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hyme

Wisconsinite
89 Badges
Jan 23, 2007
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what is wrong with this event? i really dont know what i am doing, if you can tell.

Code:
# event made so their is more variety to laws in game
character_event = { #ai to picks new goverment 
	id = 24300
	picture = "event_law"
	trigger = {

		condition = { type = not value = { type = form_of_goverment value = knight_order }} 
		condition = { type = not value =  { type = form_of_goverment value = republican }}
		condition = { type = not value =  { type = form_of_goverment value = ecclestical }}
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Royal Prergative
		ai_chance = 25
		effect = { type = set_law value = Royal_Prergative }
		}
	action_b = { #sets law to feual contract
		ai_chance = 25
		effect = { type = set_law value = Feudal_contract }
		}
	action_c = {#sets law to traditional custom
		ai_chance = 25
		effect = { type = set_law value = Traditional_custom }
		}
	action_d = {#sets law to popual law
		ai_chance = 25
		effect = { type = set_law value = popual_law }
		}
	}
}

character_event = { #ai to picks new religius authority
	id = 24301
	picture = "event_law"
	trigger = {

		condition = { type = not value = { type = form_of_goverment value = knight_order }} 
		condition = { type = not value =  { type = form_of_goverment value = republican }}
		condition = { type = not value =  { type = form_of_goverment value = ecclestical }}
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Regal Supremacy
		ai_chance = 25
		effect = { type = set_law value = Regal_Supremacy }
		}
	action_b = { #sets law to Monastic Supremacy
		ai_chance = 25
		effect = { type = set_law value = Monastic_Supremacy }
		}
	action_c = {#sets law to Ecclesical Balance
		ai_chance = 25
		effect = { type = set_law value = Ecclesical_Balance }
		}
	action_d = {#sets law to church supremacy
		ai_chance = 25
		effect = { type = set_law value = church_supremacy }
		}
	}
}

character_event = { #ai to picks new inherit law
	id = 24302
	picture = "event_law"
	trigger = {

		condition = { type = not value = { type = form_of_goverment value = knight_order }} 
		condition = { type = not value =  { type = form_of_goverment value = republican }}
		condition = { type = not value =  { type = form_of_goverment value = ecclestical }}
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Salic Primogeniture
		ai_chance = 14
		effect = { type = set_law value = Salic_Primogeniture }
		}
	action_b = { #sets law to Semisalic Primogeniture
		ai_chance = 14
		effect = { type = set_law value = Semisalic_Primogeniture }
		}
	action_c = {#sets law to Salic Consanguinity
		ai_chance = 14
		effect = { type = set_law value = Salic_Consanguinity }
		}
	action_d = {#sets law to Semisalic Consanguinity
		ai_chance = 14
		effect = { type = set_law value = Semisalic_Consanguinity }
		}
	action_e = {#sets law to salic gavelkind
		ai_chance = 15
		effect = { type = set_law value = salic_gavelkind }
		}
	action_f = {#sets law to Semisalic gavelkind
		ai_chance = 15
		effect = { type = set_law value = Semisalic_gavelkind }
		}
	action_g = {#sets law to elective law
		ai_chance = 14
		effect = { type = set_law value = elective_law }
		}
	}
}
 
You have more than four actions, which does not work.

You can use a single action instead in the last event, with a random list:

Code:
action_a = { #Sets law
	effect = { type = random_list
		14 = { type = set_law value = Salic_Primogeniture }
		14 = { type = set_law value = Semisalic_Primogeniture }
(...)
	}
}

The rest looks okay.

The disadvantage of this is that you cannot use further AI modifier, but of course you could split them up by primogeniture (salic/semisalic), consanguity, gavelkind, elective -- that's four actions, the first three then with a random list of 2 items.
Then you can use AI modifiers in the effect chance.
 
You might want to check the spelling of all the law-names , f.e RP is written as follows

Code:
effect = { type = set_law value = royal_preorgatory_law }

and FC is

Code:
effect = { type = set_law value = feudal_contract_law }
 
how does it look now
Code:
########################################
#                                     	 	#
#    government change    		#
#                                    	 	#
#    BY Hyme         			#
#    Reserved ID Range 24300- 24399       	#
#                                     		#
########################################
# event made so their is more variety to laws in game
character_event = { #ai to picks new goverment, should fire on Traditional custom
	id = 24300
	picture = "event_law"
	trigger = {

		condition = { type = not value = { type = form_of_goverment value = knight_order }} 
		condition = { type = not value =  { type = form_of_goverment value = republican }}
		condition = { type = not value =  { type = form_of_goverment value = ecclestical }}
		condition = { type = has_law value = { Traditional_custom_law = yes } }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 30
	}
	action_a = { #Sets law to Royal Prergative
		ai_chance = 25
		effect = { type = set_law value = Royal_Prergative_law }
		}
	action_b = { #sets law to feual contract
		ai_chance = 25
		effect = { type = set_law value = Feudal_contract_law }
		}
	action_c = {#sets law to traditional custom
		ai_chance = 25
		effect = { type = set_law value = Traditional_custom_law }
		}
	action_d = {#sets law to popual law
		ai_chance = 25
		effect = { type = set_law value = Popular_law }
		}
	}
}

character_event = { #ai to picks new religius authority, should fire on Ecclesical Balance
	id = 24301
	picture = "event_law"
	trigger = {

		condition = { type = not value = { type = form_of_goverment value = knight_order }} 
		condition = { type = not value =  { type = form_of_goverment value = republican }}
		condition = { type = not value =  { type = form_of_goverment value = ecclestical }}
		condition = { type = has_law value = { Ecclesical_Balance = yes } }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months =30
	}
	action_a = { #Sets law to Regal Supremacy
		ai_chance = 25
		effect = { type = set_law value = Regal_Supremacy }
		}
	action_b = { #sets law to Monastic Supremacy
		ai_chance = 25
		effect = { type = set_law value = Monastic_Supremacy }
		}
	action_c = {#sets law to Ecclesical Balance
		ai_chance = 25
		effect = { type = set_law value = Ecclesical_Balance }
		}
	action_d = {#sets law to church supremacy
		ai_chance = 25
		effect = { type = set_law value = church_supremacy }
		}
	}
}

character_event = { #ai to picks new inherit law,, should fire on Semisalic Primogeniture
	id = 24302
	picture = "event_law"
	trigger = {

		condition = { type = not value = { type = form_of_goverment value = knight_order }} 
		condition = { type = not value =  { type = form_of_goverment value = republican }}
		condition = { type = not value =  { type = form_of_goverment value = ecclestical }}
		condition = { type = has_law value = { Semisalic_Primogeniture_law } }   
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 30
	}
	action_a = { #Sets law to Salic Primogeniture
		ai_chance = 25
		effect = { type = set_law value = Salic_Primogeniture_law }
		}
	action_b = { #sets law to Semisalic Primogeniture
		ai_chance = 25
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
	action_c = {#sets law to Salic Consanguinity
		ai_chance = 25
		effect = { type = set_law value = Salic_Consanguinity_law }
		}
	action_d = {#sets law to Semisalic Consanguinity
		ai_chance = 25
		effect = { type = set_law value = Semisalic_Consanguinity_law }
		}
	}
}
character_event = { #ai to picks new inherit law, should fire on Semisalic_Primogeniture_law
	id = 24303
	picture = "event_law"
	trigger = {

		condition = { type = not value = { type = form_of_goverment value = knight_order }} 
		condition = { type = not value =  { type = form_of_goverment value = republican }}
		condition = { type = not value =  { type = form_of_goverment value = ecclestical }}
		condition = { type = has_law value = { Semisalic_Primogeniture_law } } 
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months =30
	}
	action_a = {#sets law to salic gavelkind
		ai_chance = 25
		effect = { type = set_law value = salic_gavelkind_law }
		}
	action_b = {#sets law to Semisalic gavelkind
		ai_chance = 25
		effect = { type = set_law value = Semisalic_gavelkind_law }
		}
	action_c = {#sets law to elective law
		ai_chance = 25
		effect = { type = set_law value = elective_law }
		}
	action_d = { #Don't change 
		ai_chance = 25
		}
		
	}
}
 
Last edited:
There is at least 1 typo in the law, this one

Code:
effect = { type = set_law value = Royal_Prergative_law }


I also don't think that government form can be set as a condition, at least I can't find it in 'events effects' in the DB-folder

So I would say, just remove those. The laws of these governments are hardcoded so the events will not have any effect on them.

Code:
condition = { type = not value = { type = form_of_goverment value = knight_order }} 
		condition = { type = not value =  { type = form_of_goverment value = republican }}
		condition = { type = not value =  { type = form_of_goverment value = ecclestical }}
 
Veldmaarschalk said:
I also don't think that government form can be set as a condition, at least I can't find it in 'events effects' in the DB-folder
It's not documented, but it works. I use it as a condition in set_laws.txt in the DVIP Addon.

As for these events hyme, you should consider using a trait as marker to prevent it from firing more than once perhaps. As-is, the end effect of these laws will be to remove the default laws from all countries, which might not be what you like.

It might also be better to only make this fire for independent rulers, to prevent unnecessary stress on the liege-vassal relationship. With differing laws the vassal will get an event that asks him to change his law, which lowers relations if he refuses. This can lead to realm duress.
 
Last edited:
jordarkelf said:
It's not documented, but it works. I use it as a condition in set_laws.txt in the DVIP Addon.

Then it is much easier to have as the condition that the government type is 'feudal' instead of using three 'negative' conditions.

Code:
condition = { type = form_of_goverment value = feudal }
 
jordarkelf said:
It's not documented, but it works. I use it as a condition in set_laws.txt in the DVIP Addon.

As for these events hyme, you should consider using a trait as marker to prevent it from firing more than once perhaps. As-is, the end effect of these laws will be to remove the default laws from all countries, which might not be what you like.

It might also be better to only make this fire for independent rulers, to prevent unnecessary stress on the liege-vassal relationship. With differing laws the vassal will get an event that asks him to change his law, which lowers relations if he refuses. This can lead to realm duress.

well what i would like to do is find a balance between new rulers being made and the event firing. do you think months = 30 is too low?
If i choice to use a trait what would be a good trait to use?i would like one that doesn't really have any neg or plus sides to it.
 
Last edited:
You could also use prestige -- new rulers /usually/ have lower prestige. If for example most new rulers have a prestige less than 100, you can set the event to check for that as maximum. That way you can also have it fire later for realms when their prestige drops again.
 
would using this code change a gov into a republican

Code:
effect = { form_of_goverment value = republican }
 
jordarkelf said:
Unfortunately form_of_goverment is not a valid effect :(

There is no way to change government forms in-game.
how do the kingdom of Jerusalem and knight nation events work? could i make event that if the condition are meet would make a republican government, if i had country tags for it?
 
hyme said:
how do the kingdom of Jerusalem and knight nation events work? could i make event that if the condition are meet would make a republican government, if i had country tags for it?

These events just spawn a new tag. The game is hardcoded to know that the knight orders have a special government.

There are no tags that start as republics or bishoprics.

PAPA = papacy
HOSP, TEUT, TEMP = knight order

All other tags are created as feudal realms.
 
Last edited:
do you think i should have the default laws as a modifier instead of a condition?
exp.
Code:
condition = { type = has_law value = { Traditional_custom_law = yes } }

or

Code:
modifier = { 
			{ type = has_law value = { Traditional_custom_law = yes } } }
			factor = .5
		}
 
Code:
########################################
#                                     	 	#
#    government change    		#
#                                    	 	#
#    BY Hyme         			#
#    Reserved ID Range 24300- 24399       	#
#                                     		#
########################################
# event made so their is more variety to laws in game
character_event = { #ai to picks new goverment, should fire on Traditional custom
	id = 24300
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = has_law value = { Traditional_custom_law = yes } }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Royal Prergative
		ai_chance = 25
		effect = { type = set_law value = Royal_Prergative_law }
		}
	action_b = { #sets law to feual contract
		ai_chance = 25
		effect = { type = set_law value = Feudal_contract_law }
		}
	action_c = {#sets law to traditional custom
		ai_chance = 25
		effect = { type = set_law value = Traditional_custom_law }
		}
	action_d = {#sets law to popual law
		ai_chance = 25
		effect = { type = set_law value = Popular_law }
		}
	}
}

character_event = { #ai to picks new religius authority, should fire on Ecclesical Balance
	id = 24301
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = has_law value = { Ecclesical_Balance = yes } }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Regal Supremacy
		ai_chance = 25
		effect = { type = set_law value = Regal_Supremacy }
		}
	action_b = { #sets law to Monastic Supremacy
		ai_chance = 25
		effect = { type = set_law value = Monastic_Supremacy }
		}
	action_c = {#sets law to Ecclesical Balance
		ai_chance = 25
		effect = { type = set_law value = Ecclesical_Balance }
		}
	action_d = {#sets law to church supremacy
		ai_chance = 25
		effect = { type = set_law value = church_supremacy }
		}
	}
}

character_event = { #ai to picks new inherit law,, should fire on Semisalic Primogeniture
	id = 24302
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = has_law value = { Semisalic_Primogeniture_law } }   
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Salic Primogeniture
		ai_chance = 25
		effect = { type = set_law value = Salic_Primogeniture_law }
		}
	action_b = { #sets law to Semisalic Primogeniture
		ai_chance = 25
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
	action_c = {#sets law to Salic Consanguinity
		ai_chance = 25
		effect = { type = set_law value = Salic_Consanguinity_law }
		}
	action_d = {#sets law to Semisalic Consanguinity
		ai_chance = 25
		effect = { type = set_law value = Semisalic_Consanguinity_law }
		}
	}
}
character_event = { #ai to picks new inherit law, should fire on Semisalic_Primogeniture_law
	id = 24303
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = has_law value = { Semisalic_Primogeniture_law } } 
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = {#sets law to salic gavelkind
		ai_chance = 25
		effect = { type = set_law value = salic_gavelkind_law }
		}
	action_b = {#sets law to Semisalic gavelkind
		ai_chance = 25
		effect = { type = set_law value = Semisalic_gavelkind_law }
		}
	action_c = {#sets law to elective law
		ai_chance = 25
		effect = { type = set_law value = elective_law }
		}
	action_d = { #Don't change 		
		ai_chance = 25
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
		
	}
}

character_event = { #ai to picks new goverment
	id = 24304
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Royal Prergative
		ai_chance = 20
		effect = { type = set_law value = Royal_Prergative_law }
		}
	action_b = { #sets law to feual contract
		ai_chance = 20
		effect = { type = set_law value = Feudal_contract_law }
		}
	action_c = {#sets law to traditional custom
		ai_chance = 40
		effect = { type = set_law value = Traditional_custom_law }
		}
	action_d = {#sets law to popual law
		ai_chance = 20
		effect = { type = set_law value = Popular_law }
		}
	}
}

character_event = { #ai to picks new religius authority
	id = 24305
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Regal Supremacy
		ai_chance = 20
		effect = { type = set_law value = Regal_Supremacy }
		}
	action_b = { #sets law to Monastic Supremacy
		ai_chance = 20
		effect = { type = set_law value = Monastic_Supremacy }
		}
	action_c = {#sets law to Ecclesical Balance
		ai_chance = 40
		effect = { type = set_law value = Ecclesical_Balance }
		}
	action_d = {#sets law to church supremacy
		ai_chance = 20
		effect = { type = set_law value = church_supremacy }
		}
	}
}

character_event = { #ai to picks new inherit law,, should fire on Semisalic Primogeniture
	id = 24306
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }  
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Salic Primogeniture
		ai_chance = 20
		effect = { type = set_law value = Salic_Primogeniture_law }
		}
	action_b = { #sets law to Semisalic Primogeniture
		ai_chance = 40
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
	action_c = {#sets law to Salic Consanguinity
		ai_chance = 20
		effect = { type = set_law value = Salic_Consanguinity_law }
		}
	action_d = {#sets law to Semisalic Consanguinity
		ai_chance = 20
		effect = { type = set_law value = Semisalic_Consanguinity_law }
		}
	}
}
character_event = { #ai to picks new inherit law, should fire on Semisalic_Primogeniture_law
	id = 24307
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = {#sets law to salic gavelkind
		ai_chance = 20
		effect = { type = set_law value = salic_gavelkind_law }
		}
	action_b = {#sets law to Semisalic gavelkind
		ai_chance = 20
		effect = { type = set_law value = Semisalic_gavelkind_law }
		}
	action_c = {#sets law to elective law
		ai_chance = 20
		effect = { type = set_law value = elective_law }
		}
	action_d = { #change to Semisalic Primogeniture
		ai_chance = 40
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
		
	}
}
 
Code:
action_a = { #Sets law to Royal Prergative
		ai_chance = 25
		effect = { type = set_law value = [COLOR=Lime]Royal_Prergative_law [/COLOR] }
		}

should be

Code:
action_a = { #Sets law to Royal Prergative
		ai_chance = 25
		effect = { type = set_law value = [COLOR=Lime]royal_preorgatory_law[/COLOR]  }
		}



For this event, you should set having semisalic primogeneture has a condition, else it will keep on firing for the AI. The goes for the 'government' change events you have, with your current event they AI will change his laws every 6 months.

Code:
character_event = { #ai to picks new inherit law,, should fire on Semisalic Primogeniture
	id = 24306
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }  
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
 
Code:
########################################
#                                     	 	#
#    government change    		#
#                                    	 	#
#    BY Hyme         			#
#    Reserved ID Range 24300- 24399       	#
#                                     		#
########################################
# event made so their is more variety to laws in game
character_event = { #ai to picks new goverment, should fire on Traditional custom
	id = 24300
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = has_law value = { Traditional_custom_law = yes } }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Royal Prergative
		ai_chance = 25
		effect = { type = set_law value = royal_preorgatory_law }
		}
	action_b = { #sets law to feual contract
		ai_chance = 25
		effect = { type = set_law value = Feudal_contract_law }
		}
	action_c = {#sets law to traditional custom
		ai_chance = 25
		effect = { type = set_law value = Traditional_custom_law }
		}
	action_d = {#sets law to popual law
		ai_chance = 25
		effect = { type = set_law value = Popular_law }
		}
	}
}

character_event = { #ai to picks new religius authority, should fire on Ecclesical Balance
	id = 24301
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = has_law value = { Ecclesical_Balance = yes } }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Regal Supremacy
		ai_chance = 25
		effect = { type = set_law value = Regal_Supremacy }
		}
	action_b = { #sets law to Monastic Supremacy
		ai_chance = 25
		effect = { type = set_law value = Monastic_Supremacy }
		}
	action_c = {#sets law to Ecclesical Balance
		ai_chance = 25
		effect = { type = set_law value = Ecclesical_Balance }
		}
	action_d = {#sets law to church supremacy
		ai_chance = 25
		effect = { type = set_law value = church_supremacy }
		}
	}
}

character_event = { #ai to picks new inherit law,, should fire on Semisalic Primogeniture
	id = 24302
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = has_law value = { Semisalic_Primogeniture_law } }   
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = { #Sets law to Salic Primogeniture
		ai_chance = 25
		effect = { type = set_law value = Salic_Primogeniture_law }
		}
	action_b = { #sets law to Semisalic Primogeniture
		ai_chance = 25
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
	action_c = {#sets law to Salic Consanguinity
		ai_chance = 25
		effect = { type = set_law value = Salic_Consanguinity_law }
		}
	action_d = {#sets law to Semisalic Consanguinity
		ai_chance = 25
		effect = { type = set_law value = Semisalic_Consanguinity_law }
		}
	}
}
character_event = { #ai to picks new inherit law, should fire on Semisalic_Primogeniture_law
	id = 24303
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = has_law value = { Semisalic_Primogeniture_law } } 
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 6
	}
	action_a = {#sets law to salic gavelkind
		ai_chance = 25
		effect = { type = set_law value = salic_gavelkind_law }
		}
	action_b = {#sets law to Semisalic gavelkind
		ai_chance = 25
		effect = { type = set_law value = Semisalic_gavelkind_law }
		}
	action_c = {#sets law to elective law
		ai_chance = 25
		effect = { type = set_law value = elective_law }
		}
	action_d = { #Don't change 		
		ai_chance = 25
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
		
	}
}

character_event = { #ai to picks new goverment, should fire when doesn't have traditional custom_
	id = 24304
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
		condition = { type = not value = { type = has_law value = { Traditional_custom_law } } }
	}
	mean_time_to_happen = {
		months = 36
	}
	action_a = { #Sets law to Royal Prergative
		ai_chance = 20
		effect = { type = set_law value = royal_preorgatory_law }
		}
	action_b = { #sets law to feual contract
		ai_chance = 20
		effect = { type = set_law value = Feudal_contract_law }
		}
	action_c = {#sets law to traditional custom
		ai_chance = 40
		effect = { type = set_law value = Traditional_custom_law }
		}
	action_d = {#sets law to popual law
		ai_chance = 20
		effect = { type = set_law value = Popular_law }
		}
	}
}

character_event = { #ai to picks new religius authority, should when not ecclesical balance
	id = 24305
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = not value = { type = has_law value = { Ecclesical_Balance } } }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months =36
	}
	action_a = { #Sets law to Regal Supremacy
		ai_chance = 20
		effect = { type = set_law value = Regal_Supremacy }
		}
	action_b = { #sets law to Monastic Supremacy
		ai_chance = 20
		effect = { type = set_law value = Monastic_Supremacy }
		}
	action_c = {#sets law to Ecclesical Balance
		ai_chance = 40
		effect = { type = set_law value = Ecclesical_Balance }
		}
	action_d = {#sets law to church supremacy
		ai_chance = 20
		effect = { type = set_law value = church_supremacy }
		}
	}
}

character_event = { #ai to picks new inherit law, should fire when not  Semisalic_Primogeniture_law
	id = 24306
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }  
		condition = { type = prestige value = 100 }
		condition = { type = not value = { type = has_law value = { Semisalic_Primogeniture_law } } }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 36
	}
	action_a = { #Sets law to Salic Primogeniture
		ai_chance = 20
		effect = { type = set_law value = Salic_Primogeniture_law }
		}
	action_b = { #sets law to Semisalic Primogeniture
		ai_chance = 40
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
	action_c = {#sets law to Salic Consanguinity
		ai_chance = 20
		effect = { type = set_law value = Salic_Consanguinity_law }
		}
	action_d = {#sets law to Semisalic Consanguinity
		ai_chance = 20
		effect = { type = set_law value = Semisalic_Consanguinity_law }
		}
	}
}
character_event = { #ai to picks new inherit law, should fire when not  Semisalic_Primogeniture_law
	id = 24307
	picture = "event_law"
	trigger = {

		condition = { type = form_of_goverment value = feudal }
		condition = { type = not value = { type = has_law value = { Semisalic_Primogeniture_law } } }
		condition = { type = prestige value = 100 }
		condition = { type = ai }
		condition = { type = ruler }
	}
	mean_time_to_happen = {
		months = 36
	}
	action_a = {#sets law to salic gavelkind
		ai_chance = 20
		effect = { type = set_law value = salic_gavelkind_law }
		}
	action_b = {#sets law to Semisalic gavelkind
		ai_chance = 20
		effect = { type = set_law value = Semisalic_gavelkind_law }
		}
	action_c = {#sets law to elective law
		ai_chance = 20
		effect = { type = set_law value = elective_law }
		}
	action_d = { #change to Semisalic Primogeniture
		ai_chance = 40
		effect = { type = set_law value = Semisalic_Primogeniture_law }
		}
		
	}
}