Starting Scenario - Robert's Rebellion

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Re: Starting Scenario - Robert's Rebellion

PostPosted by Ogaburan » Sat Feb 25, 2012 12:58

Regarding the Greyjoys "raid" CB.
What about this;
Not sure if you already have something like this, but I've been working on some simple pagan stuff myself and one thing I made was a "Raid" CB for pagan groups. It's still a work in progress but here's a functional version I'm playing around with atm:

EDIT: Updated with a version that hasn't given me any trouble so far.

Code: Select all
raid = {
   name = CB_NAME_RAID
   war_name = CB_WAR_NAME_RAID
   sprite = 6
   truce_days = 1825
   is_permanent = yes   
   can_call_allies = no   

   can_use = {
      OR = {
         ROOT = {
            OR = {
               religion = norse_pagan
               religion = baltic_pagan
               religion = finnish_pagan
            }
         }
         OR = {
            religion = norse_pagan
            religion = baltic_pagan
            religion = finnish_pagan
         }   
      }
         ROOT = { NOT = { same_realm = FROM } }         
         FROM = { NOT = { religion_group = pagan_group } }         
   }               

   is_valid = {
      OR = {
         ROOT = {
            OR = {
               religion = norse_pagan
               religion = baltic_pagan
               religion = finnish_pagan
            }
         }
         OR = {
            religion = norse_pagan
            religion = baltic_pagan
            religion = finnish_pagan
         }
      }
      ROOT = { NOT = { same_realm = FROM } }
      FROM = { NOT = { religion_group = pagan_group } }         
   }
   
   on_success = {
      FROM = {
         transfer_scaled_wealth = {
            to = ROOT
            value = 4.0
         }
      }
      ROOT = {
         prestige = 50
      }
   }

   on_fail = {
      ROOT = {
         prestige = -50
      }
   }

   on_reverse_demand = {
      ROOT = {
         prestige = -100   
         imprison = FROM
      }
      FROM = {
         prestige = 100      
      }
   }

   attacker_ai_victory_worth = {
      factor = -1 # always accept
   }
   
   attacker_ai_defeat_worth = {
      factor = 100
   }

   defender_ai_victory_worth = {
      factor = -1 # always accept
   }
   
   defender_ai_defeat_worth = {
      factor = 50
   }
}


Victory means prestige and wealth from the enemy. Failure means loss of face (prestige) and imprisonment of your leader.


Taken form here; http://forum.paradoxplaza.com/forum/sho ... -out-there

Seems like it can work for us as well?
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Re: Starting Scenario - Robert's Rebellion

PostPosted by -Rodri- » Sat Feb 25, 2012 20:06

yes, could be interesting.
And we can add a event to steal some salt-wives!
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Re: Starting Scenario - Robert's Rebellion

PostPosted by AlecTrevelyan006 » Sat Feb 25, 2012 20:40

I like that idea! I had some similar stuff in the Iron Islands thread (topic34.html) but you know your coding much better
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Sunspear » Sat Feb 25, 2012 22:48

Alright here's my modification of the raid CB. Following AlecTrevelyan006 suggestions, the White Peace results in wealth, prestige and piety (winnings basically doubles it - values have to be tested). Losing means imprisonment of the Leader and loss of piety & prestige.


Code: Select all
raid = {
   name = CB_NAME_RAID
   war_name = CB_WAR_NAME_RAID
   sprite = 6
   truce_days = 1825
   is_permanent = yes   
   can_call_allies = no   

   can_use = {
      OR = {
         ROOT = {
            OR = {
               religion = drowned_god
            }
         }
         OR = {
            religion = drowned_god

         }   
      }
         ROOT = { NOT = { same_realm = FROM } }         
         FROM = { NOT = { religion_group = drowned_god_group } }         
   }               

   is_valid = {
      OR = {
         ROOT = {
            OR = {
               religion = drowned_god
            }
         }
         OR = {
            religion = drowned_god
         }
      }
      ROOT = { NOT = { same_realm = FROM } }
      FROM = { NOT = { religion_group = drowned_god_group } }         
   }
   
   on_success = {
      FROM = {
         transfer_scaled_wealth = {
            to = ROOT
            value = 8.0
         }
      }
      ROOT = {
         prestige = 100
       piety = 50
      }
   }

   on_fail = {
      FROM = {
         transfer_scaled_wealth = {
            to = ROOT
            value = 4.0
         }
      }
      ROOT = {
         prestige = 50
       piety = 25
      }
   }

   on_reverse_demand = {
      ROOT = {
         prestige = -100   
         imprison = FROM
      }
      FROM = {
         prestige = 100 
       piety = 50
      }
   }

   attacker_ai_victory_worth = {
      factor = -1 # always accept
   }
   
   attacker_ai_defeat_worth = {
      factor = 100
   }

   defender_ai_victory_worth = {
      factor = -1 # always accept
   }
   
   defender_ai_defeat_worth = {
      factor = 50
   }
}



Tested the code in vanilla. Todo: display names
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Sunspear » Sun Feb 26, 2012 01:00

After doing some testing it doesn't seem like a good way. White Peace would be abused easily and peace could be made even with a small winning factor like 3%.
I changed the values to white peace = -10 piety for attacker (small punishment) and the surrender for the cash comes already at 30% winning factor. That should be possible
through "raiding".
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Etel » Sun Feb 26, 2012 09:25

Sounds very good! White peace should probably not be loaded with any attacker benefits, as you yourself point out. Excellent solution though :)
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Ogaburan » Sun Feb 26, 2012 10:17

AlecTrevelyan006 wrote:I like that idea! I had some similar stuff in the Iron Islands thread (topic34.html) but you know your coding much better


Yes, i read that. Very good suggestions. Just brought up someone that actually coded something similar.
Didn't mean any disrespect.

and its not my coding... its from the plazza-mod forum!
Kudos to "ATP" for that.
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Re: Starting Scenario - Robert's Rebellion

PostPosted by AlecTrevelyan006 » Sun Feb 26, 2012 18:20

Ogaburan wrote:
AlecTrevelyan006 wrote:I like that idea! I had some similar stuff in the Iron Islands thread (topic34.html) but you know your coding much better


Yes, i read that. Very good suggestions. Just brought up someone that actually coded something similar.
Didn't mean any disrespect.

and its not my coding... its from the plazza-mod forum!
Kudos to "ATP" for that.


No disrespect taken, I didn't mean anything like that, I just wanted to get involved in the discussion.

Hopefully the Ironmen will be just as annoying in game as in the books :-P
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Re: Starting Scenario - Robert's Rebellion

PostPosted by GenghisCan » Mon Feb 27, 2012 01:35

Is it possible for the heir to be imprisoned instead of the lord? I was wondering because Theon Greyjoy was taken as a hostage not Balon.
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Ogaburan » Mon Feb 27, 2012 20:45

GenghisCan wrote:Is it possible for the heir to be imprisoned instead of the lord? I was wondering because Theon Greyjoy was taken as a hostage not Balon.


Maybe we can make an event that triggers at end_war that will let us choose if we want to force-ward someone.
Form what i see, game actually lets you have more then 2 wards at a time, it just dosent let you ask for new wards.

Event will trigger a decision to be made for each of the males sons under the age of 16.

thoughts?
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Re: Starting Scenario - Robert's Rebellion

PostPosted by AlecTrevelyan006 » Thu Mar 01, 2012 06:59

Regarding that raid CB...

Is it possible to remove the "target is independent" tag from the raid CB, so the attacker doesn't have to declare war on an entire Kingdom? Not that we'd want to do that right now, but I want to know for options down the road...
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Ogaburan » Thu Mar 01, 2012 11:50

Possible... but its not how things work in a feudal system.
If you declare war on a vassal you automatically declare war on their liege, who is expected to help them.
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Re: Starting Scenario - Robert's Rebellion

PostPosted by AlecTrevelyan006 » Thu Mar 01, 2012 14:22

Oh I understand that, but sometimes a liege is too weak to help. Thus I was thinking of something where the vassal can always call their liege into the war like an ally, but if their liege is already fighting a war or too weak, they might not be able to send troops.

Again, not something that I think we should necessarily implement, but I just wanted to know if it was a possibility going forwards.
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Ogaburan » Thu Mar 01, 2012 19:35

IN terms of possibilities... I think anything is possible as long as we have Cabezaestufa!
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Re: Starting Scenario - Robert's Rebellion

PostPosted by KaiserBenjamin » Sun May 27, 2012 04:52

I played this mod pretty much all day today, got through about 50 years in-game. Very enjoyable.

I was wondering how long the War of the Usurper/Robert's Rebellion (however you want to say it) lasts for most people? Mine lasted 32 years, but I had the Mad King die a year into the war. Since Rhaegar has much better stats and can actually command the loyalty of his vassals, I hypothesized that the reason the war lasted so long was the evenly-matched sides. I was playing the Lannisters and I kept my family out of it until the final year of the war (when it became obvious who was going to win). I spent the war fabricating claims, marrying family members to courtiers with hereditary claims, and gobbling up pieces of the Iron Isles one at a time.

I'm curious to know whether my experience is common or unusual. I'm particularly interested in how long the war lasted for those people that, like me, stayed out of it.

How long has War of the Usurper/Robert's Rebellion lasted in your games?
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Kingsgrave » Sun May 27, 2012 13:12

It regularly lasts twenty to thirty years for me, even with my involvement. Sometimes longer.
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Re: Starting Scenario - Robert's Rebellion

PostPosted by tripballs » Sun May 27, 2012 14:32

I started as Rhaegar. The War of the Usurper/Robert's Rebellion lasted only a few years, because Robert lost his first battle and got imprisoned... Few years later Mad King died from illness and I became the Emperor. I got an event that allowed to end the rivalry between me and Stark, and for the next ~30 years that I played absolutely nothing exciting happened. I was not amused.
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Re: Starting Scenario - Robert's Rebellion

PostPosted by oyabun » Sun May 27, 2012 16:54

I tried 2 scenarios, one with Start with Robert winning and 1 with my own Ironborn with Aerys winning, I wonder if there's a plot to invite other kingdoms to declare indepedence. I seem to have too much "peace" on both my scenarios and I'm not capable on taking on the Iron throne alone. No one is fighting any major war except for mini territorial claims.
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Re: Starting Scenario - Robert's Rebellion

PostPosted by Kingsgrave » Sun May 27, 2012 17:00

The best time to make a run for it as the Ironborn generally seems to be right after starting, for me.
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Re: Starting Scenario - Robert's Rebellion

PostPosted by oyabun » Sun May 27, 2012 17:55

Well Dorne and The Reach seems to declare independence and I was given the option to break free. I guess this solves my problem :D. But it's still good to have an option to invite other Lords for plot of independence though.
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