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grumphie

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1. go to wherever ck2 is installed. in my case, steam>steamapps>common>ck2
2. go to events
3. open the file: civil war events.txt
4. remove all events

as yous ee, easy as a pie. as a lot of people seem to be annoyed by this i thought this might be helpfull
 

LarryLeica

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Is there a simple way to just reduce them? I don't mind the events so much, but they get WAY too many.

The only value in there is under the spawn_unit section, I think match_mult is the one I am looking for, but am not sure if it is correct and whether I change it up or down, so 0.1 becomes 0.05 for less...
 

unmerged(228153)

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Yes, there is a simple way; but you're actually looking in the wrong file! (This happens to me all the time.)

The "reinforcements" events are called from events\plot_events.txt; do a search for "45000" and "45002" respectively, look for the "random" clause and turn the "chance" values up or down as you desire.
 

LarryLeica

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Yes, there is a simple way; but you're actually looking in the wrong file! (This happens to me all the time.)

The "reinforcements" events are called from events\plot_events.txt; do a search for "45000" and "45002" respectively, look for the "random" clause and turn the "chance" values up or down as you desire.

Thank you for that info going to try this now. Where are the values for the scaling of the amount of troops they receive? Is this in these sections:

Code:
limit = {
	FROM = { faction_power = { faction = faction_succ_seniority power = 1.0 } }

Or is that the amount of power the faction needs to trigger the events?

EDIT: changed the values to 1/5th of what they were, i.e. 25 becomes 5, and it feels much better now. They still happen, but it feels much more significant when they do, now all I need to do is change the amounts they receive to something in line with what the faction could actually raise itself...
 
Last edited:

grumphie

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i personally just removed them untill the devs commented on this, but civil war events certainly IS the right file. the event still fires, but as there's nothing left to fire, it does nothing. or at least thats my expierience with it, as i tend not to get in faction revolts.
 

keenriser

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Unfortunately I can't really find any documentation that explains the modifiers that are used, but the following seems to spawn an unit:
Code:
				ROOT = {
					spawn_unit = {
						province = PREV
						owner = ROOT
						match_character = FROM
						match_mult = 0.125
					}

I think the most logical solution would be to change the match_character from FROM to ROOT, which I think (I'm not really a modder) would cause the match_mult to apply to the actual revolter instead of the liege.

The "rebels flock" event would then become:
Code:
# Faction Revolt - Rebels flock to your banner
character_event = {
	id = 45000
	desc = "EVTDESC45000"
	picture = "GFX_evt_battle"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	trigger = {
		war_with = FROM
	}
	
	option = {
		name = "EXCELLENT"
		
		hidden_tooltip = {
			FROM = {
				character_event = { id = 45001 }
			}
		}
		
		capital_scope = {
			tooltip = {
				ROOT = {
					spawn_unit = {
						province = PREV
						owner = ROOT
						match_character = ROOT
						match_mult = 0.125
					}
					spawn_unit = {
						province = PREV
						owner = ROOT
						match_character = ROOT
						match_mult = 0.125
					}
					spawn_unit = {
						province = PREV
						owner = ROOT
						match_character = ROOT
						match_mult = 0.125
					}
				}
			}
			
			hidden_tooltip = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					female = no
					age = 23
					attributes = {
						martial = 5
					}
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
						province = PREV
						owner = ROOT
						match_character = ROOT
						match_mult = 0.125
						earmark = faction_revolters
					}
				}
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					female = no
					age = 30
					attributes = {
						martial = 5
					}
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
						province = PREV
						owner = ROOT
						match_character = ROOT
						match_mult = 0.125
						earmark = faction_revolters
					}
				}
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					female = no
					age = 31
					attributes = {
						martial = 5
					}
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
						province = PREV
						owner = ROOT
						match_character = ROOT
						match_mult = 0.125
						earmark = faction_revolters
					}
				}
			}
		}
	}
}

If my best guess to what the match_mult option means is correct, this would spawn 75% of the might of the revolter, instead of 75% of the might of their (former) liege. I am not sure if this would be 75% of the full might of the faction, or just the faction leader.

Unfortunately I currently don't have a PC that runs CK2 so I am unable to test if this is a good thing for balance.