+ Reply to Thread
Results 1 to 9 of 9

Thread: How creat a casus belli

  1. #1

    How creat a casus belli

    How to create a new casus belli.? I esseyer in creating a new but it does not work!
    Code:
    # Conquete tribal
    conquete_tribal = {
    	sprite_index = 2
    	is_triggered_only = yes
    	months = 12
    
    	badboy_factor = 2
    	prestige_factor = 2
    	peace_cost_factor = 1
    	penalty_factor = 1
    
    	break_truce_prestige_factor = 5
    	break_truce_infamy_factor = 2
    	break_truce_militancy_factor = 2
    	truce_months = 0
    	
    	good_relation_prestige_factor = 1
    	good_relation_infamy_factor = 1
    	good_relation_militancy_factor = 1
    	
    	good_relation_prestige_factor = 1
    	good_relation_infamy_factor = 1
    	good_relation_militancy_factor = 1
    
    	is_valid = {
    		this = { is_greater_power = yes }
    		is_greater_power = no
    		civilized = no
    	}
    	
    	po_annex_tribal = yes
    	
    	war_name = CONQUETE_TRIBAL_NAME
    	
    	on_add = {
    		move_issue_percentage = { 
    			from = jingoism 
    			to = pro_military
    			value = 0.25
    		}
    	}
    }
    and the file defines.lua
    Code:
    diplomacy = {
    	PEACE_COST_ADD_TO_SPHERE = 1,
    	PEACE_COST_RELEASE_PUPPET = 1,
    	PEACE_COST_DISARMAMENT = 1,
    	PEACE_COST_REPARATIONS = 1,
    	PEACE_COST_TRANSFER_PROVINCES = 1,
    	PEACE_COST_PRESTIGE = 1,
    	PEACE_COST_CONCEDE = 1,
    	PEACE_COST_STATUS_QUO = 1,
    	PEACE_COST_ANNEX = 100,
            PEACE_COST_ANNEX_TRIBAL = 100,
    	PEACE_COST_DEMAND_STATE = 10,
    	
    	INFAMY_ADD_TO_SPHERE = 2,
    	INFAMY_RELEASE_PUPPET = 0.5,
    	INFAMY_DISARMAMENT = 5,
    	INFAMY_REPARATIONS = 5,
    	INFAMY_TRANSFER_PROVINCES = 3,
    	INFAMY_PRESTIGE = 2,
    	INFAMY_CONCEDE = 1,
    	INFAMY_STATUS_QUO = 0,
    	INFAMY_ANNEX = 10,
            INFAMY_ANNEX_TRIBAL = 5,
    	INFAMY_DEMAND_STATE = 5,
    	
    	PRESTIGE_ADD_TO_SPHERE = 5,
    	PRESTIGE_RELEASE_PUPPET = 5,
    	PRESTIGE_DISARMAMENT = 5,
    	PRESTIGE_REPARATIONS = 5,
    	PRESTIGE_TRANSFER_PROVINCES = 2,
    	PRESTIGE_PRESTIGE = 5,
    	PRESTIGE_CONCEDE = 1,
    	PRESTIGE_STATUS_QUO = 5,
    	PRESTIGE_ANNEX = 2,
            PRESTIGE_ANNEX_TRIBAL = 2,
    	PRESTIGE_DEMAND_STATE = 2,
    	
    	BREAKTRUCE_INFAMY_ADD_TO_SPHERE = 1,
    	BREAKTRUCE_INFAMY_RELEASE_PUPPET = 1,
    	BREAKTRUCE_INFAMY_DISARMAMENT = 1,
    	BREAKTRUCE_INFAMY_REPARATIONS = 1,
    	BREAKTRUCE_INFAMY_TRANSFER_PROVINCES = 1,
    	BREAKTRUCE_INFAMY_PRESTIGE = 1,
    	BREAKTRUCE_INFAMY_CONCEDE = 1,
    	BREAKTRUCE_INFAMY_STATUS_QUO = 1,
    	BREAKTRUCE_INFAMY_ANNEX = 1,
            BREAKTRUCE_INFAMY_ANNEX_TRIBAL = 1,
    	BREAKTRUCE_INFAMY_DEMAND_STATE = 1,
    	
    	BREAKTRUCE_PRESTIGE_ADD_TO_SPHERE = -20,
    	BREAKTRUCE_PRESTIGE_RELEASE_PUPPET = -20,
    	BREAKTRUCE_PRESTIGE_DISARMAMENT = -20,
    	BREAKTRUCE_PRESTIGE_REPARATIONS = -20,
    	BREAKTRUCE_PRESTIGE_TRANSFER_PROVINCES = -20,
    	BREAKTRUCE_PRESTIGE_PRESTIGE = -20,
    	BREAKTRUCE_PRESTIGE_CONCEDE = -20,
    	BREAKTRUCE_PRESTIGE_STATUS_QUO = -20,
    	BREAKTRUCE_PRESTIGE_ANNEX = -20,
            BREAKTRUCE_PRESTIGE_ANNEX_TRIBAL = -20,
    	BREAKTRUCE_PRESTIGE_DEMAND_STATE = -20,
    	
    	BREAKTRUCE_MILITANCY_ADD_TO_SPHERE = 2,
    	BREAKTRUCE_MILITANCY_RELEASE_PUPPET = 2,
    	BREAKTRUCE_MILITANCY_DISARMAMENT = 2,
    	BREAKTRUCE_MILITANCY_REPARATIONS = 2,
    	BREAKTRUCE_MILITANCY_TRANSFER_PROVINCES = 2,
    	BREAKTRUCE_MILITANCY_PRESTIGE = 2,
    	BREAKTRUCE_MILITANCY_CONCEDE = 2,
    	BREAKTRUCE_MILITANCY_STATUS_QUO = 2,
    	BREAKTRUCE_MILITANCY_ANNEX = 2,
            BREAKTRUCE_MILITANCY_ANNEX_TRIBAL = 2,
    	BREAKTRUCE_MILITANCY_DEMAND_STATE = 2,
    	
    	GOODRELATION_INFAMY_ADD_TO_SPHERE = 1,
    	GOODRELATION_INFAMY_RELEASE_PUPPET = 1,
    	GOODRELATION_INFAMY_DISARMAMENT = 1,
    	GOODRELATION_INFAMY_REPARATIONS = 1,
    	GOODRELATION_INFAMY_TRANSFER_PROVINCES = 1,
    	GOODRELATION_INFAMY_PRESTIGE = 1,
    	GOODRELATION_INFAMY_CONCEDE = 1,
    	GOODRELATION_INFAMY_STATUS_QUO = 1,
    	GOODRELATION_INFAMY_ANNEX = 1,
            GOODRELATION_INFAMY_ANNEX_TRIBAL = 1,
    	GOODRELATION_INFAMY_DEMAND_STATE = 1,
    	
    	GOODRELATION_PRESTIGE_ADD_TO_SPHERE = -20,
    	GOODRELATION_PRESTIGE_RELEASE_PUPPET = -20,
    	GOODRELATION_PRESTIGE_DISARMAMENT = -20,
    	GOODRELATION_PRESTIGE_REPARATIONS = -20,
    	GOODRELATION_PRESTIGE_TRANSFER_PROVINCES = -20,
    	GOODRELATION_PRESTIGE_PRESTIGE = -20,
    	GOODRELATION_PRESTIGE_CONCEDE = -20,
    	GOODRELATION_PRESTIGE_STATUS_QUO = -20,
    	GOODRELATION_PRESTIGE_ANNEX = -20,
            GOODRELATION_PRESTIGE_ANNEX_TRIBAL = -20,
    	GOODRELATION_PRESTIGE_DEMAND_STATE = -20,
    	
    	GOODRELATION_MILITANCY_ADD_TO_SPHERE = 2,
    	GOODRELATION_MILITANCY_RELEASE_PUPPET = 2,
    	GOODRELATION_MILITANCY_DISARMAMENT = 2,
    	GOODRELATION_MILITANCY_REPARATIONS = 2,
    	GOODRELATION_MILITANCY_TRANSFER_PROVINCES = 2,
    	GOODRELATION_MILITANCY_PRESTIGE = 2,
    	GOODRELATION_MILITANCY_CONCEDE = 2,
    	GOODRELATION_MILITANCY_STATUS_QUO = 2,
    	GOODRELATION_MILITANCY_ANNEX = 2,
            GOODRELATION_MILITANCY_ANNEX_TRIBAL = 2,
    	GOODRELATION_MILITANCY_DEMAND_STATE = 2,
    	
    	WAR_PRESTIGE_COST_BASE = 100,
    	WAR_PRESTIGE_COST_HIGH_PRESTIGE = 1,
    	WAR_PRESTIGE_COST_NEG_PRESTIGE = 1,
    	WAR_PRESTIGE_COST_TRUCE = 100,
    	WAR_PRESTIGE_COST_HONOR_ALLIANCE = -100,
    	WAR_PRESTIGE_COST_HONOR_GUARNATEE = -50,
    	WAR_PRESTIGE_COST_UNCIVILIZED = -50,
    	WAR_PRESTIGE_COST_CORE = -50,	
    	
    	WAR_FAILED_GOAL_MILITANCY = 2,
    	WAR_FAILED_GOAL_PRESTIGE = -10,
              
               PO_CONCEDE_DEFEAT_PRESTIGE = 1,
    	PO__PRESTIGE = 1,
            PO_ANNEX_TRIBAL_PRESTIGE = 1,
    	PO_DEMAND_STATE_PRESTIGE = 1,
    	PO_ADD_TO_SPHERE_PRESTIGE = 1,
    	PO_DISARMAMENT_PRESTIGE = 1,
    	PO_REPARATIONS_PRESTIGE = 1,
    	PO_TRANSFER_PROVINCES_PRESTIGE = 1,
    	PO_REDUCE_PRESTIGE_PRESTIGE = 1,
    	
    	PO_CONCEDE_DEFEAT_BADBOY = 1,
    	PO_ANNEX_BADBOY = 1,
               PO_ANNEX_TRIBAL_BADBOY = 1,
    	PO_DEMAND_STATE_BADBOY = 1,
    	PO_ADD_TO_SPHERE_BADBOY = 1,
    	PO_DISARMAMENT_BADBOY = 1,
    	PO_REPARATIONS_BADBOY = 1,
    	PO_TRANSFER_PROVINCES_BADBOY = 1,
    	PO_REDUCE_PRESTIGE_BADBOY = 1,


    I need help

  2. #2
    Victoria's Plastic Surgeon Moderator OHgamer's Avatar
    Hoi2 Beta MemberVictoria Revolutions BetaEU3 Collectors Edition OwnerEU3 CompleteHearts of Iron III
    Victoria 2 BetaVictoria 2Victoria II: A House Divided

    Join Date
    Jan 2003
    Location
    In Columbus OH, but dreaming of the White Isle.....
    Posts
    17,607
    The defines.lua entries I think are hardcoded, in that you can not add any new terms, but would have to rework existing ones. You can't create "PEACE_COST_ANNEX_TRIBAL = 100," the game simply will not recognize it.
    Slowly working my schedule to make more time for Paradox. Have missed you all and hope to be more active here in 2013.

  3. #3
    Thank you
    It really sucks .... how do we create a difference between the annexation of a non-civilized and the annexation of a civilized country.
    It is illogical to have the same badboy, which is annex Saxony or Sokoto!

  4. #4
    First Lieutenant greendevil's Avatar
    Deus Vult!Hearts of Iron 2: ArmageddonVictoria: RevolutionsEuropa Universalis III: In NomineHearts of Iron III
    Heir to the ThroneVictoria 2Divine WindCrusader Kings IIVictoria II: A House Divided
    HOI3: Their Finest Hour

    Join Date
    Nov 2008
    Location
    Italy, Ferrara
    Posts
    231
    Indeed that's a shame
    This great evil. Where does it come from? How'd it steal into the world? What seed, what root did it grow from? Who's doin' this? Who's killin' us? Robbing us of life and light. Mockin' us with the sight of what we might've known. Does our ruin benefit the earth? Does it help the grass to grow, the sun to shine? Is this darkness in you, too? Have you passed through this night?

  5. #5
    Colonel Shauf's Avatar
    Galactic AssaulterDeus Vult!Finder of the Lost EmpireHearts of Iron 2: ArmageddonVictoria: Revolutions
    EU3 CompleteSupreme Ruler 2020Rome GoldEast India CompanyHearts of Iron III
    Victoria 2 BetaFor The GloryArsenal of DemocracyHeir to the ThroneMount & Blade: Warband
    200k ClubSemper FiVictoria 2Divine WindIron Cross
    MagickaDarkest HourCrusader Kings IIPride of NationsFor the Motherland
    Victoria II: A House Divided Beta

    Join Date
    Apr 2008
    Location
    Netherlands
    Posts
    1,190
    Quote Originally Posted by pixies57 View Post
    Thank you
    It really sucks .... how do we create a difference between the annexation of a non-civilized and the annexation of a civilized country.
    It is illogical to have the same badboy, which is annex Saxony or Sokoto!
    There is already a difference if you are civilized yourself. If you research i think it was called Imperialism & revolutionism or something like that it should give the opportunity to annex uncivilized nations for only 8 infamy as a civilized nation
    Proud beta tester of Victoria 2

  6. #6
    I'm trying to make a new CB as well, however I can't get it to come up, and I think it's just a syntax problem on my part.

    Does the syntax come from some scripting language not directly related to the engine? or is it Paradox's own language?

    My entry from cb_types.txt
    Code:
    #annihilate
    annihilate {
    	sprite_index = 2
    	is_triggered_only = yes
    	months = 12
    	
    	is_valid = {
    		or = {
    			and = {
    				not {
    					any_owned_province = {
    						and = {
    							is_colonial = no
    							not = {controled_by = THIS}
    						}
    					}
    				}
    				and = {
    					national_provinces_occupied = 50
    					
    					not = { total_amount_of_divisions = 150}
    				}
    			}
    			national_provinces_occupied = 100
    	}
    
    	badboy_factor = 3
    	prestige_factor = 7
    	peace_cost_factor = 1
    	penalty_factor = 1
    	
    	break_truce_prestige_factor = 5
    	break_truce_infamy_factor = 2
    	break_truce_militancy_factor = 2
    	truce_months = 0
    	
    	good_relation_prestige_factor = 1
    	good_relation_infamy_factor = 1
    	good_relation_militancy_factor = 1
    	
    	on_add = {
    		move_issue_percentage = { 
    			from = jingoism 
    			to = pro_military
    			value = 0.25
    		}
    	}
    	
    	po_annex = yes
    	
    	war_name = WAR_CONQUEST_NAME
    }
    put simply if every non-colonial province is no longer controlled by the owner and more than 50% of all provinces are occupied and they have less than 150 divisions remaining, OR they have 100% of their provinces occupied.

    I want this to come up as a possible wargoal during a war, not to start one. This is because I don't want the condition for victory to be dependent on war score.

    Thanks

  7. #7
    So... there is no way to create a new, unique wargoal? That seems like a serious error on PI's part. What about all the unique wargoals throughout the game that pop up after events and what not... Where do you find the files on those and shouldn't you be able to add new ones if they are simple text files?

  8. #8
    Colonel slugo's Avatar
    Diplomacy PlayerEU3 Collectors Edition OwnerNapoleonic MarshalDeus Vult!Victoria: Revolutions
    Europa Universalis III: In NomineEast India CompanyHearts of Iron III200k ClubVictoria 2
    Crusader Kings IIVictoria II: A House Divided

    Join Date
    Aug 2001
    Location
    freeland, pa, usa
    Posts
    1,068
    Quote Originally Posted by Shauf View Post
    There is already a difference if you are civilized yourself. If you research i think it was called Imperialism & revolutionism or something like that it should give the opportunity to annex uncivilized nations for only 8 infamy as a civilized nation
    yeah, thats already in. its the create a protectorate war goal. you onlyget 8 inf but also only 2 prestige
    and as things fell apart, nobody paid much attention

    to alchohol, the cause of and solution to all of life's problems- Homer J Simpson

    secrecy begs tyranny- jubal harshaw

  9. #9
    Skeptic Taijian's Avatar
    EU3 OwnerNapoleonic MarshalDeus Vult!Hearts of Iron 2: ArmageddonVictoria: Revolutions
    Europa Universalis III: In NomineRome GoldHearts of Iron IIIArsenal of DemocracyHeir to the Throne
    Rise of PrussiaMount & Blade: Warband200k ClubSemper FiVictoria 2
    Divine WindCrusader Kings IIPride of NationsFor the MotherlandSengoku
    Victoria II: A House DividedCrusader Kings II Holy KnightHOI3: Their Finest HourMarch of the EaglesVictoria 2: Heart of Darkness

    Join Date
    Dec 2006
    Location
    Amsterdam, Nederland
    Posts
    377
    Quote Originally Posted by Raptoer View Post
    I'm trying to make a new CB as well, however I can't get it to come up, and I think it's just a syntax problem on my part.
    It think your problem is right here:
    Code:
    annihilate {
    You're missing a '='

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts