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richvh

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I just uploaded a new version of LUCKS to my website (see sig).

Changes in 1.3:
*Changed all ai_chance values to the working range (including Paradox events)
*Bug-fixes for a few other Paradox events
*Updated Orlando's piety events
*Included Wilhelm II's add_trait events
*Included Solmyr's trait pair events
 
I think you should increase greatly the MTTH of the piety events, I started a game in 1337 as the Byzantine emperor I have a good amount of piety (around 600), and I have still 3 to 5 events per months to increase it :(
 
I think they fire too often for someone with a large demesne, and in 1.2 I had a cap of 100 piety for them. The event author, Orlando, disagrees, and I haven't edited them since the last time he sent me an updated version. Other opinions? Is it best to cap piety or increase MTTH? Also, should it check that you can afford the gold cost (I think so, Orlando doesn't)? Changes to ai_chance?
 
richvh said:
I think they fire too often for someone with a large demesne, and in 1.2 I had a cap of 100 piety for them. The event author, Orlando, disagrees, and I haven't edited them since the last time he sent me an updated version. Other opinions? Is it best to cap piety or increase MTTH? Also, should it check that you can afford the gold cost (I think so, Orlando doesn't)? Changes to ai_chance?

Of course I can afford it, but it becomes very boring to clic every few seconds, and it gives me a large advantage on the other kingdom (in a few years I gained about 500 piety)
Maybe some modifiers should be included (less chances for the event to fire if you have a large demesne or if you already have a lot of piety).

Something like that maybe :

Code:
modifier = {
			condition = {
				type = religion
				value = orthodox
			}
			factor = 5 #They need much less piety
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = piety
					value = 1
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = {
					type = piety
					value = 100
			}
			factor = 2
		}
		modifier = {
				value = {
					type = piety
					value = 200
				}
			factor = 2
		}
		modifier = {
			condition = {
					type = piety
					value = 300
				}
			factor = 2
		}
		modifier = {
			condition = {
					type = piety
					value = 400
				}
			factor = 2
		}
		modifier = {
			condition = {
					type = piety
					value = 500
				}
			factor = 2
		}
		modifier = {
			condition = {
					type = piety
					value = 600
				}
			factor = 2
		}
		modifier = {
			condition = {
					type = piety
					value = 700
				}
			factor = 2
		}
		modifier = {
			condition = {
					type = piety
					value = 800
				}
			factor = 2
		}
		modifier = {
			condition = {
					type = piety
					value = 900
				}
			factor = 2
		}
		modifier = {
			condition = {
					type = piety
					value = 1000
			}
			factor = 10
		}
 
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why have a demesne factor at all? just have it fire for capitals. The number of piety gained could perhaps then by adjusted by the number of demesnes, up to a maximum of 7-10 provinces totall?
 
I see there is a problem with orthodox rulers, and mostly with the Byzantine emperor, that has a huge demesne :(

I'll try to fix it somehow, most probably using sayagh's idea (thank you :) ). I didn't wanted to mess much with it until DEM 1.03 is released, as I'm sure that it will change a lot of things that will affect the piety gain and loss (gaining piety with buildings, for example...), and then the MTTH will have to be changed to have them happening less often.

I'll try to post a fix as soon as possible, and I hope this time it will work better...

O.
 
Jinnai said:
hmm, though what if there is negative piety? I mean if you have 1 MTTH immedialty drops in half from if you have 0 =>

If you have a negative piety, some events are twice likely to happen.
 
Cool Courtiers

I'm getting way too many offers of courtiers. Is this normal?

Does the AI get these events too?
 
Opinions

I would like to give a little feedback on LUCKS.
I think it is a great idea. One of the reasons I like paradox's games so much is all the interaction created by modders. Something that not only make the game deeper, but also increase its replayability.

From what I saw by playing with LUCKS:

1- There are way too many "stressed" people. I don't think children should ever get the stressed trait. It could also be restricted to rulers or members of the government (don't know if that is possible). Stress is a very "modern disease", it looks weird having all these stressed people in the Middle Ages.

2- There are too many offers for council. There is new CCs flooding my court. Not only country cosins but also cool courtiers. Jokes apart, I think it is a wonderful idea but maybe it should be made less likely to happen and with better courtiers. I would much rather be with 1 very good courtier every 10 years than 1 sorry one every year.

3- There are too many crazed, schizofrenic, etc. All of these are also very modern concepts of the psicological state of a human. Course there are a lot of stories about crazy rulers in history but they are mostly about how people judged the actions of a ruler. Most of them weren't really crazy, they were just missundertood. I know it is almost the same thing but in LUCKS the crazy state takes a very "disease" like approach, even making the caracter die or have very bad events. I think these traits would be much better if they would fire not based on health (in most cases), but more based on actions the ruler takes that could be understood as being nuts. e.g. Declaring war on a much powerful country. And of course these would sometimes be temporary traits (you hear a lot about temporary insanity in MAs). e.g. After that war with his much powerful enemy, the winner ruler is no more seen as crazy but is now seen as "visionary" or "oportunist" or whatever.

This is what I can think of right now.
Thanks and please, for the sake of all of us, keep on modding.
 
1. The event that gives the stressed trait is a Paradox event and hasn't been edited in LUCKS.

2. The frequency of the cool courtiers can be adjusted, but the quality can't. All the event can do is generate a courtier of a certain type; the game engine then determines his stats and traits at random.

3. Solmyr has adjusted down the frequency of his madness events for the next version of LUCKS.
 
richvh said:
1. The event that gives the stressed trait is a Paradox event and hasn't been edited in LUCKS.

2. The frequency of the cool courtiers can be adjusted, but the quality can't. All the event can do is generate a courtier of a certain type; the game engine then determines his stats and traits at random.

3. Solmyr has adjusted down the frequency of his madness events for the next version of LUCKS.


1- Isn't LUCKS also about improving the game?

2- Ok. So do you agree it should be adjusted? Does anyone?

3- My opinion is not on the frequency but more on the concept.


Thanks for the fast reply and for the initiative of making this mod. :)
 
Stressed, crazed, schizofrenic and depressed traits are designed in by Paradox. They could be renamed and effects redefined (though events would still have to use the original tags), but that's beyond what I intend to do with LUCKS.

Certainly LUCKS is about improving the game. The education mod, which is part of LUCKS, changes just about all the Paradox education events in a way that I think is an improvement. If someone can suggest a reasonable frequency for gaining the stressed trait, that change can be made.
 
Some comments on the event 20021 "Ruler is forced to abdicate" in disease_stress.txt:
I think there should be a stewardship modifier, because if a ruler has everything under control(high stewardship) it's less likely that he will be forced to abdicate. This event happened to my last two rulers, though they had a stewardship value of 12. :eek:
Something like this perhaps:
Code:
                modifier = {
			condition = {
			type = not
			    value = { type = stewardship value = 5 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 7 }
                        condition = {
                        type = not
			    value = { type = stewardship value = 10 }
			}

			factor = 1.2
		}
                modifier = {
			condition = { type = stewardship value = 10}
			factor = 1.5
                }

And for the event 20023 "Your son is interested in other boys" in same file there should be a greater difference between option a and b. I see no reason to ever choose option b(only if roleplaying)!
 
Last edited:
Wilhelm II. said:
And for the event 20023 "Your son is interested in other boys" in same file there should be a greater difference between option a and b. I see no reason to ever choose option b(only if roleplaying)!

Option B may be very much necessary if the son in question is your eldest one and you want your dynasty to continue after him. :p