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Aug 1, 2001
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I had a little bit of inspiration last night and I have put several hours of work into this so far. But I want to put it up here to get some ideas as I work on it over the next few days.

I am going to try and build an event engine to replace all country-based event triggers and replace them with condition-based triggers instead. So instead of the French Revolution always happening in France, it will happen in the country that looks the most like France did under the Old Regime. Instead of the English Civil War always happening in England, it will happen in any country that resembles England under Charles I. Random events will be expanded and triggered more precisely. Instead of everyone getting generic nobles-on-rampage events, only specific types of countries will get them.

While a more perfect system might be possible, given the limitations of the triggering mechanisms I really have to settle for DP sliders as the primary motor of the event engine. I have created four categories of "belonging". In each category, a country can only belong to ONE type; though some may be similar.

Government Systems:
High Aristocracy + High Centralization = Absolutism
Low Aristocracy + High Centralization = Divided Government
High Aristocracy + Low Centralization = Feudalism
Low Aristocracy + Low Centralization = Oligarchy

Political Philosophies:
High Innovative + Absolutism = Enlightened Absolutism (Bourbon France)
Low Innovative + Absolutism = Classical Dictatorship (Absolutist Sweden)

High Innovative + Divided Government = Parliamentarism (Post-Civil-War England)
Low Innovative + Divided Government = Military Dictatorship (English Commonwealth)

High Innovative + Feudalism = Elective Monarchy (Polish Commonwealth)
Low Innovative + Feudalism = Classical Monarchy (Habsburgs)

High Innovative + Oligarchy = Republic (Dutch Republic)
Low Innovative + Oligarchy = Military Dictatorship (Heriditary Stadholder)

Economic Philosophies:
High Mercantilism + Absolutism = Effective Mercantilism (Bourbon France)
Low Mercantilism + Absolutism = Ineffective Mercantilism (Absolutist Sweden)

High Mercantilism + Divided Government = Economic Nationalism (England with Navigation Acts)
Low Mercantilism + Divided Government = Economic Liberalism (England without Navigation Acts)

High Mercantilism + Feudalism = Guild Economy (Germany)
Low Mercantilism + Feudalism = Szlachta Economy (Polish Commonwealth)

High Mercantilism + Oligarchy = Classical Plutocracy (Dutch Republic)
Low Mercantilism + Oligarchy = Constitutional Plutocracy (United States)

Military Doctrines:
High Offensive + High Land + High Quality = France/Prussia/Sweden
High Offensive + High Land + Low Quality = Ottoman Empire/Russia

High Offensive + Low Land + High Quality = England
High Offensive + Low Land + Low Quality = ???

Low Offensive + High Land + High Quality = Austria
Low Offensive + High Land + Low Quality = Poland

Low Offensive + Low Land + High Quality = Dutch Republic
Low Offensive + Low Land + Low Quality = Venice/Portugal/Denmark

Goals of this Engine:
I will be using these to try and accomplish three primary goals.

1. Create Motivation to actually want some slider settings (high aristocracy, for example).
2. Get rid of some of the predictability of the event engine in MP.
3. Make it possible to escape some natural/deterministic limitations placed on some countries.

Example:
Right now, the Netherlands is doomed to low manpower and France is blessed with high manpower. These are just two of a multitude of advantages, but I will stick with just manpower for this example. Now, lets say that each PLAYER goes in the opposite direction of history using this engine.

The Dutch player becomes more aristocratic and centralized, but stays very innovative. They are now much more like Bourbon France than the historical Netherlands. So instead of the Dutch event file, they get events that more closely resemble that of France. They have problems with their nobility, they get events that centralize their power, boost their manpower base, gain conscription centers, and build a very powerful military.

The French player becomes less aristocratic, but stays innovative and centralized. They are now much more like England. So instead of the French event file, they get events that more closely resemble that of England. They have problems with their parliament, parliament restricts army recruitment, they gain shipyards, and build a powerful navy.

I am not so much interested in penalizing people for their DP sliders as I am for giving them benefits that the DP sliders dont give but should. Plutocratic nations should be richer, aristocratic nations should have bigger armies. Right now, only the first of those statements is true.


Potential Problems:

1. Some historical events are going to be really hard to simulate; inheritances for example.

2. Morale changes in the betas make Quantity and Defensive almost worthless until late in the game. Potential solution would be to consider anything less than 8 a low setting.

3. I am sure there are going to be more problems, I just havent encountered them yet.



Request to the MP Community: Please help me! Provide me with your ideas for new events in this vein. Do you think certain types of random events are not good and should be removed (inflation loss or mine expansion, for example)? Do you have any good ideas for a new kind of random event? Do you have a good idea for how to adopt a historical event to a trigger-based event? Do you have any ideas for tweaking my definitions or adding some new definitions? Finally, do you think this is a good direction to take events?
 
I think this is an intriguing idea ryo. I have several questions, and maybe some suggestions and what not ~ ill ask them later, but i do have a primary question:

How will a revamp of this event file be implemented. Will we just stick this in our regular EU2 file, or will a whole *new* game like empires of steal be built to reflect the changes in events?


*good luck* ~ i do like the concept :)
 
Right now I am building one massive file. This could be put in the DB\Events folder and then referenced in any scenario file. Everyone would have to have it to play MP, but it isnt that complex and we have done such things before moddir worked in MP.

Once it gets completed, I could break it up into several files and implement it in the Empires of Steel Mod.
 
It would be a hell of a lot of work to overhaul and review enitre event files, but it would most definitely be interesting. For offensive/quality I suggest 7 be low, 8 be high.
 
Well, every new production from Ryo Inc. results in more and more material that can be copy-pasted, modified, and used in something else. That makes it much easier for me to take on big projects like this, my EoS mod, and other projects simultaneously
 
Something not related to your actual idea but rather your word choice: I think you misuse the word 'engine' here. A game engine is a generíc piece of code that serves as a foundation of game specific code. An event engine hence would for this reason probably be the code for the book keeping, triggering of events. When I say code I also refer to the executable source code of the program, not the scripted .txt files that are loaded by the event engine code. EU2 can be said to use a different event engine than CK, but similar to Victoria and HoI. If someone rescripts the events in EU2 that does not imply a new event engine; the base exexutable remains the same.

In your case I would call it "event ruleset" or "event system". ;)
 
Apart from the fact that some of the titles you use seem a bit odd, the idea looks nice.

I would however think that inheritances are nigh on impossible to make in this system, unless you want to make huge amounts of events to check for countries DP's. At least, if you want to allow the possibility of different nations being annexed aswell as them being annexed by others.

If, however, you allways want Hungary to be annexed, you could probably limit it to checking Venice, Austria and Poland.

Alternative is to just have the original inheritances, but triggering only if countries have the right government. This would, however, make countries like Austria lose most of the flexibility this system seems to promote.
 
Also don't forget for tweaking that religion will be an important factor in some government types.....Absolutism woud not tolerate anything but state religion. So an absolute government with provincesof a conflicting religion within his realm would suffer a greater stab penalty....Hence the revocation of Edict of Nantes, overthrow of James II etc.
 
Sounds spectacular, and a whole and better approach to the EU2 engine. I had a ***ing dreamn about it, crazy. :D
 
Smirfy said:
Also don't forget for tweaking that religion will be an important factor in some government types.....Absolutism woud not tolerate anything but state religion. So an absolute government with provincesof a conflicting religion within his realm would suffer a greater stab penalty....Hence the revocation of Edict of Nantes, overthrow of James II etc.

I cant change the stab penalty via events
 
ryoken69 said:
You must think about EU2 even more than me, Adam. I didnt think it was possible!


Oh it is possible :D, though with EU2 I'm not sure how much you can really improve on within the engines constraints. But for the futre it is important that no slider is divorced from reality and acts in isolation.