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Solmyr

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Mar 12, 2001
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Below are some events for traits to be acquired during a ruler's life. Especially some of these traits are rather neglected in existing events, so this is a good way to have a possibility of them being added. I've used the age<40 condition because older rulers will likely have their personalities already well-established and won't need new traits.

EDIT: see updated versions of events for 1.03b below.
 
Last edited:
Like the ideas but Id also like to see a bit more grey rather than black/white answers. Also some other 'effects' to choices other than just a trait eg giving an honest answer might give a good trait but have a chance of giving + or - a small amount of prestige (like an honest answer about your anscestors might be a good thing if your anscestor were noble or a bad thing if they werent, or a lie might give you a little prestige if its believed). As they stand now the moral viewpoints are just to stark which doesnt really give a realistic or interesting choice. And dont forget making a moral choice might have negative outcomes ... create dilemas not clear choices ;)

All just IMHO of course.

Myros
 
How about in the modest vs proud event:
Modest: + Piety, - Prestige
Proud: + Prestige, - Piety
Make the prestige change greater than the piety change for balance.
50/25 or 50/30 maybe?
 
How about assigning ai_chance values, so the ai doesn't automatically pick choice (a) almost all the time?
 
I agree with CN. Your pretty much just giving away free traits without actualy making the user do anything for them.

Generous? It would be if it requires the user to give 100 hard earned gold to a worthy cause for just the chance of getting the trait.

Just? Maybe make the user choose to execute a vassal or even a son for an uncovered plot ... how "just" will the user be if they need to make a choice with real consequences rather than just "click a button ..woot I got a trait."

If your handing out traits at least make the user earn them ;)

Myros
 
Your "ai chance" need fixing - it should add up to 100%. ie a = 30 b = 40 c=30

With a slight weighting on which one you think the ai should be more likely to choose if needed.

Myros
 
Myros said:
Your "ai chance" need fixing - it should add up to 100%. ie a = 30 b = 40 c=30

With a slight weighting on which one you think the ai should be more likely to choose if needed.

Myros
Well, you'd think that it should add up to 100, and evidently whoever wrote the Paradox events that use ai_chance thought that it ought to add up to 100, but I did extensive testing last week (see thread BUG: ai_chance in the bug forum) and determined that it needs to add up to 9, with a 10% chance for each point of ai_chance and a 10% bonus for action_a. The way Solmyr has written them, with a=2, b=3, and c=4 will give a 30/30/40% split.
 
Oh, I'm sure it is a bug, especially since Cat Lord moved the thread to the bug forum after it started out here. Nevertheless, at least until Johan gets around to fixing it (if he ever does), that is the way ai_chance works in CK.
 
Are you saying all the current events that come with the game are broken? Looking through all the events files they are all written with the % style ai_chance (ie 30/40/30 type thing) rather than your method. From what Ive seen in game the AI seems to choose these along roughly the right random weight. Where did you get your information from to use single digit numbers?

Myros
 
Myros said:
Are you saying all the current events that come with the game are broken?

From my experiments, I'd have to say yes.

Looking through all the events files they are all written with the % style ai_chance (ie 30/40/30 type thing) rather than your method. From what Ive seen in game the AI seems to choose these along roughly the right random weight.

Really? How many people with the martial_education or ecclesiastical_education traits have you seen? I searched a save file from over a century into the game, and the only one I found with either that wasn't in my court was a pregenerated character who died before completing her ecclesiastical education.

Where did you get your information from to use single digit numbers?
I wrote a set of events, a master with low MTTH that triggered for vassals and triggered one of several others for their liege, depending on which action they chose, then played a kingdom with a large number of vassals for several months and then exited and searched the history.txt file for how many of each of the secondary events were triggered for me. I then repeated with a different set of ai_chance for the master event actions. Details are in the aforementioned BUG: ai_chance thread in the bug forum.
 
Myros said:
Generous? It would be if it requires the user to give 100 hard earned gold to a worthy cause for just the chance of getting the trait.

Just? Maybe make the user choose to execute a vassal or even a son for an uncovered plot ... how "just" will the user be if they need to make a choice with real consequences rather than just "click a button ..woot I got a trait."

If your handing out traits at least make the user earn them ;)

Myros

for the first one, I think it should be even more money... and for the second one... there should be a small possibility that you would get the trait "Kinslayer" if it is a son.

M
 
Ah looks like you may have something there Richvh. I took a look over a recent save file and found almost no eductations other than court except in "country cousins" who are spawned with it. Dam, talk about a major bug no wonder the AI courts suck so bad. How the hell did this game get through ANY kind of basic beta testing in its current state.

Myros
 
I'm worried about the MTTH. Your events all use months = 800, given that 40 years = 480 months, you are likely to get every 2nd event of these triggering on each person. Maybe double or tripple it.

Maybe there should be a varient of the "herald asks about your ancestors" event for bastards to get.

ps. Is something wrong with using years = ??, rather than months = ??*12. It's easier to see how often an event like this will trigger if you use years.
 
Here are these events updated for 1.03b:

Code:
character_event = {
	id = 20036
	picture = "event_intrigue"
	name = "Your judgment is required in a legal case"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = just }
		}
		condition = {
			type = not
			value = { type = trait value = arbitrary }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Rule justly
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = honest }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = just }
		}
		effect = { type = loyalty for = random_courtier value = -1 }
	}
	action_b = { # Favor your friends
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = selfish }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = suspicious }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = arbitrary }
		}
		effect = { type = loyalty for = random_vassal value = -0.2 }
		effect = { type = loyalty for = worst_vassal value = -0.2 }
	}
	action_c = { # Maintain a middle ground
		ai_chance = 40
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = wise }
				factor = 1.2
			}
			#end AI modifier block
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20037
	picture = "event_intrigue"
	name = "Pass judgment on a criminal"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = cruel }
		}
		condition = {
			type = not
			value = { type = trait value = merciful }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Punish them harshly
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = just }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = vengeful }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = cruel }
		}
		effect = { type = death value = random_courtier }
	}
	action_b = { # Let them  get off scot-free
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = forgiving }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = generous }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = merciful }
		}
		effect = { type = loyalty for = random_vassal value = -0.2 }
		effect = { type = loyalty for = best_vassal value = -0.2 }
	}
	action_c = { # Punish them fairly
		ai_chance = 40
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20038
	picture = "event_intrigue"
	name = "Heralds ask about your ancestry"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = deceitful }
		}
		condition = {
			type = not
			value = { type = trait value = honest }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Make things up in your favor
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = selfish }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = deceitful }
		}
		effect = { type = prestige scale = 0.5 }
		effect = { type = piety scale = -1 }
	}
	action_b = { # Answer honestly
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = just }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = modest }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = honest }
		}
		effect = { type = prestige scale = -0.5 }
		effect = { type = piety scale = 1 }
	}
	action_c = { # Give a neutral answer
		ai_chance = 40
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20039
	picture = "event_intrigue"
	name = "Manage the realm"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = energetic }
		}
		condition = {
			type = not
			value = { type = trait value = lazy }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Take an active hand in governing
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = selfish }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = wise }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = energetic }
		}
		effect = { type = prestige scale = 0.5 }
		effect = { type = fertility value = -1 }
	}
	action_b = { # Let others handle things
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = trusting }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = modest }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = lazy }
		}
		effect = { type = prestige scale = -0.5 }
		effect = { type = fertility value = 1 }
	}
	action_c = { # Do as much as is needed
		ai_chance = 40
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20040
	picture = "event_intrigue"
	name = "Punish the kinsmen of disloyal lords"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = forgiving }
		}
		condition = {
			type = not
			value = { type = trait value = vengeful }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Execute their relatives!
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = cruel }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = vengeful }
		}
		effect = { type = loyalty for = worst_vassal value = -0.2 }
		effect = { type = death value = random_courtier }
		effect = { type = prestige scale = 0.5 }
	}
	action_b = { # Grant them pardon
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = just }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = merciful }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = forgiving }
		}
		effect = { type = loyalty for = worst_vassal value = 0.2 }
		effect = { type = prestige scale = -0.5 }
	}
	action_c = { # Send them away
		ai_chance = 40
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20041
	picture = "event_intrigue"
	name = "Aid the poor"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = generous }
		}
		condition = {
			type = not
			value = { type = trait value = selfish }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Help them as much as you can
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = just }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = merciful }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = generous }
		}
		effect = { type = gold scale = -0.25 }
		effect = { type = piety scale = 0.5 }
	}
	action_b = { # Send out the tax collectors instead
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = cruel }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = selfish }
		}
		effect = { type = gold scale = 0.25 }
		effect = { type = piety scale = -1 }
	}
	action_c = { # Let them help themselves
		ai_chance = 40
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20042
	picture = "event_intrigue"
	name = "The finer things in life"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = indulgent }
		}
		condition = {
			type = not
			value = { type = trait value = temperate }
		}
		condition = { type = gold value = 100 }
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Enjoy the finer things in life
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = proud }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = lazy }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = selfish }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = lustful }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = indulgent }
		}
		effect = { type = gold scale = -0.25 }
		effect = { type = prestige scale = 0.5 }
		effect = { type = piety scale = -1 }
		effect = { type = health value = -1 }
	}
	action_b = { # Maintain a temperate lifestyle
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = modest }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = chaste }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = temperate }
		}
		effect = { type = prestige scale = -0.5 }
		effect = { type = piety scale = 1 }
		effect = { type = health value = 1 }
	}
	action_c = { # Maintain a regular court
		ai_chance = 40
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20043
	picture = "event_intrigue"
	name = "In the company of your peers"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = modest }
		}
		condition = {
			type = not
			value = { type = trait value = proud }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Carry yourself modestly
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = chaste }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = modest }
		}
		effect = { type = prestige scale = -0.5 }
		effect = { type = piety scale = 1 }
	}
	action_b = { # Carry yourself haughtily
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = selfish }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = proud }
		}
		effect = { type = prestige scale = 0.5 }
		effect = { type = piety scale = -1 }
	}
	action_c = { # Carry yourself with dignity
		ai_chance = 40
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20044
	picture = "event_intrigue"
	name = "Dealing with matters of state"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = reckless }
		}
		condition = {
			type = not
			value = { type = trait value = wise }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Let your feelings guide you
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = trusting }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = reckless }
		}
		effect = { type = prestige scale = -0.5 }
	}
	action_b = { # Let your reason guide you
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = just }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = suspicious }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = wise }
		}
		effect = { type = piety scale = -1 }
	}
	action_c = { # Maintain a balance
		ai_chance = 40
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 20045
	picture = "event_intrigue"
	name = "Dealing with your court"

	trigger = {
		condition = { type = ruler }
		condition = {
			type = not
			value = { type = trait value = suspicious }
		}
		condition = {
			type = not
			value = { type = trait value = trusting }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = { # Trust no-one but yourself
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = arbitrary }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = deceitful }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = selfish }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = suspicious }
		}
		effect = { type = prestige scale = -0.5 }
		effect = { type = loyalty for = best_vassal value = -0.2 }
	}
	action_b = { # Trust your advisors implicitly
		ai_chance = 30
			#start AI modifier block
			modifier = { 
				condition = { type = trait value = honest }
				factor = 1.2
			}
			modifier = { 
				condition = { type = trait value = generous }
				factor = 1.2
			}
			#end AI modifier block
		effect = {
			type = random
			chance = 50
			effect = { type = add_trait value = trusting }
		}
		effect = { type = loyalty for = best_vassal value = 0.2 }
		effect = { type = loyalty for = random_vassal value = -0.2 }
	}
	action_c = { # Maintain a balanced level of trust
		ai_chance = 4
		effect = { type = prestige value = 5 }
	}
}

Code:
ACTIONNAME20036A;Rule justly;;;;;;;;;;X
ACTIONNAME20036B;Favor your friends;;;;;;;;;;X
ACTIONNAME20036C;Maintain a middle ground;;;;;;;;;;X
ACTIONNAME20037A;Punish them harshly;;;;;;;;;;X
ACTIONNAME20037B;Let them get off scot-free;;;;;;;;;;X
ACTIONNAME20037C;Punish them fairly;;;;;;;;;;X
ACTIONNAME20038A;Make things up in your favor;;;;;;;;;;X
ACTIONNAME20038B;Answer honestly;;;;;;;;;;X
ACTIONNAME20038C;Give a neutral answer;;;;;;;;;;X
ACTIONNAME20039A;Take an active hand in governing;;;;;;;;;;X
ACTIONNAME20039B;Let others handle things;;;;;;;;;;X
ACTIONNAME20039C;Do as much as is needed;;;;;;;;;;X
ACTIONNAME20040A;Execute them!;;;;;;;;;;X
ACTIONNAME20040B;Grant them pardon;;;;;;;;;;X
ACTIONNAME20040C;Exile them;;;;;;;;;;X
ACTIONNAME20041A;Help them as much as you can;;;;;;;;;;X
ACTIONNAME20041B;Send out the tax collectors instead;;;;;;;;;;X
ACTIONNAME20041C;Let them help themselves;;;;;;;;;;X
ACTIONNAME20042A;Enjoy the finer things in life;;;;;;;;;;X
ACTIONNAME20042B;Maintain a temperate lifestyle;;;;;;;;;;X
ACTIONNAME20042C;Maintain a regular court;;;;;;;;;;X
ACTIONNAME20043A;Carry yourself modestly;;;;;;;;;;X
ACTIONNAME20043B;Carry yourself haughtily;;;;;;;;;;X
ACTIONNAME20043C;Carry yourself with dignity;;;;;;;;;;X
ACTIONNAME20044A;Let your feelings guide you;;;;;;;;;;X
ACTIONNAME20044B;Let your reason guide you;;;;;;;;;;X
ACTIONNAME20044C;Maintain a balanced approach;;;;;;;;;;X
ACTIONNAME20045A;Trust no-one but yourself;;;;;;;;;;X
ACTIONNAME20045B;Trust your advisors implicitly;;;;;;;;;;X
ACTIONNAME20045C;Maintain a balanced level of trust;;;;;;;;;;X