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Tonioz

Field Marshal
4 Badges
Aug 6, 2003
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Morning,

Perhaps that is for the attention of Ryoken, Hive and Devil mostly, or anyone else who uses own random events packs. I parsed these events from russian league scenario (aimed to hard annihilation battles 1419-1600) and removed descriptions. Look at events, perhaps you like these ideas. Many events are doubled without extra DP triggers, so anyone can get them, but nations with special DP sliders have double chance.


Where and which manufactory to choose. Unfortunately this idea works not good, random EU2 engines tends to repeat choices, but at least it gives player more opportunities. We all know how it sucks when one manu is changed by other one by event without choice.

Code:
event = { 
   id = 76302 
   random = yes 
   name = "EVENTNAME27" 
   desc = "EVENTHIST27" 
   style = 0 

   action_a = { 
      name = "OK" 
      command = { type = gainmanufactory which = -1 value = -1 } 
      command = { type = cash value = -400 } 
   } 
   action_b = { 
      name = "OK" 
      command = { type = gainmanufactory which = -1 value = -1 } 
      command = { type = cash value = -400 } 
   }
   action_c = { 
      name = "OK" 
      command = { type = gainmanufactory which = -1 value = -1 } 
      command = { type = cash value = -400 } 
   }
   action_d = { 
      name = "" 
      command = { type = cash value = 5 } 
   }
}

Code:
event = { 
   id = 76304 
   trigger = { 
      NOT = { domestic = { type = serfdom value = 5 } } 
   } 
   random = yes 
   name = "" 
   desc = "" 
   style = 0 

   action_a = { 
      name = "OK" 
      command = { type = provinceculture which = -1 value = -1 } 
   }
   action_b = { 
      name = "OK" 
      command = { type = provinceculture which = -1 value = -1 } 
   }
   action_c = { 
      name = "OK" 
      command = { type = provinceculture which = -1 value = -1 } 
   }
   action_d = { 
      name = "OK" 
      command = { type = provinceculture which = -1 value = -1 } 
   }
}

Code:
event = { 
   id = 76305
   random = yes 
   name = "EVENTNAME7" 
   desc = "EVENTHIST7" 
   style = 0 

   action_a = { 
      name = "OK" 
      command = { type = conversion which = -1 } 
   }
   action_b = { 
      name = "OK" 
      command = { type = conversion which = -1 } 
   }
   action_c = { 
      name = "OK" 
      command = { type = conversion which = -1 } 
   }
   action_d = { 
      name = "OK" 
      command = { type = conversion which = -1 } 
   }
}

badboy funny choices: drop it a bit or increase more and gain ref manu
Code:
event = { 
   id = 76306 
   random = yes 
   name = "" 
   desc = "" 
   style = 0 

   action_a = { 
      name = "" 
      command = { type = badboy value = -2 } 
   } 
   action_b = { 
      name = "" 
      command = { type = badboy value = 5 } 
      command = { type = gainmanufactory which = -1 value = refinery } 
      command = { type = treasury value = -250 } 
   }
   action_c = { 
      name = "" 
      command = { type = badboy value = 5 } 
      command = { type = gainmanufactory which = -1 value = refinery } 
      command = { type = treasury value = -250 } 
   }
   action_d = { 
      name = "" 
      command = { type = badboy value = 5 } 
      command = { type = gainmanufactory which = -1 value = refinery } 
      command = { type = treasury value = -250 } 
   }
}

Code:
event = { 
   id = 76308 
   random = yes 
   name = "Викинг" 
   desc = "Викторина: что подразумевается под названием Викинг ?" 
   style = 0 

   action_a = { 
      name = "Новая игра от Paradox" 
      command = { type = badboy value = -3 } 
   } 
   action_b = { 
      name = "Ооооо, это тот самый клуб" 
      command = { type = inflation value = 3 } 
      command = { type = gainmanufactory which = -1 value = refinery } 
   } 
}

Code:
event = { 
   id = 76307 
   random = yes 
   name = "EVENTNAME57" 
   desc = "EVENTHIST57" 
   style = 0 

   action_a = { 
      name = "OK" 
      command = { type = fortress which = -1 value = 1 } 
   }
   action_b = { 
      name = "OK" 
      command = { type = fortress which = -1 value = 1 } 
   }
   action_c = { 
      name = "OK" 
      command = { type = fortress which = -1 value = 1 } 
   }
   action_d = { 
      name = "OK" 
      command = { type = fortress which = -1 value = 1 } 
   }
}

Code:
event = { 
   id = 76309
	trigger = {
		year = 1419 
		NOT = { year = 1500 } 
	} 
   random = yes 
   name = "" 
   desc = "" 
   style = 0 

   action_a = { 
	name = "" 
	command = { type = gainbuilding which = -1 value = courthouse }
      command = { type = cash value = -40 } 
   }
   action_b = { 
	name = "" 
	command = { type = gainbuilding which = -1 value = courthouse }
      command = { type = cash value = -40 } 
   }
   action_c = { 
	name = "" 
	command = { type = gainbuilding which = -1 value = courthouse }
      command = { type = cash value = -40 } 
   }
   action_d = { 
	name = "" 
      command = { type = cash value = 5 } 
   }
}

Code:
event = { 
   id = 76312
	trigger = {
		year = 1419 
		NOT = { year = 1550 } 
	} 
   random = yes 
   name = "" 
   desc = "" 
   style = 0 

   action_a = { 
	name = "" 
	command = { type = gainbuilding which = -1 value = cityrights }
      command = { type = cash value = -50 } 
   }
   action_b = { 
	name = "" 
	command = { type = gainbuilding which = -1 value = cityrights }
      command = { type = cash value = -50 } 
   }
   action_c = { 
	name = "" 
	command = { type = gainbuilding which = -1 value = cityrights }
      command = { type = cash value = -50 } 
   }
   action_d = { 
	name = "" 
      command = { type = cash value = 5 } 
   } 
}

great reputation event
Code:
event = { 
   id = 76313 
   random = yes 
   name = "" 
   desc = "" 
   style = 0 

   action_a = { 
	name = ""
	command = { type = badboy value = -2 }
	command = { type = relation which = -1 value = 125 }
	command = { type = relation which = -1 value = 125 }
	command = { type = relation which = -1 value = 125 }
	command = { type = relation which = -1 value = 125 }
	command = { type = relation which = -1 value = 125 }
	command = { type = relation which = -1 value = 125 }
   }
}

Code:
event = { 
	id = 76314
	random = yes
	name = "Army and Navy reforms"
	desc = ""
	style = 1
	
	action_a ={				
		name = "Land"
		command = { type = treasury value = -750 }
		command = { type = land value = 500 }
                command = { type = domestic which = QUALITY value = 1 }
		command = { type = domestic which = LAND value = 2 }
                command = { type = domestic which = SERFDOM value = 1 } 
		command = { type = infantry which = -2 value = 5000 }
		command = { type = cavalry which = -2 value = 2000 }
                command = { type = naval value = -250 }
	}
        action_b ={				
		name = "Small land"
		command = { type = treasury value = -50 }
            	command = { type = domestic which = LAND value = 1 }
            	command = { type = infantry which = -2 value = 2000 }
		command = { type = cavalry which = -2 value = 1000 }
	}
        action_c ={				
		name = "Small navy"
		command = { type = treasury value = -50 }
            	command = { type = domestic which = LAND value = -1 }
            	command = { type = warships which = -1 value = 1 }
		command = { type = galleys which = -1 value = 1 }
	}
	action_d ={
		name = "Navy"
		command = { type = domestic which = LAND value = -2 }
		command = { type = domestic which = mercantilism value = -1 }
                command = { type = treasury value = -400 }
                command = { type = naval value = 500 } 
                command = { type = warships which = -1 value = 2 }
		command = { type = transports which = -1 value = 1 }
		command = { type = galleys which = -1 value = 2 }
                command = { type = land value = -250 }
	}
}


cannons before you can make them are very funny. I remember OE in 1419 with 40 cannons at the start. Very nice siege. Until you get land 7 you`d better save cannons and pay high maitenance for them.
Code:
event = { 
   id = 76322
   trigger = { 
      domestic = { type = innovative value = 5 }
      domestic = { type = offensive value = 5 }
	not = { land = 7 }
   }
   random = yes 
   name = "" 
   desc = "" 
   style = 0 

   action_a = { 
      name = "Заменим устаревшие катапульты" 
	command = { type = artillery which = -1 value = 40 }
	command = { type = cash value = -100 } 
   }
   action_b = { 
      name = "" 
	command = { type = cash value = 5 } 
   }
}

Devil has already similar event
Code:
event = { 
	id = 76327
	random = yes
	name = ""
	desc = ""
	style = 0

	action_a = {
		name = "Посол"
		command = { type = ADM which = 1 value = 120 }
		command = { type = DIP which = 5 value = 120 }
		command = { type = MIL which = 1 value = 120 }
		command = { type = cash value = -150 } 
	}
	action_b = {
		name = "Администратор"
		command = { type = ADM which = 5 value = 120 }
		command = { type = DIP which = 1 value = 120 }
		command = { type = MIL which = 1 value = 120 }
		command = { type = cash value = -150 } 
	}
	action_c = {
		name = "Полководец"
		command = { type = ADM which = 1 value = 120 }
		command = { type = DIP which = 1 value = 120 }
		command = { type = MIL which = 5 value = 120 }
		command = { type = cash value = -150 } 
	}
	action_d = {
		name = "Откажемся"
		command = { type = cash value = 5 } 
	}
}

Reforms: bear in mind that is designed for lowtech
Code:
event = { 
	id = 76329
	random = yes
	name = ""
	desc = ""
	style = 1
	
	action_a ={				
		name = "Not a time"
		command = { type = ADM which = -1 value = 12 }
	}
        action_b ={				
		name = "Centralization and research"
		command = { type = treasury value = -350 }
            	command = { type = domestic which = innovative value = 2 }
            	command = { type = domestic which = centralization value = 4 }
                command = { type = land value = 200 }
                command = { type = naval value = 150 }
                command = { type = trade value = 150 }
                command = { type = infra value = 250 }
	}
        action_c ={				
		name = "Fleet, trade and productivity"
		command = { type = treasury value = -350 }
            	command = { type = domestic which = LAND value = -1 }
            	command = { type = domestic which = serfdom value = -3 }
            	command = { type = domestic which = aristocracy value = -2 }
                command = { type = trade value = 350 }
                command = { type = infra value = 350 }
            	command = { type = warships which = -1 value = 4 }
		command = { type = galleys which = -1 value = 4 }
	}
	action_d ={
		name = "Army is most important"
		command = { type = treasury value = -350 }
		command = { type = domestic which = LAND value = 1 }
		command = { type = domestic which = quality value = 1 }
		command = { type = domestic which = offensive value = 1 }
                command = { type = land value = 500 }
		command = { type = ART which = -1 value = 50 }
	}
}

Code:
event = { 
	id = 76330
	random = yes
	name = ""
	desc = ""
	style = 1
	
	action_a ={				
		name = "Not a time"
		command = { type = ADM which = -1 value = 12 }
	}
        action_b ={				
		name = "Fleet will protect us and colonies"
		command = { type = treasury value = -350 }
            	command = { type = domestic which = land value = -2 }
            	command = { type = domestic which = mercantilism value = -1 }
            	command = { type = domestic which = innovative value = -1 }
                command = { type = naval value = 3000 }
            	command = { type = warships which = -1 value = 5 }
		command = { type = galleys which = -1 value = 10 }
	}
        action_c ={				
		name = "Production is major thing"
		command = { type = treasury value = -350 }
            	command = { type = domestic which = centralization value = 4 }
            	command = { type = domestic which = serfdom value = -3 }
            	command = { type = domestic which = aristocracy value = -1 }
                command = { type = infra value = 600 }
	}
	action_d ={
		name = "Defence"
		command = { type = treasury value = -350 }
		command = { type = domestic which = offensive value = -4 }
                command = { type = land value = 500 }
		command = { type = ART which = -1 value = 50 }
	}
}

Fleets boosting
Code:
event = {
	id = 76331
	trigger = {
		naval = 9
	}

	random = yes
	name = "EVENTNAME36"
	desc = "EVENTHIST36"
	style = 0

	action_a = {
		name = "OK"
		command = { type = warships which = -1 value = 10 }
	}
}

Code:
event = {
	id = 76332
trigger = {
		not = {
			domestic = { type = land value = 5 }
			year = 1500
		}
	}

	random = yes
	name = "EVENTNAME36"
	desc = "EVENTHIST36"
	style = 0

	action_a = {
		name = "OK"
		command = { type = galleys which = -1 value = 30 }
                command = { type = trade value = 500 }
	}
}

very good event for more chance to get cb vs who you want to dow
Code:
event = {
	id = 76335
	random = yes
	name = "EVENTNAME50"
	desc = "EVENTHIST50"
	style = 0

	action_a = {
		name = "OK"
		command = { type = casusbelli which = -1 value = 48 }
		command = { type = relation which = -3 value = -50 }
		command = { type = cash value = -50 } 
	}
	action_b = {
		name = "OK"
		command = { type = casusbelli which = -1 value = 48 }
		command = { type = relation which = -3 value = -50 }
		command = { type = cash value = -50 } 
	}
	action_c = {
		name = "OK"
		command = { type = casusbelli which = -1 value = 48 }
		command = { type = relation which = -3 value = -50 }
		command = { type = cash value = -50 } 
	}
	action_d = {
		name = ""
		command = { type = cash value = 5 } 
	}
}

High badboy effects:
Code:
event = {
	id = 76339
	random = yes
	name = ""
	desc = ""
	style = 0
	trigger = {
		badboy = 30
	}

	action_a = {
		name = ""
		command = { type = stability value = -2 }
		command = { type = ADM which = -2 value = 12 }
	}
	action_b = {
		name = ""
		command = { type = cash value = -400 } 
	}
	action_c = {
		name = ""
		command = { type = cash value = -600 }
            	command = { type = domestic which = land value = -1 } 
                command = { type = infra value = -1000 }
		command = { type = badboy value = -7 }
	}
}

Code:
event = {
	id = 76340
	random = yes
	name = ""
	desc = ""
	style = 0
	trigger = {
		badboy = 40
	}

	action_a = {
		name = ""
		command = { type = stability value = -2 }
		command = { type = ADM which = -2 value = 12 }
	}
	action_b = {
		name = ""
		command = { type = cash value = -400 } 
	}
	action_c = {
		name = ""
		command = { type = cash value = -600 }
            	command = { type = domestic which = land value = -1 } 
                command = { type = infra value = -1000 }
		command = { type = badboy value = -8 }
	}
}

Code:
event = {
	id = 76341
	random = yes
	name = ""
	desc = ""
	style = 0
	trigger = {
		badboy = 50
	}

	action_a = {
		name = ""
		command = { type = stability value = -2 }
		command = { type = ADM which = -2 value = 12 }
	}
	action_b = {
		name = ""
		command = { type = cash value = -400 } 
	}
	action_c = {
		name = ""
		command = { type = cash value = -600 }
            	command = { type = domestic which = land value = -1 } 
                command = { type = infra value = -1000 }
		command = { type = badboy value = -10 }
	}
}

Code:
event = {
	id = 76344
	trigger = {
		year = 1500
		not = { domestic = { type = land value = 5 } }
	}

	random = yes
	name = "EVENTNAME36"
	desc = "EVENTHIST36"
	style = 0

	action_a = {
		name = "OK"
		command = { type = warships which = -1 value = 20 }
                command = { type = trade value = 500 }
	}
}
 
Last edited:
Hive said:
Wow... some of those events are really uber, like the one that converts 3 provs to your culture... :eek:
You're confused Hive. That event gives a choice of four different single provinces.

I think there are several other overpowered events in there, particularly the events that move sliders. That said, I really like the idea of events that affect random countries or random provinces giving a choice.
 
Owen said:
You're confused Hive. That event gives a choice of four different single provinces.

I think there are several other overpowered events in there, particularly the events that move sliders. That said, I really like the idea of events that affect random countries or random provinces giving a choice.

but EU2 engine sometimes give you same four provinces with this event :rofl:

Noticing that events are overpowered you should count that they were designed for short gaming period, and because all countries are going land, it makes big sense to pay extra money to get as soon as possible land=10, off=9 for example. With more steady longterm player can move sliders by himself for more time, but actually 1419-1520 is the period of low money and cheap troops are welcome for any country.

Don`t blame Hive, he is just scenario maker :cool: The genious person shouldn`t write and understand small things :p
 
Tonioz said:
but EU2 engine sometimes give you same four provinces with this event :rofl:
But remember, there's no problem with the RNG. :rofl:
Noticing that events are overpowered you should count that they were designed for short gaming period, and because all countries are going land, it makes big sense to pay extra money to get as soon as possible land=10, off=9 for example. With more steady longterm player can move sliders by himself for more time, but actually 1419-1520 is the period of low money and cheap troops are welcome for any country.
Yes, that makes sense.
 
Ironfoundersson said:
I like those "choose the place of fort/conversion/manufactory" events a lot.

Yes, that is actually a pretty good idea... but like Tonio says himself, EU2 often just gives you the same choice multiple times...
 
Hive said:
Yes, that is actually a pretty good idea... but like Tonio says himself, EU2 often just gives you the same choice multiple times...

Why not use the fourth option to trigger another event, which should then choose different provinces?
 
Hive said:
I fear that will be messy when talking about random events...

I wouldn't imagine it'd be that bad. Could have like a dozen events that could be triggered by it. The fourth option woul dhave trigger for all of them, and then they would have conditions so that they could only trigger if the others had already been. To make it less attractive give it some negative consequences.
 
Hive said:
Yes, that is actually a pretty good idea... but like Tonio says himself, EU2 often just gives you the same choice multiple times...

that's still nothing lost compared to how it is nowadays, right?