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.
And here's one that makes it possible to have a policy on punishments.
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).
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].
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.
I think that was all I had to say about policies.
Cheers!
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.
And here's one that makes it possible to have a policy on punishments.
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).
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].
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!
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