Hello Jadli, I'm still testing options. Mainly I'll have to test the faction emergence in EBII to see if there is something wrong with SSHIP, and I'll have other persons test it to see if there is something wrong with my install. I'll report any findings!
I did test:
- with wait commands
- with/without scripting a new FL
- with various factions, alive or dead
- with/without slaves
- at various moments: FactionTurnStart, PreFactionTurnStart, FactionTurnEnd, all these with various factions
- on different turns, from 1 to 5 (or 0 to 4 in internal counting)
For now I'm also working on a replacement script that uses both settlement_add_turmoil and provoke_rebellion:
Code:
monitor_event FactionTurnEnd FactionType FACTION
; here conditions and counters, same as current script
if I_FactionLeaderTrait FACTION Usurper > 2
and I_EventCounter civil_war_FACTION_going_on = 0
set_event_counter civil_war_FACTION_going_on 1
historic_event civil_war_FACTION
increment_kings_purse FACTION -1000
if I_SettlementOwner SETTLEMENT = FACTION
and RandomPercent < 40 ; or any other
add_settlement_turmoil SETTLEMENT 1000
provoke_rebellion SETTLEMENT
end_if
end_if
; duplicate for every settlement
; add a way to remove the huge turmoil, maybe with counters?
end_monitor
I did test what was said in various post, and provoke_rebellion command is active any number of turns until conditions are met, eg the target settlement goes bellow 70% public order, BUT it doesn't survive loading the saved game.