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Chipawah

Second Lieutenant
1 Badges
Dec 3, 2007
140
9
  • Hearts of Iron IV Sign-up
As others have noted the events that should cause the mongols to crumble seems to have been coded to make it more unlikely after 1300 than before 1300.

I started a game in 1337 and was well into 1400 before I noticed this and altered the events. However I still can't get the dynastic succession event to trigger:
It seems as though it requires the liege to be over 35, but none of the mongol leaders in my game make it past 25 as they quickly get wounded in battle, become depressed and die young.

I am thinking of altering the age requirement, so I can get the event to trigger, however if I set it too low the liege won't have sired that many heirs. Where would be a good balance to set it so that the rulers will live long enough to trigger the event, but will also have had time to sire some heirs.
 
What did you alter? As advised I changed the factors for 1300 and 1340 in several events from 10 to 0.1. Reading your post I checked again. I think it's intended that the event could fire before 1300 under the condition that the ruler has low martial and intrigue stats or he is beyond 35. As I understand in general opinion, after 1300 and the more after 1340 this should become more likely to happen. But like the factors have been set wrong, the event condition has not been thought through for the later time, so the trigger conditions might never be met.

For the time before 1300 the condition is probably as intended. If you lower the age, you change the condition also for the time before 1300, making it more likely for the Mongols to break down at an earlier time than intended. We could call the conditions WAD for before 1300 but BUG for past 1300. Thus only the BUG for the time past 1300 should be corrected. I can only think of splitting the event.

Code:
############################################
# Dynastic Succession in the Horde - part 1 #
# 1300 - 1340
############################################

character_event = {
	id = 5593
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = not
			condition = { type = year value = 1300 }
		}
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = primary_heir
			condition  = { type = is_alive }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = any_child
			condition  = { type = is_alive }
			condition = { type = gender value = male }
			condition = { type = not value = { type = primary_heir } }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = or
			condition = { type = age value = 35 }
			condition = { type = and
				condition = { type = not value = { type = martial value = 9 } }
				condition = { type = not value = { type = intrigue value = 7 } }
			}
		}
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 0.9
		}
	}
	
	action_a = {#There will be a struggle for the throne!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}
}


############################################
# Dynastic Succession in the Horde - part 1 #
# 1300 - 1340
############################################

character_event = {
	id = 5593
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = and
			condition = { type = year value = 1300 }
			condition = { type = not
				condition = { type = year value = 1340 }
			}
		}
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = primary_heir
			condition  = { type = is_alive }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = any_child
			condition  = { type = is_alive }
			condition = { type = gender value = male }
			condition = { type = not value = { type = primary_heir } }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = or
			condition = { type = age value = 20 }
			condition = { type = and
				condition = { type = not value = { type = martial value = 12 } }
				condition = { type = not value = { type = intrigue value = 10 } }
			}
		}
	}

	mean_time_to_happen = {
		months = 24

		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 0.9
		}
	}
	
	action_a = {#There will be a struggle for the throne!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}
}


############################################
# Dynastic Succession in the Horde - part 1 #
# past 1340
############################################

character_event = {
	id = 5593
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = year value = 1340 }
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = primary_heir
			condition  = { type = is_alive }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = any_child
			condition  = { type = is_alive }
			condition = { type = gender value = male }
			condition = { type = not value = { type = primary_heir } }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
	}

	mean_time_to_happen = {
		months = 6

		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 0.9
		}
	}
	
	action_a = {#There will be a struggle for the throne!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}
}
 
I altered the modifications as suggested, the event never triggered and I couldn't trigger it by opening the console and manually triggering the event either (conditions not met), that's when I looked closer and saw the age and characteristics requirements.

That split event solution looks very good.

The dynastic succession event wouldn't really affect my game much at this point though, the mongol rulers in my game seem to be notoriously unhealthy and stressed. For any other realm in the game these constant changes of rulers would be a disaster as each succession would cause more problems in the realm, but not for the mongols since they have their entire realm tied to their personal demesne and don't need any vassals. So even if the event would fire the salic gavelkind laws would leave the empire in the hands of only one or two heirs.
 
I don't believe that the mongol hordes would have accepted notoriously unhealthy characters as rulers. Should some kill events be implemented?

I made 2 mistakes in the succession event:
1) used 'condition' instead of 'value' in the 'NOT' statement
2) didn't alter the event ids

Correction:
Code:
############################################
# Dynastic Succession in the Horde - part 1 #
# before 1300
############################################

character_event = {
	id = 5593
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = not
			value = { type = year value = 1300 }
		}
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = primary_heir
			condition  = { type = is_alive }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = any_child
			condition  = { type = is_alive }
			condition = { type = gender value = male }
			condition = { type = not value = { type = primary_heir } }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = or
			condition = { type = age value = 35 }
			condition = { type = and
				condition = { type = not value = { type = martial value = 9 } }
				condition = { type = not value = { type = intrigue value = 7 } }
			}
		}
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 0.9
		}
	}
	
	action_a = {#There will be a struggle for the throne!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}
}


############################################
# Dynastic Succession in the Horde - part 1 #
# 1300 - 1340
############################################

character_event = {
	id = 5598
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = and
			condition = { type = year value = 1300 }
			condition = { type = not
				value = { type = year value = 1340 }
			}
		}
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = primary_heir
			condition  = { type = is_alive }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = any_child
			condition  = { type = is_alive }
			condition = { type = gender value = male }
			condition = { type = not value = { type = primary_heir } }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = or
			condition = { type = age value = 20 }
			condition = { type = and
				condition = { type = not value = { type = martial value = 12 } }
				condition = { type = not value = { type = intrigue value = 10 } }
			}
		}
	}

	mean_time_to_happen = {
		months = 24

		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 0.9
		}
	}
	
	action_a = {#There will be a struggle for the throne!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}
}


############################################
# Dynastic Succession in the Horde - part 1 #
# past 1340
############################################

character_event = {
	id = 5599
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = year value = 1340 }
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = primary_heir
			condition  = { type = is_alive }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = any_child
			condition  = { type = is_alive }
			condition = { type = gender value = male }
			condition = { type = not value = { type = primary_heir } }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
	}

	mean_time_to_happen = {
		months = 6

		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 0.9
		}
	}
	
	action_a = {#There will be a struggle for the throne!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}
}
 
The mongols are certainly in need of an overhaul...

In 4 out 5 games I play they don't even manage to establish themselves and in the ones they do they grow incontrollably and dominate the entire map.

I would like to see the events edited so that the mongols establish themselves more often, but don't end up dominating everything.

One event I'd like to have is that sometime after 1300 the culture of the ruler changes so the mongols lose their attrition and demesne bonus and become like a regular realm, if they have grown too big, then they would eventually run into the same kind of duress and problems that every other realm that becomes oversized runs into.
 
I don't believe that the mongol hordes would have accepted notoriously unhealthy characters as rulers.
[/CODE]

Well, I'd hardly call most of the Mongols Khans healthy in any sense. Genghis Khan's successor Ogodei, was a notorius drunkard who I believe basically drank himself to death. Outside Genghis and Khubilai, none of them were exactly known for being healthy. Not surprising for a people that didn't believe in bathing at the time. It's amazing Genghis Khan lasted till he was 65>give or take a few years<