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LiamRiordan

The Rambling KR Player
70 Badges
Aug 4, 2008
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Whether its by event player or AI decision, is it possible to add triggers or conditions to force an event to fire for a 'new' nation?

Do I set the random to yes with a very low offset?

I need this for a project I'm working on for Kaiserreich :p
 
Ah that helped thank you.

Right, now the issue is I'm trying to create events to simulate the 'defeated' nations recovery process, so I have to take 'probable' masters into account. Which means triggers I've never made before. Here is the event so far:

Code:
event = {
    id = 850000
    random = no
    country = AST # Australasian Confederation
    style = 0
    date = { day = 1 month = january year = 1936 }
    offset = 1
    deathdate = { day 31 month = december = 1964 }
    
        trigger = {
            exists = GER
            puppet = { country = AST country = GER  }
            NOT = { war = { country = AST country = GER } }
        OR
            exists = FRA
            puppet = { country = AST country = FRA }
            NOT = { war = { country = AST country = FRA } }
        OR
            exists = ENG
            puppet = { country = AST country = ENG }
            NOT = { war = { country = AST country = ENG } }
        OR
            exists = JAP
            puppet = { country = AST country = JAP }
            NOT = { war = { country = AST country = JAP } }
        }
        
            name = "Australasian Economic Collapse"
            desc = "Our nation is battered militarily and our economy is smashed due to the loss of reliable trade partners and foreign companies leaving the nation for greener pastures.  We must do something very soon to get out of this mess.  But for now, we must count our losses and create a recovery plan of action."
            
                action = {
                    name = "Crikey!"
                        command = { type = peacetime_ic_mod value = -50 } #Economy has collapsed
                        command = { type = dissent value = 25 } #People are angry
                        command = { type = relative_manpower value = -10 } #A lot less people signing up for the military
                        command = { type = construct which = ic where = -1 value = -1 } #Initial factory losses
                        command = { type = construct which = ic where = -1 value = -1 }
                        command = { type = construct which = ic where = -1 value = -1 }
                        command = { type = extra_tc value = -40 } #Rail and naval services are damaged and disorganized
                        command = { type = max_organization which = land value = -15 } #To simulate known doctrines being ineffective and military reorginization
                        command = { type = morale which = land value = -20 } #To simulate low confidence and pride
                }
                    
        
}
Regarding the peacetime IC modifier, is it better to use peacetime_ic_mod or industrial_modifier? I'm trying to damage the economy in both peace and any other war it may be thrown into during the repair process. I've tried to simulate Australasian Confederation in KR being defeated and liberated by Germany, Commune of France, Japan and Union of Britain.

Would something along these lines work? I'd need it to trigger a decision event that leads on to a repair chain.
 
This is a draft, isn't it? (as you have many errors in the trigger section)
Yes its a draft, I've just been advised to replace the trigger with this:
Code:
        trigger = {
            ispuppet = AST
        }

EDIT:

Ok, I've tested this event and it works, I noticed a few more errors that I should have known too <.< Thank you error verification!

Code:
###Australasian Confederation
event = {
    id = 850000
    random = no
    country = AST # Australasian Confederation
    style = 0
    date = { day = 1 month = january year = 1936 }
    offset = 1
    deathdate = { day = 31 month = december year = 1964 }
    
        trigger = {
            ispuppet = AST
        }
        
            name = "Australasian Economic Collapse"
            desc = "Our nation is battered militarily and our economy is smashed due to the loss of reliable trade partners and foreign companies leaving the nation for greener pastures.  We must do something very soon to get out of this mess.  But for now, we must count our losses and create a recovery plan of action."
            
                action = {
                    name = "Crikey!"
                        command = { type = peacetime_ic_mod value = -50 } #Economy has collapsed
                        command = { type = dissent value = 25 } #People are angry
                        command = { type = relative_manpower value = -10 } #A lot less people signing up for the military
                        command = { type = construct which = ic where = -1 value = -1 } #Initial factory losses
                        command = { type = construct which = ic where = -1 value = -1 }
                        command = { type = construct which = ic where = -1 value = -1 }
                        command = { type = extra_tc value = -40 } #Rail and naval services are damaged and disorganized
                        command = { type = max_organization which = land value = -15 } #To simulate known doctrines being ineffective and military reorganization
                        command = { type = morale which = land value = -20 } #To simulate low confidence and pride
                }
                    
        
}
 
Last edited:
I love the event name, "Crikey!" XD
 
Ok the event is fine, now there is one last problem. Forcing the decision event to unlock only after the "Economic Collapse" occurs first.

I have tried making the decision only usable after the Economic Collapse happened 7 days ago with:
Code:
event = { id = 850000 days = 7 }
I put that in the decision trigger, but its constantly not satisfied thinking the event never fired when it did. Even after a month of waiting.

I even tried forcing the 850001 which is the Recovery Focus decision to fire 7 days after the economic collapse. While it did fire, the decision was still there.

I think I best remove the idea of making the Recovery Plan a decision and just make it forced until a better solution can be found.

Here was the code:
Code:
event = {
    id = 850001
    random = no
    persistent = no
    country = AST # Australasian Confederation
    style = 1
    picture = "unemployment"
    
    decision = { 
        money = 50
        supplies = 200
            }

    decision_trigger = {
        event = { id = 850000 days = 7 }
        money = 75
        supplies = 400
        atwar = no
    }

Code:
event = {
    id = 850001
    random = no
    persistent = no
    country = AST # Australasian Confederation
    style = 1
    picture = "unemployment"
    
    decision = { 
        money = 50
        supplies = 200
        event = { id = 850000 days = 7 }
        }

    decision_trigger = {
        money = 75
        supplies = 400
        atwar = no
    }

That version didn't work either.