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[B@W] Abominus
23.03.08, 02:26
Bisher gefunden und noch nicht getestet:


is_triggered_only = yes (no need to have a no right?) [trigger]
FROM = {} #to switch back to from-scope, ie to who spawned this event for us.
revolution_target = {} # for revolution country.
local_enemy = {} #picks a random local enemy with armies present in current province.
current (infantry = current)

triggers:
is_revolution_target = yes/no
revolution_target_exists = yes/no
controlled_by = <tag/this/from>
truce_with = <tag>
navy_size_percentage = <percent> (0 to 100)
army_size_percentage = <percent> (0 to 100)
max_manpower_greater_than = <num>
overseas_provinces_percentage = <percent>
placed_merchants = num
trade_income_percentage = <percent>
gold_income_percentage = <percent>
total_merchants = <num>
at_war_with_religious_enemy = yes/no
has_border_with_religious_enemy = yes/no
has_empty_adjacent_province= yes/no
has_ruler = <name>
has_leader = <name>
ai = yes/no ( ai = no, and NOT = { ai = no } either do not work or have issues IMO )
number_of_colonies = <num>
can_create_vassals = <yes>
is_possible_vassal = tag (works but either i dont understand or its opposite)
province_id = <num>
vassal_of = <tag> bug thread
alliance_with = <tag/this/from>
marriage_with = <tag/this/from>
trade_agreement_with = <tag/this/from>
trade_embargo_by = <tag/this/from>
junior_union_with = <tag/this/from>
senior_union_with = <tag/this/from>

effects:
any_owned = {}
Quote:
Originally Posted by alvya
With any_owned the event affect to all the provinces, not a single province.

any_neighbor_country = {}
random_center_of_trade = {}
set_revolution_target = this/from/tag
country_event = event_id
province_event = event_id
remove_province_modifier = <modifier>
remove_country_modifier = <modifier>
revolt_risk = <num>
create_marriage = this/from/tag
create_alliance = this/from/tag (my tests did not work using a tag)
create_admiral = <power>
create_explorer = <power>
create_conquistador = <power>
create_general = <power>
create_colony = <size>
remove_merchant = this/from/random/tag
send_merchant = this/from/random/tag
kill_ruler = "name" / this
kill_leader = "name" (random does not work)

define_admiral = { name, stats etc..}
define_explorer = { name, stats etc..}
define_conquistador = { name, stats etc..}
define_general = { name, stats etc..}

define_general = {
name = "Darken"
shock = 6
fire = 6
siege = 6
manuever = 6
}

This define a general... same for the other types
create_ will generate a leader with random name and random stats as if you had the amount of tradition you specify ("power").
define_ apparently generates a leader just as if he were defined in the history file (even allows stats above the normal range generated by the game).


define_ruler = { name = "Ivan X" regent = no female = no DIP = 10 MIL = 10 ADM = 10 }

random_empty_neighbor_province = {}
release_vassal= this/from/random/tag
revolt_risk = x


Modifier in IN 3.0:

Complete List of Modifiers in In Nomine (EU3 v 3.0)
build_cost
minimum_revolt_risk
local_revolt_risk
global_revolt_risk
trade_efficiency
production_efficiency
tax_income
local_tax_modifier
global_tax_modifier
stability_cost
stability_cost_modifier
stability_investment
inflation_reduction
inflation_reduction_local
interest
colonists
missionaries
spies
merchants
diplomats
merchant_cost
merchant_placement_chance
merchant_compete_chance
foreign_merchant_compete_chance
merchant_own_cot_compete_chance
merchant_own_cot_placement_chance
colonist_cost
colonist_placement_chance
local_colonist_cost
local_colonist_placement_chance
missionary_cost
missionary_placement_chance
local_missionary_cost
local_missionary_placement_chance
population_growth
land_morale
naval_morale
local_manpower
global_manpower
local_manpower_modifier
global_manpower_modifier
land_forcelimit
naval_forcelimit
land_forcelimit_modifier
naval_forcelimit_modifier
mercenary_cost
infantry_cost
cavalry_cost
artillery_cost
bigship_cost
lightship_cost
galley_cost
transport_cost
attrition
land_attrition
naval_attrition
max_attrition
supply_limit
war_exhaustion
max_war_exhaustion
overseas_income
army_tradition
navy_tradition
army_tradition_decay
navy_tradition_decay
leader_fire
leader_shock
leader_siege
leader_naval_manuever
local_spy_defence
global_spy_defence
spy_efficiency
trade_income
fort_level
blockade_efficiency
badboy
badboy_limit
ship_recruit_speed
regiment_recruit_speed
global_ship_recruit_speed
global_regiment_recruit_speed
prestige
prestige_decay
prestige_from_land
prestige_from_naval
local_trade_income_modifier
global_trade_income_modifier
garrison_growth
direct_tax_percentage
spies_cost
advisor_cost
technology_cost
discipline
reinforce_speed
range
global_colonial_growth
local_colonial_growth
tolerance_own
tolerance_heretic
tolerance_heathen
defensiveness
local_defensiveness
global_ship_cost
global_regiment_cost
local_tariffs
global_tariffs
diplomatic_skill

Links:
http://forum.paradoxplaza.com/forum/showpost.php?p=6429420&postcount=1%3Cbr%20/%3E
http://forum.paradoxplaza.com/forum/showthread.php?t=319112
http://forum.paradoxplaza.com/forum/showthread.php?t=282542
http://forum.paradoxplaza.com/forum/showthread.php?t=324013
http://forum.paradoxplaza.com/forum/showthread.php?t=328916
http://forum.paradoxplaza.com/forum/showthread.php?t=361849
http://forum.paradoxplaza.com/forum/showthread.php?t=281737
http://forum.paradoxplaza.com/forum/showpost.php?p=8513781&postcount=4

G'Kar
23.03.08, 09:54
Abominus;418261']
define_admiral = { name, stats etc..}
define_explorer = { name, stats etc..}
define_conquistador = { name, stats etc..}
define_general = { name, stats etc..}
[code]define_general = {
name = "Darken"
shock = 6
fire = 6
siege = 6
manuever = 6
}

This define a general... same for the other types
create_ will generate a leader with random name and random stats as if you had the amount of tradition you specify ("power").
define_ apparently generates a leader just as if he were defined in the history file (even allows stats above the normal range generated by the game).Na also, dann wurdest Du ja doch noch fündig. :)

Nur Personalunionen kann man offenbar nicht auflösen.

[B@W] Abominus
23.03.08, 12:34
Ja, sowas find ich nicht so dolle. Gelesen im Forum: Vasallen kann man auch nicht per Event erschaffen, höchstens annektieren und danach als release_vassal freilassen. Suboptimal meiner bescheidenden Meinung nach...

G'Kar
23.03.08, 12:41
Abominus;418299']...und danach als release_vassal freilassen.Ich vermute mal, dass release_vassal dazu dient, einen bereits bestehenden Vasallen in die Freiheit zu entlassen.

[B@W] Abominus
23.03.08, 13:16
Ja, wie auch immer. Irgendein command gibt es dafür, musste ich auch schon ein paar Mal miterleben, dass irgendein Land per Event meinte, entweder Du lässt mich frei, oder Du kriegst -1 Zentralisation und -3 Stabilität... ja wo kommen wir denn da hin, wenn jeder machen kann, was er will? :D

[B@W] Abominus
23.03.08, 16:47
country_event = {

id = 101000

trigger = {
tag = SPA
year = 1492
NOT = { has_country_flag = KOLONISATION }
}

mean_time_to_happen = {

months = 1

modifier = {
factor = 0.7
idea = bureaucracy
}
}

title = "EVTNAME101000"
desc = "EVTDESC101000"

option = {
name = "EVTOPTA101000"
set_country_flag = KOLONISATION
define_explorer = {
name = "Cristóbal Colón"
shock = 2
fire = 2
siege = 0
manuever = 6
}
add_country_modifier = {
name = "naval_reform"
duration = 7200
}
add_country_modifier = {
name = "naval_improvements"
duration = 7200
}
add_country_modifier = {
name = "expand_colonial_territory"
duration = 7200
}
add_country_modifier = {
name = "colonial"
duration = 7200
}
add_country_modifier = {
name = "excellent_administration"
duration = 7200
}
}
}

So, jetzt muss ich nur noch Isabella und Ferdinand II. einander heiraten lassen :teufel:.

G'Kar
23.03.08, 17:23
Abominus;418336']So, jetzt muss ich nur noch Isabella und Ferdinand II. einander heiraten lassen :teufel:.Du bist ja ein historischer Spießer! :ditsch:

[B@W] Abominus
23.03.08, 17:25
Och, ich bin schon so weit, dass es eine Staatsehe gibt, jetzt muss ich nur noch die beiden in ihren Ländern als Regenten entstehen lassen, was an sich unproblematisch sein sollte :D.

[B@W] Abominus
23.03.08, 17:36
create_marriage = ARA
create_alliance = ARA
create_vassal = ARA

Wäre auch zu schön gewesen... 1 und 2 fluppen, aber 3 leider nicht. Jedoch auch kein Absturz :).

G'Kar
23.03.08, 17:39
create_union hast Du bestimmt schon versucht, oder? :^^:

[B@W] Abominus
23.03.08, 17:45
senior_union_with habe ich versucht. Klappt nicht. Werde jetzt create_union ausprobieren... ;)

[B@W] Abominus
23.03.08, 17:50
Njet, klappt nicht. Gebe es erstmal auf. Vielleicht mit dem neuen Addon :D.

[B@W] Abominus
23.03.08, 18:12
Orginal Eu2:

#The Iberian Wedding#
event = {

id = 3716
trigger = {
exists = ARG
NOT = { vassal = { country = ARG country = SPA } }
NOT = { vassal = { country = SPA country = ARG } }
owned = { province = 439 data = SPA }
}
random = no
country = SPA
name = "EVENTNAME3716"
desc = "EVENTHIST3716"
style = 1

date = { day = 1 month = january year = 1477 }
offset = 30
deathdate = { day = 30 month = december year = 1491 }

action_a ={ #Let us bind their Dynasty to ours#
name = "ACTIONNAME3716A"
command = { type = dynastic which = ARG }
command = { type = alliance which = ARG }
command = { type = vassal which = ARG }
command = { type = relation which = ARG value = 150 }
command = { type = relation which = POR value = -50 }
command = { type = land value = 800 }
command = { type = stability value = 2 }
command = { type = casusbelli which = GRA value = 300 }
command = { type = domestic which = ARISTOCRACY value = -1 }
command = { type = domestic which = CENTRALIZATION value = 1 }
command = { type = domestic which = INNOVATIVE value = -1 }
command = { type = domestic which = MERCANTILISM value = 1 }
command = { type = domestic which = OFFENSIVE value = 1 }
}

action_b ={ #No let us marry a local talent instead#
name = "ACTIONNAME3716B"
command = { type = relation which = ARG value = -150 }
command = { type = relation which = POR value = -150 }
command = { type = stability value = -3 }
command = { type = fortress which = -1 value = 1 }
command = { type = fortress which = -1 value = 1 }
command = { type = fortress which = -1 value = 1 }
command = { type = merchants value = 5 }
command = { type = trade value = 800 }
command = { type = domestic which = ARISTOCRACY value = 2 }
command = { type = domestic which = CENTRALIZATION value = -1 }
command = { type = domestic which = INNOVATIVE value = 1 }
command = { type = domestic which = MERCANTILISM value = -2 }
command = { type = domestic which = OFFENSIVE value = -1 }
command = { type = sleepmonarch which = 4140 }
}
}

Meines in EU3:


country_event = {

id = 83716

trigger = {
tag = SPA
exists = ARA
year = 1477
NOT = {
has_country_flag = iberian_wedding
year = 1492
}
}

mean_time_to_happen = {

months = 12

}

title = "EVTNAME83716"
desc = "EVTDESC83716"

option = {
name = "EVTOPTA83716" #Let us bind their Dynasty to ours#
set_country_flag = iberian_wedding
create_marriage = ARA
create_alliance = ARA
aristocracy_plutocracy = 1
centralization_decentralization = -1
innovative_narrowminded = 1
mercantilism_freetrade = -1
offensive_defensive = -1
relation = { who = POR value = -50 }
relation = { who = ARA value = 150 }
stability = 2
land_tech = 800
casus_belli = GRA
}
option = {
name = "EVTOPTB83716" #No let us marry a local talent instead#
set_country_flag = iberian_wedding
aristocracy_plutocracy = -2
centralization_decentralization = 1
innovative_narrowminded = -1
mercantilism_freetrade = 2
offensive_defensive = 1
relation = { who = POR value = -150 }
relation = { who = ARA value = -150 }
stability = -3
trade_tech = 800
treasury = 500
merchants = 5
}
}

Warum kriegt man bei Option 2 Geld und keine Festungen? Weil man nicht lecker Festungen verteilen kann :(. Man muss es auf Provinzen festlegen, und woher soll ich wissen, wo genau die Festungen nur Stufe 1 sind? Ist mir zu viel Arbeit, Festungen kann man auch so bauen.

[B@W] Abominus
25.03.08, 20:35
Helft mir mal bitte: wie kann ich das Event 6017 schon zu Beginn schlafen legen?

Umgssda
28.03.08, 20:08
In die sleepevent liste des scenarios legen.

Ich weiss zwar nicht wies bei EU3 ist, aber bei allen aelteren spielen, war die Scenario Datei im Prinzip genauso aufgebaut wie die Savegamedatei. Also guck einfach wie es im Savegame steht und schreib es so ab.

[B@W] Abominus
28.03.08, 21:35
Habe zwar die Bookmarks gefunden, nur wie soll ich da ein Sleepevent reinsetzen?

[B@W] Abominus
29.03.08, 18:03
Kleine Info am Rande: Wenn man als Trigger einen Regenten, nehmen wir zufälligerweise einfach mal Isabelle I., als Voraussetzung haben will, sollte der Regent, wie bei define_ruler in Anführungszeichen sein.


#############################################
# Spanische Könige 101000 - 101099
#############################################

country_event = {

id = 101000

trigger = {
tag = SPA
year = 1474
month = 12
day = 11
NOT = { has_ruler = "Isabel I" }
}

mean_time_to_happen = {

days = 1

modifier = {
factor = 0.7
idea = bureaucracy
}
}

title = "EVTNAME101000"
desc = "EVTDESC101000"

option = {
name = "EVTOPTA101000"
define_ruler = {
name = "Isabel I"
regent = no
female = yes
DIP = 9
MIL = 6
ADM = 8
}
prestige = 0.05
relation = { who = POR value = -150 }
relation = { who = ARA value = 100 }
relation = { who = PAP value = 100 }
}
}

http://www.planet-core.net/images/eu3/spanien01.jpg

der_Pöbel
02.04.08, 13:34
Hallo,

bei mir klappte es leider nicht, nur frag ich mich, WARUM?!

Lediglich die Beziehung zu den 3 Ländern klappte, wobei es bei beabsichtigter Weise andere waren :-)

Hätte da aber noch ein weiteres Problem!

Ich habe mir diesen unlimited Patch aufgespielt, damit ich im jahre 50 AD beginne, tolle Sache :-) Aber, zuerst war da dasProblem mit den Tech´s, dass die erste Sufe z.B. im Jahre 2880 erforscht wird ^^ Dieses Problem konnte ich lösen, in dem ich die ID´s angepasst habe, leider haben jetzt aber die östl. Länder ihr Tech-Level auf 59 :eek: jemand eine Lösung parat?! Den Krim zieht unerschrocken gen Westen und annektiert sich fleissig durch die Länderein...

Desweiteren kann ich die Regierungsform nicht anpassen, obwohl ich folgende ja erforscht habe, wenn dazu jemand auch eine Lösung hätte wäre ich sehr dankbar!

Vielen Dank vor weg...und ich spiele ohne Add-On´s!
so long der Pöbel

[B@W] Abominus
02.04.08, 13:46
Was klappt genau nicht? Das Isabelle Königin wird?

Willkommen im Forum!

der_Pöbel
02.04.08, 14:03
Vielen Dank für die Begrüßung :-)

na ich habe ein anderes Land und anderen namen genutzt,dass sollte ja nicht das problem sein!

Ich habe es als eigenes Event ( sprich als neue txt-Datei )

Das event kam dann jeden Tag, seit meinem Startdatum :(
Problem allgemein ist das nur das untere mit den Beziehungen funktionierte und mir nicht einmal ein neuer Regent erstellt wurde!

[B@W] Abominus
02.04.08, 14:09
Das mit dem Regenten... hast Du Napoleons Ambitions?

Jeden Tag: Setz einfach eine Flag als command und als Trigger, dann sollte es nicht mehr kommen.

der_Pöbel
02.04.08, 14:14
Nein, nutzt nur das Basisspiel EU3 Patch 1.3

Verzeiht meine Unwissenheit, aber wie genau setzt man eine flag und ein Trigger :rolleyes:

[B@W] Abominus
02.04.08, 14:25
Also ohne NA, keine define Leader :)


NOT = { has_country_flag = iberian_wedding }

iberian_wedding ist eine Flag.


option = {
name = "EVTOPTA83716"
set_country_flag = iberian_wedding
}

Dies setzt in dem Event die Flag. Sie kann also nicht mehr kommen, da im Trigger gefragt wird: "Ey alter, hast Du ne Flag mit iberian_wedding?" - "Äh, ja mein Herr." - "Du kumms hier nit rein. Schon gar nit, wenn verheiratet bist. Und jetzt verpiss dich, Scheissendreckevent..."

Kapiert? :tongue:

der_Pöbel
02.04.08, 14:43
^^ joha das war eindeutig , werde es nachher Ausprobieren!

Vielen vielen Dank!!! :-)

smokey
02.04.08, 22:36
Abominus;420415']
Dies setzt in dem Event die Flag. Sie kann also nicht mehr kommen, da im Trigger gefragt wird: "Ey alter, hast Du ne Flag mit iberian_wedding?" - "Äh, ja mein Herr." - "Du kumms hier nit rein. Schon gar nit, wenn verheiratet bist. Und jetzt verpiss dich, Scheissendreckevent..."

Kapiert? :tongue:

ey... isch weiss wo dein haus wohnt :D

der_Pöbel
03.04.08, 19:09
hmm, also wo liegt da jetzt der Fehler?! :???:

Ein Event erscheint zumindest, aber es passiert nichts ^^


country_event = {

id = 123456

trigger = {
tag = POM
year = 1514
month = 10
day = 10
NOT = { has_country_flag = Luther }
}

mean_time_to_happen = {

days = 1

modifier = {
factor = 1.0

}
}

title = "EVTNAME123456"
desc = "EVTDESC123456"

option = {
name = "EVTOPTA123456"
set_country_flag = Luther {
name = "Martin Luther "
regent = yes
female = no
DIP = 9
MIL = 7
ADM = 8
}
prestige = 0.05

relation = { who = POR value = 200 }

}
}

[B@W] Abominus
02.05.08, 15:32
Zumindest Prestige und Relation sollte kommen...

[B@W] Abominus
03.09.08, 21:44
This is an undocumented feature that has not been used much, and I thought I should explain it..



ai_chance = {
factor = 100 #Whatever value you want, i use 100
days = 1 #a BASE value for modifiers to work.
modifier = {
factor = 0.25 #reduce chance to 1/4th if catholic
religion = catholic
}
modifier = {
factor = 5.0 #500% more likely to this if the province owner has a bad military monarch.
owner = { NOT = { MIL = 4 } }
}
modifier = {
factor = 1.5 #50% more likely is stability is 3.
owner = { stability = 3 }
}
}



Basically, you can add as many modifiers you like to change the AI chance for events...


http://forum.paradoxplaza.com/forum/showthread.php?t=328916

Auch nett, oder? :)

Moby
11.10.08, 14:11
Gibt es denn mittlerweile neue Eventbefehle für eine Union oder einen Vasall?

[B@W] Abominus
11.10.08, 16:14
Bisher leider nicht :(.

Moby
11.10.08, 16:24
So ein Mist. Selbst in EU 2 gab es einen Befehl jemanden zum Vassallen zu machen.

[B@W] Abominus
11.10.08, 19:29
Kotz mich auch an...

Moby
11.10.08, 21:09
Ok, nächste Frage. Gibt es eine Möglichkeit wie man Events nur einmal triggern lassen kann ohne über flags zu arbeiten? Da mir das doch eine viel zu umständliche Methode ist und auf dauer zu Speicherlastig.

[B@W] Abominus
11.10.08, 23:24
Öh, nein, wir denken nicht, dass dies möglich ist.

[B@W] Abominus
14.01.09, 21:46
Full list of event triggers, effects and scopes (http://forum.paradoxplaza.com/forum/showthread.php?t=361849)

G'Kar
14.01.09, 21:51
Alter Linkdieb! :frech:

[B@W] Abominus
14.01.09, 21:54
Ich bin Sammler, kein Dieb :D.

Der Zarewitsch
05.02.09, 09:18
Bei MMP haben England und Dänemark die gleichen Länderfarben (rot).
Was muss man machen, um Englands Farbe zu ändern, beispielweise in ein dunkleres Rot?

Danke.

Al. I. Cuza
05.02.09, 11:41
Man kann zu Großbritannien werden. :)

[B@W] Abominus
19.03.09, 09:53
http://forum.paradoxplaza.com/forum/showthread.php?t=281737

Wie mache ich mir mein eigenes Land? :)

[B@W] Abominus
01.05.09, 13:30
Complete List of Modifiers in In Nomine (EU3 v 3.0)
build_cost
minimum_revolt_risk
local_revolt_risk
global_revolt_risk
trade_efficiency
production_efficiency
tax_income
local_tax_modifier
global_tax_modifier
stability_cost
stability_cost_modifier
stability_investment
inflation_reduction
inflation_reduction_local
interest
colonists
missionaries
spies
merchants
diplomats
merchant_cost
merchant_placement_chance
merchant_compete_chance
foreign_merchant_compete_chance
merchant_own_cot_compete_chance
merchant_own_cot_placement_chance
colonist_cost
colonist_placement_chance
local_colonist_cost
local_colonist_placement_chance
missionary_cost
missionary_placement_chance
local_missionary_cost
local_missionary_placement_chance
population_growth
land_morale
naval_morale
local_manpower
global_manpower
local_manpower_modifier
global_manpower_modifier
land_forcelimit
naval_forcelimit
land_forcelimit_modifier
naval_forcelimit_modifier
mercenary_cost
infantry_cost
cavalry_cost
artillery_cost
bigship_cost
lightship_cost
galley_cost
transport_cost
attrition
land_attrition
naval_attrition
max_attrition
supply_limit
war_exhaustion
max_war_exhaustion
overseas_income
army_tradition
navy_tradition
army_tradition_decay
navy_tradition_decay
leader_fire
leader_shock
leader_siege
leader_naval_manuever
local_spy_defence
global_spy_defence
spy_efficiency
trade_income
fort_level
blockade_efficiency
badboy
badboy_limit
ship_recruit_speed
regiment_recruit_speed
global_ship_recruit_speed
global_regiment_recruit_speed
prestige
prestige_decay
prestige_from_land
prestige_from_naval
local_trade_income_modifier
global_trade_income_modifier
garrison_growth
direct_tax_percentage
spies_cost
advisor_cost
technology_cost
discipline
reinforce_speed
range
global_colonial_growth
local_colonial_growth
tolerance_own
tolerance_heretic
tolerance_heathen
defensiveness
local_defensiveness
global_ship_cost
global_regiment_cost
local_tariffs
global_tariffs
diplomatic_skill

http://forum.paradoxplaza.com/forum/showpost.php?p=8513781&postcount=4

[B@W] Abominus
09.08.09, 11:42
Wie Missionen aufgebaut sind:
http://forum.paradoxplaza.com/forum/showthread.php?t=376403

[B@W] Abominus
04.09.09, 16:18
Weiß zufällig jemand, wie man einen Scope als yes setzen kann? Um es konkret zu machen. Ich will, dass das Land, welches Kreuzzugsziel ist, einen triggert-modifier bekommt. Geht das irgendwie?

[B@W] Abominus
11.09.09, 09:43
Wie man aus einem Scope einen Trigger macht:

http://forum.paradoxplaza.com/forum/showthread.php?p=10131349#post10131349

[B@W] Abominus
10.12.09, 11:00
Just a quick reference list of the icons which appear for each icon number command in a triggered modifier:

icon = 1 - green flag
icon = 2 - red flag
icon = 3 - green crown
icon = 4 - red crown
icon = 5 - green money bag
icon = 6 - red money bag
icon = 7 - green morion
icon = 8 - red morion
icon = 9 - green cross
icon = 10 - red cross

Quelle: http://forum.paradoxplaza.com/forum/showpost.php?p=9889456&postcount=63

GAGA Extrem
11.12.09, 14:52
http://forum.paradoxplaza.com/forum/showpost.php?p=10516686&postcount=5


Updated Script guides for Heir to the Throne..

Four new modifiers as well.

papal_influence
legitimacy
local_cot_gravity
global_cot_gravity
Attached Files
File Type: doc HtTT-Effects.doc (60.0 KB, 16 views)
File Type: doc HtTT-Scopes.doc (31.0 KB, 10 views)
File Type: doc HtTT-Triggers.doc (85.0 KB, 12 views)

[B@W] Abominus
13.12.09, 20:06
Noch mehr vom Johan:


Here are some more we added in HttT (of course, these are really debugging tools, so use at your own risk):

focus = [prov id]
infamy = X
heir = [country tag]
kill_heir = [country tag]
heir_succeeds = [country tag]
government = [country tag] [FoG]
authority = X
influence = X

All current missionaries succeed:
conversion_success

Edit: Ich sehe grad, sind cheats... :D

[B@W] Abominus
16.12.09, 17:48
In HTTT documentation trade_rights trigger is listed as having with= parameter, according to the files it's TAG= parameter.

edit: There is any_center_of_trade scope changer not listed in the documentation.

edit2: There is any_owned_province scope changer but only any_owned is listed in the documentation and both are used across files.

edit3: There is any_known_country scope changer not listed in the documentation.

edit4: There is any_province scope changer not listed in the documentation.

edit5: There is random_neighbor_province scope changer not listed in the documentation.

edit6: There is hre_majority trigger semi-scope changer not listed in the documentation. I guess it checks whether the majority of HRE members fulfill condition given inside.

Joah :ditsch:.

[B@W] Abominus
16.12.09, 17:49
This is a comparison of the HT3 \common directory with the 3.2 one

advisors.txt
#cultural_tradition_cost added to every advisor
#army_tradition_cost added to every army advisor
#navy_tradition_cost added to every navy advisor
#NEW advisor:

grand_marshal = {
legitimacy = 0.01

cultural_tradition_cost = 0.2

availability = {
government = monarchy
}

chance = {
factor = 1
modifier = {
factor = 0.0
NOT = { owner = { government = monarchy } }
}
modifier = {
factor = 0.8
idea = cabinet
}
modifier = {
factor = 0.9
idea = vice_roys
}
modifier = {
factor = 0.8
NOT = { owner = { aristocracy_plutocracy = -1 } }
}
}
}

buildings.txt
#cultural_tradition benefit added to fine_arts_academy
#NB in the demo officials and cultural_tradition benefit were added to university

cb_types.txt
#NEW FILE

countries.txt
#new countries: BER, HRE, BAR, HSA, SMO, MUR, NZH, KOJ, EPI, MEN, RAM, SRU

country_colors.txt
#new countries: BAR, BER, HSA, PLT, SMO, AYD, SRU
#note: missing: EPI, HRE, KOJ, MEN, MUR, NZH, RAM

cultures.txt
#dynasty_names added to culture groups
#basque group renamed basque_group
#karelian culture added to finno_ugric culture group

defines.txt
#new in economy: 0.5 #_EDEF_TRADE_WIND_STRENGTH_
#new in military: 1.0 #_MDEF_CAVALRY_SPEED_
#new in military: 0.5 #_MDEF_REBEL_TRADITION_GAIN_
#changed in diplomacy: 500 #_DDEF_DEFENDER_OF_FAITH_COST_ (was 1000)
#new in diplomacy: 24 #_DDEF_DEFENDER_OF_FAITH_MONTHS_
#changed in diplomacy: 15 # Number of Cardinals (was 7)
#new in diplomacy:

# Peace Option Effects, base values for the winner. The loser gets the inverse.
8 # _DDEF_PO_ANNEX_BADBOY_, (No effect on loser :)
4 # _DDEF_PO_DEMAND_PROVINCES_BADBOY_, (Per province)
0.4 # _DDEF_PO_REVOKE_CORES_BADBOY_, (Per core, Not applied to the winner)
2 # _DDEF_PO_RELEASE_VASSAL_BADBOY_, (Not applied to the winner)
2 # _DDEF_PO_RELEASE_ANNEXED_BADBOY_, (Per province, not applied to the winner)
3 # _DDEF_PO_CHANGE_RELIGION_BADBOY_, (Not applied to the winner)
0 # _DDEF_PO_FORM_PU_BADBOY_, (Not applied to the winner)
0 # _DDEF_PO_JOIN_LEAGUE_BADBOY_, (Not applied to the winner)
0.001 # _DDEF_PO_GOLD_BADBOY_, (Per month of income, not applied to the winner)
4 # _DDEF_PO_BECOME_VASSAL_BADBOY_,
0 # _DDEF_PO_CONCEDE_DEFEAT_BADBOY_, (Not applied to the winner)
0 # _DDEF_PO_REDUCE_SPHERE_BADBOY_,
0 # _DDEF_PO_ANNUL_TREATY_BADBOY_,
0.1 # _DDEF_PO_ANNEX_PRESTIGE_, (No effect on loser :)
0.05 # _DDEF_PO_DEMAND_PROVINCES_PRESTIGE_, (Per province)
0.01 # _DDEF_PO_REVOKE_CORES_PRESTIGE_, (Per core)
0.05 # _DDEF_PO_RELEASE_VASSAL_PRESTIGE_,
0.01 # _DDEF_PO_RELEASE_ANNEXED_PRESTIGE_, (Per released province)
0.1 # _DDEF_PO_CHANGE_RELIGION_PRESTIGE_,
0.2 # _DDEF_PO_FORM_PU_PRESTIGE_,
0.05 # _DDEF_PO_JOIN_LEAGUE_PRESTIGE_,
0.002 # _DDEF_PO_GOLD_PRESTIGE_, (Per month of income)
0.1 # _DDEF_PO_BECOME_VASSAL_PRESTIGE_,
0.05 # _DDEF_PO_CONCEDE_DEFEAT_PRESTIGE_
0.05 # _DDEF_PO_REDUCE_SPHERE_PRESTIGE_,
0.03 # _DDEF_PO_ANNUL_TREATY_PRESTIGE_,
40 # _DDEF_PEACE_COST_UNION_ Peace cost for forming a personal union
50 # _DDEF_PEACE_COST_CONVERSION_ Peace cost for forced conversion
5 # _DDEF_PEACE_COST_RELEASE_ Base Peace cost for releasing an annexed country (also increases with nr of provinces)
5 # _DDEF_PEACE_COST_CONCEDE_ Base Peace cost for conceding defeat
1 # _DDEF_PEACE_COST_GOLD_STEP_ Peace Cost for 1 month of income
20 # _DDEF_PEACE_COST_SPHERE_ Peace cost for removing a country from a Sphere of Influence
15 # _DDEF_PEACE_COST_ANNUL_ Peace cost for annulment of treaties
10 # _DDEF_PEACE_COST_JOIN_LEAGUE_ Peace Cost for Joining a Trade League
1 # _DDEF_MAX_ANNEX_SIZE_ (Max number of provinces that can be annexed at once)
0.1 # _DDEF_SPHERE_OF_INF_PRESTIGE_COST_ (Prestige cost for this diplomatic action)
300 # _DDEF_SPHERE_OF_INF_RANGE_PRESTIGE_MULT_ (Can expand Sphere of Inf within the range of [Prestige * this value])
0.75 # _DDEF_DEFENDER_BADBOY_MULT_ (Infamy multiplied by this for defenders in peace treaties, unless the CB is "mutual" )
0.05 # _DDEF_OCCUPATION_PROV_VAL_DECAY_ (The peace cost of occupied provinces decays with this value per year)
0.5 # _DDEF_OCCUPATION_PROV_VAL_DECAY_MAX_, ( The maximum peace cost reduction factor from length of occupation )
5 # _DDEF_OCCUPATION_PROV_VAL_DECAY_START_YEARS_, (The peace cost decay of occupied provinces starts after this many years)
#new in country:

200 #_CDEF_BASE_HEIR_BIRTH_
15 #_CDEF_AGE_OF_ADULTHOOD_
7300 # _CDEF_NATIONAL_FOCUS_BASE_COOLDOWN_; Days until the national focus can be moved (multiplied with government adm efficiency)

event_modifiers.txt

western_influences = {
#REMOVED:
# merchant_placement_chance = 0.04
# merchant_compete_chance = 0.04
# merchant_cost = 0.2
# infantry_cost = 0.1
# cavalry_cost = 0.1
# bigship_cost = 0.1
# lightship_cost = 0.1
}
resist_western_influences = {
#REMOVED:
# merchant_placement_chance = -0.1
# merchant_compete_chance = -0.1
# merchant_cost = -0.2
# infantry_cost = -0.1
# cavalry_cost = -0.1
# bigship_cost = -0.1
# lightship_cost = -0.1
}
heretic_country = {
papal_influence = -1 #NEW
}
the_statue_in_restraint_of_appeals = {
papal_influence = -0.1 #NEW
}
provincial_festivals = {
local_revolt_risk = -6 #was -1
}
local_customs = {
officials = 0.05 #NEW
}
#REMOVED: league_kontor
#REMOVED: hanseatic_league
#REMOVED: hanseatic_league_declines
#REMOVED: hanseatic_kontor
#NEW (spot the MM influences!)
grand_marshal_boost = {
kingdom_of_god = {
land_reform = {
glorious_monument = {
settlement_policy = {
census_conducted = {
expanded_bureaucracy = {
formalized_measures = {
canal_project = {
post_office = {
arch_diocese = {
road_network = {
grain_depot = {
black_sea_free_trade = {
free_shipping_through_the_sound = {
illegitimate_ruler = {
benign_neglect = {
veterans_home = {
thalassocracy = {
boom_economy = {
gold_standard = {
separation_of_powers = {
cult_of_reason = {
relief_from = {
sought_after_bachelor = {
a_woman_scorned = {
blooming_renaissance = {
the_sound_of_music = {
medieval_tapestry = {
gilded_iconography = {
austere_religious_tradition = {
way_of_tea = {
diwani_script = {
dutch_masters = {
guild_of_st_luke = {
the_last_joust = {
florentine_school = {
byzantine_influx = {
epic_to_monarch = {
commedia_dellarte = {
enlightenment_movement = {
heir_introduced = {
action_and_reaction = {
krantor_crane = {
adler_von_lubeck = {
polish_grain_trade = {
south_german_organ_tradition = {
organ_concert = {
reichsreform_member = {
reichsreform_emperor = {
reichsregiment_member = {
reichsregiment_emperor = {
hofgericht_member = {
hofgericht_emperor = {
gemeinerpfennig_member = {
gemeinerpfennig_emperor = {
landfriede_member = {
landfriede_emperor = {
erbkaisertum_member = {
erbkaisertum_emperor = {
privilegia_de_non_appelando_member = {
privilegia_de_non_appelando_emperor = {
rome_reborn = {
rebel_sentiment = {

governments.txt
#officials added in many places
#tolerance added in many places

feudal_monarchy = {
allowed_conversion = {
#REMOVED: merchant_republic = 2.0
}
land_forcelimit_modifier = 0.15
officials = 0.25 #NEW
}
merchant_republic = {
mercantile_diplomacy = yes #NEW
valid_for_new_country = no #was yes
#bonus
tolerance_heretic = 1 #NEW
tolerance_heathen = 1 #NEW
# global_cot_gravity = 30
merchant_cost = -0.25
officials = 0.25 #NEW
}
despotic_monarchy = {
#bonus
officials = 0.5 #NEW
}
imperial_government = {
#bonus
officials = 1 #NEW
}
noble_republic = {
#bonus
officials = 0.5 #NEW
}
administrative_monarchy = {
#bonus
officials = 1 #NEW
}
administrative_republic = {
allowed_conversion = {
#REMOVED: merchant_republic = 2.0
}
#bonus
tolerance_heretic = 1 #NEW
tolerance_heathen = 1 #NEW
trade_efficiency = 0.1
officials = 1 #NEW
}
absolute_monarchy = {
#bonus
officials = 1.5 #NEW
}
republican_dictatorship = {
#BONUS
tolerance_heretic = 1 #NEW
tolerance_heathen = 1 #NEW
land_morale = 0.1
naval_morale = 0.1
officials = 1.5 #NEW
}
constitutional_monarchy = {
#bonus
officials = 2 #NEW
}
enlightened_despotism = {
#bonus
officials = 1.5 #NEW
}
constitutional_republic = {
#bonus
tolerance_heretic = 1 #NEW
tolerance_heathen = 1 #NEW
production_efficiency = 0.2
officials = 2 #NEW
}
bureaucratic_despotism = {
royal_marriage = no #NEW

#bonus
tolerance_heretic = 1 #NEW
tolerance_heathen = 1 #NEW
stability_cost_modifier = -0.20
officials = 2.5 #NEW
}
theocratic_government = {
#bonus
#REMOVED: missionary_placement_chance = 0.1
tolerance_own = 1 #NEW
tolerance_heretic = -1 #NEW
tolerance_heathen = -1 #NEW
officials = 0.5 #NEW
papal_influence = 0.05; #NEW
}
papal_government = {
#bonus
tolerance_own = 1 #NEW
tolerance_heretic = -1 #NEW
tolerance_heathen = -1 #NEW
prestige = 0.01
officials = 2.5 #NEW
}
tribal_despotism = {
tribal = yes #NEW
allowed_conversion = {
tribal_federation = 2.0
#REMOVED: tribal_democracy = 2.0
}
#bonus
global_manpower_modifier = 0.2
technology_cost = 0.5
officials = 0.1 #NEW
global_revolt_risk = 1 #NEW
}
tribal_federation = {
tribal = yes #NEW
allowed_conversion = {
tribal_despotism = 2.0
#REMOVED: tribal_democracy = 2.0
}
#bonus
trade_efficiency = 0.1
technology_cost = 0.5
officials = 0.1 #NEW
global_revolt_risk = 1 #NEW
}
tribal_democracy = {
tribal = yes #NEW
allowed_conversion = {
#REMOVED: tribal_federation = 2.0
#REMOVED: tribal_despotism = 2.0
}
#bonus
stability_cost_modifier = -0.25
technology_cost = 0.5
officials = 0.1 #NEW
}
revolutionary_republic = {
#bonus
tolerance_heretic = 1 #NEW
tolerance_heathen = 1 #NEW
army_tradition = 0.01
land_morale = 0.5
officials = 2 #NEW
}
revolutionary_empire = {
#bonus
army_tradition = 0.01
global_manpower_modifier = 0.25
officials = 2 #NEW

}

ideas.txt
#papal_influence added in many places

scientific_revolution = {
papal_influence = -0.05; #NEW
}
liberty_egalite_fraternity = {
#REMOVED: no_religion_penalty = yes
tolerance_heathen = 3 #NEW
tolerance_heretic = 3 #NEW
papal_influence = -0.1; #NEW
}
ecumenism = {
papal_influence = -0.025; #NEW
}
church_attendance_duty = {
papal_influence = 0.05; #NEW
}
divine_supremacy = {
papal_influence = 0.05; #NEW
}
deus_vult = {
papal_influence = 0.05; #NEW
}
humanist_tolerance = {
papal_influence = -0.05; #NEW
}

natives.txt
#natives_siberian includes 1776 1777

on_actions.txt
#NOTE NEW SYNTAX
#note new on_action type: on_weak_heir_claim

#country
on_battle_won = {
#REMOVED: 1000 = 0 #weight 1000 on nothing
}
#country
on_battle_lost = {
#REMOVED: 1000 = 0 #weight 1000 on nothing
}
#country
on_siege_won = {
#REMOVED: 1000 = 0 #weight 1000 on nothing
events = {
9205 #tribes can sack stuff.
} #events statement is new
}
#country
on_new_monarch = {
#REMOVED: 5 = 600 #harsh anti-tribals.
events = {
600 #harsh anti-tribals.
9492 #remove some event modifiers
} #events statement is new
}
#country
on_regent = {
#REMOVED: 5 = 600 #harsh anti-tribals.
events = {
600 #harsh anti-tribals.
} #events statement is new
}
#country
on_new_term_election = {
#REMOVED: 100 = 700 # Election event
#REMOVED: 100 = 701 # Election event
events = {
700 # Election event
} #events statement is new
}
#country
on_death_election = {
#REMOVED: 1000 = 701 # Election event
events = {
701 # Election event
} #events statement is new
}
#country (country annexing, this = target)
on_diplomatic_annex = {
#REMOVED: 10 = 610
events = {
610
} #events statement is new
}
#country - NEW
on_weak_heir_claim = {
events = {
611 #Pretenders rise up
}
}

policies.txt

centralization_decentralization = {
left_specific = {
inflation_reduction = 0.01
officials = 0.1 #NEW
}
}
innovative_narrowminded = {
papal_influence = 0.03;
}

prices.txt
technology_group = latin => technology_group = western

rebel_types.txt
#note new rebel type: particularist_rebels = {

anti_tax_rebels = {
spawn_chance = {
modifier = {
factor = 10.0 #was 5.0
}
nationalist_rebels = {
spawn_chance = {
modifier = {
is_core = THIS #NEW
}
modifier = {
nationalism = 10 #was 20
}
modifier = {
nationalism = 5 #was 10
}
# Country scope
demands_accepted_effect = {
prestige = -0.5
#REMOVED: centralization_decentralization = 2
release_vassal = REB
}
# Country scope
demands_enforced_effect = {
release_vassal = REB
#REMOVED: centralization_decentralization = 2
}
}
patriot_rebels = {
spawn_chance = {
modifier = {
factor = 0.0
controller = {
primary_culture = THIS
}
OR = {
is_core = THIS
NOT = {
any_core = {
NOT = { tag = THIS }
}
}
NOT = {
any_neighbor_province = {
culture = THIS
NOT = { tag = THIS }
has_owner_culture = yes
}
}
} #NEW OR statement

demands_accepted_effect = {
#REMOVED: centralization_decentralization = 2
}
colonial_rebels = {
demands_accepted_effect = {
#REMOVED: centralization_decentralization = 2
}
demands_enforced_effect = {
#REMOVED: centralization_decentralization = 1
}
}
colonial_patriot_rebels = {
demands_accepted_effect = {
#REMOVED: centralization_decentralization = 1
}
revolutionary_rebels = {
spawn_chance = {
modifier = {
factor = 0.1
owner = {
NOT = { technology_group = western } #was latin
NOT = { technology_group = eastern }
}
}
demands_accepted_effect = {
#REMOVED: centralization_decentralization = 2
}
noble_rebels = {
# Country Scope
demands_accepted_effect = {
#REMOVED: centralization_decentralization = 2
}
# Country Scope
demands_enforced_effect = {
#REMOVED: centralization_decentralization = 2
}
}
religious_rebels = {
# Country Scope
demands_enforced_effect = {
#REMOVED: centralization_decentralization = 2
}
heretic_rebels = {
# Country Scope
demands_enforced_effect = {
#REMOVED: centralization_decentralization = 2
}
pretender_rebels = {
spawn_chance = {
modifier = {
factor = 0
NOT = { num_of_cities = 3 }
} #NEW modifier
#REMOVED:
# modifier = {
# factor = 10
# owner = {
# regency = yes
# }
# }
modifier = {
factor = 30
owner = {
government = monarchy
regency = yes
has_heir = no
}
} #NEW modifier
modifier = {
factor = 5
owner = {
government = monarchy
regency = yes
has_heir = yes
NOT = { heir_claim = 33 }
}
} #NEW modifier
modifier = {
factor = 5
owner = {
government = monarchy
regency = yes
has_heir = yes
NOT = { heir_claim = 66 }
}
} #NEW modifier
modifier = {
factor = 2
owner = {
government = monarchy
regency = yes
has_heir = yes
NOT = { heir_claim = 85 }
}
} #NEW modifier
modifier = {
factor = 0.1
NOT = { is_core = THIS }
any_core = {
primary_culture = THIS
}
} #NEW modifier
modifier = {
factor = 0.75
owner = {
government = monarchy
legitimacy = 66
}
} #NEW modifier
modifier = {
factor = 0.5
owner = {
government = monarchy
legitimacy = 75
}
} #NEW modifier
modifier = {
factor = 2.5
OR = {
government = tribal_despotism
government = tribal_federation
}
} #NEW modifier

religion.txt
#crusade_name localisation key added to each religious group

spies.txt
#note new merchant_republic spy mission: weaken_rival_league

fabricate_claims = {
trigger = {
owner = {
government = monarchy
is_lesser_in_union = no
NOT = { num_of_unions = 1 }
OR = {
NOT = { legitimacy = 50 }
AND = {
regency = yes
NOT = { heir_claim = 33}
}
}
}
THIS = {
government = monarchy
is_lesser_in_union = no
}
} #NEW trigger statement
effect = {
#REMOVED: add_casus_belli = THIS
add_casus_belli = {
type = cb_fabricated_claims
months = 12
target = THIS
} #NEW
}
}
support_revolt = {
effect = {
random_list = {
50 = {}
45 = { create_revolt = 1 }
5 = { create_revolt = 2 }
} #NEW effect
}
}
sponsor_patriots = {
difficulty = 3 #was 2
prestige = -0.05 #was -0.01
effect = {
#REMOVED owner = { casus_belli = THIS }
}
sponsor_nationalists = {
difficulty = 3 #was 2
prestige = -0.05 #was -0.01
effect = {
#REMOVED owner = { casus_belli = THIS }
}
sponsor_pretender = {
difficulty = 4 #was 3
prestige = -0.05 #was -0.03
effect = {
#REMOVED owner = { casus_belli = THIS }
}
#NEW mission:
weaken_rival_league = {
cost = 25 #costs 25$ ducats (inflation modified)
difficulty = 3 #3/10 = semi-easy..
prestige = -0.01 #lose 1 prestige if discovered..
badboy = 0 #no badboy increase if discovered.
capital = yes #can only be done in a capital
trigger = {
THIS = { government = merchant_republic }
owner = { in_league = yes NOT = { government = merchant_republic } }
}
effect = {
owner = { relation = { who = league_leader value = -25 } }
}
}

static_modifiers.txt
#cultural_tradition added to many modifiers
#legitimacy added to many modifiers
#papal_influence added to many modifiers
#surprise/error - badboy still called badboy
#8 new modifiers

hard_ai = {
global_manpower_modifier = 0.25 #NEW
}
very_hard_ai = {
global_manpower_modifier = 0.5 #NEW
}
coastal = {
supply_limit = 1 #NEW
}
blockaded = {
supply_limit = -1 #NEW Nullify the normal coastal supply limit bonus
}
non_accepted_culture = {
stability_cost = 10 #NEW more expensive for each province
}
negative_stability = {
legitimacy = -0.05 #NEW
}
bankruptcy = {
merchant_cost = 0.5 #NEW
colonist_cost = 0.5 #NEW
missionary_cost = 0.5 #NEW
reinforce_speed = -0.25 #NEW Slower reinforce
land_maintenance_modifier = -0.25 #NEW Lower maintenance
naval_maintenance_modifier = -0.25 #NEW Lower maintenance
}
war = {
cultural_tradition = -0.02 #NEW
}
peace = {
cultural_tradition = 0.005 #NEW gain some from peace
}
war_exhaustion = {
legitimacy = -0.002 #NEW
}
badboy = {
foreign_merchant_compete_chance = -0.02 #was -0.01
stability_cost_modifier = 0.02 #was -0.33
papal_influence = -0.01; #NEW
}
prestige = {
stability_cost_modifier = -0.1 #was -0.33
legitimacy = 0.001 #NEW
}
curia_controller = {
#REMOVED: badboy = -0.25
stability_cost_modifier = -0.05 #was -0.2
papal_influence = 0.05 #NEW
}
controlled_cardinals = { #bonuses for each controlled cardinal
badboy = -0.1 #NEW
}
placed_merchants = {
cultural_tradition = 0.001 #NEW
}
#REMOVED: different_religion = {
#REMOVED: same_religion_group = {
#NEW modifiers:
non_patrolled = {
local_tariffs = -0.5
local_tax_modifier = -0.25
local_trade_income_modifier = -0.25
}
# Applied to the province with your national focus and all your provinces around it
national_focus = {
population_growth = 0.02 #2% base population growth
local_manpower_modifier = 0.1 #10% bonus on manpower.
tax_income = 0.5 #Extra income bonus
garrison_growth = 0.1 #10% bonus on garrison growth
local_colonial_growth = 0.5
local_missionary_placement_chance = 0.05
local_revolt_risk = -2
minimum_revolt_risk = -2
}
# Applied to foreign provinces bordering your national focus, unless it is in your capital
national_focus_foreign = {
population_growth = -0.01
tax_income = -0.5
local_colonial_growth = -0.1
}
# Province effect of granting trade rights for a goods type
trade_rights = {
# Merchant Republic paying for the rights
local_trade_income_modifier = -0.25 # Trade value reduced - less production income in the province, and less value in the CoT
local_production_efficiency = 0.66 # Production efficiency raised; net local gain of ca 25%
}
# Special modifier to non_accepted_culture, for non-tribal republics
non_accepted_culture_republic = {
local_tax_modifier = 0.1
local_manpower_modifier = 0.1
local_revolt_risk = -0.5
stability_cost = 10 # Republic Penalty
}
# Multiplied with negative religious tolerance
intolerance = {
population_growth = 0.01
local_revolt_risk = -1.25
local_tax_modifier = 0.1
stability_cost = -10
}
num_of_marriages = {
legitimacy = 0.005
}
# Multiplied by current Legitimacy - 50
legitimacy = {
stability_cost_modifier = -0.2
global_revolt_risk = -6
tolerance_own = 2
tolerance_heathen = 2
tolerance_heretic = 2
badboy_limit = 10
}

technology.txt
#latin => western
#african => sub_saharan

triggered_modifiers.txt
#NEW modifier: Overextension - Anti-Blobbing measure
#!!!includes useful new trigger: core_percentage
#(I do hope core_percentage works in events as well)
#latin => western

sound_toll = {
#MANY trigger changes
}
global_trade_income_modifier = 0.20 #was 0.25
}
bosphorous_sound_toll = {
trigger = {
#REMOVED: mercantilism_freetrade = -2
NOT = { mercantilism_freetrade = 3 } #NEW
owns = 149 # Edirne
owns = 317 # Bursa
#REMOVED: 151 = { NOT = { owned_by = this } cot = yes }
owns = 151 # Thrace #NEW
owns = 316 # Bithynia #NEW
}
crusader = {
papal_influence = 0.05; #NEW
excommunication = {
papal_influence = -1 #NEW
}
#NEW MODIFIER:
########################################
# Overextension - Anti-Blobbing measure
########################################
overextension = {
icon = 2
trigger = {
OR = {
NOT = { core_percentage = 0.5 }
AND = {
NOT = { ADM = 6 }
NOT = { core_percentage = 0.66 }
}
AND = {
NOT = { ADM = 4 }
NOT = { core_percentage = 0.75 }
}
AND = {
NOT = { ADM = 2 }
NOT = { core_percentage = 0.85 }
}
}

OR = {
num_of_cities = 120
AND = {
num_of_cities = 100
NOT = { centralization_decentralization = 4 }
}
AND = {
num_of_cities = 90
NOT = { centralization_decentralization = 3 }
}
AND = {
num_of_cities = 80
NOT = { centralization_decentralization = 2 }
}
AND = {
num_of_cities = 70
NOT = { centralization_decentralization = 1 }
}
AND = {
num_of_cities = 60
NOT = { centralization_decentralization = 0 }
}
AND = {
num_of_cities = 50
NOT = { centralization_decentralization = -1 }
}
AND = {
num_of_cities = 40
NOT = { centralization_decentralization = -2 }
}
AND = {
num_of_cities = 30
NOT = { centralization_decentralization = -3 }
}
AND = {
num_of_cities = 20
NOT = { centralization_decentralization = -4 }
}
}
}

global_revolt_risk = 3
minimum_revolt_risk = 3
stability_cost_modifier = 0.5

}

http://forum.paradoxplaza.com/forum/showthread.php?t=449169

[B@W] Abominus
16.12.09, 17:49
I thought it would be useful to have a checklist of new triggers and effects in HT3. I list below those I have spotted so far. Please let me know of any others you spot.

COUNTRY TRIGGERS
core_percentage = 0.5
cultural_tradition = 0.05 #trigger and effect
has_heir = yes
heir_age = 15
heir_claim = 90
infamy = -1 #trigger and effect (?synonym for badboy?)
legitimacy = 1 #trigger and effect
num_of_league_members = 6
num_of_trade_rights = 3
officials = 2 #trigger and effect


PROVINCE TRIGGERS
has_national_focus = yes


COUNTRY EFFECTS
add_papal_influence = 0.05
cultural_tradition = 0.05 #trigger and effect
define_heir = { name = "" claim = 20 dynasty = THIS ADM = 4 DIP = 4 MIL = 4 } #ADM DIP MIL are optional
infamy = -1 #trigger and effect (?synonym for badboy?)
kill_heir = THIS
legitimacy = 1 #trigger and effect
officials = 2 #trigger and effect
years_of_income = 0.1

http://forum.paradoxplaza.com/forum/showthread.php?t=449931

Numinor
26.12.09, 02:10
Es gibt also keinen Modifier für den Manöverwert der Generäle.
Irgendwie dumm, da man ihn bei Admirälen und die drei anderen Werte beieinflußen kann.

[B@W] Abominus
25.01.10, 10:56
http://forum.paradoxplaza.com/forum/showthread.php?p=10689260#post10689260

Goil :D.

G.L.vonBlücher
25.01.10, 11:01
Oha, mehr Forschungsfelder? Was er damit anfangen will hat der Gute aber bislang nicht verraten. :-/

[B@W] Abominus
25.01.10, 11:07
Ich könnte mir vorstellen, dass hier die Westlichen Länder einen Slider direkt voll haben, die Unterentwickelten dürften dann anteilig investieren und wenn sie eine bestimmte Stufe erreichen, dürfen sie westernizen in die nächste Gruppe.

G.L.vonBlücher
25.01.10, 11:09
Naja, Ich sehe Bildung und Gesundheit. Ich bin gespannt was Er da vorhat. Vieleicht ja auch neue Gebäude oder damit zusammenhängende Events? Seuche, Peste und dergleichen. Oder wie bei Civilisation eine Begrenzung des Wachstums einer Stadt?