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unmerged(34863)

Lt. General
Oct 1, 2004
1.225
0
After playing EU3 for several days, I got very impressed by new game concepts, new ideas, but also very very tired of the new graphics, that from my point of view is much worse than classical 2D map of EU2.

Because of that, I would like to use some of the ideas of EU3 to make a new mod for EU2.

This mod would also have different government types, national ideas, and try to simulate court advisors through a complex system of events.

Furthermore, the game would not contain any historic event related to particular countries (except some global events). All the events should be random, and heavily depend on your type of government.

If somebody would like to participate, please come in.

Igor
 
So, the first idea that I got was to replace all the rulers (for all the countries) by more generic types of governments. There are 13 governments, as in EU3, and they are given as one active and 12 dormant "monarch" (dynasties). Each one has a time span from 1418 to 1821, but the game starts with the basic form of Despotic Monarchy. Later on, the government would change, if some conditions are met (like infra level and stability).

So, each country has 13 "monarchs". The ID of a "monarch" goes from XXX01 for Despotic Monarchy to XXX13 for Bureaucratic Despotism. XXX part refers to a country (as each one should have independent rulers). XXX goes from 001 to 199, as the limit for monarch id is 20000 (so that the Max ID is 19913). But, as there are more than 199 countries, for the rest I will use again XXX from 001, but change the government codes from 01-13 to 51-63.

In that way, each country will have 13 large classes of random events, characteristic to various forms of government.

Here is the monarch file for Polotsk (POK). As POK was the first monarch file in my EU2.1.09 version, I assigned rullers from 00101 to 00113 to it. Here you can see my proposal for DIP-ADM-MIL values for each type of government:




#Polotsk#

historicalmonarch = {
id = { type = 6 id = 00101 }
name = "Despotic Monarchy"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 1
ADM = 1
MIL = 2
dormant = no
}

historicalmonarch = {
id = { type = 6 id = 00102 }
name = "Noble Republic"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 2
ADM = 1
MIL = 1
dormant = yes
}

historicalmonarch = {
id = { type = 6 id = 00103 }
name = "Feudal Monarchy"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 1
ADM = 1
MIL = 2
dormant = yes
}

historicalmonarch = {
id = { type = 6 id = 00104 }
name = "Merchant Republic"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 2
ADM = 3
MIL = 1
dormant = yes
}

historicalmonarch = {
id = { type = 6 id = 00105 }
name = "Theocracy"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 2
ADM = 2
MIL = 2
dormant = yes
}

historicalmonarch = {
id = { type = 6 id = 00106 }
name = "Administrative Monarchy"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 2
ADM = 5
MIL = 3
dormant = yes
}


historicalmonarch = {
id = { type = 6 id = 00107 }
name = "Administrative Republic"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 3
ADM = 5
MIL = 2
dormant = yes
}

historicalmonarch = {
id = { type = 6 id = 00108 }
name = "Absolute Monarchy"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 4
ADM = 4
MIL = 7
dormant = yes
}


historicalmonarch = {
id = { type = 6 id = 00109 }
name = "Republican dictatorship"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 1
ADM = 6
MIL = 7
dormant = yes
}

historicalmonarch = {
id = { type = 6 id = 00110 }
name = "Constitutional Monarchy"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 5
ADM = 5
MIL = 6
dormant = yes
}


historicalmonarch = {
id = { type = 6 id = 00111 }
name = "Constitutional Republic"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 5
ADM = 6
MIL = 5
dormant = yes
}

historicalmonarch = {
id = { type = 6 id = 00112 }
name = "Enlightened Absolutism"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 3
ADM = 6
MIL = 7
dormant = yes
}

historicalmonarch = {
id = { type = 6 id = 00113 }
name = "Bureaucratic Despotism"
startdate = {
year = 1418
}
deathdate = {
year = 1821
}
DIP = 3
ADM = 8
MIL = 6
dormant = yes
}
 
changes of governments

A change from one type of government to another would appear as a random event. I think, in order simulate a blind destiny, those changes should not be influenced by the player. If the conditions are met, a random event would appear (or perhaps not, depends how lucky you are), and your government will be spontaneously changed (like changing from one dynasty line to another, using commands sleepmonarch and wakemonarch). Necessary conditions would be: low stability and infra level. Of course, if you have one type of government, the revolution would lead only to some other particular forms (following the scheme of EU3).

Example:

at the moment, your monarch is:

Administrative Republic (infra 2), with DIP=3, ADM=5 and MIL=2.

You somehow entered that form when your infra was 2. However, now your infra is already 4 and you have several possibilities. If your stability is low (-1, -2, or -3), one of revolution random events could trigger, leading to:

Republican Dictatorship (infra 3) - accompanied with loosing 1 stability point more

Constitutional Republic (infra 4) - loosing 1 stab

Merchant Republic (infra 1) - loosing 1 stab + increased revolt risk

Noble Republic (infra 1) - loosing 1 stab + increased revolt risk

or Administrative Monarchy (infra 2) - loosing 1 stab + increased revolt risk

however, having just infra 4, at the moment a random event leading to Bureaucratic Despotism (infra 5) would not apper.

Furthermore, we could tune the probabilities of appearance of those random events by simply making several copies of them (and in each one putting additional condition related to infra level). In that way, if for example you have already infra 4, it could be made that probability to go back to Noble Republic is much less than to go forward to Constitutional Republic.

The most important point would be: keep your stability high, otherwise you could end up with a government that you do not like.
 
National ideas

Concerning national ides, they should be based on some crazy condition that can always be checked, but does not influence the game a lot (at leat most of the time). It could be managed that when you choose one national idea, you get a core on some very remote province, somewhere in Australia, for example. Later on, random events related to that national idea could check if you have a corresponding core or not, and trigger acordingly.

There are 16 provinces in Australia. We could take 15 of them, and divide into 5 groups (classes of ideas), each one with 3 different ideas. A player could choose all together 5 different ideas, 1 from each group. Choosing one from a particular group, a random event for choosing yet another one from the same group would never again appear for that player.
 
national ideas continued

It could be made that 6 national ideas are allow - let say out of 18. Event(s) asking you to choose national ideas would not be random, but appear just once each time the next infra level is reached.

Ideas could be:

1) Naval
1.1. Gran Navy - random events giving you free naval units
1.2. Sea Hawk - free naval investment
1.3. Shipyard - free shipyards

2) Land
2.1. Gran Army - free land units
2.2. Millitary Drill - free land investment
2.3. National Recruitment - free man power

3) Exploration
3.1. Sea Rutes - free explolrer
3.2. Quest for new land - free conquistador
3.3. Colonial Venture - free colonists

these events would be the only sourse of explorers and conquistadors, until higher military tech are reached

4) State Business
4.1. National Bank - inflation reduction events
4.2. Bureaucracy - free infra investment
4.3. Great Steward - tax income increase events

5) Trade and Diplomacy
5.1. Merchant Adventures - free merchants
5.2. Cabinet - free diplomats
5.3. Rise of National Trade Centers - free trade investment

6) Culture
6.1. Deus Vult - free defender of faith
6.2. Divine Supremacy - free missionaries
6.3. Patron of Arts - decreased revolt risk + free victory points
 
instead of infra level, you could tie goverment type to sliders. that way a player could exercise some control of future government type.

also makes more sense that a naval/free trade/etc country would be more likely to get a mercantile republic than a despostic monarchy
 
TheLoneTaco said:
instead of infra level, you could tie goverment type to sliders. that way a player could exercise some control of future government type.

also makes more sense that a naval/free trade/etc country would be more likely to get a mercantile republic than a despostic monarchy

I was thinking about that option, but then I could not change govenment form and sliders independently as it is done in EU3
 
events for changing the government

Here are the events for France (instead of xxx=001 for Polotsk, all monarchs ids start with xxx=007).

The events are for revolutions away from despotic monarchy. Some of the events are doubled to increase a probability for a prefered path:


#FRA - country code xxx = 007

# 1 - despotic monarchy : 11 events from xxx000000 to xxx000010

# despotic monarchy to administrative monarchy

#basic

event = {
id = 7000000
trigger = {
monarch = 00701
infra = 2
trade = 1
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: ADMINISTRATIVE MONARCHY"
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00706 }
command = { type = stability value = -1 }
}
}

#increasing probability - 1


event = {
id = 7000001
trigger = {
monarch = 00701
infra = 3
trade = 1
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: ADMINISTRATIVE MONARCHY"
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00706 }
command = { type = stability value = -1 }
}
}



#increasing probability - 2


event = {
id = 7000002
trigger = {
monarch = 00701
infra = 3
trade = 2
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: ADMINISTRATIVE MONARCHY"
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00706 }
command = { type = stability value = -1 }
}
}


# despotic monarchy to absolute monarchy

#basic

event = {
id = 7000003
trigger = {
monarch = 00701
infra = 3
trade = 1
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: ABSOLUTE MONARCHY"
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00708 }
command = { type = stability value = -1 }
}
}

# increasing probability - 1

event = {
id = 7000004
trigger = {
monarch = 00701
infra = 3
trade = 2
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: ABSOLUTE MONARCHY"
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00708 }
command = { type = stability value = -1 }
}
}


# despotic monarchy to enlightened despotism

#basic

event = {
id = 7000005
trigger = {
monarch = 00701
infra = 5
trade = 2
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: ENLIGHTENED DESPOTISM."
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00712 }
command = { type = stability value = -2 }
}
}



# despotic monarchy to constitutional monarchy

#basic

event = {
id = 7000006
trigger = {
monarch = 00701
infra = 4
trade = 2
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: CONSTITUTIONAL MONARCHY."
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00710 }
command = { type = stability value = -2 }
}
}




# despotic monarchy to theocracy

#basic

event = {
id = 7000007
trigger = {
monarch = 00701
infra = 0
trade = 0
NOT = { stability = -1 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: THEOCRACY."
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "Deus Vult !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00705 }
command = { type = stability value = -2 }
command = { type = revoltrisk which = 36 value = -3 }
}
}




# despotic monarchy to feudal monarchy

#basic

event = {
id = 7000008
trigger = {
monarch = 00701
infra = 0
trade = 0
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: FEUDAL MONARCHY."
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00703 }
command = { type = stability value = -2 }
command = { type = revoltrisk which = 12 value = -1 }
}
}

#increased probability

event = {
id = 7000009
trigger = {
monarch = 00701
infra = 1
trade = 0
NOT = { stability = 0 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: FEUDAL MONARCHY."
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live the King !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00703 }
command = { type = stability value = -2 }
command = { type = revoltrisk which = 12 value = -1 }
}
}


# despotic monarchy to noble republic

#basic

event = {
id = 7000010
trigger = {
monarch = 00701
infra = 1
trade = 0
NOT = { stability = -1 }
}
random = yes
country = FRA
name = "Change of the Government"
desc = "Unstable political situation in the country provoked a change of the government. A new form is instituted: NOBLE REPUBLIC."
style = 2

date = { day = 1 month = january year = 1418 }
offset = 10
deathdate = { day = 1 month = january year = 1821 }

action_a = { # Curses!
name = "The King is dead. Long live Republic !"
command = { type = sleepmonarch which = 00701 }
command = { type = wakemonarch which = 00703 }
command = { type = stability value = -2 }
command = { type = revoltrisk which = 24 value = -2 }
}
}

################################################
 
National Ideas

Here is the system of ideas. There are 6 classes of ideas, and 3 different ideas within each class. Altogether 18 ideas. A player could get no more than 6 ideas.

"Getting idea" actually means getting a core over one remote province (in Australia, Alaska or Kamtchatka). Other random events (related to specific ideas) would in their trigger conditions check if a player has a core over a specific province or not, and performe commands characteristic for a particular idea.

How many ideas does a player have is checked by another set of 6 control (remote) provinces. Having cores for all 6 control provinces, a player would never again receive events for national ideas.

The system of ideas consists of 108 random events (6 classes X 3 ideas X 6 controls).

Probabilities of those events are: 85% + 15% for ideas, so I hope that AI would sometimes also choose some ideas.





##################
# National Ideas #
##################

#Naval Ideas#

# control province 813

event = {
id = 100001
trigger = {
NOT = { core = { province = 813 data = -1 } }
NOT = { core = { province = 725 data = -1 } }
atwar = no
stability = 2
infra = 1
}
random = yes
name = "Naval ideas."
desc = "Gran Navy."
style = 1
date = { day = 1 month = october year = 1418 }
offset = 10
deathdate = { day = 1 month = may year = 1820 }

action_a ={
name = "We are too busy at the moment !"
command = { }
}
action_b ={
name = "Gran Navy"
command = { type = addcore which = 813 }
command = { type = addcore which = 725 }
command = { type = stability value = -1 }
}
action_c ={
name = "Gran Navy"
command = { type = addcore which = 813 }
command = { type = addcore which = 725 }
command = { type = stability value = -1 }
}
action_d ={
name = "Gran Navy"
command = { type = addcore which = 813 }
command = { type = addcore which = 725 }
command = { type = stability value = -1 }
}
}


event = {
id = 100002
trigger = {
NOT = { core = { province = 813 data = -1 } }
NOT = { core = { province = 726 data = -1 } }
atwar = no
stability = 2
infra = 1
}
random = yes
name = "Naval ideas."
desc = "Sea Hawk."
style = 1
date = { day = 1 month = october year = 1418 }
offset = 10
deathdate = { day = 1 month = may year = 1820 }

action_a ={
name = "We are too busy at the moment !"
command = { }
}
action_b ={
name = "Sea Hawk"
command = { type = addcore which = 813 }
command = { type = addcore which = 726 }
command = { type = stability value = -1 }
}
action_c ={
name = "Sea Hawk"
command = { type = addcore which = 813 }
command = { type = addcore which = 726 }
command = { type = stability value = -1 }
}
action_d ={
name = "Sea Hawk"
command = { type = addcore which = 813 }
command = { type = addcore which = 726 }
command = { type = stability value = -1 }
}
}


event = {
id = 100003
trigger = {
NOT = { core = { province = 813 data = -1 } }
NOT = { core = { province = 723 data = -1 } }
atwar = no
stability = 2
infra = 1
}
random = yes
name = "Naval ideas."
desc = "Shipyard."
style = 1
date = { day = 1 month = october year = 1418 }
offset = 10
deathdate = { day = 1 month = may year = 1820 }

action_a ={
name = "We are too busy at the moment !"
command = { }
}
action_b ={
name = "Shipyard"
command = { type = addcore which = 813 }
command = { type = addcore which = 723 }
command = { type = stability value = -1 }
}
action_c ={
name = "Shipyard"
command = { type = addcore which = 813 }
command = { type = addcore which = 723 }
command = { type = stability value = -1 }
}
action_d ={
name = "Shipyard"
command = { type = addcore which = 813 }
command = { type = addcore which = 723 }
command = { type = stability value = -1 }
}
}

#---------------------------
 
Pay a special attention to their behaver during the switching of AI files, whether the flags from old AI file are removed or kept, and whether the flags defined in new AI file overwrite already defined flags from the old AI file.

Heh, that's what I'd like to know too. :eek:o