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Age of History 3
Łukasz Jakowski

Events - Common events for every civilization in the game

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The idea of an event that reflects feudal fragmentation. Feudal monarchies, after the death of the monarch, risk separating a number of countries (at a certain chance) as vassals/tributaries. This will limit the emergence of gigantic empires in the Middle Ages and put states before a possible crisis in the process of centralization. Something similar may also apply to tribal associations and hordes.

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On 1/24/2024 at 12:51 PM, Markius said:

Title: Korean reunification

Mission Description: After the Korean War, the peninsula was divided into 2 countries, the North (Communist) and the South (Presidential Republic). Will you achieve the reunification of the peninsula? Through force or diplomacy?

 

Triggers: Conquer all the provinces of North or South Korea or have an alliance and diplomatic relations to the maximum.

Outcome 1: Maintain the current country (Democratic People's Republic of Korea or Republic of Korea) or refound the Korean Empire which would grant a 35% increase in prestige.

Outcome 2: Population and economic growth increase by 10%

Idk Feels Like A Formable With Extra Steps

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Title: Conspiracy in the highest circles of power
Description: The upper class of the state is dissatisfied with the policy pursued by the current monarch. Many of the nobles openly come into conflict with him, some financially begin to support the pretenders to the throne. Only one thing is clear. The current monarch will not be able to leave everything as it is. But...
Trigger: Lol. Just a 1-2% chance and the monarchy in the country
Result:
Option 1:
"I am the state!"
Unrest/revolution begins in the country (I'm not sure how this mechanics works)
Option 2:
"Let me remind them who pays for their wishes ..."
- a large amount from the treasury (Also not sure how much to write. Lol)
-10% happiness in the country
-legacy 
Option 3:
"Nobles are not wrong!"
Change of ruler
loss all legacy

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Title: Change ideology

Mission Description: You want to change our country's ideology.

Simple Description: For the safety of our country, you can't change that easily.

Triggers: Click off other ideology

Outcome 1: Referendum : wait 2 weeks and get a chance to accept 10-80% ( random ).

Result :

-Yes, ideology changes without any consequences

-No, could redone one other referendum in 2 years. 

Outcome 2: Change now ! : risk of civil war 50-80% ( random ) and happiness drop 10-30% ( random ).

 

 

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I think there should be common events based on modern ages, when you enter a specific age, the common events change, for example:

Massive investments in our economy !

Description: We have attracted many investors that invested and contributed a lot to our economy! This is going to make a prosperous future for our country.

 

Outcome 1: Keep attracting investors

Effect: For 2 years , every 3 months the economy slowly will grow.

Outcome 2: Invest money in the economy

Effect: For 2 years, every 3 months the economy grows by spending money on investments

 

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On 10.01.2024 at 21:38, Łukasz Jakowski said:

MERHABA,

Bu başlıkta oyundaki her Medeniyetin başına gelebilecek olaylara dair fikirlerinizi merak ediyorum .

Medeniyetin bir şeyler yapması gerekiyor, yoksa bir şeyin seviyesi daha yüksek veya daha düşük olacaktır. Bir olaylar zinciri oluşturmak da mümkündür.

 

Ayrıca Her Medeniyete Yönelik Görevlerle de ilgileniyorum. Etkinliklerin aksine görevler, tamamlanacak görevlerin listesini içeren özel bir menüde gösterilecek.

İşte bazı örnekler: 10.000'den fazla orduya sahip olun, 5.000'den fazla altına sahip olun, 10 bina inşa edin, bir Danışman işe alın, vergi verimliliğini 20 kat artırın, dünyadaki bazı kaynakların en büyük üreticisi olun, 5 Medeniyet mirasının kilidini açın vb.

 

İstediğiniz her şeyi bulabilirsiniz, eğer iyiyse eklemeye çalışacağım.

 

Şablon

Başlık: 

Görev Tanımı: (eğer bu bir görev ise)

Basit Açıklama:

Tetikleyiciler: 

Sonuç 1: 

Sonuç 2: 

 

Örnek

Başlık: Tarımsal Atılım

Basit Açıklama: Dikkate değer bir ilerlemeyle, illerimizde tarımda başarılı bir devrim yarattık.

Tetikleyiciler: Medeniyet, eyaletlerinin nüfus artış hızını 25 puan artırmalı ve rastgele şans %77,5'tir.

Sonuç 1: Nüfus Artışını Artırın - Random eyaleti büyüme oranını 5 puan artıracak

Sonuç 2: Askeri Kuvvetleri Genişletin - Rastgele eyalet insan gücü seviyesini 5 puan artıracak

 

events.thumb.png.783f6550c7fc902e70706313a38ec60c.png

 

Başlık: Turist ziyaretleri

 

Basit Açıklama: Turistler ülkemize geliyorlar,gelir sağlıyoruz

 

Tetikleyiciler: (Turizm sağlayan herhangi bir yapıyı inşaat edilmesi,ve belirli süreler ile Turizm geliri kazanmak 

 

Sonuç 1: ??????+ para

 

Sonuç 2: ??????+ ekonomi

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Title: Meter revolution

Simple Description: On March 30, 1791, the French Academy of Sciences defined the measure of length, known as the meter. Does our country must use it ?

Triggers: the event must appear on 30 March 1791 and have enough technology.      ( if it is later, like in 1850, this is already applied)

Outcome 1: Yes  Stability +3%,  Manpower +8%,  Income +100 per month

Outcome 2: No

Edited by Wayne23lololh

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**Event Name:** Future of the Inquisition

**Event Trigger:** Year 1490-1500

**Event Text:** "The Catholic Church faces a decision regarding the Jews and Muslims in Spain. Will it take harsh measures or opt for tolerance?"

**Options:**

1. **Eradicate Non-Christians.**
   - Population: -100k
   - Unrest: +25%
   - Relations with Christian Countries: +30
   - Aggressive Expansion: -20
   - Technology Cost: +15% until the death of the monarch
   
2. **Be Tolerant.**
   - Population Growth: +4%
   - Unrest: -5%
   - Relations with Christian Countries: -10
   - Relations with the Papacy: -100
   - Technology Cost: -10% until the death of the monarch

 

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- Renaissance:

    - Date: Between 1450 and 1500

    - Conditions: 

        1. If the country's capital is in Italy.

        2. If the country's population, military power, and prestige are at top 10 countries.

        3. If the country has unlocked the Renaissance technology in the technology tree.

Event Name: The Rise of the Renaissance

Event Text: "The effects of the Renaissance are increasingly felt in our country. A great rebirth is happening in art, science, and culture. 

Options:

1. Support the Renaissance.

   - Economy: +10%

   - Technology Cost: -15%

   - Stability: +5%

   - Prestige: +25

Edited by IKayzerI
For better

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Varna War Event:

 

Background:

This event triggers during the war between the Ottoman Empire and Hungary from 1440 to 1450.

 

Battle of Varna:

- Polish King Wladyslaw III dies.

- The Ottoman Empire is considered victorious and establishes its dominance in the region, seizing territories around Temes.

- Hungary receives debuffs: +15 unrest, +150% army recruitment time, and +40% recruitment cost.

- Austria gains casus belli to make Hungary its vassal.

 

Austria-Hungary War Event:

- After the Battle of Varna, if Austria declares war on Hungary within 15 years and uses the previous conflict as a casus belli, this event is triggered.

- Austria demands vassalage from Hungary.

 

Possible Outcomes of Austria-Hungary War:

- If Austria achieves a war score of over 70%, Hungary becomes a vassal of Austria. Additionally, the Ottoman Empire makes Wallachia its vassal.

- If Austria achieves a war score between 40% and 70%, Hungary releases Transylvania, and Transylvania becomes a vassal of Austria.

- If Austria achieves a war score below 40%, the situation reverts to the territorial status quo before the event.

 

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Event Name: Rise of the Köprülü Family

Event Trigger: Year 1600-1650 occurs only one time.

Event Description: The ascendance of the Köprülü Family, under the leadership of Mehmed Köprülü, marks a significant era in the Ottoman Empire. Renowned for their reformist policies and just administration, the Köprülü Family has brought about positive changes across various domains of the empire. This pivotal event signifies a moment where the influence of the Köprülü Family is once again felt.

Event Outcome:

The influence of the Köprülü Family is on the rise. Corruption levels decrease significantly, technological advancement accelerates, and army mobility increases. Additionally, there are positive changes in provincial economies and population growth.

Yearly corruption decreases by 5%.
Technology research speed increases by 10%.
Army movement speed increases by 2%.
Provincial economy modifier increases by 4%.
Population modifier increases by 1.5%. 

Time Duration: 3 Years

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Event Name: 100 Years War 

Event is for France

Event Trigger:
The game date ranges from 1437 to 1453.
There is no truce between France and England.

Event Text:
Tensions are escalating between Europe's two great powers! Long-standing disputes and territorial claims between France and England have finally erupted. This tense period, starting in 1337, indicates that both countries are preparing for war. It's time to decide which path to take.

Outcome:

1. War with the England:

France declares war on England and conflict ensues.
(This outcome triggers a new event)
2. Make a 15-Year Truce:

France signs a 15-year truce agreement with England.

New event occurs exactly 120 months after the Hundred Years' War event.

New Event:
France is conducting a campaign against the English. However, with the war dragging on and costs mounting, discontent is growing among the people.

If the war score is above 50 for France%: France's Victory:
France gains all cores in England.

If the war score is above 50% for England: England's Victory:
The King of France changes, and the new king is the King of England.
England gains control of Paris.

If the war score remains below 50%, no agreement is reached between the parties, and a white peace is declared.
There are no territorial changes or compensations, and the current situation is maintained.

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Event Title: The Neapolitan Succession

Event Trigger: Death of Alfons V

Event Description: The passing of Alfons the Magnificent, King of Aragon, has stirred controversy over the succession of the Kingdom of Naples. Despite Ferdinand, his illegitimate son, lacking the legitimacy to claim the Aragonese throne, Alfons obtained Pope Eugene IV's consent to legitimize Ferdinand as the rightful heir to the Naples throne. Now, Naples' destiny hangs in the balance, tensions escalating as Alfons' final wishes are revealed.

Event Option 1: Follow Alfons' Last Testament

Option Description: Honouring King Alfons' last wishes, we acknowledge Ferdinand as the rightful heir to the Kingdom of Naples. This choice promises stability for Naples and respects the late king's desires. However, it risks Naples breaking away as an independent kingdom.

Effects:

- Naples gains independence and Ferdinand I ascends to the throne.

- Naples gains +5% Population Growth and +2% Economy Growth until the death of Ferdinand I

- Aragon loses 25 Legitimacy.

- John II becomes the King of Aragon.

Event Option 2: Disregard Alfons' Will

Option Description: Rejecting Ferdinand's claim to Naples, we opt to retain control over the kingdom. While this may maintain our authority, it could breed discontent and rebellion among the Neapolitan populace.

Effects:

- Aragon loses 25 Legitimacy and gains 10 National Unrest.

- Ferdinand I becomes the King of Aragon.

- Aragon gains -2% Population Growth until the death of Ferdinand I.

- Naples' Liberty Desire increases by 50%.

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Event Name: Establishment of the Bank of Firenze

Event Trigger: Between 1445 and 1455, while Cosimo de Medici is alive

Description: Under the leadership of Cosimo de Medici, Florence establishes the Bank of Florence to boost its economic power and promote trade. This strategic move enhances the city's influence in international trade and supports economic prosperity.

Outcome: (Until the death of Cosimo de Medici)

- Prestige: +15% (Boosts Florence's influence on the international stage.)

- Economic Growth: +20% (Accelerates commercial activities and investments in the city.)

- Legacy: +1.4 (The bank ensures the long-term power and legacy of the Medici family.)

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Event Name: Hussite Rebellion

Event Description: The Hussites in the Kingdom of Bohemia, followers of Jan Hus's teachings, challenge the authority of the Catholic Church by expressing their reform demands. The kingdom seeks to balance between meeting the demands of the Hussites and maintaining internal stability.

Event Trigger: Between 1437 and 1445, Bohemia is not Holy Roman Emperor

Outcome:
- Hussite Reforms are Accepted:
  - National Unrest: -5
  - Heretic Tolerance: +1
  - Religious Unity: +15
- Hussites shall be destroyed: (triggers the new event)
  - National Unrest: +10
  - Heretic Tolerance: -2
  - Hussite Rebellions: 15% increases each year.

---------------------------------------------

Event Name: Consequences of the Hussite Rebellion

Event Description: The Hussite rebellion in Bohemia has concluded, spreading the teachings of Jan Hus to the masses. The authority of the Catholic Church has been challenged, and Bohemia has been restructured according to Hussite reforms. However, if the rebellion fails, the authority of the Catholic Church is restored, and Hussite leaders are arrested.

Event Trigger: After 120 months of Hussite Rebellions event

Outcome's:
- The Hussite Rebellion Succeeds:
  - National Unrest: -10
  - Heretic Tolerance: +3
  - Spread of Hussite Ideals: +15% increase in the spread of Hussite reformers. (Hussite mechanics opens.)
  - Hussite Religion Recognized as the Official Religion of Bohemia.
- The Hussite Rebellion Fails:
  - National Unrest: +10
  - Heretic Tolerance: -2

- Catholicism Becomes the State Religion of Bohemia until the End of the Game.
  - Decreased Chance of New Hussite Rebellions: -20%.

 

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Event Chain Name: War of the Roses

Event Trigger: Between the years 1465-1470

Event 1: Initial Tensions

Description: Tensions rise between the York and Lancaster dynasties. Players must decide which dynasty to support.

Outcome:
- Gathering Storm:
  - Rebellion risk for York supporters increases by +10% each month
  - Stability: -10% until the rebellion.
  - Tax Efficiency: -10% for 5 years.
  - National Unrest: +10
  - Population Growth: -3% for 5 years.

Event 2: Outbreak of Civil War
Event Trigger: 10 months after the "Initial Tensions" event

Description: Open conflict erupts between York and Lancaster loyalists. Players can join either side to influence the outcome of the war.

Outcome:
- Supporting the York Dynasty: 
  - 55k rebel army spawns in York.
  - +20% army morale and +7.5 discipline for rebels
- Supporting the Lancaster Dynasty: 
  - 25k rebel army spawns in York.
  - -5% army morale and -2.5 discipline for English troops.

Event 3: Conclusion of the War
Event Trigger: 45 months after the "Outbreak of Civil War" event, depending on who controls London.

Description: The War of the Roses comes to an end, with the victorious dynasty seizing control of the country. Players aligned with the winning side receive various rewards.

Outcome:
- If the York Dynasty Wins: 
  - National Unrest: -10
  - Aggressive Expansion: -20 for 15 years.
  - Edward IV becomes the King of England.
  - Event 4 is triggered if the York Dynasty wins.
- If the Lancaster Dynasty Wins: 
  - National Unrest: -10

Event 4: York and Tudor War
Event Trigger: 120 months after the "Conclusion of the War" event, if the York Dynasty wins.

Description: Once again, a struggle for the throne erupts in England. The conflict between the York and Tudor dynasties represents a crucial period that will determine the country's future. Players must decide which dynasty to support.

Outcome:

-Select Yorks:
- Edward IV of York Continues to Reign: Stability remains in England as Edward IV continues his reign.

-Select Tudors:
- Henry VII of Tudor Becomes King: The Tudor dynasty seizes the throne and begins to rule England.

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NAVY TRADE + SMALL ECONOMY

1) the fleet can be divided into (merchant ships) and (military vessels)

-merchant ships sell goods and resources (sea routes appear)

-military vessels move divisions

2) Maritime trade helps:

-earn trading points (they will help strengthen the currency level)

The higher the currency level, the easier it will be to fight inflation (it will slow down)

-reduce the enemy's currency level by (declaring a trade war) in the diplomacy menu

We can talk other countries into a trade war with anyone. In order for a country to agree to declare a trade war on another state, it will have to: agree to the demands that this state sets. (The state will set conditions for us to agree)

3) The state will be able to trade only with 5-10 countries (for balance)

For (a strong state) trade only with 8 countries with different supplies of resources (for balance)

I hope that my voice will be heard. Thanks 🙂

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Event Name: The Rise of Kanuni Süleyman

Description: In 1520, a new ruler ascended to the throne of the Ottoman Empire, Kanuni Süleyman. This event marks the beginning of his reign and the Empire's shift towards aggressive expansion policies.

(Current ruler dies, Kanuni I Süleyman becomes the Padishah, in 1520.01.01)

Event Option:

Kanuni's Rule: Embrace Kanuni Süleyman's leadership and participate in the Empire's aggressive expansion policies. Receive a buff reducing the penalties of aggressive expansion for 20 years.

-------------------------------------

Second Event Name: The Fate of Hungary after Mohács

Description: The Battle of Mohács between the Ottoman Empire and Hungary reshaped the fate of the region. This event presents the player with the opportunity to influence the destiny of Hungary.

(When only Kanuni I Süleyman is the ruler, while Ottomans and Hungary in a war, if Ottomans sieged and invaded Pest after The Rise of Kanuni Süleyman event for 120 months, this event triggers.)

Event Option:

Mohác: Aid the Ottoman invasion of Pest and secure Transylvania's independence. Transylvania becomes an Ottoman vassal, while the remaining Hungarian territories come under Ottoman control. Additionally, all Hungarian territories gain a -10 National Unrest modifier for 10 years.

Edited by IKayzerI

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Event Name: Lisbon Catastrophe

Event Date: November 1, 1755

Description: Lisbon was struck by an unexpected earthquake followed by a tsunami. This disaster devastated the city, leaving thousands dead.

Option: "Devastation Unleashed"

Impossible, Lisbon is destroyed, with thousands dead. All buildings are destroyed, population growth decreases by 15% for 15 years, and economic growth decreases by 10% for 15 years. More than 45,000 people perish in Lisbon. Spain gains a casus belli to vassalize Portugal. This casus belli lasts for 10 years.

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On 1/10/2024 at 7:40 PM, Łukasz Jakowski said:

Current trigger list, this is an early version and new ones can be added at any time

invested_in_economy_over=125
invested_in_economy_below=50
increased_growth_rate_over=25
increased_growth_rate_below=75
increased_tax_efficiency_over=50
increased_tax_efficiency_below=100
increased_manpower_over=150
increased_manpower_below=250
developed_infrastructure_over=10
developed_infrastructure_below=55

buildings_constructed_over=20
buildings_constructed_below=20
administrative_buildings_constructed_over=5
administrative_buildings_constructed_below=15
economy_buildings_constructed_over=1
economy_buildings_constructed_below=8
military_buildings_constructed_over=3
military_buildings_constructed_below=5
unique_capital_buildings_constructed_over=1
unique_capital_buildings_constructed_below=3

civ_provinces_over=150
civ_provinces_below=75
civ_provinces_equals=35

civ_gold_over=1234
civ_gold_below=4321

civ_total_income_over=11.4
civ_total_income_below=3.25
civ_income_taxation_over=12.7
civ_income_taxation_below=7.25
civ_income_economy_over=13.23
civ_income_economy_below=10.14
civ_income_production_over=25.5
civ_income_production_below=17.23

civ_loans_over=0
civ_loans_below=2
civ_inflation_over=3.75
civ_inflation_below=1.0

civ_legacy_over=250
civ_legacy_below=100

civ_has_resource=3
# Civilization has a resource ID: 3 and its production is over 14.5
civ_has_resource_over=3=14.5

civ_manpower_over=15000
civ_manpower_below=1500
civ_max_manpower_over=20000
civ_max_manpower_below=17500

civ_regiments_over=40
civ_regiments_below=10
civ_regiments_limit_over=24
civ_regiments_limit_below=30
civ_battle_width_over=20
civ_battle_width_below=30

civ_regiments_over_regiments_limit=true
civ_gold_over_max_amount_of_gold=true

civ_capital_buildings_over=3
civ_capital_buildings_below=4
civ_capital_tax_efficiency_over=17.2
civ_capital_tax_efficiency_below=24.3
civ_capital_economy_over=24.2
civ_capital_economy_below=92.2
civ_capital_manpower_over=17.2
civ_capital_manpower_below=21.4
civ_capital_growth_rate_over=72.5
civ_capital_growth_rate_below=97.2
civ_capital_infrastructure_over=2
civ_capital_infrastructure_below=3
civ_capital_population_over=95000
civ_capital_population_below=35750
civ_capital_fort_level_over=3
civ_capital_fort_level_below=5

recruited_advisors_over=27
recruited_advisors_below=23

civ_administrative_advisor_skill_over=1
civ_administrative_advisor_skill_below=2
civ_economic_advisor_skill_over=3
civ_economic_advisor_skill_below=4
civ_innovation_advisor_skill_over=2
civ_innovation_advisor_skill_below=5
civ_military_advisor_skill_over=3
civ_military_advisor_skill_below=3

civ_advisor_age_over=2=37
# Advisor ID: 2, Years old is over 37
# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Diplomatic Advisor

civ_advisor_production_efficiency_over=1=4.5
# Advisor ID: 1, Production Efficiency old is over 4.5
civ_advisor_construction_cost_over=1=-8

civ_military_academy_over=0
civ_military_academy_below=3
civ_military_academy_for_generals_over=1
civ_military_academy_for_generals_below=2
civ_capital_city_over=1
civ_capital_city_below=3
civ_supreme_court_over=2
civ_supreme_court_below=1
civ_nuclear_reactor_over=2
civ_nuclear_reactor_below=3

exists=pol
exists_any=eng

playing_time_over=365
playing_time_below=365

year_over=1800
year_below=1750

random_chance=12.5
# 12.5% chance to be true

has_variable=some_variable
has_variable_not=some_variable

## NOTE
# A civilization must have this variable, it can be used to create a chain of events.
next_and
has_variable=capital_city_economic_development

For triggers can you add "ideology is/ is not" 🙏

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On 1/10/2024 at 7:41 PM, Łukasz Jakowski said:

Current list of outcomes, this is an early version and new ones can be added at any time:

gold=125
gold_monthly_income=2.0
legacy=75
legacy_monthly=4.5
research=35
advantage_points=3
manpower=7500
inflation=8.2

move_capital=75

declare_war=fra
change_ideology=4
change_religion=3

# province_economy=15.4 ### A random Civilization province will receive 15.4 economy points.
# province_economy_capital=15.4 ### A capital province will receive 15.4 economy points.
# province_economy_capital_all=15.4 ### All provinces of Civilization will receive 15.4 economy points.

province_economy=15.4
province_economy_capital=27.2
province_economy_all=3.5
province_tax_efficiency=3.2
province_tax_efficiency_capital=4.7
province_tax_efficiency_all=2.5
province_manpower=1.2
province_manpower_capital=1.7
province_manpower_all=3.5
province_growth_rate=8.2
province_growth_rate_capital=6.2
province_growth_rate_all=7.25
province_population=5000
province_population_capital=12500
province_population_all=2500
province_religion=3
province_religion_capital=2
province_religion_all=3
province_devastation=27.5
province_devastation_capital=45.5
province_devastation_all=15
province_unrest=15.5
province_unrest_capital=35.5
province_unrest_all=25.0
province_infrastructure=2
province_infrastructure_capital=1
province_infrastructure_all=1


## NOTE SPECIAL
# A civilization will get this variable, it can be used to create a chain of events.

add_variable=capital_city_economic_development


## We can also set temporary bonuses for X years:
bonus_duration=2
bonus_monthly_income=24.4

Civilization will have +24.4 monthly income for 2 years.

# List of all available, with simple examples:

bonus_monthly_income=12.2
bonus_monthly_legacy=2.4
bonus_monthly_legacy_percentage=10.2
bnus_maximum_amount_of_gold=500

bonus_tax_efficiency=10.5
bonus_growth_rate=15
bonus_province_maintenance=-25
bonus_buildings_maintenance_cost=-10
bonus_maintenance_cost=2.2
bonus_production_efficiency=25
bonus_income_production=10

bonus_income_taxation=7.5
bonus_income_economy=10.5
bonus_corruption=10.0
bonus_inflation=5.0

bonus_research=10
bonus_research_points=4.5

bonus_max_manpower=10000
bonus_max_manpower_percentage=10.25
bonus_manpower_recovery_speed=25
bonus_reinforcement_speed=15
bonus_army_morale_recovery=25
bonus_army_maintenance=-25

bonus_recruitment_time=-15
bonus_recruit_army_cost=-20
bonus_recruit_army_first_line_cost=-15
bonus_recruit_army_second_line_cost=-25

bonus_generals_attack=2
bonus_generals_defense=1

bonus_units_attack=4
bonus_units_defense=3

bonus_regiments_limit=6
bonus_battle_width=4
bonus_discipline=7.5
bonus_siege_effectiveness=25.5
bonus_max_morale=20
bonus_army_movement_speed=30.4

bonus_manpower_recovery_from_disbanded_army=25

bonus_war_score_cost=-25

bonus_construction_cost=-10
bonus_administration_buildings_cost=-15
bonus_military_buildings_cost=-20
bonus_economy_buildings_cost=-25
bonus_construction_time=-25

bonus_invest_in_economy_cost=-13.75
bonus_increase_manpower_cost=-7.25
bonus_increase_tax_efficiency_cost=-15.4
bonus_develop_infrastructure_cost=-12.5
bonus_increase_growth_rate_cost=-7.25

bonus_diplomacy_points=25
bonus_improve_relations_modifier=15
bonus_income_from_vassals=25
bonus_aggressive_expansion=-25

bonus_core_cost=-25
bonus_religion_cost=-15
bonus_revolutionary_risk=25

bonus_loan_interest=-25
bonus_all_characters_life_expectancy=5
bonus_advisor_cost=-20
bonus_advisors_max_level=2
bonus_general_cost=-15

bonus_disease_death_rate=75

kill_ruler=true
kill_ruler_chance=35

kill_advisor=1
# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Diplomatic Advisor

And for outcomes can you please add "change ruler" where we replace the current ruler by a pre-determined non-random ruler

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title = "Leonardo da Vinci and the Mona Lisa"

description = "The famous painter and inventor Leonardo da Vinci has begun working on what would become one of Florence's most famous paintings, the Mona Lisa. Once completed, the artwork will bring great prestige to Florence as a major artistic achievement, and provide significant tourism and publicity benefits to the city."

picture = "EVENT_MONA_LISA"

option = { name = "Support the Artist" add_stability = 15% add_legacy_point = 20 prestige = 25

hidden_effect = { random_list = { 75 = { add_development_cost = -0.10 tax_modifier = 0.05 } 25 = { add_development_cost = -0.05 global_tax_modifier = 0.025 } } } }

option = { name = "Do not support the Artist" prestige = -10 }

mean_time_to_happen = { months = 120 year = 1501 } 

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