• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

ErrantOne

Captain
May 8, 2001
425
0
Visit site
Hello all,

I have been experimenting with modifing the RandomEvents.csv file with the intention of making it more baised to negative random events. This verion is 'slightly' more biased to negative events then the original.

The end goal for doing these mods is add some unpredictability to EU. Specifically in the areas of revolts, revolt risk and stability but also a slightly increased chance in 'deflation' events since there is no other way to do this in EU. Considering we (humans) generally make the better use of our resources then the computer can achieve, occasional random events can really spice up a game with an element of surprise.

Example, in a recent game a country was getting close to DoWing another country. a -3 stability event happened...ok, delay attack 5years to get it back...a few years later another -3 stability event happened...damn, delay again. A few years later we were hit with a 'Civil War' event and most of my army went to the dark side. Over the next few years as the army was built back up I notice my target country had changed mil-allainces and now this caused even more delay as more troops were needed before the attack could happen. Totaled about 25years of delays. This is not a typical sequence of events for this file but it is a possible one. And just like IRL, unpredictable stuff happens to the best layed plans.

Cut and paste these results into the '\db\RandomEvents.csv' file any feedback is appriciated.


ErrantOne

--------------------
Dice;Event Number;Event Name
1;1;Crisis of Madness
2;2;Excellent Ministers
3;3;Serious Sickness
4;4;Agricultural Crisis
5;11;Wave of Obscurantism
6;4;Agricultural Crisis
7;5;Naval losses
8;6;Looting & Insecurity
9;11;Wave of Obscurantism
10;6;Looting & Insecurity
11;7;Tax Evasion
12;6;Looting & Insecurity
13;7;Tax Evasion
14;8;Corruption
15;9;Technological Advances
16;8;Corruption
17;8;Corruption
18;10;Discovery of Mineral Resources
19;11;Wave of Obscurantism
20;11;Wave of Obscurantism
21;4711;Super event - the greatest!!!
22;11;Wave of Obscurantism
23;11;Wave of Obscurantism
24;12;Piracy
25;6;Looting & Insecurity
26;6;Looting & Insecurity
27;12;Piracy
28;13;Development of Warships
29;14;Drought
30;14;Drought
31;6;Looting & Insecurity
32;6;Looting & Insecurity
33;14;Drought
34;15;Exceptional Year
35;14;Drought
36;16;Sales of Honorary Titles
37;17;Epidemics
38;11;Wave of Obscurantism
39;17;Epidemics
40;18;Rush of Colonists
41;23;Plots at the Court
42;17;Epidemics
43;11;Wave of Obscurantism
44;19;Refugees
45;20;Gift to the State
46;21;Scandal at the Court
47;21;Scandal at the Court
48;21;Scandal at the Court
49;22;Assassination Attempt
50;23;Plots at the Court
51;23;Plots at the Court
52;23;Plots at the Court
53;24;Poor Weather
54;25;Death of the Heir to the Throne
55;26;Depletion of a Mine
56;27;New Ally
57;28;Defection of an Ally
58;23;Plots at the Court
59;29;Desertions
60;50;Merchants out of Business
61;26;Depletion of a Mine
62;29;Desertions
63;30;Death of a Military Leader
64;30;Death of a Military Leader
65;45;Deflation
66;32;Offer of Marriage
67;33;Offer of Alliance
68;34;Independance of a Vassal
69;35;Enthusiasm for the Army
70;36;Renewal of Popularity
71;37;Enthusiasm for the Navy
72;38;Agricultural Techniques Development
73;34;Independance of a Vassal
74;40;Conquistador
75;41;Explorer
76;46;Economic Crisis
77;43;Diplomatic Preeminence
78;45;Deflation
79;44;Cultural Expansion
80;45;Deflation
81;39;Reorganization of the Military Forces
82;45;Deflation
83;46;Economic Crisis
84;47;Economic Boom
85;46;Economic Crisis
86;42;Governor
87;46;Economic Crisis
88;45;Deflation
89;46;Economic Crisis
90;45;Deflation
91;47;Economic Boom
92;45;Deflation
93;48;Treachery
94;49;Factory closes down
95;22;Assassination Attempt
96;25;Death of the Heir to the Throne
97;50;Merchants out of Business
98;29;Desertions
99;25;Death of the Heir to the Throne
100;31;Dynastic Inheritance
 
Last edited:
I like that, how has it effected the AI?
have the game became harder?
 
I like that, how has it effected the AI?
How has it effected the AI? Not really sure the AI gets random events, but they might.

have the game became harder?
maybe a little(maybe). This is just the current version I use while playing. It is always getting little changes here and there but overall this is not that much different then the original. It is just slightly more biased toward negative events then the original.

can we add new events or have you changed the chanse of them happening?
I don't think we can add any new events. I have changed the chances of certain events up or down. Eventually, there will be bigger adjustments will some events completely removed.


ErrantOne
 
How has it effected the AI? Not really sure the AI gets random events, but they might.
make the only event Dynastic Inheritance, play hands off for 10 years, if no countries have merged then i dubt teh cpu gets random events, and then we can make these events really bad >=)
 
This is just one snapshot in the ongoing experiments with the random events. Not sure if it is useful to anyone just thought I would post it.


make the only event Dynastic Inheritance, play hands off for 10 years, if no countries have merged then i dubt teh cpu gets random events, and then we can make these events really bad >=)
After posting this I remembered they get random events too. btw Lars, feel free to experiment and post your findings.

Seeing I don't play with random events, I prolly shouldn't even bother ?
Probably not for a few more versions Bib. The reason I am messing with this is to see if it can be changed into something that will add to gameplay instead of just giving you free money/ships/colonists etc...

There is a cool event displayed as 'political crisis' that happens as a random event, but unfortunately the names in the random events file dont always match what you see on the screen. The political crisis is -3 stab hit event. What I would like to do adjust the events so you get those random drops in stability, revolt risk increases, etc so that you can have some of those 'historical' problems that leaders in the period faced. Vs right now, we know if we DoW it will cost X stability and will take Y years to regain and there will be very little risk of revolts anywhere, etc. etc. etc. All wayyyyyy to predictable.


:cool:
ErrantOne
 
you sure about that list? I have made rather huge additions to the events text thinking no.3 is REVOLT and no.7 is religious conversion...
Am I wrong?
 
you sure about that list? I have made rather huge additions to the events text thinking no.3 is REVOLT and no.7 is religious conversion...
Am I wrong?
sure about it? in what way? all it is now is a 'work in progress' which is not nearly in final form. It was mainly posted just if anyone wanted to use it for now, and to see what discussion came up.

Random event 3 is revolt? event 3 is called serious sickness (of monarch).
Random event 7 religious conversion?

You are confusing historic events with Random events. They are numbered completely different. why? no clue besides to confuse the customer. :)

Historic event 3 is a religious revolt (event 1 is a peasant revolt not sure what the diff is. maybe religious revolts only occur in provinces not of the state religion.).
Historic event 7 is a random province changes religion.


The original list is from the '\db\RandomEvents.csv' file. Those event numbers and descriptions don't correlate with anything else that I know of. All this mod. does is reorder some of the random events that were previous in the file. I have been using it for a little while now and it works fine. Before I removed events I wanted to play with them a little while longer to see if I could figure out anything from seeing them happen during game play then looking at the event list and seeing is any name seemed to match.

ErrantOne
 
so if I alter the historicaleventsmonarchs file and let's say I have this line:
1136;3;3;;;;;;;;;;TUR
will that qualify as a revolt or a serious sickness...aka which one will it be in game??? (i'm still confused)
I have modified those 2 files (historicaleventsmonarchs) heavily using the equivalent of the cheat codes numbers for the event numbers...so will that work? or I should use your list?
(ya I'm tired and stupid at this hour)
 
Last edited:
so if I alter the historicaleventsmonarchs file and let's say I have this line:
1136;3;3;;;;;;;;;;TUR

If you put it in the 'historic events monarch.csv' it will be a 'Religious termoil' event for TUR in the 4th month (0,1,2,3) of the reign of monarch 1136. If you look at event 3 in the RandomEvents.csv file it is called 'serious sickness' which impairs your monarchs adm, mil, dip stats.

Not all 'cheat' events will work in the historic file. I just woke-up so I'm not sure if event three works or not in the historic file. Here is a link to a thread dealing with events.

http://www.europa-universalis.com/forum/showthread.php?s=&threadid=10747
 
thank you :) alas no.3 doesnt work hmmmm...i get no revolt whatsoever or message for the matter...oh well, that's life i guess :)
 
What event...

Okay, I want to eliminate the -3 drop in stability from the random events, but I cant figure out the number this event belonges to.

Right now I play without random events because the I thing a random
-3 drop is just to much:)
 
Okay, I want to eliminate the -3 drop in stability from the random events, but I cant figure out the number this event belonges to.

Right now I play without random events because the I thing a random
LOL...this is the one event that I would like to see alot more of. It has the most negative impact of any event in the file. Right now the random events give the player way too much and over a 300year game just make it that much easier. Alas, like you I can not tell which one it is. If you do ever figure it out please post it. I will do the same.
The events I am most interested in seeing more of are:the -3stab drop. any revolt type events, and the deflation event.


:cool:
ErrantOne
 
LOL. It's nice to see a unified effort with totally different objectives.

I'd like to know the event, too. [England again] If there is no English Civil War in EU terms, then there should at least be some major stability problems.

Is not the Russian Time of Troubles done with this event? Ah, but that is done by historical events. Oh well.
 
I'm not sure about that English Civil War one...could it be it is simulated? because I was playing 2 days ago and in 1643(if i remember correctly) Ryazan!(igc so messed up tags) declared independence...only it was in england controlling 3 provinces...errrrr....
 
I had a really good string of random events while playing the mameluks(over about 20years)...-3 stab....-3 stab.....civil war. This delayed my attacking algiers for about 30years and by that time they had allied with someone else and i could not really attack them. A little later in the same game I had a couple of very nice fortification events happen within 5year of each other.

Over all I am slowly trying to change my RandomEvents.csv where the net effect is no sigificant gain or loss over a 300year game. This means you will have some bad times and good times, but it makes each game 'feel' slightly different.

When I play with the standard randomevents file, especially as a very small minor, I feel like it is santa claus becuase I seem to get some really nice goodies with very little negative events. a -3 stab hit that happens once a game is the worst thing in the file and it only takes 2-3years to recover from it, no problem. So most likly the RandomEvents file will have a few flavors depending on country size.

It would be nice to have a variety of choices for people to use for their random events fiel. If we can document enough events people could roll their own favorite version.

:cool:
ErrantOne
 
I agree, random events are more positive than negative, in my experience.

Another variable for IGC and IGC Config, "Random Events Hurts".