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Phi

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Jul 10, 2008
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... the game crashes sometimes.

I wrote three very similiar solutions for the problem of barbarian and rebell states, which simply secedes there provinces to there neighbors. One decision, one event and one title-event (thanks to Cheextra). For the title-event (the fastest method to get rid of a BAR-state) you have to add

Code:
title_remove_bad_states = {	
	allow = {
 		is_ruler = yes
	}

	gain_trigger = {
		country = {
			any_neighbor_country = {
				OR = {
					tag="REB"
					tag="BAR"
				}
			}
		}
	}
	
	gain_effect = {
		country = {
			any_neighbor_country = {
				limit = {
					OR = {
						tag="REB"
						tag="BAR"
					}
				}
				random_owned = {
					secede_province = THIS
				}
			}
		}
	}
	
	lose_trigger = {
		title_remove_bad_states = 1
	}
}

at the end of common/titles.txt
 

Attachments

  • remove_bad_states.txt
    586 bytes · Views: 36
  • event_remove_bad_states.txt
    583 bytes · Views: 121
would it actually be possible to create events that grant barbians states if they
- hold provinces long enough
or
- hold several provinces next to each other?

i.e. like the "setup client" diplo-option does but then not as client but as fully independent state at war with the nation they took the provinces off.

just wondering...
 
Yes, there is such an option, but only if a barbarian leader controls a province. It's already there, look at event 4004 (but you don't have this event in Imperium 1.0):
Code:
province_event = {

        id = 4004

        trigger = {
                controlled_by = BAR
                has_siege = no     
                last_control_change = 90 
        }                                

        mean_time_to_happen = {

                months = 24

                modifier = {
                        civilization_value = 90
                        factor = 1.1           
                }                              
                modifier = {                   
                        civilization_value = 80
                        factor = 1.1           
                }                              
                modifier = {                   
                        civilization_value = 70
                        factor = 1.1           
                }                              
                modifier = {                   
                        civilization_value = 60
                        factor = 1.1           
                }                              
                modifier = {                   
                        NOT = { civilization_value = 50 }
                        factor = 0.9                     
                }                                        
                modifier = {                             
                        NOT = { civilization_value = 40 }
                        factor = 0.9                     
                }                                        
                modifier = {                             
                        NOT = { civilization_value = 30 }
                        factor = 0.9                     
                }                                        
                modifier = {                             
                        NOT = { civilization_value = 20 }
                        factor = 0.9                     
                }                                        
        }                                                

        title = "EVTNAME4004"
        desc = "EVTDESC4004" 

        option = {

                name = "EVTOPTA4004"
                ruler = {           
                        popularity = -40
                }                       
                barbarian_create_client = yes
        }                                    
}

I made a small mod for myself, where barbarian states spawn everywhere through a modified variant of this event.
 
fascinating.
I'm guessing you can make those states spawn depending on provincial civ-level.