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gnosticdogma

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Nov 11, 2005
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Who of you hasn't wanted to raze Carthage to the ground? Well now you can.

partialconquest01.png


partialconquest02.png


Upon conquest your general is offered four choices, as follows:

  • Occupy city
    • Does nothing special.
  • Sack city
    • City owner +0.25 war exhaustion
    • Sacking country +1 badboy and +15 treasury
    • Sacking general wealth +500
    • Sacked province gets sacked modifier for 10 years
      • -5% population growth
      • -80% income modifier
  • Annex city
    • City owner +0.25 war exhaustion
    • Annexing country +2 badboy and ownership of the province
  • Enslave everyone and raze city to the ground
    • City owner +0.5 war exhaustion
    • Razing country +6 badboy, +0.25 war exhaustion, + 10 treasury
    • Razing country capital +10 slaves
    • Razing general wealth +1000
    • Province -50 civilization, +3 barbarian power, reverts to barbarian

The AI will only occupy, but you can play with that.
 

Attachments

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Fantastic!

EDIT: I just realised what an enormous impact this will have on tactics. This event (triggered from on_actions, I presume?) makes it possible to do some real, lasting damage to your enemy, and would complement TCM quite nicely. I think the infamy penalty for the last option should be higher, rather 10 than 6. It's a great idea though, having the option to raze the city entirely. It would be totally glorious to play as a minor, sneak into the Roman empire during a civil war and then...watch the city burn!
5.gif

And I would like to see elaborated ai_factor modifiers for these options, so there was a chance that barbarian armies actually destroyed cities they conquered.
 
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Very cool, and very easy to integrate into other mods. Nice work!

My only suggestion would be that, rather than destroying the whole province completely, the 'destroy city' option should just remove, say, 80-90% of the population. Reason for this is simply that a province doesn't have just a single city; it would have dozens of cities and villages, so destroying the biggest city wouldn't really result in the total destruction of the province.

The other issue is, of course, what would happen on island provinces? If you were to sack Crete, there'd be no way at all to re-colonise it.

Just something to consider.
 
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Nice idea. I agree that the cost of razing is to cheap though. 10 BB points might be better. Still the problem fundamentally is that this allows you to cripple an enemy for good far easier than by standard warfare. It can easily be exploited by sneak attacks on far superior opponents. So we need to find a way to balance it better in terms of gameplay.

A solution could be to have it trigger a national modifier giving the victim country a temporary bonus along these lines:
A bonus to pop growth representing surviving fugetives settling in other parts of the country.
A substantial increase in defense since other provinces will fight a lot harder before surrendering to a callous enemy.
An increase in army morale since the affected countries soldiers will be fueled by a desire for vengence.

EDIT: Perhaps the victim country should even get a core on the offenders capital, since an act of this magnitude would justify a permanent CB in my opion. This core should be removed if the victim manages to capture the capital though.

EDIT2: A bonus increase in loyalty could be added to the list above, which makes sense since people put aside their difference in face of a common unrelenting enemy.
 
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Ideally, the size of the army and the size of the city should determine if it was at all possible to raze the city. Wouldn't make sense if a 1k army completely eradicated one of the world's greatest cities.
 
Thanks for the feedback.

You are all probably right, the effects for each action need to be balanced better. This was just a first guess.

It is my intent to incorporate partial conquest into a larger siege and province management mod, which may explain some of my choices. For example, I would increase the revolt risk for provinces that do not share your primary religion/culture, on the assumption that they are not "full citizens." Because, eventually, a player may get tired of a constantly revolting province, the raze option was intended as an option to recolonize.

But there is no reason why the raze option couldn't reduce the population 90% and change the primary religion & culture and ownership of the province.

There may even be a way to differentiate which actions are available depending on the situation or size of the army.

Anyway, I just thought the on_action trigger and the secede to no one ability were pretty cool, and needed to be shared immediately.

You should all have fun playing around with this. I'm interested to see what you guys can make it do.
 
Perhaps an option to grant 'citizenship' or a campaign of cultural assimilation should become available? Of course it might fail or cause discontent in certain core provinces not eager to share citizenship or when it comes to sheer culture, the local population may disinclined to change culture/religion to the player's.
 
Ideally, the size of the army and the size of the city should determine if it was at all possible to raze the city. Wouldn't make sense if a 1k army completely eradicated one of the world's greatest cities.

Give me a thousand men and some torches and i bring down every ancient city you want.
 
Give me a thousand men and some torches and i bring down every ancient city you want.
The problem isn't burning it down, the trouble is preventing resettlement. And a thousand men CANNOT capture/kill a population of 50.000 or so.
 
Partial Conquest 2.0 is available in the first post.

* Sack and Raze effect scaled for city sizes up to pop 200.
* Sack, Annex and Raze add casus belli to victim nation.
* Sack, Annex and Raze all affect province civ value; a negotiated annex is preferable, but sometimes you just have to take a city by force.
* A recently sacked city cannot be re-sacked. Attempting to re-sack will result in occupation only (that one was a bitch to figure out).
* Badboy for Raze increased to 10.
* AI chance changed to Occupy 69%, Sack 20%, Annex 10%, Raze 1%.

I attempted to use modifier = { } to change the ai_chance for certain circumstances (i.e. barbarians almost always sack), but then the partial_conquest event would not fire at all. So if anyone knows how to do that, please let me know.
 
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the AI modifiers are ONLY functioning for the AI fired events.

In order to make it work for the human player, you have to give control to an AI country, forwarding to it the necessary data in order to take the weighted decision, and then fire another event back to the initial human trigger activating the results.

Please have a look at the Elections series of events I made in order to see how this works.

I'll post the series of new Looting events I had in work, I don't have time for them atm. As a series of events, they should work perfectly, the only thing needed is testing and balancing the implemented effects from it.
 
I made a nice little change to "partial conquest". See Partial_Conquest_3.0 in the first post.

Now the "Vae Victis" event is tailored to the situation to produce different results. If a barbarian has captures a province, they will always sack. If a province has already been sacked, the conqueror will simply occupy. If a nation captures a province for which they have a core, except for capital provinces, will always be annexed. If a nation captures a province with the same culture/religion, they will only sack 20% of the time. If a nation captures a province with dissimilar culture/religion, they will sack 80% of the time.

The raze city option has been removed, but the code for it is still there. It would be possible to add it back in for very specific circumstances. For example, a separate event could produce a country_flag = "rivals_to_the_end" which could be used to trigger the raze option for the rivals capital only.

These options are just basic examples for demonstration purposes. The system could be made a lot more complex, incorporating any number of factors. For example, a general's traits, just as "greed" may increase the likelihood that a city is sacked.

Feel free to use/alter this mod to suit your needs.
 
Awesome mod sir. I've incorporated it into my own homebrew version of the game. Only changes I've made are to shorten the sacked modifier from 10 years to 2 and to lessen the civilization loss to 2.5 and lessen the AI sack probabilities, though I left all as is for barb sacks. Mainly because the AI would go town with it (especially in the Seleucid lands, what with all the different cultures and civil wars) resulting in large depopulated areas and civilization bankruptcy.
 
It occurs to me that an event chain reducing the sack effects by 20% with a mtth of 24 months might simulate a province's recovery more accurately.

An option to "buy" your way out might be appropriate, too.

You can also change the event to make it more/less likely for a country to sack based on how much money it has in its treasury. Or a sack-lite option that isn't as devastating as a full sack. The options are limitless.
 
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