In the vanilla game or in AGCEEP?latest beta obviously
In the vanilla game or in AGCEEP?latest beta obviously
There are no such commands for embargoes.When givetrade and revoketrade
command = { type = givetrade which = aaa }
Creates a trade agreement with country aaa.
command = { type = revoketrade which = aaa }
Cancels a trade agreement with country aaa.
give and remove trade agreements, then what commands are used - or are there any? - to embargo and lift an embargo vs. another nation?
#(1419-1820) Jizya
event = {
id = 960000128
trigger = {
missionaries = 9 #waste prevention 159b5
OR = {
AND = { religion = sunni
NOT = provincereligion = { province = -1 data = sunni }
control = { province = -3 data = -1 }
owned = { province = -3 data = -1 }
}
AND = { religion = shiite
NOT = provincereligion = { province = -1 data = shiite }
control = { province = -3 data = -1 }
owned = { province = -3 data = -1 }
}
}
}
random = yes
name = "EVENTNAME_RANDOM093" #Enforcement of Jizya
desc = "EVENTHIST_RANDOM093"
#-#Islamic law emphasized issuing a tax on dhimmis, non-believers who are protected by the state. Muslim jurists required adult, free, sane males among the dhimma community to pay the jizya, while exempting women, children, elders, handicapped, the ill, the insane, monks, hermits, slaves, and musta'mins—non-Muslim foreigners who only temporarily reside in Muslim lands.Dhimmis who chose to join military service were also exempted from payment, as were those who could not afford to pay. Those who chose to convert to islam were obviously exempt, too.
action = {
name = "VERY_WELL"
command = { type = treasury value = 50 }
command = { type = missionaries value = -2 }
}
action = {
name = "HURRAH"
command = { type = population which = -3 value = -500 } #population is more like hearths or housholds, not individuals
command = { type = INF which = -3 value = 2000 }
command = { type = missionaries value = -2 }
}
action = {
name = "WELCOME"
command = { type = conversion which = -3 }
command = { type = missionaries value = -3 } #more valuable, more effort
}
action = {
name = "PEACE"
command = { type = stability value = 1 }
command = { type = missionaries value = -2 }
}
}
So -3 (use the province that was used before) does work only in commands, not in triggers too?Triggers / Conditions based on provinces:
control = { province = x data = aaa }
Is true if province x is controlled by country aaa (if data = -1 then it is for the country receiving the event)
In trigers x must be an exact number of the province it can't be -1.
Special values for provinces in commands:
-1 or random is used to target a random province.
-2 or capital is used to target the capital province of the country receiving the event.
-3 or last_random is used to target again the province that was randomly picked in the last command.
-4 or random_distinct is used to not target again a province that was already randomly picked in the same action.
-5 or random_not_capital is used to not target the capital province of the country receiving the event. -8 or random_distinct_not_capital is used to not target again a province that was already randomly picked in the same action (capital province will also not be targeted).
I wanted to have an event simulating the Jizya, just like the two events already existing that give a muslim country some money when owning hindu provinces.IDK about -3 but probably in triggers you are only allowed to put province numbers.
Why do you need checking whether Granada owns any province that diverts from the state religion ?
There is no easy way to do that currently AFAIK (due to limitations in triggers). Fastest way is command to conversion if there is such a provice:
command = { type = conversion which = x }
Religion in province x changes to the state religion.
NOT = provincereligion = { province = -1 data = sunni
If you talking about event id 96009093 in AGCEEP_Random_All.eue - in this event trigger checking which provinces are owned by country receiving an event. It doesn't check if province is hindi (it only notices #All provinces in India starting with Hinduism). So, check your event again, but I doubt whether that works.There's a missing } after sunni.
Good spotted. I did correct that, but the result is still the game crashing.There's a missing } after sunni.
#(1419-1820) Jizya
event = {
id = 960000128
trigger = {
missionaries = 9 #waste prevention 159b5
countrysize = 2 #assuming that at least the capital of any muslim country is muslim and it has to own more
OR = {
AND = { religion = sunni
#NOT = provincereligion = { province = -1 data = sunni }
#control = { province = -1 data = -1 }
#owned = { province = -1 data = -1 }
}
AND = { religion = shiite
#NOT = provincereligion = { province = -1 data = shiite }
#control = { province = -3 data = -1 }
#owned = { province = -3 data = -1 }
}
}
}
persistent = yes
name = "EVENTNAME_RANDOM093" #Enforcement of Jizya
desc = "EVENTHIST_RANDOM093"
#-#Islamic law emphasized issuing a tax on dhimmis, non-believers who are protected by the state. Muslim jurists required adult, free, sane males among the dhimma community to pay the jizya, while exempting women, children, elders, handicapped, the ill, the insane, monks, hermits, slaves, and musta'mins—non-Muslim foreigners who only temporarily reside in Muslim lands.Dhimmis who chose to join military service were also exempted from payment, as were those who could not afford to pay. Those who chose to convert to islam were obviously exempt, too.
action = {
name = "VERY_WELL"
trigger = { NOT = { countrysize = 4 } }
command = { type = treasury value = 50 } #same as Gift to the State
command = { type = missionaries value = -1 }
}
action = {
name = "VERY_WELL"
trigger = { countrysize = 4
NOT = { countrysize = 9 } }
command = { type = treasury value = 100 }
command = { type = missionaries value = -2 }
}
action = {
name = "VERY_WELL"
trigger = { countrysize = 9
NOT = { countrysize = 30 } }
command = { type = treasury value = 200 }
command = { type = missionaries value = -3 }
}
action = {
name = "VERY_WELL"
trigger = { countrysize = 30
NOT = { countrysize = 80 } }
command = { type = treasury value = 300 }
command = { type = missionaries value = -4 }
}
action = {
name = "VERY_WELL"
trigger = { countrysize = 80
NOT = { countrysize = 200 } }
command = { type = treasury value = 500 }
command = { type = missionaries value = -5 }
}
action = {
name = "VERY_WELL"
trigger = { countrysize = 200 }
command = { type = treasury value = 1000 }
command = { type = missionaries value = -6 }
}
action = {
name = "WELCOME"
command = { type = conversion which = -5 } #random non-capital province
command = { type = missionaries value = -3 } #more valuable, more effort
}
action = {
name = "HURRAH"
command = { type = population which = -3 value = -500 } #population is more like hearths or households, not individuals
command = { type = INF which = -3 value = 2000 }
command = { type = missionaries value = -2 }
}
action = {
name = "PEACE"
trigger = { NOT = { stability = 3 } }
command = { type = stability value = 1 }
command = { type = missionaries value = -2 }
}
}
No, random events are not persistent.AFAIK all random events are persistent and thy are choosing randomly by tha game.
Try to add the following to the trigger:
ai = no
random = no
date = { day = 0 month = january year = xxxx }
or only date.
You missing date/deathdate statement (you need it with persistent condition when firing 1st time - then during triggering 2nd persistent event by 1st event - you don't need it):I rewrote the event with a more generical trigger and some different actions and tried to replace the random = yes with
persistent = yes (so that it can fire whenever I have 9 Missionaries instead of competing with all other random events once per year) but when I start a game it does not fire itself...
A persistent event is possible without being countryspecfic as far as I understood, but what could be the reason that it does not fire immediately when the country has 9 missionaries and more than 2 provinces and is sunni?
(...)
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