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Okay, so I'm about finished with a CK game, and having so much fun I decided to dust off my copy of EU2 and export into that game.

But its been a real, real long time since I played EU2.

I'm going to want to go exploring, but I'm playing as the ahistorical Kingdom of Jerusalem, so I know I won't get any automatic explorers. What slider settings will maximize the number of each that I get? I think I have to go strongly naval, but what other settings are there?
 

Raze

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BarristerBoy said:
Okay, so I'm about finished with a CK game, and having so much fun I decided to dust off my copy of EU2 and export into that game.

But its been a real, real long time since I played EU2.

I'm going to want to go exploring, but I'm playing as the ahistorical Kingdom of Jerusalem, so I know I won't get any automatic explorers. What slider settings will maximize the number of each that I get? I think I have to go strongly naval, but what other settings are there?
max naval gives you more random explorers starting in the 1500's I think. Max army gives you more random conquistadors if I remember correctly.
 

BurningEGO

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Its max narrowminded for conquis, afaik.
 

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Raze said:
max naval gives you more random explorers starting in the 1500's I think. Max army gives you more random conquistadors if I remember correctly.

less the 5(to the left) land slider gives you ONLY explorers, as more then 5(to the right) land sliders gives you ONLY conqustadors. having it 5 ,you get a chance for both. as about other slider affecting it, never checked, this is good enough for me ( i do not think innovative slider has anything do with this, is there?). also need LT above 11.
 

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beregic said:
less the 5(to the left) land slider gives you ONLY explorers, as more then 5(to the right) land sliders gives you ONLY conqustadors. having it 5 ,you get a chance for both. as about other slider affecting it, never checked, this is good enough for me ( i do not think innovative slider has anything do with this, is there?). also need LT above 11.


AFAIK:

explorer - naval slider + naval tech

conquiztador (colonial dinamism event) - narrowminded (less then 3 and maybe an extra set for less then 2 or 1)


A land slider gives no conquiztadors as I remember.
 

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galuska said:
A land slider gives no conquiztadors as I remember.
i meant you get the CHANCE to get them (via random events) by having the land slider in such positions AND a certain land/naval LT level
innovative has no EFFECT on my own games, not that i have seen it( but then again, i never play vanilla map anymore so maybe each mod has its own "specifics" as how to get the conq/exp.). Yoda what are those requierments for agceep again?
 

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beregic said:
i meant you get the CHANCE to get them (via random events) by having the land slider in such positions AND a certain land/naval LT level
innovative has no EFFECT on my own games, not that i have seen it( but then again, i never play vanilla map anymore so maybe each mod has its own "specifics" as how to get the conq/exp.). Yoda what are those requierments for agceep again?
Code:
event = {
	id = 94028 # Paradox event 1108
	random = yes
	name = "EVENTNAME26"
	desc = "EVENTHIST26"
	style = 0
[U][B]	trigger = {
		year = 1600
		NOT = { domestic = { type = innovative value = 4 } }
		NOT = { countrysize = 9 }
	}[/B][/U]

	action_a = {
		name = "OK"
		command = { type = conquistador which = -1  }
		command = { type = colonists value = 2 }
	}
}

event = {
	id = 96028
	random = yes
	name = "EVENTNAME26"
	desc = "EVENTHIST26"
	style = 0
[U][B]	trigger = {
		year = 1600
		NOT = { domestic = { type = innovative value = 4 } }
		countrysize = 9
		NOT = { countrysize = 80 }
	}[/B][/U]

	action_a = {
		name = "OK"
		command = { type = conquistador which = -1  }
		command = { type = colonists value = 3 }
	}
}

event = {
	id = 98028
	random = yes
	name = "EVENTNAME26"
	desc = "EVENTHIST26"
	style = 0
[U][B]	trigger = {
		year = 1600
		NOT = { domestic = { type = innovative value = 4 } }
		countrysize = 80
		NOT = { countrysize = 200 }
	}[/B][/U]

	action_a = {
		name = "OK"
		command = { type = conquistador which = -1  }
		command = { type = colonists value = 4 }
	}
}

event = {
	id = 99028
	random = yes
	name = "EVENTNAME26"
	desc = "EVENTHIST26"
	style = 0
[U][B]	trigger = {
		year = 1600
		NOT = { domestic = { type = innovative value = 4 } }
		countrysize = 200
	}[/B][/U]

	action_a = {
		name = "OK"
		command = { type = conquistador which = -1  }
		command = { type = colonists value = 5 }
	}
}

From what i know, neither LT, nor NT, much less more land, has anything to do with getting extra conquistadors.
 

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BurningEGO said:
Code:
event = {
	id = 94028 # Paradox event 1108
	random = yes
	name = "EVENTNAME26"
	desc = "EVENTHIST26"
	style = 0
[U][B]	trigger = {
		year = 1600
		NOT = { domestic = { type = innovative value = 4 } }
		NOT = { countrysize = 9 }
	}[/B][/U]

	action_a = {
		name = "OK"
		command = { type = conquistador which = -1  }
		command = { type = colonists value = 2 }
	}
}

event = {
	id = 96028
	random = yes
	name = "EVENTNAME26"
	desc = "EVENTHIST26"
	style = 0
[U][B]	trigger = {
		year = 1600
		NOT = { domestic = { type = innovative value = 4 } }
		countrysize = 9
		NOT = { countrysize = 80 }
	}[/B][/U]

	action_a = {
		name = "OK"
		command = { type = conquistador which = -1  }
		command = { type = colonists value = 3 }
	}
}

event = {
	id = 98028
	random = yes
	name = "EVENTNAME26"
	desc = "EVENTHIST26"
	style = 0
[U][B]	trigger = {
		year = 1600
		NOT = { domestic = { type = innovative value = 4 } }
		countrysize = 80
		NOT = { countrysize = 200 }
	}[/B][/U]

	action_a = {
		name = "OK"
		command = { type = conquistador which = -1  }
		command = { type = colonists value = 4 }
	}
}

event = {
	id = 99028
	random = yes
	name = "EVENTNAME26"
	desc = "EVENTHIST26"
	style = 0
[U][B]	trigger = {
		year = 1600
		NOT = { domestic = { type = innovative value = 4 } }
		countrysize = 200
	}[/B][/U]

	action_a = {
		name = "OK"
		command = { type = conquistador which = -1  }
		command = { type = colonists value = 5 }
	}
}

From what i know, neither LT, nor NT, much less more land, has anything to do with getting extra conquistadors.
yes inno plays a role into it as well.(i doubt anyone would play with 0 inno around 1500 :D , but hey who knows, there are always "greedy" players that think earlly colonization at ANY costs could be an advantage :rofl: )
if u read above crefully you see that i am NOT reffering to the vanilla eu2 :D . regardless the faq is about what i thought it is :)
Year Name of Event Preconditions*
1550- Explorer land<=3; naval>=11; trade>=3
1550- Explorer land<=1; naval>=11; trade>=3
1600- Explorer land<=3; naval>=18; trade>=5; mercantilism<=3
1600- Explorer land<=1; naval>=18; trade>=5; mercantilism<=1
* "land" here is the DP slider, not land tech.
also forgat, need to be post 1500's
"colonial dynamism" is not the ONLY event that generates conqustadores.

as a side note; looking in the vanilla eu2 codes (as the one u listed above), it all seems too "basic", should i say "antique" maybe :D , one more reason agceep is way NET superior to the vanila mod( years and years of work put into it shows a major diffrence).

Conquistador (Europe)
#-----------------------------------------------------------------------------------------------

event = {
id = 96000083 #Paradox 1041
trigger = {
NOT = { owned = { province = 1614 data = -1 } } #not for the Pope (MUS)
land = 11
NOT = { religion = pagan }
domestic = { type = land value = 5 }
}
random = yes
name = "EVENTNAME_RANDOM083" #Conquistador
desc = "EVENTHIST_RANDOM083"
#-#A daring adventurer and his company have put themselves at our disposal to win new land for god and country! The vast track of still unknown and unexplored lands would always attract adventurers in search of glory, fame and wealth.

action_a = {
name = "OK"
command = { type = conquistador which = -1 }
command = { type = colonists value = 2 }
}
}

event = {
id = 96010083 #Paradox 1041
trigger = {
NOT = { owned = { province = 1614 data = -1 } } #not for the Pope (MUS)
land = 11
NOT = { religion = pagan }
domestic = { type = land value = 8 }
}
random = yes
name = "EVENTNAME_RANDOM083" #Conquistador
desc = "EVENTHIST_RANDOM083"
#-#A daring adventurer and his company have put themselves at our disposal to win new land for god and country! The vast track of still unknown and unexplored lands would always attract adventurers in search of glory, fame and wealth.

action_a = {
name = "OK"
command = { type = conquistador which = -1 }
command = { type = colonists value = 2 }
}
}

event = {
id = 96020083 #Paradox 1041
trigger = {
NOT = { owned = { province = 1614 data = -1 } } #not for the Pope (MUS)
land = 18
NOT = { religion = pagan }
domestic = { type = land value = 6 }
NOT = { domestic = { type = innovative value = 4 } }
}
random = yes
name = "EVENTNAME_RANDOM083" #Conquistador
desc = "EVENTHIST_RANDOM083"
#-#A daring adventurer and his company have put themselves at our disposal to win new land for god and country! The vast track of still unknown and unexplored lands would always attract adventurers in search of glory, fame and wealth.

action_a = {
name = "OK"
command = { type = conquistador which = -1 }
command = { type = colonists value = 2 }
}
}


looks like this event does not even exist in the vanila? :eek:o
 
Last edited:

BurningEGO

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i doubt anyone would play with 0 inno around 1500

I, for one, always reach the 1500's with narrowminded maxed. Or at least, almost maxed. And i dont do it with the intention of getting a conquistador. Cheaper stability costs, a lot of extra missionaries, plus colonists for the colonizers. And maximum WE reduction isnt that bad either. But the big point of it is stability reduction. Of course extra colonists for some countries, notably spain, helps a lot, even if early.

To get a massive economy running up early on, one will need full stability (for merchants), and narrowminded helps lessen the costs of one stability point. Of course a lot of innovative points are usefull if you are trying to hypertech and if you are staying pretty small, but otherwise, i always go with narrowminded, no matter the date (rarely waste DP clicks on em, but usually have a lot of events moving it towards narrowmindness).

And sooner, or later, you will always be dependent on the narrowminded slider. That is, if you intend on getting pretty big, conquering provinces of diferent religion, and getting massive badboy points. In these ocasions, every stability reduction helps, and so do extra missionaries.

"colonial dynamism" is not the ONLY event that generates conqustadores.

True, but it is the only one where the player might have some influence upon. All the others will start hapening after a certain date and nothing else. In vanilla, at least.

if u read above crefully you see that i am NOT reffering to the vanilla eu2 . regardless the faq is about what i thought it is

If you read carefully, you will also note no one has spoken of AGCEEP here, or has requested help for such a mod. Thus with all respect i must make you a question: why speak of Bananas when we are speaking of Potatoes?

as a side note; looking in the vanilla eu2 codes (as the one u listed above), it all seems too "basic", should i say "antique" maybe , one more reason agceep is way NET superior to the vanila mod( years and years of work put into it shows a major diffrence).

AGCEEP has its qualities but like everything in life isnt perfect. Just the other day i had a terrible headache with France during the war of religions. Beated the bastard i had force-released (via event) over 2 wars, reduced em to 1 province and force-vassalized em, but had to give them control of over half of france to them shortly afterwards because some wuss got murdered. These events beat the crap out of me tbh.

As i keep saying: the player actions should have actually some final saying upon history. It is like the old story of playing Timurids - no matter how hard you struggle, how hard you fight, you will always end as a tiny, insignificant state.

As for the random conquistador in vanilla or AGCEEP, actually, to me, the one in vanilla makes more sense. Why should a country be more land based to get a conquistador? Historically, the ones that had more, lets say, land explorers, werent that "land based". Exception being Russia. The simple concept of sending men into uncharted territory overseas, defies the concept of being land based. At least, to me. Of course the ones that made these events must have thought diferently, in which case i would actually like to hear their opinion.
 

unmerged(5664)

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Thanks for the information guys.

Yeah, not interested in playing AGCEEP, not at this time. I'm playing a CK convert game, so the events aren't going to have a whole lot of relevance to the world as it exists in 1419 when Croatia rules over Constantinople and Bohemia has extensive holdings in Syria.

But I certainly respect the mod community - hell I don't know if they're still in there but I coded a handful of events for the original EEP project. :)
 

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Sorry, I just realized that CK generated scenarios don't even have ai lines. Basically, in a standard eu2 scenario, each country has a line in its definition that refers to a specific AI files, so like SPA has an ai file that tells it to act like Spain. This isn't the case in ck, in large part because there is no way of knowing whether or not Spain will exist, let alone how it should act. However, you can if you want add lines to the country definitions in the CK generated file to tell those countries how to act.

As an example, here is what a country definition would look like in the file:
Code:
country = {
	tag = ENG
	colonialattempts = 0
	colonialnation = no
	major = no
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 100
	inflation = 0
	merchants = 0
	religion = { type = catholic }
	culture = { type = french }

And then if say you wanted this country to colonize you could add something like this:
Code:
country = {
	tag = ENG
	[color=yellow]ai = "england.ai"[/color]
	colonialattempts = 0
	colonialnation = no
	major = no
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 100
	inflation = 0
	merchants = 0
	religion = { type = catholic }
	culture = { type = french }

which would then tell that England to try and colonize similar provinces that England historically did / attack nations that England historically did. (all the available ai files names are in the AI folder inside your Eu2 folder)

As I said, the reason I suggest doing this for a few nations is that because otherwise you won't see any colonization at all, which might get boring. Of course, this simple fix will only work for countries that have explorers/conquistadors, so if they exist, nations to add lines for would be: ENG, SPA, FRA, HOL and POR.
 

unmerged(5664)

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Garbon said:
Sorry, I just realized that CK generated scenarios don't even have ai lines. Basically, in a standard eu2 scenario, each country has a line in its definition that refers to a specific AI files, so like SPA has an ai file that tells it to act like Spain. This isn't the case in ck, in large part because there is no way of knowing whether or not Spain will exist, let alone how it should act. However, you can if you want add lines to the country definitions in the CK generated file to tell those countries how to act.

As an example, here is what a country definition would look like in the file:
Code:
country = {
	tag = ENG
	colonialattempts = 0
	colonialnation = no
	major = no
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 100
	inflation = 0
	merchants = 0
	religion = { type = catholic }
	culture = { type = french }

And then if say you wanted this country to colonize you could add something like this:
Code:
country = {
	tag = ENG
	[color=yellow]ai = "england.ai"[/color]
	colonialattempts = 0
	colonialnation = no
	major = no
	colonists = 0
	cancelledloans = 0
	extendedloans = 0
	treasury = 100
	inflation = 0
	merchants = 0
	religion = { type = catholic }
	culture = { type = french }

which would then tell that England to try and colonize similar provinces that England historically did / attack nations that England historically did. (all the available ai files names are in the AI folder inside your Eu2 folder)

As I said, the reason I suggest doing this for a few nations is that because otherwise you won't see any colonization at all, which might get boring. Of course, this simple fix will only work for countries that have explorers/conquistadors, so if they exist, nations to add lines for would be: ENG, SPA, FRA, HOL and POR.

Huh. Thanks for the tip garbon. I'm mostly playing to be able to play a colonizing game so I will definitely follow through with some amendments.

But yeah, the CK conversion means that 1419 Europe is significantly different than in history. England and France turned out vaguely historically, but I do not think there is an Aragon, a Castille, or a Portugal to worry about.