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Numahr

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Approach for patron deities seems good to me

On AI modifiers: the fact that this feature has been broken is really sad, as it was indeed a major element of plausibility brought by SELIN behind the scene.

Now what I would suggest as a way forward, technically, is simply to do as suggested and create a set of hidden AI Traits at least based on souls, but limited to rulers to avoid cluttering. The exact modifiers are recorded in the appropriate columns in the Matrix. Then it would be perfect to create such hidden traits for civilization and doctrinal status, by decreasing order of relevance. Again the exact value of AI modifiers are in the Matrix.

If this approach is feared to have too heavy an impact on performances, it could be limited to rulers of Count level and above, leaving Baron level characters out of it..

Indeed it is important that localizations start with a description of the Civilization, Doctrinal Status and Soul (with Ascendant) of each religion, so that the player can get an understanding of where the various modifiers and features come from.

I am now downloading the latest SVN version to take stock...
 
Last edited:

richvh

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What do you think of this as an anti-blobbing event? Rough draft, could use a lot more polishing.
Code:
character_event = {
	id = claims.1
	desc = "With the realm in regency, the great lords are maneuvering to take advantage."
	picture = GFX_evt_bad_news

	rulers_only = yes

	trigger = {
		is_independent = yes
		higher_tier_than = duke
		OR = {
			is_adult = no
			trait = incapable
			prisoner = yes
		}
	}
	mean_time_to_happen = {
		months = 12
		modifier = {
			factor = 0.5
			is_female = yes
		}
		modifier = {
			factor = 10
			regent = {
				diplomacy = 20
			}
		}
		modifier = {
			factor = 0.1
			regent = {
				NOT = {
					diplomacy = 5
				}
			}
		}
	}
	option = {
		name = "These are perilous times."
		any_realm_lord = {
			limit = {
				higher_tier_than = count
				NOT = {
					trait = content
				}
				NOT = {
					has_minor_title = title_regent
				}
			}
			ROOT = {
				primary_title = {
					add_claim = PREVPREV
				}
			}
		}
	}
}
 

DarkReborn

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We could use it as a substitute of the tribal breakup mechanic I added some time ago. For example, it could trigger if a tribal realm has a weak heir, or an ill/infirm ruler (I must quote ASOIAF here: "A Khal who cannot ride is no Khal"), will break and it's constituent vassals will be given a claim on the primary title.
There's not much blobbing in LI though, in recent playthroughs, I've never seen a big blob (I remember earlier versions, which had an almost guaranteed Avaria or Khwarezm blob)
 

richvh

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How's this looking?
Code:
namespace = claims
character_event = {
	id = claims.1
	desc = "With the realm in regency, the great lords are maneuvering to take advantage."
	picture = GFX_evt_bad_news

	rulers_only = yes

	trigger = {
		is_independent = yes
		is_tribal_type_title = yes
		higher_tier_than = duke
		OR = {
			is_adult = no
			trait = incapable
			prisoner = yes
		}
	}
	mean_time_to_happen = {
		months = 12
		modifier = {
			factor = 0.5
			is_female = yes
			primary_title = {
				NOT = {
					has_law = enatic_succession
					has_law = enatic_cognatic_succession
				}
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 11
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 12
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 13
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 14
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 15
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 16
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 17
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 18
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 19
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 20
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 21
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 22
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 23
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 24
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 25
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 10
				}
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 9
				}
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 8
				}
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 7
				}
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 6
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 5
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 4
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 3
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 2
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 1
				}
			}
		}
	}
	option = {
		name = "These are perilous times."
		any_realm_lord = {
			limit = {
				higher_tier_than = count
				NOT = {
					trait = content
				}
				NOT = {
					has_minor_title = title_regent
				}
			}
			ROOT = {
				primary_title = {
					add_claim = PREVPREV
				}
			}
		}
	}
}

character_event = {
	id = claims.2
	desc = "With [Root.GetBestName] unable to lead the warbands, the great lords are maneuvering to take advantage."
	picture = GFX_evt_bad_news

	rulers_only = yes

	trigger = {
		is_adult = yes
		is_independent = yes
		is_tribal_type_title = yes
		higher_tier_than = duke
		OR = {
			health_traits = 1
			AND = {
				is_female = yes
				OR = {
					AND = { #Maz-Zara
						liege = { religion_group = zoroastrian_group }
						liege = { culture_group = iranian }
						religion_group = zoroastrian_group
						culture_group = iranian
						any_dynasty_member = { higher_tier_than = baron }
						OR = {
							trait = misguided_warrior
							trait = tough_soldier
							trait = skilled_tactician
							trait = brilliant_strategist
						}
					}
					AND = {
						top_liege = {
							OR = {
								religion = hubal
								religion = gurzil
							}
						}
					}
					AND = {
						top_liege = {
							has_character_modifier = female_marshals_allowed
						}
						martial = 20
						OR = {
							trait = misguided_warrior
							trait = tough_soldier
							trait = skilled_tactician
							trait = brilliant_strategist
						}
					}
					AND = {
						is_female = yes
						top_liege = {
							has_character_modifier = female_marshals_accepted
						}
						martial = 12
					OR = {
							trait = misguided_warrior
							trait = tough_soldier
							trait = skilled_tactician
							trait = brilliant_strategist
						}
					}
				}
				AND = {
						is_female = yes
						top_liege = {
							has_character_modifier = female_marshals_approved
						}
					}
				}
			}
		}
	}
	mean_time_to_happen = {
		months = 24
		modifier = {
			factor = 0.5
			is_female = yes
			primary_title = {
				NOT = {
					has_law = enatic_succession
					has_law = enatic_cognatic_succession
				}
			}
		}
		modifier = {
			factor = 1.1
			diplomacy = 11
		}
		modifier = {
			factor = 1.1
			diplomacy = 12
		}
		modifier = {
			factor = 1.1
			diplomacy = 13
		}
		modifier = {
			factor = 1.1
			diplomacy = 14
		}
		modifier = {
			factor = 1.1
			diplomacy = 15
		}
		modifier = {
			factor = 1.1
			diplomacy = 16
		}
		modifier = {
			factor = 1.05
			diplomacy = 17
		}
		modifier = {
			factor = 1.05
			diplomacy = 18
		}
		modifier = {
			factor = 1.05
			diplomacy = 19
		}
		modifier = {
			factor = 1.05
			diplomacy = 20
		}
		modifier = {
			factor = 1.05
			diplomacy = 21
		}
		modifier = {
			factor = 1.05
			diplomacy = 22
		}
		modifier = {
			factor = 1.05
			diplomacy = 23
		}
		modifier = {
			factor = 1.05
			diplomacy = 24
		}
		modifier = {
			factor = 1.05
			diplomacy = 25
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 10
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 9
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 8
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 7
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 6
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 5
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 4
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 3
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 2
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 1
			}
		}
	}
	option = {
		name = "These are perilous times."
		any_realm_lord = {
			limit = {
				higher_tier_than = count
				NOT = {
					trait = content
				}
			}
			ROOT = {
				primary_title = {
					add_claim = PREVPREV
				}
			}
		}
	}
}

character_event = {
	id = claims.3
	desc = "With [Root.GetBestName]'s heir seen as unfit, the great lords are maneuvering to take advantage."
	picture = GFX_evt_bad_news

	rulers_only = yes

	trigger = {
		is_independent = yes
		is_tribal_type_title = yes
		higher_tier_than = duke
		current_heir = {
			OR = {
				trait = weak
				AND = {
					is_female = yes
					ROOT = {
						primary_title = {
							has_law = cognatic_succession
							has_law = true_cognatic_succession
						}
					}
				}
			}
		}
	}
	mean_time_to_happen = {
		months = 24
		modifier = {
			factor = 0.5
			is_female = yes
			primary_title = {
				NOT = {
					has_law = enatic_succession
					has_law = enatic_cognatic_succession
				}
			}
		}
		modifier = {
			factor = 1.1
			diplomacy = 11
		}
		modifier = {
			factor = 1.1
			diplomacy = 12
		}
		modifier = {
			factor = 1.1
			diplomacy = 13
		}
		modifier = {
			factor = 1.1
			diplomacy = 14
		}
		modifier = {
			factor = 1.1
			diplomacy = 15
		}
		modifier = {
			factor = 1.1
			diplomacy = 16
		}
		modifier = {
			factor = 1.05
			diplomacy = 17
		}
		modifier = {
			factor = 1.05
			diplomacy = 18
		}
		modifier = {
			factor = 1.05
			diplomacy = 19
		}
		modifier = {
			factor = 1.05
			diplomacy = 20
		}
		modifier = {
			factor = 1.05
			diplomacy = 21
		}
		modifier = {
			factor = 1.05
			diplomacy = 22
		}
		modifier = {
			factor = 1.05
			diplomacy = 23
		}
		modifier = {
			factor = 1.05
			diplomacy = 24
		}
		modifier = {
			factor = 1.05
			diplomacy = 25
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 10
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 9
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 8
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 7
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 6
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 5
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 4
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 3
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 2
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 1
			}
		}
	}
	option = {
		name = "These are perilous times."
		any_realm_lord = {
			limit = {
				higher_tier_than = count
				NOT = {
					trait = content
				}
			}
			ROOT = {
				primary_title = {
					add_claim = PREVPREV
				}
			}
		}
	}
}
 

DarkReborn

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Yes, the events look good, but I meant the realms using them for the "barbarian" mechanics (you know, the authority based ones), not actual tribal titles (of which there aren't too many in LI). I didn't explain myself properly.
 

richvh

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DarkReborn

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Where's the easiest place to find a list?

Here you go:

Code:
						religion = allfather
						religion = anansi
						religion = batembuzi
						religion = celtic_christ
						religion = celtic_pagan
						religion = chumbylat
						religion = dazhbog
						religion = dievas
						religion = endovellico
						religion = erlik
						religion = finnish_pagan
						religion = german_pagan
						religion = ilmatar
						religion = imana
						religion = inuit_pagan
						religion = irminsul
						religion = jumala
						religion = kintu
						religion = lugh
						religion = makonde_pagan
						religion = mande_pagan
						religion = norse_christ
						religion = norse_pagan
						religion = norse_war
						religion = nott
						religion = nyame
						religion = nyasaye
						religion = peckols
						religion = perkunas
						religion = perun
						religion = ragnarok
						religion = rod
						religion = saule
						religion = slavic_pagan
						religion = sol_norse
						religion = sol_slav
						religion = sowilo
						religion = svaroh
						religion = svetovid
						religion = teiwaz
						religion = tengri_ahriman
						religion = tengri_bud
						religion = tengri_confucian
						religion = tengri_mani
						religion = tengri_pagan
						religion = tengri_rod
						religion = vattisenyaly
						religion = veles
						religion = voipel
						religion = zande_pagan
						religion = zulu_pagan
 

richvh

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Anything else need to be changed before I commit to SVN?
Code:
namespace = claims
character_event = {
	id = claims.1
	desc = EVTDESCclaims.1
	picture = GFX_evt_bad_news

	rulers_only = yes

	trigger = {
		is_independent = yes
		OR = {
			religion = allfather
			religion = anansi
			religion = batembuzi
			religion = celtic_christ
			religion = celtic_pagan
			religion = chumbylat
			religion = dazhbog
			religion = dievas
			religion = endovellico
			religion = erlik
			religion = finnish_pagan
			religion = german_pagan
			religion = ilmatar
			religion = imana
			religion = inuit_pagan
			religion = irminsul
			religion = jumala
			religion = kintu
			religion = lugh
			religion = makonde_pagan
			religion = mande_pagan
			religion = norse_christ
			religion = norse_pagan
			religion = norse_war
			religion = nott
			religion = nyame
			religion = nyasaye
			religion = peckols
			religion = perkunas
			religion = perun
			religion = ragnarok
			religion = rod
			religion = saule
			religion = slavic_pagan
			religion = sol_norse
			religion = sol_slav
			religion = sowilo
			religion = svaroh
			religion = svetovid
			religion = teiwaz
			religion = tengri_ahriman
			religion = tengri_bud
			religion = tengri_confucian
			religion = tengri_mani
			religion = tengri_pagan
			religion = tengri_rod
			religion = vattisenyaly
			religion = veles
			religion = voipel
			religion = zande_pagan
			religion = zulu_pagan
		}
		higher_tier_than = duke
		OR = {
			is_adult = no
			trait = incapable
			prisoner = yes
		}
	}
	mean_time_to_happen = {
		months = 12
		modifier = {
			factor = 0.5
			is_female = yes
			primary_title = {
				NOT = {
					has_law = enatic_succession
					has_law = enatic_cognatic_succession
				}
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 11
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 12
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 13
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 14
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 15
			}
		}
		modifier = {
			factor = 1.1
			regent = {
				diplomacy = 16
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 17
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 18
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 19
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 20
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 21
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 22
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 23
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 24
			}
		}
		modifier = {
			factor = 1.05
			regent = {
				diplomacy = 25
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 10
				}
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 9
				}
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 8
				}
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 7
				}
			}
		}
		modifier = {
			factor = 0.9
			regent = {
				NOT = {
					diplomacy = 6
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 5
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 4
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 3
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 2
				}
			}
		}
		modifier = {
			factor = 0.95
			regent = {
				NOT = {
					diplomacy = 1
				}
			}
		}
	}
	option = {
		name = EVTOPTAclaims.1
		any_realm_lord = {
			limit = {
				higher_tier_than = count
				NOT = {
					trait = content
				}
				NOT = {
					has_minor_title = title_regent
				}
			}
			ROOT = {
				primary_title = {
					add_claim = PREVPREV
				}
			}
		}
	}
}

character_event = {
	id = claims.2
	desc = EVTDESCclaims.2
	picture = GFX_evt_bad_news

	rulers_only = yes

	trigger = {
		is_adult = yes
		is_independent = yes
		OR = {
			religion = allfather
			religion = anansi
			religion = batembuzi
			religion = celtic_christ
			religion = celtic_pagan
			religion = chumbylat
			religion = dazhbog
			religion = dievas
			religion = endovellico
			religion = erlik
			religion = finnish_pagan
			religion = german_pagan
			religion = ilmatar
			religion = imana
			religion = inuit_pagan
			religion = irminsul
			religion = jumala
			religion = kintu
			religion = lugh
			religion = makonde_pagan
			religion = mande_pagan
			religion = norse_christ
			religion = norse_pagan
			religion = norse_war
			religion = nott
			religion = nyame
			religion = nyasaye
			religion = peckols
			religion = perkunas
			religion = perun
			religion = ragnarok
			religion = rod
			religion = saule
			religion = slavic_pagan
			religion = sol_norse
			religion = sol_slav
			religion = sowilo
			religion = svaroh
			religion = svetovid
			religion = teiwaz
			religion = tengri_ahriman
			religion = tengri_bud
			religion = tengri_confucian
			religion = tengri_mani
			religion = tengri_pagan
			religion = tengri_rod
			religion = vattisenyaly
			religion = veles
			religion = voipel
			religion = zande_pagan
			religion = zulu_pagan
		}
		higher_tier_than = duke
		OR = {
			health_traits = 1
			AND = {
				is_female = yes
				OR = {
					AND = { #Maz-Zara
						liege = { religion_group = zoroastrian_group }
						liege = { culture_group = iranian }
						religion_group = zoroastrian_group
						culture_group = iranian
						any_dynasty_member = { higher_tier_than = baron }
						OR = {
							trait = misguided_warrior
							trait = tough_soldier
							trait = skilled_tactician
							trait = brilliant_strategist
						}
					}
					AND = {
						top_liege = {
							OR = {
								religion = hubal
								religion = gurzil
							}
						}
					}
					AND = {
						top_liege = {
							has_character_modifier = female_marshals_allowed
						}
						martial = 20
						OR = {
							trait = misguided_warrior
							trait = tough_soldier
							trait = skilled_tactician
							trait = brilliant_strategist
						}
					}
					AND = {
						is_female = yes
						top_liege = {
							has_character_modifier = female_marshals_accepted
						}
						martial = 12
					OR = {
							trait = misguided_warrior
							trait = tough_soldier
							trait = skilled_tactician
							trait = brilliant_strategist
						}
					}
				}
				AND = {
						is_female = yes
						top_liege = {
							has_character_modifier = female_marshals_approved
						}
					}
				}
			}
		}
	}
	mean_time_to_happen = {
		months = 24
		modifier = {
			factor = 0.5
			is_female = yes
			primary_title = {
				NOT = {
					has_law = enatic_succession
					has_law = enatic_cognatic_succession
				}
			}
		}
		modifier = {
			factor = 1.1
			diplomacy = 11
		}
		modifier = {
			factor = 1.1
			diplomacy = 12
		}
		modifier = {
			factor = 1.1
			diplomacy = 13
		}
		modifier = {
			factor = 1.1
			diplomacy = 14
		}
		modifier = {
			factor = 1.1
			diplomacy = 15
		}
		modifier = {
			factor = 1.1
			diplomacy = 16
		}
		modifier = {
			factor = 1.05
			diplomacy = 17
		}
		modifier = {
			factor = 1.05
			diplomacy = 18
		}
		modifier = {
			factor = 1.05
			diplomacy = 19
		}
		modifier = {
			factor = 1.05
			diplomacy = 20
		}
		modifier = {
			factor = 1.05
			diplomacy = 21
		}
		modifier = {
			factor = 1.05
			diplomacy = 22
		}
		modifier = {
			factor = 1.05
			diplomacy = 23
		}
		modifier = {
			factor = 1.05
			diplomacy = 24
		}
		modifier = {
			factor = 1.05
			diplomacy = 25
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 10
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 9
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 8
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 7
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 6
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 5
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 4
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 3
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 2
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 1
			}
		}
	}
	option = {
		name = EVTOPTAclaims.1
		any_realm_lord = {
			limit = {
				higher_tier_than = count
				NOT = {
					trait = content
				}
			}
			ROOT = {
				primary_title = {
					add_claim = PREVPREV
				}
			}
		}
	}
}

character_event = {
	id = claims.3
	desc = EVTDESCclaims.3
	picture = GFX_evt_bad_news

	rulers_only = yes

	trigger = {
		is_independent = yes
		OR = {
			religion = allfather
			religion = anansi
			religion = batembuzi
			religion = celtic_christ
			religion = celtic_pagan
			religion = chumbylat
			religion = dazhbog
			religion = dievas
			religion = endovellico
			religion = erlik
			religion = finnish_pagan
			religion = german_pagan
			religion = ilmatar
			religion = imana
			religion = inuit_pagan
			religion = irminsul
			religion = jumala
			religion = kintu
			religion = lugh
			religion = makonde_pagan
			religion = mande_pagan
			religion = norse_christ
			religion = norse_pagan
			religion = norse_war
			religion = nott
			religion = nyame
			religion = nyasaye
			religion = peckols
			religion = perkunas
			religion = perun
			religion = ragnarok
			religion = rod
			religion = saule
			religion = slavic_pagan
			religion = sol_norse
			religion = sol_slav
			religion = sowilo
			religion = svaroh
			religion = svetovid
			religion = teiwaz
			religion = tengri_ahriman
			religion = tengri_bud
			religion = tengri_confucian
			religion = tengri_mani
			religion = tengri_pagan
			religion = tengri_rod
			religion = vattisenyaly
			religion = veles
			religion = voipel
			religion = zande_pagan
			religion = zulu_pagan
		}
		higher_tier_than = duke
		current_heir = {
			OR = {
				trait = weak
				AND = {
					is_female = yes
					ROOT = {
						primary_title = {
							has_law = cognatic_succession
							has_law = true_cognatic_succession
						}
					}
				}
			}
		}
	}
	mean_time_to_happen = {
		months = 24
		modifier = {
			factor = 0.5
			is_female = yes
			primary_title = {
				NOT = {
					has_law = enatic_succession
					has_law = enatic_cognatic_succession
				}
			}
		}
		modifier = {
			factor = 1.1
			diplomacy = 11
		}
		modifier = {
			factor = 1.1
			diplomacy = 12
		}
		modifier = {
			factor = 1.1
			diplomacy = 13
		}
		modifier = {
			factor = 1.1
			diplomacy = 14
		}
		modifier = {
			factor = 1.1
			diplomacy = 15
		}
		modifier = {
			factor = 1.1
			diplomacy = 16
		}
		modifier = {
			factor = 1.05
			diplomacy = 17
		}
		modifier = {
			factor = 1.05
			diplomacy = 18
		}
		modifier = {
			factor = 1.05
			diplomacy = 19
		}
		modifier = {
			factor = 1.05
			diplomacy = 20
		}
		modifier = {
			factor = 1.05
			diplomacy = 21
		}
		modifier = {
			factor = 1.05
			diplomacy = 22
		}
		modifier = {
			factor = 1.05
			diplomacy = 23
		}
		modifier = {
			factor = 1.05
			diplomacy = 24
		}
		modifier = {
			factor = 1.05
			diplomacy = 25
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 10
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 9
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 8
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 7
			}
		}
		modifier = {
			factor = 0.9
			NOT = {
				diplomacy = 6
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 5
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 4
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 3
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 2
			}
		}
		modifier = {
			factor = 0.95
			NOT = {
				diplomacy = 1
			}
		}
	}
	option = {
		name = EVTOPTAclaims.1
		any_realm_lord = {
			limit = {
				higher_tier_than = count
				NOT = {
					trait = content
				}
			}
			ROOT = {
				primary_title = {
					add_claim = PREVPREV
				}
			}
		}
	}
}
Code:
#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
EVTDESCclaims.1;With the realm in regency, the great lords are maneuvering to take advantage;;;;;;;;;;;;;x
EVTOPTAclaims.1;These are perilous times.;;;;;;;;;;;;;x
EVTDESCclaims.2;With [Root.GetBestName] unable to lead the warbands, the great lords are maneuvering to take advantage.;;;;;;;;;;;;;x
EVTDESCclaims.3;With [Root.GetBestName]'s heir [Root.Heir.GetTitledFirstName] seen as unfit, the great lords are maneuvering to take advantage.;;;;;;;;;;;;;x

On a side note, while I added Tanist succession to the Irish and Scots a few months back, I think we ought to sprinkle some of the other succession types around the map at game start.
 

Tim Lee

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Is there possibly a list of religious events added to each religion/religious group? I checked the SELIN links but didn't really find anything.

Thanks in advance.
 

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So I was curious and used cheats to have all buildings built again:
A castle (Constantinople) ended up with 38.56 yearly income, 93.9 fort level, 26550 levy (3783 LI, 851 AR, 11744 HI, 2282 LC, 1083 HA, 6769 HI and 38 ships) with 0 garrison. The last item might need to be looked at, as I suspect the garrison malus is at total around -150%. The units receive around 200-300% bonuses to their parameters, but seem to be short of the level of retinues.
A city (Galata) ended up with 308.16 income, 14.2 fort level, 4320 levy (385 ships) and 2923 garrison. I did not actually build the last few levy chains that drain gold.
A temple (Chalkedon) ended up with 81.95 income, 28.4 fort level, 5896 levy and 6039 garrison. The 14 education building is the only building that is behind a Ecclesiasticism barrier - intended?

All rulers are Rhomaion and Solar-Imperial.

(Somehow I cannot take more screenshots - but here)
View attachment 111714
 

Roald

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So, with a garrison size of 0 would that mean that someone would instantly conquer the Constantinople area if they moved an army there (while at war with the owner of course) and they had no enemy soldiers to fight?
 

isaac2314

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So, part two, Rhomaion Neoplatonic Protarchon of Athens.

I got Athens to 351.96 income, 15.2 fort level, 2194 levy and 1090 garrison.

The trade port of Athens got 93.73 income, 18 fort level and 1512 garrison.

However, at the family temple things got a little bit weird. I got 123.62 income, 3 fort level, 521 garrison, 2 diplomacy/martial/stewardship/intrigue/learning, 38 trade posts (with which I covered the entire Mediterranean sea), +15 feudal vassals opinion, +20 burgher vassals opinion, and last but not least 59961 levy (2493 ships.) Judging by the price tags (13500 for one of the last buildings) and the effects, I suspect this hasn't been brought to line with other buidlings?

So, with a garrison size of 0 would that mean that someone would instantly conquer the Constantinople area if they moved an army there (while at war with the owner of course) and they had no enemy soldiers to fight?

Yes. A somewhat silly way to lose Second Rome with its 94 fort level, I think.

PS: it seems that jure uxoris has been added to the game (husband gaining all of wife's titles), but I didn't see anything in the changelogs; is there a summary on how it works?
 
Last edited:

Tim Lee

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So, with a garrison size of 0 would that mean that someone would instantly conquer the Constantinople area if they moved an army there (while at war with the owner of course) and they had no enemy soldiers to fight?

Don't invest in "Call of Adventure" I guess?
 

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So is the "Lords Move In And Take Over" Gameover event supposed to happen every time a tribal leader gets sick or wounded? Regardless of the martial/mercantile/priestly opinion about said lord? I've had it happen consistently in my Mathrafal game whenever my king gets sick or wounded and it's really frustrating to get locked into a gameover event that doesn't seem to take in consideration how much power/confidence you command from your vassals.
 

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So I was curious and used cheats to have all buildings built again:
A castle (Constantinople) ended up with 38.56 yearly income, 93.9 fort level, 26550 levy (3783 LI, 851 AR, 11744 HI, 2282 LC, 1083 HA, 6769 HI and 38 ships) with 0 garrison. The last item might need to be looked at, as I suspect the garrison malus is at total around -150%. The units receive around 200-300% bonuses to their parameters, but seem to be short of the level of retinues.
A city (Galata) ended up with 308.16 income, 14.2 fort level, 4320 levy (385 ships) and 2923 garrison. I did not actually build the last few levy chains that drain gold.
A temple (Chalkedon) ended up with 81.95 income, 28.4 fort level, 5896 levy and 6039 garrison. The 14 education building is the only building that is behind a Ecclesiasticism barrier - intended?

All rulers are Rhomaion and Solar-Imperial.

(Somehow I cannot take more screenshots - but here)
View attachment 111714

thanks for that. I needed info like this, but was too lazy to obtain it myself

part of the reason why garrison size is zero was because it was half-intended that castles are full ob buildings that make garrison size grows smaller as levy size increases, to represent troops being more interested in serving abroad than guarding the city (ie. if you want to guard the city - then don't raise the levy). Hence whenever troops are raised, only a small force is left as garrison. This was also intended as an opposite to the previous gameplay design wherein a raisable levy was only something like 20~30% of a holdings total forces, with garrisons being far larger.

.... however, I guess I didn't really calculate just exactly by how much I should do this, and I ended up liberally distributing the "garrison_size = - X" values all over without creating a matrix to determine just how much I should distribute without hitting the far small -100% cap (since the levy size addition can grow infinitely larger, while the reduction has a cap of -100%, not really well thought out on my part).
I should really probably find some time to slighly re-tweak this distribution sometime in future versions. I'm thinking of making it a max of -90% this time.
(that said, you probably won't reach those levels in most gameplays yet, since most of the maluses are concentrated mid-late-game anyway. still, it's something that needs recalibrating on my part though)

and yeah, the city values are well within in design (... probably too much gold ... probably), though the garrison is in fact smaller than intended. I might need to recheck that (though it's possible the levy chains that drain gold were what I had in mind to balance that. ... I think (I should write more notes )
and temples are half-intended - I still haven't gotten around to recoding them in a way to mirror the tech-levels of the castles/cities, so that's basically a beta-barrier I erected as a placeholder.

So, part two, Rhomaion Neoplatonic Protarchon of Athens.

I got Athens to 351.96 income, 15.2 fort level, 2194 levy and 1090 garrison.

The trade port of Athens got 93.73 income, 18 fort level and 1512 garrison.

However, at the family temple things got a little bit weird. I got 123.62 income, 3 fort level, 521 garrison, 2 diplomacy/martial/stewardship/intrigue/learning, 38 trade posts (with which I covered the entire Mediterranean sea), +15 feudal vassals opinion, +20 burgher vassals opinion, and last but not least 59961 levy (2493 ships.) Judging by the price tags (13500 for one of the last buildings) and the effects, I suspect this hasn't been brought to line with other buidlings?
the last few buildings were half-intended as late-game money sinks and "prestige-buildings" more than anything, though their effects are significant though (e.g. the very last building has a base cost of 10k, but gives 200% levy reinforcement rate, 200% levy size, 20 tax income, and 300 HI, 100 AR, 150 HC, as well as 0.5 morale, 3000 retinue points, and 2 monthly authority)

... that said, I might need to tone down the cities a bit, to probably roughly 200 max rather than 350.

Yes. A somewhat silly way to lose Second Rome with its 94 fort level, I think.

I agree. a not-well-thought-out side effect of my original design

PS: it seems that jure uxoris has been added to the game (husband gaining all of wife's titles), but I didn't see anything in the changelogs; is there a summary on how it works?
I...
knew I missed some stuff. I'm only able to add stuff to the changelogs surely though if the others make a note of it in the SVN logs (I try scrolling through all the posts the other councillors make and checking what they added by what they've posted, but I tend to skim a lot and probably overlooked... many things. like the jure uxoris thing)

Yes, maximum Call of Adventure gives -100% garrison size. Maybe this could be lowered to -90%, or something?

yeah, I should redesign that ...