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Oct 15, 2007
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  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • Victoria 2: A House Divided
Okay, so perhaps that's a bit ambitious of a title, given what little I have so far :) ... But it got your attention, no?

This modification has the following goals in mind:

To add more intrigue and factions to your nation's characters. By the end of this mod, your characters will truly support and undermine one another, and you'll seriously considering taking the national idea to limit your character's friends and enemies; watch Memphis burn, as a rivalry chain spirals out of control, ending with a sponsored riot, while far-flung Britannia flourishes into a center of civilization when several friends contribute to the construction of a new grand library.

To make civil wars hurt, and not because you're being given surplus units. Watch the lines of your nation's loyalty fluctuate, while every day your characters question whose side to be on, rebel and loyal governors stand deposed by usurpers, and your rival declares Rome better in Carthinian hands than your own.

To cause more fluctuation in loyalty. Unless you've placed a family member, friend, or submissive content in the governor's seat, you should have to check the ledger every now and then to make certain your governors remain loyal; furthermore, loyalty should have a tendency to spread, so that situations tend to resolve themselves or grow exacerbated.

To add more national flavour. It's all well and good to choose between closed and open nobility, or hellenistic and roman warfare, but four branches aren't enough; there should be more, many more! And by the end, there will be.

To make factions matter. Okay, great, family b is popular and wishes to be in power... Only to act exactly as family a did. Well, with this mod, it will matter which families rise and fall in prominence! From an emphasis on trade, an emphasis on domestic business, an emphasis on fighting, on defense or offense... All families will develop character over time, and will trigger events that change your nation's character if people begin to listen to them.

To make colonization matter more to the characters than your country. Families grow rich and powerful by developing the frontier... Now watch them take an active role, and be rewarded or destroyed for it.

To introduce more factors in international diplomacy. Your characters will have stances on how your nation should interact with others, in general and in specific; these, in turn, will influence your relations and what opportunities become available to you.

I'm certain I've left things out, but those are the end goals. I'll add more to the description when I remember what it was that they were.

How much of it is done? Well... Very little. Specifically, three events designed to spread disloyalty, and about seventy events relating to a national debate over whether your choice of Hellenistic or Roman warfare was a good one. But there will be more quite soon :).

The current version is .1, and can be obtained here.

Please take a look at it, and let me know if you notice any problems.
 
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I'll playtest them tonight. They look properly scripted. Descriptions and such would be nice of course, but that's trivial at this stage.
If successful, do you mind if I incorporate them into my mod? (My signature has the link). Credit will be given (as it is for all addons to my mod).
 
I don't think the player would ever see the descriptions... The only character events that the player sees are the ones impacting the ruler, and these events are designed not to include him or his family (though I haven't put the family exclusion in yet). I still plan on giving it a description, of course, but I'll save that for when I'm working with the localization files :) .

You, and any one else who wishes to use elements from my mod, are free to do so :) . Just mention which parts you're taking, unless you're using it all, and let me know :) .


Incidentally, version .01 should be ready this afternoon.
 
Code:
	trigger = {
		is_ruler = no
		is_governor = yes
		NOT = {[B] traits[/B] = honest }
		NOT = { [B]traits[/B] = just }
		NOT = { [B]traits[/B] = righteous }
		NOT = { loyalty = 25 }
		location = {
			any_neighbor_province = {
				governor_scope = {
					not = { loyalty = 50 }
					charisma = 3
				}
			}
		}

You're gonna need to add that traits in there for these events to work properly.
 
Oops, so I do. Silly mistake, that. Thank you ^_^ .
 
I've just uploaded the first version, .005. It's not much yet, but at least it's something :) .

Incidentally, I think I made a mistake in the old disloyalty events - if I'm not mistaken, it should have been loyalty = 25, instead of NOT = { loyalty = 25 } . As I had them, they only would have affected those who were already disloyal.
 
I know that I just uploaded .005 this afternoon, but I just couldn't leave the debate so lifeless, so here's .001.

Now it's possible for the debate to end, if you stay with one side for long enough, and the debate can grow more bitter. It's also somewhat easier to gain friends and for people to switch sides.

In the next version, it will be possible for things to get out more out of hand, and for a talented individual to make a more dramatic impact. I'll also add similar (okay, near identical, but for a few events dealing especially with the specific issues) event chains for the other tech branches. A triggered modifier once the debate ends (roughly one hundred years after you make your decision) will add minor, special advantages, and penalties if the nation is united against your choice. If you're really lucky, I'll even add some of the Prominent Families bonuses I promised :) . Though, good luck hitting getting them, until the family prestige bug is fixed... So you'll have to deal with the minor families bonus, assuming I can work out the right tags and triggers :) .

My gratitude to the four who have already downloaded version .005, and I hope you consider version .01 as well :) .

EDIT: I should note that these events are in no way tested, and given my fatigued state, are highly likely to not work as intended. It shouldn't cause any major problems, and I doubt that it will cause any crashes, but anyone who would like to glance over my code to point out that I switched a set_character_flag with a set_Country_Flag would be quite kind.
 
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Looks very interesting!

More character involvement is certainly a good idea and I look forward to seeing more of your work. No doubt I'll borrow parts of it for SPQR, fi that's ok by you.

By the way, was there any particular historical example of a nation changing warfare streams you had in mind, or did you think it was simply a cool thing to mod?
 
TheLand said:
Looks very interesting!

More character involvement is certainly a good idea and I look forward to seeing more of your work. No doubt I'll borrow parts of it for SPQR, if that's ok by you.

Why, thank you :) . Feel free to make use of it; all I ask is that you give me credit, and are clear on what parts you used.

By the way, was there any particular historical example of a nation changing warfare streams you had in mind, or did you think it was simply a cool thing to mod?

From what I understand, the lines in what system a country used wasn't necessarily clear, and armies had a tendency to go with what was working at any given point...

But mostly, I was intending to add a bit of uncertainty for the fifty years or so after you made your decision, where the people in your country might disagree with your choice and declare the whole thing a big mistake.

I meant it less as a country changing warfare models, and more as a representation of the difficulties of persuading an entire country of the merits of any given system. By the end of it, I hope to give the player more options in affecting that beyond being stubborn and, if you're a republic, desperately trying to ensure your consul holds your political views :) .

In short; I can't cite any examples offhand (though war isn't my historical strong point), but it seems reasonable that a country might reject a drastic change or embrace a previously rejected one, if it happens soon enough, and was adopted without consulting them. Major changes in a country's philosophy weren't shaped immediately after a press of a button, after all, and even the most decisive of debates had a significant group remaining unconvinced. I hope to provide a better model of that then the game currently possesses :) .
 
Ooops, I just noticed that I had prestige instead of family_prestige in all of the events. I just corrected the mistake.

Hahaha. I love your new sig, Jane. ;)

Thank you :) .
 
Is there a way to generate events based on age of ruler?

Let me specify the kind of event I'm trying to portray here. King dies, King's 4 year old son steps into reign.

Is there a way that when they step in, you can cause it (based on his age) to trigger an event to give the Child-King an "Underage" or "Child King" flag, that would then work as a trigger to other events within the kingdom?

For instance, say you have a very popular governor that has Loyalty < 50% to begin with, and the Child-King rises to power, the Governor/General/Whatever is insulted that he would then have to work for such an inept child, and it would allow for a series of events that would reduce his loyalty further, spark rebellions, civil war, etc?

Me.

Edit: Oh, and then when the child-king comes of age (say 16-17), another event would trigger automatically that would remove the flag....
 
Asmodeous said:
Is there a way to generate events based on age of ruler?

I've certainly seen an age trigger - look in morecivilwars.txt for examples. There is also a 'coming of age' variable in defines.txt.

I don't know how or if the game handles the minority of a monarch, it would be interesting to have events for...#
 
Asmodeous said:
Is there a way to generate events based on age of ruler?

Let me specify the kind of event I'm trying to portray here. King dies, King's 4 year old son steps into reign.

Is there a way that when they step in, you can cause it (based on his age) to trigger an event to give the Child-King an "Underage" or "Child King" flag, that would then work as a trigger to other events within the kingdom?

For instance, say you have a very popular governor that has Loyalty < 50% to begin with, and the Child-King rises to power, the Governor/General/Whatever is insulted that he would then have to work for such an inept child, and it would allow for a series of events that would reduce his loyalty further, spark rebellions, civil war, etc?

Me.

Edit: Oh, and then when the child-king comes of age (say 16-17), another event would trigger automatically that would remove the flag....

Glancing over the childhood events, yes ^_^ .

To code an example of the event you have in mind...

Code:
character_event = {

	id = 80040

	triggers = {
		NOT = { loyalty = 50 }
		popularity = 75
		is_governor = yes
		country = {
			any_child = {
				is_ruler = yes
				NOT = { age = 14 }
			}
		}
	}

	mean_time_to_happen = {
		months = 24
		modifier = { factor = .5 
			traits = proud }

	}

	title = "I won't serve a sniveling whelp!"
	desc = "My pride compels me to disloyalty."

	option = {
		name = "Just try and order me!"
		ai chance = { factor = 100 }
		loyalty = -10
	}
}

Alternately, you could do this...

Code:
character_event = {

	id = 80041

	trigger = {
			is_ruler = yes
			age = 14
	}

	mean_time_to_happen = {
		months = 1
	}

	title = "I am a child king."
	desc = "I am too young to know any know better."

	option = {
		name = "Poor me"
		clr_character_flag = childking
	}
}


character_event = {

	id = 80042

	trigger = {
		any_child = {
				is_ruler = yes
				NOT = { age = 14 }
			}

	mean_time_to_happen = {
		months = 1
	}

	title = "I am no longer a child king."
	desc = "I know better now."

	option = {
		name = "Poor me"
		set_character_flag = childking
	}
}

To get your tag for events. Essentially, you can check for the tag, or is_ruler and age.

I don't think the any_child scope is necessary, but I threw it in anyway.

A Child King trait would be handy, though, to have a penalty to ruler popularity; you could have a similar tag for a senile king.
 
So the only question I have (and this is going to sound stupid, but bear in mind my only coding background really is about 1 year of C++ coding in my brief stint in college) is this line:

NOT = { age = 14 }

Wouldn't that mean that if he was 17 that would be a valid argument? Or does the Paradox language attribute everything 14+ as " = 14 " as 14 has already been surpassed? I've noticed some similar language in other events and such and it has long been a source of my confusion as to coding events properly.

Me.
 
Asmodeous said:
So the only question I have (and this is going to sound stupid, but bear in mind my only coding background really is about 1 year of C++ coding in my brief stint in college) is this line:

NOT = { age = 14 }

Wouldn't that mean that if he was 17 that would be a valid argument? Or does the Paradox language attribute everything 14+ as " = 14 " as 14 has already been surpassed? I've noticed some similar language in other events and such and it has long been a source of my confusion as to coding events properly.

Me.

Paradoxian code interprets numbers used in the trigger field as that number and over - so 14 would really be 14 and over.

To get x number and under, you use NOT = { (item being counted) = x + 1 }.

Unless I've completely forgotten how it works, in which case I'm going to have fun fixing all of these events when I have the opportunity to test them :) ...

Furthermore...

If I want to change what traits do, would I create the \common\traits file with the new data of the trait in it and it would override the old one?

Me.

I'm... Fairly certain. I've never changed an existing modifier before ^_^0 . You probably want to check the wikki on that one.
 
There's a modding wiki? :eek: I found the EU3 one and it seems to fit most of the time but the differences are confusing. Hee! Anyway, according to what I found if you create a text file of the same name it replaces the core file when the mod is loaded. So apparently you would need to copy the entire contents of the core file over into the mod folder and add your intentions in, and it would build with that file instead.

Theoretically. ;)

Me.
 
Well, the EU3 wiki, at least :) . It should thoroughly apply for the mod folder, since I doubt they changed that.

Anyway, according to what I found if you create a text file of the same name it replaces the core file when the mod is loaded. So apparently you would need to copy the entire contents of the core file over into the mod folder and add your intentions in, and it would build with that file instead.

Really? I could have sworn it was possible to "Extend" it, to have it add instead of just replace...

It's not a huge problem if you have to copy the original traits as well, but it means a lot of checking per patch to make certain you're up to date with the vanilla files.

You could always test it by throwing together a few random traits and see if it overwrites the originals, though. A bit of a bother, but it shouldn't take more than ten minutes.
 
Jane_Doe said:
Really? I could have sworn it was possible to "Extend" it, to have it add instead of just replace...

"Extend" means "Extend the contents of the directory" not "Extend the contents of the file"...

So if you modify one line of the localisation file events.csv, at 434k, you need all 434k of it in your mod.