• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Veldmaarschalk

Cool Cat
151 Badges
Apr 20, 2003
30.108
1.792
  • 200k Club
  • 500k Club
Hi,

In the current settings, having feudal law is by far the best law to have, it gives you a loyalty bonus with your vassals and the only bad event is event 6613, see below, which may fire and gives you two options.

A) lose prestige -50, raise the loyalty of the burghers in some province (33% chance) lowers the burghers loyalty in some province (15% chance) or even give you a revolt in a province (10% chance)

B) gives you 100 prestige, gives you some money, lowers the loyalty of the burghers in a province but raises the loyalty of the nobles in a province and there is a 75% chance of a revolt in that province.

The only time, I pick option A is when I rollplay to have a weak or just ruler who want to see that all his subjects are treated equal, but even then I might still get a revolt.

For a gameplay perspective, option B is the way to go. You get 100 prestige (nice !) you get money (nice !), you get a revolt (a shame but not a big problem)

I think the options should be more balanced. Maybe make option B give you +50 prestige but lowers your piety with -25 while option A should lower your prestige with -50 but raises your piety with +25. Also when you choose option A. The result is that your burghers in a province get more loyal. The other two chances (lower loyalty or revolt) should be removed.

Option A should then also change the feudal law to popular law, so you can't exploit it.

Code:
###################################################
# Your burghers resent your Feudal Contract rule #
###################################################

province_event = { #The burghers resent your heavy-handed and tradition-bound rule under feudal contract. They demand a change.

	id = 6613
	picture = "event_town"

	trigger = {
		condition = { type = difficulty value = 2 }
		condition = { type = has_law value = { feudal_contract_law = yes } }
		condition = { type = not value = { type = has_law value = { elective_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
	}

	mean_time_to_happen = {
		years = 60

		#balancing a bit for game difficulty level
		modifier = {
			condition = { type = ai }
			factor = 2 # to give the ai rulers a bit of a break from these
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		#the following are intentionally cumulative
		modifier = {
			condition = { type = not value = { type = burgher_power value = 0.25 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = burgher_power value = 0.20 } }
			factor = 0.6
		}
		modifier = {
			condition = { type = not value = { type = burgher_power value = 0.15 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = burgher_power value = 0.30 }
			factor = 1.25
		}
		modifier = {
			condition = { type = burgher_power value = 0.35 }
			factor = 1.5
		}
		modifier = {
			condition = { type = burgher_power value = 0.40 }
			factor = 2
		}
		modifier = {
			condition = { type = burgher_power value = 0.45 }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = moderate }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 0 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 100 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 200 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_prestige value = 400 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_prestige value = 500 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_prestige value = 1000 }
			factor = 1.1
		}
	}

	action_a = { #I may consider changing the law in the future.
		effect = { type = ruler_prestige value = -50 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = {
			type = random
			chance = 33 #the bughers believe you
			effect = { type = burgher_loyalty value = 0.25 }
		}
		effect = {
			type = random
			chance = 15 #the bughers don't believe you
			effect = { type = burgher_loyalty value = -0.25 }
		}
		effect = {
			type = random
			chance = 10 #the bughers utterly disbelieve you
			effect = { type = burgher_loyalty value = -1.0 }
			effect = { type = add_province_effect value = revolt }
		}
	}
	action_b = { #They dare? I will crush them!
		effect = { type = ruler_prestige value = 100 } #ruler is making an impression by not caving in
		effect = { type = ruler_gold scale = 0.5 } #confiscation of property
		effect = { type = noble_power value = 0.2 } # they are pleased at the enforcement of feudal rights
		effect = { type = peasant_power value = -0.05 } #they are caught in the crossfire
		effect = { type = burgher_power value = -0.15 }
		effect = { type = noble_loyalty value = 0.5 }
		effect = { type = peasant_loyalty value = -0.10 }
		effect = { type = burgher_loyalty value = -0.5 }
		effect = {
			type = random
			chance = 75
			effect = { type = add_province_effect value = revolt }
		}
	}
}