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TheLand

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Dec 19, 2004
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So, any ideas why this event crashes the game, while none of the other dozen or so in the same string cuase problems?

Code:
### religious bonus
province_event = {

	id = 20553

	trigger = {
		has_province_flag = allied_province_flag
		not = { has_province_flag = disloyal_allied_prov_flag }
		not = { has_province_modifier = pious_prov }
		owner = { religion = THIS }
	}
	
	mean_time_to_happen = {
	
	months = 1320
	
	modifier = {
		factor = 0.7
		owner = { stability = 1}
		}
		
	modifier = {
		factor = 0.7
		owner = { stability = 2}
		}
		
	modifier = {
		factor = 0.7
		owner = { stability = 3}
		}
	
	modifier = {
		factor = 0.5
		has_province_flag = loyal_allied_prov_flag
		}
		
	modifier = {
		factor = 0.95
		governor_scope = { finesse = 5 }
		}
	
	modifier = {
		factor = 0.95
		governor_scope = { finesse = 6 }
		}
		
	modifier = {
		factor = 0.95
		governor_scope = { finesse = 7 }
		}
		
	modifier = {
		factor = 0.95
		governor_scope = { finesse = 8 }
		}
		
	modifier = {
		factor = 0.8
		governor_scope = { traits = able }
		}
		
	modifier = {
		factor = 0.6
		governor_scope = { traits = gifted }
		}
		
	modifier = {
		factor = 0.8
		governor_scope = { traits = pious }
		}
		
	modifier = {
		factor = 0.8
		governor_scope = { traits = devout }
		}
		
	modifier = {
		factor = 0.8
		governor_scope = { traits = zealous }
		}
		
	modifier = {
		factor = 1.5
		governor_scope = { traits = sceptical }
		}
	
	}
	
	title = "Allied city sacrifices to our Gods"
	desc = "The priests of $PROVINCENAME$ have sacrificed a bull, a chicken and a sow in honour of our Imperial City's Gods."
	
	option = {
		name = "Great."
		add_province_modifier = {
						name = pious_prov
						duration = 1000
				}

	
}

And yes, the modifier is defined:
Code:
pious_prov = {
	local_religious_prestige = 0.2
}
 
Also, there's should be a space between "stability = #" and the brace in the first three modifiers for the MTTH. Although I don't think this would make the event crash, it would make those modifiers fail.
 
Hi TheLand, two possible problems. One of which would be severe...

The minor one: In my experience modifiers need to be introduced as follows:
add_province_modifier = { name = "modifier" duration = x } (based on EU3 and Rome's country modifier command).

The major one: while add_province_modifier was a valid effect in EU3, I find no use of it in the vanilla EU Rome event files. Maybe it's not enabled in this game?
 
pierreluc said:
The minor one: In my experience modifiers need to be introduced as follows:
add_province_modifier = { name = "modifier" duration = x } (based on EU3 and Rome's country modifier command).

D'OH!!!

Yes, that would be the problem. Thankyou!

The major one: while add_province_modifier was a valid effect in EU3, I find no use of it in the vanilla EU Rome event files. Maybe it's not enabled in this game?

Luckily, I can confirm that province modifiers do work in Rome. Indeed, I had even managed to format them correctly in another half-dozen files I was working on. ;-)
 
And once more....

Why does the first of these work fine but not the second one?

Code:
###Character flavour events

character_event = {

	id = 22000
	
	trigger = {
		finesse = 6
		traits = intelligent
		not = { traits = historian }
		is_ruler = no
		in_command = no
		age = 25
		country = {
			stability = -1 
			}
		country = {
			not = { ruler = { traits = corrupt} }
		}
	}
	
	mean_time_to_happen = {
	
	months = 1200
	
	modifier = {
		factor = 0.95
		country = { stability = 0 }
	}
	
	modifier = {
		factor = 0.95
		country = { stability = 1 }
	}
	
	modifier = {
		factor = 0.95
		country = { stability = 2 }
	}
	
	modifier = {
		factor = 0.95
		country = { ruler = { traits = wise } }
	}
	
	}
	
	title = "A passion for History"
	desc = "$CHARACTERNAME$ has noticed that many of the Histories in his library are inaccurate and out-of-date. Perhaps he should retire from public life to write one?"
	
	option = {
		name = "Write a great history of the nation"
		family_prestige = 50
		death = yes
		add_trait = historian
		country = {
				country_event = 22002
			}
	}

	option = {
		name = "There are other things to do"
	}
}

character_event = {

	id = 22001
	
	trigger = {
		finesse = 6
		traits = intelligent
		not = { traits = historian }
		is_ruler = no
		in_command = no
		age = 25
		or = { 
			not =  { 
			country = { stability = -1  }
			}
			country = {
			 { ruler = { traits = corrupt } }
			}
		}
	}
	
	mean_time_to_happen = {
	
	months = 1200
	
	}
	
	title = "A passion for History"
	desc = "$CHARACTERNAME$ has noticed that many of the Histories in his library are inaccurate and out-of-date. Perhaps he should retire from public life to write one?"
	
	option = {
		name = "Write a scandalous History"
		family_prestige = 20
		death = yes
		add_trait = historian
		country = {
				country_event = 22003
			}
	}
	
	option = {
		name = "That might be dangerous"
	}

}
 
Try:

Code:
character_event = {

	id = 22001
	
	trigger = {
		finesse = 6
		traits = intelligent
		not = { traits = historian }
		is_ruler = no
		in_command = no
		age = 25
		or = { 
			not =  { 
			country = { stability = -1  }
			}
			country = {  ruler = { traits = corrupt } }
		}
	}
	
	mean_time_to_happen = {
	
	months = 1200
	
	}
	
	title = "A passion for History"
	desc = "$CHARACTERNAME$ has noticed that many of the Histories in his library are inaccurate and out-of-date. Perhaps he should retire from public life to write one?"
	
	option = {
		name = "Write a scandalous History"
		family_prestige = 20
		death = yes
		add_trait = historian
		country = {
				country_event = 22003
			}
	}
	
	option = {
		name = "That might be dangerous"
	}

}
 
Once more with feeling

And another attempt from me at using the forums as an event-parser. ;)

This one appears to trigger fine, but gives me the "blank dialogue screen" problem.

Code:
country_event = {
	id = 20112
	
	trigger = {
		any_owned = {
			has_province_flag = full_citizen_flag
			not = { culture_group = THIS }
			is_capital = no
			civilization_value = 55
		}
	}
	
	mean_time_to_happen = {
		months = 240
	}
	
	title = "Too many privileges..."
	desc = "People in one of our provinces are rather too accustomed to having their own way about everything."
	
	option = {
		name = "We'll see about that."
		random_owned = {
			limit = {
				has_province_flag = full_citizen_flag
				not = { culture_group = THIS }
				is_capital = no
				civilization_value = 55
			}
			clr_province_flag = full_citizen_flag
			remove_province_modifier = full_citizens
			set_province_flag = imperial_province_flag
			add_province_modifier = {
				name = imperial_province
				duration = 150000
			}
		}
	}

}
 
I am particularly confused because rewriting the event for a province seems to make it work fine.

Code:
province_event = {

	id = 20112
	
	trigger = {
		has_province_flag = full_citizen_flag
		is_capital = no
		civilization_value = 55
		owner = { not = { culture_group = THIS } }
	}
	
	mean_time_to_happen = {
		months = 240
	}

	title = "Too Many Privileges"
	desc = "The people of $PROVINCENAME$ have been getting their own way about everything for too long."
	
	option = {
		name = "We shall see about that."
		clr_province_flag = full_citizen_flag
		remove_province_modifier = full_citizens
		set_province_flag = imperial_province_flag
		add_province_modifier = {
			name = imperial_province
			duration = 150000
		}
	}

}
 
I'm not seeing "any_owned" in the triggers list, so maybe try "any_province" and then the "owned_by = THIS" limit.

Have you ever used "any_owned" before (successfully)? I'm not sure I've seen this.
 
battlecry said:
I'm not seeing "any_owned" in the triggers list, so maybe try "any_province" and then the "owned_by = THIS" limit.

Have you ever used "any_owned" before (successfully)? I'm not sure I've seen this.

That would be the problem. any_province in triggers, random_owned in effects.

Thankyou! ;)
 
Ok, try:
Code:
country_event = {
	id = 20112
	
	trigger = {
		has_province_flag = full_citizen_flag
		not = { culture_group = THIS }
		is_capital = no
		civilization_value = 55
	}
	
	mean_time_to_happen = {
		months = 240
	}
	
	title = "Too many privileges..."
	desc = "People in one of our provinces are rather too accustomed to having their own way about everything."
	
	option = {
		name = "We'll see about that."
		random_owned = {
			limit = {
				has_province_flag = full_citizen_flag
				not = { culture_group = THIS }
				is_capital = no
				civilization_value = 55
			}
			clr_province_flag = full_citizen_flag
			remove_province_modifier = full_citizens
			set_province_flag = imperial_province_flag
			add_province_modifier = {
				name = imperial_province
				duration = 150000
			}
		}
	}

}

In it a problem, any_owned = { }
I think, this trigger used only in answers...

Edit: Hm, I shall agree with battlecry, whether it is used in general by game?, I too did not see this trigger in a manual...
 
Last edited: