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?
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?
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