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Manos, the Hands of Fate
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As it turns out, it is very simple to mod the game such that it is possible to demand capital regions. If successful, the game even assigns a new capital to the victim. This has the benefit of avoiding hideously gerrymandered borders in some cases, but before I make this standard in my games I'd like to ask if there are any good reasons why this is not possible by default.
 
Not that I've seen.

It being nescessary for Greece to dismantle all of Anatolia to get at Cosntantinople is just wierd. I've not bothered changing it myself, but maybe I should.

(possibly instead of being able to just demand capitals, being able to demand capitals where you have cores would be better. That'd at least work for the CSA and Greece.)
 
As it turns out, it is very simple to mod the game such that it is possible to demand capital regions. If successful, the game even assigns a new capital to the victim. This has the benefit of avoiding hideously gerrymandered borders in some cases, but before I make this standard in my games I'd like to ask if there are any good reasons why this is not possible by default.

Could you quote code making this possible? I always wanted this, but didn't try to find solution ..
 
Aye same here, I just made a 'Burn Washington' decision for the CSA that makes the US move its capital
 
Could you quote code making this possible? I always wanted this, but didn't try to find solution ..

Modding V2 unit of special assignment intervenes again!

Find
# Acquire Core State
in the cb_types.txt and replace

Code:
	allowed_states = {
		any_owned_province = {
			is_core = THIS
		}
		not = { any_owned_province = { is_capital = yes } }
	}

by

Code:
	allowed_states = {
		any_owned_province = {
			is_core = THIS
		}
		#not = { any_owned_province = { is_capital = yes } }
	}

Then find
# Gain control of State
and replace

Code:
	allowed_states = {
		is_colonial = no
		any_owned_province = {
			not = {	is_core = THIS }
			is_colonial = no
		}
		not = { any_owned_province = { is_capital = yes } }
	}

by

Code:
	allowed_states = {
		is_colonial = no
		any_owned_province = {
			not = {	is_core = THIS }
			is_colonial = no
		}
		#not = { any_owned_province = { is_capital = yes } }
	}

You can do the same with Demand Concession.
 
Perhaps the reasoning was that France would be unlikely to surrender Paris, and Britain to surrender London, situations like that where there's a natural capital of the nation. Asking for large swathes of their humiliated nation is one thing, but taking their capital would be beyond the pale. Not totally defending that reasoning but it's an idea.

The capital is also frequently the most populated province and therefore likely to have the highest concentration of factories and other goodies, which would mean taking it would kneecap a country even more.

Of course for countries like the USA where the capital was an artificial thing it makes much less sense, and the obvious example of the Ottomans/Turks.
 
I'm quite happy with the present system as capitals practically never changed hands in this era, HOWEVER, I think it would be cool if there was some sort of way for either Russia or Greece to take Istanbul.
 
It works.

Sweet!

I'm quite happy with the present system as capitals practically never changed hands in this era, HOWEVER, I think it would be cool if there was some sort of way for either Russia or Greece to take Istanbul.

Exactly (or Bulgaria, or Yugoslavia, any Balkan nation really). I was rather thinking that Cosntantinople and Washington were the primary cases. Possibly Guatemala v Mexico.
 
What I did was comment out not = { any_owned_province = { is_capital = yes } } for demand state, demand core state, demand demand concession, and unification war by inserting # at the beginning of the line. All cb types can be modded in cb_types.txt.

Code:
# Acquire Core State
acquire_core_state = {
	sprite_index = 5
	is_triggered_only = yes
	months = 12

	badboy_factor = 0
	prestige_factor = 2
	peace_cost_factor = 0.7
	penalty_factor = 1
	always = yes

	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

	is_valid = {
		number_of_states = 2 # annex if you want their last state
		any_owned_province = {
			is_core = THIS
		}
	NOT = {
		has_country_modifier = neutrality
		}
	THIS = {
		NOT = {
			has_country_modifier = neutrality
			}
		}
	}
	
	allowed_states = {
		any_owned_province = {
			is_core = THIS
		}
#		not = { any_owned_province = { is_capital = yes } }
	}

	po_demand_state = yes
	
	war_name = WAR_TAKE_CORE_NAME
	
	on_add = {
		move_issue_percentage = { 
			from = jingoism 
			to = pro_military
			value = 0.25
		}
	}
}
Code:
# Gain control of State
acquire_state = {
	sprite_index = 6
	is_triggered_only = yes
	months = 12

	badboy_factor = 2
	prestige_factor = 2
	peace_cost_factor = 1
	penalty_factor = 1

	break_truce_prestige_factor = 1
	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

	is_valid = {
		number_of_states = 2 # annex if you want their last state
		any_owned_province = {
			not = { is_core = THIS }
			is_colonial = no
		}
	NOT = {
		has_country_modifier = neutrality
		}
	THIS = {
		NOT = {
			has_country_modifier = neutrality
			}
		}
		OR = {
			AND = {
				civilized = yes
				THIS = {
					civilized = yes
				}
			}
			AND = {
				civilized = no
				THIS = {
					civilized = no
				}
			}
		}
		is_independant = yes
	}
	
	allowed_states = {
		is_colonial = no
		any_owned_province = {
			not = {	is_core = THIS }
			is_colonial = no
		}
#		not = { any_owned_province = { is_capital = yes } }
	}

	po_demand_state = yes
	
	war_name = WAR_TAKE_NAME
	
	on_add = {
		move_issue_percentage = { 
			from = jingoism 
			to = pro_military
			value = 0.25
		}
	}
}
Code:
# Demand Concession
demand_concession_casus_belli = {
	sprite_index = 7
	is_triggered_only = yes
	months = 0
	
	badboy_factor = 0.8
	prestige_factor = 0.1
	peace_cost_factor = 0.6
	penalty_factor = 1

	break_truce_prestige_factor = 1
	break_truce_infamy_factor = 1
	break_truce_militancy_factor = 1
	truce_months = 12
	
	good_relation_prestige_factor = 0
	good_relation_infamy_factor = 0
	good_relation_militancy_factor = 0
	
	always = no

	is_valid = {
		THIS = {
			civilized = yes
		}
	THIS = {
		NOT = {
			has_country_modifier = neutrality
			}
		}
	NOT = {
		has_country_modifier = neutrality
		}
		civilized = no
		number_of_states = 2
	}
	
	allowed_states = {
		any_owned_province = {
			is_colonial = no
		}
#		not = { any_owned_province = { is_capital = yes } }
	}
	
	po_demand_state = yes
	
	war_name = WAR_CONCESSION_NAME

	on_add = {
		move_issue_percentage = { 
			from = jingoism 
			to = pro_military
			value = 0.1
		}
	}
}
Code:
# Unification Demand State
unification_casus_belli = {
	sprite_index = 5
	is_triggered_only = no
	months = 12
	
	badboy_factor = 0
	prestige_factor = 1
	peace_cost_factor = 1
	penalty_factor = 1

	break_truce_prestige_factor = 1
	break_truce_infamy_factor = 1
	break_truce_militancy_factor = 1
	truce_months = 12
	
	good_relation_prestige_factor = 1
	good_relation_infamy_factor = 1
	good_relation_militancy_factor = 1
	
	always = yes
	
	is_valid = {
		THIS = {
			is_greater_power = yes
		}
	THIS = {
		NOT = {
			has_country_modifier = neutrality
			}
		}
	NOT = {
		has_country_modifier = neutrality
		}
		NOT = {
			is_culture_group = THIS
		}
		number_of_states = 2
		any_state = {
			any_owned_province = {
				any_core = {
					this_culture_union = this_union
					is_cultural_union = yes
				}
			}
			not = { any_owned_province = { is_capital = yes } }
		}
	}
	allowed_states = {
		any_owned_province = {
			any_core = {
				this_culture_union = this_union
				is_cultural_union = yes
			}
		}
#		not = { any_owned_province = { is_capital = yes } }
	}
	
	po_demand_state = yes
	
	war_name = WAR_UNIFICATION_NAME

	on_add = {
		move_issue_percentage = { 
			from = jingoism 
			to = pro_military
			value = 0.1
		}
	}
}

Actually, my inspiration for this would be so I could take only Bohemia-Moravia and modern day Austria as Germany without also dislodging Hapsburg rule over eastern Europe. If you omit Osterreich state from these lands, Germany's southern border looks utterly retarded. I see no logical reason why a country wouldn't be forced to move its capital if said capital were overrun. You might be able to change it such that you can demand capital regions only if you own a region adjacent to it or demanding it is only possible if it is your one and only wargoal. However, I don't see an immediately obvious way to do this, and Osterreich, at least, already costs 66 warscore when fully occupied.

And of course, there are plenty of other weird borders that can result thanks to this rather arbitrary rule. During the brief time I test this change, Russia annexed all of Korea except for its southernmost state. If the vanilla rule was in effect, this likely would have resulted in Russia controlling everything except for Seoul's state. I.e. Russia would own northern Korea and southern Korea with an odd break across the center.

As for those arguing that there weren't many capitals of civilized countries annexed in this historical period, well conquest among civilized states was a lot more limited IRL than what may happen in the game.

Edit: Ah, Athalcor is suggesting a way to limit it to "states on borders."
 
I have a question about this. If there were a single state nation that owned colonies, would you be able to demand their single (capital containing) state with these changes, or is there some other code blocking that? If so, would the capital move to the colony? If this is the case, this would definitely be an argument against this change.
 
Russia, Saint Petersburg/Moscow is a prime case as well.

Also I liked the system in HoI where a new capital was assigned when an old one was lost.

Maybe a two tier capital system could be added, a historical one which is like cores but a special core, and the dynamic capital province system where the capital moves when the historical one is occupied.
 
It works.

I struggle to think of a situation where you weren't able to offer a solution someone's problem. Bravo.

I like the idea of it having to be a border province. That certainly handles Istanbul pretty well.

And there are a fair few countries that have shifted their capitals at some point. The Chinese have four different historical capitals. The Russians, as stated above, shifted from Moscow to St. Petersburg and back. If any non-Prussian country forms Germany then the capital doesn't move to Berlin, so in that sense Germany doesn't have a historical and recognizable capital.
 
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