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Thread: End of Tribalism Events.

  1. #1

    End of Tribalism/A Question of Faith Events

    Some name eh? Anyways, here are some events designed along the "Westernization" event chain, thought up while waiting the 150 years or so for European contact. These events designed to allow you to slowly transform your tribal nation into a state.

    Also, some state religious conversion events have been added, to make use of the existing "Westernization" changes.

    Tribalism to Despotic Monarchy:
    Code:
    #####End of Tribalism
    ###Rise of the Despot
    
    country_event = {
    
    	id = 99999
    	
    		trigger = {
    			NOT = { centralization_decentralization = -1 } #Consolidation of Power.
    			NOT = { innovative_narrowminded = 5 } #Some willingness to overcome traditionalism
    			NOT = { aristocracy_plutocracy = -2 } #Effective End of Pluralism
    			government = tribal_despotism 
    			}
    			OR = { 
    				AND = { 
    					OR = { 
    						AND = {  
    							MIL = 7 
    							ADM = 6 
    						} 
    						AND = {  
    							MIL = 6 
    							ADM = 7 
    						}
    					} #Either one.
    					OR = { 
    						statesman = 5
    						army_reformer = 5
    						theologian = 5 #Alliance with the Clergy, to help nullify religious grounds for traditionalism
    						has_country_flag = winds_of_change
    					} 
    				} #Good Leader, Great Advisor
    				AND = { 
    					MIL = 9
    					ADM = 7 
    				} #Outstanding Leader in both war and administration.
    				AND = { 
    					MIL = 7 
    					ADM = 9
    				}
    				AND = {
    					MIL = 8 
    					ADM = 8				
    				}
    				AND = {
    					MIL = 6 
    					ADM = 5
    					OR = {
    						technology_group = latin
    						technology_group = eastern
    					}			
    				}
    				AND = {
    					MIL = 5 
    					ADM = 6
    					OR = {
    						technology_group = latin
    						technology_group = eastern
    					}			
    				}
    			} #Any one.
    		}
    	
    		mean_time_to_happen = {
    
    			months = 180
    		
    			modifier = {
    				factor = 0.9
    				statesman = 6
    			}
    			modifier = {
    				factor = 0.9
    				army_reformer = 6
    			}
    			modifier = {
    				factor = 0.9
    				theologian = 6
    			}
    			modifier = {
    				factor = 0.95
    				ADM = 8
    			}
    			modifier = {
    				factor = 0.85
    				ADM = 9
    			}
    			modifier = {
    				factor = 0.95
    				MIL = 8
    			}
    			modifier = {
    				factor = 0.85
    				MIL = 9
    			}
    			modifier = {
    				factor = 1.1
    				innovative_narrowminded = 4
    			}
    			modifier = {
    				factor = 1.1
    				innovative_narrowminded = 2
    			}
    			modifier = {
    				factor = 0.9
    				NOT = { innovative_narrowminded = -1 }
    			}
    			modifier = {
    				factor = 0.9
    				NOT = { innovative_narrowminded = -2 }
    			}
    			modifier = {
    				factor = 0.9
    				NOT = { innovative_narrowminded = -3 }
    			} 
    			modifier = {
    				factor = 0.95
    				NOT = { aristocracy_plutocracy = -1 }
    			}
    			modifier = {
    				factor = 0.95
    				NOT = { aristocracy_plutocracy = -2 }
    			} 
    			modifier = {
    				factor = 0.90
    				NOT = { aristocracy_plutocracy = -3 }
    			} 
    			modifier = {
    				factor = 0.8
    				any_neighbor_province = {
    					technology_group = latin
    				}
    			} #Rowdy neigbors, better form a posse. There's new sheriff in town.
    			modifier = {
    				factor = 0.85
    				any_neighbor_province = {
    					technology_group = eastern
    				}
    			}
    			modifier = {
    				factor = 0.95
    				NOT = { num_of_cities = 5 } #Much smaller society = Less effort.
    			}
    			modifier = {
    				factor = 1.1
    				num_of_cities = 10
    			}
    			modifier = {
    				factor = 1.1
    				num_of_cities = 20
    			}
    			modifier = {
    				factor = 1.15
    				num_of_cities = 30
    			}
    			modifier = {
    				factor = 1.25
    				NOT = { advisor = theologian } #Forget to consult the clergy, eh? Clergy resists.
    			}
    		}
    	
    		title = "End of Tribalism: Despotic State"
    		desc = "From time to time, a leader arises who is strong enough and politcally savey enough to forge a state from a disunited tribes."
    	
    		option = {
    			name = "We must change with the times."
    			ai_chance = { factor = 20 } #Should be very rare.
    			government = despotic_monarchy
    			centralization_decentralization = -1
    			stability = -3 #Major upheaval
    			prestige = 0.02
    		}
    		
    		option = {
    			name = "We must respect our traditions."
    			ai_chance = { factor = 80 }
    			stability = 1
    			clr_country_flag = winds_of_change
    		}
    }
    Thinking for this event was along the lines of the rise and rule of the God Kings, something that could conceivably happen to the central American Empires. In looking at the Mamluks it should be pretty quick to get your sliders in place for the conversion as well.
    Last edited by Duke_of_BOOM!; 11-02-2007 at 20:15.
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  2. #2
    Tribalism -> Merchant Republic.

    Code:
    ###Rise of the Merchant State (Or Trade Condfederation)
    
    country_event = {
    
    	id = 99998
    	
    		trigger = {
    			NOT = { centralization_decentralization = 5 } #Modest Attempts of Centralization of Power
    			OR = {
    				AND = {
    					government = tribal_democracy #Trade Confederation
    					NOT = { innovative_narrowminded = 1 } #Open to the far nature intersests of the state, and the change required to form it.
    					aristocracy_plutocracy = 3 # Merchant State, formed of diverse foreign trading interests, also serves to distingush from above.
    					mercantilism_freetrade = 2 #Impetus on Foreign Trade
    				}
    				AND = {
    					government = tribal_federation #Merchant Houses/Clans
    					aristocracy_plutocracy = -3 #Some Pluralism
    					NOT = { aristocracy_plutocracy = 3 }
    					mercantilism_freetrade = -3 #Protection and modest market expansion Trade Policy
    					NOT = { mercantilism_freetrade = 2 } #(With above limits sliders to -3 -> 1)
    					NOT = { innovative_narrowminded = 5 } # Protect existing trade routes, but with enough willingness to allow formation of a central government.
    				}
    			}
    			OR = { 
    				AND = { 
    					OR = { 
    						AND = {  
    							DIP = 7 
    							ADM = 6 
    						} 
    						AND = {  
    							DIP = 6 
    							ADM = 7 
    						}
    					} #Either one.
    					OR = { 
    						statesman = 5
    						trader = 5 #Proven ability to seek amicable trade agreements.
    						treasurer = 5 #Proven ability to seek amicable trade agreements.
    						has_country_flag = winds_of_change
    					}
    				} #Good Leader, Great Advisor
    				AND = { 
    					DIP = 9
    					ADM = 7 
    				} #Outstanding Leader in both diplomacy and administration.
    				AND = { 
    					DIP = 7 
    					ADM = 9
    				}
    				AND = {
    					DIP = 8 
    					ADM = 8				
    				}
    				AND = {
    					DIP = 6 
    					ADM = 5
    					OR = {
    						technology_group = latin
    						technology_group = eastern
    					}			
    				}
    				AND = {
    					DIP = 5 
    					ADM = 6
    					OR = {
    						technology_group = latin
    						technology_group = eastern
    					}			
    				}
    			} #Any one.
    		}
    	
    		mean_time_to_happen = {
    
    			months = 180
    		
    			modifier = {
    				factor = 0.9
    				statesman = 6
    			}
    			modifier = {
    				factor = 0.9
    				trader = 6
    			}
    			modifier = {
    				factor = 0.9
    				treasurer = 6
    			}
    			modifier = {
    				factor = 0.95
    				ADM = 8
    			}
    			modifier = {
    				factor = 0.85
    				ADM = 9
    			}
    			modifier = {
    				factor = 0.95
    				DIP = 8
    			}
    			modifier = {
    				factor = 0.85
    				DIP = 9
    			}
    			modifier = {
    				factor = 1.1
    				centralization_decentralization = 4 #Can be done here, but it's like hearding cats.
    			}
    			modifier = {
    				factor = 0.9
    				mercantilism_freetrade = 3
    			}
    			modifier = {
    				factor = 0.9
    				NOT = { innovative_narrowminded = -2 }
    			}
    			modifier = {
    				factor = 0.9
    				NOT = { innovative_narrowminded = -3 }
    
    			modifier = {
    				factor = 0.8
    				any_neighbor_province = {
    					technology_group = latin
    				}
    			} #New competition, and possibly a new threat.
    			modifier = {
    				factor = 0.85
    				any_neighbor_province = {
    					technology_group = eastern
    				}
    			}
    			modifier = {
    				factor = 0.9
    				NOT = { num_of_cities = 5 } #Much smaller society = Less effort.
    			}
    			modifier = {
    				factor = 1.1
    				num_of_cities = 10
    			}
    			modifier = {
    				factor = 1.1
    				num_of_cities = 20
    			}
    			modifier = {
    				factor = 1.15
    				num_of_cities = 30
    			}
    			modifier = {
    				factor = 1.25
    				NOT = { advisor = trader } #Trying to form a nation based on trade without a trader? Bad idea.
    			}
    		}
    	
    		title = "End of Tribalism: Merchant State"
    		desc = "Sometimes leaders possesing both keen administrate and mechantile sense some bond of trading outposts banded together in loose confederations, or led one of them in becoming an empire."
    	
    		option = {
    			name = "Together we profit."
    			ai_chance = { factor = 20 } #Should be very rare.
    			government = merchant_republic
    			stability = -3 #Merchant resistance to consolidation.
    			centralization_decentralization = -1
    			prestige = 0.02
    		}
    		
    		option = {
    			name = "A most unprofitable venture."
    			ai_chance = { factor = 80 }
    			stability = 1
    			clr_country_flag = winds_of_change
    		}
    }
    Was thinking Phoenicia with this one.
    Last edited by Duke_of_BOOM!; 11-02-2007 at 20:25.
    Free Blago!

  3. #3
    Tribalism -> Nobel Republic.

    Code:
    ###Rise of the Nobel State (Or Federated States)
    
    country_event = {
    
    	id = 99997
    	
    		trigger = {
    			NOT = { innovative_narrowminded = 4 } #Willingness to change the status quo.
    			aristocracy_plutocracy = -2 #Some pluralism, but limited to tribal nobles.
    			NOT = { aristocracy_plutocracy = 3 } #Rise of the Ruling Class. (With the above Slider setings are limited to -2 ->2 )
    			centralization_decentralization = 0 #Not that centralized! 
    			NOT = { centralization_decentralization = 4 } #Attempts at greater coordination and centralization(With above Limited to 0 -> 3)
    			NOT = { serfdom_freesubjects = 3 } #Submission to aristocatic authority.
    			government = tribal_federation
    			stability = 0 #No major internal conflicts
    			OR = { 
    				AND = { 
    					OR = { 
    						AND = {  
    							DIP = 7 
    							MIL = 6 
    						} 
    						AND = {  
    							DIP = 6 
    							MIL = 7 
    						}
    					} #Either one.
    					OR = { 
    						statesman = 5
    						diplomat = 5 #Ability to handle and manage foriegn relations
    						army_reformer = 5 #Proven War Leader
    						has_country_flag = winds_of_change
    					}
    				} #Good Leader, Great Advisor
    				AND = { 
    					DIP = 9
    					MIL = 7 
    				} #Outstanding Leader in both war and diplomacy.
    				AND = { 
    					DIP = 7 
    					MIL = 9
    				}
    				AND = {
    					DIP = 8 
    					MIL = 8				
    				}
    				AND = {
    					MIL = 6 
    					DIP = 5
    					OR = {
    						technology_group = latin
    						technology_group = eastern
    					}			
    				}
    				AND = {
    					MIL = 5 
    					DIP = 6
    					OR = {
    						technology_group = latin
    						technology_group = eastern
    					}			
    				}
    			} #Any one.
    		}
    	
    		mean_time_to_happen = {
    
    			months = 120
    		
    			modifier = {
    				factor = 0.9
    				statesman = 6
    			}
    			modifier = {
    				factor = 0.9
    				diplomat = 6
    			}
    			modifier = {
    				factor = 0.9
    				army_reformer = 6
    			}
    			modifier = {
    				factor = 0.95
    				DIP = 8
    			}
    			modifier = {
    				factor = 0.85
    				DIP = 9
    			}
    			modifier = {
    				factor = 0.95
    				MIL = 8
    			}
    			modifier = {
    				factor = 0.85
    				MIL = 9
    			}
    			modifier = {
    				factor = 1.1
    				serfdom_freesubjects = 3 #Can be done here, but greater noble authority helps by not undermining the authority of the Noble class.
    			}
    			modifier = {
    				factor = 0.95
    				NOT = { serfdom_freesubjects = 1 }
    			}
    			modifier = {
    				factor = 0.95
    				NOT = { serfdom_freesubjects = -1 }
    			}
    			modifier = {
    				factor = 0.95
    				NOT = { serfdom_freesubjects = -3 }
    			}
    			modifier = {
    				factor = 1.1
    				aristocracy_plutocracy = 2 #Can be done here, but less pluralism will help more
    			}
    			modifier = {
    				factor = 1.1			
    				NOT = { aristocracy_plutocracy = -1 } #The other end of the scale, some degree of pluralism helps a great deal.
    			} 
    			modifier = {
    				factor = 0.9
    				NOT = { innovative_narrowminded = -1 }
    			}
    			modifier = {
    				factor = 0.9
    				NOT = { innovative_narrowminded = -3 }
    			}
    			modifier = {
    				factor = 0.95
    				stability = 1
    			}
    			modifier = {
    				factor = 0.95
    				stability = 2
    			}
    			modifier = {
    				factor = 0.95
    				stability = 3
    			}
    			modifier = {
    				factor = 0.8
    				any_neighbor_province = {
    					technology_group = latin
    				}
    			} #Unite in the face of this foreign power.
    			modifier = {
    				factor = 0.85
    				any_neighbor_province = {
    					technology_group = eastern
    				}
    			}
    			modifier = {
    				factor = 0.8
    				war = YES
    			} #Much easier to coalese during a time of external conflict.
    			modifier = {
    				factor = 0.9
    				NOT = { num_of_cities = 5 } #Much smaller society = Less effort.
    			}
    			modifier = {
    				factor = 1.1
    				num_of_cities = 10
    			}
    			modifier = {
    				factor = 1.1
    				num_of_cities = 20
    			}
    			modifier = {
    				factor = 1.15
    				num_of_cities = 30
    			}
    			modifier = {
    				factor = 1.25
    				NOT = { advisor = diplomat } #Having Nobels subit sum degree of there authority without a capable diplomat? Good luck!
    			}
    		}
    	
    		title = "End of Tribalism: Noble Republic"
    		desc = "Sometimes a leader with enough military prowess and diplomatic skill can transform a temporary inter-tribal government formed dealing with external threats, or internal problems into a permanant state."
    	
    		option = {
    			name = "Together we are strong."
    			ai_chance = { factor = 20 } #Should be very rare.
    			government = noble_republic
    			stability = -3 #Noble reluctance to reliquish some authorty.
    			centralization_decentralization = -1
    			prestige = 0.02
    		}
    		
    		option = {
    			name = "We should keep the old ways."
    			ai_chance = { factor = 80 }
    			stability = 1
    			clr_country_flag = winds_of_change
    		}
    }
    When writing this, I had to be very careful so as to keep Despotism as the preferable option in the formation of states in Central and South America. (IMHO far most likely.) Anyways, I was thinking along the lines of the Delian League in it's early days.
    Last edited by Duke_of_BOOM!; 11-02-2007 at 20:10.
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  4. #4
    Sergeant Spuma's Avatar
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    Is the AND really necessary ?

    I thought that was always standard, besides it makes your code quite complex

  5. #5
    Nobel Republic is up.

    Quote Originally Posted by Spuma
    Is the AND really necessary ?

    I thought that was always standard, besides it makes your code quite complex
    Yes, in this case it is. Take for example this section:

    Code:
    OR = { 
    	AND = {  
    		DIP = 7 
    		MIL = 6 
    	} 
    	AND = {  
    		DIP = 6 
    		MIL = 7 
    	}
    }
    This is to makes it so I get the combinations of skill I want.

    This without the AND lowers the bar to six in only one leader trait, instead of being combinations of six and seven.
    Code:
    OR = { 
    	DIP = 7 
    	MIL = 6 
    	DIP = 6 
    	MIL = 7 
    }
    But yes it is complex, that is why I wrote so many notes. Also the indentation of the event really helps me read it.
    Last edited by Duke_of_BOOM!; 08-02-2007 at 04:54.
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  6. #6
    Quote Originally Posted by Duke_of_BOOM!
    Nobel Republic is up.


    Yes, in this case it is. Take for example this section:

    Code:
    OR = { 
    	AND = {  
    		DIP = 7 
    		MIL = 6 
    	} 
    	AND = {  
    		DIP = 6 
    		MIL = 7 
    	}
    }
    This is to makes it so I get the combinations of skill I want.

    This without the AND lowers the bar to six in only one leader trait, instead of being combinations of six and seven.
    Code:
    OR = { 
    	DIP = 7 
    	MIL = 6 
    	DIP = 6 
    	MIL = 7 
    }
    But yes it is complex, that is why I wrote so many notes. Also the indentation of the event really helps me read it.
    It's a while since I was fooling around with boolean, but as I recall, a piece of code like you just wrote would end up giving you both a DIP and a MIL of 7, wouldn't it?

    Seems to me that if you want to have either one or the other, you should have an OR between those two sections.

  7. #7
    Quote Originally Posted by screwtype
    It's a while since I was fooling around with boolean, but as I recall, a piece of code like you just wrote would end up giving you both a DIP and a MIL of 7, wouldn't it?

    Seems to me that if you want to have either one or the other, you should have an OR between those two sections.
    I think the lowest single trait would be used, as it would be the first to be true and the event fires. The higher ones would either be satisfied or ignored.

    The OR command, as best as I understand it, looks for only one of the events contained to be true, IE:
    Code:
    OR = {
      government = merchant_republic
      government = administrative_republic
      government = constitutional_republic
      government = papacy
      government = tribal_federation 
      government = tribal_democracy
    }
    Last edited by Duke_of_BOOM!; 08-02-2007 at 05:14.
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  8. #8
    Quote Originally Posted by Duke_of_BOOM!
    I think the lowest single trait would be used, as it would be the first to be true for the event to fire, the higher ones would either be satisfied or overlooked.
    Yeah, I think you're right. But then wouldn't that effectively mean you are only requiring a DIP and a MIL of 6 apiece?

    Still seems to me that an OR would be more appropriate. But I could be wrong about it, as I say it's ages since I was messing around with Bool

  9. #9
    Quote Originally Posted by screwtype
    Still seems to me that an OR would be more appropriate. But I could be wrong about it, as I say it's ages since I was messing around with Bool
    Normally this isn't nessicary, as by default the setting looks for all conditions to be true, but after the OR only one item has to be true. The AND keeps them as one item, as all things contained within the AND brackets must be true in order for it to be an OR possibility.
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  10. #10
    Quote Originally Posted by Duke_of_BOOM!
    Not really, the AND keeps them as one item, as all things contained within the brackets must be true. Normally this isn't nessicary, as by default the setting looks for all conditions to be true, but after the OR only one item has to be true.
    It's just that as I recall the AND/OR operators more or less follow the meanings of the English language, which is why they were adopted.

    So that if you want either a leader with a dip of 7 and a mil of 6 OR a leader with a dip of 6 and a mil of 7, then just as you used "or" in that sentence to describe what you want, you would follow the same convention in your code.

  11. #11
    Quote Originally Posted by screwtype
    It's just that as I recall the AND/OR operators more or less follow the meanings of the English language, which is why they were adopted.

    So that if you want either a leader with a dip of 7 and a mil of 6 OR a leader with a dip of 6 and a mil of 7, then just as you used "or" in that sentence to describe what you want, you would follow the same convention in your code.
    Right, but in your statement the "and" links together the requirements of diplomacy and military skill. To get the effect I want, I can't say that I want to have a leader that has the required diplomacy or military skill, just as in language I have to add an "and" to link the requirements together.

    I'm reading the first example this way:
    • Only one of the following statements must be true for the event to fire:

      1.The leader has a Mil of 7 and a Dip of 6.
      2.The leader has a Dip of 7 and a Mil of 6.

    The second example:
    • Only one of the following statements must be true for the event to fire:

      1.The leader has a Mil of 7
      2.The leader has a Dip of 6
      3.The leader has a Mil of 6
      4.The leader has a Dip of 7

    As I understand it, the "AND" requirement excludes possibilities not contained within the statement, and requires that all items contained within the statement to be true.
    Last edited by Duke_of_BOOM!; 08-02-2007 at 05:54.
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  12. #12
    I'm not sure what you are referring to by the "first and second example(s)" there. But look, I've yet to take a close look at the syntax of these event files, and I don't fully understand the logic behind them anyway. There are some other logical statement in your event that I don't fully understand either. So maybe I should keep my mouth shut until I have figured out the syntax of these files.

    All the same, if your event is supposed to trigger if you either have a leader with (mil 6 + dip 7) OR (mil 7 + dip 6) then it seems to me that should be reflected in the statement, but then without fully understanding the syntax - or indeed what exactly you are trying to achieve (I thought I knew but now I'm not sure) - I can't be sure I'm right.

  13. #13
    FYI, screwtype, it seems the scripting language used by EU III is a bit different from most programming languages.

    For example, this statement:
    Code:
    OR = { 
    	DIP = 7 
    	MIL = 6 
    	DIP = 6 
    	MIL = 7 
    }
    Appears to mean this, if I am understanding this correctly:
    Code:
    this condition is true IF
    	DIP = 7
    	or MIL = 6
    	or DIP = 6
    	or MIL = 7
    And this:
    Code:
    OR = { 
    	AND = {  
    		DIP = 7 
    		MIL = 6 
    	} 
    	AND = {  
    		DIP = 6 
    		MIL = 7 
    	}
    }
    Means this:
    Code:
    this condition is true IF
    DIP = 7 and MIL = 6
    or
    DIP = 6 and MIL = 7

  14. #14
    Would not be complete without:

    #####End of Tribalism
    ###Rise of the Theocracy

    country_event = {

    id = 999666

    trigger = {
    innovative_narrowminded = 2 #Traditionalism favored
    OR = {
    government = tribal_despotism
    government = tribal_federation
    government = tribal_democracy
    }
    NOT = { stability = 1 } #Disorder causes people to turn to the clergy

    advisor = theologian #Any Clergy Advisor
    }

    mean_time_to_happen = {

    months = 960

    modifier = {
    factor = 0.95
    theologian = 2
    }
    modifier = {
    factor = 0.95
    theologian = 3
    }
    modifier = {
    factor = 0.95
    theologian = 4
    }
    modifier = {
    factor = 0.75
    theologian = 5
    }
    modifier = {
    factor = 0.75
    theologian = 6
    }
    modifier = {
    factor = 0.9
    innovative_narrowminded = 3
    }
    modifier = {
    factor = 0.9
    innovative_narrowminded = 4
    }
    modifier = {
    factor = 0.75
    innovative_narrowminded = 5
    }
    modifier = {
    factor = 0.95
    aristocracy_plutocracy = 1 # merchants seek to curb power of tribal elders via written law
    }
    modifier = {
    factor = 0.9
    aristocracy_plutocracy = 3
    }
    modifier = {
    factor = 1.25
    NOT = { aristocracy_plutocracy = 0 } # Tribal elders want to keep their power
    }
    modifier = {
    factor = 1.25
    NOT = { aristocracy_plutocracy = 2 }
    }
    modifier = {
    factor = 1.5
    NOT = { aristocracy_plutocracy = 4 }
    }
    modifier = {
    factor = 0.9
    NOT = { stability = 0 } #People turn to clergy when chaos makes life tough
    }
    modifier = {
    factor = 0.9
    NOT = { stability = -1 }
    }
    modifier = {
    factor = 0.9
    NOT = { stability = -2 }
    }
    modifier = {
    factor = 0.9
    any_neighbor_province = {
    technology_group = latin
    }
    } #Jihad!
    modifier = {
    factor = 0.9
    any_neighbor_province = {
    technology_group = eastern
    }
    } #Jihad!
    modifier = {
    factor = 0.9
    NOT = { num_of_cities = 5 } #Much smaller society = Less effort.
    }
    modifier = {
    factor = 1.1
    num_of_cities = 10
    }
    modifier = {
    factor = 1.1
    num_of_cities = 20
    }
    modifier = {
    factor = 1.15
    num_of_cities = 30
    }
    modifier = {
    factor = 0.25
    religion_group = muslim
    } #Islam is a way of life, not just a religion!
    }

    title = "End of Tribalism: Theocracy"
    desc = "Sometimes a chaotic tribal society found order by adopting religious law."

    option = {
    name = "Let the clergy enforce the law"
    ai_chance = { factor = 33 } #Should happen every so often. Mamlukes & Persia became theocracies.
    government = theocracy
    stability = -1 #Some upheaval
    prestige = 0.01
    }

    option = {
    name = "We will keep to our traditional ways, even if clerics complain"
    ai_chance = { factor = 67 }
    stability = 1
    prestige = - 0.03
    }
    }
    "What for you bury me in the cold, cold ground?"

  15. #15
    Grrr! ...not sure how to get the indenting right. Sorry.
    "What for you bury me in the cold, cold ground?"

  16. #16
    Quote Originally Posted by ElectricEel
    FYI, screwtype, it seems the scripting language used by EU III is a bit different from most programming languages.

    For example...
    Heck, now I really am confused!

  17. #17
    Actually, yeah...I think I can see how that might work. The DIP and MIL values are presumably ANDed against the DIP and MIL values of the current leader. And the encompassing OR statement is true if either the first or second set of AND statements are true.

    Not exactly intuitive though! I think it's probably going to take me a while to get the hang of this

    Thanks for the explanation EE.

  18. #18
    Quote Originally Posted by Duke_of_BOOM!
    Some name eh? Anyways, here are some events designed along the "Westernization" event chain, thought up while waiting the 150 years or so for European contact. These events designed to allow you to slowly transform your tribal nation into a state.

    Tribalism to Despotic Monarchy:
    Thank you, thank you, thank you *grins*. Now we just need something that will allow the tech pace to speed up if they expand to a position that it would realistically happen.

  19. #19
    Ok, the transition from paganism event chain.

    This event is in the randomevents.txt (it's the first one). It was modified to include a special flag for the following conversion events.

    Code:
    #########################################################
    #		Religious conversion events		#
    #########################################################
    
    # Pagan to Catholic
    province_event = {
    
    	id = 5001
    
    	trigger = {
    		OR = {
    			religion = animism
    			religion = shamanism
    		}
    		owner = {
    			any_neighbor_country = {
    				religion = catholic
    				relation = { who = THIS value = 100 }
    			}
    		}
    	}
    
    	mean_time_to_happen = {
    		months = 5000 # Random Province Event
    		
    		modifier = {
    			factor = 0.5
    			owner = {
    				NOT = { culture_group = THIS }
    			}
    		}
    		modifier = {
    			factor = 1.5
    			owner = {
    				culture_group = THIS
    			}
    		}
    	}
    
    	title = "EVTNAME5001"
    	desc = "EVTDESC5001"
    	
    	option = {
    		name = "EVTOPTA5001"		# Convert to Catholicism
    		ai_chance = { factor = 30 }
    		religion = catholic
    		set_country_flag = conversion_momentum
    	}
    	option = {
    		name = "EVTOPTB5001"		# Honor the beliefs of our ancestors
    		ai_chance = { factor = 70 }
    		owner = {
    			stability = 1
    		}
    	}
    }
    
    # Pagan to Protestant
    province_event = {
    
    	id = 5002
    
    	trigger = {
    		OR = {
    			religion = animism
    			religion = shamanism
    		}
    		owner = {
    			any_neighbor_country = {
    				religion = protestant
    				relation = { who = THIS value = 100 }
    			}
    		}
    	}
    
    	mean_time_to_happen = {
    		months = 5000 # Random Province Event
    
    		modifier = {
    			factor = 0.5
    			owner = {
    				NOT = { culture_group = THIS }
    			}
    		}
    		modifier = {
    			factor = 1.5
    			owner = {
    				culture_group = THIS
    			}
    		}
    	}
    
    	title = "EVTNAME5001"
    	desc = "EVTDESC5001"
    	
    	option = {
    		name = "EVTOPTA5001"		# Convert to Protestantism
    		ai_chance = { factor = 30 }
    		religion = protestant
    		set_country_flag = conversion_momentum
    	}
    	option = {
    		name = "EVTOPTB5001"		# Honor the beliefs of our ancestors
    		ai_chance = { factor = 70 }
    		owner = {
    			stability = 1
    		}
    	}
    }
    
    # Pagan to Sunni
    province_event = {
    
    	id = 5003
    
    	trigger = {
    		OR = {
    			religion = animism
    			religion = shamanism
    		}
    		owner = {
    			any_neighbor_country = {
    				religion = sunni
    				relation = { who = THIS value = 100 }
    			}
    		}
    	}
    
    	mean_time_to_happen = {
    		months = 5000 # Random Province Event
    
    		modifier = {
    			factor = 0.5
    			owner = {
    				NOT = { culture_group = THIS }
    			}
    		}
    		modifier = {
    			factor = 1.5
    			owner = {
    				culture_group = THIS
    			}
    		}
    	}
    
    	title = "EVTNAME5003"
    	desc = "EVTDESC5003"
    	
    	option = {
    		name = "EVTOPTA5003"		# Convert to Sunni
    		ai_chance = { factor = 30 }
    		religion = sunni
    		set_country_flag = conversion_momentum
    	}
    	option = {
    		name = "EVTOPTB5003"		# Honor the beliefs of our ancestors
    		ai_chance = { factor = 70 }
    		owner = {
    			stability = 1
    		}
    	}
    }
    
    # Pagan to Shiite
    province_event = {
    
    	id = 5004
    
    	trigger = {
    		OR = {
    			religion = animism
    			religion = shamanism
    		}
    		owner = {
    			any_neighbor_country = {
    				religion = shiite
    				relation = { who = THIS value = 100 }
    			}
    		}
    	}
    
    	mean_time_to_happen = {
    		months = 5000 # Random Province Event
    
    		modifier = {
    			factor = 0.5
    			owner = {
    				NOT = { culture_group = THIS }
    			}
    		}
    		modifier = {
    			factor = 1.5
    			owner = {
    				culture_group = THIS
    			}
    		}
    	}
    
    	title = "EVTNAME5003"
    	desc = "EVTDESC5003"
    	
    	option = {
    		name = "EVTOPTA5003"		# Convert to Shiite
    		ai_chance = { factor = 30 }
    		religion = shiite
    		set_country_flag = conversion_momentum
    	}
    	option = {
    		name = "EVTOPTB5003"		# Honor the beliefs of our ancestors
    		ai_chance = { factor = 70 }
    		owner = {
    			stability = 1
    		}
    	}
    }
    Last edited by Duke_of_BOOM!; 08-02-2007 at 20:52.
    Free Blago!

  20. #20
    Pagan -> Catholic

    Code:
    #####A Question of Faith
    ###Pagan to Catholism
    
    country_event = {
    
    	id = 99996
    	
    		trigger = {
    			OR = {
    				AND = {
    					advisor = theologian
    					ADM = 6 #Ability to effect change
    				}
    				theologian = 5
    			}
    			OR = {
    				religion = animism
    				religion = shamanism
    			}
    			NOT = { idea = divine_supremacy }
    			NOT = { idea = deus_vult }
    			defender_of_faith = no
    			NOT = {	innovative_narrowminded = 3 }
    			any_neighbor_province = {
    				religion = catholic
    				who = THIS value = 100
    			}
    		}
    	
    		mean_time_to_happen = {
    			months = 360
    
    			modifier = {
    				factor = 0.95
    				ADM = 8
    			}
    			modifier = {
    				factor = 0.85
    				ADM = 9
    			}
    			modifier = {
    				factor = 0.9
    				theologian = 5
    			}
    			modifier = {
    				factor = 0.9
    				theologian = 6
    			}
    			modifier = {
    				factor = 0.9
    				NOT = {	innovative_narrowminded = -1 }
    			}
    			modifier = {
    				factor = 0.9
    				NOT = {	innovative_narrowminded = -2 }
    			}
    			modifier = {
    				factor = 0.9
    				NOT = {	innovative_narrowminded = -3 }
    			}
    			modifier = {
    				factor = 1.1
    				innovative_narrowminded = 1
    			}
    				modifier = {
    				factor = 1.1
    				innovative_narrowminded = 2
    			}
    			modifier = {
    				factor = 0.8
    				idea = humanist_tolerance
    			}
    			modifier = {
    				factor = 0.9
    				relation = { who = PAP value = 100 }
    			}
    			modifier = {
    				factor = 0.9
    				relation = { who = PAP value = 50 }
    			}
    			modifier = {
    				factor = 1.1
    				not = { relation = { who = PAP value = -50 } }
    			}
    			modifier = {
    				factor = 1.1
    				not = { relation = { who = PAP value = -100 } }
    			}
    			modifier = {
    				factor = 1.1
    				stability = 3
    			}
    			modifier = {
    				factor = 1.05
    				stability = 2
    			}
    			modifier = {
    				factor = 1.05
    				stability = 1
    			}			
    			modifier = {
    				factor = 0.95
    				stability = -1
    			}
    			modifier = {
    				factor = 0.95
    				stability = -2
    			}
    			modifier = {
    				factor = 0.5
    				has_country_flag = conversion_momentum
    			}
    			modifier = {
    				factor = 2.0
    				OR = {
    					government = tribal_despotism
    					government = tribal_federation
    					government = tribal_democracy
    				}
    			}
    		}
    	
    		title = "A Question of Faith: Catholicism"
    		desc = "Whether from political nessicity or true spiritual belief, sometimes a pagan people adopt a foriegn faith."
    	
    		option = {
    			name = "Adopt Catholicism"
    			ai_chance = { factor = 10 }
    			religion = catholic
    			capital_scope = { religion = catholic }
    			stability = -3 #Major disorder, and resistance to change. 
    			set_country_flag = winds_of_change
    		}
    		option = {
    			name = "Keep our Traditional Faith."
    			ai_chance = { factor = 90 }
    			stability = 1 
    		}
    }
    Last edited by Duke_of_BOOM!; 10-02-2007 at 18:04.
    Free Blago!

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