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MattyG said:
I personally do not like most of the changes you made here. Why all these slider shifts? Maybe you have chosen option a only because the coffers are empty? The inno shifts could be argued either way: the construction of great cathedrals added hugely to advancements in building knowledge and the visual arts, so therefore inno ought to go up. I don't think trade and infra should go down because you don't build a cathedral. Ditto provincetax going down. I also thin a cathedral ought not have such an impact on mercantilism or centralization or the standing of the aristicracy.
you got a point about inno sliders IF from the "artists " point of view;) my reasoning was that if one builds churches (instead of hospitals lets say, etc) then the nation becomes more "indoctrinate" = believes more in god= less likelly to look "up" to science; they would simplly "import" artists only; rings a bell?

btw thanks for the other modifications; looks balanced and more logical; great of picking upon the the monarchs stats issues ;)
 
MattyG said:
I really don't get why most of those commands would occur just because a boy has been born.

the monarch is more "positive" = more likelly to free some serves ( should somwhow introduce freeing convicts too) ;tax in capital increases becouse he commits more projects to reflect his legacy; his positive thinking reflects in increased well thought decisions; the cavalery is the boy's personal guard; the relam is more stable against revolts due to no internal strifes for a while;
and mistakenlly i added TWICE adm skill , just noticed ;)
 
beregic said:
the monarch is more "positive" = more likelly to free some serves ( should somwhow introduce freeing convicts too) ;tax in capital increases becouse he commits more projects to reflect his legacy; his positive thinking reflects in increased well thought decisions; the cavalery is the boy's personal guard; the relam is more stable against revolts due to no internal strifes for a while;
and mistakenlly i added TWICE adm skill , just noticed ;)


No free troops is a maxim around here: if you want troops, build them. And troops for the ai are an economic burden if they are not at war. Likewise building projects. Sorry, I don't think any of these things are justifiable, except RR and stability. His birth just reflects a sense of hope and stability in the realm.
 
beregic said:
# Unexpected Invention
#########################################################################

event = {
id = 800081
trigger = {
domestic = { type = innovative value = 7 }
infra = 3
}
random = yes
name = "EVENTNAME27"
desc = "EVENTHIST27"
style = 0

action_a = {
name = "Support this invention!"
command = { type = provincetax which = -1 value = 1 }
command = { type = gainmanufactory which = -1 value = -1 }
command = { type = domestic which = serfdom value = 1 }
command = { type = ADM which = 2 value = 24 }
}
action_b = {
name = "Private backers can support this"
command = { type = infra value = 500 }
command = { type = provincetax which = -1 value = 1 }
command = { type = domestic which = serfdom value = -1 }
command = { type = domestic which = CENTRALIZATION value = -1 }
command = { type = ADM which = -2 value = 24 }
}
}


A serfdom shift because of an invention? I think you might be think of industrialization, which doesn't happen in the EU2 timeframe. There are no 'industries' at this time and no mechanization. I actually think that the title for this event is misleading. It ought to be titled something more like "A Heritage of Quality" and the description lets you know that the local guilds and craftsmen have developed to a point where their goods are of the highest quality and the facilities ensure that the province has become a centre for production and apprenticeships."
 
beregic said:
# Conversion of Heretics
#########################################################################

event = {
id = 800087
random = yes
trigger = {
NOT = { flag = player_run }
}
name = "EVENTNAME7"
desc = "EVENTHIST7"

action_a = {
name = "OK"
command = { type = conversion which = -1 }
command = { type = badboy value = 1 }
command = { type = provincetax which = -1 value = -1 }
command = { type = domestic which = SERFDOM value = 1 }
command = { type = ADM which = -4 value = 12 }
command = { type = MIL which = 4 value = 12 }
}
}


This is an ai-only event, so I am less keen for the negative things. BUT, if we make this version a player-only, then good idea.
Code:
event = {
	id = 800088
	trigger = {
		NOT = { domestic = { type = INNOVATIVE value = 3 } }
	}
	random = yes
	name = "EVENTNAME7"
	desc = "EVENTHIST7"

	action_a = {
		name = "OK"
		command = { type = conversion which = -1 }
                command = { type = badboy value = 1 }
                command = { type = ADM which = -1 value = 12 }
                command = { type = ADM which = -1 value = 24 }
                command = { type = ADM which = -1 value = 48 }
		command = { type = missionaries value = -1 }
		command = { type = colonist value = 2 }
	}
}
 
MattyG said:
A serfdom shift because of an invention? I think you might be think of industrialization, which doesn't happen in the EU2 timeframe. There are no 'industries' at this time and no mechanization. I actually think that the title for this event is misleading. It ought to be titled something more like "A Heritage of Quality" and the description lets you know that the local guilds and craftsmen have developed to a point where their goods are of the highest quality and the facilities ensure that the province has become a centre for production and apprenticeships."

matty i also try to keep in mind what balance in slider shifting the mod needs; this is just an example i can fast think of:
-there are presentlly onlly DECREASING serfdom random events that DO ACTUALLY TRIGGER while in game; even playing with LOW serfdom i never get increase events ( if they DO exists).so;while must have a logical frame of events; there has to be aso a "balance " of choices; so when i run on something that i can logically justify it i imiditelly tie it to the choice-value and implemnt it. so in THIS EVENT i can justify the serfdom becouse the rulling class MUST get people working = TIE them to the land at least until the project is compleated even if it is , like you say, simply developing goods of higher quality...ieven if the crafts man were generally "free men" they were needing unskilled LABOUR ;)
 
beregic said:
# Rush of Merchants
#########################################################################

event = {
id = 800195
random = yes
name = "EVENTNAME28"
desc = "EVENTHIST28"
style = 0

action_a = {
name = "OK"
command = { type = merchants value = 6 }
command = { type = domestic which = aristocracy value = -1 }
command = { type = stability value = -1 }
command = { type = TRADE value = 250 }
command = { type = naval value = 100 }
}
}

I don't think this event ought to shift the DP slider, but rather be dependent on it. And I see no reason for a stability hit.

event = {
id = 800195
random = yes
trigger = {
NOT = { domestic = { type = aristocracy value = 7 } }
NOT = { domestic = { type = mercantilism value = 7 } }
trade = 3
}
name = "EVENTNAME28"
desc = "EVENTHIST28"
style = 0

action_a = {
name = "OK"
command = { type = merchants value = 6 }
command = { type = stability value = -1 }
command = { type = TRADE value = 200 }
command = { type = naval value = 200 }
}
}
 
MattyG said:
This is an ai-only event, so I am less keen for the negative things. BUT, if we make this version a player-only, then good idea.
Code:
event = {
	id = 800088
	trigger = {
		NOT = { domestic = { type = INNOVATIVE value = 3 } }
	}
	random = yes
	name = "EVENTNAME7"
	desc = "EVENTHIST7"

	action_a = {
		name = "OK"
		command = { type = conversion which = -1 }
                command = { type = badboy value = 1 }
                command = { type = ADM which = -1 value = 12 }
                command = { type = ADM which = -1 value = 24 }
                command = { type = ADM which = -1 value = 48 }
		command = { type = missionaries value = -1 }
		command = { type = colonist value = 2 }
	}
}

now i am lost at the colonists options...why?
-also having tax provinces decrease adds to the value of home destroyed in names of faith at cost of production...
 
beregic said:
# Sufi Poets Idea, text, and effects by Blade! Scripted by Korath
#############################################################

event = {
id = 800217
trigger = {
religion = sunni
continent = asia
domestic = { type = innovative value = 7 }
}
random = yes
name = "Sufi Poets"
desc = "An esoteric and mystic branch of Islam, Sufism, flourished upon contact with the Hindus and continued to spread the name of Islam in a peaceful manner to the east. It emphasized synthesis of values, and was renowned for its poetry, including the retelling of Hindu stories. Muslim courts embracing Sufism became centers of learning and the arts."

action_a = {
name = "Let them laze about elsewhere"
command = { type = vp value = -5 }
command = { type = provincetax which = -2 value = -1 }
command = { type = domestic which = centralization value = 1 }
}
action_b = {
name = "Support Sufi Mystics"
command = { type = treasury value = -100 }
command = { type = trade value = 100 }
command = { type = conversion which = -1 }
command = { type = trade value = 75 }
command = { type = domestic which = innovative value = 1 }
command = { type = provincetax which = -2 value = 1 }
command = { type = badboy value = -1 }
}
}

I certainly don't like the cheap centralization gain of action a. Centro is so valuable and this gives it away cheaply and for no reason. But I like action bs addition of badboy -1. However, the inno slider change ... what happens if this event happens 5 times in 20 years (becuase of all the places you have conquered.) Inno +5? Central +5? Too much.
 
;)
MattyG said:
I certainly don't like the cheap centralization gain of action a. Centro is so valuable and this gives it away cheaply and for no reason. But I like action bs addition of badboy -1. However, the inno slider change ... what happens if this event happens 5 times in 20 years (becuase of all the places you have conquered.) Inno +5? Central +5? Too much.
'
this event triggers VERY RARELLY, trust me on this one :rofl:
in the past 20 or so national tests as muslims MAYBE i got it 3 times in 20*4 00 years ;)

the trigger conditions must be "out of touch"...i would say here

and btw there are many more evnts as such i ca literally name you wich ones are VERY predominant and wich i ONLY see in this "event file" :rolleyes:
 
beregic said:
matty i also try to keep in mind what balance in slider shifting the mod needs; this is just an example i can fast think of:
-there are presentlly onlly DECREASING serfdom random events that DO ACTUALLY TRIGGER while in game; even playing with LOW serfdom i never get increase events ( if they DO exists).so;while must have a logical frame of events; there has to be aso a "balance " of choices; so when i run on something that i can logically justify it i imiditelly tie it to the choice-value and implemnt it. so in THIS EVENT i can justify the serfdom becouse the rulling class MUST get people working = TIE them to the land at least until the project is compleated even if it is , like you say, simply developing goods of higher quality...ieven if the crafts man were generally "free men" they were needing unskilled LABOUR ;)

Yes, so I think that this event needs to lower sefdom, because the development of larger production and greater skills does not happen where men are in bondage. Ot to only occur where there is lower serfdom.

Serfdom +1 exists in Unhappiness Among the Peasantry. It also is a reflection of the broad trend away from serfdom during this period, not toward it.

The thing about DP shifts is that the ai doesn't know how to deal with them. If never changes DP sliders, except by event, so if it gets a lot of events that raise Inno early, it is shafted if it is a colonizer.