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thunderhawk

Second Lieutenant
Dec 7, 2006
113
0
Update: December 31

After toying with trigger and events, Ive come to realize it will take alot more ballancing and testing.













= = = \/ \/ the below is my opening post. My idea has progressed a bit since then. Im leaving it for archival purposes, unless a mod/admin wants it edited out \/ \/ = = =
Im thinking of setting up some events for the effects of native American tribes in North America.

Note: This is for AGCEEP, but a similar system could be applied for MyMAP and WAtK




Psuedo code:

======================
If you colonize any province in the "Huron region" (97 98 106 107)

trigger:
NOT flag = Iroquis

option_a: "ally with the huron"
gain cores on: 97 98 106 107
set flag to Huron
trade bonus
(sleep repeats for the other provinces) #Huron 'ally' with only one force

option_b: "neutral"
a small trade bonus


======================
For each "Huron" province (97 98 106 107) :

trigger: flag = Iroquis

option_a: 'Huron raids!'
revolt in province
revolt risk in province +1




======================
If you colonize any province in the "Iroquis region" ( 70 83 84 89 90 91 )

trigger: NOT flag = Huron.

option_a: "ally with the Iroquis"
gain cores on: 70 83 84 89 90 91
set flag to Iroquis
trade bonus
(sleep repeats for the other provinces) #Iroquis 'ally' with only one force

option_b: "neutral"
a small trade bonus


======================
For each "Iroquis" province ( 70 83 84 89 90 91 ):

trigger: Huron

option_a: 'Iroquis raids!'
revolt in province
revolt risk in province +1


** I believe the Iroquis made enemies of other native groups too, so there could other flags OR'ed to trigger the event




======================
Repeat for the other North American tribes/regions





======================
upgrade 1.1:
Increase and overlap some of the cores you recieve.
ex: Those who ally the Huron and those who ally the Iroquis both get cores on 92 (Niagara), but no revolt-raids
 
Last edited:
Interesting enough. And yes, the Huron and Iroquois were bitter enemies.
 
Before I write up the code, I want to get the ideas down.



ex:
In one event there is a +1 revoltrisk if you get a province of the opposing peoples' . I am thinking of changing this to +3, but Im not sure if that would be too much.
(It being indefinate in length is appropriate, I think)


Should I expand what is considered "Huron" and "Iroquis" Territory?
Red underline = basic "huron territory" (cores)
Blue underline = basic "iroquis territory" (cores)

2 red dots = Im thinking if I should add either of these to the cores you get for allying with the Huron.

4 red dots and 4 blue dots = co-claimed territory
Allying with either Huron or Iroquis results in gaining cores on these territories, but it also means it gets the "raids" event.
(perhaps a smaller revolt risk is appropriate?)

Huron2.jpg






Also, can I write several "province =" statements in the save event?
(it would save me from writing some code, but its not a big deal)

Id = xxxx
trigger = { OR = {
owned = { province = 96 data = -1 }
owned = { province = 97 data = -1 }
owned = { province = 98 data = -1 }
owned = { province = 106 data = -1 }
owned = { province = 107 data = -1 }
} }
random = no
Province = 96
Province = 97
Province = 98
Province = 106
Province = 107




comments are always appreciated
 
Last edited:
The abberation events are rather nice.. I might just import them and drop my native event set.


However, my idea was for making the native tribes an element of the game again without recreating their nations.
 
UPDATE:

Map of region Im working on.
I realize the Huron/Iroqouis/etc did not rule over vast areas themselves, but did so as part of an alliance/federation/etc. However, I want to keep the naming convention small so I have shortened and grouped some tribes where I think it appropriate, and call them alliances.
ex: Huron, Algonquen and their close allies are grouped as "Huron alliance".



Line over province number = home region of tribal alliance
Two dots = will get raided by forces from tribal alliance




Animosities:
Huron vs Iroqouis
Ojibwe vs Sioux (Dakota)


NativeAmericanzonesinNorthamericaV2.jpg


For the French and English Im thinking of writing some specific events and reformating some of my generic events just for them.

Iroqouis would be option_a allies (piroqouis) of the English, but if the English take most/southern Huron territory then the English would loose the alliance with the Iroqouis (clrflag = piroqouis).



The unaligned tribes, Im still working out ideas:

Catawba will be supportive of colonization (+100 population and/or conquistador) for a small cost of gold. Lanape will be the same, but only if you "war" Iroqouis, Both being their respective option_a. Option_b for each would be friendship (pro-). Option_c would be "war" with them.

Micmac option_a will be friendship and a trade bonus. French option_a will be a large trade bonus and "warring" Iroqouis.



Dont know what to do for the other tribal areas.





What tribes each nation is allied/warring/conquered/indifferent is set by flag.
Tribe-alliance name is used, and a prefix for the status.

pre-fix convention for flags:

# p = pro/ally
# i = indifference - not used yet.
# h = hate (make war with)
# q = conquered/subdued/[insert PC term]

phuron = pro-huron
hiroqouis = hate-iroqouis



Example: Huron

If you colonize/take any province that is "Huron core" (ie, make contact) and havent already made a decission about joining their alliance or havent conquered and subdued the Iroquois, you get this event. You will keep getting it every so often (random = yes) untill you pick a side.
Code:
#Meeting the Huron/algonquin/etc 
event = {
id = *
trigger = {
	OR = {
		owned = { province = 96 data = -1 } # what I consider Huron cores
		owned = { province = 97 data = -1 }
		owned = { province = 98 data = -1 }
		owned = { province = 106 data = -1 }
		owned = { province = 107 data = -1 }
		owned = { province = 108 data = -1 }
		owned = { province = 109 data = -1 }
		owned = { province = 110 data = -1 }
	}	
	NOT = { OR = 
		flag = phuron
		flag = hhuron
		flag = qhuron
		flag = qiroquois #assumes that if you conquered the Iroquois, you know of Huron indirectly already
	} }
}
	random = yes
	name = "meeting the Huron"
	desc = "My Lord. Our colonists in the New world have met some of the natives belonging to an alliance of tribes. We have dubbed this alliance 'Huron'. They wish to trade and ask our assistance in their wars. What shall we do?"
style = 1
	
	action_a ={ 
		name = "We are open to trade"
		command = { type = trade   value = 100 }
		command = { type = setflag   which = ihuron }
	}
	action_b ={ 
		name = "We shall side with you!"
		command = { type = trade   value = 300 }
		command = { type = treasury   value = -100 }
		command = { type = setflag   which = phuron }
		command = { type = setflag   which = hiroquois }
	}
	action_c ={ 
		name = "foul heathens, prepare for war!"
		command = { type = trade   value = -100 }
		command = { type = setflag   which = hhuron }
	}
}


If you decide to war the Huron (from the above event, or by allying he Iroqouis) and have managed to "conquer" all their territory, you can force a peace deal onto them.
Code:
#conquest of all the Huron
event = {
id = *
	trigger = {
		owned = { province = 96 data = -1 } #you "own" all their territory
		owned = { province = 97 data = -1 }
		owned = { province = 98 data = -1 }
		owned = { province = 106 data = -1 }
		owned = { province = 107 data = -1 }
		owned = { province = 108 data = -1 }
		owned = { province = 109 data = -1 }
		owned = { province = 110 data = -1 }
		control  = { province = 96 data = -1 } #and control it
		control  = { province = 97 data = -1 }
		control  = { province = 98 data = -1 }
		control  = { province = 106 data = -1 }
		control  = { province = 107 data = -1 }
		control  = { province = 108 data = -1 }
		control  = { province = 109 data = -1 }
		control  = { province = 110 data = -1 }
		land = 21               # have such might that resisting is pointless
		flag = hhuron          # have to choose to war them
		atwar = no             # need some basic level of peace and stability 
		stability = 2
	}
	random = yes
	province = 98
	name = "We have conquered all Huron lands"
	desc = "All of the lands of the Huron and their allies have been conquered and resettled by us. 

Shall we try to make peace with them?"
style = 1
	

	action_a ={ 
		name = "peace and integration"
		command = { type = treasury   value = -100 } #bribes and gifts
		command = { type = addcore   which = 96 } #integration territory		
		command = { type = addcore   which = 97 }
		command = { type = addcore   which = 98 }
		command = { type = addcore   which = 106 }
		command = { type = addcore   which = 107 }
		command = { type = addcore   which = 108 }
		command = { type = addcore   which = 109 }
		command = { type = addcore   which = 110 }
		command = { type = provincetax   which = 96 value = -1 } #reservations
		command = { type = provincetax   which = 97 value = -1 }
		command = { type = provincetax   which = 98 value = -1 }
		command = { type = provincetax   which = 106 value = -1 }
		command = { type = provincetax   which = 107 value = -1 }
		command = { type = provincetax   which = 108 value = -1 }
		command = { type = provincetax   which = 109 value = -1 }
		command = { type = provincetax   which = 110 value = -1 }
		command = { type = clrflag   which = hhurton } # End the conflict
		command = { type = setflag   which = qhuron } # Huron subdued
	}
	action_b ={ 
		name = "peace"
		command = { type = treasury   value = -80 } #bribes and gifts
		command = { type = clrflag   which = hhurton }
		command = { type = setflag   which = qhuron }
	}
}
^ - maybe an option c, "Exterminate" ??
copy option_a, remove treasury loss but add stab hit and several revolts in the provinces?




A generic Huron raid on your colony, not because of war though.
Such an event for EVERY Huron province (Huron core and raiding territory alike)
Code:
#Huron, provincial raid
event = {
id = *
	trigger = {
		NOT = { OR = {
			flag = Hhuron #These are small raids/theft, not from war
			flag = qhuron # The subdoer of them doesnt recieve these events
		} }
	}
	random = yes
	province = ** #an event for every Huron province
	name = "localized Huron troubles"
	desc = "My Lord. A colony of ours in the new world is being harassed by the local Huron tribe. 

What is our responce?"
	style = 1
	

	action_a ={ 
		name = "A 'misunderstanding' they say? "
		command = { type = trade   value = -30 }
		command = { type = population   which = ** value = -30 }
	}
	action_b ={ 
		name = "raise a militia for the future"
		command = { type = trade   value = -30 }
		command = { type = population   which = ** value = -25 }
		command = { type = treasury   value = -20 }
		command = { type = INF which = -1 value = 1500 }
		command = { type = CAV which = -1 value = 400 }
	}
	action_c ={ 
		name = "This means war!" #incase you want to escalate it
		command = { type = trade   value = -30 }
		command = { type = population   which = ** value = -50 }
		command = { type = setflag   which = hhuron }
		command = { type = revolt   which = -** } #yup
	}
}



If you have decided to make war on the Huron, you get this for every huron province
Code:
#Huron, province overrun
event = {
id = *
	trigger = {
		flag = hhuron 
	}
	random = yes
	province = ** #an event for every Huron province
	name = "large localized Huron troubles"
	desc = "My Lord. A colony of ours in the new world is being over run by the local Huron tribe!"
	style = 1

	action_a ={ 
		name = "blast!"
		command = { type = trade   value = -20 }
		command = { type = population   which = ** value = -120 }
		command = { type = revolt   which = ** }
		command = { type = revolt   which = ** }
		command = { type = revolt   which = ** }
	}
}




Comments?
Suggestions?
corrections?
 
Last edited:
Those events look nice, however I've found some scripting mistakes.

Like in your first event the sceond OR needs a bracket.

I also saw you used alot of -3 as province (Which will pick the last used province in commands). The problem about this is some places you don't have any provinces defined before you use -3 make sure that you got that. ;)

Btw, I got some ideas maybe you could use them. First maybe you could do some things with trading companies like Hudson Bay Company. Maybe some events were you pay for companies to negotiate and colonize some of your colonies with natives.
And maybe the attacks could have an influence on the politics and the population back home.
 
thunderhawk said:
The abberation events are rather nice.. I might just import them and drop my native event set.


However, my idea was for making the native tribes an element of the game again without recreating their nations.


These are interesting events that you are creating. I might like to import them into Interregnum 2 as well.

If you do look at the colonial events for Aberration, perhaps instead look at the revised versions that were done for Interregnum. There are many advantages, not the least of which is that the scripting bugs have been removed (it took ages ...) as well as improved and expanded on, but with all the cheap manufactories removed.
 
Very nice idea. I may be able to make use of these events myself for my own enjoyment. :cool:

Ayeshteni
 
thunderhawk said:
Wait a few more weeks as I work them out.

Jolly good.

Aye