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RedRoverMan

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Jan 25, 2010
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So I did a conquest of the Free Cities with Aegon, and looking through the events there is this:
Code:
# #Make New Valyria a Freehold?
# character_event = {
	# id = aegons_landing.9000
	# desc = "EVTDESCaegons_landing.9000"
	# picture = GFX_evt_ironthrone
	
	# is_triggered_only = yes
	
	# trigger = { capital_scope = { port = yes } }
	
	# option = {
		# name = "EVTOPTAaegons_landing.9000" #Yes
		# custom_tooltip = {
			# text = TOOLTIPaegons_landing.9000
			# hidden_tooltip = {
				# create_title = {
					# landless = yes
					# temporary = yes
					# tier = KING
					# holder = ROOT
					# name = FotR_declare_republic_temptitlename
				# }
				# #k_great_grass_sea = { gain_title = ROOT }
				# random_realm_lord = {
					# limit = {
						# any_demesne_title = {
							# tier = BARON
							# holding_type = city
							# location = {
								# is_capital = yes
								# owner = { character = ROOT }
							# }
						# }
					# }
					# random_demesne_title = {
						# limit = {
							# tier = BARON
							# holding_type = city
							# location = {
								# is_capital = yes
								# owner = { character = ROOT }
							# }
						# }
						# usurp_title = ROOT
						# province_capital = yes
						# ROOT = { capital = PREV }
					# }
				# }
				# wealth = -500
				# character_event = { id = aegons_landing.9001 days = 1 }
			# }
		# }
		# any_vassal = {
			# limit = {
				# primary_title = { higher_tier_than = COUNT }
				# is_republic = yes
			# }
			# opinion = {
				# who = ROOT
				# modifier = opinion_revived_freehold
			# }
		# }
	# }
	# option = {
		# name = "EVTOPTBaegons_landing.90" #No
	# }	
# }	
# character_event = { #Find suitable patrician families
	# id = aegons_landing.9001
	
	# is_triggered_only = yes
	# hide_window = yes
	
	# immediate = {
		# random_demesne_title = { 
			# limit = { is_landless_type_title = yes }
			# destroy_landed_title = ROOT 
		# }
		# any_vassal = { #Mark random new ones
			# limit = {
				# is_patrician = yes
				# is_merchant_republic = no
				# NOT = { dynasty = 359 }
				# NOT = { dynasty = 498 }
				# NOT = { dynasty = 50 }
				# NOT = { dynasty = 51 }
				# NOT = { dynasty = 52 }
			# }
			# set_character_flag = random_patrician
		# }
		# #Velaryon
		# random_realm_lord = {
			# limit = { dynasty = 52 }
			# character_event = { id = aegons_landing.9002 }
			# ROOT = { set_character_flag = velaryon_found }
		# }
		# if = {
			# limit = { NOT = { has_character_flag = velaryon_found } }
			# random_realm_character = {
				# limit = { dynasty = 52 is_female = no }
				# character_event = { id = aegons_landing.9002 }
			# }
		# }
		# clr_character_flag = velaryon_found
		# #Qoherys
		# random_realm_character = {
			# limit = { has_character_flag = aerion_qoherys }
			# character_event = { id = aegons_landing.9002 }
			# ROOT = { set_character_flag = qoherys_found }
		# }
		# if = {
			# limit = { NOT = { has_character_flag = qoherys_found } }
			# random_realm_character = {
				# limit = { dynasty = 359 is_female = no }
				# character_event = { id = aegons_landing.9002 }
			# }
		# }
		# clr_character_flag = qoherys_found
		# #Celtigar
		# random_realm_lord = {
			# limit = { dynasty = 50 }
			# character_event = { id = aegons_landing.9002 }
			# ROOT = { set_character_flag = celtigar_found }
		# }
		# if = {
			# limit = { NOT = { has_character_flag = celtigar_found } }
			# random_realm_character = {
				# limit = { dynasty = 50 is_female = no }
				# character_event = { id = aegons_landing.9002 }
			# }
		# }
		# clr_character_flag = celtigar_found
		# #East Valyrian
		# random_realm_lord = {
			# limit = { 
				# has_landed_title = k_volantis
				# culture = eastern_valyrian 
				# NOT = { dynasty = 0 } 
				# NOT = { tier = BARON }
				# NOT = { has_character_flag = new_patrician }
			# }
			# character_event = { id = aegons_landing.9002 }
			# set_character_flag = new_patrician
		# }
		# random_realm_lord = {
			# limit = { 
				# culture = eastern_valyrian 
				# NOT = { dynasty = 0 } 
				# NOT = { tier = BARON }
				# NOT = { has_character_flag = new_patrician }
			# }
			# character_event = { id = aegons_landing.9002 }
			# set_character_flag = new_patrician
		# }
		# #Sunglass
		# random_realm_lord = {
			# limit = { dynasty = 51 }
			# character_event = { id = aegons_landing.9002 }
			# ROOT = { set_character_flag = sunglass_found }
		# }
		# if = {
			# limit = { NOT = { has_character_flag = sunglass_found } }
			# random_realm_character = {
				# limit = { dynasty = 51 is_female = no }
				# character_event = { id = aegons_landing.9002 }
			# }
		# }
		# clr_character_flag = sunglass_found
		# #East Valyrian
		# random_realm_lord = {
			# limit = { 
				# culture = eastern_valyrian 
				# NOT = { dynasty = 0 } 
				# NOT = { tier = BARON }
				# NOT = { has_character_flag = new_patrician }
			# }
			# character_event = { id = aegons_landing.9002 }
			# set_character_flag = new_patrician
		# }
		# random_realm_lord = {
			# limit = { 
				# culture = eastern_valyrian 
				# NOT = { dynasty = 0 } 
				# NOT = { tier = BARON }
				# NOT = { has_character_flag = new_patrician }
			# }
			# character_event = { id = aegons_landing.9002 }
			# set_character_flag = new_patrician
		# }
		# any_vassal = {
			# clr_character_flag = new_patrician
			# clr_character_flag = random_patrician
		# }
	# }
	# option = {
		# name = OK
	# }
# }	
# character_event = { #New patrician takes title
	# id = aegons_landing.9002
	
	# is_triggered_only = yes
	# hide_window = yes
	
	# trigger = {
		# NOT = { trait = kingsguard }
	# }
	
	# immediate = {
		# set_defacto_liege = FROM
		# FROM = {
			# random_vassal = {
				# limit = { has_character_flag = random_patrician }
				# family_palace = { gain_title = ROOT }
				# clr_character_flag = random_patrician
				# ROOT = {
					# opinion = {
						# who = FROM
						# modifier = opinion_revived_freehold
					# }
				# }
			# }
		# }
		# set_defacto_liege = FROM
	# }
	# option = {
		# name = OK
	# }
# }	
#King's landing red Keep expansion
character_event = {
	id = aegons_landing.10
	desc = "EVTDESCaegons_landing.10"
	picture = GFX_KINGS_LANDING
	
	only_independent = yes
	
	trigger = {
		has_landed_title = e_iron_throne
		has_landed_title = c_kings_landing
		OR = {
			has_global_flag = KL_red_keep_1
			has_global_flag = KL_red_keep_2
			has_global_flag = KL_red_keep_3
			has_global_flag = KL_red_keep_4
		}	
	}
	
	mean_time_to_happen = {
		years = 15
		modifier = {
			factor = 0.8
			trait = dragon_rider
		}	
		modifier = {
			factor = 1.1
			NOT = { stewardship = 4 }
		}
		modifier = {
			factor = 1.1
			NOT = { stewardship = 7 }
		}
		modifier = {
			factor = 0.9
			stewardship = 12
		}
		modifier = {
			factor = 0.9
			stewardship = 15
		}
		modifier = {
			factor = 0.9
			stewardship = 18
		}
		modifier = {
			factor = 0.9
			stewardship = 21
		}
		modifier = {
			factor = 1.1
			job_treasurer = { NOT = { stewardship = 9 } }
		}
		modifier = {
			factor = 1.1
			job_treasurer = { NOT = { stewardship = 12 } }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 16 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 18 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 20 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 22 }
		}
	}
	
	option = {
		name = "EVTOPTAaegons_landing.10" #Build
		if = {
			limit = {
				has_global_flag = KL_red_keep_1
			}	
			b_red_keep = { add_building = ca_asoiaf_crown_basevalue_3 }
			b_white_sword_tower = { add_building = ca_asoiaf_crown_basevalue_1 }
			clr_global_flag = KL_red_keep_1
			set_global_flag = KL_red_keep_1_done
		}	
		if = {
			limit = {
				has_global_flag = KL_red_keep_2
			}	
			b_red_keep = { add_building = ca_asoiaf_crown_basevalue_4 }
			b_white_sword_tower = { add_building = ca_asoiaf_crown_basevalue_2 }
			clr_global_flag = KL_red_keep_2
			set_global_flag = KL_red_keep_2_done
		}
		if = {
			limit = {
				has_global_flag = KL_red_keep_3
			}	
			b_red_keep = { add_building = ca_asoiaf_crown_basevalue_5 }
			clr_global_flag = KL_red_keep_3
			set_global_flag = KL_red_keep_3_done
		}
		if = {
			limit = {
				has_global_flag = KL_red_keep_4
			}	
			b_red_keep = { add_building = ca_asoiaf_crown_basevalue_6 }
			clr_global_flag = KL_red_keep_4
		}
	}	
}	
#King's landing fortification expansion
character_event = {
	id = aegons_landing.11
	desc = "EVTDESCaegons_landing.11"
	picture = GFX_KINGS_LANDING
	
	only_independent = yes
	
	trigger = {
		has_landed_title = e_iron_throne
		has_landed_title = c_kings_landing
		OR = {
			has_global_flag = KL_fortifications_1
			has_global_flag = KL_fortifications_2
			has_global_flag = KL_fortifications_3
			has_global_flag = KL_fortifications_4
		}	
	}
	
	mean_time_to_happen = {
		years = 15
		modifier = {
			factor = 0.8
			trait = dragon_rider
		}	
		modifier = {
			factor = 1.1
			NOT = { stewardship = 4 }
		}
		modifier = {
			factor = 1.1
			NOT = { stewardship = 7 }
		}
		modifier = {
			factor = 0.9
			stewardship = 12
		}
		modifier = {
			factor = 0.9
			stewardship = 15
		}
		modifier = {
			factor = 0.9
			stewardship = 18
		}
		modifier = {
			factor = 0.9
			stewardship = 21
		}
		modifier = {
			factor = 1.1
			job_treasurer = { NOT = { stewardship = 9 } }
		}
		modifier = {
			factor = 1.1
			job_treasurer = { NOT = { stewardship = 12 } }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 16 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 18 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 20 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 22 }
		}
	}
	
	option = {
		name = "EVTOPTAaegons_landing.10" #Build
		if = {
			limit = {
				has_global_flag = KL_fortifications_1
			}	
			b_dragon_gate = { add_building = ca_asoiaf_crown_basevalue_1 }
			b_kings_gate = { add_building = ca_asoiaf_crown_basevalue_1 }
			b_kings_landing = { add_building = ct_asoiaf_crown_basevalue_3 }
			clr_global_flag = KL_fortifications_1
			set_global_flag = KL_fortifications_1_done
		}	
		if = {
			limit = {
				has_global_flag = KL_fortifications_2
			}	
			b_kings_gate = { add_building = ca_asoiaf_crown_basevalue_2 }
			b_kings_landing = { add_building = ct_asoiaf_crown_basevalue_4 }
			226 = { culture = crownlander }
			clr_global_flag = KL_fortifications_2
			set_global_flag = KL_fortifications_2_done
		}
		if = {
			limit = {
				has_global_flag = KL_fortifications_3
			}	
			b_dragon_gate = { add_building = ca_asoiaf_crown_basevalue_2 }
			b_kings_landing = { add_building = ct_asoiaf_crown_basevalue_5 }
			226 = { 
				any_neighbor_province = {
					limit = {
						OR = {
							province_id = 211
							duchy = { title = d_kings_landing }
						}
					}
					culture = crownlander
				} 
			}
			clr_global_flag = KL_fortifications_3
			set_global_flag = KL_fortifications_3_done
		}	
		if = {
			limit = {
				has_global_flag = KL_fortifications_4
			}	
			b_kings_landing = { 
				add_building = ct_asoiaf_crown_basevalue_6
				add_building = ct_gold_cloaks				
			}
			clr_global_flag = KL_fortifications_4
		}		
	}	
}	
#King's landing navy expansion
character_event = {
	id = aegons_landing.12
	desc = "EVTDESCaegons_landing.12"
	picture = GFX_KINGS_LANDING
	
	only_independent = yes
	
	trigger = {
		has_landed_title = e_iron_throne
		has_landed_title = c_kings_landing
		OR = {
			has_global_flag = KL_expand_navy_1
			has_global_flag = KL_expand_navy_2
			has_global_flag = KL_expand_navy_3
		}	
	}
	
	mean_time_to_happen = {
		years = 15
		modifier = {
			factor = 0.8
			trait = dragon_rider
		}	
		modifier = {
			factor = 1.1
			NOT = { stewardship = 4 }
		}
		modifier = {
			factor = 1.1
			NOT = { stewardship = 7 }
		}
		modifier = {
			factor = 0.9
			stewardship = 12
		}
		modifier = {
			factor = 0.9
			stewardship = 15
		}
		modifier = {
			factor = 0.9
			stewardship = 18
		}
		modifier = {
			factor = 0.9
			stewardship = 21
		}
		modifier = {
			factor = 1.1
			job_treasurer = { NOT = { stewardship = 9 } }
		}
		modifier = {
			factor = 1.1
			job_treasurer = { NOT = { stewardship = 12 } }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 16 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 18 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 20 }
		}
		modifier = {
			factor = 0.9
			job_treasurer = { stewardship = 22 }
		}
		modifier = {
			factor = 1.1
			any_courtier = { 
				has_minor_title = title_master_of_ships
				NOT = { martial = 6 } 
			}
		}
		modifier = {
			factor = 1.1
			any_courtier = { 
				has_minor_title = title_master_of_ships
				NOT = { martial = 9 } 
			}
		}
		modifier = {
			factor = 0.9
			any_courtier = { 
				has_minor_title = title_master_of_ships
				martial = 12 
			}
		}
		modifier = {
			factor = 0.9
			any_courtier = { 
				has_minor_title = title_master_of_ships
				martial = 14 
			}
		}
		modifier = {
			factor = 0.9
			any_courtier = { 
				has_minor_title = title_master_of_ships
				martial = 16
			}
		}
		modifier = {
			factor = 0.9
			any_courtier = { 
				has_minor_title = title_master_of_ships
				martial = 18 
			}
		}
	}
	
	option = {
		name = "EVTOPTAaegons_landing.12" #Build
		if = {
			limit = {
				has_global_flag = KL_expand_navy_1
			}	
			b_red_keep = { add_building = ca_asoiaf_targshipyard }
			clr_global_flag = KL_expand_navy_1
			set_global_flag = KL_expand_navy_1_done
		}	
		if = {
			limit = {
				has_global_flag = KL_expand_navy_2
			}	
			b_kings_landing = { add_building = ct_asoiaf_targshipyard }
			clr_global_flag = KL_expand_navy_2
			set_global_flag = KL_expand_navy_2_done
		}	
		if = {
			limit = {
				has_global_flag = KL_expand_navy_3
			}	
			b_dragon_gate = { add_building = ca_asoiaf_targshipyard }
			clr_global_flag = KL_expand_navy_3
		}			
	}	
}

I don't really understand code. This event didn't fire for me, how is it triggered? Decision? Or is there a MTTH? I did the play through twice and waited 2-3 years after the conquest and this event never fired.
 
You see all the #s that is what is called comments, basically it is ignored as code.

The reason the event is commented out is because it doesn't work, it causes a crash.
 
Because we didn't want to remove it as it would be effort to code it again if we find the issue which we did but it can't be fixed.