• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DesertSnow

Colonel
52 Badges
Oct 10, 2007
1.108
16
  • Hearts of Iron II: Armageddon
  • Stellaris - Path to Destruction bundle
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • March of the Eagles
  • Magicka
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Arsenal of Democracy
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Shadowrun: Hong Kong
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
A lot of people (myself included) believe that having to fight several wars in order to annex a major power is frustrating. So far, i know three ways to settle the issue:

a. creating events that allow provinces to defect to the "controller" after several years of occupation.
b. the total conquest mod, where total occupation of a nation gives you the ability to annex it (giving massive stability hits and badboy...)
c. creating events that temporarily lower the civ rating of occupied provinces (so that they are worth less in the peace negotiations). I modified the old "looters" events to get that result and it actually improves the situation.

Today, i thought of a different approach. The implementation of a "total war" situation. When a nation at war gets pushed too far (in terms of remaining manpower, the existing armies to supply limit ratio, the gold in coffers, the percentage of territory occupied etc), then events fire that make total conquest far more difficult.

These events would be slight modifications of the "loyal troops" civil war events, allowing the rich characters to support the war effort. So, in order to completely conquer an enemy nation, you will have to face several mercenaries recruited through the accumulated wealth of the nation's characters. In other words, you will have to fight a "total war". If you manage to defeat all resistance and occupy all provinces, then you can finally annex the whole country (with no stability hit and less badboy than in the total conquest mod).

Of course, the ruler of the crippled nation will have to pay a "price" for the help of his nobles (loss of popularity, stability hits, etc).

What do you think of my idea? I can start working on it myself, but feedback from experienced modders would be greatly appreciated.
 
I think it's a great idea. If you want to avoid events spamming small, useless armies, you could do something like this:

Code:
country_event = {

	id = #

	trigger = {
		war = yes
		manpower_percentage = #
		war_exhaustion = #
		war_score = #
	
		any_character = {
			age = 16
			wealth = 20000
			prisoner = no
			any_friend = { is_ruler = yes }
			loyalty = #
		}
	}

	mean_time_to_happen = {
		months = #

			...affected by manpower, war exhaustion and war score...
	}

	title = "EVTNAME#"

	desc = "EVTDESC#"

	option = {
		name = "EVTOPTA#"
		
			...creates a sizeable army...
	}
}

And then you could have a few similar events for countries with less wealthy characters:

Code:
country_event = {

	id = #

	trigger = {
		war = yes
		manpower_percentage = #
		war_exhaustion = #
		war_score = #
	
		any_character = {
			age = 16
			wealth = 15000
			prisoner = no
			any_friend = { is_ruler = yes }
			loyalty = #
		}

		not = { any_character = {
			age = 16
			wealth = 20000
			prisoner = no
			any_friend = { is_ruler = yes }
			loyalty = #
		}
		}
	}

	mean_time_to_happen = {
		months = #

			...affected by manpower, war exhaustion and war score...
	}

	title = "EVTNAME#"

	desc = "EVTDESC#"

	option = {
		name = "EVTOPTA#"
		
			...creates a slightly smaller army...
	}
}

Just a suggestion, hope you don't mind :D