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ErrantOne

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May 8, 2001
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Great work!!!

But one thing... IIRC, event 21, Stock Exchange, also increaces your loans to 1000.
 
When I got stock exchange my inflation didn't halve I know because I checked every month it it stayed at 49%

The description mentions loan interest being cut in half not inflation.


Hjarg,
But one thing... IIRC, event 21, Stock Exchange, also increaces your loans to 1000.
Will update it to say loans are increased. Would be nice to verify it somehow. (cant just use 'event 21' either :( )

My plan of the moment is to use this basic information and slowly write up something about how to add historical monarch events so people can tailor that file more for specific countries. This will go along way to make up for some scenario problems.


ErrantOne
 
Well, i actually never tryed taking this loan myself... by the time i got stock exchange, all you need is to pour some monthly income to treasury and you have all the cahs you need :) Just seemed that way and looks like i hit the jackpot :D

And those monarch events. In my case, there is a Murphy's law describing that... every time i get monarch with special skills, i either have to leave, someone accidentaly unplugs the computer or the game just crashes. :D Still, you're doing a great job, i'd really like to see what i have missed :)
 
Thanks for the list ErrantOne! I am working on the help info file for the leader editor events. I've tried many of them but it seems quite a few of them doesn't work. Also if one is incorrect the ones following it will not work either. Does anyone have any info of which events work and then what parameters to use?

/mgs
 
event 22 gives you one merch/year (i think)
event 30 half population in three provinces (happened the only time i got it)
48
event 48 is for X(12?) months
 
Not all events work on the F12 cheat screen. I have a preliminary list of what works and does not, but have not written it up yet.

A good portion of these events will only work in the 'historic events monarch.csv' file. I have tested some of them, but will slowly work my way through them all. Will post info as it becomes available(this will take some time).



event 22 gives you one merch/year (i think)
event 30 half population in three provinces (happened the only time i got it)
48
event 48 is for X(12?) months
22 - yes i think it is one per year (unverified)
30 - half pop in 3 provinces? ouch.
48 - it may be 12 months or for rest of calander year. not sure yet.

:cool:

ErrantOne
 
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Updated link in first post of the thread. Now as informtion on what modes the events will work in (historic, random, cheat). Historic was derived by all event #'s currently listed in the file. Random is only partially verified (by observing random events in game) also looking at the random events file. Cheat codes are semi-verifed. They need to be reverified again from start to finish.


Basic FAQ:

*if there is any error in the historic events file no further events are processed.

*always test your new events to be sure they are working (so you dont break the rest of the file with a badly formated event)

*if you see the last trait description (specialty field) repeated twice it means that the next event after the one listed had an error. (example while testing I put 'event 1' in the specialty field of a new event. when the traits are displayed I see a list of expected traits from my events but when I see '...event1 & event1', and I know only one event1 was put into the file so the next event had an error. (this will not make sense unless you know a good deal about the events file already).

*the events file with the IGC seems to have an error somewhere in the file. If you put new events at the end they will not get loaded.

*always test your events by putting them at the very top of the events file. After testing you can move them anywhere you like.

*Not all events listed in the table work with the historic events engine, only the event specifically with 'Y' in the hist. events column will work.

*the time of the event is 0 based. meaning the first year of a monarchs reign is month 0-11. (january=0). all dates in the game are 0 based...silly C++ programmers :)

* time for all events is based on when the monarch comes into power (in months).

* if no monarch is specified for a time period then a 'default/non-historical' monarch is used in game. No clue how to get events to work without an entry in the monarch.<Cid> file. Just research/make-up and add a monarch if you need events for that time period.

* backup your monarch & historic events file before you make any changes.

* be very careful about those silly ';' chars in the middle of an historic event. Generally search for event number you are looking to add, copy/paste it and modify it for your new event.

* always test your changes by seeing the event pop-up ingame when the new leader comes into power. My current method is to test the events with a known monarch who I change to come into power in 1493. Start game. Zip to 1493 and verify that all the expected events are listed in the traits box (use the 'eventX' format for testing where X is the event number) then carefully change into final form once you are sure the event works currently.

-------------------------------------------------------
* example adding events

1) Describe the event you would like to put in-game.

(for MOG)
1658 - Aurangzib rebels, deposes his father, and comes out triumphant in a competition for the succession between his brothers. This would probably rate low on the rebellion scale.

2)describe generally what you want to do to simulate this event

(dont expect alot of revolts, but the abrupt change of power would probably lower stabilty a good bit.)
Lower stab by 4 points (bad government - to reflect the coup that deposes father)
+3 revolt (obscurism) early and late 1658
2 revolt events to guarantee at least a couple rebellions.


3) Locate the monarch in the monarch.<Cid> file You need to know the name, start and stop dates and also the Monarch ID

Aurangzeb Alamgir (1658-1708), id 1735
1658-Months 0-11

4)write and test events
1735;0;41;;;;;;Government Coup;;Aurangzeb Alamgir;Bad Gov;MOG
1735;0;15;;;;;;Religious Unrest;;Aurangzeb Alamgir;Obscurism;MOG
1735;1;41;;;;;;Civil War;;Aurangzeb Alamgir;Bad Gov;MOG
1735;3;41;;;;;;Civil War;;Aurangzeb Alamgir;Bad Gov;MOG
1735;4;1;;;;;;Civil War;;Aurangzeb Alamgir;Revolt;MOG
1735;5;41;;;;;;Civil War;;Aurangzeb Alamgir;Bad Gov;MOG
1735;6;15;;;;;;Religious Unrest;;Aurangzeb Alamgir;Obscurism;MOG
1735;10;1;;;;;;Civil War;;Aurangzeb Alamgir;Revolt;MOG

If all these events are good you should see the following traits displayed:

Government Coup,Religious Unrest, Civil War,Civil War,Civil War,Civil War,Religious Unrest & Civil War

If you would prefer to not tell the player what is going to happen :p simply remove the 'Specialty field' text. You can remove the text if you have many repeat events as well. Personally the above event descriptions would scare me if I was playing that country. :p

ErrantOne
 
Thanks again for the help.

Before I went and worked on the Moghuls, I did a quick test of editing the events file by giving Ferdinand and Isabella a conversion event (something I think should be included as they brought in the Inquisition and expelled non-Catholics). The event worked out OK, going off on 1 February 1492 as planned (although in a real game it would come later), but the specialty "Devout" didn't appear on the monarch screen as I intended. I can't figure out why this happened as I copied an equivalent conversion event from Charles V a short distance below; all I get is a couple of squiggles under the word "Traits". :(
 
Not sure why you did not get the trait listed if there was text in the field and the event went off. hmmm....

If the make an EU2 they have to put in a good events engine. The current one seems VERY limited.

:cool:
ErrantOne