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Mann42

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Event troops based on pre-2.0 levy values (Updated)

With the recent changes to levies in 2.0, and the apparent lack of balancing on event troops, I decided to do some digging into the data files in an attempt to balance them myself. The first step of this process, however, required me to understand how the spawn_unit command works, and I discovered some oddities with it that make me believe it was not properly balanced with the levy changes.

Edit Note: I've now done enough testing to determine exactly how event troops are calculated, and how it compares to your own liege levies.

First, my overall methodology involved:
  1. I create a troop spawn decision at my capital utilizing match_mult = 1.0 and match_character = player (see below).
  2. I create a troop spawn decision at my capital utilizing scaled_by_biggest_garrison = 1.0 and various troop ratios (see below).
  3. I load my single decision mod with default values and choose an Empire at a bookmark, then save that for all future tests.
  4. Record levy values in the military screen.
  5. Record Realm Levy values in the leger.
  6. Record the Total Levy and Garrison value of every holding.
  7. Spawn both types of event troops and record values.
  8. Re-record the same values with 100 opinion on all vassals.
  9. Spawn both types of event troops and record values.
  10. Re-record the same values with max Levy laws.
  11. Spawn both types of event troops and record values.
  12. Repeat the last 8 steps in another mod that flattens the Capital Levy bonuses/penalties (pseudo roll back to pre-2.0 numbers).

For the record, this was a tedious exercise, so I pray that this is useful for someone, Paradox or otherwise. I ran all my tests and checked my final math using Byzantium 867, HRE 1066, Brittany 867, and Leinster 867.

There are 3 ways to spawn event troops, as they appear in the current event files. I'm going to explain how all of them work and are calculated, for the sake of knowledge, reasoned debate, and modding.

The spawn_unit command is used in events to spawn troops. This is done one of three ways:
Type 1: An exact number of troops can be spawned, specifying each type of unit and exactly how many. Mongols and Aztecs work like this.
Type 2: A value is calculated using the combined total of all the player's territory holding levies. Adventurers and Banner Flockers work like this.
Type 3: A ratio of troop types is given and scaled to a value equal to the combined total of a specific province's largest holding Total Levy + Garrison value. Rebels work like this.

Type 1
These types of troop spawns are pretty self explanatory. The following example is from the Sejulk event and spawns a stack of 5340. The event itself spawns multiple stacks, obviously, but this is just an example of one.

Code:
spawn_unit = {
	owner = ROOT
	leader = ROOT
	province = 902 # Dashhowuz
	troops = {
		horse_archers = { 2500 2500 }
		light_cavalry = { 1333 1333 }
		light_infantry = { 1000 1000 }
		heavy_infantry = { 500 500 }
		knights = { 67 67 }
	}
}

Type 2
These types of troop spawns are the most common in all event files. They're everywhere. This is specifically from an adventurer event.

Code:
spawn_unit = {
	province = PREVPREVPREVPREV
	home = PREVPREVPREVPREV
	owner = THIS
	leader = THIS
	match_character = PREV
	match_mult = 0.2
	match_min = 300
	match_max = 5000
	attrition = 0.25
	earmark = claimant_adventure
}
}

So let's break this down.
  1. match_character: This is the character who's realm is used to determine how many troops are spawned.
  2. match_mult: This is scaling factor that determines how many troops spawn, derived from the match_character's realm levies.
  3. match_min/match_max: The minimum that can spawn from the function, and the maximum that can spawn from the function.

This is where things get fun.

match_mult = 1.0 will spawn a number of event troops equal to the grand total of levies as listed in the Realm Levies page of your leger (Page 3). However, those values are not the actual levies you as the player can raise.

The values listed in the leger for vassal holdings are:
Leger Value = Total Levy of Holding * ((Opinion Modifier * (1-Levy Law Penalty)) OR Crown Law Minimums, whichever is higher)

It does not factor in the latest Liege Levy (-25%/-50%/-65%/-75%) penalties for vassals outside of capital territory, nor does it take into account that all liege levies are already reduced by 50% by default.

You see, the actual amount of liege levies you actually get (as shown in on the Military page) is equal to:
Liege Levy = Total Levy of Holding * 0.5 * Liege Levy Penalty * ((Opinion Modifier * (1-Levy Law Penalty)) OR Crown Law Minimums, whichever is higher)

So, not only are event troops not taking the Liege Levy Penalties from 2.0 in account, they are also ignoring the fact you're already getting 50% less levies by default from all vassals, regardless of opinion or law.

Lastly, the calculation in the leger (and thus for event troops) does take your Capital County/Duchy bonuses into account, however, so you can't offset the higher number of event troops by maintaing a strong capial demesne. Event troops will scale up to match the bonuses to your personal holdings perfectly, while ignoring the penalties your liege levies get.

This results in some fun side effects. For example, if everyone in your country hates you so much that they would never dream of giving you levies but your crown law is low, it actually reduces the number of event troops so significantly you could probably handle them with just your direct levies. Essentially, since the game factors opinion and laws into the event troop calculation, but ignores liege levy penalties, you are essentially making it harder to fend off event spawns by maintaining good opinion with your vassals or raising crown law - effectively punishing proper feudal play even more.

It also explains why North Korea mode has become such a 'sensation', since it's the most effective way to combat event troops. Event spawns are actually scaled perfectly to the direct levies you'll have in North Korea mode, while playing properly by handing out titles will punish you more and more the next time an event troop stack spawns.

So, for players that maintain a small duchy and hold most of their own land, the bonus modifiers for capital county and capital duchy levies will balance things out. However, getting to kingdom size or greater provides such significant penalties to liege levies that you can actually be at such a massive disadvantage that even mercs and holy orders don't exist in large enough numbers to fill the gaps.

But wait, the event is only summoning 20%, surely that's not a problem?

Well, the adventurer events are actually a bit random: There's a 1 in 3 chance of spawning 6 stacks of 20% (for 120% of your unattainable levy value), 1 in 3 chance of spawning 6 stacks of 15% (for 90% of your unattainable levy value), and a 1 in 3 chance of spawning 6 stacks of 12.5% (for 75% of your unattainable levy value).

In all cases, because the match_character and match_mult calculations don't take the 2.0 liege levy changes into account, and don't take the default -50% to liege levies, you will be at a significant disadvantage that grows exponentially larger the more vassals you have over your realm.

Lastly, the match_max value doesn't appear to have been updated. While 5000 for a single stack was decently balanced against pre-2.0 levies, a stack of 5000 in the post 2.0 world is often times more than half of a kingdom's entire liege levy.

Type 3
The last type of event spawn is a bit odd, but is pretty much exclusively found in religious/cultural revolt events (and trigger off your revolt risk)

Code:
spawn_unit = {
	province = ROOT
	home = ROOT
	owner = THIS
	leader = THIS
	scaled_by_biggest_garrison = 1.0
	troops = {
		archers = { 6 6 }
		light_cavalry = { 4 4 }
		light_infantry = { 10 10 }
	}
	attrition = 1.0
}

scaled_by_biggest_garrison = 1.0 looks at the province the event troops are spawned in, finds the holding that has the highest (Total Levy + Garrison) total, and then spawns a stack of that size with the ratios listed in troops = . It cares not for actual levies or even opinion modifiers, but it is increased or decreased based on martial score.

So, if you had a garrison of 705 and a Total Levy of 1327 as your largest holding in the province, 2032 troops would spawn. The composition would be a ratio of 6:4:10 archer:light cavalary:light infantry (or 609:406:1016 in the 2032 example).

The value in the troops = section is exclusively a ratio, so the stack from the above stack would be identical even if the ratio were 3:2:5, or 60:40:100.

For these events, it will often spawn 3, and many of them actually scale to 1.34, which would explode 2032 troops into a stack of 8107. The nature of these make them more deadly for smaller nations, but can steamroll if you get multiple revolts at once.

In conclusion, I believe that the calculation for event troops has not been updated to take the 2.0 liege levy penalties into account, and a lot of the weirdness we're currently seeing would be fixed if these calculations were updated to derive from the 2.0-possible levy values as opposed to the pre-2.0 possible numbers.
 
Last edited:

RX2000

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Excellent analysis, and fairly damning regarding Paradox's balancing of 2.0. If your research bears out, they simply failed to adjust very key values. Quite sloppy patching.

I dont think they've officially said yet if it was their intention to keep the event troops the same or not. I'm not sure if they just forgot to adjust the values, or if it was their intention to try & make the game harder by giving the player fewer troops vs the AI. Like I said, as far as I know there's been no official word on that yet or not. So we cant be 100% sure if it was sloppy programming, or just poor design (or good design I guess, depending on who you ask. Poor in my opinion though....) ;)
 

Mann42

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I dont think they've officially said yet if it was their intention to keep the event troops the same or not. I'm not sure if they just forgot to adjust the values, or if it was their intention to try & make the game harder by giving the player fewer troops vs the AI. Like I said, as far as I know there's been no official word on that yet or not. So we cant be 100% sure if it was sloppy programming, or just poor design (or good design I guess, depending on who you ask. Poor in my opinion though....) ;)
I'd rather this not devolve into us passing judgement on Paradox. At worst, lets just say it was an oversight and move on. :)

If they want event troops to be larger than player troops for the sake of difficulty, I'm okay with that. They can create events that spawn 200% of my actual potential levies if that's their goal - at least that way we'd know it was their intent.

However, in this case, both the actual balance and their future ability to balance the numbers is highly skewed because their own functions aren't deriving off of real in-game values (with de-jure penalties), but off of impossible to attain values. While we as a community can mod the events to spawn lower percentages of match_mult troops, the best fix would be in adjusting the 'match' value to match the actual values in the game, which is why I started the thread.
 

RX2000

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I'd rather this not devolve into us passing judgement on Paradox. At worst, lets just say it was an oversight and move on. :)

Eh? I'm a paying customer, I've bought the right to pass judgment! :laugh:

One of the great things about Paradox is that they actually listen to their fans & try to give them what they want. I'm sure if enough people complain about the event troops they will do something about it.

But yea, some official word on whether it was intentional or an oversight would be nice.
 

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some official word on whether it was intentional or an oversight would be nice.
Yeah, I'd like to hear what there take is on this and if they'll fix it. They have been pretty quiet since the hot fix that didn't really fix much. I paid for the game and I want to enjoy it; right now I'm having a hard time getting into it with these balance issues. There's a lot of bugs as well.
 

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Thanks for this discussion, Mann. I hope that they look into it. I generally like the "vanilla" game, and the rebalancing of the levies has definitely made things different. Parts of it I like -- lowered levies mean factions get going more often which means realm stability is lower. Troublemaker vassals can be actual troublemakers now. But then the event troops fire, and your army is outmatched by quite a lot, presumably due to what you've explained here? I will say that I would be happy if adventurers (and landless claimants which are basically the same) stayed stronger than they were before, though definitely adjusted from what they are now.

I think this also explains the rise in popularity of the awfully boring "North Korea mode" -- since your own levies are not reduced, you actually get the close-to-ideal raiseable value that you have to deal with during any event firing.
 
Last edited:

Mann42

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Thanks for this discussion, Mann. I hope that they look into it. I generally like the "vanilla" game, and the rebalancing of the levies has definitely made things different. Parts of it I like -- lowered levies mean factions get going more often which means realm stability is lower. Troublemaker vassals can be actual troublemakers now. But then the event troops fire, and your army is outmatched by quite a lot, presumably due to what you've explained here?

I think this also explains the rise in popularity of the awfully boring "North Korea mode" -- since your own levies are not reduced, you actually get the close-to-ideal raiseable value that you have to deal with during any event firing.
Exactly. Essentially, when event troops spawn, the amount that spawn are balanced against the numbers you would have when playing North Korea mode, not the amount you will have if properly playing it with feudal strategy. This, unfortunately, makes North Korea mode the single most effective way to guarantee you'll be balanced to handle what the game can throw at you.

I will say that I would be happy if adventurers stayed stronger than they were before, though definitely adjusted from what they are now.
I agree the concept of adding challenge, absolutely. As I said, there's nothing wrong with enjoying larger and more difficult to overcome troop events, but the first step is to fix the match_mult calculation so it takes the player's actual levies/troop potential into account. Unfortunately, the calculation treats everyone like they are playing North Korea mode. With a fix to this calculation, 120%-150% of your troops will mean exactly that, and everyone will get an equivalently balanced challenge regardless of whether they're playing North Korea mode or properly playing the game in the feudal style.
 
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Mann42

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I'm starting to think I should have made the title something more inflammatory, like "Event Troops Balanced for North Korea Mode" or "WTF Paradox Y U NO HOTFIX" just to get more visibility.
 

Tom013

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I'm starting to think I should have made the title something more inflammatory, like "Event Troops Balanced for North Korea Mode" or "WTF Paradox Y U NO HOTFIX" just to get more visibility.

That's partly why I decided to throw my 2 cents in here.

Your first title there is a little too moderate. I suggest: "Event Troops prove Paradox wants you to play in North Korea Mode!"

Or hybridize your two title suggestions there: "WTF Event Troops balanced for NK mode PARADOX FIX NOW"
 

Bortron

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I'm starting to think I should have made the title something more inflammatory, like "Event Troops Balanced for North Korea Mode" or "WTF Paradox Y U NO HOTFIX" just to get more visibility.
You're the only one that gave irrefutable evidence to back your claim about the balance issues. Your post deserves more attention.
 

unmerged(133356)

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With the recent changes to levies in 2.0, and the apparent lack of balancing on event troops, I decided to do some digging into the data files in an attempt to balance them myself. The first step of this process, however, required me to understand how the spawn_unit command works, and I discovered some oddities with it that make me believe it was not properly balanced with the levy changes.

My methodology involved:
Creating a decision that spawned troops at my capital using match_mult = 1.0 (see below).
I then tested this event and counted how many troops spawned with the following variables using Byzantium at TOG start:
  • Unchanged 2.0 levy values vs. Flatlined levy values (100% across the board).
  • Levy Law at max and lower.
  • Crown Laws at max and lower.
  • Opinion value at max and lower.

In all cases, the effect of match_mult = 1.0 was exactly the same regardless of the variables that were changed.

First of all, the spawn_unit command can be called in two ways:
  1. Dictate exactly which type of troop and how many of each appear.
  2. Derive a troop count off of a character's total levy.

For clarity, Seljuks spawn numerous stacks of type 1, shown below:

Code:
spawn_unit = {
	owner = ROOT
	leader = ROOT
	province = 902 # Dashhowuz
	troops =
	        {
		horse_archers = { 2500 2500 }
		light_cavalry = { 1333 1333 }
		light_infantry = { 1000 1000 }
		heavy_infantry = { 500 500 }
		knights = { 67 67 }
	}
}

However, most event troops aside from Mongol and Aztec invasions derive the total number of troops from the player's own troop and levy count, via type 2. An example from the adventurer events is:

Code:
spawn_unit = {
	province = PREVPREVPREVPREV
	home = PREVPREVPREVPREV
	owner = THIS
	leader = THIS
	match_character = PREV
	match_mult = 0.2
	match_min = 300
	match_max = 5000
	attrition = 0.25
	earmark = claimant_adventure
}
}

There are three very important variables in type 2 event troop spawning: match_character, match_mult, and match_max.
  1. match_character is the character who's base army you want to match. In the adventurer example, PREV is referring to the player's ruler, so it will be looking at the troops available to the player.
  2. match_mult is the percentage of that player's army that is created. In the above example, a match_mult of 0.2 would create a unit stack that is 20% the total size of the player's available troops.
  3. match_min and match_max just make sure that the army stack is never smaller or bigger than the indicated amount. If there is no match_max listed, then the stack has no limit aside from the character's troops it is based on.

So far so good. What's the problem, then?

Firstly, the armies that match_character is deriving from are not based on what you can actually raise - it is unaffected by levy modifiers. So, whereas liege levies outside of the player's de jure capital duchy are reduced by 50%, and reduced by 65% if outside of your capital empire, the match_multi assumes you are getting 100% of these troops.

In addition, the calculation also assumes that you have the highest crown law and have 100 opinion with all your vassals, and so bases it off of 100% of all direct and liege levies. It also adds your entire potential retinue value to the total - not retinue you have, but what you could have if you spent your money.
  • The player calculation looks like: (Direct Levies * De Jure Captial Modifiers * Crown Law/Levy Laws/Opinion Modifier) + (Liege Levies * De Jure Capital Penalties * Crown Law/Levy Laws/Opinion Modifier) + Actual Retinue = Your Levies
  • While the event troop calculation ((Direct Levies * 100%) + (Liege Levies * 100%) + Max Possible Retinue) * match_mult = Event Troop Stack


Basically, event troops are calculating a value that you, as the player, could never ever reach due to the balancing done to levies. While you do have control over crown laws and opinion, you have no control over the -25%/-50%/-65% penalty incurred by having vassals outside of your De Jure capital. In addition, the larger you get, the greater the disparity between your own forces and event forces becomes.

So, for players that maintain a small duchy and hold most of their own land, the bonus modifiers for capital county and capital duchy levies will balance things out. However, getting to kingdom size or greater provides such significant penalties to liege levies that you can actually be at such a massive disadvantage that even mercs and holy orders don't exist in large enough numbers to fill the gaps.

But wait, the event is only summoning 20%, surely that's not a problem?

Well, the adventurer events are actually a bit random: There's a 1 in 3 chance of spawning 6 stacks of 20% (for 120% of your unattainable levy value), 1 in 3 chance of spawning 6 stacks of 15% (for 90% of your unattainable levy value), and a 1 in 3 chance of spawning 6 stacks of 12.5% (for 75% of your unattainable levy value).

In all cases, because the match_character and match_mult calculations don't take the 2.0 liege levy changes into account, you will be at a significant disadvantage that grows exponentially larger the bigger you grow.

Lastly, the match_max value doesn't appear to have been updated. While 5000 for a single stack was decently balanced against pre-2.0 levies, a stack of 5000 in the post 2.0 world is often times more than half of a kingdom's entire liege levy.

In conclusion, I believe that the calculation for event troops derived through the match_character/match_mult functions have not been updated to 2.0 values, and a lot of the weirdness we're currently seeing would be fixed if these calculations were updated to derive from the 2.0-possible levy values as opposed to the pre-2.0 possible numbers.

Excellent analysis.

Thank you for the effort and the purely factual, thoughtful post without any raging or frothing.
 

WolfWaffle

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I hope they leave this alone

For the first time someone liberated East Francia(Old Gods DLC) in the game I'm playing and formed Germany
Never knew Germany could be made in CK2

And sometimes Cultural or Religious rebellions even win!
It's awesome :)
 

Mann42

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I hope they leave this alone

For the first time someone liberated East Francia(Old Gods DLC) in the game I'm playing and formed Germany
Never knew Germany could be made in CK2

And sometimes Cultural or Religious rebellions even win!
It's awesome :)
An argument can be made that you can fix the calculation error and still adjust the balance to make cultural or religious rebellions more challenging.

In fact, that's the argument I'm making. This isn't a discussion about difficulty - this is about fixing the calculation so that event troops are balanced properly for all players, regardless of whether you're handing out duchy titles or going full North Korea mode. Right now the balance of event troops is such that it favors styles of play that are the opposite of the intended feudal centric design, such that North Korea mode or single count Empires will have the troops necessary to fight back as though this were pre-2.0, while players properly bestowing titles will always be at an inherent disadvantage.
 

WolfWaffle

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An argument can be made that you can fix the calculation error and still adjust the balance to make cultural or religious rebellions more challenging.

In fact, that's the argument I'm making. This isn't a discussion about difficulty - this is about fixing the calculation so that event troops are balanced properly for all players, regardless of whether you're handing out duchy titles or going full North Korea mode. Right now the balance of event troops is such that it favors styles of play that are the opposite of the intended feudal centric design, such that North Korea mode or single count Empires will have the troops necessary to fight back as though this were pre-2.0, while players properly bestowing titles will always be at an inherent disadvantage.

I always thought that things like catholic revolts were based on how many catholic titles were in the domain of the top liege
 

BadDecisionDino

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I'm actually glad you used a pretty dry title. The loyalists have nothing to pick at when your OP is nothing but facts. Hopefully modders are able to take advantage of your research and bring balance to this madness if paradox doesn't.
 

Mann42

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I always thought that things like catholic revolts were based on how many catholic titles were in the domain of the top liege
Not that I can find in the event files. Revolt events are fired based on your revolt risk, which then checks the on_rebel_revolt on action chart.

Code:
on_rebel_revolt = {
	events = {
		600 		# Only valid without "The Old Gods" DLC
		TOG.1030 	# Heretic rebels reinforced
		TOG.1020	# Heretic rebels rise up
		TOG.1050 	# Nationalist rebels reinforced
		TOG.1040	# Nationalist rebels rise up
		TOG.1070 	# Religious rebels reinforced
		TOG.1060	# Religious rebels rise up
		TOG.1010 	# Peasant rebels reinforced
		TOG.1000 	# Peasant rebels rise up
	}
}

The individual rebel events related to religion just check to see if the player's religion matches the religion of the province, and if not, then the event fires (although religious rebellions are secondary to cultural rebellions, apparently).

However, looking through the rebel events, I've discovered a third type of event troop spawning:

Code:
spawn_unit = {
	province = ROOT
	home = ROOT
	owner = THIS
	leader = THIS
	scaled_by_biggest_garrison = 1.34
	troops = {
		archers = { 6 6 }
		light_cavalry = { 4 4 }
		light_infantry = { 10 10 }
	}
		attrition = 1.0
}

At a glance, it looks like it assigns a specific amount of troops, but then scales it upwards to be comparable to the largest garrison of the player. I'll have to run some tests to see exactly how this works, so thanks for making me check.

This also makes me think that match_mult isn't even looking at your liege levies - it's probably just adding up all the garrison totals of all lands held by you and sub-vassals. Since garrison values represent the base potential levy before applying military score modifiers, liege levy modifiers, etc, that makes sense. If you have a lot of high military marshal vassals, it might slightly offset your disadvantage as well, since it adjusts the levy values higher than your base garrison, but characters with a sufficiently high enough military score to put a dent into the calculation are usually in short supply.

Anyway, I stand by my data and conclusion, although I may be able to refine it so I can perfectly predict the numbers. I'll also figure out how this scaled_by_biggest_garrison function works before commenting on it further.