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unmerged(34863)

Lt. General
Oct 1, 2004
1.225
0
My first completed CK game (last night) ended in 1245 and Golden Horde invasion. They took all land around Causacus and Azov, went south, conquered BYZ (Asia Minor, Greece, Balkan), went north, took HUN, and attacked POL. Serbia was taken in 1245.

OK. I know they were historically really powerful, BUT:

1. I noticed that playing Serbia I could mobilize (with 5-7 provinces) about 3000 - 4000 soldiers. That is historically not correct, as real Serbia could easilly gather 10,000. CK armies are 3 to 5 times smaller than historical armies

2. yet, Mongols are given armies of correct size (or even larger). Golden Horde arrived with 150,000, and they attacked Constantinople with 100,000. Historically, their armies in HUN and POL campaignes are estimated to 20,000 to 60,000.

3. during the raid over POL and RUS and HUN, Mongols used to DESTROY, and not to conquer. Examples: cities of Buda, Zagred, Kiev, Krakow, .... were destroyed, not conquered. However, in CK game, Mongols always conquer a province, whose improvements were left intact.

4. historically, main Mongol armies were moving, so christian rulers could sometimes return to lotted provinces and take them back (liberate) easily. However, in CK game, I must put the siege and wait for months to liberate my former province.

5. historically, Mongols develop a new capital in a conquered province (Samarkand), instead of to choose already destroyed capital of a former enemy (Baghdad, Kiev, Krakow, ...). However, in CK game they settle in the richest taken province (in my game they put capital into Constantinople).

6. historically Mongols could mobilize new troops in their Asian provinces (Cumans, Turks), but not in european christian provinces (Rusians did not enter Mongolian armies in a mass scale). However, in CK game, Mongols are able to mobilize new troops from any conquered province.

So, I have the following proposal: there should be a special new event related to Mongol AI:

- if a Mongol army, bigger than 10,000 is present in the province (most of the time that would be a newly conquered province), and if that province is christian (or even muslim - so, not-pagan), then four possible event-options could happen to that province (with different probabilities. I do not know if CK probabilities are the same as EU2 probabilities, i.e. 85%-5%-5%-5% for four option event):

1. option:

- The province is conquered.
- All province improvements are intact, especially the castle.
- Mongol army is reduced by 500 - this is like to simulate that they left a garrison to defend the castle. With 150,000 soldiers, they would be able to conquer 300 provinces.
- people of the province are not killed, so culture and religion is not changed. (or, they are changed with a small probability, let say 10%)
- if the province stays christian, Mongols get only a small manpower (original manpower is reduced a lot) for new troops.
- if the province is converted, Mongols get the original large manpower.
- concerning manpower, if a christian ruler gets that province back, he should have the original large manpower.


2. option:

- the town of the province is lotted, but, just a little bit.
- city improvements are (most probably) destroyed. By "most probably" I mean that for each city improvement there is a "destruction probability" less than 100%. That means that randomly different improvements would be destroyed in various provinces. City improvements are: library, church, school, court of justice, templare house, money lenders, .... In that way, Mongols will not benefit a lot from that province, if they destroy its town.
- Mongols do NOT conquer that province - they destroy it. So, it would be easier for christian rulers to get it back, if they are able to avoid the main Mongol troops. As Mongols do not leave troops to defend the province (oposite to the previous option no.1), their army is not decreased. However, the size of the castle is decreased by 1 level, due to plundering.
- as the province is plundered, some of the citizens were killed. It would be easier for that province to be converted. So, let say, it becomes pagan+mongol with probability of 20%.
- if it stays christian, Mongols would again get reduced manpower. If it convertes, Mongols would get the full manpower (of the final poorer province).

3. option

- similar to the previous one.
- now, the town is totally destroyed. All city improvements are lost with 100% probability.
- the size of the castle is again reduced by 1 level.
- province is converted to Mongol+pagan with larger probability: 40%.
- if it stays christian, Mongols would again get reduced manpower. If it convertes, Mongols would get the full manpower (of the final much poorer province).
- the destruction influences the village too. Village improvements are also destroyed with some probabilities smaller than 100%. Village improvements are: forestry, sawmill, watermill, windmill, glass-work, mine, tile-factory, .......

4. option

- similar to the previous one.
- now, both towns AND villages are totally destroyed. All city improvements are lost with 100% probability. And, all (or almost all) village improvements are also lost with 100% probability. The only village improvements that could (probably) stay would be something that is characteristic to Mongols. I do not know. Maybe military training camp could stay. Or fishery too ?
- the castle is totally destroyed too. So, christian ruler would take this province back, simply arriving with an army of any size. Nevertheless, he would not find a lot of buildings there.
- province is converted to Mongol+pagan with the largest probability: 70% to 90% .
- if it stays christian, Mongols would again get reduced manpower. If it convertes, Mongols would get the full manpower (of the final very poor province).


The manpower from conquered pagan (or even muslim) provinces should stay at original high level. There could be a mirror event for muslim provinces, with all these destructions, but no reduction of manpower.

Destruction could also be extended to techlonogies. Option 1: technologies stay the same; option 2: all tech levels of that province reduced by 1; option 3: all tech levels of that province reduced by 2; and option 4: all tech levels of that province reduced by 3.


This event would simulate following historical facts:

1. most of the land was destroyed, not conquered.
2. most of the towns were burnt down.
3. at the end, the economy of Mongol provinces (in far East) or reconquered european provinces (Hungary or Russia) was much worse than in developed Europen West. So, when (if) Mongols eventually calm down, their land would be poor and rural and converted to mongol, as it was in history. Look at Russia - urban development of Kiev Russia was stopped, and the country was rural for centuries. Or, the irrigation system in Mesopotamia was destroyed and the economy colapsed.
4. if some of the towns stay intact, and if Mongols move their capotal there, these provinces should mostly keep thair original culture and religion (like most of Chinese and Persian towns). Eventually (that could also be a part of the "Molgol event"), Mongols could convert themselves to Muslim (historical) or Christian (fantasy) depending on the religion of the capital, and become a standard part of CK system. If Mongols convert to muslim or christianity, then the "Mongol event" should be made silent, so that they could move and mobilize new armies without any consequences. And, with the new culture, Mongols should loose infinite souce of money and get a normal attrition.

Also, it should be possible to diplomatically become vassal of Mongols (like Russians) even if I am 100% loyal vassal of someone else, and continue the game.


I bought CK last week, so I am not so familiar with CK event scripting. If it is esentially the same as in EU2, I think it would be no problem to create this event.

I also do not like that there is no navy in CK, as it was in EU2. These Mongols cross Black Sea with 100,000 soldiers as they want. Where the hell did they find all these ships in 1 year ?
 
hhmmmmm

At this moment I am looking into events_effects file, and it seems that there is no trigger condition that checks if the army of a particular size is present in a province.

In EU2 that trigger condition does not exist either (as I can see in Havards EU Editing Empire), but it was possible to check if a province was controled by the enemy. That EU2 triggering condition is good too- so "Mongol event" would trigger if Mongols control a new province. However, in CK there is no such a condition, as the province automatically becomes part of Mongolian realm after the siege is finished.

:(
 
solution ?

There is a rather tedious solution.Instead of just 1 event, there must be N events (N=total number of provinces) for each province using triggering conditions:

1. type = province value = [province id]
2. type = demesne value = [tag]
- to check if the province now belongs to Mongols.

Than, each of the 4 options would silent the event itself, so it would happen only once for each province. With appropriate offset that would be immediatelly after the province is captured by Mongols. After the successful siege, Mongols get the province, the event modifies it just one time, the event for that province is then made silent, and Mongols go on further with the invasion.

A lot of copy-paste work.
 
Comments on the final event

1. It is a global event, for a random province, belonging to Golden Horde. There is also the second mirror event for ILKH.

2. trigger conditions: province belongs to GOLD (or ILKH in the second event), and its religion is not pagan, meaning that christians and muslims are ready to be destroyed.

3. meantime to happen is 600 months (50 years). This is the longest meantime for ANY Mongolian province, no matter if it is a border province or core province. That means that even core Mongolian provinces could (within each 50 years) be destroyed, if they are christian or pagan. Historican example is a late destruction of Moskau, although Russians were already Mongolian vassals.

4. meantime modifyer: if a neighbouring province of a chosen one is not GOLD and ILKH, that means it is not Mongol province, or in other words chosen province is actually a bordering one, the meantime is shortened 100 times, to just 6 months. Bordering provinces should actually be mainly new conquered provinces that should suffer major destruction. If nothing is destroyed in the province by this event, Mongols have another 6 months to make this province a core province, and switch back to t=50 years. Anyway, the rate of destruction could be modified in the following actions:

5. I put equal probabilities for all the actions, that is 25% - it still could be changed.

6. ACTION 1: Nothing is destroyed, so that Mongols could benefit later from this developed province. If it happens that they have some troops in the province when the event is triggered, they loose some troops, or in other words, they left some of them as a garrison (as fortress was not destroyed).

7. ACTION 2: A town is a bit destroyed and fortress is damaged up to the lowest level (hill fort). Villages are intact. Each town improvement and corresponding technology is checked, and removed with 70% probability (could be changed).

8. ACTION 3: A town is fully destroyed, and fortress damaged up to hill fort. All town improvements and corresponding technologies are lost. Village improvements and their techs are a bit destroyed with probability 50% (could be changed).

9. ACTION 4: Everything is destroyed and province is reduced to empty burnt fields. All improvements and techs are lost. Also, hill forst is lost too.

10. It is important to loose corresponding techs. Otherwise, Mongols could build improvements quiet fast with their infinite treasury.

11. Each time there is a smaller or larger probability for province conversion. If it is converted to pagan, the event will never happen to that province again, and it is saved from further destruction.

12. Training camps are never destroyed, as they are used by Mongolian worriers.
 
Ok

I found 4 typing mistakes (some brackets and words were missing), but the most important thing is that:

" neighbor_province_effect " actully can not be used to check if neighbouring province is of another country.

Is there any way to check if a choosen province is at the border of the realm, or deep inside its territory ?

Or, is there any way to check if a province is a newly conquered province ?
 
final version

I found out how to deal with triggering problem. The condition that I check is if there is one rather unimportant tehnology in the province: RELICS. As at the beggining all provinces have this tech, the event will always trigger when Mongols capture a new province. I put triggering time ONE MONTH. In order to block the event to be repeated to the same province, all 4 actions would cancel that tech. OK, sometimes this techs could spread back from neighbouring provinces, but that happens rather rarely. On the other hand, this reintroduction of relics tech could be interpreted as a local resistance against Mongols: a good reason to be destroyed again.

I checked the event in the game (I was playing about 20 years after the start of GH invasion), and it works fine. Sometimes the whole province is completelly destroyed (like Constantinople in my game - why not !? If Baghdad was destroyed, why not Constantinople), but sometimes it was intact and even converted to pagan (so, it was immune against repetition of the event).

A lot of castles and fortresses were destroyed, and the economy of a lot of provinces was deteriorated to rural comunities - as actually happened in history.

Golden Horde was deccelerated a bit. Destroying castles, they left no protection to these plundered provinces, so christians could liberate them easily. And, Mongol economy in plundered provinces almost does not exist (as it was in history).

Nevertheless, during these 20 years, Golden Horde
conquered Greece and western part of Asia Minor, and than went to the north and conquered Poland. Now, in 1245, Golden Horde is engaged in a war against Denmark and Sweden, and some German provinces. However, leaving south and east unprotected, Mongols lost several Azowian provinces to Russians, and north Greece to Venice.

Mongols are still extremelly powerful, but are slowed down. The price was destruction of Europe :rofl:
 
Golden Horde event

# Mongol destruction - GOLD

province_event = {

id = 100001

trigger = {

condition = { type = year value = 1200 }

condition = { type = exists value = GOLD }

condition = { type = demesne value = GOLD }

condition = { type = not value = { type = religion value = pagan } }

condition = { type = has_advance value = { relics = yes} }

}


mean_time_to_happen = { months = 1 }


action_a = {#The province is conquered, but not plundered
ai_chance = 25
effect = { type = random
chance = 10
effect = { type = set_to_realm_religion }
effect = { type = prosperity value = 1 }
effect = { type = noble_loyalty value = 0.1 }
effect = { type = clergy_loyalty value = 0.1 }
effect = { type = burgher_loyalty value = 0.1 }
effect = { type = peasant_loyalty value = 0.1 }
}
effect = { type = prosperity value = -1 }
effect = { type = noble_loyalty value = -0.1 }
effect = { type = clergy_loyalty value = -0.1 }
effect = { type = burgher_loyalty value = -0.1 }
effect = { type = peasant_loyalty value = -0.1 }
effect = { type = remove_advance value = relics }
}





action_b = {#The city is destroyed a bit, hill fort is kept
ai_chance = 25
effect = { type = random
chance = 20
effect = { type = set_to_realm_religion }
effect = { type = prosperity value = 1 }
effect = { type = noble_loyalty value = 0.2 }
effect = { type = clergy_loyalty value = 0.2 }
effect = { type = burgher_loyalty value = 0.2 }
effect = { type = peasant_loyalty value = 0.1 }
}
effect = { type = prosperity value = -2 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = clergy_loyalty value = -0.3 }
effect = { type = burgher_loyalty value = -0.3 }
effect = { type = peasant_loyalty value = -0.1 }


effect = { type = random
chance = 50
effect = { type = remove_improvement value = church }
effect = { type = remove_advance value = brickwork_structures}
effect = { type = remove_advance value = basilican_structures }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = large_church }
effect = { type = remove_advance value = romanesque_vaulting }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = domed_church }
effect = { type = remove_advance value = cylindrical_structures }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = cathedral }
effect = { type = remove_advance value = gothic_buttresses }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = court_of_justice }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = library }
effect = { type = remove_advance value = the_seven_liberal_arts }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = school }
effect = { type = remove_advance value = monastic_schools }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = templar_house }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = university }
effect = { type = remove_advance value = universities }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = waracademy }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = moneylenders }
effect = { type = remove_advance value = local_merchant_houses}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = monastery }
effect = { type = remove_advance value = monastic_schools }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = theater }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = grand_palace }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = small_castle }
effect = { type = remove_advance value = small_castle}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = medium_castle }
effect = { type = remove_advance value = medium_castle}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = large_castle }
effect = { type = remove_advance value = large_castle }
}
effect = { type = random
chance = 50
effect = { type = remove_improvement value = huge_castle }
effect = { type = remove_advance value = huge_castle }
}

effect = { type = remove_advance value = relics }

}


action_c = {#The city is fully destroyed, village just a bit, hill fort is kept
ai_chance = 25
effect = { type = random
chance = 50
effect = { type = set_to_realm_religion }
effect = { type = set_to_realm_culture }
effect = { type = prosperity value = 1 }
effect = { type = noble_loyalty value = 0.4 }
effect = { type = clergy_loyalty value = 0.4 }
effect = { type = burgher_loyalty value = 0.4 }
effect = { type = peasant_loyalty value = 0.1 }
}
effect = { type = prosperity value = -3 }
effect = { type = noble_loyalty value = -0.8 }
effect = { type = clergy_loyalty value = -0.8 }
effect = { type = burgher_loyalty value = -0.8 }
effect = { type = peasant_loyalty value = -0.2 }
effect = { type = remove_improvement value = church }
effect = { type = remove_advance value = brickwork_structures}
effect = { type = remove_advance value = basilican_structures }
effect = { type = remove_improvement value = large_church }
effect = { type = remove_advance value = romanesque_vaulting }
effect = { type = remove_improvement value = domed_church }
effect = { type = remove_advance value = cylindrical_structures }
effect = { type = remove_improvement value = cathedral }
effect = { type = remove_advance value = gothic_buttresses }
effect = { type = remove_improvement value = court_of_justice }
effect = { type = remove_improvement value = library }
effect = { type = remove_advance value = the_seven_liberal_arts }
effect = { type = remove_improvement value = school }
effect = { type = remove_advance value = monastic_schools }
effect = { type = remove_improvement value = templar_house }
effect = { type = remove_improvement value = university }
effect = { type = remove_advance value = universities }
effect = { type = remove_improvement value = waracademy }
effect = { type = remove_improvement value = moneylenders }
effect = { type = remove_advance value = local_merchant_houses}
effect = { type = remove_improvement value = monastery }
effect = { type = remove_advance value = monastic_schools }
effect = { type = remove_improvement value = theater }
effect = { type = remove_improvement value = grand_palace }
effect = { type = remove_improvement value = small_castle }
effect = { type = remove_advance value = small_castle}
effect = { type = remove_improvement value = medium_castle }
effect = { type = remove_advance value = medium_castle}
effect = { type = remove_improvement value = large_castle }
effect = { type = remove_advance value = large_castle }
effect = { type = remove_improvement value = huge_castle }
effect = { type = remove_advance value = huge_castle }

effect = { type = random
chance = 50
effect = { type = remove_improvement value = fishing_wharf}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = civilian_harbour}
effect = { type = remove_advance value = large_ship_building }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = naval_harbour}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = grand_shipyard }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = sawmill}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = forestry }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = smithy }
effect = { type = remove_advance value = ironworks }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = armory }
effect = { type = remove_advance value = cast_iron }
effect = { type = remove_advance value = black_coal }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = mine }
effect = { type = remove_advance value = coalpit }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = improved_mine}
effect = { type = remove_advance value = percussion_drilling }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = watermills }
effect = { type = remove_advance value = waterwheel }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = windmills }
effect = { type = remove_advance value = windwheel }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = cheese_dairy}
effect = { type = remove_advance value = cows }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = brewery }
effect = { type = remove_advance value = local_merchant_houses }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = dyeworks }
effect = { type = remove_advance value = clothmaking }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = glassworks }
effect = { type = remove_advance value = glassblowing }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = spinningmill }
effect = { type = remove_advance value = clothmaking }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = tilefactory }
effect = { type = remove_advance value = stonepit }
}

effect = { type = remove_advance value = relics }
}


action_d = {#Everything destroyed, except training camps
ai_chance = 25
effect = { type = random
chance = 80
effect = { type = set_to_realm_religion }
effect = { type = set_to_realm_culture }
effect = { type = prosperity value = 1 }
effect = { type = noble_loyalty value = 0.4 }
effect = { type = clergy_loyalty value = 0.4 }
effect = { type = burgher_loyalty value = 0.4 }
effect = { type = peasant_loyalty value = 0.1 }
}
effect = { type = prosperity value = -4 }
effect = { type = noble_loyalty value = -1.0 }
effect = { type = clergy_loyalty value = -1.0 }
effect = { type = burgher_loyalty value = -1.0 }
effect = { type = peasant_loyalty value = -0.5 }

effect = { type = remove_improvement value = church }
effect = { type = remove_advance value = brickwork_structures}
effect = { type = remove_advance value = basilican_structures }
effect = { type = remove_improvement value = large_church }
effect = { type = remove_advance value = romanesque_vaulting }
effect = { type = remove_improvement value = domed_church }
effect = { type = remove_advance value = cylindrical_structures }
effect = { type = remove_improvement value = cathedral }
effect = { type = remove_advance value = gothic_buttresses }
effect = { type = remove_improvement value = court_of_justice }
effect = { type = remove_improvement value = library }
effect = { type = remove_advance value = the_seven_liberal_arts }
effect = { type = remove_improvement value = school }
effect = { type = remove_advance value = monastic_schools }
effect = { type = remove_improvement value = templar_house }
effect = { type = remove_improvement value = university }
effect = { type = remove_advance value = universities }
effect = { type = remove_improvement value = waracademy }
effect = { type = remove_improvement value = moneylenders }
effect = { type = remove_advance value = local_merchant_houses}
effect = { type = remove_improvement value = monastery }
effect = { type = remove_advance value = monastic_schools }
effect = { type = remove_improvement value = theater }
effect = { type = remove_improvement value = grand_palace }
effect = { type = remove_improvement value = hill_fort }
effect = { type = remove_advance value = hill_fort}
effect = { type = remove_improvement value = small_castle }
effect = { type = remove_advance value = small_castle}
effect = { type = remove_improvement value = medium_castle }
effect = { type = remove_advance value = medium_castle}
effect = { type = remove_improvement value = large_castle }
effect = { type = remove_advance value = large_castle }
effect = { type = remove_improvement value = huge_castle }
effect = { type = remove_advance value = huge_castle }
effect = { type = remove_improvement value = fishing_wharf}
effect = { type = remove_improvement value = civilian_harbour}
effect = { type = remove_advance value = large_ship_building }
effect = { type = remove_improvement value = naval_harbour}
effect = { type = remove_improvement value = grand_shipyard }
effect = { type = remove_improvement value = sawmill}
effect = { type = remove_improvement value = forestry }
effect = { type = remove_improvement value = smithy }
effect = { type = remove_advance value = ironworks }
effect = { type = remove_improvement value = armory }
effect = { type = remove_advance value = cast_iron }
effect = { type = remove_advance value = black_coal }
effect = { type = remove_improvement value = mine }
effect = { type = remove_advance value = coalpit }
effect = { type = remove_improvement value = improved_mine}
effect = { type = remove_advance value = percussion_drilling }
effect = { type = remove_improvement value = watermills }
effect = { type = remove_advance value = waterwheel }
effect = { type = remove_improvement value = windmills }
effect = { type = remove_advance value = windwheel }
effect = { type = remove_improvement value = cheese_dairy}
effect = { type = remove_advance value = cows }
effect = { type = remove_improvement value = brewery }
effect = { type = remove_advance value = local_merchant_houses }
effect = { type = remove_improvement value = dyeworks }
effect = { type = remove_advance value = clothmaking }
effect = { type = remove_improvement value = glassworks }
effect = { type = remove_advance value = glassblowing }
effect = { type = remove_improvement value = spinningmill }
effect = { type = remove_advance value = clothmaking }
effect = { type = remove_improvement value = tilefactory }
effect = { type = remove_advance value = stonepit }

effect = { type = remove_advance value = relics }

}

}
 
Mirror event no2 for ILKH

# Mongol destruction - ILKH

province_event = {

id = 100002

trigger = {

condition = { type = year value = 1200 }

condition = { type = exists value = ILKH }

condition = { type = demesne value = ILKH }

condition = { type = not value = { type = religion value = pagan } }

condition = { type = has_advance value = { relics = yes} }

}



mean_time_to_happen = { months = 1 }

action_a = {#The province is conquered, but not plundered
ai_chance = 25
effect = { type = random
chance = 10
effect = { type = set_to_realm_religion }
effect = { type = prosperity value = 1 }
effect = { type = noble_loyalty value = 0.1 }
effect = { type = clergy_loyalty value = 0.1 }
effect = { type = burgher_loyalty value = 0.1 }
effect = { type = peasant_loyalty value = 0.1 }
}
effect = { type = prosperity value = -1 }
effect = { type = noble_loyalty value = -0.1 }
effect = { type = clergy_loyalty value = -0.1 }
effect = { type = burgher_loyalty value = -0.1 }
effect = { type = peasant_loyalty value = -0.1 }

effect = { type = remove_advance value = relics }
}





action_b = {#The city is destroyed a bit, hill fort is kept
ai_chance = 25
effect = { type = random
chance = 20
effect = { type = set_to_realm_religion }
effect = { type = prosperity value = 1 }
effect = { type = noble_loyalty value = 0.2 }
effect = { type = clergy_loyalty value = 0.2 }
effect = { type = burgher_loyalty value = 0.2 }
effect = { type = peasant_loyalty value = 0.1 }
}
effect = { type = prosperity value = -2 }
effect = { type = noble_loyalty value = -0.3 }
effect = { type = clergy_loyalty value = -0.3 }
effect = { type = burgher_loyalty value = -0.3 }
effect = { type = peasant_loyalty value = -0.1 }


effect = { type = random
chance = 50
effect = { type = remove_improvement value = church }
effect = { type = remove_advance value = brickwork_structures}
effect = { type = remove_advance value = basilican_structures }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = large_church }
effect = { type = remove_advance value = romanesque_vaulting }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = domed_church }
effect = { type = remove_advance value = cylindrical_structures }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = cathedral }
effect = { type = remove_advance value = gothic_buttresses }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = court_of_justice }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = library }
effect = { type = remove_advance value = the_seven_liberal_arts }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = school }
effect = { type = remove_advance value = monastic_schools }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = templar_house }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = university }
effect = { type = remove_advance value = universities }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = waracademy }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = moneylenders }
effect = { type = remove_advance value = local_merchant_houses}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = monastery }
effect = { type = remove_advance value = monastic_schools }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = theater }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = grand_palace }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = small_castle }
effect = { type = remove_advance value = small_castle}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = medium_castle }
effect = { type = remove_advance value = medium_castle}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = large_castle }
effect = { type = remove_advance value = large_castle }
}
effect = { type = random
chance = 50
effect = { type = remove_improvement value = huge_castle }
effect = { type = remove_advance value = huge_castle }
}

effect = { type = remove_advance value = relics }

}


action_c = {#The city is fully destroyed, village just a bit, hill fort is kept
ai_chance = 25
effect = { type = random
chance = 50
effect = { type = set_to_realm_religion }
effect = { type = set_to_realm_culture }
effect = { type = prosperity value = 1 }
effect = { type = noble_loyalty value = 0.4 }
effect = { type = clergy_loyalty value = 0.4 }
effect = { type = burgher_loyalty value = 0.4 }
effect = { type = peasant_loyalty value = 0.1 }
}
effect = { type = prosperity value = -3 }
effect = { type = noble_loyalty value = -0.8 }
effect = { type = clergy_loyalty value = -0.8 }
effect = { type = burgher_loyalty value = -0.8 }
effect = { type = peasant_loyalty value = -0.2 }
effect = { type = remove_improvement value = church }
effect = { type = remove_advance value = brickwork_structures}
effect = { type = remove_advance value = basilican_structures }
effect = { type = remove_improvement value = large_church }
effect = { type = remove_advance value = romanesque_vaulting }
effect = { type = remove_improvement value = domed_church }
effect = { type = remove_advance value = cylindrical_structures }
effect = { type = remove_improvement value = cathedral }
effect = { type = remove_advance value = gothic_buttresses }
effect = { type = remove_improvement value = court_of_justice }
effect = { type = remove_improvement value = library }
effect = { type = remove_advance value = the_seven_liberal_arts }
effect = { type = remove_improvement value = school }
effect = { type = remove_advance value = monastic_schools }
effect = { type = remove_improvement value = templar_house }
effect = { type = remove_improvement value = university }
effect = { type = remove_advance value = universities }
effect = { type = remove_improvement value = waracademy }
effect = { type = remove_improvement value = moneylenders }
effect = { type = remove_advance value = local_merchant_houses}
effect = { type = remove_improvement value = monastery }
effect = { type = remove_advance value = monastic_schools }
effect = { type = remove_improvement value = theater }
effect = { type = remove_improvement value = grand_palace }
effect = { type = remove_improvement value = small_castle }
effect = { type = remove_advance value = small_castle}
effect = { type = remove_improvement value = medium_castle }
effect = { type = remove_advance value = medium_castle}
effect = { type = remove_improvement value = large_castle }
effect = { type = remove_advance value = large_castle }
effect = { type = remove_improvement value = huge_castle }
effect = { type = remove_advance value = huge_castle }

effect = { type = random
chance = 50
effect = { type = remove_improvement value = fishing_wharf}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = civilian_harbour}
effect = { type = remove_advance value = large_ship_building }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = naval_harbour}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = grand_shipyard }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = sawmill}
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = forestry }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = smithy }
effect = { type = remove_advance value = ironworks }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = armory }
effect = { type = remove_advance value = cast_iron }
effect = { type = remove_advance value = black_coal }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = mine }
effect = { type = remove_advance value = coalpit }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = improved_mine}
effect = { type = remove_advance value = percussion_drilling }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = watermills }
effect = { type = remove_advance value = waterwheel }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = windmills }
effect = { type = remove_advance value = windwheel }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = cheese_dairy}
effect = { type = remove_advance value = cows }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = brewery }
effect = { type = remove_advance value = local_merchant_houses }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = dyeworks }
effect = { type = remove_advance value = clothmaking }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = glassworks }
effect = { type = remove_advance value = glassblowing }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = spinningmill }
effect = { type = remove_advance value = clothmaking }
}

effect = { type = random
chance = 50
effect = { type = remove_improvement value = tilefactory }
effect = { type = remove_advance value = stonepit }
}

effect = { type = remove_advance value = relics }
}


action_d = {#Everything destroyed, except training camps.
ai_chance = 25
effect = { type = random
chance = 80
effect = { type = set_to_realm_religion }
effect = { type = set_to_realm_culture }
effect = { type = prosperity value = 1 }
effect = { type = noble_loyalty value = 0.4 }
effect = { type = clergy_loyalty value = 0.4 }
effect = { type = burgher_loyalty value = 0.4 }
effect = { type = peasant_loyalty value = 0.1 }
}
effect = { type = prosperity value = -4 }
effect = { type = noble_loyalty value = -1.0 }
effect = { type = clergy_loyalty value = -1.0 }
effect = { type = burgher_loyalty value = -1.0 }
effect = { type = peasant_loyalty value = -0.5 }

effect = { type = remove_improvement value = church }
effect = { type = remove_advance value = brickwork_structures}
effect = { type = remove_advance value = basilican_structures }
effect = { type = remove_improvement value = large_church }
effect = { type = remove_advance value = romanesque_vaulting }
effect = { type = remove_improvement value = domed_church }
effect = { type = remove_advance value = cylindrical_structures }
effect = { type = remove_improvement value = cathedral }
effect = { type = remove_advance value = gothic_buttresses }
effect = { type = remove_improvement value = court_of_justice }
effect = { type = remove_improvement value = library }
effect = { type = remove_advance value = the_seven_liberal_arts }
effect = { type = remove_improvement value = school }
effect = { type = remove_advance value = monastic_schools }
effect = { type = remove_improvement value = templar_house }
effect = { type = remove_improvement value = university }
effect = { type = remove_advance value = universities }
effect = { type = remove_improvement value = waracademy }
effect = { type = remove_improvement value = moneylenders }
effect = { type = remove_advance value = local_merchant_houses}
effect = { type = remove_improvement value = monastery }
effect = { type = remove_advance value = monastic_schools }
effect = { type = remove_improvement value = theater }
effect = { type = remove_improvement value = grand_palace }
effect = { type = remove_improvement value = hill_fort }
effect = { type = remove_advance value = hill_fort}
effect = { type = remove_improvement value = small_castle }
effect = { type = remove_advance value = small_castle}
effect = { type = remove_improvement value = medium_castle }
effect = { type = remove_advance value = medium_castle}
effect = { type = remove_improvement value = large_castle }
effect = { type = remove_advance value = large_castle }
effect = { type = remove_improvement value = huge_castle }
effect = { type = remove_advance value = huge_castle }
effect = { type = remove_improvement value = fishing_wharf}
effect = { type = remove_improvement value = civilian_harbour}
effect = { type = remove_advance value = large_ship_building }
effect = { type = remove_improvement value = naval_harbour}
effect = { type = remove_improvement value = grand_shipyard }
effect = { type = remove_improvement value = sawmill}
effect = { type = remove_improvement value = forestry }
effect = { type = remove_improvement value = smithy }
effect = { type = remove_advance value = ironworks }
effect = { type = remove_improvement value = armory }
effect = { type = remove_advance value = cast_iron }
effect = { type = remove_advance value = black_coal }
effect = { type = remove_improvement value = mine }
effect = { type = remove_advance value = coalpit }
effect = { type = remove_improvement value = improved_mine}
effect = { type = remove_advance value = percussion_drilling }
effect = { type = remove_improvement value = watermills }
effect = { type = remove_advance value = waterwheel }
effect = { type = remove_improvement value = windmills }
effect = { type = remove_advance value = windwheel }
effect = { type = remove_improvement value = cheese_dairy}
effect = { type = remove_advance value = cows }
effect = { type = remove_improvement value = brewery }
effect = { type = remove_advance value = local_merchant_houses }
effect = { type = remove_improvement value = dyeworks }
effect = { type = remove_advance value = clothmaking }
effect = { type = remove_improvement value = glassworks }
effect = { type = remove_advance value = glassblowing }
effect = { type = remove_improvement value = spinningmill }
effect = { type = remove_advance value = clothmaking }
effect = { type = remove_improvement value = tilefactory }
effect = { type = remove_advance value = stonepit }

effect = { type = remove_advance value = relics }

}

}
 
igorvragovic said:
No comments ? :(

Well, not many people look in this subforum. The best place to discuss those things it to start a thread in the public beta subforum about it. That forum most CK players visit.

I personally I admire the work you have put in to this events, but I myself have already changed the Mongol events to my own liking. I just made their armies much smaller.
 
Veldmaarschalk said:
Well, not many people look in this subforum. The best place to discuss those things it to start a thread in the public beta subforum about it. That forum most CK players visit.

I personally I admire the work you have put in to this events, but I myself have already changed the Mongol events to my own liking. I just made their armies much smaller.


Thanks. Yes, I was also thinking to make their armies smaller. That would slower them a bit.

However, my event is not related to their armies, although I could explicitelly put a small decrease (of let say 500) each time if they keep the castle and put garrison to defend it (if it happens that they have some troops at all in the province when the event triggers, of course). The version of the event that is currently saved in my files has this possible decrease of Mongol armies, and I changed probabilities a bit (30-30-25-15) and made triggering time shorter: 15 days.

The focus of my Mongol event is that during their invasion they DESTROYED a lot of towns and cities. That historical fact is not reflected in the game. In CK, Mongols just come and conquer developed provinces, so that at the end they have the best economy and the largest manpower for new troops. In my event, Mongols destroy a lot of provinces (that was the reason to call them "Tartars"), which INDIRECTLY influences their further expansion, as their economy and manpower is weakened. The event also simulates the fact that christian countries had to be rebuilt, after the liberation (historical example: Hungary).
 
Thank for your event scripting work.
The event is really useful and realistic.

Is it compatible with the other events or should I modify something?
 
Tprovic said:
Thank for your event scripting work.
The event is really useful and realistic.

Is it compatible with the other events or should I modify something?

Just copy and paste, and be sure that the nukmber of the event is different from other numbers. The number that I used is still not used by others.

And, feel free to change probabilities. If you want to use it for German tribes invading Roma, you should also put some time limit, so that later new German countries can be developed and the event blocked (or probabilities modified) after some date.
 
and, also play around loyalty and wealth parameters, so that you can find values that best fit your purpose. In my event, it seems that values are really severe, as conquered provinces are really devastated, ruined, always in revolt. Because of that city life is stopped, Mongolian realm becomes just endless stepe, and local manpower is very reduced.
 
igorvragovic said:
Just copy and paste, and be sure that the nukmber of the event is different from other numbers. The number that I used is still not used by others.

And, feel free to change probabilities. If you want to use it for German tribes invading Roma, you should also put some time limit, so that later new German countries can be developed and the event blocked (or probabilities modified) after some date.


Gasp :p You anticipated my idea.
Do you also know how to recreate the effect of tribe-pushing-tribes, I mean Mongols attacking Russians
Russians attacking germans
germans attacking the Roman Empire
 
Tprovic said:
Gasp :p You anticipated my idea.
Do you also know how to recreate the effect of tribe-pushing-tribes, I mean Mongols attacking Russians
Russians attacking germans
germans attacking the Roman Empire

hmmm, you could make a chained DoWs. If Mongols DoW Slavs, you write event for Slavs. If Slavs are in war against Mongols (and maybe to add that they are loosing territories), that Slavs DoW Germans. The same you write for Germans. Just, I am not sure that it will make a pusing effect. Could happen that Slavs simply dissapear in German-Mongol sandwiche.