Situations: Imperial Governments Part 1 (Heirs and Succession)

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Replacing the 12 month reroll system might be interesting. I feel like the leader UI is pretty good as is, situations would be too clunky for that, as they happen over time and you usually want a leader "now" when you go looking. But maybe there would be potential in a situation to Refresh the pool (if the base time was longer).
I think you're right, the situation system would be ill-suited for replacing the leader's IU. As for the re-roll, I think that at some point the leader system should be reworked entirely. A kind of "cabinet system" where you assign leaders from a common pool into their position could be an improvement, and so would be leaders leaving the pool on their own, or even their post if they disagree with your empire's actions. Still, as the system is currently designed right now, I don't think that it would allow for too much customization.

Though i think some kind of situation when a leader hits max rank could be fun, letting you specialise them with some powerful traits (a bit like prestige levels in COD, or levelling up a pawn in chess if it hits the enemy back row).
That would be pretty damn great. Leaders hitting level 5 and then picking an extra special bonus (that would then translate into an empire-wide ruler bonus if they reach that position) would help to create a sense of "tending your talent" that it is sorely lacking in the current leader system. Reaching levels beyond that standard maximum cap and repeating that situation could also be a way to buff some of the most underpowered bonuses ever (maximum leader cap).

Separately I'd like to see if situations can be used to design 'flagships' - as a maniacal option for dictators & imperials.
  • A bit like the old ruler ships, you could go through a few rounds to design a single battleship, or titan,
    • Stage one could be overhauling the reactor/drives, 2 the armor/shields/hull, 3 the thrusters and 4 the guns - slapping extra firepower, evasion or whatever modifiers on to it, and making it visually larger. Maybe giving it scripted effects (every time it kills something, everything nearby takes 50% of the last hit - useful for applying AOE to XL or titanic shots)
    • Alternatively, this whole process could consume minor artefacts - one per stage - rather than being tied to ethics or government types. You'd be supercharging a ship with ancient tech then, which also sounds pretty cool to me.
  • It wouldn't swing any battles, alone, but the RP potential is enormous.
  • And adding a few keyed events 'flagship wins battle, flagship shot down, flagship kills rival flagship' etc. That gift or cost you unity or war exhaustion (propaganda) could be nice.
    • I don't think it's possible to add/remove flat war exhaustion though, there aren't any modifiers for it I think. Just for the WE gain rate.

Replacing each authority bonus with a kind of authority-unique situation would be indeed great (or perhaps, adding it to them). Customizing a flagship for dictatorships (military bonus), finding an heir for empires (leader bonus), leading an election campaign for democracies (temporal, faction-related bonus), and dispatching dissidents inside an oligarchy (espionage bonus? ) would certainly give them an increased sense of inner workings.
 
Part 1.1.1 Funerals (mostly done text)
I've also been busy working on the next phase: Funerals:
The premise is
  1. Stage 1 (0-20%) you can pick from a few funeral options
    • Default - Tomb Burial
      • Will synergise with memorialists by spawning a tomb feature on your capital, and incrementing a planet variable on the planet each time you inter a ruler there, adding +5 unity income passively per ruler (Approach text should hopefully update to reflect this "Inter in Tomb / Inter in Imperial Tomb or something)
    • Imperial cult - solar burial (launch them in to the sun)
      • energise/buff spiritualist pops, or priests ... somehow.
    • Psi Ascended - expel their body in to the shroud
      • energise/buff psi pops ... somehow.
    • Galactic wanderer - if you have a quantum catapult, launch them in to intergalactic space.
      • no clue what modifier this could give you, but it sounded funny to me at the time.
  2. Stage 2 (20-40%) you pick from a few funding levels.
    • Low / mid / high - takes empire resources (TBD - likely will pick a % drain rather than upfront cost - which kicks in in stage 3)
  3. Stage 3 - procession. No choices here just a timesink - considering slowing progress down in this phase a little and adding a few spaced out radiant events "Funeral procession appears over colony X Y Z" giving a temp happiness boost.
  4. End - award selected country modifier (multiplied by one of 3 ranges)
View attachment 840281 View attachment 840283View attachment 840287
Fly the Black flag - the Emperor is dead, long live the Emperor!

The top image will change over time for phase 2 and 3 [and the final ending popup], and a popup will appear at the start of phase 1 & 2 - will try and integrate this in to a single process with the heir taking over if I can, to minimise popup spam. So as a heir ascends, you get a popup saying they took the throne, and do you want to hold a funeral, y/n, starting this chain.

As you can see its very WIP. most of the logic is in, I need to write up the strings and think up some good modifiers - and maybe a few more burial types that can randomly appear (but only 4 at a time). Something to do tomorrow.

Spent a considerable amount of time working on the text for the event today, its quite a rabbit hole trying to format it all and make it all presentable. Particularly the "Entomb in Imperial Mausoleum" Tooltip... there is still more to do, though. Also need to work out some reasonable costs for the funeral. thinking 3/6/12 months of energy output but have no real number in mind.
Stage 1
1652902269023.png


Stage 2
1652902556004.png


Stage 3
1652902661468.png

Need to
  • Pick some costs for stage 2 (either upkeep kicking in for duration of stage 3 - or upfront).
  • setup stage 1/2/3/[finisher] popups
    • finisher needs 4 variants depending on the choice you picked in stage 1.
  • Stage 3 needs a handful of small/simple popups to set the mood (stuff like Imperial Funeral Barge greeted by crying crouds +5 stability for 12m on X core world etc).
  • I have the switch logic ready to assign the country modifiers, they need a little text
  • The Imperial Mausoleum feature needs text and planet variable logic - should be easy
  • I need to try and understand the new scripted modifiers in 3.4 to build a country modifier that can selectively apply +10% pop output to pops with the psionic trait (the easy way out is to mod the psi trait to have a silent triggered effect linked to this situation/modifier - but i'd rather avoid overwriting vanilla files where possible).
 
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In addition to special events/text for a bricked machine ruler, I imagine something special, particularly for the funeral, might be in order for reanimators (possibly the same effect that memorialists get, as scholars could literally speak with the dead on matters of state)
 
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In addition to special events/text for a bricked machine ruler,
Yes synths def need their own flavour options for funerals. I'll probably need to do a second pass once ive setup all of this to add alt text and events more smoothly.

That said, I'm thinking of an alt setting for the default burial when your ruler is a synth & you have synth ascension, you get "Entomb in Mechanolesium" - functioning like the biological one, but it's now an "Imperial Mechanolesium" and also adding +10% machine pop assembly per Interred Ruler on the capital (and still gets the memorialists effects, synthetic life is life, or something).
Though that would probably make for an interesting origin on its own - some sort of mix of mechanist and death cult.​
Edit: alternatively yielding a science boost on the capital might be better, given the finnicky nature of non-linear pop growth. It could also be explained away as the old emperors all entering in to a matryoshka-like elysian simulations/synthetic afterlife, run in the mausoleums mainframe, whilst the whole mainframe assists the empire with its spare processing capacity - or some such technobabble.​

I imagine something special, particularly for the funeral, might be in order for reanimators (possibly the same effect that memorialists get, as scholars could literally speak with the dead on matters of state)
A séance could be interesting for reanimators, I could work it in as one of the "colony visit" events [literally just popups with a modifier] as I'm hesitant to try and actually bring a dead leader back in to the pool (as you cant easily do it once the game clears them from RAM) - perhaps you always get an additional event at the end if a reanimator, some flavour text about hushed whispers with the dead and get 150 influence for free. Its a bit meh but influence can be quite hard in 3.4 to get - I was actually thinking of using reanimators for something down the line in phase 2 after succession and funerals are done and merged up (it was stealing and reanimating corpses to use in espionage ops as undead bastard claimants on an imperial country - who knows how many errors that would open me up to lol).

Also. I was trying to work out what I could do with Death cults in funerals
  • one thing I had in mind was to make all sacrifices after a funeral more potent - a popup at the conclusion could explain this - not the unity modifier that is dynamic, but rather the static edict effects (i.e. in red box below) e.g. tripling the values.
    1652911012752.png
  • This should be relatively easy to do by injecting a triggered modifier (if you have pfs_recent_imperial_funeral country flag) in to 3 / 4 of the necroid edicts below where the red line is. Normally i'm hesitant to overwrite vanilla files if there are other ways. but this is quick/easy and all of them are in 1 text file, and nobody really touches those edicts in mods, i think.
1652911203627.png
 
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One thought, and I don't know how much of a problem it would really be, is that if you did something that stacked negative lifespan, would the funeral events be too strong if you were like, fleeting clones?
 
For death cults, maybe sacrifices could be the (or part of) funding for the funeral? Like, how many cultists will follow the leader to the afterlife? You could pair it with increased bonuses as well.

Also, will there be an actual Mausoleum building you have to build on one of your planets?
 
One thought, and I don't know how much of a problem it would really be, is that if you did something that stacked negative lifespan, would the funeral events be too strong if you were like, fleeting clones?

I think that a way to avoid cheesing emperor funerals and tombs via short-lived species would be to make the bonuses granted by mausoleums and burials proportional to the leader's years of rule (or proportional to the deceased leader's level at the moment of his death, if years of rule are too complex to calculate). It would also make a lot of sense for great leaders to have great, monumental tombs, and minor rulers to be kinda forgotten tourist attractions.
 
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While I really like this, and would add it as a mod to my games, it should also be somewhat contained and not expanded upon.

After all, this is not Crusader Kings and shouldn't become Crusader Kings.
CK2 is the only PDX game that actually doesn't feel like staring at a spreadsheet with cool UI design so i'd say that is a positive
 
One thought, and I don't know how much of a problem it would really be, is that if you did something that stacked negative lifespan, would the funeral events be too strong if you were like, fleeting clones?
There is an opportunity cost here that makes it a little less appealing to do that strategy..
  • 50 influence to start a funeral (+50 to skip it - and you can only skip it if your leader is a usurper [#TO DO])
  • 1652982416606.png
  • if you do the funeral you'll be spending quite a bit of energy on stage 2-3, I've still not settled on a cost, but it wont be trivial.
  • you'll have -10 stability for 2 years as you look for a replacement heir either way.
  • if your leaders are dying left and right, you don't have any high ranking rulers which isn't great, they are a, largely invisible, but important set of buffs.
I guess an option is to also add a "Short reign" modifier to your country if your predecessor didnt live very long - but short is relative i guess, In a shortlived empire short reign would be very short. So I probably wont do that. Maybe a "recent funeral" modifier could force you to only hold one every 30 years, at least, (forcing you to pick the +50 inf modifier otherwise).
 
While I really like this, and would add it as a mod to my games, it should also be somewhat contained and not expanded upon.

After all, this is not Crusader Kings and shouldn't become Crusader Kings.

To each their own. Personally, I would love it if Stellaris became Crusader Kings In Space.
 
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A name from beyond the grave
Finally figured out how to preserve a dead leader's name! This took way longer than I'd hoped it might.

First, our leader: Lucia Aurelius
1652988827809.png


next: our funeral event
1652988877628.png

This screen will fire off when a new imperial ruler is assigned, text/choices vary if 1 you have an heir or not and 2 if you are a Userper ruler or not (#TODO) - also, a hidden event fires on ruler death (one tick prior I believe) that spawns in the next bit below:

Every situation needs a target. Paradox Would have us use boring ass targets like planets and ships. Well we dont do that here. Our Target is an ARMY.

Next our "target": A custom army (to make finding it via script very easy) that preserves
  • leader name (as the name of the army),
  • leader rank (a variable going 1 - 10),
  • leader species (it is spawned of the same species as the dead leader).
1652988905620.png


Finally our situation: you'll notice the bullseye icon in the upper right, that's the "target" if it was a planet we could click on it and go to it.
But because our army (shown above) is our target, we can actually scope directly to it using [] commands. Specifically [Target.Getname]

And here we have it, our situation is tracking the name of a leader which doesnt exist in the game anymore. Ofcourse, if the army dies (e.g. if my capital is bombed) it'll screw up all the strings, leaving gaps. But the funeral only lasts around 2 years, and losing your capital implies bigger issues, so thats a pretty unlikely edgecase - by modder standards.
1652989400671.png

The localisation strings look like this:
##############################
# SITUATION: Funeral
##############################
situation_pfs_imp_funeral: "The Imperial Funeral: [Target.GetName]"
situation_pfs_imp_funeral_type: "The Imperial Funeral"
situation_pfs_imp_funeral_monthly_change_tooltip: "The Situation will progress each month."
# Stage 1 Situation description text.
situation_pfs_imp_funeral_s1_desc: "Our Empire's §Y[Owner.Ruler.GetTitle], [Target.GetName]§!, has passed away. They are §Hsucceeded§! by §Y[Owner.GetHeirTitle] [Owner.Ruler.GetName]§!; an Imperial funeral will be arranged in [Target.GetName]'s name. §HLong live the [owner.Ruler.GetTitle]!§!\n\nWe should proceed with the preparations."
Army script snippet (within a larger immediate/country_event
Code:
            ###############################################################
            # spawn in Army to preserve dead leader stats
            ###############################################################
            # Purge any lingering Pallbearer armies from past funerals
            every_owned_army = {
                limit = { army_type = pfs_imp_funeral_army }
                remove_army = yes
            }
            # Create fresh Pallbearer army on capital
            capital_scope = {
                create_army = {
                    name = event_target:pfs_dead_ruler
                    owner = Root
                    species = event_target:pfs_dead_ruler.species
                    type = pfs_imp_funeral_army
                }
            }   

            # Save as much shit as you can
            last_created_army = {
                save_event_target_as = pfs_dead_ruler_data_army                 # Save for later
                set_army_flag = leader_id@event_target:pfs_dead_ruler    # Flag ID... probably wont help
                set_name = event_target:pfs_dead_ruler                    # Set the name to the dead leader (again), just in case.
                #Assign a variable, 1-5 based on leader level.
                event_target:pfs_dead_ruler = {                            # Save the dead leader's rank. Might come in handy.
                    switch = {
                        trigger = has_level
                         1 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 1 } } }
                         2 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 2 } } }
                         3 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 3 } } }
                         4 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 4 } } }
                         5 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 5 } } }
                         6 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 6 } } }
                         7 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 7 } } }
                         8 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 8 } } }
                         9 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 9 } } }
                        10 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 10 } } }
                    }
                }
            }
 
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I guess an option is to also add a "Short reign" modifier to your country if your predecessor didnt live very long - but short is relative i guess, In a shortlived empire short reign would be very short. So I probably wont do that. Maybe a "recent funeral" modifier could force you to only hold one every 30 years, at least, (forcing you to pick the +50 inf modifier otherwise).

I feel like this would work better if governments had better mechanics generally to represent things like legitimacy (not just talking about imperial here either - puppet governments / weak vassals facing troubles at home makes for an interesting series of events I think?
 
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Finally figured out how to preserve a dead leader's name! This took way longer than I'd hoped it might.

First, our leader: Lucia Aurelius
View attachment 841211

next: our funeral event
View attachment 841212
This screen will fire off when a new imperial ruler is assigned, text/choices vary if 1 you have an heir or not and 2 if you are a Userper ruler or not (#TODO) - also, a hidden event fires on ruler death (one tick prior I believe) that spawns in the next bit below:

Every situation needs a target. Paradox Would have us use boring ass targets like planets and ships. Well we dont do that here. Our Target is an ARMY.

Next our "target": A custom army (to make finding it via script very easy) that preserves
  • leader name (as the name of the army),
  • leader rank (a variable going 1 - 10),
  • leader species (it is spawned of the same species as the dead leader).
View attachment 841213

Finally our situation: you'll notice the bullseye icon in the upper right, that's the "target" if it was a planet we could click on it and go to it.
But because our army (shown above) is our target, we can actually scope directly to it using [] commands. Specifically [Target.Getname]

And here we have it, our situation is tracking the name of a leader which doesnt exist in the game anymore. Ofcourse, if the army dies (e.g. if my capital is bombed) it'll screw up all the strings, leaving gaps. But the funeral only lasts around 2 years, and losing your capital implies bigger issues, so thats a pretty unlikely edgecase - by modder standards.
View attachment 841214
The localisation strings look like this:

Army script snippet (within a larger immediate/country_event
Code:
            ###############################################################
            # spawn in Army to preserve dead leader stats
            ###############################################################
            # Purge any lingering Pallbearer armies from past funerals
            every_owned_army = {
                limit = { army_type = pfs_imp_funeral_army }
                remove_army = yes
            }
            # Create fresh Pallbearer army on capital
            capital_scope = {
                create_army = {
                    name = event_target:pfs_dead_ruler
                    owner = Root
                    species = event_target:pfs_dead_ruler.species
                    type = pfs_imp_funeral_army
                }
            }   

            # Save as much shit as you can
            last_created_army = {
                save_event_target_as = pfs_dead_ruler_data_army                 # Save for later
                set_army_flag = leader_id@event_target:pfs_dead_ruler    # Flag ID... probably wont help
                set_name = event_target:pfs_dead_ruler                    # Set the name to the dead leader (again), just in case.
                #Assign a variable, 1-5 based on leader level.
                event_target:pfs_dead_ruler = {                            # Save the dead leader's rank. Might come in handy.
                    switch = {
                        trigger = has_level
                         1 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 1 } } }
                         2 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 2 } } }
                         3 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 3 } } }
                         4 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 4 } } }
                         5 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 5 } } }
                         6 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 6 } } }
                         7 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 7 } } }
                         8 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 8 } } }
                         9 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 9 } } }
                        10 = { event_target:pfs_dead_ruler_data_army = { set_variable = { which = pfs_dead_ruler value = 10 } } }
                    }
                }
            }

I guess you could have something which checks for the army being alive and cancels the funeral if it is killed (complete with animosity and calls for vengeance against who or whatever did it? Might want a special case if you're holding a funeral when your doomsday homeworld blows up, though)?
 
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I guess you could have something which checks for the army being alive and cancels the funeral if it is killed (complete with animosity and calls for vengeance against who or whatever did it? Might want a special case if you're holding a funeral when your doomsday homeworld blows up, for example)?
1652990137952.png

This can wipe out the situation, but an on_army_killed_no_combat /
on_army_killed_in_combat trigger scoping to the army planet will probably be better to actually handle the event with. "Imperial battallion dies defending Remains" "Imperial battalion killed [whatever, doomsday, planet cracker etc]"
 
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