Here I would like to discuss changes to some of the current Random Events,
and to suggest addition events that may enrichen the experience.
First, I's like to tackle a few of the vanilla events that I have always
felt needed work.
1. Conquistador
Conquistadors are overpowered enough. The random ones also last 10 years.
There are already the colonial dynamism events that give a conquistador, and
which do not trigger before 1550, thankfully. I suggest we get rid of the
Conquistador events.
2. Unexpected Invention
Too simple and simply too good.
action_a = {
name = "OK"
command = { type = gainmanufactory which = -1 value = -1 }
}
}
Needs to costs at least a few ducats. Given that you can get manufacturies
well ahead of Infra level, doubly so. Here is the alternate
action_a = {
name = "Support this invention!"
command = { type = cash value = -500 }
command = { type = gainmanufactory which = -1 value = -1 }
}
action_b = {
name = "Private backers can support this"
command = { type = infra value = 500 }
command = { type = provincetax which = -1 value = 1 }
}
}
3. Forification Effort
Again, too cheap. And once there are costs, there needs to be an action_b.
Who is building all these free forts????
action_a = {
name = "OK"
command = { type = fortress which = -1 value = 1 }
}
}
Should become 200 ducats per fort at least, with scaled responses. Here for
one that builds 2 forts.
action_a = {
name = "OK"
command = { type = fortress which = -1 value = 1 }
command = { type = fortress which = -1 value = 1 }
command = { type = cash value = -400 }
}
action_b = {
name = "One should suffice"
command = { type = fortress which = -1 value = 1 }
command = { type = cash value = -200 }
action_c = {
name = "Let us consider other options"
command = { type = land value = 200 }
}
}
4. Deflation, Bank and Stock Exchange
All these events need to be scaled back in line with Excellent Year.
Deflation should be reduced to a -2 reduction (from -3 ). Bank to a -3
deduction (from -4). Stock Exchanges can raise inflation as well as remove
it, surely. I wouldn't mind removing the inflation reduction altogether, but
I's at least be happier with -1 ( from -2).
5. Trading Company Disaster
Pretty mild effects for the kind of event it represents.
action_a = {
name = "OK"
command = { type = trade value = -200 }
}
}
This kinds of events bankrupted people, drove them to suicide and created
more than just an effect on Trade tech.
action_a = {
name = "OK"
command = { type = trade value = -200 }
command = { type = inflation value = 1 }
command = { type = cash value = -50 } # Crown investments lost as well!
}
}
6. Monopoly Company Formed
Currently:
action_a = {
name = "OK"
command = { type = cash value = 50 }
}
}
Should give more than just a cash hit. If you are creating monopolies, there
need to be other effects.
action_a = {
name = "OK"
command = { type = cash value = 50 }
command = { type = domestic which = mercantilism value = 1 }
}
action_b = {
name = "Keep trade open to others"
command = { type = domestic which = mercantilism value = -1 }
}
And scaled accordingly.
7. Next, my all=time most despised ... Non-enforcement of Ordinances
action_a = {
name = "OK"
command = { type = domestic which = centralization value = -1 }
}
}
Desperately needs the following change ...
action_a = {
name = "OK"
command = { type = domestic which = centralization value = -1 }
}
action_b = {
name = "So enforce the bloody things!"
command = { type = cash value = -15 }
command = { type = revoltrisk which = 36 value = 1 }
}
}
8. Foreign Trade Competition Rises
Currently:
action_a = {
name = "EVENT_A33_A"
command = { type = domestic which = mercantilism value = 1 }
}
action_b = {
name = "EVENT_A33_B"
command = { type = domestic which = mercantilism value = -1 }
command = { type = trade value = -100 }
}
}
The actions are wrong. Trade tech should go up, not down, when you increase
competition. The effect should be revoltrisk increase when you do, due to
tougher times for some and resentment from the established elites.
action_a = {
name = "EVENT_A33_A"
command = { type = domestic which = mercantilism value = 1 }
command = { type = trade value = -100 }
}
action_b = {
name = "EVENT_A33_B"
command = { type = domestic which = mercantilism value = -1 }
command = { type = trade value = 200 }
command = { type = revoltrisk which = 24 value = 1 }
}
}
9. Plague
Currently all of the Plague events reduce population, as they should. But they also decrease Province MP and Province Tax. Thisis not appropriate. Province Tax is already going to be effected by the reduction in population, and any additional hit is suggesting the core value of the province has been effected. Ditto manpower. This already scaled to population. I would like to see the following. Instead
action_a = {
name = "OK"
command = { type = population which = -1 vale = -1500 }
command = { type = population which = -1 vale = -1000 }
command = { type = population which = -1 vale = -1000 }
command = { type = infra value = -200 }
command = { type = manpower value = -3 }
}
And adjusted accordingly for the size of the plague, with MP deductions tied to number of provinces hit, and infra being more intense for smaller countries.
10. Temporary Insanity of the Monarchy
Needs an option B
action_b = {
name = "Appoint a regent"
command = { type = DIP which = 48 value = -2 }
command = { type = ADM which = 48 value = -1 }
command = { type = MIL which = 48 value = -1 }
command = { type = stability value = -2 }
command = { type = domestic which = aristocracy value = 1 }
}
}
and to suggest addition events that may enrichen the experience.
First, I's like to tackle a few of the vanilla events that I have always
felt needed work.
1. Conquistador
Conquistadors are overpowered enough. The random ones also last 10 years.
There are already the colonial dynamism events that give a conquistador, and
which do not trigger before 1550, thankfully. I suggest we get rid of the
Conquistador events.
2. Unexpected Invention
Too simple and simply too good.
action_a = {
name = "OK"
command = { type = gainmanufactory which = -1 value = -1 }
}
}
Needs to costs at least a few ducats. Given that you can get manufacturies
well ahead of Infra level, doubly so. Here is the alternate
action_a = {
name = "Support this invention!"
command = { type = cash value = -500 }
command = { type = gainmanufactory which = -1 value = -1 }
}
action_b = {
name = "Private backers can support this"
command = { type = infra value = 500 }
command = { type = provincetax which = -1 value = 1 }
}
}
3. Forification Effort
Again, too cheap. And once there are costs, there needs to be an action_b.
Who is building all these free forts????
action_a = {
name = "OK"
command = { type = fortress which = -1 value = 1 }
}
}
Should become 200 ducats per fort at least, with scaled responses. Here for
one that builds 2 forts.
action_a = {
name = "OK"
command = { type = fortress which = -1 value = 1 }
command = { type = fortress which = -1 value = 1 }
command = { type = cash value = -400 }
}
action_b = {
name = "One should suffice"
command = { type = fortress which = -1 value = 1 }
command = { type = cash value = -200 }
action_c = {
name = "Let us consider other options"
command = { type = land value = 200 }
}
}
4. Deflation, Bank and Stock Exchange
All these events need to be scaled back in line with Excellent Year.
Deflation should be reduced to a -2 reduction (from -3 ). Bank to a -3
deduction (from -4). Stock Exchanges can raise inflation as well as remove
it, surely. I wouldn't mind removing the inflation reduction altogether, but
I's at least be happier with -1 ( from -2).
5. Trading Company Disaster
Pretty mild effects for the kind of event it represents.
action_a = {
name = "OK"
command = { type = trade value = -200 }
}
}
This kinds of events bankrupted people, drove them to suicide and created
more than just an effect on Trade tech.
action_a = {
name = "OK"
command = { type = trade value = -200 }
command = { type = inflation value = 1 }
command = { type = cash value = -50 } # Crown investments lost as well!
}
}
6. Monopoly Company Formed
Currently:
action_a = {
name = "OK"
command = { type = cash value = 50 }
}
}
Should give more than just a cash hit. If you are creating monopolies, there
need to be other effects.
action_a = {
name = "OK"
command = { type = cash value = 50 }
command = { type = domestic which = mercantilism value = 1 }
}
action_b = {
name = "Keep trade open to others"
command = { type = domestic which = mercantilism value = -1 }
}
And scaled accordingly.
7. Next, my all=time most despised ... Non-enforcement of Ordinances
action_a = {
name = "OK"
command = { type = domestic which = centralization value = -1 }
}
}
Desperately needs the following change ...
action_a = {
name = "OK"
command = { type = domestic which = centralization value = -1 }
}
action_b = {
name = "So enforce the bloody things!"
command = { type = cash value = -15 }
command = { type = revoltrisk which = 36 value = 1 }
}
}
8. Foreign Trade Competition Rises
Currently:
action_a = {
name = "EVENT_A33_A"
command = { type = domestic which = mercantilism value = 1 }
}
action_b = {
name = "EVENT_A33_B"
command = { type = domestic which = mercantilism value = -1 }
command = { type = trade value = -100 }
}
}
The actions are wrong. Trade tech should go up, not down, when you increase
competition. The effect should be revoltrisk increase when you do, due to
tougher times for some and resentment from the established elites.
action_a = {
name = "EVENT_A33_A"
command = { type = domestic which = mercantilism value = 1 }
command = { type = trade value = -100 }
}
action_b = {
name = "EVENT_A33_B"
command = { type = domestic which = mercantilism value = -1 }
command = { type = trade value = 200 }
command = { type = revoltrisk which = 24 value = 1 }
}
}
9. Plague
Currently all of the Plague events reduce population, as they should. But they also decrease Province MP and Province Tax. Thisis not appropriate. Province Tax is already going to be effected by the reduction in population, and any additional hit is suggesting the core value of the province has been effected. Ditto manpower. This already scaled to population. I would like to see the following. Instead
action_a = {
name = "OK"
command = { type = population which = -1 vale = -1500 }
command = { type = population which = -1 vale = -1000 }
command = { type = population which = -1 vale = -1000 }
command = { type = infra value = -200 }
command = { type = manpower value = -3 }
}
And adjusted accordingly for the size of the plague, with MP deductions tied to number of provinces hit, and infra being more intense for smaller countries.
10. Temporary Insanity of the Monarchy
Needs an option B
action_b = {
name = "Appoint a regent"
command = { type = DIP which = 48 value = -2 }
command = { type = ADM which = 48 value = -1 }
command = { type = MIL which = 48 value = -1 }
command = { type = stability value = -2 }
command = { type = domestic which = aristocracy value = 1 }
}
}