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Well my source is this but may be then that Descartes should clean up his effect list if all of them do not work..
 
I just started an Epigoni campaign yesterday and modded all starting relations to -100. It's the most fun I've had in EUR for ages - there are virtually no alliances. Countries are still guaranteeing each other, and because of the low relations they're actually acting upon the CB's that result.

It's amazing fun, I can upload the script that resets all the relations if anyone is interested.
 
It works. ty
I tried a different approach to this CA problem, by adding ''diplomatic_missions = -10.0'' as a WAR modifier. This way it would be less likely that someone accepts a call to arms when at war. But for some reason it effects all diplomacy except ''call to arms'' and is still very likely to happen. Any thoughts?
 
I think its lazy coding on behalf of paradox that this feature is now in both eu3:dw and eu:r.

Just recently i was playing divine wind as England and started a war with Scotland and ended up at war with

France, Venice, Hungary, Castile, Aragon, The whole of Scandinavia. The thing is i start getting boat loads of soldiers from venice and hungary popping onto my lands. The mechanic makes no sense and i have no idea why they introduced it into Eu3/Eu:r apart from making the game artificially harder. Its actually the reason i stopped playing Rome, it really is a gamebreaking mechanic imo.

The main thing is that modders are looking into it and are trying to find ways to eliminate it happening.
 
Well IMO it is a problem in HttT as well, the free casus belli is logical but AI uses it way too easily, even if it just hurts itself. I was in a badboy war against some minor nations and soon whole Holy Roman Empire (or what was left) attacked me, despite I had 15 times more troops than they combined and I was able to walk over them all.

beachedwalrus said:
The mechanic makes no sense and i have no idea why they introduced it into Eu3/Eu:r apart from making the game artificially harder.

I think that they never meant to "introduce" the thing, it is a bug or that's what I know about it. I think that Rome was working before the latest patch so it just allowed call to arms when you were called to arms, which was even cheaper way to declare wars than the EU3 casus belli thing.
 
Put this file in your decisions folder:

And this file in your events folder:

Should these files be saved in the Epigoni Mod folder, each in the respective folders mentioned above? Or in the main folders? Because it doesn't appear as a decision when I start playing Epigoni Mod... Do I need to specify a certain date in the code, at which the decision occurs?



Please do that. I've already made greek subcultures, now all that is needed is relations fix.
Thank you

Pardon my very basic question, but I'm not a modder: how do you make the greek subcultures? Could you give an example?
 
Go to common folder and open file ''cultures''. Scroll down to hellenic = {. There you'll have greek and macedonian as subcultures. Here you can add new ones. Same goes for file ''cultures'' in localisation folder. The last step is to change history files so that primary culture of a faction is same as province culture it owns.
Hope it helps (sorry for my sloppy english)
 
Event cascading_alliances had no effect on relations with allies.

any_country = {
limit = { ally = THIS }
relation = { who = THIS value = 200 }
}

So I changed it to...

ally = {
relation = { who = THIS value = 200 }
}

...and it works.
 
Many thanks Fu.Th.Sy.!!

However, the Epigoni Mod does not have any file "Culture" in its localisation folder?

Is it the primary_culture that matters for avoiding CA, or the culture_group (=HELLENIC)? If the former, Hardradi has already made a splendid job in creating many primary_culture's: 17 altogether! So maybe no work is needed, at least for the EPIGONI MOD?
 
Event cascading_alliances had no effect on relations with allies.

any_country = {
limit = { ally = THIS }
relation = { who = THIS value = 200 }
}

So I changed it to...

ally = {
relation = { who = THIS value = 200 }
}

...and it works.

Perfect: will change too! Where did you save this file and relations.txt? Couldn't see that the event occurred at the beginning of the game?
 
Do exactly like Cheexsta said. Event triggers when you select ''relations'' in your decisions menu.

OK, perfect! I didn't understand that I needed to make a decision. Many thanks for clarification, FuThSy!

And many thanks, Cheexsta, for making the code!