random events: modifications
here are some personal modifications i have made for various reasons; especially the unhapiness of peasents, please take a look at it again; in present state it simplly does not make ANY sense to me as a whole and every REAL option having negative serfdom decrease, lol;
- i usually give a lot more options in playing with monarchs stats, and that does seem to add a lot of "flavours" as outcomes are less predictable; also bad boy choices in a logical frame
-i am esperimenting with increase tax in colonies at the expense of tax in the "mother" country; manufactory when building palaces or cathedrals as well or negative trade that brings less beligerancy;
-making possible exchange of tax on a small scale as boosting capital province atexpense of far away or diffrent religion provinces;that gives a new meaning to capital movement
-making less or more likelly for various forts to appear/dissapear based on state policies
-military traning to come at inflation costs
-small ads or substracts in MOST events that DO ad up or not over time if that state has a specific direction set;
-problems: BAD BOY stuff
event = {
id = 800643
trigger = {
countrysize = 4
NOT = { countrysize = 9 }
domestic = { type = serfdom value = 3 }
NOT = { flag = gaelic_law }
ai = no
}
random = yes
name = "EVENTNAME44"
desc = "EVENTHIST44"
action_a = {
name = "Side with the Lords"
command = { type = stability value = -1 }
command = { type = domestic which = SERFDOM value = 1 }
command = { type = domestic which = aristocracy value = 1 }
command = { type = badboy value = 1 }
command = { type = revoltrisk which = 12 value = 4 }
command = { type = revoltrisk which = 24 value = 2 }
command = { type = DIP which = 1 value = 12 }
command = { type = ADM which = -3 value = 12 }
command = { type = MIL which = 2 value = 12 }
}
action_b = {
name = "Side with the Peasants"
command = { type = stability value = -2 }
command = { type = domestic which = serfdom value = -1 }
command = { type = domestic which = aristocracy value = -1 }
command = { type = badboy value = -1 }
command = { type = DIP which = -3 value = 12 }
command = { type = ADM which = 2 value = 12 }
command = { type = MIL which = -5 value = 12 }
}
action_c = {
name = "Use This as an Excuse to Increase Taxes"
command = { type = stability value = -4 }
command = { type = domestic which = serfdom value = 1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = revoltrisk which = 12 value = 4 }
command = { type = revoltrisk which = 24 value = 2 }
command = { type = revoltrisk which = 36 value = 2 }
command = { type = revoltrisk which = 60 value = 1 }
command = { type = badboy value = 1 }
command = { type = DIP which = -2 value = 12 }
command = { type = ADM which = -5 value = 12 }
command = { type = MIL which = 3 value = 12 }
}
action_d = {
name = "Pay Off Peasant Leaders"
command = { type = stability value = -1 }
command = { type = inflation value = 1 }
command = { type = badboy value = -1 }
command = { type = DIP which = -4 value = 12 }
command = { type = ADM which = 1 value = 12 }
command = { type = MIL which = -3 value = 12 }
}
}
here are some personal modifications i have made for various reasons; especially the unhapiness of peasents, please take a look at it again; in present state it simplly does not make ANY sense to me as a whole and every REAL option having negative serfdom decrease, lol;
- i usually give a lot more options in playing with monarchs stats, and that does seem to add a lot of "flavours" as outcomes are less predictable; also bad boy choices in a logical frame
-i am esperimenting with increase tax in colonies at the expense of tax in the "mother" country; manufactory when building palaces or cathedrals as well or negative trade that brings less beligerancy;
-making possible exchange of tax on a small scale as boosting capital province atexpense of far away or diffrent religion provinces;that gives a new meaning to capital movement
-making less or more likelly for various forts to appear/dissapear based on state policies
-military traning to come at inflation costs
-small ads or substracts in MOST events that DO ad up or not over time if that state has a specific direction set;
-problems: BAD BOY stuff
event = {
id = 800643
trigger = {
countrysize = 4
NOT = { countrysize = 9 }
domestic = { type = serfdom value = 3 }
NOT = { flag = gaelic_law }
ai = no
}
random = yes
name = "EVENTNAME44"
desc = "EVENTHIST44"
action_a = {
name = "Side with the Lords"
command = { type = stability value = -1 }
command = { type = domestic which = SERFDOM value = 1 }
command = { type = domestic which = aristocracy value = 1 }
command = { type = badboy value = 1 }
command = { type = revoltrisk which = 12 value = 4 }
command = { type = revoltrisk which = 24 value = 2 }
command = { type = DIP which = 1 value = 12 }
command = { type = ADM which = -3 value = 12 }
command = { type = MIL which = 2 value = 12 }
}
action_b = {
name = "Side with the Peasants"
command = { type = stability value = -2 }
command = { type = domestic which = serfdom value = -1 }
command = { type = domestic which = aristocracy value = -1 }
command = { type = badboy value = -1 }
command = { type = DIP which = -3 value = 12 }
command = { type = ADM which = 2 value = 12 }
command = { type = MIL which = -5 value = 12 }
}
action_c = {
name = "Use This as an Excuse to Increase Taxes"
command = { type = stability value = -4 }
command = { type = domestic which = serfdom value = 1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = revoltrisk which = 12 value = 4 }
command = { type = revoltrisk which = 24 value = 2 }
command = { type = revoltrisk which = 36 value = 2 }
command = { type = revoltrisk which = 60 value = 1 }
command = { type = badboy value = 1 }
command = { type = DIP which = -2 value = 12 }
command = { type = ADM which = -5 value = 12 }
command = { type = MIL which = 3 value = 12 }
}
action_d = {
name = "Pay Off Peasant Leaders"
command = { type = stability value = -1 }
command = { type = inflation value = 1 }
command = { type = badboy value = -1 }
command = { type = DIP which = -4 value = 12 }
command = { type = ADM which = 1 value = 12 }
command = { type = MIL which = -3 value = 12 }
}
}
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