• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Richmond516 said:
I was thinking, shouldn't the four options of the Pretty Wench event have different chances for gaining traits Lustful or Chaste? I'm thinking the second choice, Attempt to Control it should have a greater chance of inducing Lustful-ness than actually giving in to the temptation (hey it's gone and done with so that's that) - I mean the dude's thinking of it, he's fighting it, he's trying to resist it, all the things that drive a man crazy. The third choice I would think should have perhaps an equal chance of inciting either Lustfulness or Chastity.
While i understand you're logic, this is a chance to balance the event choices somewhat, albeit the traits are still broken somewhat...but i don't base events on traits being broken when i know for certain a patch will be coming out. Its bad taste.

Richmond516 said:
Also I'm thinking would it be possible to add a third option to 'female education'? Educate at home where she stands to gain maybe a little in piety but which should have the chance of increasing her fertility (I mean she's at home with the house-maids and they've got nothing else to do...)
Sounds good, but what traits would those give her? I mean each path has a set of educational traits given so unless we can go making new traits...
 
Something i've been thinking...instead of the rape events lowering piety and prestige (atleast nearly so much) do you think its better to give the ruler a claim to the title? I'm not sure, so that's why i'm asking.

Anyway i was going to do an event for playing chess against the a cardinal, but there seems to be no trigger for whetehr the ruler is a bishop or the pope...and the events would be different for them...
 
Practical Magic

What traits... practicality and good sense? Seriously, I tried my hand and added the 'home school' option for girls and what it does is makes their fertility go up as they learn all the stuff you can't learn in school with the small chance of getting a gamut of other traits (mostly bad, from sitting around all the time brushing their hair, etc.) They get -5 prestige, a little piety for doing nothing but saying their prayers but that's about it.

LUCKS - tried it loved it, a permanent part of my game now :)

The witch option is based on reality in so much as what these 'witches' or sorcerers did (and still do in some places) is take herbal, natural medicines, cures, etc. with folk knowledge and a lot of smoke and mirrors and give it to their clients.

I've been reading Tuchman's A Distant Mirror on the history of the 14th Century and while things of that latter period are moving towards the renaissance I don't think we should underestimate or downplay the effect that simple faith and superstition had on people of this age. Witches, demons, sorcerers, aphrodisiacs, curses and hexes, astrology and other 'pseudo-sciences' were often accepted as 'science' in this age w/c didn't know might better (and in some cases would lead to scientific discovery as in the case of alchemy's contribution to chemistry).

Best regards,
Richmond
 
Here's an event for a bankrupt Byzantine Emperor to grant (or not grant) trade concessions to Italian merchants:

Code:
province_event = {
	id = 20034
	
	picture = "event_intrigue"
	name = "Trade concessions to Italian merchants"

	trigger = {
		condition = { type = province value = 496 }
		condition = { type = demesne value = BYZA }
		condition = {
			type = or
			condition = { type = exists value = VENI }
			condition = { type = exists value = GENO }
			condition = { type = exists value = PISA }
		}
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = year value = 1100 }
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		ai_chance = 7
		effect = { type = prosperity value = -1 }
		effect = { type = ruler_prestige value = -100 }
		effect = { type = ruler_gold value = 150 }
		effect = { type = burgher_loyalty value = -0.2 }
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = remove_advance value = reknown_merchant_houses }
		effect = { type = remove_advance value = guilds }
	}
	action_b = {
		ai_chance = 2
		effect = { type = ruler_prestige value = 50 }
		effect = { type = noble_loyalty value = -0.2 }
	}
}

The following goes into extra_text.csv:

Code:
ACTIONNAME20034A;Grant trade concessions;;;;;;;;;;x
ACTIONNAME20034B;Reject the foreign leeches;;;;;;;;;;x

Thoughts?

EDIT: Gah. Removed the proud trait effect, forgot that this is a province event. Too bad, it would have been fitting.
 
Last edited:
I suggest some changes of the events 910-912 in templar_events.txt!
For 910 and 911 replace the action_a through this:
Code:
event 910:
action_a = {
		effect = { type = ruler_piety value = 100 }
		effect = { type = create_tag value = TEMP }
	}

event911:
action_a = {
		effect = { type = ruler_piety value = 100 }
		effect = { type = create_tag value = HOSP }
	}

And for event 912 replace the action_a through this:
Code:
action_a = {
		effect = { type = ruler_piety value = 100 }
		effect = { type = create_tag value = TEUT }
	}
action_b = {
		effect = { type = ruler_piety value = -50 }
	}

Perhaps we should add some prestige/piety modifiers?!
Thoughts?
 
Richmond516 said:
What traits... practicality and good sense? Seriously, I tried my hand and added the 'home school' option for girls and what it does is makes their fertility go up as they learn all the stuff you can't learn in school with the small chance of getting a gamut of other traits (mostly bad, from sitting around all the time brushing their hair, etc.) They get -5 prestige, a little piety for doing nothing but saying their prayers but that's about it.
I mean trait for taking home schooling so that your daughter doesn't get yet another schooling event later on and also a final trait to show how good she was at becoming good wife material.

Richmond516 said:
The witch option is based on reality in so much as what these 'witches' or sorcerers did (and still do in some places) is take herbal, natural medicines, cures, etc. with folk knowledge and a lot of smoke and mirrors and give it to their clients.

I've been reading Tuchman's A Distant Mirror on the history of the 14th Century and while things of that latter period are moving towards the renaissance I don't think we should underestimate or downplay the effect that simple faith and superstition had on people of this age. Witches, demons, sorcerers, aphrodisiacs, curses and hexes, astrology and other 'pseudo-sciences' were often accepted as 'science' in this age w/c didn't know might better (and in some cases would lead to scientific discovery as in the case of alchemy's contribution to chemistry).

Best regards,
Richmond
I'm not saying i'm against those events, because as you saw i did a couple. But those should have some basis in reality.
 
Jinnai said:
You mean in general?
No only to the religious order events! ;)
 
Wilhelm II. said:
No only to the religious order events! ;)
Well i know the Templar events are suppose to be fixed in 1.03 after the huge debate in the bug thread.
 
Not quite an exilier of youth (ie a revilatizing poition)
Code:
character_event = {
	id = 20319

	picture = "event_recovery"

	trigger = {
		condition = { type = age value = 30 }
		condition = { type = gold value = 50 }
	}

	mean_time_to_happen = {
		month = 1000

		modifier = {
			condition = { type = fertility value = 3 }
			factor = 1.05
		}
		modifier = {
			condition = { type = fertility value = 8 }
			factor = 1.05
		}
		modifier = {
			condition = { type = fertility value = 10 }
			factor = 1.1
		}
		modifier = {
			condition = { type = health value = 1 }
			factor = 1.01
		}
		modifier = {
			condition = { type = health value = 3 }
			factor = 1.03
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 1.05
		}
		modifier = {
			condition = { type = health value = 10 }
			factor = 1.1
		}
		modifier = {
			condition = { type = age value = 35 }
			factor = .99
		}
		modifier = {
			condition = { type = age value = 40 }
			factor = .95
		}
		modifier = {
			condition = { type = age value = 45 }
			factor = .95
		}
		modifier = {
			condition = { type = age value = 50 }
			factor = .9
		}
		modifier = {
			condition = { type = age value = 55 }
			factor = .9
		}
		modifier = {
			condition = { type = age value = 60 }
			factor = .85
		}
		modifier = {
			condition = { type = age value = 65 }
			factor = .85
		}
		modifier = {
			condition = { type = age value = 70 }
			factor = .95
		}
		modifier = {
			condition = { type = age value = 100 }
			factor = .95
		}

action_a = {
	effect = { type = gold value = -50 }
	effect = { type = health value = 1 }
	effect = {
		type = random
		chance = 50
		effect = { type = health value = 1 }
		}
	effect = {
		type = random
		chance = 25
		effect = { type = health value = 1 }
		}
	effect = {
		type = random
		chance = 15
		effect = { type = fertility value = 1 }
		}
	effect = {
		type = random
		chance = 5
		effect = { type = trait value = heretic }
	}
	effect = {
		type = random
		chance = 30
		effect = { type = trait value = illness }
	}
}

action_b = {
	effect = {
		type = random
		chance = 10
		effect = { type = trait value = suspicious }
	}
}
 
I like this...but why not add something like that to action_a:
Code:
 effect = {
                  type = random
                  chance = 5
                  effect = { type = death }
         }
It could be also a deathly poison! :D
 
Jinnai said:
true i CAN have both, but are both really needed?
Not really, but you can make perhaps a second similar events with the random chance of death.

A few more comments on the MTTH section:
I think there should be an intrigue modifier(perhaps it replaces the fertility modifier!?).
A person with high intrigue value would never accept such a offer i think.

EDIT: There's a chance in action_a to become heretic, so maybe a little piety bonus in action_b if player chooses this.
 
Wilhelm II. said:
Not really, but you can make perhaps a second similar events with the random chance of death.

A few more comments on the MTTH section:
I think there should be an intrigue modifier(perhaps it replaces the fertility modifier!?).
A person with high intrigue value would never accept such a offer i think.

EDIT: There's a chance in action_a to become heretic, so maybe a little piety bonus in action_b if player chooses this.
Perhaps some small peity bonus (no more than 25). I can do the same for the fertility event, but on that same line, should the latter event also be harder to get with people for high intrigue?
 
Jinnai said:
Perhaps some small peity bonus (no more than 25). I can do the same for the fertility event, but on that same line, should the latter event also be harder to get with people for high intrigue?
10 or 20 as piety bonus sounds good.
I'm not sure if intrigue is also a good modifier for your other event!?
Let's wait for other comments! ;)
But another point(sorry :D ):
I think you should add a trigger condition which checks if the character have the trusting trait. Otherwise the character can get both traits(trusting and suspicious).
 
You can't get opposite traits anymore, as of 1.02. The game engine removes the original trait when an opposing trait is added.
 
Thieve's Guild Annual Collection
Code:
#############
# Extortion #
#############
province_event = {
	id = 20320

	picture = "event_crime.bmp"

	trigger = {
			condition = {
			type = or
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			condition = { type = has_improvement value = { highway_robber_band  = yes } }
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = has_improvement value = { thieves_guild  = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring  = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.95
		}
	}

	action_a = {
		effect = { type = ruler_gold value = -100 }
		effect = { type = rulet_prestige value = -200 }
		effect = { type = rulet_piety value = -100 }
		}
	action_b = {
		effect = { type = ruler_gold = 500 }
		effect = { type = ruler_prestige value = 50 }
		effect = { type = rulet_piety value = 200 }
		effect = { type = prosperity value = -4 }
		effect = { type = peasant_loyalty value = -1.0 }
		effect = { type = noble_loyalty value = -.5 }
		effect = { type = burgher_loyalty value = -.5 }
		effect = { type = clergy_loyalty value = .5 }
		effect = { type = remove_improvement value = thieves_guild }
		effect = { type = remove_improvement value = highway_robber_band }
		effect = { type = remove_improvement value = smugglers_ring }
	}
	action_c = {
		effect = { type = prosperity value = -1 }
	}
}
Option A is pay, option B is scour the countryside to route them out and option c is to ignore them.

2 problems though with this event one which is solvable right now the other is not.

1. This should change some of the province conditions IMO for option B, but i can't find a list of them anywhere. They should be in the FAQ section (as traits and advances and everything else is there as well, but there not).

2. Unfortunatly as it stands right now, i cannot give my ruler some much needed traits for chosing option one (such as coward) or option 2 (vengful) because well these are obviously province events, but moreso i can't even trigger another event with this event even for my own ruler (or a nearby province) which is lacking IMO.