- Dec 14, 1999
- 19.095
- 74.496
Our crowded office is buzzing with activity as we are working on towards an early press preview version of EU3. This is the first time we will give out our game to the press this early, so we’re working our hardest to make as good a version of the game as possible for that.
Even more eventengine development, with more effects and types. The scripters have also added in the main part of the random-events, giving further flavor to the gameplay. The map team have worked on the look of the map, and as you could see on the weekend teaser screenshot, we have changed how forests works. There is still a lot of work to be done there, but we can see the goal clearly now. The interface guys have finalised the main bulk of the messages, which makes the life easier for the testers. When it comes to the AI, we’ve been busy teaching it how to assault and blockade this last week.
This the example of a random event which shows a provincial event which creates a border dispute. As it’s a random event, it has no dates set, nor any target countries, and merely a MTTH (Mean Time to Happen) and a trigger. MTTH is an extremely powerful tool to control frequence of events, depending on situations. The event system for EU3 contains all the parts from the two previous systems we have used, as well as adding several new things, as limits/triggers on effects, context switching while still being able to access target of event. The event system can now as well have as many options as you prefer from 1 and up.
This particular random event, gives you the option of getting cores on each neighbour province of the target province, that you don’t own and don’t have a core on, for a price of one badboy for each core, while giving the owner a free cb on you. The other option is a drop in prestige.
Here, we have gotten a succession war over Sweden. This can only happen when your monarch dies, if you have at least two royal marriages. Then a succession war breaks out between the two most powerful countries you have a royal marriage with. You select which of the nations who’s claim is most legit, and end up in a union with them, and on their side in the war. Then a war with enormous prestige is fought over who will gain the Swedish Throne. That is merely one aspect of the non-determenistic monarchsystem.
You will never know when your monarch dies, you will never know the quality of who will succeed him, nor what will happen when the monarch dies.
Of course, the extreme options are very rare, and only valid if your government is a monarch type.
Even more eventengine development, with more effects and types. The scripters have also added in the main part of the random-events, giving further flavor to the gameplay. The map team have worked on the look of the map, and as you could see on the weekend teaser screenshot, we have changed how forests works. There is still a lot of work to be done there, but we can see the goal clearly now. The interface guys have finalised the main bulk of the messages, which makes the life easier for the testers. When it comes to the AI, we’ve been busy teaching it how to assault and blockade this last week.
Code:
#########################################################
# Boundary dispute #
#########################################################
province_event = {
id = 5087
trigger = {
any_neighbor_province = {
NOT = { owned_by = THIS }
NOT = { is_core = yes }
}
}
mean_time_to_happen = {
months = 2000 # Random Event
modifier = {
factor = 1.5
owner = { NOT = { DIP = 4 } }
}
modifier = {
factor = 0.5
owner = {
OR = {
advisor = diplomat
DIP = 8
}
}
}
}
title = "EVTNAME5087"
desc = "EVTDESC5087"
option = {
name = "EVTOPTA5087" # Press issue
ai_chance = { factor = 55 }
any_neighbor_province = {
limit = {
NOT = { owned_by = THIS }
NOT = { is_core = yes }
}
add_core = THIS
owner = {
casus_belli = THIS
}
THIS = {
controller = { badboy = 1 }
}
}
}
option = {
name = "EVTOPTB5087" # Settle issue
ai_chance = { factor = 45 }
prestige = -0.15
}
}
This particular random event, gives you the option of getting cores on each neighbour province of the target province, that you don’t own and don’t have a core on, for a price of one badboy for each core, while giving the owner a free cb on you. The other option is a drop in prestige.
Here, we have gotten a succession war over Sweden. This can only happen when your monarch dies, if you have at least two royal marriages. Then a succession war breaks out between the two most powerful countries you have a royal marriage with. You select which of the nations who’s claim is most legit, and end up in a union with them, and on their side in the war. Then a war with enormous prestige is fought over who will gain the Swedish Throne. That is merely one aspect of the non-determenistic monarchsystem.
You will never know when your monarch dies, you will never know the quality of who will succeed him, nor what will happen when the monarch dies.
- You may get a normal monarch.
- You may get inherited by a more powerful country you have dynastic ties (not valid for player)
- You may get a regency council for a few years where you have your hands slightly tied (for example no offensive wars can be started)
- You may get into a union with a more prestigeful nation you have dynastic ties with.
- You may get a succession war fought over your throne.
Of course, the extreme options are very rare, and only valid if your government is a monarch type.