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Radamanthus

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Here is a simple series of events that allow you select which invention your country receives from researching techs that have mutually exclusive inventions. So if your tired of getting Naval Hero Thesis when your are playing Prussia or other such wierdness, then you might want to try these events out. Unlike triggering inventions through the console, the game engine actually recognizes the inventions sparked by these events as having occurred and so you get the asterisk next to the invention in the tech menu and the invention won't occur again during the game.

All of the mutually exclusive events in the vanilla game are included except for the lobbying events sparked from military and naval directionism. The military directionism inventions exclude the naval directionism inventions and vice versa, so the real way to choose between them is to research one first and leave the other one until after 1895. An event allowing you to choose them would be possible but it would require you to have both techs and usually the inventions from one tech would occur before you had gotten the other tech rendering the choice moot.

These events have not been tested with VIP, but they should work if the event numbers are changed to be ones free in VIP and if they have changed any of the mutual exclusivity that would have to be changed as well. I recommend that you look at the inventions files if your not sure what a given invention does before you choose it, since unfortunately these events currently don't tell you anything about the differences between the inventions.

Code:
# Choose Your Own Invention Mod by Radamanthus #

event = {
	id = 3410
	random = no

	trigger = {
		ai = no
		technology = 1001
		NOT = {
			invention = 100
			invention = 101
		}
	}

	name = "Military Doctrine"
	desc = "Choose the way your country will wage land warfare."
	style = 0

	picture = army_doctrine

	date = { day = 1 month = january year = 1836 }
	offset = 0
	deathdate = { day = 30 month = december year = 1919 }

	action_a = {
		name = "Jominian"
		command = { type = trigger which = 100 }
	}
	action_b = {
		name = "Clausewitzian"
		command = { type = trigger which = 101 }
	}
}

event = {
	id = 3411
	random = no

	trigger = {
		ai = no
		technology = 2001
		NOT = {
			invention = 200
			invention = 201
		}
	}

	name = "Naval Doctrine"
	desc = "Choose the way your country will wage naval warfare."
	style = 0

	picture = naval_doctrine

	date = { day = 1 month = january year = 1836 }
	offset = 0
	deathdate = { day = 30 month = december year = 1919 }

	action_a = {
		name = "Naval Hero"
		command = { type = trigger which = 200 }
	}
	action_b = {
		name = "Superior Crew"
 		command = { type = trigger which = 201 }
	}
}

event = {
	id = 3412
	random = no

	trigger = {
		ai = no
		technology = 2003
		NOT = {
			invention = 204
			invention = 205
			invention = 206
			invention = 207
		}
	}

	name = "Raider Group Doctrine"
	desc = "Choose the way your country will use raider groups."
	style = 0

	picture = naval_doctrine

	date = { day = 1 month = january year = 1860 }
	offset = 0
	deathdate = { day = 30 month = december year = 1919 }

	action_a = {
		name = "Sealane Hunters"
		command = { type = trigger which = 204 }
	}
	action_b = {
		name = "Fast Ship Killer"
 		command = { type = trigger which = 205 }
	}
	action_c = {
		name = "Big Ship Competition"
 		command = { type = trigger which = 206 }
	}
	action_d = {
		name = "Standard Raider Group Doctrine"
 		command = { type = trigger which = 207 }
	}
}

event = {
	id = 3413
	random = no

	trigger = {
		ai = no
		technology = 2004
		NOT = {
			invention = 208
			invention = 209
		}
	}

	name = "Naval Doctrine"
	desc = "Choose the naval school of thought your nation will follow."
	style = 0

	picture = naval_doctrine

	date = { day = 1 month = january year = 1880 }
	offset = 0
	deathdate = { day = 30 month = december year = 1919 }

	action_a = {
		name = "Blue Water School"
		command = { type = trigger which = 208 }
	}
	action_b = {
		name = "Brown Water School"
 		command = { type = trigger which = 209 }
	}
}

event = {
	id = 3414
	random = no

	trigger = {
		ai = no
		technology = 2005
		NOT = {
			invention = 210
			invention = 211
		}
	}

	name = "Naval Doctrine"
	desc = "Choose the attitude towards naval warfare your nation will follow."
	style = 0

	picture = naval_doctrine

	date = { day = 1 month = january year = 1895 }
	offset = 0
	deathdate = { day = 30 month = december year = 1919 }

	action_a = {
		name = "Offensive Attitude"
		command = { type = trigger which = 210 }
	}
	action_b = {
		name = "Defensive Attitude"
 		command = { type = trigger which = 211 }
	}
}

event = {
	id = 3415
	random = no

	trigger = {
		ai = no
		technology = 3302
		NOT = {
			invention = 352
			invention = 353
			invention = 354
		}
	}

	name = "Factory Organization"
	desc = "Choose the way your nation will organize its factories."
	style = 0

	picture = marketfunctionality

	date = { day = 1 month = january year = 1850 }
	offset = 0
	deathdate = { day = 30 month = december year = 1919 }

	action_a = {
		name = "Polypoly Structure"
		command = { type = trigger which = 352 }
	}
	action_b = {
		name = "Oligopoly Structure"
 		command = { type = trigger which = 353 }
	}
	action_c = {
		name = "Monopoly Structure"
 		command = { type = trigger which = 354 }
	}
}

event = {
	id = 3416
	random = no

	trigger = {
		ai = no
		technology = 3405
		NOT = {
			invention = 374
			invention = 375
			invention = 376
		}
	}

	name = "Management Strategy"
	desc = "Choose the management strategy your nation's business' will follow."
	style = 0

	picture = organisation

	date = { day = 1 month = january year = 1895 }
	offset = 0
	deathdate = { day = 30 month = december year = 1919 }

	action_a = {
		name = "Oldstyle Family Business"
		command = { type = trigger which = 374 }
	}
	action_b = {
		name = "Anonymous Investor Business"
 		command = { type = trigger which = 375 }
	}
	action_c = {
		name = "Marketized Smallholder Business"
 		command = { type = trigger which = 376 }
	}
}
 

OriginalRafiki

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Looks a lot like a combination of The military determinism mod and the corporate structure mod? Perhaps wit hthe exception of "Management Strategy".

BTW, have you tested these events? Offset = 0 seems very low. If it works, it'll put quite a strain on the engine.

:) Rafiki
 

Radamanthus

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Ah, I wasn't aware of these mods. It does serve the same purpose. I didn't notice a slow down when using it with offset=0, but perhaps it would be better with a higher number. I had it set low so that it would fire before the normal invention event would fire.

A better strategy might be though to just change the actual invention events like those mods do. I had created these events for my own use and figured I'd post them, but it appears the community already has a better solution :).
 

G-Klav

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Is it just me, or does this kind of events just not work?

They're supposed to trigger Jominian Attitude (when I choose it), but before you know it, you've gotten Clausewitzan Theory...

I've altered them to set local flags called flg_jomini, flg_clausewitz, etc. and altered the inventions to require those flags. Much better :)
 

Tuna-Fish

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Regent, you cannot trigger inventions.

Here is my modification of the rafiki's mod. It differs from the one he has right now only by that if some nation has a military attitude before the mod is applied he doesn't get to choose a second one. This was an issue in VIP, where prussia already has clausewitzian theory at game start iirc.

Code:
army inventions :
#########################################################################
# "Army developments" - to allow people to choose military attitude
#########################################################################
event = { 
	id = 199
	random = no
	invention = yes

	trigger = {
		NOT = { invention = 100 }
		NOT = { invention = 101 }
		technology = 1001
	}

	name = "Army developments"
	desc = "As our army technology and philosophy develops, two schools of thought have presented themselves.
 It is time for you to decide which direction we shall take!"
	style = 0

	date = { day = 1 month = january year = 1836 }
	offset = 30 # Check for trigger conditions every 30 days
	deathdate = { day = 30 month = december year = 1846 }

	action_a = {
		name = "Jomini is right! We must emphasize the morale of our troops!"
		command = { type = local_setflag which = loc_flg_attitude value = 1 }
		ai_chance = 50
        }

	action_b = {
		name = "Clausewitz is right! We must emphasize the organization of our troops!"
		command = { }
		ai_chance = 50
        }
} 
 
#########################################################################
# Jominian Attitude
#########################################################################
event = {
	id = 100
	random = no
	invention = yes

	trigger = {
		invention = 199		
		NOT = { invention = 101 }
		local_flag = { name = loc_flg_attitude value = 1 }
	}

	name = "EVT_100_NAME"
	desc = "EVT_100_DESC"
	style = 0

	picture = army_doctrine

	action_a = {
		name = "OK" # Excellent!
		command = { type = max_elan which = infantry value = 20 }
		command = { type = max_elan which = cavalry value = 20 }
		command = { type = max_elan which = dragoon value = 20 }
		command = { type = supplyconsumption which = infantry value = 2 }
		command = { type = supplyconsumption which = cavalry value = 6 }
		command = { type = supplyconsumption which = dragoon value = 4 }
	}
} 
 
#########################################################################
#  Clausewitzian Theory
#########################################################################
event = {
	id = 101
	random = no
	invention = yes


	trigger = {
		invention = 199		
		NOT = { invention = 100 }
		NOT = { local_flag = { name = loc_flg_attitude value = 1 } }
	}

	name = "EVT_101_NAME"
	desc = "EVT_101_DESC"
	style = 0

	picture = army_doctrine

	action_a = {
		name = "OK" # Excellent!
		command = { type = max_organization which = infantry value = 5 }
		command = { type = max_organization which = cavalry value = 5 }
		command = { type = max_organization which = dragoon value = 5 }
		command = { type = supplyconsumption which = infantry value = 2 }
		command = { type = supplyconsumption which = cavalry value = 6 }
		command = { type = supplyconsumption which = dragoon value = 4 }
	}
}

navy inventions :

#########################################################################
# "Navy developments" - to allow people to choose military attitude
#########################################################################
event = { 
	id = 299
	random = no
	invention = yes

	trigger = {
		NOT = { invention = 200 }
		NOT = { invention = 201 }
		technology = 2001
	}

	name = "Navy developments"
	desc = "As our naval technology and philosophy develops, two schools of thought have presented themselves. Shall we go for individual hreos or superior teamwork?
 It is time for you to decide which direction we shall take!"
	style = 0

	date = { day = 1 month = january year = 1836 }
	offset = 30 # Check for trigger conditions every 30 days
	deathdate = { day = 30 month = december year = 1846 }

	action_a = {
		name = "Naval Heros shall save the day!"
		command = { type = local_setflag which = loc_flg_Hero value = 1 }
		ai_chance = 50
        }

	action_b = {
		name = "Let us have Superior Crews!"
		command = { }
		ai_chance = 50
        }
} 
 
#########################################################################
#  Naval Hero Thesis
#########################################################################
event = {
	id = 200
	random = no
	invention = yes

	picture = naval_doctrine

	trigger = {
		invention = 299
		NOT = { invention = 201 }
		local_flag = { name = loc_flg_Hero value = 1 }
}
	name = "EVT_200_NAME"
	desc = "EVT_200_DESC"
	style = 0

	action_a = {
		name = "OK" # Excellent!
		command = { type = max_elan which = manowar value = 10 }
		command = { type = max_elan which = frigate value = 10 }
	}
}

#########################################################################
#  Superior Crew Thesis
#########################################################################
event = {
	id = 201
	random = no
	invention = yes

	picture = naval_doctrine

	# Triggered by 299

	trigger = {
		invention  = 299
		NOT = { invention = 200 }
		NOT = { local_flag = { name = loc_flg_Hero value = 1 } }
}
	name = "EVT_201_NAME"
	desc = "EVT_201_DESC"
	style = 0

	action_a = {
		name = "OK" # Excellent!
		command = { type = max_organization which = manowar value = 10 }
		command = { type = max_organization which = frigate value = 10 }
	}
}

commerce inventions :

event = {
	id = 352
	random = no
	invention = yes

	picture = marketfunctionality

	trigger = {
		technology = 3302
	}

	name = "Change in corporate structure"
	desc = "As our economy grows, the structure of our nation's corporations changes, into:"
	style = 0

	date = { day = 1 month = january year = 1850 }
	offset = 60 # Check for trigger conditions every 60 days
	deathdate = { day = 30 month = december year = 1860 }

	action_a = {
		name = "Polypoly!" 
 		ai_chance = 25
		command = { type = factory_cost_mod value = -25 }
		command = { type = capacity_cost_mod value = 10 }
	}

	action_b = {
		name = "Samepoly! We like it just the way it is, thank you!"
 		ai_chance = 25
 		command = { type = prestige value = -5 } # Small prestige loss for being stuck in old ways ;)
	}

	action_c = {
		name = "Oligopoly!"
 		ai_chance = 25
		command = { type = factory_cost_mod value = 25 }
		command = { type = capacity_cost_mod value = -10 }
	}

	action_d = {
		name = "Monopoly!"
 		ai_chance = 25
		command = { type = factory_cost_mod value = 100 }
		command = { type = capacity_cost_mod value = -25 }
	}
}
 

The Regent

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Ok, I've found my errors. I didn't see how stupid of me it was to try and use sleepevent on an invention. :eek:o

However, you can trigger inventions just like regular events. The new files seem to mostly work now, but you can check them out by following the link in my sig. The problem comes from ai countries choosing options. The player seems to be affected by their choice as well.
 
Last edited:

The Regent

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What started out as an attempt to create a new way to choose your inventions has turned into quite a task. Oh well, I had time to kill anyway.

I created two sets of choice inventions. One for the player and one for the AI. The original inventions were made to be AI only and new ones were made with no triggers or dates. These new ones are triggered by choice invention events. Any not chosen on the player side are slept, allowing the AI to continue as normal with their own random inventions.

If anyone is interested or wishes to test my changes, just follow my link.
 
Last edited: