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Thread: A few modding questions.

  1. #1
    Into the Future ZomgK3tchup's Avatar
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    A few modding questions.

    I have a few questions for you guys.

    1. What does "mutual = yes" in cb_types.txt mean? Does that mean if you get a CB against somebody then they get the same CB on you?

    2. Is it possible for a trigger to check for a certain infamy limit? I'm setting up some modifiers, and I don't want them to activate if a country has an infamy limit below 10.

    3. Is "any_country = { }" a valid trigger? For example, "trigger = { any_country = { has_country_modifier = { } } }"? This is unfortunately not the case in Victoria 2, so I would like to know if it will work for EU3.

    4. Is it possible to modify gain/lose core WITH conditions? What I'm asking is, is it possible to increase or decrease the default 50 year gain/lose core stipulation if X, Y, and X are true? For example, a core will be gained in 25 years if the province is of the same culture group and religion, etc.

    5. How does the AI choose National Ideas? Does it choose randomly, choose randomly from its "historic ideas" in the country file, or does it follow its historic ideas in order?

    Even if you can only answer one of these questions, I'd greatly appreciate your input. Thanks in advance.

  2. #2
    Scio me nihil scire. MrTaxman's Avatar
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    Quote Originally Posted by ZomgK3tchup View Post
    I have a few questions for you guys.
    1. What does "mutual = yes" in cb_types.txt mean? Does that mean if you get a CB against somebody then they get the same CB on you?
    2. Is it possible for a trigger to check for a certain infamy limit? I'm setting up some modifiers, and I don't want them to activate if a country has an infamy limit below 10.
    3. Is "any_country = { }" a valid trigger? For example, "trigger = { any_country = { has_country_modifier = { } } }"? This is unfortunately not the case in Victoria 2, so I would like to know if it will work for EU3.
    4. Is it possible to modify gain/lose core WITH conditions? What I'm asking is, is it possible to increase or decrease the default 50 year gain/lose core stipulation if X, Y, and X are true? For example, a core will be gained in 25 years if the province is of the same culture group and religion, etc.
    5. How does the AI choose National Ideas? Does it choose randomly, choose randomly from its "historic ideas" in the country file, or does it follow its historic ideas in order?
    Even if you can only answer one of these questions, I'd greatly appreciate your input. Thanks in advance.
    1. Sorry, I don't know.
    2. Paradox claims to have done it - look in the vanilla events
    3. Yes, I have done this (under 5.2, I don't know about 5.1)
    4. Sorry, I don't know.
    5. I believe it follows the list from its file as closely as it can.
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  3. #3
    Game Breaking Bug DanubianCossak's Avatar
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    1. It means that if a CB gives you a BB reduction for provinces that are your cores owned by war target, then the war target gets the same BB reduction on provinces that are its core and owned by you (if they beat you back in this war they can demand those provinces for same BB reduction as the one you got via CB when you started the war). Works the same way for all other CBs that have mutual thingy, and afaik prestige and peace costs modifiers are included.

    4. No, the 50 years thingy is a hardcodded mechanic that you cannot access or modify. (you can change the number but not the logic behind it).

    5. This question was raised a few times in past, last time that i saw it, it was proven that the AI has some VERY (surprisingly) complicated logic behind choosing NIs. IIRC theres a system that applies different values to different bonuses NIs give, so if you made a ridiculously overpowered NI, AIs would tend to choose it. The list of NIs you define in country file is primarily used for creating history if you start game on later dates. For example if you list NIs in order X > Y, and you start at a date that has government tech advanced high enough to allow 2 NIs, then the AI country will have NIs X and Y already selected. If, however, you start game from 1399., the first 2 NIs the same country chooses as it advances could be any other NIs instead. The list does however seem to impact the chances of listed NIs appearing more often than not, but, again, IIRC not that much.
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  4. #4
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    4. You'd need to add your own events to give cores earlier than the hardcoded mechanic but it could be done. As DanubianCossak posted you can't change the mechanic itself though.

    5. The original research on this question over 5 years ago: http://forum.paradoxplaza.com/forum/...d.php?t=293349
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  5. #5
    MEIOU and Taxes lukew's Avatar
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    4. Have a look at how MEIOU handled core gain.
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  6. #6
    5. Dharper's study, despite being masterly conducted, left its readers in the deepest sorrow: nobody could tell the formula nor have any influence over it. Fortunately some subversive modders stood against this injustice and decided to fight back. In Magna Mundi, ubik designed a generic idea picker which proved very powerful and easily moddable; let me show you the principle:

    First, set an AI-only requirement, for every idea
    Code:
    grand_army = {
    	trigger = {
    		NOT = { has_country_modifier = ni_changed }
    		OR = {
    			NOT = { ai = yes }
    			has_country_flag = grand_army_enabled
    		}
    	}
    	land_forcelimit_modifier = 0.5
    	land_tech_cost_modifier = -0.03  
    	global_manpower_modifier = 0.10  
    	infantry_cost = -0.10
    	war_exhaustion = -0.01
    	max_war_exhaustion = -1
    }
    
    military_drill = {
    	trigger = {
    		NOT = { has_country_modifier = ni_changed }
    		OR = {
    			NOT = { ai = yes }
    			has_country_flag = military_drill_enabled
    		}
    	}
    	global_manpower_modifier = 0.10 
    	land_morale = 0.80
    	discipline = 0.05
    	war_exhaustion = -0.01
    	max_war_exhaustion = -1
    }
    
    ### etc.
    Next, an event fires whenever an AI has a free idea slot (remember it can't choose any right now because it doesn't meet the requirement we've set previously). The event will help the AI decide which type of idea it needs, naval, land, exploration, state or culture. Here's a glimpse:
    Code:
    country_event = {
    
    	id = 623052
    	
    	trigger = {
    
    		free_ideas = 1
    		ai = yes
    
    		NOT = { has_country_flag = navy_ni_enabler }
    		NOT = { has_country_flag = army_ni_enabler }
    		NOT = { has_country_flag = exploration_ni_enabler }
    		NOT = { has_country_flag = state_ni_enabler }
    		NOT = { has_country_flag = culture_ni_enabler }
    
    		NOT = { has_country_flag = grand_navy_enabled }
    		NOT = { has_country_flag = sea_hawks_enabled }
    		NOT = { has_country_flag = superior_seamanship_enabled }
    		NOT = { has_country_flag = excellent_shipwrights_enabled }
    		NOT = { has_country_flag = naval_fighting_instruction_enabled }
    		NOT = { has_country_flag = naval_provisioning_enabled }
    		NOT = { has_country_flag = grand_army_enabled }
    		NOT = { has_country_flag = military_drill_enabled }
    		NOT = { has_country_flag = engineer_corps_enabled }
    		NOT = { has_country_flag = battlefield_commisions_enabled }
    		NOT = { has_country_flag = national_conscripts_enabled }
    		NOT = { has_country_flag = regimental_system_enabled }
    		NOT = { has_country_flag = merchant_adventures_enabled }
    		NOT = { has_country_flag = colonial_ventures_enabled }
    		NOT = { has_country_flag = shrewd_commerce_practise_enabled }
    		NOT = { has_country_flag = vice_roys_enabled }
    		NOT = { has_country_flag = smithian_economics_enabled }
    		NOT = { has_country_flag = improved_foraging_enabled }
    		NOT = { has_country_flag = bureaucracy_enabled }
    		NOT = { has_country_flag = vetting_enabled }
    		NOT = { has_country_flag = national_trade_policy_enabled }
    		NOT = { has_country_flag = espionage_enabled }
    		NOT = { has_country_flag = cabinet_enabled }
    		NOT = { has_country_flag = bill_of_rights_enabled }
    		NOT = { has_country_flag = church_attendance_duty_enabled }
    		NOT = { has_country_flag = divine_supremacy_enabled }
    		NOT = { has_country_flag = patron_of_art_enabled }
    		NOT = { has_country_flag = humanist_tolerance_enabled }
    
    	}
    	      
    	mean_time_to_happen = {
    		days = 8
    	}
    
    	title = "EVTNAME623052"
    	desc = "EVTDESC623052"
    
    	option = {
    	name = "EVTOPTA623052"
    		ai_chance = {
    			factor = 19 
    			days = 1
    
    			modifier = {						### put here any modifier you want, to refine the AI's choices
    				factor = 0 #exclusion
    				NOT = { num_of_ports = 1 }
    			}
    			modifier = { 
    				factor = 2
    				num_of_ports = 10
    			}
    			modifier = { 
    				factor = 0.5
    				NOT = { num_of_ports = 2 }
    			}
    			modifier = { 
    				factor = 2
    				land_naval = 1
    			}
    			modifier = { 
    				factor = 0.5
    				NOT = { land_naval = 0 }
    			}
    			modifier = { 
    				factor = 0
    				AND = {
    					idea = grand_navy
    					idea = sea_hawks
    					idea = superior_seamanship
    					idea = excellent_shipwrights
    					idea = naval_fighting_instruction
    					idea = naval_provisioning
    				}
    			}
    		}
    		set_country_flag = navy_ni_enabler
    	}
    
    	### There are 4 more options not listed here, for land, exploration, state, and culture ideas
    
    }
    Now the AI knows which type will fit best, and only has to pick among its family. Let's say it chose the naval type, the same principle applies here:
    Code:
    country_event = {
    
    	id = 623053
    	
    	trigger = {
    		has_country_flag = navy_ni_enabler
    	}
    
    	mean_time_to_happen = {
    		days = 8
    	}
    
    	title = "EVTNAME623053"
    	desc = "EVTDESC623053"
    
    	option = {
    	name = "EVTOPTA623053"
    		ai_chance = { 
    			factor = 18 
    			days = 1
    			modifier = { 
    				factor = 0
    				idea = grand_navy
    			}
    			modifier = { 
    				factor = 1.25
    				navy_size_percentage = 1.1
    			}
    			modifier = { 
    				factor = 1.25
    				navy_size_percentage = 1.25
    			}
    			modifier = { 
    				factor = 1.5
    				navy_size_percentage = 1.4
    			}			
    			modifier = { 
    				factor = 1.5
    				navy_size_percentage = 1.6
    			}
    			modifier = { 
    				factor = 2
    				navy_size_percentage = 1.8
    			}
    		}
    		set_country_flag = grand_navy_enabled ### here's the needed requirement! hurray!
    		clr_country_flag = navy_ni_enabler
    	}
    
    	### Same, 5 more options not listed here, for the other choosable naval ideas (Naval Glory being an exception)
    
    }
    Clever hey? Now it takes a little patience to find a good balance with these modifiers, but once you have it you won't see the difference between a human and an AI anymore!

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  7. #7
    Scio me nihil scire. MrTaxman's Avatar
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    Frank - that's a good guide to it, thanks
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  8. #8
    Scripter Paradox Dev Team Trin Tragula's Avatar
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    Before picking any idea the AI will evaluate all available ideas (based on utilityI would assume though it does seem to favour those in it's list) and that process is logged by the game when using debug mode. It might not tell us why the AI chose a particular idea but with some experimenting one might get it to pick a certain one more often.

    If you really want control of ideas for most purposes using events to steer the AI is probably going to be more effective though

  9. #9
    Quote Originally Posted by MrTaxman View Post
    Frank - that's a good guide to it, thanks
    Hey you're welcome

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  10. #10
    Into the Future ZomgK3tchup's Avatar
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    Hm, there's some very helpful information here. Thank you everyone.

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