Yeah, this problem exists in many mods, especially where a script generating program was used to create the 4tpy script. It's due to a problem in the way RTW processes scripts. Most 4tpy scripts have code that looks like this:
Code:
console_command date -229
console_command season summer
while I_TurnNumber = 38
suspend_unscripted_advice true
end_while
console_command date -229
console_command season winter
while I_TurnNumber = 39
suspend_unscripted_advice true
end_while
console_command date -228
console_command season summer
while I_TurnNumber = 40
suspend_unscripted_advice true
end_while
Maybe the person who wrote the script/script generator did not think this was that big of an issue, or maybe they just did not realize what the problem was. Certainly took me a while to come up with an explanation...
When you quit a game to start a new campaign, the script from the previous game is still running (this is a bug in RTW!) and it still thinks it's on turn number n. When you hit 'End Turn' and the value of I_TurnNumber changes (to 1, in case of a new campaign), the condition in the while loop becomes false and it moves on to the next line of code, to update the year/season, then checks the next while loop condition. That condition is also false, so it will keep updating the year/season until it gets to the end of the 4tpy script. Since historical events are triggered by year/season changes, you then end up getting a whole bunch of them.
To prevent this from happening, the code can be modified slightly so the while condition stays true and the old script just does not do anything:
Code:
console_command date -229
console_command season summer
while I_TurnNumber < 39
suspend_unscripted_advice true
end_while
console_command date -229
console_command season winter
while I_TurnNumber < 40
suspend_unscripted_advice true
end_while
console_command date -228
console_command season summer
while I_TurnNumber < 41
suspend_unscripted_advice true
end_while