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Sergeant
May 4, 2004
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Gentlemen (and ladies, if any around),

after much playing, I have grown tired of applying historical events to an environment that, by definition, drifts away from history each day of game. That is, we provide historical events to situations that are very far away from the original situations in which the original events took place. A dramatic example of this is having Spain without coastal provinces to have an explorer like Columbus.

While some of the situations might be balanced by more accurate trigger definition, in the long run, this becomes irreal. By 1600, normally the situation in the game is so far apart from reality that most of events are senseless (no ofense there)

So I was trying to develop an environment in which we assume the very serendipitous nature of history. No more idiotic kings in large empires (although possible, of course), no more huge armies without leaders, ...

In my mind, this environment is truly based on random (I have actually called ATZAR, in my mother tongue, which means the same, but to avoid the cold sensation of calling it random).

It might be that somebody else has attempted this before. I recall an scenario in which monarchs and leaders are random built externally to the game. This is not what I was looking for.

What I am looking for will be better illustrated by the mechanism that I have thought for random monarchs:

1. Each country will have a unique monarch, called XXXX STATE (i.e ARAGONESE STATE or FRENCH STATE). This monarch will go from play start to game start.

2. With random events, monarch changes will be simulated by changing ADM, MIL and DIP factors. There will be a number of same events but with different lengths as to simulate different reigning durations.

Other characteristics of the simulation will be to delete all country related events. Only province specific events will be kept (although reviewed)

However, and here are the problems, I have difficulties defining true random leaders. Also, I would like to have random events to have adacent provinces to be added as core provinces; inherit adjacent kingdoms, ...

I might be that I am undertaking an impossible mission, but I thought of sharing it with everyone to see if somebody had similar ideas, better solutions.

Thanks for your time.

Looking forward to hear your comments

Best regards
 
Jun 28, 2005
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I think there was a mod called Age of Randomization, but I don't remember anymore who made it. You might find some critical insights in that one.
 

unmerged(28665)

Sergeant
May 4, 2004
63
0
Not quite.....

Ambassador,

thanks for the input! It is not quite what I want, althought I took a look to the event file and I saw somne really cool events. What I am looking is for ideas to have truly random leaders in the game (not outside and previously to it)

Thanks again!
 
Jun 28, 2005
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HillForest said:
Ambassador,

thanks for the input! It is not quite what I want, althought I took a look to the event file and I saw somne really cool events. What I am looking is for ideas to have truly random leaders in the game (not outside and previously to it)

Thanks again!
Leaders have to be made in .inc files. The only random element you can introduce is by waking and sleeping leaders.
 

unmerged(6159)

Field Marshal
Oct 23, 2001
9.458
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I don't think that's exactly true. You could have a leader file (.inc file) with hundreds of leaders, each of whom is woken by different random events.
[edit: I guess it depends what you mean by "truly random" :))

However, you're basically right - leaders cannot be killed by event, and have to have defined birth a death dates.

If I were to approach this problem I would define different classes of leaders, each of whom lives 25 years. Every 25 years I'd have triggers to wake certain leaders based on what is going on in game. Once you've done this for one country it's just cut and paste for the other 200.

(But this isn't a project I'm much interested in - events leaders and moanrchs that make strong countries stronger aren't my cup of tea.)

I don't know how you would define adjacency for inheritance and cores. Unless you come up with a very clever trick I don't think it can be done. I think you could have events to add cores to provinces that you've already conquered - this would be pretty straightforward (although also a lot of cutting and pasting).
 
Jun 28, 2005
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Isaac Brock said:
I don't think that's exactly true. You could have a leader file (.inc file) with hundreds of leaders, each of whom is woken by different random events.
[edit: I guess it depends what you mean by "truly random" :))

However, you're basically right - leaders cannot be killed by event, and have to have defined birth a death dates.

If I were to approach this problem I would define different classes of leaders, each of whom lives 25 years. Every 25 years I'd have triggers to wake certain leaders based on what is going on in game. Once you've done this for one country it's just cut and paste for the other 200.
Yes, it should be easy to do. Easy, but time-demanding. Don't forget to change the IDs for both leaders and events, and references to leaders in the events.

Isaac Brock said:
I don't know how you would define adjacency for inheritance and cores. Unless you come up with a very clever trick I don't think it can be done. I think you could have events to add cores to provinces that you've already conquered - this would be pretty straightforward (although also a lot of cutting and pasting).
For adjacencies, if I'm not mistaken there's a trigger called "neighbour", isn't it functionning ?
 

unmerged(6159)

Field Marshal
Oct 23, 2001
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It might be working, I honestly don't know. I do know that it only addresses the question of nations sharing a border - it won't let you find a province that borders a country. And the adjacency includes having TPs next to each other on the other side of the world.
 
Jun 28, 2005
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Isaac Brock said:
It might be working, I honestly don't know. I do know that it only addresses the question of nations sharing a border - it won't let you find a province that borders a country. And the adjacency includes having TPs next to each other on the other side of the world.
Indeed, it's not perfect, but it's all that is easy to use, short of very complex triggers checking the ownership of several provinces by various countries. :(
 

unmerged(28665)

Sergeant
May 4, 2004
63
0
Progress for ATZAR world

Firts of all, thanks for your comments, gentlemen!

I don't have huge progresses (I have to do something else for a living :) ) but so far, I am defining groups of standard ai files, combinations of the following characteristics:

SIZE (small, medium, large, empire), FREEDOM (free, vassal), and POLICY (colonizer, expansionist, peaceful). I wanted to add vassal to avoid vassal declaring wars on their own.

I am building also sets of events to trigger when there is a change in any of these characteristics, so it changes ai accordingly.

I am having a problem when trying to define that a country is not vassal of anyone. Right now, my syntax is

NOT = { vassal = { country = -1 country = -1}}

will this work?

Thanks in advance

Regards
 
Jun 28, 2005
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The Impaler said:
The Improved Crusader Kings Converter (see the CK message boards) creates random monarchs with a Java based program.
Uh ? A new CK converter ? Does it work better than the older ones ?
 

unmerged(6159)

Field Marshal
Oct 23, 2001
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HillForest said:
I am having a problem when trying to define that a country is not vassal of anyone. Right now, my syntax is

NOT = { vassal = { country = -1 country = -1}}

will this work?

I would be very surprised if it does. Worth a try though. (By which I mean that I can't think of a better way to do it :))