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cwhomer

Tar-heeled Yankee
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Jan 20, 2004
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Party ID 14100 is not sleeping as it should when Reconstruction fires.

I am currently at 1880, and on loading the game party 14100 is ruling despite the fact it should have been slept.


As far as I can tell the event scripting is correct. Party ID 14101 sleeps correctly in the same event.

#########################################################################
# Reconstruction
#########################################################################
event = {
id = 14182
random = no
country = USA

trigger = {
event = 14119
NOT = {
war = { country = CSA country = USA }
}

}

name = "EVT_14182_NAME"
desc = "EVT_14182_DESC"
style = 0

date = { day = 2 month = january year = 1855 }
offset = 30
deathdate = { day = 30 month = december year = 1881 }

action_a = {
name = "ACTIONNAME14182A" # Moderate
command = { type = convert_pop_type which = slaves value = labourers }
command = { type = set_slavery value = no }
command = { type = pop_consciousness which = dixie value = 5 }
command = { type = trigger which = 14183 }
command = { type = sleep_party which = 14100 }
command = { type = sleep_party which = 14101 }
command = { type = wake_party which = 14110 }
command = { type = wake_party which = 14109 }
}
action_b = {
name = "ACTIONNAME14182B" # Radical Reconstruction
command = { type = convert_pop_type which = slaves value = labourers }
command = { type = set_slavery value = no }
command = { type = pop_consciousness which = dixie value = 7 }
command = { type = pop_militancy which = dixie value = 3 }
command = { type = strata_income_mod which = rich value = -20 }
command = { type = strata_income_mod which = low value = 20 }
command = { type = remove_countryculture which = dixie }
command = { type = sleep_party which = 14100 }
command = { type = sleep_party which = 14101 }
command = { type = wake_party which = 14110 }
command = { type = wake_party which = 14109 }
}
action_c = {
name = "ACTIONNAME14182C" # Lincolnite Reconstruction
command = { type = convert_pop_type which = slaves value = labourers }
command = { type = set_slavery value = no }
command = { type = pop_consciousness which = yankee value = 3 }
command = { type = pop_militancy which = yankee value = 1 }
command = { type = trigger which = 14183 }
command = { type = sleep_party which = 14100 }
command = { type = sleep_party which = 14101 }
command = { type = wake_party which = 14110 }
command = { type = wake_party which = 14109 }
}
}

The result, even when the event is manually fired, is two Republican parties, the new Democrat Party, the Socialist Party, and the Populists. (I previously had the American Party as well, but in attempting to solve the dual Republicans I removed it successfully).

I changed the ID number to 14001 in both the party.csv and the event files.
Now on loading I have no ruling party, which makes sense. The parties available are the Democrats (14110), Republicans (14109), Populists, and Socialists. (I thought that when I tried this earlier I wound up with party 14100 replacing 14110 or 14109, but after loading twice it comes out correctly).

I'm not sure why, but it appears that using the 14100 ID screws up the sleep event. Is it possible that the engine is confusing the party ID with the general ID, which is 14100 Burnside?
 
Upvote 0
cwhomer said:
Party ID 14100 is not sleeping as it should when Reconstruction fires.

I am currently at 1880, and on loading the game party 14100 is ruling despite the fact it should have been slept.


As far as I can tell the event scripting is correct. Party ID 14101 sleeps correctly in the same event.



The result, even when the event is manually fired, is two Republican parties, the new Democrat Party, the Socialist Party, and the Populists. (I previously had the American Party as well, but in attempting to solve the dual Republicans I removed it successfully).

I changed the ID number to 14001 in both the party.csv and the event files.
Now on loading I have no ruling party, which makes sense. The parties available are the Democrats (14110), Republicans (14109), Populists, and Socialists. (I thought that when I tried this earlier I wound up with party 14100 replacing 14110 or 14109, but after loading twice it comes out correctly).

I'm not sure why, but it appears that using the 14100 ID screws up the sleep event. Is it possible that the engine is confusing the party ID with the general ID, which is 14100 Burnside?

Hmm very odd. will report to the betas to see what is going on.
 
OHgamer said:
Hmm very odd. will report to the betas to see what is going on.

In the meantime I'm going to play through again and see if things work out. Throwing in a semi-random ID seems to work, but it's not an ideal solution.

Thanks for looking into it.
 
Also need to point out that there is an event with the 14100 ID, dealing with Texas independence, in the US event file.
 
cwhomer said:
Party ID 14100 is not sleeping as it should when Reconstruction fires.

I am currently at 1880, and on loading the game party 14100 is ruling despite the fact it should have been slept.


As far as I can tell the event scripting is correct. Party ID 14101 sleeps correctly in the same event.



The result, even when the event is manually fired, is two Republican parties, the new Democrat Party, the Socialist Party, and the Populists. (I previously had the American Party as well, but in attempting to solve the dual Republicans I removed it successfully).

I changed the ID number to 14001 in both the party.csv and the event files.
Now on loading I have no ruling party, which makes sense. The parties available are the Democrats (14110), Republicans (14109), Populists, and Socialists. (I thought that when I tried this earlier I wound up with party 14100 replacing 14110 or 14109, but after loading twice it comes out correctly).

I'm not sure why, but it appears that using the 14100 ID screws up the sleep event. Is it possible that the engine is confusing the party ID with the general ID, which is 14100 Burnside?
Was Party ID 14100 the ruling party at the time the event fired? If so, this might explain why it isn't put to sleep.
 
Dark Knight said:
Was Party ID 14100 the ruling party at the time the event fired? If so, this might explain why it isn't put to sleep.

That might have been it.

I can understand the logic behind that, but the problem is that leaving the intended sleeper awake splits the vote so many ways it becomes difficult to defeat the incumbent. With 5 parties it was something like 45, 3, 8, 20, and 24. Also, the way the Civil War fires almost guarantees this will always happen, since the Republicans 14100 have to be the ruling party in order for it to fire.

I know machine politics is in the game, but having a political party field two candidates to perpetually split the vote and stay in power is a little crooked. :p
 
cwhomer said:
That might have been it.

I can understand the logic behind that, but the problem is that leaving the intended sleeper awake splits the vote so many ways it becomes difficult to defeat the incumbent. With 5 parties it was something like 45, 3, 8, 20, and 24. Also, the way the Civil War fires almost guarantees this will always happen, since the Republicans 14100 have to be the ruling party in order for it to fire.

I know machine politics is in the game, but having a political party field two candidates to perpetually split the vote and stay in power is a little crooked. :p
Right, we're now certain that this problem is caused by the old bug with the "sleep party" function and we're working on fixing it.
 
Dark Knight said:
Right, we're now certain that this problem is caused by the old bug with the "sleep party" function and we're working on fixing it.

Thanks for the update.

I had one more question regarding the US political parties (it might apply to other nations' parties, but I haven't played any of them yet in 1.4). Is it WaD to have parties win with +80 percent of the vote every time, or is something off? All but one election I've seen have been wide blowouts by the ruling parties.