As dharper said, we cannot break guarantees (although my most recent experiments with the AI were promising in that respect).
As for the auto-guarantee, that is hard-coded, and there is nothing we can do about it.
I think fort levels in MMP2 will basically be back to normal.
Mourning Magna Mundi
This event used to be, "Hello, we are the Hansa alliance, and we are now at war with you!" The option to give up the province was added at the behest of players.
The alliance is completely plausible, in that it includes people who have axes to grind with you, and are therefore more than eager to align themselves with the Hansa.
Mourning Magna Mundi
Mourning Magna Mundi








Excellent for the second part. Will they prefer a Spiritual Lord, since Mainz was one?
I must admit that, being Protestant and having put Toleration as Religious policy, I am guilty of this as I have force-vassalized Köln in a defensive war, and changed its religion to Protestant to secularize it. Oddly it became a Duchy, instead of remaining a Prince-Bishop, although secularized. But I am Emperor, the Palatinate wasn't.
For the first part, however, is there a way to make the AI learn that annexing an Electorate is usually is a big no-no? After all, the Imperial constitutions protect the Electors by giving them proeminence, so the punishment should be severe, just like Frederick V of the Palatine dealt with when he got himself elected as King of Bohemia under Ferdinand of Styria's nose.
So, what devious scheme do you have in mind?
Also, I saw something weird playing, I see AI Electors going to the Reichstag voting for or against the advice of the Empire, but not the player. Was it a regular check to test how the AI electors will vote?
Does the latest update (which I presume is 4.1) include the latest Ad Infintium update?
"So little done, so much to do." - Cecil Rhodes on the Day of his Death, 1902
Not merely prefer. It has to be a spiritual one, so that are three (under Golden Bull rules).
The electors that were converted to the 'wrong' government form should, however, attempt to revert to their original, theocratic government as soon as they can.
Hard. If we give them protect and befriend strategies per hardcoding, this may have unwanted consequences in other areas, especially during the Reformation.
It isn't a vote, but a maintenance event for electors' relations with other, plus miscellaneous flag clean-up and variable updating. For that reason, the player is not 'invited'.
Mourning Magna Mundi
The 'protect' command seems to be crucial in determining whether an AI nation will issue a guarantee.
But this works only in a positive way: Give a high 'protect' value, and see the AI guarantee another.
But a low or non-existent 'protect' value does not preclude a guarantee.
'Antagonize' seems to pretty much rule out a guarantee, but it is too powerful to be used casually. And 'threat'/'rival' should also not be used casually, since it can cement in time outdated relations assessments (like France still seeing an OPM Burgundy as a major rival).
Mourning Magna Mundi
Thanks for the clarification. I misunderstood what you meant -- I had thought you had somehow found a way to detect and get rid of guarantees which was very intriguing indeed.
I agree completely on your assessment of threat/rival-- this is exactly the same effects I was seeing today when balancing the alignment mod. As an anecdote, the Ottomans had become hostile to Novgorod (at the time a proto-Russia) early on, but Novgorod self-destructed and retreated to the Baltic. But because I was reinforcing those threat/rival values by 5 every year, the Ottomans maintained hostile relations towards a nonentity far longer than they ever should have because they still considered them a rival and a threat even though they were hardly either. So I ended up dropping those effects as well, leaving just befriend & antagonize now and protect only for small countries befriending big ones (the big will protect the small).
I'm less sure about the effects of antagonize. Does this cause warnings? Why do you say this should not be used casually?








Well I am still waiting after ten years. Thankfully I have constantly mustered three-four votes from the rest of the Electors even after a badboy war after being Framed, thus making myself a hereditary Emperor in all but name. However, I find I am totally incapable of raising Imperial power, perhaps because I am Protestant. I could have even lost the High Court because the modifier is gone in Nassau.Originally Posted by Helius
Also, reading the manual about Parliaments, I find it odd that these events can fire only when you are a Constitutional Monarchy. All monarchies had Parliaments, even for rubberstamping their decisions. The more absolute the monarchy, the less often they were summoned and the more obedient they were, but they were still there and could still be a nuisance.
So I was wondering if Parliaments could be summoned even when not a Constitutional Monarchy, even if it means to extend it to Feudal and Administrative monarchies. For these, a event could fire asking you if you'd like to summon Parliament because you need funds, or because there are pressures coming from either burghers or aristocrats (depending on the scale) to summon Parliament.
The parliaments in SRI simulate popularly elected ones, not the estatist assemblies you get in those other government forms you mention.
It might be a nice addition, though.
Mourning Magna Mundi
In my experience with the Hansa, when I give Portugal an antagonize value of 50, they will inevitably declare war on one of the Hanseatic Cities. With bigger countries, it will take a higher value for antagonize, but as a DOW against the Hansa draws in at least one more major country (the Emperor), and often Britain, this was too much of an impediment to Portugal's efforts at colonization.
Mourning Magna Mundi


You are welcome, I'm glad I could help such an impressive project.
But I'm not done yet, so here is another bulk of fixes
Code:--- HRE_Imperial_Institutions.txt Sun Jul 12 11:40:34 2009 +++ HRE_Imperial_Institutions.txt Wed Jul 15 01:33:20 2009 @@ -6728,7 +6728,7 @@ } modifier = { factor = 1.2 - overlord = { is_emperor = yes } + owner = { overlord = { is_emperor = yes } } } modifier = { factor = 2.5 @@ -6993,7 +6993,7 @@ modifier = { factor = 0.5 owner = { - NOT = { culture = THIS } + NOT = { primary_culture = THIS } NOT = { accepted_culture = THIS } } } @@ -7141,7 +7141,7 @@ limit = { knows_country = THIS OR = { - placed_merchants = 12 + total_merchants = 12 trade_income_percentage = 0.50 num_of_cots = 1 # fixed } @@ -7446,7 +7446,7 @@ } define_ruler = { name = "The Prince-Regent" - regency = yes + regent = yes female = no DIP = 3 ADM = 4Code:--- HRE_Emperor_Responds.txt Sat Jul 11 22:53:22 2009 +++ HRE_Emperor_Responds.txt Tue Jul 14 23:30:26 2009 @@ -642,16 +642,20 @@ months = 1200 modifier = { factor = 0.5 - AND = { - NOT = { ai = yes } - NOT = { check_variable = { which = hre_standing value = 40 } } + owner = { + AND = { + NOT = { ai = yes } + NOT = { check_variable = { which = hre_standing value = 40 } } + } } } modifier = { factor = 1.5 - AND = { - NOT = { ai = yes } - check_variable = { which = hre_standing value = 80 } + owner = { + AND = { + NOT = { ai = yes } + check_variable = { which = hre_standing value = 80 } + } } } modifier = { @@ -660,43 +664,63 @@ } modifier = { factor = 2 - NOT = { check_variable = { which = rogue value = 40 } } + owner = { + NOT = { check_variable = { which = rogue value = 40 } } + } } modifier = { factor = 2 - check_variable = { which = rogue value = 80 } + owner = { + check_variable = { which = rogue value = 80 } + } } modifier = { factor = 1.25 - check_variable = { which = rogue value = 120 } + owner = { + check_variable = { which = rogue value = 120 } + } } modifier = { factor = 0.5 - check_variable = { which = rogue value = 160 } + owner = { + check_variable = { which = rogue value = 160 } + } } modifier = { factor = 1.2 - NOT = { badboy = 0.2 } + owner = { + NOT = { badboy = 0.2 } + } } modifier = { factor = 0.98 - badboy = 0.2 + owner = { + badboy = 0.2 + } } modifier = { factor = 0.96 - badboy = 0.4 + owner = { + badboy = 0.4 + } } modifier = { factor = 0.94 - badboy = 0.6 + owner = { + badboy = 0.6 + } } modifier = { factor = 0.92 - badboy = 0.8 + owner = { + badboy = 0.8 + } } modifier = { factor = 0.9 - badboy = 1 + owner = { + badboy = 1 + } } modifier = { factor = 0.9 @@ -721,12 +745,16 @@ modifier = { factor = 1.5 EMP = { idea = deus_vult } - religion = catholic + owner = { + religion = catholic + } } modifier = { factor = 0.67 EMP = { idea = deus_vult } - NOT = { religion = catholic } + owner = { + NOT = { religion = catholic } + } } modifier = { factor = 0.9 @@ -1075,10 +1103,10 @@ NOT = { has_building = guardia_real } owner = { num_of_cities = 4 - OR = { - culture = THIS - is_core = THIS - } + } + OR = { + has_owner_culture = yes + is_core = THIS } } # revolutionary_rebels = 1 @@ -1092,8 +1120,8 @@ limit = { owner = { num_of_cities = 8 - NOT = { culture = THIS } } + has_owner_culture = no any_neighbor_province = { NOT = { owned_by = THIS } } } # revolutionary_rebels = 1 @@ -1271,10 +1299,10 @@ NOT = { has_building = guardia_real } owner = { num_of_cities = 4 - OR = { - culture = THIS - is_core = THIS - } + } + OR = { + has_owner_culture = yes + is_core = THIS } } # noble_rebels = 1 @@ -1300,8 +1328,8 @@ limit = { owner = { num_of_cities = 10 - NOT = { culture = THIS } } + has_owner_culture = no any_neighbor_province = { NOT = { owned_by = THIS } } } # noble_rebels = 1Code:--- HRE_FreeCities.txt Fri Jul 03 00:18:27 2009 +++ HRE_FreeCities.txt Wed Jul 15 01:52:08 2009 @@ -1755,11 +1755,11 @@ modifier = { factor = 0.75 - owner = { NOT = { merchants = 5 } } + NOT = { merchants = 5 } } modifier = { factor = 1.33 - owner = { merchants = 5 } + merchants = 5 } modifier = { factor = 0.9 @@ -2211,11 +2211,11 @@ months = 9 modifier = { factor = 1.25 - owner = { NOT = { merchants = 5 } } + NOT = { merchants = 5 } } modifier = { factor = 0.67 - owner = { merchants = 5 } + merchants = 5 } } @@ -2269,11 +2269,11 @@ modifier = { factor = 0.9 - owner = { NOT = { merchants = 5 } } + NOT = { merchants = 5 } } modifier = { factor = 1.33 - owner = { merchants = 5 } + merchants = 5 } modifier = { factor = 0.5 @@ -2625,11 +2625,11 @@ months = 4 modifier = { factor = 1.2 - owner = { NOT = { merchants = 5 } } + NOT = { merchants = 5 } } modifier = { factor = 0.9 - owner = { merchants = 5 } + merchants = 5 } } @@ -3686,12 +3686,12 @@ owner = { remove_country_modifier = sponsoring_a_kontor } } add_country_modifier = { - name = hanseatic_league_declines + name = "hanseatic_league_declines" duration = 365 } } add_country_modifier = { - name = hanseatic_league_declines + name = "hanseatic_league_declines" duration = 365 } any_country = { @@ -3834,7 +3834,7 @@ } random_owned = { limit = { THIS = { ai = yes } } - set_country_flag = un_befriend + owner = { set_country_flag = un_befriend } } random_owned = { limit = { owner = { ai = yes } }


Also a question:
What "capital = THIS" is supposed to do here?Code:# IMA adds a core country_event = { id = 116300 is_triggered_only = yes title = "IMACALL" desc = "blank" option = { #ok name = "blank" ai_chance = { factor = 100 } random_country = { limit = { has_country_flag = target_of_imperial_war } random_owned = { limit = { has_province_flag = trigger_IMA } add_core = THIS capital = THIS } } } }
Many thanks for the scope fixes!
"capital = THIS" is supposed to move the capital to the province.
I am pretty sure that "regency = yes" is correct (both as a trigger and as a command/parameter). I use it all the time.
Mourning Magna Mundi


But it's country event so THIS is not valid as province id.
EDIT: Ah you mean it's valid province effect too (capital = <tag>)? I didn't find such use in vanilla files though. Does it work?
I'm not 100% sure myself. Check your own peasantswar.txt. You use "regent" there and there are places in MMP where it's regent too (including history files!).Originally Posted by Helius
Then we have to fix the instances of "regent" (consider it done for the peasantswar). Funny thing, though: I've seen all these guys emerge as DDR rulers, and it worked just fine. Hmmm.
Mourning Magna Mundi