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Sam L

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You can't. You just have to wait. It's 1307 in my game and they still haven't appeared yet.
 

markmid

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Edit someone beat me to it! I didn't realise you could do that with SSI events :D!

I've modded them to appear much earlier, so you'd just need to modify it to whatever date you are at.

Go to the crusader kings 2 folder
then to the events folder
back up sunset_invasion.txt to somewhere safe
and then edit sunset_invasion.txt dates. Make sure you edit all entries, the easiest way is to knock off however many years you'd like across all entries, there are not that many of them.

Here is what I use, it is not yet balanced but i'm testing it again this game.

Code:
###################################
#
# SUNSET INVASION
# - The Fantasy Menace
#
###################################

# Written by Henrik Fåhraeus and Henrik Eklund

namespace = SSI

# First Contact - Beads and Feathers
province_event = {
	id = SSI.1
	desc = "EVTDESC_SSI_001"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		has_dlc = "Sunset Invasion"
		year = 1120
		NOT = { year = 1400 }
		NOT = { has_global_flag = aztec_explorers }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_explorers
		set_province_flag = aztec_explorers
		activate_title = { title = e_mexikha status = yes }
		hidden_tooltip = {
			e_mexikha = {
				holder_scope = {
					narrative_event = { id = SSI.2 days = 7 }
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 720
		modifier = {
			factor = 0.5
			year = 1175
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_001"
	}
}

# Rumors of people from across the Atlantic
narrative_event = {
	id = SSI.2
	title = "EVTNAME_SSI_002"
	desc = "EVTDESC_SSI_002"
	major = yes
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	option = {
		name = "EVTOPTA_SSI_002"
	}
}

# First Landing of the Aztecs
province_event = {
	id = SSI.3
	desc = "EVTDESC_SSI_003"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1120
		NOT = { has_global_flag = aztec_arrival }
		had_province_flag = { flag = aztec_explorers days = 730 }
	}
	
	immediate = {
		set_global_flag = aztec_arrival
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.4 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 6
	}
	
	option = {
		name = "EVTOPTA_SSI_003"
	}
}

# First Landing of the Aztecs
narrative_event = {
	id = SSI.4
	title = "EVTNAME_SSI_004"
	desc = "EVTDESC_SSI_004"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		wealth = 30000
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 27
			attributes = {
				martial = 14
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 12000 12000 }
					light_infantry = { 6000 6000 }
					knights = { 400 400 }
					archers = { 6000 6000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 11000 11000 }
					light_infantry = { 6000 6000 }
					knights = { 300 300 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 11000 11000 }
					light_infantry = { 5000 5000 }
					knights = { 200 200 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
				}
			}
		}
		
		random = {
			chance = 80
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 9000 9000 }
					light_infantry = { 5000 5000 }
					knights = { 200 200 }
					archers = { 5000 5000 }
					pikemen = { 200 200 }
					}
				}
			}
		}
		
		random = {
			chance = 80
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 9000 9000 }
					light_infantry = { 5000 5000 }
					knights = { 200 200 }
					archers = { 5000 5000 }
					pikemen = { 200 200 }
					}
				}
			}
		}
		
		random = {
			chance = 80
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 9000 9000 }
					light_infantry = { 5000 5000 }
					knights = { 200 200 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1200 1200 }
							}
						}
					}
				}
			}
		}
		
		# Some extra courtiers
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 26
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 28
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_004"
	}
}

# Second Landing of the Aztecs
province_event = {
	id = SSI.5
	desc = "EVTDESC_SSI_005"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1120
		has_global_flag = aztec_arrival
		NOT = { has_global_flag = aztec_arrival_2 }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_arrival_2
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.6 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 12
	}
	
	option = {
		name = "EVTOPTA_SSI_005"
	}
}

# Second Landing of the Aztecs
narrative_event = {
	id = SSI.6
	title = "EVTNAME_SSI_006"
	desc = "EVTDESC_SSI_006"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 12000 12000 }
					light_infantry = { 6000 6000 }
					knights = { 500 500 }
					archers = { 6000 6000 }
					pikemen = { 400 400 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 11000 11000 }
					light_infantry = { 5000 5000 }
					knights = { 300 300 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 11000 11000 }
					light_infantry = { 5000 5000 }
					knights = { 200 200 }
					archers = { 5000 5000 }
					pikemen = { 300 300 }
				}
			}
		}
		
		random = {
			chance = 80
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					knights = { 200 200 }
					archers = { 5000 5000 }
					pikemen = { 200 200 }
					}
				}
			}
		}
		
		random = {
			chance = 80
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 9000 9000 }
					light_infantry = { 6000 6000 }
					knights = { 200 200 }
					archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 80
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
					heavy_infantry = { 8000 8000 }
					light_infantry = { 5000 5000 }
					knights = { 100 100 }
					archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1200 1200 }
							}
						}
					}
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_006"
	}
}

# Aztec Invasion Fleets disband
character_event = {
	id = SSI.100
	hide_window = yes
	
	trigger = {
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_invasion_fleet_disbanded }
		had_global_flag = { flag = aztec_arrival days = 18250 }
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	immediate = {
		disband_event_forces = aztec_invasion_fleet
		set_global_flag = aztec_invasion_fleet_disbanded
	}
	
	option = {
		name = "OK"
	}
}

# Aztecs Thrown Back Into the Sea
narrative_event = {
	id = SSI.105
	title = "EVTNAME_SSI_105"
	desc = "EVTDESC_SSI_105"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival_2
		has_landed_title = e_mexikha
		has_earmarked_regiments = 0
		is_landed = no
	}
	
	major_trigger = {
		ai = no
	}
	
	immediate = {
		activate_title = { title = e_mexikha status = no }
		set_global_flag = aztecs_defeated
	}
	
	option = {
		name = "EVTOPTA_SSI_105"
	}
}

# Aztecs Fight Incas
narrative_event = {
	id = SSI.30
	title = "EVTNAME_SSI_030"
	desc = "EVTDESC_SSI_030"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_incas }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_incas
	}
	
	option = {
		name = "EVTOPTA_SSI_030"
	}
}

# Aztecs Pacify Northern Plains
narrative_event = {
	id = SSI.31
	title = "EVTNAME_SSI_031"
	desc = "EVTDESC_SSI_031"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_plains }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_plains
	}
	
	option = {
		name = "EVTOPTA_SSI_031"
	}
}

# Food From the Americas
narrative_event = {
	id = SSI.35
	title = "EVTNAME_SSI_035"
	desc = "EVTDESC_SSI_035"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_food }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_food
	}
	
	option = {
		name = "EVTOPTA_SSI_035"
	}
}

# Aztecs Hold Iceland
character_event = {
	id = SSI.40
	desc = "EVTDESC_SSI_040"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_iceland
		NOT = { has_global_flag = aztec_iceland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_iceland
	}
	
	option = {
		name = "EVTOPTA_SSI_040"
	}
}

# Aztecs Hold Ireland
character_event = {
	id = SSI.41
	desc = "EVTDESC_SSI_041"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_ulster
		completely_controls = d_connacht
		completely_controls = d_meath
		completely_controls = d_leinster
		completely_controls = d_munster
		NOT = { has_global_flag = aztec_ireland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_ireland
	}
	
	option = {
		name = "EVTOPTA_SSI_041"
	}
}

# Aztecs Hold Britain
character_event = {
	id = SSI.42
	desc = "EVTDESC_SSI_042"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_northumberland
		completely_controls = d_lancaster
		completely_controls = d_york
		completely_controls = d_norfolk
		completely_controls = d_oxford
		completely_controls = d_bedford
		completely_controls = d_hereford
		completely_controls = d_gloucester
		completely_controls = d_canterbury
		completely_controls = d_somerset
		completely_controls = d_gwynedd
		completely_controls = d_cornwall
		completely_controls = d_galloway
		completely_controls = d_western_isles
		completely_controls = d_lothian
		completely_controls = d_albany
		NOT = { has_global_flag = aztec_britain }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_britain
	}
	
	option = {
		name = "EVTOPTA_SSI_042"
	}
}

# Aztecs Hold London
character_event = {
	id = SSI.43
	desc = "EVTDESC_SSI_043"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_middlesex
		NOT = { has_global_flag = aztec_london }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_london
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Paris
character_event = {
	id = SSI.44
	desc = "EVTDESC_SSI_044"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_ile_de_france
		NOT = { has_global_flag = aztec_paris }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_paris
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Rome
character_event = {
	id = SSI.45
	desc = "EVTDESC_SSI_045"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_roma
		NOT = { has_global_flag = aztec_rome }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_rome
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Constantinople
character_event = {
	id = SSI.46
	desc = "EVTDESC_SSI_046"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_byzantion
		NOT = { has_global_flag = aztec_constantinople }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_constantinople
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cordoba
character_event = {
	id = SSI.47
	desc = "EVTDESC_SSI_047"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cordoba
		NOT = { has_global_flag = aztec_cordoba }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cordoba
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cairo
character_event = {
	id = SSI.48
	desc = "EVTDESC_SSI_048"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cairo
		NOT = { has_global_flag = aztec_cairo }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cairo
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Sacrifice Prisoner
character_event = {
	id = SSI.60
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Sacrifice Occupied Province Character
character_event = {
	id = SSI.61
	hide_window = yes
	
	ai = yes
	
	is_triggered_only = yes
	
	trigger = {
		in_command = no
		prisoner = no
		age = 16
		NOT = { religion = aztec }
		NOT = {
			any_liege = {
				has_landed_title = e_mexikha
			}
		}
		new_character = {
			OR = {
				has_landed_title = e_mexikha
				any_liege = {
					has_landed_title = e_mexikha
				}
			}
		}
	}
	
	immediate = {
		liege = {
			character_event = { id = SSI.62 }
		}
		death = { death_reason = death_sacrificed }
	}
	
	option = {
		name = "OK"
	}
}

# Liege Informed of Sacrifice
character_event = {
	id = SSI.62
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Bring Syphilis
narrative_event = {
	id = SSI.70
	title = "EVTNAME_SSI_070"
	desc = "EVTDESC_SSI_070"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_syphilis }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_syphilis
		activate_disease = syphilis
	}
	
	option = {
		name = "EVTOPTA_SSI_070"
	}
}

Aztecs Struck by Smallpox
narrative_event = {
	id = SSI.71
	title = "EVTNAME_SSI_071"
	desc = "EVTDESC_SSI_071"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
	year = 1170
		has_global_flag = aztec_arrival
		has_global_flag = aztec_syphilis
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztecs_defeated }
		NOT = { has_global_flag = aztec_smallpox }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 600
	}
	
	immediate = {
		set_global_flag = aztec_smallpox
	}
	
	option = {
		name = "EVTOPTA_SSI_071"
	}
}
 

Darkgamma

Ma Xamewš Xewaham Kered Fer
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Not sure on this but likely if you trigger it manually before the firing date of the events that go with it, you'd need to fire them manually as well.

Not at all. All the other events (SSI.2, SSI.3 etc.) happen relative to SSI.1, not on an absolute date. If you tried firing, say, SSI.3, you'd suddenly get an invasion on a random title on your realm as part of the invasion of the kingdom the title is contained in. That makes hilarity ensue when you fire it as the Byzantines and the Aztecs suddenly decide to invade and take all of Greece because you typed "event SSI.3" into the console. (Not to mention that Constantinople turns Aztec/Nahua instantly)
 

markmid

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Not at all. All the other events (SSI.2, SSI.3 etc.) happen relative to SSI.1, not on an absolute date. If you tried firing, say, SSI.3, you'd suddenly get an invasion on a random title on your realm as part of the invasion of the kingdom the title is contained in. That makes hilarity ensue when you fire it as the Byzantines and the Aztecs suddenly decide to invade and take all of Greece because you typed "event SSI.3" into the console. (Not to mention that Constantinople turns Aztec/Nahua instantly)

Hmm interesting thank you, so the dates are relative values in those events? The date gaps between events can occur at any date, and it's just added to the top of the initial start date as a 'gap'? If not I am confused as to why do any of those events have dates in at all?
 

Darkgamma

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SSI.1 has a limit put (year = x) to prevent it from firing earlier. If you look closer at the events, you'll see they all have the same "x" in "year=x" - that just means that they're not supposed to fire before that certain year. Those are not the firing dates, those are the limits. I understand now what you meant earlier - you should just hash out the lines with "year=x".
Otherwise, when SSI.1 fires (after 1120AD here), an event is fired within 7 days (SSI.2) and flag is set which triggers SSI.3. Now when I look at it, I see no reason for the "year" limiters on anything other than SSI.1 - that's just sloppy programming as SSI.1 is required for the other events to even happen as they're all spaced relative to it anyway :p
You should report this to the Bug Report subforum.