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Descartes

Lt. General
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Oct 12, 2008
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DD 10: DOMESTIC POLICIES
To compensate for the abstractions in the last DD, I'm giving you a very concrete one. I've started to use laws to represent domestic policies, and I just thought you'd like to see how it works.

First thing is an opening event. This one makes it possible to have a policy on pirates.

2009-10-15-4.jpg


And here's one that makes it possible to have a policy on punishments.

2009-10-15-3.jpg


They only trigger if the country is capable of having a policy on the specific subject. For example, you need at least one sea province to be able to have a policy on pirates.

Like in EU III, each policy has 11 steps. There's one middle step with no modifiers, and two separate scales with 5 steps each. In this case, I can either choose to hunt the pirates or collaborate with them. (I'm hovering the mouse over [1] Hunt Pirates).

2009-10-15-5.jpg


If I "revoke" a policy, I'm only able to switch to policies above or below the last policy. In this case I've just revoked [3] Hunt Pirates, so I can only choose between [2] and [4].

2009-10-15-6.jpg


Switching between policies triggers various events. I've included a couple of examples below, triggered automatically when the player switches to a higher level of pirate hunting.

Code:
character_event = {
	id = 130001

	is_triggered_only = yes

	major_character = yes

	title = "$GOVERNORTITLE$ Heads for the Hills"
	desc = "$GOVERNORTITLE$ $CHARACTERNAME$ has suddenly resigned from his post and fled the country. It is rumoured that he had dealings with the pirates."
	
	option = {
		name = "Too bad"
		banish = yes
	}
}

character_event = {
	id = 130002
	
	is_triggered_only = yes

	major_character = yes
	
	title = "$ADMIRALTITLE$ is Enthusiastic"
	desc = "$ADMIRALTITLE$ $CHARACTERNAME$ is eager to start hunting pirates. They've been a thorn in his flesh for a long time now, so he looks forward to drive them out."
	
	option = {
		name = "I knew he would"
		loyalty = 20
		change_martial = 1	
	}
}

character_event = {
	id = 130003
	
	is_triggered_only = yes

	major_character = yes
	
	title = "Wealthy Merchant Starts Shipping"
	desc = "$CHARACTERNAME$ has long considered the shipping business too dangerous, but our new policy of hunting pirates has encouraged him to make certain investments."
	
	option = {
		name = "Sounds good"
		wealth = -200
		country = {
			any_owned = {
				limit = {
					port = yes
				}
				civilization_value = 2
			}
		}
	}
}

character_event = {
	id = 130004
	
	is_triggered_only = yes

	major_character = yes
	
	title = "Noble Speaks Out Against the Decision"
	desc = "$CHARACTERNAME$ argues that we shouldn't put further strain on our economy by financing projects of subordinate importance, such as hunting pirates."
	
	option = {
		name = "It's not of subordinate importance!"
		loyalty = -10
		country = {
			ruler = {
				add_rival = this
				family_prestige = -15
				popularity = -10
			}
		}
	}
}

I think that was all I had to say about policies.

Cheers!
 
Last edited:
When will we see all this in game? It looks fantastic!