• We will be taking the forums down for scheduled maintenance on Tuesday, May 22nd 2023 at around 8:00 CDT / 13:00 UTC for up to an hour hour.
  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(8089)

First Lieutenant
Mar 6, 2002
205
0
Visit site
Vinland ship building

Assuming we go with whiteman of 4 for Vinland this event is duplicated up to the year 1500. Feel free to make suggestions in the main thread. Q How do address the Jarl
Code:
#########################################################################
#  Vinland settlement completes longship construction
#########################################################################
event = { 
	id = 81100
	trigger = { NOT = { domestic = { land = 5 } } }
	random = no
	name = "Longship completed"
	desc = "My Lord, one of our settlements has completed a longship. Although they own the longship using the ledung system it can serve us in times of need." 
	country = U10
	style = 1
	date = { day = 1 month = january year = 1420 }
	action_a = {
			name = "Reward the settlement with coin"
			command = { type = warships which = -2 value = 1 }
			command = { type = treasury value = -50 }
		}
	action_b = {
			name = "We can spare no funds as this time"
			command = { type = warships which = -2 value = 1 }
			command = { type = naval value = -100 } 
			command = { type = stability value = -1 } 		}
	}
 
Last edited:
Mar 27, 2002
2.756
0
Visit site
Vinland Timeline Of Events

Historical Timeline 860AD - 1960AD

860 AD - Iceland is discovered

930 AD - 10,000 populate Iceland, the Iceland republic is established

982 AD - Eirik the red is forced to leave Iceland because he killed someone. In his journeys he dicovers Greenland.

986 AD - Eirik set sail from Iceland with 25 ships loaded with livestock, families, and equipment. 14 ships survive the trip to Greenland, and a colony of 300 is founded there.

986 AD - Bjarni Herjolfsson is blown off course while searching for his father and sights an as yet unexplored land west of Greenland, but does not land there.

993 AD - olaf tryggvesson becomes first christian king in norway

994 AD - olof skotkonung, king of sweden, accepts christianity

999 AD - Leifr Eiriksson converts to christianity in Norway.

Approximately 1000 AD - christianity reaches iceland and greenland. Leifr Eiriksson buys Bjarni's ship and decides to search for the lands told by Bjarni. He lands first in the land Bjarni saw last, and names it Helluland, because it is a land filled with flat stones. In the second land he finds lot of trees and names it Markland for it's forests. The third land is very rich and fertile with corn and wild grapes. He named it Vinland, after the grapes or because of it's good meadows. He wintered at Vínland, and returned back to Greenland the next summer. While there, the first child born to Europeans on the North American continent was born: Snorri Thorbrandsson.

circa 1010 AD - After Leifr's journey an expedition led by Þorfinnr Karlsefni, a wealthy Icelandic trader, returned to settle Vínland in and wintered there. The Scandinavians, both men and women, first traded but then fought with the native Skrælings. The descriptions of Skræling culture in the sagas are consistent with American Indian life. Because of Skræling attacks, the settlement was abandoned after three winters.

1124-1126 AD - Greenland becomes a diocese of its own. The episcopal residence is placed at Gardar (present-day Igaliku) close to Brattahlid (today's Qassiarsuk).

1197-1300 AD - The little Ice Age takes place in the Northern Hemisphere. In Greenland, less vegetation is available for livestock to graze on and to make matters worse, ice flows block passage of supply ships from Europe. Due to malnourishment, the average height of the Norse inhabitants dwindles to 5 feet or less. During this time the population of Greenland declines rapidly, until the settlements are abandoned completely.

1261 AD - Following the example of Iceland, the Greenlandic Parliament acknowledges the Norwegian King's supremacy and right to claim taxes.

1370-1380 AD - The trade between Norway and Greenland gradually declines. The vital trade reaches a critical minimum by the loss of the Greenland-Knarr, the trade vessel used for Greenland, in approximately 1380.

1397 AD - The Norwegian, Swedish and Danish kingdoms merge into the Kalmar Union. The supremacy and tax claims of Greenland are hereafter handled by the Danish court.

1408 - A wedding is held at Hvalsey Church. This is the last written record of Greenland's Norse population.

1480-1500 AD - The Norse population of Greenland disappears.

1492 AD - The Pope complains that it has been 80 years since a Bishop has been able to visit Greenland, due to the ice. He fears the inhabitants have either died or moved on to Markland. Columbus also "discovers" the new world during this year.

1960 AD - The Viking settlement at L'Anse aux Meadows is discovered by Helge and Anne Stine.


Other known events to which I have no date:

A coin from the reign of Olaf Kyrre 1066-80ad has been recently found in the state of Maine, indicating the southern most area known to be associated with the Norse.

Later known expeditions:


Thorvald Eiriksson (killed in Vinland by skraellings)

Thortein Eiriksson (Never finds the lands because of bad weather)

Þorfinnr Karlsefni stays in Vinland with many families for two years his son Snorri is born there.

Frøydis Eiriksson's crew goes together with an Icelandic crew on two ships. They wintered in Vinland and the Greenlanders kills the Icelandic crew and returns to Greenland in the Icelandic ship.



Pre-EU2 Fantasy Timeline 1010AD - 1419AD


1010 AD - Leifr Eiriksson is unanimously accepted as king of the fledgling Vinland settlement.

Between 1010-1015 AD - The Vinland settlement quadruples in size, as dozens of ships with colonists arrive from Greenland.

1016 AD - Men, who greatly outnumber women in Vinland, often exchange goods with the Skraeling's to buy their women, even though king Leifr forbid this sort of activity. The first half Skraeling/Norsemen is born this year, by the name of "fill in space here".

1017 AD - Leifr and his wife give birth to their second son "insert name here".

1021 AD - King Leifr completes construction of The Great Longhouse. It would become the seat of power for all Norse settlements in North America.

1023 AD - A band of Beothuk indians raid the depleted warehouse along the frontier. War immediately breaks out.

1024 AD - Vinland is greatly outnumbered, and faces defeat. However, the Micmac tribe, longstanding enemies of the Beothuk, will not allow the annhilation of Vinland, as Vinland is their only source of Iron and other trade goods, the secret of their construction is carefully concealed by thr Vinlanders. The Micmac join the war on Vinland's side, for these and many more reasons.

Later in 1024 AD - Vinland's outer defenses have been overrun and King Leifr and his greatest warriors await the inevitable onslaught in the Great Longhouse. Meanwhile, all women and children are evacuated to the ships, to flee this land if the capitol should ever fall, including Leifr's wife and young child "insert name here". When the battle finally comes, king Leifr is killed during the fighting and many of his warriors fell, including Leifr's first son Thorkell. Defeat seemed imminent, but just then the Micmac war parties arrived... the Beothuk melted into the forests. Leifr's wife becomes Queen and ruler of the Kingdom of Vinland, until her son reaches the age of 15. The war continues, but Vinland is too weak to pursue any offensive.

1025 AD - The Beothuk are defeated by the Micmac at the battle of Stony River. The surviving Beothuk agree to let Vinland live in peace forever more and to pay an annual tribute to the Micmac, in exchange for their lives.

1027 AD - The Queen rebuilds the Great Longhouse to be even better than the original.

1030 AD - "insert name here" (son of Leifr) dreams under a tree in the forest. In his dream, he is met by a Raven, who tells him that he must annhilate the Beothuk to bring complete and lasting peace to Vinland, and to avenge his father's death. The raven goes on to tell him that he his father is asking for him to restore the beliefs of his ancestors.

Between 1025-1030 AD - Peace and prosperity bring even more settlers to Vinland, from Greenland and beyond. These settlers replenish the lives lost during the Beothuk war, and then some.

1031 AD - "insert name here" is old enough to claim the throne from his ageing mother. He continues on the path of peaceful coexistance with the natives, having almost forgotten the dream of the Raven.

1033 AD - "insert name here" again has a dream of the Raven, who this time warns him that the Beothuk are planning a great offensive, despite their promises of peace. "insert name here" refuses to believe this.

Later in 1033 AD - Beothuk armies launch surprise attacks simultaneously against all settlements along the frontier river. -insert name here- now knows that the Raven was a messenger of the god Odin. The neglected Vinland army is called to duty, men volunteer in great numbers, even children, who had to be turned down.

December, 1033 AD - The Beothuk believe that the Vinland army is too weak to mount any offensive and foolishly have neglected the construction of fortifications in their village. "insert name here" leads his army through the snow along the frozen great stony river. A raven is seen flying in the sky by many that day...

January, 1034 AD - "insert name here" arrives on the outskirts of the main Beothuk settlement. He carefully makes his plan of attack, and waits til night when the Beothuk warriors are dancing in celebration of their victories. When "insert name here" finally ordered the attack, the Beothuk were too busy celebrating to be prepared for this surprise attack. Vinland won the battle with few casualties, despite being greatly outnumbered. No Beothuk man over 12 was allowed to survive and all boys under that age, who were a witness to this slaughter, had their right hand cut off so that they would be unable to use a bow to avenge their fathers in the future.

February-April 1034 AD - Minor battles take place between Vinland and minor Beothuk settlements. But with the major village destroyed and their leader killed, the Beothuk were too demoralized to put up much of a fight. In April, all of the surviving Beothuk surrendered and were allowed to become citizens of Vinland, under certain conditions. Those who refused were either killed or handed over to the Micmac, who surprisingly did not provide much more than morale support in this conflict.

June, 1034 AD - The victorious "insert name here" gives the old Asa beliefs official state religion status. Those who saw the Raven that day did not complain and as for the rest, most were only recent converts to Christianity and found little difficulty in resuming their old beliefs. "insert name here" had established himself as a great leader and so no one opposed him in this decision. Those who refused to abandon Christianity, moved to Greenland.

Between 1034-1100 AD - Pagan refugees from all over Europe and especially Scandinavia, take refuge in Vinland to escape persecution.

1036 AD - King "insert name here" makes a personal visit to the Chief of the Micmac, to thank him and his people for their support in Vinland's struggles against the Beothuk. The Micmac chief greatly enjoyed the gifts brought to him from the finest craftsmen in Vinland. He was especially fond of the beer and throughout the night, everyone exchanged stories of their experiences in the wars. Many songs were sung, and despite the differences in culture and religion, it was obvious that a lasting friendship had been forged between the two.

1037 AD - A soldier by the name of "insert name here", who took part in the great Beothuk war, begin's writing a great saga to record the events surrounding the war. His writing, though perhaps somewhat embellished, are the main historical records of the early years of Vinland.

1091 AD - The great king "insert name here" passes away at the ripe old age of 74. He is so old in fact, that it is his grandson "insert name here" who succeeds him.

1197-1300 AD - The little ice age causes most Greenlanders to move to Vinland, where the climate there has faired much better. Food is still short in Vinland though, and a rationing system is created to ensure food is distributed evenly. The ration system does not apply to the Skraeling inhabitants however, who are forced to fend for themselves. Many starve to death, mostly the second class Skraelings. Contact between Vinland and Europe declines until total isolation sets in. Europe is forced to deal with almost constant warfare and famines, to be able to return to Vinland. And the memory of that far away settlement drifts into legend...
 
Last edited:

Vulture

Aerandir Eärfalas
42 Badges
Mar 20, 2001
31.960
0
www.europa-universalis.com
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Hearts of Iron II: Beta
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Hearts of Iron II: Armageddon
  • Semper Fi
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Heir to the Throne
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis: Rome Collectors Edition
  • Europa Universalis III: Collection
  • 200k Club
  • Rome: Vae Victis
  • Europa Universalis IV: El Dorado
If you post code could you do it with the (code) (/code) statements ( () being []) like Havard did? It makes it easier to read and look over
 
Mar 27, 2002
2.756
0
Visit site
Here is a difficult event. It will only appear if the player goes with the heretic wing, andit is completely avoidable. But it would probably make for a good challenge.

Code:
[event = {
	id = 100000
        trigger = { monarch = 17*** } #Hjörleifr
	random = no
	country = U10
        name = "Hjörleifr Forms Cult Of Manitou" 
        desc = "(text - see below)" 
	style = 1
        date = { day = 1 month = january year = 1478 }

	action_a = {
		name = "Force Convert All Of Vinland!"
                command = { type = desertion which = -1 value = 1000 }
                command = { type = domestic which = quality = -2 }
                command = { type = domestic which = innovative = -5 }
                command = { type = revolt which = -2 }
                command = { type = revolt which = -1 }
                command = { type = stability value = -10 }
                command = { type = technology which = exotic }
                command = { type = remove_countryculture which = scandinavian }
                command = { type = provincereligion which = -1 value = pagan }
                command = { type = vp value = 100 }
	}
	action_b = {
		name = "Honor The Dream Of *insert name here*"
                command = { type = sleepevent which = xxxx } #Þorgils ógæfa's Uprising
	}
}

""'Hjörleifr' (sword heir), was a shadowy figure who was never far from the side of *insert name here*. When *insert name here* died under mysterious circumstances in 1478, Hjörleifr saw his chance. Not waiting until elections were to be held, he immediately seized power and disbanded Vinland's Althing. It was the goal of *insert name here* to create a unified society where Skraelings and Norsemen, lived peacefully side by side, he therefore adopted many Skraeling beliefs and customs into the official state religion. Now Hjörleifr aimed to undermine these goals. Hjörleifr and a group of clerics met in a cave one day, (caves to them had spiritual significance) there, they founded a cult called 'The Cult Of Manitou', named after the principal diety in the Micmac religion. This cult adopted many of the beliefs of the asa Vinlanders and of course the Skraelings and created a hideously mutated religion. Few people willingly adopted these beliefs, so Hjörleifr decided to force them upon them. His evil deeds eventually caught up to him when the great commander Þorgils ógæfa led an uprising against him in 1499. "

# fixed that last /code, and placed that description outside of it - Havard
 

Havard

Dark Power
49 Badges
Jun 28, 2001
15.686
170
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
Capt. K: I edited a bit on the code parenthesis... About the descriptions: When they get as long as this we have to place them in text.csv, so there is no need to put it into the code... :)
 
Mar 27, 2002
2.756
0
Visit site
Originally posted by Havard
Capt. K: I edited a bit on the code parenthesis... About the descriptions: When they get as long as this we have to place them in text.csv, so there is no need to put it into the code... :)

Okay, thanks. :)
 
Mar 27, 2002
2.756
0
Visit site
Here is a random event:

Code:
event = {
	id = 100000
        trigger = { event = 1**** } #Hjörleifr Forms Cult Of Manitou
	random = yes
	country = U10
        name = "Resurgence Of The Cult Of Manitou" 
	style = 1
        date = { day = 1 month = january year = 1500 }
        date = { day = 1 month = january year = 1700 }

	action_a = {
		name = "Resurgence of the Cult!"
                command = { type = revolt which = -1 }
                command = { type = colonists value = -1 }
                command = { type = population which = -1 value = -100 }
	}
}{

Event text: "Although Þorgils ógæfa utterly crushed the Cult regime; the remaining clerics and their followers fled into the wilderness, to plot their vengeance. Time and time again the Cult of Manitou followers would reemerge to wreak havoc upon the settlements of Vinland. Their guerilla terrorist attacks were defeated time and time again. But yet, no one could ever seem to put a total end to this. The resurgence seemed to take place during certain celestial alignments. The first such resurgence took place in 1499, when the cult assassinated the leader Þorgils ógæfa. And now it appears the cult has struck yet again! They are performing human sacrifices on the people they capture in the frontier settlements..."

The end of the cult, and good stuff for choosing the hard road:


Code:
event = {
	id = 100000
        trigger = { event = 1**** } #Hjörleifr Forms Cult Of Manitou
	random = no
	country = U10
        name = "Hrafn inn svarti Ends Cult Of Manitou" 
	style = 1
        date = { day = 1 month = january year = 1700 }

	action_a = {
		name = "Hrafn Destroys The Cult At Last"
                command = { type = wakeleader which = 17524 }
                command = { type = vp value = 200 }
                command = { type = colonists value = 6 } 
                command = { type = stability value = 3 }
                command = { type = provincetax which = -1 value = 2 }
                command = { type = provincetax which = -1 value = 2 }
                command = { type = provincetax which = -1 value = 2 }
                command = { type = provinceculture which = -1 value = scandinavian }
                command = { type = provinceculture which = -1 value = scandinavian }
                command = { type = conversion which = -1 }
                command = { type = conversion which = -1 }
                command = { type = conversion which = -1 }
	}
}{

Event text: "An up and coming commander in the Vinland army has took it upon himself to put an end to the Cult Of Manitou once and for all. He gathered up a band of volunteers and set off into the wilderness in search of their hiding places. The Cult's settlements were very small, but were very numerous and nearly every major cave was claimed by them. It was a simple matter of finding the caves and killing them. The cult's crude weapons were no match for the modern muskets equipped by the Vinland soldiers. Cave by cave, Hrafn inn svarti hunted them down and slaughtered them. When Hrafn returned, he was welcomed with such praise for finally putting to an end the evil malignancy that has plagued the land's beyond the frontiers. Feeling safe at last, settlers began to colonize the areas they were previously afraid too... and as for Hrafn, he was promoted to General. But did Hrafn manage to find every cave? Only time will tell..."
 
Mar 27, 2002
2.756
0
Visit site
Code:
event = {
	id = 100000
	trigger = { event = xxxxxx } #The Greed Of Kolbeinn Hinn Gamli
	random = no
	country = U10
	name = "The Conversion Of Kolbeinn Hinn Gamli"
	style = 1
	date = { day = 1 month = january year = 1480 }

	action_a ={
		name = "Accept Christianity"
		command = { type = domestic which = centralization value = 2 }
		command = { type = domestic which = innovative value = 1 }
		command = { type = relation which = EIR value = 100 }
		command = { type = relation which = ENG value = 50 }
		command = { type = relation which = SCO value = 50 }
		command = { type = relation which = NOR value = 100 }
		command = { type = relation which = DEN value = 100 }
		command = { type = relation which = SWE value = 100 }
		command = { type = relation which = FRA value = 50 }
		command = { type = stability value = -8 }
		command = { type = religion which = catholic }
		command = { type = conversion which = -2 }
		command = { type = religiousrevolt which = -2 }
		command = { type = technology which = torthodox }
		command = { type = missionaries value = 3 }
		command = { type = desertion which = 2000 value = -1 }
	       #command = { type = trigger which = xxxxxx } #Perhaps some Irish event to go with this
	}
	action_b ={
                name = "Keep Our Beliefs"
                command = { type = stability value = 1 }
	}
}

Event Description: "The Irish monk *insert name here*, was allowed to freely preach Christianity all over Vinland. In the years that followed, many more Irish monks would journey to Vinland, or as they called it "St. Brendan's land", after the Irish legend of St. Brendan, who was believed by some to have arrived in the new world. The monks and missionaries converted the heathens to Catholicism, but also they built many Catholic schools and introduced many new ideas to this isolated land that improved the literacy rate dramatically. Vinland was not on the verge of being the most technologically advanced nation in the world, but it certainly was lifted out of it's stagnation. King Kolbeinn adopted Catholicism as the state religion, though he himself believed in no religion, other than greed. But there were many who would oppose this..."
 
Mar 27, 2002
2.756
0
Visit site
Here is a couple of events for the neglected Military wing. Please post comments/questions and etc in the code thread, if you have them. :)


}
Code:
event = {
	id = 100000
	trigger = { monarch = 17006 } #Einarr øxnamegin
	random = no
	country = U10
        name = "Einarr øxnamegin Resumes Queen's Revenge"
	style = 1
        date = { day = 1 month = january year = 1454 }  
        deathdate = { day = 1 month = january year = 1455 } 

	action_a ={
		name = "Use Force Against The Raiders"
		command = { type = domestic which = centralization value = 1 }
		command = { type = relation which = DEL value = -100 }
		command = { type = relation which = U11 value = -150 }
		command = { type = relation which = HUR value = -100 }
		command = { type = relation which = OHI value = -100 }
		command = { type = INF which = 5000 value = -2 } #Volunteers
		command = { type = CAV which = 100 value = -2 } #Experienced scouts
                command = { type = casusbelli which = DEL value = 40 }
                command = { type = casusbelli which = U11 value = 80 }
                command = { type = casusbelli which = HUR value = 80 }
                command = { type = casusbelli which = OHI value = 70 }
                command = { type = addcore which = x } #Isle Royale
                command = { type = addcore which = x } #Nova Scotia
                command = { type = addcore which = x } #Some place else?
	}
	action_b ={
                name = "Issue A Warning, But Take No Direct Action"
		command = { type = relation which = DEL value = -20 }
		command = { type = relation which = U11 value = -50 }
		command = { type = relation which = HUR value = -20 }
		command = { type = relation which = OHI value = -20 }
                command = { type = casusbelli which = DEL value = 40 }
                command = { type = casusbelli which = U11 value = 80 }
                command = { type = casusbelli which = HUR value = 80 }
                command = { type = casusbelli which = OHI value = 70 }
                command = { type = sleepevent which = xxxx } #Merchants Oppose Military Faction
	}
	action_c ={
                name = "Our's Shall Be The Way Of Peace"
		command = { type = relation which = DEL value = 20 }
		command = { type = relation which = U11 value = 50 }
		command = { type = relation which = HUR value = 20 }
		command = { type = relation which = OHI value = 20 }
                command = { type = stability value = -2 } #Broken campaign promise
                command = { type = colonialrevolt which = -1 }
                command = { type = sleepevent which = xxxx } #Merchants Oppose Military Faction
	}
}


Event Description: "Einarr was one of the soldiers who was there that dark day in 1439 when king Þorvaldr and his men were ambushed by the Skraelings. Einarr was only a soldier at the time, but he had managed to develop a friendship with the king and after the battle, the queen promoted him to general. Quite a promotion for a mere soldier, but Einarr nontheless proved himself to be a worthy commander during the Queen's wars of vengeance against the Skraelings. With no apparent heir, it seemed likely to many that the Queen would name Einarr as her heir, but she didn't, for reasons only Odinn will ever know. However, in the election Einarr was elected the new king for his heroic deeds and his experience. Einarr, who had so rapidly gained success since that day when he was a mere soldier defending his king, had now become the king. And although his policy towards the natives was more reasoned than that of the Queen, he still was viewed as a hardliner."


}
Code:
        event = {
	id = 100000
	trigger = { event = ***** } #Einarr øxnamegin Resumes Queen's Revenge
	random = no
	country = U10
	name = "Merchants Oppose Military Faction"
	style = 1
        date = { day = 1 month = january year = 1456 }  
        deathdate = { day = 1 month = january year = 1457 } 

	action_a ={
		name = "This Is How We Deal With Traitors!"
                command = { type = revolt which = -2 }
                command = { type = revolt which = -2 }
                command = { type = revolt which = -1 }
                command = { type = revolt which = -1 }
                command = { type = revoltrisk which = 12 value = 6 }
                command = { type = vp value = 10 }
	}
	action_b ={
                name = "Issue A Tax Refund"
                command = { type = inflation value = -5 }
                command = { type = stability value = 2 }
                command = { type = treasury value = -200 }
                command = { type = vp value = -10 }
	}
	action_c ={
                name = "Abdicate The Throne To Kolbeinn Hinn Gamli"
                command = { type = vp value = -50 } #For being a coward
                #Other effects, but I am not sure what yet#
	}

Event Description: "Einarr grew up in poverty, and as such he became a champion of the poor. He was extremely popular among all the middle to low income citizens, but there were the wealthy merchants and nobles who did not trust him. When Einarr began his many great reforms, he often funded them by raising the taxes of the rich. While this did make him popular among the poor, it made him a hated enemy among the merchants. When Einarr again raised taxes to fund an army to threaten the natives, Kolbein Hinn Gamli, who had lost in the election, decided it was time to fight back to reverse the taxes. Kolbein used his vast fortunes to hire trained mercenaries to fight his rebellion, as he couldn't gather enough support among the majority of Vinlanders. Einarr now has the choice of meeting this army in battle. But if Einarr pays the Merchants back the money taken through taxes, they may lay down their arms and go home. He could also abdicate the thrown to Kolbeinn, but how could he do such a thing?"
 
Mar 27, 2002
2.756
0
Visit site
Code:
event = {
	id = 100000
	trigger = { event = ***** } #Merchants Oppose Military Faction (choice a only)
	random = no
	country = U10
	name = "Seizure Of The Merchant's Holdings"
	style = 1
        date = { day = 1 month = june year = 1458 }  
        deathdate = { day = 1 month = december year = 1459 } 

	action_a ={
		name = "Only The Money Of The Traitors"
                command = { type = revolt which = -2 } #Since they have already been subdued, I think they wouldn't be able to object too much#
                command = { type = sleepevent which = xxxx } #Distribution Of Funds
                command = { type = inflation value = 10 }
                command = { type = cash value = 500 }
                command = { type = trade value = -200 }
                command = { type = domestic which = aristocracy value = 3 } #Because the plutocracy has been crushed#
                command = { type = domestic which = centralization value = 2 }
	}
	action_b ={
                name = "The Money Of All The Wealthy Elite"
                command = { type = revolt which = -2 }
                command = { type = revolt which = -2 }
                command = { type = revolt which = -1 }
                command = { type = revoltrisk which = 12 value = 3 }
                command = { type = stability value = -3 }
                command = { type = merchants value = -6 }
                command = { type = trade value = -500 }
                command = { type = domestic which = aristocracy value = 6 } #Because the plutocracy has been crushed#
                command = { type = domestic which = centralization value = 3 } 
	}
}

Event Description: "Einarr and his fiercely loyal and highly trained armies made short work of the Merchants and their outnumbered army of highly trained, but poorly motivated mercenaries. The traitors were either killed in combat, or captured and put to the sword, and Einarr now had to decide what to do with the vast fortunes they left behind. Certainly the now dead merchants wouldn't object, but what about the wealthy merchants that did not take part in the uprising? Should Einarr confiscate their holdings too, just to be on the safe side? Those who did not take part in the uprising before may do so now if their fortunes are threatened... But the money could be used later, to the benefit of all of Vinland."

Code:
event = {
	id = 100000
	trigger = { event = ***** } #Seizure Of The Merchant's Holdings
	random = no
	country = U10
	name = "Distribution Of Funds"
        desc = "*"
	style = 1
        date = { day = 15 month = june year = 1460 }

	action_a ={
		name = "Invest Everything Into The Military"
                command = { type = warships which = -2 value = 5 }
                command = { type = INF which = -2 value = 10000 }
                command = { type = gainmanufactory which = -2 value = weapons }
                command = { type = land value = 200 }
                command = { type = naval value = 200 }
	}
	action_b ={
                name = "Invest In Learning And Fine Arts"
                command = { type = technology which = torthodox }
                command = { type = gainmanufactory which = -2 value = luxury }
	}
	action_c ={
                name = "Invest In Infrastructure"
                command = { type = gainmanufactory which = -2 value = goods }
                command = { type = fortress which = -1 value = 1 }
                command = { type = fortress which = -1 value = 1 }
                command = { type = gainbuilding which = -1 value = bailiff }
                command = { type = gainbuilding which = -1 value = bailiff }
                command = { type = infrastructure value = 1000 }
	}
	action_d ={
                name = "Keep All The Money In The Treasury"
                command = { type = inflation value = 20 }
                command = { type = treasury value = 2000 }
	}
}

*After all the money had been collected, Einarr brought before the Althing, the issue of what to do with it all. Einarr being a Militarist, favored increased spending on the military. But there were some who thought fine arts and learning and infrastructure was an area of Vinland that needed much improvment. There was even some who thought it best to hold on to the money in the treasury, in order to be prepared for future troubles...

# Description moved outside code ~ Havard
 
Last edited by a moderator:
Mar 27, 2002
2.756
0
Visit site
Events


- More events are needed, especially in the later half of the game which remains virtually untouched as of yet.

- Random events which are not suited for Vinland, need to be fixed or deleted or new ones made to take their place.

- Some events dealing with interaction with Europe. Such as reuniting with Norway/Denmark, and other European affairs.

- Currently existing events need to be tweaked. In some cases it is the code and/or event descriptions which need fixing.


Leaders & Monarchs


- A new line of monarchs should be created to go with choice B in "The Dreams Of Young Þorvaldr Bjarnason" event, as he would not have been killed.

- Some conquistadors/explorers need to have their lives shortened or removed because they explore too extensively.


Miscellaneous


- Vinland receives too little gold to be much fun to play. (this may have been fixed by DrGrieve).

- Vinland recieves too many colonists, making the game too easy. I propose this be fixed by reducing the number of colonists recieved to the Hindu religion.

- "Unhistorically" annexing the Micmac is too easy for Vinland. I propose toughening them up, maybe with fortresses and/or events giving the Micmac cavalry (similar to the random ship event made by DrGrieve).

- Not sure if this is a problem, but the Gander CoT only recieves something like 21 in trade. This is extremely low, so perhaps this and the Manhattan CoT will need some work.



Non-Essential


- Not totally necessary, but I would like to see some custom made graphics for Vinland to add to the atmosphere of the game, this includes unit sprites, city improvement graphics, etc. I can't make these myself and they aren't 100% necessary, but would be nice.
 
Mar 27, 2002
2.756
0
Visit site
Code:
event = {
	id = ******
	random = yes
	country = U11,DEL,OHI,HUR,etc.(all native american nations)
	name = "Strange Large Deer"
	desc = "Our warriors have returned from a hunting expedition in the grasslands. They have brought back with them the body of an extremely large and very odd looking Deer, they also say that there is an entire herd of them. The high chieftain grabs a piece of the meat, it tastes strange to him... Does the Chieftain enjoy the taste of the meat, or does he see some greater value in these strange creatures?"
	style = 1
	date = { day = 1 month = january year = 1419 }
	deathdate = { day = 1 month = january year = 1820 }
	action_a = {
		name = "Take Them Alive"
                command = { type = treasury value = -20 }
                command = { type = CAV which = -1 value = 2000 }
	}
	action_b = {
		name = "Mmmmm, This Is Tasty Meat!"
                command = { type = treasury value = 10 }
	}
}
 
Mar 27, 2002
2.756
0
Visit site
Code:
event = {
	id = xxxxxx
	trigger = {
		owned = { province = 86 data = U10 } 
		}
		NOT = {
			exists = USA
		}
	}
	random = no
	country = U10
	name = "United States Of Vinland"
	desc = "None at the moment..."
	style = 1
	date = { day = 4 month = july year = 1776 }
	action_a = {
		name = "Become A Multicultural Nation"
                command = { type = colonists value = 6 }
                command = { type = stability value = -5 }
                command = { type = country which = USA }
                command = { type = population which = -1 value = 300 } 
                command = { type = population which = -1 value = 200 }
                command = { type = population which = -1 value = 100 }
                command = { type = population which = -1 value = 300 } 
                command = { type = population which = -1 value = 500 }
                command = { type = capital which = 86 }
                command = { type = addcore which = 54 }
                command = { type = addcore which = 62 }
                command = { type = addcore which = 63 }
                command = { type = addcore which = 64 }
                command = { type = addcore which = 65 }
                command = { type = addcore which = 66 }
                command = { type = addcore which = 68 }
                command = { type = addcore which = 69 }
                command = { type = addcore which = 70 }
                command = { type = addcore which = 85 }
                command = { type = addcore which = 86 }
                command = { type = addcore which = 87 }
                command = { type = addcore which = 88 }
                command = { type = addcore which = 89 }
                command = { type = addcore which = 91 }
                command = { type = addcore which = 100 }
                command = { type = addcore which = 101 }
                command = { type = addcore which = 102 }
                command = { type = addcore which = 103 }
                command = { type = addcore which = 104 }
                command = { type = addcore which = 112 }
                command = { type = technologywhich = latin }
                command = { type = add_countryculture which = german
                command = { type = add_countryculture which = gaelic
                command = { type = add_countryculture which = anglosaxon
                command = { type = provinceculture which = -1 value = german }
                command = { type = provinceculture which = -1 value = german }
                command = { type = provinceculture which = -1 value = gaelic }
                command = { type = provinceculture which = -1 value = gaelic }
                command = { type = provinceculture which = -1 value = anglosaxon }
	}
	action_b = {
		name = "This Land Is For Scandinavians Only"
                command = { type = colonists value = 3 }
                command = { type = stability value = -2 }
                command = { type = country which = USA }
                command = { type = population which = -1 value = 300 }
                command = { type = population which = -1 value = 100 }
                command = { type = capital which = 86 }
                command = { type = addcore which = 54 }
                command = { type = addcore which = 62 }
                command = { type = addcore which = 63 }
                command = { type = addcore which = 64 }
                command = { type = addcore which = 65 }
                command = { type = addcore which = 66 }
                command = { type = addcore which = 68 }
                command = { type = addcore which = 69 }
                command = { type = addcore which = 70 }
                command = { type = addcore which = 85 }
                command = { type = addcore which = 86 }
                command = { type = addcore which = 87 }
                command = { type = addcore which = 88 }
                command = { type = addcore which = 89 }
                command = { type = addcore which = 91 }
                command = { type = addcore which = 100 }
                command = { type = addcore which = 101 }
                command = { type = addcore which = 102 }
                command = { type = addcore which = 103 }
                command = { type = addcore which = 104 }
                command = { type = addcore which = 112 }
                command = { type = technologywhich = latin }
                command = { type = provinceculture which = -1 value = scandinavian }
                command = { type = provinceculture which = -2 value = scandinavian }
	}
	action_c = {
		name = "Do Not Become U.S.V."
		command = { type = stability value = 2 }
                command = { type = technologywhich = latin }
	}
}
 
Mar 27, 2002
2.756
0
Visit site
Code:
event = {
	id = xxxxxx
	trigger = {
                exists = U10
		atwar = no
                relation = { country = U10 value = -100 }
	}
	random = yes
	country = U11
	name = "Warming Of Ties"
	desc = "Let us renew our friendship with our allies, the Vinlanders."
	style = 1
	action_a = {
		name = "Invite The King Of Vinland"
                command = { type = relation which = U10 value = 25 }
	}
	action_b = {
		name = "Send Invitation, As Well As Gift"
                command = { type = cash value = -10 }
                command = { type = relation which = U10 value = 50 }
	}
	action_c = {
		name = "Do Not Hold Festival"
                command = { type = cash value = 20 }
	}
}

event = {
	id = xxxxxx
	trigger = {
                exists = U11
		atwar = no
                relation = { country = U11 value = -100 }
	}
	random = yes
	country = U10
	name = "Warming Of Ties"
	desc = "Let us renew our friendship with our allies, the Micmac."
	style = 1
	action_a = {
		name = "Invite The Chief Of Micmac"
                command = { type = relation which = U11 value = 25 }
	}
	action_b = {
		name = "Send Invitation, As Well As Gift"
                command = { type = cash value = -10 }
                command = { type = relation which = U11 value = 50 }
	}
	action_c = {
		name = "Do Not Hold Festival"
                command = { type = cash value = 20 }
	}
}
 

Havard

Dark Power
49 Badges
Jun 28, 2001
15.686
170
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
Ok, here's some stuff to make it harder for Iceland to break away. I'm a bit unsure about the effects. Should there be other/more effects too?

Code:
event = {
    id = 15010
    trigger = {
        exists = U12 # Iceland exists #
        NOT = {      # But are not vassals of Norway anymore#
            vassal  = { country = NOR country = U12 }
        }
    }
    random = no
    country = NOR
    name = "Renegade Icelanders!"
    desc = "The Icelanders have renounced our suzerainity!"
    style = 1
    date = { day = 1 month = january year = 1419 }
    deathdate = { day = 1 month = january year = 1820 }

    action_a = {
        name = "Insist on their renewed submission!"
        command = { type = trigger which = 16010 } #Icelandic response#
    }
    action_b = {
        name = "We don't need Iceland!"
        command = { type = relation which = U12 value = -200 }
        command = { type = stability value = -1 }
    }
}

# Icelandic response #
event = {
    id = 16010
    random = no
    country = U12
    name = "Freedom?"
    desc = "After we finally have broken free from the yoke 
    of the Norwegians they are insisting on our submission. 
    How do we react?"
    style = 1

    action_a = {
        name = "Submit to the Easterners."
        command = { type = trigger which = 15011 }
        command = { type = dynastic which = NOR }
        command = { type = stability value = 1 }
    }
    action_b = {
        name = "No! We will fight for our freedom!"
        command = { type = trigger which = 15012 }
        command = { type = stability value = -2 }
    }
}

# Norwegian counter-responses #
event = {
    id = 15011
    random = no
    country = NOR
    name = "The Icelanders accept"
    desc = "Upon our demands the Icelanders have again submittet 
    to the Norwegian crown."
    style = 1

    action_a = {
        name = "Excellent!"
        command = { type = vassal which = U12 }
    }
}

event = {
    id = 15012
    random = no
    country = NOR
    name = "The Icelanders refuse!"
    desc = "Despite our demands the Icelanders have refused to 
    submit to the Norwegian crown. How do we react?"
    style = 1

    action_a = {
        name = "We must punish them now!"
        command = { type = casusbelli which = U12 value = 60 }
        command = { type = war which = U12 }
        command = { type = stability value = 1 }
    }
    action_b = {
        name = "We will punish them later... maybe."
        command = { type = casusbelli which = U12 value = 60 }
        command = { type = stability value = -1 }
    }
    action_c = {
        name = "We have more pressing matters to deal with."
        command = { type = stability value = -2 }
    }
}
 

Havard

Dark Power
49 Badges
Jun 28, 2001
15.686
170
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
I realised I had some events in that test file I'm not certain if I have posted:

Code:
# Contact Reestablished #
event = {
    id = 17207
    random = no
    country = U10
    trigger = { discovered = 118 }
    #Triggers when europeans discover Gander#
    name = "Contact Reestablished"
    desc = "EVENTHIST17207"
    date = { day = 1 month = january year = 1419 }
    deathdate = { day = 1 month = january year = 1820 }
    style = 1

    action_a = {
        name = "Let us be Christians!"
        command = { type = relation which = NOR value = 100 }
        command = { type = relation which = DAN value = 50 }
        command = { type = relation which = PAP value = 100 }
        command = { type = relation which = SPA value = 50 }
        command = { type = relation which = ENG value = 50 }
        command = { type = relation which = FRA value = 50 }
        command = { type = relation which = POR value = 50 }
        command = { type = technology which = muslim }
        command = { type = domestic which = innovative value = 1 }
        command = { type = stability value = -3 }
        command = { type = revoltrisk which = 48 value = 3 }
    }
    action_b = {
        name = "Religious freedom in Vinland!"
        command = { type = relation which = PAP value = -50 }
        command = { type = relation which = SPA value = -25 }
        command = { type = stability value = 1 }
    }
    action_c = {
        name = "Drive the missionaries away!"
        command = { type = relation which = NOR value = -50 }
        command = { type = relation which = DAN value = -50 }
        command = { type = relation which = PAP value = -75 }
        command = { type = relation which = SPA value = -50 }
        command = { type = relation which = ENG value = -25 }
        command = { type = relation which = FRA value = -25 }
        command = { type = relation which = POR value = -25 }
        command = { type = domestic which = innovative value = -1 }
        command = { type = stability value = 2 }
    }
}

EVENTHIST17207;The first European explorers in Vinland were quite surprised at their discovery, and more surprized and shocked at the pagan faith of many of the Vinlanders. Missionary expeditions were launched in earnest to fully convert the populace to good Catholics. The nominally Christian segment of the population was quickly made into a sort of de-facto inquisition, attempting to stamp out the Norse beliefs once and for all. Of course, this wasn't terribly popular in Vinland, which had enjoyed religious freedom for centuries.;;;;;;;;;;X

---

And another one, about the restoration of the Norwegian Crown should Vinland come to posess Norwegian provinces while they don't exist:

Code:
#The Crown of Norway#
event = {
    id = 170000
    trigger = {
        NOT = { exists = NOR }
        OR = {
            AND = {
                owned = { province = 255 data = U10 }
                owned = { province = 256 data = U10 }
            }
            AND = {
                owned = { province = 255 data = U10 }
                owned = { province = 258 data = U10 }
            }
            AND = {
                owned = { province = 258 data = U10 }
                owned = { province = 256 data = U10 }
            }
        }
    }
    random = no
    country = U10
    name = "The Crown of Norway"
    desc = "With our new aquisitions in Norway, the nobility are talking about restoring the Crown of Norway, and claim it's historic posessions."
    style = 1
    date = { day = 1 month = january year = 1419 }
    deathdate = { day = 1 month = december year = 1821 }

    action_a ={
        name = "Restore the Crown, and make the claims"
        command = { type = country which = NOR }
        command = { type = domestic which = centralization value = 1 }
        command = { type = addcore which = 255 }
        command = { type = addcore which = 256 }
        command = { type = addcore which = 258 }
        command = { type = addcore which = 259 }
        command = { type = addcore which = 261 }
        command = { type = addcore which = 381 }
        command = { type = addcore which = 1466 }
        command = { type = addcore which = 1537 }
        command = { type = addcore which = 1538 }
        command = { type = relation which = DAN value = -100 }
        command = { type = relation which = SWE value = -50 }
        command = { type = stability value = -3 } #Political unrest#
    }
    action_b ={
        name = "Restore the Crown, but refrain from any claims"
        command = { type = country which = NOR }
        command = { type = relation which = DAN value = -50 }
        command = { type = relation which = SWE value = -25 }
        command = { type = stability value = -1 } #Political unrest#
    }
    action_c ={
        name = "Let the Crown rest"
        command = { type = domestic which = centralization value = 1 }
        command = { type = relation which = DAN value = 100 }
        command = { type = relation which = SWE value = 50 }
        command = { type = stability value = 2 } #Political stability#
    }
}
 
Last edited:

unmerged(10198)

Sergeant
Jul 12, 2002
74
0
Visit site
Here's 3 * 3 "first contact" events:
"Ship Adrift"
"Supply Ship Returned"
"Rumours of Vinland"
each available in Norweigan, Danish and Icelandic versions. The "Ship Adrift" events are intended as replacements for the ones already there, the others are new ones. They will all have to be renumbered of course, those last two digits are just to make it clear what triggers what.
Code:
# "Ship adrift", Norweigan.
event = {
    id = xxx01
    random = yes
    country = U10
    trigger = {
        OR = {
            owned = { province = 1537 data = NOR }
            owned = { province = 1538 data = NOR }
        }
    }
    name = "Ship Adrift"
    desc = "EVENTHISTxxx01"
    date = { day = 1 month = january year = 1419 }
    # At some point they should learn how to not get lost like that..
    deathdate = { day = 1 month = january year = 1550 }
    action_a = {
        name = "Keep it!"
        # Reduced the cash from 200 which seemed rather a lot from one ship
        command = { type = treasury value = 100 }
        command = { type = land value = 100 }
    }
    action_b = {
        name = "Return it to its rightful owner"
        command = { type = trigger which = xxx04 } # Norway: "Supply Ship Returned"
        command = { type = relation which = NOR value = 50 }
    }
}

# line breaks added for readability
EVENTHISTxxx01;Vinland outlanders have salvaged a ship that was heading for
Greenland with supplies when they were blown away from the route. They are
loaded with valuable tools and weapons. We can either resupply our stores
and equip our warriors or return this vessel and its riches to its rightful
owners.;;;;;;;;;;X

# "Ship adrift", Danish.
event = {
    id = xxx02
    random = yes
    country = U10
    trigger = {
        OR = {
            owned = { province = 1537 data = DAN }
            owned = { province = 1538 data = DAN }
        }
    }
    name = "Ship Adrift"
    desc = "EVENTHISTxxx01" # Reuse text, rewritten to work for any country.
    date = { day = 1 month = january year = 1419 }
    # At some point they should learn how to not get lost like that..
    deathdate = { day = 1 month = january year = 1550 }
    action_a = {
        name = "Keep it!"
        # Reduced the cash from 200 which seemed rather a lot from one ship
        command = { type = treasury value = 100 }
        command = { type = land value = 100 }
    }
    action_b = {
        name = "Return it to its rightful owner"
        command = { type = trigger which = xxx05 } # Denmark: "Supply Ship Returned"
        command = { type = relation which = DAN value = 50 }
    }
}

# "Ship adrift", Icelandic. Assumes Iceland = U12, change if needed.
event = {
    id = xxx03
    random = yes
    country = U10
    trigger = {
        OR = {
            owned = { province = 1537 data = U12 }
            owned = { province = 1538 data = U12 }
        }
    }
    name = "Ship Adrift"
    desc = "EVENTHISTxxx01" # Reuse text, rewritten to work for any country.
    date = { day = 1 month = january year = 1419 }
    # At some point they should learn how to not get lost like that..
    deathdate = { day = 1 month = january year = 1550 }
    action_a = {
        name = "Keep it!"
        # Reduced the cash from 200 which seemed rather a lot from one ship
        command = { type = treasury value = 100 }
        command = { type = land value = 100 }
    }
    action_b = {
        name = "Return it to its rightful owner"
        command = { type = trigger which = xxx06 } # Iceland: "Supply Ship Returned"
        command = { type = relation which = U12 value = 50 }
    }
}

# "Supply Ship Returned", Norway.
event = {
    id = xxx04
    # Making the event historical means it will only happen (at most) once,
    # but it was the first thing I could think of to get get the trigger
    # sequence to work right.
    random = no
    country = NOR
    trigger = {} # Should be directly triggered by Vinland event
    name = "Supply Ship Returned"
    Desc = "EVENTHISTxxx04"
    action_a = {
        name = "Good news!"
        # The monetary value should match the Vinland one, but no tech
        command = { type = treasury value = 100 }
    }
}

# line breaks added for readability
EVENTHISTxxx04;A supply ship headed for Greenland that was long overdue and
thought lost at sea has been returned to us. This return of already written
off goods is a most welcome addition to our finances. Interrestingly, the
salvagers claimed to be from Vinland, the long lost Norse colony across the
Atlantic.;;;;;;;;;;X

# "Supply Ship Returned", Denmark.
event = {
    id = xxx05
    # Making the event historical means it will only happen (at most) once,
    # but it was the first thing I could think of to get get the trigger
    # sequence to work right.
    random = no
    country = DAN
    trigger = {} # Should be directly triggered by Vinland event
    name = "Supply Ship Returned"
    Desc = "EVENTHISTxxx04" # Reuse text, written to work for any country.
    action_a = {
        name = "Good news!"
        # The monetary value should match the Vinland one, but no tech
        command = { type = treasury value = 100 }
    }
}

# "Supply Ship Returned", Iceland. Assumes Iceland = U12, change if needed.
event = {
    id = xxx06
    # Making the event historical means it will only happen (at most) once,
    # but it was the first thing I could think of to get get the trigger
    # sequence to work right.
    random = no
    country = U12
    trigger = {} # Should be directly triggered by Vinland event
    name = "Supply Ship Returned"
    Desc = "EVENTHISTxxx04" # Reuse text, written to work for any country.
    action_a = {
        name = "Good news!"
        # The monetary value should match the Vinland one, but no tech
        command = { type = treasury value = 100 }
    }
}

# "Rumours of Vinland", Norway.
event = {
    id = xxx07
    trigger = {
        OR = {
            # Add any event here that implies Vinland has contacted Europe
            event = 17204 # Vinland: "The Greed Of Kolbeinn Hinn Gamli"
            event = xxx04 # Norway: "Supply Ship Returned"
            event = xxx05 # Denmark: "Supply Ship Returned"
            event = xxx06 # Iceland: "Supply Ship Returned"
        }
    }
    random = no
    country = NOR
    name = "Rumours of Vinland"
    desc = "EVENTHISTxxx07"
    style = 1
    date = { day = 1 month = january year = 1419 }
    deathdate = { day = 1 month = january year = 1821 }
    action_a = {
        name = "Ignore it"
        command = { }
    }
    action_b = {
        name = "Investigate it!"
        command = { type = explorer which = -2 }
        command = { type = naval value = 100 }
        command = { type = treasury value = -200 }
        command = { type = inflation value = 1 }
    }
}

# line breaks added for readability
EVENTHISTxxx07;It has come to our attention that contact has been made with
an expedition of seafarers allegedly from the long lost Norse colony of
Vinland. They claim to be thriving, and to be interested in establishing
trade and good relations with the old lands. If it is indeed true that the
colony is thriving in rich lands across the sea, it opens up great
opportunity for expansion and riches. And being of Norse ancestry ourselves,
this clearly falls within our sphere of interrest. However, mounting the
kind of expedition needed to investigate the matter will be expensive and
put a strain on our economy. What shall we do?;;;;;;;;;;X

# "Rumours of Vinland", Denmark.
event = {
    id = xxx08
    trigger = {
        OR = {
            # Add any event here that implies Vinland has contacted Europe
            event = 17204 # Vinland: "The Greed Of Kolbeinn Hinn Gamli"
            event = xxx04 # Norway: "Supply Ship Returned"
            event = xxx05 # Denmark: "Supply Ship Returned"
            event = xxx06 # Iceland: "Supply Ship Returned"
        }
    }
    random = no
    country = DAN
    name = "Rumours of Vinland"
    desc = "EVENTHIST47007" # Reuse text, written to work for any scandinavian country.
    style = 1
    date = { day = 1 month = january year = 1419 }
    deathdate = { day = 1 month = january year = 1821 }
    action_a = {
        name = "Ignore it"
        command = { }
    }
    action_b = {
        # Make the economic consequences harder for Denamrk, partly because
        # they're further away and need to mount a more long range expedition,
        # and partly for game balance (they can probably afford it better).
        name = "Investigate it!"
        command = { type = explorer which = -2 }
        command = { type = naval value = 150 }
        command = { type = treasury value = -300 }
        command = { type = inflation value = 2 }
    }
}

# "Rumours of Vinland", Iceland. Assumes Iceland = U12, change if needed.
event = {
    id = xxx09
    trigger = {
        OR = {
            # Add any event here that implies Vinland has contacted Europe
            event = 17204 # Vinland: "The Greed Of Kolbeinn Hinn Gamli"
            event = xxx04 # Norway: "Supply Ship Returned"
            event = xxx05 # Denmark: "Supply Ship Returned"
            event = xxx06 # Iceland: "Supply Ship Returned"
        }
    }
    random = no
    country = U12
    name = "Rumours of Vinland"
    desc = "EVENTHISTxxx07" # Reuse text, written to work for any scandinavian country.
    style = 1
    date = { day = 1 month = january year = 1419 }
    deathdate = { day = 1 month = january year = 1821 }
    action_a = {
        name = "Ignore it"
        command = { }
    }
    action_b = {
        # Make the economic consequences lesser for Iceland, partly because
        # they're closer at hand and can mount a more short range expedition,
        # and partly for game balance (they're probably pretty poor).
        name = "Investigate it!"
        command = { type = explorer which = -2 }
        command = { type = naval value = 50 }
        command = { type = treasury value = -100 }
    }
}
 
Mar 27, 2002
2.756
0
Visit site
These are my Aztec/Vinland interaction events. They will probably need more work, but I am out of ideas. So feel free to suggest anything. :)

Code:
event = {
	id = xxxxxx
	trigger = { atwar = no
                }
                OR = {
                    religion = hinduism
                    religion = paganism
        }
	random = no
	country = U10
	name = "The Legend Of Nakene Kvinneria"
	desc = "The sagas have told of a legendary journey by a Vinlander in centuries past, who travelled to a far distant land. This land was so warm, that the people sometimes went completely naked. Some considered these only legends, but _insert name here_ believed otherwise. In the great longhouse of Vinland, there exists a small gold statue, wearing a feathered headress. It is rumoured that this statue comes from this same land, and _insert name here_ would like to find out. Will you provide the necessary (but large) funds to allow such an expedition?"
	style = 1
        date = { day = 1 month = january year = 1479 }
	offset = 365

	action_a = {
		name = "Our Priorities Are Elsewhere"
                command = { type = cash value = 10 }
                command = { type = sleepevent which = xxxx } #The Return 0f The Feathered Serpent
	}
	action_b = {
		name = "Nakene Kvinner!"
                command = { type = cash value = -100 }
	}
}

event = {
	id = xxxxxx
	trigger = { event = xxxxx } #The Legend Of Nakene Kvinneria
	random = no
	country = AZT
	name = "The Return 0f The Feathered Serpent"
	desc = "Coastal villages have reported the sighting of a raft made out of a great serpent (longship). On this raft were strange looking men. The description of these men closely matches that of the chief Aztec god, Quetzalcoatl. The emperor sat quiet for many days, pondering this turn of events. If they are indeed Quetzalcoatl and his followers, it would be a terrible thing to kill them. Or perhaps they could be captured and bred into a race of warriors, and the women would make a fine addition to the emperor's harem."
	style = 1
        date = { day = 1 month = january year = 1481 }
	offset = 365

	action_a = {
		name = "Quetzalcoatl Has Returned!"
                command = { type = religion which = hinduism }
                command = { type = add_countryculture which = scandinavian }
                command = { type = conversion which = -2 }
                command = { type = conversion which = -1 }
                command = { type = conversion which = -1 }
                command = { type = conversion which = -1 }
                command = { type = conversion which = -1 }
                command = { type = vassal which = U10 }
                command = { type = trigger which = xxxx } #
	}
	action_b = {
		name = "This Isn't The Right Year For Quetzalcoatl!"
                command = { type = war which = U10 }
                command = { type = revolt which = -2 }
                command = { type = revolt which = -1 }
                command = { type = stability value = -8 }
                command = { type = technology which = china }
                command = { type = sleepevent which = xxxx } #
	}
}
 
Mar 27, 2002
2.756
0
Visit site
Here is an immigration event I have been working on for later in the game. Please post your criticisms/suggestions/compliments in the main thread. :)

Code:
event = {
	id = xxxxxx
	trigger = { countrysize = 8 }
	random = no
	country = U10
	name = "German Immigration"
	desc = "Constant warfare on mainland Europe, religious peresecution, and poverty, are among the many factors which motivated many Europeans to seek greener pastures elsewhere. One of the greenest pastures of all, turned out to be the under-populated and ever abundant lands of Vinland. Religious tolerance has been a long standing tradition in Vinland. The huge divide between Asa and Christianity, has been resolved with Pagans living alongside Christians. Should it be any different here? Let us show the world that Vinland is a land of tolerance!"
	style = 1
        date = { day = 1 month = january year = 1550 }
	offset = 5000

	action_a = {
		name = "Allow Immigration Of Germans Who Can Afford Passage"
                command = { type = provinceculture which = -1 value = german
                command = { type = provincetax which = -1 value = 1 }
                command = { type = stability value = -1 }
                command = { type = colonists value = 3 }
                command = { type = population which = -1 value = 1000 }
                command = { type = provincereligion which = -1 value = protestant }
	}
	action_b = {
		name = "Pay For The Passage Of Poor Germans"
                command = { type = provinceculture which = -1 value = german
                command = { type = provinceculture which = -1 value = german
                command = { type = provincetax which = -1 value = 1 }
                command = { type = provincetax which = -2 value = 1 }
                command = { type = population which = -1 value = 1000 }
                command = { type = population which = -1 value = 1000 }
                command = { type = population which = -1 value = 1000 }
                command = { type = domestic which = innovative value = 1 }
                command = { type = provincereligion which = -1 value = protestant }
                command = { type = provincereligion which = -1 value = protestant }
                command = { type = stability value = -2 }
                command = { type = colonists value = 6 }
                command = { type = treasury value = -100 }
	}
	action_c = {
		name = "Close Our Doors To German Immigrants"
                command = { type = stability value = 1 }
                command = { type = domestic which = innovative value = -2 }
                command = { type = colonists value = -1 }
	}
}