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unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# New Religious Order by Pierreluc, rewritten by Korath and then MattyG
#########################################################################

event = {
id = 800504
trigger = {
NOT = { year = 1590 }
continent = europe
OR = {
religion = catholic
religion = counterreform
}
}
random = yes
name = "Petition for a new religious order"
desc = "A devout prior has petitioned you to support a new religious order. Of course, virtue is not free, and a small bequest would reinforce your already widespread reputation for charity."

action_a = {
name = "Support the monastic order"
command = { type = cash value = -50 }
command = { type = stability value = 1 }
command = { type = relation which = PAP value = 25 }
command = { type = missionaries value = 1 }
command = { type = domestic which = innovative value = -1 }
command = { type = badboy value = 1 }
command = { type = ADM which = -1 value = 12 }
command = { type = DIP which = -2 value = 12 }
command = { type = MIL which = 2 value = 12 }
}
action_b = {
name = "Remind the prior of his vow of poverty"
command = { type = relation which = PAP value = -25 }
command = { type = domestic which = aristocracy value = 1 }
command = { type = revoltrisk which = 24 value = 2 }
command = { type = ADM which = 2 value = 12 }
command = { type = DIP which = 1 value = 12 }
command = { type = MIL which = -2 value = 12 }
}
action_c = {
name = "Forbid the order and banish the prior"
command = { type = stability value = -1 }
command = { type = relation which = PAP value = -100 }
command = { type = missionaries value = -6 }
command = { type = badboy value = -1 }
command = { type = ADM which = 1 value = 12 }
command = { type = DIP which = 3 value = 12 }
command = { type = MIL which = 1 value = 12 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Explorer/conquistador events for late game
#
#################################################


event = {
id = 800510
trigger = {
year = 1680
countrysize = 7
}
random = yes
name = "A World of Trade and Exploration"
desc = "With the New Worlds being discovered and the value of trade growing steadily, we have been approched to fund an exploration in search of new lands and markets."

action_a = {
name = "OK"
command = { type = cash value = -150 }
command = { type = explorer which = -1 }
command = { type = conquistador which = -1 }
command = { type = colonists value = 3 }
command = { type = badboy value = 1 }
command = { type = provincetax which = -4 value = 1 }
command = { type = trade value = 100 }
command = { type = infra value = -50 }
command = { type = land value = -100 }
command = { type = naval value = 100 }
}
action_b = {
name = "No thank you"
command = { type = ADM which = 1 value = 12 }
command = { type = DIP which = -1 value = 12 }
command = { type = MIL which = -1 value = 12 }
command = { type = badboy value = -1 }
command = { type = trade value = -100 }
command = { type = infra value = 100 }
command = { type = land value = 100 }
command = { type = naval value = -100 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Random Revolt
#########################################################################

event = {
id = 800600
trigger = {
NOT = { countrysize = 30 }
}
random = yes
name = "EVENTNAME1"
desc = "EVENTHIST1"
style = 0

action_a = {
name = "OK"
command = { type = fortress which = -1 value = -1 }
command = { type = provincetax which = -1 value = -1 }
}

}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Religious Turmoil (Europe)
#########################################################################

event = {
id = 800605
trigger = {
year = 1530
continent = europe
NOT = { countrysize = 30 }
}
random = yes
name = "EVENTNAME3"
desc = "EVENTHIST3"
style = 0

action_a = {
name = "OK"
command = { type = badboy value = 1 }
command = { type = provincetax which = -1 value = -1 }
command = { type = ADM which = -4 value = 12 }
command = { type = losebuilding which = -1 value = bailiff }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Temporary Insanity
#########################################################################

event = {
id = 800609
random = yes
trigger = { ai = no }
name = "EVENTNAME11"
desc = "EVENTHIST11"

action_a = {
name = "OK"
command = { type = ADM which = -3 value = 18 }
command = { type = DIP which = -3 value = 18 }
command = { type = MIL which = -3 value = 18 }
command = { type = badboy value = -1 }
}
action_b = {
name = "Appoint a regent"
command = { type = ADM which = -1 value = 24 }
command = { type = DIP which = -2 value = 24 }
command = { type = MIL which = -1 value = 24 }
command = { type = stability value = -1 }
command = { type = domestic which = aristocracy value = 1 }
command = { type = badboy value = 1 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Wave of Obscurantism
#########################################################################

event = {
id = 800611
random = yes
trigger = { ai = no }
name = "EVENTNAME15"
desc = "EVENTHIST15"
style = 0

action_a = {
name = "OK"
command = { type = revoltrisk which = 36 value = 1 }
command = { type = revoltrisk which = 24 value = 1 }
command = { type = revoltrisk which = 12 value = 1 }
command = { type = revoltrisk which = 12 value = 1 }
command = { type = domestic which = INNOVATIVE value = -1 }
command = { type = land value = -400 }
command = { type = naval value = -500 }
command = { type = trade value = -300 }
command = { type = infra value = -200 }
command = { type = provincetax which = -1 value = -1 }
command = { type = DIP which = -4 value = 16 }
command = { type = missionaries value = 2 }
command = { type = ADM which = -4 value = 14 }
command = { type = MIL which = 4 value = 24 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Plague
#########################################################################

event = {
id = 800612
random = yes
name = "EVENTNAME30"
desc = "EVENTHIST30"
trigger = {
NOT = { countrysize = 4 }

}

action_a = {
name = "OK"
command = { type = stability value = -1 }
command = { type = population which = -1 value = -1000 }
command = { type = land value = -100 }
command = { type = naval value = -100 }
command = { type = trade value = -300 }
command = { type = infra value = -300 }
command = { type = revoltrisk which = 24 value = 1 }
command = { type = revoltrisk which = 12 value = 1 }
command = { type = provincetax which = -1 value = -1 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Bad Government Policies
#########################################################################

event = {
id = 800625
trigger = {
NOT = { countrysize = 4 }
ai = no
}
random = yes
name = "EVENTNAME41"
desc = "EVENTHIST41"
style = 0

action_a = {
name = "OK"
command = { type = stability value = -1 }
command = { type = infra value = -100 }
command = { type = trade value = -100 }
command = { type = badboy value = 1 }
command = { type = provincetax which = -1 value = -1 }
command = { type = land value = -1000 }
command = { type = ADM which = -1 value = 12 }
command = { type = DIP which = -1 value = 12 }
command = { type = MIL which = -1 value = 12 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Unhappiness among Artisans
#########################################################################

event = {
id = 800637
trigger = {
ai = no
domestic = { type = serfdom value = 3 }
NOT = { countrysize = 4 }
NOT = { flag = gaelic_law }
}
random = yes
name = "EVENTNAME43"
desc = "EVENTHIST43"
style = 0

action_a = {
name = "EVENT43_A"
command = { type = infra value = -100 }
command = { type = provincetax which = -1 value = -1 }
}
action_b = {
name = "EVENT43_B"
command = { type = domestic which = serfdom value = -1 }
command = { type = treasury value = -25 }
command = { type = badboy value = -1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = land value = -500 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Unhappiness among merchants
#########################################################################

event = {
id = 800655
trigger = {
ai = no
trade = 2
NOT = { countrysize = 4 }
domestic = { type = mercantilism value = 2 }
}
random = yes
name = "EVENTNAME45"
desc = "EVENTHIST45"
style = 0

action_a = {
name = "OK"
command = { type = merchants value = -1 }
command = { type = trade value = -100 }
command = { type = provincetax which = -1 value = -1 }
command = { type = ADM which = -2 value = 12 }
}
action_b = {
name = "Remit tariffs this season"
command = { type = DIP which = 2 value = 12 }
command = { type = ADM which = -2 value = 12 }
command = { type = MIL which = -3 value = 12 }
command = { type = badboy value = -1 }
command = { type = domestic which = CENTRALIZATION value = -1 }
command = { type = provincetax which = -1 value = -1 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Treacherous Noble by Midasear, rewritten by Korath, edited by MattyG
#########################################################################

event = {
id = 800700
trigger = {
ai = no
NOT = { stability = 3 }
NOT = { infra = 9 }
domestic = { type = aristocracy value = 4 }
NOT = { flag = gaelic_law }
}
random = yes
name = "Treacherous Noble Arrested"
desc = "A foolish, but wealthy, popular, and high-ranking, noble has been implicated in a treasonous plot. The plot had little chance of success and he pleads for forgiveness, but the evidence against him is strong. How shall we deal with this fool?"

action_a = {
name = "Hang him and confiscate his estate"
command = { type = stability value = -2 }
command = { type = domestic which = centralization value = 1 }
command = { type = domestic which = aristocracy value = -1 }
command = { type = cash value = 100 }
command = { type = casusbelli which = -1 value = 3 }
command = { type = revoltrisk which = 12 value = 2 }
command = { type = revoltrisk which = 8 value = 2 }
command = { type = revoltrisk which = 3 value = 2 }
command = { type = provincetax which = -1 value = 2 }
command = { type = provincetax which = -2 value = 1 }
command = { type = DIP which = -2 value = 12 }
command = { type = ADM which = 3 value = 12 }
command = { type = MIL which = 4 value = 12 }
}
action_b = {
name = "Behead him and leave his estate to his heirs"
command = { type = stability value = -1 }
command = { type = domestic which = centralization value = 1 }
command = { type = revolt which = -3 }
command = { type = revoltrisk which = 12 value = 5 }
command = { type = provincetax which = -1 value = 2 }
command = { type = DIP which = 3 value = 12 }
command = { type = ADM which = 1 value = 12 }
command = { type = MIL which = 2 value = 12 }
}
action_c = {
name = "Show mercy - impose a fine and exile"
command = { type = stability value = 1 }
command = { type = cash value = 25 }
command = { type = revoltrisk which = 60 value = 1 }
command = { type = DIP which = 5 value = 12 }
command = { type = ADM which = -1 value = 12 }
command = { type = MIL which = -3 value = 12 }
command = { type = inflation value = 1 }
command = { type = badboy value = -1 }
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Foreign Powers Funding Dissidents by Pierreluc, rewritten by Peter Ebbesen, then by MattyG
#########################################################################

event = {
id = 800701
random = yes
trigger = {
ai = no
infra = 5
countrysize = 15
}
name = "Foreign powers are funding dissidents"
desc = "Supplementing their thrust against our realm, our enemies are fomenting rebellion in our midst!"

action_a = {
name = "Keep an eye on the rabble then!"
command = { type = stability value = -1 }
command = { type = revoltrisk which = 3 value = 3 }
command = { type = fortress which = -1 value = 1 }
command = { type = land value = -200 }
command = { type = casusbelli which = -1 value = 12 }
command = { type = badboy value = -1 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Colonial Uprising
#########################################################################

event = {
id = 800714
trigger = {
year = 1600
NOT = { countrysize = 80 }
}
random = yes
name = "EVENTNAME2"
desc = "EVENTHIST2"
style = 0

action_a = {
name = "OK"
command = { type = fortress which = -4 value = -1 }
command = { type = ADM which = -1 value = 9 }
command = { type = MIL which = 1 value = 12 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Nobles
#########################################################################

event = {
id = 800737
trigger = {
domestic = { type = aristocracy value = 1 }
NOT = { domestic = { type = aristocracy value = 8 } }
NOT = { countrysize = 4 }
NOT = { flag = gaelic_law }
}
random = yes
name = "EVENTNAME_A0"
desc = "EVENTHIST_A0"
style = 0

action_a = {
name = "EVENT_A0_A"
command = { type = domestic which = aristocracy value = 1 }
command = { type = MIL which = 2 value = 6 }
command = { type = DIP which = 2 value = 9 }
command = { type = ADM which = -2 value = 12 }
command = { type = provincetax which = -1 value = -1 }
command = { type = fortress which = -1 value = 1 }
command = { type = gainbuilding which = -1 value = courthouse }
}
action_b = {
name = "EVENT_A0_B"
command = { type = revoltrisk which = 24 value = 2 }
command = { type = MIL which = -1 value = 6 }
command = { type = DIP which = -2 value = 9 }
command = { type = ADM which = 1 value = 12 }
command = { type = provincetax which = -4 value = 1 }
}
action_c = {
name = "EVENT_A0_C"
command = { type = stability value = -3 }
command = { type = domestic which = aristocracy value = -1 }
command = { type = MIL which = -2 value = 6 }
command = { type = DIP which = -2 value = 9 }
command = { type = ADM which = 3 value = 12 }
command = { type = badboy value = -1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = fortress which = -1 value = -1 }
command = { type = gainbuilding which = -1 value = cityrights }
command = { type = treasury value = 100 }
}
}
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
# Grant Export Licences
#########################################################################

event = {
id = 800768
trigger = {
trade = 2
NOT = { flag = gaelic_law }
}
random = yes
name = "EVENTNAME_A14"
desc = "EVENTHIST_A14"
style = 0

action_a = {
name = "EVENT_A14_A"
command = { type = trade value = 300 }
command = { type = relation which = -1 value = 15 }
command = { type = relation which = -1 value = 15 }
command = { type = relation which = -1 value = 15 }
command = { type = cash value = -20 }
command = { type = domestic which = mercantilism value = -1 }
}
action_b = {
name = "EVENT_A14_B"
command = { type = trade value = -100 }
command = { type = domestic which = mercantilism value = 1 }
}
}
 

MattyG

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beregic said:
Boundary Dispute
#########################################################################
# Reversed options for larger nations to help out the AI

event = {
id = 800003
trigger = {
NOT = { countrysize = 4 }
}
random = yes
name = "EVENTNAME_A27"
desc = "EVENTHIST_A27"
style = 0
action_a = {
name = "EVENT_A27_A"
command = { type = stability value = -1 }
command = { type = casusbelli which = -1 value = 6 }
command = { type = relation which = -3 value = -25 }
command = { type = badboy value = 1 }
command = { type = provincetax which = -1 value = -1 }
command = { type = DIP which = -3 value = 12 }
command = { type = MIL which = 2 value = 12 }
}
action_b = {
name = "EVENT_A27_B"
command = { type = stability value = 1 }
command = { type = relation which = -3 value = 40 }
command = { type = treasury value = -50 }
command = { type = badboy value = -1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = DIP which = 3 value = 12 }
command = { type = ADM which = 2 value = 12 }
}
}

Here's what I changed it to. Removed all other scaled versions and changed the triggers. No-one will negotiate with badboys. ;)


Code:
event = {
	id = 800003
	trigger = {
		NOT = { badboy value = 10 }
		stability = -1
	}
	random = yes
	name = "EVENTNAME_A27"
	desc = "EVENTHIST_A27"

	action_a = {
		name = "EVENT_A27_B"
		command = { type = stability value = 1 }
		command = { type = relation which = -3 value = 40 }
		command = { type = badboy value = -1 }
		command = { type = MIL which = -1 value = 12 }
		command = { type = DIP which = 1 value = 12 }
	}
	action_b = {
		name = "EVENT_A27_A"
		command = { type = casusbelli which = -1 value = 6 }
		command = { type = relation which = -3 value = -25 }
		command = { type = badboy value = 1 }
		command = { type = MIL which = 1 value = 12 }
		command = { type = DIP which = -2 value = 12 }
	}
}
 

MattyG

Attention is love.
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Mar 23, 2003
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beregic said:
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 = {
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 my changes to Unhappiness among the Peasantry. Removed all the scaling to simplfy things and just added a second version if serfdom is 7+

Code:
event = {
	id = 800643
	trigger = {
		domestic = { type = serfdom value = 4 }
		NOT = { flag = gaelic_law }
		ai = no
	}
	random = yes
	name = "EVENTNAME44"
	desc = "EVENTHIST44"

	action_a = {
		command = { type = stability value = -1 }
		command = { type = domestic which = SERFDOM value = 1 }
		command = { type = domestic which = aristocracy value = 1 }
		command = { type = revoltrisk which = 12 value = 2 }
		command = { type = revoltrisk which = 24 value = 1 }
		command = { type = DIP which = 1 value = 12 }
		command = { type = ADM which = -1 value = 12 }
		command = { type = MIL which = -1 value = 12 }
		command = { type = MIL which = -1 value = 12 }
		command = { type = badboy value = 1 }
		command = { type = revolt which = -1 }
		command = { type = infra value = -300 }
	}
	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 = DIP which = -1 value = 12 }
		command = { type = DIP which = -1 value = 24 }
		command = { type = DIP which = -1 value = 48 }
		command = { type = ADM which = 1 value = 12 }
		command = { type = ADM which = 1 value = 36 }
		command = { type = MIL which = -2 value = 12 }
		command = { type = MIL which = -1 value = 24 }
		command = { type = MIL which = -1 value = 36 }
		command = { type = MIL which = -1 value = 60 }
		command = { type = badboy value = 1 }
		command = { type = infra value = -300 }
	}
	action_c = {
		name = "Use This as an Excuse to Increase Taxes"
		command = { type = stability value = -3 }
		command = { type = domestic which = serfdom value = 1 }
		command = { type = inflation value = -1 }
		command = { type = badboy value = 1 }
		command = { type = revoltrisk which = 12 value = 4 }
		command = { type = revoltrisk which = 24 value = 1 }
		command = { type = revoltrisk which = 36 value = 1 }
		command = { type = revoltrisk which = 60 value = 1 }
		command = { type = ADM which = -2 value = 12 }
		command = { type = ADM which = -1 value = 24 }
		command = { type = ADM which = -1 value = 36 }
		command = { type = ADM which = -1 value = 60 }
	}
	action_d = {
		name = "Pay Off Peasant Leaders"
		command = { type = stability value = -1 }
		command = { type = inflation value = 1 }
		command = { type = DIP which = -1 value = 12 }
		command = { type = DIP which = -1 value = 24 }
		command = { type = DIP which = -1 value = 48 }
		command = { type = MIL which = -2 value = 12 }
		command = { type = MIL which = -1 value = 36 }
	}
}
 

MattyG

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beregic said:
# Cathedral/Mosque events from EEP (pierreluc)
#########################################################################

# Reversed options for small nations to help the AI
event = {
id = 800022
trigger = { OR = { religion = catholic
religion = counterreform
religion = protestant
religion = reformed
religion = orthodox
}
NOT = { stability = 3 }
NOT = { countrysize = 9 }
}
random = yes
name = "EVENTNAME1102"
desc = "EVENTHIST1102"
style = 0

action_a = {
name = "EVENT1102B"
command = { type = vp value = -20 }
command = { type = provincetax which = -1 value = -1 }
command = { type = domestic which = INNOVATIVE value = 1 }
command = { type = domestic which = mercantilism value = -1 }
command = { type = domestic which = CENTRALIZATION value = 1 }
command = { type = domestic which = aristocracy value = 1 }
command = { type = ADM which = -2 value = 12 }
command = { type = DIP which = -1 value = 12 }
command = { type = infra value = -250 }
command = { type = trade value = -100 }

}
action_b = {
name = "EVENT1102A"
command = { type = stability value = 2 }
command = { type = treasury value = -200 }
command = { type = missionaries value = 1 }
command = { type = badboy value = -1 }
command = { type = domestic which = INNOVATIVE value = -1 }
command = { type = domestic which = aristocracy value = -1 }
command = { type = domestic which = mercantilism value = 1 }
command = { type = ADM which = 3 value = 12 }
command = { type = DIP which = 1 value = 12 }
command = { type = provincetax which = -1 value = 1 }
command = { type = gainmanufactory which = -1 value = luxury }
command = { type = trade value = 250 }
command = { type = infra value = 250 }
}
}

I personally do not like most of the changes you made here. Why all these slider shifts? Maybe you have chosen option a only because the coffers are empty? The inno shifts could be argued either way: the construction of great cathedrals added hugely to advancements in building knowledge and the visual arts, so therefore inno ought to go up. I don't think trade and infra should go down because you don't build a cathedral. Ditto provincetax going down. I also thin a cathedral ought not have such an impact on mercantilism or centralization or the standing of the aristicracy.
 

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beregic said:
# Birth of an heir to the throne
#####################################################

event = {
id = 800026
random = yes
trigger = { NOT = { flag = gaelic_law } }
name = "EVENTNAME1129"
desc = "EVENTHIST1129"
style = 0
action_a = {
name = "EVENT1129A"
command = { type = stability value = 1 }
command = { type = badboy value = -1 }
command = { type = provincetax which = -2 value = 1 }
command = { type = DIP which = 3 value = 12 }
command = { type = ADM which = 2 value = 12 }
command = { type = MIL which = -3 value = 12 }
command = { type = treasury value = -50 }
command = { type = domestic which = SERFDOM value = -1 }
command = { type = ADM which = 2 value = 24 }
command = { type = revoltrisk which = 12 value = -2 }
command = { type = cavalry which = -2 value = 2000 }
}
}


I really don't get why most of those commands would occur just because a boy has been born.
 

MattyG

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beregic said:
#########################################################################
# Saint Performs Miracle
#########################################################################
event = {
id = 800033
random = yes
name = "EVENTNAME_A5"
desc = "EVENTHIST_A5"
style = 0
trigger ={
OR = {
religion = catholic
religion = counterreform
}
}

action_a = {
name = "OK"
command = { type = stability value = 2 }
command = { type = revoltrisk value = -1 }
command = { type = domestic which = INNOVATIVE value = -1 }
command = { type = revoltrisk which = 24 value = -6 }
command = { type = conversion which = -1 }
command = { type = provincetax which = -1 value = 1 }
command = { type = badboy value = 1 }
}
}

This forces an inno shift without any option to say no, which is not a good idea. I don't see why conversion would occur or badboy go down and the command revoltrisk = -1 is not a correct command. Maybe stability = 2 is too much. Or how about we scale the event for more 'religious' countries.

Code:
event = {
	id = 800033
	random = yes
	name = "EVENTNAME_A5"
	desc = "EVENTHIST_A5"
	style = 0
	trigger ={
		OR = {
			religion = catholic
			religion = counterreform
		}
                NOT = { domestic = { type = innovative value = 9 } }
	}

	action_a = {
		name = "OK"
		command = { type = stability value = 1 }
                command = { type = revoltrisk which = 12 value = -2 }
                command = { type = revoltrisk which = 24 value = -1 }
                command = { type = badboy value = 1 }
	}
}
event = {
	id = 800034
	random = yes
	name = "EVENTNAME_A5"
	desc = "EVENTHIST_A5"
	style = 0
	trigger ={
		OR = {
			religion = catholic
			religion = counterreform
		}
                NOT = { domestic = { type = innovative value = 3 } }
	}

	action_a = {
		name = "OK"
		command = { type = stability value = 2 }
                command = { type = revoltrisk which = 12 value = -3 }
                command = { type = revoltrisk which = 24 value = -2 }
                command = { type = badboy value = 1 }
	}
}