We'be all had wars come to an abrupt, successful conclusion by capturing the enemy leader. But how might one influence the probability with which this occurs? Is it a scripted event, or is it built into the engine?
We'be all had wars come to an abrupt, successful conclusion by capturing the enemy leader. But how might one influence the probability with which this occurs? Is it a scripted event, or is it built into the engine?
From "common/on_actions/00_on_actions.txt"
So by default, there's a 5% chance of this happening at the end of each battle for each character on the losing side. It can be modded by writing another "on_battle_lost" in a new .txt file in a mod's common/on_actions.Code:#character on_battle_lost = { random_events = { 900 = 0 50 = 250 # Imprisoned by the enemy 50 = 8320 # Crusader becomes cynical } }
Thanks for that. I was wondering if it's a function of army composition or leader attributes, things I can control.
~Jamie
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Unless there is a 900% chance of nothing happening, that seems likely. Although I'm wondering why it says "Crusader becomes cynical" if it is for every battle. Also, I have noticed that in larger battles I tend to capture more people, that may just be because it's a 5% chance per character on the battlefield (as opposed to per commander), I'm not sure though.
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i think this applies to the leaders of city/barony/bishopric units(when you raise levy from county it consists of sub units for each holding under it and each has its own commander slot, empty quite some times though) also, of which are consisted flanks and center
BTW can anyone tell me in brief in that file 00_on_actions.txt what does event trigger chances like
signify? some of those are more than 100(and even 1000), so they cant be just percentage simply.Code:on_yearly_pulse = { random_events = { # Feudal Life Events 100 = 4000 100 = 4005
It's just a weighted number, rather than a set percentage. So in your example you have a 100 chance get the first or second event, the total number is 200 so that works out at 50%.
So add up all those numbers inside the random_events bracket to get your number to divide by to figure out the percentage.
Understood, thanks and sorry for slight off![]()
The chance could be more than 5%. If "crusader becomes cynical" isn't possible (because the character isn't a crusader or one of the other triggers in event 8320 isn't true) then the chance is 50/950 or 5.26%.
The other factor which changes the 5% is the mean time to happen in event 250. A mean time of 1 day means 5/5.26%.
In short there are a whole lot of traits, but they apply to the person about to be captured, not youCode:mean_time_to_happen = { days = 1 modifier = { factor = 1.25 trait = brave } modifier = { factor = 0.25 trait = craven } modifier = { factor = 0.25 trait = paranoid } modifier = { factor = 1.25 trait = stressed } modifier = { factor = 1.25 trait = depressed } modifier = { factor = 1.5 trait = lunatic } modifier = { factor = 1.5 trait = possessed } modifier = { factor = 1.1 trait = ill } modifier = { factor = 1.25 trait = pneumonic } modifier = { factor = 1.25 trait = syphilitic } modifier = { factor = 2.0 trait = leper } modifier = { factor = 1.15 trait = wounded } modifier = { factor = 1.25 trait = maimed } modifier = { factor = 2.0 trait = infirm } modifier = { factor = 3.0 trait = incapable } modifier = { factor = 1.1 trait = drunkard } modifier = { factor = 1.1 trait = has_tuberculosis } modifier = { factor = 1.1 trait = has_typhoid_fever } modifier = { factor = 1.5 trait = has_typhus } modifier = { factor = 1.5 trait = has_bubonic_plague } modifier = { factor = 1.1 trait = has_measles } modifier = { factor = 1.1 trait = has_small_pox } modifier = { factor = 0.5 tier = duke } modifier = { factor = 0.25 tier = king } modifier = { factor = 0.125 tier = emperor }. Although this explains why I always seem to capture barons.