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unmerged(51416)

Dominus et Deuculus
Dec 6, 2005
1.131
0
It seems to me that it's supposed to be a rare event - but it's not. So here's my slightly modified event, just copy paste it to whatever file original event is in ;) Note, I don't have VV, so please report any problems ;)

character_event = {

id = 7515

trigger = {
has_objective = obj_become_ruler
is_primary_heir = no
wealth = 1000
prominence = 75
country = {
government = monarchy
}
}


mean_time_to_happen = {
months = 60
modifier = {
traits = ambitious
factor = 0.5
}
modifier = {
traits = content
factor = 1.5
}
modifier = {
prominence = 100
factor = 0.7
}
modifier = {
prominence = 90
factor = 0.8
}
modifier = {
prominence = 80
factor = 0.9
}
modifier = {
wealth = 10000
factor = 0.7
}
modifier = {
wealth = 5000
factor = 0.8
}
modifier = {
wealth = 2500
factor = 0.9
}
modifier = {
loyalty = 90
factor = 1.5
}
modifier = {
loyalty = 80
factor = 1.3
}
modifier = {
loyalty = 70
factor = 1.1
}
modifier = {
NOT = { loyalty = 35 }
factor = 0.9
}
modifier = {
NOT = { loyalty = 25 }
factor = 0.9
}
modifier = {
NOT = { loyalty = 15 }
factor = 0.9
}
modifier = {
from_ruler_family = no
factor = 0.5
}
}

title = "EVTNAME7515"
desc = "EVTDESC7515"

option = {
name = "EVTOPTA7515"
wealth = -25
random_list = {
30 = {
country = {
random_character = {
limit = {
is_primary_heir = yes
}
death = yes
}
}
}
20 = {
country = {
random_character = {
limit = {
is_primary_heir = yes
}
add_trait = maimed
}
}
}
20 = {
prominence = -10
loyalty = -10
popularity = -10
wealth = -500

}
30 = {
death = yes
}
}
}
}

Basic changes are increasing triggers - that one wants to be a ruler is not enought. One needs to be wealthy and important enought as well. Because of this I increased needed wealth to 1000 (original EU:R standard for "wealthy") and prominence to 75.

I also changed modifiers. If character wants to be a ruler and have means to do so, it will pursue it more often - hence decreased time with more prominence & wealth.

Finally, effects. The heirs weren't so defenceless, so the chance that something happens to ruler is decreased (75->50%); the chance that something happens to triggering character is increased to 50%, and now there's a chance that triggering character will die, too. Heir is supposed to have a lot of influence, so giving him equal chances to survive seems to be a fair deal.
 
good idea. will check it tonight. and thanks for your work.
 
ok, first impressions:

1. it works. :)
i tested it with egypt from a former savegame where all 6 children from the pharao died in their first 2 years. after installing your changes, the next 4 children (its realy a lustful man ;) ) lived longer - only two boys died in there first 10 years. but 5 good characters with the admission "become ruler" died, too.

2. so we should change the triggers.
a) the trigger with high prominence make it, that esp. good characters (because for prominence they have to hold offices, titles or being party-/clanleader and these jobs are for high-level chars) starting the event and die often.
b) the modifier "from_ruler_family = no factor = 0.5" makes it, that these chars can start attacks every 30 months (2.5 years). in my game round about 30 characters have the admission "become ruler" and so it happens, that a newborn heir have to overlive ~160 attacks bevor he will become 16 years old. 30% chance for death let him a bad chance (and let a lot of good chars died, too).

therefore, here my suggestions:
- doubling the mtth to 120 months
- remove the prominence from the triggers (but staying that in modifiers)
- reducing both deathchances to 20% and give the other both options 30%

with this changes i checked it for appr. 10 years and it works. some chars died but not most of them.

i have made these changes in the right event.txt-file and attached this for using in a fixingmod, maybe additional to the titles-fix from silktrader .
 
Last edited:
Thanks for feedback. I didn't know that there's so many characters with this mission :eek: Doubling MTTH seems to be good idea, and I'll follow it. I'll keep prominence in triggers, thou, as it doesn't make any sense for me to get rid of it. IIRC from diaries, Prominence decides how important character is; if he's not important, he won't be a king - and won't have enought support to try to assassinate heir.

To make up for increased MTTH, i decided to go more extreme on modifiers. Now disloyal, prominent characters will try to assassinate heirs. If you want to keep them, better keep them loyal ;)

BTW, how to make a character that succesfully kills heir rival to the ruler? I'm talking about "option a" in here. Anyone?

And here's the new code

character_event = {

id = 7515

trigger = {
has_objective = obj_become_ruler
is_primary_heir = no
wealth = 1000
prominence = 75
country = {
government = monarchy
}
}


mean_time_to_happen = {
months = 120
modifier = {
traits = ambitious
factor = 0.5
}
modifier = {
traits = content
factor = 1.5
}
modifier = {
prominence = 100
factor = 0.7
}
modifier = {
prominence = 90
factor = 0.8
}
modifier = {
prominence = 80
factor = 0.9
}
modifier = {
wealth = 10000
factor = 0.7
}
modifier = {
wealth = 5000
factor = 0.8
}
modifier = {
wealth = 2500
factor = 0.9
}
modifier = {
loyalty = 90
factor = 1.5
}
modifier = {
loyalty = 80
factor = 1.3
}
modifier = {
loyalty = 70
factor = 1.1
}
modifier = {
NOT = { loyalty = 35 }
factor = 0.9
}
modifier = {
NOT = { loyalty = 25 }
factor = 0.7
}
modifier = {
NOT = { loyalty = 15 }
factor = 0.5
}
modifier = {
from_ruler_family = no
factor = 0.5
}
}

title = "EVTNAME7515"
desc = "EVTDESC7515"

option = {
name = "EVTOPTA7515"
wealth = -25
random_list = {
30 = {
country = {
random_character = {
limit = {
is_primary_heir = yes
}
death = yes
}
}
}
20 = {
country = {
random_character = {
limit = {
is_primary_heir = yes
}
add_trait = maimed
}
}
}
20 = {
prominence = -10
loyalty = -10
popularity = -10
wealth = -500

}
30 = {
death = yes
}
}
}
}
 
Someone pointed out on the other thread that imprisoning characters has no effect on this event. I think adding "prisoner = no" to the trigger will stop it firing if the character is imprisoned. Alternatively add a modifier increasing the MTTH because an imprisoned character will still have supporters on the outside even if he can't personally supervise a plot.
 
At the risk of sounding stupid, where exactly am I supposed to post this event? There's like a good 50 event files in the event folder.
 
killerdude11 said:
At the risk of sounding stupid, where exactly am I supposed to post this event? There's like a good 50 event files in the event folder.
Do a text find for 7515 (the number of the event) then replace the event's entire code (everything from "character_event" to the final curly close bracket) with the modded version. (Edit: in "objective events.txt". I misread "folder" as "file" in your question. :wacko: )
 
Event further modified - added trigger "prisoner = no"; loyalty influence increased - extremely loyal subjects should restrain themselves even more, while disloyal ones should pursue their goals faster.

nachinus said:
Also, I think that this event should trigger a country event that tells the player what's happening and who is behind this.
Good idea. Could you provide me with free event id?


Also, does anyone know how to add triggering character to rivals? I don't want to create separate event just for this, I hope there's a separate command that allow this...
character_event = {

id = 7515

trigger = {
has_objective = obj_become_ruler
prisoner = no
is_primary_heir = no
wealth = 1000
prominence = 75
country = {
government = monarchy
}
}


mean_time_to_happen = {
months = 120
modifier = {
traits = ambitious
factor = 0.5
}
modifier = {
traits = content
factor = 1.5
}
modifier = {
prominence = 100
factor = 0.7
}
modifier = {
prominence = 90
factor = 0.8
}
modifier = {
prominence = 80
factor = 0.9
}
modifier = {
wealth = 10000
factor = 0.7
}
modifier = {
wealth = 5000
factor = 0.8
}
modifier = {
wealth = 2500
factor = 0.9
}
modifier = {
loyalty = 90
factor = 2.0
}
modifier = {
loyalty = 80
factor = 1.5
}
modifier = {
loyalty = 70
factor = 1.1
}
modifier = {
NOT = { loyalty = 35 }
factor = 0.75
}
modifier = {
NOT = { loyalty = 25 }
factor = 0.5
}
modifier = {
NOT = { loyalty = 15 }
factor = 0.5
}
modifier = {
from_ruler_family = no
factor = 0.5
}
}

title = "EVTNAME7515"
desc = "EVTDESC7515"

option = {
name = "EVTOPTA7515"
wealth = -25
random_list = {
30 = {
country = {
random_character = {
limit = {
is_primary_heir = yes
}
death = yes
}
}
}
20 = {
country = {
random_character = {
limit = {
is_primary_heir = yes
}
add_trait = maimed
}
}
}
20 = {
prominence = -10
loyalty = -10
popularity = -10
wealth = -500

}
30 = {
death = yes
}
}
}
}
 
checked it out and: the heirs die to fast anymore. :(

so i try some more:

1. exclude friends from this event, give rivals a mtth-bonus and lower the mtth-bonus for non-ruler-family chars:
Code:
trigger = {
		has_objective = obj_become_ruler
		is_primary_heir = no
		prisoner = no
		wealth = 1000
		prominence = 75
		NOT = {
                    any_friend = {
                        is_primary_heir = yes
                    }
                }
		country = {
			government = monarchy
		}
	}

...
		modifier = {
			from_ruler_family = no
			factor = 0.8
		}
		modifier = {
			any_rival = {
                              is_primary_heir = yes
			}
                        factor = 0.8
		}

2. i noticed, that most older women get this ambition, but cant get the job in monarchies (except women in ruler family). so i reduce the number of chars with the become_ruler ambition by exclude women from outside the ruler family. that changes i made in common/objectives.txt:
Code:
obj_become_ruler = {
	type = character
	allow = {
		is_ruler = no
		can_hold_title = title_ruler
		OR = {
		   is_female = no
		   from_ruler_family = yes
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.01
			traits = content
		}
		modifier = {
			factor = 4.0
			traits = ambitious
		}
		modifier = {
			factor = 100.0
			employer = {
				tag = BAR
			}
		}
		modifier = {
			factor = 0.25
			is_courtier = no # Is magistrate or minister
			in_command = no
		}
	}
	success = {
		is_ruler = yes
	}
	effect = {
		family_prestige = 50
		change_charisma = 1
	}
}

with the combination of both, it works relative acceptable. and a small change i added: all attacks should cost more than 25 bugs - the event starts only for chars with more than 1000. so i upper the wealth = -25 to -250. :)

btw @keraunos:
what are you thinking about to combine this fixing and the titles_fix from silktrader to a downloadable "hotfixes-mod"? i think a lot of users have problems with making these changes by there own and need such a helping hand.
and i´m afraid, we are not at the end of fixings... ;)
 
Last edited:
Sorry, but I don't have enought time to mod (nor play), as I'm quite busy IRL. As noted before, I don't even have VV... yet :p I just needed some exercise in modding, so I

And as soon as I get some time, I need to resume work on HoI2 DD WiF Gold 2, so don't expect me to start modding Rome anytime soon. However, feel free to use my coding in any of your mods ;) and if you need help/ideas, it's not too difficult to find me ;)

EDIT: BTW, since your fix include more then one file, could you attach them in here (or in any diffrent topic), so that noobs can benefit from them as well? ;)
 
I dunno if this is just a coincidence, but I was playing as Macedonia today, the first ruler was fine, none of his sons died and it looked as if this fix had... fixed.... it. Then once the heir took control (by killing his own father) he ended up having 2 sons. Well the first son died about the age of 6 (got the "maimed" trait which also seems to be a problem with the heirs), his second son then died around the age of 7, then my rulers brother got to be heir but then he died shortly after at the age of 30. So I don't know...
 
killerdude11 said:
I dunno if this is just a coincidence, but I was playing as Macedonia today, the first ruler was fine, none of his sons died and it looked as if this fix had... fixed.... it. Then once the heir took control (by killing his own father) he ended up having 2 sons. Well the first son died about the age of 6 (got the "maimed" trait which also seems to be a problem with the heirs), his second son then died around the age of 7, then my rulers brother got to be heir but then he died shortly after at the age of 30. So I don't know...

thats exactly what i´m noticed, too. so i tryed and will try some more changes for a better balance.
and i hope, tomorrow i´ll make enough checks for a working hotfix. and then i will make a hotfix-minimod so all users can use this without modding experience. :)

but for first, the actual changed files are in attachement - the objective.txt should be in the common-folder, the objective events.txt in the events-folder.
 
Last edited:
mate0815 said:
thats exactly what i´m noticed, too. so i tryed and will try some more changes for a better balance.
and i hope, tomorrow i´ll make enough checks for a working hotfix. and then i will make a hotfix-minimod so all users can use this without modding experience. :)

but for first, the actual changed files are in attachement - the objective.txt should be in the common-folder, the objective events.txt in the events-folder.
Does this fix cover the heir's sons as well after he comes into power?
 
killerdude11 said:
Does this fix cover the heir's sons as well after he comes into power?

try it out - i will check this in the next hours. ;)
 
mate0815 said:
try it out - i will check this in the next hours. ;)

Doesn't look like it worked, my heirs are still dropping like flies.
 
killerdude11 said:
Doesn't look like it worked, my heirs are still dropping like flies.

i´m afraid the changes are not savegame-compatible. in savegames all chars have there ambitions and missions yet and the changes must work with "naked" characters. in my new game it works relativ acceptable. ;)

btw: these changes are now included in the [VV] Hotfixes MiniMod v0.1