you — the spirit was not the only thing out there tonight." + + # === ATIUM DISCOVERY === + + mistborn_misc.0040.t:0 "An Atium Cache" + mistborn_misc.0040.desc:0 "Your miners report the discovery in hushed, terrified whispers. A vein of crystal deep beneath the earth, and within the crystal — small, shimmering beads of a metal that glows with an inner light. Atium. The most precious substance in the Final Empire.\n\nA single bead of atium can buy a manor house. A handful can buy a county. The Lord Ruler claims all atium as his divine right — it flows from the Pits of Hathsin to his treasury in an unbroken stream. Any atium found outside the Pits belongs to him. Or rather, it should belong to him.\n\nBut no one else knows about this cache. Not yet." + mistborn_misc.0040.a:0 "Sell it on the black market — quietly" + mistborn_misc.0040.b:0 "Keep it for our Mistborn — a weapon beyond price" + mistborn_misc.0040.c:0 "Tribute it to the Lord Ruler — demonstrate our loyalty" + + # ============================================================ + # INTERFACE MESSAGES AND TOOLTIPS + # ============================================================ + + msg_vassal_snapped:0 "A Vassal Has Snapped" + + # ============================================================ + # HEMALURGY EVENTS + # ============================================================ + + mistborn_hemalurgy.0001.t:0 "The Spike and the Sacrifice" + mistborn_hemalurgy.0001.desc:0 "The chamber is deep beneath your keep — a place no servant enters, no Obligator knows of. The walls are bare stone, slick with condensation, and the only light comes from a single lantern that gutters in a draft from somewhere below.\n\n[hemalurgy_victim.GetFirstName] lies bound on the table. They do not know why they are here. They do not know what you have learned — the terrible knowledge that metal, driven through a living body at precisely the right point, can steal the very essence of their Allomantic power. Hemalurgy. The third Metallic Art, and the most forbidden.\n\nThe spike gleams in the lamplight. You know exactly where it must go. The knowledge sits in your mind like a tumor — unwanted, irremovable, precise. One thrust, and their power becomes yours. One thrust, and you become something less than human.\n\nThe spike is cold in your hands." + mistborn_hemalurgy.0001.a:0 "Drive the spike home — take their power" + mistborn_hemalurgy.0001.b:0 "Release them — this price is too high" + + # ============================================================ + # ATIUM SMUGGLING EVENTS + # ============================================================ + + mistborn_atium.0001.t:0 "Atium Acquired" + mistborn_atium.0001.desc:0 "The package arrives in a lead-lined box — small enough to fit in your palm, heavy enough to change the fate of a house. Inside, nestled in velvet, lie three beads of atium. They shimmer with an inner light that seems to come from somewhere outside the normal spectrum of vision.\n\nYour contact is already gone — vanished into the mists like smoke. Smart. Anyone caught smuggling atium faces a death so slow that the Steel Ministry has a specific term for it. But the risk was worth the reward. Three beads of the rarest metal in the world now sit in your strongbox.\n\nThe question is: what do you do with them?" + mistborn_atium.0001.a:0 "Equip our Allomancers — atium in combat is decisive" + mistborn_atium.0001.b:0 "Sell it for an enormous sum of gold" + mistborn_atium.0001.c:0 "Use it as leverage in noble negotiations" + + mistborn_atium.0002.t:0 "Caught by the Ministry" + mistborn_atium.0002.desc:0 "The Obligator is waiting in your study when you return. He sits in your chair — your chair — with the lead-lined box open on the desk before him. The atium beads catch the candlelight and throw tiny rainbows across the ceiling.\n\n'Interesting,' he says, in a voice that makes the word sound like a death sentence. 'The Lord Ruler's atium. In your strongbox. How... unexpected.'\n\nYour guards stand frozen at the door. They know what happens to people who draw steel against an Obligator. The tattooed man folds his hands and waits for your explanation with the patient expression of someone who has heard every lie ever told." + mistborn_atium.0002.a:0 "Offer a generous bribe — gold speaks louder than law" + mistborn_atium.0002.b:0 "Deny everything — bluff with absolute conviction" + mistborn_atium.0002.b.success:0 "The Obligator hesitates — your certainty has planted doubt." + mistborn_atium.0002.b.fail:0 "The Obligator's expression does not change. He was not convinced." + mistborn_atium.0002.c:0 "Accept punishment — beg the Lord Ruler's forgiveness" + + # ============================================================ + # SKAA EVENTS + # ============================================================ + + mistborn_skaa.0001.t:0 "The Crackdown's Aftermath" + mistborn_skaa.0001.desc:0 "The crackdown is efficient, as crackdowns always are. Your soldiers move through the skaa quarters with practiced brutality — overturning tables, smashing doors, dragging anyone who resists into the ash-covered streets. The skaa do not fight back. They never fight back. They huddle in doorways and watch with eyes that have seen this a hundred times before.\n\nBy midday, the ringleaders have been identified and the message delivered. Order is restored. The plantations will operate on schedule. The taxes will be paid.\n\nBut as you survey the aftermath from your keep's balcony, you notice the eyes watching you from below. Not defiant — the skaa learned long ago that defiance is fatal. Something else. Something patient." + mistborn_skaa.0001.a:0 "Execute the ringleaders publicly — fear is our greatest weapon" + mistborn_skaa.0001.b:0 "Measured punishment — order must be maintained, not terror" + mistborn_skaa.0001.c:0 "Search the rebels for hidden Allomancers" + mistborn_skaa.0001.c.found:0 "Your soldiers discover a skaa with traces of noble blood — and Allomantic potential." + mistborn_skaa.0001.c.nothing:0 "No Allomancers among the rebels — just desperate, ordinary people." + + mistborn_skaa.0010.t:0 "A Fragile Kindness" + mistborn_skaa.0010.desc:0 "The changes are small — deliberately small. Slightly larger food rations. A rest day that didn't exist before. Medical attention for injuries that would previously have been ignored. Nothing dramatic enough to draw the attention of visiting Obligators.\n\nThe skaa notice. Of course they notice — they notice everything, these people who have survived a thousand years of oppression by learning to read every shift in the wind. Some look at you with something that might be gratitude. Others look at you with something that might be suspicion. In the Final Empire, unexpected kindness from a noble is often the prelude to something worse.\n\nBut productivity is up. The ash harvests are better. The whispers of rebellion have grown quieter. For now." + mistborn_skaa.0010.a:0 "Continue quietly — slow change draws less attention" + mistborn_skaa.0010.b:0 "Make it known — let our reputation benefit from compassion" + mistborn_skaa.0010.c:0 "It was enough — we cannot risk further scrutiny" + + # ============================================================ + # SKAA ALLOMANCER EVENTS + # ============================================================ + + mistborn_skaa_allomancer.0001.t:0 "A Diamond in the Ash" + mistborn_skaa_allomancer.0001.desc:0 "They bring the skaa to you under cover of darkness — a young woman with calloused hands and wary eyes. She does not kneel. Skaa always kneel before nobles, but this one stands with the coiled readiness of someone who has learned that the world wants to kill her.\n\nYou can see why when she demonstrates. A coin flickers between her fingers and then launches across the room, embedding itself in the wooden beam with a crack like a whip. A Coinshot. A full Allomancer, born from a bloodline that someone's great-grandfather was never supposed to create.\n\nThe penalty for a noble siring children with skaa is death. The penalty for a skaa with Allomantic powers is worse. This woman has survived both sentences simply by existing in the shadows of the Final Empire.\n\nShe looks at you with eyes that calculate odds. 'I can be useful,' she says. 'Or I can disappear. Your choice.'" + mistborn_skaa_allomancer.0001.a:0 "Welcome them as a secret agent in our service" + mistborn_skaa_allomancer.0001.a.tt:0 "A new Allomancer joins your court, hidden from the Steel Ministry." + mistborn_skaa_allomancer.0001.b:0 "Train them properly — invest in their potential" + mistborn_skaa_allomancer.0001.c:0 "Hide them among the servants — safety first" + + mistborn_skaa_allomancer.0002.t:0 "The Ministry Investigates" + mistborn_skaa_allomancer.0002.desc:0 "An Obligator from the Canton of Inquisition arrives without warning — never a good sign. The Canton of Inquisition does not make social calls. They arrive when they have questions, and their questions always have consequences.\n\n'We have received reports,' the Obligator says, his tattooed eyes fixed on yours, 'of Allomantic activity among the skaa population in your territory. Unauthorized Allomantic activity. The Steel Ministry takes such reports... seriously.'\n\nHe lets the word hang in the air. Behind him, two Steel Inquisitors wait in the corridor. You can hear their breathing — slow, mechanical, wrong.\n\n'We will require access to your household records. And your servants.'" + mistborn_skaa_allomancer.0002.a:0 "Hand over the skaa Allomancer — save ourselves" + mistborn_skaa_allomancer.0002.b:0 "Deny everything — hide them better" + mistborn_skaa_allomancer.0002.b.success:0 "The Obligator finds nothing — your precautions held." + mistborn_skaa_allomancer.0002.b.fail:0 "The Obligator is unconvinced — the Ministry will be watching." + mistborn_skaa_allomancer.0002.c:0 "Pay the fine and claim ignorance" diff --git a/mistborn_final_empire/localization/english/mistborn_maa_l_english.yml b/mistborn_final_empire/localization/english/mistborn_maa_l_english.yml new file mode 100644 index 0000000..31dd2e9 --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_maa_l_english.yml @@ -0,0 +1,18 @@ +l_english: + + # ========== MEN-AT-ARMS TYPES ========== + + hazekillers:0 "Hazekillers" + hazekillers_flavor:0 "Specially trained soldiers equipped to fight Allomancers. They carry wooden shields, stone weapons, and obsidian-tipped arrows — anything to deny a Coinshot or Lurcher an advantage. Hazekillers work in coordinated teams, using ambush tactics and numerical superiority to overwhelm opponents who might otherwise be unstoppable." + + koloss:0 "Koloss" + koloss_flavor:0 "Massive blue-skinned Hemalurgic creatures — once human, transformed by four spikes into engines of mindless destruction. A single koloss can tear a man in half. An army of them can level a city. They are nearly impossible to control without Allomantic emotional manipulation, and they grow larger and more violent with age. The Lord Ruler uses them as his ultimate weapon of terror." + + mistborn_agents:0 "Mistborn Agents" + mistborn_agents_flavor:0 "The deadliest warriors in the Final Empire — full Mistborn deployed as special operatives. A single Mistborn agent can assassinate a nobleman in his own keep, destroy a supply convoy, or turn the tide of a battle. They move through the mists like shadows, burning steel and iron to fly between buildings, pewter to shrug off wounds, and tin to see in the dark." + + skaa_levies:0 "Skaa Levies" + skaa_levies_flavor:0 "Conscripted skaa laborers pressed into military service with whatever tools can pass for weapons. Poorly trained, poorly equipped, and poorly motivated, skaa levies serve primarily as cannon fodder and manual labor. What they lack in quality, they make up for in sheer, expendable numbers." + + noble_guard:0 "Noble Guard" + noble_guard_flavor:0 "Professional soldiers drawn from the lesser nobility and trained in the martial traditions of the Great Houses. Well-equipped with steel armor and weapons, the Noble Guard forms the backbone of any house's military force. They are loyal to their house above all else." diff --git a/mistborn_final_empire/localization/english/mistborn_modifiers_l_english.yml b/mistborn_final_empire/localization/english/mistborn_modifiers_l_english.yml new file mode 100644 index 0000000..e6ff5e0 --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_modifiers_l_english.yml @@ -0,0 +1,44 @@ +l_english: + + # ========== CHARACTER MODIFIERS ========== + + compounder_modifier:0 "Compounder" + compounder_modifier_desc:0 "This individual can both burn and tap the same metal, creating an infinite loop of power. The Lord Ruler himself was the first Compounder — combining Allomancy and Feruchemy to achieve functional immortality. There is a reason he has ruled for a thousand years, and there is a reason he hunts anyone who discovers this secret." + + lord_ruler_attention_modifier:0 "The Lord Ruler's Attention" + lord_ruler_attention_modifier_desc:0 "The Lord Ruler has taken notice of this individual. His Obligators watch. His Inquisitors listen. In the Final Empire, there is no greater danger than being interesting to the man who has ruled for a millennium." + + lord_ruler_attention_1:0 "Ministry Scrutiny" + lord_ruler_attention_1_desc:0 "The Steel Ministry has taken an interest in your affairs. Obligators visit more frequently, asking pointed questions and reviewing your contracts with unusual care." + + lord_ruler_attention_2:0 "Inquisition Interest" + lord_ruler_attention_2_desc:0 "Steel Inquisitors have been seen near your holdings. Their presence is a warning that few survive ignoring." + + lord_ruler_attention_3:0 "The Lord Ruler's Gaze" + lord_ruler_attention_3_desc:0 "The Lord Ruler himself has taken notice of your activities. His power is absolute. His judgment is final. His wrath is extinction." + + steel_ministry_favor:0 "Steel Ministry Favor" + steel_ministry_favor_desc:0 "The Steel Ministry regards this individual favorably — a loyal servant of the Lord Ruler whose obedience has been noted and rewarded." + + steel_ministry_displeasure:0 "Steel Ministry Displeasure" + steel_ministry_displeasure_desc:0 "The Steel Ministry views this individual with suspicion and displeasure. Obligators scrutinize their contracts, Canton officials delay their requests, and the general mood of the bureaucracy turns hostile." + + ruin_influence:0 "Ruin's Whispers" + ruin_influence_desc:0 "Through the Hemalurgic spikes embedded in their body, this individual hears whispers — a voice of cosmic destruction that urges entropy, violence, and the unmaking of all things. The more spikes, the louder the voice. The louder the voice, the harder it becomes to remember whose thoughts are your own." + + steel_inquisitor_power:0 "Steel Inquisitor" + steel_inquisitor_power_desc:0 "Multiple Hemalurgic spikes grant this individual tremendous Allomantic and Feruchemical abilities stolen from dozens of victims. Steel Inquisitors are among the most powerful beings in the Final Empire — second only to the Lord Ruler himself." + + great_house_status:0 "Great House" + great_house_status_desc:0 "This dynasty has been elevated to Great House status — one of the most powerful and prestigious noble houses in the Final Empire." + + atium_supply:0 "Atium Supply" + atium_supply_desc:0 "This individual possesses a cache of atium — the rarest and most valuable metal in the Final Empire. In the hands of a Mistborn, atium grants the ability to see the future. In anyone's hands, it is worth a fortune." + + # ========== PROVINCE MODIFIERS ========== + + ash_blight:0 "Ash Blight" + ash_blight_desc:0 "A devastating fall of volcanic ash has buried the fields and choked the waterways. Crops wither, livestock die, and the skaa who work the land struggle to survive under a grey blanket of destruction." + + koloss_rampage:0 "Koloss Rampage" + koloss_rampage_desc:0 "Koloss have rampaged through this county, leaving devastation in their wake. Buildings lie in ruins, the population has been decimated, and the survivors cower in whatever shelter they can find. Recovery will take years." diff --git a/mistborn_final_empire/localization/english/mistborn_religions_l_english.yml b/mistborn_final_empire/localization/english/mistborn_religions_l_english.yml new file mode 100644 index 0000000..200f004 --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_religions_l_english.yml @@ -0,0 +1,64 @@ +l_english: + + # ========== RELIGION FAMILY ========== + + rf_scadrial:0 "Scadrian Faiths" + rf_scadrial_desc:0 "The religious traditions of Scadrial, shaped by the cosmic forces of Preservation and Ruin and the thousand-year reign of the Lord Ruler." + rf_scadrial_adj:0 "Scadrian" + + # ========== STEEL MINISTRY RELIGION ========== + + steel_ministry_religion:0 "Scadrial Orthodoxy" + steel_ministry_religion_desc:0 "The dominant religious framework of Scadrial, centered on the worship of the Lord Ruler as the Sliver of Infinity and enforced by the Steel Ministry's network of Obligators and Inquisitors." + steel_ministry_religion_adj:0 "Orthodox" + + steel_ministry:0 "The Steel Ministry" + steel_ministry_desc:0 "The official faith of the Final Empire, teaching absolute obedience to the Lord Ruler, the Sliver of Infinity. The Steel Ministry enforces divine law through its Obligators — tattooed bureaucrat-priests who witness contracts, oversee noble affairs, and report all suspicious activity. Above the Obligators stand the Steel Inquisitors, terrifying beings with metal spikes driven through their eyes, who serve as the Lord Ruler's personal enforcers. To question the Ministry is to question the Lord Ruler himself. And that is to die." + steel_ministry_adj:0 "Ministry" + + # ========== TERRIS RELIGION ========== + + terris_religion:0 "Terris Faith" + terris_religion_desc:0 "The ancient spiritual traditions of the Terris people, emphasizing scholarship, harmony with nature, and preservation of knowledge. Suppressed but never fully destroyed by the Final Empire." + terris_religion_adj:0 "Terris" + + terris_worldbringers:0 "Terris Worldbringers" + terris_worldbringers_desc:0 "The Worldbringers were once the scholarly and spiritual leaders of the Terris people, preserving knowledge through copperminds and oral tradition. After the Ascension, the Lord Ruler systematically destroyed their organization and bred Feruchemy out of the Terris bloodline through his breeding programs. But the Keepers endure in secret, memorizing the world's knowledge in their copperminds, waiting for the day when the truth can be spoken aloud again." + terris_worldbringers_adj:0 "Worldbringer" + + # ========== SURVIVORIST RELIGION ========== + + survivorist_religion:0 "Survivorism" + survivorist_religion_desc:0 "A forbidden faith born in the ash-choked slums and plantation hovels of the skaa, inspired by those rare individuals who dare to survive against impossible odds." + survivorist_religion_adj:0 "Survivorist" + + survivorism:0 "Church of the Survivor" + survivorism_desc:0 "A whispered faith among the skaa, born from the belief that survival itself is an act of defiance. The Survivor's creed holds that the oppressed have a moral duty to endure, to fight, and to never accept the chains placed upon them. Survivorist gatherings are held in cellars and abandoned warehouses, away from Obligator eyes. Its followers share what little they have and dream of a world beyond the ash." + survivorism_adj:0 "Survivorist" + + # ========== RUIN RELIGION ========== + + ruin_religion:0 "Cult of Ruin" + ruin_religion_desc:0 "A dark and forbidden religion that worships the cosmic force of entropy and destruction. Its adherents believe that all things must end, and they work to hasten that end." + ruin_religion_adj:0 "Ruinist" + + cult_of_ruin:0 "Cult of Ruin" + cult_of_ruin_desc:0 "In the deepest shadows of the Final Empire, there are those who listen to the whispers. They call the voice Ruin — an ancient, cosmic force of entropy that seeks the destruction of all things. The cult's members practice Hemalurgy in hidden rituals, driving spikes through the bodies of victims to steal their power. They believe that the world is already dying, that the ash and the mists are Ruin's breath, and that the only honest response is to embrace the end. The Lord Ruler hunts them ruthlessly. He knows better than anyone what Ruin truly is." + cult_of_ruin_adj:0 "Ruinist" + + # ========== HOLY SITES ========== + + holy_site_luthadel:0 "Kredik Shaw" + holy_site_luthadel_desc:0 "The Hill of a Thousand Spears — the Lord Ruler's palace in the heart of Luthadel. Its twisted metal spires claw at the ash-darkened sky, visible from every corner of the capital. Within its walls, the Lord Ruler sits upon his throne, immortal and absolute. To the faithful, it is the holiest place in the world. To the wise, it is the most dangerous." + + holy_site_pits_of_hathsin:0 "The Pits of Hathsin" + holy_site_pits_of_hathsin_desc:0 "A network of crystal-lined caverns in the Southern Dominance, the only known source of atium geodes in the world. Prisoners are sent here to die in the dark, crawling through narrow passages to harvest the precious metal. The Pits are sacred to every faith on Scadrial — to the Ministry as the source of the Lord Ruler's wealth, to Survivorists as the crucible where heroes are forged, and to Ruin's followers as a wound in the earth through which their god bleeds power." + + holy_site_conventical:0 "Conventical of Seran" + holy_site_conventical_desc:0 "A remote Steel Ministry research facility in the Southern Dominance, where Obligators and Inquisitors study the metallic arts in terrifying detail. The Conventical's underground chambers hold secrets that the Ministry guards with lethal force — records of Hemalurgic research, theological texts predating the Ascension, and artifacts of a world the Lord Ruler would prefer everyone forget." + + holy_site_tathingdwen:0 "Tathingdwen" + holy_site_tathingdwen_desc:0 "The ancient capital of the Terris people, now reduced to a shadow of its former glory under the Lord Ruler's oppression. Its great libraries were burned, its scholars scattered, but the land itself remembers. Terris pilgrims still journey here in secret, touching the stones of buildings that once housed the greatest collection of knowledge in the world." + + holy_site_urteau:0 "Urteau" + holy_site_urteau_desc:0 "A major city in the Northern Dominance, significant to multiple faiths as a crossroads of culture and belief. Its canal system connects the northern territories to the rest of the empire, and its proximity to the Terris homeland makes it a meeting point between the Ministry's orthodoxy and the older Terris traditions." diff --git a/mistborn_final_empire/localization/english/mistborn_titles_l_english.yml b/mistborn_final_empire/localization/english/mistborn_titles_l_english.yml new file mode 100644 index 0000000..83ad12a --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_titles_l_english.yml @@ -0,0 +1,260 @@ +l_english: + + # ========== EMPIRE ========== + + e_final_empire:0 "The Final Empire" + e_final_empire_adj:0 "Imperial" + + # ========== KINGDOMS (Dominances) ========== + + k_central:0 "Central Dominance" + k_central_adj:0 "Central" + k_northern:0 "Northern Dominance" + k_northern_adj:0 "Northern" + k_eastern:0 "Eastern Dominance" + k_eastern_adj:0 "Eastern" + k_western:0 "Western Dominance" + k_western_adj:0 "Western" + k_southern:0 "Southern Dominance" + k_southern_adj:0 "Southern" + k_remote:0 "Remote Dominance" + k_remote_adj:0 "Remote" + + # ========== DUCHIES ========== + + # Central Dominance + d_luthadel:0 "Luthadel" + d_luthadel_adj:0 "Luthadel" + d_valtroux:0 "Valtroux" + d_valtroux_adj:0 "Valtroux" + d_haverfrex:0 "Haverfrex" + d_haverfrex_adj:0 "Haverfrex" + d_south_seran:0 "South Seran" + d_south_seran_adj:0 "Seranese" + + # Northern Dominance + d_urteau:0 "Urteau" + d_urteau_adj:0 "Urteau" + d_tathingdwen:0 "Tathingdwen" + d_tathingdwen_adj:0 "Tathingdwen" + d_torinost:0 "Torinost" + d_torinost_adj:0 "Torinost" + + # Eastern Dominance + d_fadrex:0 "Fadrex" + d_fadrex_adj:0 "Fadrex" + d_austrex_east:0 "East Austrex" + d_austrex_east_adj:0 "Austrex" + d_statlin:0 "Statlin" + d_statlin_adj:0 "Statlin" + + # Western Dominance + d_hassedel:0 "Hassedel" + d_hassedel_adj:0 "Hassedel" + d_longsfollow:0 "Longsfollow" + d_longsfollow_adj:0 "Longsfollow" + d_charneost:0 "Charneost" + d_charneost_adj:0 "Charneost" + + # Southern Dominance + d_pits_of_hathsin:0 "Pits of Hathsin" + d_pits_of_hathsin_adj:0 "Hathsin" + d_veldence:0 "Veldence" + d_veldence_adj:0 "Veldence" + d_south_keep:0 "South Keep" + d_south_keep_adj:0 "South Keep" + + # Remote Dominance + d_remote_edge:0 "Remote Edge" + d_remote_edge_adj:0 "Remote" + d_farmost:0 "Farmost" + d_farmost_adj:0 "Farmost" + d_frontier:0 "The Frontier" + d_frontier_adj:0 "Frontier" + + # ========== COUNTIES ========== + + # Central Dominance - Luthadel + c_luthadel:0 "Luthadel" + c_fellise:0 "Fellise" + c_holstep:0 "Holstep" + # Central Dominance - Valtroux + c_valtroux:0 "Valtroux" + c_tavring:0 "Tavring" + c_austrex:0 "Austrex" + # Central Dominance - Haverfrex + c_haverfrex:0 "Haverfrex" + c_kalling:0 "Kalling" + # Central Dominance - South Seran + c_south_seran:0 "South Seran" + c_suisna:0 "Suisna" + + # Northern Dominance - Urteau + c_urteau:0 "Urteau" + c_terristown:0 "Terristown" + c_erlnest:0 "Erlnest" + # Northern Dominance - Tathingdwen + c_tathingdwen:0 "Tathingdwen" + c_bindal:0 "Bindal" + c_vennsat:0 "Vennsat" + # Northern Dominance - Torinost + c_torinost:0 "Torinost" + c_mantiz:0 "Mantiz" + c_nordel:0 "Nordel" + + # Eastern Dominance - Fadrex + c_fadrex:0 "Fadrex City" + c_vetitan:0 "Vetitan" + c_tremredare:0 "Tremredare" + # Eastern Dominance - Austrex East + c_austrex_east:0 "East Austrex" + c_doriel:0 "Doriel" + c_salmont:0 "Salmont" + # Eastern Dominance - Statlin + c_statlin:0 "Statlin City" + c_benton:0 "Benton" + c_elming:0 "Elming" + + # Western Dominance - Hassedel + c_hassedel:0 "Hassedel" + c_turenval:0 "Turenval" + c_wesring:0 "Wesring" + # Western Dominance - Longsfollow + c_longsfollow:0 "Longsfollow" + c_kanton:0 "Kanton" + c_brennin:0 "Brennin" + # Western Dominance - Charneost + c_charneost:0 "Charneost" + c_dalling:0 "Dalling" + + # Southern Dominance - Pits of Hathsin + c_pits_of_hathsin:0 "Pits of Hathsin" + c_latten:0 "Latten" + c_grenford:0 "Grenford" + # Southern Dominance - Veldence + c_veldence:0 "Veldence" + c_torining:0 "Torining" + c_balefire:0 "Balefire" + # Southern Dominance - South Keep + c_south_keep:0 "South Keep" + c_darriston:0 "Darriston" + + # Remote Dominance - Remote Edge + c_remote_edge:0 "Remote Edge" + c_ashfield:0 "Ashfield" + c_misthollow:0 "Misthollow" + # Remote Dominance - Farmost + c_farmost:0 "Farmost" + c_koloss_range:0 "Koloss Range" + c_deepness_border:0 "Deepness Border" + # Remote Dominance - Frontier + c_frontier:0 "The Frontier" + c_ashmount_view:0 "Ashmount View" + + # ========== BARONIES ========== + + b_kredik_shaw:0 "Kredik Shaw" + b_luthadel_city:0 "Luthadel City" + b_luthadel_slums:0 "Luthadel Slums" + b_fellise:0 "Fellise" + b_fellise_estates:0 "Fellise Estates" + b_holstep:0 "Holstep" + b_holstep_mines:0 "Holstep Mines" + b_valtroux:0 "Valtroux" + b_valtroux_keep:0 "Valtroux Keep" + b_tavring:0 "Tavring" + b_tavring_fields:0 "Tavring Fields" + b_austrex:0 "Austrex" + b_austrex_docks:0 "Austrex Docks" + b_haverfrex:0 "Haverfrex" + b_haverfrex_mills:0 "Haverfrex Mills" + b_kalling:0 "Kalling" + b_kalling_plantations:0 "Kalling Plantations" + b_south_seran:0 "South Seran" + b_conventical_of_seran:0 "Conventical of Seran" + b_suisna:0 "Suisna" + b_suisna_farms:0 "Suisna Farms" + b_urteau:0 "Urteau" + b_urteau_canal:0 "Urteau Canal" + b_terristown:0 "Terristown" + b_terris_synod:0 "Terris Synod" + b_erlnest:0 "Erlnest" + b_erlnest_steading:0 "Erlnest Steading" + b_tathingdwen:0 "Tathingdwen" + b_tathingdwen_library:0 "Great Library of Tathingdwen" + b_bindal:0 "Bindal" + b_bindal_pastures:0 "Bindal Pastures" + b_vennsat:0 "Vennsat" + b_vennsat_highlands:0 "Vennsat Highlands" + b_torinost:0 "Torinost" + b_torinost_fort:0 "Torinost Fort" + b_mantiz:0 "Mantiz" + b_mantiz_garrison:0 "Mantiz Garrison" + b_nordel:0 "Nordel" + b_nordel_mines:0 "Nordel Mines" + b_fadrex:0 "Fadrex City" + b_fadrex_garrison:0 "Fadrex Garrison" + b_vetitan:0 "Vetitan" + b_vetitan_quarry:0 "Vetitan Quarry" + b_tremredare:0 "Tremredare" + b_tremredare_walls:0 "Tremredare Walls" + b_austrex_east:0 "East Austrex" + b_austrex_east_port:0 "East Austrex Port" + b_doriel:0 "Doriel" + b_doriel_fields:0 "Doriel Fields" + b_salmont:0 "Salmont" + b_salmont_warehouses:0 "Salmont Warehouses" + b_statlin:0 "Statlin City" + b_statlin_market:0 "Statlin Market" + b_benton:0 "Benton" + b_benton_farms:0 "Benton Farms" + b_elming:0 "Elming" + b_elming_forge:0 "Elming Forge" + b_hassedel:0 "Hassedel" + b_hassedel_keep:0 "Hassedel Keep" + b_turenval:0 "Turenval" + b_turenval_orchards:0 "Turenval Orchards" + b_wesring:0 "Wesring" + b_wesring_tower:0 "Wesring Tower" + b_longsfollow:0 "Longsfollow" + b_longsfollow_inn:0 "Longsfollow Inn" + b_kanton:0 "Kanton" + b_kanton_mills:0 "Kanton Mills" + b_brennin:0 "Brennin" + b_brennin_vineyards:0 "Brennin Vineyards" + b_charneost:0 "Charneost" + b_charneost_garrison:0 "Charneost Garrison" + b_dalling:0 "Dalling" + b_dalling_stables:0 "Dalling Stables" + b_pits_of_hathsin:0 "The Pits of Hathsin" + b_pits_garrison:0 "Pits Garrison" + b_latten:0 "Latten" + b_latten_outpost:0 "Latten Outpost" + b_grenford:0 "Grenford" + b_grenford_walls:0 "Grenford Walls" + b_veldence:0 "Veldence" + b_veldence_estate:0 "Veldence Estate" + b_torining:0 "Torining" + b_torining_watch:0 "Torining Watch" + b_balefire:0 "Balefire" + b_balefire_beacon:0 "Balefire Beacon" + b_south_keep:0 "South Keep" + b_south_keep_barracks:0 "South Keep Barracks" + b_darriston:0 "Darriston" + b_darriston_harbor:0 "Darriston Harbor" + b_remote_edge:0 "Remote Edge" + b_remote_edge_watchtower:0 "Remote Edge Watchtower" + b_ashfield:0 "Ashfield" + b_ashfield_settlement:0 "Ashfield Settlement" + b_misthollow:0 "Misthollow" + b_misthollow_ruins:0 "Misthollow Ruins" + b_farmost:0 "Farmost" + b_farmost_outpost:0 "Farmost Outpost" + b_koloss_range:0 "Koloss Range" + b_koloss_range_fort:0 "Koloss Range Fort" + b_deepness_border:0 "Deepness Border" + b_deepness_watchtower:0 "Deepness Watchtower" + b_frontier:0 "The Frontier" + b_frontier_garrison:0 "Frontier Garrison" + b_ashmount_view:0 "Ashmount View" + b_ashmount_view_shelter:0 "Ashmount View Shelter" diff --git a/mistborn_final_empire/localization/english/mistborn_traits_l_english.yml b/mistborn_final_empire/localization/english/mistborn_traits_l_english.yml new file mode 100644 index 0000000..3e7107d --- /dev/null +++ b/mistborn_final_empire/localization/english/mistborn_traits_l_english.yml @@ -0,0 +1,95 @@ +l_english: + + # ========== MISTING TRAITS (Physical Metals) ========== + + trait_misting_coinshot:0 "Coinshot" + trait_misting_coinshot_desc:0 "A Steel Misting who can Push on nearby metals, hurling coins and other metal objects with deadly force. Coinshots are among the most feared combat Allomancers — a handful of clips becomes a storm of death in their hands." + + trait_misting_lurcher:0 "Lurcher" + trait_misting_lurcher_desc:0 "An Iron Misting who can Pull on nearby metals, wrenching weapons from hands and dragging foes off balance. Where Coinshots destroy, Lurchers disarm — and in the right hands, Iron is every bit as lethal as Steel." + + trait_misting_thug:0 "Pewterarm" + trait_misting_thug_desc:0 "A Pewter Misting — called a Thug in the streets — who burns pewter to gain immense physical strength, speed, and endurance. Pewterarms can shrug off wounds that would kill an ordinary man and fight for hours without tiring. They are the backbone of any house's Allomantic muscle." + + trait_misting_tineye:0 "Tineye" + trait_misting_tineye_desc:0 "A Tin Misting whose senses are preternaturally enhanced. A Tineye can hear whispered conversations through stone walls, read documents across a darkened room, and spot an ambush before it springs. Invaluable as scouts and sentries, though bright lights and loud sounds become agonizing." + + # ========== MISTING TRAITS (Mental Metals) ========== + + trait_misting_soother:0 "Soother" + trait_misting_soother_desc:0 "A Brass Misting who can dampen the emotions of those nearby, smoothing away anger, suspicion, and fear. A skilled Soother can calm a riot, ease negotiations, or make a target pliant enough to reveal their deepest secrets. The most dangerous weapon at any noble ball." + + trait_misting_rioter:0 "Rioter" + trait_misting_rioter_desc:0 "A Zinc Misting who can inflame the emotions of those nearby, stoking anger, passion, or terror to fever pitch. Where Soothers calm, Rioters ignite — turning a crowd into a mob, a hesitant ally into a zealot, or a composed enemy into a raging fool." + + trait_misting_smoker:0 "Smoker" + trait_misting_smoker_desc:0 "A Copper Misting who generates an invisible cloud that hides all Allomantic pulses within it. Smokers are essential to any house that employs Allomancers — without a coppercloud, every burn of metal sends a beacon to enemy Seekers. A good Smoker is worth their weight in atium." + + trait_misting_seeker:0 "Seeker" + trait_misting_seeker_desc:0 "A Bronze Misting who can detect the Allomantic pulses of others, identifying both the type and location of any burning metal nearby. Seekers are the hunters of the Allomantic world — in their presence, no Misting can hide their power. Only a Smoker's coppercloud can blind a Seeker." + + # ========== MISTING TRAITS (Higher Metals) ========== + + trait_misting_augur:0 "Augur" + trait_misting_augur_desc:0 "A Gold Misting who, when burning their metal, can see a ghostly image of the person they might have been — an alternate self shaped by different choices. It is a disturbing, deeply personal power. Most Augurs burn gold only rarely, for the visions can shake one's very sense of identity." + + trait_misting_oracle:0 "Seer" + trait_misting_oracle_desc:0 "An Atium Misting — impossibly rare, for atium itself is the rarest of metals. When burning atium, a Seer can see a few moments into the future, perceiving ghostly shadows of where every person and object will move. In combat, they are virtually untouchable. Nations have gone to war over a single Seer." + + trait_misting_duralumin:0 "Duralumin Gnat" + trait_misting_duralumin_desc:0 "A Duralumin Misting — an Allomancer whose power, on its own, is practically useless. Burning duralumin enhances the current burn of another metal, releasing all of its remaining power in a single explosive burst. Alone, a Duralumin Misting has nothing to enhance. But paired with a Mistborn..." + + trait_misting_nicroburst:0 "Nicroburst" + trait_misting_nicroburst_desc:0 "A Nicrosil Misting who can enhance another Allomancer's burn by touch, causing their metals to flare with sudden, devastating power. A Nicroburst turns a Coinshot into a cannon and a Soother into an emotional tidal wave. They are force multipliers of the highest order." + + # ========== MISTBORN ========== + + trait_mistborn:0 "Mistborn" + trait_mistborn_desc:0 "A full Mistborn — one who can burn every Allomantic metal. In a world of Mistings who command a single power, a Mistborn commands them all: the steel-driven flight of a Coinshot, the raw fury of a Pewterarm, the emotional mastery of a Soother, and a dozen more besides. A single Mistborn can turn the tide of a war, topple a Great House, or hold a city in terror. They are the most coveted — and most dangerous — weapons in the Final Empire." + + # ========== ALLOMANTIC STRENGTH ========== + + trait_allomantic_weak:0 "Weak Allomancer" + trait_allomantic_weak_desc:0 "This Allomancer burns metals inefficiently, producing weaker effects than their peers. Their Pushes falter, their senses dim at the edges, their emotional influence barely ripples. In a world where Allomantic bloodlines are everything, weakness is a quiet shame." + + trait_allomantic_strong:0 "Strong Allomancer" + trait_allomantic_strong_desc:0 "This Allomancer burns metals with unusual potency, producing effects that exceed the norm. Their Pushes strike harder, their coppercloud stretches wider, their emotional manipulation cuts deeper. The Great Houses breed carefully for such strength." + + trait_allomantic_savant:0 "Allomantic Savant" + trait_allomantic_savant_desc:0 "Through years of constant, reckless burning, this Allomancer has become a savant — their power magnified to terrifying levels, but at a cost. The metal has woven itself into their body and mind. A Tin savant sees through walls but is blinded by candlelight. A Pewter savant could punch through stone but their body crumbles without a constant burn. The power owns them now." + + # ========== ALLOMANTIC POTENTIAL ========== + + trait_allomantic_potential:0 "Allomantic Potential" + trait_allomantic_potential_desc:0 "Something sleeps in this one's blood — a dormant seed of Allomantic power waiting to be awakened. The potential is there, written in the bloodline, but it will take a moment of extreme trauma to make it bloom. The noble houses call this awakening 'Snapping,' and the methods they use to trigger it are not gentle." + + trait_mistborn_potential:0 "Mistborn Potential" + trait_mistborn_potential_desc:0 "The rarest of dormant gifts stirs in this one's veins. Should they survive the Snapping — should the trauma crack them open just right — they will awaken not as a mere Misting, but as a full Mistborn. The bloodline carries the seed of absolute Allomantic power, though only suffering can make it flower." + + # ========== FERUCHEMY ========== + + trait_feruchemist:0 "Feruchemist" + trait_feruchemist_desc:0 "A practitioner of Feruchemy, the ancient art of the Terris people. A Feruchemist stores attributes — strength, speed, health, memory, even youth — inside metalminds, then taps them later in times of need. The Steel Ministry has tried to stamp out Feruchemy for a thousand years. They have not succeeded." + + trait_feruchemy_potential:0 "Feruchemical Potential" + trait_feruchemy_potential_desc:0 "The gift of the Terris people lies dormant in this one's blood. Under the right circumstances, they may awaken the ability to store and tap attributes in metalminds — an art the Lord Ruler has spent a millennium trying to eradicate." + + # ========== HEMALURGY ========== + + trait_hemalurgist:0 "Hemalurgist" + trait_hemalurgist_desc:0 "This individual practices Hemalurgy — the darkest of the three metallic arts. By driving a metal spike through the heart of one person and into the body of another, a Hemalurgist can steal Allomantic or Feruchemical abilities. The cost is always a life. The reward is stolen power. And with every spike, Ruin's whispers grow louder." + + trait_hemalurgic_steel:0 "Steel Spike" + trait_hemalurgic_steel_desc:0 "A steel spike has been driven into this person's body, granting them a stolen fragment of Allomantic Steel — the ability to Push on metals. The spike burns coldly where it pierces the skin, and in quiet moments, there are whispers at the edge of hearing." + + trait_hemalurgic_pewter:0 "Pewter Spike" + trait_hemalurgic_pewter_desc:0 "A pewter spike pierces this person's body, granting stolen strength and endurance ripped from another Allomancer. The power is real, but diminished — Hemalurgy always takes a portion of what it steals. And the whispers of Ruin seep through every spike like poison through a wound." + + trait_hemalurgic_bronze:0 "Bronze Spike" + trait_hemalurgic_bronze_desc:0 "A bronze spike has been embedded in this person's flesh, granting a stolen ability to sense Allomantic pulses. The original Seeker who carried this power is dead — their gift torn from them in the moment of their murder. Every spike has a victim." + + trait_hemalurgic_atium:0 "Atium Spike" + trait_hemalurgic_atium_desc:0 "An atium spike — rarest and most terrible of Hemalurgic instruments — pierces this person's body. Atium steals any Allomantic or Feruchemical power, and the abilities it grants are staggering. But atium spikes bind the bearer more tightly to Ruin than any other metal. The whispers become commands." + + trait_knows_hemalurgy:0 "Knows Hemalurgy" + trait_knows_hemalurgy_desc:0 "This individual possesses forbidden knowledge of Hemalurgy — the dark metallic art that steals power through murder. Such knowledge is closely guarded by the Steel Inquisitors and a handful of desperate scholars. To know Hemalurgy is to know how to kill with purpose."