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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