Checked the event logic file and it should not happen this way.
Code:
#hidden pre-event to check before capitulation
country_event = {
id = france.101
hidden = yes
trigger = {
tag = FRA
has_war_with = GER
has_government = democratic
16 = { is_controlled_by = GER }
is_in_faction_with = ENG
ENG = { has_war_with = GER }
surrender_progress > 0.7
GER = {
OR = {
is_faction_leader = yes
has_government = neutrality
}
}
has_civil_war = no
#Don't fire if France has pushed pretty far into ITA or GER
NOT = {
any_state = {
is_on_continent = europe
NOT = { state = 158 }
NOT = { state = 114 }
NOT = { state = 50 }
NOT = { state = 42 }
is_controlled_by = ROOT
OR = {
is_owned_by = GER
AND = {
FRA = { has_War_with = ITA }
is_owned_by = ITA
}
}
}
}
#Don't fire if any states in France are controlled by a different human player
NOT = {
any_country = {
is_ai = no
NOT = { tag = GER }
NOT = { is_in_faction_with = GER }
has_war_with = ROOT
any_state = {
is_on_continent = europe
NOT = { state = 1 }
NOT = { state = 735 }
NOT = { state = 21 }
NOT = { state = 31 }
is_owned_by = ROOT
is_controlled_by = PREV
}
}
}
}
mean_time_to_happen = { days = 2 }
immediate = {
country_event = france.10
}
}
16 = { is_controlled_by = GER } specifies that Paris must be controlled by Germany for the event to fire.
The following lines specify that the event should not fire if player is not allied to Germany and conquered a European French state other than Corsica, Savoy, Provence, or Midi Pyrenees:
Code:
#Don't fire if any states in France are controlled by a different human player
NOT = {
any_country = {
is_ai = no
NOT = { tag = GER }
NOT = { is_in_faction_with = GER }
has_war_with = ROOT
any_state = {
is_on_continent = europe
NOT = { state = 1 }
NOT = { state = 735 }
NOT = { state = 21 }
NOT = { state = 31 }
is_owned_by = ROOT
is_controlled_by = PREV
}
}
}
According to your post the event should have been skipped by both of these conditions.
I don't know what might make it fail. Maybe using some mods?