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GSACROVZ

Private
May 4, 2024
23
6
Hello Guys!

As per title, I would need to set that when some taxation law will be enacted, the modifiers should be applied only to the AI.

In my mind i imagined something like that:

VANILLA
tax_modifier_very_low = {
tax_consumption_add = 0.20
tax_land_add = 0.40
tax_income_add = 0.04
}

MOD
tax_modifier_very_low = {
if = {
limit = {
is_player = no
}
}
tax_consumption_add = 0.20
tax_land_add = 0.40
tax_income_add = 0.04
}

but unfortunately i tried different script, but are not working.
Could you help me with that?

Thanks in advance
 
Modifiers can't take conditional statements. The best you can do is add a second modifier that counters the effect of the first. (For tax levels, this would be quite a set of modifiers, since you have to account for each law and level separately)
 
The thing is that i created a mod to manage the tax level through a building, but the problem is that the AI will not consider the building to adjust its tax level, but the buttons from the budget pannel.

In an ideal situation do would be to let the AI continue to manage taxes with the vanilla laws, meanwhile the players would get 0 from the laws, but will have the new building to manage their tax level.

Do you think there is a way to get this?
 
Yes, you add a modifier to player countries that counters the effects of the tax laws
 
I'm not sure the exact structure or triggers. You'd want to have an event check for changes in tax levels then apply the correct modifier to counteract the tax effects based on law and level.

Your scripted modifiers would just need to have the exact opposites of the law modifiers.
 
i have found a similar solution: i created an event to switch at the start of the game to a new law i created appositely:

tax_dep.1 = {
type = country_event
placement = root
title = tax_dep.1.t
desc = tax_dep.1.desc
flavor = tax_dep.1.f
hidden = yes

duration = 3

event_image = {

}

trigger = {
is_player = yes
}

immediate = {
activate_law = law_type:law_tax_department_based_taxation
}

option = { #
name = tax_dep.1.a
}
}


but the problem is that the event is not triggering, why?
 
All events in Victoria 3 must be triggered by effect. You can use the global history file to fire the event for all countries at start and since the trigger checks for is_player, only humans will have it change.