Trying to better understand event modding.
This is my idea: to have more monarch power for the mid-to-late game by having an event grant it to you based on how you've developed your empire. But the code isn't working:
This is a stripped-down version of the whole thing that I wrote, which you can see below if you feel like it. Not sure why it isn't running. But I'm new at this, so maybe you can enlighten me.
:- )
This is my idea: to have more monarch power for the mid-to-late game by having an event grant it to you based on how you've developed your empire. But the code isn't working:
Code:
namespace = more mana
more_mana.2 = {
type = country_event
hidden = yes
trigger = {
monthly_country_pulse
}
immediate = {
every_country = {
add_military_power = 20
add_civic_power = 20
add_oratory_power = 20
add_religious_power = 20
}
}
}
This is a stripped-down version of the whole thing that I wrote, which you can see below if you feel like it. Not sure why it isn't running. But I'm new at this, so maybe you can enlighten me.
:- )
Code:
namespace = more mana
more_mana.1 = {
type = country_event
hidden = yes
trigger = {
monthly_country_pulse
}
immediate = {
every_country = {
limit = { #player countries and adjacent AI countries only
AND = {
OR = {
is_ai = no
any_neighbor_country = {
is_ai = no
}
}
stability > 0
has_civil_war = no
is_subject = no
}
}
every_owned_province = { # add military power
limit = {
AND = {
AND = {
has_building = military_building
num_of_freemen >= 10
freemen_happiness >= 50
}
NOR = {
has_siege = yes
province_unrest >= 10
any_unit_in_province = {
in_combat = yes
}
}
}
}
random_number = { 0 1 }
add_military_power = random_number
}
every_owned_province = { # add oratory power
limit = {
AND = {
AND = {
has_building = commerce_building
num_of_citizen >= 10
citizen_happiness >= 50
}
NOR = {
has_siege = yes
province_unrest >= 10
any_unit_in_province = {
in_combat = yes
}
}
}
}
random_number = { 0 1 }
add_oratory_power = random_number
}
every_owned_province = { # add civic power
limit = {
AND = {
AND = {
has_building = population_building
num_of_slaves >= 10
slaves_happiness >= 50
}
NOR = {
has_siege = yes
province_unrest >= 10
any_unit_in_province = {
in_combat = yes
}
}
}
}
random_number = { 0 1 }
add_civic_power = random_number
}
every_owned_province = { # add religious power
limit = {
AND = {
AND = {
total_population >= 20
dominant_province_religion = {
religion = {
owner
}
}
}
NOR = {
has_siege = yes
province_unrest >= 10
any_unit_in_province = {
in_combat = yes
}
}
}
}
random_number = { 0 1 }
add_religious_power = random_number
}
}
}
}