I've got VV 2.2, using 1.2, and it's installed properly. It's working fine now so I'm thinking it was a problem on my end. Sorry to bother
Still enjoying an epic game!
Still enjoying an epic game!
Probably not directly, however you could add an event that adds a modifier that adds/removes a % of manpower to each province that isn't in your official culture group.You mean this from static_modifiers:
Has anyone tested to see whether this could be altered by decisions or laws ?
I've got VV 2.2, using 1.2, and it's installed properly. It's working fine now so I'm thinking it was a problem on my end. Sorry to bother
Still enjoying an epic game!
Probably not directly, however you could add an event that adds a modifier that adds/removes a % of manpower to each province that isn't in your official culture group.
Effectively doing the same thing.
BTW, manpower %s are additive not multiplacative at a provincial level (fortunately). I.e. if you have -90% manpower and you then get a modifier that adds 5% manpower you then have -85% manpower for that province. At the national level they are multiplicative (which is good, that makes sense). Note that wrong culture is additive since it's basically at the provincial level, just applies to all non culture provinces automatically.
Well, do you mean and perhaps? Both of those would involve doing it the way I said.If that is the case, it will have to be done indirectly like you said or perhaps:
1) individually for each province via province modifiers. One decision for every province in the game. This would allow you to isolate your recruitment to certain "cultural" areas; or
2) one decision for each culture - this would probably be better.
- add Odrysae Kingdom flag (thanks to JeffSteel for pointing this out)
province_event = {
id = 185413
trigger = {
NOT = { exists = LIG }
any_empty_neighbor_province = {
province_id = 72
}
}
...
}
Just a minor bugreport: playing as (Antigonid) Macedonia, I released Athens as a separate state so I could vassalise them and get some big civ boosts to Macedonia which had been sacked by the Kelts. However, the decision actually released Athens but gave them a core on Aetolia and placed its little army and fleet there instead of Argolis. It received the right province, just didn't get a core on it.
Another quick question:
In the "Ligures have formed a nation!" event (185413), it seems that there's really no way for the player (or AI, for that matter) to prevent the Ligures from forming when realistically there should be. As Gaul, I conquered the area from Rome long ago, but then the province suddenly seceded from me with no notification or prior warning. Mildly irritated, I decided to cop the -2 stab hit for no CB and annexed them again - only for them to form again within two days.
The triggers for the event really confuse me, too. I don't see the point in it needing to be triggered by another country, unless it wasn't intended to fire if Liguria was controlled by anyone (in which case it should probably use a random_empty_neighbor_province switch instead).
72 = {
[B]NOT = { owned_by = THIS }[/B]
any_neighbor_province = { owned_by = THIS }
}
Also, a quick suggestion: I think it's a good idea to remove any reference to retreat_delay for tribes, since the code is pretty badly bugged. If an army with a retreat_delay modifier assaults a fortification, they'll continue attacking the fort even when their morale is at 0, only stopping when the fort is either taken or their infantry have all died. Just a thought
Edit: I'm guessing the Ligures event is supposed to only fire if Liguria is an empty province, so here's my suggestion on how to change the event:
Thoughts? Haven't tested it, but it should work.Code:province_event = { id = 185413 trigger = { NOT = { exists = LIG } any_empty_neighbor_province = { province_id = 72 } } ... }
Yes, the decision was pointing the troop spawn and core to the wrong province. Thanks for letting me know.
I would have thought that NOT = { owned_by = THIS } would have stopped it from re-spawning but obviously it didnt.
Code:72 = { [B]NOT = { owned_by = THIS }[/B] any_neighbor_province = { owned_by = THIS } }
Good point, this one hasnt been mentioned for a while. From what I can see there is not much known about "retreat_delay". I might try testing it at "2" instead of "3" and see if that makes a difference with the seiges. Have you got a save game you can test it on ?
Does the garrison continue to take losses when the attacking troops are at zero morale ?
Great, I will use your reduced code and also put in a flag to stop it from respawing.
Thanks Cheexsta.
EDIT: Also event 185412 and 185415 are the same and need to be adjusted.