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Solmyr

Field Marshal
116 Badges
Mar 12, 2001
3.837
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enothril.awardspace.com
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These are updated versions of my earlier events, minus the disease/stress ones that are no longer needed:

Code:
character_event = {
	id = 20005

	picture = "event_madness"
	name = "Ruler kills his own son in a fit of madness"

	trigger = {
		condition = { type = trait value = maniac }
		condition = { type = gender value = male }
		condition = { type = ruler }
		condition = { 
			type = any_child
			condition = { type = gender value = male }
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = kinslayer }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { 
			type = random 
			chance = 50
			effect = { type = add_trait value = cruel }
			}
		effect = { type = add_trait value = kinslayer }
		effect = { type = prestige scale = -0.5 }
		effect = { type = piety scale = -0.5 }
		effect = { type = death value = random_son }
	}
}

character_event = {
	id = 20006

	picture = "event_madness"
	name = "Ruler kills his own wife in a fit of madness"

	trigger = {
		condition = { type = trait value = maniac }
		condition = { type = gender value = male }
		condition = { type = is_married }
		condition = { type = ruler }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = kinslayer }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { 
			type = random 
			chance = 50
			effect = { type = add_trait value = cruel }
			}
		effect = { type = add_trait value = kinslayer }
		effect = { type = prestige scale = -0.5 }
		effect = { type = piety scale = -0.5 }
		effect = { type = death value = spouse }
	}
}

character_event = {
	id = 20007

	picture = "event_plague"
	name = "Ruler is poisoned"

	trigger = {
		condition = { type = ruler }
	}

	mean_time_to_happen = {
		months = 960

		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.7
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { 
			type = random 
			chance = 80
			effect = { type = death }
			}
		effect = { 
			type = random 
			chance = 50
			effect = { type = add_trait value = suspicious }
			}
		effect = { 
			type = random 
			chance = 90
			effect = { type = add_trait value = illness }
			}
	}
}

character_event = {
	id = 20008

	picture = "event_intrigue"
	name = "Ruler is forced to abdicate"

	trigger = {
		condition = { type = ruler }
	}

	mean_time_to_happen = {
		months = 960

		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = inbred }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = maniac }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = schizofrenia }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = excommunicated }
			factor = 0.7
		}
		modifier = {
			condition = { type = trait value = heretic }
			factor = 0.7
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.2
		}
                modifier = {
			condition = {
			type = not
				value = { type = stewardship value = 5 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 7 }
			condition = {
			type = not
				value = { type = stewardship value = 10 }
			}
			factor = 1.2
		}
                modifier = {
			condition = { type = stewardship value = 10}
			factor = 1.5
                }
                modifier = {
			condition = {
			type = not
				value = { type = intrigue value = 5 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
				value = { type = intrigue value = 10 }
			}
			factor = 1.2
		}
                modifier = {
			condition = { type = intrigue value = 10}
			factor = 1.5
                }
	}

	action_a = { # Resist the usurpers!
		ai_chance = 50
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = coward }
				factor = 0.1
			}
			modifier = { 
				condition = { type = trait value = energetic }
				factor = 1.25
			}
			modifier = { 
				condition = { type = trait value = lazy }
				factor = 0.1
			}
			modifier = { 
				condition = { type = trait value = proud }
				factor = 1.25
			}
			modifier = { 
				condition = { type = trait value = reckless }
				factor = 1.5
			}
			modifier = { 
				condition = { type = trait value = selfish }
				factor = 1.25
			}
			modifier = { 
				condition = { type = trait value = valorous }
				factor = 1.5
			}
			modifier = { 
				condition = { type = trait value = vengeful }
				factor = 1.25
			}
			#end AI modifier block
		effect = { 
			type = random 
			chance = 10
			effect = { type = death }
			}
		effect = { 
			type = random 
			chance = 25
			effect = { type = add_trait value = vengeful }
			}
		effect = { type = death value = random_courtier }
		effect = { type = prestige scale = 0.1 }
	}
	action_b = { # Step down peacefully
		ai_chance = 50
		effect = { type = death }
	}
}


character_event = {
	id = 20009

	picture = "event_intrigue"
	name = "Young ruler is pressured by courtiers"

	trigger = {
		condition = { type = ruler }
		condition = { type = age value = 5 }
		condition = {
			type = not
			value = { type = age value = 16 }
		}
	}

	mean_time_to_happen = {
		months = 240

	}

	immidiate = {
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 20010

	picture = "event_education"
	name = "Your son is interested in other boys"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = gender value = male }
		condition = { type = age value = 12 }
		condition = {
			type = not
			value = {
				type = age
				value = 20
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = lustful
			}
		}
	}

	mean_time_to_happen = {
		months = 960

	}

	action_a = { # Nothing can be done
		ai_chance = 20
			#start AI modifier block
			modifier = { 
				condition = { type = father_trait value = merciful }
				factor = 2
			}
			modifier = { 
				condition = { type = father_trait value = forgiving }
				factor = 2
			}
			modifier = { 
				condition = { type = father_trait value = zealous }
				factor = 0.25
			}
			modifier = { 
				condition = { type = father_trait value = cruel }
				factor = 0.5
			}
			#end AI modifier block
		effect = { type = fertility value = -7 }
		effect = { type = piety value = -100 }
		effect = { 
			type = random 
			chance = 50
			effect = { type = add_trait for = father value = merciful }
			}
		effect = { 
			type = random 
			chance = 5
			effect = { type = add_trait for = father value = sceptical }
			}
	}
	action_b = { # Disown him
		ai_chance = 80
		effect = { type = add_trait value = bastard }
		effect = { type = fertility value = -7 }
		effect = { type = piety value = -100 }
		effect = { type = loyalty value = -0.3 }
		effect = { 
			type = random 
			chance = 25
			effect = { type = add_trait value = stress_symptom }
			}
		effect = { 
			type = random 
			chance = 25
			effect = { type = courtier_defect value = none }
			}
		effect = { 
			type = random 
			chance = 50
			effect = { type = add_trait for = father value = cruel }
			}
		effect = { 
			type = random 
			chance = 10
			effect = { type = add_trait for = father value = zealous }
			}
	}
}

###########################
#Death - Illness (generic)#
###########################

character_event = {
	id = 20011

	picture = "event_sickness"
	name = "Death from Illness"

	trigger = {
		condition = {
			type = or
				condition = { type = trait value = illness }
				condition = { type = trait value = plagueinfested }
				condition = { type = trait value = leper }
				condition = { type = trait value = pneumonia }
				condition = { type = trait value = intestinal_worm }
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = health value = 10 }
			factor = 1.5
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 1.0
		}
		modifier = {
			condition = { type = health value = 6 }
			factor = 0.9
		}
		modifier = {
			condition = { type = health value = 5 }
			factor = 0.9
		}
		modifier = {
			condition = { type = health value = 4 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 3 }
			factor = 0.75
		}
		modifier = {
			condition = { type = health value = 2 }
			factor = 0.7
		}
		modifier = {
			condition = { type = health value = 1 }
			factor = 0.1
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = plagueinfested }
			factor = 0.3
		}
		modifier = {
			condition = { type = trait value = pneumonia }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = intestinal_worm }
			condition = {
				type = not
				value = { type = age value = 11 }
			}
			factor = 0.6
		}
	}

	immidiate = {
		effect = { type = death }
	}
}

The last event is a "generic" death from illness event that does not take into account presence or absence of "saintly" traits. Since there is a generic death from old age event, there should be a generic death from illness event too.

EDIT: corrected a few errors
 
Last edited: