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Enravota

\\\
88 Badges
Jul 24, 2004
1.554
8.176
  • Crusader Kings II: Way of Life
so i've made some events to make the knightly orders more "lively" :)

these are my first events so i'll enjoy any recomendations especially to the MTTH part

Code:
#########################
#The Teutons are at war
#########################
character_event = {
	id = 21800

	picture = "event_templars.bmp"
	name = "More Teutonic knights arrive"
	trigger = {
			condition = { type = atwar }
			condition = { type = title value = TEUT }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			factor = 5
		}
		modifier = {
			condition = {
			type = not
			value = { type = enemy_same_religion }
			}
			factor = 0.75
		}
	}

	action_a = { # Reinforcements
		effect = {
		type = add_regiment
		culture = Teutonic
		strength = {
		heavy_inf = 600
		heavy_cav = 50
		archers = 50
		pikemen = 100
		}
		}
	}

}


#########################
#The Teplars are at war
#########################
character_event = {
	id = 21802

	picture = "event_templars.bmp"
	name = "More knights of the Temple arrive"
	trigger = {
			condition = { type = atwar }
			condition = { type = title value = TEMP }
			condition = { type = ai }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			factor = 5
		}
		modifier = {
			condition = {
			type = not
			value = { type = enemy_same_religion }
			}
			factor = 0.75
		}
	}

	action_a = { # Reinforcements
		effect = {
		type = add_regiment
		culture = Templar
		strength = {
		heavy_inf = 500
		heavy_cav = 100
		archers = 50
		pikemen = 100
		}
		}
	}

}
#########################
#The Hospitaliers are at war
#########################
character_event = {
	id = 21801

	picture = "event_templars.bmp"
	name = "More knights of st. John arrive"
	trigger = {
			condition = { type = atwar }
			condition = { type = title value = HOSP }
			condition = { type = ai }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			factor = 0.75
		}
		modifier = {
			condition = {
			type = not
			value = { type = enemy_same_religion }
			}
			factor = 5
		}
	}

	action_a = { # Reinforcements
		effect = {
		type = add_regiment
		culture = Hospitaler
		strength = {
		heavy_inf = 500
		heavy_cav = 50
		archers = 100
		pikemen = 150
		}
		}
	}

}

#########################
#Heathen Templar
#########################
character_event = {
	id = 21804

	picture = "event_templars.bmp"
	name = "A heathen has risen as a headmaster of the Templar order"
	trigger = {
			condition = { type = title value = TEMP }
			condition = { type = ai }
			condition = {
			type = not
			value = { type = ruler_religion value = catholic }
			}
	}

	action_a = {# Die heathen
		effect = { type = death value = liege }
	}

}

#########################
#Heathen Hospitalier
#########################
character_event = {
	id = 21805

	picture = "event_templars.bmp"
	name = "A heathen has risen as a headmaster of the Hospitalier order"
	trigger = {
			condition = { type = title value = HOSP }
			condition = { type = ai }
			condition = {
			type = not
			value = { type = ruler_religion value = catholic }
			}
	}

	action_a = {# Die heathen
		effect = { type = death value = liege }
	}

}

#########################
#Heathen teuton
#########################
character_event = {
	id = 21803

	picture = "event_templars.bmp"
	name = "A heathen has risen as a headmaster of the Teutonic order"
	trigger = {
			condition = { type = title value = TEUT }
			condition = { type = ai }
			condition = {
			type = not
			value = { type = ruler_religion value = catholic }
			}
	}

	action_a = { # Die heathen
		effect = { type = death value = liege }
	}

}

#########################
#Heretic Teuton
#########################
character_event = {
	id = 21806
	
	picture = "event_templars.bmp"
name = "A heretic has risen as a headmaster of the Teutonic order"
	trigger = {
			condition = { type = ruler_religion value = catholic }
			condition = { type = trait value = heretic }
			condition = { type = title value = TEUT }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			condition = { type = trait value = zealous }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.75
		}
	}
	action_a = { #Denounce heresy
		ai_chance = 50 
			modifier = { 
				condition = { type = trait value = sceptical }
				factor = 1.5
			}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.5
			}
		effect = { type = remove_trait for = liege value = heretic }
	}
	action_b = { #Hide heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = zealous }
				factor = 1.5
				}
			modifier = { 
					condition = { type = trait value = coward }
				factor = 1.5
				}
		effect = {
		type = random
		chance = 50
		effect = { type = add_trait for = ruler value = coward }
		}
		effect = {
		type = random
		chance = 50
		effect = { type = add_trait for = ruler value = deceitful }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = add_trait for = ruler value = zealous }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = death value = ruler }
		}
	}

}

#########################
#Heretic Templar
#########################
character_event = {
	id = 21807

	picture = "event_templars.bmp"
	name = "A heretic has risen as a headmaster of the Templar order"
	trigger = {
			condition = { type = ruler_religion value = catholic }
			condition = { type = trait value = heretic }
			condition = { type = title value = TEMP }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			condition = { type = trait value = zealous }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.75
		}
	}

	action_a = { #Denounce heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = sceptical }
				factor = 1.5
				}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.5
			}
		effect = { type = remove_trait for = ruler value = heretic }
	}
	action_b = { #Hide heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = zealous }
				factor = 1.5
				}
			modifier = { 
					condition = { type = trait value = coward }
				factor = 1.5
				}
		effect = {
		type = random
		chance = 40
		effect = { type = add_trait for = ruler value = coward }
		}
		effect = {
		type = random
		chance = 35
		effect = { type = add_trait for = ruler value = deceitful }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = add_trait for = ruler value = zealous }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = death value = ruler }
	}


		}
}

#########################
#Heretic Hospitalier
#########################
character_event = {
	id = 21808

	picture = "event_templars.bmp"
	name = "A heretic has risen as a headmaster of the Hospitalier order"
	trigger = {
			condition = { type = ruler_religion value = catholic }
			condition = { type = trait value = heretic }
			condition = { type = title value = HOSP }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			condition = { type = trait value = zealous }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.75
		}
	}

	action_a = { #Denounce heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = sceptical }
				factor = 1.5
				}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.5
			}
		effect = { type = remove_trait for = liege value = heretic }
	}
	action_b = { #Hide heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = zealous }
				factor = 1.5
				}
			modifier = { 
					condition = { type = trait value = coward }
				factor = 1.5
				}
		effect = {
		type = random
		chance = 50
		effect = { type = add_trait for = ruler value = coward }
		}
		effect = {
		type = random
		chance = 50
		effect = { type = add_trait for = ruler value = deceitful }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = add_trait for = ruler value = zealous }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = death value = ruler }
		}
	}

}
 
Enravota said:
so i've made some events to make the knightly orders more "lively" :)

these are my first events so i'll enjoy any recomendations especially to the MTTH part

Code:
#########################
#The Teutons are at war
#########################
character_event = {
	id = 21800

	picture = "event_templars.bmp"
	name = "More Teutonic knights arrive"
	trigger = {
			condition = { type = atwar }
			condition = { type = title value = TEUT }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			factor = 5
		}
		modifier = {
			condition = {
			type = not
			value = { type = enemy_same_religion }
			}
			factor = 0.75
		}
	}

	action_a = { # Reinforcements
		effect = {
		type = add_regiment
		culture = Teutonic
		strength = {
		heavy_inf = 600
		heavy_cav = 50
		archers = 50
		pikemen = 100
		}
		}
	}

}


#########################
#The Teplars are at war
#########################
character_event = {
	id = 21802

	picture = "event_templars.bmp"
	name = "More knights of the Temple arrive"
	trigger = {
			condition = { type = atwar }
			condition = { type = title value = TEMP }
			condition = { type = ai }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			factor = 5
		}
		modifier = {
			condition = {
			type = not
			value = { type = enemy_same_religion }
			}
			factor = 0.75
		}
	}

	action_a = { # Reinforcements
		effect = {
		type = add_regiment
		culture = Templar
		strength = {
		heavy_inf = 500
		heavy_cav = 100
		archers = 50
		pikemen = 100
		}
		}
	}

}
#########################
#The Hospitaliers are at war
#########################
character_event = {
	id = 21801

	picture = "event_templars.bmp"
	name = "More knights of st. John arrive"
	trigger = {
			condition = { type = atwar }
			condition = { type = title value = HOSP }
			condition = { type = ai }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			factor = 0.75
		}
		modifier = {
			condition = {
			type = not
			value = { type = enemy_same_religion }
			}
			factor = 5
		}
	}

	action_a = { # Reinforcements
		effect = {
		type = add_regiment
		culture = Hospitaler
		strength = {
		heavy_inf = 500
		heavy_cav = 50
		archers = 100
		pikemen = 150
		}
		}
	}

}

#########################
#Heathen Templar
#########################
character_event = {
	id = 21804

	picture = "event_templars.bmp"
	name = "A heathen has risen as a headmaster of the Templar order"
	trigger = {
			condition = { type = title value = TEMP }
			condition = { type = ai }
			condition = {
			type = not
			value = { type = ruler_religion value = catholic }
			}
	}

	action_a = {# Die heathen
		effect = { type = death value = liege }
	}

}

#########################
#Heathen Hospitalier
#########################
character_event = {
	id = 21805

	picture = "event_templars.bmp"
	name = "A heathen has risen as a headmaster of the Hospitalier order"
	trigger = {
			condition = { type = title value = HOSP }
			condition = { type = ai }
			condition = {
			type = not
			value = { type = ruler_religion value = catholic }
			}
	}

	action_a = {# Die heathen
		effect = { type = death value = liege }
	}

}

#########################
#Heathen teuton
#########################
character_event = {
	id = 21803

	picture = "event_templars.bmp"
	name = "A heathen has risen as a headmaster of the Teutonic order"
	trigger = {
			condition = { type = title value = TEUT }
			condition = { type = ai }
			condition = {
			type = not
			value = { type = ruler_religion value = catholic }
			}
	}

	action_a = { # Die heathen
		effect = { type = death value = liege }
	}

}

#########################
#Heretic Teuton
#########################
character_event = {
	id = 21806
	
	picture = "event_templars.bmp"
name = "A heretic has risen as a headmaster of the Teutonic order"
	trigger = {
			condition = { type = ruler_religion value = catholic }
			condition = { type = trait value = heretic }
			condition = { type = title value = TEUT }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			condition = { type = trait value = zealous }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.75
		}
	}
	action_a = { #Denounce heresy
		ai_chance = 50 
			modifier = { 
				condition = { type = trait value = sceptical }
				factor = 1.5
			}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.5
			}
		effect = { type = remove_trait for = liege value = heretic }
	}
	action_b = { #Hide heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = zealous }
				factor = 1.5
				}
			modifier = { 
					condition = { type = trait value = coward }
				factor = 1.5
				}
		effect = {
		type = random
		chance = 50
		effect = { type = add_trait for = ruler value = coward }
		}
		effect = {
		type = random
		chance = 50
		effect = { type = add_trait for = ruler value = deceitful }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = add_trait for = ruler value = zealous }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = death value = ruler }
		}
	}

}

#########################
#Heretic Templar
#########################
character_event = {
	id = 21807

	picture = "event_templars.bmp"
	name = "A heretic has risen as a headmaster of the Templar order"
	trigger = {
			condition = { type = ruler_religion value = catholic }
			condition = { type = trait value = heretic }
			condition = { type = title value = TEMP }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			condition = { type = trait value = zealous }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.75
		}
	}

	action_a = { #Denounce heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = sceptical }
				factor = 1.5
				}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.5
			}
		effect = { type = remove_trait for = ruler value = heretic }
	}
	action_b = { #Hide heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = zealous }
				factor = 1.5
				}
			modifier = { 
					condition = { type = trait value = coward }
				factor = 1.5
				}
		effect = {
		type = random
		chance = 40
		effect = { type = add_trait for = ruler value = coward }
		}
		effect = {
		type = random
		chance = 35
		effect = { type = add_trait for = ruler value = deceitful }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = add_trait for = ruler value = zealous }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = death value = ruler }
	}


		}
}

#########################
#Heretic Hospitalier
#########################
character_event = {
	id = 21808

	picture = "event_templars.bmp"
	name = "A heretic has risen as a headmaster of the Hospitalier order"
	trigger = {
			condition = { type = ruler_religion value = catholic }
			condition = { type = trait value = heretic }
			condition = { type = title value = HOSP }
			condition = { type = ai }
	}

	mean_time_to_happen = {
		years = 1

		modifier = {
			condition = { type = trait value = zealous }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.75
		}
	}

	action_a = { #Denounce heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = sceptical }
				factor = 1.5
				}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.5
			}
		effect = { type = remove_trait for = liege value = heretic }
	}
	action_b = { #Hide heresy
		ai_chance = 50
			modifier = { 
					condition = { type = trait value = zealous }
				factor = 1.5
				}
			modifier = { 
					condition = { type = trait value = coward }
				factor = 1.5
				}
		effect = {
		type = random
		chance = 50
		effect = { type = add_trait for = ruler value = coward }
		}
		effect = {
		type = random
		chance = 50
		effect = { type = add_trait for = ruler value = deceitful }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = add_trait for = ruler value = zealous }
		}
		effect = {
		type = random
		chance = 25
		effect = { type = death value = ruler }
		}
	}

}

that's awesome dude :)

now if only you could get rid of my other pet peeve - unhistorical naval invasions!