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nodrownboy

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Aug 18, 2005
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Version 0.2 Released!

After a lot of frustrating experimenting, I finally think I have these events in a releasable state. This is currently a fairly simple series of events, giving the winner of a siege the option to loot or not loot a province. Looting will give the looter a small sum of gold and slaves. The looted province will be quite damaged and will not be repaired until some amount of time after the provinces owner has restored control. As of version 0.2 the civilization level of a city has an effect on how much gold can be looted, as well as how much damage looting does to a city. High civilization cities will permanently lose a hefty chunk of civilization, so protect them! Walk away with the riches of Rome and its glory may never be restored.

This is part of a larger mod I'm working on, but this is the only part I'm comfortable releasing right now, and I know people have been wishing the game had control over looting provinces.



Please let me know of any suggestions for the events or bugs that are found.


INSTALLATION: Just unzip the files into your mod directory.


Changelog:
V0.2:
1)The amount of gold and slaves gained from looting is now based on the civilization level and population of the conquered city.
2)Looting now increases looters reputation(badboy).

V0.1:
I remembered to include the event_modifiers.txt this time. It should actually work.
 

Attachments

  • LooterEvents V0.2.zip
    4 KB · Views: 129
Last edited:
Does the looting deal any BB points? Also, once a province is looted, if you annex it does it keep the damaged status, therefore giving you a reason to maybe not loot every province you come across?
 
At the moment it doesn't add BB points which was kind of an oversight on my part. The looted status will remain for some amount of time after you annex. The owner of the province has to be the controller for the event to fire to remove the looted modifier. Also, a looted province suffers a fairly large civilization hit, most of which is recovered when the looted modifier is removed.
 
Slight Problem

Hey there,

Love the idea of the mod but by accident I have found a problem. I downloaded your work and installed it into a different mods (TheLand's Mod) event file. Everytime your event pops up, it crashes the game to desktop.
Am I doing something wrong besides running the event with a different mod?

Thanks
 
Sorry about that, it was definitely my mistake. Thanks for catching that and hopefully everything will work fine for you now. I failed to include the events_modifier.txt in my first release, which is kind of vital.

Should work fine now. Let me know what you think!
 
Thanks for the response. It works well now. But I do have another question. Just for aesthetics part of it, is there anyway to write "looted_province"/"spared_province" as "Looted Province"/ "Spared Province"?
 
I think I would need to make the change in the localization files, which I guess I probably should do in the future. However, at this time I've been trying to keep this as lightweight as possible.
 
Just wanted to say that your mod rocks. It brings a lot of historical flavour in the game (how can slavers be left out of a "rome" game?), but it also allows you to grind down the power of enemy nations faster. Now you can really make the enemy PAY for his stubborness in negotiating peace terms.
 
Those look like funky events.

Do they fire for the barbarians on top of their existing looting?

Also you mentioned you were working on a bigger mod. Do you think what you have in mind could work within my "SPQR" proposal here? Even if you don't, would you mind if I incorporated this event-series into it?

Regards,

TheLand
 
I don't know if my larger mod will pan out, which is why for now I'll be releasing what I do in pieces. A lot of what I have in mind could fit into your idea, and so I may direct my future efforts in that direction. I'd be willing to work with you on this if you'd like.

As for the events themselves, they aren't pretty to look at, but I like where I've gotten them. Scaling effects based on city size and civilization level I think is a must, which is what caused the events to balloon from just a few to 10 siege won and lost events.
 
nodrownboy said:
A lot of what I have in mind could fit into your idea, and so I may direct my future efforts in that direction. I'd be willing to work with you on this if you'd like.

That would be great. In particular, do I take it I'm ok to incorporate these events into the first SPQR release?

I might tweak the effects downward a bit, because I'm worried they're a bit over-powered.

As for the events themselves, they aren't pretty to look at, but I like where I've gotten them. Scaling effects based on city size and civilization level I think is a must, which is what caused the events to balloon from just a few to 10 siege won and lost events.

I'm sure I can find the relevant localisation files... I hope so, because I want to do some other province triggered modifiers as well.
 
Last edited:
nodrownboy said:
Feel free to use them. I realize the effects are pretty strong(I like it that way) so I don't mind if you balance them for your mod.

Some thoughts, which I thought I would share in case you wanted to take them onboard:

- These events should probably not fire for barbarians holding provinces since they get hard-coded looting as well
- I think small or very uncivilised provinces (e.g. pop less than say 8, or civ less than say 45) shouldn't be pillaged at all
- very large provinces should suffer bigger effects
- globally I think the proportion of population taken as slaves should be about 10% or a bit less, about the same fraction as you get from barbarian hordes.
- I would suggest a MTTH of maybe 30 or 60 days on the "Siege Lost" events, perhaps getting longer for larger cities, which would stop the instant benefit, give the owners a chance to recapture the city, and help prevent a gamey approach.

I've attached an amended version if you're interested, which I did after writing this post.
 

Attachments

  • Looters.txt
    19,8 KB · Views: 56
Last edited:
TheLand said:
Some thoughts, which I thought I would share in case you wanted to take them onboard:

- These events should probably not fire for barbarians holding provinces since they get hard-coded looting as well

The "siege is lost" event fires (several times) when barbarians take control of a province, but no looting (due to the event) takes place.
 
DesertSnow said:
The "siege is lost" event fires (several times) when barbarians take control of a province, but no looting (due to the event) takes place.

I certainly noticed the event firing when barbarians occupied my provinces - and other nations' provinces.

However I am also noticing that sometimes - quite often - "siege lost" fires without the corresponding "siege won" firing afterwards...
 
nodrownboy said:
Version 0.2 Released!

After a lot of frustrating experimenting, I finally think I have these events in a releasable state. This is currently a fairly simple series of events, giving the winner of a siege the option to loot or not loot a province. Looting will give the looter a small sum of gold and slaves. The looted province will be quite damaged and will not be repaired until some amount of time after the provinces owner has restored control. As of version 0.2 the civilization level of a city has an effect on how much gold can be looted, as well as how much damage looting does to a city. High civilization cities will permanently lose a hefty chunk of civilization, so protect them! Walk away with the riches of Rome and its glory may never be restored.

This is part of a larger mod I'm working on, but this is the only part I'm comfortable releasing right now, and I know people have been wishing the game had control over looting provinces.



Please let me know of any suggestions for the events or bugs that are found.


INSTALLATION: Just unzip the files into your mod directory.


Changelog:
V0.2:
1)The amount of gold and slaves gained from looting is now based on the civilization level and population of the conquered city.
2)Looting now increases looters reputation(badboy).

V0.1:
I remembered to include the event_modifiers.txt this time. It should actually work.

good stuff.
 
I took a glance at the revised versions of the events, and they look good...I don't know how I missed some of that stuff in the first place. Thanks for your help!

When siege lost fires without siege won firing, is that only with barbarians, or have you noticed it with other nations? I've never seen this happen so more information would help me out.
 
nodrownboy said:
When siege lost fires without siege won firing, is that only with barbarians, or have you noticed it with other nations? I've never seen this happen so more information would help me out.

Other nations as well.

I was wondering whether perhaps the province had crossed a population threshold between "siege lost" firing and "siege won" - but this can't be it, because they are only one day apart.