I have created the following troope evets. Firstly to address the weakness of the Norman Sicillians who historically kicked massive arse, and eyballing the Empiral throne gave the Byzantines a few nasty scares and defeats. In the game this is nigh on impossible.
Even more imprortantly I have made some Muslim troop (Horse Archer) events, as the Muslims are massively undepowered in the latest Betas. I have scripted these, for Seljuks, Almohads and the Almoravids in particular to gains from these. Any comments suggestions are welcome. I am also working on similar Prechneg and Cumans ones. I find it very odd that Seljuk and Cuman armies consist primarily of heavy infantry.
#################################
# Norman Troops #
#################################
character_event = {
id = 40000
picture = "event_mercenaries"
trigger = {
condition = { type = ruler }
condition = { type = prestige value = 150 }
condition = { type = gold value = 50 }
condition = { type = culture value = norman }
condition = { type = not value = { type = year value = 1150 } }
}
mean_time_to_happen = {
months = 40
modifier = {
condition = { type = atwar }
factor = 0.25
}
modifier = {
condition = { type = region value = Italy }
factor = 0.75
}
modifier = {
condition = { type = title value = APUL }
factor = 0.5
}
#capital province conditions check
modifier = {
condition = { type = has_province_effect value = { looted = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { heretic = yes } }
factor = 10
}
modifier = {
condition = { type = has_province_effect value = { bubonic_plague = yes } }
factor = 100
}
modifier = {
condition = { type = has_province_effect value = { pneumonic_plague = yes } }
factor = 100
}
modifier = {
condition = { type = has_province_effect value = { malaria = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { dysentery = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { small_pox = yes } }
factor = 50
}
modifier = {
condition = { type = has_province_effect value = { typhoid_fever = yes } }
factor = 50
}
modifier = {
condition = { type = has_province_effect value = { struggling = yes } }
factor = 10
}
modifier = {
condition = { type = has_province_effect value = { poor = yes } }
factor = 5
}
modifier = {
condition = { type = has_province_effect value = { prosperous = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_province_effect value = { rich = yes } }
factor = 0.75
}
#ruler check
modifier = {
condition = { type = prestige value = 100 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 500 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 1000 }
factor = 0.9
}
modifier = {
condition = { type = trait value = brilliant_strategist }
factor = 0.5
}
modifier = {
condition = { type = trait value = crusader }
factor = 0.9
}
modifier = {
condition = { type = trait value = coward }
factor = 10
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.8
}
modifier = {
condition = { type = trait value = lazy }
factor = 5
}
modifier = {
condition = { type = trait value = knowledged_tactician }
factor = 0.8
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 0.9
}
modifier = {
condition = { type = trait value = tough_soldier }
factor = 0.85
}
modifier = {
condition = { type = has_law value = { royal_preorgatory_law = yes } }
factor = 1.25
}
modifier = {
condition = { type = has_law value = { feudal_contract_law = yes } }
factor = 0.8
}
}
action_a = {#Let us hire them!
ai_chance = 80
#start AI modifier block
modifier = {
condition = { type = not value = { type = atwar } }
factor = 0.00
}
#end AI modifier block
effect = { type = prestige value = -25 }
effect = { type = gold value = -25 }
effect = { type = add_regiment
tech_prov = 97
culture = norman
strength = {
heavy_cav = 900
light_cav = 200
heavy_inf = 200
archers = 200
}
}
}
action_b = {#No we don't need them!
ai_chance = 20
effect = { type = prestige value = 25 }
}
}
#################################
# Muslim Troops #
#################################
character_event = {
id = 40001
picture = "event_mercenaries"
trigger = {
condition = { type = ruler }
condition = { type = prestige value = 150 }
condition = { type = piety value = 150 }
condition = { type = gold value = 150 }
condition = { type = religion = muslim }
}
mean_time_to_happen = {
months = 60
modifier = {
condition = { type = atwar }
factor = 0.5
}
modifier = {
condition = { type = region value = middle_east }
factor = 0.7
}
modifier = {
condition = { type = region value = North_Africa }
factor = 0.7
}
modifier = {
condition = { type = title value = SELJ }
factor = 0.5
}
modifier = {
condition = { type = title value = ALMO }
factor = 0.5
}
modifier = {
condition = { type = title value = MURA }
factor = 0.5
}
#capital province conditions check
modifier = {
condition = { type = has_province_effect value = { looted = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { bubonic_plague = yes } }
factor = 100
}
modifier = {
condition = { type = has_province_effect value = { pneumonic_plague = yes } }
factor = 100
}
modifier = {
condition = { type = has_province_effect value = { malaria = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { dysentery = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { small_pox = yes } }
factor = 50
}
modifier = {
condition = { type = has_province_effect value = { typhoid_fever = yes } }
factor = 50
}
modifier = {
condition = { type = has_province_effect value = { struggling = yes } }
factor = 10
}
modifier = {
condition = { type = has_province_effect value = { poor = yes } }
factor = 5
}
modifier = {
condition = { type = has_province_effect value = { prosperous = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_province_effect value = { rich = yes } }
factor = 0.75
}
#ruler check
modifier = {
condition = { type = prestige value = 100 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 500 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 1000 }
factor = 0.9
}
modifier = {
condition = { type = trait value = brilliant_strategist }
factor = 0.5
}
modifier = {
condition = { type = trait value = zealous }
factor = 0.5
}
modifier = {
condition = { type = trait value = coward }
factor = 10
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.8
}
modifier = {
condition = { type = trait value = lazy }
factor = 5
}
modifier = {
condition = { type = trait value = knowledged_tactician }
factor = 0.8
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 0.7
}
modifier = {
condition = { type = trait value = tough_soldier }
factor = 0.85
}
modifier = {
condition = { type = has_law value = { royal_preorgatory_law = yes } }
factor = 1.25
}
modifier = {
condition = { type = has_law value = { feudal_contract_law = yes } }
factor = 0.8
}
}
action_a = {#Let us hire them!
ai_chance = 80
#start AI modifier block
modifier = {
condition = { type = not value = { type = atwar } }
factor = 0.00
}
#end AI modifier block
effect = { type = gold value = -50 }
effect = { type = add_regiment
tech_prov = 663
culture = muslim
strength = {
heavy_cav = 100
light_cav = 500
archer_cav = 1400
}
}
}
action_b = {#No we don't need them!
ai_chance = 20
effect = { type = prestige value = 25 }
}
}
Even more imprortantly I have made some Muslim troop (Horse Archer) events, as the Muslims are massively undepowered in the latest Betas. I have scripted these, for Seljuks, Almohads and the Almoravids in particular to gains from these. Any comments suggestions are welcome. I am also working on similar Prechneg and Cumans ones. I find it very odd that Seljuk and Cuman armies consist primarily of heavy infantry.
#################################
# Norman Troops #
#################################
character_event = {
id = 40000
picture = "event_mercenaries"
trigger = {
condition = { type = ruler }
condition = { type = prestige value = 150 }
condition = { type = gold value = 50 }
condition = { type = culture value = norman }
condition = { type = not value = { type = year value = 1150 } }
}
mean_time_to_happen = {
months = 40
modifier = {
condition = { type = atwar }
factor = 0.25
}
modifier = {
condition = { type = region value = Italy }
factor = 0.75
}
modifier = {
condition = { type = title value = APUL }
factor = 0.5
}
#capital province conditions check
modifier = {
condition = { type = has_province_effect value = { looted = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { heretic = yes } }
factor = 10
}
modifier = {
condition = { type = has_province_effect value = { bubonic_plague = yes } }
factor = 100
}
modifier = {
condition = { type = has_province_effect value = { pneumonic_plague = yes } }
factor = 100
}
modifier = {
condition = { type = has_province_effect value = { malaria = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { dysentery = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { small_pox = yes } }
factor = 50
}
modifier = {
condition = { type = has_province_effect value = { typhoid_fever = yes } }
factor = 50
}
modifier = {
condition = { type = has_province_effect value = { struggling = yes } }
factor = 10
}
modifier = {
condition = { type = has_province_effect value = { poor = yes } }
factor = 5
}
modifier = {
condition = { type = has_province_effect value = { prosperous = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_province_effect value = { rich = yes } }
factor = 0.75
}
#ruler check
modifier = {
condition = { type = prestige value = 100 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 500 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 1000 }
factor = 0.9
}
modifier = {
condition = { type = trait value = brilliant_strategist }
factor = 0.5
}
modifier = {
condition = { type = trait value = crusader }
factor = 0.9
}
modifier = {
condition = { type = trait value = coward }
factor = 10
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.8
}
modifier = {
condition = { type = trait value = lazy }
factor = 5
}
modifier = {
condition = { type = trait value = knowledged_tactician }
factor = 0.8
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 0.9
}
modifier = {
condition = { type = trait value = tough_soldier }
factor = 0.85
}
modifier = {
condition = { type = has_law value = { royal_preorgatory_law = yes } }
factor = 1.25
}
modifier = {
condition = { type = has_law value = { feudal_contract_law = yes } }
factor = 0.8
}
}
action_a = {#Let us hire them!
ai_chance = 80
#start AI modifier block
modifier = {
condition = { type = not value = { type = atwar } }
factor = 0.00
}
#end AI modifier block
effect = { type = prestige value = -25 }
effect = { type = gold value = -25 }
effect = { type = add_regiment
tech_prov = 97
culture = norman
strength = {
heavy_cav = 900
light_cav = 200
heavy_inf = 200
archers = 200
}
}
}
action_b = {#No we don't need them!
ai_chance = 20
effect = { type = prestige value = 25 }
}
}
#################################
# Muslim Troops #
#################################
character_event = {
id = 40001
picture = "event_mercenaries"
trigger = {
condition = { type = ruler }
condition = { type = prestige value = 150 }
condition = { type = piety value = 150 }
condition = { type = gold value = 150 }
condition = { type = religion = muslim }
}
mean_time_to_happen = {
months = 60
modifier = {
condition = { type = atwar }
factor = 0.5
}
modifier = {
condition = { type = region value = middle_east }
factor = 0.7
}
modifier = {
condition = { type = region value = North_Africa }
factor = 0.7
}
modifier = {
condition = { type = title value = SELJ }
factor = 0.5
}
modifier = {
condition = { type = title value = ALMO }
factor = 0.5
}
modifier = {
condition = { type = title value = MURA }
factor = 0.5
}
#capital province conditions check
modifier = {
condition = { type = has_province_effect value = { looted = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { bubonic_plague = yes } }
factor = 100
}
modifier = {
condition = { type = has_province_effect value = { pneumonic_plague = yes } }
factor = 100
}
modifier = {
condition = { type = has_province_effect value = { malaria = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { dysentery = yes } }
factor = 20
}
modifier = {
condition = { type = has_province_effect value = { small_pox = yes } }
factor = 50
}
modifier = {
condition = { type = has_province_effect value = { typhoid_fever = yes } }
factor = 50
}
modifier = {
condition = { type = has_province_effect value = { struggling = yes } }
factor = 10
}
modifier = {
condition = { type = has_province_effect value = { poor = yes } }
factor = 5
}
modifier = {
condition = { type = has_province_effect value = { prosperous = yes } }
factor = 0.8
}
modifier = {
condition = { type = has_province_effect value = { rich = yes } }
factor = 0.75
}
#ruler check
modifier = {
condition = { type = prestige value = 100 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 500 }
factor = 0.9
}
modifier = {
condition = { type = prestige value = 1000 }
factor = 0.9
}
modifier = {
condition = { type = trait value = brilliant_strategist }
factor = 0.5
}
modifier = {
condition = { type = trait value = zealous }
factor = 0.5
}
modifier = {
condition = { type = trait value = coward }
factor = 10
}
modifier = {
condition = { type = trait value = energetic }
factor = 0.8
}
modifier = {
condition = { type = trait value = lazy }
factor = 5
}
modifier = {
condition = { type = trait value = knowledged_tactician }
factor = 0.8
}
modifier = {
condition = { type = trait value = martial_cleric }
factor = 0.7
}
modifier = {
condition = { type = trait value = tough_soldier }
factor = 0.85
}
modifier = {
condition = { type = has_law value = { royal_preorgatory_law = yes } }
factor = 1.25
}
modifier = {
condition = { type = has_law value = { feudal_contract_law = yes } }
factor = 0.8
}
}
action_a = {#Let us hire them!
ai_chance = 80
#start AI modifier block
modifier = {
condition = { type = not value = { type = atwar } }
factor = 0.00
}
#end AI modifier block
effect = { type = gold value = -50 }
effect = { type = add_regiment
tech_prov = 663
culture = muslim
strength = {
heavy_cav = 100
light_cav = 500
archer_cav = 1400
}
}
}
action_b = {#No we don't need them!
ai_chance = 20
effect = { type = prestige value = 25 }
}
}