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unmerged(105862)

Banned
4 Badges
Jun 29, 2008
112
0
  • Deus Vult
  • Europa Universalis III
  • Heir to the Throne
  • Europa Universalis: Rome
Some numbers can be bit exaggerated so i don't mind your critique:

Code:
##############################
# Some muslim related events #
##############################

# Some people don't like pork
province_event = {
	id = 50000 # id numeration is random - i numbered them as i went along no actual connection with the event type or context ...
	
	picture = "event_muslim"
	
	trigger = {
		condition = { type = or
			condition = { type = religion value = moslem }
			condition = { type = religion value = jewish }
		}
		condition = { type = or
			condition = { type = ruler_religion value = moslem }
			condition = { type = ruler_religion value = jewish }
		}
		condition = { type = has_advance value = { pigs = yes } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = maniac }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = pragmatic }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = remove_advance value = pigs  }
		effect = { type = prosperity value = -1 }
		effect = { type = noble_loyalty value = 0.25 }
		effect = { type = clergy_loyalty value = 0.25 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = { type = peasant_loyalty value = 0.25 }
	}
}

# Some people like pork, some don't
province_event = {
	id = 50001
	
	picture = "event_muslim"
	
	trigger = {
		condition = { type = ruler_religion value = moslem } # Jewish rulers aren't that oppressive, they can actually live side-by-side
		condition = { type = has_advance value = { pigs = yes } }
		condition = { type = not value = { type = religion value = moslem } }
		condition = { type = not value = { type = religion value = jewish } } # They don't mind either
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = maniac }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = pragmatic }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = remove_advance value = pigs  }
		effect = { type = prosperity value = -1 }
		effect = { type = add_province_effect value = revolt } # Wtf man
		effect = { type = add_province_effect value = looted }
		effect = { type = noble_loyalty value = -0.75 } # Wtf, we want to eat something
		effect = { type = clergy_loyalty value = -0.75 }
		effect = { type = burgher_loyalty value = -0.75 }
		effect = { type = peasant_loyalty value = -0.75 }
	}
}

# Some people just don't like beer
province_event = {
	id = 50002
	
	picture = "event_muslim"
	
	trigger = {
		condition = { type = ruler_religion value = moslem }
		condition = { type = has_improvement value = { brewery = yes } }
		condition = { type = religion value = moslem }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = maniac }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = pragmatic }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = remove_improvement value = brewery  }
		effect = { type = prosperity value = -1 }
		effect = { type = noble_loyalty value = 0.25 } # Allah-Uakhbarr !!!
		effect = { type = clergy_loyalty value = 0.25 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = { type = peasant_loyalty value = 0.25 }
	}
}

# Some people like beer - some don't 
province_event = {
	id = 50003
	
	picture = "event_muslim"
	
	trigger = {
		condition = { type = ruler_religion value = moslem }
		condition = { type = has_improvement value = { brewery = yes } }
		condition = { type = not value = { type = religion value = moslem } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = maniac }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = pragmatic }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = remove_improvement value = brewery  }
		effect = { type = prosperity value = -2 }
		effect = { type = add_improvement value = thieves_guild } # Those who can't brew will take it from others
		effect = { type = add_improvement value = smugglers_ring } # We'll brew some ourselves and distribute it to people
		effect = { type = add_improvement value = highway_robber_band } # We want some compensation
		effect = { type = add_province_effect value = revolt } # Wtf - we will express our displeasment
		effect = { type = add_province_effect value = looted } # We'll riot a bit
		effect = { type = noble_loyalty value = -1.0 } # Wtf = we don't like this a bit 
		effect = { type = clergy_loyalty value = -1.0 } # We miss our holy communion
		effect = { type = burgher_loyalty value = -1.0 } # Wtf - how can we relax after hard day's night
		effect = { type = peasant_loyalty value = -1.0 } # Wtf - you must be kidding
	}
}

In my games muslims always tended to get the upper hand, so i thought that history and religious tradition would help me out. What do you think ?