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T'pek

Champion of Nothing
70 Badges
Oct 6, 2008
191
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After quite having enough of the "conquer the entire empire, defeat all of it's armies and navies, only to be forced to send a messenger to beg for some few measly territories" kind of deal, I got wondering if it was possible to mod a faster way to annex nations into the game.

Apart from the added realism (just imagine Caesar marching into Gaul, conquering it all, only to have to beg the different tribes for territory and have them refuse), it would make the game a bit more fun than it already is (well, at least for me). :)

I know in EU3 one could modify all the religions and add an "annex = yes" line that would allow insta-annexation (and also territory grabbing without diplomacy at all), is there such a possibility in Rome?

Thanks for any help.
 
Not sure, however you could make an event that fires allmost instantly (4-20 days) that gives a controller of a province (what happens when you besiege it) ownership (fully owns it, like after a peace treaty). Also since the gallic tribes are 1 province minors (at the start anyway) you can annex them, and since they 20 civ or more less then you you can do so with no badboy. If one of them has grown to two provinces you can't though :(
 
Not sure, however you could make an event that fires allmost instantly (4-20 days) that gives a controller of a province (what happens when you besiege it) ownership (fully owns it, like after a peace treaty).
I've been thinking of adding such events as Decisions. My plan was to make it by region, though, so once you control an entire region that an enemy owns, you gain access to a previously hidden Decision which you can click to add that whole region to your empire with significant BB and Stability hits.
 
I have seen the AI annex civilized countries with more than 1 province, without it being a defected region. For instance, somewhere between the Gaius Marius bookmark and the Gallic Wars bookmar, Pontus is at war with Rome and a 2 province-large Bithynia, wich is occupied by the former. Pontus ends up with 2 new provinces as soon as the game starts. I have never been able to pull it off though :S
 
yes, i have seen it too. In my last game, the seleucids signed a peace treaty with the asetolian league with these terms:
a. The aetolian league gave 2 provinces to the seleucids
b.The aetolian league had to pay tribute.

The funny thing is that those two provinces were the only provinces the aetolians had, so the aetolian league ceased to exist.

A way to maximise province gains after a "total" war is to write a series of events which temporarily lower the civ level of occupied provinces. This reduces their "importance", so the defeated nation is less resistant to giving them to the victor.

Personally, i use a slighty modified version of the "looter" events...(one of the first mods to be created for Rome, i didn't make them)


############################################# Siege Lost #1
country_event = {

id = 47003

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }
civilization_value = 50
NOT = { civilization_value = 75 }
NOT = { population = 15 }
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 50
NOT = { civilization_value = 75 }

NOT = { population = 15 }
}
set_province_flag = foreign_controlled
controller = {
country_event = 47004
}
}
}
}

############################################################ Siege Won #1

country_event = {

id = 47004

is_triggered_only = yes

title = "Siege Won!"
desc = "We have won the siege! Our men are anxious to claim their riches."

option = {
name = "Let 'em loose!"
treasury = 20
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}


any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
civilization_value = 50
NOT = { civilization_value = 75 }
NOT = { population = 15 }
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -2
civilization_value = -10
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005

}
}
}
}




############################################# Siege Lost #2
country_event = {

id = 47020

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 50
NOT = { civilization_value = 75 }

population = 15
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 50
NOT = { civilization_value = 75 }
population = 15
}
set_province_flag = foreign_controlled
controller = {
country_event = 47021
}
}
}
}

############################################################ Siege Won #2

country_event = {

id = 47021

is_triggered_only = yes

title = "Siege Won!"
desc = "We have won the siege! Our men are anxious to claim their riches."

option = {
name = "Let 'em loose!"
treasury = 20
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}

random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}



any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
civilization_value = 50
NOT = { civilization_value = 75 }
population = 15
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -3
civilization_value = -12
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}
}
}


############################################# Siege Lost #3
country_event = {

id = 47022

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 75
NOT = { civilization_value = 95 }

NOT = { population = 15 }
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 75
NOT = {civilization_value = 95}
NOT = {population = 15}
}
set_province_flag = foreign_controlled
controller = {
country_event = 47023
}
}
}
}

############################################################ Siege Won #3

country_event = {

id = 47023

is_triggered_only = yes

title = "Siege Won!"
desc = "We have won the siege! Our men are anxious to claim their riches."

option = {
name = "Let 'em loose!"
treasury = 50
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}


any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
civilization_value = 75
NOT = { civilization_value = 95 }
NOT = { population = 15 }
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -2
civilization_value = -15
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}
}
}




############################################# Siege Lost #4
country_event = {

id = 47024

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 75
NOT = { civilization_value = 95 }

population = 15
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = {has_province_modifier = looted_province}

civilization_value = 75
NOT = { civilization_value = 95 }

population = 15
}
set_province_flag = foreign_controlled
controller = {
country_event = 47025
}
}
}
}

############################################################ Siege Won #4

country_event = {

id = 47025

is_triggered_only = yes

title = "Siege Won!"
desc = "We have won the siege! Our men are anxious to claim their riches."

option = {
name = "Let 'em loose!"
treasury = 50
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}

random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}



any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
civilization_value = 75
NOT = { civilization_value = 95 }
population = 15
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -3
civilization_value = -15
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}
}
}


############################################# Siege Lost #5
country_event = {

id = 47026

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 95

NOT = {population = 15}
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 95
NOT = { population = 15 }
}
set_province_flag = foreign_controlled
controller = {
country_event = 47027
}
}
}
}

############################################################ Siege Won #5

country_event = {

id = 47027

is_triggered_only = yes

title = "Siege Won!"
desc = "We have taken a truly glorious city! It's riches are ours for the taking."

option = {
name = "It belongs to us now"
treasury = 100
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}


any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
civilization_value = 95
NOT = { population = 15 }
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -2
civilization_value = -25
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}

}

}


############################################# Siege Lost #6
country_event = {

id = 47028

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 95

population = 15
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "We have lost control of a truly great province"

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 95
population = 15
}
set_province_flag = foreign_controlled
controller = {
country_event = 47029
}
}
}
}

############################################################ Siege Won #6

country_event = {

id = 47029

is_triggered_only = yes

title = "Siege Won!"
desc = "We have taken a truly glorious city! It's riches are ours for the taking."

option = {
name = "It belongs to us now"
treasury = 100
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}

random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}


any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
civilization_value = 95
population = 15
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -3
civilization_value = -25
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}
}
}




############################################# Siege Lost #7
country_event = {

id = 47030

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 35
NOT = { civilization_value = 50 }
NOT = { population = 15 }
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 35
NOT = { civilization_value = 50 }
NOT = { population = 15 }
}
set_province_flag = foreign_controlled
controller = {
country_event = 47031
}
}
}
}

############################################################ Siege Won #7

country_event = {

id = 47031

is_triggered_only = yes

title = "Siege Won!"
desc = "We have won the siege! Our men are anxious to claim their riches."

option = {
name = "Let 'em loose!"
treasury = 5
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}


any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
civilization_value = 35
NOT = { civilization_value = 50 }
NOT = { population = 15 }
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -2
civilization_value = -10
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}
}
}




############################################# Siege Lost #8
country_event = {

id = 47032

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 35
NOT = { civilization_value = 50 }

population = 15
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

civilization_value = 35
NOT = { civilization_value = 50 }
population = 15
}
set_province_flag = foreign_controlled
controller = {
country_event = 47033
}
}
}
}

############################################################ Siege Won #8

country_event = {

id = 47033

is_triggered_only = yes

title = "Siege Won!"
desc = "We have won the siege! Our men are anxious to claim their riches."

option = {
name = "Take what you can"
treasury = 5
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}

random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}


any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
civilization_value = 35
NOT = { civilization_value = 50 }
population = 15
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -3
civilization_value = -10
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}
}
}




############################################# Siege Lost #9
country_event = {

id = 47034

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

NOT = { civilization_value = 35 }

NOT = { population = 15 }
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_pr ovince_modifier = looted_province }

NOT = { civilization_value = 35 }
NOT = { population = 15 }
}
set_province_flag = foreign_controlled
controller = {
country_event = 47035
}
}
}
}

############################################################ Siege Won #9

country_event = {

id = 47035

is_triggered_only = yes

title = "Siege Won!"
desc = "We have taken the city! There isn't much here..."

option = {
name = "Take what you can"
treasury = 2
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}


any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
NOT = { civilization_value = 35 }
NOT = { population = 15 }
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -2
civilization_value = -8
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}
}
}




############################################# Siege Lost #10
country_event = {

id = 47036

trigger = {
any_province = {
controller = { NOT = { tag = THIS } }
controller = { NOT = { tag = REB } }
controller = { NOT = { tag = BAR } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

NOT = { civilization_value = 35 }

population = 15
}
}

mean_time_to_happen = {
days = 1
}

title = "Siege Lost"
desc = "The fate of our province is no longer in our hands..."

option = {
name = "There is nothing we can do now"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { NOT = { tag = THIS } }
owner = { tag = THIS }
NOT = { has_province_modifier = looted_province }

NOT = { civilization_value = 35 }
population = 15
}
set_province_flag = foreign_controlled
controller = {
country_event = 47037
}
}
}
}

############################################################ Siege Won #10

country_event = {

id = 47037

is_triggered_only = yes

title = "Siege Won!"
desc = "We have taken the city! There isn't much here..."

option = {
name = "Take what you can"
treasury = 2
capital_scope = { slaves = 1}
random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}

random_owned = {
limit = {
controller = { tag = THIS }
}
slaves = 1
}



any_country = {
limit = {
war = yes
num_of_cities = 1
}
random_owned = {
limit = {
has_province_flag = foreign_controlled
controller = { tag = THIS }
NOT = { civilization_value = 35 }
population = 15
}
clr_province_flag = foreign_controlled
add_province_flag = foreign_looted
population = -3
civilization_value = -8
add_province_modifier = { name = "looted_province" duration = 50000}

province_event = 47005
}
}
}
}




############################################### Province Looted

province_event = {


id = 47005

trigger = {
has_province_flag = foreign_looted
}

mean_time_to_happen = {
days = 1
}

title = "Province Looted!"
desc = "Those barbarians have looted $PROVINCENAME$."

option = {
name = "We will have our revenge"
ai_chance = { factor = 100 }
clr_province_flag = foreign_looted



}

}


################################################ Province Recovers

country_event = {

id = 47007

trigger = {
any_province = {
controller = { tag = THIS }
owner = { tag = THIS }
has_province_modifier = looted_province
}
}

mean_time_to_happen = {
months = 12

}

title = "Province recovers"
desc = "Our province has finally recovered from its occupation"

option = {
name = "Good news"
ai_chance = { factor = 100 }
random_owned = {
limit = {
controller = { tag = THIS }
owner = { tag = THIS }
has_province_modifier = looted_province
}
remove_province_modifier = looted_province
civilization_value = 5
}
}
}