this event pops also up in provinces, that already produce something good (in my case mainly pepper). as pepper is more worthy than slaves and slaves perhaps evolve to pepper, that doesn't seem to be logical.Code:province_event = { id = 905023 trigger = { owner = { NOT = { has_country_modifier = the_abolish_slavery_act } } NOT = { trade_goods = slaves } NOT = { trade_goods = gold } NOT = { has_province_flag = event905023 } NOT = { base_tax = 3 } #manpower = 2 OR = { region = central_africa region = east_africa region = south_africa region = west_africa } citysize = 200 } mean_time_to_happen = { months = 2400 #FB was: 600 modifier = { factor = 2 NOT = { owner = { capital_scope = { continent = europe } } } } modifier = { factor = 0.9 citysize = 400 } modifier = { factor = 0.9 citysize = 600 } modifier = { factor = 0.9 citysize = 800 } modifier = { factor = 0.9 citysize = 1000 } modifier = { factor = 0.9 citysize = 1500 } } title = "NEWS_FROM_COL" desc = "EVTDESC905023" option = { name = "EVTOPTA905023" trade_goods = slaves set_variable = { which = tax_level_countdown value = 4 } set_province_flag = event905023 } }
the thing, why this is happening, is the tax. to avoid this happening, i would change the trigger to production value (if possible) although that may be hard because of the efficiency, or, and that's what i just did in my game, change the trigger so that only poor goods develope (millet, wool, fish, wheat)
E: i forgot the subsistence ^^ hate that poor shit :P





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