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Modding Question?
Posted: Mon May 26, 2008 9:45 am
by Frank
Hi Calvinus
if i want to create a custom ai .seq file how can i be sure that the program use it. Must i write a special event for this or are all .seq files in the ai folder automatically loaded at the start of a new game.
Frank
Posted: Mon May 26, 2008 1:13 pm
by calvinus
Just be sure that the seq file is named exactly like the concerned nation tag... and the game
automatically loads it.
Example: ROM.seq for the seq file of Western Roman Empire (whole tag is ROM).
If a seq file with that name is
already present, you have to modify its content.
If, instead, you want a nation
moves to a new seq file
at a certain date, you have to create a new seq file (named as you wish) and then a historical event, containing the following consequence:
BeginHistoricalConsequence
Type=HC_ChangeNationAI
BeginStrings
String=AI_ChangeTweakings,XXX.seq
EndStrings
ParamEffectText=none
EndHistoricalConsequence
where XXX is the new seq file name...
To have a complete exemple, see the files "ALM.seq", "ALM2.seq" and "HE_AI_ALM.inc"...

Posted: Tue May 27, 2008 8:48 am
by Frank
Thanks Calvinus,
i have another short question. What does the value number in the PlebisManagement.csv file mean? Is this a percentage in or decrease or is it a fixed number?
Posted: Tue May 27, 2008 9:22 am
by calvinus
It was a modificator to the "plebis" value, a kind of national stability level.
It was used in beta version, then abandoned in gold version.
Posted: Tue May 27, 2008 9:34 am
by Frank
ok i understand. But how are the revolt risk of a province is calculated in the current version.

Is the ethnic composition of a province the only factor or are there other matters that play a role?
Posted: Tue May 27, 2008 10:22 am
by calvinus
Not only ethnics, religios factors too... There's no place in the beta manual explaining the revolts risk factors?

Posted: Tue May 27, 2008 10:27 am
by calvinus
Herewith something....
National Factors:
• Adjacent to revolting region: +2%
• Nation Tax Level +2.5*(Tax_Level# –20)%
• Political Crisis event (#35) this year ** : +5% (cancel after event effects have disappeared)
• Good Government Policies event (#25) this year ** : –5% (cancel after event effects have disappeared)
• Poor Government Policies event (#26) this year ** : +5% (cancel after event effects have disappeared)
• Widespread Corruption event (#36) this year ** : +5% (cancel after event effects have disappeared)
• Temporary Insanity event (#32) this year ** : +random(5)% (cancel after event effects have disappeared)
Does not apply to Republics.
• Excellent State Advisor event (#31) this year ** : – random(9)% (cancel after event effects have disappeared)
Diplomatic Factors:
• Region belongs to Subject nation: +5%
• Region has been annexed **: +10%
• Region has been conquered by peace this year **: +10%
• Region is adjacent to region owned by independent
nation of same nation group: –0.1*(relation value)%
• Each other nation that expelled Political Refugees: –5% if adjacent, –1% if not, limited to –10%
See relations design
• Each other nation that recognized Ruler: –10% if adjacent, –5% if not, limited to –20%
Do not apply to Republics
• Each other nation that support Dissenters: +2% if adjacent, +1% if not, limited to +15%
• Each other nation that support Pretender: +10% if adjacent, +5% if not, limited to +20%
Administration Factors:
• Bandits in Region +1% for each stack
• Governor’s Legal Activities –#% (depending on PA & region – see Province design)
• Extra Taxes **: +25% (plus make an extra test immediately when claiming
extra taxes, cancel this modification after 12 months)
• Internal Disorder event (#45) this year ** : +random(5)% (cancel after event effects have disappeared)
Double for Republics.
Ethnic and Population Factors:
• If region nation group <> owner nation group: +Ngmodifier#%
• Population in region: +1% per city, +2% per rural
• Epidemic event (#15) in same Province this year ** : –15% (cancel after event effects have disappeared)
• Colonization event (#16) in same Province this year ** : +5% if <> nation group, else –5%
(cancel after event effects have disappeared)
Economic Factors:
• Farm, Quarry, Mine: +2% each
• New City event (#40) in same Province this year ** : +5% if <> nation group, else –5%
(cancel after event effects have disappeared)
• City in Region –1%
• Capital of Province –2%
• Capital of Nation –12%
• Exceptional Year event (#25) this year ** : –5% (cancel after event effects have disappeared)
• Unhappiness among Peasantry event (#29) this year ** : +2*(# of farms in region)%
(cancel after event effects have disappeared)
• Unhappiness among Artisans event (#28) this year ** : +2*(# of manufactures in city)% - 0% in rural regions
(cancel after event effects have disappeared)
• Poor Harvest event (#25) this year ** : +5% (cancel after event effects have disappeared)
• Good Harvest event (#25) this year ** : –5% (cancel after event effects have disappeared)
• Drought event (#25) this year ** : +5% (cancel after event effects have disappeared)
War & Military Factors:
• Occupation by enemy units: +1%
• Looted: +5%
• Each Cavalry type unit in Region: –2% each
• Each Legion or Heavy Infantry unit in Region: –1% each
• Each other Infantry unit in Region: –0.5% each
• Victory of region owner in same Province this year **: –5 – random(5)% each, but only during current year.
cancel all on 31/12
• Victory of region owner in same Province this year **: +5 + random(5)% each, but only during current year.
cancel all on 31/12
• Victory of region owner elsewhere this year **: – random(5)% each, but only during current year.
Cancel all on 31/12
• Victory of region owner elsewhere this year **: + random(5)% each, but only during current year.
Cancel all on 31/12
• Military value (MIL) of Leader in Region: –#MIL%
• War Exhaustion **: +1% added the 1st January every year while at war; during
the 5 first year of war, then every two years for next 3
years, then once every 5 years. Cancel all these all
together as soon as nation is no longer at war.
• Mutiny event (#41) this year ** : +random(5)% (cancel after event effects have disappeared)
Repression Factors:
• Each Revolt suppressed in same Province **: +3% each time, maximum +15%, reduce by 5% every 5
years (to minimum of 0%)
Various Factors:
• Each Pirate raid in same Province **: +1% each (to maximum 10%, remove 2% per year,
minimum to 0)
Note that parameters identified with ** are to be stored separately.
Posted: Tue May 27, 2008 3:06 pm
by Frank
Well this is a really long list.

Is the effect immediately or time-delayed? For example when i move several cavalry and heavy infantry units in a region i see no chance to the revolt risk in a province.
Posted: Tue May 27, 2008 5:31 pm
by calvinus
To my memory the check is performed monthly.
Posted: Wed May 28, 2008 1:37 am
by alexander seil
Just wondering, is there a "lowest bound" on revolt risk? I think it's 2%, but I'm not sure.