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Thread: Event/decision and related for dummies

  1. #181
    Benevolent Imperialist flame7926's Avatar
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    Quote Originally Posted by Rylock View Post
    If you've tried using the change_tag command with FROM or THIS and it doesn't work, then it can't be done. It means the command expects a proper tag only.
    Well thats disappointing, I wanted the player to be able to choose a side in a civil war, but it is supposed to be generic, so no proper tags. Oh well.
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  2. #182
    Benevolent Imperialist flame7926's Avatar
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    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.
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  3. #183
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by flame7926 View Post
    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.
    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.

    And also, is there any way to nerf Britain home islands soldier growth? Could I do it with tech school?
    Tech school affects research rate only. The only way to nerf soldier growth would be to mod the promotion tables.

  4. #184
    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
    			}
    	}

  5. #185
    Field Marshal calvinhobbeslik's Avatar
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    Quote Originally Posted by ebonlockey View Post
    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
    			}
    	}
    In victoria2/common/event_modifiers, you have to define what your decision actually does. Also, you need to put it somewhere in localisation, but I'm not sure how that works exactly.
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  6. #186
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by calvinhobbeslik View Post
    In victoria2/common/event_modifiers, you have to define what your decision actually does. Also, you need to put it somewhere in localisation, but I'm not sure how that works exactly.
    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).

  7. #187
    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.

    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
    		}
    	}	
    }
    }
    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 appreciated

  8. #188
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by Bastastic View Post
    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 appreciated
    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
    		}
    	}
    }

  9. #189
    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.

  10. #190
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by The_13th_Ronin View Post
    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?
    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.

  11. #191
    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.

  12. #192
    Sergeant lordhood's Avatar
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    I wish to create to create an event to help my country assimilate other cultures? What do I write ?

  13. #193
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by lordhood View Post
    I wish to create to create an event to help my country assimilate other cultures? What do I write ?
    You need to add a new event modifier into the common\event_modifiers.txt file, and then use add_country_modifier in a decision or event to put it on your country.

  14. #194
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    Thanks but I was speaking about option = { assimilation or ?= ...}

  15. #195
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by lordhood View Post
    Thanks but I was speaking about option = { assimilation or ?= ...}
    No, there is no event command for that. The only way to affect assimilation is with modifiers.

  16. #196
    Sergeant lordhood's Avatar
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    and what are they?

  17. #197
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by lordhood View Post
    and what are they?
    They are the things listed in common\event_modifiers.txt, which get added via add_province_modifier and add_country_modifier. They are effects that remain constant on a province or country, instead of the one-time effects you normally get in events.

  18. #198
    Sergeant lordhood's Avatar
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    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?

  19. #199
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by lordhood View Post
    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.

  20. #200
    Sergeant lordhood's Avatar
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    If I do that, it becomes a decision like form Germany?

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