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Grell74

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May 5, 2004
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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 }
}
}
 

Grell74

Captain
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May 5, 2004
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Yeah the prestige is a bit too high, but 1066 is the only scenario with Norman characters and even then there are no more than a handfull, William the conqueror isnt evn Norman. This event will pretty much only fire for the Norman Sicilians who (especially if AI) need a big boost.
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
1
Well, you could make it AI only event and only happen during wartime for APUL or NAPL, if you want to boost sicilian normans specifically. I think the apparent weakness of sicilian normans is better adjusted by weakening Byzantium (which is still work in progress), as it's not like sicilian normans singlehandedly defeated the whole empire when it had no other problems to attend to.
 

Lord Prime

Magister Militum
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Sep 8, 2001
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The Norman duchy of Apulia is only weak if controlled by the AI. A human player only needs to declare war against all the moslem nations on the Island of Sicily as soon as the game begins, then annex them all and create the Kingdom of Naples, this is simple even on Very Hard/Furious. But the AI controlled duchy of Apulia never seems to attempt to conquer these moslem nations.