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Side note, but I probably would have bought some sort of Undead Apocalypse DLC. Just as unfounded historically, but at least fitting for the timeframe (as many people fully expected judgement day at any moment). Sprinkle it with flavor events inspired by the Book of Revelations, and voila! perfectly good fantasy DLC/mod.
 
Typo, or is mass cannibalism a feature of these Aztecs?

"Eat" is often used colloquially to mean suffer from.


Fix #3 is unrealistic, even by Sunset Invasion standards. Even when roles were reversed, Spaniards weren't in a position to methodically slaughter on that scale. They force-converted, yes, but if you kill everyone, there's noone left to work or supply meatshields for your army. If anything that would be extra true for Aztecs. If anything, the wrong religion penalty should be bigger for the Aztecs, though perhaps some conversion events would make sense.
Which would be why I suggested a major penalty associated with it, I think working out to about -30% to everything, plus not converting the culture. Also, the Spaniards managed to do pretty well for themselves while inadvertently wiping out 90% of the Aztecs and completely obliterating their written culture on purpose.

#4 is iffy. Again, when things went the other way, few Spaniards brought wives and kids until well after the initial conquest. Much more conquest was intermarriage and/or rape of native women. No particular reason this wouldn't be true of Aztecs in America.
Yeah, but Sunset Invasion is postulating the emperor and 100K troops crossing, not five hundred soldiers under some random guy. Either they shouldn't have succession problems, representing the Aztec Emperor staying back home and appointing leaders, or at least the leadership should bring their families.

Tides of Blood is a wonderful idea. I would pay money for that, and it would provide base mechanics for the Game Of Thrones mod to actually add functional White Walkers. Though maybe we could have the Ashen Empire of Ermor in Italy for our undead content and ice giants show up in the north.
 
The Aztecs apparently don't have a cultural building or combat tactic. Their retinue is just some LI and HI with 0.3 offense each. If I haven't missed anything this means that they are going to get dominated by the natives over any reasonable amount of time. The fact of the matter is it doesn't matter how big your doomstack is if its 1)full of really bad units and 2)wont reinforce.
And I mean really really bad, the cultural tactics and buildings are fairly epic for increasing a stacks fighting power.

They do mass revocations of titles when the crown authority rises but it doesn't really help when they have such useless units.
 
Modding in a Cultural Building is easy, I've done that for my games. Not sure how much it helped, however, what with the limited sample size and all. A good number cultures actually lack a specific tactic, that's hardly unusual. German, Frankish, Occitan, Norman, Breton, English, North Germanic, Welsh, Byzantine, Arab, Altaic, Scottish, and Italian are the only ones that have one. Slavic, Magyar, Iranian, Irish, Iberian, Baltic, Saxon, Ethiopian, Mande, Nahua and Finno-Ugric all do without.
 
I'd say from the majority of the posts so far the answer would be No. Since the Aztecs are intended to offer some variety but not be a driving force to the game. All in all it does what it's intended and brings a pagan menace to ck2. All arguments aside a doomstack is a doomstack and if you've yet to fortify your costal duchies for the threat then be prepared to fall to the obsidian blade. otherwise it's buisness as usual
 
Its probably an AI problem as much as anything, they seem to run into the same issue the Mongols often do, which is battles give them a 100% warscore when they only occupy a handful of provinces, so they dont annex enough to have a support base so they then spend the rest of the game losing to rebellions to their many, many powerful foreign vassals and never threaten anyone.

Bigger Doomstacks wouldnt do it, if anything itd just increase the chance of them getting a high warscore before taking enough provinces to allow them to stick around.
 
Its probably an AI problem as much as anything, they seem to run into the same issue the Mongols often do, which is battles give them a 100% warscore when they only occupy a handful of provinces, so they dont annex enough to have a support base so they then spend the rest of the game losing to rebellions to their many, many powerful foreign vassals and never threaten anyone.

Bigger Doomstacks wouldnt do it, if anything itd just increase the chance of them getting a high warscore before taking enough provinces to allow them to stick around.

I don't know if it's a real issue. Historically the Mongols often allowed native lords to rule their lands as long as they paid tribute and recognised overlordship of the khan. And there's plenty of examples when Russian princes revolted against the Golden Horde. Unless Aztecs bring their own administration and bureaucracy overseas then they must rely to vassal lords. I'm not expert in Mesoamerican history, but I believe that Aztec Empire made other tribes and city states to pay tribute to them instead of completely annexing them. So having them to rely on to foreign vassals in Europe doesn't sound that unrealistic.
 
There is one major flaw with Sunset Invasion... its goal was to bring a Pagan threat to Western Europe. Now Western and Eastern Europe tremble!... but what about Central Europe? Have we forgotten about them?

LADIES AND GENTLEMEN: The next DLC: Tides of Blood.
The ancient vikings rise out of their crypts and graves to wreak havoc upon the Catholic heathens who have betrayed their Norse roots...


MANY new features such as:

Dead vikings spawning out of nowhere in many key Nordic areas and former homelands...
Watch in horror as the undead menace attempt to recreate a new empire of darkness...
Tremble before them as they convert Europe to the Nordic religion by the axe.


I think it sounds amazing. Now we only need a way to get Italy and all of Europe shall have a reason to fear... begin brainstorming, my friends. I must rest now.

That's like giving Erik the Heathen his own personal doomstack. There are still Norse lords (all of whom are Swedish) in the 1066 scenarios, you know... :D
 
I modded mine to arrive before holy orders are established at about +25% strength including some knights and pikeman and the pox not to hit for along time. Also all stacks they can get they do, which I might need to tweak. I might need to mod out the knights as they've just made one great doomstack which looks a bit op'd!

They usually do just fine. Currently they own all of ireland, england, scotland and are fighting norway for the North. The rebellions slow them down eventually which is useful in this setup :)

Unless a succession war is going on in their target, in which case the target and they are stuck in a never ending war with one of the successors which cannot end. (Same with the mongols and any tribal CB):

Re:
http://forum.paradoxplaza.com/forum/showthread.php?647587-Succession-Wars-Error-SI-DLC


Here is the actual event code I am using now:

Code:
###################################
#
# SUNSET INVASION
# - The Fantasy Menace
#
###################################

# Written by Henrik Fåhraeus and Henrik Eklund

namespace = SSI

# First Contact - Beads and Feathers
province_event = {
	id = SSI.1
	desc = "EVTDESC_SSI_001"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		has_dlc = "Sunset Invasion"
		year = 1070
		NOT = { year = 1400 }
		NOT = { has_global_flag = aztec_explorers }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_explorers
		set_province_flag = aztec_explorers
		activate_title = { title = e_mexikha status = yes }
		hidden_tooltip = {
			e_mexikha = {
				holder_scope = {
					narrative_event = { id = SSI.2 days = 7 }
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 720
		modifier = {
			factor = 0.5
			year = 1125
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_001"
	}
}

# Rumors of people from across the Atlantic
narrative_event = {
	id = SSI.2
	title = "EVTNAME_SSI_002"
	desc = "EVTDESC_SSI_002"
	major = yes
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	option = {
		name = "EVTOPTA_SSI_002"
	}
}

# First Landing of the Aztecs
province_event = {
	id = SSI.3
	desc = "EVTDESC_SSI_003"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1070
		NOT = { has_global_flag = aztec_arrival }
		had_province_flag = { flag = aztec_explorers days = 730 }
	}
	
	immediate = {
		set_global_flag = aztec_arrival
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.4 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 6
	}
	
	option = {
		name = "EVTOPTA_SSI_003"
	}
}

# First Landing of the Aztecs
narrative_event = {
	id = SSI.4
	title = "EVTNAME_SSI_004"
	desc = "EVTDESC_SSI_004"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		wealth = 30000
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 27
			attributes = {
				martial = 14
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 14000 14000 }
					light_infantry = { 7000 7000 }
					knights = { 700 700 }
					archers = { 6000 6000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 15000 15000 }
					light_infantry = { 7000 7000 }
					knights = { 500 500 }
					archers = { 6000 6000 }
					pikemen = { 300 300 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 12000 12000 }
					light_infantry = { 5000 5000 }
					knights = { 500 500 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
				}
			}
		}
		
		random = {
			chance = 99
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 9000 9000 }
					light_infantry = { 5000 5000 }
					knights = { 400 400 }
					archers = { 5000 5000 }
					pikemen = { 200 200 }
					}
				}
			}
		}
		
		random = {
			chance = 99
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 9000 9000 }
					light_infantry = { 5000 5000 }
					knights = { 400 400 }
					archers = { 5000 5000 }
					pikemen = { 200 200 }
					}
				}
			}
		}
		
		random = {
			chance = 99
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 9000 9000 }
					light_infantry = { 5000 5000 }
					knights = { 400 400 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1200 1200 }
							}
						}
					}
				}
			}
		}
		
		# Some extra courtiers
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 26
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 28
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_004"
	}
}

# Second Landing of the Aztecs
province_event = {
	id = SSI.5
	desc = "EVTDESC_SSI_005"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1070
		has_global_flag = aztec_arrival
		NOT = { has_global_flag = aztec_arrival_2 }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_arrival_2
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.6 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 12
	}
	
	option = {
		name = "EVTOPTA_SSI_005"
	}
}

# Second Landing of the Aztecs
narrative_event = {
	id = SSI.6
	title = "EVTNAME_SSI_006"
	desc = "EVTDESC_SSI_006"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 15000 15000 }
					light_infantry = { 7000 7000 }
					knights = { 700 700 }
					archers = { 7000 7000 }
					pikemen = { 500 500 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 12000 12000 }
					light_infantry = { 5000 5000 }
					knights = { 500 500 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 12000 12000 }
					light_infantry = { 5000 5000 }
					knights = { 500 500 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
				}
			}
		}
		
		random = {
			chance = 99
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					knights = { 400 400 }
					archers = { 5000 5000 }
					pikemen = { 200 200 }
					}
				}
			}
		}
		
		random = {
			chance = 99
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 9000 9000 }
					light_infantry = { 6000 6000 }
					knights = { 400 400 }
					archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 99
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 8000 8000 }
					light_infantry = { 5000 5000 }
					knights = { 700 700 }
					archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1200 1200 }
							}
						}
					}
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_006"
	}
}

# Aztec Invasion Fleets disband
character_event = {
	id = SSI.100
	hide_window = yes
	
	trigger = {
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_invasion_fleet_disbanded }
		had_global_flag = { flag = aztec_arrival days = 18250 }
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	immediate = {
		disband_event_forces = aztec_invasion_fleet
		set_global_flag = aztec_invasion_fleet_disbanded
	}
	
	option = {
		name = "OK"
	}
}

# Aztecs Thrown Back Into the Sea
narrative_event = {
	id = SSI.105
	title = "EVTNAME_SSI_105"
	desc = "EVTDESC_SSI_105"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival_2
		has_landed_title = e_mexikha
		has_earmarked_regiments = 0
		is_landed = no
	}
	
	major_trigger = {
		ai = no
	}
	
	immediate = {
		activate_title = { title = e_mexikha status = no }
		set_global_flag = aztecs_defeated
	}
	
	option = {
		name = "EVTOPTA_SSI_105"
	}
}

# Aztecs Fight Incas
narrative_event = {
	id = SSI.30
	title = "EVTNAME_SSI_030"
	desc = "EVTDESC_SSI_030"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_incas }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_incas
	}
	
	option = {
		name = "EVTOPTA_SSI_030"
	}
}

# Aztecs Pacify Northern Plains
narrative_event = {
	id = SSI.31
	title = "EVTNAME_SSI_031"
	desc = "EVTDESC_SSI_031"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_plains }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_plains
	}
	
	option = {
		name = "EVTOPTA_SSI_031"
	}
}

# Food From the Americas
narrative_event = {
	id = SSI.35
	title = "EVTNAME_SSI_035"
	desc = "EVTDESC_SSI_035"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_food }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_food
	}
	
	option = {
		name = "EVTOPTA_SSI_035"
	}
}

# Aztecs Hold Iceland
character_event = {
	id = SSI.40
	desc = "EVTDESC_SSI_040"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_iceland
		NOT = { has_global_flag = aztec_iceland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_iceland
	}
	
	option = {
		name = "EVTOPTA_SSI_040"
	}
}

# Aztecs Hold Ireland
character_event = {
	id = SSI.41
	desc = "EVTDESC_SSI_041"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_ulster
		completely_controls = d_connacht
		completely_controls = d_meath
		completely_controls = d_leinster
		completely_controls = d_munster
		NOT = { has_global_flag = aztec_ireland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_ireland
	}
	
	option = {
		name = "EVTOPTA_SSI_041"
	}
}

# Aztecs Hold Britain
character_event = {
	id = SSI.42
	desc = "EVTDESC_SSI_042"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_northumberland
		completely_controls = d_lancaster
		completely_controls = d_york
		completely_controls = d_norfolk
		completely_controls = d_oxford
		completely_controls = d_bedford
		completely_controls = d_hereford
		completely_controls = d_gloucester
		completely_controls = d_canterbury
		completely_controls = d_somerset
		completely_controls = d_gwynedd
		completely_controls = d_cornwall
		completely_controls = d_galloway
		completely_controls = d_western_isles
		completely_controls = d_lothian
		completely_controls = d_albany
		NOT = { has_global_flag = aztec_britain }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_britain
	}
	
	option = {
		name = "EVTOPTA_SSI_042"
	}
}

# Aztecs Hold London
character_event = {
	id = SSI.43
	desc = "EVTDESC_SSI_043"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_middlesex
		NOT = { has_global_flag = aztec_london }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_london
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Paris
character_event = {
	id = SSI.44
	desc = "EVTDESC_SSI_044"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_ile_de_france
		NOT = { has_global_flag = aztec_paris }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_paris
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Rome
character_event = {
	id = SSI.45
	desc = "EVTDESC_SSI_045"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_roma
		NOT = { has_global_flag = aztec_rome }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_rome
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Constantinople
character_event = {
	id = SSI.46
	desc = "EVTDESC_SSI_046"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_byzantion
		NOT = { has_global_flag = aztec_constantinople }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_constantinople
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cordoba
character_event = {
	id = SSI.47
	desc = "EVTDESC_SSI_047"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cordoba
		NOT = { has_global_flag = aztec_cordoba }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cordoba
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cairo
character_event = {
	id = SSI.48
	desc = "EVTDESC_SSI_048"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cairo
		NOT = { has_global_flag = aztec_cairo }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cairo
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Sacrifice Prisoner
character_event = {
	id = SSI.60
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Sacrifice Occupied Province Character
character_event = {
	id = SSI.61
	hide_window = yes
	
	ai = yes
	
	is_triggered_only = yes
	
	trigger = {
		in_command = no
		prisoner = no
		age = 16
		NOT = { religion = aztec }
		NOT = {
			any_liege = {
				has_landed_title = e_mexikha
			}
		}
		new_character = {
			OR = {
				has_landed_title = e_mexikha
				any_liege = {
					has_landed_title = e_mexikha
				}
			}
		}
	}
	
	immediate = {
		liege = {
			character_event = { id = SSI.62 }
		}
		death = { death_reason = death_sacrificed }
	}
	
	option = {
		name = "OK"
	}
}

# Liege Informed of Sacrifice
character_event = {
	id = SSI.62
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Bring Syphilis
narrative_event = {
	id = SSI.70
	title = "EVTNAME_SSI_070"
	desc = "EVTDESC_SSI_070"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_syphilis }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_syphilis
		activate_disease = syphilis
	}
	
	option = {
		name = "EVTOPTA_SSI_070"
	}
}

Aztecs Struck by Smallpox
narrative_event = {
	id = SSI.71
	title = "EVTNAME_SSI_071"
	desc = "EVTDESC_SSI_071"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
	year = 1150
		has_global_flag = aztec_arrival
		has_global_flag = aztec_syphilis
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztecs_defeated }
		NOT = { has_global_flag = aztec_smallpox }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 1200
	}
	
	immediate = {
		set_global_flag = aztec_smallpox
	}
	
	option = {
		name = "EVTOPTA_SSI_071"
	}
}

A bit too powerful perhaps or just right, and the pox needs to kick in a bit earlier, but its closer to what I want. Maybe I'll drop it to 1100 with 600 months mean.
 
Last edited:
Tides of Blood idea is brilliant.

Why thank you... now let us just hope it is noticed by those producers... yesss. According to them the Aztec idea was made the same way. A "zombie" or "undead" theme I would find interesting, but we should give the history people what they want first... two of these DLC sorts at once would be too much for them to handle. Lol
 
Just a note: the historical DLCs people are asking for require coding, while the ahistorical ones mostly require art. Those are completely different skillsets. It's like demanding someone stop painting your house because you want your car's engine fixed first.

Anyway, I think the big issue with the Aztecs is that they get huge relations penalties with their vassals between religious penalties and culture penalties. They end up not having vassals so much as archnemeses. The mongols, meanwhile, appear in Tengri territory and their doomstacks will buy them enough time to start converting provinces and clearing out conquest penalties, so they can actually get vassals who will not be constantly declaring war on them.
 
Just an amendment to my above post, the aztecs have taken france and are now in Germany before 1100, so its too much :D, but will be tweaked. The pox needs to kick in much sooner, I've edited it to 1100 year, - 600 mean but it could probably do with no year value and 400-500 mean. Still its fun at the moment, they are a few borders away from my province, so I am thinking of relocating for this game!

I have tweaked pagans cultural building to be twice the size also but I am not sure if that effects the aztecs, I heard not, but throwing that out there as an option. I have also tweaked the mongols to appear earlier so they may be fighting the aztecs for supremacy very soon, wanted to try out a double invasion scenario to see what happened.