• 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.

unmerged(75409)

Field Marshal
Apr 30, 2007
7.727
102
Happy new year all!

There just was a discussion in the main forum about the Mongol events, and it seems that a bug known all the way since the beta tests managed to slip through undetected: The events 5590-5593, which are intended to weaken the Hordes by taking away regiments and eventually triggering all-out civil war, have modifiers which instead of making them more likely after 1300 make them a lot less likely.

So this means that with the way they are right now, if you are unlucky enough to have Mongol hordes make it to 1300 without breakup (either because of odd rolls of the dice or because they spawned only shortly before 1300) then you can get royally screwed because the events designed to weaken them may not trigger any more. So by 1400 they are going to gobble up the whole map and that can ruin a game. (As it almost did for the guy who reported the bug).

This can be fixed by changing the MTTH modifiers from 10 to 0.1 in the respective lines. I don't have the file on this PC so I can't give exact line numbers but they are easy to find, the event numbers are 5590, 5591, 5592 and 5593 and there are two modifiers per event, one checking for year 1300 and one checking for year 1340. The events are in the file mongol_invasion_events.txt.

If there is another beta patch or a consolidated patch release, maybe you might want to include a fix for this bug, too?

Regards,
Lev
 
Upvote 0
Like this:

Code:
############################################
# The barbarians settle in Conquered lands #
############################################

character_event = {
	id = 5590
	
	picture = "event_mongol"
	
	trigger = { 
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
	}

	mean_time_to_happen = {
		months = 360
		modifier = {
			condition = { type = year value = 1340 }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
	}
	
	action_a = {#Some barbarians have chosen to settle
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
	}

}
############################################
# Trouble is brewing in the homeland #
############################################

character_event = {
	id = 5591
	
	picture = "event_mongol"
	
	trigger = { 
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = year value = 1300 }
			factor = 0.1
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
	}
	
	action_a = {#We must send part of the army home!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
	}

}
############################################
# Serious Trouble is brewing in the homeland #
############################################

character_event = {
	id = 5592
	
	picture = "event_mongol"
	
	trigger = { 
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
	}

	mean_time_to_happen = {
		months = 720
		modifier = {
			condition = { type = year value = 1300 }
			factor = 0.1
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
	}
	
	action_a = {#We must send much of the army home!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
	}

}
############################################
# Dynastic Succession in the Horde - part 1 #
############################################

character_event = {
	id = 5593
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = or
			condition = { type = age value = 35 }
			condition = { type = and
				condition = { type = not value = { type = martial value = 9 } }
				condition = { type = not value = { type = intrigue value = 7 } }
			}
		}
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = primary_heir
			condition  = { type = is_alive }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = any_child
			condition  = { type = is_alive }
			condition = { type = gender value = male }
			condition = { type = not value = { type = primary_heir } }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = year value = 1300 }
			factor = 0.1
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 0.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 0.9
		}
	}
	
	action_a = {#There will be a struggle for the throne!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}

}