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unmerged(97051)

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I'd like to reduce the amount of BadBoy you get for annexing a nation. I think it's 6 at the moment, which in my opinion is too much.

I've looked through the files in common that I thought could contain the thing I needed to edit, but I haven't found it.

Is it moddable at all? If so, where is it?
 

Battlecry

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No diplomatic options/outcomes aren't really moddable (they're hardcoded). The most that could be done is some sort of workaround (i.e. an event that lowers your badboy shortly after an annexation, although I'm not sure if there's a trigger for that).
 

Antimatter

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Assuming there exists a way to count the number of provinces a country owns you could do it (there's no guarantee that exists, though). You would do something like the following:

Code:
province_event = {
	id = xx
	trigger = {
		owner = {
			NOT = { has_country_flag = annexable }
			NOT = { provinces = 2 } # less than 2 provinces
			provinces = 1 # at least 1 province
		}
	}
	option = {
		name = "annexable"
		set_province_flag = annexable
		owner = { set_country_flag = annexable }
	}
}

province_event = {
	id = yy
	trigger = {
		has_province_flag = annexable
		owner = {
			NOT = { has_country_flag = annexable }
		}
	}
	option = {
		name = "annexable"
		clr_province_flag = annexable
		owner = { badboy = -4 }
	}
}

#clear the flag if country grows
province_event = {
	id = zz
	trigger = {
		has_province_flag = annexable
		owner = {
			has_country_flag = annexable
			provinces = 2
		}
	}
	option = {
		name = "annexable"
		clr_province_flag = annexable
		owner = { clr_country_flag = annexable }
	}
}

I haven't tested these, but they might work ;)
 

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Antimatter said:
Assuming there exists a way to count the number of provinces a country owns you could do it (there's no guarantee that exists, though). You would do something like the following:

Code:
province_event = {
	id = xx
	trigger = {
		owner = {
			NOT = { has_country_flag = annexable }
			NOT = { provinces = 2 } # less than 2 provinces
			provinces = 1 # at least 1 province
		}
	}
	option = {
		name = "annexable"
		set_province_flag = annexable
		owner = { set_country_flag = annexable }
	}
}

province_event = {
	id = yy
	trigger = {
		has_province_flag = annexable
		owner = {
			NOT = { has_country_flag = annexable }
		}
	}
	option = {
		name = "annexable"
		clr_province_flag = annexable
		owner = { badboy = -4 }
	}
}

#clear the flag if country grows
province_event = {
	id = zz
	trigger = {
		has_province_flag = annexable
		owner = {
			has_country_flag = annexable
			provinces = 2
		}
	}
	option = {
		name = "annexable"
		clr_province_flag = annexable
		owner = { clr_country_flag = annexable }
	}
}

I haven't tested these, but they might work ;)

There is a trigger for number of provinces; but, incidentally, there's a cleaner way of implementing your events.

Code:
province_event = {

	id = 80061

	trigger = {
		NOT = { has_province_flag = Steal_Me }
		NOT = { country = { num_of_cities = 2 } }
	}

	mean_time_to_happen = {
		months = 1
	}

	title = "We're so small!"
	desc = "Go on, steal us, you know you want to!"

	option = {
		name = "We won't make a fuss about it!"
		ai_chance = { factor = 100 }
		set_province_flag = Steal_Me
		country = { set_country_flag = Theft_Target }
	}
}

province_event = {

	id = 80062

	trigger = {
		has_province_flag = Steal_Me
		country = { num_of_cities = 2 }
	}

	mean_time_to_happen = { months = 1 }

	title = "We're not complaining!"
	desc = "We're a quiet little province!"

	option = {
		name = "We promised!"
		ai_chance = { factor = 100 }
		owner = { limit = { NOT = { have_country_flag = Theft_Target } }
			badboy = -0.16
		}
		country = { clr_country_flag = Theft_Target }
		clr_province_flag = Steal_Me
	}
}

Incidentally, badboy works as a percentage of your maximum, not as a hard number, so by setting it to four, you'd be multiplying it to a hundred and twenty badboy :) .

I'm not certain I'm using owner/limit there correctly, but there IS a limit structure able to apply the effect only if the flag isn't present.

And, of course, it's best to change the text to something somewhat less creepy/comical ^_~ .
 
Last edited:

Antimatter

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Those should work. Your limit setup looks correct (other than a missing closing brace). I've never tried using limit with owner, since there's only ever one choice, but assuming it works the same as it does with all the other tags then that part should work fine. Only thing is I think you need to use owner instead of country in these events. I'm not sure, but I think country is used to get a character's country. It may work for provinces as well, but using owner (or controller) should certainly work.

Also, you now have to have that second event name and such generically since it can apply to a new owner or just the original owner expanding :)
 

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Antimatter said:
Those should work. Your limit setup looks correct (other than a missing closing brace). I've never tried using limit with owner, since there's only ever one choice, but assuming it works the same as it does with all the other tags then that part should work fine. Only thing is I think you need to use owner instead of country in these events. I'm not sure, but I think country is used to get a character's country. It may work for provinces as well, but using owner (or controller) should certainly work.

You might be right about using owner instead of country... I've been dealing almost exclusively with characters instead of provinces (and when I have to deal with a province, it's usually in the context of its governor), so it hasn't come up much ^_^ .

Controller, while it would work, would be a poor choice, as there's a one in a million chance that the event would fire before the province is annexed, in which case the reputation repair would only work if the nation already had more than four points.

And I fixed the brace. Unnecessary, perhaps, but the error was bothering me -_- .

Also, you now have to have that second event name and such generically since it can apply to a new owner or just the original owner expanding :)

Alternately, it could be set up as a character event, in the same way as governor automation events; this way, the reputation is fixed without the player ever seeing it at all.

It's an inefficient solution, though, given how many characters there are, and how many of them have adjacent provinces.
 

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Jane_Doe said:
There is a trigger for number of provinces; but, incidentally, there's a cleaner way of implementing your events.

Code:
province_event = {

	id = 80061

	trigger = {
		NOT = { has_province_flag = Steal_Me }
		NOT = { country = { num_of_cities = 2 } }
	}

	mean_time_to_happen = {
		months = 1
	}

	title = "We're so small!"
	desc = "Go on, steal us, you know you want to!"

	option = {
		name = "We won't make a fuss about it!"
		ai_chance = { factor = 100 }
		set_province_flag = Steal_Me
		country = { set_country_flag = Theft_Target }
	}
}

province_event = {

	id = 80062

	trigger = {
		has_province_flag = Steal_Me
		country = { num_of_cities = 2 }
	}

	mean_time_to_happen = { months = 1 }

	title = "We're not complaining!"
	desc = "We're a quiet little province!"

	option = {
		name = "We promised!"
		ai_chance = { factor = 100 }
		owner = { limit = { NOT = { have_country_flag = Theft_Target } }
			badboy = -0.16
		}
		country = { clr_country_flag = Theft_Target }
		clr_province_flag = Steal_Me
	}
}

Incidentally, badboy works as a percentage of your maximum, not as a hard number, so by setting it to four, you'd be multiplying it to a hundred and twenty badboy :) .

I'm not certain I'm using owner/limit there correctly, but there IS a limit structure able to apply the effect only if the flag isn't present.

And, of course, it's best to change the text to something somewhat less creepy/comical ^_~ .

I tested and debugged this event series.

Code:
province_event = {

	id = 80061

	trigger = {
		NOT = { has_province_flag = Steal_Me }
		NOT = { owner = { num_of_cities = 2 } }
	}

	mean_time_to_happen = {
		months = 1
	}

	title = "We're so small!"
	desc = "Go on, steal us, you know you want to!"

	option = {
		name = "We won't make a fuss about it!"
		ai_chance = { factor = 100 }
		set_province_flag = Steal_Me
	}
}

province_event = {

	id = 80062

	trigger = {
		has_province_flag = Steal_Me
		owner = { num_of_cities = 2 }
	}

	mean_time_to_happen = { months = 1 }

	title = "We're not complaining!"
	desc = "We're a quiet little province!"

	option = {
		name = "We promised!"
		ai_chance = { factor = 100 }
		owner = { badboy = -5 }
		clr_province_flag = Steal_Me
	}
}

Testing reveals that badboy=-x really does remove x badboy points and not some percentage of maximum. Needed owner instead of country scopes. Not quite sure where you were going with the Theft_Target flag so I ripped it out. Almost as if you wanted to charge 1 province minors the full 6 badboy for annexing another 1 province minor while multiple province annexers only got 1 bb. Hardly seemed fair.