I've got some ideas for crime events:
For extra_text.csv:
Thoughts?
Edit:changed events to more options...there will be added events for mine and glassworks
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: