PDA

Archiv verlassen und diese Seite im Standarddesign anzeigen : To-Do-Liste 2.01



[B@W] Abominus
27.08.12, 13:25
To-Do (nach Wichtigkeit sortiert / Arbeitsversion)


http://es.rice.edu/projects/Poli378/Maps/Former_USSR/Physical/Permafrost.gif http://homepages.udayton.edu/~koziolam/courses/icons/permafrost%20map.jpg >> Permafrostböden!
http://forum.paradoxplaza.com/forum/showthread.php?392911-Black-Chancery-Font-Mod >> Andere Schriftart
Anpassung Deutscher Orden: http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=67862&d=1353204175 + http://en.wikipedia.org/wiki/Livonian_Confederation#Livonian_civil_wars
http://forum.paradoxplaza.com/forum/showthread.php?644235-Creating-army-regiments-by-event-or-decision&p=14569728#post14569728 << Einheiten spezifisch beifügen
http://forum.paradoxplaza.com/forum/showthread.php?508653-%28MOD%29-Oriental-Mod << einige Sachen könnten da interessant sein
Übersetzung Grin Mod
Franktionswechsel bei Ereignissen
http://forum.paradoxplaza.com/forum/showthread.php?616910-Minor-Enhencement-mod-(ME-mod)-amp-Divine-Wind-Back-Alive-mod-(DWBA-mod) << Scheinen ein paar nette Decisions etc. drin zu sein. Werde mir das näher anschauen :).
Pest, Ruhr und andere Späße sollten noch dazu führen, dass große Städte ab und zu ein wenig entvölkert werden
http://forum.paradoxplaza.com/forum/showthread.php?501773-Problem-writing-new-CB-type&p=11698891#post11698891 << Neue CB für z.B. die Türken (eine Provinz als goldenen Apfel setzen, oder für die Byzantiner zur Vertreibung der Türken und Bulgaren etc.).
http://forum.paradoxplaza.com/forum/showthread.php?511125-Court-faction-moddability&p=11904326#post11904326 und http://forum.paradoxplaza.com/forum/showthread.php?566433-Modding-factions << Neue Fraktionen (es müssen nicht drei sein):

Byzanz
http://upload.wikimedia.org/wikipedia/commons/thumb/1/1c/Walls_of_Constantinople.JPG/800px-Walls_of_Constantinople.JPG

Warägergarde
http://pinterest.com/pin/21392166950943096/
Kaiserliche Familie
http://upload.wikimedia.org/wikipedia/commons/5/59/CoA_of_the_Byzantine_Empire.svg
Venezianische Berater
http://upload.wikimedia.org/wikipedia/commons/c/c4/Malteser_Galeere.jpg

USA
http://upload.wikimedia.org/wikipedia/commons/thumb/c/ca/US_13_Star_Betsy_Ross_Flag.svg/800px-US_13_Star_Betsy_Ross_Flag.svg.png

Demokraten
http://upload.wikimedia.org/wikipedia/commons/2/26/Democraticjackass.jpg
Republikaner
http://upload.wikimedia.org/wikipedia/commons/thumb/2/27/NastRepublicanElephant.jpg/800px-NastRepublicanElephant.jpg

Osmanisches Reich
http://upload.wikimedia.org/wikipedia/commons/thumb/2/2b/Osmanli-nisani.svg/504px-Osmanli-nisani.svg.png

Der Harem
http://upload.wikimedia.org/wikipedia/commons/9/9c/Jean-Baptiste_van_Mour_010.jpg
Die Janitscharen
http://upload.wikimedia.org/wikipedia/commons/b/b8/Janicaru.jpg
Die Geistlichkeit
http://upload.wikimedia.org/wikipedia/commons/thumb/9/92/Dcp7323-Edirne-Eski_Camii_Allah.svg/512px-Dcp7323-Edirne-Eski_Camii_Allah.svg.png

HRRDN
http://upload.wikimedia.org/wikipedia/commons/d/d3/Banner_of_the_Holy_Roman_Emperor_%28after_1400%29_Haloes.jpg

Händler
http://www.deutschland-im-mittelalter.de/bilder/markt3.jpg
Reichsfürsten
http://ha806.domainkunden.de/Portals/Trier/bilder/Trier/Artefakte/kurfuersten_balduineum.jpg
Kaiserhof
http://www.pmbm.de/media/original/images/3971_big.jpg

Revolutionäres Frankreich
http://upload.wikimedia.org/wikipedia/commons/4/4e/Prise_de_la_Bastille.jpg

Jakobiner und Sansculotten
http://www.kollstede.de/images/jakobiner_Symbol_1.jpg
Girondisten
http://i520.photobucket.com/albums/w330/MethosderEine/Oesiland/France/424px-Grand_Royal_Coat_of_Arms_of_Francesvg.png

Großbritannien
http://upload.wikimedia.org/wikipedia/commons/a/a5/Joan_Blaeu%2C_Atlas_Maior_-_Vereinigtes_K%C3%B6nigreich.jpg

Bürgertum
http://upload.wikimedia.org/wikipedia/commons/thumb/5/59/Carl_Spitzweg_047.jpg/751px-Carl_Spitzweg_047.jpg
Der Adel
http://www.ratgeberspiel.de/wp-content/uploads/2012/04/Die-Ritter-der-Kokosnu%C3%9F2.jpg
Die Marine
http://upload.wikimedia.org/wikipedia/commons/thumb/d/d9/Victory_Portsmouth_um_1900.jpg/439px-Victory_Portsmouth_um_1900.jpg

Österreich-Ungarn
http://upload.wikimedia.org/wikipedia/commons/thumb/0/0c/Austria-Hungaria_transparency.png/800px-Austria-Hungaria_transparency.png

Magyaren
http://upload.wikimedia.org/wikipedia/commons/thumb/4/45/Coat_of_Arms_of_Hungary.svg/284px-Coat_of_Arms_of_Hungary.svg.png
Kroatien
http://upload.wikimedia.org/wikipedia/commons/thumb/archive/0/06/20120811161850%21Coat_of_arms_of_Croatia_%281868-1918%29_with_crown.svg/189px-Coat_of_arms_of_Croatia_%281868-1918%29_with_crown.svg.png
Böhmen
http://upload.wikimedia.org/wikipedia/commons/8/8f/Wappen_K%C3%B6nigreich_B%C3%B6hmen.png
Italiener
http://upload.wikimedia.org/wikipedia/commons/thumb/5/59/Suedtirol_CoA.svg/405px-Suedtirol_CoA.svg.png
Deutsche
http://upload.wikimedia.org/wikipedia/commons/thumb/c/c1/Wappen_Kaisertum_%C3%96sterreich_1815_%28Klein%29.png/466px-Wappen_Kaisertum_%C3%96sterreich_1815_%28Klein%29.png


http://forum.paradoxplaza.com/forum/showthread.php?281757-Mod-Guide-Adding-in-a-new-Religion/page2 << Missionar richtig darstellen für Jüdische Religion


Vorschläge, die nicht eingebaut werden:

Umwandlung von Provinzresourcen in bessere, daher auch neue Resourcen notwendig

Kartoffel
Südfrüchte
Silber
Edelsteine
Edelstoffe (z.B. Bauxit oder Öl)
<< Ist zu aufwendig, aber man kann noch mehr Modifier einbauen.
http://forum.paradoxplaza.com/forum/showthread.php?334823-Built-the-Suez-Canal << Suez-Kanal möglich
http://forum.paradoxplaza.com/forum/showthread.php?609570-Eurus-eastern-wind-or-an-improvement-mod-of-Asian-regions&p=14293706#post14293706 << Japanische Herrscher vor 1399
Die Hanse mit Fraktionen << Welche Modifier sollten hier auch gelten?
http://upload.wikimedia.org/wikipedia/commons/thumb/8/88/Holstentor_03.jpg/449px-Holstentor_03.jpg

Ostseehändler
http://upload.wikimedia.org/wikipedia/commons/thumb/3/34/Coat_of_Arms_of_Veliky_Novgorod.svg/496px-Coat_of_Arms_of_Veliky_Novgorod.svg.png
Nordseehändler
http://upload.wikimedia.org/wikipedia/commons/thumb/7/72/Arms_of_the_Greater_London_Council.svg/180px-Arms_of_the_Greater_London_Council.svg.png

[B@W] Abominus
30.08.12, 10:55
In der aktuellen Arbeitsversion enthalten:




Wird in der nächsten Arbeitsversion enthalten sein:

[B@W] Abominus
31.08.12, 10:17
Hier im Thread sind die jeweiligen Fortschritte aufgeführt. Die oben benannten Änderungen (Post 2) sind in der Arbeitsversion enthalten:

*Download Arbeitsversion* (http://www.si-games.com/forum/downloads.php?do=file&id=2)

Ich fände es voll knorke, wenn man das testen könnte, da die aktuelle Version stabil läuft (siehe Downloadthread).

sheep-dodger
31.08.12, 10:53
Persönlich würde ich den Suez ja nicht einbauen, davon abgesehen, dass er halt in der Zeitspanne nicht existierte, würde es ja dazu führen, dass man mit einem Core im östlichen Mittelmeer Naval Range und Kolonialreichweite im Roten Meer und um Indien bekommt, was mE äußerst unrealistisch ist.

[B@W] Abominus
31.08.12, 10:59
Nachvollziehbar. Wird gelöscht.

[B@W] Abominus
06.09.12, 20:39
Der aktuelle Stand, den ich nachher auch hochladen werde:

[B@W] Abominus
07.09.12, 15:23
WIP für Abo...

[B@W] Abominus
10.09.12, 11:33
Gestrichen:
Eurus - eastern wind, or an improvement mod of Asian regions
Grund:
Die Original-Länder sind kastriert worden (alle Leader entfernt) und es sind neue eingebaut worden. Ist mir zu viel Arbeit für quasi Null Vorteil für uns.

[B@W] Abominus
11.09.12, 11:43
Ein paar neue Events:


#################################################
# Einwanderung von Ureinwohnern #
#################################################

province_event = {

id = 121600

trigger = {
controlled_by = THIS
owned_by = THIS
has_empty_adjacent_province = yes
}

mean_time_to_happen = {
months = 120
modifier = {
factor = 0.95
owner = { war = no }
}
modifier = {
factor = 0.7
owner = { idea = colonial_ventures }
}
}

title = "EVTNAME121600"
desc = "EVTDESC121600"

immediate = {
random_empty_neighbor_province = {
native_hostileness = 1
native_ferocity = 1
native_size = -1 #100 Eingeborene
}
}

option = {
name = "EVTOPTA121600"
citysize = 100
}
}

province_event = {

id = 121601

trigger = {
controlled_by = THIS
owned_by = THIS
has_empty_adjacent_province = yes
}

mean_time_to_happen = {
months = 120
modifier = {
factor = 0.95
owner = { war = no }
}
modifier = {
factor = 0.9
owner = { idea = colonial_ventures }
}
modifier = {
factor = 0.3
owner = { idea = humanist_tolerance }
}
modifier = {
factor = 0.9
owner = { idea = divine_supremacy }
}
}

title = "EVTNAME121601"
desc = "EVTDESC121601"

immediate = {
random_empty_neighbor_province = {
native_hostileness = -1
native_ferocity = -1
native_size = 1 #100 Eingeborene
}
}

option = {
name = "EVTOPTA121601"
citysize = -10
treasury = -50
}
}

province_event = {

id = 121602

trigger = {
controlled_by = THIS
owned_by = THIS
has_empty_adjacent_province = yes
missionaries = 1
OR = {
random_empty_neighbor_province = {
native_hostileness = 1
}
random_empty_neighbor_province = {
native_ferocity = 1
}
}
}

mean_time_to_happen = {
months = 120
modifier = {
factor = 0.95
owner = { war = no }
}
modifier = {
factor = 0.9
owner = { idea = colonial_ventures }
}
modifier = {
factor = 1.5
owner = { idea = humanist_tolerance }
}
modifier = {
factor = 0.1
owner = { idea = divine_supremacy }
}
modifier = {
factor = 1.2
NOT = { citysize = 950 }
}
modifier = {
factor = 0.4
citysize = 1100
}
}

title = "EVTNAME121602"
desc = "EVTDESC121602"

immediate = {
random_empty_neighbor_province = {
native_hostileness = -1
native_ferocity = -1
}
}

option = {
name = "EVTOPTA121602"
missionaries = -1
}
}

province_event = {

id = 121603

trigger = {
controlled_by = THIS
owned_by = THIS
has_empty_adjacent_province = yes
}

mean_time_to_happen = {
months = 120
modifier = {
factor = 0.5
owner = { war = yes }
}
modifier = {
factor = 0.7
owner = { idea = colonial_ventures }
}
modifier = {
factor = 2.5
owner = { idea = humanist_tolerance }
}
modifier = {
factor = 0.9
owner = { idea = divine_supremacy }
}
modifier = {
factor = 0.4
NOT = { citysize = 950 }
}
modifier = {
factor = 1.2
citysize = 1100
}
}

title = "EVTNAME121603"
desc = "EVTDESC121603"

immediate = {
random_empty_neighbor_province = {
native_hostileness = 1
native_ferocity = 1
native_size = 3 #300 Eingeborene
}
}

option = {
name = "EVTOPTA121603"
citysize = -30
treasury = -50
missionaries = -1
owner = {
limit = {
war = yes
stability = 0
}
stability = -1
}
}
}

#################################################
# Einwanderung in leeren Provinzen #
#################################################

province_event = {

id = 121604

trigger = {
is_overseas = yes
has_empty_adjacent_province = yes
}

mean_time_to_happen = {
months = 120 # Random Province Event


modifier = {
factor = 0.7
owner = { idea = colonial_ventures }
}
modifier = {
factor = 0.7
owner = { idea = scientific_revolution }
}
modifier = {
factor = 0.7
owner = { idea = land_of_opportunity }
}
modifier = {
factor = 0.7
owner = { idea = humanist_tolerance }
}
modifier = {
factor = 0.75
port = yes
}
modifier = {
factor = 0.6
owner = { prestige = 0.75 }
}
modifier = {
factor = 0.7
owner = { prestige = 0.5 }
}
modifier = {
factor = 0.8
owner = { prestige = 0.25 }
}
modifier = {
factor = 0.9
owner = { prestige = 0.05 }
}
}

title = "EVTNAME121604"
desc = "EVTDESC121604"


option = {
name = "EVTOPTA121604"
random_empty_neighbor_province = {
native_size = 1 # 100 Eingeborene
}
owner = { prestige = 0.05 }
}
}

#################################################
# Abwanderung aus leeren Provinzen #
#################################################

province_event = {

id = 121605

trigger = {
is_overseas = yes
has_empty_adjacent_province = yes
}

mean_time_to_happen = {
months = 120 # Random Province Event


modifier = {
factor = 0.5
owner = { conquistador = 1 }
}
modifier = {
factor = 0.7
owner = { idea = quest_for_the_new_world }
}
modifier = {
factor = 1.4
owner = { idea = colonial_ventures }
}
modifier = {
factor = 1.4
owner = { idea = scientific_revolution }
}
modifier = {
factor = 1.4
owner = { idea = land_of_opportunity }
}
modifier = {
factor = 1.4
owner = { idea = humanist_tolerance }
}
modifier = {
factor = 0.75
port = no
}
modifier = {
factor = 0.6
owner = { prestige = -0.75 }
}
modifier = {
factor = 0.7
owner = { prestige = -0.5 }
}
modifier = {
factor = 0.8
owner = { prestige = -0.25 }
}
modifier = {
factor = 0.9
owner = { prestige = -0.05 }
}
}

title = "EVTNAME121605"
desc = "EVTDESC121605"


option = {
name = "EVTOPTA121605"
random_empty_neighbor_province = {
native_size = -1 # 100 Eingeborene
}
owner = { prestige = -0.05 }
}
}

#################################################
# Pest in den eigenen Kolonien #
#################################################

province_event = {

id = 121650

trigger = {
NOT = { has_province_flag = plague }
NOT = { citysize = 950 }
is_overseas = yes
OR = {
continent = north_america
continent = south_america
continent = oceania
}
}

mean_time_to_happen = {
months = 120 # Random Province Event

modifier = {
factor = 0.75
any_neighbor_province = {
has_province_flag = plague
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = plague
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = plague
}
}
modifier = {
factor = 0.75
port = yes
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
}

title = "EVTNAME121650"
desc = "EVTDESC121650"


option = {
name = "EVTOPTA121650"
native_hostileness = -3
native_ferocity = -3
native_size = -3 #-300 Eingeborene
multiply_citysize = 0.5
set_province_flag = plague
add_province_modifier = {
name = "plague"
duration = 150
}
add_province_modifier = {
name = "disregard_natives"
duration = 730
}
}
}

#################################################
# Pest in noch nicht kolonialisierten Provinzen #
#################################################

province_event = {

id = 121651

trigger = {
has_province_flag = plague
is_overseas = yes
OR = {
continent = north_america
continent = south_america
continent = oceania
}
has_empty_adjacent_province = yes
}

mean_time_to_happen = {
months = 120 # Random Province Event

modifier = {
factor = 0.75
any_neighbor_province = {
has_province_flag = plague
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = plague
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = plague
}
}
modifier = {
factor = 0.75
port = yes
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
modifier = {
factor = 1000
random_empty_neighbor_province = {
has_province_flag = plague
}
}
}

title = "EVTNAME121651"
desc = "EVTDESC121651"


option = {
name = "EVTOPTA121651"
random_empty_neighbor_province = {
limit = {
NOT = { has_province_flag = plague }
}
native_hostileness = -3
native_ferocity = -3
native_size = -3 #-300 Eingeborene
set_province_flag = plague
}
}
}

Syphilis...

#################################################
# Syphilis aus den Kolonien #
#################################################

province_event = {

id = 140100

trigger = {
NOT = { has_province_flag = syphilis }
OR = {
any_owned_province = {
OR = {
continent = north_america
continent = south_america
}
}
any_neighbor_province = {
has_province_flag = syphilis
}
}
}

mean_time_to_happen = {
months = 120 # Random Province Event

modifier = {
factor = 0.75
any_neighbor_province = {
has_province_flag = syphilis
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_syphilis
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_syphilis
}
}
modifier = {
factor = 0.5
has_province_modifier = has_bordell
}
modifier = {
factor = 0.75
port = yes
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
}

title = "EVTNAME140100"
desc = "EVTDESC140100"


option = {
name = "EVTOPTA140100"
multiply_citysize = 0.95
set_province_flag = syphilis
remove_province_modifier = has_bordell
add_province_modifier = {
name = "has_syphilis"
duration = 3650 #10 Jahre
}
}
}

province_event = {

id = 140101

trigger = {
has_province_flag = syphilis
NOT = { has_province_modifier = has_syphilis }
}

mean_time_to_happen = {
months = 120 # Random Province Event


modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_syphilis
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_syphilis
}
}
modifier = {
factor = 0.5
has_province_modifier = has_bordell
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
}

title = "EVTNAME140101"
desc = "EVTDESC140101"


option = {
name = "EVTOPTA140101"
multiply_citysize = 0.99
}
}

[B@W] Abominus
11.09.12, 16:08
Hab ja ganz die Syphilis vergessen :D:


has_syphilis = {
population_growth = -0.02
production_efficiency = -0.05
local_manpower_modifier = -0.05
prestige = -0.005
icon = 2
}

[B@W] Abominus
12.09.12, 10:46
harem_errichten = {
potential = {
OR = {
AND = {
capital_scope = {
not = { has_province_modifier = has_harem }
}
OR = {
government = feudal_monarchy
government = despotic_monarchy
government = imperial_government
government = administrative_monarchy
government = absolute_monarchy
government = tribal_despotism
government = tribal_federation
government = steppe_horde
}
religion_group = muslim
NOT = { tag = TUR }
}

AND = {
capital_scope = {
not = { has_province_modifier = has_harem }
}
OR = {
government = feudal_monarchy
government = despotic_monarchy
government = imperial_government
government = administrative_monarchy
government = absolute_monarchy
government = tribal_despotism
government = tribal_federation
government = steppe_horde
}
religion_group = muslim
151 = {
is_capital = yes
owned_by = THIS
}
tag = TUR
}
}
}
allow = {
prestige = 0.8
officials = 5
army_tradition = 0.8
capital_scope = {
has_national_focus = yes
has_owner_religion = yes
}
}
effect = {
officials = -5
prestige = 0.1
capital_scope = {
add_province_modifier = {
name = "has_harem"
duration = -1
}
}
}
ai_will_do = {
factor = 1
}
}
}


#####################################
# Harem, Nutten, Blackjack
#####################################

has_harem = {
tolerance_heathen = 1
prestige = 0.01
diplomatic_skill = 1
legitimacy = 0.05
officials = -0.25
harem_fraction_influence = 1
icon = 10
}

has_bordell = {
local_revolt_risk = 1
prestige = -0.005
local_tax_modifier = 0.15
officials = -0.01
icon = 7
}

[B@W] Abominus
18.09.12, 07:32
Zur Info:

Europa nach ca. 140 Jahren und die Welt nach 140 Jahren.

Es lief ohne Probleme durch, d.h. ich hab den CTD gefunden (man kann in Optionen kein Limit für owner für ein Provinzevent setzen...).

Das einzige, was ich jetzt noch anpassen werde, ist die Auswirkungen der Fraktionen in Triggered-Modifier zu stecken.

[B@W] Abominus
18.09.12, 10:30
http://forum.paradoxplaza.com/forum/showthread.php?632152-Republic-Constitution-Mod&p=14348641#post14348641

Es hat wohl einer mit den Fractions hinbekommen... ich warte der Dinge, die da kommen :).

[B@W] Abominus
28.09.12, 14:28
Kulturen und deren Einfluss:


byzantine cultural_tradition = 0.025
germanic cultural_tradition = 0.025
bushianer defensiveness = 0.10
basque_group defensiveness = 0.10
carlthegreat defensiveness = 0.10
baltic global_revolt_risk = -1
burman global_revolt_risk = -1
carribean global_revolt_risk = -1
dravidian global_revolt_risk = -1
eastern_aryan global_revolt_risk = -1
hindusthani global_revolt_risk = -1
iranian global_revolt_risk = -1
okzitanisch global_revolt_risk = -1
pacific global_revolt_risk = -1
scandinavian global_revolt_risk = -1
thai global_revolt_risk = -1
african inflation_reduction = 0.05
central_american inflation_reduction = 0.05
south_american inflation_reduction = 0.05
altaic land_attrition = -0.05
north_american land_attrition = -0.05
gaelic land_morale = 0.05
malay land_morale = 0.05
mon_khmer land_morale = 0.05
turko_semitic land_morale = 0.05
western_aryan land_morale = 0.05
british navy_tradition = 0.005
iberian navy_tradition = 0.005
itaka navy_tradition = 0.005
nordafrikanisch navy_tradition = 0.005
french prestige_decay = -0.01
horty prestige_decay = -0.01
west_slavic prestige_decay = -0.01
east_asian stability_cost_modifier = -0.05
east_slavic stability_cost_modifier = -0.05
finno_ugric stability_cost_modifier = -0.05
hokkaido stability_cost_modifier = -0.05
south_slavic stability_cost_modifier = -0.05




######################################
# byzantine - Kultur
######################################
byzantine_kultur_TM = {
potential = {
culture_group = byzantine
}

trigger = {
culture_group = byzantine
}
cultural_tradition = 0.025
}

######################################
# germanic - Kultur
######################################
germanic_kultur_TM = {
potential = {
culture_group = germanic
}

trigger = {
culture_group = germanic
}
cultural_tradition = 0.025
}

######################################
# bushianer - Kultur
######################################
bushianer_kultur_TM = {
potential = {
culture_group = bushianer
}

trigger = {
culture_group = bushianer
}
defensiveness = 0.10
}

######################################
# basque_group - Kultur
######################################
basque_group_kultur_TM = {
potential = {
culture_group = basque_group
}

trigger = {
culture_group = basque_group
}
defensiveness = 0.10
}

######################################
# carlthegreat - Kultur
######################################
carlthegreat_kultur_TM = {
potential = {
culture_group = carlthegreat
}

trigger = {
culture_group = carlthegreat
}
defensiveness = 0.10
}

######################################
# baltic - Kultur
######################################
baltic_kultur_TM = {
potential = {
culture_group = baltic
}

trigger = {
culture_group = baltic
}
global_revolt_risk = -1
}

######################################
# burman - Kultur
######################################
burman_kultur_TM = {
potential = {
culture_group = burman
}

trigger = {
culture_group = burman
}
global_revolt_risk = -1
}

######################################
# carribean - Kultur
######################################
carribean_kultur_TM = {
potential = {
culture_group = carribean
}

trigger = {
culture_group = carribean
}
global_revolt_risk = -1
}

######################################
# dravidian - Kultur
######################################
dravidian_kultur_TM = {
potential = {
culture_group = dravidian
}

trigger = {
culture_group = dravidian
}
global_revolt_risk = -1
}

######################################
# eastern_aryan - Kultur
######################################
eastern_aryan_kultur_TM = {
potential = {
culture_group = eastern_aryan
}

trigger = {
culture_group = eastern_aryan
}
global_revolt_risk = -1
}

######################################
# hindusthani - Kultur
######################################
hindusthani_kultur_TM = {
potential = {
culture_group = hindusthani
}

trigger = {
culture_group = hindusthani
}
global_revolt_risk = -1
}

######################################
# iranian - Kultur
######################################
iranian_kultur_TM = {
potential = {
culture_group = iranian
}

trigger = {
culture_group = iranian
}
global_revolt_risk = -1
}

######################################
# okzitanisch - Kultur
######################################
okzitanisch_kultur_TM = {
potential = {
culture_group = okzitanisch
}

trigger = {
culture_group = okzitanisch
}
global_revolt_risk = -1
}

######################################
# pacific - Kultur
######################################
pacific_kultur_TM = {
potential = {
culture_group = pacific
}

trigger = {
culture_group = pacific
}
global_revolt_risk = -1
}

######################################
# scandinavian - Kultur
######################################
scandinavian_kultur_TM = {
potential = {
culture_group = scandinavian
}

trigger = {
culture_group = scandinavian
}
global_revolt_risk = -1
}

######################################
# thai - Kultur
######################################
thai_kultur_TM = {
potential = {
culture_group = thai
}

trigger = {
culture_group = thai
}
global_revolt_risk = -1
}

######################################
# african - Kultur
######################################
african_kultur_TM = {
potential = {
culture_group = african
}

trigger = {
culture_group = african
}
inflation_reduction = 0.05
}

######################################
# central_american - Kultur
######################################
central_american_kultur_TM = {
potential = {
culture_group = central_american
}

trigger = {
culture_group = central_american
}
inflation_reduction = 0.05
}

######################################
# south_american - Kultur
######################################
south_american_kultur_TM = {
potential = {
culture_group = south_american
}

trigger = {
culture_group = south_american
}
inflation_reduction = 0.05
}

######################################
# altaic - Kultur
######################################
altaic_kultur_TM = {
potential = {
culture_group = altaic
}

trigger = {
culture_group = altaic
}
land_attrition = -0.05
}

######################################
# north_american - Kultur
######################################
north_american_kultur_TM = {
potential = {
culture_group = north_american
}

trigger = {
culture_group = north_american
}
land_attrition = -0.05
}

######################################
# gaelic - Kultur
######################################
gaelic_kultur_TM = {
potential = {
culture_group = gaelic
}

trigger = {
culture_group = gaelic
}
land_morale = 0.05
}

######################################
# malay - Kultur
######################################
malay_kultur_TM = {
potential = {
culture_group = malay
}

trigger = {
culture_group = malay
}
land_morale = 0.05
}

######################################
# mon_khmer - Kultur
######################################
mon_khmer_kultur_TM = {
potential = {
culture_group = mon_khmer
}

trigger = {
culture_group = mon_khmer
}
land_morale = 0.05
}

######################################
# turko_semitic - Kultur
######################################
turko_semitic_kultur_TM = {
potential = {
culture_group = turko_semitic
}

trigger = {
culture_group = turko_semitic
}
land_morale = 0.05
}

######################################
# western_aryan - Kultur
######################################
western_aryan_kultur_TM = {
potential = {
culture_group = western_aryan
}

trigger = {
culture_group = western_aryan
}
land_morale = 0.05
}

######################################
# british - Kultur
######################################
british_kultur_TM = {
potential = {
culture_group = british
}

trigger = {
culture_group = british
}
navy_tradition = 0.005
}

######################################
# iberian - Kultur
######################################
iberian_kultur_TM = {
potential = {
culture_group = iberian
}

trigger = {
culture_group = iberian
}
navy_tradition = 0.005
}

######################################
# itaka - Kultur
######################################
itaka_kultur_TM = {
potential = {
culture_group = itaka
}

trigger = {
culture_group = itaka
}
navy_tradition = 0.005
}

######################################
# nordafrikanisch - Kultur
######################################
nordafrikanisch_kultur_TM = {
potential = {
culture_group = nordafrikanisch
}

trigger = {
culture_group = nordafrikanisch
}
navy_tradition = 0.005
}

######################################
# french - Kultur
######################################
french_kultur_TM = {
potential = {
culture_group = french
}

trigger = {
culture_group = french
}
prestige_decay = -0.01
}

######################################
# horty - Kultur
######################################
horty_kultur_TM = {
potential = {
culture_group = horty
}

trigger = {
culture_group = horty
}
prestige_decay = -0.01
}

######################################
# west_slavic - Kultur
######################################
west_slavic_kultur_TM = {
potential = {
culture_group = west_slavic
}

trigger = {
culture_group = west_slavic
}
prestige_decay = -0.01
}

######################################
# east_asian - Kultur
######################################
east_asian_kultur_TM = {
potential = {
culture_group = east_asian
}

trigger = {
culture_group = east_asian
}
stability_cost_modifier = -0.05
}

######################################
# east_slavic - Kultur
######################################
east_slavic_kultur_TM = {
potential = {
culture_group = east_slavic
}

trigger = {
culture_group = east_slavic
}
stability_cost_modifier = -0.05
}

######################################
# finno_ugric - Kultur
######################################
finno_ugric_kultur_TM = {
potential = {
culture_group = finno_ugric
}

trigger = {
culture_group = finno_ugric
}
stability_cost_modifier = -0.05
}

######################################
# hokkaido - Kultur
######################################
hokkaido_kultur_TM = {
potential = {
culture_group = hokkaido
}

trigger = {
culture_group = hokkaido
}
stability_cost_modifier = -0.05
}

######################################
# south_slavic - Kultur
######################################
south_slavic_kultur_TM = {
potential = {
culture_group = south_slavic
}

trigger = {
culture_group = south_slavic
}
stability_cost_modifier = -0.05
}


byzantine_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_byzantine_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
germanic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_germanic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
bushianer_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_bushianer_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
basque_group_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_basque_group_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
carlthegreat_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_carlthegreat_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
baltic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_baltic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
burman_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_burman_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
carribean_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_carribean_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
dravidian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_dravidian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
eastern_aryan_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_eastern_aryan_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
hindusthani_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_hindusthani_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
iranian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_iranian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
okzitanisch_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_okzitanisch_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
pacific_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_pacific_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
scandinavian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_scandinavian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
thai _kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_thai _kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
african_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_african_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
central_american_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_central_american_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
south_american_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_south_american_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
altaic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_altaic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
north_american_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_north_american_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
gaelic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_gaelic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
malay _kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_malay _kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
mon_khmer _kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_mon_khmer _kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
turko_semitic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_turko_semitic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
western_aryan_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_western_aryan_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
british_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_british_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
iberian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_iberian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
itaka_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_itaka_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
nordafrikanisch_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_nordafrikanisch_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
french_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_french_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
horty_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_horty_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
west_slavic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_west_slavic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
east_asian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_east_asian_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
east_slavic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_east_slavic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
finno_ugric_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_finno_ugric_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
hokkaido_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_hokkaido_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
south_slavic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x
desc_south_slavic_kultur_TM;Our culture is precious!;;Unsere Kultur ist uns heilig!;;;;;;;;;;;x

[B@W] Abominus
28.09.12, 23:04
Galeeren und Händler werden auf Stufe 1 gesetzt.

[B@W] Abominus
05.10.12, 14:25
Galeeren und Händler auf Stufe 1 verfügbar.

[B@W] Abominus
09.10.12, 11:23
Weitere Verbindungen:


From;To;Type;Through;Comment
6;12;sea;1258;Skåne-Sjaelland
12;14;sea;1258;Sjaelland - Fyn
14;15;sea;1258;Fyn-Jylland
123;124;sea;1307;Calabria - Messina
151;316;sea;1320;Thrace-Bithynia
1001;911;sea;1663;Sault - Menominee
911;945;sea;1662;Menominee - Michigan
944;987;sea;1661;Potawatomi - Niagara
1;27;sea;1253;Stockholm - Finland
142;144;sea;1311;Janina-Corfu
144;1773;sea;1312;Janina-Achaea
146;164;sea;1319;Athens-Naxos
149;317;sea;1320;Edine-Bursa
252;253;sea;1283;Highlands-Western Isles
252;369;sea;1282;Highlands-Orkney
97;100;sea;1269;Holland-Friesland
1017;1818;sea;1390;Nagato-Chikuzen
1014;1016;sea;1390;Bungo-Shikoku
668;665;sea;1371;Macau-Jiangmen
668;667;sea;1371;Macau-Guangzhou
665;666;sea;1370;Jiangmen-Hainan
13;14;sea;1258;Slesvig-Fyn
36;35;sea;1254;Estland-Ösel
35;39;sea;1256;Ösel-Kurland
319;320;sea;1318;Antalya-Rhodes
395;396;sea;1335;Qatar-Bahrain
597;620;sea;1361;Johor-Siak
659;622;sea;1361;Riau-Palembang
782;781;sea;1539;Tierra del Fuego-Patagonia Oriental
972;874;sea;1558;Nootka-Salish
972;973;sea;1558;Nootka-Squamish
972;974;sea;1558;Nootka-Kwakiutl
984;982;sea;1491;Acadia-Unamakik
984;983;sea;1491;Acadia-Epekwitk
996;981;sea;1493;Innu-Taqamkuk
1050;1033;sea;1379;Deren-Sakhalin
1215;387;sea;1330;Tajura-Mocha
36;274;sea;1260;Estland-Pskov
37;274;sea;1260;Livland-Pskov
2;7;sea;1251;Östergötland-Västergötland
112;1774;sea;1308;Venice-Treviso
54;1775;sea;1268;Bremen-Holstein
235;238;sea;1270;Kent-East Anglia
1820;1021;sea;1390;Awa-Settsu
1026;1847;sea;1387;Shiribeshi
1032;1852;sea;1386;Kurils-Tokachi
47;1858;sea;1258;Vorpommern-Stettin
623;624;sea;1360;Lampung-Banten
643;638;sea;1359;Pose-Kutei
649;644;sea;1399;Ternate-Menade
648;650;sea;1400;Helmahera-Tidore
649;648;sea;1400;Ternate-Helmahera
648;1245;sea;1400;Helmahera-Irian
645;647;sea;1401;Buru-Ceram
647;646;sea;1401;Ceram Ambom
639;628;sea;1358;Banjamarsin-Surabaya
627;631;sea;1355;Blambangan-Bali
632;631;sea;1355;Sumbawa-Bali
632;633;sea;1355;Sumbawa-Flores
634;633;sea;1356;Sumba-Flores
633;635;sea;1356;Flores-Timor
633;642;sea;1357;Flores-Bone
235;87;sea;1271;Kent-Calais
97;96;sea;1269;Holland-Zeeland
174;180;sea;1275;Gascogne-Poitou
226;334;sea;1293;Gibraltar-Tanger
247;373;sea;1284;Cumbria-Meath
372;249;sea;1284;Ulster-Ayrshire
1199;1201;sea;1448;Bagamoyo-Zanzibar
-1;-1;;-1;-1

[B@W] Abominus
10.10.12, 18:25
Verdoppelung der Zeit für das Wachsen von akzeptierten Kulturen...

sheep-dodger
10.10.12, 18:43
Da du für jede Kultur eh schon ein Event hast, wäre es doch auch möglich in den trigger für die Events einzubauen, dass eine Nachbarprovinz die Kultur haben muss zu der konvertiert werden soll, oder? Das dürfte dann so aussehen:

any_neighbor_province = {
owned_by = THIS
culture = english
has_owner_religion = yes
owner = { accepted_culture = english }
NOT = { primary_culture = THIS }
}
Dadurch dürfte der Culture Spread nicht mehr so wild sein, in einem Spiel mit Byzanz wurde bei mir Albanien türkisch, obwohl diese noch auf der anderen Seite des Bosporus lebten.

[B@W] Abominus
10.10.12, 19:31
Ich kann das gern in den Modifier nehmen, dass es dadurch extrem selten wird. Mal sehen, ob ich das mit Notepad++ hinbekomme.

[B@W] Abominus
11.10.12, 10:40
Hab gestern nochmal ein Update der Arbeitsversion gefahren. Du kannst ja mal schauen, ob es jetzt seltener passiert. Ich habe auch versucht, das ganze mit Excel zu bearbeiten, so dass es nicht zu viele Umstände macht, bringt aber nichts. Man muss also 167 Events per Hand anpassen. Ich werde das beizeiten anpassen.

Die Intention dahinter war ja, dass man akzeptierte Kulturen nicht so schnell wieder verliert. Je mehr Kolonien man gründet, desto eher verliert man die akzeptierte Kultur auch wieder.

Vorschlag: Entweder, es ist eine Provinz neben der betroffenen Provinz, die ebenfalls die akzeptierte Kultur hat, oder sie liegt in Übersee. Ist das ein Vorschlag? So können Schotten als Engländer auch nicht in der Gascogne auftauchen.

[B@W] Abominus
12.10.12, 12:43
Habe es schonmal soweit angepasst, dass die Kultur nur wechseln kann, wenn es daneben die gleiche gibt oder es in Übersee ist. Die Anreinerstaaten/Provinzen vom Mittelmeer könnte ich zum Kontinent Europa hinzufügen, wenn es interessiert. Oder ich setze die Chance runter, dass es in diesen Gegenden triggert.

[B@W] Abominus
24.10.12, 18:38
Ein wenig Events übersetzt...

4022

[B@W] Abominus
26.10.12, 16:19
Nochmal bearbeitet:

4025

[B@W] Abominus
07.11.12, 11:43
FYI:
Ich hatte die Tage eine neue Arbeitsversion hochgeladen.

[B@W] Abominus
07.11.12, 16:09
Nochmal die Übersetzung fortgeführt...

4047

[B@W] Abominus
09.11.12, 14:27
Nochmal die Übersetzung fortgeführt...

4053

[B@W] Abominus
26.11.12, 09:59
Arbeitsversion aktualisiert...

[B@W] Abominus
28.11.12, 13:10
Ich werde die Spionagemission und die neuen Rebellen nochmal anpassen. Hier:




has_illegales_bordell = {
local_revolt_risk = 5
prestige = -0.005
stability_cost = -8
local_production_efficiency = -0.01
local_spy_defence = -0.1
local_missionary_placement_chance = -0.25
icon = 8
}


bordell_errichten = {
potential = {
OR = {
AND = {
not = { has_province_modifier = has_bordell }
not = { any_neighbor_province = { has_province_modifier = has_bordell } }
has_national_focus = yes
has_owner_religion = yes
base_tax = 5
citysize = 90000
}
has_province_modifier = has_illegales_bordell
}
}
allow = {
OR = {
AND = {
owner = {
NOT = { innovative_narrowminded = -1 }
officials = 3
}
base_tax = 6
citysize = 100000
}
AND = {
has_province_modifier = has_illegales_bordell
owner = {
NOT = { innovative_narrowminded = 1 }
officials = 4
}
base_tax = 3
citysize = 20000
}
}
not = { has_province_modifier = has_syphilis }
}
effect = {
owner = {
officials = -1
}
remove_province_modifier = has_illegales_bordell
add_province_modifier = {
name = "has_bordell"
duration = 18250 #ca. 50 Jahre
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
owner = {
innovative_narrowminded = -3
}
}
}
}


#################################################
# Ein offizielles Bordel wird geschlossen, ein anderes eröffnet, oder es wird grundsätzlich eines eröffnet
#################################################

province_event = {

id = 140150

trigger = {
OR = {
has_province_modifier = has_bordell
AND = {
NOT = { has_province_modifier = has_illegales_bordell }
any_neighbor_province = {
has_province_modifier = has_illegales_bordell
}
base_tax = 4
citysize = 30000
}
}
}

mean_time_to_happen = {
months = 120 # Random Province Event

modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_bordell
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_bordell
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 0.75
port = yes
}
modifier = {
factor = 0.75
citysize = 100000
}
modifier = {
factor = 0.75
citysize = 250000
}
modifier = {
factor = 0.75
citysize = 500000
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
modifier = {
factor = 2.0
owner = { innovative_narrowminded = 5 }
}
modifier = {
factor = 1.5
owner = { innovative_narrowminded = 4 }
}
modifier = {
factor = 1.2
owner = { innovative_narrowminded = 3 }
}
modifier = {
factor = 0.25
owner = { NOT = { innovative_narrowminded = -4 } }
}
modifier = {
factor = 0.5
owner = { NOT = { innovative_narrowminded = -3 } }
}
modifier = {
factor = 0.75
owner = { NOT = { innovative_narrowminded = -2 } }
}
}

title = "EVTNAME140150"
desc = "EVTDESC140150"


option = {
name = "EVTOPTA140150"
remove_province_modifier = has_bordell
add_province_modifier = {
name = "has_illegales_bordell"
duration = -1
}
}
}

#################################################
# Religiöse Spinner oder befreundete Zuhälter?
#################################################

province_event = {

id = 140151

trigger = {
OR = {
has_province_modifier = has_bordell
has_province_modifier = has_illegales_bordell
}
}

mean_time_to_happen = {
months = 120 # Random Province Event

modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_bordell
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_bordell
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 0.75
port = yes
}
modifier = {
factor = 0.25
has_building = dock
}
modifier = {
factor = 2.0
has_building = temple
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
}

title = "EVTNAME140151"
desc = "EVTDESC140151"

option = {
name = "EVTOPTA140151"
spawn_rebels = {
type = religious_rebels
size = 2
}
}
option = {
name = "EVTOPTB140151"
spawn_rebels = {
type = pimp_rebels
size = 2
friend = THIS
}
}
}

#################################################
# Illegale Spelunke wird geschlossen
#################################################

province_event = {

id = 140152

trigger = {
has_province_modifier = has_illegales_bordell
has_building = courthouse
}

mean_time_to_happen = {
months = 120 # Random Province Event

modifier = {
factor = 0.75
any_neighbor_province = {
has_building = courthouse
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 2.0
port = yes
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
modifier = {
factor = 0.25
owner = { innovative_narrowminded = 5 }
}
modifier = {
factor = 0.5
owner = { innovative_narrowminded = 4 }
}
modifier = {
factor = 0.75
owner = { innovative_narrowminded = 3 }
}
modifier = {
factor = 2.0
owner = { NOT = { innovative_narrowminded = -4 } }
}
modifier = {
factor = 1.5
owner = { NOT = { innovative_narrowminded = -3 } }
}
modifier = {
factor = 1.2
owner = { NOT = { innovative_narrowminded = -2 } }
}
}

title = "EVTNAME140152"
desc = "EVTDESC140152"


option = {
name = "EVTOPTA140152"
remove_province_modifier = has_illegales_bordell
add_province_modifier = {
name = "heresy"
duration = 1825
}
}
}

#################################################
# (katholische) Missionare wollen keine Freundenmädchen in der Stadt
#################################################

province_event = {

id = 140153

trigger = {
OR = {
AND = {
NOT = { religion = catholic }
owner = { religion = catholic }
}
AND = {
religion = catholic
owner = { NOT = { religion = catholic } }
}
}
OR = {
has_province_modifier = has_illegales_bordell
has_province_modifier = has_bordell
}
has_building = temple
}

mean_time_to_happen = {
months = 120 # Random Province Event

modifier = {
factor = 0.75
any_neighbor_province = {
has_building = temple
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 2.0
port = yes
}
modifier = {
factor = 0.75
citysize = 100000
}
modifier = {
factor = 0.75
citysize = 250000
}
modifier = {
factor = 0.75
citysize = 500000
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
modifier = {
factor = 0.25
owner = { innovative_narrowminded = 5 }
}
modifier = {
factor = 0.5
owner = { innovative_narrowminded = 4 }
}
modifier = {
factor = 0.75
owner = { innovative_narrowminded = 3 }
}
modifier = {
factor = 2.0
owner = { NOT = { innovative_narrowminded = -4 } }
}
modifier = {
factor = 1.5
owner = { NOT = { innovative_narrowminded = -3 } }
}
modifier = {
factor = 1.2
owner = { NOT = { innovative_narrowminded = -2 } }
}
}

title = "EVTNAME140153"
desc = "EVTDESC140153"


option = {
name = "EVTOPTA140153"
remove_province_modifier = has_illegales_bordell
remove_province_modifier = has_bordell
add_province_modifier = {
name = "missionary_help1"
duration = 1825
}
spawn_rebels = {
type = pimp_rebels
size = 2
friend = THIS
}
random_owned = {
spawn_rebels = {
type = pimp_rebels
size = 2
}
}
}
option = {
name = "EVTOPTB140153"
spawn_rebels = {
type = catholic_rebels
size = 4
friend = PAP
}
add_province_modifier = {
name = "heresy"
duration = 1825
}
}
}

#################################################
# (nicht-katholische) Missionare wollen keine Freundenmädchen in der Stadt
#################################################

province_event = {

id = 140154

trigger = {
NOT = { religion = catholic }
owner = { NOT = { religion = catholic } }
OR = {
has_province_modifier = has_illegales_bordell
has_province_modifier = has_bordell
}
has_building = temple
}

mean_time_to_happen = {
months = 120 # Random Province Event

modifier = {
factor = 0.75
any_neighbor_province = {
has_building = temple
}
}
modifier = {
factor = 0.75
any_owned_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 0.75
any_neighbor_province = {
has_province_modifier = has_illegales_bordell
}
}
modifier = {
factor = 2.0
port = yes
}
modifier = {
factor = 0.75
citysize = 100000
}
modifier = {
factor = 0.75
citysize = 250000
}
modifier = {
factor = 0.75
citysize = 500000
}
modifier = {
factor = 2.0
owner = { luck = yes }
}
modifier = {
factor = 0.25
owner = { innovative_narrowminded = 5 }
}
modifier = {
factor = 0.5
owner = { innovative_narrowminded = 4 }
}
modifier = {
factor = 0.75
owner = { innovative_narrowminded = 3 }
}
modifier = {
factor = 2.0
owner = { NOT = { innovative_narrowminded = -4 } }
}
modifier = {
factor = 1.5
owner = { NOT = { innovative_narrowminded = -3 } }
}
modifier = {
factor = 1.2
owner = { NOT = { innovative_narrowminded = -2 } }
}
}

title = "EVTNAME140153"
desc = "EVTDESC140153"


option = {
name = "EVTOPTA140153"
remove_province_modifier = has_illegales_bordell
remove_province_modifier = has_bordell
add_province_modifier = {
name = "missionary_help1"
duration = 1825
}
spawn_rebels = {
type = pimp_rebels
size = 2
friend = THIS
}
random_owned = {
spawn_rebels = {
type = pimp_rebels
size = 2
}
}
}
option = {
name = "EVTOPTB140153"
spawn_rebels = {
type = religious_rebels
size = 4
}
add_province_modifier = {
name = "heresy"
duration = 1825
}
}
}




###################################
# Zuhälter
###################################
pimp_rebels = {

area = all # Everywhere!
government = any # Don't care about gov type
defection = none # Will not defect
independence = none # Does not strive for independence
defect_delay = 120
unit_transfer = no # Units do not remain after enforcing demands.

resilient = yes # Not disbands on retreat
reinforcing = yes # Does receive reinforcements
general = yes # Does use generals
smart = yes # Does assault forts, tactically withdraw from battle, etc.

artillery = 0.0
infantry = 0.6
cavalry = 0.4

# The rebel type with the highest modifier for this province gets picked
spawn_chance = {
factor = 0.1
modifier = {
factor = 2
is_overseas = yes
}
modifier = {
factor = 2.0
owner = {
wartax = yes
}
}
modifier = {
factor = 2.0
owner = {
war_exhaustion = 4
}
}
modifier = {
factor = 10.0
citysize = 100000
}
modifier = {
factor = 1.2
owner = {
NOT = { serfdom_freesubjects = 1 }
}
}
modifier = {
factor = 1.2
owner = {
NOT = { serfdom_freesubjects = 2 }
}
}
modifier = {
factor = 1.2
owner = {
NOT = { serfdom_freesubjects = 3 }
}
}
modifier = {
factor = 1.2
owner = {
NOT = { serfdom_freesubjects = 4 }
}
}
modifier = {
factor = 100
has_province_modifier = "has_bordell"
}
modifier = {
factor = 0.1
units_in_province = 2
}
modifier = {
factor = 10
AND = {
units_in_province = 1
NOT = { units_in_province = 2 }
}
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 2.0
has_building = temple
}
modifier = {
factor = 2.0
has_building = courthouse
}
modifier = {
factor = 2.0
has_building = cathedral
}
modifier = {
factor = 1.5
revolt_risk = 2
}
modifier = {
factor = 1.5
revolt_risk = 4
}
modifier = {
factor = 1.5
revolt_risk = 6
}
}

# Province Scope
siege_won_trigger = {
}
siege_won_effect = {
remove_building = temple
remove_building = courthouse
remove_building = cathedral
remove_province_modifier = has_bordell
add_province_modifier = {
name = "has_illegales_bordell"
duration = -1
}
}

# Country scope
can_negotiate_trigger = {
war = yes
any_owned_province = { controlled_by = REB }
}

# Country scope
can_enforce_trigger = {
always = yes
}

# Country scope
demands_accepted_effect = {
prestige = -0.25
serfdom_freesubjects = 1
any_owned = {
limit = {
controlled_by = REB
}
add_province_modifier = {
name = "has_illegales_bordell"
duration = -1
}
}
}

# Country scope
demands_enforced_effect = {
prestige = -0.5
serfdom_freesubjects = 2
any_owned = {
add_province_modifier = {
name = "has_bordell"
duration = 15000
}
}
random = {
chance = 40
government = REB # Special for this effect. Picks preferred rebel government.
}
}
}

[B@W] Abominus
06.12.12, 16:19
Bihar war das Jaunpur Sultanate: http://en.wikipedia.org/wiki/Jaunpur_Sultanate

Hier das File: 4101

Delhi wird anfangs von der Tughluq-Dynastie beherrscht: http://en.wikipedia.org/wiki/Tughlaq_dynasty

Hier das File: 4102

Genua hat nun auch Dogen ab 1363: http://en.wikipedia.org/wiki/Doge_of_Genoa

Hier das File: 4103

[B@W] Abominus
11.12.12, 08:23
Update der Arbeitsversion, ich habe nun auch ein paar Provinzen mit eingebaut. Wer also Interesse hat, kann es gern mal ausprobieren :).

[B@W] Abominus
12.12.12, 11:30
Ich hatte heute morgen noch ne neue Arbeitsversion hochgeladen. Änderungen in Post 2 (z.B. Goldene Horde etc.).

Ich habe nochmal die Gebäude angepasst, so dass man nicht in jeder Kackprovinz alles ausbauen kann. Das geht nur, wenn man eine reiche oder bevölkerungsreiche Provinz hat. Weiterhin verliert man das Gebäude wieder, wenn man nicht mindestens eine der Voraussetzungen erfüllt. Joker: Manufaktur gibt es immer frei. Außerdem habe ich den Bonus von Universitäten von 0.05 auf 0.1 Magistrate erhöht (da man einen zum Bau braucht, kriegt man nun statt alle 10 Jahre einen Magistraten).


# Do not change tags in here without changing every other reference to them.
# If adding new buildings, make sure they are uniquely named.

#
# cost = x #==> cost in $ to build (subject to other modifiers)
# time = x #==> number of months to build.
# officials = x #==> number of magistrates to build (default 1)
# previous = x # a building that is the prerequisite of this building
# modifier = m # a modifier on the province that the building gives
# trigger = t # an and trigger that needs to be fullfilled to build and keep the building
# one_per_country = yes/no # if yes, only one of these can exist in a country
# manufactory = { trade_good trade_good } # list of trade goods that get a production bonus
# destroy_on_conquest = yes/no # destroy this building if conquered
# onmap = yes/no # show as a sprite on the map
# category = x # the category used for labels and such

# Government
police = {
cost = 200
time = 12
modifier = {
local_revolt_risk = -1
}
destroy_on_conquest = yes
spare_on_core = yes
category = 1
}

fire_brigade = {
previous = police
cost = 200
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 3
citysize = 2000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 1 }
}
}
modifier = {
local_revolt_risk = -1
stability_cost = -2
local_defensiveness = 0.1
}
destroy_on_conquest = yes
spare_on_core = yes
}

spy_agency = {
previous = fire_brigade
cost = 200
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 4
citysize = 20000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 2 }
}
}
modifier = {
local_spy_defence = 0.50
stability_cost = -2
}
destroy_on_conquest = yes
spare_on_core = yes
}

courthouse = {
previous = spy_agency
cost = 200
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 5
citysize = 30000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 3 }
}
}
modifier = {
local_revolt_risk = -3
}
destroy_on_conquest = yes
spare_on_core = yes
}

town_hall = {
previous = courthouse
cost = 200
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 4 }
}
}
modifier = {
local_tax_modifier = 0.25
direct_tax_percentage = 0.25
}
destroy_on_conquest = yes
}

college = {
previous = town_hall
cost = 300
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { owner = { eloquenz_infrastruktur = 5 } }
}
}
modifier = {
diplomats = 0.01
local_spy_defence = 0.25
spies = 0.05
officials = 0.25
local_revolt_risk = -2
government_tech_investment = 3
production_tech_investment = 3
trade_tech_investment = 3
stability_investment = 3
}
destroy_on_conquest = yes
category = 1
}

# Land
armory = {
cost = 100 #50
time = 12
modifier = {
regiment_recruit_speed = -0.1
local_regiment_cost = -0.05
local_manpower = 0.1 #0.05
}
destroy_on_conquest = yes
category = 2
spare_on_core = yes
}

training_fields = {
previous = armory
cost = 100 #75
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 3
citysize = 2000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 1 }
}
}
modifier = {
regiment_recruit_speed = -0.1
local_regiment_cost = -0.05
local_manpower = 0.1 #0.05
}
destroy_on_conquest = yes
spare_on_core = yes
}

barracks = {
previous = training_fields
cost = 100
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 4
citysize = 20000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 2 }
}
}
modifier = {
local_regiment_cost = -0.1
local_manpower = 0.25
}
destroy_on_conquest = yes
spare_on_core = yes
}

regimental_camp = {
previous = barracks
cost = 200 #150
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 5
citysize = 30000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 3 }
}
}
modifier = {
local_manpower_modifier = 0.2
}
destroy_on_conquest = yes
spare_on_core = yes
}

arsenal = {
previous = regimental_camp
cost = 200
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 4 }
}
}
modifier = {
regiment_recruit_speed = -0.3
local_manpower_modifier = 0.25
local_manpower = 1 #SOT
}
destroy_on_conquest = yes
}

conscription_center = {
previous = arsenal
cost = 300
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { owner = { eloquenz_infrastruktur = 5 } }
}
}
modifier = {
local_manpower_modifier = 0.25
land_forcelimit = 5 #2
local_manpower = 2 #SOT
}
destroy_on_conquest = yes
category = 2
}

# Naval
dock = {
cost = 50
time = 12
trigger = {
port = yes
}
modifier = {
local_ship_repair = 0.25
local_production_efficiency = 0.25
}
destroy_on_conquest = yes
spare_on_core = yes
category = 3
}

drydock = {
previous = dock
cost = 75
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 3
citysize = 2000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 1 }
}
}
modifier = {
ship_recruit_speed = -0.1
naval_forcelimit = 1
}
destroy_on_conquest = yes
spare_on_core = yes
}

shipyard = {
previous = drydock
cost = 100
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 4
citysize = 20000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 2 }
}
}
modifier = {
local_ship_cost = -0.1
naval_forcelimit = 1

}
destroy_on_conquest = yes
spare_on_core = yes
}

grand_shipyard = {
previous = shipyard
cost = 150
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 5
citysize = 30000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 3 }
}
}
modifier = {
local_ship_cost = -0.1
ship_recruit_speed = -0.1
}
destroy_on_conquest = yes
spare_on_core = yes
}

naval_arsenal = {
previous = grand_shipyard
cost = 200
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 4 }
}
}
modifier = {
local_ship_cost = -0.2
ship_recruit_speed = -0.2
naval_forcelimit = 5 #2
}
destroy_on_conquest = yes
}

naval_base = {
previous = naval_arsenal
cost = 300
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { owner = { eloquenz_infrastruktur = 5 } }
}
}
modifier = {
local_ship_cost = -0.2
ship_recruit_speed = -0.2
naval_forcelimit = 5 #2
}
destroy_on_conquest = yes
category = 3
}

# Production
constable = {

cost = 50
time = 12
modifier = {
direct_tax_percentage = 0.25 #25% more direct tax
}
destroy_on_conquest = yes
spare_on_core = yes
category = 5
}

workshop = {
previous = constable
cost = 75
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 3
citysize = 2000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 1 }
}
}
modifier = {
tax_income = 1 #increase tax
}
destroy_on_conquest = yes
spare_on_core = yes
}

counting_house = {
previous = workshop
cost = 100
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 4
citysize = 20000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 2 }
}
}
modifier = {
local_production_efficiency = 0.25
}
destroy_on_conquest = yes
spare_on_core = yes
}

treasury_office = {
previous = counting_house
cost = 150
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 5
citysize = 30000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 3 }
}
}
modifier = {
local_tax_modifier = 0.25 #SOT
direct_tax_percentage = 0.25 #25% more direct tax
}
destroy_on_conquest = yes
spare_on_core = yes
}

mint = {
previous = treasury_office
cost = 200
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 4 }
}
}
modifier = {
local_tax_modifier = 0.5
}
destroy_on_conquest = yes
}

stock_exchange = {
previous = mint
cost = 300
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { owner = { eloquenz_infrastruktur = 5 } }
}
}
modifier = {
tax_income = 5 #increase tax with 5$
}
destroy_on_conquest = yes
}

# Trade
marketplace = {
cost = 50
time = 12
modifier = {
local_trade_income_modifier = 0.10
}
destroy_on_conquest = yes
spare_on_core = yes
category = 6
}

trade_depot = {
previous = marketplace
cost = 75
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 3
citysize = 2000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 1 }
}
}
modifier = {
trade_income = 1
}
destroy_on_conquest = yes
spare_on_core = yes
}

canal = {
previous = trade_depot
cost = 100
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 4
citysize = 20000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 2 }
}
}
modifier = {
local_trade_income_modifier = 0.10
}
destroy_on_conquest = yes
spare_on_core = yes
}

road_network = {
previous = canal
cost = 150
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 5
citysize = 30000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 3 }
}
}
modifier = {
trade_income = 1
local_movement_speed = 0.1
local_trade_income_modifier = 0.03 #SOT
local_tax_modifier = 0.03 #SOT
}
destroy_on_conquest = yes
spare_on_core = yes
}

post_office = {
previous = road_network
cost = 200
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 4 }
}
}
modifier = {
global_trade_income_modifier = 0.01
}
destroy_on_conquest = yes

ai_will_do = {
factor = 1
modifier = {
factor = 0
trade_efficiency = 2.0
}
}
}

customs_house = {
previous = post_office
cost = 300
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { owner = { eloquenz_infrastruktur = 5 } }
}
}
modifier = {
trade_efficiency = 0.01
}
destroy_on_conquest = yes
ai_will_do = {
factor = 1
modifier = {
factor = 0
trade_efficiency = 2.0
}
}
}

# Fortresses
fort1 = {
cost = 50
time = 12
modifier = {
fort_level = 1
local_missionary_placement_chance = 0.004
supply_limit = 0.5
}
destroy_on_conquest = no
category = 4
}

fort2 = {
previous = fort1
cost = 200 #75
time = 14 #12
trigger = {
OR = {
is_capital = yes
base_tax = 3
citysize = 2000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 1 }
}
}
modifier = {
fort_level = 1
local_missionary_placement_chance = 0.007
supply_limit = 0.5
}
destroy_on_conquest = no
}

fort3 = {
previous = fort2
cost = 300 #100
time = 16 #12
trigger = {
OR = {
is_capital = yes
base_tax = 4
citysize = 20000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 2 }
}
}
modifier = {
fort_level = 1
local_missionary_placement_chance = 0.01
supply_limit = 0.5
}
destroy_on_conquest = no
}

fort4 = {
previous = fort3
cost = 500 #150
time = 18 #12
trigger = {
OR = {
is_capital = yes
base_tax = 5
citysize = 30000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 3 }
}
}
modifier = {
fort_level = 1
local_missionary_placement_chance = 0.014
supply_limit = 0.5
}
destroy_on_conquest = no
}

fort5 = {
previous = fort4
cost = 1000 #200
time = 21 #24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 4 }
}
}
modifier = {
fort_level = 1
local_defensiveness = 1
local_missionary_placement_chance = 0.017
supply_limit = 1
local_tax_modifier = -0.15 #SOT
}
destroy_on_conquest = yes
}

fort6 = {
previous = fort5
cost = 2000 #300
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { owner = { eloquenz_infrastruktur = 5 } }
}
}
modifier = {
fort_level = 1
local_defensiveness = 1
local_missionary_placement_chance = 0.02
supply_limit = 1
local_tax_modifier = -0.25 #SOT
}
destroy_on_conquest = yes
}

# Kultur
temple = {
cost = 125
time = 12
modifier = {
stability_cost = -8 #4
local_missionary_placement_chance = 0.005
}
destroy_on_conquest = yes
spare_on_core = yes
category = 7
}

abbey = {
previous = temple
cost = 150
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 3
citysize = 2000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 1 }
}
}
modifier = {
trade_income = 1
local_missionary_placement_chance = 0.025
}
destroy_on_conquest = yes
spare_on_core = yes
}

infirmary = {
previous = abbey
cost = 175
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 4
citysize = 20000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 2 }
}
}
modifier = {
reinforce_speed = 0.01
local_defensiveness = 0.05
}
destroy_on_conquest = yes
spare_on_core = yes
}

pleasure_garden = {
previous = infirmary
cost = 200
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 5
citysize = 30000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 3 }
}
}
modifier = {
local_revolt_risk = -1
stability_cost = -5
}
destroy_on_conquest = yes
spare_on_core = yes
}

pilgrimage = {
previous = pleasure_garden
cost = 250
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { eloquenz_infrastruktur = 4 }
}
}
modifier = {
prestige = 0.005
local_missionary_placement_chance = 0.07
}
destroy_on_conquest = yes

}

cathedral = {
previous = pilgrimage
cost = 300
time = 24
trigger = {
OR = {
is_capital = yes
base_tax = 6
citysize = 50000
has_building = refinery
has_building = wharf
has_building = weapons
has_building = textile
has_building = fine_arts_academy
has_building = university
owner = { owner = { eloquenz_infrastruktur = 5 } }
}
}
modifier = {
stability_investment = 10
local_spy_defence = 0.25
local_missionary_placement_chance = 0.1
missionaries = 0.05
papal_influence = 0.03
}
destroy_on_conquest = yes
category = 7
}

# One per country
tax_assessor = {
cost = 1000
time = 12
trigger = {
OR = {
is_capital = yes
base_tax = 10
owner = { owner = { eloquenz_infrastruktur = 5 } }
}
}
modifier = {
inflation_reduction = 0.05
}
destroy_on_conquest = yes
one_per_country = yes
category = 9
}

embassy = {
cost = 500
time = 12
trigger = {
any_neighbor_province = {
NOT = { owned_by = THIS }
}
NOT = { is_core = THIS }

}

modifier = {
diplomats = 1
badboy = -0.4
}
destroy_on_conquest = yes
one_per_country = yes
category = 9
}

glorious_monument = {
cost = 1000
time = 12
modifier = {
cultural_tradition = 0.01
}
destroy_on_conquest = yes
one_per_country = yes
category = 9
}

march = {
cost = 500
time = 12
trigger = {
is_core = THIS
any_neighbor_province = {
NOT = { owned_by = THIS }
}
}
modifier = {
local_defensiveness = 2.0
local_manpower = 0.5
}
destroy_on_conquest = yes
one_per_country = yes
category = 9
}

grain_depot = {
cost = 1000
time = 12
trigger = {
is_core = THIS
trade_goods = grain
}
modifier = {
land_forcelimit_modifier = 0.20
land_maintenance_modifier = -0.20
}
destroy_on_conquest = yes
one_per_country = yes
category = 9
}

royal_palace = {
cost = 1000
time = 12
trigger = {
government = monarchy
is_capital = yes
}
modifier = {
legitimacy = 0.01
}
destroy_on_conquest = yes
one_per_country = yes
category = 9
}

war_college = {
cost = 1000
time = 12
modifier = {
army_tradition = 0.01
}
destroy_on_conquest = yes
one_per_country = yes
category = 9
}

admiralty = {
cost = 1000
time = 12
trigger = {
port = yes
}
modifier = {
navy_tradition = 0.01
}
destroy_on_conquest = yes
one_per_country = yes
category = 9
}

#Manufactories
refinery = {
cost = 1500 #1000
time = 30 #60
manufactory = {
wine
sugar
}
modifier = {
trade_tech_investment = 10 #5
population_growth = 0.01
}
onmap = yes
category = 8
}

wharf = {
cost = 1500 #1000
time = 30 #60
modifier = {
naval_tech_investment = 10 #5
population_growth = 0.01
}
manufactory = {
naval_supplies
fish #SOT
}
onmap = yes
category = 8
}

weapons = {
cost = 1500 #1000
time = 30 #60
modifier = {
land_tech_investment = 10 #5
population_growth = 0.01
}
manufactory = {
copper
iron
}
onmap = yes
category = 8
}

textile = {
cost = 1500 #1000
time = 30 #60
modifier = {
production_tech_investment = 10 #5
population_growth = 0.01
}
manufactory = {
wool
cloth
cotton #SOT
}
onmap = yes
category = 8
}

fine_arts_academy = {
cost = 1500 #1000
time = 30 #60
modifier = {
stability_investment = 10 #5
population_growth = 0.01
cultural_tradition = 0.01
}
manufactory = {
}
onmap = yes
category = 8
}

university = {
cost = 1500 #1000
time = 30 #60
modifier = {
government_tech_investment = 10 #5
population_growth = 0.01
officials = 0.1 #0.05
}
manufactory = {
}
onmap = yes
category = 8
}


Überarbeitung des neuen Sliders:



#########################################################
# SOT: Eloquenz <----> Infrastruktur
#########################################################
eloquenz_infrastruktur = {
cultural_tradition = -0.005
prestige_decay = 0.005
diplomats = -0.3
badboy = 0.05
build_cost = -0.025
colonist_placement_chance = 0.025
colonists = 0.025

harem_fraction_influence = -0.4
nobility_fraction_influence = -0.4

republican_fraction_influence = 0.4
enuchs_influence = 0.4

left_specific = {
cultural_tradition = 0.005
prestige_decay = -0.005
diplomats = 0.3
badboy = -0.05
officials = -0.05
}
right_specific = {
build_cost = -0.025
colonist_placement_chance = 0.025
colonists = 0.025
officials = 0.2
}
on_left = {
10 = 805 # nobility strengthened (+)
10 = 819 # lose prestige (looking a bit soft compared to neighbours) (-)
10 = 843 # lose stability (-)
}
on_right = {
10 = 809 # Province Tax Increase (+)
10 = 801 # loss of prestige (-)
10 = 843 # lose stability (-)
}
}

[B@W] Abominus
12.12.12, 14:23
4113 >> Westfalen in Lippe geändert, westfälisch hinzugefügt
4114 >> 4115 >> Länder: Münster und Westfalen angepasst
4116 >> 4117 >> 4118 >> Provinzen angepasst
4119 >> 4120 >> 4121 >> Und der dreckige Rest
4122 >> Moskau hat nun auch Monarchen

[B@W] Abominus
19.12.12, 11:06
Nochmal die Vasallenannektionsevents angepasst...


#########################################################
# Boundary dispute #
#########################################################

province_event = {

id = 230000

trigger = {
any_neighbor_province = {
NOT = { owned_by = THIS }
NOT = { is_core = THIS }
owner = { vassal_of = THIS }
}
is_core = THIS
}

mean_time_to_happen = {
months = 1000 # Random Province Event

modifier = {
factor = 2.0
NOT = { year = 1648 }
}
modifier = {
factor = 2.0
OR = {
owner = { government = feudal_monarchy }
owner = { government = despotic_monarchy }
owner = { government = steppe_horde }
owner = { government = noble_republic }
owner = { government = merchant_republic }
owner = { government = theocratic_government }
owner = { government = tribal_despotism }
owner = { government = eidgenossenschaft_government }
owner = { government = ochlokratie_government }
owner = { government = humanstic_absolutism_government }
owner = { government = markgraf_government }
owner = { government = fuerstentum_government }
owner = { government = native_north_american_government }
owner = { government = native_south_american_government }
}
}
modifier = {
factor = 1.5
owner = { NOT = { DIP = 4 } }
}
modifier = {
factor = 1.5
owner = { NOT = { DIP = 4 } }
}
modifier = {
factor = 1.5
owner = { NOT = { DIP = 4 } }
}
modifier = {
factor = 1.5
owner = { NOT = { DIP = 4 } }
}
modifier = {
factor = 1.5
owner = { NOT = { DIP = 4 } }
}
modifier = {
factor = 0.7
owner = { DIP = 6 }
}
modifier = {
factor = 0.1
AND = {
owner = { luck = yes }
NOT = { owner = { tag = FRA } }
}
}
modifier = {
factor = 1.2
owner = { badboy = 0.5 }
}
modifier = {
factor = 1.2
owner = { badboy = 0.9 }
}
modifier = {
factor = 0.5
owner = {
DIP = 8
}
}
modifier = {
factor = 0.5
owner = {
DIP = 9
}
}
}

title = "EVTNAME230000"
desc = "EVTDESC230000"

option = {
name = "EVTOPTA230000" # Press issue
ai_chance = { factor = 90 }
random_neighbor_province = {
limit = {
NOT = { owned_by = THIS }
NOT = { is_core = THIS }
owner = { vassal_of = THIS }
}
add_core = THIS
owner = { relation = { who = THIS value = -400 } }
}
random_neighbor_province = {
limit = {
owner = { NOT = { vassal_of = THIS } }
}
owner = {
casus_belli = {
target = THIS
type = cb_insult
months = 60
}
relation = { who = THIS value = -100 }
}
}
}
option = {
name = "EVTOPTB230000" # Settle issue
ai_chance = { factor = 10 }
owner = { prestige = -0.01 }
}
}

#########################################################
# Kernprovinz von Vasallen fordern #
#########################################################

province_event = {

id = 230001

trigger = {
any_neighbor_province = {
NOT = { owned_by = THIS }
is_core = THIS
owner = { vassal_of = THIS }
}
}

mean_time_to_happen = {
months = 1000 # Random Province Event

modifier = {
factor = 1.5
owner = { NOT = { DIP = 4 } }
}
modifier = {
factor = 0.7
owner = { DIP = 6 }
}
modifier = {
factor = 0.1
AND = {
owner = { luck = yes }
NOT = { owner = { tag = FRA } }
}
}
modifier = {
factor = 0.5
owner = {
DIP = 8
}
}
modifier = {
factor = 0.5
owner = {
DIP = 9
}
}
modifier = {
factor = 0.5
owner = {
MIL = 6
}
}
modifier = {
factor = 0.5
owner = {
MIL = 9
}
}
modifier = {
factor = 1.2
owner = { badboy = 0.5 }
}
modifier = {
factor = 1.2
owner = { badboy = 0.9 }
}
modifier = {
factor = 2.0
NOT = { year = 1648 }
}
modifier = {
factor = 2.0
OR = {
owner = { government = feudal_monarchy }
owner = { government = despotic_monarchy }
owner = { government = steppe_horde }
owner = { government = noble_republic }
owner = { government = merchant_republic }
owner = { government = theocratic_government }
owner = { government = tribal_despotism }
owner = { government = eidgenossenschaft_government }
owner = { government = ochlokratie_government }
owner = { government = humanstic_absolutism_government }
owner = { government = markgraf_government }
owner = { government = fuerstentum_government }
owner = { government = native_north_american_government }
owner = { government = native_south_american_government }
}
}
}

title = "EVTNAME230001"
desc = "EVTDESC230001"

option = {
name = "EVTOPTA230001" # Press issue
ai_chance = { factor = 90 }
owner = { infamy = 1 }
random_neighbor_province = {
limit = {
NOT = { owned_by = THIS }
is_core = THIS
owner = { vassal_of = THIS }
}
secede_province = THIS
owner = { relation = { who = THIS value = -400 } }
}
random_neighbor_province = {
limit = {
owner = { NOT = { vassal_of = THIS } }
}
owner = {
casus_belli = {
target = THIS
type = cb_insult
months = 60
}
relation = { who = THIS value = -100 }
}
}
}
option = {
name = "EVTOPTB230001" # Settle issue
ai_chance = { factor = 10 }
owner = { prestige = -0.01 }
owner = { infamy = -1 }
}
}

>>> Events: 4145


country_decisions = {

kuschelkurs = {
potential = {
badboy = 1
NOT = { has_country_modifier = kuschelkurs_Event }
}
allow =
{
diplomats = 4
war = no
}
effect = {
add_country_modifier = {
name = "kuschelkurs_Event"
duration = -1
}
badboy = 5
any_neighbor_country = {
limit = { religion_group = THIS }
relation = { who = this value = 200 }
}
}
ai_will_do = {
factor = 1
}
}


harem_errichten = {
potential = {
OR = {
AND = {
capital_scope = {
has_national_focus = yes
has_owner_religion = yes
has_building = royal_palace
not = { has_province_modifier = has_harem }
}
OR = {
government = feudal_monarchy
government = despotic_monarchy
government = imperial_government
government = administrative_monarchy
government = absolute_monarchy
government = tribal_despotism
government = tribal_federation
government = steppe_horde
}
religion_group = muslim
government_tech = 15
NOT = { tag = TUR }
}

AND = {
capital_scope = {
not = { has_province_modifier = has_harem }
}
OR = {
government = feudal_monarchy
government = despotic_monarchy
government = imperial_government
government = administrative_monarchy
government = absolute_monarchy
government = tribal_despotism
government = tribal_federation
government = steppe_horde
}
religion_group = muslim
151 = {
is_capital = yes
owned_by = THIS
}
tag = TUR
}
}
}
allow = {
prestige = 0.8
officials = 5
army_tradition = 0.5
capital_scope = {
has_national_focus = yes
has_owner_religion = yes
}
}
effect = {
officials = -5
prestige = 0.1
capital_scope = {
add_province_modifier = {
name = "has_harem"
duration = -1
}
}
}
ai_will_do = {
factor = 1
}
}
}

country_decisions = {

Tod_eines_Idioten = {
potential = {
ai = no
OR = {
OR = {
NOT = { DIP = 4 }
NOT = { ADM = 4 }
AND = {
NOT = { ADM = 5 }
NOT = { DIP = 5 }
}
}
AND = {
tag = BYZ
OR = {
NOT = { DIP = 5 }
NOT = { ADM = 5 }
AND = {
NOT = { ADM = 5 }
NOT = { DIP = 5 }
}
}
}
}
countrysize = 8
government = monarchy
is_subject = false
lesser_in_union = no
}
allow = {
regency = no
spies = 5
war = no
}
effect = {
spies = -5
stability = -6
badboy = 1
country_event = 202000
capital_scope = {
spawn_rebels = { type = pretender_rebels size = 3 }
}
any_owned = {
limit = { NOT = { religion = THIS } }
spawn_rebels = { type = religious_rebels size = 1 }
}
}
ai_will_do = {
factor = 1
modifier = {
NOT = { stability = 2 }
factor = 0
}
}
}
}

country_decisions = {

Tod_eines_Idioten = {
potential = {
ai = yes
OR = {
OR = {
NOT = { DIP = 5 }
NOT = { ADM = 5 }
AND = {
NOT = { ADM = 6 }
NOT = { DIP = 6 }
}
}
AND = {
tag = BYZ
OR = {
NOT = { DIP = 6 }
NOT = { ADM = 6 }
AND = {
NOT = { ADM = 7 }
NOT = { DIP = 7 }
}
}
}
}
countrysize = 8
government = monarchy
is_subject = false
lesser_in_union = no
}
allow = {
regency = no
spies = 5
war = no
}
effect = {
spies = -5
badboy = 1
country_event = 202000
any_owned = {
limit = { NOT = { religion = THIS } }
spawn_rebels = { type = religious_rebels size = 1 }
}
}
ai_will_do = {
factor = 1
modifier = {
NOT = { stability = 2 }
factor = 0
}
}
}
}

province_decisions = {
core_aufgeben = {
potential = {
any_neighbor_province = {
NOT = { owned_by = THIS }
is_core = THIS
NOT = { culture_group = THIS }
owner = {
NOT = { truce_with = THIS }
NOT = { vassal_of = THIS }
NOT = { junior_union_with = THIS }
}
}
}
allow = {
any_neighbor_province = {
NOT = { owned_by = THIS }
is_core = THIS
NOT = { culture_group = THIS }
owner = {
NOT = { truce_with = THIS }
NOT = { vassal_of = THIS }
NOT = { junior_union_with = THIS }
}
}
owner = {
war = no
DIP = 7
}
}
effect = {
random_neighbor_province = {
limit = {
NOT = { owned_by = THIS }
is_core = THIS
NOT = { culture_group = THIS }
owner = {
NOT = { truce_with = THIS }
NOT = { vassal_of = THIS }
NOT = { junior_union_with = THIS }
}
}
remove_core = THIS
owner = { relation = { who = THIS value = 400 } }
}
}
ai_will_do = {
factor = 0

modifier = {
factor = 0
owner = { prestige = -0.25 }
}
}
}

bordell_errichten = {
potential = {
OR = {
AND = {
not = { has_province_modifier = has_bordell }
not = { any_neighbor_province = { has_province_modifier = has_bordell } }
has_national_focus = yes
has_owner_religion = yes
base_tax = 5
citysize = 90000
}
has_province_modifier = has_illegales_bordell
}
}
allow = {
OR = {
AND = {
owner = {
NOT = { innovative_narrowminded = -1 }
officials = 3
}
base_tax = 6
citysize = 100000
}
AND = {
has_province_modifier = has_illegales_bordell
owner = {
NOT = { innovative_narrowminded = 1 }
officials = 4
}
base_tax = 3
citysize = 20000
}
}
not = { has_province_modifier = has_syphilis }
}
effect = {
owner = {
officials = -1
}
remove_province_modifier = has_illegales_bordell
add_province_modifier = {
name = "has_bordell"
duration = 18250 #ca. 50 Jahre
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
owner = { innovative_narrowminded = -3 }
}
}
}

core_generieren = {
potential = {
any_neighbor_province = {
NOT = { owned_by = THIS }
NOT = { is_core = THIS }
owner = { vassal_of = THIS }
}
is_core = THIS
OR = {
has_national_focus = yes
has_owner_religion = yes
}
}
allow = {
any_neighbor_province = {
NOT = { owned_by = THIS }
NOT = { is_core = THIS }
owner = { vassal_of = THIS }
owner = { religion = THIS }
owner = { relation = { who = THIS value = 0 } }
}
is_core = THIS
OR = {
has_national_focus = yes
has_owner_religion = yes
}
owner = {
not = { badboy = 0.25 }
diplomats = 3
}
}
effect = {
owner = {
infamy = 4
diplomats = -1
}
random_neighbor_province = {
limit = {
NOT = { owned_by = THIS }
NOT = { is_core = THIS }
owner = { vassal_of = THIS }
owner = { religion = THIS }
}
add_core = THIS
owner = { relation = { who = THIS value = -400 } }
}
random_neighbor_province = {
limit = {
owner = { NOT = { vassal_of = THIS } }
}
owner = {
casus_belli = {
target = THIS
type = cb_insult
months = 60
}
relation = { who = THIS value = -100 }
}
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
owner = {
badboy = 3
}
}
modifier = {
factor = 0
NOT = { year = 1648 }
}
modifier = {
factor = 0
OR = {
owner = { government = feudal_monarchy }
owner = { government = despotic_monarchy }
owner = { government = steppe_horde }
owner = { government = noble_republic }
owner = { government = merchant_republic }
owner = { government = theocratic_government }
owner = { government = tribal_despotism }
owner = { government = eidgenossenschaft_government }
owner = { government = ochlokratie_government }
owner = { government = humanstic_absolutism_government }
owner = { government = markgraf_government }
owner = { government = fuerstentum_government }
owner = { government = native_north_american_government }
owner = { government = native_south_american_government }
}
}
modifier = {
factor = 0
random_neighbor_province = {
limit = {
NOT = { owned_by = THIS }
NOT = { is_core = THIS }
owner = { vassal_of = THIS }
}
owner = { relation = { who = THIS value = -50 } }
}
}
}
}
}

>>> Decisions: 4144

[B@W] Abominus
20.12.12, 13:07
Nochmal überarbeitet:

core_generieren_title;Anspruch erheben;;Anspruch erheben;;;;;;;;;;;x
core_generieren_desc;Wir werden die Provinz unseres Vassallen auf lange Sicht in unser Reich integrieren. Dies ist der erste Schritt!;;Wir werden jene Provinzen, welche den durch uns unterworfenen Nationen gehören, auf lange Sicht in unser Reich integrieren. Dies ist der erste Schritt!;;;;;;;;;;;x
4150


EVTNAME230000;Boundary Dispute with vassal;Querelle de frontières;Grenzdisput mit einem unterworfenen Staat;Spór o granice;Disputa fronteriza;Confine contestato;Határharcok;Spory o hranice;;;;;;x
EVTDESC230000;The lack of good maps or tools to create accurate maps would occasionally lead to overlapping claims of authority in border regions. These disputes were usually over very marginal areas but could serve as a point of friction when monarchs decided to press the issue.;Les lacunes en matière de cartographie ont souvent conduit à des chevauchements frontaliers laissant les autorités perplexes. Ces querelles ne concernaient généralement que des portions de terrain très marginales mais pouvaient servir de point de friction quand les monarques décidaient de se plaindre.;Der Mangel an guten Karten oder Mitteln zur Erstellung guter Karten führte gelegentlich in Grenzregionen zur Überschneidung von Hoheitsansprüchen. Das Objekt solcher Dispute war für gewöhnlich trivial, konnte aber als Reibungspunkt dienen, wenn ein Monarch sich störrisch zeigen wollte.;Brak szczegó³owych map oraz narzêdzi do ich tworzenia czasami prowadzi³y do sytuacji, w której dwa pañstwa roœci³y sobie pretensje do regionów przygranicznych. Zwykle kwestie sporne dotyczy³y niewielkich obszarów, ale mog³y pos³u¿yæ do zaostrzenia sytuacji, jeœli monarchowie decydowali siê twardo negocjowaæ.;La carencia de mapas o herramientas precisas a veces provocaba conflictos de autoridad en los terrenos fronterizos. Las disputas solían ser sobre zonas muy marginales, pero constituían un punto de fricción cuando el monarca decidía intervenir para presion;La mancanza di buone mappe o di strumenti atti a stendere mappe accurate provocava talvolta delle dispute sulle aree di confine. Questi contrasti di solito riguardavano aree molto marginali, ma potevano fornire ai monarchi una scusa sufficiente per alimentare la tensione.;Jó térképek és eszközök híján a határterüeletek ügyében gyakran heves vita bontakozott ki az érintett felek részérõl. Ezek a ''harcok'' többnyire nagyon jelentéktelen területekért folytak, de jó indokot szolgáltattak egy esetleges támadásra.;Nedostatek pøesných map nebo nástrojù nutných k vytvoøení pøesných map tu a tam vedl ke sporùm o hranice. Vìtšinou šlo o okrajové oblasti, ale v nìkterých pøípadech vedly k významným sporùm, když monarchové chtìli vyvinout tlak a nedali pøednost dohodì.;;;;;;x
EVTOPTA230000;Press issue;Être intransigeant;Hart bleiben und dem Vasallen zeigen, wer der Herr ist!;Nie ustêpuj ani na krok.;Presionar;Alimenta la tensione;Viták sürgetése;Vyvolat problém;;;;;;x
EVTOPTB230000;Settle issue;Être arrangeant;Verhandeln;IdŸ na ustêpstwa.;Arreglar el conflicto;Risolvi il problema;Viták rendezése;Urovnat problém;;;;;;x
EVTNAME230001;Boundary Dispute with vassal;Querelle de frontières;Herausgabe rechtmäßiger Provinzen;Spór o granice;Disputa fronteriza;Confine contestato;Határharcok;Spory o hranice;;;;;;x
EVTDESC230001;The lack of good maps or tools to create accurate maps would occasionally lead to overlapping claims of authority in border regions. These disputes were usually over very marginal areas but could serve as a point of friction when monarchs decided to press the issue.;Les lacunes en matière de cartographie ont souvent conduit à des chevauchements frontaliers laissant les autorités perplexes. Ces querelles ne concernaient généralement que des portions de terrain très marginales mais pouvaient servir de point de friction quand les monarques décidaient de se plaindre.;Der Mangel an guten Karten oder Mitteln zur Erstellung guter Karten führte gelegentlich in Grenzregionen zur Überschneidung von Hoheitsansprüchen. Das Objekt solcher Dispute war für gewöhnlich trivial, konnte aber als Reibungspunkt dienen, wenn ein Monarch sich störrisch zeigen wollte.;Brak szczegó³owych map oraz narzêdzi do ich tworzenia czasami prowadzi³y do sytuacji, w której dwa pañstwa roœci³y sobie pretensje do regionów przygranicznych. Zwykle kwestie sporne dotyczy³y niewielkich obszarów, ale mog³y pos³u¿yæ do zaostrzenia sytuacji, jeœli monarchowie decydowali siê twardo negocjowaæ.;La carencia de mapas o herramientas precisas a veces provocaba conflictos de autoridad en los terrenos fronterizos. Las disputas solían ser sobre zonas muy marginales, pero constituían un punto de fricción cuando el monarca decidía intervenir para presion;La mancanza di buone mappe o di strumenti atti a stendere mappe accurate provocava talvolta delle dispute sulle aree di confine. Questi contrasti di solito riguardavano aree molto marginali, ma potevano fornire ai monarchi una scusa sufficiente per alimentare la tensione.;Jó térképek és eszközök híján a határterüeletek ügyében gyakran heves vita bontakozott ki az érintett felek részérõl. Ezek a ''harcok'' többnyire nagyon jelentéktelen területekért folytak, de jó indokot szolgáltattak egy esetleges támadásra.;Nedostatek pøesných map nebo nástrojù nutných k vytvoøení pøesných map tu a tam vedl ke sporùm o hranice. Vìtšinou šlo o okrajové oblasti, ale v nìkterých pøípadech vedly k významným sporùm, když monarchové chtìli vyvinout tlak a nedali pøednost dohodì.;;;;;;x
EVTOPTA230001;Press issue;Être intransigeant;Hart bleiben und dem Vasallen zeigen, wer der Herr ist!;Nie ustêpuj ani na krok.;Presionar;Alimenta la tensione;Viták sürgetése;Vyvolat problém;;;;;;x
EVTOPTB230001;Settle issue;Être arrangeant;Verhandeln;IdŸ na ustêpstwa.;Arreglar el conflicto;Risolvi il problema;Viták rendezése;Urovnat problém;;;;;;x
EVTNAME230050;Boundary Dispute with junior partner;Querelle de frontières;Grenzdisput mit einem Unionspartner;Spór o granice;Disputa fronteriza;Confine contestato;Határharcok;Spory o hranice;;;;;;x
EVTDESC230050;The lack of good maps or tools to create accurate maps would occasionally lead to overlapping claims of authority in border regions. These disputes were usually over very marginal areas but could serve as a point of friction when monarchs decided to press the issue.;Les lacunes en matière de cartographie ont souvent conduit à des chevauchements frontaliers laissant les autorités perplexes. Ces querelles ne concernaient généralement que des portions de terrain très marginales mais pouvaient servir de point de friction quand les monarques décidaient de se plaindre.;Der Mangel an guten Karten oder Mitteln zur Erstellung guter Karten führte gelegentlich in Grenzregionen zur Überschneidung von Hoheitsansprüchen. Das Objekt solcher Dispute war für gewöhnlich trivial, konnte aber als Reibungspunkt dienen, wenn ein Monarch sich störrisch zeigen wollte.;Brak szczegó³owych map oraz narzêdzi do ich tworzenia czasami prowadzi³y do sytuacji, w której dwa pañstwa roœci³y sobie pretensje do regionów przygranicznych. Zwykle kwestie sporne dotyczy³y niewielkich obszarów, ale mog³y pos³u¿yæ do zaostrzenia sytuacji, jeœli monarchowie decydowali siê twardo negocjowaæ.;La carencia de mapas o herramientas precisas a veces provocaba conflictos de autoridad en los terrenos fronterizos. Las disputas solían ser sobre zonas muy marginales, pero constituían un punto de fricción cuando el monarca decidía intervenir para presion;La mancanza di buone mappe o di strumenti atti a stendere mappe accurate provocava talvolta delle dispute sulle aree di confine. Questi contrasti di solito riguardavano aree molto marginali, ma potevano fornire ai monarchi una scusa sufficiente per alimentare la tensione.;Jó térképek és eszközök híján a határterüeletek ügyében gyakran heves vita bontakozott ki az érintett felek részérõl. Ezek a ''harcok'' többnyire nagyon jelentéktelen területekért folytak, de jó indokot szolgáltattak egy esetleges támadásra.;Nedostatek pøesných map nebo nástrojù nutných k vytvoøení pøesných map tu a tam vedl ke sporùm o hranice. Vìtšinou šlo o okrajové oblasti, ale v nìkterých pøípadech vedly k významným sporùm, když monarchové chtìli vyvinout tlak a nedali pøednost dohodì.;;;;;;x
EVTOPTA230050;Press issue;Être intransigeant;Hart bleiben und dem Unionspartner zeigen, wer der Herr ist!;Nie ustêpuj ani na krok.;Presionar;Alimenta la tensione;Viták sürgetése;Vyvolat problém;;;;;;x
EVTOPTB230050;Settle issue;Être arrangeant;Verhandeln;IdŸ na ustêpstwa.;Arreglar el conflicto;Risolvi il problema;Viták rendezése;Urovnat problém;;;;;;x
EVTNAME230051;Boundary Dispute with junior partner;Querelle de frontières;Herausgabe rechtmäßiger Provinzen;Spór o granice;Disputa fronteriza;Confine contestato;Határharcok;Spory o hranice;;;;;;x
EVTDESC230051;The lack of good maps or tools to create accurate maps would occasionally lead to overlapping claims of authority in border regions. These disputes were usually over very marginal areas but could serve as a point of friction when monarchs decided to press the issue.;Les lacunes en matière de cartographie ont souvent conduit à des chevauchements frontaliers laissant les autorités perplexes. Ces querelles ne concernaient généralement que des portions de terrain très marginales mais pouvaient servir de point de friction quand les monarques décidaient de se plaindre.;Der Mangel an guten Karten oder Mitteln zur Erstellung guter Karten führte gelegentlich in Grenzregionen zur Überschneidung von Hoheitsansprüchen. Das Objekt solcher Dispute war für gewöhnlich trivial, konnte aber als Reibungspunkt dienen, wenn ein Monarch sich störrisch zeigen wollte.;Brak szczegó³owych map oraz narzêdzi do ich tworzenia czasami prowadzi³y do sytuacji, w której dwa pañstwa roœci³y sobie pretensje do regionów przygranicznych. Zwykle kwestie sporne dotyczy³y niewielkich obszarów, ale mog³y pos³u¿yæ do zaostrzenia sytuacji, jeœli monarchowie decydowali siê twardo negocjowaæ.;La carencia de mapas o herramientas precisas a veces provocaba conflictos de autoridad en los terrenos fronterizos. Las disputas solían ser sobre zonas muy marginales, pero constituían un punto de fricción cuando el monarca decidía intervenir para presion;La mancanza di buone mappe o di strumenti atti a stendere mappe accurate provocava talvolta delle dispute sulle aree di confine. Questi contrasti di solito riguardavano aree molto marginali, ma potevano fornire ai monarchi una scusa sufficiente per alimentare la tensione.;Jó térképek és eszközök híján a határterüeletek ügyében gyakran heves vita bontakozott ki az érintett felek részérõl. Ezek a ''harcok'' többnyire nagyon jelentéktelen területekért folytak, de jó indokot szolgáltattak egy esetleges támadásra.;Nedostatek pøesných map nebo nástrojù nutných k vytvoøení pøesných map tu a tam vedl ke sporùm o hranice. Vìtšinou šlo o okrajové oblasti, ale v nìkterých pøípadech vedly k významným sporùm, když monarchové chtìli vyvinout tlak a nedali pøednost dohodì.;;;;;;x
EVTOPTA230051;Press issue;Être intransigeant;Hart bleiben und dem Unionspartner zeigen, wer der Herr ist!;Nie ustêpuj ani na krok.;Presionar;Alimenta la tensione;Viták sürgetése;Vyvolat problém;;;;;;x
EVTOPTB230051;Settle issue;Être arrangeant;Verhandeln;IdŸ na ustêpstwa.;Arreglar el conflicto;Risolvi il problema;Viták rendezése;Urovnat problém;;;;;;x
4151

[B@W] Abominus
14.01.13, 18:21
#########################################################
# Gebäudebau #
#########################################################

province_event = {

id = 140500
trigger = {
OR = {
owner = { advisor = sheriff }
owner = { advisor = ambassador }
owner = { advisor = high_judge }
owner = { advisor = sheriff }
owner = { advisor = spymaster }
owner = { advisor = statesman }
}
has_building = police
owner = { government_tech = 9 }
NOT = { has_building = fire_brigade }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { sheriff = 2 }
owner = { ambassador = 2 }
owner = { high_judge = 2 }
owner = { sheriff = 2 }
owner = { spymaster = 2 }
owner = { statesman = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { sheriff = 3 }
owner = { ambassador = 3 }
owner = { high_judge = 3 }
owner = { sheriff = 3 }
owner = { spymaster = 3 }
owner = { statesman = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { sheriff = 4 }
owner = { ambassador = 4 }
owner = { high_judge = 4 }
owner = { sheriff = 4 }
owner = { spymaster = 4 }
owner = { statesman = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { sheriff = 5 }
owner = { ambassador = 5 }
owner = { high_judge = 5 }
owner = { sheriff = 5 }
owner = { spymaster = 5 }
owner = { statesman = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { sheriff = 6 }
owner = { ambassador = 6 }
owner = { high_judge = 6 }
owner = { sheriff = 6 }
owner = { spymaster = 6 }
owner = { statesman = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = fire_brigade
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140501
trigger = {
OR = {
owner = { advisor = sheriff }
owner = { advisor = ambassador }
owner = { advisor = high_judge }
owner = { advisor = sheriff }
owner = { advisor = spymaster }
owner = { advisor = statesman }
}
has_building = fire_brigade
owner = { government_tech = 13 }
NOT = { has_building = spy_agency }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { sheriff = 2 }
owner = { ambassador = 2 }
owner = { high_judge = 2 }
owner = { sheriff = 2 }
owner = { spymaster = 2 }
owner = { statesman = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { sheriff = 3 }
owner = { ambassador = 3 }
owner = { high_judge = 3 }
owner = { sheriff = 3 }
owner = { spymaster = 3 }
owner = { statesman = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { sheriff = 4 }
owner = { ambassador = 4 }
owner = { high_judge = 4 }
owner = { sheriff = 4 }
owner = { spymaster = 4 }
owner = { statesman = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { sheriff = 5 }
owner = { ambassador = 5 }
owner = { high_judge = 5 }
owner = { sheriff = 5 }
owner = { spymaster = 5 }
owner = { statesman = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { sheriff = 6 }
owner = { ambassador = 6 }
owner = { high_judge = 6 }
owner = { sheriff = 6 }
owner = { spymaster = 6 }
owner = { statesman = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = spy_agency
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140502
trigger = {
OR = {
owner = { advisor = sheriff }
owner = { advisor = ambassador }
owner = { advisor = high_judge }
owner = { advisor = sheriff }
owner = { advisor = spymaster }
owner = { advisor = statesman }
}
has_building = spy_agency
owner = { government_tech = 24 }
NOT = { has_building = courthouse }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { sheriff = 2 }
owner = { ambassador = 2 }
owner = { high_judge = 2 }
owner = { sheriff = 2 }
owner = { spymaster = 2 }
owner = { statesman = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { sheriff = 3 }
owner = { ambassador = 3 }
owner = { high_judge = 3 }
owner = { sheriff = 3 }
owner = { spymaster = 3 }
owner = { statesman = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { sheriff = 4 }
owner = { ambassador = 4 }
owner = { high_judge = 4 }
owner = { sheriff = 4 }
owner = { spymaster = 4 }
owner = { statesman = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { sheriff = 5 }
owner = { ambassador = 5 }
owner = { high_judge = 5 }
owner = { sheriff = 5 }
owner = { spymaster = 5 }
owner = { statesman = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { sheriff = 6 }
owner = { ambassador = 6 }
owner = { high_judge = 6 }
owner = { sheriff = 6 }
owner = { spymaster = 6 }
owner = { statesman = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = courthouse
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140503
trigger = {
OR = {
owner = { advisor = sheriff }
owner = { advisor = ambassador }
owner = { advisor = high_judge }
owner = { advisor = sheriff }
owner = { advisor = spymaster }
owner = { advisor = statesman }
}
has_building = courthouse
owner = { government_tech = 27 }
NOT = { has_building = town_hall }
NOT = { has_building = arsenal }
NOT = { has_building = naval_arsenal }
NOT = { has_building = mint }
NOT = { has_building = post_office }
NOT = { has_building = fort5 }
NOT = { has_building = pilgrimage }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { sheriff = 2 }
owner = { ambassador = 2 }
owner = { high_judge = 2 }
owner = { sheriff = 2 }
owner = { spymaster = 2 }
owner = { statesman = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { sheriff = 3 }
owner = { ambassador = 3 }
owner = { high_judge = 3 }
owner = { sheriff = 3 }
owner = { spymaster = 3 }
owner = { statesman = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { sheriff = 4 }
owner = { ambassador = 4 }
owner = { high_judge = 4 }
owner = { sheriff = 4 }
owner = { spymaster = 4 }
owner = { statesman = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { sheriff = 5 }
owner = { ambassador = 5 }
owner = { high_judge = 5 }
owner = { sheriff = 5 }
owner = { spymaster = 5 }
owner = { statesman = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { sheriff = 6 }
owner = { ambassador = 6 }
owner = { high_judge = 6 }
owner = { sheriff = 6 }
owner = { spymaster = 6 }
owner = { statesman = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = town_hall
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140504
trigger = {
OR = {
owner = { advisor = sheriff }
owner = { advisor = ambassador }
owner = { advisor = high_judge }
owner = { advisor = sheriff }
owner = { advisor = spymaster }
owner = { advisor = statesman }
}
has_building = town_hall
owner = { government_tech = 35 }
NOT = { has_building = college }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { sheriff = 2 }
owner = { ambassador = 2 }
owner = { high_judge = 2 }
owner = { sheriff = 2 }
owner = { spymaster = 2 }
owner = { statesman = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { sheriff = 3 }
owner = { ambassador = 3 }
owner = { high_judge = 3 }
owner = { sheriff = 3 }
owner = { spymaster = 3 }
owner = { statesman = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { sheriff = 4 }
owner = { ambassador = 4 }
owner = { high_judge = 4 }
owner = { sheriff = 4 }
owner = { spymaster = 4 }
owner = { statesman = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { sheriff = 5 }
owner = { ambassador = 5 }
owner = { high_judge = 5 }
owner = { sheriff = 5 }
owner = { spymaster = 5 }
owner = { statesman = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { sheriff = 6 }
owner = { ambassador = 6 }
owner = { high_judge = 6 }
owner = { sheriff = 6 }
owner = { spymaster = 6 }
owner = { statesman = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = college
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140505
trigger = {
OR = {
owner = { advisor = sheriff }
owner = { advisor = ambassador }
owner = { advisor = high_judge }
owner = { advisor = sheriff }
owner = { advisor = spymaster }
owner = { advisor = statesman }
}
NOT = { has_building = police }
owner = { government_tech = 2 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { sheriff = 2 }
owner = { ambassador = 2 }
owner = { high_judge = 2 }
owner = { sheriff = 2 }
owner = { spymaster = 2 }
owner = { statesman = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { sheriff = 3 }
owner = { ambassador = 3 }
owner = { high_judge = 3 }
owner = { sheriff = 3 }
owner = { spymaster = 3 }
owner = { statesman = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { sheriff = 4 }
owner = { ambassador = 4 }
owner = { high_judge = 4 }
owner = { sheriff = 4 }
owner = { spymaster = 4 }
owner = { statesman = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { sheriff = 5 }
owner = { ambassador = 5 }
owner = { high_judge = 5 }
owner = { sheriff = 5 }
owner = { spymaster = 5 }
owner = { statesman = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { sheriff = 6 }
owner = { ambassador = 6 }
owner = { high_judge = 6 }
owner = { sheriff = 6 }
owner = { spymaster = 6 }
owner = { statesman = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = police
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140506
trigger = {
OR = {
owner = { advisor = army_organiser }
owner = { advisor = army_reformer }
owner = { advisor = colonel }
owner = { advisor = commandant }
owner = { advisor = grand_captain }
owner = { advisor = quartermaster }
owner = { advisor = recruitmaster }
owner = { advisor = sergeant_major_general }
}
has_building = armory
owner = { land_tech = 9 }
NOT = { has_building = training_fields }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { army_organiser = 2 }
owner = { army_reformer = 2 }
owner = { colonel = 2 }
owner = { commandant = 2 }
owner = { grand_captain = 2 }
owner = { quartermaster = 2 }
owner = { recruitmaster = 2 }
owner = { sergeant_major_general = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { army_organiser = 3 }
owner = { army_reformer = 3 }
owner = { colonel = 3 }
owner = { commandant = 3 }
owner = { grand_captain = 3 }
owner = { quartermaster = 3 }
owner = { recruitmaster = 3 }
owner = { sergeant_major_general = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { army_organiser = 4 }
owner = { army_reformer = 4 }
owner = { colonel = 4 }
owner = { commandant = 4 }
owner = { grand_captain = 4 }
owner = { quartermaster = 4 }
owner = { recruitmaster = 4 }
owner = { sergeant_major_general = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { army_organiser = 5 }
owner = { army_reformer = 5 }
owner = { colonel = 5 }
owner = { commandant = 5 }
owner = { grand_captain = 5 }
owner = { quartermaster = 5 }
owner = { recruitmaster = 5 }
owner = { sergeant_major_general = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { army_organiser = 6 }
owner = { army_reformer = 6 }
owner = { colonel = 6 }
owner = { commandant = 6 }
owner = { grand_captain = 6 }
owner = { quartermaster = 6 }
owner = { recruitmaster = 6 }
owner = { sergeant_major_general = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = training_fields
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140507
trigger = {
OR = {
owner = { advisor = army_organiser }
owner = { advisor = army_reformer }
owner = { advisor = colonel }
owner = { advisor = commandant }
owner = { advisor = grand_captain }
owner = { advisor = quartermaster }
owner = { advisor = recruitmaster }
owner = { advisor = sergeant_major_general }
}
has_building = training_fields
owner = { land_tech = 13 }
NOT = { has_building = barracks }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { army_organiser = 2 }
owner = { army_reformer = 2 }
owner = { colonel = 2 }
owner = { commandant = 2 }
owner = { grand_captain = 2 }
owner = { quartermaster = 2 }
owner = { recruitmaster = 2 }
owner = { sergeant_major_general = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { army_organiser = 3 }
owner = { army_reformer = 3 }
owner = { colonel = 3 }
owner = { commandant = 3 }
owner = { grand_captain = 3 }
owner = { quartermaster = 3 }
owner = { recruitmaster = 3 }
owner = { sergeant_major_general = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { army_organiser = 4 }
owner = { army_reformer = 4 }
owner = { colonel = 4 }
owner = { commandant = 4 }
owner = { grand_captain = 4 }
owner = { quartermaster = 4 }
owner = { recruitmaster = 4 }
owner = { sergeant_major_general = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { army_organiser = 5 }
owner = { army_reformer = 5 }
owner = { colonel = 5 }
owner = { commandant = 5 }
owner = { grand_captain = 5 }
owner = { quartermaster = 5 }
owner = { recruitmaster = 5 }
owner = { sergeant_major_general = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { army_organiser = 6 }
owner = { army_reformer = 6 }
owner = { colonel = 6 }
owner = { commandant = 6 }
owner = { grand_captain = 6 }
owner = { quartermaster = 6 }
owner = { recruitmaster = 6 }
owner = { sergeant_major_general = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = barracks
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140508
trigger = {
OR = {
owner = { advisor = army_organiser }
owner = { advisor = army_reformer }
owner = { advisor = colonel }
owner = { advisor = commandant }
owner = { advisor = grand_captain }
owner = { advisor = quartermaster }
owner = { advisor = recruitmaster }
owner = { advisor = sergeant_major_general }
}
has_building = barracks
owner = { land_tech = 20 }
NOT = { has_building = regimental_camp }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { army_organiser = 2 }
owner = { army_reformer = 2 }
owner = { colonel = 2 }
owner = { commandant = 2 }
owner = { grand_captain = 2 }
owner = { quartermaster = 2 }
owner = { recruitmaster = 2 }
owner = { sergeant_major_general = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { army_organiser = 3 }
owner = { army_reformer = 3 }
owner = { colonel = 3 }
owner = { commandant = 3 }
owner = { grand_captain = 3 }
owner = { quartermaster = 3 }
owner = { recruitmaster = 3 }
owner = { sergeant_major_general = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { army_organiser = 4 }
owner = { army_reformer = 4 }
owner = { colonel = 4 }
owner = { commandant = 4 }
owner = { grand_captain = 4 }
owner = { quartermaster = 4 }
owner = { recruitmaster = 4 }
owner = { sergeant_major_general = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { army_organiser = 5 }
owner = { army_reformer = 5 }
owner = { colonel = 5 }
owner = { commandant = 5 }
owner = { grand_captain = 5 }
owner = { quartermaster = 5 }
owner = { recruitmaster = 5 }
owner = { sergeant_major_general = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { army_organiser = 6 }
owner = { army_reformer = 6 }
owner = { colonel = 6 }
owner = { commandant = 6 }
owner = { grand_captain = 6 }
owner = { quartermaster = 6 }
owner = { recruitmaster = 6 }
owner = { sergeant_major_general = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = regimental_camp
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140509
trigger = {
OR = {
owner = { advisor = army_organiser }
owner = { advisor = army_reformer }
owner = { advisor = colonel }
owner = { advisor = commandant }
owner = { advisor = grand_captain }
owner = { advisor = quartermaster }
owner = { advisor = recruitmaster }
owner = { advisor = sergeant_major_general }
}
has_building = regimental_camp
owner = { land_tech = 24 }
NOT = { has_building = arsenal }
NOT = { has_building = town_hall }
NOT = { has_building = naval_arsenal }
NOT = { has_building = mint }
NOT = { has_building = post_office }
NOT = { has_building = fort5 }
NOT = { has_building = pilgrimage }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { army_organiser = 2 }
owner = { army_reformer = 2 }
owner = { colonel = 2 }
owner = { commandant = 2 }
owner = { grand_captain = 2 }
owner = { quartermaster = 2 }
owner = { recruitmaster = 2 }
owner = { sergeant_major_general = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { army_organiser = 3 }
owner = { army_reformer = 3 }
owner = { colonel = 3 }
owner = { commandant = 3 }
owner = { grand_captain = 3 }
owner = { quartermaster = 3 }
owner = { recruitmaster = 3 }
owner = { sergeant_major_general = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { army_organiser = 4 }
owner = { army_reformer = 4 }
owner = { colonel = 4 }
owner = { commandant = 4 }
owner = { grand_captain = 4 }
owner = { quartermaster = 4 }
owner = { recruitmaster = 4 }
owner = { sergeant_major_general = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { army_organiser = 5 }
owner = { army_reformer = 5 }
owner = { colonel = 5 }
owner = { commandant = 5 }
owner = { grand_captain = 5 }
owner = { quartermaster = 5 }
owner = { recruitmaster = 5 }
owner = { sergeant_major_general = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { army_organiser = 6 }
owner = { army_reformer = 6 }
owner = { colonel = 6 }
owner = { commandant = 6 }
owner = { grand_captain = 6 }
owner = { quartermaster = 6 }
owner = { recruitmaster = 6 }
owner = { sergeant_major_general = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = arsenal
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140510
trigger = {
OR = {
owner = { advisor = army_organiser }
owner = { advisor = army_reformer }
owner = { advisor = colonel }
owner = { advisor = commandant }
owner = { advisor = grand_captain }
owner = { advisor = quartermaster }
owner = { advisor = recruitmaster }
owner = { advisor = sergeant_major_general }
}
has_building = arsenal
owner = { land_tech = 28 }
NOT = { has_building = conscription_center }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { army_organiser = 2 }
owner = { army_reformer = 2 }
owner = { colonel = 2 }
owner = { commandant = 2 }
owner = { grand_captain = 2 }
owner = { quartermaster = 2 }
owner = { recruitmaster = 2 }
owner = { sergeant_major_general = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { army_organiser = 3 }
owner = { army_reformer = 3 }
owner = { colonel = 3 }
owner = { commandant = 3 }
owner = { grand_captain = 3 }
owner = { quartermaster = 3 }
owner = { recruitmaster = 3 }
owner = { sergeant_major_general = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { army_organiser = 4 }
owner = { army_reformer = 4 }
owner = { colonel = 4 }
owner = { commandant = 4 }
owner = { grand_captain = 4 }
owner = { quartermaster = 4 }
owner = { recruitmaster = 4 }
owner = { sergeant_major_general = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { army_organiser = 5 }
owner = { army_reformer = 5 }
owner = { colonel = 5 }
owner = { commandant = 5 }
owner = { grand_captain = 5 }
owner = { quartermaster = 5 }
owner = { recruitmaster = 5 }
owner = { sergeant_major_general = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { army_organiser = 6 }
owner = { army_reformer = 6 }
owner = { colonel = 6 }
owner = { commandant = 6 }
owner = { grand_captain = 6 }
owner = { quartermaster = 6 }
owner = { recruitmaster = 6 }
owner = { sergeant_major_general = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = conscription_center
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140511
trigger = {
OR = {
owner = { advisor = army_organiser }
owner = { advisor = army_reformer }
owner = { advisor = colonel }
owner = { advisor = commandant }
owner = { advisor = grand_captain }
owner = { advisor = quartermaster }
owner = { advisor = recruitmaster }
owner = { advisor = sergeant_major_general }
}
NOT = { has_building = armory }
owner = { land_tech = 5 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { army_organiser = 2 }
owner = { army_reformer = 2 }
owner = { colonel = 2 }
owner = { commandant = 2 }
owner = { grand_captain = 2 }
owner = { quartermaster = 2 }
owner = { recruitmaster = 2 }
owner = { sergeant_major_general = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { army_organiser = 3 }
owner = { army_reformer = 3 }
owner = { colonel = 3 }
owner = { commandant = 3 }
owner = { grand_captain = 3 }
owner = { quartermaster = 3 }
owner = { recruitmaster = 3 }
owner = { sergeant_major_general = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { army_organiser = 4 }
owner = { army_reformer = 4 }
owner = { colonel = 4 }
owner = { commandant = 4 }
owner = { grand_captain = 4 }
owner = { quartermaster = 4 }
owner = { recruitmaster = 4 }
owner = { sergeant_major_general = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { army_organiser = 5 }
owner = { army_reformer = 5 }
owner = { colonel = 5 }
owner = { commandant = 5 }
owner = { grand_captain = 5 }
owner = { quartermaster = 5 }
owner = { recruitmaster = 5 }
owner = { sergeant_major_general = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { army_organiser = 6 }
owner = { army_reformer = 6 }
owner = { colonel = 6 }
owner = { commandant = 6 }
owner = { grand_captain = 6 }
owner = { quartermaster = 6 }
owner = { recruitmaster = 6 }
owner = { sergeant_major_general = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = armory
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

[B@W] Abominus
14.01.13, 18:21
province_event = {

id = 140512
trigger = {
OR = {
owner = { advisor = grand_admiral }
owner = { advisor = natural_scientist }
owner = { advisor = naval_organiser }
owner = { advisor = naval_reformer }
owner = { advisor = navigator }
owner = { advisor = rear_admiral }
}
has_building = dock
owner = { naval_tech = 9 }
NOT = { has_building = drydock }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { grand_admiral = 2 }
owner = { natural_scientist = 2 }
owner = { naval_organiser = 2 }
owner = { naval_reformer = 2 }
owner = { navigator = 2 }
owner = { rear_admiral = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { grand_admiral = 3 }
owner = { natural_scientist = 3 }
owner = { naval_organiser = 3 }
owner = { naval_reformer = 3 }
owner = { navigator = 3 }
owner = { rear_admiral = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { grand_admiral = 4 }
owner = { natural_scientist = 4 }
owner = { naval_organiser = 4 }
owner = { naval_reformer = 4 }
owner = { navigator = 4 }
owner = { rear_admiral = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { grand_admiral = 5 }
owner = { natural_scientist = 5 }
owner = { naval_organiser = 5 }
owner = { naval_reformer = 5 }
owner = { navigator = 5 }
owner = { rear_admiral = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { grand_admiral = 6 }
owner = { natural_scientist = 6 }
owner = { naval_organiser = 6 }
owner = { naval_reformer = 6 }
owner = { navigator = 6 }
owner = { rear_admiral = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = drydock
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140513
trigger = {
OR = {
owner = { advisor = grand_admiral }
owner = { advisor = natural_scientist }
owner = { advisor = naval_organiser }
owner = { advisor = naval_reformer }
owner = { advisor = navigator }
owner = { advisor = rear_admiral }
}
has_building = drydock
owner = { naval_tech = 13 }
NOT = { has_building = shipyard }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { grand_admiral = 2 }
owner = { natural_scientist = 2 }
owner = { naval_organiser = 2 }
owner = { naval_reformer = 2 }
owner = { navigator = 2 }
owner = { rear_admiral = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { grand_admiral = 3 }
owner = { natural_scientist = 3 }
owner = { naval_organiser = 3 }
owner = { naval_reformer = 3 }
owner = { navigator = 3 }
owner = { rear_admiral = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { grand_admiral = 4 }
owner = { natural_scientist = 4 }
owner = { naval_organiser = 4 }
owner = { naval_reformer = 4 }
owner = { navigator = 4 }
owner = { rear_admiral = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { grand_admiral = 5 }
owner = { natural_scientist = 5 }
owner = { naval_organiser = 5 }
owner = { naval_reformer = 5 }
owner = { navigator = 5 }
owner = { rear_admiral = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { grand_admiral = 6 }
owner = { natural_scientist = 6 }
owner = { naval_organiser = 6 }
owner = { naval_reformer = 6 }
owner = { navigator = 6 }
owner = { rear_admiral = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = shipyard
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140514
trigger = {
OR = {
owner = { advisor = grand_admiral }
owner = { advisor = natural_scientist }
owner = { advisor = naval_organiser }
owner = { advisor = naval_reformer }
owner = { advisor = navigator }
owner = { advisor = rear_admiral }
}
has_building = shipyard
owner = { naval_tech = 20 }
NOT = { has_building = grand_shipyard }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { grand_admiral = 2 }
owner = { natural_scientist = 2 }
owner = { naval_organiser = 2 }
owner = { naval_reformer = 2 }
owner = { navigator = 2 }
owner = { rear_admiral = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { grand_admiral = 3 }
owner = { natural_scientist = 3 }
owner = { naval_organiser = 3 }
owner = { naval_reformer = 3 }
owner = { navigator = 3 }
owner = { rear_admiral = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { grand_admiral = 4 }
owner = { natural_scientist = 4 }
owner = { naval_organiser = 4 }
owner = { naval_reformer = 4 }
owner = { navigator = 4 }
owner = { rear_admiral = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { grand_admiral = 5 }
owner = { natural_scientist = 5 }
owner = { naval_organiser = 5 }
owner = { naval_reformer = 5 }
owner = { navigator = 5 }
owner = { rear_admiral = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { grand_admiral = 6 }
owner = { natural_scientist = 6 }
owner = { naval_organiser = 6 }
owner = { naval_reformer = 6 }
owner = { navigator = 6 }
owner = { rear_admiral = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = grand_shipyard
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140515
trigger = {
OR = {
owner = { advisor = grand_admiral }
owner = { advisor = natural_scientist }
owner = { advisor = naval_organiser }
owner = { advisor = naval_reformer }
owner = { advisor = navigator }
owner = { advisor = rear_admiral }
}
has_building = grand_shipyard
owner = { naval_tech = 24 }
NOT = { has_building = naval_arsenal }
NOT = { has_building = town_hall }
NOT = { has_building = arsenal }
NOT = { has_building = mint }
NOT = { has_building = post_office }
NOT = { has_building = fort5 }
NOT = { has_building = pilgrimage }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { grand_admiral = 2 }
owner = { natural_scientist = 2 }
owner = { naval_organiser = 2 }
owner = { naval_reformer = 2 }
owner = { navigator = 2 }
owner = { rear_admiral = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { grand_admiral = 3 }
owner = { natural_scientist = 3 }
owner = { naval_organiser = 3 }
owner = { naval_reformer = 3 }
owner = { navigator = 3 }
owner = { rear_admiral = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { grand_admiral = 4 }
owner = { natural_scientist = 4 }
owner = { naval_organiser = 4 }
owner = { naval_reformer = 4 }
owner = { navigator = 4 }
owner = { rear_admiral = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { grand_admiral = 5 }
owner = { natural_scientist = 5 }
owner = { naval_organiser = 5 }
owner = { naval_reformer = 5 }
owner = { navigator = 5 }
owner = { rear_admiral = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { grand_admiral = 6 }
owner = { natural_scientist = 6 }
owner = { naval_organiser = 6 }
owner = { naval_reformer = 6 }
owner = { navigator = 6 }
owner = { rear_admiral = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = naval_arsenal
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140516
trigger = {
OR = {
owner = { advisor = grand_admiral }
owner = { advisor = natural_scientist }
owner = { advisor = naval_organiser }
owner = { advisor = naval_reformer }
owner = { advisor = navigator }
owner = { advisor = rear_admiral }
}
has_building = naval_arsenal
owner = { naval_tech = 28 }
NOT = { has_building = naval_base }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { grand_admiral = 2 }
owner = { natural_scientist = 2 }
owner = { naval_organiser = 2 }
owner = { naval_reformer = 2 }
owner = { navigator = 2 }
owner = { rear_admiral = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { grand_admiral = 3 }
owner = { natural_scientist = 3 }
owner = { naval_organiser = 3 }
owner = { naval_reformer = 3 }
owner = { navigator = 3 }
owner = { rear_admiral = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { grand_admiral = 4 }
owner = { natural_scientist = 4 }
owner = { naval_organiser = 4 }
owner = { naval_reformer = 4 }
owner = { navigator = 4 }
owner = { rear_admiral = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { grand_admiral = 5 }
owner = { natural_scientist = 5 }
owner = { naval_organiser = 5 }
owner = { naval_reformer = 5 }
owner = { navigator = 5 }
owner = { rear_admiral = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { grand_admiral = 6 }
owner = { natural_scientist = 6 }
owner = { naval_organiser = 6 }
owner = { naval_reformer = 6 }
owner = { navigator = 6 }
owner = { rear_admiral = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = naval_base
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140517
trigger = {
OR = {
owner = { advisor = grand_admiral }
owner = { advisor = natural_scientist }
owner = { advisor = naval_organiser }
owner = { advisor = naval_reformer }
owner = { advisor = navigator }
owner = { advisor = rear_admiral }
}
owner = { naval_tech = 5 }
NOT = { has_building = dock }
is_colony = no
port = yes
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
OR = {
owner = { grand_admiral = 2 }
owner = { natural_scientist = 2 }
owner = { naval_organiser = 2 }
owner = { naval_reformer = 2 }
owner = { navigator = 2 }
owner = { rear_admiral = 2 }
}
}
modifier = {
factor = 0.90
OR = {
owner = { grand_admiral = 3 }
owner = { natural_scientist = 3 }
owner = { naval_organiser = 3 }
owner = { naval_reformer = 3 }
owner = { navigator = 3 }
owner = { rear_admiral = 3 }
}
}
modifier = {
factor = 0.85
OR = {
owner = { grand_admiral = 4 }
owner = { natural_scientist = 4 }
owner = { naval_organiser = 4 }
owner = { naval_reformer = 4 }
owner = { navigator = 4 }
owner = { rear_admiral = 4 }
}
}
modifier = {
factor = 0.80
OR = {
owner = { grand_admiral = 5 }
owner = { natural_scientist = 5 }
owner = { naval_organiser = 5 }
owner = { naval_reformer = 5 }
owner = { navigator = 5 }
owner = { rear_admiral = 5 }
}
}
modifier = {
factor = 0.75
OR = {
owner = { grand_admiral = 6 }
owner = { natural_scientist = 6 }
owner = { naval_organiser = 6 }
owner = { naval_reformer = 6 }
owner = { navigator = 6 }
owner = { rear_admiral = 6 }
}
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = dock
owner = { random_owned = { spawn_rebels = { type = anti_tax_rebels size = 2 } } }
}
}

province_event = {

id = 140518
trigger = {
OR = {
owner = { advisor = alderman }
owner = { advisor = banker }
owner = { advisor = master_of_mint }
owner = { advisor = treasurer }
}
owner = { production_tech = 10 }
has_building = constable
NOT = { has_building = workshop }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = workshop
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140519
trigger = {
OR = {
owner = { advisor = alderman }
owner = { advisor = banker }
owner = { advisor = master_of_mint }
owner = { advisor = treasurer }
}
owner = { production_tech = 14 }
has_building = workshop
NOT = { has_building = counting_house }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = counting_house
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140520
trigger = {
OR = {
owner = { advisor = alderman }
owner = { advisor = banker }
owner = { advisor = master_of_mint }
owner = { advisor = treasurer }
}
owner = { production_tech = 20 }
has_building = counting_house
NOT = { has_building = treasury_office }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = treasury_office
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140521
trigger = {
OR = {
owner = { advisor = alderman }
owner = { advisor = banker }
owner = { advisor = master_of_mint }
owner = { advisor = treasurer }
}
owner = { production_tech = 24 }
has_building = treasury_office
NOT = { has_building = mint }
NOT = { has_building = town_hall }
NOT = { has_building = arsenal }
NOT = { has_building = naval_arsenal }
NOT = { has_building = post_office }
NOT = { has_building = fort5 }
NOT = { has_building = pilgrimage }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = mint
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140522
trigger = {
OR = {
owner = { advisor = alderman }
owner = { advisor = banker }
owner = { advisor = master_of_mint }
owner = { advisor = treasurer }
}
owner = { production_tech = 28 }
has_building = mint
NOT = { has_building = stock_exchange }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = stock_exchange
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140523
trigger = {
OR = {
owner = { advisor = alderman }
owner = { advisor = banker }
owner = { advisor = master_of_mint }
owner = { advisor = treasurer }
}
owner = { production_tech = 5 }
NOT = { has_building = constable }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = constable
owner = { random_owned = { spawn_rebels = { type = noble_rebels size = 2 } } }
}
}

province_event = {

id = 140524
trigger = {
OR = {
owner = { advisor = collector }
owner = { advisor = colonial_governor }
owner = { advisor = lord_proprietor }
owner = { advisor = pioneer }
owner = { advisor = privateer }
owner = { advisor = trader }
}
owner = { trade_tech = 9 }
has_building = marketplace
NOT = { has_building = trade_depot }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = trade_depot
owner = { random_owned = { spawn_rebels = { type = religious_rebels size = 2 } } }
}
}

province_event = {

id = 140525
trigger = {
OR = {
owner = { advisor = collector }
owner = { advisor = colonial_governor }
owner = { advisor = lord_proprietor }
owner = { advisor = pioneer }
owner = { advisor = privateer }
owner = { advisor = trader }
}
owner = { trade_tech = 13 }
has_building = trade_depot
NOT = { has_building = canal }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = canal
owner = { random_owned = { spawn_rebels = { type = religious_rebels size = 2 } } }
}
}

province_event = {

id = 140526
trigger = {
OR = {
owner = { advisor = collector }
owner = { advisor = colonial_governor }
owner = { advisor = lord_proprietor }
owner = { advisor = pioneer }
owner = { advisor = privateer }
owner = { advisor = trader }
}
owner = { trade_tech = 20 }
has_building = canal
NOT = { has_building = road_network }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = road_network
owner = { random_owned = { spawn_rebels = { type = religious_rebels size = 2 } } }
}
}

province_event = {

id = 140527
trigger = {
OR = {
owner = { advisor = collector }
owner = { advisor = colonial_governor }
owner = { advisor = lord_proprietor }
owner = { advisor = pioneer }
owner = { advisor = privateer }
owner = { advisor = trader }
}
owner = { trade_tech = 24 }
has_building = road_network
NOT = { has_building = post_office }
NOT = { has_building = town_hall }
NOT = { has_building = arsenal }
NOT = { has_building = naval_arsenal }
NOT = { has_building = mint }
NOT = { has_building = fort5 }
NOT = { has_building = pilgrimage }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = post_office
owner = { random_owned = { spawn_rebels = { type = religious_rebels size = 2 } } }
}
}

province_event = {

id = 140528
trigger = {
OR = {
owner = { advisor = collector }
owner = { advisor = colonial_governor }
owner = { advisor = lord_proprietor }
owner = { advisor = pioneer }
owner = { advisor = privateer }
owner = { advisor = trader }
}
owner = { trade_tech = 28 }
has_building = post_office
NOT = { has_building = customs_house }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = customs_house
owner = { random_owned = { spawn_rebels = { type = religious_rebels size = 2 } } }
}
}

province_event = {

id = 140529
trigger = {
OR = {
owner = { advisor = collector }
owner = { advisor = colonial_governor }
owner = { advisor = lord_proprietor }
owner = { advisor = pioneer }
owner = { advisor = privateer }
owner = { advisor = trader }
}
owner = { trade_tech = 28 }
NOT = { has_building = marketplace }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = marketplace
owner = { random_owned = { spawn_rebels = { type = religious_rebels size = 2 } } }
}
}

province_event = {

id = 140530
trigger = {
owner = { advisor = fortification_expert }
owner = { land_tech = 17 }
has_building = fort1
NOT = { has_building = fort2 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = fort2
owner = { random_owned = { spawn_rebels = { type = pretender_rebels size = 2 } } }
}
}

province_event = {

id = 140531
trigger = {
owner = { advisor = fortification_expert }
owner = { land_tech = 26 }
has_building = fort2
NOT = { has_building = fort3 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = fort3
owner = { random_owned = { spawn_rebels = { type = pretender_rebels size = 2 } } }
}
}

province_event = {

id = 140532
trigger = {
owner = { advisor = fortification_expert }
owner = { land_tech = 32 }
has_building = fort3
NOT = { has_building = fort4 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = fort4
owner = { random_owned = { spawn_rebels = { type = pretender_rebels size = 2 } } }
}
}

province_event = {

id = 140533
trigger = {
owner = { advisor = fortification_expert }
owner = { land_tech = 41 }
has_building = fort4
NOT = { has_building = fort5 }
NOT = { has_building = town_hall }
NOT = { has_building = arsenal }
NOT = { has_building = naval_arsenal }
NOT = { has_building = mint }
NOT = { has_building = post_office }
NOT = { has_building = pilgrimage }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = fort5
owner = { random_owned = { spawn_rebels = { type = pretender_rebels size = 2 } } }
}
}

province_event = {

id = 140534
trigger = {
owner = { advisor = fortification_expert }
owner = { land_tech = 51 }
has_building = fort5
NOT = { has_building = fort6 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = fort6
owner = { random_owned = { spawn_rebels = { type = pretender_rebels size = 2 } } }
}
}

province_event = {

id = 140535
trigger = {
owner = { advisor = fortification_expert }
owner = { land_tech = 4 }
NOT = { has_building = fort1 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = fort1
owner = { random_owned = { spawn_rebels = { type = pretender_rebels size = 2 } } }
}
}

province_event = {

id = 140536
trigger = {
OR = {
owner = { advisor = artist }
owner = { advisor = diplomat }
owner = { advisor = grand_marshal }
owner = { advisor = inquisitor }
owner = { advisor = philosopher }
owner = { advisor = theologian }
}
has_building = temple
owner = { government_tech = 12 }
NOT = { has_building = abbey }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = abbey
owner = { random_owned = { spawn_rebels = { type = heretic_rebels size = 2 } } }
}
}

province_event = {

id = 140537
trigger = {
OR = {
owner = { advisor = artist }
owner = { advisor = diplomat }
owner = { advisor = grand_marshal }
owner = { advisor = inquisitor }
owner = { advisor = philosopher }
owner = { advisor = theologian }
}
has_building = abbey
owner = { government_tech = 16 }
NOT = { has_building = infirmary }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = infirmary
owner = { random_owned = { spawn_rebels = { type = heretic_rebels size = 2 } } }
}
}

province_event = {

id = 140538
trigger = {
OR = {
owner = { advisor = artist }
owner = { advisor = diplomat }
owner = { advisor = grand_marshal }
owner = { advisor = inquisitor }
owner = { advisor = philosopher }
owner = { advisor = theologian }
}
has_building = infirmary
owner = { government_tech = 30 }
NOT = { has_building = pleasure_garden }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = pleasure_garden
owner = { random_owned = { spawn_rebels = { type = heretic_rebels size = 2 } } }
}
}

province_event = {

id = 140539
trigger = {
OR = {
owner = { advisor = artist }
owner = { advisor = diplomat }
owner = { advisor = grand_marshal }
owner = { advisor = inquisitor }
owner = { advisor = philosopher }
owner = { advisor = theologian }
}
has_building = pleasure_garden
owner = { government_tech = 32 }
NOT = { has_building = pilgrimage }
NOT = { has_building = town_hall }
NOT = { has_building = arsenal }
NOT = { has_building = naval_arsenal }
NOT = { has_building = mint }
NOT = { has_building = post_office }
NOT = { has_building = fort5 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = pilgrimage
owner = { random_owned = { spawn_rebels = { type = heretic_rebels size = 2 } } }
}
}

province_event = {

id = 140540
trigger = {
OR = {
owner = { advisor = artist }
owner = { advisor = diplomat }
owner = { advisor = grand_marshal }
owner = { advisor = inquisitor }
owner = { advisor = philosopher }
owner = { advisor = theologian }
}
has_building = pilgrimage
owner = { government_tech = 36 }
NOT = { has_building = cathedral }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = cathedral
owner = { random_owned = { spawn_rebels = { type = heretic_rebels size = 2 } } }
}
}

province_event = {

id = 140541
trigger = {
OR = {
owner = { advisor = artist }
owner = { advisor = diplomat }
owner = { advisor = grand_marshal }
owner = { advisor = inquisitor }
owner = { advisor = philosopher }
owner = { advisor = theologian }
}
NOT = { has_building = temple }
owner = { government_tech = 4 }
is_colony = no
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 2 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 3 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 4 }
}
modifier = {
factor = 0.95
owner = { eloquenz_infrastruktur = 5 }
}
}

title = "EVTNAME140500"
desc = "EVTDESC140500"

option = {
name = "EVTOPTA140500"
add_building = temple
owner = { random_owned = { spawn_rebels = { type = heretic_rebels size = 2 } } }
}
}

[B@W] Abominus
15.01.13, 07:57
42334234

Falls mir nachher langweilig wird...

[B@W] Abominus
15.01.13, 12:50
###############################################################
# Slideränderungen (weg von der 0)
###############################################################

country_event = {

id = 242000
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
centralization_decentralization = 0
}
modifier = {
factor = 1.05
centralization_decentralization = 1
}
modifier = {
factor = 1.10
centralization_decentralization = 2
}
modifier = {
factor = 1.15
centralization_decentralization = 3
}
modifier = {
factor = 1.20
centralization_decentralization = 4
}
modifier = {
factor = 1.25
centralization_decentralization = 5
}
modifier = {
factor = 1.05
NOT = { centralization_decentralization = 0 }
}
modifier = {
factor = 1.10
NOT = { centralization_decentralization = -1 }
}
modifier = {
factor = 1.15
NOT = { centralization_decentralization = -2 }
}
modifier = {
factor = 1.20
NOT = { centralization_decentralization = -3 }
}
modifier = {
factor = 1.25
NOT = { centralization_decentralization = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
centralization_decentralization = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
centralization_decentralization = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
centralization_decentralization = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
centralization_decentralization = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}

country_event = {

id = 242001
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
aristocracy_plutocracy = 0
}
modifier = {
factor = 1.05
aristocracy_plutocracy = 1
}
modifier = {
factor = 1.10
aristocracy_plutocracy = 2
}
modifier = {
factor = 1.15
aristocracy_plutocracy = 3
}
modifier = {
factor = 1.20
aristocracy_plutocracy = 4
}
modifier = {
factor = 1.25
aristocracy_plutocracy = 5
}
modifier = {
factor = 1.05
NOT = { aristocracy_plutocracy = 0 }
}
modifier = {
factor = 1.10
NOT = { aristocracy_plutocracy = -1 }
}
modifier = {
factor = 1.15
NOT = { aristocracy_plutocracy = -2 }
}
modifier = {
factor = 1.20
NOT = { aristocracy_plutocracy = -3 }
}
modifier = {
factor = 1.25
NOT = { aristocracy_plutocracy = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
aristocracy_plutocracy = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
aristocracy_plutocracy = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
aristocracy_plutocracy = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
aristocracy_plutocracy = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}


country_event = {

id = 242002
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
serfdom_freesubjects = 0
}
modifier = {
factor = 1.05
serfdom_freesubjects = 1
}
modifier = {
factor = 1.10
serfdom_freesubjects = 2
}
modifier = {
factor = 1.15
serfdom_freesubjects = 3
}
modifier = {
factor = 1.20
serfdom_freesubjects = 4
}
modifier = {
factor = 1.25
serfdom_freesubjects = 5
}
modifier = {
factor = 1.05
NOT = { serfdom_freesubjects = 0 }
}
modifier = {
factor = 1.10
NOT = { serfdom_freesubjects = -1 }
}
modifier = {
factor = 1.15
NOT = { serfdom_freesubjects = -2 }
}
modifier = {
factor = 1.20
NOT = { serfdom_freesubjects = -3 }
}
modifier = {
factor = 1.25
NOT = { serfdom_freesubjects = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
serfdom_freesubjects = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
serfdom_freesubjects = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
serfdom_freesubjects = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
serfdom_freesubjects = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}


country_event = {

id = 242003
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
innovative_narrowminded = 0
}
modifier = {
factor = 1.05
innovative_narrowminded = 1
}
modifier = {
factor = 1.10
innovative_narrowminded = 2
}
modifier = {
factor = 1.15
innovative_narrowminded = 3
}
modifier = {
factor = 1.20
innovative_narrowminded = 4
}
modifier = {
factor = 1.25
innovative_narrowminded = 5
}
modifier = {
factor = 1.05
NOT = { innovative_narrowminded = 0 }
}
modifier = {
factor = 1.10
NOT = { innovative_narrowminded = -1 }
}
modifier = {
factor = 1.15
NOT = { innovative_narrowminded = -2 }
}
modifier = {
factor = 1.20
NOT = { innovative_narrowminded = -3 }
}
modifier = {
factor = 1.25
NOT = { innovative_narrowminded = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
innovative_narrowminded = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
innovative_narrowminded = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
innovative_narrowminded = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
innovative_narrowminded = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}


country_event = {

id = 242004
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
mercantilism_freetrade = 0
}
modifier = {
factor = 1.05
mercantilism_freetrade = 1
}
modifier = {
factor = 1.10
mercantilism_freetrade = 2
}
modifier = {
factor = 1.15
mercantilism_freetrade = 3
}
modifier = {
factor = 1.20
mercantilism_freetrade = 4
}
modifier = {
factor = 1.25
mercantilism_freetrade = 5
}
modifier = {
factor = 1.05
NOT = { mercantilism_freetrade = 0 }
}
modifier = {
factor = 1.10
NOT = { mercantilism_freetrade = -1 }
}
modifier = {
factor = 1.15
NOT = { mercantilism_freetrade = -2 }
}
modifier = {
factor = 1.20
NOT = { mercantilism_freetrade = -3 }
}
modifier = {
factor = 1.25
NOT = { mercantilism_freetrade = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
mercantilism_freetrade = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
mercantilism_freetrade = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
mercantilism_freetrade = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
mercantilism_freetrade = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}


country_event = {

id = 242005
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
offensive_defensive = 0
}
modifier = {
factor = 1.05
offensive_defensive = 1
}
modifier = {
factor = 1.10
offensive_defensive = 2
}
modifier = {
factor = 1.15
offensive_defensive = 3
}
modifier = {
factor = 1.20
offensive_defensive = 4
}
modifier = {
factor = 1.25
offensive_defensive = 5
}
modifier = {
factor = 1.05
NOT = { offensive_defensive = 0 }
}
modifier = {
factor = 1.10
NOT = { offensive_defensive = -1 }
}
modifier = {
factor = 1.15
NOT = { offensive_defensive = -2 }
}
modifier = {
factor = 1.20
NOT = { offensive_defensive = -3 }
}
modifier = {
factor = 1.25
NOT = { offensive_defensive = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
offensive_defensive = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
offensive_defensive = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
offensive_defensive = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
offensive_defensive = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}


country_event = {

id = 242006
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
land_naval = 0
}
modifier = {
factor = 1.05
land_naval = 1
}
modifier = {
factor = 1.10
land_naval = 2
}
modifier = {
factor = 1.15
land_naval = 3
}
modifier = {
factor = 1.20
land_naval = 4
}
modifier = {
factor = 1.25
land_naval = 5
}
modifier = {
factor = 1.05
NOT = { land_naval = 0 }
}
modifier = {
factor = 1.10
NOT = { land_naval = -1 }
}
modifier = {
factor = 1.15
NOT = { land_naval = -2 }
}
modifier = {
factor = 1.20
NOT = { land_naval = -3 }
}
modifier = {
factor = 1.25
NOT = { land_naval = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
land_naval = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
land_naval = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
land_naval = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
land_naval = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}


country_event = {

id = 242007
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
quality_quantity = 0
}
modifier = {
factor = 1.05
quality_quantity = 1
}
modifier = {
factor = 1.10
quality_quantity = 2
}
modifier = {
factor = 1.15
quality_quantity = 3
}
modifier = {
factor = 1.20
quality_quantity = 4
}
modifier = {
factor = 1.25
quality_quantity = 5
}
modifier = {
factor = 1.05
NOT = { quality_quantity = 0 }
}
modifier = {
factor = 1.10
NOT = { quality_quantity = -1 }
}
modifier = {
factor = 1.15
NOT = { quality_quantity = -2 }
}
modifier = {
factor = 1.20
NOT = { quality_quantity = -3 }
}
modifier = {
factor = 1.25
NOT = { quality_quantity = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
quality_quantity = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
quality_quantity = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
quality_quantity = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
quality_quantity = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}

country_event = {

id = 242008
trigger = {
year = 1368
}

mean_time_to_happen = {
months = 5000
modifier = {
factor = 0.05
eloquenz_infrastruktur = 0
}
modifier = {
factor = 1.05
eloquenz_infrastruktur = 1
}
modifier = {
factor = 1.10
eloquenz_infrastruktur = 2
}
modifier = {
factor = 1.15
eloquenz_infrastruktur = 3
}
modifier = {
factor = 1.20
eloquenz_infrastruktur = 4
}
modifier = {
factor = 1.25
eloquenz_infrastruktur = 5
}
modifier = {
factor = 1.05
NOT = { eloquenz_infrastruktur = 0 }
}
modifier = {
factor = 1.10
NOT = { eloquenz_infrastruktur = -1 }
}
modifier = {
factor = 1.15
NOT = { eloquenz_infrastruktur = -2 }
}
modifier = {
factor = 1.20
NOT = { eloquenz_infrastruktur = -3 }
}
modifier = {
factor = 1.25
NOT = { eloquenz_infrastruktur = -4 }
}
}

title = "EVTNAME242000"
desc = "EVTDESC242000"

option = {
name = "EVTOPTA242000"
ai_chance = { factor = 45 }
eloquenz_infrastruktur = -1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
eloquenz_infrastruktur = -1
}
}
option = {
name = "EVTOPTB242000"
ai_chance = { factor = 45 }
eloquenz_infrastruktur = 1
stability = -1
random_owned = {
create_revolt = 3
}
random = {
chance = 0.1
eloquenz_infrastruktur = 1
}
}
option = {
name = "EVTOPTC242000"
ai_chance = { factor = 10 }
stability = 1
}
}

Sliderevents, so dass die KI auch mal in den Genuss von Optimalstellungen kommt.


EVTNAME242000;§Y$MONARCH$§W changes his domestic policies;;§Y$MONARCH$§W ändert seine Innenpolitik;;;;;;;;;;;x
EVTDESC242000;It is time to reconsider our domestic policies.;;Es ist Zeit, über unsere Innenpolitik nachzudenken.;;;;;;;;;;;x
EVTOPTA242000;That will get some peasants upset!;;Das wird einige Bauern erzürnen.;;;;;;;;;;;x
EVTOPTB242000;It is a necessary evil!;;Es ist ein notwendiges Übel!;;;;;;;;;;;x
EVTOPTC242000;I dont like it. Even if those peasants wanted it.;;Ich mag keine Änderungen.;;;;;;;;;;;x





cultural_decisions = {
police_event = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { NOT = { has_building = police } }
NOT = { sheriff = 2 }
}
allow = {
government_tech = 2
sheriff = 1
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 10950 #30 Jahre
}
any_province = {
limit = { NOT = { has_building = police } }
add_building = police
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
}

4235

[B@W] Abominus
16.01.13, 11:34
Grad die aktuelle Testversion hochgeladen. Die ist jetzt kleiner, da ich hier den Cache weggelassen habe. Der generiert sich ja selbst.

[B@W] Abominus
16.01.13, 18:28
##############################################
# Aufbau Ost: police - sheriff
##############################################

cultural_decisions = {
police_event_1 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { NOT = { has_building = police } }
NOT = { sheriff = 2 }
sheriff = 1
}
allow = {
government_tech = 2
sheriff = 1
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 10950 #30 Jahre
}
any_province = {
limit = {
NOT = { has_building = police }
owned_by = THIS
}
add_building = police
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
police_event_2 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { NOT = { has_building = police } }
NOT = { sheriff = 3 }
sheriff = 2
}
allow = {
government_tech = 2
sheriff = 2
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 9125 #25 Jahre
}
any_province = {
limit = {
NOT = { has_building = police }
owned_by = THIS
}
add_building = police
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
police_event_3 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { NOT = { has_building = police } }
NOT = { sheriff = 4 }
sheriff = 3
}
allow = {
government_tech = 2
sheriff = 3
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 7300 #20 Jahre
}
any_province = {
limit = {
NOT = { has_building = police }
owned_by = THIS
}
add_building = police
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
police_event_4 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { NOT = { has_building = police } }
NOT = { sheriff = 5 }
sheriff = 4
}
allow = {
government_tech = 2
sheriff = 4
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 5475 #15 Jahre
}
any_province = {
limit = {
NOT = { has_building = police }
owned_by = THIS
}
add_building = police
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
police_event_5 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { NOT = { has_building = police } }
NOT = { sheriff = 6 }
sheriff = 5
}
allow = {
government_tech = 2
sheriff = 5
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 3650 #10 Jahre
}
any_province = {
limit = {
NOT = { has_building = police }
owned_by = THIS
}
add_building = police
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
police_event_6 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { NOT = { has_building = police } }
sheriff = 6
}
allow = {
government_tech = 2
sheriff = 6
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 1825 #5 Jahre
}
any_province = {
limit = {
NOT = { has_building = police }
owned_by = THIS
}
add_building = police
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
}

##############################################
# Aufbau Ost: fire_brigade - sheriff
##############################################

cultural_decisions = {
fire_brigade_event_1 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = police }
any_owned_province = { NOT = { has_building = fire_brigade } }
NOT = { sheriff = 2 }
sheriff = 1
}
allow = {
government_tech = 9
sheriff = 1
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 10950 #30 Jahre
}
any_province = {
limit = {
base_tax = 3
has_building = police
NOT = { has_building = fire_brigade }
owned_by = THIS
}
add_building = fire_brigade
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
fire_brigade_event_2 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = police }
any_owned_province = { NOT = { has_building = fire_brigade } }
NOT = { sheriff = 3 }
sheriff = 2
}
allow = {
government_tech = 9
sheriff = 2
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 9125 #25 Jahre
}
any_province = {
limit = {
base_tax = 3
has_building = police
NOT = { has_building = fire_brigade }
owned_by = THIS
}
add_building = fire_brigade
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
fire_brigade_event_3 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = police }
any_owned_province = { NOT = { has_building = fire_brigade } }
NOT = { sheriff = 4 }
sheriff = 3
}
allow = {
government_tech = 9
sheriff = 3
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 7300 #20 Jahre
}
any_province = {
limit = {
base_tax = 3
has_building = police
NOT = { has_building = fire_brigade }
owned_by = THIS
}
add_building = fire_brigade
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
fire_brigade_event_4 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = police }
any_owned_province = { NOT = { has_building = fire_brigade } }
NOT = { sheriff = 5 }
sheriff = 4
}
allow = {
government_tech = 9
sheriff = 4
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 5475 #15 Jahre
}
any_province = {
limit = {
base_tax = 3
has_building = police
NOT = { has_building = fire_brigade }
owned_by = THIS
}
add_building = fire_brigade
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
fire_brigade_event_5 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = police }
any_owned_province = { NOT = { has_building = fire_brigade } }
NOT = { sheriff = 6 }
sheriff = 5
}
allow = {
government_tech = 9
sheriff = 5
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 3650 #10 Jahre
}
any_province = {
limit = {
base_tax = 3
has_building = police
NOT = { has_building = fire_brigade }
owned_by = THIS
}
add_building = fire_brigade
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
fire_brigade_event_6 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = police }
any_owned_province = { NOT = { has_building = fire_brigade } }
sheriff = 6
}
allow = {
government_tech = 9
sheriff = 6
ADM = 7
}
effect = {
remove_advisor = sheriff
add_country_modifier = {
name = "gebaeudebau"
duration = 1825 #5 Jahre
}
any_province = {
limit = {
base_tax = 3
has_building = police
NOT = { has_building = fire_brigade }
owned_by = THIS
}
add_building = fire_brigade
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
}

##############################################
# Aufbau Ost: spy_agency - spymaster
##############################################

cultural_decisions = {
spy_agency_event_1 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = fire_brigade }
any_owned_province = { NOT = { has_building = spy_agency } }
NOT = { spymaster = 2 }
spymaster = 1
}
allow = {
government_tech = 13
spymaster = 1
ADM = 7
}
effect = {
remove_advisor = spymaster
add_country_modifier = {
name = "gebaeudebau"
duration = 10950 #30 Jahre
}
any_province = {
limit = {
base_tax = 4
has_building = fire_brigade
NOT = { has_building = spy_agency }
owned_by = THIS
}
add_building = spy_agency
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
spy_agency_event_2 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = fire_brigade }
any_owned_province = { NOT = { has_building = spy_agency } }
NOT = { spymaster = 3 }
spymaster = 2
}
allow = {
government_tech = 13
spymaster = 2
ADM = 7
}
effect = {
remove_advisor = spymaster
add_country_modifier = {
name = "gebaeudebau"
duration = 9125 #25 Jahre
}
any_province = {
limit = {
base_tax = 4
has_building = fire_brigade
NOT = { has_building = spy_agency }
owned_by = THIS
}
add_building = spy_agency
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
spy_agency_event_3 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = fire_brigade }
any_owned_province = { NOT = { has_building = spy_agency } }
NOT = { spymaster = 4 }
spymaster = 3
}
allow = {
government_tech = 13
spymaster = 3
ADM = 7
}
effect = {
remove_advisor = spymaster
add_country_modifier = {
name = "gebaeudebau"
duration = 7300 #20 Jahre
}
any_province = {
limit = {
base_tax = 4
has_building = fire_brigade
NOT = { has_building = spy_agency }
owned_by = THIS
}
add_building = spy_agency
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
spy_agency_event_4 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = fire_brigade }
any_owned_province = { NOT = { has_building = spy_agency } }
NOT = { spymaster = 5 }
spymaster = 4
}
allow = {
government_tech = 13
spymaster = 4
ADM = 7
}
effect = {
remove_advisor = spymaster
add_country_modifier = {
name = "gebaeudebau"
duration = 5475 #15 Jahre
}
any_province = {
limit = {
base_tax = 4
has_building = fire_brigade
NOT = { has_building = spy_agency }
owned_by = THIS
}
add_building = spy_agency
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
spy_agency_event_5 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = fire_brigade }
any_owned_province = { NOT = { has_building = spy_agency } }
NOT = { spymaster = 6 }
spymaster = 5
}
allow = {
government_tech = 13
spymaster = 5
ADM = 7
}
effect = {
remove_advisor = spymaster
add_country_modifier = {
name = "gebaeudebau"
duration = 3650 #10 Jahre
}
any_province = {
limit = {
base_tax = 4
has_building = fire_brigade
NOT = { has_building = spy_agency }
owned_by = THIS
}
add_building = spy_agency
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
spy_agency_event_6 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = fire_brigade }
any_owned_province = { NOT = { has_building = spy_agency } }
spymaster = 6
}
allow = {
government_tech = 13
spymaster = 6
ADM = 7
}
effect = {
remove_advisor = spymaster
add_country_modifier = {
name = "gebaeudebau"
duration = 1825 #5 Jahre
}
any_province = {
limit = {
base_tax = 4
has_building = fire_brigade
NOT = { has_building = spy_agency }
owned_by = THIS
}
add_building = spy_agency
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
}

##############################################
# Aufbau Ost: courthouse - high_judge
##############################################

cultural_decisions = {
courthouse_event_1 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = spy_agency }
any_owned_province = { NOT = { has_building = courthouse } }
NOT = { high_judge = 2 }
high_judge = 1
}
allow = {
government_tech = 24
high_judge = 1
ADM = 7
}
effect = {
remove_advisor = high_judge
add_country_modifier = {
name = "gebaeudebau"
duration = 10950 #30 Jahre
}
any_province = {
limit = {
base_tax = 5
has_building = spy_agency
NOT = { has_building = courthouse }
owned_by = THIS
}
add_building = courthouse
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
courthouse_event_2 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = spy_agency }
any_owned_province = { NOT = { has_building = courthouse } }
NOT = { high_judge = 3 }
high_judge = 2
}
allow = {
government_tech = 24
high_judge = 2
ADM = 7
}
effect = {
remove_advisor = high_judge
add_country_modifier = {
name = "gebaeudebau"
duration = 9125 #25 Jahre
}
any_province = {
limit = {
base_tax = 5
has_building = spy_agency
NOT = { has_building = courthouse }
owned_by = THIS
}
add_building = courthouse
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
courthouse_event_3 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = spy_agency }
any_owned_province = { NOT = { has_building = courthouse } }
NOT = { high_judge = 4 }
high_judge = 3
}
allow = {
government_tech = 24
high_judge = 3
ADM = 7
}
effect = {
remove_advisor = high_judge
add_country_modifier = {
name = "gebaeudebau"
duration = 7300 #20 Jahre
}
any_province = {
limit = {
base_tax = 5
has_building = spy_agency
NOT = { has_building = courthouse }
owned_by = THIS
}
add_building = courthouse
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
courthouse_event_4 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = spy_agency }
any_owned_province = { NOT = { has_building = courthouse } }
NOT = { high_judge = 5 }
high_judge = 4
}
allow = {
government_tech = 24
high_judge = 4
ADM = 7
}
effect = {
remove_advisor = high_judge
add_country_modifier = {
name = "gebaeudebau"
duration = 5475 #15 Jahre
}
any_province = {
limit = {
base_tax = 5
has_building = spy_agency
NOT = { has_building = courthouse }
owned_by = THIS
}
add_building = courthouse
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
courthouse_event_5 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = spy_agency }
any_owned_province = { NOT = { has_building = courthouse } }
NOT = { high_judge = 6 }
high_judge = 5
}
allow = {
government_tech = 24
high_judge = 5
ADM = 7
}
effect = {
remove_advisor = high_judge
add_country_modifier = {
name = "gebaeudebau"
duration = 3650 #10 Jahre
}
any_province = {
limit = {
base_tax = 5
has_building = spy_agency
NOT = { has_building = courthouse }
owned_by = THIS
}
add_building = courthouse
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
courthouse_event_6 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = spy_agency }
any_owned_province = { NOT = { has_building = courthouse } }
high_judge = 6
}
allow = {
government_tech = 24
high_judge = 6
ADM = 7
}
effect = {
remove_advisor = high_judge
add_country_modifier = {
name = "gebaeudebau"
duration = 1825 #5 Jahre
}
any_province = {
limit = {
base_tax = 5
has_building = spy_agency
NOT = { has_building = courthouse }
owned_by = THIS
}
add_building = courthouse
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
}

##############################################
# Aufbau Ost: town_hall - statesman
##############################################

cultural_decisions = {
town_hall_event_1 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = courthouse }
any_owned_province = { NOT = { has_building = town_hall } }
NOT = { statesman = 2 }
statesman = 1
}
allow = {
government_tech = 27
statesman = 1
ADM = 7
}
effect = {
remove_advisor = statesman
add_country_modifier = {
name = "gebaeudebau"
duration = 10950 #30 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = courthouse
NOT = { has_building = town_hall }
owned_by = THIS
}
add_building = town_hall
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
town_hall_event_2 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = courthouse }
any_owned_province = { NOT = { has_building = town_hall } }
NOT = { statesman = 3 }
statesman = 2
}
allow = {
government_tech = 27
statesman = 2
ADM = 7
}
effect = {
remove_advisor = statesman
add_country_modifier = {
name = "gebaeudebau"
duration = 9125 #25 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = courthouse
NOT = { has_building = town_hall }
owned_by = THIS
}
add_building = town_hall
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
town_hall_event_3 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = courthouse }
any_owned_province = { NOT = { has_building = town_hall } }
NOT = { statesman = 4 }
statesman = 3
}
allow = {
government_tech = 27
statesman = 3
ADM = 7
}
effect = {
remove_advisor = statesman
add_country_modifier = {
name = "gebaeudebau"
duration = 7300 #20 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = courthouse
NOT = { has_building = town_hall }
owned_by = THIS
}
add_building = town_hall
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
town_hall_event_4 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = courthouse }
any_owned_province = { NOT = { has_building = town_hall } }
NOT = { statesman = 5 }
statesman = 4
}
allow = {
government_tech = 27
statesman = 4
ADM = 7
}
effect = {
remove_advisor = statesman
add_country_modifier = {
name = "gebaeudebau"
duration = 5475 #15 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = courthouse
NOT = { has_building = town_hall }
owned_by = THIS
}
add_building = town_hall
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
town_hall_event_5 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = courthouse }
any_owned_province = { NOT = { has_building = town_hall } }
NOT = { statesman = 6 }
statesman = 5
}
allow = {
government_tech = 27
statesman = 5
ADM = 7
}
effect = {
remove_advisor = statesman
add_country_modifier = {
name = "gebaeudebau"
duration = 3650 #10 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = courthouse
NOT = { has_building = town_hall }
owned_by = THIS
}
add_building = town_hall
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
town_hall_event_6 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = { has_building = courthouse }
any_owned_province = { NOT = { has_building = town_hall } }
statesman = 6
}
allow = {
government_tech = 27
statesman = 6
ADM = 7
}
effect = {
remove_advisor = statesman
add_country_modifier = {
name = "gebaeudebau"
duration = 1825 #5 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = courthouse
NOT = { has_building = town_hall }
owned_by = THIS
}
add_building = town_hall
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
}

##############################################
# Aufbau Ost: college - ambassador
##############################################

cultural_decisions = {
college_event_1 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = {
has_building = town_hall
NOT = { has_building = college }
}
NOT = { ambassador = 2 }
ambassador = 1
}
allow = {
government_tech = 35
ambassador = 1
ADM = 7
}
effect = {
remove_advisor = ambassador
add_country_modifier = {
name = "gebaeudebau"
duration = 10950 #30 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = town_hall
NOT = { has_building = college }
owned_by = THIS
}
add_building = college
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
college_event_2 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = {
has_building = town_hall
NOT = { has_building = college }
}
NOT = { ambassador = 3 }
ambassador = 2
}
allow = {
government_tech = 35
ambassador = 2
ADM = 7
}
effect = {
remove_advisor = ambassador
add_country_modifier = {
name = "gebaeudebau"
duration = 9125 #25 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = town_hall
NOT = { has_building = college }
owned_by = THIS
}
add_building = college
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
college_event_3 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = {
has_building = town_hall
NOT = { has_building = college }
}
NOT = { ambassador = 4 }
ambassador = 3
}
allow = {
government_tech = 35
ambassador = 3
ADM = 7
}
effect = {
remove_advisor = ambassador
add_country_modifier = {
name = "gebaeudebau"
duration = 7300 #20 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = town_hall
NOT = { has_building = college }
owned_by = THIS
}
add_building = college
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
college_event_4 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = {
has_building = town_hall
NOT = { has_building = college }
}
NOT = { ambassador = 5 }
ambassador = 4
}
allow = {
government_tech = 35
ambassador = 4
ADM = 7
}
effect = {
remove_advisor = ambassador
add_country_modifier = {
name = "gebaeudebau"
duration = 5475 #15 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = town_hall
NOT = { has_building = college }
owned_by = THIS
}
add_building = college
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
college_event_5 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = {
has_building = town_hall
NOT = { has_building = college }
}
NOT = { ambassador = 6 }
ambassador = 5
}
allow = {
government_tech = 35
ambassador = 5
ADM = 7
}
effect = {
remove_advisor = ambassador
add_country_modifier = {
name = "gebaeudebau"
duration = 3650 #10 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = town_hall
NOT = { has_building = college }
owned_by = THIS
}
add_building = college
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
college_event_6 = {
potential = {
NOT = { has_country_modifier = gebaeudebau }
any_owned_province = {
has_building = town_hall
NOT = { has_building = college }
}
ambassador = 6
}
allow = {
government_tech = 35
ambassador = 6
ADM = 7
}
effect = {
remove_advisor = ambassador
add_country_modifier = {
name = "gebaeudebau"
duration = 1825 #5 Jahre
}
any_province = {
limit = {
base_tax = 6
has_building = town_hall
NOT = { has_building = college }
owned_by = THIS
}
add_building = college
owner = { treasury = -50 }
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = { num_of_cities = 15 }
}
}
}
}

[B@W] Abominus
17.01.13, 08:09
Gestern Abend nochmal geändert...


police_event_1_title;Police-Stations with §G$SHERIFF$§W;;Ausbau Polizei mit §G$SHERIFF$§W;;;;;;;;;;;x
police_event_1_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
police_event_2_title;Police-Stations with §G$SHERIFF$§W;;Ausbau Polizei mit §G$SHERIFF$§W;;;;;;;;;;;x
police_event_2_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
police_event_3_title;Police-Stations with §G$SHERIFF$§W;;Ausbau Polizei mit §G$SHERIFF$§W;;;;;;;;;;;x
police_event_3_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
police_event_4_title;Police-Stations with §G$SHERIFF$§W;;Ausbau Polizei mit §G$SHERIFF$§W;;;;;;;;;;;x
police_event_4_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
police_event_5_title;Police-Stations with §G$SHERIFF$§W;;Ausbau Polizei mit §G$SHERIFF$§W;;;;;;;;;;;x
police_event_5_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
police_event_6_title;Police-Stations with §G$SHERIFF$§W;;Ausbau Polizei mit §G$SHERIFF$§W;;;;;;;;;;;x
police_event_6_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
fire_brigade_event_1_title;Fire brigade with §G$SHERIFF$§W;;Ausbau Feuerwehr mit §G$SHERIFF$§W;;;;;;;;;;;x
fire_brigade_event_1_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
fire_brigade_event_2_title;Fire brigade with §G$SHERIFF$§W;;Ausbau Feuerwehr mit §G$SHERIFF$§W;;;;;;;;;;;x
fire_brigade_event_2_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
fire_brigade_event_3_title;Fire brigade with §G$SHERIFF$§W;;Ausbau Feuerwehr mit §G$SHERIFF$§W;;;;;;;;;;;x
fire_brigade_event_3_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
fire_brigade_event_4_title;Fire brigade with §G$SHERIFF$§W;;Ausbau Feuerwehr mit §G$SHERIFF$§W;;;;;;;;;;;x
fire_brigade_event_4_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
fire_brigade_event_5_title;Fire brigade with §G$SHERIFF$§W;;Ausbau Feuerwehr mit §G$SHERIFF$§W;;;;;;;;;;;x
fire_brigade_event_5_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
fire_brigade_event_6_title;Fire brigade with §G$SHERIFF$§W;;Ausbau Feuerwehr mit §G$SHERIFF$§W;;;;;;;;;;;x
fire_brigade_event_6_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
spy_agency_event_1_title;Spy agency with §G$SPYMASTER$§W;;Ausbau Spionagesystem mit §G$SPYMASTER$§W;;;;;;;;;;;x
spy_agency_event_1_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
spy_agency_event_2_title;Spy agency with §G$SPYMASTER$§W;;Ausbau Spionagesystem mit §G$SPYMASTER$§W;;;;;;;;;;;x
spy_agency_event_2_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
spy_agency_event_3_title;Spy agency with §G$SPYMASTER$§W;;Ausbau Spionagesystem mit §G$SPYMASTER$§W;;;;;;;;;;;x
spy_agency_event_3_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
spy_agency_event_4_title;Spy agency with §G$SPYMASTER$§W;;Ausbau Spionagesystem mit §G$SPYMASTER$§W;;;;;;;;;;;x
spy_agency_event_4_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
spy_agency_event_5_title;Spy agency with §G$SPYMASTER$§W;;Ausbau Spionagesystem mit §G$SPYMASTER$§W;;;;;;;;;;;x
spy_agency_event_5_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x
spy_agency_event_6_title;Spy agency with §G$SPYMASTER$§W;;Ausbau Spionagesystem mit §G$SPYMASTER$§W;;;;;;;;;;;x
spy_agency_event_6_desc;Our advisor will do his best to build up our country. It take some time.;;Unser Berater ist im Land unterwegs und baut dort die Infrastruktur aus.;;;;;;;;;;;x

[B@W] Abominus
25.01.13, 15:45
Nochmal einige Fehler behoben...