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Dec 20, 2003
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I've got some ideas for crime events:
Code:
#########################
#Robbery(Royal post)
#########################
province_event = {
	id = 20126

	picture = "event_crime"

	trigger = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			condition = { type = not value = { type = ai } }
			condition = { type = has_improvement value = { royal_post  = yes } }
			condition = { type = ruler_gold value = 50 }
	}

	name="Our royal post has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		#ai_chance = 1
		effect = { type = ruler_gold value = -50 }
		effect = { type = burgher_loyalty value = -0.15 }
		effect = { type = ruler_prestige value = -25 }
	}
	action_b = {#send your steward to investigate
		#ai_chance = 3
		effect = { type = ruler_gold value = -100 }
		effect = { type = ruler_prestige value = 10 }
		effect = { type = burgher_loyalty value = 0.1 }
		effect = {
			type = random
			chance = 30
			effect = { type = remove_improvement value = thieves_guild  }
		}
		
	}
	action_c = {#send troops and do all to get them
		#ai_chance = 3
		effect = { type = ruler_gold value = -200 }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = burgher_loyalty value = 0.2 }
		effect = {
			type = random
			chance = 50
			effect = { type = remove_improvement value = thieves_guild  }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		#ai_chance = 2
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = peasant_power value = -0.1 }
		effect = { type = ruler_gold value = 50 }
		effect = { type = ruler_piety value = -10 }
		effect = {
			type = random
			chance = 5
			effect = { type = add_province_effect value = revolt  }
		}
	}

}

#########################
#Robbery(Royal post)
#########################
province_event = {
	id = 20127

	picture = "event_crime"

	trigger = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			condition = { type = not value = { type = ai } }
			condition = { type = has_improvement value = { royal_post  = yes } }
			condition = { type = ruler_gold value = 150 }
	}

	name="Our royal post has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		#ai_chance = 1
		effect = { type = ruler_gold value = -150 }
		effect = { type = burgher_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -50 }
	}
	action_b = {#send your steward to investigate
		#ai_chance = 3
		effect = { type = ruler_gold value = -300 }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = burgher_loyalty value = 0.15 }
		effect = {
			type = random
			chance = 25
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 15
			effect = { type = remove_improvement value = smugglers_ring }
		}
		
	}
	action_c = {#send troops and do all to get them
		#ai_chance = 3
		effect = { type = ruler_gold value = -600 }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = {
			type = random
			chance = 40
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 25
			effect = { type = remove_improvement value = smugglers_ring }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		#ai_chance = 2
		effect = { type = peasant_loyalty value = -0.15 }
		effect = { type = peasant_power value = -0.15 }
		effect = { type = ruler_gold value = 150 }
		effect = { type = ruler_piety value = -25 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_province_effect value = revolt  }
		}
	}

}


#########################
#Robbery(Royal post)
#########################
province_event = {
	id = 20128

	picture = "event_crime"

	trigger = {
			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 = ai } }
			condition = { type = has_improvement value = { royal_post  = yes } }
			condition = { type = ruler_gold value = 200 }
	}

	name="Our royal post has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band  = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		#ai_chance = 1
		effect = { type = ruler_gold value = -200 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = { type = ruler_prestige value = -75 }
	}
	action_b = {#send your steward to investigate
		#ai_chance = 3
		effect = { type = ruler_gold value = -400 }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = {
			type = random
			chance = 20
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = remove_improvement value = smugglers_ring }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = remove_improvement value = highway_robber_band }
		}
		
	}
	action_c = {#send troops and do all to get them
		#ai_chance = 3
		effect = { type = ruler_gold value = -800 }
		effect = { type = ruler_prestige value = 75 }
		effect = { type = burgher_loyalty value = 0.3 }
		effect = {
			type = random
			chance = 30
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 20
			effect = { type = remove_improvement value = smugglers_ring }
		}
		effect = {
			type = random
			chance = 10

			effect = { type = remove_improvement value = highway_robber_band }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		#ai_chance = 2
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = peasant_power value = -0.2 }
		effect = { type = ruler_gold value = 200 }
		effect = { type = ruler_piety value = -50 }
		effect = {
			type = random
			chance = 25
			effect = { type = add_province_effect value = revolt  }
		}
	}

}

For extra_text.csv:
Code:
ACTIONNAME20126A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20126B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20126C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20126D;Then we have to tax the peasants much more!;;;;;;;;;;X
ACTIONNAME20127A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20127B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20127C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20127D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20128A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20128B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20128C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20128D;Then we have to tax the peasants much more;;;;;;;;;;X

Thoughts?

Edit:changed events to more options...there will be added events for mine and glassworks
 
Last edited:
Edited first events to one with 4 options...will add soon more of this for mine and glasworks!
Some feedback would be fine! :)
 
500 seems like a lot of gold for option D espeically condiering there consiquences aren't very harsh.

IMO the taxation should just cover what you lose instead, but maybe not drop their power and loyalty only by -.1
 
Is it intentional that there are two remove thieve's guild commands? Shouldn't one be for Highway robbers?

I quite like the event, but I think maybe it ought to be scaled (sorry for giving you extra work!) I'd suggest:

Thieve's guild only: -50 / -100 / -200 gold for option a, b and c
Thieve's guild and Smugglers: -100/ -200/ -400
Theive's guild, Smugglers and Highway Robbers: -150/ -300/ -600

So if a ruler has let the situation get really out of hand then he'll lose more.

Also, I'd wait until 1.03 to put these in game - as the ai now doesn't build courts of justice he's far more likely to have a crime building in a province, and if these keep hitting him he'll be put at more of a disadvantage reletive to the human player.
 
Jinnai said:
500 seems like a lot of gold for option D espeically condiering there consiquences aren't very harsh.

IMO the taxation should just cover what you lose instead, but maybe not drop their power and loyalty only by -.1

Ok thanks you're right... i will balance the actions a bit more!


NeilJT said:
Is it intentional that there are two remove thieve's guild commands? Shouldn't one be for Highway robbers?

Yes correct the third one should be highway robber band! :eek:o :D

NeilJT said:
I quite like the event, but I think maybe it ought to be scaled (sorry for giving you extra work!) I'd suggest:

Thieve's guild only: -50 / -100 / -200 gold for option a, b and c
Thieve's guild and Smugglers: -100/ -200/ -400
Theive's guild, Smugglers and Highway Robbers: -150/ -300/ -600

So if a ruler has let the situation get really out of hand then he'll lose more.

Also, I'd wait until 1.03 to put these in game - as the ai now doesn't build courts of justice he's far more likely to have a crime building in a province, and if these keep hitting him he'll be put at more of a disadvantage reletive to the human player.
Good ideas and until 1.03(hopefully not far away ;) ) i will add a trigger that the event only happen to human palyer.
 
Thinking about this, how about an event [AI only]:

'The Burghers [sorry about my spelling] demand increased security'

triggers if thieves guild operates in a province.
MTTH: same as thieve's guild leaving event - IIRC 120 months.
modifiers... Highway Robber band - * 0.5
... Smugglers Band - * 0.5


'Grant it'
chance 80%
- gain province improvement court of justice
- less 120 gold
- increase loyalty of burgers by 0.1.

'standard refusal'
chance 20%
- loyalty of burgers -0.2
 
Ok updated the event in post 1 and added the others for royal post robbery.
Soon more for other improvements.
Thanks NeilJT for your suggestion! ;)
I've written it:
Code:
#########################
#'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 = random
			chance = 80
			effect = { type = add_improvement value = court_of_justice  }
		}
	}
	action_b = {#No need for it
		ai_chance = 2
		effect = {
			type = random
			chance = 20
			effect = { type = burgher_loyalty value = -0.1 }
		}
	}
}
For extra_text.csv:
Code:
ACTIONNAME20129A;Grant it;;;;;;;;;;X
ACTIONNAME20129B;No need for it;;;;;;;;;;X


Any comments?
 
Last edited:
So here are some more crime events for mine and brewery ;) :
Code:
#########################
#Robbery(Mine)
#########################
province_event = {

	id = 20129



	picture = "event_crime"



	trigger = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			condition = { type = not value = { type = ai } }

			condition = {

			type = or

			condition = { type = has_improvement value = { mine  = yes } }

			condition = { type = has_improvement value = { improved_mine  = yes } }

			}

			condition = { type = ruler_gold value = 75 }

	}



	name="Our mine has been raided!"



	mean_time_to_happen = {

		months = 180



		modifier = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { royal_post  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { improved_mine  = yes } }

			factor = 0.9

		}

		modifier = {

			condition = { type = has_improvement value = { brewery  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { dyeworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { glassworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = regiment_mobilized }

			factor = 0.9

		}

                modifier = {

			condition = { type = has_improvement value = { court_of_justice  = yes } }

			factor = 2.0

		}

		modifier = {

			condition = { type = trait value = cruel }

			factor = 1.2

		}

		modifier = {

			condition = { type = trait value = forgiving }

			factor = 0.9

		}

		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 = {#damn,i've more important things to do

		ai_chance = 1

		effect = { type = ruler_gold value = -75 }

		effect = { type = burgher_loyalty value = -0.15 }

		effect = { type = ruler_prestige value = -25 }

	}

	action_b = {#send your steward to investigate

		ai_chance = 3

		effect = { type = ruler_gold value = -150 }

		effect = { type = ruler_prestige value = 10 }

		effect = { type = burgher_loyalty value = 0.1 }

		effect = {

			type = random

			chance = 30

			effect = { type = remove_improvement value = thieves_guild  }

		}

		

	}

	action_c = {#send troops and do all to get them

		ai_chance = 3

		effect = { type = ruler_gold value = -300 }

		effect = { type = ruler_prestige value = 25 }

		effect = { type = burgher_loyalty value = 0.2 }

		effect = {

			type = random

			chance = 50

			effect = { type = remove_improvement value = thieves_guild  }

		}

	}

	action_d = {#Then we have to tax the peasants much more

		ai_chance = 2

		effect = { type = peasant_loyalty value = -0.1 }

		effect = { type = peasant_power value = -0.1 }

		effect = { type = ruler_gold value = 75 }

		effect = { type = ruler_piety value = -10 }

		effect = {

			type = random

			chance = 5

			effect = { type = add_province_effect value = revolt  }

		}

	}



}

#########################
#Robbery(Mine)
#########################
province_event = {

	id = 20130



	picture = "event_crime"



	trigger = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			condition = { type = has_improvement value = { smugglers_ring  = yes } }

			condition = { type = not value = { type = ai } }

			condition = {

			type = or

			condition = { type = has_improvement value = { mine  = yes } }

			condition = { type = has_improvement value = { improved_mine  = yes } }

			}

			condition = { type = ruler_gold value = 150 }

	}



	name="Our mine has been raided!"



	mean_time_to_happen = {

		months = 180



		modifier = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { smugglers_ring  = yes } }

			factor = 0.9

		}

		modifier = {

			condition = { type = has_improvement value = { royal_post  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { improved_mine  = yes } }

			factor = 0.9

		}

		modifier = {

			condition = { type = has_improvement value = { brewery  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { dyeworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { glassworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = regiment_mobilized }

			factor = 0.9

		}

                modifier = {

			condition = { type = has_improvement value = { court_of_justice  = yes } }

			factor = 2.0

		}

		modifier = {

			condition = { type = trait value = cruel }

			factor = 1.2

		}

		modifier = {

			condition = { type = trait value = forgiving }

			factor = 0.9

		}

		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 = {#damn,i've more important things to do

		ai_chance = 1

		effect = { type = ruler_gold value = -150 }

		effect = { type = burgher_loyalty value = -0.2 }

		effect = { type = ruler_prestige value = -50 }

	}

	action_b = {#send your steward to investigate

		ai_chance = 3

		effect = { type = ruler_gold value = -300 }

		effect = { type = ruler_prestige value = 25 }

		effect = { type = burgher_loyalty value = 0.15 }

		effect = {

			type = random

			chance = 25

			effect = { type = remove_improvement value = thieves_guild  }

		}

		effect = {

			type = random

			chance = 15

			effect = { type = remove_improvement value = smugglers_ring }

		}

		

	}

	action_c = {#send troops and do all to get them

		ai_chance = 3

		effect = { type = ruler_gold value = -600 }

		effect = { type = ruler_prestige value = 50 }

		effect = { type = burgher_loyalty value = 0.25 }

		effect = {

			type = random

			chance = 40

			effect = { type = remove_improvement value = thieves_guild  }

		}

		effect = {

			type = random

			chance = 25

			effect = { type = remove_improvement value = smugglers_ring }

		}

	}

	action_d = {#Then we have to tax the peasants much more

		ai_chance = 2

		effect = { type = peasant_loyalty value = -0.15 }

		effect = { type = peasant_power value = -0.15 }

		effect = { type = ruler_gold value = 150 }

		effect = { type = ruler_piety value = -25 }

		effect = {

			type = random

			chance = 15

			effect = { type = add_province_effect value = revolt  }

		}

	}



}

#########################
#Robbery(mine)
#########################
province_event = {

	id = 20131



	picture = "event_crime"



	trigger = {

			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 = ai } }

			condition = {

			type = or

			condition = { type = has_improvement value = { mine  = yes } }

			condition = { type = has_improvement value = { improved_mine  = yes } }

			}

			condition = { type = ruler_gold value = 300 }

	}



	name="Our mine has been raided!"



	mean_time_to_happen = {

		months = 180



		modifier = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { smugglers_ring  = yes } }

			factor = 0.9

		}

		modifier = {

			condition = { type = has_improvement value = { highway_robber_band  = yes } }

			factor = 0.85

		}

		modifier = {

			condition = { type = has_improvement value = { royal_post  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { improved_mine  = yes } }

			factor = 0.9

		}

		modifier = {

			condition = { type = has_improvement value = { brewery  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { dyeworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { glassworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = regiment_mobilized }

			factor = 0.9

		}

                modifier = {

			condition = { type = has_improvement value = { court_of_justice  = yes } }

			factor = 2.0

		}

		modifier = {

			condition = { type = trait value = cruel }

			factor = 1.2

		}

		modifier = {

			condition = { type = trait value = forgiving }

			factor = 0.9

		}

		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 = {#damn,i've more important things to do

		ai_chance = 1

		effect = { type = ruler_gold value = -300 }

		effect = { type = burgher_loyalty value = -0.25 }

		effect = { type = ruler_prestige value = -75 }

	}

	action_b = {#send your steward to investigate

		ai_chance = 3

		effect = { type = ruler_gold value = -600 }

		effect = { type = ruler_prestige value = 50 }

		effect = { type = burgher_loyalty value = 0.25 }

		effect = {

			type = random

			chance = 20

			effect = { type = remove_improvement value = thieves_guild  }

		}

		effect = {

			type = random

			chance = 10

			effect = { type = remove_improvement value = smugglers_ring }

		}

		effect = {

			type = random

			chance = 5

			effect = { type = remove_improvement value = highway_robber_band }

		}

		

	}

	action_c = {#send troops and do all to get them

		ai_chance = 3

		effect = { type = ruler_gold value = -900 }

		effect = { type = ruler_prestige value = 75 }

		effect = { type = burgher_loyalty value = 0.3 }

		effect = {

			type = random

			chance = 30

			effect = { type = remove_improvement value = thieves_guild  }

		}

		effect = {

			type = random

			chance = 20

			effect = { type = remove_improvement value = smugglers_ring }

		}

		effect = {

			type = random

			chance = 10



			effect = { type = remove_improvement value = highway_robber_band }

		}

	}

	action_d = {#Then we have to tax the peasants much more

		ai_chance = 2

		effect = { type = peasant_loyalty value = -0.2 }

		effect = { type = peasant_power value = -0.2 }

		effect = { type = ruler_gold value = 300 }

		effect = { type = ruler_piety value = -50 }

		effect = {

			type = random

			chance = 25

			effect = { type = add_province_effect value = revolt  }

		}

	}



}


#########################
#Robbery(Brewery)
#########################
province_event = {

	id = 20132



	picture = "event_crime"



	trigger = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			condition = { type = not value = { type = ai } }

			condition = { type = has_improvement value = { brewery  = yes } }

			condition = { type = ruler_gold value = 75 }

	}



	name="Our brewery has been raided!"



	mean_time_to_happen = {

		months = 180



		modifier = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { royal_post  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { mine  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { improved_mine  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { dyeworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { glassworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = regiment_mobilized }

			factor = 0.9

		}

                modifier = {

			condition = { type = has_improvement value = { court_of_justice  = yes } }

			factor = 2.0

		}

		modifier = {

			condition = { type = trait value = cruel }

			factor = 1.2

		}

		modifier = {

			condition = { type = trait value = forgiving }

			factor = 0.9

		}

		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 = {#damn,i've more important things to do

		ai_chance = 1

		effect = { type = ruler_gold value = -75 }

		effect = { type = burgher_loyalty value = -0.15 }

		effect = { type = ruler_prestige value = -25 }

	}

	action_b = {#send your steward to investigate

		ai_chance = 3

		effect = { type = ruler_gold value = -150 }

		effect = { type = ruler_prestige value = 10 }

		effect = { type = burgher_loyalty value = 0.1 }

		effect = {

			type = random

			chance = 30

			effect = { type = remove_improvement value = thieves_guild  }

		}

		

	}

	action_c = {#send troops and do all to get them

		ai_chance = 3

		effect = { type = ruler_gold value = -300 }

		effect = { type = ruler_prestige value = 25 }

		effect = { type = burgher_loyalty value = 0.2 }

		effect = {

			type = random

			chance = 50

			effect = { type = remove_improvement value = thieves_guild  }

		}

	}

	action_d = {#Then we have to tax the peasants much more

		ai_chance = 2

		effect = { type = peasant_loyalty value = -0.1 }

		effect = { type = peasant_power value = -0.1 }

		effect = { type = ruler_gold value = 75 }

		effect = { type = ruler_piety value = -10 }

		effect = {

			type = random

			chance = 5

			effect = { type = add_province_effect value = revolt  }

		}

	}



}


#########################
#Robbery(Brewery)
#########################
province_event = {

	id = 20133



	picture = "event_crime"



	trigger = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			condition = { type = has_improvement value = { smugglers_ring  = yes } }

			condition = { type = not value = { type = ai } }

			condition = { type = has_improvement value = { brewery  = yes } }
			condition = { type = ruler_gold value = 150 }

	}



	name="Our brewery has been raided!"



	mean_time_to_happen = {

		months = 180



		modifier = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { smugglers_ring  = yes } }

			factor = 0.9

		}

		modifier = {

			condition = { type = has_improvement value = { royal_post  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { mine  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { improved_mine  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { dyeworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { glassworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = regiment_mobilized }

			factor = 0.9

		}

                modifier = {

			condition = { type = has_improvement value = { court_of_justice  = yes } }

			factor = 2.0

		}

		modifier = {

			condition = { type = trait value = cruel }

			factor = 1.2

		}

		modifier = {

			condition = { type = trait value = forgiving }

			factor = 0.9

		}

		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 = {#damn,i've more important things to do

		ai_chance = 1

		effect = { type = ruler_gold value = -150 }

		effect = { type = burgher_loyalty value = -0.2 }

		effect = { type = ruler_prestige value = -50 }

	}

	action_b = {#send your steward to investigate

		ai_chance = 3

		effect = { type = ruler_gold value = -300 }

		effect = { type = ruler_prestige value = 25 }

		effect = { type = burgher_loyalty value = 0.15 }

		effect = {

			type = random

			chance = 25

			effect = { type = remove_improvement value = thieves_guild  }

		}

		effect = {

			type = random

			chance = 15

			effect = { type = remove_improvement value = smugglers_ring }

		}

		

	}

	action_c = {#send troops and do all to get them

		ai_chance = 3

		effect = { type = ruler_gold value = -600 }

		effect = { type = ruler_prestige value = 50 }

		effect = { type = burgher_loyalty value = 0.25 }

		effect = {

			type = random

			chance = 40

			effect = { type = remove_improvement value = thieves_guild  }

		}

		effect = {

			type = random

			chance = 25

			effect = { type = remove_improvement value = smugglers_ring }

		}

	}

	action_d = {#Then we have to tax the peasants much more

		ai_chance = 2

		effect = { type = peasant_loyalty value = -0.15 }

		effect = { type = peasant_power value = -0.15 }

		effect = { type = ruler_gold value = 150 }

		effect = { type = ruler_piety value = -25 }

		effect = {

			type = random

			chance = 15

			effect = { type = add_province_effect value = revolt  }

		}

	}



}


#########################
#Robbery(brewery)
#########################
province_event = {

	id = 20134

	picture = "event_crime"



	trigger = {

			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 = ai } }

			condition = { type = has_improvement value = { brewery  = yes } }

			condition = { type = ruler_gold value = 300 }

	}



	name="Our brewery has been raided!"



	mean_time_to_happen = {

		months = 180



		modifier = {

			condition = { type = has_improvement value = { thieves_guild  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { smugglers_ring  = yes } }

			factor = 0.9

		}

		modifier = {

			condition = { type = has_improvement value = { highway_robber_band  = yes } }

			factor = 0.85

		}

		modifier = {

			condition = { type = has_improvement value = { royal_post  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { mine  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { improved_mine  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { dyeworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = has_improvement value = { glassworks  = yes } }

			factor = 0.95

		}

		modifier = {

			condition = { type = regiment_mobilized }

			factor = 0.9

		}

                modifier = {

			condition = { type = has_improvement value = { court_of_justice  = yes } }

			factor = 2.0

		}

		modifier = {

			condition = { type = trait value = cruel }

			factor = 1.2

		}

		modifier = {

			condition = { type = trait value = forgiving }

			factor = 0.9

		}

		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 = {#damn,i've more important things to do

		ai_chance = 1

		effect = { type = ruler_gold value = -300 }

		effect = { type = burgher_loyalty value = -0.25 }

		effect = { type = ruler_prestige value = -75 }

	}

	action_b = {#send your steward to investigate

		ai_chance = 3

		effect = { type = ruler_gold value = -600 }

		effect = { type = ruler_prestige value = 50 }

		effect = { type = burgher_loyalty value = 0.25 }

		effect = {

			type = random

			chance = 20

			effect = { type = remove_improvement value = thieves_guild  }

		}

		effect = {

			type = random

			chance = 10

			effect = { type = remove_improvement value = smugglers_ring }

		}

		effect = {

			type = random

			chance = 5

			effect = { type = remove_improvement value = highway_robber_band }

		}

		

	}

	action_c = {#send troops and do all to get them

		ai_chance = 3

		effect = { type = ruler_gold value = -900 }

		effect = { type = ruler_prestige value = 75 }

		effect = { type = burgher_loyalty value = 0.3 }

		effect = {

			type = random

			chance = 30

			effect = { type = remove_improvement value = thieves_guild  }

		}

		effect = {

			type = random

			chance = 20

			effect = { type = remove_improvement value = smugglers_ring }

		}

		effect = {

			type = random

			chance = 10



			effect = { type = remove_improvement value = highway_robber_band }

		}

	}

	action_d = {#Then we have to tax the peasants much more

		ai_chance = 2

		effect = { type = peasant_loyalty value = -0.2 }

		effect = { type = peasant_power value = -0.2 }

		effect = { type = ruler_gold value = 300 }

		effect = { type = ruler_piety value = -50 }

		effect = {

			type = random

			chance = 25

			effect = { type = add_province_effect value = revolt  }

		}

	}

}

For extra_text.csv:
Code:
ACTIONNAME20129A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20129B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20129C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20129D;Then we have to tax the peasants much more!;;;;;;;;;;X
ACTIONNAME20130A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20130B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20130C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20130D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20131A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20131B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20131C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20131D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20132A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20132B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20132C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20132D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20133A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20133B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20133C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20133D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20134A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20134B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20134C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20134D;Then we have to tax the peasants much more;;;;;;;;;;X


Thoughts?
 
Last edited:
Actions a, b and c all effect noble loyalty. Shouldn't it be the burghers instead? Mine ownership smacks of that nasty commerce stuff that nobles tend to avoid.
 
richvh said:
Actions a, b and c all effect noble loyalty. Shouldn't it be the burghers instead? Mine ownership smacks of that nasty commerce stuff that nobles tend to avoid.
Yes you're right...i've changed it to burher_loyality.
Thanks for feedback! ;)
 
Here are the last crime events for glassworks and dyeworks:
Code:
#########################
#Robbery(dyeworks)
#########################
province_event = {
	id = 20135

	picture = "event_crime"

	trigger = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			condition = { type = not value = { type = ai } }
			condition = { type = has_improvement value = { dyeworks  = yes } }
			condition = { type = ruler_gold value = 75 }
	}

	name="Our dyeworks has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { royal_post  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { improved_mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { brewery  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { glassworks  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		ai_chance = 1
		effect = { type = ruler_gold value = -75 }
		effect = { type = burgher_loyalty value = -0.15 }
		effect = { type = ruler_prestige value = -25 }
	}
	action_b = {#send your steward to investigate
		ai_chance = 3
		effect = { type = ruler_gold value = -150 }
		effect = { type = ruler_prestige value = 10 }
		effect = { type = burgher_loyalty value = 0.1 }
		effect = {
			type = random
			chance = 30
			effect = { type = remove_improvement value = thieves_guild  }
		}
		
	}
	action_c = {#send troops and do all to get them
		ai_chance = 3
		effect = { type = ruler_gold value = -300 }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = burgher_loyalty value = 0.2 }
		effect = {
			type = random
			chance = 50
			effect = { type = remove_improvement value = thieves_guild  }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		ai_chance = 2
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = peasant_power value = -0.1 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = ruler_piety value = -10 }
		effect = {
			type = random
			chance = 5
			effect = { type = add_province_effect value = revolt  }
		}
	}

}

#########################
#Robbery(dyeworks)
#########################
province_event = {
	id = 20136

	picture = "event_crime"

	trigger = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			condition = { type = not value = { type = ai } }
			condition = { type = has_improvement value = { dyeworks  = yes } }
			condition = { type = ruler_gold value = 150 }
	}

	name="Our dyeworks has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { royal_post  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { improved_mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { brewery  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { glassworks  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		ai_chance = 1
		effect = { type = ruler_gold value = -150 }
		effect = { type = burgher_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -50 }
	}
	action_b = {#send your steward to investigate
		ai_chance = 3
		effect = { type = ruler_gold value = -300 }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = burgher_loyalty value = 0.15 }
		effect = {
			type = random
			chance = 25
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 15
			effect = { type = remove_improvement value = smugglers_ring }
		}
		
	}
	action_c = {#send troops and do all to get them
		ai_chance = 3
		effect = { type = ruler_gold value = -600 }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = {
			type = random
			chance = 40
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 25
			effect = { type = remove_improvement value = smugglers_ring }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		ai_chance = 2
		effect = { type = peasant_loyalty value = -0.15 }
		effect = { type = peasant_power value = -0.15 }
		effect = { type = ruler_gold value = 150 }
		effect = { type = ruler_piety value = -25 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_province_effect value = revolt  }
		}
	}

}


#########################
#Robbery(dyeworks)
#########################
province_event = {
	id = 20137
	picture = "event_crime"

	trigger = {
			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 = ai } }
			condition = { type = has_improvement value = { dyeworks  = yes } }
			condition = { type = ruler_gold value = 300 }
	}

	name="Our dyeworks has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band  = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_improvement value = { royal_post  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { improved_mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { brewery  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { glassworks  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		ai_chance = 1
		effect = { type = ruler_gold value = -300 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = { type = ruler_prestige value = -75 }
	}
	action_b = {#send your steward to investigate
		ai_chance = 3
		effect = { type = ruler_gold value = -600 }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = {
			type = random
			chance = 20
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = remove_improvement value = smugglers_ring }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = remove_improvement value = highway_robber_band }
		}
		
	}
	action_c = {#send troops and do all to get them
		ai_chance = 3
		effect = { type = ruler_gold value = -900 }
		effect = { type = ruler_prestige value = 75 }
		effect = { type = burgher_loyalty value = 0.3 }
		effect = {
			type = random
			chance = 30
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 20
			effect = { type = remove_improvement value = smugglers_ring }
		}
		effect = {
			type = random
			chance = 10

			effect = { type = remove_improvement value = highway_robber_band }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		ai_chance = 2
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = peasant_power value = -0.2 }
		effect = { type = ruler_gold value = 300 }
		effect = { type = ruler_piety value = -50 }
		effect = {
			type = random
			chance = 25
			effect = { type = add_province_effect value = revolt  }
		}
	}

}



#########################
#Robbery(glassworks)
#########################
province_event = {
	id = 20138

	picture = "event_crime"

	trigger = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			condition = { type = not value = { type = ai } }
			condition = { type = has_improvement value = { glassworks  = yes } }
			condition = { type = ruler_gold value = 75 }
	}

	name="Our glassworks has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { royal_post  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { improved_mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { brewery  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { dyeworks  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		ai_chance = 1
		effect = { type = ruler_gold value = -75 }
		effect = { type = burgher_loyalty value = -0.15 }
		effect = { type = ruler_prestige value = -25 }
	}
	action_b = {#send your steward to investigate
		ai_chance = 3
		effect = { type = ruler_gold value = -150 }
		effect = { type = ruler_prestige value = 10 }
		effect = { type = burgher_loyalty value = 0.1 }
		effect = {
			type = random
			chance = 30
			effect = { type = remove_improvement value = thieves_guild  }
		}
		
	}
	action_c = {#send troops and do all to get them
		ai_chance = 3
		effect = { type = ruler_gold value = -300 }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = burgher_loyalty value = 0.2 }
		effect = {
			type = random
			chance = 50
			effect = { type = remove_improvement value = thieves_guild  }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		ai_chance = 2
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = peasant_power value = -0.1 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = ruler_piety value = -10 }
		effect = {
			type = random
			chance = 5
			effect = { type = add_province_effect value = revolt  }
		}
	}

}

#########################
#Robbery(glassworks)
#########################
province_event = {
	id = 20139

	picture = "event_crime"

	trigger = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			condition = { type = not value = { type = ai } }
			condition = { type = has_improvement value = { glassworks  = yes } }
			condition = { type = ruler_gold value = 150 }
	}

	name="Our glassworks has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { royal_post  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { improved_mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { brewery  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { dyeworks  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		ai_chance = 1
		effect = { type = ruler_gold value = -150 }
		effect = { type = burgher_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -50 }
	}
	action_b = {#send your steward to investigate
		ai_chance = 3
		effect = { type = ruler_gold value = -300 }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = burgher_loyalty value = 0.15 }
		effect = {
			type = random
			chance = 25
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 15
			effect = { type = remove_improvement value = smugglers_ring }
		}
		
	}
	action_c = {#send troops and do all to get them
		ai_chance = 3
		effect = { type = ruler_gold value = -600 }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = {
			type = random
			chance = 40
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 25
			effect = { type = remove_improvement value = smugglers_ring }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		ai_chance = 2
		effect = { type = peasant_loyalty value = -0.15 }
		effect = { type = peasant_power value = -0.15 }
		effect = { type = ruler_gold value = 150 }
		effect = { type = ruler_piety value = -25 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_province_effect value = revolt  }
		}
	}

}


#########################
#Robbery(glassworks)
#########################
province_event = {
	id = 20140
	picture = "event_crime"

	trigger = {
			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 = ai } }
			condition = { type = has_improvement value = { glassworks  = yes } }
			condition = { type = ruler_gold value = 300 }
	}

	name="Our glassworks has been raided!"

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band  = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_improvement value = { royal_post  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { improved_mine  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { brewery  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { dyeworks  = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.9
		}
                modifier = {
			condition = { type = has_improvement value = { court_of_justice  = yes } }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		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 = {#damn,i've more important things to do
		ai_chance = 1
		effect = { type = ruler_gold value = -300 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = { type = ruler_prestige value = -75 }
	}
	action_b = {#send your steward to investigate
		ai_chance = 3
		effect = { type = ruler_gold value = -600 }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = {
			type = random
			chance = 20
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = remove_improvement value = smugglers_ring }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = remove_improvement value = highway_robber_band }
		}
		
	}
	action_c = {#send troops and do all to get them
		ai_chance = 3
		effect = { type = ruler_gold value = -900 }
		effect = { type = ruler_prestige value = 75 }
		effect = { type = burgher_loyalty value = 0.3 }
		effect = {
			type = random
			chance = 30
			effect = { type = remove_improvement value = thieves_guild  }
		}
		effect = {
			type = random
			chance = 20
			effect = { type = remove_improvement value = smugglers_ring }
		}
		effect = {
			type = random
			chance = 10

			effect = { type = remove_improvement value = highway_robber_band }
		}
	}
	action_d = {#Then we have to tax the peasants much more
		ai_chance = 2
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = peasant_power value = -0.2 }
		effect = { type = ruler_gold value = 300 }
		effect = { type = ruler_piety value = -50 }
		effect = {
			type = random
			chance = 25
			effect = { type = add_province_effect value = revolt  }
		}
	}

}

Extra_text.csv:
Code:
ACTIONNAME20135A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20135B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20135C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20135D;Then we have to tax the peasants much more!;;;;;;;;;;X
ACTIONNAME20136A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20136B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20136C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20136D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20137A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20137B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20137C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20137D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20138A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20138B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20138C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20138D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20139A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20139B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20139C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20139D;Then we have to tax the peasants much more;;;;;;;;;;X
ACTIONNAME20140A;Damn,i've more important things to do.;;;;;;;;;;X
ACTIONNAME20140B;I will send my steward to investigate!;;;;;;;;;;X
ACTIONNAME20140C;Send troops and do all to get them!;;;;;;;;;;X
ACTIONNAME20140D;Then we have to tax the peasants much more;;;;;;;;;;X
 
For action_d I think the lowering of loyalty and chance of revolt (which is the same as the second at 15) for the more serve versions of the events still seems more benificial. Maybe if loyalty was decreased moreso than power for all the events and revolt chance was increased, espeically for the last one it might be okay.

Also try not to lower power by anything other than 10% fractions because it causes complications.

so imo it should go from -.1 to -.2 to -.4 for loyalty atleast. power imo should be the same or only increase by -.1 each time.
 
Jinnai said:
For action_d I think the lowering of loyalty and chance of revolt (which is the same as the second at 15) for the more serve versions of the events still seems more benificial. Maybe if loyalty was decreased moreso than power for all the events and revolt chance was increased, espeically for the last one it might be okay.
Hmmm...let me see if i understand you right:
-More loyality loss than power loss
-increasing of revolt risk
Right? :confused:
And what do you mean with this: "which is the same as the second at 15"?
Maybe i'm a bit stupid, but i think it's better if i ask before i change something! ;)

Jinnai said:
Also try not to lower power by anything other than 10% fractions because it causes complications.
Why does it cause problems?
I've seen some vanilla events which are using 0.05 or 0.15 and not the 10% fractions!
 
Last edited: