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unmerged(6777)

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Dec 10, 2001
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Hi folks.

To integrate the system that Catholic and Orthodox AI rulers use to grant titles to courtiers (and thus divide their realms into duchies and/or counties) is apparently something that would be incredibly time-consuming for Johan to code for Moslems and Pagans. (Don’t ask me why…I’m not sure). If there is no other possible work-around then I will pursue it with him further, but I may have come up with a solution that will resolve the issues that people have with the present game and will require none (well…almost none) of Johan’s time to implement. The trouble is that I’m a little bit rusty on some of the rules about inheritance and one of the specific event effects and Johan won’t be back for a while for me to check with him about it. I thought, instead, that I’d present the rough idea to you folks and see if you think that (1) it would work as I think it would, and that (2) it stands a reasonable chance of accomplishing what we all want it to: the fracturing of large Moslem and pagan realms.

So to all you experts out there, here’s the idea. Will it work?

Presently, Moslems realms have the problem of not granting titles. It usually doesn’t take very much time until a small number of über-realms have been formed that are far too large and scary for most human players to tackle, and seem to be insurmountable for AI Christian rulers. It also means that there is really no internal dissent in those realms and that the only problem they run into is that when they get *very* large they will eventually lose the ability to field any sort of army due to the massive efficiency penalties. You can’t break the up because they don’t have any vassals that you can have rebel…and making a bunch of provinces go into revolt isn’t a solution either. Rebelling provinces actually help the Moslem realm by supplying “free” troops that an invading Christian army will have to defeat (in addition to having to contend with the ruler’s main army). The situation is even worse with the Hordes due to their (insanely) high demesne size bonus. The only part of this proposal that will require Johan’s touch is to export the Horde demesne bonus to a tag value (more on that, later).

Of course I also don’t want to arbitrarily cripple the non-Christians either, since that will remove much of the challenge from the game – particularly later on when most human players will have large realms of their own. Of course I could cripple humans too, but I somehow think that this might not be such a good game design decision. ;)

What I see, then, is a set of six events that might accomplish what we want:
Code:
[b][u]Event #1:[/u] A large non-Christian realm is in need of breaking up[/b]
Character event
[b]Triggers for…[/b]
- a non-Christian independent ruler
- realm law is NOT semisalic gavelkind
- realm efficiency < 1.0

[b]MTTH and Modifiers…[/b]
- fairly short mtth (in the order of a few months or a year, perhaps)
- perhaps some regional modifiers to make it somewhat more likely in Iberia and less likely in the Middle East
- probably modified by stewardship values and some traits

[b]Effects…[/b]
- set realm law to semisalic gavelkind

Of course this isn’t historically accurate, but the idea is to set the conditions in the realm such that when the current ruler dies the realm will be split up amongst the ruler’s heirs and become a series of small “counties” within the original realm. I am fairly certain that this is the way that semisalic gavelkind works (but confirmation would be nice).

Example:
King Mohammad of Xland has a demesne of 20 provinces and has 5 sons. Under this law, when Mohammad dies the realm *should* be split up into five equal parts, each under one of his sons, with the eldest (?) son also becoming the new King of Xland.


The trouble is that there is no guarantee that the rulers will have a suitably large number of heirs so the kingdoms may not fracture when he dies. It’s also impossible to “create” heirs via event, so to resolve this we add two more events:

Code:
[b][u]Event #2:[/u] Create a courtier who can become an heir[/b]
Character event
[b]Triggers for…[/b]
- a non-Christian independent ruler
- realm law is semisalic gavelkind
- realm efficiency < 1.0

[b]MTTH and Modifiers…[/b]
- medium mtth (in the order of a couple years or so)
- perhaps some regional modifiers,  stewardship, and traits?

[b]Effects…[/b]
- create courtier: bastard

My understanding of bastards that are created this way is that they are from the same line as the ruler but have the bastard trait and thus can’t inherit. Therefore…

Code:
[b][u]Event #3:[/u] Convert this courtier we’ve created into an heir[/b]
Character event
[b]Triggers for…[/b]
- a non-Christian courtier
- has trait: bastard
- liege is also non-Christian
(I’m not including the realm law or efficiency checks so these courtiers can continue to be useful in future)

[b]MTTH and Modifiers…[/b]
- fairly short mtth (in the order of a year)
- maybe some regional modifiers,  but likely not

[b]Effects…[/b]
- remove trait: bastard
[color=limegreen]Editted to add one more effect:[/color]
- increase stats a little with random chance of of increasing them even further
(this counteracts the bastard at half parent stats issue)

In theory, this courtier should now be in line for inheritance when the current ruler dies. This means that just in case the ruler isn't producing many natural heirs of his own, we should now have a nice (growning) stable of heirs and his realm should fracture when he dies.

So now we wait for the current ruler to die…and we can help him along a bit by fermenting an assassination plot…

Code:
[b][u]Event #4:[/u] The time is ripe for some mayhem[/b]
Character event
[b]Triggers for…[/b]
- a non-Christian independent ruler
- realm law is semisalic gavelkind
- realm efficiency < 1.0
- the number of adult courtiers is high (exact values will need some testing)

[b]MTTH and Modifiers…[/b]
- medium mtth (in the order of 2-5 years or so…will need balancing)
- perhaps some regional modifiers,  stewardship, and traits?
- perhaps more likely to happen if not at war

[b]Effects…[/b]
- death (ruler dies)

So either the ruler dies of natural causes (old age) or he dies in battle or he is killed by the event. The above event just makes it a little more likely that he will die sooner rahter than later. At that point our large unified realm with lots of demesne provinces is split into a a large realm with a bunch of lesser vassals. They will stop spawning bastards since the efficiency will probably be back within the efficiency limits (and if they aren’t then it’s okay to continue spawning them). We now introduce the possibility of rebellion from within…

Code:
[b][u]Event #5:[/u]Fracturing of large non-Christian realm into smaller independent realms[/b]
Character event
[b]Triggers for…[/b]
- a non-Christian ruler who is a vassal
- realm ruler is non-Christian
- realm ruler’s law is semisalic gavelkind

[b]MTTH and Modifiers…[/b]
- medium mtth (in the order of a few years or so)
- some regional modifiers,  stewardship, and traits?
- reduced chance if at war

[b]Effects…[/b]
- vassal declares independence

So now, after a few years, we’ve given the chance for the realm to break itself up a bit – although it may not do some entirely. What we need to do, then, is return things back to normal.

Code:
[b][u]Event #6:[/u]Setting things back to normal[/b]
Character event
[b]Triggers for…[/b]
- a non-Christian ruler (vassal or independent…or maybe just for independents?)
- law is semisalic gavelkind
- demesne efficiency = 1 (so we don’t turn off event #1 until it has achieved its desired effect)

[b]MTTH and Modifiers…[/b]
- medium mtth (in the order of a few years or so)
- some regional modifiers,  stewardship, and traits?

[b]Effects…[/b]
- change law to either semisalic primogen. or semisalic cosang. (would depend on the historic regional trend)
In theory, I think we have now successfully broken up that big scary realm. :)

One of the advantages of this is that is bases a lot of its mechanics on realm efficiency, so this will tend to allow larger, scarier realms as the game progresses (since the efficiency max increases with each passing century) and will therefore present sufficient challenge to players in the later stages of the game when they (usually) have large demesnes themselves.

The only hitch is our friendly neighbourhood Mongol Hordes…

My possible solutions for that are:
  • to ask Johan to export the current hard limits for the demesne max of Hordes (and the Byzantine Emperor) into a value that can be adjusted via event. I’d have to think about exactly what kind of events should alter this value, but that’s relatively trivial.
  • As Johan to simply reduce the Mongol Horde 100-province demesne bonus down to a much smaller limit (maybe 10-20?) and script some other events to help support the Hordes in instances where they are too much weakened by this.
  • Export it to a value that is read when the game starts and is scaled to the difficulty level of the game. (similar to HoI2’s approach to this stuff)
  • Some other solution that I haven’t thought of yet. :D

So. What do you folks think? Will the above solution achieve what I think it will? Can you think of anything I’ve neglected to take into consideration? Is there any error I’m making in the actual mechanics of the way that the inheritance laws work, or the way that the “create bastard” effect works? Do you like it?

I’m looking forward to your collective feedback.

Cheers!

Chris
 
Last edited:

Txini

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Well you already now what I think, that's what we needed or well at least sounds like it :p
 

LordLeto

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Looks like it could work. But I envision alot of testing would be needed. Do the betas have a beta team?
 

total

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impressive work ! :eek:

I think that should work

just some more information for you

I made in the past some events based on the "gavelkind system", in order to make the byzantium empire less powerfull, with a similar idea as yours (to be honest, think it was Solmyr's idea at first)

what I saw :
1- it works : the "empire" exploded :)
2- if the ruler has got 2 or 3 kingdoms (or duchies), theses kingoms/duchies are also divided ; for Byzantium, for example, I had 3 kingdoms : Byzantium, Croatia and Bulgaria
3 - provinces are divided without any logic : king of Byzantium had provinces in Croatia, Bulgaria, Thrace was given to the king of Croatia and Thessalonica to Bulgaria : the result was quite ugly... :(

well, nevertheless, I think that it is not necessary a big problem for pagans or muslims ; if it is the only solution...


don't know if the bastard system would work, but looking what I've just written, having to many sons could provoke the "explosion" of the kingdom !
 
Last edited:

unmerged(6777)

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Dec 10, 2001
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LordLeto said:
Looks like it could work. But I envision alot of testing would be needed. Do the betas have a beta team?
No. There are only half a dozen betas who are still active in any sense, so it's something that I would script to the best of my abilities - using my experience and a healthy degree of intuition. I would then see if I could get the remaining betas to give it a quick test drive to catch any major errors, and after that I'd apply it to a public beta patch and then wait for the reports to come back as to what is working, what isn't, and what changes are needed to make it work better. It would mean that for a patch or two it would proably be fairly chaotic, but in the end I would hope that we have a suprior sytem to the present one.

Of course the extra perk is that it requires virtually nothing from Johan (in fact if I start by making it a moslem-only event set then I don't need him at all) which will make more of his time available to address the Christian title-granting AI and other such stuff. :)
 

unmerged(2456)

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Still there is the problem that continuously creating bastards of bastards will lower stats fairly rapidly for the AI.

Though scaling the horde's demesne to difficulty level is good though.
 

unmerged(6777)

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Dec 10, 2001
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Jinnai said:
Still there is the problem that continuously creating bastards of bastards will lower stats fairly rapidly for the AI.

Though scaling the horde's demesne to difficulty level is good though.
Yeah...thought of that after posting the original proposal, but I have a solution for it as well. The event that removes the bastard trait will have a random chance of improving the character's stats as well.
 

unmerged(2456)

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Some other stuff:

salic_gavelkind_law - Will there be an event to change it to this or will all events change it to semisalic_gavelkind_law?

Will the event still fire if you have the other kind of law?

As to those random boosts for the bastard, it might work, if it were scripted so there was a likelyhood (though not guarantee) or atleast some stat increase, up to the maximum amount possible.

It would be better though if it could be targeted right away by the event as that would keep proccessing time down, especially since that event may be in vain if they hit child infant mortanty death event.

Also they shouldn't be spouting bastards out like its no tommorw either, atleast it should be based somewhat on the number of sons they have already, plus the age of the ruler. It'd be kinda strange to see a 1-year old with a bastard child, or a someone producing 5 heirs in their 90s. Plus if they have 50 sons, a 51st son isn't gonna do much but bog down the system.
 

unmerged(6777)

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Dec 10, 2001
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Jinnai said:
Some other stuff:

salic_gavelkind_law - Will there be an event to change it to this or will all events change it to semisalic_gavelkind_law?
I hadn't planned to since that would mean yet another check in the triggers and either a multiple-choice effect or random effect...I guess I don't really see the need.

Will the event still fire if you have the other kind of law?
No. I don't want to risk any more disruption than is absolutely necessary or to open up too many trigger options that need to be chaecked.

As to those random boosts for the bastard, it might work, if it were scripted so there was a likelyhood (though not guarantee) or atleast some stat increase, up to the maximum amount possible.

It would be better though if it could be targeted right away by the event as that would keep proccessing time down, especially since that event may be in vain if they hit child infant mortanty death event.
The stat change would be an effect added to event #3. Whenever that event fires it will remove the bastard trait, add one to each stat, and then have a chance of adding additional random points to each stat. Since there is no way to adjust it based on the father's stats, it will have to be completely random.

Also they shouldn't be spouting bastards out like its no tommorw either, atleast it should be based somewhat on the number of sons they have already, plus the age of the ruler. It'd be kinda strange to see a 1-year old with a bastard child, or a someone producing 5 heirs in their 90s. Plus if they have 50 sons, a 51st son isn't gonna do much but bog down the system.
There's no way to count the number of sons that a ruler already has so this will have to be a matter of fine-tuning the mtth, accepting that these "bastards" could be viewed as a return to the "country cousins" of 1.00, and hope for a little bit of luck that it won't be necessary too often. Barring major additions of code from Johan, I think this is as good as it gets.
 

unmerged(6777)

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Dec 10, 2001
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Since the initial response seems okay, I think I will begin coding these this afternoon. I may decide to post the trial code in this thread to get feedback on specifics before I try it out on the beta team.
 
Jun 25, 2004
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Titles should go to sons in order of rank. So for instance the oldest sons get an emirate each to play with and get the younger sons that do not possess the ability to gain emirates as vassal sheiks so long as those sons are within the natural area of that emirate.

Since it isn't possible for Muslims to create titles at the moment, is it possible to either program it into the game or allow the death of a Muslim king to generate new emirates, from the potential list of emirates the ruler possesses the land to claim. However multiple ruling titles, ie multiple kingdoms for a king and emirates for an emir should go to the eldest son always.
 
Jun 25, 2004
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Could a similer system be implemented for republics? Incase Cordoba takes over Spain like it did in my game;) .

Except that in a republic the rulers of the various provinces would only be of the rulers dynasty say...... 25% of the time. So their would be a spawn random courtier to rule province event happening 75% of the time and the Non-Christian style event like the one event, 25% of the time.
 

unmerged(2456)

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MrT said:
I hadn't planned to since that would mean yet another check in the triggers and either a multiple-choice effect or random effect...I guess I don't really see the need.

No. I don't want to risk any more disruption than is absolutely necessary or to open up too many trigger options that need to be chaecked.
Ok...i just don't want to see another whole entire blanket of a just 1 particular type of laws is all.

I'd still prefer the real overhaul though, mostly because i think this will leave us with no middle-ranked groups and still no leige-vassal relationship, which is key thing.

The work your doing here would still be useful in that case as well, though it would definatly need to be tweaked again.

So i'd still want you to press him for that change.
 

unmerged(6777)

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Jinnai said:
Ok...i just don't want to see another whole entire blanket of a just 1 particular type of laws is all.

I'd still prefer the real overhaul though, mostly because i think this will leave us with no middle-ranked groups and still no leige-vassal relationship, which is key thing.

The work your doing here would still be useful in that case as well, though it would definatly need to be tweaked again.

So i'd still want you to press him for that change.
Let me put it this way: when I last discussed the feasibility of switching the other religions over to the same title-granting system as Catholics and Orthodox currently use, Johan's rough estimate was that it would take weeks of coding to do. Even if I could convince him, it would mean that absolutely NO other coding changes would be made (so no AI change, no change to current logic of actually assigning titles, no new conditions, no chance of adding a flag system, no nothing....). It's as close to "ain't gonna happen" as it can be unless you're positive that you can live with no other coding changes to the game. Frankly, I'd put it down as a strong contender for CK2 (if there is one at some future date)...
 

unmerged(6777)

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Dec 10, 2001
12.470
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GoblinCookie said:
Titles should go to sons in order of rank. So for instance the oldest sons get an emirate each to play with and get the younger sons that do not possess the ability to gain emirates as vassal sheiks so long as those sons are within the natural area of that emirate.

Since it isn't possible for Muslims to create titles at the moment, is it possible to either program it into the game or allow the death of a Muslim king to generate new emirates, from the potential list of emirates the ruler possesses the land to claim. However multiple ruling titles, ie multiple kingdoms for a king and emirates for an emir should go to the eldest son always.
Not certain exactly how this is going to work, but some tweaks might be possible or it might be feasible to create a new event effect or two...

Could a similer system be implemented for republics? Incase Cordoba takes over Spain like it did in my game ;).

Except that in a republic the rulers of the various provinces would only be of the rulers dynasty say...... 25% of the time. So their would be a spawn random courtier to rule province event happening 75% of the time and the Non-Christian style event like the one event, 25% of the time.
I hadn't thought about that one but I suspect that is might be possible.
 

unmerged(6777)

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Dec 10, 2001
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Here's my first very rough fleshing out of the events proposed above. Obviously there's lots of room for improvement or further refinement.

They would replace the three events that I have scripted in the law_events.txt file (which would also require changing the character_health_events to remove the exclusions for moselm rulers that were inserted in there) so these guys will resume dying normally. The extra_text.csv would also need updating.

Code:
# Change law to use as trigger condition for the rest of the series

character_event = { # There is trouble brewing in the wind.

	id = 6500
	picture = "event_default"

	trigger = {
		condition = { type = is_independent }
		condition = { type = ai }
		condition = { type = not value = { type = religion value = catholic } }
		condition = { type = not value = { type = religion value = orthodox } }
		condition = { type = not value = { type = has_law value = { type = semisalic_gavelkind_law = yes } } }
		condition = { type = not value = { type = efficiency value = 1.0 } }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = not value = { type = efficiency value = 0.9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.3 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.1 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = kingdom }
			factor = 0.5
		}
		modifier = {
			condition = { type = county }
			factor = 2
		}
		modifier = {
			conditon = { type = not value = { type = stewardship value = 2 } }
			factor = 0.9
		}
		modifier = {
			conditon = { type = not value = { type = stewardship value = 4 } }
			factor = 0.9
		}
		modifier = {
			conditon = { type = not value = { type = stewardship value = 6 } }
			factor = 0.9
		}
		modifier = {
			conditon = { type = stewardship value = 8 }
			factor = 1.1
		}
		modifier = {
			conditon = { type = stewardship value = 10 }
			factor = 1.1
		}
		modifier = {
			conditon = { type = stewardship value = 12 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = age  value = 15 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = age value = 35 }
			factor = 0.8
		}
		modifier = {
			condition = { type = age value = 45 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.2
		}
		modifier = {
			condition = { type = region value = Spain }
			factor = 0.5
		}
		modifier = {
			condition = { type = region value = Middle_East }
			factor = 1.25
		}
		modifier = {
			condition = { type = region value = Asia_Minor }
			factor = 0.75
		}
		modifier = {
			condition = { type = region value = North_Africa }
			factor = 1.15
		}
	}

	action_a = { #The realm is in for trouble
		effect = { type = set_law value = semisalic_gavelkind_law }
	}
}

#Arranging for there to be enough heirs for things to get messy when ruler dies - part 1

character_event = { #A child is born who may someday come to rule

	id = 6501
	picture = "event_default"

	trigger = {
		condition = { type = is_independent }
		condition = { type = has_law value = { type = semisalic_gavelkind_law = yes } }
		condition = { type = ai }
		condition = { type = not value = { type = religion value = catholic } }
		condition = { type = not value = { type = religion value = orthodox } }
		condition = { type = not value = { type = efficiency value = 1.0 } }
	}

	mean_time_to_happen = {
		months = 48

		modifier = {
			condition = { type = not value = { type = is_married } }
			condition = {
				type = not
				value = { 
					type = any_child
					conditon = { type = age value = 5 }
				}
			}
			factor = 0.2
		}
	}

	action_a = { #Maybe some day!
		effect = { type = create_courtier value = bastard }
	}
}

#Arranging for there to be enough heirs for things to get messy when ruler dies - part 2

character_event = { #I shall place myself within the line of succession

	id = 6502
	picture = "event_default"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = religion value = catholic } }
		condition = { type = not value = { type = religion value = orthodox } }
		condition = { type = not value = { type = ruler } }
		condition = {
			type = ruler_csc
			condition = { 
				type = and
				condition = { type = not value = { type = religion value = catholic } }
				condition = { type = not value = { type = religion value = orthodox } }
			}
	}

	mean_time_to_happen = {
		months = 96
	}

	action_a = { #I shall be a mediocre ruler
		ai_chance = 50
		effect = { type = remove_trait value = bastard }
		effect = { type = health value = 1 }
		effect = { type = fertility value = 1 }
		effect = { type = diplomacy value = 1 }
		effect = { type = stewardship value = 1 }
		effect = { type = martial value = 1 }
		effect = { type = intrigue value = 1 }
		effect = { type = random chance = 33 effect = { type = diplomacy value = 1 } }
		effect = { type = random chance = 33 effect = { type = stewardship value = 1 } }
		effect = { type = random chance = 33 effect = { type = martial value = 1 } }
		effect = { type = random chance = 33 effect = { type = intrigue value = 1 } }
	}
	action_b = { #I shall be a good ruler
		ai_chance = 35
		effect = { type = remove_trait value = bastard }
		effect = { type = health value = 2 }
		effect = { type = fertility value = 2 }
		effect = { type = diplomacy value = 2 }
		effect = { type = stewardship value = 2 }
		effect = { type = martial value = 2 }
		effect = { type = intrigue value = 2 }
		effect = { type = random chance = 66 effect = { type = diplomacy value = 1 } }
		effect = { type = random chance = 66 effect = { type = stewardship value = 1 } }
		effect = { type = random chance = 66 effect = { type = martial value = 1 } }
		effect = { type = random chance = 66 effect = { type = intrigue value = 1 } }
		effect = { type = random chance = 33 effect = { type = diplomacy value = 2 } }
		effect = { type = random chance = 33 effect = { type = stewardship value = 2 } }
		effect = { type = random chance = 33 effect = { type = martial value = 2 } }
		effect = { type = random chance = 33 effect = { type = intrigue value = 2 } }
	}
	action_c = { #I shall be a remembered for centuries to come!
		ai_chance = 15
		effect = { type = remove_trait value = bastard }
		effect = { type = health value = 3 }
		effect = { type = fertility value = 3 }
		effect = { type = diplomacy value = 3 }
		effect = { type = stewardship value = 3 }
		effect = { type = martial value = 3 }
		effect = { type = intrigue value = 3 }
		effect = { type = random chance = 80 effect = { type = diplomacy value = 1 } }
		effect = { type = random chance = 80 effect = { type = stewardship value = 1 } }
		effect = { type = random chance = 80 effect = { type = martial value = 1 } }
		effect = { type = random chance = 80 effect = { type = intrigue value = 1 } }
		effect = { type = random chance = 50 effect = { type = diplomacy value = 2 } }
		effect = { type = random chance = 50 effect = { type = stewardship value = 2 } }
		effect = { type = random chance = 50 effect = { type = martial value = 2 } }
		effect = { type = random chance = 50 effect = { type = intrigue value = 2 } }
		effect = { type = random chance = 25 effect = { type = diplomacy value = 3 } }
		effect = { type = random chance = 25 effect = { type = stewardship value = 3 } }
		effect = { type = random chance = 25 effect = { type = martial value = 3 } }
		effect = { type = random chance = 25 effect = { type = intrigue value = 3 } }
		effect = { type = random chance = 10 effect = { type = diplomacy value = 4 } }
		effect = { type = random chance = 10 effect = { type = stewardship value = 4 } }
		effect = { type = random chance = 10 effect = { type = martial value = 4 } }
		effect = { type = random chance = 10 effect = { type = intrigue value = 4 } }
		effect = { type = random chance = 50 effect = { type = health value = 3 } }
		effect = { type = random chance = 50 effect = { type = fertility value = 3 } }
	}
}

# Nudge the succession for rulers with the audacity to not die soon enough :D

character_event = { #An heir tires of waiting for his turn on the throne and takes matters into his own hands

	id = 6503
	picture = "event_default"

	trigger = {
		condition = { type = is_independent }
		condition = { type = has_law value = { type = semisalic_gavelkind_law = yes } }
		condition = { type = ai }
		condition = { type = not value = { type = religion value = catholic } }
		condition = { type = not value = { type = religion value = orthodox } }
		condition = { type = not value = { type = efficiency value = 1.0 } }
		condition = {
			type = any_heir
			condition = {
				condition = { type = stewardship value = 1 }
		}
	}

	mean_time_to_happen = {
		months = 36

		modifier = {
			condition = { type = region value = Spain }
			factor = 0.5
		}
		modifier = {
			condition = { type = region value = Middle_East }
			factor = 1.5
		}
		modifier = {
			condition = { type = region value = Asia_Minor }
			factor = 0.75
		}
		modifier = {
			condition = { type = region value = North_Africa }
			factor = 1.25
		}
		modifier = {
			condition = { type = atwar }
			factor = 3
		}
#more modifiers to come
	}

	action_a = { #Goodbye daddy!
		effect = { type = death }
	}
}

# Encourage fracturing of large realms

character_event = { #My liege is too weak to compel my loyalty

	id = 6504
	picture = "event_default"

	trigger = {
		condition = { type = ai }
		condition = { type = ruler }
		condition = { type = not value = { type = is_independent } }
		condition = {
			type = { realm_ruler
			conditon = {
				type = and
				condition = { type = has_law value = { type = semisalic_gavelkind_law = yes } }
				condition = { type = not value = { type = religion value = catholic } }
				condition = { type = not value = { type = religion value = orthodox } }
			}
		}
	}

	mean_time_to_happen = {
		months = 36

		modifier = {
			condition = { type = region value = Spain }
			factor = 0.5
		}
		modifier = {
			condition = { type = region value = Middle_East }
			factor = 1.5
		}
		modifier = {
			condition = { type = region value = Asia_Minor }
			factor = 0.75
		}
		modifier = {
			condition = { type = region value = North_Africa }
			factor = 1.25
		}
		modifier = {
			condition = { type = atwar }
			factor = 2
		}
#more modifiers to come

	}

	action_a = { #I will rule in my own right!
		effect = { type = independence }
	}
}

# Realm returns to a period of stability

character_event = { #The time of trouble has finally ended

	id = 6505
	picture = "event_default"

	trigger = {
		condition = { type = is_independent }
		condition = { type = ai }
		condition = { type = not value = { type = religion value = catholic } }
		condition = { type = not value = { type = religion value = orthodox } }
		condition = { type = = has_law value = { type = semisalic_gavelkind_law = yes } }
		condition = { type = efficiency value = 1.0 }
	}

	mean_time_to_happen = {
		months = 36

		modifier = {
			condition = { type = region value = Spain }
			factor = 1.5
		}
		modifier = {
			condition = { type = region value = Middle_East }
			factor = 0.75
		}
		modifier = {
			condition = { type = region value = Asia_Minor }
			factor = 1.25
		}
		modifier = {
			condition = { type = region value = North_Africa }
			factor = 0.85
		}
		modifier = {
			condition = { type = atwar }
			factor = 0.5
		}
#more modifiers to come

	}

	action_a = { # Allah Akbar! (or regional equivalent)
		ai_chance = 50
		modifier = {
			condition = { type = region value = Spain }
			factor = 2
		}
		modifier = {
			condition = { type = region value = Middle_East }
			factor = 1.5
		}
		effect = { type = set_law value = semisalic_primogeniture_law }
		effect = { type = prestige value = 250 }
		effect = { type = gold scale = 5 } #wedding gifts
		effect = { type = add_title_claim value = best_neighbour }
		effect = { type = add_title_claim value = worst_neighbour }
	}
	action_b = { # Allah Akbar! (or regional equivalent)
		ai_chance = 50
		modifier = {
			condition = { type = region value = North_Africa }
			factor = 1.5
		}
		modifier = {
			condition = { type = region value = Asia_Minor }
			factor = 1.25
		}
		effect = { type = set_law value = semisalic_consanguinity_law }
		effect = { type = prestige value = 250 }
		effect = { type = gold scale = 5 } #wedding gifts
		effect = { type = add_title_claim value = best_neighbour }
		effect = { type = add_title_claim value = worst_neighbour }
	}
}
EDIT:
There are undoubtedly errors in the above so I wouldn't recommend trying to run them yet. Just giving you an idea of what I have in mind.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
GoblinCookie said:
I was wondering, why didn't Paradox program Muslims and Pagans to create vassals in the first place?
I honestly couldn't say for sure. If I had to guess I'd say that the most likely reason would have to do with optimization or streamlining of code to allow the game to run on lower spec platforms, but I'm just taking a stab in the dark. There may be other considerations that would also make this lack of integration desireable.
 

Third Angel

Mad Medievalist
48 Badges
Feb 8, 2005
2.372
53
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I have to say I don't really like this idea of events to suddenly and a-historically change the succession laws but since we seem to have no choice, I'd rather have Johan's time spared to work on stuff like that:
MrT said:
... which will make more of his time available to address the Christian title-granting AI ...
MrT said:
... change to current logic of actually assigning titles ...
and be happy to wait for CK2 to see non-christians really granting titles.