ColonialLife.txt

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namespace = conquest_of_paradise

# Ban Fur Trade
province_event = {
	id = conquest_of_paradise.300
	title = "colonial_nation.EVTNAME300"
	desc = "colonial_nation.EVTDESC300"
	picture = NATIVES_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		owner = {
			is_colonial_nation = yes
		}
		is_colony = no
		trade_goods = fur
		has_empty_adjacent_province = yes
		owner = {
			NOT = {
				any_owned_province = {
					has_province_modifier = ban_fur_trade
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 2000
	}
	
	option = {
		name = "colonial_nation.EVTOPTA300" # Approve the law
		ai_chance = { factor = 50 }
		add_province_modifier = {
			name = "ban_fur_trade"
			duration = 730
		}
	}
	option = {
		name = "colonial_nation.EVTOPTB300" # Ignore the issue
		ai_chance = { factor = 50 }
		owner = {
			add_prestige = -5
			add_dip_power = -5
		}
	}
}

# The Harvest of YEAR
province_event = {
	id = conquest_of_paradise.301
	title = "colonial_nation.EVTNAME301"
	desc = "colonial_nation.EVTDESC301"
	picture = FARMING_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		owner = {
			is_colonial_nation = yes
		}
		is_colony = no
		NOT = { trade_goods = grain }
		NOT = { trade_goods = fish }
		has_empty_adjacent_province = yes
		is_month = 3 # April
		NOT = { is_month = 9 } # October
	}
	
	mean_time_to_happen = {
		months = 2000
	}
	
	option = {
		name = "colonial_nation.EVTOPTA301" # Take what we need
		ai_chance = { factor = 50 }
		owner = {
			add_mil_power = -10
		}		
	}
	option = {
		name = "colonial_nation.EVTOPTB301" # We will solve this ourselves
		ai_chance = { factor = 50 }
		owner = {
			add_adm_power = -5
		}
	}
}

# Wage Laws for Builders
country_event = {
	id = conquest_of_paradise.302
	title = "colonial_nation.EVTNAME302"
	desc = "colonial_nation.EVTDESC302"
	picture = COLONIZATION_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		is_colonial_nation = yes
	}
	
	mean_time_to_happen = {
		months = 2000
	}
	
	option = {
		name = "colonial_nation.EVTOPTA302" # Vote yes, it's a sound idea
		ai_chance = { factor = 50 }
		add_adm_power = -25
		add_country_modifier = {
			name = "construction_wages"
			duration = 1095
		}
	}
	option = {
		name = "colonial_nation.EVTOPTB302" # We don't need to regulate that
		ai_chance = { factor = 50 }
		add_adm_power = 10
	}
}

# Iron Discovered
province_event = {
	id = conquest_of_paradise.303
	title = "colonial_nation.EVTNAME303"
	desc = "colonial_nation.EVTDESC303"
	picture = CITY_DEVELOPMENT_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		owner = {
			NOT = { has_country_flag = iron_discovered }
			is_colonial_nation = yes
			is_year = 1600
			NOT = {
				any_owned_province = {
					trade_goods = iron
				}
			}
			num_of_cities = 5
		}
		is_colony = no
		OR = {
			trade_goods = fur
			trade_goods = grain
		}
		NOT = { has_building = plantations }
		NOT = { has_building = tradecompany }
		num_free_building_slots = 1
	}
	
	mean_time_to_happen = {
		months = 2000
		modifier = {
			factor = 2.0
			NOT = { is_year = 1650 }
		}
	}

	immediate = {
		hidden_effect = {
			owner = {
				set_country_flag = iron_discovered
			}
		}
	}
	
	option = {
		name = "colonial_nation.EVTOPTA303" # Sounds like a good opportunity
		ai_chance = { factor = 100 }
		change_trade_goods = iron
		add_building = weapons
		add_province_modifier = {
			name = "tax_break_ore"
			duration = 3650
		}
	}
	option = {
		name = "colonial_nation.EVTOPTB303" # No, thanks
		ai_chance = { factor = 0 }
		owner = {
			add_mil_power = 25
		}
	}
}

# Domestic Wool Industry
province_event = {
	id = conquest_of_paradise.304
	title = "colonial_nation.EVTNAME304"
	desc = "colonial_nation.EVTDESC304"
	picture = CITY_DEVELOPMENT_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		owner = {
			NOT = { has_country_flag = domestic_wool_industry }
			is_colonial_nation = yes
			is_year = 1600
			NOT = {
				any_owned_province = {
					trade_goods = wool
				}
			}
			num_of_cities = 5
		}
		is_colony = no
		OR = {
			trade_goods = fur
			trade_goods = grain
		}
		NOT = { has_building = plantations }
		NOT = { has_building = tradecompany }
		num_free_building_slots = 1
	}
	
	mean_time_to_happen = {
		months = 2000
		modifier = {
			factor = 2.0
			NOT = { is_year = 1650}
		}
	}

	immediate = {
		hidden_effect = {
			owner = {
				set_country_flag = domestic_wool_industry
			}
		}
	}
	
	option = {
		name = "colonial_nation.EVTOPTA304" # Sounds like a good opportunity
		ai_chance = { factor = 100 }
		owner = {
			add_adm_power = -10
		}
		change_trade_goods = wool
		add_building = textile
	}
	option = {
		name = "colonial_nation.EVTOPTB304" # No, thanks
		ai_chance = { factor = 0 }
		owner = {
			add_adm_power = 25
		}
	}
}

# A Wharf Needed
province_event = {
	id = conquest_of_paradise.305
	title = "colonial_nation.EVTNAME305"
	desc = "colonial_nation.EVTDESC305"
	picture = CITY_DEVELOPMENT_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		owner = {
			NOT = { has_country_flag = a_wharf_needed }
			is_colonial_nation = yes
			is_year = 1600
			NOT = {
				any_owned_province = {
					OR = {
						trade_goods = salt
						trade_goods = naval_supplies
					}
				}
			}
			num_of_cities = 5
		}
		is_colony = no
		OR = {
			trade_goods = fur
			trade_goods = grain
		}
		NOT = { has_building = plantations }
		NOT = { has_building = tradecompany }
		num_free_building_slots = 1
	}
	
	mean_time_to_happen = {
		months = 2000
		modifier = {
			factor = 2.0
			NOT = { is_year = 1650}
		}
	}

	immediate = {
		hidden_effect = {
			owner = {
				set_country_flag = a_wharf_needed
			}
		}
	}
	
	option = {
		name = "colonial_nation.EVTOPTA305" # Sounds like a good opportunity
		ai_chance = { factor = 100 }
		random_list = {
			50 = {	change_trade_goods = salt }
			50 = {	change_trade_goods = naval_supplies }
		}
		add_building = wharf
		add_province_modifier = {
			name = "tax_break_wharf"
			duration = 3650
		}
	}
	option = {
		name = "colonial_nation.EVTOPTB305" # No, thanks
		ai_chance = { factor = 0 }
		owner = {
			add_mil_power = 25
		}
	}
}

# Cash Crop Ban
province_event = {
	id = conquest_of_paradise.306
	title = "colonial_nation.EVTNAME306"
	desc = "colonial_nation.EVTDESC306"
	picture = FARMING_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		owner = {
			NOT = { has_country_flag = cash_crop_ban }
			is_colonial_nation = yes
		}
		is_colony = no
		OR = {
			trade_goods = wine
			trade_goods = wool
			trade_goods = coffee
			trade_goods = cotton
			trade_goods = sugar
			trade_goods = tobacco
			trade_goods = cocoa
		}
	}
	
	mean_time_to_happen = {
		months = 2000
	}
	
	immediate = {
		hidden_effect = {
			owner = {
				set_country_flag = cash_crop_ban
			}
		}
	}
	
	option = {
		name = "colonial_nation.EVTOPTA306" # A law seems necessary
		ai_chance = { factor = 75 }
		owner = {
			add_adm_power = -10
		}
		add_unrest = 1
		add_base_tax = 1
	}
	option = {
		name = "colonial_nation.EVTOPTB306" # It's none of our business
		ai_chance = { factor = 25 }
		owner = {
			add_adm_power = 10
		}
	}
}

# Banned Tobacco Planting
province_event = {
	id = conquest_of_paradise.307
	title = "colonial_nation.EVTNAME307"
	desc = "colonial_nation.EVTDESC307"
	picture = DEBATE_REPUBLICAN_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		owner = {
			NOT = { has_country_flag = banned_tobacco_planting }
			is_colonial_nation = yes
		}
		is_colony = no
		trade_goods = tobacco
	}
	
	mean_time_to_happen = {
		months = 2000
		modifier = {
			factor = 0.75
			owner = {
				tobacco = 2
			}
		}
		modifier = {
			factor = 0.75
			owner = {
				tobacco = 3
			}
		}
		modifier = {
			factor = 0.75
			owner = {
				tobacco = 4
			}
		}
	}
	
	immediate = {
		hidden_effect = {
			owner = {
				set_country_flag = banned_tobacco_planting
			}
		}
	}
	
	option = {
		name = "colonial_nation.EVTOPTA307" # Enforce it
		ai_chance = { factor = 75 }
		owner = {
			add_adm_power = -10
		}
		add_unrest = 1
		add_base_tax = 1
		add_province_modifier = {
			name = "banned_tobacco_planting"
			duration = 365
		}
	}
	option = {
		name = "colonial_nation.EVTOPTB307" # Reject their proposal
		ai_chance = { factor = 25 }
		owner = {
			add_adm_power = 10
		}
	}
}

# Colonial Border Conflict
province_event = {
	id = conquest_of_paradise.310
	title = "colonial_nation.EVTNAME310"
	desc = "colonial_nation.EVTDESC310"
	picture = BORDER_TENSION_eventPicture
	
	trigger = {
		has_dlc = "Conquest of Paradise"
		owner = {
			NOT = { has_country_flag = colonial_border_conflict }
			is_colonial_nation = yes
		}
		is_colony = no
		any_neighbor_province = {
			owner = {
				NOT = { has_country_flag = colonial_border_conflict }
				is_colonial_nation = yes
				colonial_parent = {
					any_subject_country = {
						is_colonial_nation = yes
						any_owned_province = {
							province_id = ROOT
						}
					}
				}
			}
			NOT = { owned_by = ROOT }
			is_colony = no
		}
	}
	
	mean_time_to_happen = {
		months = 2000
	}
	
	immediate = {
		hidden_effect = {
			owner = {
				set_country_flag = colonial_border_conflict
			}
		}
	}
	
	option = {
		name = "colonial_nation.EVTOPTA310" # Send the local militia to drive them out!
		ai_chance = { factor = 75 }
		owner = {
			add_mil_power = -10
		}
		random_neighbor_province = {
			limit = {
				owner = {
					NO...
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