• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Dec 20, 2003
772
0
Hi folks,
because 1.03 will be released at the earliest at the end of next weak i've written some events for ai.
We all now that ai is not building improvements that reduces province income.
So this events helps the ai to get these improvements:

Code:
#court of justice from crime events thread:
#########################
#'The Burghers are demanding more security' idea of NeilJT
#########################
province_event = {
	id = 20129

	picture = "event_crime"

	trigger = {
		condition = {
			type = or
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			condition = { type = has_improvement value = { highway_robber_band  = yes } }
		}
		condition = {
			type = not
			value = { type = has_improvement value = { court_of_justice  = yes } }
		}
		condition = { type = ai }
	}

	name="'The Burghers are demanding more security'!"

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			factor = 0.7
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band  = yes } }
			factor = 0.5
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
	}

	action_a = {#Grant it
		ai_chance = 7
		effect = { type = ruler_gold value = -120 }
		effect = { type = burgher_loyalty value = 0.1 }
		effect = { type = add_improvement value = court_of_justice  }
	}
	action_b = {#No need for it
		ai_chance = 2
		effect = { type = burgher_loyalty value = -0.1 }
		
	}
}


province_event = {
	id = 20130

	picture = "event_techinvention.bmp"

	trigger = {
			condition = { type = has_advance value = { small_castle  = yes } }
			condition = { type = ai }
			condition = { type = ruler_gold value = 650 }
			condition = {
			type = not
			value = { type = has_improvement value = { small_castle  = yes } }
			}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = has_advance value = { small_castle  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { medium_castle  = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { large_castle  = yes } }
			factor = 0.6
		}
		modifier = {
			condition = { type = has_advance value = { huge_castle  = yes } }
			factor = 0.5
		}
		modifier = {
			condition = { type = advance_focus value = medium_castle  }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_gold value = 750 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 1250 }
			factor = 0.5
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = small_castle  }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = noble_loyalty value = 0.1 }
		effect = { type = ruler_gold value = -650 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = noble_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -50 }
	}

}

province_event = {
	id = 20131

	picture = "event_techinvention.bmp"

	trigger = {
			condition = { type = has_advance value = { medium_castle  = yes } }
			condition = { type = ai }
			condition = { type = ruler_gold value = 1150 }
			condition = { type = has_improvement value = { small_castle  = yes }}
			condition = {
			type = not
			value = { type = has_improvement value = { medium_castle  = yes } }
			}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = has_advance value = { medium_castle  = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { large_castle  = yes } }
			factor = 0.6
		}
		modifier = {
			condition = { type = has_advance value = { huge_castle  = yes } }
			factor = 0.5
		}
		modifier = {
			condition = { type = advance_focus value = large_castle  }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_gold value = 1250 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 1500 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 1750 }
			factor = 0.5
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
	}

	action_a = {
		ai_chance = 7

		effect = { type = add_improvement value = medium_castle  }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = noble_loyalty value = 0.1 }
		effect = { type = ruler_gold value = -1150 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = noble_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -75 }
	}

}

province_event = {
	id = 20132

	picture = "event_techinvention.bmp"

	trigger = {
			condition = { type = has_advance value = { large_castle  = yes } }
			condition = { type = ai }
			condition = { type = ruler_gold value = 2300 }
			condition = { type = has_improvement value = { small_castle  = yes }}
			condition = { type = has_improvement value = { medium_castle  = yes }}
			condition = {
			type = not
			value = { type = has_improvement value = { large_castle  = yes } }
			}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = has_advance value = { large_castle  = yes } }
			factor = 0.6
		}
		modifier = {
			condition = { type = has_advance value = { huge_castle  = yes } }
			factor = 0.5
		}
		modifier = {
			condition = { type = advance_focus value = huge_castle  }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_gold value = 2500 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 3000 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 3500 }
			factor = 0.5
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = large_castle  }
		effect = { type = ruler_prestige value = 100 }
		effect = { type = noble_loyalty value = 0.1 }
		effect = { type = ruler_gold value = -2300 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = noble_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -100 }
	}

}
province_event = {
	id = 20133

	picture = "event_techinvention.bmp"

	trigger = {
			condition = { type = has_advance value = { huge_castle  = yes } }
			condition = { type = ai }
			condition = { type = ruler_gold value = 5500 }
			condition = { type = has_improvement value = { small_castle  = yes } }
			condition = { type = has_improvement value = { medium_castle  = yes } }
			condition = { type = has_improvement value = { large_castle  = yes } }
			condition = {
			type = not
			value = { type = has_improvement value = { huge_castle  = yes } }
			}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = has_advance value = { huge_castle  = yes } }
			factor = 0.5
		}
		modifier = {
			condition = { type = ruler_gold value = 6000 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 7500 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 10000 }
			factor = 0.5
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = huge_castle  }
		effect = { type = ruler_prestige value = 200 }
		effect = { type = noble_loyalty value = 0.1 }
		effect = { type = ruler_gold value = -5500 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = noble_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -150 }
	}

}


#churches
province_event = {
	id = 20134


	trigger = {
			condition = { type = ai }
			condition = { type = has_advance value = { basilican_structures  = yes } }
			condition = { type = has_advance value = { brickwork_structures  = yes } }
			condition = { type = has_improvement value = { tilefactory  = yes } }
			condition = {
			type = not
			value = { type = has_improvement value = { church  = yes } }
			}
			condition = { type = ruler_gold value = 75 }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_law value = { ecclesical_balance  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_law value = { church_supremacy  = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_law value = { regal_supremacy  = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_piety value = 0 }
			condition = {
			type = not
			value = { type = ruler_piety value = 250 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_piety value = 1000 }
			factor = 1.1
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 500 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = church  }
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = ruler_piety value = 25 }
		effect = { type = ruler_gold value = -75 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = ruler_piety value = -15 }
		effect = { type = clergy_loyalty value = -0.1 }
		effect = { type = clergy_power value = -0.1 }
	}

}

province_event = {
	id = 20135


	trigger = {
			condition = { type = ai }
			condition = { type = has_advance value = { romanesque_vaulting  = yes } }
			condition = { type = has_improvement value = { church  = yes } }
			condition = { type = has_improvement value = { tilefactory  = yes } }
			condition = {
			type = not
			value = { type = has_improvement value = { large_church  = yes } }
			}
			condition = { type = ruler_gold value = 150 }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_law value = { ecclesical_balance  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_law value = { church_supremacy  = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_law value = { regal_supremacy  = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_piety value = 0 }
			condition = {
			type = not
			value = { type = ruler_piety value = 250 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_piety value = 1000 }
			factor = 1.1
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 200 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 500 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = large_church  }
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = ruler_piety value = 50 }
		effect = { type = ruler_gold value = -150 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = ruler_piety value = -30 }
		effect = { type = clergy_loyalty value = -0.1 }
		effect = { type = clergy_power value = -0.1 }
	}

}

province_event = {
	id = 20136


	trigger = {
			condition = { type = has_advance value = { cylindrical_structures  = yes } }
			condition = { type = ai }
			condition = { type = has_improvement value = { church  = yes } }
			condition = { type = has_improvement value = { large_church  = yes } }
			condition = { type = has_improvement value = { tilefactory  = yes } }
			condition = {
			type = or
			condition = { type = has_province_effect value = { prosperous  = yes } }
			condition = { type = has_province_effect value = { rich  = yes } }
			}
			condition = {
			type = not
			value = { type = has_improvement value = { domed_church  = yes } }
			}
			condition = { type = ruler_gold value = 500 }
	}

	mean_time_to_happen = {
		months = 720

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_law value = { ecclesical_balance  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_law value = { church_supremacy  = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_law value = { regal_supremacy  = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_piety value = 0 }
			condition = {
			type = not
			value = { type = ruler_piety value = 250 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_piety value = 1000 }
			factor = 1.1
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 300 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 600 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = domed_church  }
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = ruler_piety value = 75 }
		effect = { type = ruler_gold value = -500 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = ruler_piety value = -50 }
		effect = { type = clergy_loyalty value = -0.1 }
		effect = { type = clergy_power value = -0.1 }
	}

}

province_event = {
	id = 20137


	trigger = {
			condition = { type = ai }
			condition = { type = has_advance value = { gothic_buttresses  = yes } }
			condition = { type = has_improvement value = { church  = yes } }
			condition = { type = has_improvement value = { large_church  = yes } }
			condition = { type = has_improvement value = { domed_church  = yes } }
			condition = { type = has_improvement value = { tilefactory  = yes } }
			condition = { type = has_province_effect value = { prosperous  = yes }}

			condition = {
			type = not
			value = { type = has_improvement value = { cathedral  = yes } }
			}
			condition = { type = ruler_gold value = 1500 }
	}

	mean_time_to_happen = {
		months = 960

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_law value = { ecclesical_balance  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_law value = { church_supremacy  = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_law value = { regal_supremacy  = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_piety value = 0 }
			condition = {
			type = not
			value = { type = ruler_piety value = 250 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_piety value = 1000 }
			factor = 1.1
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 750 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 1250 }
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = cathedral  }
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = ruler_piety value = 100 }
		effect = { type = ruler_gold value = -1500 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = ruler_piety value = -75 }
		effect = { type = clergy_loyalty value = -0.1 }
		effect = { type = clergy_power value = -0.1 }
	}

}

#theater

province_event = {
	id = 20138


	trigger = {
			condition = { type = ai }
			condition = { type = has_province_effect value = { prosperous  = yes } }
			condition = {
			type = not
			value = { type = has_improvement value = { theater  = yes } }
			}
			condition = { type = ruler_gold value = 500 }
	}

	mean_time_to_happen = {
		months = 960

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.99
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = year value = 1100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = year value = 1150 }
			factor = 0.85
		}
		modifier = {
			condition = { type = year value = 1200 }
			factor = 0.8
		}
		modifier = {
			condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 2500 }
			factor = 0.8
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = burgher_loyalty value = 0.1 }
		effect = { type = add_improvement value = theater  }
		effect = { type = ruler_gold value = -500 }
		effect = { type = ruler_prestige value = 25 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = ruler_prestige value = -50 }
		effect = { type = burgher_power value = -0.1 }
		effect = { type = burgher_loyalty value = -0.1 }
	}

}

#traininggrounds
province_event = {
	id = 20139


	trigger = {
			condition = { type = ai }
			condition = {
			type = not
			value = { type = has_improvement value = { traininggrounds  = yes } }
			}
			condition = { type = ruler_gold value = 150 }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 500 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.8
		}
		modifier = {
			condition = {
			type = not
			value = { type = ruler_martial value = 10 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_martial value = 20 }
			factor = 0.8
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = traininggrounds  }
		effect = { type = ruler_prestige value = 10 }
		effect = { type = ruler_gold value = -150 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = ruler_prestige value = -25 }
	}

}

#templar house

province_event = {
	id = 20140


	trigger = {
			condition = { type = ai }
			condition = { type = has_improvement value = { monastery  = yes } }
			condition = {
			type = not
			value = { type = has_improvement value = { templar_house  = yes } }
			}
			condition = { type = ruler_gold value = 400 }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_law value = { ecclesical_balance  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_law value = { church_supremacy  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_law value = { regal_supremacy  = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 500 }
			factor = 0.95
		}
		modifier = {
			condition = { type = ruler_gold value = 750 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.8
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = templar_house  }
		effect = { type = ruler_gold value = -400 }
		effect = { type = ruler_piety value = 25 }
		effect = { type = clergy_loyalty value = 0.1 }
	}
	action_b = {
		effect = { type = ruler_piety value = -30 }
		effect = { type = clergy_loyalty value = -0.1 }
		effect = { type = clergy_power value = -0.1 }
	}

}

#school

province_event = {
	id = 20141


	trigger = {
			condition = { type = ai }
			condition = { type = has_advance value = { monastic_schools  = yes } }
			condition = {
			type = not
			value = { type = has_improvement value = { school  = yes } }
			}
			condition = { type = ruler_gold value = 200 }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 500 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 750 }
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.8
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = school  }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = ruler_gold value = -200 }
		effect = { type = peasant_loyalty value = 0.1 }
	}
	action_b = {
		ai_chance = 2
		effect = { type = ruler_prestige value = -50 }
		effect = { type = peasant_loyalty value = -0.1 }
	}

}

#university

province_event = {
	id = 20142


	trigger = {
			condition = { type = has_advance value = { universities  = yes } }
			condition = { type = has_improvement value = { school  = yes } }
			condition = {
			type = not
			value = { type = has_improvement value = { university  = yes } }
			}
			condition = { type = ai }
			condition = { type = has_province_effect value = { prosperous  = yes } }
			condition = { type = ruler_gold value = 750 }
	}

	mean_time_to_happen = {
		months = 720

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_gold value = 1000 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_gold value = 1500 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_gold value = 3000 }
			factor = 0.7
		}
	}

	action_a = {
		ai_chance = 7
		effect = { type = add_improvement value = university  }
		effect = { type = peasant_loyalty value = 0.1 }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = ruler_gold value = -750 }
	}
	action_b = {
		effect = { type = ruler_prestige value = -75 }
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = peasant_power value = -0.1 }
	}

}
The only improvements i've left out are the shipyards, because there's no trigger for a coastal province and i don't want to search for all these provinces! ;)
Thoughts?

How to include them in CK:
1.Download this rar archive or copy the events above and paste them in a new text file. Name this file ai_improvement_events.txt. Then follow the steps below(replace unpack with copy the file ;) )
2. unpack it to db/events folder of your ck installation
3. add this line to your events.txt in db folder:
Code:
event = "db\events\ai_improvement_events.txt"

That's it! :)
 
Last edited: