Apologies for not answering you sooner, BlindKing.
Begin by adding the following lines to the bottom of your data/text/historic_events.txt (unless they are already present!)
Spoiler Alert, click show to read:{PIRATES_EVENT_BODY}Our vast and powerful Empire with her riches and many people has attracted the attention of Saracen pirates or horrible Viking raiders! They have attacked up and down our coasts mercilesly for the past year, ravaging, pillaging, enslaving our people! Should we pay them off or accept the loss in taxes and trade revenue?\n\n(ACCEPT: Pay 12500 gold to these evil men in exchange for a promise of relief)\n\n(DECLINE: -2500 gold, but our king may lose authority and spark a civil war due to his show of indecision.)
{PIRATES_EVENT_TITLE}Pirates demand Ransom!
{PSAFE_BODY}Our Empire is too unimportant, weak, and poor to be a target of Saracen pirates or Viking raiders. They will trouble us no more.\n\nPerhaps this is a good thing, but perhaps, in the long run, it bodes ill for declining fortunes.
{PSAFE_TITLE}Safe from Pirates
{PWARNING_BODY}The growing power, wealth, and size of our realm has been noticed by covetous barbarians. Viking raiders to our north and Saracen pirates to our south may raid our shores in search of riches and to enslave our people! Beware.
{PWARNING_TITLE}Pirate Danger!
{PIRATES_MAYRETURNPAYOFF_BODY}As is ever the way with miscreants, the pirates to whom we paid our precious treasure appear to have consumed it all and grow hungry again for gold.
{PIRATES_MAYRETURNPAYOFF_TITLE}Pirates may return!
{PIRATES_MAYRETURNSUFFERED_BODY}It seems the last raid on our coastal cities no longer satisfies the insatiable pirates. Though spotted very far away, the raiders appear to have returned and are scouting where to strike next. It may be years, it may be next season. Who can say?
{PIRATES_MAYRETURNSUFFERED_TITLE}Raiders may return!
{HORRIBLETAXYEAR_BODY}Failed crops, this year m'lord. In this difficult financial year, we opened the Royal Granaries to avoid famine. We collected little wealth from our rural fiefs. And to avoid open revolt, M'lord, we expended 5,000 pounds of gold to purchase basic needs for our cities, including replacing a substantial quantity of wine that has gone missing. Next year promises better.
{HORRIBLETAXYEAR_TITLE}Bad Harvest!
{TERRIBLETAXYEAR_BODY}Failed crops, brigands and pirates attacking our trade routes, and unforseen, but required, bribes paid to various barbarians has created a difficult financial year. We opened the Royal Granaries to avoid famine. We collected little wealth from our rural fiefs. And to avoid open revolt, M'lord, we expended 10,000 pounds of gold to purchase basic needs for our cities. Next year cannot be worse than this!
{TERRIBLETAXYEAR_TITLE}Financial Disaster!
{DEVALUEDCOIN_BODY}It would seem we debased our coinage, M'lord! Its value is now widely known to be far less than what it was. In fact though the same gold resides within the royal treasury, it is as if 25,000 coins have gone missing. We should endeavor to be more careful with our accumulation of "gold," m'lord.
{DEVALUEDCOIN_TITLE}Inflation!
{COUNCIL_EVENT_BODY}A council of Nobles convenes to assert their rights over their liege lord! Should we accept their demands and decentralize our rule so that each Noble rule his fief with more independance?\n\n(ACCEPT = Grant Nobility further autonomy - Lose tax revenue of 5,000 pounds of gold immediately, plus all Nobles will return less taxes (-25%) to the Royal coffers each year.)\n\n(REJECT = Assert more power! Demonstrate the source from where all rights and powers come - Gain 5,000 in punitive damages from your upstart nobles right now! But your Nobility will all suffer -1 Loyalty, except those who are truly loyal).\n\nAt any rate, m'liege, the nobles' attitudes will return to normal given time.
{COUNCIL_EVENT_TITLE}A Council of Nobles
Next, open your data/world/maps/campaign/imperial_campaign/campaign_script.txt and find the line "restrict_strat_radar false". Post the following text below that line, making sure not to overwrite the Mongol scripts below.
Spoiler Alert, click show to read:;*****COUNCIL EVENT
monitor_event BecomesFactionLeader FactionIsLocal
and RandomPercent < 66
add_events
event event_counter council_event_accepted ;centralize power- demand taxes
event event_counter council_event_declined ;decentralized choice
date 0
end_add_events
historic_event council_event true
end_monitor
monitor_event EventCounter EventCounterType council_event_accepted
and I_EventCounter council_event_accepted == 1
inc_event_counter council_strong 1
console_command add_money -5000
set_event_counter council_event_accepted 0
end_monitor
monitor_event EventCounter EventCounterType council_event_declined
and I_EventCounter council_event_declined == 1
set_event_counter council_strong 2
console_command add_money 5000
set_event_counter council_event_declined 0
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and I_EventCounter council_strong > 0
set_event_counter council_strong 0
end_monitor
;***********END COUNCIL EVENT
;PIRATES
monitor_event FactionTurnEnd FactionIsLocal
and FactionBuildingExists >= coaching_house
and FactionBuildingExists >= huge_stone_wall
and FactionBuildingExists >= warehouse
and FactionScoreRank overall < 4 ;if we are 1, 2, or 3 in place.
and I_EventCounter pwarnc == 0
historic_event pwarning
inc_event_counter pwarnc 1
end_monitor
monitor_event FactionTurnEnd FactionIsLocal
and FactionScoreRank overall > 3
and I_EventCounter pwarnc == 1
historic_event psafe
inc_event_counter pwarnc -1
end_monitor
monitor_event FactionTurnEnd FactionIsLocal
and I_EventCounter pirates_suffered = 0
and I_EventCounter pirates_payoff = 0
and RandomPercent < 6
and FactionBuildingExists >= coaching_house
and FactionBuildingExists >= warehouse
and FactionScoreRank overall < 4 ;if we are 1, 2, or 3 in place.
add_events
event event_counter pirates_event_accepted
event event_counter pirates_event_declined
date 0
end_add_events
historic_event pirates_event true
end_monitor
monitor_event EventCounter EventCounterType pirates_event_accepted
and I_EventCounter pirates_event_accepted == 1
inc_event_counter pirates_payoff 1
console_command add_money -12500
set_event_counter pirates_event_accepted 0
end_monitor
monitor_event EventCounter EventCounterType pirates_event_declined
and I_EventCounter pirates_event_declined == 1
inc_event_counter pirates_suffered 1
console_command add_money -2500
set_event_counter pirates_event_declined 0
end_monitor
;renew the chance
monitor_event FactionTurnEnd FactionIsLocal
and I_EventCounter pirates_suffered > 0
and RandomPercent < 10
inc_event_counter pirates_suffered -1
historic_event pirates_mayreturnsuffered
end_monitor
monitor_event FactionTurnEnd FactionIsLocal
and I_EventCounter pirates_payoff > 0
and RandomPercent < 10
inc_event_counter pirates_payoff -1
historic_event pirates_mayreturnpayoff
end_monitor
;END OF PIRATES
;BAD HARVEST/TAXES
monitor_event FactionTurnStart FactionIsLocal
and FactionScoreRank overall < 4 ;if we are 1 to 3 in place.
and FactionIncome > 2500
and RandomPercent < 6 ;5% of the time.
and Treasury > 0
historic_event horribletaxyear
console_command add_money -5000
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and FactionScoreRank overall < 4 ;if we are 1 to 3 in place.
and FactionIncome > 5000
and RandomPercent < 6 ;5% of the time.
and Treasury > 0
historic_event terribletaxyear
console_command add_money -10000
end_monitor
;DEVALUED COINAGE
monitor_event FactionTurnStart FactionIsLocal
and FactionScoreRank overall < 4 ;if we are 1 - 3 in place.
and FactionIncome > 8000
and RandomPercent < 3
and Treasury > 5000
historic_event devaluedcoin
console_command add_money -25000
end_monitor
With the text and scripts in place, the "DEARMADS TRIGGERS" in the EDCT will now fire (note, you must start a new campaign to see these events in action).






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