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unmerged(217050)

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Reading some Baltic maritime history, I came up with an idea for a random event.

Background:
Coastal people have always had some certain rights with their coast. Strangers were provided with safe harbors and places to trade, but on the other hand, foreign ships outside official shipping lanes were considered legal for boarding and looting. Specially when they were stuck or had shipwrecked, coastal people would board the ship, cut the mast, and loot the cargo. If the ships crew tried to stop them, then they would either be sent overboard or killed outright.
Naturally, this sort of activity by the locals caused political problems. For instance when a ship from Lübeck was beached on the shore of Virumaa (northeastern part of EU province Estland) in 1435, and none of its cargo was found, there was a considerable political confrontation between Lübeck and the nobility of the Teutonic Order.
Of course, the local fishermen had looted the ship, and paid some of the loot to the nobles for protection.


Idea:
"A merchant ship from X has wrecked on our shore"
Option A: "Our beach, our booty"
Gain Y gold. Relations with X -Z. (Or gain a considerable amount of gold, and gain infamy)

Option B: "No piracy on our shores"
Relations with X +Z. (Or +prestige). Also lose 1 stability, since the locals consider the loot to be theirs by ancient traditions.



Naturally this event could only fire for nations with coastal provinces, and maybe be more likely near COT-s.

What do you think?
 
Jul 15, 2007
8.713
2
I think instead of -1 stability(too drastic, all players would choose the first option) it should be +3 revolt rist at random coastal province. Or if it would be province event, in the target province.
 

Emperor Hans

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I think instead of -1 stability(too drastic, all players would choose the first option) it should be +3 revolt rist at random coastal province. Or if it would be province event, in the target province.
This, or perhaps a % chance there comes a peasant uprising because they might get sick now and then for taking their traditions.
 

DanubianCossak

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There you go:

Code:
##################################################################################################################
#		A foreign merchant ship wrecked on our shore by burntic
##################################################################################################################

country_event = {
	id = 35037
	
	trigger = {
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}
		any_owned_province = {
			port = yes
			culture_group = THIS
		}		
		any_country = {
			government = merchant_republic
		}
	}

	mean_time_to_happen = {
		months = 5000	

		modifier = {
			factor = 1.1
			mercantilism_freetrade = 0
		}
		modifier = {
			factor = 1.1
			mercantilism_freetrade = 1 
		}
		modifier = {
			factor = 1.1
			mercantilism_freetrade = 2 
		}		
		modifier = {
			factor = 1.1
			mercantilism_freetrade = 3 
		}
		modifier = {
			factor = 1.1
			mercantilism_freetrade = 4 
		}	
		modifier = {
			factor = 1.1
			mercantilism_freetrade = 5 
		}		
		modifier = {
			factor = 0.9
			NOT = { mercantilism_freetrade = 0 }
		}
		modifier = {
			factor = 0.9
			NOT = { mercantilism_freetrade = -1 }
		}
		modifier = {
			factor = 0.9
			NOT = { mercantilism_freetrade = -2 }
		}
		modifier = {
			factor = 0.9
			NOT = { mercantilism_freetrade = -3 }
		}
		modifier = {
			factor = 0.9
			NOT = { mercantilism_freetrade = -4 }
		}	
		modifier = {
			factor = 0.9
			NOT = { mercantilism_freetrade = -5 }
		}		
	}
	
	title = 	"EVTNAME35037"
	desc = 		"EVTDESC35037"
	
	option = {
		name = 	"EVTOPTA35037"
		ai_chance = { factor = 60 }
		prestige = -0.05
		treasury = 75
		random_country = {
			limit = {
				government = merchant_republic				
			}
			relation = { who = THIS value = -75 }				
		}	
	}

	option = {
		name = 	"EVTOPTB35037"
		ai_chance = { factor = 40 }
		prestige = 0.03
		random_country = {
			limit = {
				government = merchant_republic				
			}
			relation = { who = THIS value = 25 }
		}
		random_owned = {
			limit = {
				port = yes
				culture_group = THIS
			}
			random_list = {
				30 = { create_revolt = 1 }
				5 = { create_revolt = 2 }
				65 = { }
			}
		}
	}	
}

Code:
EVTNAME35037;Merchant Ship Wrecked;;;;;;;;;;;;;x
EVTDESC35037;A huge trading ship sailing from a merchant republic far away, wrecked by a passing storm has beached on our shore. Tempted by this opportunity, local peasants and fishermen, having subdued all surviving crew, have completely looted its cargo. We could demand our cut of the bounty, or we could try to mend relations with foreigners by returning as much cargo as we can find. How should we procede?;;;;;;;;;;;;;x
EVTOPTA35037;Our shore - our wreck, demand cut.;;;;;;;;;;;;;x
EVTOPTB35037;We tolerate no coastal piracy in this country.;;;;;;;;;;;;;x

I took some liberty with event and slightly adjusted it for my own use in MPM.
 
Last edited:

Eh up me duck

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I love little events like this.
Paradox a while ago invited people to make their own events, but 99% of the submissions were either stupidly over-powered, or pathetic attempts to get variables into the game.
 

unmerged(217050)

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Nice, getting into a mod is more than I expected. Seems like I'll have to try out the mod now :D

I have only one correction to your event, nothing that would change the thing itself: the name's BRUntic, not bYRntic.
 

DanubianCossak

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Go to game folder/events and paste the event code in any file, for example randomevents.txt

Then go to localization folder and paste localization code in one those, i suggest the last one alphabetically (v something depending on what patch you have). Just make sure you leave a few empty lines in the bottom.

Thats it.
 

DanubianCossak

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If people come up with more ideas like this one, ill write those events and share code with everyone. I even started a topic about it few days ago.
 

DanubianCossak

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Note that unlike the event i posted above (shipwreck thingy) you cant simply paste all of these in your game. You can paste the ones that do no add country/province modifiers, but if you use the ones with modifiers your game will crash. Once i write enough of them i will pack it all up and share, for the time being im posting these primarily to give people idea of what random events should look like.

Code:
##################################################################################################################
#		Form Resistance
##################################################################################################################

country_event = {
	id = 35038
	
	trigger = {
		NOT = { has_country_modifier = arm_peasants }
		war_exhaustion = 2
		OR = {
			war_exhaustion = 5
			NOT = { war_score = 25 }
		}
		
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}		
	}

	mean_time_to_happen = {
		months = 5000	

		modifier = {
			factor = 0.9
			ADM = 6
		}
		modifier = {
			factor = 0.9
			ADM = 7
		}
		modifier = {
			factor = 0.9
			ADM = 8
		}
		modifier = {
			factor = 0.9
			ADM = 9
		}
	}
	
	title = 	"EVTNAME35038"
	desc = 		"EVTDESC35038"
	
	option = {
		name = 	"EVTOPTA35038"
		ai_chance = { factor = 40 }
		prestige = -0.08
		treasury = -75
		war_exhaustion = -4			
		add_country_modifier = {
			name = "arm_peasants"
			duration = 1500
		}		
	}	
	
	option = {
		name = 	"EVTOPTB35038"
		ai_chance = { factor = 60 }
		prestige = 0.02
		war_exhaustion = -1		
		random_list = {
			30 = { 
				random_owned = {
					create_revolt = 1
				}
			}
			20 = { stability = -1 }
			5 = { stability = -2 }
			45 = { }
		}	
	}	
}

##################################################################################################################
#		Hire Swiss Mercenaries
##################################################################################################################

country_event = {
	id = 35039
	
	trigger = {
		NOT = { has_country_modifier = swiss_mercenaries }	
		OR = {
			technology_group = western
			technology_group = eastern
		}
		religion_group = christian
		NOT = { primary_culture = swiss }
		any_country = {
			OR = {
				technology_group = western
				technology_group = eastern
			}
			land_tech = 13
			NOT = { 
				government = tribal_despotism
				government = tribal_federation
				government = tribal_democracy
			}	
			religion_group = christian
			primary_culture = swiss
		}
		
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}	
		treasury = 350			
	}

	mean_time_to_happen = {
		months = 5000	

		modifier = {
			factor = 0.9
			MIL = 6
		}
		modifier = {
			factor = 0.9
			MIL = 7
		}
		modifier = {
			factor = 0.9
			MIL = 8
		}
		modifier = {
			factor = 0.9
			MIL = 9
		}
		modifier = {
			factor = 0.75
			war = yes
		}
		modifier = {
			factor = 1.25
			war = no
		}		
	}
	
	title = 	"EVTNAME35039"
	desc = 		"EVTDESC35039"
	
	option = {
		name = 	"EVTOPTA35039"
		ai_chance = { factor = 30 }
		prestige = 0.03
		treasury = -300	
		cultural_tradition = -0.08		
		add_country_modifier = {
			name = "swiss_mercenaries"
			duration = 3600
		}		
	}	
	
	option = {
		name = 	"EVTOPTB35039"
		ai_chance = { factor = 65 }
		prestige = 0.01
		treasury = -75	
		cultural_tradition = -0.08			
		add_country_modifier = {
			name = "swiss_mercenaries_loot"
			duration = 3600
		}		
	}	
	
	option = {
		name = 	"EVTOPTC35039"
		ai_chance = { factor = 5 }
		prestige = 0.02
		cultural_tradition = 0.05		
	}	
}

##################################################################################################################
#		Hire Exiled Condottiere
##################################################################################################################

country_event = {
	id = 35040
	
	trigger = {
		NOT = { has_country_modifier = exiled_condottiere }	
		OR = {
			technology_group = western
			technology_group = eastern
		}
		NOT = { culture_group = latin }
		religion_group = christian
		any_country = {
			OR = {
				technology_group = western
				technology_group = eastern
			}
			land_tech = 13
			NOT = { 
				government = tribal_despotism
				government = tribal_federation
				government = tribal_democracy
			}	
			religion_group = christian
			culture_group = latin			
		}
		
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}	
		treasury = 75		
	}

	mean_time_to_happen = {
		months = 5000	

		modifier = {
			factor = 0.9
			MIL = 6
		}
		modifier = {
			factor = 0.9
			MIL = 7
		}
		modifier = {
			factor = 0.9
			MIL = 8
		}
		modifier = {
			factor = 0.9
			MIL = 9
		}
		modifier = {
			factor = 0.75
			war = yes
		}
		modifier = {
			factor = 1.25
			war = no
		}		
	}
	
	title = 	"EVTNAME35040"
	desc = 		"EVTDESC35040"
	
	option = {
		name = 	"EVTOPTA35040"
		ai_chance = { factor = 70 }
		prestige = 0.03
		treasury = -50		
		cultural_tradition = -0.08			
		add_country_modifier = {
			name = "exiled_condottiere"
			duration = 1500
		}		
	}	
	
	option = {
		name = 	"EVTOPTB35040"
		ai_chance = { factor = 30 }
		prestige = 0.02
		cultural_tradition = 0.04		
	}
}

##################################################################################################################
#		Import Foreign Weapons
##################################################################################################################

country_event = {
	id = 35041
	
	trigger = {
		NOT = { has_country_modifier = import_foreign_weapons }	
		NOT = { iron = 2 }
		any_country = {
			OR = {
				religion_group = THIS	
				culture_group = THIS
			}
			NOT = { 
				government = tribal_despotism
				government = tribal_federation
				government = tribal_democracy
			}
			iron = 2			
		}
		
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}	
		treasury = 150		
	}

	mean_time_to_happen = {
		months = 5000	

		modifier = {
			factor = 0.9
			MIL = 6
		}
		modifier = {
			factor = 0.9
			MIL = 7
		}
		modifier = {
			factor = 0.9
			MIL = 8
		}
		modifier = {
			factor = 0.9
			MIL = 9
		}
		modifier = {
			factor = 0.75
			war = yes
		}
		modifier = {
			factor = 1.25
			war = no
		}		
	}
	
	title = 	"EVTNAME35041"
	desc = 		"EVTDESC35041"
	
	option = {
		name = 	"EVTOPTA35041"
		ai_chance = { factor = 80 }
		prestige = 0.03
		treasury = -125		
		cultural_tradition = -0.11			
		add_country_modifier = {
			name = "import_foreign_weapons"
			duration = 1200
		}		
	}	
	
	option = {
		name = 	"EVTOPTB35041"
		ai_chance = { factor = 20 }
		prestige = 0.01
		cultural_tradition = 0.03		
	}
}

##################################################################################################################
#		Policy Change Reaction
##################################################################################################################

country_event = {
	id = 35042
	
	trigger = {
		OR = {
			has_country_modifier = minor_policy_change_reaction	
			has_country_modifier = major_policy_change_reaction
		}
		stability = -3
	}

	mean_time_to_happen = {
		months = 5000	

		modifier = {
			factor = 0.9
			NOT = { ADM = 6 }
		}
		modifier = {
			factor = 0.9
			NOT = { ADM = 5 }
		}
		modifier = {
			factor = 0.9
			NOT = { ADM = 4 }
		}
		modifier = {
			factor = 0.5
			war = yes
		}
		modifier = {
			factor = 1.5
			war = no
		}		
	}
	
	title = 	"EVTNAME35042"
	desc = 		"EVTDESC35042"
	
	option = {
		name = 	"EVTOPTA35042"
		ai_chance = { factor = 100 }
		prestige = -0.03	
		cultural_tradition = -0.03	
		stability = -1
	}
}

##################################################################################################################
#		Western Knights Arrive
##################################################################################################################

country_event = {
	id = 35043
	
	trigger = {
		technology_group = eastern
		land_forcelimit = 5
		NOT = { land_tech = 18 }
		
		any_country = {
			technology_group = western
			relation = { who = THIS value = 75 }
			religion = THIS
		}	
		
		capital_scope = { 
			controlled_by = owner 
			NOT = { has_province_modifier = western_knights }
			NOT = { has_province_modifier = local_support }
		}
		
		war = yes
		
		OR = {
			MIL = 6
			NOT = { army_size_percentage = 0.5 }
			NOT = { war_score = -25 }
		}
		
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}		
	}

	mean_time_to_happen = {
		months = 5000	

		modifier = {
			factor = 0.9
			MIL = 7
		}
		modifier = {
			factor = 0.9
			MIL = 8
		}
		modifier = {
			factor = 0.9
			MIL = 9
		}		
		modifier = {
			factor = 0.75
			war = yes
		}
		modifier = {
			factor = 1.25
			war = no
		}		
	}
	
	title = 	"EVTNAME35043"
	desc = 		"EVTDESC35043"
	
	option = {
		name = 	"EVTOPTA35043"
		ai_chance = { factor = 70 }
		capital_scope = { 
			cavalry = current
			cavalry = current
			cavalry = current
			cavalry = current
			infantry = current
			add_province_modifier = {
				name = "western_knights"
				duration = 1200
			}			
		}
		random_country = {
			limit = {
				technology_group = western
				relation = { who = THIS value = 75 }
				religion = THIS			
			}
			relation = { who = THIS value = 25 }
		}
	}
	
	option = {
		name = 	"EVTOPTB35043"
		ai_chance = { factor = 30 }
		capital_scope = {
			add_province_modifier = {
				name = "local_support"
				duration = 1200
			}			
		}		
		prestige = 0.03	
		cultural_tradition = 0.01	
		stability = 1
		random_country = {
			limit = {
				technology_group = western
				relation = { who = THIS value = 75 }
				religion = THIS			
			}
			relation = { who = THIS value = -25 }
		}		
	}	
}

##################################################################################################################
#		Noble Patriot
##################################################################################################################

country_event = {
	id = 35044
	
	trigger = {
		land_forcelimit = 5
		NOT = { aristocracy_plutocracy = -1 }
		
		capital_scope = { 
			controlled_by = owner
		}
		
		war = yes
		NOT = { war_score = -25 }
		
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}		
	}

	mean_time_to_happen = {
		months = 5000	

		modifier = {
			factor = 0.9
			MIL = 6
		}		
		modifier = {
			factor = 0.9
			MIL = 7
		}
		modifier = {
			factor = 0.9
			MIL = 8
		}
		modifier = {
			factor = 0.9
			MIL = 9
		}	
	}
	
	title = 	"EVTNAME35044"
	desc = 		"EVTDESC35044"
	
	option = {
		name = 	"EVTOPTA35044"
		ai_chance = { factor = 100 }
		capital_scope = { 
			infantry = current
			infantry = current
			infantry = current
			cavalry = current			
		}
	}
}

##################################################################################################################
#		Land Charter
##################################################################################################################

country_event = {
	id = 35045
	
	trigger = {
		war = yes
		ADM = 6
		NOT = { war_score = 0 }
		has_country_modifier = war_revise_land_charter

		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}		
	}

	mean_time_to_happen = {
		months = 5000	
		
		modifier = {
			factor = 0.9
			ADM = 7
		}
		modifier = {
			factor = 0.9
			ADM = 8
		}
		modifier = {
			factor = 0.9
			ADM = 9
		}
		modifier = {
			factor = 0.75
			stability = 3
		}
		modifier = {
			factor = 1.25
			NOT = { stability = 3 }
		}		
	}
	
	title = 	"EVTNAME35045"
	desc = 		"EVTDESC35045"
	
	option = {
		name = 	"EVTOPTA35045"
		ai_chance = { factor = 75 }
		stability = -1
		prestige = -0.08
		treasury = 250
		add_country_modifier = {
			name = "war_revise_land_charter"
			duration = 1500
		}
	}
	
	option = {
		name = 	"EVTOPTA35045"
		ai_chance = { factor = 25 }
		prestige = 0.05	
		stability = 1		
	}	
}

##################################################################################################################
#		Trade Schemes
##################################################################################################################

country_event = {
	id = 35046
	
	trigger = {
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}
		any_center_of_trade = {
			placed_merchants = 1
			NOT = { owned_by = THIS }
			owner = {  
				government = merchant_republic
			}	
		}		
	}

	mean_time_to_happen = {
		months = 5000	
		
		modifier = {
			factor = 0.9
			DIP = 6
		}		
		modifier = {
			factor = 0.9
			DIP = 7
		}
		modifier = {
			factor = 0.9
			DIP = 8
		}
		modifier = {
			factor = 0.9
			DIP = 9
		}
		
		modifier = {
			factor = 0.9
			ADM = 6
		}		
		modifier = {
			factor = 0.9
			ADM = 7
		}
		modifier = {
			factor = 0.9
			ADM = 8
		}
		modifier = {
			factor = 0.9
			ADM = 9
		}	
		
		modifier = {
			factor = 0.9
			stability = 3
		}
		modifier = {
			factor = 1.1
			NOT = { stability = 3 }
		}		
	}
	
	title = 	"EVTNAME35046"
	desc = 		"EVTDESC35046"
	
	option = {
		name = 	"EVTOPTA35046"
		ai_chance = { factor = 75 }
		treasury = 75
		prestige = 0.01			
		random_center_of_trade = {
			limit = {
				placed_merchants = 1
				NOT = { owned_by = THIS }
				owner = {  
					government = merchant_republic
				}
			}
			remove_merchant = THIS
		}
	}
	
	option = {
		name = 	"EVTOPTA35046"
		ai_chance = { factor = 25 }
		prestige = 0.05	
	}	
}

##################################################################################################################
#		Trade Schemes
##################################################################################################################

country_event = {
	id = 35047
	
	trigger = {
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}
		any_center_of_trade = {
			placed_merchants = 3
			NOT = { owned_by = THIS }
			owner = {  
				government = merchant_republic
			}	
		}		
	}

	mean_time_to_happen = {
		months = 5000	
		
		modifier = {
			factor = 0.9
			DIP = 6
		}		
		modifier = {
			factor = 0.9
			DIP = 7
		}
		modifier = {
			factor = 0.9
			DIP = 8
		}
		modifier = {
			factor = 0.9
			DIP = 9
		}
		
		modifier = {
			factor = 0.9
			ADM = 6
		}		
		modifier = {
			factor = 0.9
			ADM = 7
		}
		modifier = {
			factor = 0.9
			ADM = 8
		}
		modifier = {
			factor = 0.9
			ADM = 9
		}	
		
		modifier = {
			factor = 0.9
			stability = 3
		}
		modifier = {
			factor = 1.1
			NOT = { stability = 3 }
		}		
	}
	
	title = 	"EVTNAME35047"
	desc = 		"EVTDESC35047"
	
	option = {
		name = 	"EVTOPTA35047"
		ai_chance = { factor = 75 }
		treasury = 275
		prestige = 0.01			
		random_center_of_trade = {
			limit = {
				placed_merchants = 3
				NOT = { owned_by = THIS }
				owner = {  
					government = merchant_republic
				}
			}
			remove_merchant = THIS
			remove_merchant = THIS
			remove_merchant = THIS
		}
	}
	
	option = {
		name = 	"EVTOPTA35047"
		ai_chance = { factor = 25 }
		prestige = 0.05	
	}	
}

##################################################################################################################
#		Trade Schemes
##################################################################################################################

country_event = {
	id = 35048
	
	trigger = {
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}
		any_center_of_trade = {
			placed_merchants = 1
			NOT = { owned_by = THIS }
			owner = {  
				government = merchant_republic
				NOT = { relation = { who = THIS value = 100 } }
			}	
		}
		tability = -3		
	}

	mean_time_to_happen = {
		months = 5000	
		
		modifier = {
			factor = 0.9
			NOT = { DIP = 6 }
		}		
		modifier = {
			factor = 0.9
			NOT = { DIP = 5 }
		}
		modifier = {
			factor = 0.9
			NOT = { DIP = 4 }
		}
		
		modifier = {
			factor = 0.9
			war = yes
		}	

		modifier = {
			factor = 0.9
			badboy = 0.25
		}

		modifier = {
			factor = 0.9
			badboy = 0.5
		}

		modifier = {
			factor = 0.9
			badboy = 0.75
		}		

		modifier = {
			factor = 0.9
			NOT = { stability = 3 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = 1 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = 1 }
		}		
	}
	
	title = 	"EVTNAME35048"
	desc = 		"EVTDESC35048"
	
	option = {
		name = 	"EVTOPTA35048"
		ai_chance = { factor = 75 }
		prestige = -0.06		
		stability = -1
		random_center_of_trade = {
			limit = {
				placed_merchants = 1
				NOT = { owned_by = THIS }
				owner = {  
					government = merchant_republic
					NOT = { relation = { who = THIS value = 100 } }					
				}
			}
			owner = { relation = { who = THIS value = -35 } }
			remove_merchant = THIS
		}
	}
	
	option = {
		name = 	"EVTOPTA35048"
		ai_chance = { factor = 25 }
		prestige = 0.05	
		treasury = -75
	}	
}

##################################################################################################################
#		Power of Secrets
##################################################################################################################

country_event = {
	id = 35049
	
	trigger = {
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}
		government = monarchy
	}

	mean_time_to_happen = {
		months = 5000	
	}
	
	title = 	"EVTNAME35049"
	desc = 		"EVTDESC35049"
	
	option = {
		name = 	"EVTOPTA35049"
		ai_chance = { factor = 75 }
		treasury = 120
	}
	
	option = {
		name = 	"EVTOPTA35049"
		ai_chance = { factor = 25 }
		stability = 1
		legitimacy = 0.04
		prestige = 0.08
	}	
}

##################################################################################################################
#		Merchant Ties
##################################################################################################################

country_event = {
	id = 35050
	
	trigger = {
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}
		government = monarchy
		regency = no
	}

	mean_time_to_happen = {
		months = 5000

		modifier = {
			factor = 0.9
			stability = 3
		}
		modifier = {
			factor = 0.9
			legitimacy = 0.9
		}
		modifier = {
			factor = 0.9
			NOT = { innovative_narrowminded = 0 }
		}
		modifier = {
			factor = 0.9
			NOT = { innovative_narrowminded = -1 }
		}
		modifier = {
			factor = 0.9
			NOT = { innovative_narrowminded = -2 }
		}
		modifier = {
			factor = 0.9
			NOT = { innovative_narrowminded = -3 }
		}
		modifier = {
			factor = 0.9
			NOT = { innovative_narrowminded = -4 }
		}
		modifier = {
			factor = 1.1
			NOT = { aristocracy_plutocracy = 0 }
		}
		modifier = {
			factor = 1.1
			NOT = { aristocracy_plutocracy = -1 }
		}
		modifier = {
			factor = 1.1
			NOT = { aristocracy_plutocracy = -2 }
		}
		modifier = {
			factor = 1.1
			NOT = { aristocracy_plutocracy = -3 }
		}
		modifier = {
			factor = 1.1
			NOT = { aristocracy_plutocracy = -4 }
		}
		modifier = {
			factor = 0.9
			aristocracy_plutocracy = 0
		}
		modifier = {
			factor = 0.9
			aristocracy_plutocracy = 1
		}
		modifier = {
			factor = 0.9
			aristocracy_plutocracy = 2
		}
		modifier = {
			factor = 0.9
			aristocracy_plutocracy = 3
		}
		modifier = {
			factor = 0.9
			aristocracy_plutocracy = 4
		}
		modifier = {
			factor = 0.9
			aristocracy_plutocracy = 5
		}		
	}
	
	title = 	"EVTNAME35050"
	desc = 		"EVTDESC35050"
	
	option = {
		name = 	"EVTOPTA35050"
		ai_chance = { factor = 75 }
		treasury = 150
		legitimacy = -0.04		
		prestige = -0.09
		stability = -1		
	}
	
	option = {
		name = 	"EVTOPTA35050"
		ai_chance = { factor = 25 }
		legitimacy = 0.08
		prestige = 0.02
	}	
}

##################################################################################################################
#		Baltic Trade
##################################################################################################################

country_event = {
	id = 35051
	
	trigger = {
		NOT = { 
			government = tribal_despotism
			government = tribal_federation
			government = tribal_democracy
		}
		any_owned_province = {
			region = baltic_port
			NOT = { has_province_modifier = hanseatic_trade }
		}
		OR = {
			NOT = { tag = HSA }
			AND = {
				trade_agreement_with = HSA
				exists = HSA
				HSA = { government = merchant_republic }
			}
		}
	}

	mean_time_to_happen = {
		months = 5000

		modifier = {
			factor = 0.9
			war = no
		}
		modifier = {
			factor = 1.1
			war = yes
		}		
	}
	
	title = 	"EVTNAME35051"
	desc = 		"EVTDESC35051"
	
	option = {
		name = 	"EVTOPTA35051"
		ai_chance = { factor = 75 }
		prestige = 0.02		
		random_owned ={
			limit = { 
				region = baltic_port
				NOT = { has_province_modifier = hanseatic_trade }
			}
			base_tax = 1
			add_province_modifier = {
				name = "hanseatic_trade"
				duration = 1500
			}
		}
	}
	
	option = {
		name = 	"EVTOPTA35051"
		ai_chance = { factor = 25 }
		treasury = 150
	}	
}

Code:
EVTNAME35038;Establishing Resistance;;;;;;;;;;;;;x
EVTDESC35038;In these troubling times of war and devastation, our people express their willingness to help us out by filling the army ranks. We could choose to arm them and organize local defensive regiments, or we could put pressure on landowners and merchants to help us instead. What should we do?;;;;;;;;;;;;;x
EVTOPTA35038;Arm peasants, what could go wrong?;;;;;;;;;;;;;x
EVTOPTB35038;We shall rely on elite for leadership.;;;;;;;;;;;;;x
EVTNAME35039;Swiss Mercenaries;;;;;;;;;;;;;x
EVTDESC35039;A company of experienced Swiss mercenaries has just returned home from a long and successful campaign. Our Marshall infroms us that they are now avialable for hiring, as well as that they would be willing to enter our service for a substential fee lasting roughly 10 years. We could offer them payment in advance, or we could offer to only pay their immediate expenses, but at the same time guarantee part of any future loot exclusively to their company outside of loot guaranteed to our regular army. How would you like to procede?;;;;;;;;;;;;;x
EVTOPTA35039;Pay them in advance.;;;;;;;;;;;;;x
EVTOPTB35039;Offer exclusive loot rights.;;;;;;;;;;;;;x
EVTOPTC35039;Where is Switzeland again?;;;;;;;;;;;;;x
EVTNAME35040;Exiled Condottiere;;;;;;;;;;;;;x
EVTDESC35040;A famous Italian Condottiere, veteran of many wars and a renown mercenary leader, sacked and exiled from his home as a part of an intricate court intrigue, has asked us for a position at our court, as well as commission for our army as an officer. Our advisers are divided, some admit that we could benefit from this man's experience, other fear the foreign influences. What should we do?;;;;;;;;;;;;;x
EVTOPTA35040;Hire him, naturally.;;;;;;;;;;;;;x
EVTOPTB35040;Rely on our own generals.;;;;;;;;;;;;;x
EVTNAME35041;Weapons Business;;;;;;;;;;;;;x
EVTDESC35041;A group of merchants from a foreign country have approached us with an offer to conclude a business deal selling us weapons of the highest quality that they produce back home. Should we conclude this deal?;;;;;;;;;;;;;x
EVTOPTA35041;Certainly, i like new toys.;;;;;;;;;;;;;x
EVTOPTB35041;There is no need, our stuff is sufficient.;;;;;;;;;;;;;x
EVTNAME35042;Policy Change Reaction;;;;;;;;;;;;;x
EVTDESC35042;Certain elements within our society, still disatisfied with the recent change of government policies, have caused drop in our state stability with all their scheming and gossiping around the court.;;;;;;;;;;;;;x
EVTOPTA35042;Oh well.;;;;;;;;;;;;;x
EVTNAME35043;Western Knights Arrive;;;;;;;;;;;;;x
EVTDESC35043;Inspired by the same religion that we share, a small army of Western Knights from a friendly country, have arrived to our capital. They have sworn that they would help us fight our enemies. Should we allow them to stay?;;;;;;;;;;;;;x
EVTOPTA35043;Welcome these holy warriors.;;;;;;;;;;;;;x
EVTOPTB35043;No, we cannot trust the foreigners.;;;;;;;;;;;;;x
EVTNAME35044;Noble Patriot;;;;;;;;;;;;;x
EVTDESC35044;A powerful and famous noble has raised an army at his own expense to help out the government in its ongoing war.;;;;;;;;;;;;;x
EVTOPTA35044;Where would we be without patriots...;;;;;;;;;;;;;x
EVTNAME35045;Revise Land Charter;;;;;;;;;;;;;x
EVTDESC35045;One of our previous Master Constables had come up with a brilliant scheme to implement emergency revision of the land charter, in case of a dire need, for example an attack by a foreign invader. Our loyal advisers tell us that this plan is now ready to be implemented. It would allow us to immediately collect a substantial ammount of taxes, but at the same time it would lower our overall tax efficiency for a certain period of time. Should we procede?;;;;;;;;;;;;;x
EVTOPTA35045;Of course, we need those funds.;;;;;;;;;;;;;x
EVTOPTB35045;No, we must maintain health of our economy.;;;;;;;;;;;;;x
EVTNAME35046;Trade Schemes;;;;;;;;;;;;;x
EVTDESC35046;One of our trades, wisely placed in a center of trade belonging to a merchant republic, was approached by the local craftsmen guild. They have made an offer to purchase his business, taking over a part of our share of the overall trade within this center. Should we accept their proposal?;;;;;;;;;;;;;x
EVTOPTA35046;Certainly, the price seems right.;;;;;;;;;;;;;x
EVTOPTB35046;No, we must maintain our presence.;;;;;;;;;;;;;x
EVTNAME35047;Trade Schemes;;;;;;;;;;;;;x
EVTDESC35047;A trading company belonging to our state, wisely placed in a center of trade administered by a merchant republic, was approached by the local craftsmen guild. They have made an offer to purchase their business, taking over a part of our share of the overall trade within this center. Should we accept their proposal?;;;;;;;;;;;;;x
EVTOPTA35047;Certainly, the price seems right.;;;;;;;;;;;;;x
EVTOPTB35047;No, we must maintain our presence.;;;;;;;;;;;;;x
EVTNAME35048;Trade Schemes;;;;;;;;;;;;;x
EVTDESC35048;The property belonging to our merchant placed in center of trade owned by a merchant rebublic, was confiscated after a set-up trial for the crimes he did not commit. There is nothing we can do to save his life, however, if we bribe the right officials we might be able to secure some of his assests. What should we do?;;;;;;;;;;;;;x
EVTOPTA35048;This is scandalous, demand immediate compensation!;;;;;;;;;;;;;x
EVTOPTB35048;Handle this quetly.;;;;;;;;;;;;;x
EVTNAME35049;Power of Secrets;;;;;;;;;;;;;x
EVTDESC35049;Our Spymaster informs us that his little birds found out that the only son of a powerful noble is secretly courting a common maid. We could use this information to our advantage, either to blackmail the noble for a large sum of money, or to secure his support in future political power struggles. What should we do?;;;;;;;;;;;;;x
EVTOPTA35049;I prefer shiny coins.;;;;;;;;;;;;;x
EVTOPTB35049;We could use any support we can get.;;;;;;;;;;;;;x
EVTNAME35050;Merchant Ties;;;;;;;;;;;;;x
EVTDESC35050;A rich and powerful merchant has proposed a marriage between his son and one of our ruler's daughters not placed in the primary line of succession. Should we accept this, he has pledged to transfer part of his property to the state, however at the same time the aristocracy might not be thrilled about this idea.;;;;;;;;;;;;;x
EVTOPTA35050;Well, money is money.;;;;;;;;;;;;;x
EVTOPTB35050;No, no, our blood must remain pure.;;;;;;;;;;;;;x
EVTNAME35051;Baltic Trade;;;;;;;;;;;;;x
EVTDESC35051;Due to expanding economic influence from the Hanseatic Merchant Republic, the overall wealth of one of our Baltic sea port provinces increases. We can choose to direct this prosperity to local long term tax increase, or we may collect the monetary benefits immediately. How should we procede?;;;;;;;;;;;;;x
EVTOPTA35051;Make the long term investment.;;;;;;;;;;;;;x
EVTOPTB35051;Collect extra taxes.;;;;;;;;;;;;;x
 

QuietConfidence

Corporal
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Sep 6, 2011
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Okay, now that is seriously cool. I love all of them (apart from the couple of minor spelling mistakes!). I would really love a .zip for these. After reading up on a couple of issues regarding events; can you be sure there wont be any conflicts too with some of the more popular mods like MPM and Death & Taxes? Would love to incorporate these into games with those two mods installed.
 

DanubianCossak

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Well i am MPM mod creator, so these events will be an integral part of that mod, as for D&T, it depends on weather they use the same event IDs as i do. Once these events are done you will be able to have them as part of MPM (i wrote more than 400 already i think) or if there is demand i might pack them up as a separate mod (there are some issues with this though).

As for spelling errors, im not native English speaker, so thats why you have those. If people point them out its not a big issue to fix them.

Which is why i try to encourage players to post ideas for events, writing the event itself is a very simple task for me, it takes like 2-5 mins tops, while coming up with "stories" (aka localizations) is much more difficult and time consuming.

If, however, you wish to help me out, i can write the event codes and let you do the localizations (i give you general description of what the event is about you write the text) or just correct my errors (first case means more events).
 
Last edited:

Sudertum

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This remind me to this thing:

Title: Pirates asking for "naval" base in your territorial waters

Background: Pirates are looking for a operation base in this area, as they need a hide after their attacks. They would approciate it and boost the income in this province but annoy the local trade league rapidly.

Option A: "Money does not stink" Basetax +1, Treasury +25 ,Trigger for COT Tag
Option B: "We could not trust them" Relation to COT Tag +25

Triggered Option A: "We could not tolerate this" CB for first Tag
Option B: "More important things have to be done" Revoltrisk = 2 (annoyed traders)