Come see my AAR: Scandinavia: 1890-1936 w/ Great Wars : Dead
Try my user tweak for PDM mod Victoria 2. Winter, gaining cores, and more.
Victoria 2 Pop Utility, works with any version
White Man's Burden mod for Victoria 2. Greatly improves exploration and colonization, as well as rebellions and international affairs: Coming Soon
Contact me by PM or at flame7926@gmail.com if you are interested in helping
This option keeps causing a crash, does anyone see an error in it? Validator is not picking up anything, and I don't see anything.
Code:option = { name = "We shall suppress their organization nationally" money = -4000 set_country_flag = r_4_count_suppress random_list = { 60 = { any_owned = { limit = { is_colonial = no has_province_modifier = r_level_4 } any_pop = { limit = { militancy = 6 } militancy = -4 } } } 40 = { any_owned = { any_pop = { limit = { pop_majority_ideology = liberal NOT = { militancy = 5 } } militancy = 3 } } any_pop = { militancy = 1 } badboy = 2 } } ai_chance = { factor = 45 } }
And also, is there any way to nerf Britain home islands soldier growth? Could I do it with tech school?
Last edited by flame7926; 09-08-2012 at 09:07.
Come see my AAR: Scandinavia: 1890-1936 w/ Great Wars : Dead
Try my user tweak for PDM mod Victoria 2. Winter, gaining cores, and more.
Victoria 2 Pop Utility, works with any version
White Man's Burden mod for Victoria 2. Greatly improves exploration and colonization, as well as rebellions and international affairs: Coming Soon
Contact me by PM or at flame7926@gmail.com if you are interested in helping
Provided there's not an issue with your province modifier, the only thing that comes to mind is the pop_majority_ideology command. I remember running into some weird bugs a while back when using that in any_pop scope. If there weren't any pops that fit the limit I set, the game would crash.
Tech school affects research rate only. The only way to nerf soldier growth would be to mod the promotion tables.And also, is there any way to nerf Britain home islands soldier growth? Could I do it with tech school?


I'm trying to create a decision for Ottoman Empire, it works, but I have a question. I'm trying to add this decision some bonuses for army, like Von Motlke for Germany, but I couldn't figure out how, I'm kinda new so how do we add army bonuses to decisions, or tax efficiency etc. Or how do we create a country modifier? (Sorry for bad English)
Code:nizami_cedid = { potential = { tag = TUR NOT = { has_country_flag = nizami_cedid_enacted } } allow = { muzzle_loaded_rifles = 1 military_plans = 1 army_professionalism = 1 } effect = { prestige = 5 set_country_flag = nizami_cedid_enacted } ai_will_do = { factor = 1 modifier = { factor = 0 war = no } }
Location: San Francisco
Nationality: Anglo-Indian
Religion: Atheist
Ideology: Democratic Socialism
Issues: Interventionism, Free Trade, Full Citizenship, Anti-Military, Atheism, Excellent Health Care, Excellent Safety, Universal Suffrage,
Current Work: Student
Cash Reserves: £0
Revolt Risk: +0
Militancy: 3.14
Consciousness: 10
Well, you define what the modifier does in event_modifiers-- the prussian_general_staff modifier is in there, if someone wants to take a look of a modifier that adds army bonuses.
As for localization, you need to add in a .csv file something that has just the modifier title and then one with "_desc" appended onto it. (so if you had a nizami_cedid modifier, you'd have "nizami_cedid" for the name of the modifier and "nizami_cedid_desc" for the description which would pop up when you hover over the modifier's icon... though careful not to use the same name as that of your decision unless you're okay with them having the same description).
I'm trying to make a decision that you can only trigger if you control Paris, Vienna etc or if they are in your sphere, but I have no idea what to write in the effect allow part of the decision.
Right now the decision doesn't show up in game at all, but it did earlier (I guess I changed something that broke it and now I can't see what exactly), but even when it did the decision didn't require anything no matter what I wrote in the allow part. Any help would be appreciatedCode:political_decisions = { form_europa = { potential = { OR = { tag = FRA tag = GER tag = PRU tag = KUK tag = AUS tag = NGF tag = ITA } NOT = { exists = EUR } allow = { war = no owns = 549 owns = 619 owns = 425 owns = 375 owns = 749 } effect = { prestige = 100 change_tag = EUR add_accepted_culture = south_german add_accepted_culture = north_german add_accepted_culture = spanish add_accepted_culture = french add_accepted_culture = north_italian add_accepted_culture = south_italian } ai_will_do = { factor = 0 } } } }![]()
You just mixed up your brackets. Try this:
Code:political_decisions = { form_europa = { potential = { OR = { tag = FRA tag = GER tag = PRU tag = KUK tag = AUS tag = NGF tag = ITA } NOT = { exists = EUR } } allow = { war = no owns = 549 owns = 619 owns = 425 owns = 375 owns = 749 } effect = { prestige = 100 change_tag = EUR add_accepted_culture = south_german add_accepted_culture = north_german add_accepted_culture = spanish add_accepted_culture = french add_accepted_culture = north_italian add_accepted_culture = south_italian } ai_will_do = { factor = 0 } } }
How do you determine an AI's likelihood of taking an option of an event? Is it random? Can I have say the AI take Option A) 30% of the time and option B) 70% of the time?
People have forgotten what the word rebellion means. It is not difficult to be selfish and uncaring within a selfish and uncaring world... The man who cares for no-one except himself is a slave and not a rebel. It takes a true rebel to rise above the darker side of human nature and to sacrifice the self for the other. There is no greater rebellion than the sacrifice of the self for the good of others.
You can insert a command called "ai_chance" in any event option. If you open up the event files in PDM, many of them will have examples. The factor used is the "base" chance... but the factors don't have to add up to 100. It's just a weighting. So if one option's factor is 10 and the other is 5, then the latter has half the chance of being selected as the former.
Guess I'll bump the thread with a question.
Is there anyway to convert Pop cultures like in Victoria I, when playing as America I like to convert yankees that move to texas to texans and yankees that move to CSA cores to Dixie Pops. I also want to do this 'behind the scenes' I know Victoria I had events that fired in the background but I'm not sure if Vicky II does. Any help would be greatly appreciated.
I wish to create to create an event to help my country assimilate other cultures? What do I write ?
- A POP Divided - the mega-mod for "Victoria 2 - Heart of Darkness" --- co-developer
- New Nations Mod - for "Victoria 2 - Heart of Darkness" --- primary developer
- Great Wars for Victoria 2 - for "Victoria 2 - Heart of Darkness" --- creator
Thanks but I was speaking about option = { assimilation or ?= ...}
- A POP Divided - the mega-mod for "Victoria 2 - Heart of Darkness" --- co-developer
- New Nations Mod - for "Victoria 2 - Heart of Darkness" --- primary developer
- Great Wars for Victoria 2 - for "Victoria 2 - Heart of Darkness" --- creator
- A POP Divided - the mega-mod for "Victoria 2 - Heart of Darkness" --- co-developer
- New Nations Mod - for "Victoria 2 - Heart of Darkness" --- primary developer
- Great Wars for Victoria 2 - for "Victoria 2 - Heart of Darkness" --- creator
I have done this
need_assimilation_fast = {
non_accepted_pop_militancy_modifier = 0.005
assimilation_rate = 5.5
icon = 16
}
but how do I create an decision with this now?
You put that into your event_modifiers.txt file... and then you use add_country_modifier inside a decision to add it. Make the duration -1 so it's permanent, if that's what you want.
- A POP Divided - the mega-mod for "Victoria 2 - Heart of Darkness" --- co-developer
- New Nations Mod - for "Victoria 2 - Heart of Darkness" --- primary developer
- Great Wars for Victoria 2 - for "Victoria 2 - Heart of Darkness" --- creator
If I do that, it becomes a decision like form Germany?