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Knotz

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where you see one hurtling towards you and then it depopulates several counties/duchies/kingdoms. You then have the option to forge a +3 sword inheritable sword from its ore.
 
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thevmag

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Although he is onto something. Now that we have prosperity and depopulation: we have several events that give us greater prosperity, and mostly disease and warfare to depopulate. So once we're stable enough, it's basically infinite positive prosperity. There's plenty of room for natural disasters, poor harvests, economic flops to reduce prosperity or even invoke depopulation.

Take this idea, expand on it.
 
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TL_

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I feel like the events that grant prosperity don't give you enough... visible benefit?

I spent a hundred years choosing every event to make my capital county prosper, getting those other events that increase prosperity like troop training, etc. And even the "significant boost to prosperity" event that costs a ton of money. In spite of all of that, my capital prospered the same year as its neighbor, flourished the same year as its neighbor, and neither has ever hit booming after so long.

I guess I just have bad RNG but I really wish I could see a progress bar toward gaining prosperity or something, because right now it feels like "prosperity increased slightly" means nothing.
 
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Arsonik

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I feel like the events that grant prosperity don't give you enough... visible benefit?

I spent a hundred years choosing every event to make my capital county prosper, getting those other events that increase prosperity like troop training, etc. And even the "significant boost to prosperity" event that costs a ton of money. In spite of all of that, my capital prospered the same year as its neighbor, flourished the same year as its neighbor, and neither has ever hit booming after so long.

I guess I just have bad RNG but I really wish I could see a progress bar toward gaining prosperity or something, because right now it feels like "prosperity increased slightly" means nothing.

The main benefit I have noticed is that your crown focus counties get permanent boosts, similar to the "Pyramid" effect you use to and I believe still can get from being a Luntic. For instance in my current Francia game I have Paris and Amiens both as "Religious Centers" and (IIRC) "Regimental Trainning Grounds". I don't remember the exact buffs but you can probably google it. Something like +30% Church Tax and +15% Levy Size each. Pretty significant IMO.

Now, as to the OP, I think that is a really cool idea. :) You can already get the +2 Martial weapons from raiding events anyways. Breed with horses..... And become Immortal now.... Etc etc
 

Helios Panoptes

Always watching
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Meteor sighted!

gfs1pB.gif
 
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Kapitalisti

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Fishman786

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I've been thinking of doing a natural disasters mod for quite a while now, but I've been holding off because of a) the run-up to the Reaper's Due release and b) real-life concerns. Probably I won't go for comets immediately but I've had all sorts of ideas about floods, little ice age-related climate change, earthquakes, volcanoes etc. During the middle ages there were no devastating asteroid impacts of course, but there were a few very large volcanic eruptions in the tropics that affected climatic conditions worldwide. There was a gigantic eruption in 1258 for instance which triggered a drop in global average temperatures of two-and-a-half degrees. The location of the eruption has been a mystery for decades but it was recently resolved to Rinjani on the island of Lombok in Indonesia. There was another smaller eruption later in 1452 which also had climatic effects.
 
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Rags17

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Although he is onto something. Now that we have prosperity and depopulation: we have several events that give us greater prosperity, and mostly disease and warfare to depopulate. So once we're stable enough, it's basically infinite positive prosperity. There's plenty of room for natural disasters, poor harvests, economic flops to reduce prosperity or even invoke depopulation.

Take this idea, expand on it.

I've been thinking of doing a natural disasters mod for quite a while now, but I've been holding off because of a) the run-up to the Reaper's Due release and b) real-life concerns. Probably I won't go for comets immediately but I've had all sorts of ideas about floods, little ice age-related climate change, earthquakes, volcanoes etc. During the middle ages there were no devastating asteroid impacts of course, but there were a few very large volcanic eruptions in the tropics that affected climatic conditions worldwide. There was a gigantic eruption in 1258 for instance which triggered a drop in global average temperatures of two-and-a-half degrees. The location of the eruption has been a mystery for decades but it was recently resolved to Rinjani on the island of Lombok in Indonesia. There was another smaller eruption later in 1452 which also had climatic effects.


Last year I was trawling through the disease files and realised that they could be modded to create a benefit rather than a penalty. Diseases have ratings such as spread rate, chance to infect characters etc as well as province effects, so I imagined a "disease" like "gold mine discovered" that had zero contagion but which added a big positive City Tax modifier for a fixed period, say 10 years.

I also thought that with the new(-ish) introduction of the concept of regions you could localize new "diseases" to hit just certain areas. I'm thinking here of volcanoes in Sicily, earthquakes in Asia Minor, floods in the Danube/Nile/Tigris/Euphrates deltas and so on.

The diseases mechanics could be used for all sorts of random localized effects, not just diseases and not just bad things.
 
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Fishman786

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Last year I was trawling through the disease files and realised that they could be modded to create a benefit rather than a penalty. Diseases have ratings such as spread rate, chance to infect characters etc as well as province effects, so I imagined a "disease" like "gold mine discovered" that had zero contagion but which added a big positive City Tax modifier for a fixed period, say 10 years.

I also thought that with the new(-ish) introduction of the concept of regions you could localize new "diseases" to hit just certain areas. I'm thinking here of volcanoes in Sicily, earthquakes in Asia Minor, floods in the Danube/Nile/Tigris/Euphrates deltas and so on.

The diseases mechanics could be used for all sorts of random localized effects, not just diseases and not just bad things.
Tax modifiers in provinces exist anyway, not just as diseases, but yeah the plan (before Reaper's Due at least) was to use province modifiers to simulate the effects of different natural disasters. Now I'm thinking of more on the lines of prosperity reductions, possibly with province modifiers as well.

I'll definitely have volcanoes as permanent province modifiers though. There aren't that many active volcanoes in the CKII map so it's possible to give each of the really important ones its own modifier. That way when an eruption event happens it will be tailored to the eruption style of that specific volcano. Mt Etna or Stromboli might have some mild affect on piety or prestige, perhaps even a positive one, whereas an eruption of Vesuvius would have devastating effects on prosperity.
 
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Rags17

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:
There aren't that many active volcanoes in the CKII map so it's possible to give each of the really important ones its own modifier. That way when an eruption event happens it will be tailored to the eruption style of that specific volcano. Mt Etna or Stromboli might have some mild affect on piety or prestige, perhaps even a positive one, whereas an eruption of Vesuvius would have devastating effects on prosperity.

You could make one event chain with a MTTH of say 10000 years that effectively wipes the entire province clean of all holdings and wipes out half of all buildings in all adjacent provinces.

It would be kind of neat seeing southern Italy colonised by nomads after the Big One . . .
 
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Fishman786

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You could make one event chain with a MTTH of say 10000 years that effectively wipes the entire province clean of all holdings and wipes out half of all buildings in all adjacent provinces.

It would be kind of neat seeing southern Italy colonised by nomads after the Big One . . .
Some of the planned disasters.


Normal disasters:
Flooding: relatively frequent provincial event in most climates, -1 prosperity and a temporary negative modifier. More common in wet areas and after 1300.

Drought: relatively frequent event in drier climates, -1 prosperity and a temporary negative modifier. More common after 1300.

Great Fire: Rare provincial event. Destroys four buildings at random.

Earthquake: Infrequent provincial event that can happen in most parts of the map. Results in a piety hit and destroys two buildings at random.


Serious disasters:
Powerful earthquake: Infrequent provincial event restricted to earthquake zones. Destroys eight buildings at random and has a significant piety hit. Removes all prosperity.

Great Storm: Rare event that affects multiple coastal provinces in the North Sea. Removes all prosperity in the affected provinces and causes the flooding modifier. More common after 1300.

Flash Flood: Rare provincial event affecting desert and mountain provinces. -2 prosperity. More common after 1300.

Cyclone: Infrequent event that can affect multiple provinces. Restricted to parts of India. Removes all prosperity levels and causes the flooding modifier. Less common after 1300.

Catastrophic disasters:
Great earthquake: Rare provincial event restricted to earthquake zones. Destroys all buildings in a province and removes all prosperity.

Tsunami: Very rare event affecting multiple provinces. Restricted to the Atlantic coasts of Spain, France, Brittany, Ireland and England, and the eastern coast of India. Destroys all buildings in the affected provinces and removes all prosperity levels. Adds the flooding modifier. More likely in India than in Europe.

Distant Eruption: Rare global event. -1 prosperity everywhere.


Volcanoes:
Stromboli: Frequent eruptions, resulting in a boost to prestige or technology.

Etna: Frequent eruptions, resulting in a boost to piety or technology.

Vesuvius: Rare eruptions, wipes all prosperity in the Naples province.

Ischia: infrequent eruptions, -1 prosperity in the Naples province. Very small chance of a cataclysmic eruption affecting the whole western Mediterranean.

Campi Flegrei: infrequent eruptions, destroys two buildings in Naples. Very small chance of a cataclysmic eruption with global effects.

Hekla, Katla, Bardarbunga: high chance of small eruptions reducing Iceland's prosperity by 1, moderate chance of larger eruptions that wipe all prosperity in Iceland.

Grimsvotn, Eldgja: High chance of small eruptions, small chance of massive eruptions that affect all of northwest Europe.

Santorini: Infrequent eruptions that result in a piety hit.

Harrat Rahat: A single eruption with a chance of destroying all buildings in Medina.

Teide: Infrequent eruptions resulting in -1 prosperity.

Damavand: Very rare eruptions that remove all prosperity in the affected county


Most of the other volcanoes in the map are either dormant with little likelihood of an eruption, monogenetic lava fields, or are too remote to actually do any damage.
 

Rags17

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I like the idea of volcanoes giving prestige, after all when we read about Vesuvius etc we learn that "it was during the reign of Titus . . .".

I'm not sure if you looked at the regions file, it seems that you can define overlapping areas as regions, so in addition to the current area based regions you could define biome based ones, say "all the wetlands on the map" (for floods), "all the earthquake prone areas" etc, then set potentials for your disaster events to only trigger in the appropriate regions.
 

Daronaollard

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Some great suggestions in here. However I have or question, with these events is it possible to script the disaster events to remove holdings? So let's say I have a church, city and castle built in my capital. Would it be possible to script a giant sinkhole event that swallows my city and destroy it?

And a question to expand on my previous, is it possibly to permanently remove a holding slot? So if I had 6 slots it'd remove one and if only have 5?
 

Legionary Guard

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It's the economy fools!
Sacrifice a human heart to appease the comet!

You could make one event chain with a MTTH of say 10000 years that effectively wipes the entire province clean of all holdings and wipes out half of all buildings in all adjacent provinces.

It would be kind of neat seeing southern Italy colonised by nomads after the Big One . . .
My liege, a meteor has hit the province of Finnmark!
 

Rags17

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Some great suggestions in here. However I have or question, with these events is it possible to script the disaster events to remove holdings? So let's say I have a church, city and castle built in my capital. Would it be possible to script a giant sinkhole event that swallows my city and destroy it?

And a question to expand on my previous, is it possibly to permanently remove a holding slot? So if I had 6 slots it'd remove one and if only have 5?


a) Yes you can script an event to remove an entire holding.

b) Not sure if you can script to remove a holding slot. PDX just added the ability to mod in an effect to add a holding slot in the last patch, I haven't looked at the syntax yet so I don't know if this can take a negative value.
 
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Daronaollard

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a) Yes you can script an event to remove an entire holding.

b) Not sure if you can script to remove a holding slot. PDX just added the ability to mod in an effect to add a holding slot in the last patch, I haven't looked at the syntax yet so I don't know if this can take a negative value.

Excellent, this makes modding events very exciting to me. Thank you!