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GurenGaaze

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Jul 17, 2010
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So currently I have played with a play style of trying to not kill any more than nececary when taking cities in war. Thinking that it will bring me more cash/research and stuff in the long run.
But I wonder when thinking about different pop types, is it actually more worth it to sack a city, kill a few/many tribesmen, or other pops?

So, what are some criteria for you on how and when to sack a city?
Mine is/was to not sack a city if it would demote it's status to a settlement, or a from metrapolis to a city. And to this day, trying to kill as few as possible.
 
I check if they are in the same culture as me.
if it would kill primary culture pops, I am gentle.
if they killed would be of my culture group, I will be a bit evil.
and if they are foreigners, slaughter them all. it will make it easier to

a) control: less pops to convert and assimilate
b) grow: less pops and more capacity increases pop growth. to maximize that even more, build graneries. and if you have full citites, pops will migrate there slowly.
c) demand: less pops means both less war score cost and less AE it is the main reason I follow a scorched earth tactic when warfaring. you do not grow with many territories, but with many pops and sieging and enslaving gives you pops for free.

so I often spend my time just sacking citites, sieging everything down and taking as many slaves as possible.
 
I kill anything that isn't same culture group.

The reason being it reduces warscore cost and it becomes easier to assimilate as their are less pops left alive.

If you do this early on a a OPM you can use the gold to hire mercs and basically win any war as a result.

It has less of an impact the further into the game you go but its still nice to have your leader go round and sack all the undefended enemy cities for the extra bit of gold.
 
Last edited:
So currently I have played with a play style of trying to not kill any more than nececary when taking cities in war. Thinking that it will bring me more cash/research and stuff in the long run.
Money now is generally much better than Money later and less pops also mean easier to keep higher research ratio.
 
So currently I have played with a play style of trying to not kill any more than nececary when taking cities in war. Thinking that it will bring me more cash/research and stuff in the long run.
But I wonder when thinking about different pop types, is it actually more worth it to sack a city, kill a few/many tribesmen, or other pops?
I prefer not razing Cities I plan to keep. Unless I am really strapped for cash, of course.

Cities that my "allies" or "vassals" will get? Or even cities that will just go back to current owner? Burn it! I do not want the future owner to get too far ahead...


I would not kill a Tribesman. Sure, they are not ideal if you are a non-Tribal Nation. But that really just makes them pops that can still degrade to slaves or upgrade to something usefull.
Also Tribesman are usually the least troublesome pop-group, when converting. They start at 100% happiness like Slaves. They do get a happiness penalty for Civlisation value, but that one takes time to tick up anyway. And you got some easy buff-options, like techs and Woal. So they are the least likely to produce unrest too.
They might convert a bit slower, but conversion is a longterm game anyway.
 
I used to leave the cities untouched as well, but since the invention costs switched to gold I began to reevaluate. I now raze any city I conquer as a matter of course. There are less pops to assimilate and it usually provides enough gold for like 3 or 4 technologies (sometimes more). I just received what I recall as something between 40 and 50K gold in a Carthage game just last night. They usually provide research points, heavy infantry bonuses, and/or morale.

PS, has anyone published a list of sackable cities? This would figure prominently in any rational plan for world conquest.
 
Do you mean the ones that get special events? The only ones I know off the top of my head are Carthage, Rome, Syracuse, Sparta.

Edit:

It's in the events folder dhe_city-fall

province_id = 3256 # Carthage
province_id = 1 # Rome
province_id = 516 # Alexandria
province_id = 500 # Memphis
province_id = 743 # Tyre
province_id = 687 # Jerusalem
province_id = 790 # Antigonia/Antiocheia
province_id = 918 # Babylon
province_id = 911 # Seleucia Magna
province_id = 4799 # Persepolis
province_id = 4440 # Pataliputra
province_id = 84 # Syracuse
province_id = 416 # Athens
province_id = 427 # Sparta
province_id = 379 # Pella
province_id = 350 # Lysimacheia
province_id = 266 # Rhodes
 
Last edited:
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For tribesmen, they demote super slow but they can be promoted quite quickly with social mobility so you can spam barracks in tribal areas to get them to promote to freemen, however if that is Worth the gold and political Power is Another question.

Often tribal areas have low population density which make it rather easy to assimilate them and the base value for assimilation for tribesmen is not much lower than for other pops and the base value is so low it take forever without the policy anyway.

If you are a tribe you can move the tribesmen into cities and tribes can get high base promotion speed which may a reason to stay as a tribe rather than rush straight for republic/monarchy who have lower base promotion speed and no ability to manually move tribesmen.

Another way to make Money is to take advantage of bankruptcy events by spending your Money into long term Projects like forts and change economic policy so you reach negative treasury and keep it that way while trying to maximize your income since the bankruptcy events give either 3 or 6 months Worth of income (which can be much more since alot of normal income is eaten up by wages) depending on which event you get. Once you get that you can cancel the forts and thus have much more Money on your hand than you would otherwise had.
 
Do you mean the ones that get special events? The only ones I know off the top of my head are Carthage, Rome, Syracuse, Sparta.
Yeah, the ones that give bonuses when you sack them (gold, research, morale, etc...). I think I will begin to compile a list. I know there are a bunch of them around Anatolia & Syria as well as Greece.
Rhodes, Pella, Alexandria, Athens, Seleucid Megale, at least 1 more in Anatolia, at least 1 more around Syria, and if you can make it to the Mauryan capital there's one there as well. It's been my experience that the bonuses from sacking these cities can keep an expansive republic or empire rolling right along...
 
Do you mean the ones that get special events? The only ones I know off the top of my head are Carthage, Rome, Syracuse, Sparta.

Edit:

It's in the events folder dhe_city-fall

province_id = 3256 # Carthage
province_id = 1 # Rome
province_id = 516 # Alexandria
province_id = 500 # Memphis
province_id = 743 # Tyre
province_id = 687 # Jerusalem
province_id = 790 # Antigonia/Antiocheia
province_id = 918 # Babylon
province_id = 911 # Seleucia Magna
province_id = 4799 # Persepolis
province_id = 4440 # Pataliputra
province_id = 84 # Syracuse
province_id = 416 # Athens
province_id = 427 # Sparta
province_id = 379 # Pella
province_id = 350 # Lysimacheia
province_id = 266 # Rhodes

Yeah, the ones that give bonuses when you sack them (gold, research, morale, etc...). I think I will begin to compile a list. I know there are a bunch of them around Anatolia & Syria as well as Greece.
Rhodes, Pella, Alexandria, Athens, Seleucid Megale, at least 1 more in Anatolia, at least 1 more around Syria, and if you can make it to the Mauryan capital there's one there as well. It's been my experience that the bonuses from sacking these cities can keep an expansive republic or empire rolling right along...

These are the propably resonsible on_action event triggers:
Code:
on_province_occupied = { #province scope, it will fire AS WELL as on_siege_won
    events = {
        fire_events.1
        slave_revolts.2 #Interactive Looting
        slave_revolts.5 #Interactive Looting of capital
    }
}

Code:
on_siege_won = { #Only triggers if sieging army has a commander (which is also ROOT in this on_action)
    effect = {
        if = {
            limit = {
                is_mercenary = yes
                has_variable = adventuring_from
                var:adventuring_from = {
                    has_land = yes
                }
            }
            set_variable = {
                name = adventuring_mercenary_siege
                value = location
            }
        }
    }
   
    events = {
        warfare.1
    }

}
 
Warfare.1 seems to be the "how much you want to loot" selection:
Code:
warfare.1 = {
    type = character_event
    title = "warfare.1.t"
    desc = "warfare.1.desc"
  
    picture = city_siege
  
    left_portrait = root
    right_portrait = scope:enemy_ruler
  
    goto_location = scope:enemy_ruler
  
    trigger = {
        location = {
            OR = {
                ROOT = {
                    is_mercenary = yes
                }
                NOT = { owner = root.employer }
            }
            OR = {
                has_city_status = yes
                is_capital = yes
            }
        }
    }
  
    immediate = {
        save_scope_as = siege_instigator
        add_popularity = popularity_small
        if = {
            limit = {
                NOT = {
                    has_variable = sieginator
                }
            }
            set_variable = {
                name = sieginator
                value = 1
            }
        }
        else = {
            change_variable = {
                name = sieginator
                add = 1
            }
        }
        hidden_effect = { #Nickname assignation
            if = {
                limit = {
                    has_nickname = no
                    has_variable = sieginator
                    var:sieginator >= 20
                    has_culture_group = latin
                }
                add_nickname = NICKNAME_IMPERIOSUS
                if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
            }
            else_if = {
                limit = {
                    has_nickname = no
                    has_variable = sieginator
                    var:sieginator >= 20
                    NOT = {
                        has_culture_group = latin
                    }
                }
                add_nickname = NICKNAME_THE_BESIEGER
                if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
            }
            if = {
                limit = {
                    has_culture_group = latin
                    location = {
                        province_id = 3256
                    }
                }
                random_list = {
                    25 = {
                        add_nickname = NICKNAME_AFRICANUS
                        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
                    }
                    75 = { }
                }
            }
        }
        set_local_variable = {
            name = sieged_city
            value = location
        }
        location = {
            save_scope_as = temp_city_scope_warfare_1
        }
        location = {
            owner = {
                current_ruler = {
                    save_scope_as = enemy_ruler
                }
            }
        }
    }
  
    option = {
        name = "warfare.1.a" #Be nice to them
        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
        add_gold = {
            value = warfare_1_loot_small_value
        }
        if = {
            limit = {
                is_ruler = yes
            }
            employer = {
                add_treasury = {
                    value = warfare_1_loot_small_value
                }
            }
        }
        hidden_effect = {
            random_list = {
                50 = {}
                50 = {
                    location = {
                        add_city_fire_effect = yes
                    }
                }
            }
        }
        ai_chance = {
            base = 10
            modifier = {
                add = 10
                has_trait = kindly
            }
            modifier = {
                add = 10
                has_trait = humble
            }
            modifier = {
                add = 10
                has_trait = loving
            }
            modifier = {
                add = 10
                has_trait = submissive
            }
            modifier = {
                add = 10
                has_trait = lazy
            }
        }
    }
  
    option = {
        name = "warfare.1.b" #normal looting
        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
        add_gold = {
            value = warfare_1_loot_medium_value
        }
        if = {
            limit = {
                is_ruler = yes
            }
            employer = {
                add_treasury = {
                    value = warfare_1_loot_medium_value
                }
            }
        }
        if = {
            limit = {
                is_general = yes
                unit = {
                    any_sub_unit = {
                        has_personal_loyalty = no
                    }
                }
            }
            unit = {
                random_sub_unit = {
                    set_personal_loyalty = root
                }
            }
        }
        local_var:sieged_city = {
            while = {
                count = 2
                random_pops_in_province = {
                    kill_pop = yes
                }
            }
        }
        location = {
            add_city_fire_effect = yes
        }
        hidden_effect = {
            if = {
                limit = {
                    location = {
                        city_has_destroyable_wonder_trigger = yes
                    }
                }
                random_list = {
                    50 = {} # Nothing happens
                    10 = {
                        trigger = {
                            location = {
                                city_has_museion_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_museion.12
                                }
                            }
                        }
                    }
                    10 = {
                        trigger = {
                            location = {
                                city_has_colossus_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_colossus_of_rhodes.13
                                }
                            }
                        }
                    }
                }
            }
        }
        ai_chance = {
            base = 20
        }
    }
  
    option = {
        name = "warfare.1.c" #megalooting
        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
        add_gold = {
            value = warfare_1_loot_large_value
        }
        if = {
            limit = {
                is_ruler = yes
            }
            employer = {
                add_treasury = {
                    value = warfare_1_loot_large_value
                }
            }
        }
        if = {
            limit = {
                NOR = {
                    has_trait = cruel
                    has_trait = merciful
                    number_of_traits >= 5
                }
            }
            add_trait = cruel
        }
        if = {
            limit = {
                is_general = yes
                unit = {
                    any_sub_unit = {
                        has_personal_loyalty = no
                    }
                }
            }
            while = {
                count = 3
                limit = {
                    unit = {
                        any_sub_unit = {
                            has_personal_loyalty = no
                        }
                    }
                }
                unit = {
                    random_sub_unit = {
                        set_personal_loyalty = root
                    }
                }
            }
        }
        local_var:sieged_city = {
            while = {
                count = 4
                random_pops_in_province = {
                    kill_pop = yes
                }
            }
        }
        location = {
            add_city_fire_effect = yes
        }
        hidden_effect = {
            if = {
                limit = {
                    location = {
                        city_has_destroyable_wonder_trigger = yes
                    }
                }
                random_list = {
                    20 = {} # Nothing happens
                    10 = {
                        trigger = {
                            location = {
                                city_has_museion_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_museion.12
                                }
                            }
                        }
                    }
                    10 = {
                        trigger = {
                            location = {
                                city_has_colossus_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_colossus_of_rhodes.13
                                }
                            }
                        }
                    }
                }
            }
        }
        ai_chance = {
            base = 0
            modifier = {
                add = 10
                has_trait = energetic
            }
            modifier = {
                add = 10
                has_trait = brave
            }
            modifier = {
                add = 10
                has_trait = vengeful
            }
            modifier = {
                add = 10
                has_trait = gluttonous
            }
            modifier = {
                add = 10
                has_trait = arrogant
            }
        }
    }
  
    option = {
        name = "warfare.1.d" #hyperlooting
        trigger = {
            local_var:sieged_city = {
                OR = {
                    total_population >= 60
                    scripted_famous_cities_list_trigger = yes
                }
            }
        }
        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_medium } }
        add_gold = {
            value = warfare_1_loot_huge_value
        }
        if = {
            limit = {
                is_ruler = yes
            }
            employer = {
                add_treasury = {
                    value = warfare_1_loot_huge_value
                }
            }
        }
        if = {
            limit = {
                NOR = {
                    has_trait = cruel
                    has_trait = merciful
                    number_of_traits >= 5
                }
            }
            add_trait = cruel
        }
        set_local_variable = {
            name = looted_gold
            value = warfare_1_loot_huge_value
        }
        local_var:sieged_city = {
            while = {
                count = 6
                random_pops_in_province = {
                    kill_pop = yes
                }
            }
        }
        local_var:sieged_city = {
            add_province_modifier = {
                name = utterly_sacked
                duration = 3650
            }
        }
        if = {
            limit = {
                is_ruler = no
                NOT = {
                    location = {
                        city_has_destroyable_wonder_trigger = yes
                    }
                }
            }
            employer = {
                trigger_event = {
                    id = warfare.2
                }
            }
        }
        if = {
            limit = {
                is_general = yes
                unit = {
                    any_sub_unit = {
                        has_personal_loyalty = no
                    }
                }
            }
            while = {
                count = 5
                limit = {
                    unit = {
                        any_sub_unit = {
                            has_personal_loyalty = no
                        }
                    }
                }
                unit = {
                    random_sub_unit = {
                        set_personal_loyalty = root
                    }
                }
            }
        }
        location = {
            add_city_fire_effect = yes
        }
        hidden_effect = {
            if = {
                limit = {
                    location = {
                        city_has_destroyable_wonder_trigger = yes
                    }
                }
                random_list = {
                    10 = {} # Nothing happens
                    10 = {
                        trigger = {
                            location = {
                                city_has_museion_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_museion.12
                                }
                            }
                        }
                    }
                    10 = {
                        trigger = {
                            location = {
                                city_has_colossus_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_colossus_of_rhodes.13
                                }
                            }
                        }
                    }
                }
            }
        }
        ai_chance = {
            base = 30
            modifier = {
                add = 20
                has_trait = cruel
            }
            modifier = {
                add = 10
                has_trait = cold
            }
            modifier = {
                add = 10
                has_trait = rash
            }
            modifier = {
                add = 10
                has_trait = uncaring
            }
            modifier = {
                add = 10
                has_trait = obsessive
            }
        }
    }
  
}

So apparently you get that selection every time you occupy a Capital Territory that is also a City in a Siege. Wich should be 100% of all Capital occupations, given that Capital Territories get free Fortifications.
 
So apparently you get that selection every time you occupy a Capital Territory that is also a City in a Siege.
Wich should be 100% of all occupations, given that Capital Territories get free Fortifications.
It is or which mean it either need to be a city or a capital (I think it mean only country capital not provincial capitals).
 
Interesting input. Sounds like sacking the city is the best way to go (still not sure if demoting its status is good though)
I know that when assigning your King or Consul or "Leader" to an army, will give you the option to sack/loot a city, and the money goes to both the leader and the country. But does this also apply if you had 1-2k armies with no generals in them? Would the cash go to the country or would you not get any at all?
 
It is or which mean it either need to be a city or a capital (I think it mean only country capital not provincial capitals).
Now that I read it again, it does seem to be city or (nation) capital.

Province Capitals are a new thing to the clausetwitz engine, so I am guessing they would get their own check.

But does this also apply if you had 1-2k armies with no generals in them? Would the cash go to the country or would you not get any at all?

I don't think anything happens if you don't have a commander.
The check is oddly in the on action part, but it is there:
Code:
on_siege_won = { #Only triggers if sieging army has a commander (which is also ROOT in this on_action)

Note that you should be carefull about the selection if it is your Ruler. Kind is a better ruler trait then Cruel overall.
 
Note that you should be carefull about the selection if it is your Ruler. Kind is a better ruler trait then Cruel overall.
You only get to make the choice if it is your ruler, which means potentially gaining "Cruel" is always in play.

Otherwise you get no pop-up (I haven't checked the code to see if the AI general makes that decision somehow if it's a non-ruler general in terms of the effects, but you don't get any input on the process or any money out of it).
 
Hi, i cannot see how to mod the number if diing pop. I searched in all data, but i didn't find anythig
Warfare.1 seems to be the "how much you want to loot" selection:
Code:
warfare.1 = {
    type = character_event
    title = "warfare.1.t"
    desc = "warfare.1.desc"
 
    picture = city_siege
 
    left_portrait = root
    right_portrait = scope:enemy_ruler
 
    goto_location = scope:enemy_ruler
 
    trigger = {
        location = {
            OR = {
                ROOT = {
                    is_mercenary = yes
                }
                NOT = { owner = root.employer }
            }
            OR = {
                has_city_status = yes
                is_capital = yes
            }
        }
    }
 
    immediate = {
        save_scope_as = siege_instigator
        add_popularity = popularity_small
        if = {
            limit = {
                NOT = {
                    has_variable = sieginator
                }
            }
            set_variable = {
                name = sieginator
                value = 1
            }
        }
        else = {
            change_variable = {
                name = sieginator
                add = 1
            }
        }
        hidden_effect = { #Nickname assignation
            if = {
                limit = {
                    has_nickname = no
                    has_variable = sieginator
                    var:sieginator >= 20
                    has_culture_group = latin
                }
                add_nickname = NICKNAME_IMPERIOSUS
                if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
            }
            else_if = {
                limit = {
                    has_nickname = no
                    has_variable = sieginator
                    var:sieginator >= 20
                    NOT = {
                        has_culture_group = latin
                    }
                }
                add_nickname = NICKNAME_THE_BESIEGER
                if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
            }
            if = {
                limit = {
                    has_culture_group = latin
                    location = {
                        province_id = 3256
                    }
                }
                random_list = {
                    25 = {
                        add_nickname = NICKNAME_AFRICANUS
                        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
                    }
                    75 = { }
                }
            }
        }
        set_local_variable = {
            name = sieged_city
            value = location
        }
        location = {
            save_scope_as = temp_city_scope_warfare_1
        }
        location = {
            owner = {
                current_ruler = {
                    save_scope_as = enemy_ruler
                }
            }
        }
    }
 
    option = {
        name = "warfare.1.a" #Be nice to them
        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
        add_gold = {
            value = warfare_1_loot_small_value
        }
        if = {
            limit = {
                is_ruler = yes
            }
            employer = {
                add_treasury = {
                    value = warfare_1_loot_small_value
                }
            }
        }
        hidden_effect = {
            random_list = {
                50 = {}
                50 = {
                    location = {
                        add_city_fire_effect = yes
                    }
                }
            }
        }
        ai_chance = {
            base = 10
            modifier = {
                add = 10
                has_trait = kindly
            }
            modifier = {
                add = 10
                has_trait = humble
            }
            modifier = {
                add = 10
                has_trait = loving
            }
            modifier = {
                add = 10
                has_trait = submissive
            }
            modifier = {
                add = 10
                has_trait = lazy
            }
        }
    }
 
    option = {
        name = "warfare.1.b" #normal looting
        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
        add_gold = {
            value = warfare_1_loot_medium_value
        }
        if = {
            limit = {
                is_ruler = yes
            }
            employer = {
                add_treasury = {
                    value = warfare_1_loot_medium_value
                }
            }
        }
        if = {
            limit = {
                is_general = yes
                unit = {
                    any_sub_unit = {
                        has_personal_loyalty = no
                    }
                }
            }
            unit = {
                random_sub_unit = {
                    set_personal_loyalty = root
                }
            }
        }
        local_var:sieged_city = {
            while = {
                count = 2
                random_pops_in_province = {
                    kill_pop = yes
                }
            }
        }
        location = {
            add_city_fire_effect = yes
        }
        hidden_effect = {
            if = {
                limit = {
                    location = {
                        city_has_destroyable_wonder_trigger = yes
                    }
                }
                random_list = {
                    50 = {} # Nothing happens
                    10 = {
                        trigger = {
                            location = {
                                city_has_museion_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_museion.12
                                }
                            }
                        }
                    }
                    10 = {
                        trigger = {
                            location = {
                                city_has_colossus_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_colossus_of_rhodes.13
                                }
                            }
                        }
                    }
                }
            }
        }
        ai_chance = {
            base = 20
        }
    }
 
    option = {
        name = "warfare.1.c" #megalooting
        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_small } }
        add_gold = {
            value = warfare_1_loot_large_value
        }
        if = {
            limit = {
                is_ruler = yes
            }
            employer = {
                add_treasury = {
                    value = warfare_1_loot_large_value
                }
            }
        }
        if = {
            limit = {
                NOR = {
                    has_trait = cruel
                    has_trait = merciful
                    number_of_traits >= 5
                }
            }
            add_trait = cruel
        }
        if = {
            limit = {
                is_general = yes
                unit = {
                    any_sub_unit = {
                        has_personal_loyalty = no
                    }
                }
            }
            while = {
                count = 3
                limit = {
                    unit = {
                        any_sub_unit = {
                            has_personal_loyalty = no
                        }
                    }
                }
                unit = {
                    random_sub_unit = {
                        set_personal_loyalty = root
                    }
                }
            }
        }
        local_var:sieged_city = {
            while = {
                count = 4
                random_pops_in_province = {
                    kill_pop = yes
                }
            }
        }
        location = {
            add_city_fire_effect = yes
        }
        hidden_effect = {
            if = {
                limit = {
                    location = {
                        city_has_destroyable_wonder_trigger = yes
                    }
                }
                random_list = {
                    20 = {} # Nothing happens
                    10 = {
                        trigger = {
                            location = {
                                city_has_museion_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_museion.12
                                }
                            }
                        }
                    }
                    10 = {
                        trigger = {
                            location = {
                                city_has_colossus_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_colossus_of_rhodes.13
                                }
                            }
                        }
                    }
                }
            }
        }
        ai_chance = {
            base = 0
            modifier = {
                add = 10
                has_trait = energetic
            }
            modifier = {
                add = 10
                has_trait = brave
            }
            modifier = {
                add = 10
                has_trait = vengeful
            }
            modifier = {
                add = 10
                has_trait = gluttonous
            }
            modifier = {
                add = 10
                has_trait = arrogant
            }
        }
    }
 
    option = {
        name = "warfare.1.d" #hyperlooting
        trigger = {
            local_var:sieged_city = {
                OR = {
                    total_population >= 60
                    scripted_famous_cities_list_trigger = yes
                }
            }
        }
        if = { limit = { is_minor_character = no } family = { add_prestige = prestige_medium } }
        add_gold = {
            value = warfare_1_loot_huge_value
        }
        if = {
            limit = {
                is_ruler = yes
            }
            employer = {
                add_treasury = {
                    value = warfare_1_loot_huge_value
                }
            }
        }
        if = {
            limit = {
                NOR = {
                    has_trait = cruel
                    has_trait = merciful
                    number_of_traits >= 5
                }
            }
            add_trait = cruel
        }
        set_local_variable = {
            name = looted_gold
            value = warfare_1_loot_huge_value
        }
        local_var:sieged_city = {
            while = {
                count = 6
                random_pops_in_province = {
                    kill_pop = yes
                }
            }
        }
        local_var:sieged_city = {
            add_province_modifier = {
                name = utterly_sacked
                duration = 3650
            }
        }
        if = {
            limit = {
                is_ruler = no
                NOT = {
                    location = {
                        city_has_destroyable_wonder_trigger = yes
                    }
                }
            }
            employer = {
                trigger_event = {
                    id = warfare.2
                }
            }
        }
        if = {
            limit = {
                is_general = yes
                unit = {
                    any_sub_unit = {
                        has_personal_loyalty = no
                    }
                }
            }
            while = {
                count = 5
                limit = {
                    unit = {
                        any_sub_unit = {
                            has_personal_loyalty = no
                        }
                    }
                }
                unit = {
                    random_sub_unit = {
                        set_personal_loyalty = root
                    }
                }
            }
        }
        location = {
            add_city_fire_effect = yes
        }
        hidden_effect = {
            if = {
                limit = {
                    location = {
                        city_has_destroyable_wonder_trigger = yes
                    }
                }
                random_list = {
                    10 = {} # Nothing happens
                    10 = {
                        trigger = {
                            location = {
                                city_has_museion_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_museion.12
                                }
                            }
                        }
                    }
                    10 = {
                        trigger = {
                            location = {
                                city_has_colossus_trigger = yes
                            }
                        }
                        location = {
                            owner = {
                                trigger_event = {
                                    id = dhe_colossus_of_rhodes.13
                                }
                            }
                        }
                    }
                }
            }
        }
        ai_chance = {
            base = 30
            modifier = {
                add = 20
                has_trait = cruel
            }
            modifier = {
                add = 10
                has_trait = cold
            }
            modifier = {
                add = 10
                has_trait = rash
            }
            modifier = {
                add = 10
                has_trait = uncaring
            }
            modifier = {
                add = 10
                has_trait = obsessive
            }
        }
    }
 
}

So apparently you get that selection every time you occupy a Capital Territory that is also a City in a Siege. Wich should be 100% of all Capital occupations, given that Capital Territories get free Fortifications.
 
Hi, i cannot see how to mod the number if diing pop. I searched in all data, but i didn't find anythig
Please keep in mind that the post was from February 2020, so the games code here propably changed. But back then you find the pop killing under the "megalooting" option:

Code:
local_var:sieged_city = {
            while = {
                count = 4
                random_pops_in_province = {
                    kill_pop = yes
                }
            }
        }
In total there are the "kill_pop = yes" in the code, each one under a loot option, each one in a loop - the loop just has a different count.

Overall it is better to ask questions about modding in the moddign subforum. There are people that actually keep current about modding changes.
 
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