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Thread: Regime Change MOD, allow Revolts to Change Goverments

  1. #1
    Colonel Cliffracer RIP's Avatar
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    Lightbulb Regime Change MOD, allow Revolts to Change Goverments

    Since Europa III came out I've always wanted to make it so that sometimes when the goverment falls to rebels, the goverment form of the nation, and it's domestic policies.

    I have some ideas about a chain of events (described below) but have no idea really have to turn them into reality or whether this would be possible.

    Trouble is I have no prior experiance with making events at all. I have only ever edited specific already existing events. I would appreciate 'education' from anyone with the knowledge along with any help.

    I understand basically that each event needs to have it's own unique ID. There are however so many events and no way except maybe counting them all to tell which one's are free.

    There are three basic kinds of events as far as I can see. Province events happen to any province that meets the right conditions. Country Events happen to a country that meets the right conditions.

    Some events happen based upon mean time to happen, while others happen due any time that the right triggers are met. And some combine the two I think.

    Is there a neat list anywhere of event commands. This would help me greatly. Also it would help me to know what event ids are free. Otherwise I will simply have to create a number at random and scavange event commands from the event files with similar events.

    The basic Idea

    The basic problem is that there isn't a specific tag for Goverment Broken apparantly.

    However, what could be exploited is two things. In order to fall to rebels a country's capital must be controlled by the rebels. Secondly, the goverment falling sets the goverments Stability to 3. This could be exploited quite easily if one was to cause a Stability hit when the capital fell to rebels and then stop Stability investment with some huge Stability Investment penalty until the capital was retaken.

    The basic "skelaton" of the MOD would be the events designed to "record" the goverment falling.

    The basic idea, is that the fall of the Capital creates a Rebel Goverment tag, which is removed and replaced with a Rebel Goverment Besieged Tag which is removed when the capital is not rebel controlled OR if the province is not beseiged.

    The idea was to have the prescence of the Rebel Goverment Tag, combined with an abscence of rebel control and a sufficiantly high stability, something which the original the capital has fallen event does not allow to exist would cause the regime change events to occur.

    The goverment besieged event would not be removed if the Stability was sufficiantly high, but would be allowed to return to being a Rebel Goverment due to an abscence of a siege (the removal of the besieged tag, removes the stability investment penalty) and then it would trigger the Regime Change event.

    There are some problems I can see with this idea though. What about nations whose capitals have no fortress and what about those who capture the fortress before the besieged tag is set?

    The normal event would have to be disabled for those nations without fortresses in their capital. Instead, a different event would fire if they are rebel controlled. This event would actually create a fortress in the province, along with a special flag which causes the fortress to collapse into rubble as soon as the besieged tag is set.

    The second problem is solved by causing the Regime Change event to only fire if the Stability is sufficiantly high. If the Stability is sufficiantly bad (ie the Broken event cannot have happened) then the rebel goverment tag is removed if it falls into goverment hands.

    With Stability as our Stabaliser, there is the possibility that Stability increasing events could mess things up. As a result were a nation with the Rebel Capital Country Tag, to go above 0 Stability then a special event would fire to bring them back down again.

    Fleshing out the skelaton

    The next step is the Regime Change event itself. This is a triggered event, caused by the Capital Having the Rebel Goverment Flag while not being rebel controlled and also being of Stability 3 or 2 (beacause one could move the DP sliders volunterily).

    This event would set the National Religion to be that of the capital, remove the Rebel Goverment tags in both Capital and Nation and change the goverment type.

    There would be a certain number of choices, the odds of the AI choosing each one is dependant upon the exact Regime Change event that occurs, which depends upon the present goverment form.

    50% of the time the AI would choose to do nothing and keep the regime the same. The other probabilities would only occur about half of the time.

    The next event is the Social Change event. The exact nature of the Social Changes, depend upon the nature of the goverment that is now in charge.

    50% of the time the AI would elect to leave things unchanged. The other 50% of the time it would adopt to change a single DP slider fairly radically in a certain direction. What changes are available would depend on the nature of the goverment and also their probability.

  2. #2
    Sort of kind of back dharper's Avatar
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    Good luck with your mod!

    I will put together some brief code for you - chances are good there will be a few bugs in it, but it may give you a start.

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  3. #3
    Sort of kind of back dharper's Avatar
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    Here's one attempt. I'm not sure that it will work, mainly because of the capital requirement. Without a "controlled_by" trigger (like the owned_by one) I'm not sure how to make sure the event knows that the capital is occupied by rebels.

    If you're using Magna Mundi, you can use the "capital" building (in MMIV) which has little purpose other than to help modders select the capital.

    After making sure events #1 and #2 work properly, you can write a series of events based on #3, each representing a different government. I'd like to code it to be compatable with both ATAGE and Vanilla, but the thought of it is making my head spin.

    If these events DO work properly, you could easily add more triggers to help determine the kind of government you get, rather than making it totally random. You could either exclude whole governments (e.g. if you are a noble republic, you cannot become an absolute monarchy) or you could add modifiers (e.g. if you have Divine Supremacy you are more likely to become a theocracy).
    Code:
    #######################
    # Regime Change setup #
    #######################
    
    country_event = { 
    
      id = 200701
    
      trigger = { 
        capital_scope = { controller = { tag = REB } }
        NOT = { has_country_flag = rebel_government }
        }
    
      mean_time_to_happen = { months = 1 }
    
      title = "The fall of $CAPITAL$"
      desc = "Despite the heroic defense of the capital, $CAPITAL$ fell to rebels in $YEAR$.  $MONARCH$ was forced to flee while overjoyed rebels declared a new government."
    
      option = { 
        name = "We must retake the city!"
        stability = -6
        set_country_flag = rebel_government
        }
    
    }
      
    country_event = { 
    
      id = 200702
    
      trigger = { 
        has_country_flag = rebel_government
        NOT = { capital_scope = { controller = { tag = REB } } }
        NOT = { stability = 2 }
        }
    
      mean_time_to_happen = { months = 1 }
    
      title = "$CAPITAL$ is retaken"
      desc = "The capital of $COUNTRY$ is once again in our hands!"
    
      option = { 
        name = "Praise God!"
        stability = +1
        clr_country_flag = rebel_government
        }
    
    }
      
    country_event = { 
    
      id = 200703
    
      trigger = { 
        has_country_flag = rebel_government
        NOT = { capital_scope = { controller = { tag = REB } } }
        stability = 2
        NOT = { government = absolute_monarchy }
        }
    
      mean_time_to_happen = { months = 1 }
    
      title = "Rebels overthrow the government"
      desc = "Having defeated the remaining forces loyal to the old regime, the rebels set up a new government."
    
      option = {
        name = "Long live $MONARCH$!"
        ai_chance = { factor = 50 }
        stability = +1
        clr_country_flag = rebel_government
        }
      option = { 
        name = "$MONARCH$ shall rule as absolute monarch"
        ai_chance = { factor = 50 }
        stability = +1
        clr_country_flag = rebel_government
        government = absolute_monarchy
        }
    
    }

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  4. #4
    Colonel Cliffracer RIP's Avatar
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    Good luck with your mod!

    I will put together some brief code for you - chances are good there will be a few bugs in it, but it may give you a start.
    I've been making a tester event that increases the revolt risk to 99 in all provinces to test this out.

    I picked Luneburg to test it out. No nation on earth, past, present and most likely future has such a Girly Flag.

    A blue lion thing against a yellow background with red lovehearts.

    Thanks for helping me. I will have to test them out tommorow.

    Maybe I'll select a two province nation, to be the next victim, Mecklemburg would do nicely.

    I'll buy a whole stack of merceneries, put the King in charge of them. Take a whole load of loans and march the merceneries into the next door country for my little counter-attack.
    Last edited by Cliffracer RIP; 17-07-2007 at 12:00.

  5. #5
    It's actually a blue lion...

  6. #6
    Colonel Cliffracer RIP's Avatar
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    Oh, I made a mistake. It has been corrected.

    It is a very girly combinination though. Soft blue lion, yellow beckground with lots of lovehearts. You get the picture.

  7. #7
    Colonel Cliffracer RIP's Avatar
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    I am overjoyed to report that I have got dharper's events working. I have successfully turned Luneburg into an Absolute Monarchy as a result of a successful goverment overthrow, engineered by my tester event.

    The trick was to remove the mean time to happen tag.

    The event was failing to happen, beacause it wasn't happening immediately after the Capital fell.

    By removing all mean time's, the event triggers immediately the conditions are met.

    Just some advice. If you want to make an event happen as soon as conditions are met, don't set a mean time. Then it will happen immediately.

  8. #8
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by Cliffracer RIP
    Just some advice. If you want to make an event happen as soon as conditions are met, don't set a mean time. Then it will happen immediately.
    Thanks, that's quite good to know.... Sorry for asking but : are you sure ?
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  9. #9
    Colonel Cliffracer RIP's Avatar
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    Thanks, that's quite good to know.... Sorry for asking but : are you sure ?
    I am sure. That's how I got this event working on 1 province countries that fall to rebels.

    By setting a mean time what you are saying is that ON AVERAGE the event will fire every month if the conditions are met.

    While the basic goverment collapse "event" will always happen at the end of the month if the conditions for it are met.

    You can see the problem.

  10. #10
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    That will definitely help me in my current mod, for burnt colonies

    Thanks a lot
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  11. #11
    Colonel Cliffracer RIP's Avatar
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    I have decided to only make this MOD for ATAGE, beacause the DP sliders for goverments are different than from in Vanilla.

    I will however throw in events for Magna Mundi goverment types, the Tagsatzung and the Dalai Lama (the last two are my additions).

  12. #12
    Colonel Cliffracer RIP's Avatar
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    Progress coming on well. I'm now working on the DP slider changes to go along with the others.

    You can elect to break the promises made, at which case your own type of rebel (this is a country tag) gets "Absolutist promises broken" which increases revolt risk. The second time around, you don't get the chance to break your promises.

    You get to choose between a "moderate" 5 point change to the Centralisation sliders and a radical 10 change. The latter will cause a second country tag, the Localist Reaction to occur.

    This has the same effects as the Promises betrayed. If the Localists overthrow the goverment, you get the chance to betray them, at which point you get the Localists Betrayed. And just like above, you don't get a second chance the next time around.

    Instead you get a choice of moderate reform or drastic revolution. If you go with the second, you would get the Centralist Rebels betrayed tag, but I haven't implemented this, beacause there's no point since this isn't the proper mod yet.

    The bottom line is, you have to deal with particular rebel factions.

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