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Languish

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Apr 17, 2002
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Please Note

Anyone writing events for this mod need to double check any code they have written. I dont mean to be picky but in the last few releases i have had to spend quite a bit of time correcting some pretty basic errors :)

These include event description links and incorrectly checked commands. Please use the EU2 scripting manual (as supplied in the EU2 root directory) to verify your work.
 

Blackberry

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Originally posted by Captain Krunch
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!"
 [/B][/QUOTE]

Tried out your event here in Vinland 4d as I thought it would be pretty cool to try out.  The only warning I have as far as the code goes is that in the three lines you have the province culture change to German you are missing the closing "}" (Its a good thing I save often :) ).  Once I fixed that the even works great :)
 

Havard

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Ok, first I'd like to say that we should scrap 17207 for the moment (because of the buggy trigger :mad: ). I got an idea for how we can handle the contact with the first colonisers though, using the 'neighbour' trigger:
Code:
# Contact with the English #
event = {
    id = 17300
    trigger = { neighbour = ENG }
    random = no
    country = U10
    name = "New neighbours"
    desc = "EVENTHIST17300"
    style = 2
    date = { day = 1 month = january year = 1419 }
    offset = 300
    deathdate = { day = 1 month = january year = 1820 }

    action_a ={
                name = "Give them a gentle welcome, but take precaucions"
                command = { type = trigger which = 11100 }
    }
    action_b ={
                name = "We welcome them with open arms!"
                command = { type = trigger which = 11101 }
    }
    action_c ={
                name = "Warn them that we are vigilant"
                command = { type = trigger which = 11102 }
    }
}
#EVENTHIST17300;A group of Englishmen has arrived nearby, and it looks as if they plan to settle in the area. The English could become valuable partners in trade to us, and bring new impulses from Europe. However, they might also pose a threat to us if they cast their eyes on our land... How do we welcome them? ;;;;;;;;;;X #

These three choices will give different events for England (in this case - events should be duplicated for France too):
Code:
# Contact with Vinland 1#
event = {
    id = 11100
    random = no
    country = ENG
    name = "A strange messenger..."
    desc = "EVENTHIST11100"
    style = 2

    action_a ={
                name = "Try to find out more about this land..."
                command = { type = trigger which = 17301 }
                command = { type = relation which = U10 value = 50 }
    }
    action_b ={
                name = "That land is claimed for the England!"
                command = { type = trigger which = 17303 }
                command = { type = relation which = U10 value = -50 }
                command = { type = casusbelli which = U10 value = 60 }
    }
}

# Contact with Vinland 2#
event = {
    id = 11101
    random = no
    country = ENG
    name = "A strange messenger..."
    desc = "EVENTHIST11101"
    style = 2

    action_a ={
                name = "Welcome them, and send a small gift"
                command = { type = trigger which = 17302 }
                command = { type = cash value = -50 }
                command = { type = relation which = U10 value = 100 }
    }
    action_b ={
                name = "Tell us more about this land..."
                command = { type = trigger which = 17301 }
                command = { type = relation which = U10 value = 50 }
    }
    action_c ={
                name = "That land is claimed for the England!"
                command = { type = trigger which = 17303 }
                command = { type = relation which = U10 value = -50 }
                command = { type = casusbelli which = U10 value = 60 }
    }
}

# Contact with Vinland 3#
event = {
    id = 11102
    random = no
    country = ENG
    name = "A strange messenger..."
    desc = "EVENTHIST11102"
    style = 2

    action_a ={
                name = "That land is claimed for the England!"
                command = { type = trigger which = 17303 }
                command = { type = relation which = U10 value = -50 }
                command = { type = casusbelli which = U10 value = 60 }
    }
    action_b ={
                name = "Try to find out more about this land..."
                command = { type = trigger which = 17301 }
                command = { type = relation which = U10 value = 50 }
    }
}
#EVENTHIST11100;A savage norseman has arrived, claiming to be a messenger from a place called 'Vinland' close to our new settlements in the new world. They welcome us to the area, but does not seem very keen on sharing any knowledge of the land... How do we receive him?;;;;;;;;;;X #
#EVENTHIST11101;A savage norseman has arrived, claiming to be a messenger from a place called 'Vinland' close to our new settlements in the new world. They welcome us heartly to the area, and tell strange tales of the land... How do we receive him?;;;;;;;;;;X #
#EVENTHIST11102;A savage norseman has arrived, claiming to be a messenger from a place called 'Vinland' close to our new settlements in the new world. They are very blunt, and say they will not accept any intrusion on their land... How do we receive him?;;;;;;;;;;X #

As you can see there are three possible answers, all default for one of the three initiating events (but surprises may occur ;)). If you chose the friendliest messenger in the first event you get a more positive reception as default. If you chose the most hostile message you gain the most hostile answer as default...

Then the messenger returns:
Code:
#Messenger returns 1#
event = {
    id = 17301
    random = no
    country = U10
    name = "Our messenger returns..."
    desc = "EVENTHIST17301"
    style = 2

    action_a ={
                name = "He who lives will see..."
                command = { type = trade value = 100 }
                command = { type = merchants value = 2 }
    }
}

#Messenger returns 2#
event = {
    id = 17302
    random = no
    country = U10
    name = "Our messenger returns..."
    desc = "EVENTHIST17302"
    style = 2

    action_a ={
                name = "This could be the beginning of a beautiful friendship..."
                command = { type = cash value = 50 }
                command = { type = trade value = 100 }
                command = { type = merchants value = 2 }
    }
}

#Messenger returns 3#
event = {
    id = 17303
    random = no
    country = U10
    name = "Our messenger returns..."
    desc = "EVENTHIST17303"
    style = 2

    action_a ={
                name = "Let them come - if they dare!"
                command = { type = land value = 200 }
                command = { type = inf which = -2 value = 1000 }
                command = { type = cav which = -2 value = 500 }
    }
}
#EVENTHIST17301;Our messenger returns, bearing greetings from our new neighbours. He seems to have been well received, and trade has already commenced. They seemed very interrested in stories about our land though - could they pose a danger to us later? ;;;;;;;;;;X #
#EVENTHIST17302;Our messenger returns, bearing heartly greetings and gifts from our new neighbours. He seems to have been well received, and trade between our two countries has already commenced.;;;;;;;;;;X #
#EVENTHIST17302;Our messenger returns, bearing harsh words of greeting from our new neighbours. They crave our land, and has claimed it for their king! We should prepare for visitors...;;;;;;;;;;X #

These last three can be used as triggers for later events dealing with the relations with England - makes this first contact quite important ;)

So what do you think?
 

Havard

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CK - about those "Nakene Kvinneria"-events... That AZT event will trigger even if there are no Vinlanders in sight... I feel there should be some triggers there but can't think of any good ones :(

(PS. You do know what "Nakene Kvinner!" means? :D)
 
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Originally posted by Havard
CK - about those "Nakene Kvinneria"-events... That AZT event will trigger even if there are no Vinlanders in sight... I feel there should be some triggers there but can't think of any good ones :(

I would say the discovered trigger, but that doesn't really work right, does it? The Neighbour trigger also is inappropriate...

Originally posted by Havard
(PS. You do know what "Nakene Kvinner!" means? :D)

If I am correct, it means "Naked Women" :D This is supposed to be a reference to the fact that the natives of mesoamerica often went naked, because the climate is so warm. I guess this would be something the norsemen would tell stories about in legends. :D
 

Blackberry

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Contact with England

Read through your 'contact with England' events, Havard, I think they are most excellent :D I imagine their will be a similar one for contact with France (and possibly the Netherlands?)
 

Havard

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Re: Contact with England

Originally posted by Blackberry
Read through your 'contact with England' events, Havard, I think they are most excellent :D I imagine their will be a similar one for contact with France (and possibly the Netherlands?)
I was thinking of a duplicate set for France. Spain, Netherlands and maybe Portugal could be other countries, but that need other texts etc. It would imply that Vinland are colonizing e.g. Spanish ToT land - I can imagine some interresting events there :)
 

Languish

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Re: Re: Contact with England

Originally posted by Havard
I was thinking of a duplicate set for France. Spain, Netherlands and maybe Portugal could be other countries, but that need other texts etc. It would imply that Vinland are colonizing e.g. Spanish ToT land - I can imagine some interresting events there :)

That would be good :)
 

Blackberry

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events I spoke of earlier

Hello all! :)

Here is the changes and added events for the issues I discussed earlier dealing with the response to the Cult of Manitou as well as a conversion event for the regular military line of kings. If you'll choose to use this, great! :) If not, I understand....

Code:
event = {
	id = 17210
    trigger = { monarch = 17027 } #Hjörleifr#
	random = no
	country = U10
	name = "Hjörleifr Forms Cult Of Manitou"
	desc = "EVENTHIST17210"
	style = 1
	date = { day = 1 month = january year = 1478 }
	offset = 300
	action_a = {
		name = "Force Convert All Of Vinland!"
		command = { type = desertion which = -1 value = 1000 }
		command = { type = domestic which = quality value = -1 }
		command = { type = domestic which = innovative value = -2 }
		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 Helgi"
		command = { type = sleepevent which = 17211 }
		command = { type = stability value = 1 }
	}
}
Added values to Quality and Innovative sliders to the above event as they did not have any values.
Code:
event = {
	id = 17211
    trigger = { 
		monarch = 17007 #Þorgils ógæfa#
		event = 17210 #The "Hjörleifr Forms Cult Of Manitou" needs to happen#
		} 
	random = no
	country = U10
	name = "Þorgils Restores Reason To Vinland"
	desc = "EVENTHIST17208"
	style = 1
	date = { day = 1 month = january year = 1487 }
	deathdate = { day = 31 month = december year = 1487 }
	offset = 300
	action_a = {
		name = "Reverse These Ridiculous Decisions!"
		command = { type = relation which = OHI value = -50 }
		command = { type = relation which = HUR value = -50 }
		command = { type = relation which = DEL value = -50 }
		command = { type = relation which = U10 value = -50 }
		command = { type = stability value = 3 }
		command = { type = technology which = torthodox }
		command = { type = remove_countryculture which = abenaki }
		command = { type = religion which = hinduism }
	}
	action_b = {
		name = "Let's Go With Christianity"
		command = { type = relation which = OHI value = -50 }
		command = { type = relation which = NOR value = 100 }
		command = { type = relation which = HUR value = -50 }
		command = { type = relation which = DEL value = -50 }
		command = { type = relation which = U10 value = -50 }
		command = { type = stability value = -6 }
		command = { type = religiousrevolt which = -2 }
		command = { type = religiousrevolt which = -1 }
		command = { type = religiousrevolt which = -1 }
		command = { type = religiousrevolt which = -1 }
		command = { type = technology which = latin }
		command = { type = remove_countryculture which = abenaki }
		command = { type = missionaries value = -3 }
		command = { type = religion which = catholic }
	}
	action_c = {
		name = "Einarr May Have Been On To Something..."
		command = { type = relation which = OHI value = 50 }
		command = { type = relation which = NOR value = -10 }
		command = { type = relation which = HUR value = 50 }
		command = { type = relation which = DEL value = 50 }
		command = { type = relation which = U10 value = 50 }
		command = { type = stability value = -3 }
		command = { type = missionaries value = -3 }
		command = { type = religiousrevolt which = -2 }
		command = { type = religiousrevolt which = -1 }
	}
}
Added Trigger that event 17210 had to occur, that way this event will only happen
following the Heritic line of monarchs (and if this event is not put to sleep by the choice in event 17210). Wanted to add a trigger for the exotic
tech group but could not find reference for that as a trigger.
Code:
event = {
	id = 17400
    trigger = { 
		monarch = 17008 #Ketill inn hamrammi#
		NOT = {
			event = 17211 
		  	}
	      } 
	random = no
	country = U10
	name = "Christian Missionaries come to Vinland"
	desc = "For centuries the people of the British Isles have heard rumors 
of the possible existance of a old Viking kingdom across the vast unexplored ocean. 
Recent voyages by John Hudson only served to greatly fuel this speculation when he 
brought back evidence of Viking settlement along with his new knowledge of the 
American continent.  Devoted Irish monks, inspired by the chance to preach Christianity 
and by curiousity about Vinland's existance, travel the routes mapped out by Hudson 
to the new world. They happen to chance by one of Vinland's major ports and promptly 
introduce themselves to the stunned but curious Vinlanders. They are quickly given an 
audience with Ketill inn hamrammi and are allowed to stay, but will their meesage of 
the Christian faith be equally as welcomed?"
	style = 2
	date = { day = 1 month = january year = 1500 }
	offset = 300
	action_a = {
		name = "Let us embrace the faith of Europe"
		command = { type = domestic which = centralization value = 2 }
		command = { type = domestic which = innovative value = 1 }
		command = { type = relation which = ENG value = 50 }
		command = { type = relation which = EIR value = 100 }
		command = { type = relation which = SCO value = 50 }
		command = { type = relation which = NOR value = 100 }
		command = { type = relation which = DAN value = 100 }
		command = { type = relation which = SWE value = 100 }
		command = { type = religiousrevolt which = -2 }
		command = { type = religiousrevolt which = -1 }
		command = { type = technology which = latin }
		command = { type = stability value = -8 }
		command = { type = missionaries value = 3 }
		command = { type = religion which = catholic }
	}
	action_b = {
		name = "No, we shall stay to the path of Asa"
		command = { type = stability value = 1 }
		command = { type = technology which = torthodox }
	}
}

The above conversion to Christianity event only occurs during the military line of kings and if the Restore reason event (17211) never happened.
As for the event number, I just used 17400, I'll let you guys decide the correct number.

What do you all think?
 

Blackberry

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As I think about it. It's up to you all if that last event I even posted is nessecary. I looked and noticed there is a random event that may trigger "Dream of an Angel" where the nation has the oppertunity to convert to christiandom. So there is always a chance for the military wing, I suppose.
 

Blackberry

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I was looking at the event for the election of a king for Vinland after the widow of Þorvaldr Bjarnason dies. I noticed a problem, all the domestic slider events have no values.

So I added some values:

Code:
event = {
	id = 17209
	random = no
	country = U10
	name = "The Widow Queen Dies Heirless"
	desc = "EVENTHIST17209"
	style = 1
	date = { day = 1 month = january year = 1454 }
	action_a = {
		name = "Kolbeinn hinn gamli"
		command = { type = merchants value = 6 }
		command = { type = desertion which = -1 value = 1000 }
		command = { type = cash value = 200 }
		command = { type = trade value = 250 }
		command = { type = infra value = 250 }
		command = { type = domestic which = quality value = -1 }
		command = { type = domestic which = offensive value = -2 }
		command = { type = domestic which = innovative value = 1 }
		command = { type = trigger which = 18207 }
	}
	action_b = {
		name = "Einarr øxnamegin"
		command = { type = wakemonarch which = 17006 }
		command = { type = wakemonarch which = 17007 }
		command = { type = wakemonarch which = 17008 }
		command = { type = wakemonarch which = 17009 }
		command = { type = wakemonarch which = 17010 }
		command = { type = wakemonarch which = 17011 }
		command = { type = wakemonarch which = 17012 }
		command = { type = sleepmonarch which = 17003 }
		command = { type = sleepmonarch which = 17004 }
		command = { type = sleepmonarch which = 17005 }
		command = { type = wakeleader which = 17511 }
		command = { type = wakeleader which = 17512 }
		command = { type = wakeleader which = 17521 }
		command = { type = wakeleader which = 17522 }
		command = { type = inf which = -2 value = 2000 }
		command = { type = cav which = -2 value = 1000 }
		command = { type = warships which = -1 value = 3 }
		command = { type = land value = 250 }
		command = { type = naval value = 250 }
		command = { type = domestic which = quality value = 1}
		command = { type = domestic which = offensive value = 2}
		command = { type = domestic which = innovative value = -1}
		command = { type = trigger which = 18207 }
	}
	action_c = {
		name = "Holta-Helgi"
		command = { type = wakemonarch which = 17026 }
		command = { type = wakemonarch which = 17027 }
		command = { type = sleepmonarch which = 17003 }
		command = { type = sleepmonarch which = 17004 }
		command = { type = sleepmonarch which = 17005 }
		command = { type = domestic which = innovative value = -1}
	}
}

Tell me what you think of the values I assigned here. Is it okay with you guys?
 

Blackberry

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Did anyone look at the small additions I made the the event above? Is it a good idea, please let's here opinions.

Also I have the idea of having more immigrant events for Vinland for the 17th and 18th centuries, what do you all think?
 

Warden

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Random immigration event

event = {
id = xxxxx
random = yes
country = U10
name = "Immigration from europe"
desc = "Insert something here"
style = 4

trigger = {
year = 1700
}
action_a = {
name = "OK"
command = { type = population which = -1 value = 1000 }
command = { type = provincetax which = -3 value = 1 }
}
}

Here's a random immigration event I'm working on, obviously similar to the "New land claimed" event.
What do you think?
 

unmerged(10198)

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Jul 12, 2002
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An idea for an event to move the Vinland capital to the mainland. See the main thread for more details.
Code:
# "Move Capital to Micmac", Vinland
event = {
    id = 17304
    trigger = {
        # Vinland must own Micmac, of course...
        owned = { province = 113 data = -1 }
        # Require it to be converted. I wanted to require it to be state
        # religion, but the parser didn't want to cooperate...
        NOT = { provincereligion = { province = 113 data = pagan } }
        # Require that it has scandinavian culture.
#        provinceculture = { prov = 113 data = scandinavian } # doesn't work...
        # Require that Vinland also owns the neighbouring provinces. They
        # wouldn't want to move the capital to bordering a potential enemy.
        owned = { province = 111 data = -1 }
        owned = { province = 112 data = -1 }
        owned = { province = 114 data = -1 }
        owned = { province = 115 data = -1 }
    }
    random = no
    country = U10
    name = "Move Capital to Micmac"
    desc = "EVENTHIST17304
    date = { day = 1 month = january year = 1419 }
    deathdate = { day = 1 month = january year = 1821 }
    action_a = {
        name = "Yes, move it"
        command = { type = stability value = -2 }
        command = { type = revoltrisk which = 24 value = 3 }
        # Instant revolts in the old capital.
        command = { type = revolt which = -2 }
        command = { type = revolt which = -2 }
        command = { type = cash value = -100 }
        # Transfer some population to the new capital
        command = { type = population which = -2 value = -500 }
        command = { type = population which = 113 value = 500 }
        # Transfer some economic power to the new capital.
        command = { type = provincetax which = -2 value = -1 }
        command = { type = provincetax which = 113 value = 1 }
        command = { type = addcore which = 113 }
        # Put the capital move last. Assuming commands are executed in order,
        # the use of -2 above for the old capital should work as intended.
        command = { type = capital which = 113 }
    }
    action_b = {
        name = "No, leave it where it is"
        command = { type = stability value = 1 }
    }
}
EVENTHIST17304;There's been groving concern lately that our capital - positioned as it is on a relatively small and remote island - doesn't serve its purpose as well as it might. Many argue that moving the capital to the mainland would allow us to more efficiently rule our expanding realm, giving long term economic benefits. However, such a move would not go unopposed. Many others strongly feel that we should stay true to our roots, and continue to rule our realm from our ancestral home. Not the least many of the inhabitants of Gander itself. So, should we go ahead and move our capital?;;;;;;;;;;X

EDIT: Changed the event ID to the number Languish assigned.
 
Last edited by a moderator:
Mar 27, 2002
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That even sounds like a good idea. The only thing I would like to suggest is maybe the choice should be to move their capital to Manhattan, rather than micmac (if they own it). This is because Manhattan has the CoT, and seems a more preferable place to build your capital. If I am not mistaken, this is also the province where the USA gets it's capital later in the game... so it would be good if your play style was to become the United States of Vinland (U.S.V.) :)
 

Languish

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Originally posted by Blackberry
Did anyone look at the small additions I made the the event above? Is it a good idea, please let's here opinions.

Also I have the idea of having more immigrant events for Vinland for the 17th and 18th centuries, what do you all think?

Yes i did, and i thought they were excellent. If i neglected to include them in the latest release (amended or not) then this was not deliberate.