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Thread: Cultural migrations

  1. #21
    First Lieutenant EvilCartyen's Avatar
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    Maybe if you take a look at the module in my signature, you can think of a way to track culture in that? It'd be an awesome addition to it..
    This is a really neat signature.

  2. #22
    On Probation The Patrician's Avatar
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    Quote Originally Posted by aenariel View Post
    In case you have a province without an accepted culture, it sends 500 pop from that province to a colony, and changes the colony's culture to the culture of the province that sent the pop.

    Works like a charm!
    Damn that's wierd. I was thinking about coding an event that does precisely what the above does just today.

  3. #23
    Private Ryan1993's Avatar
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    good idea and mod i like it and will use it
    R.Martin

  4. #24
    Major aenariel's Avatar
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    I found a (crucial) bug in the main events, forgot to add "ai = yes" to the trigger. DO it, or the game will freeze if the event pops up for you.

    I'm working on a set of events related to colonization, and have a few ideas on how to make minorities based on my previous experience with the religious migrations mini-mod. I will try on my free time (that won't be much in the next few weeks) to do something out of it, but I can't promise much for now.
    What I can promise is that these events have allowed me to code in a matter of minutes things I thought impossible, like making a province in Brazil become Swahili because Portugal held Zanzibar and brought over some slaves.

    Anyone and everyone has permission and should definitely use this set.
    /aeni
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    Maker of:
    » Religious Migrations Mini-Mod (for EU3): Event system that simulates religious minorities and migrations.
    » copy_culture Event Set (for EU3): Copy any province's culture to another province of your choice.

  5. #25
    so where do we add the ai=yes thing?

    and also, you posted two different sets of code, is the first one a seperate event or an earlier version?

    I also played with it for 8 years, didn't see any cultural change, how long does it usually take?
    Last edited by Stevo76; 19-04-2009 at 20:38.

  6. #26
    Major aenariel's Avatar
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    The set of events I posted do nothing by themselves, this is a "complement" for modders only. They lack the "input-events" to do anything by themselves!

    Anyway, I fixed a few bugs, including that AI one, so here's the latest version for whoever's interested.

    I also coded a few events for my game that you might be interested to look at so you can understand better what this set does. Note my game is heavily modded and this wouldn't work on your side without some adaptation work, but this is more for modders to understand where I'm coming from and how to apply this to their work. Here they are:

    Code:
    ######### COLONIAL MIGRATIONS #########
    
    #First event. If you have any province not of your main culture, and any colony above 600 pop, this can trigger and turn your colony into a city, and then turns its culture to the one of the province where the colonists came from.
    
    province_event = {
    
    	id = 454549
    
    	trigger = {
    		NOT = { has_global_flag = copyculture }
    		OR = { 
    			has_province_modifier = "colonial_boost1"
    			has_province_modifier = "colonial_boost2"
    			has_province_modifier = "colonial_boost3"
    		}
    		is_core = THIS
    		is_overseas = no
    		has_owner_culture = no
    		owner = {
    			any_owned_province = {
    				is_colony = yes
    				has_owner_culture = yes	
    				citysize = 600
    			}
    		}
    	}
    
    	mean_time_to_happen = {
    		months = 480
    		modifier = {
    			factor = 0.75
    			owner = { NOT = { accepted_culture = THIS } }
    		}
    		modifier = {
    			factor = 0.8
    			owner = { idea = land_of_opportunity }
    		}
    		modifier = {
    			factor = 0.9
    			revolt_risk = 5
    		}
    		modifier = {
    			factor = 0.9
    			revolt_risk = 10
    		}		
    	}
    	
    	title = "EVTNAME454549"
    	desc = "EVTDESC454549"
    
    	immediate = {
    		set_global_flag = copyculture
    		set_global_flag = migration_in_progress
    	}
    	
    	option = {
    		name = "EVTOPTA454549"
    		owner = {
    			random_owned = {
    				limit = {
    					is_colony = yes
    					has_owner_culture = yes	
    					citysize = 600
    				}
    				set_province_flag = copy_culture
    				citysize = 400
    			}
    		}
    		citysize = -500
    		set_province_flag = spread_culture
    		
    	}
    }
    
    #Second event. Same as first, but triggers if you have any overseas province with slaves, then turns the colony to the culture of that province.
    
    province_event = {
    
    	id = 454551
    
    	trigger = {
    		has_province_modifier = slave_boost
    		has_owner_culture = no
    		citysize = 2000
    		owner = { 
    			any_owned_province = {
    				is_colony = yes
    				has_owner_culture = yes
    				citysize = 600
    			}
    		}
    	}
    
    	mean_time_to_happen = {
    		months = 360
    
    	}
    	
    	immediate = {
    		set_global_flag = copyculture
    		set_global_flag = migration_in_progress
    	}
    	
    	title = "EVTNAME454551"
    	desc = "EVTDESC454551"
    
    	option = {
    		name = "EVTOPTA454551"
    		owner = { 
    			random_owned = {
    				limit = {		
    					is_colony = yes
    					has_owner_culture = yes
    					citysize = 600
    				}
    				set_province_flag = copy_culture
    				citysize = 400
    			}
    		}
    		citysize = -500
    		set_province_flag = spread_culture
    	}	
    }
    
    #Third event. This one doesn't work with colonies anymore. ;) It is basically the same as the first one, but triggers if you have any overseas province with more than 1000 pop and less than 2000 pop. Sends 1200 pop from a wrong culture province there, and changes the receiver's culture accordingly.
    
    province_event = {
    
    	id = 454550
    
    	trigger = {
    		NOT = { has_global_flag = copyculture }
    		OR = { 
    			has_province_modifier = "colonial_boost1"
    			has_province_modifier = "colonial_boost2"
    			has_province_modifier = "colonial_boost3"
    		}
    		is_overseas = no
    		is_core = THIS
    		has_owner_culture = no
    		owner = {
    			any_owned_province = {
    				is_colony = no
    				is_overseas = yes
    				has_owner_culture = yes	
    				NOT = { citysize = 2000 }
    			}
    		}
    	}
    
    	mean_time_to_happen = {
    		months = 1200
    		modifier = {
    			factor = 0.8
    			owner = { NOT = { accepted_culture = THIS } }
    		}
    		modifier = {
    			factor = 4.0
    			is_overseas = yes
    		}
    		modifier = {
    			factor = 0.8
    			owner = { idea = land_of_opportunity }
    		}
    		modifier = {
    			factor = 0.9
    			revolt_risk = 5
    		}
    		modifier = {
    			factor = 0.9
    			revolt_risk = 10
    		}	
    	}
    	
    	title = "EVTNAME454550"
    	desc = "EVTDESC454550"
    
    	immediate = {
    		set_global_flag = copyculture
    		set_global_flag = migration_in_progress
    	}
    	
    	option = {
    		name = "EVTOPTA454550"
    		owner = {
    			random_owned = {
    				limit = {
    					is_colony = no
    					is_overseas = yes
    					has_owner_culture = yes	
    					NOT = { citysize = 2000 }
    				}
    				set_province_flag = copy_culture
    				citysize = 1200
    			}
    		}
    		citysize = -1500
    		set_province_flag = spread_culture
    		
    	}
    }
    I hope this clears up some doubts about what this really is.
    Cheers.
    Attached Files
    /aeni
    Europa Universalis IV über alles!
    Try out Haftetavenscrap's Realistic Map Generator!

    Maker of:
    » Religious Migrations Mini-Mod (for EU3): Event system that simulates religious minorities and migrations.
    » copy_culture Event Set (for EU3): Copy any province's culture to another province of your choice.

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