I'm starting a multi-faceted economy script with various components, both at a faction/local level and a global viewpoint. As it is rather ambitious (and as of yet nonexistent) undertaking I'm going to have a lot of questions/qualms along the way, and rather than posting multiple small queries I'm going to put it all here.
Starting off, I want a script to measure every time a settlement is sacked, exterminated, or otherwise suffers a calamity, siege, blockade, plague etc.
The docudemons show "SackSettlement" "ExterminatePopulation" and "CitySacked" events. The first two do not export "settlement" (I had hoped to measure the settlement level via a building check...) but it does export a "character record" which could be used to check if a "governor building exists" i.e. if the conquering army has a wall, stone wall, etc. as a core building.
My questions are 1. is this going to fire for any city being sacked/exterminated, and .2 will it work for both captains "generals" and named characters/family members?
Also the "CitySacked" event only says "whether a settlement has been razed" which makes me think that it could be either sack or exterminate, I don't know for certain. ExterminatePopulation might work for sacking- people are killed, after all- but I don't understand that either.
Is there any way of telling when a port has been blockaded? There's a "transgression" event which might be useful but I have no idea what it would do.
plague is a tricky thing... it's only mentioned in reference to the "settlementhasplague" condition which has a settlement condition. Rather counterintuitively tbis doesn't need to refer to a specific settlement- any "settlementturnstart/end" can fire the script, as can the devastatetile and so on.
One thing I'm not clear on. SettlementTurnStart- does it operate independently of the faction? IE French Tolouse fights off an English army- is the settlement starting a turn? If England captures it, does the settlement then start and/or end another turn with English rule?
The GeneralDevastatesTile event is quite promising- it can use the settlementBuildingExists or IsRegionOneOf commands, and so on. My main gripe is that there isn't any solid method of measuring the region's religion.
Given that I'm replacing religion with social class, it would make sense for religion parameters to have an effect, i.e. merchant class. Is there any workaround for this? Getting even a general idea of the faction's religion percentages would really be helpful. The only thing I could find was "neighbourReligionCheck" which might be useful in a roundabout way. At the least it could give a general overview of the area's religions, but everything else depends on a religion check (is it catholic? Islamic?) or a character being present.
Maybe using the placeholder faction I've been reserving?




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