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Just to add to the list of ideas/requests for possible changes and improvements ... and once again, apologies for any repeated ideas and etc.


1. Trigger structure

It would be useful to me, as a modder, to have as much information as possible available in the triggers about countries other than the one the event is occuring for. Some of these ideas have been captured already by YodaMaster and others. However, it would be best if it was EVERYTHING for this greedy little mod writer. And perhaps this comes down to how triggers are structured. Currently many of the triggers assume the host country and so are written like this:

religion = X

flag = X

emperor = X

..... and so forth. Instead, it would be very very helpful if all country-related triggers were built around tags. So:

religion = { country = NAV data = X }

tag = { country = X value = X }

emperor = { country = X data = X }

.... and so forth. This would cut down enourmously on all the extra events I need to write, as so often have to make an event as a 'marker' that something has occured so that the trigger event = X can be used as a trigger to indicate that, say, a certain country is size 10+ or is protestant or annexed so-and-so.

2. More of those minus values. :cool:

If we are able to have 16000 or so of them, then I have a request for a couple more. If it can't be done or is not important enough, I understand.

a. A value for a random neighbouring country which is larger than the event-host country.

b. A value for a random neighbouring country which is smaller than the event-host country.

c. A value for a random province with greater than X level of RR. As an example, <type = revolt which = -42 value = 8 > where 8 is that random provinces current RR.


3. Other Triggers

Include province revoltrisk as a trigger.


Thanks once again for your time. The SCT rocks.
 
MattyG said:
3. Other Triggers

Include province revoltrisk as a trigger.

Can you explain this one? Do you mean actual province revoltrisk (as in caused by that command) or whether a province has any sort of revoltrisk (nationalism, war exhaustion, countrywide revoltrisk via event)?
 
Garbon said:
Can you explain this one? Do you mean actual province revoltrisk (as in caused by that command) or whether a province has any sort of revoltrisk (nationalism, war exhaustion, countrywide revoltrisk via event)?

Yes.

And example events.



Code:
event = {
	id = xxxxxx
	random = yes
	trigger = {
		revoltrisk = { province = -1 value = 8 }
	}
	name = "Bailiffs Hounded"
	desc = "The ongoing political and religious strife has seen our tax collectors hounded out of the towns!"

	action_a = {
		name = "Oh, that's disappointing"
		command = { type = lose_building which = -3 value = bailiff }
	}
} 


event = {
	id = xxxxxx
	random = no
	trigger = {

		event = 450921 #Mariachi civil war event
		
		OR = {
			revoltrisk = { province = 223 value = 8 }
			revoltrisk = { province = 224 value = 8 }
			revoltrisk = { province = 225 value = 8 }
			revoltrisk = { province = 228 value = 8 }
		}

	}
	name = "Bailiffs Hounded"
	desc = "The ongoing political and religious strife has seen our tax collectors hounded out of the towns!"
	date = { year = 1451 }
	offset = 100
	deathdate = { year = 1460 }

	action_a = {
		name = "Oh, that's disappointing"
		command = { type = lose_building which = 223 value = bailiff }
		command = { type = lose_building which = 224 value = bailiff }
		command = { type = lose_building which = 225 value = bailiff }
		command = { type = lose_building which = 228 value = bailiff }
	}
}


event = {
	id = xxxxxx
	random = no
	trigger = {

		
		OR = {
			revoltrisk = { province = 223 value = 8 }
			revoltrisk = { province = 224 value = 8 }
			revoltrisk = { province = 225 value = 8 }
			revoltrisk = { province = 228 value = 8 }
			revoltrisk = { province = 229 value = 8 }
			revoltrisk = { province = 243 value = 8 }
			revoltrisk = { province = 281 value = 8 }
		}

		atwar = no
		stability = 2

	}
	name = "Calm Restored"
	desc = "Despite the religious tensions that have wracked our realm in recent years, a period of political stability has discouraged revolt and dissent.""
	date = { year = 1451 }
	offset = 100
	deathdate = { year = 1460 }

	action_a = {
		name = "Sweet"
		command = { type = revoltrisk which = 12 value = -4 }
	}
}


event = {
	id = 45095
	random = no
	trigger = {

		event = 450921 #Mariachi civil war event
		
		NOT = {
			revoltrisk = { province = 223 value = 8 }
			revoltrisk = { province = 224 value = 8 }
			revoltrisk = { province = 225 value = 8 }
			revoltrisk = { province = 228 value = 8 }
			revoltrisk = { province = 229 value = 8 }
			revoltrisk = { province = 243 value = 8 }
			revoltrisk = { province = 281 value = 8 }
		}

		atwar = no
		stability = 2

	}
	name = "The Civil War Ends"
	desc = "It would seem that the civil unrest caused by the mariachi bands has abated."
	date = { year = 1451 }
	offset = 100
	deathdate = { year = 1460 }

	action_a = {
		name = "At last!"
		command = { type = stability value = 1 }
		command = { type = domestic which = centralization value = 1 }
	}
}
 
the neighbor trigger should be changed to work without actually naming the neighbor.

so if neighbor relations where "strained", then the trigger would fire, an example
 
MattyG said:

My question was an OR question. :p

Excepting revolt risk from random events and war exhaustion/nationalism...you should generally have a read on what events have occurred.

I think many of your suggestions (and perhaps that's a function of you coming from Interregnum) seem more in line with something like eu3/CK. You seem to want a lot of triggers that can capture what could happen as the result of random occurrences. I'm not really sure that such a model fits well with eu2, unless the idea is to graft on a very different event system.

@Toio - Your suggestion doesn't really make much sense to me as what you are really saying is that you'd want a command that targets a random neighbor...and I guess a trigger that checks to see if the country has neighbors. Given the limited use of these two is this really an important change?
 
I think MattyG meant global revoltrisk, not only as result of events. But we could have two conditions:
1. revoltrisk: only for consequence of events (if revoltrisk didn't vanish as the consequence of province changing hands or reduced by event and former proposal for temporary effect of province revoltrisk)
2. totalrevoltrisk: for all combined effects.

Or only one revoltrisk condition but with two possible arguments: value and totalvalue.
 
Toio said:
the neighbor trigger should be changed to work without actually naming the neighbor.

so if neighbor relations where "strained", then the trigger would fire, an example
How would you write such condition? It is not clear for me.
 
Version 1 strikes me as something that is for the most part kept track of simply by history or flags in events. I'm not really sure of a good case to have a historical event triggered based on the revoltrisk rather than the events that proceeded it.

Version 2 strikes me, as I said, as something that fits in a more ck or eu3 sort of context. eu2 isn't so good at situational types events as they either occur as only one-offs or as infrequent random events.
 
YodaMaster said:
How would you write such condition? It is not clear for me.

Like I said, I think it would probably be the trigger "has_neighbor = yes/no" and then command would be negative relations with random neighbor.
 
YodaMaster, do you suppose you could gather all the requests for events (triggers, commands, and -x values) some place where we can go over them in a more orderly way? Or would you rather I did it?
 
MattyG said:
1. Trigger structure

It would be useful to me, as a modder, to have as much information as possible available in the triggers about countries other than the one the event is occuring for. Some of these ideas have been captured already by YodaMaster and others. However, it would be best if it was EVERYTHING for this greedy little mod writer. And perhaps this comes down to how triggers are structured. Currently many of the triggers assume the host country and so are written like this:

religion = X

flag = X

emperor = X

..... and so forth. Instead, it would be very very helpful if all country-related triggers were built around tags. So:

religion = { country = NAV data = X }

tag = { country = X value = X }

emperor = { country = X data = X }

.... and so forth. This would cut down enourmously on all the extra events I need to write, as so often have to make an event as a 'marker' that something has occured so that the trigger event = X can be used as a trigger to indicate that, say, a certain country is size 10+ or is protestant or annexed so-and-so.
No comment...

MattyG said:
2. More of those minus values. :cool:

If we are able to have 16000 or so of them, then I have a request for a couple more. If it can't be done or is not important enough, I understand.

a. A value for a random neighbouring country which is larger than the event-host country.

b. A value for a random neighbouring country which is smaller than the event-host country.

c. A value for a random province with greater than X level of RR. As an example, <type = revolt which = -42 value = 8 > where 8 is that random provinces current RR.
Why not...

MattyG said:
Thanks once again for your time. The SCT rocks.
We had to find a real name. It was part of the License Agreement but we aren't allowed to say it. And no, it isn't BORG... ;)
 
Garbon said:
My question was an OR question. :p

Excepting revolt risk from random events and war exhaustion/nationalism...you should generally have a read on what events have occurred.

I think many of your suggestions (and perhaps that's a function of you coming from Interregnum) seem more in line with something like eu3/CK. You seem to want a lot of triggers that can capture what could happen as the result of random occurrences. I'm not really sure that such a model fits well with eu2, unless the idea is to graft on a very different event system.


OK sorry about that.

I meant total RR for a given porovince, whatever its source (events, culture, nationalism, religion).]

And I guess you are partly right.

Our alternative history is not as detailed as the real world history that AGCEEP can draw upon (how could it be!) so we bridge this with trying to have a more complex series of random events.

But that isn't the only purpose, just the flavour of the evnts I have scripted above.

For me, the more triggers and commands I can have, the more life I can breathe into scripted, country/province specific 'historical' events, as opposed to just generic random type events.

Either way, its ultimately about better flavour and better function.

Currently AGCEEP has random revolt events, as does Interregnum. They are not very specific and the player has to fill in the gaps. The more triggers and commands I have, the more specific (jn flavour and function) I can make such events. Better for the game and the experience, I think.
 
One thing that would be great is if autosaving could save serial saves as opposed to overwriting autosave and old autosave. So you could end up with autosave 1, autosave 2, autosave 3...or even better autosave_1430, autosave_1440, autosave_1450...etc. That would make it so much easier to pull stats from handsoff games as I'd no longer have to check in every ten years to remember to save. It'd be truly...handsoff. :D
 
Garbon said:
Like I said, I think it would probably be the trigger "has_neighbor = yes/no" and then command would be negative relations with random neighbor.

for clarity

I would like a trigger as in neighbor = yes/no if the relations are + or -

that is

neighbor = yes if relations are positive

......................

also

another trigger which is

cot = yes/no

for an example, europe plague on wheat, so all cot will suffer some monetary loss
 
Toio said:
also

another trigger which is

cot = yes/no

for an example, europe plague on wheat, so all cot will suffer some monetary loss


This is a great idea, and lets extend it.

Triggers for each of the province good types.

province_good = { province = xxx value = metal }

and also in the generic format for commands

command = { type = province_good which = -26 }

where -26 is a random metals province, -27 is a random wheat province etc etc etc
 
Toio said:
for clarity

I would like a trigger as in neighbor = yes/no if the relations are + or -

that is

neighbor = yes if relations are positive

This strikes me as rather more useless. There isn't going to be much use of a trigger that highlights whether or not a nation has a neighbor with negative relations or positive relations (-1 is the same as -200, 1 the same as 200)...
 
MattyG said:
Currently AGCEEP has random revolt events, as does Interregnum. They are not very specific and the player has to fill in the gaps. The more triggers and commands I have, the more specific (jn flavour and function) I can make such events. Better for the game and the experience, I think.

That said, unlike what you've stated about Interregnum, random events are not a primary focus in the AGCEEP. If anything they often become more of a nuisance.
 
Garbon said:
That said, unlike what you've stated about Interregnum, random events are not a primary focus in the AGCEEP. If anything they often become more of a nuisance.

say WHAT? :eek:
 
beregic said:
say WHAT? :eek:

Yeah, you heard me. I think they are largely a nuisance. They're really great for messing up AI behavior. As an example, back in the day when revoltrisk stacked on lasted until the the enddate of the most recent revoltrisk statement, the Timurid government collapsed all the time as its high BB made it eligible for lots of nasty events. With regards to the human player, random events are one area where we get a lot of complaints and have lots of discussion on how to change them...which is always sort of odd as they don't really mesh well with a mod that's goal is historical accuracy/plausibility.

There's nothing really quite like getting pummeled by unhappy peasants while playing Mombasa...
 
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