• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DesertSnow

Colonel
52 Badges
Oct 10, 2007
1.108
16
  • Hearts of Iron II: Armageddon
  • Stellaris - Path to Destruction bundle
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • March of the Eagles
  • Magicka
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Arsenal of Democracy
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Shadowrun: Hong Kong
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
I wrote an event that forces the characters of a nation near total defeat to give armies/gold to the state (through the civil war events).

My problem is defining when a nation is near total defeat. In HoI2, i would use the " lost_national = 0.7" (or sth) trigger. This trigger is not listed in the commands given by Johan, so i guess it doesn't exist.

I tried using triggers concerning force limits or manpower but it is really difficult to come up with the right combination.

Does any of the more experienced modders here have an idea on how to do it? I would be grateful for any suggestions.
 
That would work in the province level. I want sth that measures lost provinces.

Thanks for the input, though.

By the way, i thought of this "total war" event after downloading your total conquest mod. My idea was about making it much more difficult for a nation to control 100% of the enemy provinces, and at the same time minimizing the "bad effects" one would get after deciding to annex (huge stability hit, too much tyranny). Imagine a war where you will have to face not just the enemy's "national" armies, but also armies raised by wealthy characters (similar to what happens in a civil war), in order to finally controll all enemy provinces and be able to make the "annexation" decision.
 
Perhaps you could tjeck some other variables pointing in the direction of a losing war?

war exhaustion
manpower_percentage
monthly_income (low monthly income could be because a lot of provinces is occupied)
 
In the missions there is stuff like this:
break_the_carthaginians = {

type = country

duration = 30 # Player has 15 years to complete this mission.

allow = {
tag = ROM
exists = CAR
not = { war_with = CAR }
not = { alliance_with = CAR }
CAR = { controls = 247 } # Carthage
controls = 98 # Tarentum
controls = 99 # Ager Bruttius
NOT = { has_country_flag = the_end_of_carthage }
}
abort = {
not = { exists = CAR }
not = { controls = 247 }
}
success = {
controls = 247
}

chance = {
factor = 1000
modifier = {
factor = 1.5
CAR = { not = { num_of_cities = 15 } }
}
modifier = {
factor = 1.5
CAR = { not = { num_of_cities = 10 } }
}
}

Are the bolded parts of any use here?
 
That would work in the province level. I want sth that measures lost provinces.

Thanks for the input, though.

By the way, i thought of this "total war" event after downloading your total conquest mod. My idea was about making it much more difficult for a nation to control 100% of the enemy provinces, and at the same time minimizing the "bad effects" one would get after deciding to annex (huge stability hit, too much tyranny). Imagine a war where you will have to face not just the enemy's "national" armies, but also armies raised by wealthy characters (similar to what happens in a civil war), in order to finally controll all enemy provinces and be able to make the "annexation" decision.
Ah, now I know what you mean. I think there is a way.

Make a new title (so the player isn't spammed with event messages). Set its duration to 1 day in officeterms.txt so it disappears quickly and without notice. Have it place a province flag in a random_owned province that you control like "province_controlled_1" or something. Continue like this (with "province_controlled_2", "province_controlled_3" etc) until you've reached maybe 10 or so, remembering to limit this to provinces that don't already have a flag like this (using "OR" and "NOT" commands you can have all this done with a single title, though it's probably just as easy to make them separate titles). Have another title remove those flags whenever a province is conquered.

Then, set your event to check for how many provinces the losing side has (roughly) using "num_of_cities = x" and which "province_controlled_x" you have as modifiers. For example, if a country has 10 provinces to start with, but is only up to "province_controlled_5", then the event has an increased chance to fire, giving them more soldiers.

It makes sense in my head, hopefully it made sense in words.

As an aside, for the next version of TCM I'm reducing the effects of complete annexation a bit, but making it a bit more random (and, therefore, risky). The idea is that there is a chance your people will accept your conquest, depending on popularity and charisma, or they will see through your propaganda and believe you're getting a bit big for your boots, which will raise Tyranny. I'm not sure I like the idea of spawning extra troops for the enemy, since that wouldn't be especially realistic for the time period, but that's just me.
 
Ah, now I know what you mean. I think there is a way.

Make a new title (so the player isn't spammed with event messages). Set its duration to 1 day in officeterms.txt so it disappears quickly and without notice. Have it place a province flag in a random_owned province that you control like "province_controlled_1" or something. Continue like this (with "province_controlled_2", "province_controlled_3" etc) until you've reached maybe 10 or so, remembering to limit this to provinces that don't already have a flag like this (using "OR" and "NOT" commands you can have all this done with a single title, though it's probably just as easy to make them separate titles). Have another title remove those flags whenever a province is conquered.

Then, set your event to check for how many provinces the losing side has (roughly) using "num_of_cities = x" and which "province_controlled_x" you have as modifiers. For example, if a country has 10 provinces to start with, but is only up to "province_controlled_5", then the event has an increased chance to fire, giving them more soldiers.

It makes sense in my head, hopefully it made sense in words.

I don't know if it will work, but it is certainly a great idea. I will try it.

As an aside, for the next version of TCM I'm reducing the effects of complete annexation a bit, but making it a bit more random (and, therefore, risky). The idea is that there is a chance your people will accept your conquest, depending on popularity and charisma, or they will see through your propaganda and believe you're getting a bit big for your boots, which will raise Tyranny. I'm not sure I like the idea of spawning extra troops for the enemy, since that wouldn't be especially realistic for the time period, but that's just me.

I don't believe Romans (or macedonians, or carthaginians for that matter) had problems with their leaders waging wars and conquering other nations, so i consider that the "your people will look through your imperialist propaganda" argument is not valid for this time period (unfortunately, even today most people would love living in empires). I understand that you try to balance your mod, because it is (relatively) easy for a human controlled "major power" to completely conquer large nations in a single war.

My approach is based on an existing feature of the game (the civil war events). In the past, i modified these events so that the character needs to have at least 1000 wealth for the events to fire, and the events cost 500 wealth. This means that a sustained war will sooner or later deplete the characters' wealth, and then the victor will finally get their prize.

Think of these armies as mercenaries raised by powerful people who understand that total defeat will not be in their benefit.
 
I don't know if it will work, but it is certainly a I don't believe Romans (or macedonians, or carthaginians for that matter) had problems with their leaders waging wars and conquering other nations, so i consider that the "your people will look through your imperialist propaganda" argument is not valid for this time period (unfortunately, even today most people would love living in empires). I understand that you try to balance your mod, because it is (relatively) easy for a human controlled "major power" to completely conquer large nations in a single war.
Likewise, wealthy people raising armies was not relevant to the period, in most cases. What I'm trying to represent is a general instability brought about by a country making too many conquests and overextending itself. Macedon became unstable upon Alexander's death when it was overextended. The Seleucids became unstable when it was overextended. Rome did the same after our main time period. I'm using the Tyranny value to represent this sort of instability as well as actual Stability, since Tyranny also reduces character loyalty and therefore increases the odds of a civil war.

My approach is based on an existing feature of the game (the civil war events). In the past, i modified these events so that the character needs to have at least 1000 wealth for the events to fire, and the events cost 500 wealth. This means that a sustained war will sooner or later deplete the characters' wealth, and then the victor will finally get their prize.

Think of these armies as mercenaries raised by powerful people who understand that total defeat will not be in their benefit.
I don't like the civil war mechanic of raising armies for the heck of it, but I like your changes. It makes the event far less common, at least.

In any case, good luck at getting the triggers to work. It'll be interesting to see if such a thing is even possible.
 
you might try using this.

the on_country_broken watcher seem created exactly for something like this. and if you want to have an effect triggered in there with 100%, you'll have to modify all other called events to call your event in case they've got lucky. or forget adding your event in watcher's list, and call it from all other events called from within it. also, you need to modify the nothing event in order to have it working (duplicate it and give it a different id, and just just call your event in it too).

hope this helps.
 
Likewise, wealthy people raising armies was not relevant to the period, in most cases. What I'm trying to represent is a general instability brought about by a country making too many conquests and overextending itself. Macedon became unstable upon Alexander's death when it was overextended. The Seleucids became unstable when it was overextended. Rome did the same after our main time period. I'm using the Tyranny value to represent this sort of instability as well as actual Stability, since Tyranny also reduces character loyalty and therefore increases the odds of a civil war.


I don't like the civil war mechanic of raising armies for the heck of it, but I like your changes. It makes the event far less common, at least.

In any case, good luck at getting the triggers to work. It'll be interesting to see if such a thing is even possible.

I agee with you. What i had in mind was the army raised by Crassus (IIRC) when Spartacus threatened Rome. In any case, you are right. My approach is not more historical than yours.

I still believe that making it more difficult to conquer a rich nation is better than creating an "annexation or stability" dilemma. But that's a matter of taste....